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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
RedMew/map_gen/maps/crash_site/entity_died_events.lua
2020-07-20 20:26:15 +01:00

480 lines
13 KiB
Lua

local Event = require 'utils.event'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Global = require 'utils.global'
local math = require 'utils.math'
local table = require 'utils.table'
local random = math.random
local set_timeout_in_ticks = Task.set_timeout_in_ticks
local ceil = math.ceil
local draw_arc = rendering.draw_arc
local fast_remove = table.fast_remove
local tau = 2 * math.pi
local start_angle = -tau / 4
local update_rate = 4 -- ticks between updates
local time_to_live = update_rate + 1
local pole_respawn_time = 60 * 60
local no_coin_entity = {}
Global.register(
{no_coin_entity = no_coin_entity},
function(tbl)
no_coin_entity = tbl.no_coin_entity
end
)
local entity_drop_amount = {
--[[['small-biter'] = {low = -62, high = 1},
['small-spitter'] = {low = -62, high = 1},
['medium-biter'] = {low = -14, high = 1},
['medium-spitter'] = {low = -14, high = 1},
['big-biter'] = {low = -2, high = 1},
['big-spitter'] = {low = -2, high = 1},
['behemoth-biter'] = {low = 1, high = 1},
['behemoth-spitter'] = {low = 1, high = 1}, ]]
['biter-spawner'] = {low = 8, high = 24},
['spitter-spawner'] = {low = 8, high = 24},
['small-worm-turret'] = {low = 3, high = 10},
['medium-worm-turret'] = {low = 8, high = 24},
['big-worm-turret'] = {low = 15, high = 30},
['behemoth-worm-turret'] = {low = 25, high = 45}
}
local spill_items =
Token.register(
function(data)
local stack = {name = 'coin', count = data.count}
data.surface.spill_item_stack(data.position, stack, true)
end
)
local entity_spawn_map = {
['medium-biter'] = {name = 'small-worm-turret', count = 1, chance = 0.2},
['big-biter'] = {name = 'medium-worm-turret', count = 1, chance = 0.2},
['behemoth-biter'] = {name = 'big-worm-turret', count = 1, chance = 0.2},
['medium-spitter'] = {name = 'small-worm-turret', count = 1, chance = 0.2},
['big-spitter'] = {name = 'medium-worm-turret', count = 1, chance = 0.2},
['behemoth-spitter'] = {name = 'big-worm-turret', count = 1, chance = 0.2},
['biter-spawner'] = {type = 'biter', count = 5, chance = 1},
['spitter-spawner'] = {type = 'spitter', count = 5, chance = 1},
['behemoth-worm-turret'] = {
type = 'compound',
spawns = {
{name = 'behemoth-spitter', count = 2},
{name = 'behemoth-biter', count = 2}
},
chance = 1
},
['stone-furnace'] = {type = 'cause', count = 2, chance = 1},
['steel-furnace'] = {type = 'cause', count = 2, chance = 1},
['electric-furnace'] = {type = 'cause', count = 4, chance = 1},
['assembling-machine-1'] = {type = 'cause', count = 4, chance = 1},
['assembling-machine-2'] = {type = 'cause', count = 4, chance = 1},
['assembling-machine-3'] = {type = 'cause', count = 4, chance = 1},
['chemical-plant'] = {type = 'cause', count = 4, chance = 1},
['centrifuge'] = {type = 'cause', count = 6, chance = 1},
['pumpjack'] = {type = 'cause', count = 6, chance = 1},
['storage-tank'] = {type = 'cause', count = 4, chance = 1},
['oil-refinery'] = {type = 'cause', count = 8, chance = 1},
['offshore-pump'] = {type = 'cause', count = 2, chance = 1},
['boiler'] = {type = 'cause', count = 2, chance = 1},
['heat-exchanger'] = {type = 'cause', count = 4, chance = 1},
['steam-engine'] = {type = 'cause', count = 6, chance = 1},
['steam-turbine'] = {type = 'cause', count = 10, chance = 1},
['nuclear-reactor'] = {type = 'cause', count = 20, chance = 1},
['rocket-silo'] = {type = 'cause', count = 40, chance = 1},
['train-stop'] = {type = 'cause', count = 2, chance = 1},
['burner-mining-drill'] = {type = 'cause', count = 2, chance = 1},
['electric-mining-drill'] = {type = 'cause', count = 4, chance = 1},
['lab'] = {type = 'cause', count = 6, chance = 1},
['solar-panel'] = {type = 'cause', count = 4, chance = 1},
['accumulator'] = {type = 'cause', count = 2, chance = 1},
['beacon'] = {type = 'cause', count = 6, chance = 1},
['radar'] = {type = 'cause', count = 4, chance = 1}
}
local unit_levels = {
biter = {'small-biter', 'medium-biter', 'big-biter', 'behemoth-biter'},
spitter = {
'small-spitter',
'medium-spitter',
'big-spitter',
'behemoth-spitter'
}
}
local worms = {
['small-worm-turret'] = true,
['medium-worm-turret'] = true,
['big-worm-turret'] = true,
['behemoth-worm-turret'] = true
}
local allowed_cause_source = {
['small-biter'] = true,
['medium-biter'] = true,
['big-biter'] = true,
['behemoth-biter'] = true,
['small-spitter'] = true,
['medium-spitter'] = true,
['big-spitter'] = true,
['behemoth-spitter'] = true
}
local turret_evolution_factor = {
['gun-turret'] = 0.001,
['laser-turret'] = 0.002,
['flamethrower-turret'] = 0.0015,
['artillery-turret'] = 0.004
}
local spawn_worm =
Token.register(
function(data)
local surface = data.surface
local name = data.name
local position = data.position
local p = surface.find_non_colliding_position(name, position, 8, 1)
if p then
local entity = surface.create_entity({name = data.name, position = data.position})
no_coin_entity[entity.unit_number] = true
end
end
)
local function get_level()
local ef = game.forces.enemy.evolution_factor
if ef == 0 then
return 1
else
return ceil(ef * 4)
end
end
local spawn_units =
Token.register(
function(data)
local surface = data.surface
local name = data.name
local position = data.position
for _ = 1, data.count do
local p = surface.find_non_colliding_position(name, position, 8, 1)
if p then
surface.create_entity {name = name, position = p}
end
end
end
)
local spawn_player =
Token.register(
function(player)
if player and player.valid then
player.ticks_to_respawn = 3600
end
end
)
local function has_valid_turret(turrets)
for i = #turrets, 1, -1 do
local turret = turrets[i]
if turret.valid then
return true
else
fast_remove(turrets, i)
end
end
return false
end
local pole_callback
pole_callback =
Token.register(
function(data)
if not has_valid_turret(data.turrets) then
return
end
local tick = data.tick
local now = game.tick
if now >= tick then
data.surface.create_entity(
{
name = data.name,
force = 'enemy',
position = data.position
}
)
return
end
local fraction = ((now - tick) / pole_respawn_time) + 1
draw_arc(
{
color = {1 - fraction, fraction, 0},
max_radius = 0.5,
min_radius = 0.4,
start_angle = start_angle,
angle = fraction * tau,
target = data.position,
surface = data.surface,
time_to_live = time_to_live
}
)
set_timeout_in_ticks(update_rate, pole_callback, data)
end
)
local filter = {area = nil, name = 'laser-turret', force = 'enemy'}
local function do_pole(entity)
if entity.type ~= 'electric-pole' then
return
end
local supply_area_distance = entity.prototype.supply_area_distance
if not supply_area_distance then
return
end
local surface = entity.surface
local position = entity.position
local x, y = position.x, position.y
local d = supply_area_distance / 2
filter.area = {{x - d, y - d}, {x + d, y + d}}
local turrets = surface.find_entities_filtered(filter)
if #turrets == 0 then
return
end
set_timeout_in_ticks(
update_rate,
pole_callback,
{
name = entity.name,
position = position,
surface = surface,
tick = game.tick + pole_respawn_time,
turrets = turrets
}
)
end
local function do_evolution(entity_name, entity_force)
local factor = turret_evolution_factor[entity_name]
if factor then
local old = entity_force.evolution_factor
local new = old + (1 - old) * factor
entity_force.evolution_factor = math.min(new, 1)
end
end
local bot_spawn_whitelist = {
['gun-turret'] = true,
['laser-turret'] = true,
['flamethrower-turret'] = true,
['artillery-turret'] = true
}
local bot_cause_whitelist = {
['character'] = true,
['artillery-turret'] = true,
['artillery-wagon'] = true
}
local function do_bot_spawn(entity_name, entity, event)
if not bot_spawn_whitelist[entity_name] then
return
end
local cause = event.cause
if not cause or not bot_cause_whitelist[cause.name] then
return
end
local entity_force = entity.force
local ef = entity_force.evolution_factor
if ef <= 0.2 then
return
end
local create_entity = entity.surface.create_entity
local repeat_cycle = 1 -- The number of times a squad of robots are spawned default must be 1
if ef > .95 then
repeat_cycle = 2
end
local spawn_entity = {
position = entity.position,
target = cause,
force = entity_force
}
if cause.name ~= 'character' then
if entity_name == 'artillery-turret' then
repeat_cycle = 15
else
repeat_cycle = 4
end
for i = 1, repeat_cycle do
spawn_entity.name = 'defender'
create_entity(spawn_entity)
create_entity(spawn_entity)
spawn_entity.name = 'destroyer'
create_entity(spawn_entity)
create_entity(spawn_entity)
end
elseif entity_name == 'gun-turret' then
for i = 1, repeat_cycle do
spawn_entity.name = 'defender'
create_entity(spawn_entity)
create_entity(spawn_entity)
spawn_entity.name = 'destroyer'
create_entity(spawn_entity)
end
elseif entity_name == 'laser-turret' then
for i = 1, repeat_cycle do
spawn_entity.name = 'defender'
create_entity(spawn_entity)
spawn_entity.name = 'destroyer'
create_entity(spawn_entity)
create_entity(spawn_entity)
end
else
for i = 1, repeat_cycle do
spawn_entity.name = 'distractor-capsule'
spawn_entity.speed = 0
create_entity(spawn_entity)
end
end
end
local function do_coin_drop(entity_name, entity)
local position = entity.position
local bounds = entity_drop_amount[entity_name]
if not bounds then
return
end
local unit_number = entity.unit_number
if no_coin_entity[unit_number] then
no_coin_entity[unit_number] = nil
return
end
local count = random(bounds.low, bounds.high)
if count > 0 then
set_timeout_in_ticks(
1,
spill_items,
{
count = count,
surface = entity.surface,
position = position
}
)
end
end
local function do_spawn_entity(entity_name, entity, event)
local spawn = entity_spawn_map[entity_name]
if not spawn then
return
end
local chance = spawn.chance
if chance ~= 1 and random() > chance then
return
end
local name = spawn.name
if name == nil then
local type = spawn.type
if type == 'cause' then
local cause = event.cause
if not cause then
return
end
name = cause.name
if not allowed_cause_source[cause.name] then
return
end
elseif type == 'compound' then
local spawns = spawn.spawns
spawn = spawns[random(#spawns)]
name = spawn.name
else
name = unit_levels[type][get_level()]
end
end
local position = entity.position
if worms[name] then
set_timeout_in_ticks(
5,
spawn_worm,
{
surface = entity.surface,
name = name,
position = position
}
)
else
set_timeout_in_ticks(
5,
spawn_units,
{
surface = entity.surface,
name = name,
position = position,
count = spawn.count
}
)
end
end
Event.add(
defines.events.on_entity_died,
function(event)
local entity = event.entity
if not entity or not entity.valid then
return
end
local entity_force = entity.force
local entity_name = entity.name
if entity_force.name == 'enemy' then
do_pole(entity)
do_evolution(entity_name, entity_force)
do_coin_drop(entity_name, entity)
do_bot_spawn(entity_name, entity, event)
end
do_spawn_entity(entity_name, entity, event)
end
)
Event.add(
defines.events.on_player_died,
function(event)
local player = game.get_player(event.player_index)
set_timeout_in_ticks(1, spawn_player, player)
end
)