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util_random_faction_transports.lua
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util_random_faction_transports.lua
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function vectorFromAngle(angle, length)
return math.cos(angle / 180 * math.pi) * length, math.sin(angle / 180 * math.pi) * length
end
function init()
transport_list = {}
spawn_delay = 0
freighter_name = {"Personnel","Goods","Garbage","Equipment","Fuel"}
-- table.insert(freighter_name,"Personnel")
-- table.insert(freighter_name,"Goods")
-- table.insert(freighter_name,"Garbage")
-- table.insert(freighter_name,"Equipment")
-- table.insert(freighter_name,"Fuel")
buildStationList()
end
function buildStationList()
station_list = {}
local position_reference = SupplyDrop()
for _, obj in ipairs(position_reference:getObjectsInRange(100000)) do
if obj.typeName == "SpaceStation" then
table.insert(station_list, obj)
end
end
position_reference:destroy()
end
function chooseTransportTarget(transport,faction_irrelevant)
local candidate = nil
local attempts = 0
local valid_candidate = false
repeat
candidate = station_list[math.random(1,#station_list)]
if candidate ~= nil then
if candidate:isValid() then
if faction_irrelevant then
transport:setFaction(candidate:getFaction())
valid_candidate = true
else
if not candidate:isEnemy(transport) then
valid_candidate = true
end
end
else
buildStationList() --rebuild list if bad station found
end
else
buildStationList() --rebuild list if bad station found
end
attempts = attempts + 1
until(valid_candidate or attempts > 50)
if valid_candidate then
transport.target = candidate
end
end
function update(delta)
local valid_transport_count = 0
for index, transport in ipairs(transport_list) do
if transport ~= nil then
if transport:isValid() then
valid_transport_count = valid_transport_count + 1
if transport.target:isValid() then
if transport:isDocked(transport.target) then
if transport.undock_delay == nil then
transport.undock_delay = delta + random(5,30)
end
transport.undock_delay = transport.undock_delay - delta
if transport.undock_delay < 0 then
chooseTransportTarget(transport,false)
transport:orderDock(transport.target)
transport.undock_delay = nil
end
end
else
chooseTransportTarget(transport,false)
transport:orderDock(transport.target)
end
else --transport destroyed
table.remove(transport_list,index)
break
end
else --transport destroyed
table.remove(transport_list,index)
break
end
end
if valid_transport_count < #station_list then
spawn_delay = spawn_delay - delta
if spawn_delay < 0 then
local name = "Freighter"
if random(1,100) < 15 then
name = string.format("%s Jump %s %i",freighter_name[math.random(1,#freighter_name)],name,math.random(3,5))
else
name = string.format("%s %s %i",freighter_name[math.random(1,#freighter_name)],name,math.random(1,5))
end
local new_transport = CpuShip():setTemplate(name)
chooseTransportTarget(new_transport,true)
if new_transport.target ~= nil and new_transport.target:isValid() then
new_transport:orderDock(new_transport.target)
local x, y = new_transport.target:getPosition()
local xd, yd = vectorFromAngle(random(0, 360), random(25000, 40000))
new_transport:setPosition(x + xd, y + yd)
table.insert(transport_list, new_transport)
spawn_delay = random(30, 50) + delta
else
new_transport:destroy()
end
end
end
end