-- Biter Battles -- mewmew made this -- require "maps.modules.splice_double" require "maps.modules.spitters_spit_biters" require "maps.modules.biters_double_hp" --require "maps.modules.biters_double_damage" require "maps.modules.explosive_biters" require "maps.modules.spawners_contain_biters" require "maps.modules.custom_death_messages" local biter_battles_terrain = require 'biter_battles_terrain' local event = require 'utils.event' local math_random = math.random local insert = table.insert local food_names = { ["automation-science-pack"] = "automation science", ["logistic-science-pack"] = "logistic science", ["military-science-pack"] = "military science", ["chemical-science-pack"] = "chemical science", ["production-science-pack"] = "production science", ["utility-science-pack"] = "utility science", ["space-science-pack"] = "space science" } local food_values = { ["automation-science-pack"] = 0.00000100, ["logistic-science-pack"] = 0.00000292, ["military-science-pack"] = 0.00001225, ["chemical-science-pack"] = 0.00002392, ["production-science-pack"] = 0.00008000, ["utility-science-pack"] = 0.00013875, ["space-science-pack"] = 0.00042000 } local function get_border_cords(f) local a = {{-1000,-1000},{1000,-10}} if f == "south" then a = {{-1000,10},{1000,1000}} end local entities = game.surfaces["surface"].find_entities_filtered{area=a,force=f} if not entities then return end local x_top = entities[1].position.x; local y_top = entities[1].position.y; local x_bot = entities[1].position.x; local y_bot = entities[1].position.y for _, e in pairs(entities) do if e.position.x < x_top then x_top = e.position.x end if e.position.y < y_top then y_top = e.position.y end if e.position.x > x_bot then x_bot = e.position.x end if e.position.y > y_bot then y_bot = e.position.y end end global.force_area[f] = {} global.force_area[f].x_top = x_top global.force_area[f].y_top = y_top global.force_area[f].x_bot = x_bot global.force_area[f].y_bot = y_bot --game.print(x_top .. " " .. y_top .. " , ".. x_bot .. " " .. y_bot) end local function create_biter_battle_sprite_button(player) if player.gui.top.biter_battle_toggle_menu_button == nil then local button = player.gui.top.add { name = "biter_battle_toggle_menu_button", type = "sprite-button", sprite = "entity/behemoth-spitter" } button.style.font = "default-bold" button.style.minimal_height = 38 button.style.minimal_width = 38 button.style.top_padding = 2 button.style.left_padding = 4 button.style.right_padding = 4 button.style.bottom_padding = 2 end end local function get_sorted_list(column_name, score_list) for x = 1, #score_list, 1 do for y = 1, #score_list, 1 do if not score_list[y + 1] then break end if score_list[y][column_name] < score_list[y + 1][column_name] then local key = score_list[y] score_list[y] = score_list[y + 1] score_list[y + 1] = key end end end return score_list end local function get_mvps(force) if not global.score[force] then return false end local score = global.score[force] local score_list = {} for _, p in pairs(game.players) do if score.players[p.name] then local killscore = 0 if score.players[p.name].killscore then killscore = score.players[p.name].killscore end local deaths = 0 if score.players[p.name].deaths then deaths = score.players[p.name].deaths end local built_entities = 0 if score.players[p.name].built_entities then built_entities = score.players[p.name].built_entities end local mined_entities = 0 if score.players[p.name].mined_entities then mined_entities = score.players[p.name].mined_entities end table.insert(score_list, {name = p.name, killscore = killscore, deaths = deaths, built_entities = built_entities, mined_entities = mined_entities}) end end local mvp = {} score_list = get_sorted_list("killscore", score_list) mvp.killscore = {name = score_list[1].name, score = score_list[1].killscore} score_list = get_sorted_list("deaths", score_list) mvp.deaths = {name = score_list[1].name, score = score_list[1].deaths} score_list = get_sorted_list("built_entities", score_list) mvp.built_entities = {name = score_list[1].name, score = score_list[1].built_entities} return mvp end local function show_mvps(player) if not global.score then return end if player.gui.left["mvps"] then return end local frame = player.gui.left.add({type = "frame", name = "mvps", direction = "vertical"}) local l = frame.add({type = "label", caption = "MVPs - North:"}) l.style.font = "default-listbox" l.style.font_color = {r = 0.55, g = 0.55, b = 0.99} local t = frame.add({type = "table", column_count = 2}) local mvp = get_mvps("north") if mvp then local l = t.add({type = "label", caption = "Defender >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.killscore.name .. " with a score of " .. mvp.killscore.score}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "Builder >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "Deaths >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.deaths.name .. " died " .. mvp.deaths.score .. " times"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} if not global.results_sent_north then local result = {} insert(result, 'NORTH: \\n') insert(result, 'MVP Defender: \\n') insert(result, mvp.killscore.name .. " with a score of " .. mvp.killscore.score .. "\\n" ) insert(result, '\\n') insert(result, 'MVP Builder: \\n') insert(result, mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things\\n" ) insert(result, '\\n') insert(result, 'MVP Deaths: \\n') insert(result, mvp.deaths.name .. " died " .. mvp.deaths.score .. " times" ) local message = table.concat(result) server_commands.to_discord_embed(message) global.results_sent_north = true end end local l = frame.add({type = "label", caption = "MVPs - South:"}) l.style.font = "default-listbox" l.style.font_color = {r = 0.99, g = 0.33, b = 0.33} local t = frame.add({type = "table", column_count = 2}) local mvp = get_mvps("south") if mvp then local l = t.add({type = "label", caption = "Defender >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.killscore.name .. " with a score of " .. mvp.killscore.score}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "Builder >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "Deaths >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.deaths.name .. " died " .. mvp.deaths.score .. " times"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} if not global.results_sent_south then local result = {} insert(result, 'SOUTH: \\n') insert(result, 'MVP Defender: \\n') insert(result, mvp.killscore.name .. " with a score of " .. mvp.killscore.score .. "\\n" ) insert(result, '\\n') insert(result, 'MVP Builder: \\n') insert(result, mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things\\n" ) insert(result, '\\n') insert(result, 'MVP Deaths: \\n') insert(result, mvp.deaths.name .. " died " .. mvp.deaths.score .. " times" ) local message = table.concat(result) server_commands.to_discord_embed(message) global.results_sent_south = true end end end local function create_biter_battle_menu(player) if global.rocket_silo_destroyed then local frame = player.gui.left.add { type = "frame", name = "victory_popup", direction = "vertical" } local l = frame.add { type = "label", caption = global.rocket_silo_destroyed , single_line = false, name = "victory_caption" } l.style.font = "default-listbox" l.style.font_color = { r=0.98, g=0.66, b=0.22} l.style.top_padding = 10 l.style.left_padding = 20 l.style.right_padding = 20 l.style.bottom_padding = 10 show_mvps(player) return end if player.gui.left["biter_battle_menu"] then player.gui.left["biter_battle_menu"].destroy() end local frame = player.gui.left.add { type = "frame", name = "biter_battle_menu", direction = "vertical" } if player.force.name == "north" or player.force.name == "south" then frame.add { type = "table", name = "biter_battle_table", column_count = 4 } local t = frame.biter_battle_table local foods = {"automation-science-pack","logistic-science-pack","military-science-pack","chemical-science-pack","production-science-pack","utility-science-pack","space-science-pack","raw-fish"} local food_tooltips = {"1 Calorie","3 Calories", "12 Calories", "24 Calories", "80 Calories", "138 Calories", "420 Calories", "Send spy"} local x = 1 for _, f in pairs(foods) do local s = t.add { type = "sprite-button", name = f, sprite = "item/" .. f } s.tooltip = {"",food_tooltips[x]} x = x + 1 end end if player.force.name == "player" then local b = frame.add { type = "label", caption = "Defend your team´s rocket silo!" } b.style.font = "default-bold" b.style.font_color = { r=0.98, g=0.66, b=0.22} local b = frame.add { type = "label", caption = "Feed the enemy team´s biters to gain advantage!" } b.style.font = "default-bold" b.style.font_color = { r=0.98, g=0.66, b=0.22} frame.add { type = "label", caption = "-----------------------------------------------------------"} end local t = frame.add { type = "table", column_count = 3 } local l = t.add { type = "label", caption = "Team North"} l.style.font = "default-bold" l.style.font_color = {r = 0.55, g = 0.55, b = 0.99} local l = t.add { type = "label", caption = " - "} local l = t.add { type = "label", caption = #game.forces["north"].connected_players .. " Players "} l.style.font_color = { r=0.22, g=0.88, b=0.22} if player.force.name ~= "player" then if global.biter_battle_view_players[player.name] == true then local t = frame.add { type = "table", column_count = 4 } for _, p in pairs(game.forces.north.connected_players) do local color = {} color = p.color color.r = color.r * 0.6 + 0.4 color.g = color.g * 0.6 + 0.4 color.b = color.b * 0.6 + 0.4 color.a = 1 local l = t.add { type = "label", caption = p.name } l.style.font_color = color end end local t = frame.add { type = "table", column_count = 4 } local l = t.add { type = "label", caption = "Nerf: "} l.style.minimal_width = 25 l.tooltip = "Damage nerf of the team." local l = t.add { type = "label", caption = math.round(global.team_nerf["north"]*100,1) .. " "} l.style.minimal_width = 40 l.style.font_color = {r = 0.66, g = 0.66, b = 0.99} l.style.font = "default-bold" local l = t.add { type = "label", caption = " Biter Rage: "} l.style.minimal_width = 25 l.tooltip = "Increases damage and the amount of angry biters." local l = t.add { type = "label", caption = math.round(global.biter_rage["north"],0)} l.style.font_color = {r = 0.66, g = 0.66, b = 0.99} l.style.font = "default-bold" l.style.minimal_width = 25 end if player.force.name == "player" then local c = "JOIN NORTH" local font_color = {r = 0.55, g = 0.55, b = 0.99} if global.game_lobby_active then font_color = { r=0.7, g=0.7, b=0.7} c = c .. " (waiting for players... " c = c .. math.round((global.game_lobby_timeout - game.tick)/60,0) c = c .. ")" end local t = frame.add { type = "table", column_count = 4 } for _, p in pairs(game.forces.north.connected_players) do local color = {} color = p.color color.r = color.r * 0.6 + 0.4 color.g = color.g * 0.6 + 0.4 color.b = color.b * 0.6 + 0.4 color.a = 1 local l = t.add { type = "label", caption = p.name } l.style.font_color = color end local b = frame.add { type = "sprite-button", name = "join_north_button", caption = c } b.style.font = "default-large-bold" b.style.font_color = font_color b.style.minimal_width = 350 frame.add { type = "label", caption = "-----------------------------------------------------------"} else frame.add { type = "label", caption = "--------------------------"} end local t = frame.add { type = "table", column_count = 3 } local l = t.add { type = "label", caption = "Team South"} l.style.font = "default-bold" l.style.font_color = {r = 0.99, g = 0.33, b = 0.33} local l = t.add { type = "label", caption = " - "} local l = t.add { type = "label", caption = #game.forces["south"].connected_players .. " Players "} l.style.font_color = { r=0.22, g=0.88, b=0.22} if player.force.name ~= "player" then if global.biter_battle_view_players[player.name] == true then local t = frame.add { type = "table", column_count = 4 } for _, p in pairs(game.forces.south.connected_players) do local color = {} color = p.color color.r = color.r * 0.6 + 0.4 color.g = color.g * 0.6 + 0.4 color.b = color.b * 0.6 + 0.4 color.a = 1 local l = t.add { type = "label", caption = p.name } l.style.font_color = color end end local t = frame.add { type = "table", column_count = 4 } local l = t.add { type = "label", caption = "Nerf: "} l.tooltip = "Damage nerf of the team." l.style.minimal_width = 25 local l = t.add { type = "label", caption = math.round(global.team_nerf["south"]*100,1) .. " "} l.style.minimal_width = 40 l.style.font_color = {r = 0.99, g = 0.44, b = 0.44} l.style.font = "default-bold" local l = t.add { type = "label", caption = " Biter Rage: "} l.style.minimal_width = 25 l.tooltip = "Increases damage and the amount of angry biters." local l = t.add { type = "label", caption = math.round(global.biter_rage["south"],0)} l.style.font_color = {r = 0.99, g = 0.44, b = 0.44} l.style.font = "default-bold" l.style.minimal_width = 25 end if player.force.name == "player" then local c = "JOIN SOUTH" local font_color = {r = 0.99, g = 0.33, b = 0.33} if global.game_lobby_active then font_color = { r=0.7, g=0.7, b=0.7} c = c .. " (waiting for players... " c = c .. math.round((global.game_lobby_timeout - game.tick)/60,0) c = c .. ")" end local t = frame.add { type = "table", column_count = 4 } for _, p in pairs(game.forces.south.connected_players) do local color = {} color = p.color color.r = color.r * 0.6 + 0.4 color.g = color.g * 0.6 + 0.4 color.b = color.b * 0.6 + 0.4 color.a = 1 local l = t.add { type = "label", caption = p.name } l.style.font_color = color end local b = frame.add { type = "sprite-button", name = "join_south_button", caption = c } b.style.font = "default-large-bold" b.style.font_color = font_color b.style.minimal_width = 350 end if global.team_chosen[player.name] then local t = frame.add { type = "table", column_count = 2 } if player.force.name == "spectator" then local b = t.add { type = "sprite-button", name = "biter_battle_leave_spectate", caption = "Join Team" } else local b = t.add { type = "sprite-button", name = "biter_battle_spectate", caption = "Spectate" } end if global.biter_battle_view_players[player.name] == true then local b = t.add { type = "sprite-button", name = "biter_battle_hide_players", caption = "Playerlist" } else local b = t.add { type = "sprite-button", name = "biter_battle_view_players", caption = "Playerlist" } end for _, b in pairs(t.children) do b.style.font = "default-bold" b.style.font_color = { r=0.98, g=0.66, b=0.22} b.style.top_padding = 1 b.style.left_padding = 1 b.style.right_padding = 1 b.style.bottom_padding = 1 b.style.maximal_height = 30 b.style.minimal_width = 86 end end end local function refresh_gui() for _, player in pairs(game.connected_players) do local frame = player.gui.left["biter_battle_menu"] if (frame) then frame.destroy() create_biter_battle_menu(player) end end end local function join_team(player, team) local surface = game.surfaces["surface"] local enemy_team = "south" if team == "south" then enemy_team = "north" end if team == "north" or team == "south" then if #game.forces[team].connected_players > #game.forces[enemy_team].connected_players and global.team_chosen[player.name] == nil then player.print("Team " .. team .. " has too many players currently.", { r=0.98, g=0.66, b=0.22}) else player.teleport(surface.find_non_colliding_position("player", game.forces[team].get_spawn_position(surface), 3, 1)) player.force=game.forces[team] if global.team_chosen[player.name] then local p = game.permissions.get_group("Default") p.add_player(player.name) game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", { r=0.98, g=0.66, b=0.22}) else game.print(player.name .. " has joined team " .. player.force.name .. "!", { r=0.98, g=0.66, b=0.22}) local i = player.get_inventory(defines.inventory.player_main) player.insert {name = 'pistol', count = 1} player.insert {name = 'raw-fish', count = 3} player.insert {name = 'firearm-magazine', count = 16} player.insert {name = 'iron-gear-wheel', count = 4} player.insert {name = 'iron-plate', count = 8} global.team_chosen[player.name] = team end end end if team == "spectator" then player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1)) player.force=game.forces[team] game.print(player.name .. " is spectating.", { r=0.98, g=0.66, b=0.22}) local permission_group = game.permissions.get_group("spectator") if not permission_group then permission_group = game.permissions.create_group("spectator") for action_name, _ in pairs(defines.input_action) do permission_group.set_allows_action(defines.input_action[action_name], false) end permission_group.set_allows_action(defines.input_action.write_to_console, true) permission_group.set_allows_action(defines.input_action.gui_click, true) permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true) permission_group.set_allows_action(defines.input_action.start_walking, true) permission_group.set_allows_action(defines.input_action.open_kills_gui, true) permission_group.set_allows_action(defines.input_action.open_character_gui, true) --permission_group.set_allows_action(defines.input_action.open_equipment_gui, true) permission_group.set_allows_action(defines.input_action.edit_permission_group, true) permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true) end permission_group.add_player(player.name) global.spectator_spam_protection[player.name] = game.tick end refresh_gui() end local function reveal_team(f) local m = 32 if f == "north" then game.forces["south"].chart(game.surfaces["surface"], {{x = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}}) else game.forces["north"].chart(game.surfaces["surface"], {{x = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}}) end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.horizontal_border_width then global.horizontal_border_width = 16 end if not global.biter_battles_init_done then local map_gen_settings = {} map_gen_settings.water = "none" map_gen_settings.starting_area = "5" map_gen_settings.cliff_settings = {cliff_elevation_interval = 12, cliff_elevation_0 = 32} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "0.8", size = "1", richness = "0.3"}, ["stone"] = {frequency = "0.8", size = "1", richness = "0.3"}, ["copper-ore"] = {frequency = "0.8", size = "2", richness = "0.3"}, ["iron-ore"] = {frequency = "0.8", size = "2", richness = "0.3"}, ["crude-oil"] = {frequency = "0.8", size = "2", richness = "0.4"}, ["trees"] = {frequency = "0.8", size = "0.5", richness = "0.3"}, ["enemy-base"] = {frequency = "0.8", size = "1", richness = "0.4"} } game.create_surface("surface", map_gen_settings) game.map_settings.enemy_evolution.time_factor = 0.000005 game.map_settings.enemy_evolution.destroy_factor = 0.004 game.map_settings.enemy_evolution.pollution_factor = 0.000025 game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.min_expansion_cooldown = 18000 game.map_settings.enemy_expansion.max_expansion_cooldown = 72000 local surface = game.surfaces["surface"] game.create_force("north") game.create_force("south") game.create_force("spectator") --game.create_force("map_pregen") global.game_lobby_active = true global.game_lobby_timeout = 599940 global.biter_battle_view_players = {} global.spectator_spam_protection = {} global.force_area = {} global.team_chosen = {} global.team_nerf = {} global.biter_rage = {} global.spy_fish_timeout = {} local force_names = {"north", "south"} for _, name in pairs(force_names) do game.forces[name].technologies["artillery"].enabled = false game.forces[name].technologies["artillery-shell-range-1"].enabled = false game.forces[name].technologies["artillery-shell-speed-1"].enabled = false --game.forces[name].technologies["refined-flammables-1"].enabled = false --game.forces[name].technologies["refined-flammables-2"].enabled = false --game.forces[name].technologies["refined-flammables-3"].enabled = false game.forces[name].technologies["refined-flammables-4"].enabled = false game.forces[name].technologies["refined-flammables-5"].enabled = false game.forces[name].technologies["refined-flammables-6"].enabled = false game.forces[name].technologies["refined-flammables-7"].enabled = false game.forces[name].technologies["atomic-bomb"].enabled = false global.team_nerf[name] = 0 global.biter_rage[name] = 0 game.forces[name].set_turret_attack_modifier("flamethrower-turret", -0.5) --game.forces[name].set_ammo_damage_modifier("artillery-shell", -0.95) game.forces[name].set_ammo_damage_modifier("shotgun-shell", 0.5) end game.forces["spectator"].technologies["toolbelt"].researched=true local f = game.forces['north'] f.set_cease_fire('player', true) f.set_friend('spectator', true) f.share_chart = true f.set_spawn_position({0,-26},surface) local f = game.forces['south'] f.set_cease_fire('player', true) f.set_friend('spectator', true) f.share_chart = true f.set_spawn_position({0,26},surface) local f = game.forces['spectator'] f.set_spawn_position({0,0},surface) f.set_friend('north', true) f.set_friend('south', true) local f = game.forces['player'] f.set_spawn_position({0,0},surface) global.biter_battles_init_done = true end if global.game_lobby_active then if #game.connected_players > 1 then global.game_lobby_timeout = game.tick + 9000 end end if player.online_time < 5 and game.surfaces["surface"].is_chunk_generated({0,0}) then player.teleport(game.surfaces["surface"].find_non_colliding_position("player", {0,0}, 2, 1), "surface") else if not global.team_chosen[player.name] then player.teleport({0,0}, "surface") end end global.biter_battle_view_players[player.name] = false create_biter_battle_sprite_button(player) create_biter_battle_menu(player) refresh_gui() end local function on_player_created(event) refresh_gui() end local function on_player_left_game(event) if game.connected_players == 1 and global.game_lobby_active == true then global.game_lobby_timeout = game.tick + 599940 end refresh_gui() end local function spy_fish(player) local duration_per_unit = 1800 local i2 = player.get_inventory(defines.inventory.player_main) local owned_fishes = i2.get_item_count("raw-fish") owned_fishes = owned_fishes + i2.get_item_count("raw-fish") if owned_fishes == 0 then player.print("You have no fish in your inventory.",{ r=0.98, g=0.66, b=0.22}) else local x = i2.remove({name="raw-fish", count=1}) if x == 0 then i2.remove({name="raw-fish", count=1}) end local enemy_team = "south" if player.force.name == "south" then enemy_team = "north" end if global.spy_fish_timeout[player.force.name] then global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit player.print(math.round((global.spy_fish_timeout[player.force.name] - game.tick)/60, 0) .. " seconds of enemy vision left.",{ r=0.98, g=0.66, b=0.22}) else get_border_cords(enemy_team) game.print(player.name .. " sent a fish to spy on " .. enemy_team .. " team!",{ r=0.98, g=0.66, b=0.22}) global.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit end end end local function feed_the_biters(food_type,player) if player.force.name == "player" then return end if player.force.name == "spectator" then return end local surface = game.surfaces["surface"] local enemy_team = "" if player.force.name == "south" then enemy_team = "north" end if player.force.name == "north" then enemy_team = "south" end local i = player.get_main_inventory() local food_amount = i.remove(food_type) while i.get_item_count(food_type) ~= 0 do food_amount = food_amount + i.remove(food_type) end if food_amount == 0 then local str = "You have no " .. food_names[food_type] str = str .. " flask in your inventory." player.print(str,{ r=0.98, g=0.66, b=0.22}) else if food_amount >= 20 then local str = player.name .. " fed " str = str .. food_amount str = str .. " flasks of " str = str .. food_names[food_type] str = str .. " juice to team " str = str .. enemy_team str = str .. "´s biters!" game.print(str, { r=0.98, g=0.66, b=0.22}) else local str = "You fed " str = str .. food_amount str = str .. " flask" if food_amount > 1 then str = str .. "s" end str = str .. " of " str = str .. food_names[food_type] str = str .. " juice to the enemy team´s biters." player.print(str, { r=0.98, g=0.66, b=0.22}) end end local nerf_gain = 0 local rage_gain = 0 if food_amount > 0 then nerf_gain = food_values[food_type] * food_amount --change these two numbers to your liking nerf and rage local nerf_multiplier = 1 local rage_food_value = food_values[food_type] * 12500000 --10000000 --biter rage calculation for x = 0, food_amount, 1 do local rage_diminish_multiplier = 1/(((global.biter_rage[enemy_team]^2.9)+8000)/500) global.biter_rage[enemy_team] = global.biter_rage[enemy_team] + (rage_food_value*rage_diminish_multiplier) end global.team_nerf[enemy_team] = global.team_nerf[enemy_team] + (nerf_gain*nerf_multiplier) local lowest_possible_modifier = -0.95 local ammo_types = {"grenade", "bullet", "artillery-shell", "flamethrower", "cannon-shell", "shotgun-shell","rocket", "electric", "laser-turret"} local ammo_modifier = {0.2, 0.8, 0, 0.8, 0.2, 0.2, 0.2, 0.2, 1.5} local turret_types = {"flamethrower-turret", "gun-turret"} local turret_modifier = {1, 0.8} local ammo_speed = {"bullet", "cannon-shell", "shotgun-shell", "rocket", "laser-turret" } local ammo_speed_modifier = {0.3, 0.3, 0.3, 0.3, 0.3, } ------------- local f = game.forces[enemy_team] ----------- -!!!!!-------------- local m = nerf_gain local x = 1 for _, w in pairs(ammo_types) do if f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then m = lowest_possible_modifier else m = f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x]) end f.set_ammo_damage_modifier(w, m) x = x + 1 end local x = 1 for _, w in pairs(turret_types) do if f.get_turret_attack_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then m = lowest_possible_modifier else m = f.get_turret_attack_modifier(w) - (nerf_gain * turret_modifier[x]) end f.set_turret_attack_modifier(w, m) x = x + 1 end local x = 1 for _, w in pairs(ammo_speed) do if f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x]) < lowest_possible_modifier then m = lowest_possible_modifier else m = f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x]) end f.set_gun_speed_modifier(w, m) x = x + 1 end refresh_gui() end end local function on_gui_click(event) if not (event and event.element and event.element.valid) then return end local player = game.players[event.element.player_index] local name = event.element.name if (name == "biter_battle_toggle_menu_button") then local frame = player.gui.left["biter_battle_menu"] if (frame) then frame.destroy() else create_biter_battle_menu(player) end end if (name == "automation-science-pack") then feed_the_biters(name,player) end if (name == "logistic-science-pack") then feed_the_biters(name,player) end if (name == "military-science-pack") then feed_the_biters(name,player) end if (name == "chemical-science-pack") then feed_the_biters(name,player) end if (name == "production-science-pack") then feed_the_biters(name,player) end if (name == "utility-science-pack") then feed_the_biters(name,player) end if (name == "space-science-pack") then feed_the_biters(name,player) end if (name == "raw-fish") then spy_fish(player) end if (name == "biter_battle_spectate") then if player.position.y < 100 and player.position.y > -100 and player.position.x < 100 and player.position.x > -100 then join_team(player, "spectator") else player.print("You are too far away from spawn to spectate.",{ r=0.98, g=0.66, b=0.22}) end end if (name == "biter_battle_leave_spectate") and game.tick - global.spectator_spam_protection[player.name] > 1800 then join_team(player, global.team_chosen[player.name]) end if (name == "biter_battle_leave_spectate") and game.tick - global.spectator_spam_protection[player.name] < 1800 then player.print("Not ready to return to your team yet. Please wait " .. 30-(math.round((game.tick - global.spectator_spam_protection[player.name])/60,0)) .. " seconds.", { r=0.98, g=0.66, b=0.22}) end if (name == "biter_battle_hide_players") then global.biter_battle_view_players[player.name] = false refresh_gui() end if (name == "biter_battle_view_players") then global.biter_battle_view_players[player.name] = true refresh_gui() end if not global.terrain_init_done then player.print("Waiting for spawn to generate.", { r=0.98, g=0.66, b=0.22}) return end if (name == "join_north_button") and global.game_lobby_active == false then join_team(player, "north") end if (name == "join_south_button") and global.game_lobby_active == false then join_team(player, "south") end if (name == "join_north_button") and global.game_lobby_active == true then player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22}) end if (name == "join_south_button") and global.game_lobby_active == true then player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22}) end if (name == "join_north_button") and global.game_lobby_active == true and player.admin == true then join_team(player, "north") game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22}) global.game_lobby_active = false end if (name == "join_south_button") and global.game_lobby_active == true and player.admin == true then join_team(player, "south") game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22}) global.game_lobby_active = false end end local particles = {"coal-particle", "copper-ore-particle", "iron-ore-particle", "stone-particle"} local function create_fireworks_rocket(surface, position) local particle = particles[math_random(1, #particles)] local m = math_random(16, 36) local m2 = m * 0.005 for i = 1, 80, 1 do surface.create_entity({ name = particle, position = position, frame_speed = 0.1, vertical_speed = 0.1, height = 0.1, movement = {m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01)} }) end if math_random(1,16) ~= 1 then return end surface.create_entity({name = "explosion", position = position}) end local function on_entity_died(event) if not global.rocket_silo_destroyed then if event.entity == global.rocket_silo["south"] or event.entity == global.rocket_silo["north"] then if event.entity == global.rocket_silo["south"] then global.rocket_silo_destroyed = "North Team Won!" else global.rocket_silo_destroyed = "South Team Won!" end for _, player in pairs(game.connected_players) do player.play_sound{path="utility/game_won", volume_modifier=1} end --fireworks local radius = 96 for t = 1, 18000, 1 do if not global.on_tick_schedule[game.tick + t] then global.on_tick_schedule[game.tick + t] = {} end for x = 1, 4, 1 do global.on_tick_schedule[game.tick + t][#global.on_tick_schedule[game.tick + t] + 1] = { func = create_fireworks_rocket, args = {event.entity.surface, {x = radius - math_random(0, radius * 2),y = radius - math_random(0, radius * 2)}} } end t = t + 1 end refresh_gui() end end end local function get_valid_biters(requested_amount, y_modifier, pos_x, pos_y, radius_inc) if not requested_amount then return end if not y_modifier then return end if not pos_x then pos_x = 0 end if not pos_y then pos_y = 150*y_modifier end local surface = game.surfaces["surface"] local biters_found = {} local valid_biters = {} if not radius_inc then radius_inc = 100 end for radius = radius_inc,2000,radius_inc do biters_found = surface.find_enemy_units({pos_x,pos_y}, radius, "player") local x = 1 if y_modifier == -1 then for _, biter in pairs(biters_found) do if biter.position.y < 0 then valid_biters[x] = biter x = x + 1 end end else for _, biter in pairs(biters_found) do if biter.position.y > 0 then valid_biters[x] = biter x = x + 1 end end end if #valid_biters >= requested_amount or radius == 2000 then --game.print("seach radius:" .. radius .. " valid biters: " .. #valid_biters) break else valid_biters = {} end end radius_inc = nil pos_x = nil pos_y = nil return valid_biters end local function biter_attack_silo(team, requested_amount, mode) if not requested_amount then return end if not team then return end local surface = game.surfaces["surface"] local y_modifier = 1 if team == "south" then y_modifier = 1 end if team == "north" then y_modifier = -1 end local biters_selected_for_attack = {} if not mode then --local modes = {"spread", "ball", "line"} local modes = {"spread", "ball"} mode = modes[math_random(1, #modes)] end if mode == "spread" then local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150*y_modifier, 500) if #valid_biters < requested_amount then valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500*y_modifier, 500) end local f = math.floor(#valid_biters/requested_amount,0) if f < 1 then f = 1 end local x = 0 for y = f,#valid_biters,f do x = x + 1 if not valid_biters[y] then break end if #biters_selected_for_attack >= requested_amount then break end biters_selected_for_attack[x] = valid_biters[y] end if math_random(1,6) == 1 then for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything}) end else for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy}) end end if global.biter_battles_debug then game.players[1].print(#valid_biters .. " valid biters found.") game.players[1].print(#biters_selected_for_attack .. " biter going for a spread attack") end end --[[ if mode == "line" then local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150*y_modifier, 500) if #valid_biters < requested_amount then valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500*y_modifier, 500) end local array_start = 1 local f = math.floor(#valid_biters/requested_amount,0) if f >= 2 then array_start = requested_amount * math_random(1,f-1) if math_random(1,f) == 1 then array_start = 1 end end local x = 0 for y = array_start,#valid_biters,1 do x = x + 1 if not valid_biters[y] then break end if #biters_selected_for_attack >= requested_amount then break end biters_selected_for_attack[x] = valid_biters[y] end if math_random(1,3) == 1 then for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything}) end else for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy}) end end if global.biter_battles_debug then game.players[1].print(#valid_biters .. " valid biters found.") game.players[1].print(#biters_selected_for_attack .. " going for a line attack, table start = " .. array_start) end end ]] if mode == "ball" then local height = 0 local width = 0 local c = 0 local tolerance = 5 local distance_to_base_modifier = 2.6 local additional_empty_space_checks = 4 local additional_checks = additional_empty_space_checks local gathering_point_x = 0 local gathering_point_y = 0 local r = math_random(1,3) --pick a random side if r == 1 or r == 2 then --- determine base height for pos_y = 0, 8192*y_modifier, 32*y_modifier do if y_modifier == -1 then c = surface.count_entities_filtered{area={{-1024,pos_y-32},{1024,pos_y}},force=team} else c = surface.count_entities_filtered{area={{-1024,pos_y},{1024,pos_y+32}},force=team} end if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then height = pos_y - (32*(additional_empty_space_checks)*y_modifier) + (32*y_modifier) break end else additional_checks = additional_empty_space_checks end end if height ~= 0 then if y_modifier == -1 then gathering_point_y = math_random(height, -32) else gathering_point_y = math_random(32, height) end else if y_modifier == -1 then gathering_point_y = math_random(-128, -32) else gathering_point_y = math_random(32, 128) end end additional_empty_space_checks = 32 if r == 1 then --west attack local additional_checks = additional_empty_space_checks for x = 0, -8192, -32 do c = surface.count_entities_filtered{area={{x-32,gathering_point_y-48},{x,gathering_point_y+48}},force=team} if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then gathering_point_x = x + (32*(additional_empty_space_checks-distance_to_base_modifier)) break end else additional_checks = additional_empty_space_checks end end end if r == 2 then --east attack local additional_checks = additional_empty_space_checks for x = 32, 8192, 32 do c = surface.count_entities_filtered{area={{x-32,gathering_point_y-48},{x,gathering_point_y+48}},force=team} if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then gathering_point_x = x - (32*(additional_empty_space_checks-distance_to_base_modifier)) break end else additional_checks = additional_empty_space_checks end end end end --vertical attack if r == 3 then --- determine base width additional_checks = additional_empty_space_checks local width_east = 0 for pos_x = 32, 4096, 32 do if y_modifier == -1 then c = surface.count_entities_filtered{area={{pos_x - 32, -2048},{pos_x, 0}},force=team} else c = surface.count_entities_filtered{area={{pos_x - 32, 0},{pos_x, 2048}},force=team} end if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then width_east = pos_x - 32*additional_empty_space_checks break end else additional_checks = additional_empty_space_checks end end additional_checks = additional_empty_space_checks local width_west = 0 for pos_x = 0, -4096, -32 do if y_modifier == -1 then c = surface.count_entities_filtered{area={{pos_x - 32, -2048},{pos_x, 0}},force=team} else c = surface.count_entities_filtered{area={{pos_x - 32, 0},{pos_x, 2048}},force=team} end if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then width_west = (pos_x + 32*additional_empty_space_checks) - 32 break end else additional_checks = additional_empty_space_checks end end if width_west ~= 0 and width_east ~= 0 then gathering_point_x = math_random(width_west, width_east) else gathering_point_x = math_random(-64,64) end additional_empty_space_checks = 32 --vertical attack -- local c = 0 local additional_checks = additional_empty_space_checks for pos_y = 0, 8192*y_modifier, 32*y_modifier do c = surface.count_entities_filtered{area={{gathering_point_x-48, pos_y-32},{gathering_point_x+48, pos_y}},force=team} if c <= tolerance then additional_checks = additional_checks - 1 if additional_checks == 0 then gathering_point_y = pos_y - ((32*(additional_empty_space_checks-distance_to_base_modifier))*y_modifier) break end else additional_checks = additional_empty_space_checks end end end valid_biters = get_valid_biters(requested_amount, y_modifier, gathering_point_x, gathering_point_y) local f = math.floor(#valid_biters/requested_amount,0) if f < 1 then f = 1 end local x = 0 for y = f,#valid_biters,f do x = x + 1 if not valid_biters[y] then break end if #biters_selected_for_attack >= requested_amount then break end biters_selected_for_attack[x] = valid_biters[y] end --alternate attack if there is water local t = surface.count_tiles_filtered{area={{gathering_point_x - 8, gathering_point_y - 8}, {gathering_point_x + 8, gathering_point_y + 8}}, name={"deepwater","water", "water-green"}} if t > 8 then if math_random(1,6) ~= 1 then for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy}) end else for _, biter in pairs(biters_selected_for_attack) do biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything}) end end if global.biter_battles_debug then game.players[1].print("water found, doing alternate spread attack") end else local biter_attack_group = surface.create_unit_group({position={gathering_point_x,gathering_point_y}}) for _, biter in pairs(biters_selected_for_attack) do biter_attack_group.add_member(biter) end biter_attack_group.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy}) if global.biter_battles_debug then game.players[1].print(#valid_biters .. " valid biters found.") game.players[1].print(#biters_selected_for_attack .. " gathering at (x: " .. gathering_point_x .. " y: " .. gathering_point_y .. ")") end end end mode = nil end local function clear_corpses() for _, entity in pairs(game.surfaces["surface"].find_entities_filtered{type = "corpse"}) do if math_random(1, 3) == 1 then entity.destroy() end end end local function send_near_biter_to_silo() if not global.rocket_silo then return end game.surfaces["surface"].set_multi_command({ command={ type=defines.command.attack, target=global.rocket_silo["north"], distraction=defines.distraction.none }, unit_count = 8, force = "enemy", unit_search_distance=64 }) game.surfaces["surface"].set_multi_command({ command={ type=defines.command.attack, target=global.rocket_silo["south"], distraction=defines.distraction.none }, unit_count = 8, force = "enemy", unit_search_distance=64 }) end local function on_tick(event) if global.rocket_silo_destroyed then if not global.game_restart_timeout then global.game_restart_timeout = 7200 end if not global.game_restart_timer_completed then if game.tick % 900 == 0 then if global.game_restart_timeout > 0 then game.print("Map will restart in " .. math.ceil(global.game_restart_timeout / 60) .. " seconds!",{ r=0.22, g=0.88, b=0.22}) end global.game_restart_timeout = global.game_restart_timeout - 900 end if global.game_restart_timeout < 0 then global.game_restart_timer_completed = true game.print("Map is restarting!", { r=0.22, g=0.88, b=0.22}) local message = 'Map is restarting! ' server_commands.to_discord_bold(table.concat{'*** ', message, ' ***'}) server_commands.start_scenario('Biter_Battles') end end end if global.spy_fish_timeout then if global.spy_fish_timeout["south"] then if (global.spy_fish_timeout["south"] - game.tick) % 300 == 0 then reveal_team("north") end if game.tick - global.spy_fish_timeout["south"] > 0 then global.spy_fish_timeout["south"] = nil end end if global.spy_fish_timeout["north"] then if (global.spy_fish_timeout["north"] - game.tick) % 300 == 0 then reveal_team("south") end if game.tick - global.spy_fish_timeout["north"] > 0 then global.spy_fish_timeout["north"] = nil end end end if game.tick % 12600 == 6300 then clear_corpses() if global.biter_rage["north"] >= 1 then local c = math.round(global.biter_rage["north"], 0) if c > 999 then c = 999 end biter_attack_silo("north", c) end send_near_biter_to_silo() refresh_gui() return end if game.tick % 12600 == 0 then if global.biter_rage["south"] >= 1 then local c = math.round(global.biter_rage["south"], 0) if c > 999 then c = 999 end biter_attack_silo("south", c) end send_near_biter_to_silo() refresh_gui() return end if global.game_lobby_active then if game.tick % 60 == 0 then if global.game_lobby_timeout-game.tick <= 0 then global.game_lobby_active = false end refresh_gui() end end --[[ ---creating a auto fire delay for south artillery--- if global.spawn_artillery["south"] then if game.tick % 300 == 0 then local i = global.spawn_artillery["south"].get_inventory(defines.inventory.turret_ammo) if i.get_item_count("artillery-shell") == 0 then global.spawn_artillery["south"].active = false global.spawn_artillery_south_activate = false else if global.spawn_artillery_south_activate == true then global.spawn_artillery["south"].active = true end global.spawn_artillery_south_activate = true end end end]]-- end local function on_chunk_generated(event) if global.terrain_init_done then return end local surface = game.surfaces["surface"] if event.surface ~= surface then return end if event.area.left_top.x > 128 then global.rocket_silo = {} global.rocket_silo["north"] = surface.create_entity {name="rocket-silo", position={0,(global.horizontal_border_width*3.8)*-1}, force="north"} global.rocket_silo["north"].minable=false global.rocket_silo["south"] = surface.create_entity {name="rocket-silo", position={0,global.horizontal_border_width*3.8}, force="south"} global.rocket_silo["south"].minable=false global.biter_attack_main_target = {} global.biter_attack_main_target["north"] = global.rocket_silo["north"].position global.biter_attack_main_target["south"] = global.rocket_silo["south"].position biter_battles_terrain.clear_spawn_ores() biter_battles_terrain.generate_spawn_water_pond() biter_battles_terrain.generate_spawn_ores("windows") biter_battles_terrain.generate_market() --biter_battles_terrain.generate_artillery() surface.regenerate_decorative() surface.regenerate_entity({"tree-01", "tree-02","tree-03","tree-04","tree-05","tree-06","tree-07","tree-08","tree-09","dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","rock-big","rock-huge"}) --surface.regenerate_entity({"dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","rock-big","rock-huge"}) local entities = surface.find_entities({{-10,-10},{10,10}}) for _, e in pairs(entities) do if e.type == "simple-entity" or e.type == "resource" or e.type == "tree" then e.destroy() end end surface.destroy_decoratives({area = {{-10,-10},{10,10}}}) game.print("Spawn generation done!", { r=0.22, g=0.99, b=0.99}) global.terrain_init_done = true end end ----------share chat with player and spectator force------------------- local function on_console_chat(event) if not event.message then return end if not event.player_index then return end local player = game.players[event.player_index] local color = {} color = player.color color.r = color.r * 0.6 + 0.35 color.g = color.g * 0.6 + 0.35 color.b = color.b * 0.6 + 0.35 color.a = 1 if player.force.name == "north" then game.forces.spectator.print(player.name .. " (north): ".. event.message, color) game.forces.player.print(player.name .. " (north): ".. event.message, color) end if player.force.name == "south" then game.forces.spectator.print(player.name .. " (south): ".. event.message, color) game.forces.player.print(player.name .. " (south): ".. event.message, color) end if player.force.name == "player" then game.forces.north.print(player.name .. " (spawn): ".. event.message, color) game.forces.south.print(player.name .. " (spawn): ".. event.message, color) game.forces.spectator.print(player.name .. " (spawn): ".. event.message, color) end if player.force.name == "spectator" then game.forces.north.print(player.name .. " (spectator): ".. event.message, color) game.forces.south.print(player.name .. " (spectator): ".. event.message, color) game.forces.player.print(player.name .. " (spectator): ".. event.message, color) end end -------------------------------------- local function on_entity_damaged(event) --[[ --flamethrower turret nerf if event.cause then if event.cause.name == "flamethrower-turret" and event.entity.force.name == "enemy" then for i = 1, 2, 1 do if event.cause.fluidbox[i] then if event.cause.fluidbox[i].amount > 0.1 then local fluid_name = event.cause.fluidbox[i].name local new_amount = event.cause.fluidbox[i].amount - 0.25 if new_amount < 0 then new_amount = 0 end event.cause.fluidbox[i] = {name = fluid_name, amount = new_amount} end end end end end]] --Biter rage damage modifier if event.force.name == "enemy" then if event.entity.force.name == "north" then local additional_damage = event.final_damage_amount * math.round((global.biter_rage["north"]/3)/100, 2) event.entity.health = event.entity.health - additional_damage return end if event.entity.force.name == "south" then local additional_damage = event.final_damage_amount * math.round((global.biter_rage["south"]/3)/100, 2) event.entity.health = event.entity.health - additional_damage return end end if event.entity.force.name == "spectator" then event.entity.health = event.entity.health + event.final_damage_amount return end --Silo grief prevention if event.entity == global.rocket_silo["north"] then if event.force.name == "north" then global.rocket_silo["north"].health = global.rocket_silo["north"].health + event.final_damage_amount return end end if event.entity == global.rocket_silo["south"] then if event.force.name == "south" then global.rocket_silo["south"].health = global.rocket_silo["south"].health + event.final_damage_amount return end end --Biter spawner damage reduction if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then if event.entity.health - event.final_damage_amount <= 0 then event.entity.die(event.force.name) end event.entity.health = event.entity.health + event.final_damage_amount * (game.forces["enemy"].evolution_factor * 0.8) return end end --anti construction robot cheese local function on_robot_built_entity(event) if event.robot.force.name == "north" then if event.created_entity.position.y >= -1*global.horizontal_border_width/2 then local x = event.created_entity.position.x local y = event.created_entity.position.y event.created_entity.die("south") search_for_ghost = game.surfaces["surface"].find_entities({{x, y}, {x+1, y+1}}) for _, e in pairs(search_for_ghost) do if e.type == "entity-ghost" then e.time_to_live = 1 end end event.robot.die("south") game.print("Team north´s drone had an accident.",{ r=0.98, g=0.66, b=0.22}) end end if event.robot.force.name == "south" then if event.created_entity.position.y <= global.horizontal_border_width/2 then local x = event.created_entity.position.x local y = event.created_entity.position.y event.created_entity.die("north") search_for_ghost = game.surfaces["surface"].find_entities({{x, y}, {x+1, y+1}}) for _, e in pairs(search_for_ghost) do if e.type == "entity-ghost" then e.time_to_live = 1 end end event.robot.die("north") game.print("Team south´s drone had an accident.",{ r=0.98, g=0.66, b=0.22}) end end end local function on_marked_for_deconstruction(event) if event.entity.name == "fish" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end end local function on_rocket_launched(event) local team = " " if event.rocket_silo.force.name == "south" then team = "north" end if event.rocket_silo.force.name == "north" then team = "south" end biter_attack_silo(team,250,"ball") biter_attack_silo(team,250,"ball") biter_attack_silo(team,250,"ball") local str = "A rocket launch scared the biters and triggered a huge attack on team " str = str .. team str = str .. "´s silo!!" game.print(str,{ r=0.98, g=0.01, b=0.01}) end local function on_player_built_tile(event) local placed_tiles = event.tiles local player = game.players[event.player_index] for _, t in pairs(placed_tiles) do if t.old_tile.name == "deepwater" and t.position.y <= global.horizontal_border_width*2 and t.position.y >= global.horizontal_border_width*-1*2 then local str = "Team " .. player.force.name str = str .. "´s landfill vanished into the depths of the marianna trench." game.print(str,{ r=0.98, g=0.66, b=0.22}) local tiles = {} table.insert(tiles, {name = "deepwater", position = t.position}) game.surfaces["surface"].set_tiles(tiles,true) end end end local function on_research_finished(event) --game.forces.north.recipes["flamethrower-turret"].enabled = false --game.forces.south.recipes["flamethrower-turret"].enabled = false end event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_player_built_tile, on_player_built_tile) event.add(defines.events.on_rocket_launched, on_rocket_launched) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_player_left_game, on_player_left_game) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_player_created, on_player_created) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_console_chat, on_console_chat)