-- fish defender -- by mewmew -- local event = require 'utils.event' require "maps.fish_defender_map_intro" require "maps.fish_defender_kaboomsticks" local map_functions = require "maps.tools.map_functions" local math_random = math.random local insert = table.insert local wave_interval = 3600 --interval between waves in ticks local biter_count_limit = 4200 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached 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_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 if global.wave_count then wave_count = global.wave_count end if not global.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.minimal_width = 120 progressbar.style.maximal_width = 120 progressbar.style.top_padding = 10 else local time_remaining = math.floor(((global.wave_grace_period - (game.tick % global.wave_grace_period)) / 60) / 60) if time_remaining <= 0 then global.wave_grace_period = nil return 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} end end local threat_values = { ["small_biter"] = 1, ["medium_biter"] = 3, ["big_biter"] = 6, ["behemoth_biter"] = 12, ["small_spitter"] = 1, ["medium_spitter"] = 3, ["big_spitter"] = 6, ["behemoth_spitter"] = 12 } local function get_biter_initial_pool() local biter_pool = {} if global.wave_count > 2000 then biter_pool = { {name = "big-biter", threat = threat_values.big_biter, weight = 1}, {name = "behemoth-biter", threat = threat_values.behemoth_biter, weight = 1}, {name = "behemoth-spitter", threat = threat_values.behemoth_spitter, weight = 1} } return biter_pool end if global.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 get_biter_pool() local surface = game.surfaces["fish_defender"] local biter_pool = get_biter_initial_pool() local biter_raffle = {} for _, biter_type in pairs(biter_pool) do for x = 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) if global.attack_wave_threat < 1 then return false end local surface = game.surfaces["fish_defender"] biter_pool = shuffle(biter_pool) global.attack_wave_threat = global.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}) return biter 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 for _, entry in pairs(attack_group_count_thresholds) do if global.wave_count >= entry[1] then n = entry[2] end end return n end local function biter_attack_wave() if not global.market then return end if global.wave_grace_period then return end local surface = game.surfaces["fish_defender"] if surface.count_entities_filtered({type = "unit", area = {{-128,-256},{360, 256}}}) > biter_count_limit then game.print("Biter limit reached, wave stalled.", {r = 0.7, g = 0.1, b = 0.1}) return end if not global.wave_count then global.wave_count = 1 else global.wave_count = global.wave_count + 1 end global.attack_wave_threat = global.wave_count * 5 if global.attack_wave_threat > 25000 then global.attack_wave_threat = 25000 end local evolution = global.wave_count * 0.00125 if evolution > 1 then evolution = 1 end game.forces.enemy.evolution_factor = evolution if game.forces.enemy.evolution_factor == 1 then if not global.endgame_modifier then global.endgame_modifier = 1 game.print("Endgame enemy evolution reached. Biter damage is rising...", {r = 0.7, g = 0.1, b = 0.1}) else global.endgame_modifier = global.endgame_modifier + 1 end end local units = surface.find_entities_filtered({type = "unit", area = {{192, -256},{360, 256}}}) for _, unit in pairs(units) do unit.set_command({ type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type=defines.command.attack_area, destination={x = -32, y = 0}, radius=16, distraction=defines.distraction.by_anything }, { type=defines.command.attack, target=global.market, distraction=defines.distraction.by_enemy } } }) end local units = surface.find_entities_filtered({force = "player", area = {{160, -256},{360, 256}}}) for _, unit in pairs(units) do if unit.health then unit.health = unit.health - math_random(75, 125) surface.create_entity({name = "water-splash", position = unit.position}) if unit.health <= 0 then unit.die("enemy") end else if unit.type == "entity-ghost" then unit.destroy() end end end local spawn_x = 242 local target_x = -32 local group_coords = {} for a = -80, 80, 16 do insert(group_coords, {spawn = {x = spawn_x, y = a * 2}, target = {x = target_x, y = a}}) end group_coords = shuffle(group_coords) local unit_groups = {} if global.wave_count > 100 and math_random(1,3) == 1 then for i = 1, #group_coords, 1 do unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn}) end else for i = 1, get_number_of_attack_groups(), 1 do unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn}) end end local biter_pool = get_biter_pool() while global.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 unit_groups[i].set_command({ type = defines.command.compound, structure_type = defines.compound_command.return_last, commands = { { type=defines.command.attack_area, destination={group_coords[i].target.x + 100, group_coords[i].target.y}, radius=32, distraction=defines.distraction.by_anything }, { type=defines.command.attack_area, destination=group_coords[i].target, radius=32, distraction=defines.distraction.by_anything }, { type=defines.command.attack, target=global.market, distraction=defines.distraction.by_enemy } } }) end end local function refresh_market_offers() if not global.market then return end for i = 1, 100, 1 do local a = global.market.remove_market_item(1) if a == false then break end end local str1 = "Gun Turret Slot for " .. tostring(global.entity_limits["gun-turret"].limit * global.entity_limits["gun-turret"].slot_price) str1 = str1 .. " Coins." local str2 = "Laser Turret Slot for " .. tostring(global.entity_limits["laser-turret"].limit * global.entity_limits["laser-turret"].slot_price) str2 = str2 .. " Coins." local str3 = "Artillery Slot for " .. tostring(global.entity_limits["artillery-turret"].limit * global.entity_limits["artillery-turret"].slot_price) str3 = str3 .. " Coins." local current_limit = 1 if global.entity_limits["flamethrower-turret"].limit ~= 0 then current_limit = current_limit + global.entity_limits["flamethrower-turret"].limit end local str4 = "Flamethrower Turret Slot for " .. tostring(current_limit * global.entity_limits["flamethrower-turret"].slot_price) str4 = str4 .. " Coins." local str5 = "Landmine Slot for " .. tostring(global.entity_limits["land-mine"].limit * global.entity_limits["land-mine"].slot_price) str5 = str5 .. " Coins." local market_items = { {price = {}, offer = {type = 'nothing', effect_description = str1}}, {price = {}, offer = {type = 'nothing', effect_description = str2}}, {price = {}, offer = {type = 'nothing', effect_description = str3}}, {price = {}, offer = {type = 'nothing', effect_description = str4}}, {price = {}, offer = {type = 'nothing', effect_description = str5}}, {price = {{"coin", 3}}, offer = {type = 'give-item', item = "raw-fish", count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'raw-wood', count = 8}}, {price = {{"coin", 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}}, {price = {{"coin", 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}}, {price = {{"coin", 80}}, offer = {type = 'give-item', item = 'car', count = 1}}, {price = {{"coin", 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}}, {price = {{"coin", 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}}, {price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}}, {price = {{"coin", 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}}, {price = {{"coin", 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}}, {price = {{"coin", 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}}, {price = {{"coin", 16}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}}, {price = {{"coin", 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}}, {price = {{"coin", 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}}, {price = {{"coin", 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}}, {price = {{"coin", 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}}, {price = {{"coin", 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}}, {price = {{"coin", 30}}, offer = {type = 'give-item', item = "submachine-gun", count = 1}}, {price = {{"coin", 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}}, {price = {{"coin", 650}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}}, {price = {{"coin", 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}}, {price = {{"coin", 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}}, {price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}}, {price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}}, {price = {{"coin", 90}}, offer = {type = 'give-item', item = 'railgun', count = 1}}, {price = {{"coin", 5}}, offer = {type = 'give-item', item = 'railgun-dart', count = 1}}, {price = {{"coin", 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}}, {price = {{"coin", 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}}, {price = {{"coin", 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}}, {price = {{"coin", 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}}, {price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}}, {price = {{"coin", 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}}, {price = {{"coin", 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}}, {price = {{"coin", 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}}, {price = {{"coin", 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}}, {price = {{"coin", 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}}, {price = {{"coin", 750}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}}, {price = {{"coin", 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}}, {price = {{"coin", 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}}, {price = {{"coin", 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}}, {price = {{"coin", 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}}, {price = {{"coin", 20}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}} } for _, item in pairs(market_items) do global.market.add_market_item(item) end end local function get_sorted_list(column_name, score_list) for x = 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() if not global.score["player"] then return false end local score = global.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() if global.market 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 l = t.add({type = "label", caption = "Survival Time >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} if global.market_age >= 216000 then local l = t.add({type = "label", caption = math.floor(((global.market_age / 60) / 60) / 60) .. " hours " .. math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} else local l = t.add({type = "label", caption = math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} end local mvp = get_mvps() if mvp then local l = t.add({type = "label", caption = "MVP Defender >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.killscore.name .. " with a score of " .. mvp.killscore.score}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "MVP Builder >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} local l = t.add({type = "label", caption = "MVP Deaths >> "}) l.style.font = "default-listbox" l.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local l = t.add({type = "label", caption = mvp.deaths.name .. " died " .. mvp.deaths.score .. " times"}) l.style.font = "default-bold" l.style.font_color = {r=0.33, g=0.66, b=0.9} end for _, player in pairs(game.connected_players) do player.play_sound{path="utility/game_lost", volume_modifier=1} end 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 biter_building_inhabitants = { [1] = {{"small-biter",8,16}}, [2] = {{"small-biter",12,24}}, [3] = {{"small-biter",8,16},{"medium-biter",1,2}}, [4] = {{"small-biter",4,8},{"medium-biter",4,8}}, [5] = {{"small-biter",3,5},{"medium-biter",8,12}}, [6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}}, [7] = {{"medium-biter",6,8},{"big-biter",3,5}}, [8] = {{"medium-biter",2,4},{"big-biter",6,8}}, [9] = {{"medium-biter",2,3},{"big-biter",7,9}}, [10] = {{"big-biter",4,8},{"behemoth-biter",3,4}} } local function damage_entities_in_radius(position, radius, damage) if radius > 5 then radius = 5 end local entities_to_damage = game.surfaces["fish_defender"].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.health and entity.name ~= "land-mine" then if entity.force.name ~= "enemy" then if entity.name == "player" then entity.damage(damage, "enemy") else entity.health = entity.health - damage entity.surface.create_entity({name = "explosion", position = entity.position}) if entity.health <= 0 then entity.die("enemy") end end end end end end local coin_earnings = { ["small-biter"] = 1, ["medium-biter"] = 2, ["big-biter"] = 3, ["behemoth-biter"] = 5, ["small-spitter"] = 1, ["medium-spitter"] = 2, ["big-spitter"] = 3, ["behemoth-spitter"] = 5, ["spitter-spawner"] = 32, ["biter-spawner"] = 32 } local entities_that_earn_coins = { ["artillery-turret"] = true, ["gun-turret"] = true, ["laser-turret"] = true, ["flamethrower-turret"] = true } local function on_entity_died(event) if event.entity.force.name == "enemy" then local players_to_reward = {} local reward_has_been_given = false if event.cause then if event.entity.type == "unit" or event.entity.type == "unit-spawner" then if event.cause.name == "player" then insert(players_to_reward, event.cause) reward_has_been_given = true end if event.cause.type == "car" then player = event.cause.get_driver() passenger = event.cause.get_passenger() if player then insert(players_to_reward, player.player) end if passenger then insert(players_to_reward, passenger.player) end reward_has_been_given = true end if event.cause.type == "locomotive" then train_passengers = event.cause.train.passengers if train_passengers then for _, passenger in pairs(train_passengers) do insert(players_to_reward, passenger) end reward_has_been_given = true end end for _, player in pairs(players_to_reward) do player.insert({name = "coin", count = coin_earnings[event.entity.name]}) end if entities_that_earn_coins[event.cause.name] then event.entity.surface.spill_item_stack(event.cause.position,{name = "coin", count = coin_earnings[event.entity.name]}, true) reward_has_been_given = true end end end if reward_has_been_given == false and coin_earnings[event.entity.name] then event.entity.surface.spill_item_stack(event.entity.position,{name = "coin", count = coin_earnings[event.entity.name]}, true) end if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then local e = math.ceil(game.forces.enemy.evolution_factor*10, 0) for _, t in pairs (biter_building_inhabitants[e]) do for x = 1, math.random(t[2],t[3]), 1 do local p = event.entity.surface.find_non_colliding_position(t[1] , event.entity.position, 6, 1) if p then event.entity.surface.create_entity {name=t[1], position=p} end end end end if event.entity.name == "medium-biter" then event.entity.surface.create_entity({name = "explosion", position = event.entity.position}) local damage = 25 if global.endgame_modifier then damage = 25 + math.ceil((global.endgame_modifier * 0.005), 0) end if damage > 50 then damage = 50 end damage_entities_in_radius(event.entity.position, 1 + math.floor(global.wave_count * 0.001), damage) end if event.entity.name == "big-biter" then event.entity.surface.create_entity({name = "uranium-cannon-shell-explosion", position = event.entity.position}) local damage = 35 if global.endgame_modifier then damage = 50 + math.ceil((global.endgame_modifier * 0.01), 0) end if damage > 100 then damage = 100 end damage_entities_in_radius(event.entity.position, 2 + math.floor(global.wave_count * 0.001), damage) end if event.entity.name == "behemoth-biter" then local spawn_entity = false if global.wave_count >= 1000 then spawn_entity = "small-worm-turret" end if global.wave_count >= 1500 then spawn_entity = "medium-worm-turret" end if global.wave_count >= 2000 then spawn_entity = "big-worm-turret" end if spawn_entity then local surface = event.entity.surface if surface.count_entities_filtered({area = {{event.entity.position.x - 4, event.entity.position.y - 4},{event.entity.position.x + 4, event.entity.position.y + 4}}, name = spawn_entity}) == 0 then surface.create_entity({name = "blood-explosion-huge", position = event.entity.position}) surface.create_entity({name = spawn_entity, position = event.entity.position}) end end end return end if event.entity == global.market then global.market = nil global.market_age = game.tick is_game_lost() end if global.entity_limits[event.entity.name] then global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1 end end local function on_entity_damaged(event) if event.cause then if event.cause.name == "big-spitter" then local surface = event.cause.surface local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}} if surface.count_entities_filtered({area = area, name = "small-biter", limit = 3}) < 3 then local pos = surface.find_non_colliding_position("small-biter", event.entity.position, 3, 0.5) if pos then surface.create_entity({name = "small-biter", position = pos}) end end end if event.cause.name == "behemoth-spitter" then local surface = event.cause.surface local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}} if surface.count_entities_filtered({area = area, name = "medium-biter", limit = 3}) < 3 then local pos = surface.find_non_colliding_position("medium-biter", event.entity.position, 3, 0.5) if pos then surface.create_entity({name = "medium-biter", position = pos}) end end end if event.cause.force.name == "enemy" then if global.endgame_modifier then event.entity.health = event.entity.health - (event.final_damage_amount * global.endgame_modifier * 0.002) if event.entity.health <= 0 then event.entity.die() end end end end if event.entity.valid then if event.entity.name == "market" then if event.cause then if event.cause.force.name == "enemy" then return end end event.entity.health = event.entity.health + event.final_damage_amount 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.cliff_settings = {cliff_elevation_interval = 22, cliff_elevation_0 = 22} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "very-high", size = "very-big", richness = "normal"}, ["stone"] = {frequency = "very-high", size = "very-big", richness = "normal"}, ["copper-ore"] = {frequency = "very-high", size = "very-big", richness = "normal"}, ["iron-ore"] = {frequency = "very-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 = "none", size = "none", richness = "none"}, ["grass"] = {frequency = "normal", size = "normal", richness = "normal"}, ["sand"] = {frequency = "normal", size = "normal", richness = "normal"}, ["desert"] = {frequency = "normal", size = "normal", richness = "normal"}, ["dirt"] = {frequency = "normal", size = "normal", richness = "normal"} } game.create_surface("fish_defender", map_gen_settings) local surface = game.surfaces["fish_defender"] local radius = 256 game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}}) 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.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.5) game.forces.player.set_ammo_damage_modifier("shotgun-shell", 0.5) game.forces["player"].technologies["artillery"].researched=true global.entity_limits = { ["gun-turret"] = {placed = 1, limit = 1, str = "gun turret", slot_price = 75}, ["laser-turret"] = {placed = 0, limit = 1, str = "laser turret", slot_price = 250}, ["artillery-turret"] = {placed = 0, limit = 1, str = "artillery turret", slot_price = 500}, ["flamethrower-turret"] = {placed = 0, limit = 0, str = "flamethrower turret", slot_price = 50000}, ["land-mine"] = {placed = 0, limit = 1, str = "landmine", slot_price = 1} } global.wave_grace_period = wave_interval * 21 global.fish_defense_init_done = true end if player.online_time < 1 then player.insert({name = "pistol", count = 1}) player.insert({name = "iron-axe", count = 1}) player.insert({name = "raw-fish", count = 3}) player.insert({name = "firearm-magazine", count = 32}) player.insert({name = "iron-plate", count = 64}) if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end end local surface = game.surfaces["fish_defender"] if player.online_time < 2 and surface.is_chunk_generated({0,0}) then player.teleport(surface.find_non_colliding_position("player", {-75, 4}, 50, 1), "fish_defender") else if player.online_time < 2 then player.teleport({-50, 0}, "fish_defender") end end --[[ if global.wave_grace_period then global.wave_grace_period = global.wave_grace_period - 3600 if global.wave_grace_period <= 0 then global.wave_grace_period = nil end end ]] create_wave_gui(player) if game.tick > 900 then is_game_lost() end end local function get_replacement_tile(surface) local tilename = "grass-1" for x = -160, 160, 1 do for y = -96, 90, 1 do local tile = surface.get_tile(x, y) if tile.name ~= "water" and tile.name ~= "deepwater" then tilename = tile.name end end end return tilename end local map_height = 96 local function on_chunk_generated(event) local surface = game.surfaces["fish_defender"] if not surface then return end if surface.name ~= event.surface.name then return end local area = event.area local left_top = area.left_top local entities = surface.find_entities_filtered({area = area, force = "enemy"}) for _, entity in pairs(entities) do entity.destroy() end if left_top.x >= 160 then if not global.spawn_ores_generated then local spawn_position_x = -76 surface.create_entity({name = "electric-beam", position = {160, -95}, source = {160, -95}, target = {160,96}}) local tiles = {} local replacement_tile = get_replacement_tile(surface) local water_tiles = surface.find_tiles_filtered({name = {"water", "deepwater"}}) for _, tile in pairs(water_tiles) do insert(tiles, {name = replacement_tile, position = {tile.position.x, tile.position.y}}) end surface.set_tiles(tiles, true) local entities = surface.find_entities_filtered({type = "resource", area = {{-160, -96},{160, 96}}}) for _, entity in pairs(entities) do entity.destroy() end local decorative_names = {} for k,v in pairs(game.decorative_prototypes) do if v.autoplace_specification then decorative_names[#decorative_names+1] = k end end for x = -4, 4, 1 do for y = -3, 3, 1 do surface.regenerate_decorative(decorative_names, {{x,y}}) end end map_functions.draw_smoothed_out_ore_circle({x = -128, y = -64}, "copper-ore", surface, 15, 2500) map_functions.draw_smoothed_out_ore_circle({x = -128, y = -32}, "iron-ore", surface, 15, 2500) map_functions.draw_smoothed_out_ore_circle({x = -128, y = 32}, "coal", surface, 15, 1500) map_functions.draw_smoothed_out_ore_circle({x = -128, y = 64}, "stone", surface, 15, 1500) map_functions.draw_noise_tile_circle({x = -96, y = 0}, "water", surface, 16) map_functions.draw_oil_circle({x = -128, y = 0}, "crude-oil", surface, 8, 200000) local pos = surface.find_non_colliding_position("market",{spawn_position_x, 0}, 50, 1) global.market = surface.create_entity({name = "market", position = pos, force = "player"}) global.market.minable = false refresh_market_offers() local pos = surface.find_non_colliding_position("gun-turret",{spawn_position_x + 5, 1}, 50, 1) local turret = surface.create_entity({name = "gun-turret", position = pos, force = "player"}) turret.insert({name = "firearm-magazine", count = 32}) for x = -20, 20, 1 do for y = -20, 20, 1 do local pos = {x = global.market.position.x + x, y = global.market.position.y + y} local distance_to_center = math.sqrt(x^2 + y^2) if distance_to_center > 8 and distance_to_center < 15 then if math_random(1,3) == 1 and surface.can_place_entity({name = "wooden-chest", position = pos, force = "player"}) then local chest = surface.create_entity({name = "wooden-chest", position = pos, force = "player"}) end end end end local pos = surface.find_non_colliding_position("player",{spawn_position_x + 1, 4}, 50, 1) game.forces["player"].set_spawn_position(pos, surface) for _, player in pairs(game.connected_players) do local pos = surface.find_non_colliding_position("player",{spawn_position_x + 1, 4}, 50, 1) player.teleport(pos, surface) end global.spawn_ores_generated = true end end --[[ if left_top.x <= -352 then if math_random(1, 128) == 1 then local positions = {} for x = 0, 31, 1 do for y = 0, 31, 1 do insert(positions, {x = left_top.x + x, y = left_top.y + y}) end end positions = shuffle(positions) for _, pos in pairs(positions) do if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then if math_random(1,4) == 1 then local entity = surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos}) else local entity = surface.create_entity({name = "biter-spawner", force = "enemy", position = pos}) end break end end end end]] local tiles = {} local hourglass_center_piece_length = 64 for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} if pos.y >= map_height then if pos.y > pos.x - hourglass_center_piece_length and pos.x > 0 then insert(tiles, {name = "out-of-map", position = pos}) end if pos.y > (pos.x + hourglass_center_piece_length) * -1 and pos.x <= 0 then insert(tiles, {name = "out-of-map", position = pos}) end end if pos.y < map_height * -1 then if pos.y < (pos.x - hourglass_center_piece_length) * -1 and pos.x > 0 then insert(tiles, {name = "out-of-map", position = pos}) end if pos.y < pos.x + hourglass_center_piece_length and pos.x <= 0 then insert(tiles, {name = "out-of-map", position = pos}) end end end end surface.set_tiles(tiles, false) if left_top.x < 160 then return end local entities = surface.find_entities_filtered({area = area, type = "tree"}) for _, entity in pairs(entities) do entity.destroy() end local entities = surface.find_entities_filtered({area = area, type = "cliff"}) for _, entity in pairs(entities) do entity.destroy() end local entities = surface.find_entities_filtered({area = area, type = "resource"}) for _, entity in pairs(entities) do surface.create_entity({name = "uranium-ore", position = entity.position, amount = math_random(200, 8000)}) entity.destroy() end local tiles = {} 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 = surface.get_tile(pos) if tile.name ~= "out-of-map" then if pos.x > 312 then insert(tiles, {name = "out-of-map", position = pos}) else --insert(tiles, {name = "dirt-7", position = pos}) end if pos.x > 296 and pos.x < 312 and math_random(1, 128) == 1 then if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then if math_random(1,4) == 1 then local entity = surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos}) entity.active = false else local entity = surface.create_entity({name = "biter-spawner", force = "enemy", position = pos}) entity.active = false end end end end end end surface.set_tiles(tiles, true) local decorative_names = {} for k,v in pairs(game.decorative_prototypes) do if v.autoplace_specification then decorative_names[#decorative_names+1] = k end end surface.regenerate_decorative(decorative_names, {{x=math.floor(event.area.left_top.x/32),y=math.floor(event.area.left_top.y/32)}}) end local function on_built_entity(event) local entity = event.created_entity if global.entity_limits[entity.name] then local surface = entity.surface if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1 surface.create_entity( {name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}} ) else surface.create_entity({name = "flying-text", position = entity.position, text = global.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 global.score then if global.score[player.force.name] then if global.score[player.force.name].players[player.name] then global.score[player.force.name].players[player.name].built_entities = global.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 if global.entity_limits[entity.name] then local surface = entity.surface if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1 surface.create_entity( {name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}} ) else surface.create_entity({name = "flying-text", position = entity.position, text = global.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_tick() if game.tick % 30 == 0 then if global.market then for _, player in pairs(game.connected_players) do create_wave_gui(player) end end if game.tick % 180 == 0 then if game.surfaces["fish_defender"] then game.forces.player.chart(game.surfaces["fish_defender"], {{x = -64, y = -256}, {x = 288, y = 256}}) end end if global.market_age then if not global.game_restart_timer then global.game_restart_timer = 7200 else if global.game_restart_timer < 0 then return end global.game_restart_timer = global.game_restart_timer - 30 end if global.game_restart_timer % 900 == 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 end if game.tick % wave_interval == wave_interval - 1 then biter_attack_wave() end end local function on_player_changed_position(event) local player = game.players[event.player_index] if player.position.x >= 160 then player.teleport({player.position.x - 1, player.position.y}, game.surfaces["fish_defender"]) if player.position.y > map_height or player.position.y < map_height * -1 then player.teleport({player.position.x, 0}, game.surfaces["fish_defender"]) end 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) if global.entity_limits[event.entity.name] then global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1 end end local function on_robot_mined_entity(event) if global.entity_limits[event.entity.name] then global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1 end end local function on_market_item_purchased(event) local player = game.players[event.player_index] local market = event.market local offer_index = event.offer_index local offers = market.get_market_items() local bought_offer = offers[offer_index].offer if bought_offer.type ~= "nothing" then return end local slot_upgrade_offers = { [1] = {"gun-turret", "gun turret"}, [2] = {"laser-turret", "laser turret"}, [3] = {"artillery-turret", "artillery turret"}, [4] = {"flamethrower-turret", "flamethrower turret"}, [5] = {"land-mine", "land mine"} } for x = 1, 5, 1 do if offer_index == x then local price = global.entity_limits[slot_upgrade_offers[x][1]].limit * global.entity_limits[slot_upgrade_offers[x][1]].slot_price if slot_upgrade_offers[x][1] == "flamethrower-turret" then price = (global.entity_limits[slot_upgrade_offers[x][1]].limit + 1) * global.entity_limits[slot_upgrade_offers[x][1]].slot_price end local coins_removed = player.remove_item({name = "coin", count = price}) if coins_removed ~= price then if coins_removed > 0 then player.insert({name = "coin", count = coins_removed}) end player.print("Not enough coins.", {r = 0.22, g = 0.77, b = 0.44}) return end global.entity_limits[slot_upgrade_offers[x][1]].limit = global.entity_limits[slot_upgrade_offers[x][1]].limit + 1 game.print(player.name .. " has bought a " .. slot_upgrade_offers[x][2] .. " slot for " .. price .. " coins!", {r = 0.22, g = 0.77, b = 0.44}) refresh_market_offers() end end end event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_market_item_purchased, on_market_item_purchased) event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_robot_built_entity, on_robot_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_entity_died, on_entity_died) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)