--[[ Copyright (c) 2020 npc_strider * For direct use of code or graphics, credit is appreciated. See LICENSE.txt for more information. * This mod may contain modified code sourced from base/core Factorio * * control.lua * Spiderbot. --]] -- /c for i=0,5 do game.player.insert("spidertron"); end; for i=0,2 do game.player.insert("spidertron-remote") end require("util") local function give_tool(player, stack) if player.clean_cursor() and player.cursor_stack and player.cursor_stack.can_set_stack(stack) then if player.get_main_inventory() then player.get_main_inventory().remove("squad-spidertron-remote-sel") player.get_main_inventory().remove("squad-spidertron-remote") end player.cursor_stack.set_stack(stack) return true end end local function squad_center(spidersquad) local xbar=0 local ybar=0 local c=0 for i=1, #spidersquad do c=c+1 local pos = spidersquad[i].position xbar=xbar+pos.x ybar=ybar+pos.y end return {xbar/c,ybar/c} end local function spiderbot_select(event) local index = event.player_index local spiders = event.entities if event.item == "squad-spidertron-remote-sel" and #spiders > 0 then local center = squad_center(spiders) global.spidercontrol_spidersquad[index] = {spiders={}} -- some future proofing here for i=1, #spiders do local spider = spiders[i] local pos = spider.position table.insert(global.spidercontrol_spidersquad[index].spiders, { spider_entity=spider, d={pos.x-center[1],pos.y-center[2]} -- dx and dy }) end local player = game.players[index] if give_tool(player, {name="squad-spidertron-remote",count=1}) then player.cursor_stack.connected_entity=spiders[1] end end end local function validate_spiders(index) local c=0 if global.spidercontrol_spidersquad[index] then --for i, spider_ in pairs(global.spidercontrol_spidersquad[index].spiders) do for i, spider in pairs(global.spidercontrol_spidersquad[index].spiders) do if not spider.spider_entity or not spider.spider_entity.valid then global.spidercontrol_spidersquad[index].spiders[i] = nil c=c+1 end end if c > 0 then game.players[index].print(c .. " units were destroyed or mined since the last position command was sent") --this is causing crashes for one user. states that the player does not exist (why?) needs more research end return true end end local function spiderbot_designate(index, position) if validate_spiders(index) then local d_ = global.spidercontrol_spidersquad[index] local spidersquad = d_.spiders local leader = d_.spider_leader local l_d = {0,0} if leader then if spidersquad[leader] and spidersquad[leader].spider_entity.valid then -- game.players[index].print("Leader "..leader) l_d = spidersquad[leader].d else game.players[index].print("Leader destroyed") -- In case destroyed by biters/nuke/whatever global.spidercontrol_spidersquad[index].spider_leader = nil leader = nil end end local follow = game.players[index].is_shortcut_toggled("squad-spidertron-follow") for i, spider_ in pairs(spidersquad) do if i ~= leader or not follow then local spider = spider_.spider_entity local d = spider_.d spider.autopilot_destination = {position.x+d[1]-l_d[1], position.y+d[2]-l_d[2]} -- leader dy and dx offsets so that the leader itself becomes the new mean of the squad. end end end end local function spiderbot_follow(player) if player.character then if player.is_shortcut_toggled("squad-spidertron-follow") then player.set_shortcut_toggled("squad-spidertron-follow", false) else player.set_shortcut_toggled("squad-spidertron-follow", true) end else player.print({"", {"error.error-message-box-title"}, ": ", {"player-doesnt-exist", {"gui.character"}}, " (", {"controller.god"}, "): ", {"gui-mod-info.status-disabled"}}) end end local function initialize() if global.spidercontrol_spidersquad == nil then game.print("Create tables for spidertron control mod") global.spidercontrol_spidersquad = {} for _, player in pairs(game.players) do global.spidercontrol_spidersquad[player.index] = {spider_leader = nil, spiders={}} end end end script.on_init(initialize) script.on_configuration_changed(initialize) --commands.add_command("spiderbot_initialize_variables", "debug: ensure that all global tables are not nil (should not happen in a normal game)", initialize) script.on_event(defines.events.on_player_alt_selected_area, spiderbot_select) script.on_event(defines.events.on_player_selected_area, spiderbot_select) script.on_event(defines.events.on_player_used_spider_remote, function(event) local index = event.player_index local player = game.players[index] local cursor_stack = player.cursor_stack if cursor_stack then -- how can a player use a remote without a cursor_stack though??? if cursor_stack.valid_for_read and cursor_stack.name == "squad-spidertron-remote" and event.success then player.set_shortcut_toggled("squad-spidertron-follow", false) spiderbot_designate(index, event.position) elseif cursor_stack.valid_for_read and cursor_stack.name == "spidertron-remote" and event.success then -- WARNING: We're only overriding for the player's spidertron if it's the vanilla spidertron remote. Does not cover modded remotes! -- Alter dy and dx local unit_no = event.vehicle.unit_number local d_ = global.spidercontrol_spidersquad[index] local spidersquad = d_.spiders local leader = d_.spider_leader if spidersquad then -- HELLO: if you are reading this and have an idea how to optimize it pls let me know (Not really critical as it's not in the tick loop, but could be problematic for very large squads ) for i, spider in pairs(spidersquad) do --something something premature debugging evil, but seriously the amount of loops are worrying (for large squds). if i ~= leader and spider.spider_entity.unit_number == unit_no then -- Don't alter dy and dx for the squad leader (leads to infinite walking) local dest = event.position local flat = {} -- repack the array (which is divided because of us storing dy and dx) into a flat one for j, spider_ in pairs(spidersquad) do if j == i then flat[#flat+1] = {position = dest} -- need to predict where it will be and use that as a mean, not current location else flat[#flat+1] = spider_.spider_entity end end local center = squad_center(flat) -- tried to do something without calling this loop but it's the most reliable option --very interesting problem : because the mean of the squad is dependent on the positions of each squad member, varying the dy/dx parameters of only one spider (originally the one we're moving) results in this one being scaled off the 'actual' target location - at very far distances from the squad mean this becomes very noticeable. This means we need to calculate the mean of the entire squad if one has changed position. I noticed this error because of the fact that the offset was not constant but proportional to distance away from the mean for k, spider_ in pairs(spidersquad) do if k == i then global.spidercontrol_spidersquad[index].spiders[k].d = { dest.x - center[1], --dx dest.y - center[2] --dy } else local pos = spider_.spider_entity.position global.spidercontrol_spidersquad[index].spiders[k].d = { pos.x - center[1], --dx pos.y - center[2] --dy } end end -- game.print("dx"..dest.x - center[1].."dy"..dest.y - center[2]) break end end end end end end) local function squad_leader_state(index) local player = game.players[index] if player.vehicle and player.vehicle.type == "spider-vehicle" then local unit_no = player.vehicle.unit_number local d = global.spidercontrol_spidersquad[index].spiders if d then for i, spider in pairs(d) do -- game.print(spider.spider_entity.unit_number) if spider.spider_entity.valid and spider.spider_entity.unit_number == unit_no then global.spidercontrol_spidersquad[index].spider_leader = i break end end end elseif player.vehicle == nil then global.spidercontrol_spidersquad[index].spider_leader = nil end end script.on_event(defines.events.on_player_driving_changed_state, function (event) squad_leader_state(event.player_index) end) script.on_event(defines.events.on_player_died, function(event) squad_leader_state(event.player_index) end) script.on_event(defines.events.on_lua_shortcut, function (event) if event.prototype_name == "squad-spidertron-follow" then local index = event.player_index squad_leader_state(index) spiderbot_follow(game.players[index]) end end) script.on_event(defines.events.on_player_created, function (event) global.spidercontrol_spidersquad[event.player_index] = {spiders={}} end) script.on_event("squad-spidertron-remote", function(event) give_tool(game.players[event.player_index], {name="squad-spidertron-remote-sel",count=1}) end) script.on_event("squad-spidertron-follow", function(event) squad_leader_state(event.player_index) spiderbot_follow(game.players[event.player_index]) end) script.on_event("squad-spidertron-switch-modes", function(event) local player = game.players[event.player_index] local cursor_stack = player.cursor_stack if cursor_stack and cursor_stack.valid_for_read then if cursor_stack.name == "squad-spidertron-remote" then give_tool(player, {name="squad-spidertron-remote-sel",count=1}) elseif cursor_stack.name == "squad-spidertron-remote-sel" then local e = global.spidercontrol_spidersquad[event.player_index] if e.spiders[1] and e.spiders[1].spider_entity.valid and give_tool(player, {name="squad-spidertron-remote",count=1}) then player.cursor_stack.connected_entity=e.spiders[1].spider_entity end end end end) local mov_offset = settings.global["spidertron-follow-prediction-distance"].value --This is so the player stays within the spider squad when moving local mov_offset_diagonal = math.sqrt(mov_offset^2/2) local function pos_offset(position,dir) local def_dir = defines.direction local pos_x = position.x local pos_y = position.y if dir == def_dir.north then pos_y = pos_y - mov_offset elseif dir == def_dir.northeast then -- game.print("ne") pos_x = pos_x + mov_offset_diagonal pos_y = pos_y - mov_offset_diagonal elseif dir == def_dir.east then -- game.print("e") pos_x = pos_x + mov_offset elseif dir == def_dir.southeast then -- game.print("se") pos_x = pos_x + mov_offset_diagonal pos_y = pos_y + mov_offset_diagonal elseif dir == def_dir.south then -- game.print("s") pos_y = pos_y + mov_offset elseif dir == def_dir.southwest then -- game.print("sw") pos_x = pos_x - mov_offset_diagonal pos_y = pos_y + mov_offset_diagonal elseif dir == def_dir.west then -- game.print("w") pos_x = pos_x - mov_offset else -- northwest -- game.print("nw") pos_x = pos_x - mov_offset_diagonal pos_y = pos_y - mov_offset_diagonal end return {x=pos_x, y=pos_y} end local update_interval = settings.global["spidertron-follow-update-interval"].value script.on_nth_tick(update_interval, function(event) for _, player in pairs(game.players) do if player.is_shortcut_toggled("squad-spidertron-follow") and player.controller_type ~= 0 then -- 0 => defines.character.ghost (DEAD) local index = player.index if global.spidercontrol_spidersquad[index].spiders[1] then local p_pos = player.position local pos = p_pos if player.walking_state.walking then local dir = player.walking_state.direction pos = pos_offset(p_pos,dir) end spiderbot_designate(index, pos) end end end end)