-- fish defender -- by mewmew -- require "modules.rpg" require "maps.fish_defender.terrain" require "maps.fish_defender.market" require "maps.fish_defender.shotgun_buff" require "maps.fish_defender.on_entity_damaged" require "modules.rocket_launch_always_yields_science" require "modules.launch_fish_to_win" require "modules.biters_yield_coins" require "modules.dangerous_goods" require "modules.custom_death_messages" local Unit_health_booster = require "modules.biter_health_booster" local Map = require "modules.map_info" local event = require 'utils.event' local Server = require 'utils.server' local boss_biter = require "maps.fish_defender.boss_biters" local math_random = math.random local insert = table.insert local enable_start_grace_period = true map_height = 96 local biter_count_limit = 1024 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached local boss_waves = { [50] = {{name = "big-biter", count = 3}}, [100] = {{name = "behemoth-biter", count = 1}}, [150] = {{name = "behemoth-spitter", count = 4}, {name = "big-spitter", count = 16}}, [200] = {{name = "behemoth-biter", count = 4}, {name = "behemoth-spitter", count = 2}, {name = "big-biter", count = 32}}, [250] = {{name = "behemoth-biter", count = 8}, {name = "behemoth-spitter", count = 4}, {name = "big-spitter", count = 32}}, [300] = {{name = "behemoth-biter", count = 16}, {name = "behemoth-spitter", count = 8}} } local difficulties_votes = { [1] = {wave_interval = 4500, amount_modifier = 0.52, strength_modifier = 0.40, boss_modifier = 3.0}, [2] = {wave_interval = 4100, amount_modifier = 0.76, strength_modifier = 0.65, boss_modifier = 4.0}, [3] = {wave_interval = 3800, amount_modifier = 0.92, strength_modifier = 0.85, boss_modifier = 5.0}, [4] = {wave_interval = 3600, amount_modifier = 1.00, strength_modifier = 1.00, boss_modifier = 6.0}, [5] = {wave_interval = 3400, amount_modifier = 1.08, strength_modifier = 1.25, boss_modifier = 7.0}, [6] = {wave_interval = 3100, amount_modifier = 1.24, strength_modifier = 1.75, boss_modifier = 8.0}, [7] = {wave_interval = 2700, amount_modifier = 1.48, strength_modifier = 2.50, boss_modifier = 9.0} } 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", tooltip = "Click to show map info"}) 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 % global.wave_interval / global.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} if not enable_start_grace_period then global.wave_grace_period = nil return end end end local function show_fd_stats(player) local gui_id = "fd-stats" local table_id = gui_id.."table" if player.gui.left[gui_id] then player.gui.left[gui_id].destroy() end local frame = player.gui.left.add { type = "frame", name = gui_id } local table = frame.add { type = "table", name = table_id, column_count = 2, } local table_header = {"Building", "Placed"..'/'.."Limit"} for k,v in pairs(table_header) do local h = table.add { type="label", caption=v } h.style.font = "heading-2" end for k,v in pairs(global.entity_limits) do local name = v.str local placed = v.placed local limit = v.limit local entry = {name, placed..'/'..limit} for k, v in pairs(entry) do table.add { type = "label", caption = v } end end end local function update_fd_stats() for _, player in pairs(game.connected_players) do if player.gui.left["fd-stats"] then show_fd_stats(player) end end end local function add_fd_stats_button(player) local button_id = "fd-stats-button" if player.gui.top[button_id] then player.gui.top[button_id].destroy() end local button = player.gui.top.add { type = "sprite-button", name = button_id, sprite = "item/submachine-gun" } end local function on_gui_click(event) if not event.element.valid then return end if event.element.name ~= "fd-stats-button" then return end local player = game.players[event.player_index] local frame = player.gui.left["fd-stats"] if frame == nil then show_fd_stats(player) else frame.destroy() end end local function on_market_item_purchased(event) update_fd_stats() end local threat_values = { ["small_biter"] = 1, ["medium_biter"] = 3, ["big_biter"] = 5, ["behemoth_biter"] = 10, ["small_spitter"] = 1, ["medium_spitter"] = 3, ["big_spitter"] = 5, ["behemoth_spitter"] = 10 } local function get_biter_initial_pool() local biter_pool = {} if global.wave_count > 1750 then biter_pool = { {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 global.wave_count > 1500 then biter_pool = { {name = "big-biter", threat = threat_values.big_biter, weight = 1}, {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 global.wave_count > 1250 then biter_pool = { {name = "big-biter", threat = threat_values.big_biter, weight = 2}, {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 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}) biter.ai_settings.allow_destroy_when_commands_fail = false biter.ai_settings.allow_try_return_to_spawner = false return biter end local function get_y_coord_raffle_table() local t = {} for y = -96, 96, 8 do t[#t + 1] = y end table.shuffle_table(t) return t 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 clear_corpses(surface) if not global.wave_count then return end local chance = 4 if global.wave_count > 250 then chance = 3 end if global.wave_count > 500 then chance = 2 end for _, entity in pairs(surface.find_entities_filtered{type = "corpse"}) do if math_random(1, chance) == 1 then entity.destroy() end end end local boss_wave_names = { [50] = "The Big Biter Gang", [100] = "Biterzilla", [150] = "The Spitter Squad", [200] = "The Wall Nibblers", [250] = "Conveyor Munchers", [300] = "Furnace Freezers", [350] = "Cable Chewers", [400] = "Power Pole Thieves", [450] = "Assembler Annihilators", [500] = "Inserter Crunchers", [550] = "Engineer Eaters", [600] = "Belt Unbalancers", [650] = "Turret Devourers", [700] = "Pipe Perforators", [750] = "Desync Bros", [800] = "Ratio Randomizers", [850] = "Wire Chompers", [900] = "The Bus Mixers", [950] = "Roundabout Deadlockers", [1000] = "Happy Tree Friends", [1050] = "Uranium Digesters", [1100] = "Bot Banishers", [1150] = "Chest Crushers", [1200] = "Cargo Wagon Scratchers", [1250] = "Transport Belt Surfers", [1300] = "Pumpjack Pulverizers", [1350] = "Radar Ravagers", [1400] = "Mall Deconstrutors", [1450] = "Lamp Dimmers", [1500] = "Roboport Disablers", [1550] = "Signal Spammers", [1600] = "Brick Tramplers", [1650] = "Drill Destroyers", [1700] = "Gearwheel Grinders", [1750] = "Silo Seekers", [1800] = "Circuit Breakers", [1850] = "Bullet Absorbers", [1900] = "Oil Guzzlers", [1950] = "Belt Rotators", [2000] = "Bluescreen Factor" } local function send_unit_group(unit_group) local commands = {} for x = unit_group.position.x, global.market.position.x, -48 do local destination = unit_group.surface.find_non_colliding_position("stone-wall", {x = x, y = unit_group.position.y}, 32, 4) if destination then commands[#commands + 1] = { type=defines.command.attack_area, destination=destination, radius=16, distraction=defines.distraction.by_enemy } end end commands[#commands + 1] = { type=defines.command.attack_area, destination={x = global.market.position.x, y = unit_group.position.y}, radius=16, distraction=defines.distraction.by_enemy } commands[#commands + 1] = { type=defines.command.attack, target=global.market, distraction=defines.distraction.by_enemy } unit_group.set_command({ type = defines.command.compound, structure_type = defines.compound_command.logical_and, commands = commands }) end local function spawn_boss_units(surface) if global.wave_count <= 2000 then game.print({"fish_defender.boss_message", global.wave_count, {"fish_defender." .. global.wave_count}}, {r = 0.8, g = 0.1, b = 0.1}) else game.print({"fish_defender.boss_message", global.wave_count}, {r = 0.8, g = 0.1, b = 0.1}) end if not boss_waves[global.wave_count] then local amount = global.wave_count if amount > 1000 then amount = 1000 end boss_waves[global.wave_count] = {{name = "behemoth-biter", count = math.floor(amount / 20)}, {name = "behemoth-spitter", count = math.floor(amount / 40)}} end local health_factor = difficulties_votes[global.difficulty_vote_index].boss_modifier if global.wave_count == 100 then health_factor = health_factor * 2 end local position = {x = 216, y = 0} local biter_group = surface.create_unit_group({position = position}) for _, entry in pairs(boss_waves[global.wave_count]) do for x = 1, entry.count, 1 do local pos = surface.find_non_colliding_position(entry.name, position, 64, 3) if pos then local biter = surface.create_entity({name = entry.name, position = pos}) biter.ai_settings.allow_destroy_when_commands_fail = false biter.ai_settings.allow_try_return_to_spawner = false global.boss_biters[biter.unit_number] = biter Unit_health_booster.add_boss_unit(biter, global.biter_health_boost * health_factor, 0.55) biter_group.add_member(biter) end end end send_unit_group(biter_group) end local function wake_up_the_biters(surface) if not global.market then return end local units = surface.find_entities_filtered({type = "unit"}) units = shuffle(units) local unit_groups = {} local y_raffle = get_y_coord_raffle_table() for i = 1, 2, 1 do if not units[i] then break end if not units[i].valid then break end local x = units[i].position.x if x > 256 then x = 256 end local y = units[i].position.y if y > 96 or y < -96 then y = y_raffle[i] end unit_groups[i] = surface.create_unit_group({position = {x = x, y = y}}) local biters = surface.find_enemy_units(units[i].position, 24, "player") for _, biter in pairs(biters) do unit_groups[i].add_member(biter) end end for i = 1, #unit_groups, 1 do if unit_groups[i].valid then if #unit_groups[i].members > 0 then send_unit_group(unit_groups[i]) else unit_groups[i].destroy() end end end surface.set_multi_command({ command={ type=defines.command.attack, target=global.market, distraction=defines.distraction.none }, unit_count = 16, force = "enemy", unit_search_distance=24 }) end local function damage_entity_outside_of_fence(e) if not e.health then return end if e.force.name == "neutral" then return end if e.type == "unit" or e.type == "unit-spawner" then return end e.surface.create_entity({name = "water-splash", position = e.position}) if e.type == "entity-ghost" then e.destroy() return end e.health = e.health - math_random(math.floor(e.prototype.max_health * 0.05), math.floor(e.prototype.max_health * 0.1)) if e.health <= 0 then e.die("enemy") end 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"] clear_corpses(surface) wake_up_the_biters(surface) if surface.count_entities_filtered({type = "unit"}) > biter_count_limit then --game.print("Biter limit reached, wave delayed.", {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 local m = 0.0015 if global.difficulty_vote_index then m = m * difficulties_votes[global.difficulty_vote_index].strength_modifier end game.forces.enemy.set_ammo_damage_modifier("melee", global.wave_count * m) game.forces.enemy.set_ammo_damage_modifier("biological", global.wave_count * m) global.biter_health_boost = 1 + (global.wave_count * (m * 2)) local m = 4 if global.difficulty_vote_index then m = m * difficulties_votes[global.difficulty_vote_index].amount_modifier end if global.wave_count % 50 == 0 then global.attack_wave_threat = math.floor(global.wave_count * (m*1.5)) spawn_boss_units(surface) if global.attack_wave_threat > 10000 then global.attack_wave_threat = 10000 end else global.attack_wave_threat = math.floor(global.wave_count * m) if global.attack_wave_threat > 10000 then global.attack_wave_threat = 10000 end 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.", {r = 0.7, g = 0.1, b = 0.1}) -- else -- global.endgame_modifier = global.endgame_modifier + 1 -- end --end for _, e in pairs(surface.find_entities_filtered({area = {{160, -256},{360, 256}}})) do damage_entity_outside_of_fence(e) end local y_raffle = get_y_coord_raffle_table() local unit_groups = {} if global.wave_count > 50 and math_random(1, 8) == 1 then for i = 1, 10, 1 do unit_groups[i] = surface.create_unit_group({position = {x = 256, y = y_raffle[i]}}) end else for i = 1, get_number_of_attack_groups(), 1 do unit_groups[i] = surface.create_unit_group({position = {x = 256, y = y_raffle[i]}}) end end local biter_pool = get_biter_pool() --local spawners = surface.find_entities_filtered({type = "unit-spawner", area = {{160, -196},{512, 196}}}) --table.shuffle_table(spawners) while global.attack_wave_threat > 0 do for i = 1, #unit_groups, 1 do --local biter --if spawners[i] then --biter = spawn_biter(spawners[i].position, biter_pool) --else --biter = spawn_biter(unit_groups[i].position, biter_pool) --end 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 send_unit_group(unit_groups[i]) 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} if not global.results_sent then local result = {} insert(result, 'MVP Defender: \\n') insert(result, mvp.killscore.name .. " with a score of " .. mvp.killscore.score .. "\\n" ) insert(result, '\\n') insert(result, 'MVP Builder: \\n') insert(result, mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things\\n" ) insert(result, '\\n') insert(result, 'MVP Deaths: \\n') insert(result, mvp.deaths.name .. " died " .. mvp.deaths.score .. " times" ) local message = table.concat(result) Server.to_discord_embed(message) global.results_sent = true end end for _, player in pairs(game.connected_players) do player.play_sound{path="utility/game_lost", volume_modifier=0.75} 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 function damage_entities_in_radius(surface, position, radius, damage) local entities_to_damage = surface.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.valid then if entity.health and entity.name ~= "land-mine" then if entity.force.name ~= "enemy" then if entity.name == "character" then entity.damage(damage, "enemy") else entity.health = entity.health - damage if entity.health <= 0 then entity.die("enemy") end end end end end end end local function market_kill_visuals() local m = 32 local m2 = m * 0.005 for i = 1, 1024, 1 do global.market.surface.create_entity({ name = "branch-particle", position = global.market.position, frame_speed = 0.1, vertical_speed = 0.1, height = 0.1, movement = {m2 - (math.random(0, m) * 0.01), m2 - (math.random(0, m) * 0.01)} }) end for x = -5, 5, 0.5 do for y = -5, 5, 0.5 do if math_random(1, 2) == 1 then global.market.surface.create_trivial_smoke({name="smoke-fast", position={global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}}) end if math_random(1, 3) == 1 then global.market.surface.create_trivial_smoke({name="train-smoke", position={global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}}) end end end global.market.surface.spill_item_stack(global.market.position,{name = "raw-fish", count = 1024}, true) end local biter_splash_damage = { ["medium-biter"] = {visuals = {"blood-explosion-big", "big-explosion"}, radius = 1.5, damage_min = 50, damage_max = 100, chance = 32}, ["big-biter"] = {visuals = {"blood-explosion-huge", "ground-explosion"}, radius = 2, damage_min = 75, damage_max = 150, chance = 48}, ["behemoth-biter"] = {visuals = {"blood-explosion-huge", "big-artillery-explosion"}, radius = 2.5, damage_min = 100, damage_max = 200, chance = 64} } local function on_entity_died(event) if not event.entity.valid then return end if event.entity.force.name == "enemy" then local surface = event.entity.surface if global.boss_biters[event.entity.unit_number] then boss_biter.died(event) end local splash = biter_splash_damage[event.entity.name] if splash then if math_random(1, splash.chance) == 1 then for _, visual in pairs(splash.visuals) do surface.create_entity({name = visual, position = event.entity.position}) end damage_entities_in_radius(surface, event.entity.position, splash.radius, math_random(splash.damage_min, splash.damage_max)) return end end if event.entity.name == "behemoth-biter" then if math_random(1, 16) == 1 then local p = surface.find_non_colliding_position("big-biter", event.entity.position, 3, 0.5) if p then surface.create_entity {name = "big-biter", position = p} end end for i = 1, math_random(1, 2), 1 do local p = surface.find_non_colliding_position("medium-biter", event.entity.position, 3, 0.5) if p then surface.create_entity {name = "medium-biter", position = p} end end end return end if event.entity == global.market then market_kill_visuals() 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 update_fd_stats() end end local function on_player_joined_game(event) local player = game.players[event.player_index] if player.online_time == 0 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 = 16}) player.insert({name = "iron-plate", count = 32}) 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("character", game.forces["player"].get_spawn_position(surface), 50, 1), "fish_defender") else if player.online_time < 2 then player.teleport(game.forces["player"].get_spawn_position(surface), "fish_defender") end end create_wave_gui(player) add_fd_stats_button(player) if game.tick > 900 then is_game_lost() end --if global.charting_done then return end --game.forces.player.chart(game.surfaces["fish_defender"], {{-256, -512},{768, 512}}) --global.charting_done = true end local function on_built_entity(event) local entity = event.created_entity if not entity.valid then return end 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}} ) update_fd_stats() 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}} ) update_fd_stats() 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 if game.surfaces["fish_defender"].peaceful_mode == false then create_wave_gui(player) end end end if game.tick % 180 == 0 then if game.surfaces["fish_defender"] then game.forces.player.chart(game.surfaces["fish_defender"], {{-160, -128},{192, 128}}) if global.difficulty_vote_index then global.wave_interval = difficulties_votes[global.difficulty_vote_index].wave_interval end end end if global.market_age then if not global.game_restart_timer then global.game_restart_timer = 10800 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 % 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) local message = 'Map is restarting! ' Server.to_discord_bold(table.concat{'*** ', message, ' ***'}) Server.start_scenario('Fish_Defender') end end end end if game.tick % global.wave_interval == global.wave_interval - 1 then if game.surfaces["fish_defender"].peaceful_mode == true then return end biter_attack_wave() end end local function on_player_changed_position(event) local player = game.players[event.player_index] if player.position.x + player.position.y < 0 then return end if player.position.x < player.position.y then return end 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 update_fd_stats() 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 update_fd_stats() end end local function on_research_finished(event) local research = event.research.name if research ~= "tanks" then return end game.forces["player"].technologies["artillery"].researched=true game.forces.player.recipes["artillery-wagon"].enabled = false end local function on_player_respawned(event) if not global.market_age then return end local player = game.players[event.player_index] player.character.destructible = false end local function on_init(event) global.wave_interval = 3600 --interval between waves in ticks global.wave_grace_period = 3600 * 20 global.difficulty_poll_closing_timeout = global.wave_grace_period global.boss_biters = {} global.acid_lines_delay = {} 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 = 300}, ["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 = "mine", slot_price = 1}, } local map_gen_settings = {} map_gen_settings.height = 2048 map_gen_settings.water = 0.10 map_gen_settings.terrain_segmentation = 3 map_gen_settings.cliff_settings = {cliff_elevation_interval = 32, cliff_elevation_0 = 32} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = 3, size = 1.5, richness = 1}, ["stone"] = {frequency = 3, size = 1.5, richness = 1}, ["copper-ore"] = {frequency = 3, size = 1.5, richness = 1}, ["iron-ore"] = {frequency = 3, size = 1.5, richness = 1}, ["uranium-ore"] = {frequency = 0, size = 0, richness = 0}, ["crude-oil"] = {frequency = 5, size = 1.25, richness = 2}, ["trees"] = {frequency = 2, size = 1, richness = 1}, ["enemy-base"] = {frequency = "none", size = "none", richness = "none"} } game.create_surface("fish_defender", map_gen_settings) local surface = game.surfaces["fish_defender"] 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.map_settings.pollution.enabled = false game.forces["player"].technologies["atomic-bomb"].enabled = false --game.forces["player"].technologies["landfill"].enabled = false game.create_force("decoratives") game.forces["decoratives"].set_cease_fire("enemy", true) game.forces["enemy"].set_cease_fire("decoratives", true) game.forces["player"].set_cease_fire("decoratives", true) global.comfylatron_habitat = { left_top = {x = -1500, y = -1500}, right_bottom = {x = -80, y = 1500} } fish_eye(surface, {x = -2150, y = -300}) global.chunk_queue = {} local T = Map.Pop_info() T.localised_category = "fish_defender" T.main_caption_color = {r=0.11, g=0.8, b=0.44} T.sub_caption_color = {r=0.33, g=0.66, b=0.9} end event.add(defines.events.on_gui_click, on_gui_click) event.add(defines.events.on_market_item_purchased, on_market_item_purchased) event.add(defines.events.on_player_respawned, on_player_respawned) event.add(defines.events.on_built_entity, on_built_entity) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_player_changed_position, on_player_changed_position) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_mined_entity, on_player_mined_entity) event.add(defines.events.on_research_finished, on_research_finished) event.add(defines.events.on_robot_built_entity, on_robot_built_entity) event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity) event.add(defines.events.on_tick, on_tick) event.on_init(on_init) require "modules.difficulty_vote"