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@ -250,8 +250,8 @@ local function on_chunk_generated(event)
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if x == 1 then
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local a = math_random(1,8)
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if a == 1 then
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local q =math_abs(position.x)/100
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local w =math_abs(position.y)/100
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local q =math_abs(position.x)/80
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local w =math_abs(position.y)/80
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local maxs =math.floor(q+w)
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-- game.print(maxs)
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MT.mountain_market(surface,position,maxs)
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@ -3,7 +3,7 @@ local Event = require 'utils.event'
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local WD = require 'modules.wave_defense.table'
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local WPT = require 'maps.amap.table'
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local Difficulty = require 'modules.difficulty_vote_by_amount'
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local atry_talbe = require "maps.amap.enemy_arty"
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local function calc_players()
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local players = game.connected_players
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local check_afk_players = WPT.get('check_afk_players')
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@ -34,22 +34,19 @@ local easy = function()
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wave_defense_table.max_active_biters = 4000
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end
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local wave_number = WD.get('wave_number')
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local heath = 1 + player_count * 0.05
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if heath >= 3 then
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heath = 3
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if wave_number >= 1500 then
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wave_number = 1500
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end
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WD.set_biter_health_boost(wave_number * 0.003+1)
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-- threat gain / wave
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local max_threat = 1 + player_count * 0.1
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if max_threat >= 4 then
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max_threat = 4
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end
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if wave_number > 850 then
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max_threat = max_threat + wave_number * 0.0013
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WD.set_biter_health_boost(wave_number * 0.002+1)
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wave_defense_table.threat_gain_multiplier = max_threat
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end
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wave_defense_table.wave_interval = 4200 - player_count * 30
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if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
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@ -74,22 +71,18 @@ local med = function()
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wave_defense_table.max_active_biters = 4000
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end
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local wave_number = WD.get('wave_number')
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local heath = 1 + player_count * 0.15
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if heath >= 3 then
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heath = 3
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end
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WD.set_biter_health_boost(wave_number * 0.003+1)
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-- threat gain / wave
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if wave_number >= 1500 then
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wave_number = 1500
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end
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local max_threat = 1 + player_count * 0.1
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if max_threat >= 4 then
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max_threat = 4
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end
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if wave_number > 850 then
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max_threat = max_threat + wave_number * 0.004
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WD.set_biter_health_boost(wave_number * 0.003+1)
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max_threat = max_threat + wave_number * 0.0013
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WD.set_biter_health_boost(wave_number * 0.002+1)
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wave_defense_table.threat_gain_multiplier = max_threat
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end
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wave_defense_table.wave_interval = 4200 - player_count * 45
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if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
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@ -112,23 +105,20 @@ local hard = function()
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if wave_defense_table.max_active_biters >= 4000 then
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wave_defense_table.max_active_biters = 4000
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end
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local wave_number = WD.get('wave_number')
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local heath = 1.2 + player_count * 0.1
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if heath >= 4 then
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heath = 4
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end
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WD.set_biter_health_boost(wave_number * 0.003+1)
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-- threat gain / wave
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local max_threat = 1 + player_count * 0.2
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if wave_number >= 1500 then
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wave_number = 1500
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end
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local max_threat = 1 + player_count * 0.1
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if max_threat >= 4 then
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max_threat = 4
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end
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if wave_number > 850 then
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max_threat = max_threat + wave_number * 0.005
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WD.set_biter_health_boost(wave_number * 0.003+1)
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max_threat = max_threat + wave_number * 0.0013
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WD.set_biter_health_boost(wave_number * 0.002+1)
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wave_defense_table.threat_gain_multiplier = max_threat
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end
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wave_defense_table.wave_interval = 3900 - player_count * 60
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if wave_defense_table.wave_interval < 1800 or wave_defense_table.threat <= 0 then
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@ -177,11 +167,21 @@ local set_diff = function()
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if k <= 1 then
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k =1
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end
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k=math.floor(k)
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damage_increase = wave_number * 0.001*k
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game.forces.enemy.set_ammo_damage_modifier("artillery-shell", damage_increase)
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game.forces.enemy.set_ammo_damage_modifier("rocket", damage_increase)
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game.forces.enemy.set_ammo_damage_modifier("melee", damage_increase)
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game.forces.enemy.set_ammo_damage_modifier("biological", damage_increase)
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local table = atry_talbe.get()
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local radius=math.floor(wave_number*0.15)*k
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table.radius=350+radius
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local pace=wave_number*0.0002*k+1
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if pace >= 2 then
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pace = 2
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end
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table.pace=pace
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end
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Event.on_nth_tick(1000, set_diff)
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Event.on_nth_tick(600, set_diff)
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@ -1,14 +1,27 @@
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Task = require 'utils.task'
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local arty_count = {}
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local Public = {}
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local Token = require 'utils.token'
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local WPT = require 'maps.amap.table'
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local artillery_target_entities = {
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'character',
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'roboport',
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'tank',
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'car',
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'radar',
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'lab',
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'furnace',
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'locomotive',
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'cargo-wagon',
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'fluid-wagon',
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'artillery-wagon',
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'artillery-turret',
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'laser-turret',
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'gun-turret',
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'flamethrower-turret',
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-- 'silo',
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'spidertron'
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}
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Global.register(
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@ -19,10 +32,13 @@ Global.register(
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)
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function Public.reset_table()
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arty_count.max = 500
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arty_count.max = 200
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arty_count.all = {}
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arty_count.count = 0
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arty_count.distance = 0
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arty_count.pace = 1
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arty_count.radius = 350
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arty_count.distance = 1400
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arty_count.surface = {}
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end
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@ -50,7 +66,6 @@ local on_init = function()
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end
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local function add_bullet ()
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game.print(arty_count.count)
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for k, p in pairs(arty_count.all) do
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if arty_count.all[k].valid then
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arty_count.all[k].insert{name='artillery-shell', count = '5'}
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@ -75,16 +90,17 @@ local function on_chunk_generated(event)
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if arty_count.count >= arty_count.max then
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return
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else
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local roll = math.random(1, 1024)
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if roll <= 2 then
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local roll = math.random(1, 2024)
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if roll == 1 then
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local arty = surface.create_entity{name = "artillery-turret", position = position, force='enemy'}
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arty.insert{name='artillery-shell', count = '5'}
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-- arty.insert{name='artillery-shell', count = '5'}
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--local k = #arty_count.all
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-- game.print(k)
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arty_count.all[#arty_count.all+1]=arty
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arty_count.all[arty.unit_number]=arty
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-- game.print(arty_count.all[1].name)
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arty_count.count = arty_count.count + 1
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-- game.print(arty_count.count)
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game.print(position)
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-- game.print(position)
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end
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end
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end
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@ -95,38 +111,136 @@ end
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local function on_entity_died(event)
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local name = event.entity.name
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local entity = event.entity
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local force = event.entity.force
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if name == 'artillery-turret' and force.name == 'enemy' then
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if not entity or not entity.valid then return end
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arty_count.count = arty_count.count -1
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if arty_count.count <= 0 then
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arty_count.count = 0
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end
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end
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if arty_count.all[entity.unit_number] then
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arty_count.all[entity.unit_number] = nil
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arty_count.count = arty_count.count - 1
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end
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-- local force = entity.force
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-- local name = entity.name
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-- if name == 'artillery-turret' and force.name == 'enemy' then
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-- arty_count.all[entity.unit_number] = nil
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-- arty_count.count = arty_count.count -1
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--
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-- if arty_count.count <= 0 then
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-- arty_count.count = 0
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-- end
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end
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function on_player_changed_position(event)
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local player = game.players[event.player_index]
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local surface = player.surface
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if not surface.valid then
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return
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end
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local position = player.position
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local q =position.x*position.x
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local w =position.y*position.y
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local distance =math.sqrt(q+w)
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if distance >= arty_count.distance-200 then
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end
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--artillery-targeting-remote
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game.print("123")
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surface.create_entity(
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{
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name = 'artillery-targeting-remote',
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position = position,
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force = 'enemy',
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-- target = position,
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-- speed = 0.001
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}
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)
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game.print("logging")
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end
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local artillery_target_callback =
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Token.register(
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function(data)
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local position = data.position
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local entity = data.entity
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if not entity.valid then
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return
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end
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local tx, ty = position.x, position.y
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local pos = entity.position
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local x, y = pos.x, pos.y
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local dx, dy = tx - x, ty - y
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local d = dx * dx + dy * dy
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-- if d >= 1024 and d <= 441398 then -- 704 in depth~
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if entity.name == 'character' then
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entity.surface.create_entity {
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name = 'artillery-projectile',
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position = position,
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target = entity,
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force = 'enemy',
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speed = arty_count.pace
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}
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elseif entity.name ~= 'character' then
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entity.surface.create_entity {
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name = 'rocket',
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position = position,
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target = entity,
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force = 'enemy',
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speed = arty_count.pace
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}
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end
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end
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-- end
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)
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local function do_artillery_turrets_targets()
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--local surface = arty_count.surface
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local this = WPT.get()
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local surface = game.surfaces[this.active_surface_index]
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--选取重炮
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local roll_table = {}
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for index, arty in pairs(arty_count.all) do
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if arty.valid then
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roll_table[#roll_table + 1] = arty
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else
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arty_count.all[index] = nil -- <- if not valid, remove from table
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arty_count.count = arty_count.count - 1
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end
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end
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if #roll_table <= 0 then return end
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local roll = math.random(1, #roll_table)
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local position = roll_table[roll].position
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--扫描区域
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-- local normal_area = {left_top = {-480, -480}, right_bottom = {480, 480}}
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-- game.print(123)
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-- normal_area= roll_table[roll].artillery_area
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-- game.print(12)
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local entities = surface.find_entities_filtered{position = position, radius = arty_count.radius, name = artillery_target_entities, force = game.forces.player}
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-- local entities = surface.find_entities_filtered {area = normal_area, name = artillery_target_entities, force = 'player'}
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if #entities == 0 then
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return
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end
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--开火
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for i = 1, arty_count.count do
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local entity = entities[math.random(#entities)]
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--game.print(entity.position)
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if entity and entity.valid then
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local data = {position = position, entity = entity}
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Task.set_timeout_in_ticks(i * 60, artillery_target_callback, data)
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end
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end
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end
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Event.add(defines.events.on_chunk_generated, on_chunk_generated)
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Event.add(defines.events.on_entity_died, on_entity_died)
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Event.on_nth_tick(600, add_bullet)
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--Event.add(defines.events.on_player_changed_position, on_player_changed_position)
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--Event.on_nth_tick(600, add_bullet)
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Event.on_nth_tick(10, do_artillery_turrets_targets)
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Event.on_init(on_init)
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@ -711,7 +711,7 @@ local name = event.created_entity.name
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local entity = event.created_entity
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local this = WPT.get()
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if name == 'flamethrower-turret' then
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if this.flame >= 12 then
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if this.flame >= 15 then
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game.print({'amap.too_many'})
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entity.destroy()
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else
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@ -608,12 +608,15 @@ local on_tick = function()
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if tick % 40 == 0 then
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-- pos()
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timereward()
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--bigermap()
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getrawrad()
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is_player_valid()
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-- has_the_game_ended()
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is_player_valid()
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chunk_load()
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timereward()
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getrawrad()
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-- biterup()
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end
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if tick % 500 == 0 then
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@ -132,7 +132,9 @@ end
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local function on_entity_died(Event)
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local this = WPT.get()
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if Event.entity == this.rock then
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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 = 0.75}
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end
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--game.print({'amap.lost',wave_number}),{r = 1, g = 0, b = 0, a = 0.5})
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local wave_number = WD.get('wave_number')
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local msg = {'amap.lost',wave_number}
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@ -142,14 +144,18 @@ local function on_entity_died(Event)
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end
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Server.to_discord_embed(table.concat({'** we lost the game ! Record is ', wave_number}))
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local Reset_map = require 'maps.amap.main'.reset_map
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local Reset_map = require 'maps.amap.main'.reset_map
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wave_defense_table.game_lost = true
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wave_defense_table.target = nil
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-- game.forces.enemy.set_friend('player', true)
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--game.print('设置右军友好')
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--game.forces.player.set_friend('enemy', true)
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-- game.forces.player.set_friend('enemy', true)
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--game.print('设置敌军友好')
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Reset_map()
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--local game_reset_tick = WPT.get('game_reset_tick')
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-- game.print('GG,游戏结束,稍后自动重启',{r = 0.99, g = 0.00, b = 0.22})
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-- this.game_reset_tick = 5400
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Reset_map()
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--abc()
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end
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@ -226,6 +232,9 @@ local function on_market_item_purchased(event)
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if offer_index == 5 then
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local wave_number = WD.get('wave_number')
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local times = math.floor(wave_number/100)+this.cap+1
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if times >= 30 then
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times = 30
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end
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if this.biter_dam >= times then
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player.print({'amap.cap_upgrad'})
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local pirce_biter_dam=this.biter_dam*1000 +7000
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