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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-03 13:12:11 +02:00

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if package.loaded['comfy_panel.player_list'] then
package.unload = 'comfy_panel.player_list'
end
require 'maps.scrapyard.player_list'
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require 'on_tick_schedule'
require 'modules.dynamic_landfill'
require 'modules.difficulty_vote'
require 'modules.shotgun_buff'
require 'modules.burden'
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require 'modules.rocks_heal_over_time'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.flamethrower_nerf'
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require 'modules.rocks_yield_ore_veins'
require 'modules.spawners_contain_biters'
require 'modules.biters_yield_coins'
require 'modules.biter_noms_you'
require 'modules.wave_defense.main'
require 'maps.scrapyard.comfylatron'
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require 'modules.admins_operate_biters'
require 'modules.pistol_buffs'
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local Map_score = require 'comfy_panel.map_score'
local Explosives = require 'modules.explosives'
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local Color = require 'utils.color_presets'
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local update_gui = require 'maps.scrapyard.gui'
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local ICW = require 'maps.scrapyard.icw.main'
local WD = require 'modules.wave_defense.table'
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local Map = require 'modules.map_info'
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local RPG = require 'maps.scrapyard.rpg'
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local Reset = require 'functions.soft_reset'
local BiterRolls = require 'modules.wave_defense.biter_rolls'
local unearthing_worm = require 'functions.unearthing_worm'
local unearthing_biters = require 'functions.unearthing_biters'
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local Loot = require 'maps.scrapyard.loot'
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local Pets = require 'modules.biter_pets'
local tick_tack_trap = require 'functions.tick_tack_trap'
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local Terrain = require 'maps.scrapyard.terrain'
local Event = require 'utils.event'
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local Scrap_table = require 'maps.scrapyard.table'
local Locomotive = require 'maps.scrapyard.locomotive'.locomotive_spawn
local render_train_hp = require 'maps.scrapyard.locomotive'.render_train_hp
local Score = require 'comfy_panel.score'
local Poll = require 'comfy_panel.poll'
local Collapse = require 'modules.collapse'
local Balance = require 'maps.scrapyard.balance'
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local Public = {}
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local math_random = math.random
local math_floor = math.floor
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Scrap_table.init({train_reveal = true, energy_shared = true})
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local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['wood'] = 4, ['rail'] = 16, ['raw-fish'] = 2}
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local disabled_entities = {'gun-turret', 'laser-turret', 'flamethrower-turret', 'land-mine'}
local colors = {
'green-refined-concrete',
'red-refined-concrete',
'blue-refined-concrete'
}
local disabled_tiles = {
['water-shallow'] = true,
['deepwater-green'] = true,
['out-of-map'] = true,
['green-refined-concrete'] = true,
['red-refined-concrete'] = true,
['blue-refined-concrete'] = true
}
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local treasure_chest_messages = {
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"You notice an old crate within the rubble. It's filled with treasure!",
"You find a chest underneath the broken rocks. It's filled with goodies!",
'We has found the precious!'
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}
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local rare_treasure_chest_messages = {
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'Your magic improves. You have found a chest that is filled with rare treasures!',
"Oh wonderful magic. You found a chest underneath the broken rocks. It's filled with rare goodies!",
"You're a wizard Harry! We has found the rare precious!"
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}
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local grandmaster = '[color=blue]Grandmaster:[/color]'
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local function shuffle(tbl)
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local size = #tbl
for i = size, 1, -1 do
local rand = math_random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function set_scores()
local this = Scrap_table.get_table()
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local wagon = this.locomotive_cargo
if not wagon then
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return
end
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if not wagon.valid then
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return
end
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local score = math_floor(wagon.position.y * -1)
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for _, player in pairs(game.connected_players) do
if score > Map_score.get_score(player) then
Map_score.set_score(player, score)
end
end
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end
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local function set_objective_health(entity, final_damage_amount)
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local this = Scrap_table.get_table()
if final_damage_amount == 0 then
return
end
this.locomotive_health = math_floor(this.locomotive_health - final_damage_amount)
this.cargo_health = math_floor(this.cargo_health - final_damage_amount)
if this.locomotive_health > this.locomotive_max_health then
this.locomotive_health = this.locomotive_max_health
end
if this.cargo_health > this.cargo_max_health then
this.cargo_health = this.cargo_max_health
end
if this.locomotive_health <= 0 then
Public.loco_died()
end
local m
if entity == this.locomotive then
m = this.locomotive_health / this.locomotive_max_health
entity.health = 1000 * m
elseif entity == this.locomotive_cargo then
m = this.cargo_health / this.cargo_max_health
entity.health = 600 * m
end
rendering.set_text(this.health_text, 'HP: ' .. this.locomotive_health .. ' / ' .. this.locomotive_max_health)
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end
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local function set_difficulty()
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local wave_defense_table = WD.get_table()
local player_count = #game.connected_players
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wave_defense_table.max_active_biters = 1024
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-- threat gain / wave
wave_defense_table.threat_gain_multiplier = 2 + player_count * 0.1
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local amount = player_count * 0.25 + 2
amount = math.floor(amount)
if amount > 8 then
amount = 8
end
Collapse.set_amount(amount)
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--20 Players for fastest wave_interval
wave_defense_table.wave_interval = 3600 - player_count * 90
if wave_defense_table.wave_interval < 2000 then
wave_defense_table.wave_interval = 2000
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end
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end
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function Public.reset_map()
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local this = Scrap_table.get_table()
local wave_defense_table = WD.get_table()
local get_score = Score.get_table()
Poll.reset()
ICW.reset()
Balance.init_enemy_weapon_damage()
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game.reset_time_played()
Scrap_table.reset_table()
wave_defense_table.math = 8
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if not this.train_reveal then
this.revealed_spawn = game.tick + 100
end
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local map_gen_settings = {
['seed'] = math_random(1, 1000000),
['water'] = 0.001,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = true}
}
}
if not this.active_surface_index then
this.active_surface_index = game.create_surface('scrapyard', map_gen_settings).index
else
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game.forces.player.set_spawn_position({0, 25}, game.surfaces[this.active_surface_index])
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this.active_surface_index =
Reset.soft_reset_map(game.surfaces[this.active_surface_index], map_gen_settings, starting_items).index
this.active_surface = game.surfaces[this.active_surface_index]
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end
local surface = game.surfaces[this.active_surface_index]
surface.request_to_generate_chunks({0, 0}, 0.5)
surface.force_generate_chunk_requests()
local p = surface.find_non_colliding_position('character-corpse', {2, 21}, 2, 2)
surface.create_entity({name = 'character-corpse', position = p})
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['optics'].researched = true
game.forces.player.recipes['cargo-wagon'].enabled = false
game.forces.player.recipes['fluid-wagon'].enabled = false
game.forces.player.recipes['artillery-wagon'].enabled = false
game.forces.player.recipes['locomotive'].enabled = false
game.forces.player.recipes['pistol'].enabled = false
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game.forces.player.technologies['land-mine'].enabled = false
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game.forces.player.set_spawn_position({0, 21}, surface)
global.friendly_fire_history = {}
global.landfill_history = {}
global.mining_history = {}
get_score.score_table = {}
global.difficulty_poll_closing_timeout = game.tick + 90000
global.difficulty_player_votes = {}
game.difficulty_settings.technology_price_multiplier = 0.6
Collapse.set_kill_entities(false)
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(Terrain.level_depth)
Collapse.set_surface(surface)
Collapse.set_position({0, 290})
Collapse.set_direction('north')
Collapse.start_now(false)
surface.ticks_per_day = surface.ticks_per_day * 2
surface.daytime = 1
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surface.brightness_visual_weights = {1, 0, 0, 0}
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surface.freeze_daytime = true
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surface.solar_power_multiplier = 1
this.locomotive_health = 10000
this.locomotive_max_health = 10000
this.cargo_health = 10000
this.cargo_max_health = 10000
Locomotive(surface, {x = -18, y = 25})
render_train_hp()
rendering.draw_text {
text = 'Welcome to Scrapyard!',
surface = surface,
target = {-0, 30},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 40},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 50},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 60},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 70},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 80},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 90},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 100},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 110},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = 'Biters will attack this area.',
surface = surface,
target = {-0, 120},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
WD.reset_wave_defense()
wave_defense_table.surface_index = this.active_surface_index
wave_defense_table.target = this.locomotive_cargo
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
wave_defense_table.spawn_position = {x = 0, y = 220}
game.forces.player.set_friend('scrap', true)
game.forces.enemy.set_friend('scrap', true)
game.forces.scrap.set_friend('player', true)
game.forces.scrap.set_friend('enemy', true)
game.forces.scrap.share_chart = false
surface.create_entity({name = 'electric-beam', position = {-196, 190}, source = {-196, 190}, target = {196, 190}})
surface.create_entity({name = 'electric-beam', position = {-196, 190}, source = {-196, 190}, target = {196, 190}})
RPG.rpg_reset_all_players()
set_difficulty()
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end
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local function is_protected(entity)
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local this = Scrap_table.get_table()
if string.sub(entity.surface.name, 0, 9) ~= 'scrapyard' then
return true
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end
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local protected = {this.locomotive, this.locomotive_cargo}
for i = 1, #protected do
if protected[i] == entity then
return true
end
end
return false
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end
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local function protect_train(event)
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local this = Scrap_table.get_table()
if event.entity.force.index ~= 1 then
return
end --Player Force
if is_protected(event.entity) then
if event.entity == this.locomotive_cargo or event.entity == this.locomotive then
if event.cause then
if
event.cause.force.index == 2 or event.cause.force.name == 'scrap_defense' or
event.cause.force.name == 'scrap'
then
if this.locomotive_health <= 0 then
goto continue
end
set_objective_health(event.entity, event.final_damage_amount)
end
end
::continue::
end
if not event.entity.valid then
return
end
event.entity.health = event.entity.health + event.final_damage_amount
end
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end
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local function change_tile(surface, pos, steps)
return surface.set_tiles {{name = colors[math_floor(steps * 0.5) % 3 + 1], position = {x = pos.x, y = pos.y}}}
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end
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local function on_player_changed_position(event)
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local this = Scrap_table.get_table()
local player = game.players[event.player_index]
if string.sub(player.surface.name, 0, 9) ~= 'scrapyard' then
return
end
local position = player.position
local surface = game.surfaces[this.active_surface_index]
if position.x >= Terrain.level_depth * 0.5 then
return
end
if position.x < Terrain.level_depth * -0.5 then
return
end
if position.y < 5 then
if not this.players[player.index].tiles_enabled then
goto continue
end
--for x = -1,1 do
--for y = -1,1 do
--local _pos = {position.x+x,position.y+y}
local steps = this.players[player.index].steps
local tile = surface.get_tile(position).name
local disabled = disabled_tiles[tile]
if disabled then
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goto continue
end
change_tile(surface, position, steps)
if this.players[player.index].steps > 5000 then
this.players[player.index].steps = 0
end
this.players[player.index].steps = this.players[player.index].steps + 1
--end
--end
end
::continue::
if not this.train_reveal or this.players[player.index].reveal - game.tick > 0 then
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if position.y < 5 then
Terrain.reveal(player)
end
end
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if position.y >= 190 then
player.teleport({position.x, position.y - 1}, surface)
player.print(grandmaster .. ' Forcefield does not approve.', {r = 0.98, g = 0.66, b = 0.22})
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({name = 'water-splash', position = position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
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end
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local function on_player_left_game()
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set_difficulty()
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end
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local function on_player_joined_game(event)
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local this = Scrap_table.get_table()
local surface = game.surfaces[this.active_surface_index]
local player = game.players[event.player_index]
set_difficulty(event)
if not this.players then
this.players = {}
end
if not this.players[player.index] then
this.players[player.index] = {
tiles_enabled = true,
steps = 0,
first_join = false,
reveal = 0,
data = {}
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}
end
if not this.players[player.index].first_join then
player.print(grandmaster .. ' Greetings, newly joined ' .. player.name .. '!', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' Please read the map info.', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' Guide the choo through the black mist.', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' To disable rainbow mode, type in console: /rainbow_mode', Color.info)
this.players[player.index].first_join = true
end
if player.surface.index ~= this.active_surface_index then
player.teleport(
surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5),
surface
)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
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end
local function hidden_biter(entity)
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BiterRolls.wave_defense_set_unit_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
if math.random(1, 3) == 1 then
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = entity.position})
else
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = entity.position})
end
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end
local function hidden_worm(entity)
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BiterRolls.wave_defense_set_worm_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_worm_name(), position = entity.position})
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end
local function hidden_biter_pet(event)
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if math.random(1, 2048) ~= 1 then
return
end
BiterRolls.wave_defense_set_unit_raffle(math.sqrt(event.entity.position.x ^ 2 + event.entity.position.y ^ 2) * 0.25)
local unit
if math.random(1, 3) == 1 then
unit =
event.entity.surface.create_entity(
{name = BiterRolls.wave_defense_roll_spitter_name(), position = event.entity.position}
)
else
unit =
event.entity.surface.create_entity(
{name = BiterRolls.wave_defense_roll_biter_name(), position = event.entity.position}
)
end
Pets.biter_pets_tame_unit(game.players[event.player_index], unit, true)
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end
local function hidden_treasure(event)
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local player = game.players[event.player_index]
local rpg_t = RPG.get_table()
local magic = rpg_t[player.index].magic
if math.random(1, 320) ~= 1 then
return
end
if magic > 50 then
player.print(
rare_treasure_chest_messages[math.random(1, #rare_treasure_chest_messages)],
{r = 0.98, g = 0.66, b = 0.22}
)
Loot.add(event.entity.surface, event.entity.position, 'wooden-chest', magic)
return
end
player.print(treasure_chest_messages[math.random(1, #treasure_chest_messages)], {r = 0.98, g = 0.66, b = 0.22})
Loot.add(event.entity.surface, event.entity.position, 'wooden-chest')
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end
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local function biters_chew_rocks_faster(event)
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if event.entity.force.index ~= 3 then
return
end --Neutral Force
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index ~= 2 then
return
end --Enemy Force
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event.entity.health = event.entity.health - event.final_damage_amount * 2.5
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end
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local function give_coin(player)
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player.insert({name = 'coin', count = 1})
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end
local function on_player_mined_entity(event)
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local this = Scrap_table.get_table()
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local entity = event.entity
local player = game.players[event.player_index]
if not player.valid then
return
end
if not entity.valid then
return
end
if entity.type == 'unit' or entity.type == 'unit-spawner' then
if math_random(1, 160) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
if math.random(1, 32) == 1 then
hidden_biter(event.entity)
return
end
end
if entity.name == 'mineable-wreckage' then
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this.mined_scrap = this.mined_scrap + 1
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give_coin(player)
if math.random(1, 32) == 1 then
hidden_biter(event.entity)
return
end
if math.random(1, 512) == 1 then
hidden_worm(event.entity)
return
end
hidden_biter_pet(event)
hidden_treasure(event)
if math_random(1, 160) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
end
if entity.force.name ~= 'scrap' then
return
end
local positions = {}
local r = math.ceil(entity.prototype.max_health / 32)
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
positions[#positions + 1] = {x = entity.position.x + x, y = entity.position.y + y}
end
end
positions = shuffle(positions)
for i = 1, math.ceil(entity.prototype.max_health / 32), 1 do
if not positions[i] then
return
end
if math_random(1, 3) ~= 1 then
unearthing_biters(entity.surface, positions[i], math_random(5, 10))
else
unearthing_worm(entity.surface, positions[i])
end
end
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end
local function on_entity_damaged(event)
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if not event.entity then
return
end
if not event.entity.valid then
return
end
if not event.entity.health then
return
end
protect_train(event)
biters_chew_rocks_faster(event)
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end
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local function on_player_repaired_entity(event)
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local this = Scrap_table.get_table()
if not event.entity then
return
end
if not event.entity.valid then
return
end
if not event.entity.health then
return
end
local entity = event.entity
if entity == this.locomotive_cargo or entity == this.locomotive then
set_objective_health(entity, -1)
end
end
local function offline_players()
local this = Scrap_table.get_table()
local players = this.offline_players
local surface = game.surfaces[this.active_surface_index]
if #players > 0 then
local later = {}
for i = 1, #players, 1 do
if players[i] and game.players[players[i].index] and game.players[players[i].index].connected then
players[i] = nil
else
if players[i] and players[i].tick < game.tick - 54000 then
local player_inv = {}
local items = {}
player_inv[1] = game.players[players[i].index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[players[i].index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[players[i].index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[players[i].index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[players[i].index].get_inventory(defines.inventory.character_trash)
local e =
surface.create_entity(
{
name = 'character',
position = game.forces.player.get_spawn_position(surface),
force = 'neutral'
}
)
local inv = e.get_inventory(defines.inventory.character_main)
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then
items[#items + 1] = player_inv[ii][iii]
end
end
end
end
if #items > 0 then
for item = 1, #items, 1 do
if items[item].valid then
inv.insert(items[item])
end
end
game.print({'chronosphere.message_accident'}, {r = 0.98, g = 0.66, b = 0.22})
e.die('neutral')
else
e.destroy()
end
for ii = 1, 5, 1 do
if player_inv[ii].valid then
player_inv[ii].clear()
end
end
players[i] = nil
else
later[#later + 1] = players[i]
end
end
end
players = {}
if #later > 0 then
for i = 1, #later, 1 do
players[#players + 1] = later[i]
end
end
end
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end
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function Public.loco_died()
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local this = Scrap_table.get_table()
local surface = game.surfaces[this.active_surface_index]
local wave_defense_table = WD.get_table()
set_scores()
if not this.locomotive.valid then
wave_defense_table.game_lost = true
wave_defense_table.target = nil
game.print(grandmaster .. ' Oh noooeeeew, the void destroyed my train!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Better luck next time.', {r = 1, g = 0.5, b = 0.1})
Public.reset_map()
return
end
this.locomotive_health = 0
this.locomotive.color = {0.49, 0, 255, 1}
rendering.set_text(this.health_text, 'HP: ' .. this.locomotive_health .. ' / ' .. this.locomotive_max_health)
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wave_defense_table.game_lost = true
wave_defense_table.target = nil
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game.print(grandmaster .. ' Oh noooeeeew, they destroyed my train!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Better luck next time.', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Game will soft-reset shortly.', {r = 1, g = 0.5, b = 0.1})
local fake_shooter =
surface.create_entity({name = 'character', position = this.locomotive.position, force = 'enemy'})
surface.create_entity(
{
name = 'atomic-rocket',
position = this.locomotive.position,
force = 'enemy',
speed = 1,
max_range = 800,
target = this.locomotive,
source = fake_shooter
}
)
surface.spill_item_stack(this.locomotive.position, {name = 'coin', count = 512}, false)
surface.spill_item_stack(this.locomotive_cargo.position, {name = 'coin', count = 512}, false)
this.game_reset_tick = game.tick + 1800
for _, player in pairs(game.connected_players) do
player.play_sound {path = 'utility/game_lost', volume_modifier = 0.75}
end
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end
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local function on_entity_died(event)
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local this = Scrap_table.get_table()
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local entity = event.entity
if not entity.valid then
return
end
if entity.type == 'unit' or entity.type == 'unit-spawner' then
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this.biters_killed = this.biters_killed + 1
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if math_random(1, 160) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
if math.random(1, 32) == 1 then
hidden_biter(event.entity)
return
end
end
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if entity.name == 'mineable-wreckage' then
if math.random(1, 32) == 1 then
hidden_biter(event.entity)
return
end
if math.random(1, 512) == 1 then
hidden_worm(event.entity)
return
end
if math_random(1, 160) == 1 then
tick_tack_trap(entity.surface, entity.position)
return
end
end
if entity.force.name ~= 'scrap' then
return
end
local positions = {}
local r = math.ceil(entity.prototype.max_health / 32)
for x = r * -1, r, 1 do
for y = r * -1, r, 1 do
positions[#positions + 1] = {x = entity.position.x + x, y = entity.position.y + y}
end
end
positions = shuffle(positions)
for i = 1, math.ceil(entity.prototype.max_health / 32), 1 do
if not positions[i] then
return
end
if math_random(1, 3) ~= 1 then
unearthing_biters(entity.surface, positions[i], math_random(5, 10))
else
unearthing_worm(entity.surface, positions[i])
end
end
end
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local function on_built_entity(event)
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if string.sub(event.created_entity.surface.name, 0, 9) ~= 'scrapyard' then
return
end
local player = game.players[event.player_index]
local y = event.created_entity.position.y
local ent = event.created_entity
if y >= 150 then
player.print(grandmaster .. ' I do not approve, ' .. ent.name .. ' was obliterated.', {r = 1, g = 0.5, b = 0.1})
ent.die()
return
else
for _, e in pairs(disabled_entities) do
if e == event.created_entity.name then
if y >= 0 then
ent.active = false
if event.player_index then
player.print(
grandmaster .. " Can't build here. I disabled your " .. ent.name .. '.',
{r = 1, g = 0.5, b = 0.1}
)
return
end
end
end
end
end
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end
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local function on_research_finished(event)
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event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots / level
local mining_speed_bonus = game.forces.player.mining_drill_productivity_bonus * 5 -- +50% speed / level
if event.research.force.technologies['steel-axe'].researched then
mining_speed_bonus = mining_speed_bonus + 0.5
end -- +50% speed for steel-axe research
event.research.force.manual_mining_speed_modifier = mining_speed_bonus
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end
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local function on_robot_built_entity(event)
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if string.sub(event.created_entity.surface.name, 0, 9) ~= 'scrapyard' then
return
end
local y = event.created_entity.position.y
local ent = event.created_entity
if y >= 150 then
game.print(grandmaster .. ' I do not approve, ' .. ent.name .. ' was obliterated.', {r = 1, g = 0.5, b = 0.1})
ent.die()
return
else
for _, e in pairs(disabled_entities) do
if e == event.created_entity.name then
if y >= 0 then
ent.active = false
if event.player_index then
game.print(
grandmaster .. " Can't build here. I disabled your " .. ent.name .. '.',
{r = 1, g = 0.5, b = 0.1}
)
return
end
end
end
end
end
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end
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local on_init = function()
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global.custom_highscore.description = 'Depth reached: '
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game.create_force('scrap')
game.create_force('scrap_defense')
game.forces.player.set_friend('scrap', true)
game.forces.enemy.set_friend('scrap', true)
game.forces.scrap.set_friend('player', true)
game.forces.scrap.set_friend('enemy', true)
game.forces.scrap.share_chart = false
global.rocks_yield_ore_maximum_amount = 500
global.rocks_yield_ore_base_amount = 50
global.rocks_yield_ore_distance_modifier = 0.025
Public.reset_map()
local T = Map.Pop_info()
T.main_caption = 'R a i n b o w S c r a p y a r d'
T.sub_caption = ' ---defend the choo---'
T.text =
table.concat(
{
'The biters have catched the scent of fish in the cargo wagon.\n',
'Guide the choo through the black mist and protect it for as long as possible!\n',
'This will not be an easy task however,\n',
'since their strength and numbers increase over time.\n',
'\n',
'Delve deep for greater treasures, but also face increased dangers.\n',
'Mining productivity research, will overhaul your mining equipment,\n',
'reinforcing your pickaxe as well as increasing the size of your backpack.\n',
'\n',
'Scrap randomness seems to occur frequently, sometimes mining scrap\n',
'does not output scrap, weird...\n',
'\n',
"We've also noticed that solar eclipse occuring, \n",
'we have yet to solve this mystery\n',
'\n',
'Good luck, over and out!',
'\n',
'\n',
'\n'
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}
)
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
local mgs = game.surfaces['nauvis'].map_gen_settings
mgs.width = 16
mgs.height = 16
game.surfaces['nauvis'].map_gen_settings = mgs
game.surfaces['nauvis'].clear()
Explosives.set_destructible_tile('out-of-map', 1500)
Explosives.set_destructible_tile('water', 1000)
Explosives.set_destructible_tile('water-green', 1000)
Explosives.set_destructible_tile('deepwater-green', 1000)
Explosives.set_destructible_tile('deepwater', 1000)
Explosives.set_destructible_tile('water-shallow', 1000)
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end
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local function darkness(data)
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local rnd = math.random
local this = data.this
local surface = data.surface
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if rnd(1, 32) == 1 then
if not this.freeze_daytime then
return
end
game.print(grandmaster .. ' Sunlight, finally!', {r = 1, g = 0.5, b = 0.1})
surface.min_brightness = 1
surface.brightness_visual_weights = {1, 0, 0, 0}
surface.daytime = 1
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surface.freeze_daytime = true
surface.solar_power_multiplier = 1
this.freeze_daytime = false
return
elseif rnd(1, 64) == 1 then
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if this.freeze_daytime then
return
end
game.print(grandmaster .. ' Darkness has surrounded us!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Builds some lamps!', {r = 1, g = 0.5, b = 0.1})
surface.min_brightness = 0
surface.brightness_visual_weights = {0.90, 0.90, 0.90}
surface.daytime = 0.42
surface.freeze_daytime = true
surface.solar_power_multiplier = 0
this.freeze_daytime = true
return
end
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end
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local function scrap_randomness(data)
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local this = data.this
local rnd = math.random
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if rnd(1, 32) == 1 then
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if this.scrap_enabled then
return
end
this.scrap_enabled = true
game.print(grandmaster .. ' Scrap is back!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Output from scrap is now randomized.', {r = 1, g = 0.5, b = 0.1})
return
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elseif rnd(1, 64) == 1 then
if not this.scrap_enabled then
return
end
this.scrap_enabled = false
game.print(grandmaster .. ' It seems that the scrap is temporarily gone.', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Output from scrap is now only ores.', {r = 1, g = 0.5, b = 0.1})
return
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end
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end
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local function transfer_pollution(data)
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local surface = data.surface
local this = data.this
if not surface then
return
end
local pollution = surface.get_total_pollution() * (3 / (4 / 3 + 1)) * global.difficulty_vote_value
game.surfaces[this.active_surface_index].pollute(this.locomotive.position, pollution)
surface.clear_pollution()
end
local function on_pre_player_left_game(event)
local this = Scrap_table.get_table()
local player = game.players[event.player_index]
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.character then
this.offline_players[#this.offline_players + 1] = {index = event.player_index, tick = game.tick}
end
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end
local tick_minute_functions = {
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[300 * 2 + 30 * 2] = scrap_randomness,
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[300 * 3 + 30 * 1] = darkness,
[300 * 3 + 30 * 0] = transfer_pollution
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}
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local on_tick = function()
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local this = Scrap_table.get_table()
local surface = game.surfaces[this.active_surface_index]
local wave_defense_table = WD.get_table()
local tick = game.tick
local status = Collapse.start_now()
local key = tick % 3600
local data = {
this = this,
surface = surface
}
if not this.locomotive.valid then
Public.loco_died()
end
if status == true then
goto continue
end
if
this.left_top.y % Terrain.level_depth == 0 and this.left_top.y < 0 and
this.left_top.y > Terrain.level_depth * -10
then
if not Collapse.start_now() then
Collapse.start_now(true)
end
end
::continue::
if game.tick % 30 == 0 then
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for _, player in pairs(game.connected_players) do
update_gui(player)
end
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if game.tick % 1800 == 0 then
local position = surface.find_non_colliding_position('stone-furnace', Collapse.get_position(), 128, 1)
if position then
wave_defense_table.spawn_position = position
end
offline_players()
set_scores()
end
end
if tick_minute_functions[key] then
tick_minute_functions[key](data)
end
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--if this.randomness_tick then
-- if this.randomness_tick < game.tick then
-- this.randomness_tick = game.tick + 1800
-- scrap_randomness(this)
-- darkness(this)
-- end
--end
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if this.game_reset_tick then
if this.game_reset_tick < game.tick then
this.game_reset_tick = nil
Public.reset_map()
end
return
end
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end
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commands.add_command(
'rainbow_mode',
'This will prevent new tiles from spawning when walking',
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function()
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local player = game.player
local this = Scrap_table.get_table()
if player and player.valid then
if this.players[player.index].tiles_enabled == false then
this.players[player.index].tiles_enabled = true
player.print('Rainbow mode: ON', Color.green)
return
end
if this.players[player.index].tiles_enabled == true then
this.players[player.index].tiles_enabled = false
player.print('Rainbow mode: OFF', Color.warning)
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return
end
end
end
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)
if _DEBUG then
commands.add_command(
'reset_game',
'Debug only, reset the game!',
function()
local player = game.player
if player then
if player ~= nil then
if not player.admin then
return
end
end
end
Public.reset_map()
end
)
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end
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Event.on_nth_tick(10, on_tick)
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Event.on_init(on_init)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_player_left_game, on_player_left_game)
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Event.add(defines.events.on_player_repaired_entity, on_player_repaired_entity)
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Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_entity_died, on_entity_died)
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Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_built_entity, on_built_entity)
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Event.add(defines.events.on_player_changed_position, on_player_changed_position)
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Event.add(defines.events.on_research_finished, on_research_finished)
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Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
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require 'maps.scrapyard.mineable_wreckage_yields_scrap'
require 'maps.scrapyard.balance'
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return Public