local Chrono_table = require 'maps.chronosphere.table' local Balance = require 'maps.chronosphere.balance' local Score = require 'comfy_panel.score' local Difficulty = require 'modules.difficulty_vote' local Upgrades = require 'maps.chronosphere.upgrade_list' local List = require 'maps.chronosphere.production_list' local Rand = require 'maps.chronosphere.random' local Public = {} local Server = require 'utils.server' local math_random = math.random local math_max = math.max function Public.get_map_gen_settings() local seed = math_random(1, 1000000) local map_gen_settings = { ['seed'] = seed, ['width'] = 960, ['height'] = 960, ['water'] = 0.1, ['starting_area'] = 1, ['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0}, ['default_enable_all_autoplace_controls'] = true, ['autoplace_settings'] = { ['entity'] = {treat_missing_as_default = false}, ['tile'] = {treat_missing_as_default = true}, ['decorative'] = {treat_missing_as_default = true} } } return map_gen_settings end function Public.reset_chests() -- for i = 1001, 1024, 1 do -- local inv = game.forces.player.get_linked_inventory("linked-chest", i) -- if inv and inv.valid then inv.clear() end -- end end function Public.reset_surfaces() local objective = Chrono_table.get_table() for _, player in pairs(game.players) do if player.controller_type == defines.controllers.editor then player.toggle_map_editor() end end --if game.surfaces["chronosphere"] then game.delete_surface(game.surfaces["chronosphere"]) end if game.surfaces['cargo_wagon'] then game.delete_surface(game.surfaces['cargo_wagon']) end for i = 13, 16, 1 do objective.upgrades[i] = 0 end objective.computermessage = 0 objective.chronojumps = 0 end function Public.restart_settings() local get_score = Score.get_table() local objective = Chrono_table.get_table() local playertable = Chrono_table.get_player_table() local bitertable = Chrono_table.get_biter_table() local production = Chrono_table.get_production_table() Difficulty.reset_difficulty_poll() Difficulty.set_poll_closing_timeout(game.tick + 120 * 60 * 60) objective.max_health = Balance.Chronotrain_max_HP objective.health = Balance.Chronotrain_max_HP objective.poisontimeout = 0 objective.chronocharges = 0 objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0) objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0) / Balance.passive_planet_jumptime(0) --per second rate objective.accumulator_energy_history = {} objective.passivetimer = 0 objective.overstaycount = 0 objective.jump_countdown_start_time = -1 objective.mainscore = 0 objective.warmup = true bitertable.active_biters = {} bitertable.unit_groups = {} bitertable.biter_raffle = {} objective.dangertimer = 1200 objective.dangers = {} objective.looted_nukes = 0 playertable.offline_players = {} objective.nextsurface = nil for i = 1, Upgrades.upgrade_count(), 1 do objective.upgrades[i] = 0 end objective.upgrades[10] = 2 --poison objective.outchests = {} objective.outcombinators = {} objective.upgradechest = {} objective.fishchest = {} objective.accumulators = {} objective.comfychests = {} objective.comfychests2 = {} objective.comfychest_invs = {} objective.comfychest_invs2 = {} objective.locomotive_cargo = {} objective.laser_battery = {} objective.last_artillery_event = 0 objective.poison_mastery_unlocked = 0 objective.giftmas_lamps = {} objective.giftmas_delivered = 0 for token, _ in pairs(objective.research_tokens) do objective.research_tokens[token] = 0 end production.assemblers = {} production.train_assemblers = {} production.experience = {} for key, _ in pairs(List) do production.experience[key] = 0 end for _, player in pairs(game.connected_players) do playertable.flame_boots[player.index] = {fuel = 1, steps = {}} end global.friendly_fire_history = {} global.landfill_history = {} global.mining_history = {} get_score.score_table = {} game.difficulty_settings.technology_price_multiplier = Balance.Tech_price_multiplier game.map_settings.enemy_evolution.destroy_factor = 0.005 game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.enemy_evolution.time_factor = 7e-05 game.map_settings.enemy_expansion.enabled = false -- game.map_settings.enemy_expansion.max_expansion_cooldown = 3600 -- game.map_settings.enemy_expansion.min_expansion_cooldown = 3600 -- game.map_settings.enemy_expansion.settler_group_max_size = 30 -- game.map_settings.enemy_expansion.settler_group_min_size = 10 -- game.map_settings.enemy_expansion.max_expansion_distance = 9 game.map_settings.pollution.enabled = true game.map_settings.pollution.expected_max_per_chunk = 400 game.map_settings.pollution.min_to_show_per_chunk = 40 game.map_settings.pollution.pollution_restored_per_tree_damage = 0.02 game.map_settings.pollution.min_pollution_to_damage_trees = 1 game.map_settings.pollution.max_pollution_to_restore_trees = 0 game.map_settings.pollution.pollution_with_max_forest_damage = 10 game.map_settings.pollution.pollution_per_tree_damage = 0.1 game.map_settings.pollution.ageing = 0.1 game.map_settings.pollution.diffusion_ratio = 0.1 game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 5 game.map_settings.unit_group.min_group_gathering_time = 1800 game.map_settings.unit_group.max_group_gathering_time = 18000 game.map_settings.unit_group.max_wait_time_for_late_members = 600 game.map_settings.path_finder.general_entity_collision_penalty = 1 game.map_settings.path_finder.general_entity_subsequent_collision_penalty = 1 game.map_settings.path_finder.short_cache_size = 20 game.map_settings.path_finder.long_cache_size = 100 game.map_settings.unit_group.max_gathering_unit_groups = 10 game.forces.neutral.character_inventory_slots_bonus = 500 game.forces.enemy.evolution_factor = 0.0001 game.forces.scrapyard.set_friend('enemy', true) game.forces.enemy.set_friend('scrapyard', true) game.forces.enemy.set_ammo_damage_modifier("rocket", -0.5) game.forces.player.technologies["land-mine"].enabled = false game.forces.player.technologies["landfill"].enabled = false game.forces.player.technologies["cliff-explosives"].enabled = false game.forces.player.technologies["fusion-reactor-equipment"].enabled = false game.forces.player.technologies["power-armor-mk2"].enabled = false game.forces.player.technologies["railway"].researched = true game.forces.player.recipes["pistol"].enabled = false game.forces.player.ghost_time_to_live = 15 * 60 * 60 end function Public.set_difficulty_settings() local objective = Chrono_table.get_table() local difficulty_tooltips = { [1] = {'chronosphere.difficulty1'}, [2] = {'chronosphere.difficulty2'}, [3] = {'chronosphere.difficulty3'}, [4] = {'chronosphere.difficulty4'}, [5] = {'chronosphere.difficulty5'}, [6] = {'chronosphere.difficulty6'}, [7] = {'chronosphere.difficulty7'} } local difficulty_names = { [1] = {name = {'chronosphere.difficulty1name'}, value = 0.25, color = {r = 0.00, g = 0.45, b = 0.00}, print_color = {r = 0.00, g = 0.8, b = 0.00}, enabled = true}, [2] = {name = {'chronosphere.difficulty2name'}, value = 0.50, color = {r = 0.00, g = 0.35, b = 0.00}, print_color = {r = 0.00, g = 0.6, b = 0.00}, enabled = true}, [3] = {name = {'chronosphere.difficulty3name'}, value = 0.75, color = {r = 0.00, g = 0.25, b = 0.00}, print_color = {r = 0.00, g = 0.4, b = 0.00}, enabled = true}, [4] = {name = {'chronosphere.difficulty4name'}, value = 1.00, color = {r = 0.00, g = 0.00, b = 0.25}, print_color = {r = 0.00, g = 0.0, b = 0.50}, enabled = true}, [5] = {name = {'chronosphere.difficulty5name'}, value = 1.50, color = {r = 0.25, g = 0.00, b = 0.00}, print_color = {r = 0.40, g = 0.0, b = 0.00}, enabled = true}, [6] = {name = {'chronosphere.difficulty6name'}, value = 3.00, color = {r = 0.35, g = 0.00, b = 0.00}, print_color = {r = 0.60, g = 0.0, b = 0.00}, enabled = true}, [7] = {name = {'chronosphere.difficulty7name'}, value = 5.00, color = {r = 0.45, g = 0.00, b = 0.00}, print_color = {r = 0.80, g = 0.0, b = 0.00}, enabled = true} } if objective.config.lock_difficulties then difficulty_names[1].enabled = false difficulty_names[2].enabled = false end if objective.config.lock_hard_difficulties then difficulty_names[6].enabled = false difficulty_names[7].enabled = false end Difficulty.set_tooltip(difficulty_tooltips) Difficulty.set_difficulties(difficulty_names) end function Public.objective_died() local objective = Chrono_table.get_table() if objective.game_lost == true then return end objective.health = 0 local surface = objective.surface game.print({'chronosphere.message_game_lost1'}) game.print({'chronosphere.message_game_lost2'}) for i = 1, 3, 1 do surface.create_entity({name = 'big-artillery-explosion', position = objective.locomotive_cargo[i].position}) objective.locomotive_cargo[i].destroy() objective.locomotive_cargo[i] = nil end for i = 1, #objective.comfychests, 1 do --surface.create_entity({name = "big-artillery-explosion", position = objective.comfychests[i].position}) objective.comfychests[i].destroy() if objective.comfychests2 then objective.comfychests2[i].destroy() end --objective.comfychests = {} end objective.accumulators = {} objective.game_lost = true objective.game_reset_tick = game.tick + 1800 game.play_sound {path = 'utility/game_lost', volume_modifier = 0.75} end local function check_nuke_silos() local objective = Chrono_table.get_table() if objective.dangers and #objective.dangers > 1 then for i = 1, #objective.dangers, 1 do if objective.dangers[i].destroyed == true then objective.looted_nukes = objective.looted_nukes + Balance.nukes_looted_per_silo(Difficulty.get().difficulty_vote_value) end end end objective.dangers = {} end function Public.process_jump() local objective = Chrono_table.get_table() local bitertable = Chrono_table.get_biter_table() objective.chronojumps = objective.chronojumps + 1 objective.passivetimer = 0 objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps) objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps) / Balance.passive_planet_jumptime(objective.chronojumps) bitertable.active_biters = {} bitertable.unit_groups = {} bitertable.biter_raffle = {} bitertable.free_biters = 0 objective.chronocharges = 0 objective.giftmas_delivered = 0 objective.jump_countdown_start_time = -1 objective.dangertimer = 1200 game.print({'chronosphere.message_jump', objective.chronojumps}, {r = 0.98, g = 0.66, b = 0.22}) Server.to_discord_embed({'chronosphere.message_jump', objective.chronojumps}, true) if objective.chronojumps == Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then game.print({'chronosphere.message_evolve'}, {r = 0.98, g = 0.36, b = 0.22}) elseif objective.chronojumps == 7 then game.print({'chronosphere.message_quest_research'}, {r = 0.98, g = 0.36, b = 0.22}) elseif objective.chronojumps >= 15 and objective.computermessage == 0 then game.print({'chronosphere.message_quest1'}, {r = 0.98, g = 0.36, b = 0.22}) objective.computermessage = 1 game.play_sound {path = 'utility/new_objective', volume_modifier = 0.85} elseif objective.chronojumps >= 20 and objective.computermessage == 2 then game.print({'chronosphere.message_quest3'}, {r = 0.98, g = 0.36, b = 0.22}) objective.computermessage = 3 game.play_sound {path = 'utility/new_objective', volume_modifier = 0.85} elseif objective.chronojumps >= 25 and objective.computermessage == 4 then game.print({'chronosphere.message_quest5'}, {r = 0.98, g = 0.36, b = 0.22}) objective.computermessage = 5 game.play_sound {path = 'utility/new_objective', volume_modifier = 0.85} end if (objective.passivetimer - 180) * objective.passive_chronocharge_rate > objective.chronochargesneeded * 0.75 and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then game.print({'chronosphere.message_overstay'}, {r = 0.98, g = 0.36, b = 0.22}) end if objective.world.id == 2 and objective.world.variant.id == 2 then check_nuke_silos() end end function Public.get_wagons(start) local objective = Chrono_table.get_table() local wagons = {} wagons[1] = {inventory = {}, bar = 0, filters = {}} wagons[2] = {inventory = {}, bar = 0, filters = {}} wagons[3] = {inventory = {}, bar = 0, filters = {}} if start then wagons[1].inventory[1] = {name = 'raw-fish', count = 100} for i = 21, 37, 1 do wagons[1].filters[i] = 'atomic-bomb' end wagons[1].filters[38] = 'space-science-pack' wagons[1].filters[39] = 'coin' wagons[1].filters[40] = 'coin' for i = 2, 3, 1 do for j = 1, #Balance.wagon_starting_items do wagons[i].inventory[j] = Balance.wagon_starting_items[j] end end else local inventories = { one = objective.locomotive_cargo[1].get_inventory(defines.inventory.cargo_wagon), two = objective.locomotive_cargo[2].get_inventory(defines.inventory.cargo_wagon), three = objective.locomotive_cargo[3].get_inventory(defines.inventory.cargo_wagon) } inventories.one.sort_and_merge() --inventories.two.sort_and_merge() wagons[1].bar = inventories.one.get_bar() wagons[2].bar = inventories.two.get_bar() wagons[3].bar = inventories.three.get_bar() for i = 1, 40, 1 do wagons[1].filters[i] = inventories.one.get_filter(i) wagons[1].inventory[i] = inventories.one[i] wagons[2].filters[i] = inventories.two.get_filter(i) wagons[2].inventory[i] = inventories.two[i] wagons[3].filters[i] = inventories.three.get_filter(i) wagons[3].inventory[i] = inventories.three[i] end end return wagons end function Public.post_jump() local objective = Chrono_table.get_table() local playertable = Chrono_table.get_player_table() local difficulty = Difficulty.get().difficulty_vote_value game.forces.enemy.reset_evolution() if objective.chronojumps + objective.overstaycount <= 40 and objective.world.id ~= 7 then game.forces.enemy.evolution_factor = 0 + 0.025 * (objective.chronojumps + objective.overstaycount) else game.forces.enemy.evolution_factor = 1 end if objective.world.id == 7 then objective.locomotive_cargo[1].insert({name = 'space-science-pack', count = 1000}) if objective.looted_nukes > 0 then objective.locomotive_cargo[1].insert({name = 'atomic-bomb', count = objective.looted_nukes}) game.print({'chronosphere.message_fishmarket3'}, {r = 0.98, g = 0.66, b = 0.22}) end objective.chronochargesneeded = 200000000 elseif objective.world.id == 2 and objective.world.variant.id == 2 then objective.chronocharges = objective.chronochargesneeded - 1500 objective.passive_chronocharge_rate = 1 if objective.chronojumps == 19 then --first encounter gives one free rocket defense objective.upgrades[17] = 1 end end if objective.world.id >= 2 and objective.world.id <= 5 then objective.gen_speed = 1 else objective.gen_speed = 2 end for _, player in pairs(game.connected_players) do playertable.flame_boots[player.index] = {fuel = 1, steps = {}} end game.map_settings.enemy_evolution.time_factor = 7e-05 + 3e-06 * (objective.chronojumps + objective.overstaycount) game.forces.scrapyard.set_ammo_damage_modifier('bullet', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20)) game.forces.scrapyard.set_turret_attack_modifier('gun-turret', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20)) game.forces.enemy.set_ammo_damage_modifier('melee', 0.1 * objective.overstaycount) game.forces.enemy.set_ammo_damage_modifier('biological', 0.1 * objective.overstaycount) game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = Balance.defaultai_attack_pollution_consumption_modifier(difficulty) game.map_settings.pollution.max_unit_group_size = Balance.max_new_attack_group_size(difficulty) if objective.chronojumps == 1 then if difficulty < 1 then game.forces.player.technologies['fusion-reactor-equipment'].enabled = true game.forces.player.technologies['power-armor-mk2'].enabled = true end end script.raise_event(Chrono_table.events['update_upgrades_gui'], {}) script.raise_event(Chrono_table.events['update_world_gui'], {}) end function Public.message_on_arrival() local objective = Chrono_table.get_table() local world = objective.world game.print({'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name}, {r = 0.98, g = 0.66, b = 0.22}) Server.to_discord_embed({'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name}, true) if world.id == 4 then game.print({'chronosphere.message_choppy'}, {r = 0.98, g = 0.66, b = 0.22}) elseif world.id == 1 and world.variant.id == 11 then game.print({'chronosphere.message_lava'}, {r = 0.98, g = 0.66, b = 0.22}) elseif world.id == 7 then game.print({'chronosphere.message_fishmarket1'}, {r = 0.98, g = 0.66, b = 0.22}) game.print({'chronosphere.message_fishmarket2'}, {r = 0.98, g = 0.66, b = 0.22}) end end local function create_chunk_list(surface) local schedule = Chrono_table.get_schedule_table() schedule.chunks_to_generate = {} local chunks = {} for x = -464, 464, 32 do for y = -464, 464, 32 do chunks[#chunks + 1] = {pos = {x, y}, generated = surface.is_chunk_generated({x, y}), distance = math.sqrt(x * x + y * y)} end end for k, v in Rand.spairs(chunks, function(t, a, b) return t[b].distance > t[a].distance end) do if v.generated == false then schedule.chunks_to_generate[#schedule.chunks_to_generate + 1] = v end end end function Public.setup_world(surface) local objective = Chrono_table.get_table() local world = objective.world if objective.chronojumps <= 2 then surface.min_brightness = 0.5 else surface.min_brightness = 0 end surface.brightness_visual_weights = {1, 1, 1} objective.surface = surface surface.daytime = world.daytime local timer = world.dayspeed.timer if timer == 0 then surface.freeze_daytime = true timer = timer + 1 else surface.freeze_daytime = false end surface.ticks_per_day = timer * 250 local moisture = world.variant.moisture if moisture ~= 0 then local mgs = surface.map_gen_settings mgs.property_expression_names['control-setting:moisture:bias'] = moisture surface.map_gen_settings = mgs end if world.id == 1 and world.variant.id == 11 then --lava planet local mgs = surface.map_gen_settings mgs.water = 0 surface.map_gen_settings = mgs end if world.id == 4 then --choppy planet local mgs = surface.map_gen_settings mgs.water = 0.2 surface.map_gen_settings = mgs end if world.id == 7 then --fish market local mgs = surface.map_gen_settings mgs.width = 2176 surface.map_gen_settings = mgs surface.request_to_generate_chunks({-960, -64}, 0.5) surface.force_generate_chunk_requests() else create_chunk_list(surface) end end return Public