-- factorio scenario -- tank conquest -- xalpha made this -- local blueprint_poi_base_json = require 'maps.tank_conquest.blueprint_poi_base_json' local blueprint_poi_spot_one_json = require 'maps.tank_conquest.blueprint_poi_spot_one_json' local blueprint_poi_spot_two_json = require 'maps.tank_conquest.blueprint_poi_spot_two_json' local blueprint_poi_spot_three_json = require 'maps.tank_conquest.blueprint_poi_spot_three_json' local blueprint_poi_fire_json = require 'maps.tank_conquest.blueprint_poi_fire_json' local blueprint_poi_laser_json = require 'maps.tank_conquest.blueprint_poi_laser_json' global.table_of_properties = {} global.table_of_properties.required_number_of_players = 2 global.table_of_properties.countdown_in_seconds = 28800 global.table_of_properties.wait_in_seconds = 2 global.table_of_properties.size_of_the_battlefield = 2000 global.table_of_properties.amount_of_tickets = 800 global.table_of_properties.conquest_speed = 5 global.table_of_properties.acceleration_value = 0.05 global.table_of_properties.game_stage = 'lobby' global.table_of_tanks = {} global.table_of_scores = {} global.table_of_spots = {} global.table_of_squads = {} global.table_of_circles = {} local table_of_colors = { squad = { r = 75, g = 155, b = 45 }, team = { r = 65, g = 120, b = 200 }, enemy = { r = 190, g = 55, b = 50 }, neutral = { r = 77, g = 77, b = 77 }, damage = { r = 255, g = 0, b = 255 }, white = { r = 255, g = 255, b = 255 } } local table_of_loots = { { name = 'piercing-rounds-magazine', count = 50 }, { name = 'uranium-rounds-magazine', count = 50 }, { name = 'combat-shotgun', count = 1 }, { name = 'shotgun-shell', count = 20 }, { name = 'piercing-shotgun-shell', count = 20 }, { name = 'flamethrower', count = 1 }, { name = 'flamethrower-ammo', count = 50 }, { name = 'rocket-launcher', count = 1 }, { name = 'rocket', count = 10 }, { name = 'explosive-rocket', count = 20 }, { name = 'grenade', count = 40 }, { name = 'cluster-grenade', count = 20 }, { name = 'cannon-shell', count = 8 }, { name = 'explosive-cannon-shell', count = 8 }, { name = 'uranium-cannon-shell', count = 8 }, { name = 'explosive-uranium-cannon-shell', count = 8 }, { name = 'modular-armor', count = 1 }, { name = 'power-armor', count = 1 }, { name = 'power-armor-mk2', count = 1 }, { name = 'exoskeleton-equipment', count = 1 }, { name = 'battery-mk2-equipment', count = 1 }, { name = 'energy-shield-equipment', count = 1 }, { name = 'fusion-reactor-equipment', count = 1 }, { name = 'solid-fuel', count = 50 }, { name = 'rocket-fuel', count = 10 }, { name = 'nuclear-fuel', count = 1 }, { name = 'gate', count = 20 }, { name = 'stone-wall', count = 40 } } local table_of_ores = { 'iron-ore', 'copper-ore', 'stone', 'coal' } local map_functions = require 'tools.map_functions' local event = require 'utils.event' local map_intro = [[ - - - T A N K C O N Q U E S T - - - Your objective is to defend your team's tickets and withdraw the tickets from the other team as quickly as possible. PvP battles and the conquest of the spots are the deciding factor to win the round. Each force has a number of tickets. Per conquered spot, 0.05 tickets are deducted per second. If a player loses his life, 1 ticket is deducted from his own force. The battlefield is created when at least two players are online. There is no biter evolution from pollution, time or destruction. ]] local function draw_gui_map_intro_button( player ) if player.gui.top[ 'map_intro_button' ] then return end local element_button = player.gui.top.add( { type = 'sprite-button', caption = '?', name = 'map_intro_button', tooltip = 'Map Intro' } ) element_button.style.font_color = { r = 0.5, g = 0.3, b = 0.99 } element_button.style.font = 'heading-1' element_button.style.minimal_height = 38 element_button.style.minimal_width = 38 element_button.style.top_padding = 1 element_button.style.left_padding = 1 element_button.style.right_padding = 1 element_button.style.bottom_padding = 1 end local function draw_gui_map_intro( player ) if player.gui.center[ 'map_intro_frame' ] then player.gui.center[ 'map_intro_frame' ].destroy() end local element_frame = player.gui.center.add { type = 'frame', name = 'map_intro_frame', direction = 'vertical' } local element_frame = element_frame.add { type = 'frame' } local element_label = element_frame.add { type = 'label', caption = map_intro, name = 'map_intro_text' } element_label.style.top_padding = 10 element_label.style.single_line = false element_label.style.font = 'heading-2' element_label.style.font_color = { r = 0.7, g = 0.6, b = 0.99 } end local function initialize_forces() game.create_force( 'force_player_one' ) game.create_force( 'force_player_two' ) game.create_force( 'force_biter_one' ) game.create_force( 'force_biter_two' ) game.create_force( 'force_spectator' ) local force = game.forces[ 'force_player_one' ] if global.table_of_properties[ force.name ] == nil then global.table_of_properties[ force.name ] = { name = force.name, enemy = 'force_player_two', icon = '☠', available_tickets = global.table_of_properties.amount_of_tickets } end force.set_friend( 'force_biter_two', true ) force.set_friend( 'force_spectator', true ) force.set_cease_fire( 'player', true ) force.friendly_fire = false force.share_chart = true local force = game.forces[ 'force_player_two' ] if global.table_of_properties[ force.name ] == nil then global.table_of_properties[ force.name ] = { name = force.name, enemy = 'force_player_one', icon = '☣', available_tickets = global.table_of_properties.amount_of_tickets } end force.set_friend( 'force_biter_one', true ) force.set_friend( 'force_spectator', true ) force.set_cease_fire( 'player', true ) force.friendly_fire = false force.share_chart = true local force = game.forces[ 'force_biter_one' ] force.set_friend( 'force_player_two', true ) force.set_friend( 'force_biter_two', true ) force.set_friend( 'force_spectator', true ) force.set_friend( 'player', true ) force.share_chart = false local force = game.forces[ 'force_biter_two' ] force.set_friend( 'force_player_one', true ) force.set_friend( 'force_biter_one', true ) force.set_friend( 'force_spectator', true ) force.set_friend( 'player', true ) force.share_chart = false local force = game.forces[ 'force_spectator' ] force.set_spawn_position( { 0, 0 }, game.surfaces[ 'nauvis' ] ) force.technologies[ 'toolbelt' ].researched = true force.set_friend( 'force_player_one', true ) force.set_friend( 'force_player_two', true ) force.set_cease_fire( 'force_biter_one', true ) force.set_cease_fire( 'force_biter_two', true ) force.set_cease_fire( 'player', true ) force.set_cease_fire( 'enemy', true ) force.share_chart = true local force = game.forces[ 'player' ] force.set_cease_fire( 'force_player_one', true ) force.set_cease_fire( 'force_player_two', true ) force.set_cease_fire( 'force_biter_one', true ) force.set_cease_fire( 'force_biter_two', true ) force.set_cease_fire( 'force_spectator', true ) force.share_chart = false local spectator = game.permissions.create_group( 'permission_spectator' ) for action_name, _ in pairs( defines.input_action ) do spectator.set_allows_action( defines.input_action[ action_name ], false ) end local table_of_definitions = { defines.input_action.write_to_console, defines.input_action.gui_click, defines.input_action.gui_selection_state_changed, defines.input_action.gui_checked_state_changed, defines.input_action.gui_elem_changed, defines.input_action.gui_text_changed, defines.input_action.gui_value_changed, defines.input_action.start_walking, defines.input_action.open_kills_gui, defines.input_action.toggle_show_entity_info } for _, define in pairs( table_of_definitions ) do spectator.set_allows_action( define, true ) end for _, force in pairs( game.forces ) do game.forces[ force.name ].technologies[ 'artillery' ].enabled = false game.forces[ force.name ].technologies[ 'artillery-shell-range-1' ].enabled = false game.forces[ force.name ].technologies[ 'artillery-shell-speed-1' ].enabled = false game.forces[ force.name ].technologies[ 'atomic-bomb' ].enabled = false game.forces[ force.name ].set_turret_attack_modifier( 'flamethrower-turret', 4 ) game.forces[ force.name ].set_turret_attack_modifier( 'laser-turret', 2 ) game.forces[ force.name ].set_turret_attack_modifier( 'gun-turret', 4 ) -- game.forces[ force.name ].set_ammo_damage_modifier( 'cannon-shell', - 0.2 ) game.forces[ force.name ].research_queue_enabled = true end game.permissions.get_group( 'Default' ).set_allows_action( defines.input_action.grab_blueprint_record, false ) game.permissions.get_group( 'Default' ).set_allows_action( defines.input_action.import_blueprint_string, false ) game.permissions.get_group( 'Default' ).set_allows_action( defines.input_action.import_blueprint, false ) game.forces[ 'enemy' ].evolution_factor = 0.4 end function initialize_surface() game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.pollution.enabled = false game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.settler_group_min_size = 8 game.map_settings.enemy_expansion.settler_group_max_size = 16 game.map_settings.enemy_expansion.min_expansion_cooldown = 54000 game.map_settings.enemy_expansion.max_expansion_cooldown = 108000 local map_gen_settings = {} map_gen_settings.width = global.table_of_properties.size_of_the_battlefield map_gen_settings.height = global.table_of_properties.size_of_the_battlefield map_gen_settings.seed = math.random( 1, 2097152 ) map_gen_settings.water = 'none' map_gen_settings.starting_area = 'none' map_gen_settings.cliff_settings = { name = 'cliff', cliff_elevation_0 = 0, cliff_elevation_interval = 0 } map_gen_settings.autoplace_controls = { [ 'trees' ] = { frequency = 'normal', size = 'normal', richness = 'normal' }, [ 'coal' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'stone' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'copper-ore' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'uranium-ore' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'iron-ore' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'crude-oil' ] = { frequency = 'very-high', size = 'very-low', richness = 'normal' }, [ 'enemy-base' ] = { frequency = 'normal', size = 'normal', richness = 'normal' } } -- map_gen_settings.autoplace_settings = { entity = { treat_missing_as_default = false, settings = { frequency = 'none', size = 'none', richness = 'none' } }, decorative = { treat_missing_as_default = true, settings = { frequency = 'none', size = 'none', richness = 'none' } } } -- map_gen_settings.default_enable_all_autoplace_controls = false if game.surfaces[ 'tank_conquest' ] == nil then game.create_surface( 'tank_conquest', map_gen_settings ) else rendering.clear() game.surfaces[ 'tank_conquest' ].clear() game.surfaces[ 'tank_conquest' ].map_gen_settings = map_gen_settings end end function draw_gui_button( player ) if player.gui.top[ 'draw_gui_button' ] then player.gui.top[ 'draw_gui_button' ].destroy() end player.gui.top.add{ type = 'sprite-button', name = 'draw_gui_button', sprite = 'item/tank', tooltip = 'MENU' } -- player.gui.top.add{ type = 'sprite-button', name = 'draw_gui_button', sprite = 'item/heavy-armor', tooltip = 'SCORE' } -- player.gui.top.add{ type = 'sprite-button', name = 'draw_gui_button', sprite = 'item/personal-roboport-equipment', tooltip = 'SQUAD' } end function draw_gui_status( player ) if player.gui.top[ 'draw_gui_status' ] then player.gui.top[ 'draw_gui_status' ].destroy() end if global.table_of_properties.game_stage ~= 'ongoing_game' then return end if player.force.name == 'force_spectator' then return end if #global.table_of_spots == 0 then return end local element_frame = player.gui.top.add{ type = 'frame', name = 'draw_gui_status', direction = 'horizontal' } element_frame.style.minimal_height = 38 element_frame.style.margin = 0 element_frame.style.padding = 0 element_frame.style.left_padding = 20 element_frame.style.right_padding = 20 element_frame.style.vertical_align = 'center' local element_progressbar = element_frame.add{ type = 'progressbar', value = 100 } element_progressbar.style.width = 125 element_progressbar.style.right_padding = 20 element_progressbar.style.top_padding = 10 element_progressbar.style.color = table_of_colors.team local element_label = element_frame.add{ type = 'label', caption = math.floor( global.table_of_properties[ player.force.name ].available_tickets ) } element_label.style.right_padding = 20 element_label.style.font_color = table_of_colors.white local element_label = element_frame.add{ type = 'label', caption = global.table_of_properties[ player.force.name ].icon } element_label.style.font_color = table_of_colors.white local element_label = element_frame.add{ type = 'label', caption = seconds_to_clock( global.table_of_properties.countdown_in_seconds ) } element_label.style.left_padding = 20 element_label.style.right_padding = 20 element_label.style.font_color = table_of_colors.white local element_label = element_frame.add{ type = 'label', caption = global.table_of_properties[ global.table_of_properties[ player.force.name ].enemy ].icon } element_label.style.font_color = table_of_colors.white local element_label = element_frame.add{ type = 'label', caption = math.floor( global.table_of_properties[ global.table_of_properties[ player.force.name ].enemy ].available_tickets ) } element_label.style.left_padding = 20 element_label.style.font_color = table_of_colors.white local element_progressbar = element_frame.add{ type = 'progressbar', value = 100 } element_progressbar.style.width = 125 element_progressbar.style.left_padding = 20 element_progressbar.style.top_padding = 10 element_progressbar.style.color = table_of_colors.enemy for _, element_item in pairs( element_frame.children ) do element_item.style.font = 'heading-1' end end function draw_gui_spots( player ) if player.gui.top[ 'draw_gui_spots' ] then player.gui.top[ 'draw_gui_spots' ].destroy() end if global.table_of_properties.game_stage ~= 'ongoing_game' then return end if player.force.name == 'force_spectator' then return end if #global.table_of_spots == 0 then return end local element_frame = player.gui.top.add{ type = 'frame', name = 'draw_gui_spots', direction = 'horizontal' } element_frame.style.minimal_width = 38 element_frame.style.height = 38 element_frame.style.margin = 0 element_frame.style.padding = 0 element_frame.style.vertical_align = 'top' element_frame.style.horizontal_align = 'center' for _, spot in pairs( global.table_of_spots ) do local element_label = element_frame.add{ type = 'label', caption = spot.properties.name } element_label.style.width = 38 element_label.style.height = 38 element_label.style.margin = 0 element_label.style.padding = 0 element_label.style.vertical_align = 'top' element_label.style.horizontal_align = 'center' element_label.style.font = 'heading-1' local color = table_of_colors.white if player.force.name ~= 'force_spectator' then color = table_of_colors.neutral if spot.properties.force.name == global.table_of_properties[ player.force.name ].name and spot.properties.value == 100 then color = table_of_colors.team end if spot.properties.force.name == global.table_of_properties[ player.force.name ].enemy and spot.properties.value == 100 then color = table_of_colors.enemy end end element_label.style.font_color = color end end function draw_gui_menu( player ) if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end local element_frame = player.gui.center.add{ type = 'frame', name = 'draw_gui_menu', direction = 'vertical' } element_frame.style.padding = 0 element_frame.style.margin = 0 if player.force.name ~= 'force_spectator' then element_frame.add{ type = 'sprite-button', name = 'event_on_click_lobby', caption = 'LOBBY' } end if player.force.name == 'force_spectator' then element_frame.add{ type = 'sprite-button', name = 'event_on_click_join', caption = 'JOIN' } end for _, element_item in pairs( element_frame.children ) do element_item.style.padding = 0 element_item.style.margin = 0 element_item.style.minimal_width = 170 element_item.style.minimal_height = 170 element_item.style.font = 'heading-1' element_item.style.font_color = table_of_colors.white end end function draw_gui_score( player ) if player.gui.center[ 'draw_gui_score' ] then player.gui.center[ 'draw_gui_score' ].destroy() end local element_frame = player.gui.center.add{ type = 'frame', name = 'draw_gui_score', direction = 'vertical' } element_frame.style.padding = 0 element_frame.style.margin = 0 element_frame.style.vertical_align = 'center' element_frame.style.horizontal_align = 'center' local element_table = element_frame.add{ type = 'table', column_count = 14, draw_horizontal_lines = true } element_table.style.padding = 0 element_table.style.top_padding = 5 element_table.style.left_padding = 10 element_table.style.bottom_padding = 5 element_table.style.margin = 0 element_table.style.vertical_align = 'center' element_table.style.horizontal_align = 'center' local element_label = element_table.add{ type = 'label', caption = global.table_of_properties[ player.force.name ].icon } local element_label = element_table.add{ type = 'label', caption = '#' } local element_label = element_table.add{ type = 'label', caption = 'NAME' } local element_label = element_table.add{ type = 'label', caption = 'CLASS' } local element_label = element_table.add{ type = 'label', caption = 'K' } local element_label = element_table.add{ type = 'label', caption = 'D' } local element_label = element_table.add{ type = 'label', caption = 'POINTS' } local element_label = element_table.add{ type = 'label', caption = global.table_of_properties[ global.table_of_properties[ player.force.name ].enemy ].icon } local element_label = element_table.add{ type = 'label', caption = '#' } local element_label = element_table.add{ type = 'label', caption = 'NAME' } local element_label = element_table.add{ type = 'label', caption = 'CLASS' } local element_label = element_table.add{ type = 'label', caption = 'K' } local element_label = element_table.add{ type = 'label', caption = 'D' } local element_label = element_table.add{ type = 'label', caption = 'POINTS' } for index = 1, 28 do local element_label = element_table.add{ type = 'label', caption = '•' } end for _, element_item in pairs( element_table.children ) do element_item.style.padding = 0 element_item.style.right_padding = 10 element_item.style.margin = 0 element_item.style.vertical_align = 'center' element_item.style.font = 'heading-2' element_item.style.font_color = table_of_colors.white end end function draw_gui_squad( player ) if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() end if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local element_frame = player.gui.left.add{ type = 'frame', name = 'draw_gui_squad', direction = 'vertical' } element_frame.style.minimal_width = 50 element_frame.style.padding = 0 element_frame.style.margin = 0 element_frame.style.top_margin = 5 element_frame.style.left_margin = 5 local element_table = element_frame.add{ type = 'table', column_count = 4 } element_table.style.padding = 0 element_table.style.margin = 0 for index = 1, 8 do local element_label = element_table.add{ type = 'label', caption = 'SQUAD ' .. index } local element_label = element_table.add{ type = 'label' } local element_label = element_table.add{ type = 'label' } local element_button = element_table.add{ type = 'sprite-button', name = 'aaa_' .. index, caption = 'JOIN' } element_button.style.width = 50 element_button.style.height = 25 local element_label = element_table.add{ type = 'label', caption = '•' } local element_label = element_table.add{ type = 'label', caption = '•' } local element_label = element_table.add{ type = 'label', caption = '•' } local element_label = element_table.add{ type = 'label', caption = '•' } end for _, element_item in pairs( element_table.children ) do element_item.style.minimal_width = 50 element_item.style.padding = 0 element_item.style.margin = 0 element_item.style.vertical_align = 'center' element_item.style.horizontal_align = 'center' element_item.style.font = 'heading-2' element_item.style.font_color = table_of_colors.white end end function create_a_tank( player ) player.insert( { name = 'light-armor', count = 1 } ) player.insert( { name = 'submachine-gun', count = 1 } ) player.insert( { name = 'firearm-magazine', count = 50 } ) player.insert( { name = 'raw-fish', count = 3 } ) local table_of_entities = player.surface.find_entities_filtered( { name = 'tank', force = player.force.name } ) if #table_of_entities < #player.force.connected_players then local position = player.surface.find_non_colliding_position( 'tank', player.position, 64, 4 ) if not position then position = { 0, 0 } end local entity = player.surface.create_entity( { name = 'tank', position = position, force = player.force.name } ) if not entity then return end entity.minable = false entity.last_user = player.name entity.insert( { name = 'wood', count = 50 } ) entity.insert( { name = 'cannon-shell', count = 50 } ) entity.set_driver( player ) global.table_of_tanks[ player.index ] = entity end end function create_a_base( force_name, base_position ) local surface = game.surfaces[ 'tank_conquest' ] local table_of_items = game.json_to_table( blueprint_poi_base_json ) for _, tile in pairs( table_of_items.blueprint.tiles ) do tile.position = { x = tile.position.x + base_position.x, y = tile.position.y + base_position.y + 10 } end surface.set_tiles( table_of_items.blueprint.tiles, true ) for _, object in pairs( table_of_items.blueprint.entities ) do object.force = game.forces[ force_name ] object.position = { x = object.position.x + base_position.x, y = object.position.y + base_position.y + 10 } local entity = surface.create_entity( object ) if not entity then return end if object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'big-electric-pole' or object.name == 'medium-electric-pole' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' or object.name == 'gun-turret' then entity.destructible = false entity.minable = false entity.rotatable = false entity.operable = false end if object.name == 'wooden-chest' then entity.destructible = false entity.minable = false entity.rotatable = false end if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then entity.destructible = false entity.minable = false end end end function create_a_spot( spot_name, spot_position, spot_blueprint ) local surface = game.surfaces[ 'tank_conquest' ] local spot = { name = spot_name, position = spot_position, force = { name = 'neutral' }, value = 0, color = table_of_colors.white } local table_of_positions = {} for x = 1, 18 do for y = 1, 18 do table.insert( table_of_positions, { x = math.floor( spot.position.x + x - 9 ), y = math.floor( spot.position.y + y - 9 ) } ) end end local table_of_players = {} local draw_spot_border = rendering.draw_rectangle{ surface = surface, target = spot.position, color = spot.color, left_top = { spot.position.x - 9, spot.position.y - 9 }, right_bottom = { spot.position.x + 9, spot.position.y + 9 }, width = 5, filled = false, draw_on_ground = true } local draw_spot_force = rendering.draw_text{ text = spot.force.name, surface = surface, target = { spot.position.x, spot.position.y + 0.5 }, color = spot.color, scale = 5, alignment = 'center' } local draw_spot_value = rendering.draw_text{ text = spot.value, surface = surface, target = { spot.position.x, spot.position.y - 4 }, color = spot.color, scale = 5, alignment = 'center' } local draw_spot_name = rendering.draw_text{ text = spot.name, surface = surface, target = { spot.position.x, spot.position.y - 2 }, color = spot.color, scale = 5, alignment = 'center' } local table_of_drawings = { name = draw_spot_name, value = draw_spot_value, force = draw_spot_force, border = draw_spot_border } local table_of_properties = { name = spot.name, position = spot.position, value = spot.value, force = spot.force, color = spot.color } local table_of_entities = {} local table_of_items = game.json_to_table( spot_blueprint ) for _, tile in pairs( table_of_items.blueprint.tiles ) do tile.position = { x = tile.position.x + spot.position.x - 1, y = tile.position.y + spot.position.y - 1 } end surface.set_tiles( table_of_items.blueprint.tiles, true ) for _, object in pairs( table_of_items.blueprint.entities ) do object.force = 'enemy' object.position = { x = object.position.x + spot.position.x - 1, y = object.position.y + spot.position.y - 1 } local entity = surface.create_entity( object ) if not entity then return end if object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' then entity.destructible = false entity.minable = false entity.rotatable = false entity.operable = false end if object.name == 'wooden-chest' then entity.force = 'neutral' entity.destructible = false entity.minable = false entity.rotatable = false end if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then entity.minable = false end table.insert( table_of_entities, entity ) end table.insert( global.table_of_spots, { properties = table_of_properties, drawings = table_of_drawings, players = table_of_players, positions = table_of_positions, entities = table_of_entities } ) end function create_a_point_of_interest( poi_blueprint, poi_position ) local surface = game.surfaces[ 'tank_conquest' ] local table_of_items = game.json_to_table( poi_blueprint ) for _, tile in pairs( table_of_items.blueprint.tiles ) do tile.position = { x = tile.position.x + poi_position.x, y = tile.position.y + poi_position.y } end surface.set_tiles( table_of_items.blueprint.tiles, true ) for _, object in pairs( table_of_items.blueprint.entities ) do object.force = 'enemy' object.position = { x = object.position.x + poi_position.x, y = object.position.y + poi_position.y } local entity = surface.create_entity( object ) if not entity then return end if object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' then entity.destructible = false entity.minable = false entity.rotatable = false entity.operable = false end if object.name == 'wooden-chest' then entity.force = 'neutral' entity.destructible = false entity.minable = false entity.rotatable = false end if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then entity.minable = false end end end function seconds_to_clock( seconds ) local seconds = tonumber( seconds ) if seconds <= 0 then return '00:00:00' else local hours = string.format( '%02.f', math.floor( seconds / 3600 ) ) local minutes = string.format( '%02.f', math.floor( seconds / 60 - ( hours * 60 ) ) ) seconds = string.format( '%02.f', math.floor( seconds - hours * 3600 - minutes * 60 ) ) return hours .. ':' .. minutes .. ':' .. seconds end end function draw_a_polygon( position, radius, angle, sides ) if not type( position ) == 'table' then return end if not type( radius ) == 'number' then return end if not type( angle ) == 'number' then return end if not type( sides ) == 'number' then return end local table_of_positions = {} table.insert( table_of_positions, { x = position.x, y = position.y } ) for index = 1, sides + 1 do local x = table_of_positions[ 1 ].x + ( radius * math.cos( angle + ( index + index - 1 ) * math.pi / sides ) ) local y = table_of_positions[ 1 ].y + ( radius * math.sin( angle + ( index + index - 1 ) * math.pi / sides ) ) table.insert( table_of_positions, { x = x, y = y } ) end return table_of_positions end function draw_circle_lobby( surface, spawn_diameter, spawn_position ) for x = - spawn_diameter, spawn_diameter do for y = - spawn_diameter, spawn_diameter do local tile_position = { x = spawn_position.x + x, y = spawn_position.y + y } local distance_to_center = math.sqrt( tile_position.x ^ 2 + tile_position.y ^ 2 ) local tile_name = false if distance_to_center < spawn_diameter then tile_name = 'deepwater' if math.random( 1, 48 ) == 1 then surface.create_entity( { name = 'fish', position = tile_position } ) end end if distance_to_center < 9.5 then tile_name = 'refined-concrete' end if distance_to_center < 7 then tile_name = 'sand-1' end if tile_name then surface.set_tiles( { { name = tile_name, position = tile_position } }, true ) end end end end function event_on_click_join( player ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local surface = game.surfaces[ 'tank_conquest' ] if not surface then return end if not player.character then return end if #game.forces.force_player_one.connected_players == #game.forces.force_player_two.connected_players then local table_of_forces = { 'force_player_one', 'force_player_two' } player.force = game.forces[ table_of_forces[ math.random( 1, #table_of_forces ) ] ] elseif #game.forces.force_player_one.connected_players < #game.forces.force_player_two.connected_players then player.force = game.forces.force_player_one else player.force = game.forces.force_player_two end local position = player.force.get_spawn_position( surface ) if surface.is_chunk_generated( position ) then player.teleport( surface.find_non_colliding_position( 'character', position, 3, 0.5 ), surface ) else player.teleport( position, surface ) end game.permissions.get_group( 'Default' ).add_player( player.name ) game.print( player.name .. ' joined ' .. global.table_of_properties[ player.force.name ].icon ) rendering.draw_text{ text = global.table_of_properties[ player.force.name ].icon, target = player.character, target_offset = { 0, - 3.7 }, surface = player.surface, color = table_of_colors.white, scale = 2, alignment = 'center' } create_a_tank( player ) for _, spot in pairs( global.table_of_spots ) do player.force.chart( game.surfaces[ 'tank_conquest' ], { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } } ) end player.character.destructible = true end function event_on_click_lobby( player ) local surface = game.surfaces[ 'nauvis' ] if not player.character then return end player.force = game.forces.force_spectator local position = player.force.get_spawn_position( surface ) if surface.is_chunk_generated( position ) then player.teleport( surface.find_non_colliding_position( 'character', position, 3, 0.5 ), surface ) else player.teleport( position, surface ) end game.permissions.get_group( 'permission_spectator' ).add_player( player.name ) player.character.destructible = false player.character.clear_items_inside() if global.table_of_tanks[ player.index ] ~= nil and global.table_of_tanks[ player.index ].valid then global.table_of_tanks[ player.index ].clear_items_inside() global.table_of_tanks[ player.index ].destroy() end global.table_of_tanks[ player.index ] = nil end function shuffle( table_of_items ) local length_of_items = #table_of_items for index = length_of_items, 1, - 1 do local random = math.random( length_of_items ) table_of_items[ index ], table_of_items[ random ] = table_of_items[ random ], table_of_items[ index ] end return table_of_items end local function on_init( surface ) game.surfaces[ 'nauvis' ].clear() game.surfaces[ 'nauvis' ].map_gen_settings = { width = 1, height = 1 } game.create_surface( 'tank_conquest', { width = 1, height = 1 } ) initialize_forces() -- global.table_of_properties.game_stage = 'do_nothing' end event.on_init( on_init ) local function on_tick( event ) if game.tick % 30 == 0 and global.table_of_damages ~= nil then for _, item in pairs( global.table_of_damages ) do item.surface.create_entity( { name = 'flying-text', position = item.position, text = math.ceil( item.damage ), color = table_of_colors.damage } ) end global.table_of_damages = nil end if game.tick % 60 == 0 then if global.table_of_properties.game_stage == 'ongoing_game' then for _, spot in pairs( global.table_of_spots ) do if spot.properties.value == 100 then local enemy = global.table_of_properties[ spot.properties.force.name ].enemy if global.table_of_properties[ enemy ].available_tickets >= 0 then global.table_of_properties[ enemy ].available_tickets = global.table_of_properties[ enemy ].available_tickets - global.table_of_properties.acceleration_value end end for _, player in pairs( game.connected_players ) do if player.force.name == spot.properties.force.name and spot.properties.value == 100 then player.force.chart( game.surfaces[ 'tank_conquest' ], { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } } ) end end for _, player in pairs( spot.players ) do if spot.properties.force.name == 'neutral' and spot.properties.value == 0 then spot.properties.force.name = player.force.name for _, entity in pairs( spot.entities ) do if entity.valid then entity.force = player.force.name if entity.name == 'stone-wall' or entity.name == 'gate' or entity.name == 'land-mine' then entity.minable = true end end end end if spot.properties.force.name == 'neutral' or spot.properties.force.name == player.force.name and spot.properties.value < 100 then spot.properties.value = spot.properties.value + 1 * global.table_of_properties.conquest_speed end if spot.properties.force.name ~= player.force.name and spot.properties.value > 0 then spot.properties.value = spot.properties.value - 1 * global.table_of_properties.conquest_speed end if spot.properties.value == 0 then spot.properties.force.name = 'neutral' end local force_label = spot.properties.force.name if force_label ~= 'neutral' then force_label = global.table_of_properties[ force_label ].icon end rendering.set_text( spot.drawings.force, force_label ) rendering.set_text( spot.drawings.value, spot.properties.value ) end end if global.table_of_properties.countdown_in_seconds == 60 then game.print( 'The round is in the hot phase, there are still 60 seconds left.' ) end if global.table_of_properties.countdown_in_seconds >= 0 then global.table_of_properties.countdown_in_seconds = global.table_of_properties.countdown_in_seconds - 1 end if global.table_of_properties.countdown_in_seconds < 0 or global.table_of_properties[ 'force_player_one' ].available_tickets < 0 or global.table_of_properties[ 'force_player_two' ].available_tickets < 0 then if global.table_of_properties[ 'force_player_one' ].available_tickets == global.table_of_properties[ 'force_player_two' ].available_tickets then game.print( 'The battle is over. The round ended in a draw.' ) elseif global.table_of_properties[ 'force_player_one' ].available_tickets > global.table_of_properties[ 'force_player_two' ].available_tickets then game.print( 'The battle is over. Force ' .. global.table_of_properties[ 'force_player_one' ].icon .. ' has won the round.' ) else game.print( 'The battle is over. Force ' .. global.table_of_properties[ 'force_player_two' ].icon .. ' has won the round.' ) end global.table_of_spots = {} global.table_of_properties[ 'force_player_one' ].available_tickets = global.table_of_properties.amount_of_tickets global.table_of_properties[ 'force_player_two' ].available_tickets = global.table_of_properties.amount_of_tickets global.table_of_properties.countdown_in_seconds = 28800 global.table_of_properties.wait_in_seconds = 30 global.table_of_properties.game_stage = 'lobby' game.print( 'You are now in the lobby, please make yourself comfortable, it continues immediately.' ) for _, player in pairs( game.connected_players ) do if player.gui.top[ 'draw_gui_button' ] then player.gui.top[ 'draw_gui_button' ].destroy() end if player.gui.top[ 'draw_gui_status' ] then player.gui.top[ 'draw_gui_status' ].destroy() end if player.gui.top[ 'draw_gui_spots' ] then player.gui.top[ 'draw_gui_spots' ].destroy() end -- if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() end -- if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end -- draw_gui_score( player ) event_on_click_lobby( player ) end end for _, player in pairs( game.connected_players ) do draw_gui_status( player ) draw_gui_spots( player ) end end if global.table_of_properties.game_stage == 'regenerate_facilities' then table_of_ores = shuffle( table_of_ores ) local position = game.forces[ 'force_player_one' ].get_spawn_position( game.surfaces[ 'tank_conquest' ] ) map_functions.draw_noise_tile_circle( { x = position.x - 50, y = 60 }, 'water', game.surfaces[ 'tank_conquest' ], math.random( 8, 10 ) ) local radius, angle, sides = 10, 1, #table_of_ores local table_of_positions = draw_a_polygon( { x = position.x - 50, y = 60 }, radius, angle, sides ) for index = 1, #table_of_positions do map_functions.draw_smoothed_out_ore_circle( table_of_positions[ index + 1 ], table_of_ores[ index ], game.surfaces[ 'tank_conquest' ], 15, 3000 ) end create_a_base( 'force_player_one', position ) local position = game.forces[ 'force_player_two' ].get_spawn_position( game.surfaces[ 'tank_conquest' ] ) map_functions.draw_noise_tile_circle( { x = position.x + 50, y = 60 }, 'water', game.surfaces[ 'tank_conquest' ], math.random( 8, 10 ) ) local radius, angle, sides = 10, 1, #table_of_ores local table_of_positions = draw_a_polygon( { x = position.x + 50, y = 60 }, radius, angle, sides ) for index = 1, #table_of_positions do map_functions.draw_smoothed_out_ore_circle( table_of_positions[ index + 1 ], table_of_ores[ index ], game.surfaces[ 'tank_conquest' ], 15, 3000 ) end create_a_base( 'force_player_two', position ) local position = { x = 0, y = - 350 } create_a_point_of_interest( blueprint_poi_laser_json, position ) local position = { x = 0, y = 450 } create_a_point_of_interest( blueprint_poi_fire_json, position ) local table_of_blueprints = { blueprint_poi_spot_one_json, blueprint_poi_spot_two_json, blueprint_poi_spot_three_json } local table_of_names = { 'A', 'B', 'C', 'D', 'E', 'F', 'G' } local length_of_names = math.random( 3, #table_of_names ) local position, radius, angle, sides = { x = 0, y = 50 }, math.random( 150, 250 ), math.random( 0.1, 6.3 ), length_of_names local table_of_positions = draw_a_polygon( position, radius, angle, sides ) for index = 1, length_of_names do create_a_spot( table_of_names[ index ], table_of_positions[ index + 1 ], table_of_blueprints[ math.random( 1, #table_of_blueprints ) ] ) end game.print( 'A new battlefield was created. Make yourself comfortable, but be vigilant.' ) global.table_of_properties.game_stage = 'ongoing_game' for _, player in pairs( game.connected_players ) do -- if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() end -- if player.gui.center[ 'draw_gui_score' ] then player.gui.center[ 'draw_gui_score' ].destroy() end if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end draw_gui_button( player ) event_on_click_join( player ) end end if global.table_of_properties.game_stage == 'preparing_spawn_positions' then local position = { x = - 500, y = 50 } game.forces[ 'force_player_one' ].set_spawn_position( position, game.surfaces[ 'tank_conquest' ] ) local position = { x = 500, y = 50 } game.forces[ 'force_player_two' ].set_spawn_position( position, game.surfaces[ 'tank_conquest' ] ) global.table_of_scores = {} for _, player in pairs( game.connected_players ) do if player.character then player.character.destroy() player.character = nil end player.create_character() end global.table_of_properties.game_stage = 'regenerate_facilities' end if global.table_of_properties.game_stage == 'check_the_process_of_creating_the_map' then if game.surfaces[ 'tank_conquest' ].is_chunk_generated( { x = 0, y = 0 } ) then global.table_of_properties.game_stage = 'preparing_spawn_positions' else game.surfaces[ 'tank_conquest' ].request_to_generate_chunks( { x = 0, y = 0 }, 1 ) game.surfaces[ 'tank_conquest' ].request_to_generate_chunks( { - 500, 50 }, 1 ) game.surfaces[ 'tank_conquest' ].request_to_generate_chunks( { 500, 50 }, 1 ) game.surfaces[ 'tank_conquest' ].request_to_generate_chunks( { 0, - 350 }, 1 ) game.surfaces[ 'tank_conquest' ].request_to_generate_chunks( { 0, 450 }, 1 ) end end if global.table_of_properties.game_stage == 'regenerate_battlefield' and global.table_of_properties.wait_in_seconds == 0 then initialize_surface() game.surfaces[ 'tank_conquest' ].force_generate_chunk_requests() global.table_of_properties.game_stage = 'check_the_process_of_creating_the_map' end if global.table_of_properties.game_stage == 'lobby' then if #game.connected_players >= global.table_of_properties.required_number_of_players and global.table_of_properties.wait_in_seconds > 0 then if global.table_of_properties.wait_in_seconds % 10 == 0 then game.print( 'The round starts in ' .. global.table_of_properties.wait_in_seconds .. ' seconds.' ) end global.table_of_properties.wait_in_seconds = global.table_of_properties.wait_in_seconds - 1 end if global.table_of_properties.wait_in_seconds == 0 then global.table_of_properties.game_stage = 'regenerate_battlefield' end end end if game.tick % 1800 == 0 then if game.surfaces[ 'tank_conquest' ] ~= nil and #game.connected_players and #global.table_of_spots then for _, player in pairs( game.connected_players ) do for _, spot in pairs( global.table_of_spots ) do if player.force.is_chunk_charted( game.surfaces[ 'tank_conquest' ], { x = math.floor( spot.properties.position.x / 32 ), y = math.floor( spot.properties.position.y / 32 ) } ) then local chart_tags = player.force.find_chart_tags( game.surfaces[ 'tank_conquest' ], { { spot.properties.position.x - 1, spot.properties.position.y - 1 }, { spot.properties.position.x + 1, spot.properties.position.y + 1 } } ) if #chart_tags == 0 then player.force.add_chart_tag( game.surfaces[ 'tank_conquest' ], { icon = { type = 'virtual', name = 'signal-' .. spot.properties.name }, position = spot.properties.position } ) end end end end end end if game.tick == 60 then draw_circle_lobby( game.surfaces[ 'nauvis' ], 28, { x = 0, y = 0 } ) for _, player in pairs( game.connected_players ) do if player.character == nil then player.create_character() end end end end event.add( defines.events.on_tick, on_tick ) local function on_gui_click( event ) local player = game.players[ event.player_index ] if event.element.valid and event.element.name == 'close_map_intro_frame' then player.gui.center[ 'map_intro_frame' ].destroy() return end if event.element.valid and event.element.name == 'map_intro_text' then player.gui.center[ 'map_intro_frame' ].destroy() return end if event.element.valid and event.element.name == 'map_intro_button' then if player.gui.center[ 'map_intro_frame' ] then player.gui.center[ 'map_intro_frame' ].destroy() else draw_gui_map_intro( player ) end end if event.element.valid and event.element.name == 'draw_gui_button' then if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() else draw_gui_menu( player ) end end if event.element.valid and event.element.name == 'event_on_click_score' then if player.gui.center[ 'draw_gui_score' ] then player.gui.center[ 'draw_gui_score' ].destroy() else draw_gui_score( player ) end end if event.element.valid and event.element.name == 'event_on_click_squad' then if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() else draw_gui_squad( player ) end end if event.element.valid and event.element.name == 'event_on_click_lobby' then event_on_click_lobby( player ) if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end end if event.element.valid and event.element.name == 'event_on_click_join' then event_on_click_join( player ) if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end end end event.add( defines.events.on_gui_click, on_gui_click ) 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 = { r = player.color.r * 0.6 + 0.35, g = player.color.g * 0.6 + 0.35, b = player.color.b * 0.6 + 0.35, a = 1 } if player.force.name == 'force_player_one' then game.forces.force_player_two.print( global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ': '.. event.message, color ) game.forces.force_spectator.print( global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ': '.. event.message, color ) end if player.force.name == 'force_player_two' then game.forces.force_player_one.print( global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ': '.. event.message, color ) game.forces.force_spectator.print( global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ': '.. event.message, color ) end if player.force.name == 'force_spectator' then game.forces.force_player_one.print( '(Spectator) ' .. player.name .. ': '.. event.message, color ) game.forces.force_player_two.print( '(Spectator) ' .. player.name .. ': '.. event.message, color ) end end event.add( defines.events.on_console_chat, on_console_chat ) local function on_chunk_generated( event ) local chunk_position = { x = event.area.left_top.x, y = event.area.left_top.y } for x = 0, 31 do for y = 0, 31 do local tile_position = { x = chunk_position.x + x, y = chunk_position.y + y } if math.random( 1, 3000 ) == 1 and event.surface.can_place_entity( { name = 'wooden-chest', force = 'enemy', position = tile_position } ) then event.surface.create_entity( { name = 'wooden-chest', force = 'enemy', position = tile_position } ) end end end end event.add( defines.events.on_chunk_generated, on_chunk_generated ) local function on_entity_damaged( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end if event.entity.name == 'wooden-chest' then return end if not event.entity.unit_number then return end if event.final_damage_amount < 1 then return end if global.table_of_damages == nil then global.table_of_damages = {} end if global.table_of_damages[ event.entity.unit_number ] == nil then global.table_of_damages[ event.entity.unit_number ] = { surface = event.entity.surface, position = event.entity.position, damage = 0 } end global.table_of_damages[ event.entity.unit_number ].damage = global.table_of_damages[ event.entity.unit_number ].damage + event.final_damage_amount end event.add( defines.events.on_entity_damaged, on_entity_damaged ) local function on_entity_died( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end if event.entity.name == 'wooden-chest' and event.entity.force.name == 'enemy' then local loot = table_of_loots[ math.random( 1, #table_of_loots ) ] event.entity.surface.spill_item_stack( event.entity.position, loot, true ) event.entity.surface.create_entity( { name = 'flying-text', position = event.entity.position, text = '+' .. loot.count .. ' ' .. loot.name, color = table_of_colors.white } ) end end event.add( defines.events.on_entity_died, on_entity_died ) local function on_player_changed_position( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local player = game.players[ event.player_index ] for spot_index, spot_item in pairs( global.table_of_spots ) do if global.table_of_spots[ spot_index ].players[ event.player_index ] ~= nil then global.table_of_spots[ spot_index ].players[ event.player_index ] = nil end for _, position in pairs( spot_item.positions ) do if math.floor( player.position.x ) == position.x and math.floor( player.position.y ) == position.y or math.ceil( player.position.x ) == position.x and math.ceil( player.position.y ) == position.y then if global.table_of_spots[ spot_index ].players[ event.player_index ] == nil then global.table_of_spots[ spot_index ].players[ event.player_index ] = player break end end end if global.table_of_spots[ spot_index ].players[ event.player_index ] ~= nil then break end end end event.add( defines.events.on_player_changed_position, on_player_changed_position ) local function on_player_respawned( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local player = game.players[ event.player_index ] rendering.draw_text{ text = global.table_of_properties[ player.force.name ].icon, target = player.character, target_offset = { 0, - 3.7 }, surface = player.surface, color = table_of_colors.white, scale = 2, alignment = 'center' } create_a_tank( player ) end event.add( defines.events.on_player_respawned, on_player_respawned ) local function on_player_died( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local player = game.players[ event.player_index ] local table_of_entities = player.surface.find_entities_filtered( { name = 'character-corpse' } ) for _, entity in pairs( table_of_entities ) do entity.clear_items_inside() entity.destroy() end if global.table_of_tanks[ player.index ] ~= nil and global.table_of_tanks[ player.index ].valid then global.table_of_tanks[ player.index ].clear_items_inside() global.table_of_tanks[ player.index ].destroy() end global.table_of_tanks[ player.index ] = nil local force = global.table_of_properties[ player.force.name ] if force ~= nil and force.available_tickets > 0 then force.available_tickets = force.available_tickets - 1 end for _, spot in pairs( global.table_of_spots ) do if spot.players[ event.player_index ] ~= nil then spot.players[ event.player_index ] = nil end end local player_death_message = global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ' was killed.' if event.cause and event.cause.valid then if event.cause.name == 'character' then player_death_message = global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ' was killed by ' .. global.table_of_properties[ event.cause.player.force.name ].icon .. ' ' .. event.cause.player.name .. '.' elseif event.cause.name == 'car' or event.cause.name == 'tank' or event.cause.name == 'train' then local driver = event.cause.get_driver() if driver.player then player_death_message = global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ' was killed with a vehicle by ' .. global.table_of_properties[ driver.player.force.name ].icon .. ' ' .. driver.player.name .. '.' else player_death_message = global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ' was killed by run over.' end elseif event.cause.name then player_death_message = global.table_of_properties[ player.force.name ].icon .. ' ' .. player.name .. ' was killed by ' .. event.cause.name .. '.' end end for _, p in pairs( game.connected_players ) do if p.force.name ~= player.force.name and p.name ~= event.cause.player.name and p.name ~= driver.player.name then p.print( player_death_message, table_of_colors.damage ) end end end event.add( defines.events.on_player_died, on_player_died ) local function on_player_left_game( event ) if global.table_of_properties.game_stage ~= 'ongoing_game' then return end local player = game.players[ event.player_index ] player.character.clear_items_inside() if global.table_of_tanks[ player.index ] ~= nil and global.table_of_tanks[ player.index ].valid then global.table_of_tanks[ player.index ].clear_items_inside() global.table_of_tanks[ player.index ].destroy() end global.table_of_tanks[ player.index ] = nil for _, spot in pairs( global.table_of_spots ) do if spot.players[ event.player_index ] ~= nil then spot.players[ event.player_index ] = nil end end end event.add( defines.events.on_player_left_game, on_player_left_game ) local function on_player_joined_game( event ) local surface = game.surfaces[ 'nauvis' ] local player = game.players[ event.player_index ] player.force = game.forces.force_spectator draw_gui_map_intro_button( player ) if player.online_time == 0 then draw_gui_map_intro( player ) local position = player.force.get_spawn_position( surface ) if surface.is_chunk_generated( position ) then player.teleport( surface.find_non_colliding_position( 'character', position, 3, 0.5 ), surface ) else player.teleport( position, surface ) end player.character.destructible = false game.permissions.get_group( 'permission_spectator' ).add_player( player.name ) elseif player.surface.name == 'tank_conquest' then draw_gui_button( player ) event_on_click_join( player ) end if player.online_time == 0 and global.table_of_properties.game_stage == 'ongoing_game' then draw_gui_button( player ) draw_gui_menu( player ) end end event.add( defines.events.on_player_joined_game, on_player_joined_game )