require "modules.biter_reanimator" require "maps.native_war.share_chat" require "maps.native_war.mineable_wreckage_yields_scrap" local Global = require 'utils.global' local Tabs = require 'comfy_panel.main' local Map_score = require "modules.map_score" local Team = require "maps.native_war.team" local Terrain = require "maps.native_war.terrain" local Gui = require "maps.native_war.gui" local Init = require "maps.native_war.init" local Settings = require "maps.native_war.settings" local Reset = require "functions.soft_reset" local Map = require "maps.native_war.map_info" local Team_manager = require "maps.native_war.team_manager" local math_random = math.random local Public = {} local worm_turret_spawn_radius = 18 local worm_turret_vectors = {} worm_turret_vectors.west = {} for x = 0, worm_turret_spawn_radius, 1 do for y = worm_turret_spawn_radius * -1, worm_turret_spawn_radius, 1 do local d = math.sqrt(x ^ 2 + y ^ 2) if d <= worm_turret_spawn_radius and d > 3 then table.insert(worm_turret_vectors.west, {x, y}) end end end worm_turret_vectors.east = {} for x = worm_turret_spawn_radius * -1, 0, 1 do for y = worm_turret_spawn_radius * -1, worm_turret_spawn_radius, 1 do local d = math.sqrt(x ^ 2 + y ^ 2) if d <= worm_turret_spawn_radius and d > 3 then table.insert(worm_turret_vectors.east, {x, y}) end end end function create_beams(surface, energy, force) if force == "west" then local beams = surface.find_entities_filtered{area = {{-140,-100},{-30,100}}, name = "electric-beam"} for _, e in pairs(beams) do e.destroy() end local beams = surface.find_entities_filtered{area = {{-30,20},{30,100}}, name = "electric-beam"} for _, e in pairs(beams) do e.destroy() end global.map_forces[force].spawn = {x=-137,y=0} if energy >=6 and energy < 12 then surface.create_entity({name = "electric-beam", position = {-120, -35}, source = {-120, -35}, target = {-137,-35}}) surface.create_entity({name = "electric-beam", position = {-120, -35}, source = {-120, -35}, target = {-102,-35}}) global.map_forces[force].spawn = {x=-120,y=-32} end if energy >=12 and energy < 18 then surface.create_entity({name = "electric-beam", position = {-120, -98}, source = {-120, -98}, target = {-137,-98}}) surface.create_entity({name = "electric-beam", position = {-120, -98}, source = {-120, -98}, target = {-102,-98}}) global.map_forces[force].spawn = {x=-120,y=-96} end if energy >=18 and energy < 24 then surface.create_entity({name = "electric-beam", position = {-60, -98}, source = {-60, -98}, target = {-77,-98}}) surface.create_entity({name = "electric-beam", position = {-60, -98}, source = {-60, -98}, target = {-42,-98}}) global.map_forces[force].spawn = {x=-60,y=-100} end if energy >=24 and energy < 30 then surface.create_entity({name = "electric-beam", position = {-60, -35}, source = {-60, -35}, target = {-77,-35}}) surface.create_entity({name = "electric-beam", position = {-60, -35}, source = {-60, -35}, target = {-42,-35}}) global.map_forces[force].spawn = {x=-60,y=-37} end if energy >=30 and energy < 36 then surface.create_entity({name = "electric-beam", position = {-60, 30}, source = {-60, 30}, target = {-77, 30}}) surface.create_entity({name = "electric-beam", position = {-60, 30}, source = {-60, 30}, target = {-42, 30}}) global.map_forces[force].spawn = {x=-60,y=28} end if energy >=36 and energy < 42 then surface.create_entity({name = "electric-beam", position = {-60, 93}, source = {-60, 93}, target = {-77,93}}) surface.create_entity({name = "electric-beam", position = {-60, 93}, source = {-60, 93}, target = {-42,93}}) global.map_forces[force].spawn = {x=-60,y=91} end if energy >=42 and energy < 48 then surface.create_entity({name = "electric-beam", position = {0, 93}, source = {0, 93}, target = {-17,93}}) surface.create_entity({name = "electric-beam", position = {0, 93}, source = {0, 93}, target = {18,93}}) global.map_forces[force].spawn = {x=0,y=95} end if energy >=48 then surface.create_entity({name = "electric-beam", position = {0, -35}, source = {0, 30}, target = {-17, 30}}) surface.create_entity({name = "electric-beam", position = {0, -35}, source = {0, 30}, target = {18, 30}}) global.map_forces[force].spawn = {x=0,y=-33} end elseif force == "east" then local beams2 = surface.find_entities_filtered{area = {{30,-100},{140,100}}, name = "electric-beam"} for _, e in pairs(beams2) do e.destroy() end local beams2 = surface.find_entities_filtered{area = {{-30,-100},{30,-20}}, name = "electric-beam"} for _, e in pairs(beams2) do e.destroy() end global.map_forces[force].spawn = {x=137,y=0} if energy >=6 and energy < 12 then surface.create_entity({name = "electric-beam", position = {120, -35}, source = {120, 30}, target = {103, 30}}) surface.create_entity({name = "electric-beam", position = {120, -35}, source = {120, 30}, target = {138, 30}}) global.map_forces[force].spawn = {x=120,y=32} end if energy >=12 and energy < 18 then surface.create_entity({name = "electric-beam", position = {120, 93}, source = {120, 93}, target = {103,93}}) surface.create_entity({name = "electric-beam", position = {120, 93}, source = {120, 93}, target = {138,93}}) global.map_forces[force].spawn = {x=120,y=96} end if energy >=18 and energy < 24 then surface.create_entity({name = "electric-beam", position = {60, 93}, source = {60, 93}, target = {43,93}}) surface.create_entity({name = "electric-beam", position = {60, 93}, source = {60, 93}, target = {78,93}}) global.map_forces[force].spawn = {x=60,y=100} end if energy >=24 and energy < 30 then surface.create_entity({name = "electric-beam", position = {60, 30}, source = {60, 30}, target = {43, 30}}) surface.create_entity({name = "electric-beam", position = {60, 30}, source = {60, 30}, target = {78, 30}}) global.map_forces[force].spawn = {x=60,y=37} end if energy >=30 and energy < 36 then surface.create_entity({name = "electric-beam", position = {60, -35}, source = {60, -35}, target = {43,-35}}) surface.create_entity({name = "electric-beam", position = {60, -35}, source = {60, -35}, target = {78,-35}}) global.map_forces[force].spawn = {x=60,y=-28} end if energy >=36 and energy < 42 then surface.create_entity({name = "electric-beam", position = {60, -98}, source = {60, -98}, target = {43,-98}}) surface.create_entity({name = "electric-beam", position = {60, -98}, source = {60, -98}, target = {78,-98}}) global.map_forces[force].spawn = {x=60,y=-91} end if energy >=42 and energy < 48 then surface.create_entity({name = "electric-beam", position = {0, -98}, source = {0, -98}, target = {-17,-98}}) surface.create_entity({name = "electric-beam", position = {0, -98}, source = {0, -98}, target = {18,-98}}) global.map_forces[force].spawn = {x=0,y=-95} end if energy >=48 then surface.create_entity({name = "electric-beam", position = {0, -35}, source = {0, -35}, target = {-17,-35}}) surface.create_entity({name = "electric-beam", position = {0, -35}, source = {0, -35}, target = {18,-35}}) global.map_forces[force].spawn = {x=0,y=33} end else end end local function initial_worm_turret(surface) for _, force_name in pairs({"west", "east"}) do for k , pos in pairs(global.map_forces[force_name].worm_turrets_positions) do surface.create_entity({name = "small-worm-turret", position = pos, force = force_name}) end end end local function get_belts(market) local belts = market.surface.find_entities_filtered({ type = "transport-belt", area = {{market.position.x - 2, market.position.y - 1},{market.position.x +2 , market.position.y + 1}}, force = market.force, }) return belts end local function eat_food_from_belt(belt) for i = 1, 2, 1 do local line = belt.get_transport_line(i) for _, science_name in pairs(Settings.science_pack_name) do --if global.map_forces[belt.force.name].unit_count > global.map_forces[belt.force.name].max_unit_count then return end local removed_item_count = line.remove_item({name = science_name, count = 8}) global.map_forces[belt.force.name].ate_buffer_potion[science_name] = global.map_forces[belt.force.name].ate_buffer_potion[science_name] + removed_item_count end end end local function spawn_wave_from_belt(force_name) for _, science_name in pairs(Settings.science_pack_name) do local nb_science = global.map_forces[force_name].ate_buffer_potion[science_name] if nb_science >= Settings.wave_price[science_name].price then Team.on_buy_wave("native_war", force_name, Settings.science_pack[science_name].short) global.map_forces[force_name].ate_buffer_potion[science_name] = global.map_forces[force_name].ate_buffer_potion[science_name] - Settings.wave_price[science_name].price --if global.map_forces[belt.force.name].ate_buffer_potion[science_name] < 0 then global.map_forces[belt.force.name].ate_buffer_potion[science_name] =0 end end end end local function nom() local surface = game.surfaces["native_war"] for key, force in pairs(global.map_forces) do if not force.hatchery then return end force.hatchery.health = force.hatchery.health + 5 local belts = get_belts(force.hatchery) for _, belt in pairs(belts) do eat_food_from_belt(belt) end spawn_wave_from_belt(key) end end local function get_units(force_name) local units = {} local count = 1 for _, unit in pairs(global.map_forces[force_name].units) do if not unit.unit_group then --if math_random(1, 3) ~= 1 then units[count] = unit count = count + 1 -- end end end return units end local function send_unit_groups() local surface = game.surfaces["native_war"] for key, force in pairs(global.map_forces) do local units = get_units(key) if #units > 0 then --alert_bubble(key, units[1]) local vectors = worm_turret_vectors[key] local vector = vectors[math_random(1, #vectors)] local position = {x = global.map_forces[key].spawn.x + 10 + vector[1], y = global.map_forces[key].spawn.y + vector[2]} local unit_group = surface.create_unit_group({position = position, force = key}) for _, unit in pairs(units) do unit_group.add_member(unit) end if not force.target then return end if not force.target.valid then return end --unit.ai_settings.allow_destroy_when_commands_fail = false --unit.ai_settings.allow_try_return_to_spawner = false unit_group.set_command({ type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type = defines.command.attack_area, destination = {x = force.target.position.x, y = force.target.position.y}, radius = 6, distraction = defines.distraction.by_anything }, { type = defines.command.attack, target = force.target, distraction = defines.distraction.by_enemy, }, } }) unit_group.start_moving() end end end local function randomize_worms() for k, pos in pairs(global.map_forces["west"].worm_turrets_positions) do local vx=math.random(0, 8)-4 local vy=math.random(0, 8)-4 global.map_forces["west"].worm_turrets_positions[k].x = pos.x + vx global.map_forces["west"].worm_turrets_positions[k].y = pos.y + vy global.map_forces["east"].worm_turrets_positions[k].x = global.map_forces["east"].worm_turrets_positions[k].x - vx global.map_forces["east"].worm_turrets_positions[k].y = global.map_forces["east"].worm_turrets_positions[k].y - vy end end local function on_player_changed_position(event) local player = game.players[event.player_index] if player.position.y > -175 and player.position.y < -173 and player.position.x <= 15 and player.position.x >= -15 then player.teleport({player.position.x , 175}, game.surfaces["native_war"]) end if player.position.y < 175 and player.position.y > 173 and player.position.x <= 15 and player.position.x >= -15 then player.teleport({player.position.x , -175}, game.surfaces["native_war"]) end if math.abs(player.position.x) > 256 then if player.gui.screen["market_frame"] then player.gui.screen["market_frame"].destroy() end end end local function on_entity_died(event) local entity = event.entity if not entity.valid then return end if global.game_reset_tick then return end if entity.type == "unit" then local team = global.map_forces[entity.force.name] team.unit_count = team.unit_count - 1 team.units[entity.unit_number] = nil return end if entity.name == "radar" then global.map_forces[entity.force.name].radar[entity.unit_number] = nil end if entity.type ~= "market" then return end if entity.force.name == "east" then game.print("East lost their Market.", {100, 100, 100}) game.forces.east.play_sound{path="utility/game_lost", volume_modifier=0.85} game.print(">>>> WEST TEAM HAS WON THE GAME!!! <<<<", {250, 120, 0}) game.forces.west.play_sound{path="utility/game_won", volume_modifier=0.85} for _, player in pairs(game.forces.west.connected_players) do if global.map_forces.east.player_count > 0 then Map_score.set_score(player, Map_score.get_score(player) + 1) end end else game.print("West lost their Market.", {100, 100, 100}) game.forces.west.play_sound{path="utility/game_lost", volume_modifier=0.85} game.print(">>>> EAST TEAM HAS WON THE GAME!!! <<<<", {250, 120, 0}) game.forces.east.play_sound{path="utility/game_won", volume_modifier=0.85} for _, player in pairs(game.forces.east.connected_players) do if global.map_forces.west.player_count > 0 then Map_score.set_score(player, Map_score.get_score(player) + 1) end end end game.print("Next round starting in 60 seconds..", {150, 150, 150}) game.forces.spectator.play_sound{path="utility/game_won", volume_modifier=0.85} global.game_reset_tick = game.tick + 3600 game.delete_surface("mirror_terrain") for _, player in pairs(game.connected_players) do for _, child in pairs(player.gui.left.children) do child.destroy() end Tabs.comfy_panel_call_tab(player, "Map Scores") end end local function on_built_entity(event) local player = game.players[event.player_index] if event.created_entity.name == "radar" then local unit_number = event.created_entity.unit_number local entity = event.created_entity global.map_forces[player.force.name].radar[unit_number] = entity end end -- on robot build radar is elsewhere EVL local function on_player_mined_entity(event) local player = game.players[event.player_index] if event.entity.name == "radar" then global.map_forces[player.force.name].radar[event.entity.unit_number] = nil end end local function on_robot_mined_entity(event) if event.entity.name == "radar" then global.map_forces[event.robot.force.name].radar[event.entity.unit_number] = nil end end local function on_player_joined_game(event) local surface = game.surfaces["native_war"] local player = game.players[event.player_index] if player.online_time == 0 then player.spectator = true player.force = game.forces.spectator if surface.is_chunk_generated({0,-190}) then player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 32, 0.5), surface) else player.teleport({0,-190}, surface) end player.character.destructible = false game.permissions.get_group("spectator").add_player(player) end Map.player_joined_game(player) Team_manager.draw_top_toggle_button(player) end local function on_gui_click(event) local player = game.players[event.player_index] local element = event.element if not element then return end if not element.valid then return end if Map.gui_click(player, element) then return end Team_manager.gui_click(event) end local function reveal_map(surface, force_name) local actif_radar_count = 0 local radar_range_x = 16 if force_name == "east" then -- find_entities_filtered{name="radar", force="east"} for k, ent in pairs(global.map_forces["east"].radar) do if ent.energy >= 5000 then actif_radar_count = actif_radar_count +1 end end if actif_radar_count == 0 then return end local x_east =-224+actif_radar_count*radar_range_x*-1 game.forces.east.chart(surface, {{x_east,(x_east)*0.5},{-224 ,(-x_east)*0.5}}) end if force_name == "west" then for k, ent in pairs(global.map_forces["west"].radar) do if ent.energy >= 5000 then actif_radar_count = actif_radar_count +1 end end if actif_radar_count == 0 then return end local x_west =224+actif_radar_count*radar_range_x game.forces.west.chart(surface, {{224, (-x_west)*0.5 }, {x_west, (x_west)*0.5 }}) end end local function reset_operable_market(surface) local market = surface.find_entities_filtered{position = {-197,0}, radius = 5, type = "market"} market[1].operable = true local market = surface.find_entities_filtered{position = {197,0}, radius = 5, type = "market"} market[1].operable = true end local function tick() local game_tick = game.tick if game_tick == 120 then randomize_worms() initial_worm_turret(game.surfaces["native_war"]) end if game_tick % 240 == 0 then --400 ou 200 local surface = game.surfaces["native_war"] reset_operable_market(surface) local area = {{-224, -150}, {224, 150}} game.forces.west.chart(surface, area) game.forces.east.chart(surface, area) Team_manager.refresh() end if game_tick % 480 == 0 then -- was 600 local surface = game.surfaces["native_war"] reveal_map(surface, "east") end if (game_tick+240) % 480 == 0 then -- was +300 % 600 local surface = game.surfaces["native_war"] reveal_map(surface, "west") end if game_tick % 900 == 0 then local surface = game.surfaces["native_war"] for _, force_name in pairs({"west", "east"}) do local structs = game.surfaces["native_war"].find_entities_filtered{position = global.map_forces[force_name].eei, radius = 5, type = "electric-energy-interface"} local energy = structs[1].energy/100000 if energy < global.map_forces[force_name].energy then local new_global_energy = global.map_forces[force_name].energy -6 if new_global_energy <= 0 then new_global_energy = 0 end game.print(force_name..' recule son beam') create_beams(surface, new_global_energy, force_name) global.map_forces[force_name].energy = new_global_energy end end end if game_tick % 1800 == 0 then local surface = game.surfaces["native_war"] for _, force_name in pairs({"west", "east"}) do local structs = game.surfaces["native_war"].find_entities_filtered{position = global.map_forces[force_name].eei, radius = 5, type = "electric-energy-interface"} local energy = structs[1].energy/100000 if energy >= global.map_forces[force_name].energy + 6 then local new_global_energy = global.map_forces[force_name].energy + 6 if new_global_energy >= 48 then new_global_energy = 48 end game.print(force_name..' avance son beam') create_beams(surface, new_global_energy, force_name) global.map_forces[force_name].energy = new_global_energy end end end end --Construction Robot Restriction local robot_build_restriction = { ["east"] = function(x,y) if x < 170 then return true end if (x-160)*(x-160) + y*y <= 40*40 then return true end end, ["west"] = function(x,y) if x > -170 then return true end if (x+160)*(x+160) + y*y <= 40*40 then return true end end } local function on_robot_built_entity(event) if not robot_build_restriction[event.robot.force.name] then return end if not robot_build_restriction[event.robot.force.name](event.created_entity.position.x,event.created_entity.position.y) then if event.created_entity.name == "radar" then local unit_number = event.created_entity.unit_number local entity = event.created_entity global.map_forces[event.robot.force.name].radar[unit_number] = entity end return end local inventory = event.robot.get_inventory(defines.inventory.robot_cargo) inventory.insert({name = event.created_entity.name, count = 1}) event.robot.surface.create_entity({name = "explosion", position = event.created_entity.position}) game.print("Team " .. event.robot.force.name .. "'s construction drone had an accident.", {r = 200, g = 50, b = 100}) event.created_entity.destroy() end local function on_entity_damaged(event) local entity = event.entity local cause = event.cause if not entity.valid then return end if entity.type == "unit" or entity.type == "turret" then if cause.type == "unit" then if cause.name == "small-biter" or cause.name == "medium-biter" or cause.name == "big-biter" or cause.name == "behemoth-biter" then local modified_damage = event.original_damage_amount * global.map_forces[cause.force.name].modifier.damage * global.map_forces[entity.force.name].modifier.resistance entity.health = entity.health - modified_damage elseif cause.name == "small-spitter" or cause.name == "medium-spitter" or cause.name == "big-spitter" or cause.name == "behemoth-spitter" then local modified_damage = event.original_damage_amount * global.map_forces[cause.force.name].modifier.splash * global.map_forces[entity.force.name].modifier.resistance entity.health = entity.health - modified_damage end end end if entity.type ~= "market" then return end if cause then if cause.valid then if cause.type == "unit" then if math_random(1,5) == 1 then return end end end end entity.health = entity.health + event.final_damage_amount end local function show_color_force() local force_name1= "east" local force_name2= "west" for _, unit in pairs(global.map_forces[force_name1].units) do rendering.draw_circle{color = {255, 1, 1 }, radius = 0.1, filled = true, target = unit, target_offset = {-0.1,-0.1} ,surface = unit.surface , time_to_live = 60, only_in_alt_mode=true } end for _, unit in pairs(global.map_forces[force_name2].units) do rendering.draw_circle{color = {1, 1, 255 }, radius = 0.1, filled = true, target = unit, target_offset = {-0.1,-0.1} ,surface = unit.surface , time_to_live = 60, only_in_alt_mode=true } end end local function on_init() game.difficulty_settings.technology_price_multiplier = 1 game.map_settings.enemy_evolution.destroy_factor = 0 game.map_settings.enemy_evolution.pollution_factor = 0 game.map_settings.enemy_evolution.time_factor = 0 game.map_settings.enemy_expansion.enabled = false game.map_settings.pollution.enabled = false global.map_forces = { ["west"] = {}, ["east"] = {}, } Init.settings() Init.surface() Init.forces() kill_entities_combat_zone(surface) end local event = require 'utils.event' event.on_init(on_init) event.on_nth_tick(60, tick) event.on_nth_tick(60, show_color_force) event.on_nth_tick(30, nom) event.on_nth_tick(300,send_unit_groups) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_player_mined_entity, on_player_mined_entity) event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_gui_click, on_gui_click)