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Weapon = {}
-- constants
Weapon.tesla_base_damage = 25
Weapon.tesla_ammo_category = "tesla"
Weapon.cryogun_freeze_time_min = 300
Weapon.cryogun_freeze_time_max = 1200
Weapon.cryogun_ice_radius = 1
Weapon.cryogun_freeze_radius = 4
Weapon.name_cryogun_ice = mod_prefix.."cryogun-ice"
Weapon.name_cryogun_ice_spacer = mod_prefix.."cryogun-ice-spacer"
--[[
plague new plan.
Limit to 1 acive per chunk?
Have a table of chunks and expiration date?
Get all entities, sort by distance, destroy 1 per frame?
Get a chunk, get entities, destroy, get neighbors.
Choose a random chunk nearby to infect, repeat.
Limit to X active chunks.
]]
function Weapon.on_trigger_created_entity(event)
if not event.entity and event.entity.valid then return end
if event.entity.name == mod_prefix.."tesla-gun-trigger" then
if event.source and event.source.valid then
local tick_task = new_tick_task("chain-beam")
tick_task.surface = event.entity.surface
tick_task.beam = mod_prefix.."tesla-gun-beam"
tick_task.max_bounces = 10 + math.random() * 20
tick_task.range = 10
tick_task.instigator = event.source
tick_task.instigator_force = event.source.force
tick_task.initial_vector = util.vector_normalise(util.vectors_delta(event.source.position, event.entity.position))
local first_hit = util.move_to(event.source.position, event.entity.position, 3, false)
tick_task.affected_locations = {{position = first_hit}}
local source = event.source.position
-- gun graphic offset
source.y = source.y - 1
source = util.move_to(source, util.vectors_add(source, tick_task.initial_vector), 0.7, true)
tick_task.surface.create_entity{
name = tick_task.beam,
position = first_hit,
target_position = first_hit,
source_position = source,
duration = 10,
}
end
elseif event.entity.name == mod_prefix .. "plague-cloud"then
local surface_index = event.entity.surface.index
local zone = Zone.from_surface_index(surface_index)
if zone and Zone.is_solid(zone) and not zone.plague_tick_task then
if not zone.plague_used then
zone.plague_used = game.tick
end
local surface = event.entity.surface
local map_gen_settings = surface.map_gen_settings
zone.controls["enemy-base"] = {frequency = 0, size = -1, richness = -1}
zone.controls["trees"] = {frequency = 0, size = -1, richness = -1}
map_gen_settings.autoplace_controls["enemy-base"] = {frequency = 0, size = -1, richness = -1}
map_gen_settings.autoplace_controls["trees"] = {frequency = 0, size = -1, richness = -1}
if map_gen_settings.autoplace_controls["se-vitamelange"] then
zone.controls["se-vitamelange"] = {frequency = 0, size = -1, richness = -1}
map_gen_settings.autoplace_controls["se-vitamelange"] = {frequency = 0, size = -1, richness = -1}
Universe.remove_resource_from_zone_surface(zone, "se-vitamelange")
end
if zone.primary_resource == "se-vitamelange" then
zone.primary_resource = "coal"
zone.fragment_name = Coreminer.resource_to_fragment_name(zone.primary_resource)
Coreminer.update_zone_fragment_resources(zone)
end
surface.map_gen_settings = map_gen_settings
local tick_task = new_tick_task("plague-tick")
tick_task.surface_index = surface_index
tick_task.position = event.entity.position
tick_task.zone = zone
if event.entity.force then
tick_task.force_name = event.entity.force.name
end
tick_task.started = game.tick
zone.plague_tick_task = tick_task
end
elseif event.entity.name == mod_prefix.."cryogun-trigger" then
local pos = event.entity.position
local surface = event.entity.surface
local spaceship = Spaceship.from_own_surface_index(surface.index)
local safe_pos = surface.find_non_colliding_position(Weapon.name_cryogun_ice_spacer, pos, Weapon.cryogun_ice_radius, 0.1, false)
local ice_entities = {}
if safe_pos then
local ice = surface.create_entity{name = Weapon.name_cryogun_ice, position = safe_pos, force = "neutral"}
table.insert(ice_entities, ice)
if spaceship then
SpaceshipObstacles.add_moveable_entity(spaceship, ice, "ice")
end
end
local freeze_entities = surface.find_entities_filtered{
type = {"unit", "turret", "ammo-turret", "electric-turret", "fluid-turret"},
position = safe_pos or pos,
radius = Weapon.cryogun_freeze_radius
}
local reactivate_entities = {}
for _, entity in pairs(freeze_entities) do
if entity.active then
entity.active = false
table.insert(reactivate_entities, entity)
table.insert(ice_entities, surface.create_entity{name = Weapon.name_cryogun_ice, position = entity.position, force = "neutral"})
end
end
if #ice_entities > 0 or #reactivate_entities > 0 then
local tick_task = new_tick_task("cryogun-unfreeze")
tick_task.ice_entities = ice_entities
tick_task.reactivate_entities = reactivate_entities
tick_task.freeze_tick = game.tick
tick_task.unfreeze_tick = game.tick + math.random(Weapon.cryogun_freeze_time_min, Weapon.cryogun_freeze_time_max)
end
elseif event.entity.name == mod_prefix.."pheromone-trigger" then
local units = event.entity.surface.find_entities_filtered{type="unit", position = event.entity.position}
if event.source and event.source.valid then
for _, unit in pairs(units) do
if unit.force ~= event.source.force then
if string.find(unit.name, "biter", 1, true) or string.find(unit.name, "spitter", 1, true) then
unit.force = event.source.force
unit.set_command({type = defines.command.wander})
end
end
end
end
end
end
Event.addListener(defines.events.on_trigger_created_entity, Weapon.on_trigger_created_entity)
function Weapon.cryogun_unfreeze(tick_task)
if game.tick >= tick_task.unfreeze_tick then
tick_task.valid = false
for _, e in pairs(tick_task.ice_entities) do
if e.valid then e.destroy() end
end
for _, e in pairs(tick_task.reactivate_entities) do
if e.valid then e.active = true end
end
end
end
function Weapon.plague_end(tick_task)
tick_task.valid = false
tick_task.zone.plague_tick_task = nil
local surface = game.surfaces[tick_task.surface_index]
if surface then
local enemies = surface.find_entities_filtered{ force = "enemy" }
for _, entity in pairs(enemies) do
entity.destroy()
end
local plague = surface.find_entities_filtered{ name={
mod_prefix .. "plague-cloud",
mod_prefix .. "plague-wave"} }
for _, entity in pairs(plague) do
entity.destroy()
end
local trees = surface.find_entities_filtered{ type = "tree" }
for _, entity in pairs(trees) do
entity.destroy()
end
end
end
function Weapon.plague_tick(tick_task)
--game.print((game.tick - (tick_task.started + 10 * 60 * 60)) / 60)
if game.tick > tick_task.started + settings.global["se-plague-max-runtime-2"].value * 60 * 60 then -- 15 minutes
Weapon.plague_end(tick_task)
end
if not tick_task.death_range then
tick_task.death_range = 32
end
local surface = game.surfaces[tick_task.surface_index]
if not surface then Weapon.plague_end(tick_task) end
if (not tick_task.death_list) or #tick_task.death_list <= (tick_task.death_quota or 0) then
if tick_task.death_range > tick_task.zone.radius * 4 then
Weapon.plague_end(tick_task)
else
if (tick_task.death_quota or 0) > 1000 then
tick_task.death_range = tick_task.death_range + 1
else
tick_task.death_range = tick_task.death_range + 32
end
tick_task.death_list = surface.find_entities_filtered{
position = tick_task.position or {0,0},
radius = tick_task.death_range,
type = {
"unit",
"unit-spawner",
"turret",
"tree",
"fish"
} }
tick_task.death_quota = math.ceil(#tick_task.death_list*0.1)
if #tick_task.death_list < 10 then
tick_task.death_range = tick_task.death_range * 2
end
end
else
local m = math.min(10, math.ceil(#tick_task.death_list / 100))
for i = 1, m do
local entity = table.remove(tick_task.death_list, math.random(#tick_task.death_list))
if entity and entity.valid then
if entity.type == "unit-spawner" then
local enemy = surface.find_nearest_enemy{
position = entity.position,
max_distance = 2000,
force = entity.force}
if enemy and enemy.valid then
entity.damage(200, tick_task.force_name, "poison", enemy)
else
entity.damage(200, tick_task.force_name, "poison")
end
if entity.valid then
entity.die()
end
elseif entity.type == "unit" then
if #tick_task.death_list % 20 == 0 then
entity.die()
end
else
entity.die()
end
end
end
end
end
function Weapon.chain_beam(tick_task)
if not (tick_task.surface and tick_task.surface.valid) then
tick_task.valid = false
return
end
local branch_chance = tick_task.branch_chance or 0.1
local emanate_from = nil
if math.random() < branch_chance then
emanate_from = tick_task.affected_locations[math.random(#tick_task.affected_locations)] -- branching bouncing beam
else
emanate_from = tick_task.affected_locations[#tick_task.affected_locations] -- single bouncing beam
end
local entities = tick_task.surface.find_entities_filtered{
area = util.position_to_area(emanate_from.position, tick_task.range),
collision_mask = {"object-layer", "player-layer"},
}
local valids = {}
for _, entity in pairs(entities) do
if entity.valid and entity.is_entity_with_health and entity.type ~= "cliff" and entity.force ~= tick_task.instigator_force then
local already_affected = false
for _, affected in pairs(tick_task.affected_locations) do
if entity == affected.entity then
already_affected = true
end
end
if not already_affected then
table.insert(valids, entity)
end
end
end
local desired_pos = util.vectors_add(emanate_from.position, util.vector_multiply(util.vector_normalise(tick_task.initial_vector), 2))
local chosen = nil
if #valids > 0 then
local closest_dist = 10000
for _, valid in pairs(valids) do
local dist = (1 + util.vectors_delta_length(desired_pos, valid.position)) * 0.5 + math.random()
if dist < closest_dist then
closest_dist = dist
chosen = valid
end
end
end
if chosen then
table.insert(tick_task.affected_locations, {position = chosen.position, entity = chosen})
if chosen.type == "simple-entity" and string.find(chosen.name, "rock") then
chosen.health = math.max(0.01, chosen.health - chosen.prototype.max_health / 50)
end
local target_position = chosen.position
local force = tick_task.instigator_force
local bonus_damage = Weapon.tesla_base_damage * force.get_ammo_damage_modifier(Weapon.tesla_ammo_category)
if bonus_damage > 0 then
chosen.damage(bonus_damage, force, "electric")
end
local target = nil
if chosen and chosen.valid then
target = chosen
end
tick_task.surface.create_entity{
name = tick_task.beam,
position = emanate_from.position,
target = target,
force = force,
target_position = target_position,
source_position = emanate_from.position,
duration = 10,
}
else
-- hit ground
local ground = {x = desired_pos.x + ((math.random() - 0.5) * 0.25 * tick_task.range),
y = desired_pos.y + ((math.random() - 0.5) * 0.25 * tick_task.range)}
table.insert(tick_task.affected_locations, {position = ground})
tick_task.surface.create_entity{
name = tick_task.beam,
position = emanate_from.position,
target_position = ground,
source_position = emanate_from.position,
duration = 10,
}
end
if #tick_task.affected_locations >= (tick_task.max_bounces or 2) then
tick_task.valid = false
end
end
function Weapon.on_entity_died(event)
if event.entity and event.entity.valid and event.entity.type == "unit"then
local entity = event.entity
if entity.stickers then
for _, sticker in pairs(entity.stickers) do
if sticker.name == mod_prefix .. "bloater-sticker" then
local max_health = entity.prototype.max_health
local remain = max_health
while remain > 0 do
local done = false
for _, e in pairs({10000, 4000, 1000, 400, 100, 40, 10}) do
done = true
remain = remain - e
entity.surface.create_entity{
name= mod_prefix .. "bloater-burst-"..e,
position = entity.position,
force = "player"
}
end
if not done then remain = 0 end
end
end
end
end
end
end
Event.addListener(defines.events.on_entity_died, Weapon.on_entity_died)
return Weapon