-- fish defender -- by mewmew -- --require "modules.rpg" require 'maps.fish_defender_v2.terrain' require 'maps.fish_defender_v2.market' require 'maps.fish_defender_v2.commands' require 'maps.fish_defender_v2.shotgun_buff' require 'maps.fish_defender_v2.on_entity_damaged' require 'modules.rocket_launch_always_yields_science' require 'modules.launch_fish_to_win' require 'modules.biters_yield_coins' require 'modules.custom_death_messages' local Unit_health_booster = require 'modules.biter_health_booster_v2' local Difficulty = require 'modules.difficulty_vote' local Map = require 'modules.map_info' local Event = require 'utils.event' local Reset = require 'functions.soft_reset' local Server = require 'utils.server' local Poll = require 'comfy_panel.poll' local boss_biter = require 'maps.fish_defender_v2.boss_biters' local FDT = require 'maps.fish_defender_v2.table' local Score = require 'comfy_panel.score' local AntiGrief = require 'antigrief' local math_random = math.random local insert = table.insert local enable_start_grace_period = true local Public = {} local starting_items = { ['pistol'] = 1, ['firearm-magazine'] = 16, ['raw-fish'] = 3, ['iron-plate'] = 32, ['stone'] = 12 } local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local biter_count_limit = 1024 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached local function check_timer() local wave_grace_period = FDT.get('wave_grace_period') if not wave_grace_period then return end if wave_grace_period < game.tick then FDT.set('wave_grace_period', 72000) end end local function create_wave_gui(player) if player.gui.top['fish_defense_waves'] then player.gui.top['fish_defense_waves'].destroy() end local frame = player.gui.top.add({type = 'frame', name = 'fish_defense_waves'}) frame.style.maximal_height = 38 local wave_count = 0 local wave_count_fdt = FDT.get('wave_count') local wave_grace_period = FDT.get('wave_grace_period') local wave_interval = FDT.get('wave_interval') if wave_count_fdt then wave_count = wave_count_fdt end if not wave_grace_period then local label = frame.add({type = 'label', caption = 'Wave: ' .. wave_count}) label.style.font_color = {r = 0.88, g = 0.88, b = 0.88} label.style.font = 'default-listbox' label.style.left_padding = 4 label.style.right_padding = 4 label.style.minimal_width = 68 label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local next_level_progress = game.tick % wave_interval / wave_interval local progressbar = frame.add({type = 'progressbar', value = next_level_progress}) progressbar.style = 'achievement_progressbar' progressbar.style.minimal_width = 96 progressbar.style.maximal_width = 96 progressbar.style.padding = -1 progressbar.style.top_padding = 1 else local time_remaining = math.floor(((wave_grace_period - (game.tick % wave_grace_period)) / 60) / 60) if time_remaining <= 0 then FDT.set('wave_grace_period', nil) return else check_timer() end local label = frame.add({type = 'label', caption = 'Waves will start in ' .. time_remaining .. ' minutes.'}) label.style.font_color = {r = 0.88, g = 0.88, b = 0.88} label.style.font = 'default-listbox' label.style.left_padding = 4 label.style.right_padding = 4 label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} if not enable_start_grace_period then FDT.set('wave_grace_period', nil) return end end end local function show_fd_stats(player) local gui_id = 'fd-stats' local table_id = gui_id .. 'table' if player.gui.left[gui_id] then player.gui.left[gui_id].destroy() end local frame = player.gui.left.add { type = 'frame', name = gui_id } local table = frame.add { type = 'table', name = table_id, column_count = 2 } local entity_limits = FDT.get('entity_limits') local table_header = {'Building', 'Placed' .. '/' .. 'Limit'} for k, v in pairs(table_header) do local h = table.add {type = 'label', caption = v} h.style.font = 'heading-2' end for k, v in pairs(entity_limits) do local name = v.str local placed = v.placed local limit = v.limit local entry = {name, placed .. '/' .. limit} for _, value_entry in pairs(entry) do table.add { type = 'label', caption = value_entry } end end end local function update_fd_stats() for _, player in pairs(game.connected_players) do if player.gui.left['fd-stats'] then show_fd_stats(player) end end end local function add_fd_stats_button(player) local button_id = 'fd-stats-button' if player.gui.top[button_id] then player.gui.top[button_id].destroy() end player.gui.top.add { type = 'sprite-button', name = button_id, sprite = 'item/submachine-gun' } end local function on_gui_click(event) if not event.element.valid then return end if event.element.name ~= 'fd-stats-button' then return end local player = game.players[event.player_index] local frame = player.gui.left['fd-stats'] if frame == nil then show_fd_stats(player) else frame.destroy() end end local function on_market_item_purchased() update_fd_stats() end local threat_values = { ['small_biter'] = 1, ['medium_biter'] = 3, ['big_biter'] = 5, ['behemoth_biter'] = 10, ['small_spitter'] = 1, ['medium_spitter'] = 3, ['big_spitter'] = 5, ['behemoth_spitter'] = 10 } local function get_biter_initial_pool() local wave_count = FDT.get('wave_count') local biter_pool if wave_count > 1750 then biter_pool = { {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if wave_count > 1500 then biter_pool = { {name = 'big-biter', threat = threat_values.big_biter, weight = 1}, {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if wave_count > 1250 then biter_pool = { {name = 'big-biter', threat = threat_values.big_biter, weight = 2}, {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if wave_count > 1000 then biter_pool = { {name = 'big-biter', threat = threat_values.big_biter, weight = 3}, {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor < 0.1 then biter_pool = { {name = 'small-biter', threat = threat_values.small_biter, weight = 3}, {name = 'small-spitter', threat = threat_values.small_spitter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor < 0.2 then biter_pool = { {name = 'small-biter', threat = threat_values.small_biter, weight = 10}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 2}, {name = 'small-spitter', threat = threat_values.small_spitter, weight = 5}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor < 0.3 then biter_pool = { {name = 'small-biter', threat = threat_values.small_biter, weight = 18}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 6}, {name = 'small-spitter', threat = threat_values.small_spitter, weight = 8}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 3}, {name = 'big-biter', threat = threat_values.big_biter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor < 0.4 then biter_pool = { {name = 'small-biter', threat = threat_values.small_biter, weight = 2}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 8}, {name = 'big-biter', threat = threat_values.big_biter, weight = 2}, {name = 'small-spitter', threat = threat_values.small_spitter, weight = 1}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 4}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor < 0.5 then biter_pool = { {name = 'small-biter', threat = threat_values.small_biter, weight = 2}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 4}, {name = 'big-biter', threat = threat_values.big_biter, weight = 8}, {name = 'small-spitter', threat = threat_values.small_spitter, weight = 1}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 4} } return biter_pool end if game.forces.enemy.evolution_factor < 0.6 then biter_pool = { {name = 'medium-biter', threat = threat_values.medium_biter, weight = 4}, {name = 'big-biter', threat = threat_values.big_biter, weight = 8}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 4} } return biter_pool end if game.forces.enemy.evolution_factor < 0.7 then biter_pool = { {name = 'behemoth-biter', threat = threat_values.small_biter, weight = 2}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 12}, {name = 'big-biter', threat = threat_values.big_biter, weight = 20}, {name = 'behemoth-spitter', threat = threat_values.small_spitter, weight = 1}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 6}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 10} } return biter_pool end if game.forces.enemy.evolution_factor < 0.8 then biter_pool = { {name = 'behemoth-biter', threat = threat_values.small_biter, weight = 2}, {name = 'medium-biter', threat = threat_values.medium_biter, weight = 4}, {name = 'big-biter', threat = threat_values.big_biter, weight = 10}, {name = 'behemoth-spitter', threat = threat_values.small_spitter, weight = 1}, {name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 5} } return biter_pool end if game.forces.enemy.evolution_factor <= 0.9 then biter_pool = { {name = 'big-biter', threat = threat_values.big_biter, weight = 12}, {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 6}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if game.forces.enemy.evolution_factor <= 1 then biter_pool = { {name = 'big-biter', threat = threat_values.big_biter, weight = 4}, {name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2}, {name = 'big-spitter', threat = threat_values.big_spitter, weight = 2}, {name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end end local function fish_eye(surface, position) for x = -48, 48, 1 do for y = -48, 48, 1 do local p = {x = position.x + x, y = position.y + y} local distance = ((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2) if distance < 1936 then if distance < 484 then surface.set_tiles({{name = 'out-of-map', position = p}}, true) else surface.set_tiles({{name = 'water-green', position = p}}, true) end end end end print('Fish Eye created.') FDT.set('fish_eye', true) end local function get_biter_pool() local biter_pool = get_biter_initial_pool() local biter_raffle = {} for _, biter_type in pairs(biter_pool) do for _ = 1, biter_type.weight, 1 do insert(biter_raffle, {name = biter_type.name, threat = biter_type.threat}) end end return biter_raffle end local function spawn_biter(pos, biter_pool) local attack_wave_threat = FDT.get('attack_wave_threat') if attack_wave_threat < 1 then return false end local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end biter_pool = shuffle(biter_pool) FDT.set('attack_wave_threat', attack_wave_threat - biter_pool[1].threat) local valid_pos = surface.find_non_colliding_position(biter_pool[1].name, pos, 100, 2) local biter = surface.create_entity({name = biter_pool[1].name, position = valid_pos}) biter.ai_settings.allow_destroy_when_commands_fail = false biter.ai_settings.allow_try_return_to_spawner = false return biter end local function get_y_coord_raffle_table() local t = {} for y = -109, 168, 8 do t[#t + 1] = y end table.shuffle_table(t) return t end local attack_group_count_thresholds = { {0, 1}, {50, 2}, {100, 3}, {150, 4}, {200, 5}, {1000, 6}, {2000, 7}, {3000, 8} } local function get_number_of_attack_groups() local n = 1 local wave_count = FDT.get('wave_count') for _, entry in pairs(attack_group_count_thresholds) do if wave_count >= entry[1] then n = entry[2] end end return n end local function clear_corpses(surface) local wave_count = FDT.get('wave_count') if not wave_count then return end local chance = 4 if wave_count > 250 then chance = 3 end if wave_count > 500 then chance = 2 end local area = {{-137, -256}, {160, 256}} for _, entity in pairs(surface.find_entities_filtered {area = area, type = 'corpse'}) do if math_random(1, chance) == 1 then entity.destroy() end end end local function send_unit_group(unit_group) local commands = {} local market = FDT.get('market') if not (market and market.valid) then return end for x = unit_group.position.x, market.position.x, -48 do local destination = unit_group.surface.find_non_colliding_position('stone-wall', {x = x, y = unit_group.position.y}, 32, 4) if destination then commands[#commands + 1] = { type = defines.command.attack_area, destination = destination, radius = 16, distraction = defines.distraction.by_enemy } end end commands[#commands + 1] = { type = defines.command.attack_area, destination = {x = market.position.x, y = unit_group.position.y}, radius = 16, distraction = defines.distraction.by_enemy } commands[#commands + 1] = { type = defines.command.attack, target = market, distraction = defines.distraction.by_enemy } unit_group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.logical_and, commands = commands } ) end local function spawn_boss_units(surface) local wave_count = FDT.get('wave_count') if wave_count <= 2000 then game.print({'fish_defender_v2.boss_message', wave_count, {'fish_defender_v2.' .. wave_count}}, {r = 0.8, g = 0.1, b = 0.1}) else game.print({'fish_defender_v2.boss_message', wave_count}, {r = 0.8, g = 0.1, b = 0.1}) end local boss_waves = FDT.get('boss_waves') if not boss_waves[wave_count] then local amount = wave_count if amount > 1000 then amount = 1000 end boss_waves[wave_count] = { {name = 'behemoth-biter', count = math.floor(amount / 20)}, {name = 'behemoth-spitter', count = math.floor(amount / 40)} } end local health_factor = FDT.get_current_difficulty_boss_modifier() if wave_count == 100 then health_factor = health_factor * 2 end local biter_health_boost = Unit_health_booster.get('biter_health_boost') local boss_biters = FDT.get('boss_biters') local position = {x = 216, y = 0} local biter_group = surface.create_unit_group({position = position}) for _, entry in pairs(boss_waves[wave_count]) do for _ = 1, entry.count, 1 do local pos = surface.find_non_colliding_position(entry.name, position, 64, 3) if pos then local biter = surface.create_entity({name = entry.name, position = pos}) biter.ai_settings.allow_destroy_when_commands_fail = false biter.ai_settings.allow_try_return_to_spawner = false boss_biters[biter.unit_number] = biter Unit_health_booster.add_boss_unit(biter, biter_health_boost * health_factor, 0.55) biter_group.add_member(biter) end end end send_unit_group(biter_group) end local function wake_up_the_biters(surface) local market = FDT.get('market') if not (market and market.valid) then return end local units = surface.find_entities_filtered({type = 'unit'}) units = shuffle(units) local unit_groups = {} local y_raffle = get_y_coord_raffle_table() for i = 1, 2, 1 do if not units[i] then break end if not units[i].valid then break end local x = units[i].position.x if x > 300 then x = 300 end local y = units[i].position.y if y > 168 or y < -109 then y = y_raffle[i] end unit_groups[i] = surface.create_unit_group({position = {x = x, y = y}}) local biters = surface.find_enemy_units(units[i].position, 24, 'player') for _, biter in pairs(biters) do unit_groups[i].add_member(biter) end end for i = 1, #unit_groups, 1 do if unit_groups[i].valid then if #unit_groups[i].members > 0 then send_unit_group(unit_groups[i]) else unit_groups[i].destroy() end end end surface.set_multi_command( { command = { type = defines.command.attack, target = market, distraction = defines.distraction.none }, unit_count = 16, force = 'enemy', unit_search_distance = 24 } ) end local function biter_attack_wave() local Diff = Difficulty.get() local market = FDT.get('market') if not market or not market.valid then return end local wave_grace_period = FDT.get('wave_grace_period') if wave_grace_period then return end local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end clear_corpses(surface) wake_up_the_biters(surface) if surface.count_entities_filtered({type = 'unit'}) > biter_count_limit then --game.print("Biter limit reached, wave delayed.", {r = 0.7, g = 0.1, b = 0.1}) return end local wave_count = FDT.get('wave_count') if not wave_count then FDT.set('wave_count', 1) else FDT.set('wave_count', wave_count + 1) end wave_count = FDT.get('wave_count') local m = 0.0015 if Diff.difficulty_vote_index then m = m * FDT.get_current_difficulty_strength_modifier() end game.forces.enemy.set_ammo_damage_modifier('melee', wave_count * m) game.forces.enemy.set_ammo_damage_modifier('biological', wave_count * m) local biter_health_boost_forced = Unit_health_booster.get('biter_health_boost_forced') if not biter_health_boost_forced then Unit_health_booster.set('biter_health_boost', 1 + (wave_count * (m * 2))) end local make_normal_unit_mini_bosses = Unit_health_booster.get('make_normal_unit_mini_bosses') if wave_count > 500 and not make_normal_unit_mini_bosses then Unit_health_booster.enable_make_normal_unit_mini_bosses(true) end m = 4 if Diff.difficulty_vote_index then m = m * FDT.get_current_difficulty_amount_modifier() end if wave_count % 50 == 0 then local attack_wave_threat = FDT.set('attack_wave_threat', math.floor(wave_count * (m * 1.5))) spawn_boss_units(surface) if attack_wave_threat > 10000 then FDT.set('attack_wave_threat', 10000) end else local attack_wave_threat = FDT.set('attack_wave_threat', math.floor(wave_count * m)) FDT.set('attack_wave_threat', math.floor(wave_count * m)) if attack_wave_threat > 10000 then FDT.set('attack_wave_threat', 10000) end end local evolution = wave_count * 0.00125 if evolution > 1 then evolution = 1 end game.forces.enemy.evolution_factor = evolution local y_raffle = get_y_coord_raffle_table() local unit_groups = {} if wave_count > 50 and math_random(1, 8) == 1 then for i = 1, 10, 1 do unit_groups[i] = surface.create_unit_group({position = {x = 300, y = y_raffle[i]}}) end else for i = 1, get_number_of_attack_groups(), 1 do unit_groups[i] = surface.create_unit_group({position = {x = 300, y = y_raffle[i]}}) end end local biter_pool = get_biter_pool() while FDT.get('attack_wave_threat') > 0 do for i = 1, #unit_groups, 1 do local biter = spawn_biter(unit_groups[i].position, biter_pool) if biter then unit_groups[i].add_member(biter) else break end end end for i = 1, #unit_groups, 1 do send_unit_group(unit_groups[i]) end end local function get_sorted_list(column_name, score_list) for _ = 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() local get_score = Score.get_table().score_table if not get_score['player'] then return false end local score = get_score['player'] local score_list = {} for _, p in pairs(game.players) do 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 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 is_game_lost() local game_has_ended = FDT.get('game_has_ended') if not game_has_ended then return end for _, player in pairs(game.connected_players) do if player.gui.left['fish_defense_game_lost'] then return end local f = player.gui.left.add( { type = 'frame', name = 'fish_defense_game_lost', caption = 'The fish market was overrun! The biters are having a feast :3', direction = 'vertical' } ) f.style.font_color = {r = 0.65, g = 0.1, b = 0.99} local t = f.add({type = 'table', column_count = 2}) local survival_time_label = t.add({type = 'label', caption = 'Survival Time >> '}) survival_time_label.style.font = 'default-listbox' survival_time_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local market_age_label local market_age = FDT.get('market_age') if not market_age then return end if market_age then if market_age >= 216000 then market_age_label = t.add( { type = 'label', caption = math.floor(((market_age / 60) / 60) / 60) .. ' hours ' .. math.ceil((market_age % 216000 / 60) / 60) .. ' minutes' } ) market_age_label.style.font = 'default-bold' market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} else market_age_label = t.add({type = 'label', caption = math.ceil((market_age % 216000 / 60) / 60) .. ' minutes'}) market_age_label.style.font = 'default-bold' market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} end end local mvp = get_mvps() if mvp then local mvp_defender_label = t.add({type = 'label', caption = 'MVP Defender >> '}) mvp_defender_label.style.font = 'default-listbox' mvp_defender_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_killscore_label = t.add({type = 'label', caption = mvp.killscore.name .. ' with a score of ' .. mvp.killscore.score}) mvp_killscore_label.style.font = 'default-bold' mvp_killscore_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local mvp_builder_label = t.add({type = 'label', caption = 'MVP Builder >> '}) mvp_builder_label.style.font = 'default-listbox' mvp_builder_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_built_ent_label = t.add( { type = 'label', caption = mvp.built_entities.name .. ' built ' .. mvp.built_entities.score .. ' things' } ) mvp_built_ent_label.style.font = 'default-bold' mvp_built_ent_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local mvp_deaths_label = t.add({type = 'label', caption = 'MVP Deaths >> '}) mvp_deaths_label.style.font = 'default-listbox' mvp_deaths_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_deaths_name_label = t.add({type = 'label', caption = mvp.deaths.name .. ' died ' .. mvp.deaths.score .. ' times'}) mvp_deaths_name_label.style.font = 'default-bold' mvp_deaths_name_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local results_sent = FDT.get('results_sent') if not results_sent then local result = {} 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.to_discord_embed(message) FDT.set('results_sent', true) end end player.play_sound {path = 'utility/game_lost', volume_modifier = 0.75} end game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.max_expansion_distance = 15 game.map_settings.enemy_expansion.settler_group_min_size = 15 game.map_settings.enemy_expansion.settler_group_max_size = 30 game.map_settings.enemy_expansion.min_expansion_cooldown = 600 game.map_settings.enemy_expansion.max_expansion_cooldown = 600 end local function damage_entities_in_radius(surface, position, radius, damage) local entities_to_damage = surface.find_entities_filtered({area = {{position.x - radius, position.y - radius}, {position.x + radius, position.y + radius}}}) for _, entity in pairs(entities_to_damage) do if entity.valid then if entity.health and entity.name ~= 'land-mine' then if entity.force.name ~= 'enemy' then if entity.name == 'character' then entity.damage(damage, 'enemy') else entity.health = entity.health - damage if entity.health <= 0 then entity.die('enemy') end end end end end end end local function market_kill_visuals() local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not (surface and surface.valid) then return end local market = FDT.get('market') if not (market and market.valid) then return end local m = 32 local m2 = m * 0.005 for i = 1, 1024, 1 do surface.create_particle( { name = 'branch-particle', position = market.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 for x = -5, 5, 0.5 do for y = -5, 5, 0.5 do if math_random(1, 2) == 1 then surface.create_trivial_smoke( { name = 'smoke-fast', position = {market.position.x + (x * 0.35), market.position.y + (y * 0.35)} } ) end if math_random(1, 3) == 1 then surface.create_trivial_smoke( { name = 'train-smoke', position = {market.position.x + (x * 0.35), market.position.y + (y * 0.35)} } ) end end end surface.spill_item_stack(market.position, {name = 'raw-fish', count = 1024}, true) end local biter_splash_damage = { ['medium-biter'] = { visuals = {'blood-explosion-big', 'big-explosion'}, radius = 1.5, damage_min = 50, damage_max = 100, chance = 32 }, ['big-biter'] = { visuals = {'blood-explosion-huge', 'ground-explosion'}, radius = 2, damage_min = 75, damage_max = 150, chance = 48 }, ['behemoth-biter'] = { visuals = {'blood-explosion-huge', 'big-artillery-explosion'}, radius = 2.5, damage_min = 100, damage_max = 200, chance = 64 } } local function on_entity_died(event) if not event.entity.valid then return end local boss_biters = FDT.get('boss_biters') if event.entity.force.name == 'enemy' then local surface = event.entity.surface if boss_biters[event.entity.unit_number] then boss_biter.died(event) end local splash = biter_splash_damage[event.entity.name] if splash then if math_random(1, splash.chance) == 1 then for _, visual in pairs(splash.visuals) do surface.create_entity({name = visual, position = event.entity.position}) end damage_entities_in_radius(surface, event.entity.position, splash.radius, math_random(splash.damage_min, splash.damage_max)) return end end if event.entity.name == 'behemoth-biter' then if math_random(1, 16) == 1 then local p = surface.find_non_colliding_position('big-biter', event.entity.position, 3, 0.5) if p then surface.create_entity {name = 'big-biter', position = p} end end for i = 1, math_random(1, 2), 1 do local p = surface.find_non_colliding_position('medium-biter', event.entity.position, 3, 0.5) if p then surface.create_entity {name = 'medium-biter', position = p} end end end return end local market = FDT.get('market') local last_reset = FDT.get('last_reset') if event.entity == market then market_kill_visuals() market.die() FDT.set('market', nil) FDT.set('market_age', game.tick - last_reset) FDT.set('game_has_ended', true) is_game_lost() return end local entity_limits = FDT.get('entity_limits') if entity_limits[event.entity.name] then entity_limits[event.entity.name].placed = entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local function on_player_joined_game(event) local player = game.players[event.player_index] local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end if player.online_time == 0 then for item, amount in pairs(starting_items) do player.insert({name = item, count = amount}) end if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end end local spawn = player.force.get_spawn_position(surface) local pos = surface.find_non_colliding_position('character', spawn, 3, 0.5) if not pos and player.online_time < 2 then player.teleport(spawn, surface) elseif player.online_time < 2 or player.surface.index ~= active_surface_index then player.teleport(pos, surface) end create_wave_gui(player) add_fd_stats_button(player) if game.tick > 900 then is_game_lost() end end local function on_built_entity(event) local get_score = Score.get_table().score_table local entity = event.created_entity if not entity.valid then return end local entity_limits = FDT.get('entity_limits') if entity_limits[entity.name] then local surface = entity.surface if entity_limits[entity.name].placed < entity_limits[entity.name].limit then entity_limits[entity.name].placed = entity_limits[entity.name].placed + 1 surface.create_entity( { name = 'flying-text', position = entity.position, text = entity_limits[entity.name].placed .. ' / ' .. entity_limits[entity.name].limit .. ' ' .. entity_limits[entity.name].str .. 's', color = {r = 0.98, g = 0.66, b = 0.22} } ) update_fd_stats() else surface.create_entity( { name = 'flying-text', position = entity.position, text = entity_limits[entity.name].str .. ' limit reached.', color = {r = 0.82, g = 0.11, b = 0.11} } ) local player = game.players[event.player_index] player.insert({name = entity.name, count = 1}) if get_score then if get_score[player.force.name] then if get_score[player.force.name].players[player.name] then get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1 end end end entity.destroy() end end end local function on_robot_built_entity(event) local entity = event.created_entity local entity_limits = FDT.get('entity_limits') if entity_limits[entity.name] then local surface = entity.surface if entity_limits[entity.name].placed < entity_limits[entity.name].limit then entity_limits[entity.name].placed = entity_limits[entity.name].placed + 1 surface.create_entity( { name = 'flying-text', position = entity.position, text = entity_limits[entity.name].placed .. ' / ' .. entity_limits[entity.name].limit .. ' ' .. entity_limits[entity.name].str .. 's', color = {r = 0.98, g = 0.66, b = 0.22} } ) update_fd_stats() else surface.create_entity( { name = 'flying-text', position = entity.position, text = entity_limits[entity.name].str .. ' limit reached.', color = {r = 0.82, g = 0.11, b = 0.11} } ) local inventory = event.robot.get_inventory(defines.inventory.robot_cargo) inventory.insert({name = entity.name, count = 1}) entity.destroy() end end end local function on_player_changed_position(event) local player = game.players[event.player_index] local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end if player.position.x >= 254 then player.teleport({player.position.x - 1, 0}, surface) if player.character then player.character.health = player.character.health - 25 player.character.surface.create_entity({name = 'water-splash', position = player.position}) if player.character.health <= 0 then player.character.die('enemy') end end end end local function on_player_mined_entity(event) local entity_limits = FDT.get('entity_limits') if entity_limits[event.entity.name] then entity_limits[event.entity.name].placed = entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local function on_robot_mined_entity(event) local entity_limits = FDT.get('entity_limits') if entity_limits[event.entity.name] then entity_limits[event.entity.name].placed = entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local function on_research_finished(event) local research = event.research.name if research ~= 'tank' then return end game.forces['player'].technologies['artillery'].researched = true game.forces.player.recipes['artillery-wagon'].enabled = false end local function on_player_respawned(event) local market_age = FDT.get('market_age') if not market_age then return end local player = game.players[event.player_index] player.character.destructible = false end local function has_the_game_ended() local market_age = FDT.get('market_age') if market_age then local game_restart_timer = FDT.get('game_restart_timer') if not game_restart_timer then FDT.set('game_restart_timer', 5400) else if game_restart_timer < 0 then return end FDT.set('game_restart_timer', game_restart_timer - 30) end game_restart_timer = FDT.get('game_restart_timer') local cause_msg local restart = FDT.get('restart') local shutdown = FDT.get('shutdown') local soft_reset = FDT.get('soft_reset') if restart then cause_msg = 'restart' elseif shutdown then cause_msg = 'shutdown' elseif soft_reset then cause_msg = 'soft-reset' end if game_restart_timer % 1800 == 0 then if game_restart_timer > 0 then FDT.set('game_reset', true) game.print('Game will ' .. cause_msg .. ' in ' .. game_restart_timer / 60 .. ' seconds!', {r = 0.22, g = 0.88, b = 0.22}) end if soft_reset and game_restart_timer == 0 then FDT.set('game_reset_tick', nil) -- Server.start_scenario('Fish_Defender') Public.reset_game() return end local announced_message = FDT.get('announced_message') if restart and game_restart_timer == 0 then if not announced_message then game.print('Soft-reset is disabled. Server will restart!', {r = 0.22, g = 0.88, b = 0.22}) local message = 'Soft-reset is disabled. Server will restart!' Server.to_discord_bold(table.concat {'*** ', message, ' ***'}) Server.start_scenario('Fish_Defender') FDT.set('announced_message', true) return end end if shutdown and game_restart_timer == 0 then if not announced_message then game.print('Soft-reset is disabled. Server is shutting down!', {r = 0.22, g = 0.88, b = 0.22}) local message = 'Soft-reset is disabled. Server is shutting down!' Server.to_discord_bold(table.concat {'*** ', message, ' ***'}) Server.stop_scenario() FDT.set('announced_message', true) return end end end end end function Public.reset_game() FDT.reset_table() local get_score = Score.get_table() Poll.reset() Difficulty.reset_difficulty_poll() AntiGrief.reset_tables() FDT.set('fish_eye_location', {x = -1667, y = -50}) game.speed = 1 global.fish_in_space = 0 get_score.score_table = {} local wave_grace_period = FDT.get('wave_grace_period') if not wave_grace_period then wave_grace_period = game.tick + 72000 end Difficulty.reset_difficulty_poll({difficulty_poll_closing_timeout = wave_grace_period}) local difficulties = { [1] = { name = 'Easy', value = 0.75, color = {r = 0.00, g = 0.25, b = 0.00}, print_color = {r = 0.00, g = 0.4, b = 0.00}, enabled = true }, [2] = { name = 'Normal', value = 1, color = {r = 0.00, g = 0.00, b = 0.25}, print_color = {r = 0.0, g = 0.0, b = 0.5} }, [3] = { name = 'Hard', value = 1.5, color = {r = 0.25, g = 0.00, b = 0.00}, print_color = {r = 0.4, g = 0.0, b = 0.00} }, [4] = { name = 'Nightmare', value = 3, color = {r = 0.35, g = 0.00, b = 0.00}, print_color = {r = 0.6, g = 0.0, b = 0.00} }, [5] = { name = 'Impossible', value = 5, color = {r = 0.45, g = 0.00, b = 0.00}, print_color = {r = 0.8, g = 0.0, b = 0.00} } } Difficulty.set_difficulties(difficulties) local players = game.connected_players for i = 1, #players do local player = players[i] Score.init_player_table(player) if player.gui.left['fish_defense_game_lost'] then player.gui.left['fish_defense_game_lost'].destroy() end if player.gui.left['fish_in_space'] then player.gui.left['fish_in_space'].destroy() end end local map_gen_settings = {} map_gen_settings.seed = math_random(10000, 99999) map_gen_settings.width = 4000 map_gen_settings.height = 1800 map_gen_settings.water = 0.10 map_gen_settings.terrain_segmentation = 3 map_gen_settings.cliff_settings = {cliff_elevation_interval = 32, cliff_elevation_0 = 32} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = 4, size = 1.5, richness = 2}, ['stone'] = {frequency = 4, size = 1.5, richness = 2}, ['copper-ore'] = {frequency = 4, size = 1.5, richness = 2}, ['iron-ore'] = {frequency = 4, size = 1.5, richness = 2}, ['uranium-ore'] = {frequency = 0, size = 0, richness = 0}, ['crude-oil'] = {frequency = 5, size = 1.25, richness = 2}, ['trees'] = {frequency = 2, size = 1, richness = 1}, ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'} } local active_surface_index = FDT.get('active_surface_index') if not active_surface_index then FDT.set('active_surface_index', game.create_surface('fish_defender', map_gen_settings).index) active_surface_index = FDT.get('active_surface_index') else FDT.set('active_surface_index', Reset.soft_reset_map(game.surfaces[active_surface_index], map_gen_settings, starting_items).index) active_surface_index = FDT.get('active_surface_index') end local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end Unit_health_booster.set_active_surface(surface.name) Unit_health_booster.check_on_entity_died(true) Unit_health_booster.acid_nova(true) Unit_health_booster.boss_spawns_projectiles(true) Unit_health_booster.set('biter_health_boost', 4) surface.peaceful_mode = false game.map_settings.enemy_expansion.enabled = false game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.pollution.enabled = false game.forces['player'].technologies['atomic-bomb'].enabled = false --game.forces["player"].technologies["landfill"].enabled = false if not game.forces.decoratives then game.create_force('decoratives') end game.forces['decoratives'].set_cease_fire('enemy', true) game.forces['enemy'].set_cease_fire('decoratives', true) game.forces['player'].set_cease_fire('decoratives', true) game.remove_offline_players() game.map_settings.enemy_expansion.enabled = false game.forces.player.technologies['artillery'].researched = false game.forces.player.technologies['spidertron'].enabled = false game.forces.player.technologies['spidertron'].researched = false game.reset_time_played() if not global.catplanet_goals then global.catplanet_goals = { {goal = 0, rank = false, achieved = true}, { goal = 100, rank = 'Copper', color = {r = 201, g = 133, b = 6}, msg = 'You have saved the first container of fish!', msg2 = 'However, this is only the beginning.', achieved = false }, { goal = 1000, rank = 'Bronze', color = {r = 186, g = 115, b = 39}, msg = 'Thankful for the fish, they sent back a toy mouse made of solid bronze!', msg2 = 'They are demanding more.', achieved = false }, { goal = 10000, rank = 'Silver', color = {r = 186, g = 178, b = 171}, msg = 'In gratitude for the fish, they left you a silver furball!', msg2 = 'They are still longing for more.', achieved = false }, { goal = 25000, rank = 'Gold', color = {r = 255, g = 214, b = 33}, msg = 'Pleased about the delivery, they sent back a golden audiotape with cat purrs.', msg2 = 'They still demand more.', achieved = false }, { goal = 50000, rank = 'Platinum', color = {r = 224, g = 223, b = 215}, msg = 'To express their infinite love, they sent back a yarnball made of shiny material.', msg2 = 'Defying all logic, they still demand more fish.', achieved = false }, { goal = 100000, rank = 'Diamond', color = {r = 237, g = 236, b = 232}, msg = 'A box arrives with a mewing kitten, it a has a diamond collar.', msg2 = 'More fish? Why? What..', achieved = false }, { goal = 250000, rank = 'Anti-matter', color = {r = 100, g = 100, b = 245}, msg = 'The obese cat colapses and forms a black hole!', msg2 = ':obese:', achieved = false }, { goal = 500000, rank = 'Black Hole', color = {r = 100, g = 100, b = 245}, msg = 'A letter arrives, it reads: Go to bed hooman!', msg2 = 'Not yet...', achieved = false }, { goal = 1000000, rank = 'Blue Screen', color = {r = 100, g = 100, b = 245}, msg = 'Cat error #4721', msg2 = '....', achieved = false }, {goal = 10000000, rank = 'Blue Screen', color = {r = 100, g = 100, b = 245}, msg = '....', msg2 = '....', achieved = false} } end end function Public.on_init() Public.reset_game() local T = Map.Pop_info() T.localised_category = 'fish_defender' T.main_caption_color = {r = 0.11, g = 0.8, b = 0.44} T.sub_caption_color = {r = 0.33, g = 0.66, b = 0.9} end local function on_tick() local active_surface_index = FDT.get('active_surface_index') local surface = game.surfaces[active_surface_index] if not surface or not surface.valid then return end local tick = game.tick if tick % 30 == 0 then has_the_game_ended() local market = FDT.get('market') if market and market.valid then for _, player in pairs(game.connected_players) do if surface.peaceful_mode == false then create_wave_gui(player) end end end if tick % 180 == 0 then if surface then game.forces.player.chart(surface, {{-160, -130}, {160, 179}}) FDT.set('wave_interval', FDT.get_current_difficulty_wave_interval()) end end local wave_count = FDT.get('wave_count') local wave_limit = FDT.get('wave_limit') if wave_count >= wave_limit then if market and market.valid then market.die() game.print('Game wave limit reached! Game will soft-reset shortly.', {r = 0.22, g = 0.88, b = 0.22}) end end local spawn_area_generated = FDT.get('spawn_area_generated') local fish = FDT.get('fish_eye') if spawn_area_generated and not fish then fish_eye(surface, {x = -1667, y = -50}) end end local wave_interval = FDT.get('wave_interval') if tick % wave_interval == wave_interval - 1 then if surface.peaceful_mode == true then return end biter_attack_wave() end end local on_init = Public.on_init Event.add(defines.events.on_gui_click, on_gui_click) Event.add(defines.events.on_market_item_purchased, on_market_item_purchased) Event.add(defines.events.on_player_respawned, on_player_respawned) Event.add(defines.events.on_built_entity, on_built_entity) Event.add(defines.events.on_entity_died, on_entity_died) Event.add(defines.events.on_player_changed_position, on_player_changed_position) Event.add(defines.events.on_player_joined_game, on_player_joined_game) Event.add(defines.events.on_player_mined_entity, on_player_mined_entity) Event.add(defines.events.on_research_finished, on_research_finished) Event.add(defines.events.on_robot_built_entity, on_robot_built_entity) Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity) Event.add(defines.events.on_tick, on_tick) Event.on_init(on_init) return Public