--luacheck: ignore --spiral troopers-- mewmew wrote this -- inspired from kyte local event = require 'utils.event' require 'modules.dynamic_landfill' require 'modules.spawners_contain_biters' require 'modules.satellite_score' local map_functions = require 'utils.tools.map_functions' --require "rewards" 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 treasure_chest(position, surface) local math_random = math.random local chest_raffle = {} local chest_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(8, 16) }, weight = 10, evolution_min = 0.2, evolution_max = 0.7 }, { { name = 'grenade', count = math_random(8, 16) }, weight = 10, evolution_min = 0.0, evolution_max = 0.5 }, { { name = 'cluster-grenade', count = math_random(8, 16) }, 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 = '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(1, 2) }, weight = 1, evolution_min = 0.2, 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(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.1 }, { { name = 'inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.4 }, { { name = 'long-handed-inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.0, evolution_max = 0.4 }, { { name = 'fast-inserter', count = math_random(16, 32) }, weight = 3, evolution_min = 0.1, evolution_max = 1 }, { { name = 'bulk-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(8, 16) }, 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(4, 8) }, weight = 3, evolution_min = 0.5, evolution_max = 1 }, { { name = 'wooden-chest', count = math_random(8, 16) }, weight = 3, evolution_min = 0.0, evolution_max = 0.2 }, { { name = 'iron-chest', count = math_random(8, 16) }, weight = 3, evolution_min = 0.1, evolution_max = 0.4 }, { { name = 'steel-chest', count = math_random(8, 16) }, 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, 100) }, 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(2, 4) }, weight = 2, evolution_min = 0.0, evolution_max = 0.1 }, { { name = 'beacon', count = math_random(2, 4) }, weight = 3, evolution_min = 0.7, evolution_max = 1 }, { { name = 'boiler', count = math_random(4, 8) }, weight = 3, evolution_min = 0.0, evolution_max = 0.3 }, { { name = 'steam-engine', count = math_random(4, 8) }, weight = 3, evolution_min = 0.0, evolution_max = 0.5 }, { { name = 'steam-turbine', count = math_random(2, 4) }, weight = 2, evolution_min = 0.5, evolution_max = 1 }, { { name = 'nuclear-reactor', count = 1 }, weight = 1, 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, 16) }, weight = 2, evolution_min = 0.5, evolution_max = 1 }, { { name = 'heat-exchanger', count = math_random(4, 8) }, weight = 2, evolution_min = 0.5, evolution_max = 1 }, { { name = 'arithmetic-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'constant-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'decider-combinator', count = math_random(25, 50) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'power-switch', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'programmable-speaker', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'green-wire', count = math_random(100, 200) }, weight = 1, evolution_min = 0.1, evolution_max = 1 }, { { name = 'red-wire', count = math_random(100, 200) }, 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(8, 16) }, 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(50, 100) }, weight = 3, evolution_min = 0.5, evolution_max = 1 }, { { name = 'express-underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0.5, evolution_max = 1 }, { { name = 'express-splitter', count = math_random(8, 16) }, weight = 3, evolution_min = 0.5, evolution_max = 1 }, { { name = 'fast-transport-belt', count = math_random(50, 100) }, weight = 3, evolution_min = 0.2, evolution_max = 0.7 }, { { name = 'fast-underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0.2, evolution_max = 0.7 }, { { name = 'fast-splitter', count = math_random(8, 16) }, weight = 3, evolution_min = 0.2, evolution_max = 0.3 }, { { name = 'transport-belt', count = math_random(50, 100) }, weight = 3, evolution_min = 0, evolution_max = 0.3 }, { { name = 'underground-belt', count = math_random(4, 16) }, weight = 3, evolution_min = 0, evolution_max = 0.3 }, { { name = 'splitter', count = math_random(8, 16) }, 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(25, 50) }, weight = 1, evolution_min = 0.2, evolution_max = 0.5 }, { { name = 'pumpjack', count = math_random(2, 4) }, weight = 1, evolution_min = 0.3, evolution_max = 0.8 }, { { name = 'pump', count = math_random(2, 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(50, 100) }, weight = 1, evolution_min = 0.1, evolution_max = 0.5 }, { { name = 'gate', count = math_random(8, 16) }, weight = 1, evolution_min = 0.1, evolution_max = 0.5 }, { { name = 'storage-tank', count = math_random(4, 8) }, weight = 3, evolution_min = 0.3, evolution_max = 0.6 }, { { name = 'train-stop', count = math_random(2, 4) }, 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 } } local level = storage.spiral_troopers_level / 40 if level > 1 then level = 1 end for _, t in pairs(chest_loot) do for x = 1, t.weight, 1 do if t.evolution_min <= level and t.evolution_max >= level then table.insert(chest_raffle, t[1]) end end end local chest_type_raffle = { 'steel-chest', 'iron-chest', 'wooden-chest' } local e = surface.create_entity { name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player' } e.destructible = false local i = e.get_inventory(defines.inventory.chest) for x = 1, math_random(3, 4), 1 do local loot = chest_raffle[math_random(1, #chest_raffle)] i.insert(loot) end end local function level_finished() local spiral_cords = { { x = 0, y = -1 }, { x = -1, y = 0 }, { x = 0, y = 1 }, { x = 1, y = 0 } } local entities = {} local surface = game.surfaces['spiral_troopers'] if not storage.spiral_troopers_beaten_level then storage.spiral_troopers_beaten_level = 1 else storage.spiral_troopers_beaten_level = storage.spiral_troopers_beaten_level + 1 end local evolution = storage.spiral_troopers_beaten_level / 40 if evolution > 1 then evolution = 1 end game.forces.enemy.evolution_factor = evolution for _, player in pairs(game.connected_players) do player.play_sound { path = 'utility/new_objective', volume_modifier = 0.6 } end game.print('Level ' .. storage.spiral_troopers_beaten_level .. ' finished. Area Unlocked!') if not storage.current_beaten_chunk then storage.current_beaten_chunk = { x = 0, y = -1 } end if storage.spiral_troopers_beaten_level == 1 then return end local current_growth_direction = storage.spiral_troopers_beaten_level % 4 if current_growth_direction == 0 then current_growth_direction = 4 end local old_growth_direction = (storage.spiral_troopers_beaten_level - 1) % 4 if old_growth_direction == 0 then old_growth_direction = 4 end for levelsize = 1, storage.spiral_troopers_beaten_level, 1 do if levelsize == 1 then storage.current_beaten_chunk = { x = storage.current_beaten_chunk.x + spiral_cords[old_growth_direction].x, y = storage.current_beaten_chunk.y + spiral_cords[old_growth_direction].y } else storage.current_beaten_chunk = { x = storage.current_beaten_chunk.x + spiral_cords[current_growth_direction].x, y = storage.current_beaten_chunk.y + spiral_cords[current_growth_direction].y } end local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = storage.current_beaten_chunk.x * 32 + x, y = storage.current_beaten_chunk.y * 32 + y } table.insert(tiles, { name = 'water', position = pos }) if math.random(1, 50) == 1 then table.insert(entities, { name = 'fish', position = pos }) end end end surface.set_tiles(tiles, true) end for _, e in pairs(entities) do surface.create_entity(e) end local radius = (storage.spiral_troopers_beaten_level / 2) * 32 radius = radius + 160 game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } }) end local rock_raffle = { 'big-sand-rock', 'big-rock', 'big-rock', 'big-rock', 'huge-rock' } local ore_rotation = { 'iron-ore', 'copper-ore', 'coal', 'stone' } local function get_furthest_chunk() local surface = game.surfaces['spiral_troopers'] local x = 1 while true do if not surface.is_chunk_generated({ 0 + x, 0 }) then break end x = x + 1 end x = x - 1 local y = 1 while true do if not surface.is_chunk_generated({ 0, 0 + y }) then break end y = y + 1 end y = y - 1 return x, y end local function clear_chunk_of_enemies(chunk, surface) local a = { left_top = { x = chunk.x * 32, y = chunk.y * 32 }, right_bottom = { x = (chunk.x * 32) + 31, y = (chunk.y * 32) + 31 } } local enemies = surface.find_entities_filtered({ force = 'enemy', area = a }) if enemies[1] then for i = 1, #enemies, 1 do enemies[i].destroy() end end end local function grow_level() if not storage.current_chunk then storage.current_chunk = { x = 0, y = -1 } end local surface = game.surfaces['spiral_troopers'] local entities = {} local spiral_cords = { { x = 0, y = -1 }, { x = -1, y = 0 }, { x = 0, y = 1 }, { x = 1, y = 0 } } if not storage.spiral_troopers_level then storage.spiral_troopers_level = 1 else storage.spiral_troopers_level = storage.spiral_troopers_level + 1 end if not storage.checkpoint_barriers then storage.checkpoint_barriers = {} end storage.checkpoint_barriers[storage.spiral_troopers_level] = {} local current_growth_direction = storage.spiral_troopers_level % 4 if current_growth_direction == 0 then current_growth_direction = 4 end for levelsize = 1, storage.spiral_troopers_level, 1 do storage.current_chunk = { x = storage.current_chunk.x + spiral_cords[current_growth_direction].x, y = storage.current_chunk.y + spiral_cords[current_growth_direction].y } if levelsize == storage.spiral_troopers_level then local tiles = {} local checkpoint_chunk = { x = storage.current_chunk.x + spiral_cords[current_growth_direction].x, y = storage.current_chunk.y + spiral_cords[current_growth_direction].y } local reward_chunk_offset = (storage.spiral_troopers_level - 1) % 4 if reward_chunk_offset == 0 then reward_chunk_offset = 4 end local reward_chunk = { x = checkpoint_chunk.x + spiral_cords[reward_chunk_offset].x, y = checkpoint_chunk.y + spiral_cords[reward_chunk_offset].y } clear_chunk_of_enemies(checkpoint_chunk, surface) clear_chunk_of_enemies(reward_chunk, surface) for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = checkpoint_chunk.x * 32 + x, y = checkpoint_chunk.y * 32 + y } table.insert(tiles, { name = 'water-green', position = pos }) if math.random(1, 2) == 1 then table.insert(entities, { name = rock_raffle[math.random(1, #rock_raffle)], position = pos }) end end end for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = reward_chunk.x * 32 + x, y = reward_chunk.y * 32 + y } if x == 16 and y == 16 then local ore = ore_rotation[current_growth_direction] if storage.spiral_troopers_level % 12 == 0 then ore = 'uranium-ore' end map_functions.draw_smoothed_out_ore_circle(pos, ore, surface, 14, 400 * storage.spiral_troopers_level) local unlocker = surface.create_entity({ name = 'burner-inserter', position = pos, force = 'player' }) unlocker.destructible = false unlocker.minable = false end if x >= 4 and x <= 5 and y >= 4 and y <= 5 then if math.random(1, 3) ~= 1 then treasure_chest(pos, surface) end end if x >= 26 and x <= 27 and y >= 26 and y <= 27 then if math.random(1, 3) ~= 1 then treasure_chest(pos, surface) end end if x >= 26 and x <= 27 and y >= 4 and y <= 5 then if math.random(1, 3) ~= 1 then treasure_chest(pos, surface) end end if x >= 4 and x <= 5 and y >= 26 and y <= 27 then if math.random(1, 3) ~= 1 then treasure_chest(pos, surface) end end if x >= 3 and x <= 6 and y >= 3 and y <= 6 then table.insert(tiles, { name = 'concrete', position = pos }) end if x >= 25 and x <= 28 and y >= 25 and y <= 28 then table.insert(tiles, { name = 'concrete', position = pos }) end if x >= 25 and x <= 28 and y >= 3 and y <= 6 then table.insert(tiles, { name = 'concrete', position = pos }) end if x >= 3 and x <= 6 and y >= 25 and y <= 28 then table.insert(tiles, { name = 'concrete', position = pos }) end end end surface.set_tiles(tiles, true) end local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = { x = storage.current_chunk.x * 32 + x, y = storage.current_chunk.y * 32 + y } table.insert(tiles, { name = 'out-of-map', position = pos }) end end surface.set_tiles(tiles, true) end for x, e in pairs(entities) do local entity = surface.create_entity(e) entity.destructible = false entity.minable = false table.insert(storage.checkpoint_barriers[storage.spiral_troopers_level], entity) end storage.checkpoint_barriers[storage.spiral_troopers_level] = shuffle(storage.checkpoint_barriers[storage.spiral_troopers_level]) end local worm_raffle = {} worm_raffle[1] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret' } worm_raffle[2] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret' } worm_raffle[3] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret' } worm_raffle[4] = { 'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret' } worm_raffle[5] = { 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret' } worm_raffle[6] = { 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret' } worm_raffle[7] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret' } worm_raffle[8] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret' } worm_raffle[9] = { 'medium-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret' } worm_raffle[10] = { 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret', 'big-worm-turret' } local function on_chunk_generated(event) local surface = game.surfaces['spiral_troopers'] if event.surface.name ~= surface.name then return end if not storage.spiral_troopers_spawn_ores then if get_furthest_chunk() > 7 then map_functions.draw_smoothed_out_ore_circle({ x = -16, y = 16 }, 'copper-ore', surface, 16, 450) map_functions.draw_smoothed_out_ore_circle({ x = 16, y = 16 }, 'coal', surface, 16, 450) map_functions.draw_smoothed_out_ore_circle({ x = 48, y = 16 }, 'iron-ore', surface, 16, 450) map_functions.draw_noise_tile_circle({ x = -20, y = -16 }, 'water', surface, 7) local radius = 256 game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } }) storage.spiral_troopers_spawn_ores = true end end local spawner_density_modifier = 100 local worm_density_modifier = 1000 if storage.spiral_troopers_level then spawner_density_modifier = spawner_density_modifier - (storage.spiral_troopers_level * 10) worm_density_modifier = worm_density_modifier - (storage.spiral_troopers_level * 50) end if spawner_density_modifier < 10 then spawner_density_modifier = 10 end if worm_density_modifier < 5 then worm_density_modifier = 5 end if event.area.left_top.x > 64 or event.area.left_top.x < -64 or event.area.left_top.y > 32 or event.area.left_top.y < -48 then for x = 0, 31, 1 do for y = 0, 31, 1 do if math.random(1, spawner_density_modifier) == 1 then local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y } if surface.can_place_entity({ name = 'spitter-spawner', position = pos }) then if math.random(1, 3) == 1 then surface.create_entity({ name = 'spitter-spawner', position = pos }) else surface.create_entity({ name = 'biter-spawner', position = pos }) end end end end end for x = 0, 31, 1 do for y = 0, 31, 1 do if math.random(1, worm_density_modifier) == 1 then local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y } local level = 0.1 if storage.spiral_troopers_level then level = storage.spiral_troopers_level / 40 end local index = math.ceil(level * 10, 0) if index < 1 then index = 1 end if index > 10 then index = 10 end local name = worm_raffle[index][math.random(1, #worm_raffle[index])] if surface.can_place_entity({ name = name, position = pos }) then surface.create_entity({ name = name, position = pos }) end end end end else for x = 0, 31, 1 do for y = 0, 31, 1 do if math.random(1, 10) == 1 then local pos = { x = event.area.left_top.x + x, y = event.area.left_top.y + y } if surface.can_place_entity({ name = 'tree-03', position = pos }) then surface.create_entity({ name = 'tree-03', position = pos }) end end end end end local chunk_position_x = event.area.left_top.x / 32 local chunk_position_y = event.area.left_top.y / 32 if chunk_position_x < 0 then chunk_position_x = chunk_position_x * -1 end if chunk_position_y < 0 then chunk_position_y = chunk_position_y * -1 end local level = 1 if storage.spiral_troopers_level then level = (storage.spiral_troopers_level / 2) + 2 end if chunk_position_x > level and chunk_position_y > level then grow_level() end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not storage.map_init_done then local map_gen_settings = {} map_gen_settings.water = 'none' map_gen_settings.cliff_settings = { cliff_elevation_interval = 50, cliff_elevation_0 = 50 } map_gen_settings.autoplace_controls = { ['coal'] = { frequency = 'none', size = 'none', richness = 'none' }, ['stone'] = { frequency = 'none', size = 'none', richness = 'none' }, ['copper-ore'] = { frequency = 'none', size = 'none', richness = 'none' }, ['iron-ore'] = { frequency = 'none', size = 'none', richness = 'none' }, ['uranium-ore'] = { frequency = 'none', size = 'none', richness = 'none' }, ['crude-oil'] = { frequency = 'none', size = 'none', richness = 'none' }, ['trees'] = { frequency = 'none', size = 'none', richness = 'none' }, ['enemy-base'] = { frequency = 'none', size = 'none', richness = 'very-good' } } game.create_surface('spiral_troopers', map_gen_settings) game.map_settings.enemy_evolution.destroy_factor = 0.0 game.map_settings.enemy_evolution.time_factor = 0.0001 game.map_settings.enemy_evolution.pollution_factor = 0.0 game.forces['player'].set_spawn_position({ 0, 0 }, game.surfaces['spiral_troopers']) game.forces['player'].technologies['artillery-shell-range-1'].enabled = false game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false game.forces['player'].technologies['artillery'].enabled = false local surface = game.surfaces['spiral_troopers'] local radius = 256 game.forces.player.chart(surface, { { x = -1 * radius, y = -1 * radius }, { x = radius, y = radius } }) storage.map_init_done = true end local surface = game.surfaces['spiral_troopers'] if player.online_time < 5 and surface.is_chunk_generated({ 0, 0 }) then player.teleport(surface.find_non_colliding_position('character', { 0, 0 }, 2, 1), 'spiral_troopers') else if player.online_time < 5 then player.teleport({ 0, 0 }, 'spiral_troopers') end end if player.online_time < 10 then player.insert { name = 'iron-plate', count = 32 } player.insert { name = 'pistol', count = 1 } player.insert { name = 'firearm-magazine', count = 64 } end end local function on_player_rotated_entity(event) if event.entity.name == 'burner-inserter' and event.entity.destructible == false then game.surfaces['spiral_troopers'].create_entity { name = 'big-explosion', position = event.entity.position } event.entity.destroy() level_finished() end end --local disabled_entities = {"gun-turret", "laser-turret", "flamethrower-turret"} local function on_built_entity(event) for _, e in pairs(disabled_entities) do if e == event.entity.name then local a = { left_top = { x = event.entity.position.x - 31, y = event.entity.position.y - 31 }, right_bottom = { x = event.entity.position.x + 32, y = event.entity.position.y + 32 } } local enemy_count = event.entity.surface.count_entities_filtered({ force = 'enemy', area = a, limit = 1 }) if enemy_count > 0 then event.entity.active = false if event.player_index then local player = game.players[event.player_index] player.print('The turret seems to be malfunctioning near those creatures.', { r = 0.75, g = 0.0, b = 0.0 }) end end end end end --[[ local function on_entity_damaged(event) for _, e in pairs(disabled_entities) do if e == event.entity.name then if event.entity.health <= event.final_damage_amount then event.entity.active = true event.entity.die("enemy") end end end end ]] local function on_robot_built_entity(event) on_built_entity(event) end local entity_drop_amount = { ['small-biter'] = { low = 10, high = 20 }, ['small-spitter'] = { low = 10, high = 20 }, ['medium-spitter'] = { low = 15, high = 30 }, ['big-spitter'] = { low = 20, high = 40 }, ['behemoth-spitter'] = { low = 30, high = 50 }, ['biter-spawner'] = { low = 50, high = 100 }, ['spitter-spawner'] = { low = 50, high = 100 } } local ore_spill_raffle = { 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'coal', 'coal', 'coal', 'copper-ore', 'copper-ore', 'stone', 'landfill' } local function on_entity_died(event) if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then if math.random(1, 50) == 1 then local amount = 100000 * (1 + (game.forces.enemy.evolution_factor * 20)) event.entity.surface.create_entity({ name = 'crude-oil', position = event.entity.position, amount = amount }) end end if entity_drop_amount[event.entity.name] then if game.forces.enemy.evolution_factor < 0.5 then local amount = math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * (0.5 - game.forces.enemy.evolution_factor) * 2, 0) event.entity.surface.spill_item_stack(event.entity.position, { name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount }, true) end end end local function on_player_built_tile(event) local placed_tiles = event.tiles local player = game.players[event.player_index] for _, t in pairs(placed_tiles) do if t.old_tile.name == 'water-green' then local tiles = {} table.insert(tiles, { name = 'water-green', position = t.position }) game.surfaces['spiral_troopers'].set_tiles(tiles, true) end end end local kabooms = { 'big-artillery-explosion', 'big-explosion', 'explosion' } local function on_tick(event) if not storage.spiral_troopers_beaten_level then return end if not storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] then return end if game.tick % 2 == 1 then if storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].valid == true then local pos = storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].position local surface = game.surfaces['spiral_troopers'] surface.create_entity { name = kabooms[math.random(1, #kabooms)], position = pos } local a = { left_top = { x = pos.x - 10, y = pos.y - 10 }, right_bottom = { x = pos.x + 10, y = pos.y + 10 } } local greenwater = surface.find_tiles_filtered({ name = 'water-green', area = a }) if greenwater then if greenwater[1] then local tiles = {} for _, tile in pairs(greenwater) do table.insert(tiles, { name = 'grass-1', position = tile.position }) end surface.set_tiles(tiles, true) end end storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]].destroy() end storage.checkpoint_barriers[storage.spiral_troopers_beaten_level][#storage.checkpoint_barriers[storage.spiral_troopers_beaten_level]] = nil if #storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] == 0 then storage.checkpoint_barriers[storage.spiral_troopers_beaten_level] = nil end end end event.add(defines.events.on_tick, on_tick) --event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_player_built_tile, on_player_built_tile) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_chunk_generated, on_chunk_generated) event.add(defines.events.on_player_joined_game, on_player_joined_game)