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RedMew/map_gen/shared/biter_attacks.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* Init Factorio 2.0 update

* add credits

* fix test module

* I know luackeck, I know

* Fixes

* Fix bad event.player_index handling

* Hotfixes

* Remove all filter inserters

* Migrate removed items

* Deprecating spidertron control and landfill features
2024-10-22 20:22:35 +01:00

396 lines
13 KiB
Lua

--[[
This module allows for massive biter attacks without inflicting lag spikes by scanning large areas at once.
There are options in the config to regulate the following:
Attacks sent against random players on timed intervals.
Attacks sent on the launch of rockets.
There is a command available in admin_commands.
There is also a public function allowing the sending of attacks by other modules.
Public.launch_attack takes a table of arguments and will send an attack against a specific entity or position.
]]
-- Dependencies
local Global = require 'utils.global'
local Task = require 'utils.task'
local Token = require 'utils.token'
local table = require 'utils.table'
local Event = require 'utils.event'
local Game = require 'utils.game'
local Command = require 'utils.command'
local RS = require 'map_gen.shared.redmew_surface'
local Ranks = require 'resources.ranks'
local Color = require 'resources.color_presets'
local config = storage.config.biter_attacks -- The local copy of config should only be used during the control stage
-- Localized functions
local random = math.random
local insert = table.insert
local ceil = math.ceil
-- Constants
local defaults = {
total_scan_radius = 5000,
individual_scan_radius = 500 -- a 500 radius scan is < 0.5ms on avg
}
-- Local vars
local timed_attack_token
local setup_scans_token
local biter_scan_token
local Public = {}
-- Global tokens
local Attack_data = {
attack_lockout = nil,
enemy_unit_group = nil,
scan_index = 1,
biter_count = 0,
attack_pos = nil,
force_name = nil
}
Global.register(
{
Attack_data = Attack_data
},
function(tbl)
Attack_data = tbl.Attack_data
end
)
-- Local functions
--- Cleans the primitive data for a new attack
local function init_data(surface, scan_center)
if Attack_data.enemy_unit_group then
Attack_data.enemy_unit_group.destroy()
Attack_data.enemy_unit_group = nil
end
if not surface or not surface.valid then
return
end
Attack_data.enemy_unit_group = surface.create_unit_group {position = scan_center}
Attack_data.scan_index = 1
Attack_data.biter_count = 0
end
--- Calculates the number of biters to send for timed attacks according to the difficulty selected
-- @return <number>
local function calculate_biters()
local multiplier = storage.config.biter_attacks.timed_attacks.attack_difficulty
return ceil((game.forces.enemy.get_evolution_factor(RS.get_surface_name()) * 100 * multiplier))
end
--- Take a large scan radius and break it into smaller pieces
-- Spirals from the middle outward (right first then clockwise)
-- @param data <table> contains:
-- scan_center <table> Position
-- total_scan_radius <number> radius of total scan desired
-- individual_scan_radius <number> radius of individual scans
-- @return <table> array of Positions (centers of scans)
local function split_scan_radius(data)
local center, scan_size = data.scan_center, data.individual_scan_radius
local scan_centers = {}
local scan_diameter = scan_size * 2
local num_scan_rows = math.ceil(data.total_scan_radius / scan_size) -- number of scans per row/column
local total_scans = num_scan_rows ^ 2
local x_offset = center.x or center[1]
local y_offset = center.y or center[2]
local dx, x, y = 0, 0, 0
local dy = -1
local half_rows = num_scan_rows / 2
for i = 1, total_scans do
if (-half_rows <= x and x <= half_rows) and (-half_rows < y and y <= half_rows) then
scan_centers[i] = {(x * scan_diameter) + x_offset, (y * scan_diameter) + y_offset}
end
if x == y or (x < 0 and x == -y) or (x > 0 and x == 1 - y) then
dx, dy = -dy, dx
end
x, y = x + dx, y + dy
end
return scan_centers
end
--- Sets up a queue of scans
-- @param data <table> for specifics see data param for Public.launch_attack
local function setup_scans(data)
-- If an attack is already being setup, try again in a minute
if Attack_data.attack_lockout then
Task.set_timeout(60, setup_scans_token, data)
return
else
Attack_data.attack_lockout = true
end
-- Initialize our data for this attack
init_data(data.surface, data.scan_center)
Attack_data.attack_pos = data.attack_pos or data.scan_center
Attack_data.force_name = data.force -- allowed to be nil
-- Split the large scan into parts
local scan_centers =
split_scan_radius(
{
scan_center = data.scan_center,
total_scan_radius = data.total_scan_radius or defaults.total_scan_radius,
individual_scan_radius = data.individual_scan_radius or defaults.individual_scan_radius
}
)
-- Queue the scans
Task.queue_task(
biter_scan_token,
{
scans = scan_centers,
surface = data.surface,
scan_center = data.scan_center,
biters_to_send = data.biters_to_send or calculate_biters(),
radius = data.individual_scan_radius or defaults.individual_scan_radius,
target_ent = data.target_ent -- allowed to be nil
},
#scan_centers
)
end
--- Sends attacks against players on launches
local function rocket_launched(event)
local entity = event.rocket_silo
if not entity or not entity.valid or not entity.force == 'player' then
return
end
local count = game.forces.player.rockets_launched
local data = {
surface = entity.surface,
scan_center = entity.position,
attack_pos = entity.position,
biters_to_send = 1000,
total_scan_radius = 10000,
force = 'player'
}
if not storage.config.biter_attacks.launch_attacks.first_launch_only and count > 1 then
--send attack of 1k
setup_scans(data)
game.print({'biter_attacks.rocket_launch_attack'})
elseif count == 1 then
-- send every living biter
data.biters_to_send = math.huge
setup_scans(data)
game.print({'biter_attacks.first_rocket_launch_attack'})
end
end
-- Tokens
setup_scans_token = Token.register(setup_scans)
--- Issues attack orders to the enemy unit group
-- @param data <table> contains attack_pos (a Position), target_ent (a LuaEntity)
local function set_attack_command(data)
local command_table = {
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack_area,
destination = data.attack_pos,
radius = 150,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack_area,
destination = {0, 0},
radius = 1500,
distraction = defines.distraction.by_anything
}
}
}
local target_ent = data.target_ent
if target_ent and target_ent.valid then
insert(
command_table.commands,
1,
{
type = defines.command.attack,
target = target_ent,
distraction = defines.distraction.by_damage
}
)
end
Attack_data.enemy_unit_group.set_command(command_table)
Debug.print({message = 'attack sent', num_sent = #Attack_data.enemy_unit_group.members})
Attack_data.attack_lockout = nil
end
--- Scans a segment of map and enters the biters into the unit group
-- @param data <table> contains surface (a LuaSurface), scans (a table of scan centers)
-- radius (number), scan_center (a Position), target_ent (a LuaEntity), force (string)
biter_scan_token =
Token.register(
function(data)
-- Localized data not passed through to next run
local scan_index = Attack_data.scan_index
local biter_count = Attack_data.biter_count
local add_member = Attack_data.enemy_unit_group.add_member
-- Localize function
local biters_to_send = data.biters_to_send
-- Scan the area and enter biters into the unit group
local ents = data.surface.find_enemy_units(data.scans[scan_index], data.radius, Attack_data.force_name or 'player')
for i = 1, #ents do
biter_count = biter_count + 1
add_member(ents[i])
if biter_count >= biters_to_send then
Debug.print({message = 'attack ordered', biter_count = biter_count, biters_to_send = biters_to_send})
Attack_data.biter_count = biter_count
set_attack_command({target_ent = data.target_ent, attack_pos = data.scan_center})
return false
end
end
Attack_data.biter_count = biter_count
if scan_index == #data.scans then
Debug.print({message = 'attack ordered', biter_count = biter_count, biters_to_send = biters_to_send})
set_attack_command({target_ent = data.target_ent, attack_pos = data.scan_center})
return false
end
Attack_data.scan_index = scan_index + 1
return true
end
)
--- Sets up the parameters for an auto attack on a random player
timed_attack_token =
Token.register(
function()
local surface
local scan_center
local target_ent
-- Pick a random online player
local connected_players = game.connected_players
local player = connected_players[random(#connected_players)]
if player and player.valid then
surface = player.physical_surface
scan_center = player.physical_position
local character = player.character
if character and character.valid then
target_ent = character
end
else
surface = RS.get_surface()
scan_center = game.forces.player.get_spawn_position(surface)
end
local data = {
surface = surface,
scan_center = scan_center,
attack_pos = scan_center,
target_ent = target_ent,
total_scan_radius = defaults.total_scan_radius,
individual_scan_radius = defaults.individual_scan_radius
}
setup_scans(data)
Task.set_timeout(storage.config.biter_attacks.timed_attacks.attack_frequency, timed_attack_token, {})
end
)
-- Public functions
--- Launches a biter attack
-- @param data <table> contains:
-- surface <LuaSurface>
-- scan_center <table> Position center location of total scan radius
-- attack_pos <table> (optional, defaults to using scan_center) Position for biters to attack
-- biters_to_send <number> (optional, defaults to calling calculate_biters) the maximum number of biters to send as an attack
-- target_ent <LuaEntity> (optional) the entity for attacks to target, if given, takes priority over attack_pos
-- total_scan_radius <number> (optional) the maximum radius to scan for biters
-- individual_scan_radius <number> (optional) radius of the individual scans
-- force <string> (optional, default = 'player') the force to send an attack against
function Public.launch_attack(data)
setup_scans(
{
surface = data.surface,
scan_center = data.scan_center,
attack_pos = data.attack_pos,
biters_to_send = data.biters_to_send,
target_ent = data.target_ent,
total_scan_radius = data.total_scan_radius or defaults.total_scan_radius,
individual_scan_radius = data.individual_scan_radius or defaults.individual_scan_radius,
force = data.force
}
)
end
-- Events
if config.launch_attacks.enabled then
Event.add(defines.events.on_rocket_launched, rocket_launched)
end
if config.timed_attacks.enabled then
Event.on_init(
function()
Task.set_timeout(storage.config.biter_attacks.timed_attacks.attack_frequency, timed_attack_token, {})
end
)
end
-- Commands
--- Launches a biter attack
local function biter_attack(args)
local target_name = args.player
local target = game.get_player(target_name)
if not target or not target.valid then
Game.player_print({'common.fail_no_target', target_name}, Color.fail)
return
end
local biters_to_send = tonumber(args.quantity)
if not biters_to_send then
Game.player_print('Not a number', Color.white)
return
end
local target_pos = target.position
local surface = target.surface
local spawn_loc = target.force.get_spawn_position(surface)
local character = target.character
if not character or not character.valid then
character = nil
end
local data = {
surface = surface,
scan_center = target_pos,
attack_pos = spawn_loc,
biters_to_send = biters_to_send,
target_ent = character
}
Public.launch_attack(data)
Game.player_print('Attack ordered', Color.success)
end
Command.add(
'biter-attack',
{
description = 'Orders the provided number of biters to attack the provided player ',
arguments = {'player', 'quantity'},
required_rank = Ranks.admin,
allowed_by_server = true
},
biter_attack
)
return Public