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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00
hatchery regeneration
desync fix
lost won sounds
This commit is contained in:
MewMew 2019-11-03 23:31:52 +01:00
parent c76ebe203c
commit 34de036281
2 changed files with 59 additions and 27 deletions

View File

@ -66,9 +66,10 @@ require "modules.autostash"
--require "maps.fish_defender.main"
--require "maps.fish_defender_v1.fish_defender"
--require "maps.biter_battles_v2.main"
require "maps.mountain_fortress_v2.main"
--require "maps.mountain_fortress_v2.main"
--require "maps.mountain_fortress"
--require "maps.island_troopers.main"
require "maps.biter_hatchery.main"
--require "maps.tank_conquest.tank_conquest"
--require "maps.territorial_control"
--require "maps.cave_choppy.cave_miner"

View File

@ -7,34 +7,48 @@ local Reset = require "functions.soft_reset"
local Map = require "modules.map_info"
local math_random = math.random
local Public = {}
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['iron-plate'] = 32, ['iron-gear-wheel'] = 32, ['stone'] = 32}
local starting_items = {['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25}
local function draw_spawn_ores(surface)
local x = global.map_forces.west.hatchery.position.x - 64
map_functions.draw_smoothed_out_ore_circle({x = x, y = 32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = -32}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = 0}, "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = 64}, "stone", surface, 15, 1500)
local x = global.map_forces.east.hatchery.position.x + 64
map_functions.draw_smoothed_out_ore_circle({x = x, y = 32}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = -32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = 0}, "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle({x = x, y = -64}, "stone", surface, 15, 1500)
end
local function assign_force_to_player(player)
if #game.forces.east.connected_players == #game.forces.west.connected_players then
if math_random(1, 2) == 1 then
if math_random(1, 2) == 1 then
if #game.forces.east.connected_players > #game.forces.west.connected_players then
player.force = game.forces.west
else
player.force = game.forces.east
end
else
if #game.forces.east.connected_players < #game.forces.west.connected_players then
player.force = game.forces.east
else
player.force = game.forces.west
player.force = game.forces.west
end
return
end
if #game.forces.east.connected_players > #game.forces.west.connected_players then
player.force = game.forces.west
else
player.force = game.forces.east
end
local function assign_force_to_all_players()
local player_indexes = {}
for _, p in pairs(game.players) do player_indexes[#player_indexes + 1] = p.index end
table.shuffle_table(player_indexes)
for key, player_index in pairs(player_indexes) do
if key % 2 == 1 then
game.players[player_index].force = game.forces.west
else
game.players[player_index].force = game.forces.east
end
end
end
@ -44,8 +58,8 @@ function Public.reset_map()
map_gen_settings.height = 192
map_gen_settings.water = 0.2
map_gen_settings.starting_area = 1
map_gen_settings.terrain_segmentation = 10
map_gen_settings.cliff_settings = {cliff_elevation_interval = math.random(16, 48), cliff_elevation_0 = math.random(16, 48)}
map_gen_settings.terrain_segmentation = 12
map_gen_settings.cliff_settings = {cliff_elevation_interval = math_random(16, 48), cliff_elevation_0 = math_random(16, 48)}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = 100, size = 0.5, richness = 0.5,},
["stone"] = {frequency = 100, size = 0.5, richness = 0.5,},
@ -53,7 +67,7 @@ function Public.reset_map()
["iron-ore"] = {frequency = 100, size = 0.5, richness = 0.5,},
["uranium-ore"] = {frequency = 50, size = 0.5, richness = 0.5,},
["crude-oil"] = {frequency = 50, size = 0.5, richness = 0.5,},
["trees"] = {frequency = math.random(5, 10) * 0.1, size = math.random(5, 10) * 0.1, richness = math.random(3, 10) * 0.1},
["trees"] = {frequency = math_random(5, 10) * 0.1, size = math_random(5, 10) * 0.1, richness = math_random(3, 10) * 0.1},
["enemy-base"] = {frequency = 0, size = 0, richness = 0}
}
@ -68,6 +82,7 @@ function Public.reset_map()
surface.force_generate_chunk_requests()
for key, _ in pairs(global.map_forces) do
game.forces[key].research_queue_enabled = true
game.forces[key].technologies["artillery"].enabled = false
game.forces[key].technologies["artillery-shell-range-1"].enabled = false
game.forces[key].technologies["artillery-shell-speed-1"].enabled = false
@ -90,20 +105,23 @@ function Public.reset_map()
game.forces.west.set_spawn_position({-160, 0}, surface)
game.forces.east.set_spawn_position({160, 0}, surface)
assign_force_to_all_players()
for _, player in pairs(game.connected_players) do
if player.gui.left.biter_hatchery_game_won then player.gui.left.biter_hatchery_game_won.destroy() end
assign_force_to_player(player)
player.teleport(surface.find_non_colliding_position("character", player.force.get_spawn_position(surface), 32, 0.5), surface)
end
end
local function spawn_units(belt, food_item, removed_item_count)
local count = unit_raffle[food_item][2]
local count_per_flask = unit_raffle[food_item][2]
local raffle = unit_raffle[food_item][1]
for _ = 1, count, 1 do
local unit = belt.surface.create_entity({name = raffle[math_random(1, #raffle)], position = belt.position, force = belt.force})
unit.ai_settings.allow_destroy_when_commands_fail = false
unit.ai_settings.allow_try_return_to_spawner = false
for _ = 1, removed_item_count, 1 do
for _ = 1, count_per_flask, 1 do
local unit = belt.surface.create_entity({name = raffle[math_random(1, #raffle)], position = belt.position, force = belt.force})
unit.ai_settings.allow_destroy_when_commands_fail = false
unit.ai_settings.allow_try_return_to_spawner = false
end
end
end
@ -144,6 +162,7 @@ end
local function nom()
local surface = game.surfaces[global.active_surface_index]
for key, force in pairs(global.map_forces) do
force.hatchery.health = force.hatchery.health + 1
local belts = get_belts(force.hatchery)
for _, belt in pairs(belts) do
eat_food_from_belt(belt)
@ -199,21 +218,33 @@ end
local function on_entity_died(event)
if not event.entity.valid then return end
if global.game_reset_tick then return end
if event.entity.type ~= "unit-spawner" then return end
local gui_str
if event.entity.force.name == "east" then
game.print("East lost their Hatchery.", {100, 100, 100})
gui_str = ">>>> West team has won the game!!! <<<<"
for _, player in pairs(game.forces.east.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=0.85}
end
for _, player in pairs(game.forces.west.connected_players) do
player.play_sound{path="utility/game_won", volume_modifier=0.85}
end
else
game.print("West lost their Hatchery.", {100, 100, 100})
gui_str = ">>>> East team has won the game!!! <<<<"
for _, player in pairs(game.forces.west.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=0.85}
end
for _, player in pairs(game.forces.east.connected_players) do
player.play_sound{path="utility/game_won", volume_modifier=0.85}
end
end
global.game_reset_tick = game.tick + 1800
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_won", volume_modifier=0.85}
for _, child in pairs(player.gui.left.children) do child.destroy() end
player.gui.left.add({type = "frame", name = "biter_hatchery_game_won", caption = gui_str})
end
@ -243,6 +274,12 @@ local function on_player_joined_game(event)
end
local function tick()
if game.tick % 240 == 0 then
local area = {{-256, -96}, {255, 96}}
game.forces.west.chart(game.surfaces[global.active_surface_index], area)
game.forces.east.chart(game.surfaces[global.active_surface_index], area)
end
local t2 = game.tick % 900
if t2 == 0 then send_unit_groups() end
@ -255,12 +292,6 @@ local function tick()
end
nom()
if game.tick % 240 == 0 then
local area = {{-256, -96}, {255, 96}}
game.forces.west.chart(game.surfaces[global.active_surface_index], area)
game.forces.east.chart(game.surfaces[global.active_surface_index], area)
end
end
--Construction Robot Restriction