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https://github.com/ComfyFactory/ComfyFactorio.git
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282 lines
8.1 KiB
Lua
282 lines
8.1 KiB
Lua
--map by mewmew and kyte
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require "maps.island_troopers.map_intro"
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require "functions.noise_vector_path"
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require "modules.shopping_chests"
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require "modules.no_turrets"
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require "modules.dangerous_goods"
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require "modules.rpg"
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require "modules.difficulty_vote"
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require "maps.island_troopers.enemies"
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require "maps.island_troopers.terrain"
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max_island_radius = 128
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local function create_stage_gui(player)
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if player.gui.top.stage_gui then return end
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local element = player.gui.top.add({type = "frame", name = "stage_gui", caption = " "})
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local style = element.style
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style.minimal_height = 38
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style.maximal_height = 38
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style.minimal_width = 140
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style.top_padding = 2
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style.left_padding = 4
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style.right_padding = 4
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style.bottom_padding = 2
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style.font_color = {r = 155, g = 85, b = 25}
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style.font = "default-large-bold"
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end
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function update_stage_gui()
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if not global.stages then return end
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local caption = "Level: " .. global.current_level
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caption = caption .. " | Stage: "
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local stage = global.current_stage
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if stage > #global.stages - 1 then stage = #global.stages - 1 end
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caption = caption .. stage
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caption = caption .. "/"
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caption = caption .. #global.stages - 1
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caption = caption .. " | Bugs remaining: "
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caption = caption .. global.alive_enemies
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for _, player in pairs(game.connected_players) do
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if player.gui.top.stage_gui then
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player.gui.top.stage_gui.caption = caption
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end
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end
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end
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local function bring_players()
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local surface = game.surfaces[1]
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for _, player in pairs(game.connected_players) do
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if player.position.y < -1 then
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if player.character then
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if player.character.valid then
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local p = surface.find_non_colliding_position("character", {0, 2}, 8, 0.5)
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if not p then player.teleport({0, 2}, surface) end
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player.teleport(p, surface)
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end
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end
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end
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end
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end
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local function drift_corpses_toward_beach()
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local surface = game.surfaces[1]
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for _, corpse in pairs(surface.find_entities_filtered({name = "character-corpse"})) do
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if corpse.position.y < 0 then
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if surface.get_tile(corpse.position).collides_with("resource-layer") then
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corpse.clone{position={corpse.position.x, corpse.position.y + (math.random(50, 250) * 0.01)}, surface=surface, force=corpse.force.name}
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corpse.destroy()
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end
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end
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end
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end
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local function get_island_size()
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local r_min = global.current_level + 16
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if r_min > math.floor(max_island_radius * 0.5) then r_min = math.floor(max_island_radius * 0.5) end
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local r_max = global.current_level * 2 + 32
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if r_max > max_island_radius then r_max = max_island_radius end
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return math.random(r_min, r_max)
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end
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local function set_next_level()
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global.alive_enemies = 0
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global.alive_boss_enemy_count = 0
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global.current_level = global.current_level + 1
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if global.current_level > 1 then bring_players() end
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global.current_stage = 1
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global.stage_amount = math.floor(global.current_level * 0.33) + 3
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if global.stage_amount > 9 then global.stage_amount = 9 end
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global.path_tiles = nil
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local island_size = get_island_size()
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global.stages = {}
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global.stages[1] = {
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path_length = 16 + island_size * 1.5,
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size = island_size,
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}
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for i = 1, global.stage_amount - 1, 1 do
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island_size = get_island_size()
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global.stages[#global.stages + 1] = {
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path_length = 16 + island_size * 1.5,
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size = island_size,
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}
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end
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global.stages[#global.stages + 1] = {
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path_length = max_island_radius * 7,
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size = false,
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}
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--game.print("Level " .. global.current_level)
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update_stage_gui()
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global.gamestate = 2
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end
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local function earn_credits(amount)
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for _, player in pairs(game.connected_players) do
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player.play_sound{path="utility/armor_insert", volume_modifier=0.85}
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end
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game.print(amount .. " credits have been transfered to the factory.", {r = 255, g = 215, b = 0})
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global.credits = global.credits + amount
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end
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local function slowmo()
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if not global.slowmo then global.slowmo = 0.15 end
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game.speed = global.slowmo
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global.slowmo = global.slowmo + 0.01
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if game.speed < 1 then return end
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for _, p in pairs(game.connected_players) do
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if p.gui.left["slowmo_cam"] then p.gui.left["slowmo_cam"].destroy() end
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end
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global.slowmo = nil
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global.gamestate = 4
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end
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local function wait_until_stage_is_beaten()
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if global.alive_enemies > 0 then return end
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local reward_amount = false
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local gamestate = 2
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local base_reward = 250 * global.current_level
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if global.stages[global.current_stage].size then
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if global.current_stage < #global.stages -1 then
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reward_amount = base_reward + global.current_stage * global.current_level * 50
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else
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reward_amount = base_reward + global.current_stage * global.current_level * 150
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end
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else
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game.print("Final Stage complete!")
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game.print("Level is collapsing !!", {r = 255, g = 0, b = 0})
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gamestate = 5
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end
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if reward_amount then
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earn_credits(reward_amount)
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update_stage_gui()
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end
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global.current_stage = global.current_stage + 1
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global.gamestate = gamestate
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end
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local function on_player_joined_game(event)
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local player = game.players[event.player_index]
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create_stage_gui(player)
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if player.gui.left["slowmo_cam"] then player.gui.left["slowmo_cam"].destroy() end
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update_stage_gui()
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if player.online_time > 0 then return end
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player.insert({name = "pistol", count = 1})
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player.insert({name = "firearm-magazine", count = 32})
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end
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local function on_init()
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game.create_force("enemy_spawners")
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game.forces.enemy_spawners.set_friend("enemy", true)
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game.forces.enemy.set_friend("enemy_spawners", true)
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local surface = game.surfaces[1]
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surface.request_to_generate_chunks({x = 0, y = 0}, 16)
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surface.force_generate_chunk_requests()
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--global.tree_raffle = {}
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--for _, e in pairs(game.entity_prototypes) do
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-- if e.type == "tree" then
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-- table.insert(global.tree_raffle, e.name)
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-- end
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--end
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local blacklist = {
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["dark-mud-decal"] = true,
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["sand-dune-decal"] = true,
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["light-mud-decal"] = true,
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["puberty-decal"] = true,
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["sand-decal"] = true,
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["red-desert-decal"] = true,
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}
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global.decorative_names = {}
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for k,v in pairs(game.decorative_prototypes) do
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if not blacklist[k] then
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if v.autoplace_specification then
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global.decorative_names[#global.decorative_names+1] = k
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end
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end
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end
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global.difficulty_poll_closing_timeout = 3600 * 10
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global.level_vectors = {}
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global.alive_boss_enemy_entities = {}
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global.current_level = 0
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global.gamestate = 1
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game.forces.player.set_spawn_position({0, 2}, surface)
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end
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local msg = {
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"We got the brainbug!",
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"Good job troopers!",
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"I'm doing my part!",
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}
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local function on_entity_died(event)
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local entity = event.entity
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if not entity.valid then return end
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if entity.force.name == "enemy_spawners" then
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if entity.type == "unit" then return end
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global.alive_enemies = global.alive_enemies - 1
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return
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end
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if entity.force.name ~= "enemy" then return end
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global.alive_enemies = global.alive_enemies - 1
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update_stage_gui()
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if entity.type ~= "unit" then return end
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if not global.alive_boss_enemy_entities[entity.unit_number] then return end
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global.alive_boss_enemy_entities[entity.unit_number] = nil
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global.alive_boss_enemy_count = global.alive_boss_enemy_count - 1
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if global.alive_boss_enemy_count == 0 then
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for _, p in pairs(game.connected_players) do
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if p.gui.left["slowmo_cam"] then p.gui.left["slowmo_cam"].destroy() end
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local frame = p.gui.left.add({type = "frame", name = "slowmo_cam", caption = msg[math.random(1, #msg)]})
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local camera = frame.add({type = "camera", name = "mini_cam_element", position = entity.position, zoom = 1.5, surface_index = 1})
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camera.style.minimal_width = 400
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camera.style.minimal_height = 400
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end
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global.gamestate = 8
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end
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end
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local gamestate_functions = {
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[1] = set_next_level,
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[2] = draw_path_to_next_stage,
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[3] = draw_the_island,
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[4] = wait_until_stage_is_beaten,
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[5] = kill_the_level,
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[8] = slowmo,
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}
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local function on_tick()
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gamestate_functions[global.gamestate]()
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if game.tick % 150 == 0 then drift_corpses_toward_beach() end
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end
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local event = require 'utils.event'
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event.on_init(on_init)
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event.add(defines.events.on_tick, on_tick)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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require "functions.boss_unit" |