local function init_surface() local map_gen_settings = {} map_gen_settings.water = "0" map_gen_settings.starting_area = "5" map_gen_settings.cliff_settings = {cliff_elevation_interval = 12, cliff_elevation_0 = 32} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "0", size = "0", richness = "0"}, ["stone"] = {frequency = "0", size = "0", richness = "0"}, ["copper-ore"] = {frequency = "0", size = "0", richness = "0"}, ["iron-ore"] = {frequency = "0", size = "0", richness = "0"}, ["uranium-ore"] = {frequency = "0", size = "0", richness = "0"}, ["crude-oil"] = {frequency = "0", size = "0", richness = "0"}, ["trees"] = {frequency = "0", size = "0", richness = "0"}, ["enemy-base"] = {frequency = "0", size = "0", richness = "0"} } local surface = game.create_surface("wave_of_death", map_gen_settings) 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 = false game.difficulty_settings.technology_price_multiplier = 0.8 return surface end local function init_forces(surface) game.create_force(1) game.create_force(2) game.create_force(3) game.create_force(4) for _, force in pairs(game.forces) do if force.name ~= "enemy" then force.technologies["optics"].researched = true force.technologies["artillery"].enabled = false force.technologies["artillery-shell-range-1"].enabled = false force.technologies["artillery-shell-speed-1"].enabled = false force.technologies["atomic-bomb"].enabled = false force.set_ammo_damage_modifier("shotgun-shell", 1) force.research_queue_enabled = true force.share_chart = true for _, force_2 in pairs(game.forces) do if force_2.name ~= "enemy" then force.set_cease_fire(force_2.name, true) end end end end for i = 1, 4, 1 do game.forces[i].set_friend("player", true) game.forces["player"].set_friend(game.forces[i].name, true) end game.forces["player"].set_spawn_position({x = 32, y = 0}, surface) local p = game.permissions.create_group("spectator") for action_name, _ in pairs(defines.input_action) do p.set_allows_action(defines.input_action[action_name], false) end local defs = { 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.open_character_gui, defines.input_action.edit_permission_group, defines.input_action.toggle_show_entity_info, defines.input_action.rotate_entity, defines.input_action.start_research } for _, d in pairs(defs) do p.set_allows_action(d, true) end end local function init_globals() global.spread_amount_modifier = 0.75 --percentage of a cleared wave to spawn at all other teams global.wod_lane = {} global.wod_biters = {} global.lobby_active = true for i = 1, 4, 1 do global.wod_lane[i] = {} global.wod_lane[i].current_wave = 1 global.wod_lane[i].alive_biters = 0 global.wod_lane[i].game_lost = false end end local function init() if global.spread_amount_modifier then return end local surface = init_surface() init_globals() init_forces(surface) surface.request_to_generate_chunks({x = 0, y = 0}, 8) surface.force_generate_chunk_requests() end return init