require "modules.mineable_wreckage_yields_scrap" require "modules.biters_attack_moving_players" local difficulties_votes = { [1] = {tick_increase = 4500, amount_modifier = 0.52, strength_modifier = 0.40, boss_modifier = 3.0}, [2] = {tick_increase = 4100, amount_modifier = 0.76, strength_modifier = 0.65, boss_modifier = 4.0}, [3] = {tick_increase = 3800, amount_modifier = 0.92, strength_modifier = 0.85, boss_modifier = 5.0}, [4] = {tick_increase = 3600, amount_modifier = 1.00, strength_modifier = 1.00, boss_modifier = 6.0}, [5] = {tick_increase = 3400, amount_modifier = 1.08, strength_modifier = 1.25, boss_modifier = 7.0}, [6] = {tick_increase = 3100, amount_modifier = 1.24, strength_modifier = 1.75, boss_modifier = 8.0}, [7] = {tick_increase = 2700, amount_modifier = 1.48, strength_modifier = 2.50, boss_modifier = 9.0} } local simplex_noise = require 'utils.simplex_noise'.d2 local spawn_size = 96 local wall_thickness = 3 local function clone_chunk(event, source_surface_name) local source_surface = game.surfaces[source_surface_name] source_surface.request_to_generate_chunks(event.area.left_top, 1) source_surface.force_generate_chunk_requests() source_surface.clone_area({ source_area=event.area, destination_area=event.area, destination_surface=game.surfaces[1], --destination_force="neutral", clone_tiles=true, clone_entities=true, clone_decoratives=true, clear_destination=true, expand_map=false }) end local function is_spawn_wall(p) if p.y < -32 and p.x < -32 then return false end if p.y > 32 and p.x > 32 then return false end if p.x >= spawn_size - wall_thickness then return true end if p.x < spawn_size * -1 + wall_thickness then return true end if p.y >= spawn_size - wall_thickness then return true end if p.y < spawn_size * -1 + wall_thickness then return true end return false end local function spawn_area(event) local left_top = event.area.left_top for _, entity in pairs(event.surface.find_entities_filtered({area = event.area, force = "neutral"})) do entity.destroy() end local ore = false if left_top.x == -64 and left_top.y == -64 then ore = "coal" end if left_top.x == 32 and left_top.y == 32 then ore = "stone" end if left_top.x == 32 and left_top.y == -64 then ore = "iron-ore" end if left_top.x == -64 and left_top.y == 32 then ore = "copper-ore" end for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} event.surface.set_tiles({{name = "stone-path", position = p}}) if is_spawn_wall(p) then event.surface.create_entity({name = "stone-wall", position = p, force = "player"}) else if not ore then if math.sqrt(p.x ^ 2 + p.y ^ 2) > 4 then if math.random(1, 3) ~= 1 then local noise = simplex_noise(p.x * 0.015, p.y * 0.015, game.surfaces[1].map_gen_settings.seed) + simplex_noise(p.x * 0.055, p.y * 0.055, game.surfaces[1].map_gen_settings.seed) * 0.5 if noise > 0.6 then event.surface.create_entity({name = "mineable-wreckage", position = p, force = "neutral"}) end if noise < -0.75 then if math.random(1, 16) == 1 then event.surface.create_entity({name = "rock-big", position = p, force = "neutral"}) end end end end end end end end if left_top.x == -64 and left_top.y == -64 then local wreck = event.surface.create_entity({name = "big-ship-wreck-1", position = {0, -4}, force = "player"}) wreck.insert({name = "submachine-gun", count = 3}) wreck.insert({name = "firearm-magazine", count = 32}) wreck.insert({name = "grenade", count = 8}) end if not ore then return end for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {x = left_top.x + x, y = left_top.y + y} event.surface.create_entity({name = ore, position = p, amount = 1000}) end end end local function get_quarter_name(position) if position.x < 0 then if position.y < 0 then return "NW" else return "SW" end else if position.y < 0 then return "NE" else return "SE" end end end local function send_peace_quarter_biters() local surface = game.surfaces[1] local target = surface.find_nearest_enemy({position = {0, 0}, max_distance = 99999, force = "enemy"}) if target then target = target.position else target = {x = 0, y = 0} end local units_nw = {} local units_se = {} for _, unit in pairs(surface.find_entities_filtered({type = "unit"})) do local quarter = get_quarter_name(unit.position) if quarter == "NW" then units_nw[#units_nw + 1] = unit end if quarter == "SE" then units_se[#units_se + 1] = unit end end if #units_nw > 2 then table.shuffle_table(units_nw) end if #units_se > 2 then table.shuffle_table(units_se) end for i = 1, 512, 1 do if units_nw[i] then units_nw[i].set_command({type=defines.command.attack_area, destination=target, radius=8, distraction=defines.distraction.by_anything}) end if units_se[i] then units_se[i].set_command({type=defines.command.attack_area, destination=target, radius=8, distraction=defines.distraction.by_anything}) end end end local function draw_borders(surface, left_top, area) if left_top.x == 0 or left_top.x == -32 then for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {left_top.x + x, left_top.y + y} surface.set_tiles({{name = "deepwater", position = p}}) end end surface.destroy_decoratives({area = area}) end if left_top.y == 0 or left_top.y == -32 then for x = 0, 31, 1 do for y = 0, 31, 1 do local p = {left_top.x + x, left_top.y + y} surface.set_tiles({{name = "deepwater", position = p}}) end end surface.destroy_decoratives({area = area}) end end local function on_chunk_generated(event) if event.surface.index ~= 1 then return end local surface = event.surface local left_top = event.area.left_top if left_top.x < spawn_size and left_top.y < spawn_size and left_top.x >= spawn_size * -1 and left_top.y >= spawn_size * -1 then spawn_area(event) return end if left_top.x < 0 then if left_top.y < 0 then clone_chunk(event, "coal") else clone_chunk(event, "copper-ore") end else if left_top.y < 0 then clone_chunk(event, "iron-ore") else clone_chunk(event, "stone") end end draw_borders(surface, left_top, event.area) if left_top.x ^ 2 + left_top.y ^ 2 > 360000 then return end game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}}) end local function on_player_joined_game(event) end local function tick(event) local size = math.floor((8 + game.tick / difficulties_votes[global.difficulty_vote_index].tick_increase) * difficulties_votes[global.difficulty_vote_index].amount_modifier) if size > 80 then size = 80 end game.map_settings.enemy_expansion.settler_group_min_size = size game.map_settings.enemy_expansion.settler_group_max_size = size * 2 game.map_settings.enemy_evolution.destroy_factor = global.enemy_evolution_destroy_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier game.map_settings.enemy_evolution.time_factor = global.enemy_evolution_time_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier game.map_settings.enemy_evolution.pollution_factor = global.enemy_evolution_pollution_factor * difficulties_votes[global.difficulty_vote_index].strength_modifier if game.tick % 240 == 0 then game.forces.player.chart(game.surfaces[1], {{-192, -192},{160, 160}}) end if game.tick % 18000 == 0 then send_peace_quarter_biters() end --game.map_settings.enemy_expansion.min_expansion_cooldown = difficulties_votes[global.difficulty_vote_index].tick_increase --game.map_settings.enemy_expansion.max_expansion_cooldown = difficulties_votes[global.difficulty_vote_index].tick_increase --local amount = 1 + game.tick / 120 --if amount > 32 then amount = 32 end --game.surfaces[1].pollute({-1 + math.random(0, 2), -1 + math.random(0, 2)}, amount) end --Flamethrower Turret Nerf local function on_research_finished(event) local research = event.research local force_name = research.force.name if research.name == "flamethrower" then if not global.flamethrower_damage then global.flamethrower_damage = {} end global.flamethrower_damage[force_name] = -0.6 game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name]) game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name]) end if string.sub(research.name, 0, 18) == "refined-flammables" then global.flamethrower_damage[force_name] = global.flamethrower_damage[force_name] + 0.05 game.forces[force_name].set_turret_attack_modifier("flamethrower-turret", global.flamethrower_damage[force_name]) game.forces[force_name].set_ammo_damage_modifier("flamethrower", global.flamethrower_damage[force_name]) end end local function on_init() for i, quarter in pairs({"coal", "iron-ore", "stone", "copper-ore"}) do local map_gen_settings = {} map_gen_settings.seed = math.random(1, 999999999) map_gen_settings.water = math.random(25, 50) * 0.01 map_gen_settings.starting_area = 1.5 map_gen_settings.terrain_segmentation = math.random(25, 50) * 0.1 map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 16} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = 0, size = 0.5, richness = 0.25}, ["stone"] = {frequency = 0, size = 0.5, richness = 0.25}, ["copper-ore"] = {frequency = 0, size = 0.5, richness = 0.25}, ["iron-ore"] = {frequency = 0, size = 0.5, richness = 0.25}, ["uranium-ore"] = {frequency = 0, size = 0.75, richness = 0.5}, ["crude-oil"] = {frequency = 0, size = 1, richness = 1}, ["trees"] = {frequency = 3, size = 1.5, richness = 1}, ["enemy-base"] = {frequency = 0, size = 1.5, richness = 1} } if quarter == "coal" then map_gen_settings.autoplace_controls["coal"].frequency = 16 map_gen_settings.autoplace_controls["iron-ore"].frequency = 16 map_gen_settings.autoplace_controls["uranium-ore"].frequency = 2 end if quarter == "stone" then map_gen_settings.autoplace_controls["stone"].frequency = 16 map_gen_settings.autoplace_controls["copper-ore"].frequency = 16 map_gen_settings.autoplace_controls["crude-oil"].frequency = 2 end if quarter == "copper-ore" or quarter == "iron-ore" then map_gen_settings.autoplace_controls["enemy-base"].frequency = 256 map_gen_settings.autoplace_controls["trees"].frequency = 3 map_gen_settings.autoplace_controls["trees"].size = 0.4 map_gen_settings.autoplace_controls["trees"].richness = 0.05 map_gen_settings.cliff_settings = {cliff_elevation_interval = 32, cliff_elevation_0 = 32} map_gen_settings.water = math.random(15, 30) * 0.01 map_gen_settings.terrain_segmentation = math.random(100, 200) * 0.1 end game.create_surface(quarter, map_gen_settings) end game.map_settings.enemy_expansion.enabled = true game.map_settings.enemy_expansion.settler_group_min_size = 8 game.map_settings.enemy_expansion.settler_group_max_size = 16 game.map_settings.enemy_expansion.min_expansion_cooldown = 2700 game.map_settings.enemy_expansion.max_expansion_cooldown = 2700 game.map_settings.pollution.enabled = true game.map_settings.enemy_evolution.enabled = true local modifier_factor = 2 --default game setting values global.enemy_evolution_destroy_factor = game.map_settings.enemy_evolution.destroy_factor * modifier_factor global.enemy_evolution_time_factor = game.map_settings.enemy_evolution.time_factor * modifier_factor global.enemy_evolution_pollution_factor = game.map_settings.enemy_evolution.pollution_factor * modifier_factor end local event = require 'utils.event' event.on_nth_tick(60, tick) event.on_init(on_init) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_player_joined_game, on_player_joined_game) require "modules.difficulty_vote"