--luacheck: ignore -- nightfall -- by mewmew -- local event = require 'utils.event' local math_random = math.random local insert = table.insert local map_functions = require 'tools.map_functions' local simplex_noise = require 'utils.simplex_noise' local simplex_noise = simplex_noise.d2 require 'maps.nightfall_map_intro' require 'modules.splice_double' require 'modules.spitters_spit_biters' require 'modules.biters_double_damage' require 'modules.explosive_biters' require 'modules.spawners_contain_biters' require 'modules.railgun_enhancer' require 'modules.dynamic_landfill' require 'modules.satellite_score' local spawn_turret_amount = 8 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 function create_time_gui(player) if player.gui.top['time_gui'] then player.gui.top['time_gui'].destroy() end local frame = player.gui.top.add({type = 'frame', name = 'time_gui'}) frame.style.maximal_height = 38 local night_count = 0 if global.night_count then night_count = global.night_count end local label = frame.add({type = 'label', caption = 'Night: ' .. night_count}) label.style.font_color = {r = 0.75, g = 0.0, b = 0.25} label.style.font = 'default-listbox' label.style.left_padding = 4 label.style.right_padding = 4 label.style.minimal_width = 50 end local function spawn_shipwreck(surface, position) local raffle = {} local loot = { {{name = 'submachine-gun', count = math_random(1, 3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'slowdown-capsule', count = math_random(16, 32)}, weight = 1, evolution_min = 0.0, evolution_max = 1}, {{name = 'poison-capsule', count = math_random(16, 32)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1}, {{name = 'cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7}, {{name = 'explosive-uranium-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.6, evolution_max = 1}, {{name = 'explosive-cannon-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8}, {{name = 'shotgun', count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'shotgun-shell', count = math_random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'combat-shotgun', count = 1}, weight = 10, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'piercing-shotgun-shell', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 1}, {{name = 'flamethrower', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6}, {{name = 'flamethrower-ammo', count = math_random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1}, {{name = 'rocket-launcher', count = 1}, weight = 5, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'explosive-rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.3, evolution_max = 1}, {{name = 'land-mine', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'grenade', count = math_random(16, 32)}, weight = 10, evolution_min = 0.0, evolution_max = 0.5}, {{name = 'cluster-grenade', count = math_random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 1}, {{name = 'firearm-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0, evolution_max = 0.3}, {{name = 'piercing-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.1, evolution_max = 0.8}, {{name = 'uranium-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.5, evolution_max = 1}, {{name = 'railgun', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = 'railgun-dart', count = math_random(16, 32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'defender-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.7}, {{name = 'distractor-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.2, evolution_max = 1}, {{name = 'destroyer-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.3, evolution_max = 1}, {{name = 'atomic-bomb', count = math_random(8, 16)}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = 'light-armor', count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1}, {{name = 'heavy-armor', count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'modular-armor', count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'power-armor', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1}, {{name = 'power-armor-mk2', count = 1}, weight = 1, evolution_min = 0.8, evolution_max = 1}, {{name = 'battery-equipment', count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7}, {{name = 'battery-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1}, {{name = 'belt-immunity-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = 'solar-panel-equipment', count = math_random(1, 4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'discharge-defense-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8}, {{name = 'energy-shield-equipment', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'energy-shield-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1}, {{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = 'fusion-reactor-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1}, {{name = 'night-vision-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'personal-laser-defense-equipment', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1}, {{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1}, {{name = 'iron-gear-wheel', count = math_random(80, 100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'copper-cable', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'electric-engine-unit', count = math_random(16, 32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8}, {{name = 'battery', count = math_random(100, 200)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'advanced-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.4, evolution_max = 1}, {{name = 'electronic-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'processing-unit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.7, evolution_max = 1}, {{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'lubricant-barrel', count = math_random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5}, {{name = 'rocket-fuel', count = math_random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7}, {{name = 'steel-plate', count = math_random(50, 100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1}, {{name = 'burner-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'long-handed-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4}, {{name = 'fast-inserter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 1}, {{name = 'filter-inserter', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 1}, {{name = 'stack-filter-inserter', count = math_random(4, 8)}, weight = 1, evolution_min = 0.4, evolution_max = 1}, {{name = 'stack-inserter', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'small-electric-pole', count = math_random(16, 32)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'medium-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.2, evolution_max = 1}, {{name = 'big-electric-pole', count = math_random(8, 16)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'substation', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'wooden-chest', count = math_random(25, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'iron-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4}, {{name = 'steel-chest', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'small-lamp', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'rail', count = math_random(50, 75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6}, {{name = 'assembling-machine-1', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'assembling-machine-2', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'assembling-machine-3', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'accumulator', count = math_random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 1}, {{name = 'offshore-pump', count = math_random(1, 2)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'beacon', count = math_random(1, 2)}, weight = 3, evolution_min = 0.7, evolution_max = 1}, {{name = 'boiler', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'steam-engine', count = math_random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5}, {{name = 'steam-turbine', count = math_random(1, 2)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, --{{name = "nuclear-reactor", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = 'centrifuge', count = math_random(1, 2)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = 'heat-pipe', count = math_random(8, 12)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = 'heat-exchanger', count = math_random(2, 4)}, weight = 2, evolution_min = 0.5, evolution_max = 1}, {{name = 'arithmetic-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'constant-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'decider-combinator', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'power-switch', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'programmable-speaker', count = math_random(2, 4)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'green-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'red-wire', count = math_random(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 1}, {{name = 'chemical-plant', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 1}, {{name = 'burner-mining-drill', count = math_random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2}, {{name = 'electric-mining-drill', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6}, {{name = 'express-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'express-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'express-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'fast-transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'fast-underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'fast-splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3}, {{name = 'transport-belt', count = math_random(25, 75)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'underground-belt', count = math_random(4, 8)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'splitter', count = math_random(2, 4)}, weight = 3, evolution_min = 0, evolution_max = 0.3}, {{name = 'oil-refinery', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 1}, {{name = 'pipe', count = math_random(40, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3}, {{name = 'pipe-to-ground', count = math_random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5}, {{name = 'pumpjack', count = math_random(1, 2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'pump', count = math_random(1, 4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8}, {{name = 'solar-panel', count = math_random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9}, {{name = 'electric-furnace', count = math_random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'steel-furnace', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'stone-furnace', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1}, {{name = 'radar', count = math_random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3}, {{name = 'rail-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'rail-chain-signal', count = math_random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8}, {{name = 'stone-wall', count = math_random(25, 75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'gate', count = math_random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5}, {{name = 'storage-tank', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6}, {{name = 'train-stop', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'express-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.5, evolution_max = 1}, {{name = 'fast-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7}, {{name = 'loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5}, {{name = 'lab', count = math_random(2, 4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}, --{{name = "roboport", count = math_random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1}, --{{name = "flamethrower-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, --{{name = "laser-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1}, {{name = 'gun-turret', count = math_random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9} } local distance_to_center = math.sqrt(position.x ^ 2 + position.y ^ 2) if distance_to_center < 1 then distance_to_center = 0.1 else distance_to_center = distance_to_center / 5000 end if distance_to_center > 1 then distance_to_center = 1 end for _, t in pairs(loot) do for x = 1, t.weight, 1 do if t.evolution_min <= distance_to_center and t.evolution_max >= distance_to_center then table.insert(raffle, t[1]) end end end local name_raffle = {'big-ship-wreck-1', 'big-ship-wreck-2', 'big-ship-wreck-3'} local e = surface.create_entity {name = name_raffle[math_random(1, #name_raffle)], position = position, force = 'player'} for x = 1, math_random(2, 3), 1 do local loot = raffle[math_random(1, #raffle)] e.insert(loot) end end local function clear_corpses(surface) for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do if math_random(1, 2) == 1 then entity.destroy() end end end local function get_spawner(surface) local spawners = {} for r = 512, 51200, 512 do spawners = surface.find_entities_filtered({type = 'unit-spawner', area = {{0 - r, 0 - r}, {0 + r, 0 + r}}}) if #spawners > 16 then break end end if not spawners[1] then return false end spawners = shuffle(spawners) if not global.last_spawners then global.last_spawners = {{x = spawners[1].position.x, y = spawners[1].position.y}} return spawners[1] end for i = 1, #spawners, 1 do local spawner_valid = true for i2 = #global.last_spawners, #global.last_spawners - 4, -1 do if i2 < 1 then break end local distance = math.sqrt((spawners[i].position.x - global.last_spawners[i2].x) ^ 2 + (spawners[i].position.y - global.last_spawners[i2].y) ^ 2) if distance < 200 then spawner_valid = false break end end if spawner_valid then global.last_spawners[#global.last_spawners + 1] = {x = spawners[i].position.x, y = spawners[i].position.y} if #global.last_spawners > 8 then global.last_spawners[#global.last_spawners - 8] = nil end return spawners[i] end end return false end local function send_attack_group(surface) local spawner = get_spawner(surface) if not spawner then return false end local biters = surface.find_enemy_units(spawner.position, 128, 'player') if not biters[1] then return end biters = shuffle(biters) local pos = surface.find_non_colliding_position('rocket-silo', spawner.position, 64, 1) if not pos then return end local unit_group = surface.create_unit_group({position = pos, force = 'enemy'}) local group_size = 6 + (global.night_count * 6) if group_size > 200 then group_size = 200 end for i = 1, group_size, 1 do if not biters[i] then break end unit_group.add_member(biters[i]) end if global.rocket_silo.valid then unit_group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type = defines.command.attack_area, destination = {x = 0, y = 0}, radius = 48, distraction = defines.distraction.by_anything }, { type = defines.command.attack, target = global.rocket_silo, distraction = defines.distraction.by_enemy } } } ) else unit_group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type = defines.command.attack_area, destination = {x = 0, y = 0}, radius = 48, distraction = defines.distraction.by_anything } } } ) end end local daytime_messages = { 'It´s daytime!', 'The sun is rising, they are calming down.' } local function set_daytime_modifiers(surface) if game.map_settings.enemy_expansion.enabled == false then return end game.map_settings.enemy_expansion.enabled = false --surface.peaceful_mode = true --game.print(daytime_messages[math_random(1, #daytime_messages)], {r = 255, g = 255, b = 50}) clear_corpses(surface) end local nightfall_messages = { 'Night is falling.', 'It is getting dark.', 'They are becoming restless.' } local function set_nighttime_modifiers(surface) if game.map_settings.enemy_expansion.enabled == true then return end if not global.night_count then --global.splice_modifier = 1 global.night_count = 1 else --if game.forces["enemy"].evolution_factor > 0.25 then --global.splice_modifier = global.splice_modifier + 0.05 --if global.splice_modifier > 4 then global.splice_modifier = 4 end --end global.night_count = global.night_count + 1 end for _, player in pairs(game.connected_players) do create_time_gui(player) end surface.peaceful_mode = false game.map_settings.enemy_expansion.enabled = true local max_expansion_distance = math.ceil(global.night_count / 3) if max_expansion_distance > 20 then max_expansion_distance = 20 end game.map_settings.enemy_expansion.max_expansion_distance = max_expansion_distance local settler_group_min_size = math.ceil(global.night_count / 6) if settler_group_min_size > 20 then settler_group_min_size = 20 end game.map_settings.enemy_expansion.settler_group_min_size = settler_group_min_size local settler_group_max_size = math.ceil(global.night_count / 3) if settler_group_max_size > 50 then settler_group_max_size = 50 end game.map_settings.enemy_expansion.settler_group_max_size = settler_group_max_size local min_expansion_cooldown = 54000 - global.night_count * 540 if min_expansion_cooldown < 3600 then min_expansion_cooldown = 3600 end game.map_settings.enemy_expansion.min_expansion_cooldown = min_expansion_cooldown local max_expansion_cooldown = 108000 - global.night_count * 1080 if max_expansion_cooldown < 3600 then max_expansion_cooldown = 3600 end game.map_settings.enemy_expansion.max_expansion_cooldown = max_expansion_cooldown game.print(nightfall_messages[math_random(1, #nightfall_messages)], {r = 150, g = 0, b = 0}) end local function generate_spawn_area(surface) local entities = {} local tiles = {} local fort_size = 64 local fort_wall_width = 4 local turrets = {} for x = -160, 160, 1 do for y = -160, 160, 1 do local pos = {x = x, y = y} if pos.x > fort_size * -1 and pos.x < fort_size and pos.y > fort_size * -1 and pos.y < fort_size then if pos.x > (fort_size - fort_wall_width) * -1 and pos.x < fort_size - fort_wall_width and pos.y > (fort_size - fort_wall_width) * -1 and pos.y < fort_size - fort_wall_width then if pos.x <= (fort_size - fort_wall_width * 2) * -1 or pos.x >= (fort_size - fort_wall_width * 2) or pos.y <= (fort_size - fort_wall_width * 2) * -1 or pos.y >= (fort_size - fort_wall_width * 2) then table.insert(turrets, {name = 'gun-turret', position = {x = pos.x, y = pos.y}, force = 'player'}) end end for _, entity in pairs(surface.find_entities_filtered({area = {{pos.x, pos.y}, {pos.x + 0.99, pos.y + 0.99}}})) do if entity.name ~= 'character' then entity.destroy() end end table.insert(tiles, {name = 'stone-path', position = {x = pos.x, y = pos.y}}) if pos.x <= (fort_size - fort_wall_width) * -1 or pos.x >= (fort_size - fort_wall_width) or pos.y <= (fort_size - fort_wall_width) * -1 or pos.y >= (fort_size - fort_wall_width) then if math_random(1, 3) ~= 1 then table.insert(entities, {name = 'stone-wall', position = {x = pos.x, y = pos.y}, force = 'player'}) end end end end end surface.set_tiles(tiles, true) for _, entity in pairs(entities) do surface.create_entity(entity) end local ore_positions = {{x = -16, y = -16}, {x = 16, y = -16}, {x = -16, y = 16}, {x = 16, y = 16}} ore_positions = shuffle(ore_positions) map_functions.draw_smoothed_out_ore_circle(ore_positions[1], 'copper-ore', surface, 18, 2500) map_functions.draw_smoothed_out_ore_circle(ore_positions[2], 'iron-ore', surface, 18, 2500) map_functions.draw_smoothed_out_ore_circle(ore_positions[3], 'coal', surface, 18, 2500) map_functions.draw_smoothed_out_ore_circle(ore_positions[4], 'stone', surface, 18, 2500) local lake_size = 14 local lake_distance = fort_size - (lake_size + fort_wall_width) local lake_positions = { {x = lake_distance * -1, y = lake_distance * -1}, {x = lake_distance, y = lake_distance * -1}, {x = lake_distance, y = lake_distance}, {x = lake_distance * -1, y = lake_distance} } lake_positions = shuffle(lake_positions) map_functions.draw_noise_tile_circle(lake_positions[1], 'water-green', surface, lake_size) map_functions.draw_oil_circle(lake_positions[2], 'crude-oil', surface, 8, 200000) turrets = shuffle(turrets) local x = spawn_turret_amount for _, entity in pairs(turrets) do if surface.can_place_entity(entity) then local turret = surface.create_entity(entity) if math_random(1, 3) ~= 1 then turret.health = turret.health - math_random(1, 250) end turret.insert({name = 'firearm-magazine', count = math_random(4, 16)}) x = x - 1 if x == 0 then break end end end global.rocket_silo = surface.create_entity({name = 'rocket-silo', position = {0, 0}, force = 'player'}) global.rocket_silo.minable = false local p = game.permissions.get_group('Default') p.set_allows_action(defines.input_action.start_walking, true) end local function on_chunk_generated(event) local surface = game.surfaces['nightfall'] if event.surface.name ~= surface.name then return end local left_top = event.area.left_top local tiles = {} if left_top.x > 160 then if not global.nightfall_spawn_generated then generate_spawn_area(surface) global.nightfall_spawn_generated = true end end local out_of_map_start = 63 for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} local tile_to_insert = false if global.out_of_map_position == 1 then if pos.x > out_of_map_start then tile_to_insert = 'out-of-map' end if pos.y > out_of_map_start then tile_to_insert = 'out-of-map' end end if global.out_of_map_position == 2 then if pos.x < out_of_map_start * -1 then tile_to_insert = 'out-of-map' end if pos.y < out_of_map_start * -1 then tile_to_insert = 'out-of-map' end end if global.out_of_map_position == 3 then if pos.x > out_of_map_start then tile_to_insert = 'out-of-map' end if pos.y < out_of_map_start * -1 then tile_to_insert = 'out-of-map' end end if global.out_of_map_position == 4 then if pos.y > out_of_map_start then tile_to_insert = 'out-of-map' end if pos.x < out_of_map_start * -1 then tile_to_insert = 'out-of-map' end end if tile_to_insert then insert(tiles, {name = 'out-of-map', position = pos}) end if math_random(1, 2500) == 1 and tile_to_insert == false then --if surface.can_place_entity({name = "big-ship-wreck-1", position = pos}) then spawn_shipwreck(surface, pos) --end end end end if #tiles == 0 then return end surface.set_tiles(tiles, true) end local function on_entity_damaged(event) if event.cause then if event.cause.force.name == 'enemy' then if global.night_count then event.entity.health = event.entity.health - (event.final_damage_amount * global.night_count * 0.05) if event.entity.health <= 0 then event.entity.die() end end end if event.cause.force.name == 'enemy' then return end end if event.entity.valid then if event.entity == global.rocket_silo then event.entity.health = event.entity.health + event.final_damage_amount end end end local function on_tick(event) if game.tick % 600 ~= 0 then return end local surface = game.surfaces['nightfall'] if surface.daytime > 0.25 and surface.daytime < 0.75 then set_nighttime_modifiers(surface) if surface.daytime < 0.65 then send_attack_group(surface) end else set_daytime_modifiers(surface) end if global.rocket_silo then if global.rocket_silo.valid then return end end if game.tick < 3600 then return end if not global.game_restart_timer then global.game_restart_timer = 7200 game.print('The Rocket Silo has fallen!', {r = 0.22, g = 0.88, b = 0.22}) else if global.game_restart_timer < 0 then return end global.game_restart_timer = global.game_restart_timer - 600 end if global.game_restart_timer % 1800 == 0 then if global.game_restart_timer > 0 then game.print('Map will restart in ' .. global.game_restart_timer / 60 .. ' seconds!', {r = 0.22, g = 0.88, b = 0.22}) end if global.game_restart_timer == 0 then game.print('Map is restarting!', {r = 0.22, g = 0.88, b = 0.22}) game.write_file('commandPipe', ':loadscenario --force', false, 0) end end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.fish_defense_init_done then local map_gen_settings = {} map_gen_settings.water = 'small' map_gen_settings.starting_area = 'very-small' map_gen_settings.cliff_settings = {cliff_elevation_interval = 35, cliff_elevation_0 = 35} map_gen_settings.autoplace_controls = { ['coal'] = {frequency = 'high', size = 'very-big', richness = 'normal'}, ['stone'] = {frequency = 'high', size = 'very-big', richness = 'normal'}, ['copper-ore'] = {frequency = 'high', size = 'very-big', richness = 'normal'}, ['iron-ore'] = {frequency = 'high', size = 'very-big', richness = 'normal'}, ['crude-oil'] = {frequency = 'very-high', size = 'very-big', richness = 'normal'}, ['trees'] = {frequency = 'normal', size = 'normal', richness = 'normal'}, ['enemy-base'] = {frequency = 'very-high', size = 'big', richness = 'very-good'} } game.create_surface('nightfall', map_gen_settings) local surface = game.surfaces['nightfall'] global.out_of_map_position = math_random(1, 4) surface.ticks_per_day = surface.ticks_per_day * 2 local radius = 512 game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}}) game.map_settings.pollution.enabled = true game.map_settings.enemy_evolution.enabled = true game.map_settings.enemy_evolution.destroy_factor = 0.006 game.map_settings.enemy_evolution.time_factor = 0.00001 game.map_settings.enemy_evolution.pollution_factor = 0.00004 game.forces.player.set_ammo_damage_modifier('shotgun-shell', 1) local p = game.permissions.get_group('Default') p.set_allows_action(defines.input_action.start_walking, false) global.fish_defense_init_done = true end if player.online_time < 1 then player.insert({name = 'pistol', count = 1}) player.insert({name = 'raw-fish', count = 3}) player.insert({name = 'firearm-magazine', count = 32}) player.insert({name = 'iron-plate', count = 64}) player.insert({name = 'stone', count = 32}) end local surface = game.surfaces['nightfall'] if player.online_time < 2 and surface.is_chunk_generated({0, 0}) then player.teleport(surface.find_non_colliding_position('character', {0, 16}, 50, 1), 'nightfall') else if player.online_time < 2 then player.teleport({0, 16}, 'nightfall') end end create_time_gui(player) end local function on_research_finished(event) game.forces.player.recipes['flamethrower-turret'].enabled = false end event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)