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ComfyFactorio/maps/fish_defender.lua

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2018-11-25 17:04:57 +02:00
-- fish defender -- by mewmew --
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local event = require 'utils.event'
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require "maps.fish_defender_map_intro"
require "maps.fish_defender_kaboomsticks"
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local map_functions = require "maps.tools.map_functions"
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local math_random = math.random
local insert = table.insert
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local wave_interval = 3600 --interval between waves in ticks
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local biter_count_limit = 4200 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached
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local function shuffle(tbl)
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
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local function create_wave_gui(player)
if player.gui.top["fish_defense_waves"] then player.gui.top["fish_defense_waves"].destroy() end
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local frame = player.gui.top.add({ type = "frame", name = "fish_defense_waves"})
frame.style.maximal_height = 38
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local wave_count = 0
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if global.wave_count then wave_count = global.wave_count end
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if not global.wave_grace_period then
local label = frame.add({ type = "label", caption = "Wave: " .. wave_count })
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-listbox"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 68
label.style.font_color = {r=0.33, g=0.66, b=0.9}
local next_level_progress = game.tick % wave_interval / wave_interval
local progressbar = frame.add({ type = "progressbar", value = next_level_progress})
progressbar.style.minimal_width = 120
progressbar.style.maximal_width = 120
progressbar.style.top_padding = 10
else
local time_remaining = math.floor(((global.wave_grace_period - (game.tick % global.wave_grace_period)) / 60) / 60)
if time_remaining <= 0 then
global.wave_grace_period = nil
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return
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end
local label = frame.add({ type = "label", caption = "Waves will start in " .. time_remaining .. " minutes."})
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-listbox"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.font_color = {r=0.33, g=0.66, b=0.9}
end
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end
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local threat_values = {
["small_biter"] = 1,
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["medium_biter"] = 3,
["big_biter"] = 6,
["behemoth_biter"] = 12,
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["small_spitter"] = 1,
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["medium_spitter"] = 3,
["big_spitter"] = 6,
["behemoth_spitter"] = 12
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}
local function get_biter_initial_pool()
local biter_pool = {}
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if global.wave_count > 2000 then
biter_pool = {
{name = "big-biter", threat = threat_values.big_biter, weight = 1},
{name = "behemoth-biter", threat = threat_values.behemoth_biter, weight = 1},
{name = "behemoth-spitter", threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
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if global.wave_count > 1000 then
biter_pool = {
{name = "big-biter", threat = threat_values.big_biter, weight = 3},
{name = "behemoth-biter", threat = threat_values.behemoth_biter, weight = 2},
{name = "behemoth-spitter", threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.1 then
biter_pool = {
{name = "small-biter", threat = threat_values.small_biter, weight = 3},
{name = "small-spitter", threat = threat_values.small_spitter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.2 then
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biter_pool = {
{name = "small-biter", threat = threat_values.small_biter, weight = 10},
{name = "medium-biter", threat = threat_values.medium_biter, weight = 2},
{name = "small-spitter", threat = threat_values.small_spitter, weight = 5},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.3 then
biter_pool = {
{name = "small-biter", threat = threat_values.small_biter, weight = 18},
{name = "medium-biter", threat = threat_values.medium_biter, weight = 6},
{name = "small-spitter", threat = threat_values.small_spitter, weight = 8},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 3},
{name = "big-biter", threat = threat_values.big_biter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.4 then
biter_pool = {
{name = "small-biter", threat = threat_values.small_biter, weight = 2},
{name = "medium-biter", threat = threat_values.medium_biter, weight = 8},
{name = "big-biter", threat = threat_values.big_biter, weight = 2},
{name = "small-spitter", threat = threat_values.small_spitter, weight = 1},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 4},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.5 then
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biter_pool = {
{name = "small-biter", threat = threat_values.small_biter, weight = 2},
{name = "medium-biter", threat = threat_values.medium_biter, weight = 4},
{name = "big-biter", threat = threat_values.big_biter, weight = 8},
{name = "small-spitter", threat = threat_values.small_spitter, weight = 1},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 2},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 4}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.6 then
biter_pool = {
{name = "medium-biter", threat = threat_values.medium_biter, weight = 4},
{name = "big-biter", threat = threat_values.big_biter, weight = 8},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 2},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 4}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.7 then
biter_pool = {
{name = "behemoth-biter", threat = threat_values.small_biter, weight = 2},
{name = "medium-biter", threat = threat_values.medium_biter, weight = 12},
{name = "big-biter", threat = threat_values.big_biter, weight = 20},
{name = "behemoth-spitter", threat = threat_values.small_spitter, weight = 1},
{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 6},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 10}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor < 0.8 then
biter_pool = {
{name = "behemoth-biter", threat = threat_values.small_biter, weight = 2},
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{name = "medium-biter", threat = threat_values.medium_biter, weight = 4},
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{name = "big-biter", threat = threat_values.big_biter, weight = 10},
{name = "behemoth-spitter", threat = threat_values.small_spitter, weight = 1},
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{name = "medium-spitter", threat = threat_values.medium_spitter, weight = 2},
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{name = "big-spitter", threat = threat_values.big_spitter, weight = 5}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor <= 0.9 then
biter_pool = {
{name = "big-biter", threat = threat_values.big_biter, weight = 12},
{name = "behemoth-biter", threat = threat_values.behemoth_biter, weight = 2},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 6},
{name = "behemoth-spitter", threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
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if game.forces.enemy.evolution_factor <= 1 then
biter_pool = {
{name = "big-biter", threat = threat_values.big_biter, weight = 4},
{name = "behemoth-biter", threat = threat_values.behemoth_biter, weight = 2},
{name = "big-spitter", threat = threat_values.big_spitter, weight = 2},
{name = "behemoth-spitter", threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
end
local function get_biter_pool()
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local surface = game.surfaces["fish_defender"]
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local biter_pool = get_biter_initial_pool()
local biter_raffle = {}
for _, biter_type in pairs(biter_pool) do
for x = 1, biter_type.weight, 1 do
insert(biter_raffle, {name = biter_type.name, threat = biter_type.threat})
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end
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end
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return biter_raffle
end
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local function spawn_biter(pos, biter_pool)
if global.attack_wave_threat < 1 then return false end
local surface = game.surfaces["fish_defender"]
biter_pool = shuffle(biter_pool)
global.attack_wave_threat = global.attack_wave_threat - biter_pool[1].threat
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local valid_pos = surface.find_non_colliding_position(biter_pool[1].name, pos, 100, 2)
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local biter = surface.create_entity({name = biter_pool[1].name, position = valid_pos})
return biter
end
local attack_group_count_thresholds = {
{0, 1},
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{50, 2},
{100, 3},
{150, 4},
{200, 5},
{1000, 6},
{2000, 7},
{3000, 8}
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}
local function get_number_of_attack_groups()
local n = 1
for _, entry in pairs(attack_group_count_thresholds) do
if global.wave_count >= entry[1] then
n = entry[2]
end
end
return n
end
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local function biter_attack_wave()
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if not global.market then return end
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if global.wave_grace_period then return end
local surface = game.surfaces["fish_defender"]
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if surface.count_entities_filtered({type = "unit", area = {{-128,-256},{360, 256}}}) > biter_count_limit then
game.print("Biter limit reached, wave stalled.", {r = 0.7, g = 0.1, b = 0.1})
return
end
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if not global.wave_count then
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global.wave_count = 1
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else
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global.wave_count = global.wave_count + 1
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end
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global.attack_wave_threat = global.wave_count * 5
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if global.attack_wave_threat > 25000 then global.attack_wave_threat = 25000 end
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local evolution = global.wave_count * 0.00125
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if evolution > 1 then evolution = 1 end
game.forces.enemy.evolution_factor = evolution
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if game.forces.enemy.evolution_factor == 1 then
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if not global.endgame_modifier then
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global.endgame_modifier = 1
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game.print("Endgame enemy evolution reached. Biter damage is rising...", {r = 0.7, g = 0.1, b = 0.1})
else
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global.endgame_modifier = global.endgame_modifier + 1
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end
end
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local units = surface.find_entities_filtered({type = "unit", area = {{192, -256},{360, 256}}})
for _, unit in pairs(units) do
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unit.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type=defines.command.attack_area,
destination={x = -32, y = 0},
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radius=16,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
}
}
})
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end
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local units = surface.find_entities_filtered({force = "player", area = {{160, -256},{360, 256}}})
for _, unit in pairs(units) do
if unit.health then
unit.health = unit.health - math_random(75, 125)
surface.create_entity({name = "water-splash", position = unit.position})
if unit.health <= 0 then unit.die("enemy") end
else
if unit.type == "entity-ghost" then
unit.destroy()
end
end
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end
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local spawn_x = 242
local target_x = -32
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local group_coords = {}
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for a = -80, 80, 16 do
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insert(group_coords, {spawn = {x = spawn_x, y = a * 2}, target = {x = target_x, y = a}})
end
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group_coords = shuffle(group_coords)
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local unit_groups = {}
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if global.wave_count > 100 and math_random(1,3) == 1 then
for i = 1, #group_coords, 1 do
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unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
else
for i = 1, get_number_of_attack_groups(), 1 do
unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
end
local biter_pool = get_biter_pool()
while global.attack_wave_threat > 0 do
for i = 1, #unit_groups, 1 do
local biter = spawn_biter(unit_groups[i].position, biter_pool)
if biter then
unit_groups[i].add_member(biter)
else
break
end
end
end
for i = 1, #unit_groups, 1 do
unit_groups[i].set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type=defines.command.attack_area,
destination={group_coords[i].target.x + 100, group_coords[i].target.y},
radius=32,
distraction=defines.distraction.by_anything
},
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{
type=defines.command.attack_area,
destination=group_coords[i].target,
radius=32,
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distraction=defines.distraction.by_anything
},
{
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
}
}
})
end
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end
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local function refresh_market_offers()
if not global.market then return end
for i = 1, 100, 1 do
local a = global.market.remove_market_item(1)
if a == false then break end
end
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local str1 = "Gun Turret Slot for " .. tostring(global.entity_limits["gun-turret"].limit * global.entity_limits["gun-turret"].slot_price)
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str1 = str1 .. " Coins."
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local str2 = "Laser Turret Slot for " .. tostring(global.entity_limits["laser-turret"].limit * global.entity_limits["laser-turret"].slot_price)
str2 = str2 .. " Coins."
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local str3 = "Artillery Slot for " .. tostring(global.entity_limits["artillery-turret"].limit * global.entity_limits["artillery-turret"].slot_price)
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str3 = str3 .. " Coins."
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local current_limit = 1
if global.entity_limits["flamethrower-turret"].limit ~= 0 then current_limit = current_limit + global.entity_limits["flamethrower-turret"].limit end
local str4 = "Flamethrower Turret Slot for " .. tostring(current_limit * global.entity_limits["flamethrower-turret"].slot_price)
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str4 = str4 .. " Coins."
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local str5 = "Landmine Slot for " .. tostring(global.entity_limits["land-mine"].limit * global.entity_limits["land-mine"].slot_price)
str5 = str5 .. " Coins."
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local market_items = {
{price = {}, offer = {type = 'nothing', effect_description = str1}},
{price = {}, offer = {type = 'nothing', effect_description = str2}},
{price = {}, offer = {type = 'nothing', effect_description = str3}},
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{price = {}, offer = {type = 'nothing', effect_description = str4}},
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{price = {}, offer = {type = 'nothing', effect_description = str5}},
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{price = {{"coin", 3}}, offer = {type = 'give-item', item = "raw-fish", count = 1}},
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{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'raw-wood', count = 8}},
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{price = {{"coin", 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}},
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{price = {{"coin", 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}},
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{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}},
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{price = {{"coin", 80}}, offer = {type = 'give-item', item = 'car', count = 1}},
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{price = {{"coin", 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}},
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{price = {{"coin", 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}},
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{price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}},
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{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
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{price = {{"coin", 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
{price = {{"coin", 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
{price = {{"coin", 16}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
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{price = {{"coin", 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
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{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}},
{price = {{"coin", 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}},
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{price = {{"coin", 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
{price = {{"coin", 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}},
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{price = {{"coin", 30}}, offer = {type = 'give-item', item = "submachine-gun", count = 1}},
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{price = {{"coin", 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}},
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{price = {{"coin", 650}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}},
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{price = {{"coin", 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}},
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{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}},
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{price = {{"coin", 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}},
{price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}},
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{price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}},
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{price = {{"coin", 90}}, offer = {type = 'give-item', item = 'railgun', count = 1}},
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{price = {{"coin", 5}}, offer = {type = 'give-item', item = 'railgun-dart', count = 1}},
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{price = {{"coin", 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}},
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{price = {{"coin", 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}},
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{price = {{"coin", 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}},
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{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}},
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{price = {{"coin", 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}},
{price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}},
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{price = {{"coin", 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
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{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
{price = {{"coin", 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}},
{price = {{"coin", 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}},
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{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}},
{price = {{"coin", 750}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}},
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{price = {{"coin", 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}},
{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}},
{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}},
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{price = {{"coin", 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}},
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{price = {{"coin", 20}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}}
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}
for _, item in pairs(market_items) do
global.market.add_market_item(item)
end
end
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local function get_sorted_list(column_name, score_list)
for x = 1, #score_list, 1 do
for y = 1, #score_list, 1 do
if not score_list[y + 1] then break end
if score_list[y][column_name] < score_list[y + 1][column_name] then
local key = score_list[y]
score_list[y] = score_list[y + 1]
score_list[y + 1] = key
end
end
end
return score_list
end
local function get_mvps()
if not global.score["player"] then return false end
local score = global.score["player"]
local score_list = {}
for _, p in pairs(game.players) do
local killscore = 0
if score.players[p.name].killscore then killscore = score.players[p.name].killscore end
local deaths = 0
if score.players[p.name].deaths then deaths = score.players[p.name].deaths end
local built_entities = 0
if score.players[p.name].built_entities then built_entities = score.players[p.name].built_entities end
local mined_entities = 0
if score.players[p.name].mined_entities then mined_entities = score.players[p.name].mined_entities end
table.insert(score_list, {name = p.name, killscore = killscore, deaths = deaths, built_entities = built_entities, mined_entities = mined_entities})
end
local mvp = {}
score_list = get_sorted_list("killscore", score_list)
mvp.killscore = {name = score_list[1].name, score = score_list[1].killscore}
score_list = get_sorted_list("deaths", score_list)
mvp.deaths = {name = score_list[1].name, score = score_list[1].deaths}
score_list = get_sorted_list("built_entities", score_list)
mvp.built_entities = {name = score_list[1].name, score = score_list[1].built_entities}
return mvp
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end
local function is_game_lost()
if global.market then return end
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for _, player in pairs(game.connected_players) do
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if player.gui.left["fish_defense_game_lost"] then return end
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local f = player.gui.left.add({ type = "frame", name = "fish_defense_game_lost", caption = "The fish market was overrun! The biters are having a feast :3", direction = "vertical"})
f.style.font_color = {r = 0.65, g = 0.1, b = 0.99}
local t = f.add({type = "table", column_count = 2})
local l = t.add({type = "label", caption = "Survival Time >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
if global.market_age >= 216000 then
local l = t.add({type = "label", caption = math.floor(((global.market_age / 60) / 60) / 60) .. " hours " .. math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
else
local l = t.add({type = "label", caption = math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
end
local mvp = get_mvps()
if mvp then
local l = t.add({type = "label", caption = "MVP Defender >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.killscore.name .. " with a score of " .. mvp.killscore.score})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
local l = t.add({type = "label", caption = "MVP Builder >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
local l = t.add({type = "label", caption = "MVP Deaths >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.deaths.name .. " died " .. mvp.deaths.score .. " times"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
end
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for _, player in pairs(game.connected_players) do
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player.play_sound{path="utility/game_lost", volume_modifier=1}
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end
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end
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game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_distance = 15
game.map_settings.enemy_expansion.settler_group_min_size = 15
game.map_settings.enemy_expansion.settler_group_max_size = 30
game.map_settings.enemy_expansion.min_expansion_cooldown = 600
game.map_settings.enemy_expansion.max_expansion_cooldown = 600
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end
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local biter_building_inhabitants = {
[1] = {{"small-biter",8,16}},
[2] = {{"small-biter",12,24}},
[3] = {{"small-biter",8,16},{"medium-biter",1,2}},
[4] = {{"small-biter",4,8},{"medium-biter",4,8}},
[5] = {{"small-biter",3,5},{"medium-biter",8,12}},
[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}},
[7] = {{"medium-biter",6,8},{"big-biter",3,5}},
[8] = {{"medium-biter",2,4},{"big-biter",6,8}},
[9] = {{"medium-biter",2,3},{"big-biter",7,9}},
[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}
}
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local function damage_entities_in_radius(position, radius, damage)
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if radius > 5 then radius = 5 end
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local entities_to_damage = game.surfaces["fish_defender"].find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})
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for _, entity in pairs(entities_to_damage) do
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if entity.health and entity.name ~= "land-mine" then
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if entity.force.name ~= "enemy" then
if entity.name == "player" then
entity.damage(damage, "enemy")
else
entity.health = entity.health - damage
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entity.surface.create_entity({name = "explosion", position = entity.position})
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if entity.health <= 0 then entity.die("enemy") end
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end
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end
end
end
end
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local coin_earnings = {
["small-biter"] = 1,
["medium-biter"] = 2,
["big-biter"] = 3,
["behemoth-biter"] = 5,
["small-spitter"] = 1,
["medium-spitter"] = 2,
["big-spitter"] = 3,
["behemoth-spitter"] = 5,
["spitter-spawner"] = 32,
["biter-spawner"] = 32
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}
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local entities_that_earn_coins = {
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["artillery-turret"] = true,
["gun-turret"] = true,
["laser-turret"] = true,
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["flamethrower-turret"] = true
}
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local function on_entity_died(event)
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if event.entity.force.name == "enemy" then
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local players_to_reward = {}
local reward_has_been_given = false
if event.cause then
if event.entity.type == "unit" or event.entity.type == "unit-spawner" then
if event.cause.name == "player" then
insert(players_to_reward, event.cause)
reward_has_been_given = true
end
if event.cause.type == "car" then
player = event.cause.get_driver()
passenger = event.cause.get_passenger()
if player then insert(players_to_reward, player.player) end
if passenger then insert(players_to_reward, passenger.player) end
reward_has_been_given = true
end
if event.cause.type == "locomotive" then
train_passengers = event.cause.train.passengers
if train_passengers then
for _, passenger in pairs(train_passengers) do
insert(players_to_reward, passenger)
end
reward_has_been_given = true
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end
end
for _, player in pairs(players_to_reward) do
player.insert({name = "coin", count = coin_earnings[event.entity.name]})
end
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if entities_that_earn_coins[event.cause.name] then
event.entity.surface.spill_item_stack(event.cause.position,{name = "coin", count = coin_earnings[event.entity.name]}, true)
reward_has_been_given = true
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end
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end
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end
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if reward_has_been_given == false and coin_earnings[event.entity.name] then
event.entity.surface.spill_item_stack(event.entity.position,{name = "coin", count = coin_earnings[event.entity.name]}, true)
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end
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if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
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local e = math.ceil(game.forces.enemy.evolution_factor*10, 0)
for _, t in pairs (biter_building_inhabitants[e]) do
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for x = 1, math.random(t[2],t[3]), 1 do
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local p = event.entity.surface.find_non_colliding_position(t[1] , event.entity.position, 6, 1)
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if p then event.entity.surface.create_entity {name=t[1], position=p} end
end
end
end
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if event.entity.name == "medium-biter" then
event.entity.surface.create_entity({name = "explosion", position = event.entity.position})
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local damage = 25
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if global.endgame_modifier then damage = 25 + math.ceil((global.endgame_modifier * 0.005), 0) end
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if damage > 50 then damage = 50 end
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damage_entities_in_radius(event.entity.position, 1 + math.floor(global.wave_count * 0.001), damage)
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end
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if event.entity.name == "big-biter" then
event.entity.surface.create_entity({name = "uranium-cannon-shell-explosion", position = event.entity.position})
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local damage = 35
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if global.endgame_modifier then damage = 50 + math.ceil((global.endgame_modifier * 0.01), 0) end
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if damage > 100 then damage = 100 end
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damage_entities_in_radius(event.entity.position, 2 + math.floor(global.wave_count * 0.001), damage)
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end
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if event.entity.name == "behemoth-biter" then
local spawn_entity = false
if global.wave_count >= 1000 then
spawn_entity = "small-worm-turret"
end
if global.wave_count >= 1500 then
spawn_entity = "medium-worm-turret"
end
if global.wave_count >= 2000 then
spawn_entity = "big-worm-turret"
end
if spawn_entity then
local surface = event.entity.surface
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if surface.count_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = spawn_entity}) == 0 then
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surface.create_entity({name = "blood-explosion-huge", position = event.entity.position})
surface.create_entity({name = spawn_entity, position = event.entity.position})
end
end
end
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return
end
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if event.entity == global.market then
global.market = nil
global.market_age = game.tick
is_game_lost()
end
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if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
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end
local function on_entity_damaged(event)
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if event.cause then
if event.cause.name == "big-spitter" then
local surface = event.cause.surface
local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}}
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if surface.count_entities_filtered({area = area, name = "small-biter", limit = 3}) < 3 then
local pos = surface.find_non_colliding_position("small-biter", event.entity.position, 3, 0.5)
if pos then surface.create_entity({name = "small-biter", position = pos}) end
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end
end
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if event.cause.name == "behemoth-spitter" then
local surface = event.cause.surface
local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}}
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if surface.count_entities_filtered({area = area, name = "medium-biter", limit = 3}) < 3 then
local pos = surface.find_non_colliding_position("medium-biter", event.entity.position, 3, 0.5)
if pos then surface.create_entity({name = "medium-biter", position = pos}) end
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end
end
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if event.cause.force.name == "enemy" then
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if global.endgame_modifier then
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event.entity.health = event.entity.health - (event.final_damage_amount * global.endgame_modifier * 0.002)
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if event.entity.health <= 0 then event.entity.die() end
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end
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end
end
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if event.entity.valid then
if event.entity.name == "market" then
if event.cause then
if event.cause.force.name == "enemy" then return end
end
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event.entity.health = event.entity.health + event.final_damage_amount
end
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end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
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if not global.fish_defense_init_done then
local map_gen_settings = {}
map_gen_settings.water = "small"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 22, cliff_elevation_0 = 22}
map_gen_settings.autoplace_controls = {
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["coal"] = {frequency = "very-high", size = "very-big", richness = "normal"},
["stone"] = {frequency = "very-high", size = "very-big", richness = "normal"},
["copper-ore"] = {frequency = "very-high", size = "very-big", richness = "normal"},
["iron-ore"] = {frequency = "very-high", size = "very-big", richness = "normal"},
["crude-oil"] = {frequency = "very-high", size = "very-big", richness = "normal"},
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["trees"] = {frequency = "normal", size = "normal", richness = "normal"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
["grass"] = {frequency = "normal", size = "normal", richness = "normal"},
["sand"] = {frequency = "normal", size = "normal", richness = "normal"},
["desert"] = {frequency = "normal", size = "normal", richness = "normal"},
["dirt"] = {frequency = "normal", size = "normal", richness = "normal"}
}
game.create_surface("fish_defender", map_gen_settings)
local surface = game.surfaces["fish_defender"]
local radius = 256
game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
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game.map_settings.enemy_expansion.enabled = false
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game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
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game.map_settings.enemy_evolution.pollution_factor = 0
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game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.5)
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game.forces.player.set_ammo_damage_modifier("shotgun-shell", 0.5)
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game.forces["player"].technologies["artillery"].researched=true
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global.entity_limits = {
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["gun-turret"] = {placed = 1, limit = 1, str = "gun turret", slot_price = 75},
["laser-turret"] = {placed = 0, limit = 1, str = "laser turret", slot_price = 250},
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["artillery-turret"] = {placed = 0, limit = 1, str = "artillery turret", slot_price = 500},
["flamethrower-turret"] = {placed = 0, limit = 0, str = "flamethrower turret", slot_price = 50000},
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["land-mine"] = {placed = 0, limit = 1, str = "landmine", slot_price = 1}
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}
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global.wave_grace_period = wave_interval * 21
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global.fish_defense_init_done = true
end
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if player.online_time < 1 then
player.insert({name = "pistol", count = 1})
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player.insert({name = "iron-axe", count = 1})
player.insert({name = "raw-fish", count = 3})
player.insert({name = "firearm-magazine", count = 32})
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player.insert({name = "iron-plate", count = 64})
if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end
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end
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local surface = game.surfaces["fish_defender"]
if player.online_time < 2 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("player", {-75, 4}, 50, 1), "fish_defender")
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else
if player.online_time < 2 then
player.teleport({-50, 0}, "fish_defender")
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end
end
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--[[
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if global.wave_grace_period then
global.wave_grace_period = global.wave_grace_period - 3600
if global.wave_grace_period <= 0 then global.wave_grace_period = nil end
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end
]]
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create_wave_gui(player)
if game.tick > 900 then
is_game_lost()
end
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end
local function get_replacement_tile(surface)
local tilename = "grass-1"
for x = -160, 160, 1 do
for y = -96, 90, 1 do
local tile = surface.get_tile(x, y)
if tile.name ~= "water" and tile.name ~= "deepwater" then
tilename = tile.name
end
end
end
return tilename
end
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local map_height = 96
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local function on_chunk_generated(event)
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local surface = game.surfaces["fish_defender"]
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if not surface then return end
if surface.name ~= event.surface.name then return end
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local area = event.area
local left_top = area.left_top
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local entities = surface.find_entities_filtered({area = area, force = "enemy"})
for _, entity in pairs(entities) do
entity.destroy()
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end
if left_top.x >= 160 then
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if not global.spawn_ores_generated then
local spawn_position_x = -76
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surface.create_entity({name = "electric-beam", position = {160, -95}, source = {160, -95}, target = {160,96}})
local tiles = {}
local replacement_tile = get_replacement_tile(surface)
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local water_tiles = surface.find_tiles_filtered({name = {"water", "deepwater"}})
for _, tile in pairs(water_tiles) do
insert(tiles, {name = replacement_tile, position = {tile.position.x, tile.position.y}})
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end
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surface.set_tiles(tiles, true)
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local entities = surface.find_entities_filtered({type = "resource", area = {{-160, -96},{160, 96}}})
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for _, entity in pairs(entities) do
entity.destroy()
end
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x,y}})
end
end
map_functions.draw_smoothed_out_ore_circle({x = -128, y = -64}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -128, y = -32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -128, y = 32}, "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle({x = -128, y = 64}, "stone", surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = -96, y = 0}, "water", surface, 16)
map_functions.draw_oil_circle({x = -128, y = 0}, "crude-oil", surface, 8, 200000)
local pos = surface.find_non_colliding_position("market",{spawn_position_x, 0}, 50, 1)
global.market = surface.create_entity({name = "market", position = pos, force = "player"})
global.market.minable = false
refresh_market_offers()
local pos = surface.find_non_colliding_position("gun-turret",{spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = "gun-turret", position = pos, force = "player"})
turret.insert({name = "firearm-magazine", count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local pos = {x = global.market.position.x + x, y = global.market.position.y + y}
local distance_to_center = math.sqrt(x^2 + y^2)
if distance_to_center > 8 and distance_to_center < 15 then
if math_random(1,3) == 1 and surface.can_place_entity({name = "wooden-chest", position = pos, force = "player"}) then
local chest = surface.create_entity({name = "wooden-chest", position = pos, force = "player"})
end
end
end
end
local pos = surface.find_non_colliding_position("player",{spawn_position_x + 1, 4}, 50, 1)
game.forces["player"].set_spawn_position(pos, surface)
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position("player",{spawn_position_x + 1, 4}, 50, 1)
player.teleport(pos, surface)
end
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global.spawn_ores_generated = true
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end
end
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--[[
if left_top.x <= -352 then
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if math_random(1, 128) == 1 then
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local positions = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
insert(positions, {x = left_top.x + x, y = left_top.y + y})
end
end
positions = shuffle(positions)
for _, pos in pairs(positions) do
if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then
if math_random(1,4) == 1 then
local entity = surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos})
else
local entity = surface.create_entity({name = "biter-spawner", force = "enemy", position = pos})
end
break
end
end
end
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end]]
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local tiles = {}
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local hourglass_center_piece_length = 64
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for x = 0, 31, 1 do
for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
if pos.y >= map_height then
if pos.y > pos.x - hourglass_center_piece_length and pos.x > 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
if pos.y > (pos.x + hourglass_center_piece_length) * -1 and pos.x <= 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
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end
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if pos.y < map_height * -1 then
if pos.y < (pos.x - hourglass_center_piece_length) * -1 and pos.x > 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
if pos.y < pos.x + hourglass_center_piece_length and pos.x <= 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
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end
end
end
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surface.set_tiles(tiles, false)
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if left_top.x < 160 then return end
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local entities = surface.find_entities_filtered({area = area, type = "tree"})
for _, entity in pairs(entities) do
entity.destroy()
end
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local entities = surface.find_entities_filtered({area = area, type = "cliff"})
for _, entity in pairs(entities) do
entity.destroy()
end
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local entities = surface.find_entities_filtered({area = area, type = "resource"})
for _, entity in pairs(entities) do
surface.create_entity({name = "uranium-ore", position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
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local tiles = {}
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for x = 0, 31, 1 do
for y = 0, 31, 1 do
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local pos = {x = left_top.x + x, y = left_top.y + y}
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local tile = surface.get_tile(pos)
if tile.name ~= "out-of-map" then
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if pos.x > 312 then
insert(tiles, {name = "out-of-map", position = pos})
else
--insert(tiles, {name = "dirt-7", position = pos})
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end
if pos.x > 296 and pos.x < 312 and math_random(1, 128) == 1 then
if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then
if math_random(1,4) == 1 then
local entity = surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos})
entity.active = false
else
local entity = surface.create_entity({name = "biter-spawner", force = "enemy", position = pos})
entity.active = false
end
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end
end
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end
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end
end
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surface.set_tiles(tiles, true)
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local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
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end
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end
surface.regenerate_decorative(decorative_names, {{x=math.floor(event.area.left_top.x/32),y=math.floor(event.area.left_top.y/32)}})
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end
local function on_built_entity(event)
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local entity = event.created_entity
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}}
)
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else
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surface.create_entity({name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].str .. " limit reached.", color = {r=0.82, g=0.11, b=0.11}})
local player = game.players[event.player_index]
player.insert({name = entity.name, count = 1})
if global.score then
if global.score[player.force.name] then
if global.score[player.force.name].players[player.name] then
global.score[player.force.name].players[player.name].built_entities = global.score[player.force.name].players[player.name].built_entities - 1
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end
end
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end
entity.destroy()
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end
end
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end
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local function on_robot_built_entity(event)
local entity = event.created_entity
if global.entity_limits[entity.name] then
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local surface = entity.surface
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if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}}
)
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else
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surface.create_entity({name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].str .. " limit reached.", color = {r=0.82, g=0.11, b=0.11}})
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
entity.destroy()
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end
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end
end
local function on_tick()
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if game.tick % 30 == 0 then
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if global.market then
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for _, player in pairs(game.connected_players) do
create_wave_gui(player)
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end
end
if game.tick % 180 == 0 then
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if game.surfaces["fish_defender"] then
game.forces.player.chart(game.surfaces["fish_defender"], {{x = -64, y = -256}, {x = 288, y = 256}})
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end
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end
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if global.market_age then
if not global.game_restart_timer then
global.game_restart_timer = 7200
else
if global.game_restart_timer < 0 then return end
global.game_restart_timer = global.game_restart_timer - 30
end
if global.game_restart_timer % 900 == 0 then
if global.game_restart_timer > 0 then game.print("Map will restart in " .. global.game_restart_timer / 60 .. " seconds!", { r=0.22, g=0.88, b=0.22}) end
if global.game_restart_timer == 0 then
game.print("Map is restarting!", { r=0.22, g=0.88, b=0.22})
game.write_file("commandPipe", ":loadscenario --force", false, 0)
end
end
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end
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end
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if game.tick % wave_interval == wave_interval - 1 then
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biter_attack_wave()
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end
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end
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local function on_player_changed_position(event)
local player = game.players[event.player_index]
if player.position.x >= 160 then
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player.teleport({player.position.x - 1, player.position.y}, game.surfaces["fish_defender"])
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if player.position.y > map_height or player.position.y < map_height * -1 then
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player.teleport({player.position.x, 0}, game.surfaces["fish_defender"])
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end
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if player.character then
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player.character.health = player.character.health - 25
player.character.surface.create_entity({name = "water-splash", position = player.position})
if player.character.health <= 0 then player.character.die("enemy") end
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end
end
end
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local function on_player_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
local function on_robot_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
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local function on_market_item_purchased(event)
local player = game.players[event.player_index]
local market = event.market
local offer_index = event.offer_index
local offers = market.get_market_items()
local bought_offer = offers[offer_index].offer
if bought_offer.type ~= "nothing" then return end
local slot_upgrade_offers = {
[1] = {"gun-turret", "gun turret"},
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[2] = {"laser-turret", "laser turret"},
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[3] = {"artillery-turret", "artillery turret"},
[4] = {"flamethrower-turret", "flamethrower turret"},
[5] = {"land-mine", "land mine"}
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}
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for x = 1, 5, 1 do
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if offer_index == x then
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local price = global.entity_limits[slot_upgrade_offers[x][1]].limit * global.entity_limits[slot_upgrade_offers[x][1]].slot_price
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if slot_upgrade_offers[x][1] == "flamethrower-turret" then
price = (global.entity_limits[slot_upgrade_offers[x][1]].limit + 1) * global.entity_limits[slot_upgrade_offers[x][1]].slot_price
end
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local coins_removed = player.remove_item({name = "coin", count = price})
if coins_removed ~= price then
if coins_removed > 0 then
player.insert({name = "coin", count = coins_removed})
end
player.print("Not enough coins.", {r = 0.22, g = 0.77, b = 0.44})
return
end
global.entity_limits[slot_upgrade_offers[x][1]].limit = global.entity_limits[slot_upgrade_offers[x][1]].limit + 1
game.print(player.name .. " has bought a " .. slot_upgrade_offers[x][2] .. " slot for " .. price .. " coins!", {r = 0.22, g = 0.77, b = 0.44})
refresh_market_offers()
end
end
end
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event.add(defines.events.on_tick, on_tick)
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event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
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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_built_entity, on_built_entity)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
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event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)