require 'maps.crab_defender.terrain' require 'maps.crab_defender.market' require 'maps.crab_defender.commands' require 'maps.crab_defender.shotgun_buff' require 'maps.crab_defender.on_entity_damaged' require 'maps.crab_defender.launch_fish_to_win' require 'modules.rocket_launch_always_yields_science' require 'modules.biters_yield_coins' require 'modules.dangerous_goods' require 'modules.custom_death_messages' local Unit_health_booster = require 'modules.biter_health_booster' local Session = require 'utils.datastore.session_data' local Difficulty = require 'modules.difficulty_vote' local Map = require 'modules.map_info' local Event = require 'utils.event' local Reset = require 'functions.soft_reset' local Server = require 'utils.server' local Poll = require 'comfy_panel.poll' local boss_biter = require 'maps.crab_defender.boss_biters' local FDT = require 'maps.crab_defender.table' local Score = require 'comfy_panel.score' local math_random = math.random local insert = table.insert local enable_start_grace_period = true local branch_version = '0.18.35' local sub = string.sub local Public = {} local starting_items = { ['pistol'] = 1, ['firearm-magazine'] = 16, ['raw-fish'] = 3, ['iron-plate'] = 32, ['stone'] = 12 } local disable_tech = function() game.forces.player.technologies['spidertron'].enabled = false game.forces.player.technologies['spidertron'].researched = false game.forces.player.technologies['optics'].researched = true game.forces.player.technologies['artillery'].researched = false game.forces.player.technologies['atomic-bomb'].enabled = false end function Public.reset_game() FDT.reset_table() Poll.reset() local this = FDT.get() local is_branch_18 = sub(branch_version, 3, 4) local get_active_version = sub(game.active_mods.base, 3, 4) Difficulty.reset_difficulty_poll() Difficulty.set_poll_closing_timeout = game.tick + 36000 local players = game.connected_players for i = 1, #players do local player = players[i] Score.init_player_table(player) if player.gui.left['crab_defender_game_lost'] then player.gui.left['crab_defender_game_lost'].destroy() end end local offline_players = game.players for i = 1, #offline_players do local player = offline_players[i] Session.clear_player(player) end disable_tech() local map_gen_settings = {} map_gen_settings.seed = math_random(10000, 99999) 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 = 4, size = 1.5, richness = 2}, ['stone'] = {frequency = 4, size = 1.5, richness = 2}, ['copper-ore'] = {frequency = 4, size = 1.5, richness = 2}, ['iron-ore'] = {frequency = 4, size = 1.5, richness = 2}, ['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'} } map_gen_settings.autoplace_settings = { ['tile'] = { settings = { ['deepwater'] = {frequency = 1, size = 0, richness = 1}, ['deepwater-green'] = {frequency = 1, size = 0, richness = 1}, ['water'] = {frequency = 1, size = 0, richness = 1}, ['water-green'] = {frequency = 1, size = 0, richness = 1}, ['water-mud'] = {frequency = 1, size = 0, richness = 1}, ['water-shallow'] = {frequency = 1, size = 0, richness = 1} }, treat_missing_as_default = true } } if not this.active_surface_index then this.active_surface_index = game.create_surface('crab_defender', map_gen_settings).index else this.active_surface_index = Reset.soft_reset_map(game.surfaces[this.active_surface_index], map_gen_settings, starting_items).index end local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end surface.peaceful_mode = false local r = 320 local p = {x = -131, y = 5} game.forces.player.chart( surface, { {p.x - r - 200, p.y - r - 200}, {p.x + r + 600, p.y + r} } ) 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 if not game.forces.decoratives then game.create_force('decoratives') end game.forces['decoratives'].set_cease_fire('enemy', true) game.forces['enemy'].set_cease_fire('decoratives', true) game.forces['player'].set_cease_fire('decoratives', true) game.remove_offline_players() game.map_settings.enemy_expansion.enabled = false is_branch_18 = is_branch_18 .. sub(branch_version, 6, 7) get_active_version = get_active_version .. sub(game.active_mods.base, 6, 7) if get_active_version >= is_branch_18 then game.reset_time_played() end this.market_health = 1000 this.market_max_health = 1000 this.spawn_area_generated = false end local shuffle = function(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 biter_count_limit = 1024 local create_wave_gui = function(player) if player.gui.top['crab_defender_waves'] then player.gui.top['crab_defender_waves'].destroy() end local this = FDT.get() local frame = player.gui.top.add({type = 'frame', name = 'crab_defender_waves', tooltip = 'Click to show map info'}) frame.style.maximal_height = 38 local wave_count = 0 if this.wave_count then wave_count = this.wave_count end if not this.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 % this.wave_interval / this.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(((this.wave_grace_period - (game.tick % this.wave_grace_period)) / 60) / 60) if time_remaining <= 0 then this.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 this.wave_grace_period = nil return end end end local show_fd_stats = function(player) local gui_id = 'fd-stats' local table_id = gui_id .. 'table' local this = FDT.get() 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(this.entity_limits) do local name = v.str local placed = v.placed local limit = v.limit local entry = {name, placed .. '/' .. limit} for _, value_entry in pairs(entry) do table.add { type = 'label', caption = value_entry } end end end local update_fd_stats = function() for _, player in pairs(game.connected_players) do if player.gui.left['fd-stats'] then show_fd_stats(player) end end end local add_fd_stats_button = function(player) local button_id = 'fd-stats-button' if player.gui.top[button_id] then player.gui.top[button_id].destroy() end player.gui.top.add { type = 'sprite-button', name = button_id, sprite = 'item/submachine-gun' } end local on_gui_click = function(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 on_market_item_purchased = function() 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 get_biter_initial_pool = function() local this = FDT.get() local biter_pool if this.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 this.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 this.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 this.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 get_biter_pool = function() local biter_pool = get_biter_initial_pool() local biter_raffle = {} for _, biter_type in pairs(biter_pool) do for _ = 1, biter_type.weight, 1 do insert(biter_raffle, {name = biter_type.name, threat = biter_type.threat}) end end return biter_raffle end local spawn_biter = function(pos, biter_pool) local this = FDT.get() if this.attack_wave_threat < 1 then return false end local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end biter_pool = shuffle(biter_pool) this.attack_wave_threat = this.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 get_y_coord_raffle_table = function() local t = {} t[#t + 1] = -65 t[#t + 1] = -282 t[#t + 1] = -65 t[#t + 1] = -282 t[#t + 1] = -65 t[#t + 1] = -282 t[#t + 1] = -65 t[#t + 1] = -282 t[#t + 1] = -65 t[#t + 1] = -282 shuffle(t) return t end local get_x_coord_raffle_table = function() local t = {} t[#t + 1] = 671 t[#t + 1] = -535 t[#t + 1] = 671 t[#t + 1] = -535 t[#t + 1] = 671 t[#t + 1] = -535 t[#t + 1] = 671 t[#t + 1] = -535 t[#t + 1] = 671 t[#t + 1] = -535 shuffle(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 get_number_of_attack_groups = function() local n = 1 local this = FDT.get() for _, entry in pairs(attack_group_count_thresholds) do if this.wave_count >= entry[1] then n = entry[2] end end return n end local clear_corpses = function(surface) local this = FDT.get() if not this.wave_count then return end local chance = 4 if this.wave_count > 250 then chance = 3 end if this.wave_count > 500 then chance = 2 end local area = {{-96, 34}, {96, 187}} for _, entity in pairs(surface.find_entities_filtered {area = area, type = 'corpse'}) do if math_random(1, chance) == 1 then entity.destroy() end end end local send_unit_group = function(unit_group) local commands = {} local this = FDT.get() for x = unit_group.position.x, this.market.position.x, -64 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 = 24, distraction = defines.distraction.by_enemy } end end if math_random(1, 2) == 1 then commands[#commands + 1] = { type = defines.command.attack_area, destination = {x = this.market.position.x, y = unit_group.position.y}, radius = 24, distraction = defines.distraction.by_enemy } else commands[#commands + 1] = { type = defines.command.attack, target = this.market, distraction = defines.distraction.by_enemy } end unit_group.set_command( { type = defines.command.compound, structure_type = defines.compound_command.logical_and, commands = commands } ) if unit_group and unit_group.valid then unit_group.start_moving() end end local spawn_boss_units = function(surface) local Diff = Difficulty.get() local this = FDT.get() if this.wave_count <= 2000 then game.print({'crab_defender.boss_message', this.wave_count, {'crab_defender.' .. this.wave_count}}, {r = 0.8, g = 0.1, b = 0.1}) else game.print({'crab_defender.boss_message', this.wave_count}, {r = 0.8, g = 0.1, b = 0.1}) end if not this.boss_waves[this.wave_count] then local amount = this.wave_count if amount > 1000 then amount = 1000 end this.boss_waves[this.wave_count] = { {name = 'behemoth-biter', count = math.floor(amount / 20)}, {name = 'behemoth-spitter', count = math.floor(amount / 40)} } end local health_factor = this.difficulties_votes[Diff.difficulty_vote_index].boss_modifier if this.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(this.boss_waves[this.wave_count]) do for _ = 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 this.boss_biters[biter.unit_number] = biter Unit_health_booster.add_boss_unit(biter, this.biter_health_boost * health_factor, 0.55) biter_group.add_member(biter) end end end send_unit_group(biter_group) end local wake_up_the_biters = function(surface) local this = FDT.get() if not this.market or not this.market.valid then return end local units = surface.find_entities_filtered({type = 'unit'}) units = shuffle(units) local unit_groups = {} local x_raffle = get_x_coord_raffle_table() 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 = x_raffle[i] 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, 36, '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 = this.market, distraction = defines.distraction.none }, unit_count = 16, force = 'enemy', unit_search_distance = 36 } ) end local biter_attack_wave = function() local Diff = Difficulty.get() local this = FDT.get() if not this.market or not this.market.valid then return end if this.wave_grace_period then return end local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end clear_corpses(surface) wake_up_the_biters(surface) if surface.count_entities_filtered({type = 'unit'}) > biter_count_limit then return end if not this.wave_count then this.wave_count = 1 else this.wave_count = this.wave_count + 1 end local m = 0.0015 if Diff.difficulty_vote_index then m = m * this.difficulties_votes[Diff.difficulty_vote_index].strength_modifier end game.forces.enemy.set_ammo_damage_modifier('melee', this.wave_count * m) game.forces.enemy.set_ammo_damage_modifier('biological', this.wave_count * m) this.biter_health_boost = 1 + (this.wave_count * (m * 2)) m = 4 if Diff.difficulty_vote_index then m = m * this.difficulties_votes[Diff.difficulty_vote_index].amount_modifier end if this.wave_count % 50 == 0 then this.attack_wave_threat = math.floor(this.wave_count * (m * 1.5)) spawn_boss_units(surface) if this.attack_wave_threat > 10000 then this.attack_wave_threat = 10000 end else this.attack_wave_threat = math.floor(this.wave_count * m) if this.attack_wave_threat > 10000 then this.attack_wave_threat = 10000 end end local evolution = this.wave_count * 0.00125 if evolution > 1 then evolution = 1 end game.forces.enemy.evolution_factor = evolution local y_raffle = get_y_coord_raffle_table() local x_raffle = get_x_coord_raffle_table() local unit_groups = {} if this.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 = x_raffle[i], 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 = x_raffle[i], y = y_raffle[i]}}) end end local biter_pool = get_biter_pool() while this.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 send_unit_group(unit_groups[i]) end end local get_sorted_list = function(column_name, score_list) for _ = 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 get_mvps = function() local get_score = Score.get_table().score_table if not get_score['player'] then return false end local score = get_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 is_game_lost = function() local this = FDT.get() if not this.game_has_ended then return end for _, player in pairs(game.connected_players) do if player.gui.left['crab_defender_game_lost'] then return end local f = player.gui.left.add( { type = 'frame', name = 'crab_defender_game_lost', caption = 'The crab 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 survival_time_label = t.add({type = 'label', caption = 'Survival Time >> '}) survival_time_label.style.font = 'default-listbox' survival_time_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local market_age_label if this.market_age then if this.market_age >= 216000 then market_age_label = t.add( { type = 'label', caption = math.floor(((this.market_age / 60) / 60) / 60) .. ' hours ' .. math.ceil((this.market_age % 216000 / 60) / 60) .. ' minutes' } ) market_age_label.style.font = 'default-bold' market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} else market_age_label = t.add({type = 'label', caption = math.ceil((this.market_age % 216000 / 60) / 60) .. ' minutes'}) market_age_label.style.font = 'default-bold' market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} end end local mvp = get_mvps() if mvp then local mvp_defender_label = t.add({type = 'label', caption = 'MVP Defender >> '}) mvp_defender_label.style.font = 'default-listbox' mvp_defender_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_killscore_label = t.add({type = 'label', caption = mvp.killscore.name .. ' with a score of ' .. mvp.killscore.score}) mvp_killscore_label.style.font = 'default-bold' mvp_killscore_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local mvp_builder_label = t.add({type = 'label', caption = 'MVP Builder >> '}) mvp_builder_label.style.font = 'default-listbox' mvp_builder_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_built_ent_label = t.add( { type = 'label', caption = mvp.built_entities.name .. ' built ' .. mvp.built_entities.score .. ' things' } ) mvp_built_ent_label.style.font = 'default-bold' mvp_built_ent_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} local mvp_deaths_label = t.add({type = 'label', caption = 'MVP Deaths >> '}) mvp_deaths_label.style.font = 'default-listbox' mvp_deaths_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44} local mvp_deaths_name_label = t.add({type = 'label', caption = mvp.deaths.name .. ' died ' .. mvp.deaths.score .. ' times'}) mvp_deaths_name_label.style.font = 'default-bold' mvp_deaths_name_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9} if not this.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) this.results_sent = true end end player.play_sound {path = 'utility/game_lost', volume_modifier = 0.75} 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 damage_entities_in_radius = function(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 market_kill_visuals = function() local this = FDT.get() local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end -- local is_branch_18 = sub(branch_version, 3, 4) -- local get_active_version = sub(game.active_mods.base, 3, 4) if not surface or not surface.valid then return end if not this.market or not this.market.valid then return end -- local m = 32 -- local m2 = m * 0.005 -- if get_active_version >= is_branch_18 then -- for i = 1, 1024, 1 do -- surface.create_particle( -- { -- name = 'branch-particle', -- position = this.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 -- else -- for i = 1, 1024, 1 do -- surface.create_entity( -- { -- name = 'branch-particle', -- position = this.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 -- end for x = -5, 5, 0.5 do for y = -5, 5, 0.5 do if math_random(1, 2) == 1 then surface.create_trivial_smoke( { name = 'smoke-fast', position = {this.market.position.x + (x * 0.35), this.market.position.y + (y * 0.35)} } ) end if math_random(1, 3) == 1 then surface.create_trivial_smoke( { name = 'train-smoke', position = {this.market.position.x + (x * 0.35), this.market.position.y + (y * 0.35)} } ) end end end surface.spill_item_stack(this.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 on_entity_died = function(event) if not event.entity.valid then return end local this = FDT.get() if event.entity.force.name == 'enemy' then local surface = event.entity.surface if this.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 == this.market then market_kill_visuals() this.market.die() this.market = nil this.market_age = game.tick - this.last_reset this.game_has_ended = true is_game_lost() return end if this.entity_limits[event.entity.name] then this.entity_limits[event.entity.name].placed = this.entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local on_player_joined_game = function(event) local player = game.players[event.player_index] local this = FDT.get() local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end if player.online_time == 0 then for item, amount in pairs(starting_items) do player.insert({name = item, count = amount}) end end local spawn = player.force.get_spawn_position(surface) local pos = surface.find_non_colliding_position('character', spawn, 3, 0.5) if not pos and player.online_time < 2 then player.teleport(spawn, surface) elseif player.online_time < 2 or player.surface.index ~= this.active_surface_index then player.teleport(pos, surface) end create_wave_gui(player) add_fd_stats_button(player) if game.tick > 900 then is_game_lost() end end local on_built_entity = function(event) local get_score = Score.get_table().score_table local this = FDT.get() local entity = event.created_entity local surface = entity.surface if not surface or not surface.valid then return end if not entity.valid then return end local e = {x = entity.position.x, y = entity.position.y} local get_tile = surface.get_tile(e) if this.entity_limits[entity.name] then if this.entity_limits[entity.name].placed < this.entity_limits[entity.name].limit then this.entity_limits[entity.name].placed = this.entity_limits[entity.name].placed + 1 surface.create_entity( { name = 'flying-text', position = entity.position, text = this.entity_limits[entity.name].placed .. ' / ' .. this.entity_limits[entity.name].limit .. ' ' .. this.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 = this.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 get_score then if get_score[player.force.name] then if get_score[player.force.name].players[player.name] then get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1 end end end entity.destroy() end end if get_tile.valid and get_tile.name == 'tutorial-grid' then entity.destroy() return end end local on_robot_built_entity = function(event) local entity = event.created_entity local surface = entity.surface if not surface or not surface.valid then return end if not entity.valid then return end local e = {x = entity.position.x, y = entity.position.y} local get_tile = surface.get_tile(e) local this = FDT.get() if this.entity_limits[entity.name] then if this.entity_limits[entity.name].placed < this.entity_limits[entity.name].limit then this.entity_limits[entity.name].placed = this.entity_limits[entity.name].placed + 1 surface.create_entity( { name = 'flying-text', position = entity.position, text = this.entity_limits[entity.name].placed .. ' / ' .. this.entity_limits[entity.name].limit .. ' ' .. this.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 = this.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 if get_tile.valid and get_tile.name == 'tutorial-grid' then entity.destroy() return end end local on_player_changed_position = function(event) local player = game.players[event.player_index] local this = FDT.get() local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end local p = {x = player.position.x, y = player.position.y} local get_tile = surface.get_tile(p) if get_tile.valid and get_tile.name == 'tutorial-grid' then if player.character and player.character.valid then player.character.health = player.character.health - math.random(20, 40) player.character.surface.create_entity({name = 'water-splash', position = player.position}) if player.character.health <= 0 then player.character.die('enemy') return end end end end local is_position_near = function(area, position) local function inside(pos) local lt = area.left_top local rb = area.right_bottom return pos.x >= lt.x and pos.y >= lt.y and pos.x <= rb.x and pos.y <= rb.y end if inside(position, area) then return true end return false end local on_player_or_robot_built_tile = function(event) local surface = game.surfaces[event.surface_index] local tiles = event.tiles if not tiles then return end local area = { left_top = {x = -944, y = -800}, right_bottom = {x = 944, y = 90} } for k, v in pairs(tiles) do if is_position_near(area, v.position) then local old_tile = v.old_tile if old_tile.name == 'tutorial-grid' then surface.set_tiles({{name = 'tutorial-grid', position = v.position}}, true) end if old_tile.name == 'water' then surface.set_tiles({{name = 'water', position = v.position}}, true) end if old_tile.name == 'water-green' then surface.set_tiles({{name = 'water-green', position = v.position}}, true) end end end end local on_player_mined_entity = function(event) local this = FDT.get() if this.entity_limits[event.entity.name] then this.entity_limits[event.entity.name].placed = this.entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local on_robot_mined_entity = function(event) local this = FDT.get() if this.entity_limits[event.entity.name] then this.entity_limits[event.entity.name].placed = this.entity_limits[event.entity.name].placed - 1 update_fd_stats() end end local on_research_finished = function(event) disable_tech() local research = event.research.name if research ~= 'tank' then return end game.forces['player'].technologies['artillery'].researched = true game.forces.player.recipes['artillery-wagon'].enabled = false end local on_player_respawned = function(event) local this = FDT.get() if not this.market_age then return end local player = game.players[event.player_index] player.character.destructible = false end local has_the_game_ended = function() local this = FDT.get() if this.market_age then if not this.game_restart_timer then this.game_restart_timer = 5400 else if this.game_restart_timer < 0 then return end this.game_restart_timer = this.game_restart_timer - 30 end local cause_msg if this.restart then cause_msg = 'restart' elseif this.shutdown then cause_msg = 'shutdown' elseif this.soft_reset then cause_msg = 'soft-reset' end if this.game_restart_timer % 1800 == 0 then if this.game_restart_timer > 0 then this.game_reset = true game.print('Game will ' .. cause_msg .. ' in ' .. this.game_restart_timer / 60 .. ' seconds!', {r = 0.22, g = 0.88, b = 0.22}) end if this.soft_reset and this.game_restart_timer == 0 then this.game_reset_tick = nil Public.reset_game() return end if this.restart and this.game_restart_timer == 0 then if not this.announced_message then game.print('Soft-reset is disabled. Server will restart!', {r = 0.22, g = 0.88, b = 0.22}) local message = 'Soft-reset is disabled. Server will restart!' Server.to_discord_bold(table.concat {'*** ', message, ' ***'}) Server.start_scenario('Crab_Defender') this.announced_message = true return end end if this.shutdown and this.game_restart_timer == 0 then if not this.announced_message then game.print('Soft-reset is disabled. Server is shutting down!', {r = 0.22, g = 0.88, b = 0.22}) local message = 'Soft-reset is disabled. Server is shutting down!' Server.to_discord_bold(table.concat {'*** ', message, ' ***'}) Server.stop_scenario() this.announced_message = true return end end end end end local on_init = function() Public.reset_game() local T = Map.Pop_info() T.localised_category = 'crab_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 local on_tick = function() local Diff = Difficulty.get() local this = FDT.get() local surface = game.surfaces[this.active_surface_index] if not surface or not surface.valid then return end if game.tick % 30 == 0 then has_the_game_ended() if this.market then for _, player in pairs(game.connected_players) do if surface.peaceful_mode == false then create_wave_gui(player) end end end if game.tick % 180 == 0 then if surface then game.forces.player.chart(surface, {{-428, -24}, {-675, -326}}) game.forces.player.chart(surface, {{577, -24}, {824, -326}}) game.forces.player.chart(surface, {{248, 0}, {-248, 200}}) if Diff.difficulty_vote_index then this.wave_interval = this.difficulties_votes[Diff.difficulty_vote_index].wave_interval end end end end if game.tick % this.wave_interval == this.wave_interval - 1 then if surface.peaceful_mode == true then return end biter_attack_wave() end 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_player_built_tile, on_player_or_robot_built_tile) Event.add(defines.events.on_robot_built_tile, on_player_or_robot_built_tile) Event.add(defines.events.on_tick, on_tick) Event.on_init(on_init) return Public