1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2025-02-09 13:37:05 +02:00
RedMew/map_gen/maps/april_fools/modules/enemy_turrets.lua
RedRafe acc257b8b6
April fools maps (#1404)
* Upload pinguin scenario

* Fix relative path

* Pinguin scenario modularization

* Update enemy_turrets.lua

Added energy interface controls to limit power available to enemy laser turrets, with laser_shots_per_level constant for balancing.

* Update floor_is_lava.lua

Now spawns fire under players when level is half of max.

* Explosion Scare Module

Added explosion_scare module. Chooses players to randomly explode (non-damaging) a number of times before switching to new targets. Explosion intensity increases as module increases.

* Update pinguin.lua

Removed comment block over modules.

* Added New Module: permanent_factory

Has a very small chance to make an entity unminable and undestructible when placed.

* MeteOres

Added new module: MeteOres.
Spawns a random meteor that damages entities, creates ore, and spawns biters.

* Update meteOres.lua

Added explosion to meteor

* Added Auto Build

Added auto_build module. Selects random players, and automatically builds the item in their cursor nearby for a while, before changing targets.

* New module: Unorganized Recipes

Added a new module to hide recipe groups and subgroups for random players. This leads to "unorganized" crafting menus.

* Update auto_build.lua

Fixed typo. I must have changed base targets to 0 instead of the global level when preparing this file for commit.

* Add Biter Ores Module

Add new module. Spawns ores on death of biters, worms, and spawners, based on difficulty of biter and level.

looks for ores on the tile the biter dies on to add to, otherwise looks nearby for an ore type and uses that, otherwise decides on a new ore type to spawn.

This should allow players to set up "farms" for their ores, creating reasonable ore patches.

Contains a RANDOM_ORES constant that will make the search radius small and ensure random ores are placed instead.

* Update biter_ores.lua

Found typo. radius should be .1 not 1 for tile directly beneath biter.

* Updated Existing Modules

Got luacheck setup in my IDE so we don't have to wait for RedMew to run it. Fixed white-space and other linting errors.

* Split AF scenarios

* Add alien biomes module

* Draft april-fools scenarios

* Fix draft issues

---------

Co-authored-by: R. Nukem <Reoisasa@gmail.com>
2024-03-28 23:27:27 +00:00

148 lines
4.0 KiB
Lua

-- turrets have a 90% chance of being on player force when placed
-- Be sure to adjust ammo count/amount on the enemy turrets below as needed
-- Completed
local Global = require 'utils.global'
local BASE_PERCENT = 0.05
local MAX_RAND = 100
local LASER_SHOTS_PER_LEVEL = 10 -- No idea what a good number is here balance wise.
local ENERGY_PER_SHOT = 800000 -- 1 shot of the laser turret
local _global = { level = 0, max_level = 10 }
Global.register(_global, function(tbl)
_global = tbl
end)
-- ============================================================================
local TURRET_ACTIONS = {
['gun-turret'] = function(entity)
entity.insert{ name = 'firearm-magazine', count = 2 * (_global.level or 1) }
end,
['flamethrower-turret'] = function(entity)
entity.insert_fluid{ name = 'crude-oil', amount = 6 * (_global.level or 1) }
end,
['artillery-turret'] = function(entity)
entity.insert{ name = 'artillery-shell', count = _global.level or 1 }
end,
['laser-turret'] = function(entity)
-- TODO: change e-interface to accumulator with power
if entity.surface then
entity.surface.create_entity{
name = 'hidden-electric-energy-interface',
force = 'enemy',
position = entity.position,
raise_built = false,
move_stuck_players = true
}
-- find that interface we just made
local entities = entity.surface.find_entities_filtered{ name = 'hidden-electric-energy-interface', position = entity.position, radius = 2 }
-- Set energy interface
local total_power = ENERGY_PER_SHOT * LASER_SHOTS_PER_LEVEL * (_global.level or 1)
for i = 1, #entities do
if (entities[i] and entities[i].valid) then
entities[i].electric_buffer_size = total_power
entities[i].power_production = 0
entities[i].power_usage = 0
entities[i].energy = total_power
end
end
entity.surface.create_entity{
name = 'small-electric-pole',
force = 'enemy',
position = entity.position,
raise_built = false,
move_stuck_players = true
}
end
end,
}
local function on_built_turret(event)
local entity = event.created_entity
if not (entity and entity.valid and entity.name) then
-- Invalid entity
return
end
local fill_entity = TURRET_ACTIONS[entity.name]
if not fill_entity then
-- Turret not whitelisted
return
end
if not (_global and _global.level > 0) then
-- Level not enabled
return
end
local change_percent = _global.level * BASE_PERCENT
local rand = math.random(0, MAX_RAND)
if rand >= MAX_RAND * (1 - change_percent) then
fill_entity(entity)
entity.clone({ position = entity.position, force = 'enemy' })
entity.destroy()
end
end
local function remove_enemy_power_on_death(event)
local entity = event.entity
if not (entity and entity.valid) then
-- Invalid entity
return
end
if not (entity.name == 'laser-turret' and entity.force == 'enemy') then
-- Wrong entity
return
end
local entities = entity.surface.find_entities_filtered{ name = 'hidden-electric-energy-interface', position = entity.position, radius = 2 }
for i = 1, #entities do
if (entities[i] and entities[i].valid) then
entities[i].destroy()
end
end
end
-- ============================================================================
local Public = {}
Public.name = 'Rogue turrets'
Public.events = {
[defines.events.on_robot_built_entity] = on_built_turret,
[defines.events.on_built_entity] = on_built_turret,
[defines.events.on_entity_died] = remove_enemy_power_on_death
}
Public.level_increase = function()
_global.level = math.min(_global.level + 1, _global.max_level)
end
Public.level_decrease = function()
_global.level = math.max(_global.level - 1, 0)
end
Public.level_reset = function()
_global.level = 0
end
Public.level_set = function(val)
_global.level = val
end
Public.level_get = function()
return _global.level
end
Public.max_get = function()
return _global.max_level
end
return Public