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ComfyFactorio/modules/wave_defense/main.lua

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require "modules.wave_defense.biter_rolls"
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require "modules.wave_defense.threat_events"
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local gui = require "modules.wave_defense.gui"
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local threat_values = require "modules.wave_defense.threat_values"
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local math_random = math.random
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local side_target_types = {"accumulator", "assembling-machine", "beacon", "boiler", "container", "electric-pole", "furnace", "lamp", "lab",
"logistic-container", "mining-drill", "container", "pump", "radar", "reactor", "roboport", "rocket-silo", "solar-panel", "storage-tank",}
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local function debug_print(msg)
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if not global.wave_defense.debug then return end
print("WaveDefense: " .. msg)
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end
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function is_unit_valid(biter)
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if not biter.entity then debug_print("is_unit_valid - unit destroyed - does no longer exist") return false end
if not biter.entity.valid then debug_print("is_unit_valid - unit destroyed - invalid") return false end
if not biter.entity.unit_group then debug_print("is_unit_valid - unit destroyed - no unitgroup") return false end
if biter.spawn_tick + global.wave_defense.max_biter_age < game.tick then debug_print("is_unit_valid - unit destroyed - timed out") return false end
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return true
end
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local function time_out_biters()
debug_print("time_out_biters")
for k, biter in pairs(global.wave_defense.active_units) do
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if not is_unit_valid(biter) then
global.wave_defense.active_biter_count = global.wave_defense.active_biter_count - 1
if biter.entity then
if biter.entity.valid then
global.wave_defense.threat = global.wave_defense.threat + threat_values[biter.entity.name]
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if biter.entity.force.index == 2 then
biter.entity.destroy()
end
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end
end
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global.wave_defense.active_units[k] = nil
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end
end
end
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local function is_random_unit_valid(unit)
if not unit then return false end
if not unit.valid then return false end
if unit.force.index ~= 2 then return false end
return true
end
function wave_defense_get_random_unit()
if #global.wave_defense.unit_raffle == 0 then return false end
local unit = global.wave_defense.unit_raffle[math_random(1, #global.wave_defense.unit_raffle)]
if is_random_unit_valid(unit) then return unit end
for key, unit in pairs(global.wave_defense.unit_raffle) do
if not is_random_unit_valid(unit) then
global.wave_defense.unit_raffle[key] = global.wave_defense.unit_raffle[#global.wave_defense.unit_raffle]
global.wave_defense.unit_raffle[#global.wave_defense.unit_raffle] = nil
end
end
local unit = global.wave_defense.unit_raffle[math_random(1, #global.wave_defense.unit_raffle)]
if is_random_unit_valid(unit) then return unit end
return false
end
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local function get_random_close_spawner(surface)
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debug_print("get_random_close_spawner")
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local spawners = surface.find_entities_filtered({type = "unit-spawner"})
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if not spawners[1] then return false end
local center = global.wave_defense.target.position
local spawner = spawners[math_random(1,#spawners)]
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for i = 1, global.wave_defense.get_random_close_spawner_attempts, 1 do
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local spawner_2 = spawners[math_random(1,#spawners)]
if (center.x - spawner_2.position.x) ^ 2 + (center.y - spawner_2.position.y) ^ 2 < (center.x - spawner.position.x) ^ 2 + (center.y - spawner.position.y) ^ 2 then spawner = spawner_2 end
end
return spawner
end
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local function set_main_target()
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if global.wave_defense.target then
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if global.wave_defense.target.valid then return true end
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end
local characters = {}
for i = 1, #game.connected_players, 1 do
if game.connected_players[i].character then
if game.connected_players[i].character.valid then
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if game.connected_players[i].surface.index == global.wave_defense.surface_index then
characters[#characters + 1] = game.connected_players[i].character
end
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end
end
end
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if #characters == 0 then return false end
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global.wave_defense.target = characters[math_random(1, #characters)]
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return true
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end
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local function set_side_target_list()
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debug_print("set_side_target_list")
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if not global.wave_defense.target then return false end
if not global.wave_defense.target.valid then return false end
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global.wave_defense.side_targets = global.wave_defense.target.surface.find_entities_filtered({
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area = {
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{global.wave_defense.target.position.x - global.wave_defense.side_target_search_radius, global.wave_defense.target.position.y - global.wave_defense.side_target_search_radius},
{global.wave_defense.target.position.x + global.wave_defense.side_target_search_radius, global.wave_defense.target.position.y + global.wave_defense.side_target_search_radius}
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},
force = global.wave_defense.target.force,
type = side_target_types
})
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end
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local function get_side_target()
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debug_print("get_side_target")
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if not global.wave_defense.side_targets then return false end
if #global.wave_defense.side_targets < 2 then return false end
local side_target = global.wave_defense.side_targets[math_random(1,#global.wave_defense.side_targets)]
if not side_target then return false end
if not side_target.valid then return false end
for _ = 1, 4, 1 do
local new_target = global.wave_defense.side_targets[math_random(1,#global.wave_defense.side_targets)]
if new_target then
if new_target.valid then
local side_target_distance = (global.wave_defense.target.position.x - side_target.position.x) ^ 2 + (global.wave_defense.target.position.y - side_target.position.y) ^ 2
local new_target_distance = (global.wave_defense.target.position.x - new_target.position.x) ^ 2 + (global.wave_defense.target.position.y - new_target.position.y) ^ 2
if new_target_distance > side_target_distance then side_target = new_target end
end
end
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end
return side_target
end
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local function set_group_spawn_position(surface)
local spawner = get_random_close_spawner(surface)
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if not spawner then return end
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local position = surface.find_non_colliding_position("rocket-silo", spawner.position, 48, 1)
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if not position then return end
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global.wave_defense.spawn_position = {x = math.floor(position.x), y = math.floor(position.y)}
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end
local function set_enemy_evolution()
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local evolution_factor = global.wave_defense.wave_number * 0.001
local evasion_factor = 1
local damage_increase = 0
if evolution_factor > 1 then
evasion_factor = evasion_factor + (evolution_factor - 1) * 3
evolution_factor = 1
end
if global.wave_defense.threat > 0 then
local m = math.round(global.wave_defense.threat / 50000, 3)
evasion_factor = evasion_factor + m
damage_increase = damage_increase + m
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end
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global.biter_evasion_health_increase_factor = evasion_factor
game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase)
game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase)
game.forces.enemy.evolution_factor = evolution_factor
debug_print("evolution_factor: " .. evolution_factor)
debug_print("evasion_factor: " .. global.biter_evasion_health_increase_factor)
debug_print("damage_increase: " .. game.forces.enemy.get_ammo_damage_modifier("melee"))
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end
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local function spawn_biter(surface)
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if global.wave_defense.threat <= 0 then return false end
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
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local name
if math.random(1,100) > 73 then
name = wave_defense_roll_spitter_name()
else
name = wave_defense_roll_biter_name()
end
local position = surface.find_non_colliding_position(name, global.wave_defense.spawn_position, 48, 2)
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if not position then return false end
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local biter = surface.create_entity({name = name, position = position, force = "enemy"})
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biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
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global.wave_defense.active_units[biter.unit_number] = {entity = biter, spawn_tick = game.tick}
global.wave_defense.unit_raffle[#global.wave_defense.unit_raffle + 1] = biter
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global.wave_defense.active_biter_count = global.wave_defense.active_biter_count + 1
global.wave_defense.threat = global.wave_defense.threat - threat_values[name]
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return biter
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end
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local function set_next_wave()
global.wave_defense.wave_number = global.wave_defense.wave_number + 1
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global.wave_defense.group_size = global.wave_defense.wave_number * 2
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if global.wave_defense.group_size > global.wave_defense.max_group_size then global.wave_defense.group_size = global.wave_defense.max_group_size end
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global.wave_defense.threat = global.wave_defense.threat + global.wave_defense.wave_number * 2
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global.wave_defense.last_wave = global.wave_defense.next_wave
global.wave_defense.next_wave = game.tick + global.wave_defense.wave_interval
end
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local function get_commmands(group)
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debug_print("get_commmands")
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local commands = {}
local group_position = {x = group.position.x, y = group.position.y}
local step_length = global.wave_defense.unit_group_command_step_length
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if math_random(1,3) ~= 1 then
local side_target = false
for _ = 1, 3, 1 do
side_target = get_side_target()
if side_target then break end
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end
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if side_target then
local target_position = side_target.position
local distance_to_target = math.floor(math.sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math.floor(distance_to_target / step_length) + 1
local vector = {math.round((target_position.x - group_position.x) / steps, 3), math.round((target_position.y - group_position.y) / steps, 3)}
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debug_print("Side Target X:" .. side_target.position.x .. " Y:" .. side_target.position.y)
debug_print("Distance to target " .. distance_to_target)
debug_print("Steps " .. steps)
debug_print("Vector " .. vector[1] .. " " .. vector[2])
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for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
group_position.y = group_position.y + vector[2]
local position = group.surface.find_non_colliding_position("small-biter", group_position, 64, 2)
if position then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
distraction = defines.distraction.by_anything
}
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--if global.wave_defense.debug then print(position) end
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end
end
commands[#commands + 1] = {
type = defines.command.attack,
target = side_target,
distraction = defines.distraction.by_enemy,
}
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end
end
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local target_position = global.wave_defense.target.position
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local distance_to_target = math.floor(math.sqrt((target_position.x - group_position.x) ^ 2 + (target_position.y - group_position.y) ^ 2))
local steps = math.floor(distance_to_target / step_length) + 1
local vector = {math.round((target_position.x - group_position.x) / steps, 3), math.round((target_position.y - group_position.y) / steps, 3)}
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debug_print("Main Target X:" .. target_position.x .. " Y:" .. target_position.y)
debug_print("Distance to target " .. distance_to_target)
debug_print("Steps " .. steps)
debug_print("Vector " .. vector[1] .. " " .. vector[2])
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for i = 1, steps, 1 do
group_position.x = group_position.x + vector[1]
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group_position.y = group_position.y + vector[2]
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local position = group.surface.find_non_colliding_position("small-biter", group_position, 64, 1)
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if position then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = position.x, y = position.y},
radius = 16,
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distraction = defines.distraction.by_anything
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}
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--if global.wave_defense.debug then print(position) end
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end
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end
commands[#commands + 1] = {
type = defines.command.attack_area,
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destination = {x = target_position.x, y = target_position.y},
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radius = 8,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = global.wave_defense.target,
distraction = defines.distraction.by_enemy,
}
return commands
end
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local function command_unit_group(group)
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
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commands = get_commmands(group)
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})
end
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local function spawn_and_command_unit_group()
if global.wave_defense.active_biter_count >= global.wave_defense.max_active_biters then return false end
if global.wave_defense.threat < global.wave_defense.group_size then return false end
wave_defense_set_unit_raffle(global.wave_defense.wave_number)
local surface = game.surfaces[global.wave_defense.surface_index]
set_group_spawn_position(surface)
debug_print("Spawning unit group at position:" .. global.wave_defense.spawn_position.x .." " .. global.wave_defense.spawn_position.y)
local unit_group = surface.create_unit_group({position = global.wave_defense.spawn_position, force = "enemy"})
for a = 1, global.wave_defense.group_size, 1 do
local biter = spawn_biter(surface)
if not biter then break end
unit_group.add_member(biter)
end
command_unit_group(unit_group)
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end
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local function on_tick()
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if global.wave_defense.game_lost then return end
for _, player in pairs(game.connected_players) do gui(player) end
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if game.tick > global.wave_defense.next_wave then set_next_wave() end
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if game.tick % 300 == 0 then
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if not set_main_target() then return end
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if game.tick % 1800 == 0 then time_out_biters() end
if game.tick % 7200 == 0 then set_side_target_list() end
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set_enemy_evolution()
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spawn_and_command_unit_group()
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build_nest()
build_worm()
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end
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end
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function reset_wave_defense()
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global.wave_defense = {
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debug = false,
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surface_index = 1,
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active_units = {},
unit_raffle = {},
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unit_group_command_step_length = 64,
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group_size = 2,
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max_group_size = 200,
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max_active_biters = 1024,
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max_biter_age = 3600 * 60,
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active_biter_count = 0,
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get_random_close_spawner_attempts = 5,
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side_target_search_radius = 512,
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spawn_position = {x = 0, y = 64},
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last_wave = game.tick,
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next_wave = game.tick + 3600 * 5,
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wave_interval = 1800,
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wave_number = 0,
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game_lost = false,
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threat = 0,
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simple_entity_shredding_count_modifier = 0.0003,
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simple_entity_shredding_cost_modifier = 0.007, --threat cost for one health
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nest_building_density = 64, --lower values = more dense building
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nest_building_chance = 4, --high value = less chance
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worm_building_density = 8, --lower values = more dense building
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worm_building_chance = 2, --high value = less chance
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}
end
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local function on_init()
reset_wave_defense()
end
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local event = require 'utils.event'
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event.on_nth_tick(30, on_tick)
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event.on_init(on_init)