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ComfyFactorio/maps/fish_defense.lua

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Lua
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-- fish defense -- by mewmew --
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local event = require 'utils.event'
require "maps.fish_defense_map_intro"
require "maps.fish_defense_kaboomsticks"
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require "maps.tools.teleporters"
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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 = 5400
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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
local function spill_loot(position)
local chest_raffle = {}
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local chest_loot = {
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{{name = "slowdown-capsule", count = math_random(4,8)}, weight = 1, evolution_min = 0.3, evolution_max = 0.7},
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{{name = "poison-capsule", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
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{{name = "uranium-cannon-shell", count = math_random(8,16)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = "cannon-shell", count = math_random(8,16)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7},
{{name = "explosive-uranium-cannon-shell", count = math_random(8,16)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
{{name = "explosive-cannon-shell", count = math_random(8,16)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8},
{{name = "shotgun", count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
{{name = "shotgun-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2},
{{name = "combat-shotgun", count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.8},
{{name = "piercing-shotgun-shell", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
{{name = "flamethrower", count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = "flamethrower-ammo", count = math_random(8,16)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
{{name = "rocket-launcher", count = 1}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
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{{name = "rocket", count = math_random(8,16)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
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{{name = "explosive-rocket", count = math_random(8,16)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
{{name = "land-mine", count = math_random(8,16)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
{{name = "grenade", count = math_random(8,16)}, weight = 5, evolution_min = 0.0, evolution_max = 0.5},
{{name = "cluster-grenade", count = math_random(8,16)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
{{name = "firearm-magazine", count = math_random(16,48)}, weight = 5, evolution_min = 0, evolution_max = 0.3},
{{name = "piercing-rounds-magazine", count = math_random(16,48)}, weight = 5, evolution_min = 0.1, evolution_max = 0.8},
{{name = "uranium-rounds-magazine", count = math_random(16,48)}, weight = 5, evolution_min = 0.5, evolution_max = 1},
{{name = "railgun", count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
{{name = "railgun-dart", count = math_random(16,32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = "defender-capsule", count = math_random(8,16)}, weight = 2, evolution_min = 0.0, evolution_max = 0.7},
{{name = "distractor-capsule", count = math_random(8,16)}, weight = 2, evolution_min = 0.2, evolution_max = 1},
{{name = "destroyer-capsule", count = math_random(8,16)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
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--{{name = "atomic-bomb", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = "light-armor", count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1},
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{{name = "heavy-armor", count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = "modular-armor", count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6},
{{name = "power-armor", count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
--{{name = "power-armor-mk2", count = 1}, weight = 1, evolution_min = 0.9, evolution_max = 1},
{{name = "battery-equipment", count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = "battery-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1},
{{name = "belt-immunity-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = "solar-panel-equipment", count = math_random(1,4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8},
{{name = "discharge-defense-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8},
{{name = "energy-shield-equipment", count = math_random(1,2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = "energy-shield-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
{{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
{{name = "fusion-reactor-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
{{name = "night-vision-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = "personal-laser-defense-equipment", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
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{{name = "iron-gear-wheel", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
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{{name = "copper-cable", count = math_random(50,100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
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{{name = "engine-unit", count = math_random(8,16)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5},
{{name = "electric-engine-unit", count = math_random(8,16)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8},
{{name = "battery", count = math_random(25,50)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
{{name = "advanced-circuit", count = math_random(25,50)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = "electronic-circuit", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
{{name = "processing-unit", count = math_random(25,50)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = "explosives", count = math_random(40,50)}, weight = 5, evolution_min = 0.0, evolution_max = 1},
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{{name = "lubricant-barrel", count = math_random(4,10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
{{name = "rocket-fuel", count = math_random(4,10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
{{name = "computer", count = 2}, weight = 1, evolution_min = 0, evolution_max = 1},
{{name = "steel-plate", count = math_random(25,75)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
{{name = "nuclear-fuel", count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
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{{name = "burner-inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
{{name = "inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
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{{name = "long-handed-inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
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{{name = "fast-inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
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{{name = "filter-inserter", count = math_random(8,16)}, weight = 1, evolution_min = 0.2, evolution_max = 1},
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{{name = "stack-filter-inserter", count = math_random(4,8)}, weight = 1, evolution_min = 0.4, evolution_max = 1},
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{{name = "stack-inserter", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
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{{name = "small-electric-pole", count = math_random(16,24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = "medium-electric-pole", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 1},
{{name = "big-electric-pole", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = "substation", count = math_random(2,4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = "wooden-chest", count = math_random(16,24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
{{name = "iron-chest", count = math_random(4,8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
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{{name = "steel-chest", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
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{{name = "small-lamp", count = math_random(16,32)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
{{name = "rail", count = math_random(25,50)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
{{name = "assembling-machine-1", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = "assembling-machine-2", count = math_random(2,4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8},
{{name = "assembling-machine-3", count = math_random(1,2)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = "accumulator", count = math_random(4,8)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
{{name = "offshore-pump", count = math_random(1,3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
{{name = "beacon", count = math_random(1,2)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
{{name = "boiler", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = "steam-engine", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
{{name = "steam-turbine", count = math_random(1,2)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
--{{name = "nuclear-reactor", count = 1}, weight = 1, evolution_min = 0.6, evolution_max = 1},
{{name = "centrifuge", count = math_random(1,2)}, weight = 1, evolution_min = 0.6, evolution_max = 1},
{{name = "heat-pipe", count = math_random(4,8)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = "heat-exchanger", count = math_random(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
{{name = "arithmetic-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = "constant-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = "decider-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
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{{name = "power-switch", count = math_random(1,2)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
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{{name = "programmable-speaker", count = math_random(4,8)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = "green-wire", count = math_random(25,55)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = "red-wire", count = math_random(25,55)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
{{name = "chemical-plant", count = math_random(1,3)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
{{name = "burner-mining-drill", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
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{{name = "electric-mining-drill", count = math_random(2,4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
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{{name = "express-transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
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{{name = "express-underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
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{{name = "express-splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = "fast-transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = "fast-underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
{{name = "fast-splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
{{name = "transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
{{name = "underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
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{{name = "splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
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--{{name = "oil-refinery", count = math_random(2,4)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
{{name = "pipe", count = math_random(30,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
{{name = "pipe-to-ground", count = math_random(4,8)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
{{name = "pumpjack", count = math_random(1,3)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = "pump", count = math_random(1,2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
{{name = "solar-panel", count = math_random(2,4)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9},
{{name = "electric-furnace", count = math_random(2,4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
{{name = "steel-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
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{{name = "stone-furnace", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
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{{name = "radar", count = math_random(1,2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
{{name = "rail-signal", count = math_random(8,16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
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{{name = "rail-chain-signal", count = math_random(8,16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
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{{name = "stone-wall", count = math_random(25,75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = "gate", count = math_random(4,8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
{{name = "storage-tank", count = math_random(1,4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
{{name = "train-stop", count = math_random(1,2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
--{{name = "express-loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
--{{name = "fast-loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
--{{name = "loader", count = math_random(1,3)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
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{{name = "lab", count = math_random(1,2)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}
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}
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for _, t in pairs (chest_loot) do
for x = 1, t.weight, 1 do
if t.evolution_min <= game.forces.enemy.evolution_factor and t.evolution_max >= game.forces.enemy.evolution_factor then
table.insert(chest_raffle, t[1])
end
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end
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end
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local loot = chest_raffle[math.random(1,#chest_raffle)]
game.surfaces[1].spill_item_stack(position, loot, true)
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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 / 2 end
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local label = frame.add({ type = "label", caption = "Wave: " .. wave_count })
label.style.font_color = {r=0.88, g=0.88, b=0.88}
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label.style.font = "default-listbox"
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label.style.left_padding = 4
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label.style.right_padding = 4
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label.style.font_color = {r=0.33, g=0.66, b=0.9}
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-- local next_level_progress = ((game.tick % wave_interval) / (wave_interval / 100)) * 0.01
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local next_level_progress = game.tick % wave_interval / wave_interval
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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
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end
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--local function increase_difficulty()
--if game.map_settings.enemy_expansion.max_expansion_cooldown < 7200 then return end
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--game.map_settings.enemy_expansion.max_expansion_cooldown = game.map_settings.enemy_expansion.max_expansion_cooldown - 3600
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--end
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local function get_biters()
local surface = game.surfaces[1]
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local biters_found = {}
for x = 256, 8000, 32 do
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if not surface.is_chunk_generated({math.ceil(x / 32, 0), 0}) then return biters_found end
local area = {
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left_top = {x = x, y = -1024},
right_bottom = {x = x + 32, y = 1024}
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}
local entities = surface.find_entities_filtered({area = area, type = "unit", limit = global.wave_count})
for _, entity in pairs(entities) do
if #biters_found > global.wave_count then break end
insert(biters_found, entity)
end
if #biters_found >= global.wave_count then return biters_found end
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end
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end
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local function get_group_coords()
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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local surface = game.surfaces[1]
if not global.wave_count then
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global.wave_count = 2
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else
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global.wave_count = global.wave_count + 2
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end
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if game.forces.enemy.evolution_factor > 0.9 then
if not global.endgame_modifier then
global.endgame_modifier = 0.01
game.print("Endgame enemy evolution reached. Biter damage is rising...", {r = 0.7, g = 0.1, b = 0.1})
else
global.endgame_modifier = global.endgame_modifier + 0.01
end
end
--game.print("Wave " .. tostring(global.wave_count / 2) .. " incoming!", {r = 0.9, g = 0.05, b = 0.4})
local group_coords = {
{spawn = {x = 256, y = 0}, target = {x = 0, y = 0}}
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}
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local number_of_groups = 1
if global.wave_count > 50 then
group_coords = {
{spawn = {x = 256, y = -160}, target = {x = 0, y = -64}},
{spawn = {x = 256, y = -128}, target = {x = 0, y = -64}},
{spawn = {x = 256, y = -96}, target = {x = 0, y = -48}},
{spawn = {x = 256, y = -64}, target = {x = 0, y = -32}},
{spawn = {x = 256, y = -32}, target = {x = 0, y = -16}},
{spawn = {x = 256, y = 0}, target = {x = 0, y = 0}},
{spawn = {x = 256, y = 32}, target = {x = 0, y = 16}},
{spawn = {x = 256, y = 64}, target = {x = 0, y = 32}},
{spawn = {x = 256, y = 96}, target = {x = 0, y = 48}},
{spawn = {x = 256, y = 128}, target = {x = 0, y = 64}},
{spawn = {x = 256, y = 160}, target = {x = 0, y = 64}}
}
number_of_groups = math.ceil(global.wave_count / 50, 0)
if number_of_groups > #group_coords then number_of_groups = #group_coords end
end
group_coords = shuffle(group_coords)
local biters = get_biters()
local max_group_size = math.ceil(global.wave_count / number_of_groups, 0)
if max_group_size > 200 then max_group_size = 200 end
local biter_counter = 0
local biter_attack_groups = {}
for i = 1, number_of_groups, 1 do
if biter_counter > global.wave_count then break end
biter_attack_groups[i] = surface.create_unit_group({position=group_coords[i].spawn})
for x = 1, max_group_size, 1 do
biter_counter = biter_counter + 1
if biter_counter > global.wave_count then break end
if not biters[biter_counter] then break end
biter_attack_groups[i].add_member(biters[biter_counter])
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end
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if number_of_groups == 1 then
biter_attack_groups[i].set_command({type=defines.command.attack , target=global.market, distraction=defines.distraction.by_enemy})
else
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if math_random(1,6) == 1 then
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biter_attack_groups[i].set_command({type=defines.command.attack , target=global.market, distraction=defines.distraction.by_enemy})
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else
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biter_attack_groups[i].set_command({type=defines.command.attack_area, destination=group_coords[i].target, radius=12, distraction=defines.distraction.by_anything})
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end
end
end
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--for _, group in pairs(biter_attack_groups) do
--if math_random(1,6) == 1 then
--group.set_command({type=defines.command.attack , target=global.market, distraction=defines.distraction.by_enemy})
--else
--group.set_command({type=defines.command.attack_area, destination={x = group.position.x - 268, y = group.position.y}, radius=12, distraction=defines.distraction.by_anything})
--end
--end
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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 destroyed! ;_;" })
f.style.font_color = {r = 0.6, g = 0.05, b = 0.9}
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f.add({type = "label", caption = "It survived for " .. math.ceil(((global.market_age / 60) / 60), 0) .. " minutes."})
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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 = {}
biter_building_inhabitants[1] = {{"small-biter",8,16}}
biter_building_inhabitants[2] = {{"small-biter",12,24}}
biter_building_inhabitants[3] = {{"small-biter",8,16},{"medium-biter",1,2}}
biter_building_inhabitants[4] = {{"small-biter",4,8},{"medium-biter",4,8}}
biter_building_inhabitants[5] = {{"small-biter",3,5},{"medium-biter",8,12}}
biter_building_inhabitants[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}}
biter_building_inhabitants[7] = {{"medium-biter",6,8},{"big-biter",3,5}}
biter_building_inhabitants[8] = {{"medium-biter",2,4},{"big-biter",6,8}}
biter_building_inhabitants[9] = {{"medium-biter",2,3},{"big-biter",7,9}}
biter_building_inhabitants[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}
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local function damage_entities_in_radius(position, radius, damage)
local entities_to_damage = game.surfaces[1].find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})
for _, entity in pairs(entities_to_damage) do
if entity.health then
if entity.force.name ~= "enemy" then
if entity.name == "player" then
entity.damage(damage, "enemy")
else
entity.health = entity.health - damage
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 function on_entity_died(event)
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if event.entity.force.name == "enemy" then
if math_random(1, 150) == 1 then
spill_loot(event.entity.position)
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
if global.endgame_modifier then damage = 25 + math.ceil((global.endgame_modifier * 50), 0) end
damage_entities_in_radius(event.entity.position, 1, 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 = 50
if global.endgame_modifier then damage = 50 + math.ceil((global.endgame_modifier * 100), 0) end
damage_entities_in_radius(event.entity.position, 2, damage)
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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
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}}
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, 1)
surface.create_entity({name = "small-biter", position = pos})
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}}
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, 1)
surface.create_entity({name = "medium-biter", position = pos})
end
end
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if event.cause.force.name == "enemy" then
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if global.endgame_modifier then
event.entity.health = event.entity.health - (event.final_damage_amount * global.endgame_modifier)
end
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end
end
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if event.entity.name == "market" then
if event.cause.force.name == "enemy" then return end
event.entity.health = event.entity.health + event.final_damage_amount
end
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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 surface = game.surfaces[1]
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game.map_settings.enemy_expansion.enabled = false
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game.map_settings.enemy_evolution.destroy_factor = 0.008
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game.map_settings.enemy_evolution.time_factor = 0.00005
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game.map_settings.enemy_evolution.pollution_factor = 0.000015
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game.forces["player"].technologies["artillery-shell-range-1"].enabled = false
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game.forces["player"].technologies["artillery-shell-speed-1"].enabled = false
game.forces["player"].technologies["artillery"].enabled = false
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game.forces.player.set_ammo_damage_modifier("shotgun-shell", 0.5)
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local pos = surface.find_non_colliding_position("market",{0, 0}, 50, 1)
global.market = surface.create_entity({name = "market", position = pos, force = "player"})
global.market.minable = false
global.market.add_market_item({price = {{"coal", 3}}, offer = {type = 'give-item', item = "raw-fish", count = 1}})
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local radius = 512
game.forces.player.chart(game.players[1].surface,{{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
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surface.create_entity({name = "electric-beam", position = {160, -95}, source = {160, -95}, target = {160,96}})
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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})
player.insert({name = "grenade", count = 3})
player.insert({name = "iron-plate", count = 32})
player.insert({name = "light-armor", count = 1})
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if global.show_floating_killscore then global.show_floating_killscore[player.name] = true end
end
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if global.wave_count then create_wave_gui(player) end
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is_game_lost()
end
local map_height = 96
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local function on_chunk_generated(event)
local surface = game.surfaces[1]
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 and left_top.x < 160 then
local entities = surface.find_entities_filtered({area = area, type = "resource"})
for _, entity in pairs(entities) do
entity.destroy()
end
--[[
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local tile = surface.get_tile(pos)
if tile.name == "deepwater" or tile.name == "water" then
insert(tiles, {name = "grass-1", position = pos})
end
end
end
surface.set_tiles(tiles, true)
]]
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end
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if left_top.x >= 256 then
if not global.spawn_ores_generated then
map_functions.draw_smoothed_out_ore_circle({x = -64, y = -64}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = -32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = 32}, "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = 64}, "stone", surface, 15, 1500)
global.spawn_ores_generated = true
end
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
insert(tiles, {name = "dirt-6", position = pos})
end
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if left_top.x > 256 and math_random(1,32) == 1 then
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if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then
if math_random(1,4) == 1 then
surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos})
else
surface.create_entity({name = "biter-spawner", force = "enemy", position = pos})
end
end
end
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
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local build_limit_radius = 64
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local function on_built_entity(event)
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if "flamethrower-turret" == event.created_entity.name then
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event.created_entity.die()
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return
end
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if event.created_entity.name == "gun-turret" then
local surface = event.created_entity.surface
local area = {{event.created_entity.position.x - build_limit_radius, event.created_entity.position.y - build_limit_radius}, {event.created_entity.position.x + build_limit_radius, event.created_entity.position.y + build_limit_radius}}
local turrets_count_in_area = surface.count_entities_filtered({area = area, name = "gun-turret", limit = 3})
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if turrets_count_in_area <= 2 then
surface.create_entity({name = "flying-text", position = event.created_entity.position, text = turrets_count_in_area .. " / 2 Turrets built in area", 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 = event.created_entity.position, text = "Too many turrets in area", color = {r=0.82, g=0.11, b=0.11}})
if event.player_index then
local player = game.players[event.player_index]
event.created_entity.destroy()
player.insert({name = "gun-turret", 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
end
end
end
return
else
event.created_entity.die()
return
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end
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end
end
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if event.created_entity.name == "laser-turret" then
local surface = event.created_entity.surface
local area = {{event.created_entity.position.x - build_limit_radius, event.created_entity.position.y - build_limit_radius}, {event.created_entity.position.x + build_limit_radius, event.created_entity.position.y + build_limit_radius}}
local turrets_count_in_area = surface.count_entities_filtered({area = area, name = "laser-turret", limit = 2})
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if turrets_count_in_area <= 1 then
surface.create_entity({name = "flying-text", position = event.created_entity.position, text = turrets_count_in_area .. " / 1 Turrets built in area", 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 = event.created_entity.position, text = "Too many turrets in area", color = {r=0.82, g=0.11, b=0.11}})
if event.player_index then
local player = game.players[event.player_index]
event.created_entity.destroy()
player.insert({name = "laser-turret", 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
end
end
end
return
else
event.created_entity.die()
return
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end
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end
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end
end
local function on_robot_built_entity(event)
on_built_entity(event)
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
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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
player.teleport({player.position.x - 1, player.position.y}, game.surfaces[1])
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if player.position.y > map_height or player.position.y < map_height * -1 then
player.teleport({player.position.x, 0}, game.surfaces[1])
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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event.add(defines.events.on_tick, on_tick)
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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)
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)