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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-26 22:56:43 +02:00
ComfyFactorio/maps/wave_of_death/WoD.lua
Gerkiz e91b6a352f 2.0 changes
Change global -> storage
Rework how rendering works
Game prototypes are now stored inside 'prototypes.#'
Renamed entity names
2024-10-22 21:47:11 +02:00

232 lines
7.9 KiB
Lua

--luacheck: ignore
-- Map by Kyte & MewMew
require 'maps.wave_of_death.intro'
require 'modules.biter_evasion_hp_increaser'
require 'modules.custom_death_messages'
require 'modules.dangerous_goods'
local event = require 'utils.event'
require 'utils.table'
local init = require 'maps.wave_of_death.init'
local on_chunk_generated = require 'maps.wave_of_death.terrain'
local ai = require 'maps.wave_of_death.ai'
local game_status = require 'maps.wave_of_death.game_status'
function soft_teleport(player, destination)
local surface = game.surfaces['wave_of_death']
local pos = surface.find_non_colliding_position('character', destination, 8, 0.5)
if not pos then
player.teleport(destination, surface)
end
player.teleport(pos, surface)
end
local function spectate_button(player)
if player.gui.top.spectate_button then
return
end
local button = player.gui.top.add({ type = 'button', name = 'spectate_button', caption = 'Spectate' })
button.style.font = 'default-bold'
button.style.font_color = { r = 0.0, g = 0.0, b = 0.0 }
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
local function create_spectate_confirmation(player)
if player.gui.center.spectate_confirmation_frame then
return
end
local frame = player.gui.center.add({ type = 'frame', name = 'spectate_confirmation_frame', caption = 'Are you sure you want to spectate? This can not be undone.' })
frame.style.font = 'default'
frame.style.font_color = { r = 0.3, g = 0.65, b = 0.3 }
frame.add({ type = 'button', name = 'confirm_spectate', caption = 'Spectate' })
frame.add({ type = 'button', name = 'cancel_spectate', caption = 'Cancel' })
end
local button_colors = {
[1] = { r = 0.0, g = 0.0, b = 0.38 },
[2] = { r = 0.38, g = 0.0, b = 0.0 },
[3] = { r = 0.0, g = 0.38, b = 0.0 },
[4] = { r = 0.25, g = 0.0, b = 0.35 }
}
function create_lane_buttons(player)
for i = 1, 4, 1 do
if player.gui.top['button_lane_' .. i] then
player.gui.top['button_lane_' .. i].destroy()
end
local caption = 'Wave #' .. storage.wod_lane[i].current_wave - 1
if storage.wod_lane[i].game_lost == true then
caption = 'Out'
end
local button = player.gui.top.add({ type = 'button', name = 'button_lane_' .. i, caption = caption, tooltip = 'Lane ' .. i .. ' stats' })
button.style.font = 'default-bold'
button.style.font_color = button_colors[i]
button.style.minimal_height = 38
button.style.minimal_width = 70
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
end
local function autojoin_lane(player)
local lowest_player_count = 256
local lane_number
local lane_numbers = { 1, 2, 3, 4 }
table.shuffle_table(lane_numbers)
for _, number in pairs(lane_numbers) do
if #game.forces[number].connected_players < lowest_player_count and storage.wod_lane[number].game_lost == false then
lowest_player_count = #game.forces[number].connected_players
lane_number = number
end
end
player.force = game.forces[lane_number]
soft_teleport(player, game.forces[player.force.name].get_spawn_position(game.surfaces['wave_of_death']))
player.insert({ name = 'pistol', count = 1 })
player.insert({ name = 'firearm-magazine', count = 16 })
player.insert({ name = 'iron-plate', count = 128 })
player.insert({ name = 'iron-gear-wheel', count = 32 })
end
local function on_player_joined_game(event)
init()
local player = game.players[event.player_index]
spectate_button(player)
create_lane_buttons(player)
if storage.lobby_active and #game.connected_players < 4 then
if game.tick ~= 0 then
soft_teleport(player, game.forces.player.get_spawn_position(game.surfaces['wave_of_death']))
end
game.print('Waiting for ' .. 4 - #game.connected_players .. ' more players to join.', { r = 0, g = 170, b = 0 })
return
end
if storage.lobby_active then
for _, p in pairs(game.connected_players) do
autojoin_lane(p)
end
storage.lobby_active = false
return
end
if player.online_time == 0 then
autojoin_lane(player)
return
end
if storage.wod_lane[tonumber(player.force.name)].game_lost == true then
player.character.die()
end
end
local function on_entity_damaged(event)
ai.prevent_friendly_fire(event)
end
local function on_entity_died(event)
if not event.entity.valid then
return
end
ai.spawn_spread_wave(event)
game_status.has_lane_lost(event)
end
local function on_player_rotated_entity(event)
ai.trigger_new_wave(event)
end
local function on_tick(event)
if game.tick % 300 ~= 0 then
return
end
for i = 1, 4, 1 do
game.forces[i].chart(game.surfaces['wave_of_death'], { { -288, -420 }, { 352, 64 } })
end
game_status.restart_server()
if game.tick == 300 then
for _, p in pairs(game.connected_players) do
soft_teleport(p, game.forces.player.get_spawn_position(game.surfaces['wave_of_death']))
end
end
end
local function on_gui_click(event)
if not event then
return
end
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.element.player_index]
if event.element.name == 'cancel_spectate' then
player.gui.center['spectate_confirmation_frame'].destroy()
return
end
if event.element.name == 'confirm_spectate' then
player.gui.center['spectate_confirmation_frame'].destroy()
game.permissions.get_group('spectator').add_player(player)
if player.force.name == 'player' then
return
end
player.force = game.forces.player
if player.character then
player.character.die()
end
return
end
if event.element.name == 'spectate_button' then
if player.gui.center['spectate_confirmation_frame'] then
player.gui.center['spectate_confirmation_frame'].destroy()
else
create_spectate_confirmation(player)
end
return
end
end
--Flamethrower Turret Nerf
local function on_research_finished(event)
local research = event.research
local force_name = research.force.name
if research.name == 'flamethrower' then
if not storage.flamethrower_damage then
storage.flamethrower_damage = {}
end
storage.flamethrower_damage[force_name] = -0.25
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', storage.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier('flamethrower', storage.flamethrower_damage[force_name])
end
if string.sub(research.name, 0, 18) == 'refined-flammables' then
storage.flamethrower_damage[force_name] = storage.flamethrower_damage[force_name] + 0.05
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', storage.flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier('flamethrower', storage.flamethrower_damage[force_name])
end
end
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity)