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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/tank_conquest/tank_conquest.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

1903 lines
66 KiB
Lua

--luacheck: ignore
-- factorio scenario -- tank conquest -- xalpha made this --
local blueprint_poi_base_json = require 'maps.tank_conquest.blueprint_poi_base_json'
local blueprint_poi_spot_one_json = require 'maps.tank_conquest.blueprint_poi_spot_one_json'
local blueprint_poi_spot_two_json = require 'maps.tank_conquest.blueprint_poi_spot_two_json'
local blueprint_poi_spot_three_json = require 'maps.tank_conquest.blueprint_poi_spot_three_json'
local blueprint_poi_fire_json = require 'maps.tank_conquest.blueprint_poi_fire_json'
local blueprint_poi_laser_json = require 'maps.tank_conquest.blueprint_poi_laser_json'
storage.table_of_properties = {}
storage.table_of_properties.required_number_of_players = 2
storage.table_of_properties.countdown_in_seconds = 28800
storage.table_of_properties.wait_in_seconds = 2
storage.table_of_properties.size_of_the_battlefield = 2000
storage.table_of_properties.amount_of_tickets = 800
storage.table_of_properties.conquest_speed = 5
storage.table_of_properties.acceleration_value = 0.05
storage.table_of_properties.game_stage = 'lobby'
storage.table_of_tanks = {}
storage.table_of_scores = {}
storage.table_of_spots = {}
storage.table_of_spawns = {}
storage.table_of_squads = {}
storage.table_of_drawings = {}
storage.table_of_delays = {}
local table_of_colors = {
squad = { r = 75, g = 155, b = 45 },
team = { r = 65, g = 120, b = 200 },
enemy = { r = 190, g = 55, b = 50 },
neutral = { r = 77, g = 77, b = 77 },
damage = { r = 255, g = 0, b = 255 },
white = { r = 255, g = 255, b = 255 }
}
local table_of_loots = {
{ name = 'iron-ore', count = 50 },
{ name = 'copper-ore', count = 50 },
{ name = 'stone', count = 50 },
{ name = 'coal', count = 50 },
{ name = 'defender-capsule', count = 10 },
{ name = 'land-mine', count = 20 },
{ name = 'gun-turret', count = 5 },
{ name = 'piercing-rounds-magazine', count = 50 },
{ name = 'uranium-rounds-magazine', count = 10 },
{ name = 'combat-shotgun', count = 1 },
{ name = 'shotgun-shell', count = 20 },
{ name = 'piercing-shotgun-shell', count = 20 },
{ name = 'flamethrower', count = 1 },
{ name = 'flamethrower-ammo', count = 20 },
{ name = 'rocket-launcher', count = 1 },
{ name = 'rocket', count = 20 },
{ name = 'explosive-rocket', count = 10 },
{ name = 'atomic-bomb', count = 1 },
{ name = 'grenade', count = 20 },
{ name = 'cluster-grenade', count = 10 },
{ name = 'cannon-shell', count = 20 },
{ name = 'explosive-cannon-shell', count = 10 },
{ name = 'uranium-cannon-shell', count = 5 },
{ name = 'explosive-uranium-cannon-shell', count = 5 },
{ name = 'modular-armor', count = 1 },
{ name = 'power-armor', count = 1 },
{ name = 'power-armor-mk2', count = 1 },
{ name = 'exoskeleton-equipment', count = 1 },
{ name = 'battery-mk2-equipment', count = 1 },
{ name = 'energy-shield-equipment', count = 1 },
{ name = 'fusion-reactor-equipment', count = 1 },
{ name = 'solid-fuel', count = 20 },
{ name = 'rocket-fuel', count = 10 },
{ name = 'nuclear-fuel', count = 1 },
{ name = 'gate', count = 10 },
{ name = 'stone-wall', count = 20 }
}
local table_of_slots = {
'stone-wall',
'gun-turret',
'wood',
'repair-pack',
'raw-fish',
'defender-capsule',
'rocket',
'explosive-rocket',
'atomic-bomb',
'flamethrower-ammo',
'land-mine',
'firearm-magazine',
'piercing-rounds-magazine',
'uranium-rounds-magazine',
'grenade',
'cluster-grenade',
'cannon-shell',
'explosive-cannon-shell',
'uranium-cannon-shell',
'explosive-uranium-cannon-shell'
}
local table_of_ores = { 'iron-ore', 'copper-ore', 'stone', 'coal' }
local map_functions = require 'utils.tools.map_functions'
local event = require 'utils.event'
local map_intro =
[[ - - - T A N K C O N Q U E S T - - -
When the round is running, the ticket overview is shown in the header. Your objective
is to defend your team's tickets and withdraw the tickets from the opposing team as
quickly as possible.
There are two ways to withdraw the tickets from the opposing team. First, by killing
the player and second, by taking the spots. A spot withdraw 0.05 tickets per second
from the opposing team.
The battlefield has two special features: First, there is a point of interest in the
north and south. And second, there are loot boxes scattered throughout the battlefield.
PvP battles and the conquest of the spots are the deciding factor to win the round.
The battlefield is created when at least two players are online.
There is no biter evolution from pollution, time or destruction.]]
local function draw_gui_intro_button(player)
if player.gui.top['draw_gui_intro_button'] then
return
end
local element_button = player.gui.top.add({ type = 'sprite-button', name = 'draw_gui_intro_button', caption = '?', tooltip = 'Map Intro' })
element_button.style.width = 38
element_button.style.height = 38
element_button.style.font_color = { r = 0.5, g = 0.3, b = 0.99 }
element_button.style.font = 'heading-1'
end
local function draw_gui_intro_frame(player)
if player.gui.center['draw_gui_intro_frame'] then
player.gui.center['draw_gui_intro_frame'].destroy()
end
local element_frame = player.gui.center.add({ type = 'frame', name = 'draw_gui_intro_frame', direction = 'vertical' })
element_frame = element_frame.add({ type = 'frame' })
local element_label = element_frame.add({ type = 'label', name = 'draw_gui_intro_content', caption = map_intro })
element_label.style.top_padding = 15
element_label.style.single_line = false
element_label.style.font = 'heading-2'
element_label.style.font_color = { r = 0.7, g = 0.6, b = 0.99 }
end
local function initialize_forces()
game.create_force('force_player_one')
game.create_force('force_player_two')
game.create_force('force_biter_one')
game.create_force('force_biter_two')
game.create_force('force_spectator')
local force = game.forces.force_player_one
if storage.table_of_properties[force.name] == nil then
storage.table_of_properties[force.name] = { name = force.name, enemy = 'force_player_two', icon = '', available_tickets = storage.table_of_properties.amount_of_tickets }
end
force.set_friend('force_biter_two', true)
force.set_friend('force_spectator', true)
force.set_cease_fire('player', true)
local force = game.forces.force_player_two
if storage.table_of_properties[force.name] == nil then
storage.table_of_properties[force.name] = { name = force.name, enemy = 'force_player_one', icon = '', available_tickets = storage.table_of_properties.amount_of_tickets }
end
force.set_friend('force_biter_one', true)
force.set_friend('force_spectator', true)
force.set_cease_fire('player', true)
local force = game.forces['force_biter_one']
force.set_friend('force_player_two', true)
force.set_friend('force_biter_two', true)
force.set_friend('force_spectator', true)
force.set_friend('player', true)
local force = game.forces['force_biter_two']
force.set_friend('force_player_one', true)
force.set_friend('force_biter_one', true)
force.set_friend('force_spectator', true)
force.set_friend('player', true)
local force = game.forces.force_spectator
force.set_spawn_position({ x = 0, y = 0 }, game.surfaces.nauvis)
force.technologies['toolbelt'].researched = true
force.set_friend('force_player_one', true)
force.set_friend('force_player_two', true)
force.set_cease_fire('force_biter_one', true)
force.set_cease_fire('force_biter_two', true)
force.set_cease_fire('player', true)
force.set_cease_fire('enemy', true)
local force = game.forces['player']
force.set_cease_fire('force_player_one', true)
force.set_cease_fire('force_player_two', true)
force.set_cease_fire('force_biter_one', true)
force.set_cease_fire('force_biter_two', true)
force.set_cease_fire('force_spectator', true)
local spectator = game.permissions.create_group('permission_spectator')
for action_name, _ in pairs(defines.input_action) do
spectator.set_allows_action(defines.input_action[action_name], false)
end
local table_of_definitions = {
defines.input_action.write_to_console,
defines.input_action.gui_click,
defines.input_action.gui_selection_state_changed,
defines.input_action.gui_checked_state_changed,
defines.input_action.gui_elem_changed,
defines.input_action.gui_text_changed,
defines.input_action.gui_value_changed,
defines.input_action.start_walking,
defines.input_action.open_kills_gui,
defines.input_action.toggle_show_entity_info
}
for _, define in pairs(table_of_definitions) do
spectator.set_allows_action(define, true)
end
for _, force in pairs(game.forces) do
game.forces[force.name].technologies['artillery'].enabled = false
game.forces[force.name].technologies['artillery-shell-range-1'].enabled = false
game.forces[force.name].technologies['artillery-shell-speed-1'].enabled = false
game.forces[force.name].technologies['follower-robot-count-1'].researched = true
game.forces[force.name].technologies['atomic-bomb'].enabled = false
game.forces[force.name].set_turret_attack_modifier('flamethrower-turret', 4)
game.forces[force.name].set_turret_attack_modifier('laser-turret', 2)
game.forces[force.name].set_turret_attack_modifier('gun-turret', 4)
game.forces[force.name].set_ammo_damage_modifier('cannon-shell', 1)
game.forces[force.name].set_ammo_damage_modifier('grenade', 1)
game.forces[force.name].friendly_fire = false
game.forces[force.name].share_chart = true
end
game.permissions.get_group('Default').set_allows_action(defines.input_action.grab_blueprint_record, false)
game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint_string, false)
game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint, false)
game.forces['enemy'].evolution_factor = 0.4
end
function initialize_surface()
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.pollution.enabled = false
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.settler_group_min_size = 8
game.map_settings.enemy_expansion.settler_group_max_size = 16
game.map_settings.enemy_expansion.min_expansion_cooldown = 54000
game.map_settings.enemy_expansion.max_expansion_cooldown = 108000
local map_gen_settings = {}
map_gen_settings.width = storage.table_of_properties.size_of_the_battlefield
map_gen_settings.height = storage.table_of_properties.size_of_the_battlefield
map_gen_settings.seed = math.random(1, 2097152)
map_gen_settings.water = 'none'
map_gen_settings.starting_area = 'none'
map_gen_settings.cliff_settings = { name = 'cliff', cliff_elevation_0 = 0, cliff_elevation_interval = 0 }
map_gen_settings.autoplace_controls = {
['trees'] = { frequency = 'normal', size = 'normal', richness = 'normal' },
['coal'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['stone'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['copper-ore'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['uranium-ore'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['iron-ore'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['crude-oil'] = { frequency = 'very-high', size = 'very-low', richness = 'normal' },
['enemy-base'] = { frequency = 'normal', size = 'normal', richness = 'normal' }
}
-- map_gen_settings.autoplace_settings = { entity = { treat_missing_as_default = false, settings = { frequency = 'none', size = 'none', richness = 'none' } }, decorative = { treat_missing_as_default = true, settings = { frequency = 'none', size = 'none', richness = 'none' } } }
-- map_gen_settings.default_enable_all_autoplace_controls = false
if game.surfaces.tank_conquest == nil then
game.create_surface('tank_conquest', map_gen_settings)
else
rendering.clear()
game.surfaces.tank_conquest.clear()
game.surfaces.tank_conquest.map_gen_settings = map_gen_settings
end
end
function draw_gui_button(player)
if player.gui.top['draw_gui_button'] then
player.gui.top['draw_gui_button'].destroy()
end
player.gui.top.add({ type = 'sprite-button', name = 'draw_gui_button', sprite = 'item/tank', tooltip = 'MENU' })
-- player.gui.top.add( { type = 'sprite-button', name = 'draw_gui_button_score', sprite = 'item/heavy-armor', tooltip = 'SCORE' } )
-- player.gui.top.add( { type = 'sprite-button', name = 'draw_gui_button_squad', sprite = 'item/personal-roboport-equipment', tooltip = 'SQUAD' } )
end
function draw_gui_status(player)
if player.gui.top['draw_gui_status'] then
player.gui.top['draw_gui_status'].destroy()
end
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
if player.force.name == 'force_spectator' then
return
end
if #storage.table_of_spots == 0 then
return
end
local element_frame = player.gui.top.add({ type = 'frame', name = 'draw_gui_status', direction = 'horizontal' })
element_frame.style.height = 38
element_frame.style.margin = 0
element_frame.style.padding = 0
element_frame.style.left_padding = 20
element_frame.style.right_padding = 20
element_frame.style.vertical_align = 'center'
local element_progressbar = element_frame.add({ type = 'progressbar', value = 100 })
element_progressbar.style.width = 125
element_progressbar.style.right_padding = 20
element_progressbar.style.top_padding = 10
element_progressbar.style.color = table_of_colors.team
local element_label = element_frame.add({ type = 'label', caption = math.floor(storage.table_of_properties[player.force.name].available_tickets) })
element_label.style.font_color = table_of_colors.white
local element_label = element_frame.add({ type = 'label', caption = storage.table_of_properties[player.force.name].icon })
element_label.style.left_padding = 20
element_label.style.font_color = table_of_colors.white
local element_label = element_frame.add({ type = 'label', caption = seconds_to_clock(storage.table_of_properties.countdown_in_seconds) })
element_label.style.left_padding = 20
element_label.style.right_padding = 20
element_label.style.font_color = table_of_colors.white
local element_label = element_frame.add({ type = 'label', caption = storage.table_of_properties[storage.table_of_properties[player.force.name].enemy].icon })
element_label.style.font_color = table_of_colors.white
local element_label = element_frame.add({ type = 'label', caption = math.floor(storage.table_of_properties[storage.table_of_properties[player.force.name].enemy].available_tickets) })
element_label.style.left_padding = 20
element_label.style.font_color = table_of_colors.white
local element_progressbar = element_frame.add({ type = 'progressbar', value = 100 })
element_progressbar.style.width = 125
element_progressbar.style.left_padding = 20
element_progressbar.style.top_padding = 10
element_progressbar.style.color = table_of_colors.enemy
for _, element_item in pairs(element_frame.children) do
element_item.style.font = 'heading-1'
end
end
function draw_gui_spots(player)
if player.gui.top['draw_gui_spots'] then
player.gui.top['draw_gui_spots'].destroy()
end
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
if player.force.name == 'force_spectator' then
return
end
if #storage.table_of_spots == 0 then
return
end
local element_frame = player.gui.top.add({ type = 'frame', name = 'draw_gui_spots', direction = 'horizontal' })
element_frame.style.height = 38
element_frame.style.margin = 0
element_frame.style.padding = 0
element_frame.style.vertical_align = 'center'
element_frame.style.horizontal_align = 'center'
for _, spot in pairs(storage.table_of_spots) do
local element_label = element_frame.add({ type = 'label', caption = spot.properties.name })
element_label.style.width = 38
element_label.style.height = 38
element_label.style.margin = 0
element_label.style.padding = 0
element_label.style.vertical_align = 'top'
element_label.style.horizontal_align = 'center'
element_label.style.font = 'heading-1'
local color = table_of_colors.white
if player.force.name ~= 'force_spectator' then
color = table_of_colors.neutral
if spot.properties.force.name == storage.table_of_properties[player.force.name].name and spot.properties.value == 100 then
color = table_of_colors.team
end
if spot.properties.force.name == storage.table_of_properties[player.force.name].enemy and spot.properties.value == 100 then
color = table_of_colors.enemy
end
end
element_label.style.font_color = color
end
end
function draw_gui_menu(player)
if player.gui.center['draw_gui_menu'] then
player.gui.center['draw_gui_menu'].destroy()
end
local element_frame = player.gui.center.add({ type = 'frame', name = 'draw_gui_menu', direction = 'vertical' })
element_frame.style.padding = 0
element_frame.style.margin = 0
if game.permissions.get_group('Default').players[player.index] == nil then
element_frame.add({ type = 'sprite-button', name = 'event_on_click_join', caption = 'JOIN' })
else
element_frame.add({ type = 'sprite-button', name = 'event_on_click_lobby', caption = 'LOBBY' })
end
for _, element_item in pairs(element_frame.children) do
element_item.style.padding = 0
element_item.style.margin = 0
element_item.style.minimal_width = 170
element_item.style.minimal_height = 170
element_item.style.font = 'heading-1'
element_item.style.font_color = table_of_colors.white
end
end
function draw_gui_score(player)
if player.gui.center['draw_gui_score'] then
player.gui.center['draw_gui_score'].destroy()
end
local element_frame = player.gui.center.add({ type = 'frame', name = 'draw_gui_score', direction = 'vertical' })
element_frame.style.padding = 0
element_frame.style.margin = 0
element_frame.style.vertical_align = 'center'
element_frame.style.horizontal_align = 'center'
local element_table = element_frame.add({ type = 'table', column_count = 14, draw_horizontal_lines = true })
element_table.style.padding = 0
element_table.style.top_padding = 5
element_table.style.left_padding = 10
element_table.style.bottom_padding = 5
element_table.style.margin = 0
element_table.style.vertical_align = 'center'
element_table.style.horizontal_align = 'center'
local element_label = element_table.add({ type = 'label', caption = storage.table_of_properties[player.force.name].icon })
local element_label = element_table.add({ type = 'label', caption = '#' })
local element_label = element_table.add({ type = 'label', caption = 'NAME' })
local element_label = element_table.add({ type = 'label', caption = 'CLASS' })
local element_label = element_table.add({ type = 'label', caption = 'K' })
local element_label = element_table.add({ type = 'label', caption = 'D' })
local element_label = element_table.add({ type = 'label', caption = 'POINTS' })
local element_label = element_table.add({ type = 'label', caption = storage.table_of_properties[storage.table_of_properties[player.force.name].enemy].icon })
local element_label = element_table.add({ type = 'label', caption = '#' })
local element_label = element_table.add({ type = 'label', caption = 'NAME' })
local element_label = element_table.add({ type = 'label', caption = 'CLASS' })
local element_label = element_table.add({ type = 'label', caption = 'K' })
local element_label = element_table.add({ type = 'label', caption = 'D' })
local element_label = element_table.add({ type = 'label', caption = 'POINTS' })
for index = 1, 28 do
local element_label = element_table.add({ type = 'label', caption = '' })
end
for _, element_item in pairs(element_table.children) do
element_item.style.padding = 0
element_item.style.right_padding = 10
element_item.style.margin = 0
element_item.style.vertical_align = 'center'
element_item.style.font = 'heading-2'
element_item.style.font_color = table_of_colors.white
end
end
function draw_gui_squad(player)
if player.gui.left['draw_gui_squad'] then
player.gui.left['draw_gui_squad'].destroy()
end
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local element_frame = player.gui.left.add({ type = 'frame', name = 'draw_gui_squad', direction = 'vertical' })
element_frame.style.minimal_width = 50
element_frame.style.padding = 0
element_frame.style.margin = 0
element_frame.style.top_margin = 5
element_frame.style.left_margin = 5
local element_table = element_frame.add({ type = 'table', column_count = 4 })
element_table.style.padding = 0
element_table.style.margin = 0
for index = 1, 8 do
local element_label = element_table.add({ type = 'label', caption = 'SQUAD ' .. index })
local element_label = element_table.add({ type = 'label' })
local element_label = element_table.add({ type = 'label' })
local element_button = element_table.add({ type = 'sprite-button', name = 'aaa_' .. index, caption = 'JOIN' })
element_button.style.width = 50
element_button.style.height = 25
local element_label = element_table.add({ type = 'label', caption = '' })
local element_label = element_table.add({ type = 'label', caption = '' })
local element_label = element_table.add({ type = 'label', caption = '' })
local element_label = element_table.add({ type = 'label', caption = '' })
end
for _, element_item in pairs(element_table.children) do
element_item.style.minimal_width = 50
element_item.style.padding = 0
element_item.style.margin = 0
element_item.style.vertical_align = 'center'
element_item.style.horizontal_align = 'center'
element_item.style.font = 'heading-2'
element_item.style.font_color = table_of_colors.white
end
end
function draw_gui_spawn(player)
if player.gui.center['draw_gui_spawn'] then
player.gui.center['draw_gui_spawn'].destroy()
end
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local element_frame = player.gui.center.add({ type = 'frame', name = 'draw_gui_spawn', direction = 'horizontal' })
local element_button = element_frame.add({ type = 'button', name = 'event_on_click_spawn_base', caption = 'BASE' })
-- element_button.style.color = table_of_colors.damage
element_button.style.font_color = table_of_colors.white
for index, spot in pairs(storage.table_of_spots) do
local element_button = element_frame.add({ type = 'button', name = 'event_on_click_spawn_' .. index, caption = spot.properties.name })
-- element_button.enabled = false
local color = table_of_colors.neutral
-- if spot.properties.force.name == storage.table_of_properties[ player.force.name ].name and spot.properties.value >= 50 then element_button.enabled = true end
if spot.properties.force.name == storage.table_of_properties[player.force.name].name and spot.properties.value > 0 then
color = table_of_colors.team
end
if spot.properties.force.name == storage.table_of_properties[player.force.name].enemy and spot.properties.value > 0 then
color = table_of_colors.enemy
end
element_button.style.font_color = color
end
for _, element_item in pairs(element_frame.children) do
element_item.style.width = 100
element_item.style.height = 100
element_item.style.padding = 0
element_item.style.margin = 0
element_item.style.vertical_align = 'center'
element_item.style.horizontal_align = 'center'
element_item.style.font = 'heading-2'
end
end
function create_a_tank(player)
player.insert({ name = 'light-armor', count = 1 })
player.insert({ name = 'submachine-gun', count = 1 })
player.insert({ name = 'firearm-magazine', count = 50 })
player.insert({ name = 'raw-fish', count = 10 })
player.insert({ name = 'explosive-cannon-shell', count = 5 })
local table_of_entities = player.surface.find_entities_filtered({ name = 'tank', force = player.force.name })
if #table_of_entities < #player.force.connected_players then
local position = player.surface.find_non_colliding_position('tank', player.position, 64, 4)
if not position then
position = { 0, 0 }
end
local entity = player.surface.create_entity({ name = 'tank', position = position, force = player.force.name })
if not entity then
return
end
entity.minable = false
entity.last_user = player.name
entity.insert({ name = 'wood', count = 50 })
entity.insert({ name = 'cannon-shell', count = 50 })
entity.set_driver(player)
storage.table_of_tanks[player.index] = entity
end
end
function create_a_base(force_name, base_position)
local surface = game.surfaces.tank_conquest
local table_of_items = game.json_to_table(blueprint_poi_base_json)
for _, tile in pairs(table_of_items.blueprint.tiles) do
tile.position = { x = tile.position.x + base_position.x, y = tile.position.y + base_position.y + 10 }
end
surface.set_tiles(table_of_items.blueprint.tiles, true)
for _, object in pairs(table_of_items.blueprint.entities) do
object.force = game.forces[force_name]
object.position = { x = object.position.x + base_position.x, y = object.position.y + base_position.y + 10 }
local entity = surface.create_entity(object)
if not entity then
return
end
if
object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'big-electric-pole' or object.name == 'medium-electric-pole' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' or
object.name == 'gun-turret'
then
entity.destructible = false
entity.minable = false
entity.rotatable = false
entity.operable = false
end
if object.name == 'wooden-chest' then
entity.destructible = false
entity.minable = false
entity.rotatable = false
end
if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then
entity.destructible = false
entity.minable = false
end
end
end
function create_a_spot(spot_name, spot_position, spot_blueprint)
local surface = game.surfaces.tank_conquest
local spot = { name = spot_name, position = spot_position, force = { name = 'neutral' }, value = 0, color = table_of_colors.white }
local table_of_positions = {}
for x = 1, 18 do
for y = 1, 18 do
table.insert(table_of_positions, { x = math.floor(spot.position.x + x - 9), y = math.floor(spot.position.y + y - 9) })
end
end
local table_of_players = {}
local draw_spot_border =
rendering.draw_rectangle(
{
surface = surface,
target = spot.position,
color = spot.color,
left_top = { spot.position.x - 9, spot.position.y - 9 },
right_bottom = { spot.position.x + 9, spot.position.y + 9 },
width = 5,
filled = false,
draw_on_ground = true
}
)
local draw_spot_force = rendering.draw_text({ text = spot.force.name, surface = surface, target = { spot.position.x, spot.position.y + 0.5 }, color = spot.color, scale = 5, alignment = 'center' })
local draw_spot_value = rendering.draw_text({ text = spot.value, surface = surface, target = { spot.position.x, spot.position.y - 4 }, color = spot.color, scale = 5, alignment = 'center' })
local draw_spot_name = rendering.draw_text({ text = spot.name, surface = surface, target = { spot.position.x, spot.position.y - 2 }, color = spot.color, scale = 5, alignment = 'center' })
local table_of_drawings = { name = draw_spot_name, value = draw_spot_value, force = draw_spot_force, border = draw_spot_border }
local table_of_properties = { name = spot.name, position = spot.position, value = spot.value, force = spot.force, color = spot.color }
local table_of_entities = {}
local table_of_items = game.json_to_table(spot_blueprint)
for _, tile in pairs(table_of_items.blueprint.tiles) do
tile.position = { x = tile.position.x + spot.position.x - 1, y = tile.position.y + spot.position.y - 1 }
end
surface.set_tiles(table_of_items.blueprint.tiles, true)
for _, object in pairs(table_of_items.blueprint.entities) do
object.force = 'enemy'
object.position = { x = object.position.x + spot.position.x - 1, y = object.position.y + spot.position.y - 1 }
local entity = surface.create_entity(object)
if not entity then
return
end
if object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' then
entity.destructible = false
entity.minable = false
entity.rotatable = false
entity.operable = false
end
if object.name == 'wooden-chest' then
entity.force = 'neutral'
entity.destructible = false
entity.minable = false
entity.rotatable = false
end
if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then
entity.minable = false
end
table.insert(table_of_entities, entity)
end
table.insert(storage.table_of_spots, { properties = table_of_properties, drawings = table_of_drawings, players = table_of_players, positions = table_of_positions, entities = table_of_entities })
end
function create_a_point_of_interest(poi_blueprint, poi_position)
local surface = game.surfaces.tank_conquest
local table_of_items = game.json_to_table(poi_blueprint)
for _, tile in pairs(table_of_items.blueprint.tiles) do
tile.position = { x = tile.position.x + poi_position.x, y = tile.position.y + poi_position.y }
end
surface.set_tiles(table_of_items.blueprint.tiles, true)
for _, object in pairs(table_of_items.blueprint.entities) do
object.force = 'enemy'
object.position = { x = object.position.x + poi_position.x, y = object.position.y + poi_position.y }
local entity = surface.create_entity(object)
if not entity then
return
end
if object.name == 'infinity-chest' or object.name == 'substation' or object.name == 'inserter' or object.name == 'accumulator' or object.name == 'solar-panel' then
entity.destructible = false
entity.minable = false
entity.rotatable = false
entity.operable = false
end
if object.name == 'wooden-chest' then
entity.force = 'neutral'
entity.destructible = false
entity.minable = false
entity.rotatable = false
end
if object.name == 'stone-wall' or object.name == 'gate' or object.name == 'land-mine' then
entity.minable = false
end
end
end
function seconds_to_clock(seconds)
local seconds = tonumber(seconds)
if seconds <= 0 then
return '00:00:00'
else
local hours = string.format('%02.f', math.floor(seconds / 3600))
local minutes = string.format('%02.f', math.floor(seconds / 60 - (hours * 60)))
seconds = string.format('%02.f', math.floor(seconds - hours * 3600 - minutes * 60))
return hours .. ':' .. minutes .. ':' .. seconds
end
end
function draw_a_polygon(position, radius, angle, sides)
if not type(position) == 'table' then
return
end
if not type(radius) == 'number' then
return
end
if not type(angle) == 'number' then
return
end
if not type(sides) == 'number' then
return
end
local table_of_positions = {}
table.insert(table_of_positions, { x = position.x, y = position.y })
for index = 1, sides + 1 do
local x = table_of_positions[1].x + (radius * math.cos(angle + (index + index - 1) * math.pi / sides))
local y = table_of_positions[1].y + (radius * math.sin(angle + (index + index - 1) * math.pi / sides))
table.insert(table_of_positions, { x = x, y = y })
end
return table_of_positions
end
function draw_circle_lobby(surface, spawn_diameter, spawn_position)
for x = -spawn_diameter, spawn_diameter do
for y = -spawn_diameter, spawn_diameter do
local tile_position = { x = spawn_position.x + x, y = spawn_position.y + y }
local distance_to_center = math.sqrt(tile_position.x ^ 2 + tile_position.y ^ 2)
local tile_name = false
if distance_to_center < spawn_diameter then
tile_name = 'deepwater'
if math.random(1, 48) == 1 then
surface.create_entity({ name = 'fish', position = tile_position })
end
end
if distance_to_center < 9.5 then
tile_name = 'refined-concrete'
end
if distance_to_center < 7 then
tile_name = 'sand-1'
end
if tile_name then
surface.set_tiles({ { name = tile_name, position = tile_position } }, true)
end
end
end
end
function event_on_click_join(player)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local surface = game.surfaces.tank_conquest
if not surface then
return
end
if not player.character then
return
end
game.permissions.get_group('Default').add_player(player)
if player.force.name == 'force_spectator' then
if #game.forces.force_player_one.connected_players == #game.forces.force_player_two.connected_players then
local table_of_forces = { 'force_player_one', 'force_player_two' }
player.force = game.forces[table_of_forces[math.random(1, #table_of_forces)]]
elseif #game.forces.force_player_one.connected_players < #game.forces.force_player_two.connected_players then
player.force = game.forces.force_player_one
else
player.force = game.forces.force_player_two
end
end
local position = player.force.get_spawn_position(surface)
storage.table_of_spawns[player.index] = position
if surface.is_chunk_generated(position) then
player.teleport(surface.find_non_colliding_position('character', position, 3, 0.5), surface)
else
player.teleport(position, surface)
end
player.character.destructible = true
player_icon_add(player)
create_a_tank(player)
-- draw_gui_spawn( player ) -- only for tests
for _, spot in pairs(storage.table_of_spots) do
player.force.chart(game.surfaces.tank_conquest, { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } })
end
game.print(player.name .. ' joined ' .. storage.table_of_properties[player.force.name].icon)
end
function event_on_click_lobby(player)
local surface = game.surfaces.nauvis
if storage.table_of_properties.game_stage == 'ongoing_game' then
surface = game.surfaces.tank_conquest
end
if not player.character then
return
end
game.permissions.get_group('permission_spectator').add_player(player)
player.force = game.forces.force_spectator
if storage.table_of_tanks[player.index] ~= nil and storage.table_of_tanks[player.index].valid then
storage.table_of_tanks[player.index].clear_items_inside()
storage.table_of_tanks[player.index].destroy()
end
storage.table_of_tanks[player.index] = nil
local position = { x = 0, y = 0 }
storage.table_of_spawns[player.index] = position
if surface.is_chunk_generated(position) then
player.teleport(surface.find_non_colliding_position('character', position, 3, 0.5), surface)
else
player.teleport(position, surface)
end
player.character.destructible = false
player_icon_remove(player)
player.character.clear_items_inside()
end
function event_on_click_spawn(player)
game.print('A')
end
function shuffle(table_of_items)
local length_of_items = #table_of_items
for index = length_of_items, 1, -1 do
local random = math.random(length_of_items)
table_of_items[index], table_of_items[random] = table_of_items[random], table_of_items[index]
end
return table_of_items
end
local function on_init(surface)
game.surfaces.nauvis.clear()
game.surfaces.nauvis.map_gen_settings = { width = 1, height = 1 }
game.create_surface('tank_conquest', { width = 1, height = 1 })
initialize_forces()
-- storage.table_of_properties.game_stage = 'do_nothing'
end
event.on_init(on_init)
local function on_tick(event)
if game.tick % 30 == 0 and storage.table_of_damages ~= nil then
for _, item in pairs(storage.table_of_damages) do
item.surface.create_entity({ name = 'flying-text', position = item.position, text = math.ceil(item.damage), color = table_of_colors.damage })
end
storage.table_of_damages = nil
end
if game.tick % 60 == 0 then
if storage.table_of_properties.game_stage == 'ongoing_game' then
for _, spot in pairs(storage.table_of_spots) do
if spot.properties.value == 100 then
local enemy = storage.table_of_properties[spot.properties.force.name].enemy
if storage.table_of_properties[enemy].available_tickets >= 0 then
storage.table_of_properties[enemy].available_tickets = storage.table_of_properties[enemy].available_tickets - storage.table_of_properties.acceleration_value
end
end
for _, player in pairs(game.connected_players) do
if player.force.name == spot.properties.force.name and spot.properties.value > 0 then
player.force.chart(game.surfaces.tank_conquest, { { x = spot.properties.position.x - 10, y = spot.properties.position.y - 10 }, { x = spot.properties.position.x + 10, y = spot.properties.position.y + 10 } })
end
end
for _, player in pairs(spot.players) do
if spot.properties.force.name == 'neutral' and spot.properties.value == 0 then
spot.properties.force.name = player.force.name
for _, entity in pairs(spot.entities) do
if entity.valid then
entity.force = player.force.name
if entity.name == 'stone-wall' or entity.name == 'gate' or entity.name == 'land-mine' then
entity.minable = true
end
end
end
end
if spot.properties.force.name == 'neutral' or spot.properties.force.name == player.force.name and spot.properties.value < 100 then
spot.properties.value = spot.properties.value + 1 * storage.table_of_properties.conquest_speed
end
if spot.properties.force.name ~= player.force.name and spot.properties.value > 0 then
spot.properties.value = spot.properties.value - 1 * storage.table_of_properties.conquest_speed
end
if spot.properties.value == 0 then
spot.properties.force.name = 'neutral'
end
local force_label = spot.properties.force.name
if force_label ~= 'neutral' then
force_label = storage.table_of_properties[force_label].icon
end
rendering.set_text(spot.drawings.force, force_label)
rendering.set_text(spot.drawings.value, spot.properties.value)
end
end
if storage.table_of_properties.countdown_in_seconds == 60 then
game.print('The round is in the hot phase, there are still 60 seconds left.')
end
if storage.table_of_properties.countdown_in_seconds >= 0 then
storage.table_of_properties.countdown_in_seconds = storage.table_of_properties.countdown_in_seconds - 1
end
if storage.table_of_properties.countdown_in_seconds < 0 or storage.table_of_properties.force_player_one.available_tickets < 0 or storage.table_of_properties.force_player_two.available_tickets < 0 then
if storage.table_of_properties.force_player_one.available_tickets == storage.table_of_properties.force_player_two.available_tickets then
game.print('The battle is over. The round ended in a draw.')
elseif storage.table_of_properties.force_player_one.available_tickets > storage.table_of_properties.force_player_two.available_tickets then
game.print('The battle is over. Force ' .. storage.table_of_properties.force_player_one.icon .. ' has won the round.')
else
game.print('The battle is over. Force ' .. storage.table_of_properties.force_player_two.icon .. ' has won the round.')
end
game.forces.force_spectator.set_spawn_position({ x = 0, y = 0 }, game.surfaces.nauvis)
storage.table_of_spots = {}
storage.table_of_properties.force_player_one.available_tickets = storage.table_of_properties.amount_of_tickets
storage.table_of_properties.force_player_two.available_tickets = storage.table_of_properties.amount_of_tickets
storage.table_of_properties.countdown_in_seconds = 28800
storage.table_of_properties.wait_in_seconds = 30
storage.table_of_properties.game_stage = 'lobby'
game.print('You are now in the lobby, please make yourself comfortable, it continues immediately.')
for _, player in pairs(game.connected_players) do
if player.gui.top['draw_gui_button'] then
player.gui.top['draw_gui_button'].destroy()
end
if player.gui.top['draw_gui_status'] then
player.gui.top['draw_gui_status'].destroy()
end
if player.gui.top['draw_gui_spots'] then
player.gui.top['draw_gui_spots'].destroy()
end
-- if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() end
-- if player.gui.center[ 'draw_gui_menu' ] then player.gui.center[ 'draw_gui_menu' ].destroy() end
-- draw_gui_score( player )
event_on_click_lobby(player)
end
end
for _, player in pairs(game.connected_players) do
draw_gui_status(player)
draw_gui_spots(player)
end
end
if storage.table_of_properties.game_stage == 'regenerate_facilities' then
table_of_ores = shuffle(table_of_ores)
local position = game.forces.force_spectator.get_spawn_position(game.surfaces.tank_conquest)
draw_circle_lobby(game.surfaces.tank_conquest, 28, position)
local position = game.forces.force_player_one.get_spawn_position(game.surfaces.tank_conquest)
map_functions.draw_noise_tile_circle({ x = position.x - 50, y = 10 }, 'water', game.surfaces.tank_conquest, math.random(8, 10))
local radius, angle, sides = 10, 1, #table_of_ores
local table_of_positions = draw_a_polygon({ x = position.x - 50, y = 10 }, radius, angle, sides)
for index = 1, #table_of_positions do
map_functions.draw_smoothed_out_ore_circle(table_of_positions[index + 1], table_of_ores[index], game.surfaces.tank_conquest, 15, 3000)
end
create_a_base('force_player_one', position)
local position = game.forces.force_player_two.get_spawn_position(game.surfaces.tank_conquest)
map_functions.draw_noise_tile_circle({ x = position.x + 50, y = 10 }, 'water', game.surfaces.tank_conquest, math.random(8, 10))
local radius, angle, sides = 10, 1, #table_of_ores
local table_of_positions = draw_a_polygon({ x = position.x + 50, y = 10 }, radius, angle, sides)
for index = 1, #table_of_positions do
map_functions.draw_smoothed_out_ore_circle(table_of_positions[index + 1], table_of_ores[index], game.surfaces.tank_conquest, 15, 3000)
end
create_a_base('force_player_two', position)
local position = { x = 0, y = -500 }
create_a_point_of_interest(blueprint_poi_laser_json, position)
local position = { x = 0, y = 500 }
create_a_point_of_interest(blueprint_poi_fire_json, position)
local table_of_blueprints = { blueprint_poi_spot_one_json, blueprint_poi_spot_two_json, blueprint_poi_spot_three_json }
local table_of_names = { 'A', 'B', 'C', 'D', 'E', 'F', 'G' }
local length_of_names = math.random(3, #table_of_names)
local position, radius, angle, sides = { x = 0, y = 0 }, math.random(150, 250), math.random(0.1, 6.3), length_of_names
local table_of_positions = draw_a_polygon(position, radius, angle, sides)
for index = 1, length_of_names do
create_a_spot(table_of_names[index], table_of_positions[index + 1], table_of_blueprints[math.random(1, #table_of_blueprints)])
end
game.print('A new battlefield was created. Make yourself comfortable, but be vigilant.')
storage.table_of_properties.game_stage = 'ongoing_game'
for _, player in pairs(game.connected_players) do
-- if player.gui.left[ 'draw_gui_squad' ] then player.gui.left[ 'draw_gui_squad' ].destroy() end
-- if player.gui.center[ 'draw_gui_score' ] then player.gui.center[ 'draw_gui_score' ].destroy() end
if player.gui.center['draw_gui_menu'] then
player.gui.center['draw_gui_menu'].destroy()
end
draw_gui_button(player)
event_on_click_join(player)
end
end
if storage.table_of_properties.game_stage == 'preparing_spawn_positions' then
game.forces.force_player_one.set_spawn_position({ x = -500, y = 0 }, game.surfaces.tank_conquest)
game.forces.force_player_two.set_spawn_position({ x = 500, y = 0 }, game.surfaces.tank_conquest)
game.forces.force_spectator.set_spawn_position({ x = 0, y = 0 }, game.surfaces.tank_conquest)
storage.table_of_scores = {}
for _, player in pairs(game.connected_players) do
if player.character then
player.character.destroy()
player.character = nil
end
player.create_character()
end
storage.table_of_properties.game_stage = 'regenerate_facilities'
end
if storage.table_of_properties.game_stage == 'check_the_process_of_creating_the_map' then
if game.surfaces.tank_conquest.is_chunk_generated({ x = 0, y = 0 }) then
storage.table_of_properties.game_stage = 'preparing_spawn_positions'
else
game.surfaces.tank_conquest.request_to_generate_chunks({ 0, 0 }, 1)
game.surfaces.tank_conquest.request_to_generate_chunks({ -500, 0 }, 1)
game.surfaces.tank_conquest.request_to_generate_chunks({ 500, 0 }, 1)
game.surfaces.tank_conquest.request_to_generate_chunks({ 0, -500 }, 1)
game.surfaces.tank_conquest.request_to_generate_chunks({ 0, 500 }, 1)
end
end
if storage.table_of_properties.game_stage == 'regenerate_battlefield' and storage.table_of_properties.wait_in_seconds == 0 then
initialize_surface()
game.surfaces.tank_conquest.force_generate_chunk_requests()
storage.table_of_properties.game_stage = 'check_the_process_of_creating_the_map'
end
if storage.table_of_properties.game_stage == 'lobby' then
if #game.connected_players >= storage.table_of_properties.required_number_of_players and storage.table_of_properties.wait_in_seconds > 0 then
if storage.table_of_properties.wait_in_seconds % 10 == 0 then
game.print('The round starts in ' .. storage.table_of_properties.wait_in_seconds .. ' seconds.')
end
storage.table_of_properties.wait_in_seconds = storage.table_of_properties.wait_in_seconds - 1
end
if storage.table_of_properties.wait_in_seconds == 0 then
storage.table_of_properties.game_stage = 'regenerate_battlefield'
end
end
end
if game.tick % 1800 == 0 then
if game.surfaces.tank_conquest ~= nil and #game.connected_players and #storage.table_of_spots then
for _, player in pairs(game.connected_players) do
for _, spot in pairs(storage.table_of_spots) do
if player.force.is_chunk_charted(game.surfaces.tank_conquest, { x = math.floor(spot.properties.position.x / 32), y = math.floor(spot.properties.position.y / 32) }) then
local chart_tags = player.force.find_chart_tags(game.surfaces.tank_conquest, { { spot.properties.position.x - 1, spot.properties.position.y - 1 }, { spot.properties.position.x + 1, spot.properties.position.y + 1 } })
if #chart_tags == 0 then
player.force.add_chart_tag(game.surfaces.tank_conquest, { icon = { type = 'virtual', name = 'signal-' .. spot.properties.name }, position = spot.properties.position })
end
end
end
end
end
end
if game.tick == 60 then
draw_circle_lobby(game.surfaces.nauvis, 28, { x = 0, y = 0 })
for _, player in pairs(game.connected_players) do
if player.character == nil then
player.create_character()
end
end
end
end
event.add(defines.events.on_tick, on_tick)
local function on_gui_click(event)
local player = game.players[event.player_index]
if event.element.valid and event.element.name == 'draw_gui_intro_content' then
player.gui.center['draw_gui_intro_frame'].destroy()
return
end
if event.element.valid and event.element.name == 'draw_gui_intro_button' then
if player.gui.center['draw_gui_intro_frame'] then
player.gui.center['draw_gui_intro_frame'].destroy()
else
draw_gui_intro_frame(player)
end
end
if event.element.valid and event.element.name == 'draw_gui_button' then
if player.gui.center['draw_gui_menu'] then
player.gui.center['draw_gui_menu'].destroy()
else
draw_gui_menu(player)
end
end
if event.element.valid and event.element.name == 'event_on_click_score' then
if player.gui.center['draw_gui_score'] then
player.gui.center['draw_gui_score'].destroy()
else
draw_gui_score(player)
end
end
if event.element.valid and event.element.name == 'event_on_click_squad' then
if player.gui.left['draw_gui_squad'] then
player.gui.left['draw_gui_squad'].destroy()
else
draw_gui_squad(player)
end
end
if event.element.valid and event.element.name == 'event_on_click_lobby' then
storage.table_of_delays[player.index] = game.tick
game.print(player.name .. ' is spectating')
event_on_click_lobby(player)
if player.gui.center['draw_gui_menu'] then
player.gui.center['draw_gui_menu'].destroy()
end
end
if event.element.valid and event.element.name == 'event_on_click_join' then
if game.tick - storage.table_of_delays[player.index] < 3600 then
player.print('Not ready to return. Please wait ' .. 60 - (math.floor((game.tick - storage.table_of_delays[player.index]) / 60)) .. ' seconds.')
else
storage.table_of_delays[player.index] = nil
event_on_click_join(player)
if player.gui.center['draw_gui_menu'] then
player.gui.center['draw_gui_menu'].destroy()
end
end
end
if event.element.valid and event.element.name == 'event_on_click_spawn_1' then
event_on_click_spawn(player)
end
end
event.add(defines.events.on_gui_click, on_gui_click)
local function on_console_chat(event)
if not event.message then
return
end
if not event.player_index then
return
end
local player = game.players[event.player_index]
local color = { r = player.color.r * 0.6 + 0.35, g = player.color.g * 0.6 + 0.35, b = player.color.b * 0.6 + 0.35, a = 1 }
if player.force.name == 'force_player_one' then
game.forces.force_player_two.print(storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ': ' .. event.message, color)
game.forces.force_spectator.print(storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ': ' .. event.message, color)
end
if player.force.name == 'force_player_two' then
game.forces.force_player_one.print(storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ': ' .. event.message, color)
game.forces.force_spectator.print(storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ': ' .. event.message, color)
end
if player.force.name == 'force_spectator' then
game.forces.force_player_one.print('(Spectator) ' .. player.name .. ': ' .. event.message, color)
game.forces.force_player_two.print('(Spectator) ' .. player.name .. ': ' .. event.message, color)
end
end
event.add(defines.events.on_console_chat, on_console_chat)
local function on_chunk_generated(event)
local chunk_position = { x = event.area.left_top.x, y = event.area.left_top.y }
for x = 0, 31 do
for y = 0, 31 do
local tile_position = { x = chunk_position.x + x, y = chunk_position.y + y }
if math.random(1, 3000) == 1 and event.surface.can_place_entity({ name = 'wooden-chest', force = 'enemy', position = tile_position }) then
event.surface.create_entity({ name = 'wooden-chest', force = 'enemy', position = tile_position })
end
end
end
end
event.add(defines.events.on_chunk_generated, on_chunk_generated)
local function on_entity_damaged(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
if event.entity.name == 'wooden-chest' then
return
end
if not event.entity.unit_number then
return
end
if event.final_damage_amount < 1 then
return
end
if storage.table_of_damages == nil then
storage.table_of_damages = {}
end
if storage.table_of_damages[event.entity.unit_number] == nil then
storage.table_of_damages[event.entity.unit_number] = { surface = event.entity.surface, position = event.entity.position, damage = 0 }
end
storage.table_of_damages[event.entity.unit_number].damage = storage.table_of_damages[event.entity.unit_number].damage + event.final_damage_amount
end
event.add(defines.events.on_entity_damaged, on_entity_damaged)
local function on_entity_died(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
if event.entity.name == 'wooden-chest' and event.entity.force.name == 'enemy' then
local loot = table_of_loots[math.random(1, #table_of_loots)]
event.entity.surface.spill_item_stack(event.entity.position, loot, true)
event.entity.surface.create_entity({ name = 'flying-text', position = event.entity.position, text = '+' .. loot.count .. ' ' .. loot.name, color = table_of_colors.white })
end
end
event.add(defines.events.on_entity_died, on_entity_died)
local function on_player_changed_position(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local player = game.players[event.player_index]
for spot_index, spot_item in pairs(storage.table_of_spots) do
if storage.table_of_spots[spot_index].players[player.index] ~= nil then
storage.table_of_spots[spot_index].players[player.index] = nil
end
for _, position in pairs(spot_item.positions) do
if math.floor(player.position.x) == position.x and math.floor(player.position.y) == position.y or math.ceil(player.position.x) == position.x and math.ceil(player.position.y) == position.y then
if storage.table_of_spots[spot_index].players[player.index] == nil then
storage.table_of_spots[spot_index].players[player.index] = player
break
end
end
end
if storage.table_of_spots[spot_index].players[player.index] ~= nil then
break
end
end
end
event.add(defines.events.on_player_changed_position, on_player_changed_position)
local function on_player_respawned(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local player = game.players[event.player_index]
local surface = player.surface
if player.gui.center['draw_gui_spawn'] then
player.gui.center['draw_gui_spawn'].destroy()
end
local position = storage.table_of_spawns[player.index]
if surface.is_chunk_generated(position) then
player.teleport(surface.find_non_colliding_position('character', position, 3, 0.5), surface)
else
player.teleport(position, surface)
end
player_icon_add(player)
create_a_tank(player)
end
event.add(defines.events.on_player_respawned, on_player_respawned)
local function on_player_died(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local player = game.players[event.player_index]
storage.table_of_spawns[player.index] = player.force.get_spawn_position(player.surface)
local table_of_entities = player.surface.find_entities_filtered({ name = 'character-corpse' })
for _, entity in pairs(table_of_entities) do
entity.clear_items_inside()
entity.destroy()
end
-- draw_gui_spawn( player )
player_icon_remove(player)
if storage.table_of_tanks[player.index] ~= nil and storage.table_of_tanks[player.index].valid then
storage.table_of_tanks[player.index].clear_items_inside()
storage.table_of_tanks[player.index].destroy()
end
storage.table_of_tanks[player.index] = nil
local force = storage.table_of_properties[player.force.name]
if force ~= nil and force.available_tickets > 0 then
force.available_tickets = force.available_tickets - 1
end
for _, spot in pairs(storage.table_of_spots) do
if spot.players[player.index] ~= nil then
spot.players[player.index] = nil
end
end
local player_death_message = storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ' was killed.'
if event.cause and event.cause.valid then
if event.cause.name == 'character' then
player_death_message = storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ' was killed by ' .. storage.table_of_properties[event.cause.player.force.name].icon .. ' ' .. event.cause.player.name .. '.'
elseif event.cause.name == 'car' or event.cause.name == 'tank' or event.cause.name == 'train' then
local driver = event.cause.get_driver()
if driver.player then
player_death_message = storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ' was killed with a vehicle by ' .. storage.table_of_properties[driver.player.force.name].icon .. ' ' .. driver.player.name .. '.'
else
player_death_message = storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ' was killed by run over.'
end
elseif event.cause.name then
player_death_message = storage.table_of_properties[player.force.name].icon .. ' ' .. player.name .. ' was killed by ' .. event.cause.name .. '.'
end
end
for _, p in pairs(game.connected_players) do
if p.force.name ~= player.force.name and p.name ~= event.cause.player.name and p.name ~= driver.player.name then
p.print(player_death_message, table_of_colors.damage)
end
end
end
event.add(defines.events.on_player_died, on_player_died)
local function on_player_left_game(event)
if storage.table_of_properties.game_stage ~= 'ongoing_game' then
return
end
local player = game.players[event.player_index]
player_icon_remove(player)
if storage.table_of_tanks[player.index] ~= nil and storage.table_of_tanks[player.index].valid then
storage.table_of_tanks[player.index].clear_items_inside()
storage.table_of_tanks[player.index].destroy()
end
storage.table_of_tanks[player.index] = nil
storage.table_of_spawns[player.index] = nil
for _, spot in pairs(storage.table_of_spots) do
if spot.players[player.index] ~= nil then
spot.players[player.index] = nil
end
end
end
event.add(defines.events.on_player_left_game, on_player_left_game)
local function on_player_joined_game(event)
local surface = game.surfaces.nauvis
local player = game.players[event.player_index]
player.force = game.forces.force_spectator
draw_gui_intro_button(player)
if player.online_time == 0 then
draw_gui_intro_frame(player)
local position = player.force.get_spawn_position(surface)
if surface.is_chunk_generated(position) then
player.teleport(surface.find_non_colliding_position('character', position, 3, 0.5), surface)
else
player.teleport(position, surface)
end
player.character.destructible = false
game.permissions.get_group('permission_spectator').add_player(player)
elseif player.surface.name == 'tank_conquest' then
player.character.clear_items_inside()
draw_gui_button(player)
event_on_click_join(player)
end
if player.online_time == 0 and storage.table_of_properties.game_stage == 'ongoing_game' then
draw_gui_button(player)
draw_gui_menu(player)
end
for index, slot in pairs(table_of_slots) do
player.set_quick_bar_slot(index, slot)
end
end
event.add(defines.events.on_player_joined_game, on_player_joined_game)
function player_icon_add(player)
if storage.table_of_drawings[player.index] == nil then
-- local icon = rendering.draw_circle( { target = player.character, target_offset = { x = 0, y = - 3.7 }, force = game.forces.force_player_one, surface = player.surface, color = table_of_colors.team, radius = 0.3, filled = true, only_in_alt_mode = false } )
-- local color = { r = player.color.r * 0.6 + 0.35, g = player.color.g * 0.6 + 0.35, b = player.color.b * 0.6 + 0.35, a = 1 }
local icon =
rendering.draw_text(
{
text = storage.table_of_properties[player.force.name].icon,
target = player.character,
target_offset = { 0, -3.7 },
surface = player.surface,
color = table_of_colors.white,
scale = 2,
alignment = 'center'
}
)
storage.table_of_drawings[player.index] = icon
end
end
function player_icon_change(player)
if storage.table_of_drawings[player.index] ~= nil then
local icon = storage.table_of_drawings[player.index]
end
end
function player_icon_remove(player)
if storage.table_of_drawings[player.index] ~= nil then
rendering.destroy(storage.table_of_drawings[player.index])
storage.table_of_drawings[player.index] = nil
end
end