local Collapse = require 'modules.collapse' local Terrain = require 'maps.mountain_fortress_v3.terrain' local Balance = require 'maps.mountain_fortress_v3.balance' local RPG_Settings = require 'modules.rpg.table' local RPG = require 'modules.rpg.main' local WD = require 'modules.wave_defense.table' local WPT = require 'maps.mountain_fortress_v3.table' local Alert = require 'utils.alert' local Event = require 'utils.event' local Task = require 'utils.task' local Token = require 'utils.token' local raise_event = script.raise_event local floor = math.floor local sqrt = math.sqrt local concat = table.concat local keeper = '[color=blue]Mapkeeper:[/color] \n' local collapse_message = Token.register( function(data) local pos = data.position local message = keeper .. 'Warning, collapse has begun!' local collapse_position = { position = pos } Alert.alert_all_players_location(collapse_position, message) end ) local zone_complete = Token.register( function(data) local bonus = data.bonus local player = data.player local message = keeper .. 'Survivor! Well done. You have completed zone: ' .. bonus Alert.alert_player_warning(player, 10, message) end ) local first_player_to_zone = Token.register( function(data) local player = data.player local breached_wall = data.breached_wall local message = concat {keeper .. player.name .. ' was the first to reach zone ' .. breached_wall .. '.'} Alert.alert_all_players(10, message) end ) local artillery_warning = Token.register( function() local message = keeper .. 'Warning, Artillery have been spotted north!' Alert.alert_all_players(10, message) end ) local function distance(player) local rpg_t = RPG_Settings.get('rpg_t') local rpg_extra = RPG_Settings.get('rpg_extra') local bonus = rpg_t[player.index].bonus local breached_wall = WPT.get('breached_wall') local bonus_xp_on_join = WPT.get('bonus_xp_on_join') local distance_to_center = floor(sqrt(player.position.x ^ 2 + player.position.y ^ 2)) local location = distance_to_center if location < Terrain.level_depth * bonus - 10 then return end local max = Terrain.level_depth * bonus local breach_max = Terrain.level_depth * breached_wall local breach_max_times = location >= breach_max local max_times = location >= max if max_times then if breach_max_times then rpg_extra.breached_walls = rpg_extra.breached_walls + 1 rpg_extra.reward_new_players = bonus_xp_on_join * rpg_extra.breached_walls WPT.set().breached_wall = breached_wall + 1 WPT.set().placed_trains_in_zone.placed = 0 WPT.set().placed_trains_in_zone.randomized = false WPT.set().placed_trains_in_zone.positions = {} raise_event(Balance.events.breached_wall, {}) local data = { player = player, breached_wall = breached_wall } Task.set_timeout_in_ticks(360, first_player_to_zone, data) if breached_wall == 5 then Task.set_timeout_in_ticks(360, artillery_warning) end end if not Collapse.start_now() then Collapse.start_now(true) local data = { position = Collapse.get_position() } Task.set_timeout_in_ticks(550, collapse_message, data) end rpg_t[player.index].bonus = bonus + 1 local data = { player = player, bonus = bonus } Task.set_timeout_in_ticks(1, zone_complete, data) RPG.gain_xp(player, bonus_xp_on_join * bonus) return end end local function on_player_changed_position(event) local player = game.players[event.player_index] local map_name = 'mountain_fortress_v3' if string.sub(player.surface.name, 0, #map_name) ~= map_name then return end distance(player) end Event.add(defines.events.on_player_changed_position, on_player_changed_position)