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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/crab_defender/main.lua
2024-04-21 19:18:48 +02:00

1485 lines
51 KiB
Lua

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 'modules.rocket_launch_always_yields_science'
require 'modules.biters_yield_coins'
require 'modules.dangerous_goods'
require 'modules.custom_death_messages'
local FishToWin = require 'maps.crab_defender.launch_fish_to_win'
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 'utils.functions.soft_reset'
local Server = require 'utils.server'
local Poll = require 'utils.gui.poll'
local boss_biter = require 'maps.crab_defender.boss_biters'
local FDT = require 'maps.crab_defender.table'
local Score = require 'utils.gui.score'
local Task = require 'utils.task_token'
local Color = require 'utils.color_presets'
local insert = table.insert
local enable_start_grace_period = true
local random = math.random
local floor = math.floor
local spawn_biters_token
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()
FishToWin.reset()
FDT.reset_table()
Poll.reset()
local this = FDT.get()
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 = 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
game.reset_time_played()
this.market_health = 1000
this.market_max_health = 1000
this.spawn_area_generated = false
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'})
frame.style.maximal_height = 38
if not this.wave_grace_period then
local label = frame.add({type = 'label', caption = 'Wave: ' .. (this.wave_count or 0)})
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', name = 'progressbar', value = next_level_progress})
progressbar.style = 'achievement_progressbar'
progressbar.style.minimal_width = 96
progressbar.style.maximal_width = 96
progressbar.style.padding = -1
progressbar.style.top_padding = 1
else
local time_remaining = 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 _, v in pairs(table_header) do
local h = table.add {type = 'label', caption = v}
h.style.font = 'heading-2'
end
for _, 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(surface, pos, biter_pool)
local attack_wave_threat = FDT.get('attack_wave_threat')
if attack_wave_threat < 1 then
return false
end
local spawned_biters = FDT.get('spawned_biters')
spawned_biters = spawned_biters or 9999
if spawned_biters > biter_count_limit then
return false
end
biter_pool = biter_pool[random(1, #biter_pool)]
FDT.set('attack_wave_threat', attack_wave_threat - biter_pool.threat)
attack_wave_threat = FDT.get('attack_wave_threat')
local valid_pos = surface.find_non_colliding_position(biter_pool.name, pos, 8, 2)
local biter = surface.create_entity({name = biter_pool.name, position = valid_pos})
if biter and biter.valid then
spawned_biters = FDT.get('spawned_biters')
FDT.set('spawned_biters', spawned_biters + 1)
return biter, attack_wave_threat
end
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
table.shuffle_table(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
table.shuffle_table(t)
return t
end
local attack_group_count_thresholds = {
{0, 1},
{50, 2},
{100, 3},
{150, 4},
{200, 5},
{1000, 6},
{2000, 7},
{3000, 8}
}
local get_number_of_attack_groups = function()
local n = 1
local wave_count = FDT.get('wave_count')
for _, entry in pairs(attack_group_count_thresholds) do
if wave_count >= entry[1] then
n = entry[2]
end
end
return n
end
local send_unit_group = function(unit_group)
local commands = {}
local market = FDT.get('market')
if not market or not market.valid then
return
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = market.position.x, y = market.position.y},
radius = 256,
distraction = defines.distraction.by_anything
}
commands[#commands + 1] = {
type = defines.command.attack,
target = market,
distraction = defines.distraction.by_anything
}
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
}
)
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 = floor(amount / 20)},
{name = 'behemoth-spitter', count = 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})
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 market = FDT.get('market')
if not market or not market.valid then
return
end
local actual_biters = surface.count_entities_filtered({type = 'unit'})
if actual_biters < biter_count_limit then
FDT.set('spawned_biters', actual_biters)
end
surface.set_multi_command(
{
command = {
type = defines.command.attack,
target = market,
distraction = defines.distraction.none
},
unit_count = 1024,
force = 'enemy',
unit_search_distance = 1024
}
)
end
spawn_biters_token =
Task.register(
function(event)
local attack_wave_threat = event.attack_wave_threat
if not attack_wave_threat then
return
end
if attack_wave_threat < 1 then
return
end
local unit_group = event.unit_group
if not unit_group or not unit_group.valid then
return
end
local surface = event.surface
local biter_pool = event.biter_pool
if not biter_pool then
return
end
local biter
biter, attack_wave_threat = spawn_biter(surface, unit_group.position, biter_pool)
if biter then
unit_group.add_member(biter)
end
Task.set_timeout_in_ticks(3, spawn_biters_token, {attack_wave_threat = attack_wave_threat, unit_group = unit_group, surface = surface, biter_pool = biter_pool})
end,
9999
)
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
this.spawned_biters = this.spawned_biters or 9999
if this.spawned_biters > biter_count_limit then
wake_up_the_biters(surface)
game.print('Max biter count reached, waking up idle biters!', Color.warning)
game.print('Wave number will not increase.', Color.warning)
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 = 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 = 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 = {}
this.unit_groups = this.unit_groups or {}
local biter_pool = get_biter_pool()
if this.wave_count > 50 and 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]}})
local unit_group = unit_groups[i]
if unit_group and unit_group.valid then
if not this.unit_groups[unit_group.group_number] then
this.unit_groups[unit_group.group_number] = unit_group
end
Task.set_timeout_in_ticks(i, spawn_biters_token, {attack_wave_threat = this.attack_wave_threat, unit_group = unit_group, surface = surface, biter_pool = biter_pool})
end
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]}})
local unit_group = unit_groups[i]
if unit_group and unit_group.valid then
if not this.unit_groups[unit_group.group_number] then
this.unit_groups[unit_group.group_number] = unit_group
end
Task.set_timeout_in_ticks(i, spawn_biters_token, {attack_wave_threat = this.attack_wave_threat, unit_group = unit_group, surface = surface, biter_pool = biter_pool})
end
end
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 = 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
if not surface or not surface.valid then
return
end
if not this.market or not this.market.valid then
return
end
for x = -5, 5, 0.5 do
for y = -5, 5, 0.5 do
if 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 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()
local entity = event.entity
if not entity or not entity.valid then
return
end
if entity.type == 'unit' and entity.force.name == 'enemy' then
this.spawned_biters = this.spawned_biters - 1
if this.spawned_biters < 0 then
this.spawned_biters = 0
end
end
if entity.force.name == 'enemy' then
local surface = entity.surface
if this.boss_biters[entity.unit_number] then
boss_biter.died(event)
end
local splash = biter_splash_damage[entity.name]
if splash then
if random(1, splash.chance) == 1 then
for _, visual in pairs(splash.visuals) do
surface.create_entity({name = visual, position = entity.position})
end
damage_entities_in_radius(surface, entity.position, splash.radius, random(splash.damage_min, splash.damage_max))
return
end
end
if entity.name == 'behemoth-biter' then
if random(1, 16) == 1 then
local p = surface.find_non_colliding_position('big-biter', entity.position, 3, 0.5)
if p then
surface.create_entity {name = 'big-biter', position = p}
end
end
for _ = 1, random(1, 2), 1 do
local p = surface.find_non_colliding_position('medium-biter', entity.position, 3, 0.5)
if p then
surface.create_entity {name = 'medium-biter', position = p}
end
end
end
return
end
if 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[entity.name] then
this.entity_limits[entity.name].placed = this.entity_limits[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 deny_buildings_tbl = {
['radar'] = true,
['roboport'] = true
}
local function deny_building(event)
local entity = event.created_entity
if not entity.valid then
return
end
if entity.position.x >= 655 or entity.position.x < -522 then
if deny_buildings_tbl[entity.name] then
if not string.match(entity.name, 'rail') then
if event.player_index then
game.get_player(event.player_index).insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
end
event.created_entity.surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = 'To save map performance, you can only build within the crab claws',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
entity.destroy()
return true
end
end
return false
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
if deny_building(event) 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
if deny_building(event) 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.x, p.y)
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 - 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) 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 _, v in pairs(tiles) do
local old_tile = v.old_tile
if is_position_near(area, v.position) then
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
else
if v.position.x > 1197 or v.position.x < -1063 then
surface.set_tiles({{name = old_tile.name, 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 and this.market.valid then
for _, player in pairs(game.connected_players) do
if surface.peaceful_mode == false then
create_wave_gui(player)
end
end
end
if this.wave_count >= (this.wave_limit or 2000) then
if this.market and this.market.valid then
this.market.die()
game.print('Game won!', {r = 0.22, g = 0.88, b = 0.22})
game.print('Game wave limit reached! Game will soft-reset shortly.', {r = 0.22, g = 0.88, b = 0.22})
return
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
-- this.wave_interval = 1800
end
end
end
end
if game.tick % 600 == 0 then
local unit_groups = this.unit_groups
if unit_groups and next(unit_groups) then
for index, unit_group in pairs(unit_groups) do
if unit_group.valid then
send_unit_group(unit_group)
else
this.unit_groups[index] = nil
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