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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/fish_defender.lua
2018-11-12 04:11:06 +01:00

676 lines
25 KiB
Lua

-- fish defense -- by mewmew --
local event = require 'utils.event'
require "maps.fish_defender_map_intro"
require "maps.fish_defender_kaboomsticks"
local market_items = require "maps.fish_defender_market_items"
local map_functions = require "maps.tools.map_functions"
local math_random = math.random
local insert = table.insert
local wave_interval = 5400
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function create_wave_gui(player)
if player.gui.top["fish_defense_waves"] then player.gui.top["fish_defense_waves"].destroy() end
local frame = player.gui.top.add({ type = "frame", name = "fish_defense_waves"})
frame.style.maximal_height = 38
local wave_count = 0
if global.wave_count then wave_count = global.wave_count / 2 end
local label = frame.add({ type = "label", caption = "Wave: " .. wave_count })
label.style.font_color = {r=0.88, g=0.88, b=0.88}
label.style.font = "default-listbox"
label.style.left_padding = 4
label.style.right_padding = 4
label.style.font_color = {r=0.33, g=0.66, b=0.9}
local next_level_progress = game.tick % wave_interval / wave_interval
local progressbar = frame.add({ type = "progressbar", value = next_level_progress})
progressbar.style.minimal_width = 120
progressbar.style.maximal_width = 120
progressbar.style.top_padding = 10
end
local function get_biters()
local surface = game.surfaces[1]
local biters_found = {}
for x = 288, 8000, 32 do
if not surface.is_chunk_generated({math.ceil(x / 32, 0), 0}) then return biters_found end
local area = {
left_top = {x = x, y = -1024},
right_bottom = {x = x + 32, y = 1024}
}
local entities = surface.find_entities_filtered({area = area, type = "unit", limit = global.wave_count})
for _, entity in pairs(entities) do
if #biters_found > global.wave_count then break end
insert(biters_found, entity)
end
if #biters_found >= global.wave_count then return biters_found end
end
end
local function biter_attack_wave()
if not global.market then return end
local surface = game.surfaces[1]
if not global.wave_count then
global.wave_count = 2
else
global.wave_count = global.wave_count + 2
end
local evolution = (global.wave_count / 2) * 0.0025
if evolution > 1 then evolution = 1 end
game.forces.enemy.evolution_factor = evolution
if game.forces.enemy.evolution_factor > 0.9 then
if not global.endgame_modifier then
global.endgame_modifier = 0.01
game.print("Endgame enemy evolution reached. Biter damage is rising...", {r = 0.7, g = 0.1, b = 0.1})
else
global.endgame_modifier = global.endgame_modifier + 0.01
end
end
--game.print("Wave " .. tostring(global.wave_count / 2) .. " incoming!", {r = 0.9, g = 0.05, b = 0.4})
local group_coords = {
{spawn = {x = 256, y = 0}, target = {x = 0, y = 0}}
}
local number_of_groups = 1
local spawn_x = 242
if global.wave_count > 50 then
group_coords = {
{spawn = {x = spawn_x, y = -160}, target = {x = -32, y = -64}},
{spawn = {x = spawn_x, y = -128}, target = {x = -32, y = -64}},
{spawn = {x = spawn_x, y = -96}, target = {x = -32, y = -48}},
{spawn = {x = spawn_x, y = -64}, target = {x = -32, y = -32}},
{spawn = {x = spawn_x, y = -32}, target = {x = -32, y = -16}},
{spawn = {x = spawn_x, y = 0}, target = {x = -32, y = 0}},
{spawn = {x = spawn_x, y = 32}, target = {x = -32, y = 16}},
{spawn = {x = spawn_x, y = 64}, target = {x = -32, y = 32}},
{spawn = {x = spawn_x, y = 96}, target = {x = -32, y = 48}},
{spawn = {x = spawn_x, y = 128}, target = {x = -32, y = 64}},
{spawn = {x = spawn_x, y = 160}, target = {x = -32, y = 64}}
}
number_of_groups = math.ceil(global.wave_count / 125, 0)
if number_of_groups > #group_coords then number_of_groups = #group_coords end
end
group_coords = shuffle(group_coords)
local biters = get_biters()
local max_group_size = math.ceil(global.wave_count / number_of_groups, 0)
if max_group_size > 150 then max_group_size = 150 end
local biter_counter = 0
local biter_attack_groups = {}
for i = 1, number_of_groups, 1 do
if biter_counter > global.wave_count then break end
biter_attack_groups[i] = surface.create_unit_group({position=group_coords[i].spawn})
for x = 1, max_group_size, 1 do
biter_counter = biter_counter + 1
if biter_counter > global.wave_count then break end
if not biters[biter_counter] then break end
biter_attack_groups[i].add_member(biters[biter_counter])
end
if number_of_groups == 1 then
biter_attack_groups[i].set_command({type=defines.command.attack , target=global.market, distraction=defines.distraction.by_enemy})
else
if math_random(1,6) == 1 then
biter_attack_groups[i].set_command({type=defines.command.attack , target=global.market, distraction=defines.distraction.by_enemy})
else
biter_attack_groups[i].set_command({type=defines.command.attack_area, destination=group_coords[i].target, radius=12, distraction=defines.distraction.by_anything})
end
end
end
end
local function get_sorted_list(column_name, score_list)
for x = 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 function get_mvps()
if not global.score["player"] then return false end
local score = global.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 function is_game_lost()
if global.market then return end
for _, player in pairs(game.connected_players) do
if player.gui.left["fish_defense_game_lost"] then return end
local f = player.gui.left.add({ type = "frame", name = "fish_defense_game_lost", caption = "The fish 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 l = t.add({type = "label", caption = "Survival Time >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
if global.market_age >= 216000 then
local l = t.add({type = "label", caption = math.floor(((global.market_age / 60) / 60) / 60) .. " hours " .. math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
else
local l = t.add({type = "label", caption = math.ceil((global.market_age % 216000 / 60) / 60) .. " minutes"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
end
local mvp = get_mvps()
if mvp then
local l = t.add({type = "label", caption = "MVP Defender >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.killscore.name .. " with a score of " .. mvp.killscore.score})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
local l = t.add({type = "label", caption = "MVP Builder >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.built_entities.name .. " built " .. mvp.built_entities.score .. " things"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
local l = t.add({type = "label", caption = "MVP Deaths >> "})
l.style.font = "default-listbox"
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = "label", caption = mvp.deaths.name .. " died " .. mvp.deaths.score .. " times"})
l.style.font = "default-bold"
l.style.font_color = {r=0.33, g=0.66, b=0.9}
end
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=1}
end
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 biter_building_inhabitants = {
[1] = {{"small-biter",8,16}},
[2] = {{"small-biter",12,24}},
[3] = {{"small-biter",8,16},{"medium-biter",1,2}},
[4] = {{"small-biter",4,8},{"medium-biter",4,8}},
[5] = {{"small-biter",3,5},{"medium-biter",8,12}},
[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}},
[7] = {{"medium-biter",6,8},{"big-biter",3,5}},
[8] = {{"medium-biter",2,4},{"big-biter",6,8}},
[9] = {{"medium-biter",2,3},{"big-biter",7,9}},
[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}
}
local function damage_entities_in_radius(position, radius, damage)
local entities_to_damage = game.surfaces[1].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.health then
if entity.force.name ~= "enemy" then
if entity.name == "player" 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
local coin_earnings = {
["small-biter"] = 1,
["medium-biter"] = 2,
["big-biter"] = 3,
["behemoth-biter"] = 5,
["small-spitter"] = 1,
["medium-spitter"] = 2,
["big-spitter"] = 3,
["behemoth-spitter"] = 5
}
local function on_entity_died(event)
if event.entity.force.name == "enemy" then
if event.cause and event.entity.type == "unit" then
local players_to_reward = {}
if event.cause.name == "player" then
insert(players_to_reward, event.cause)
end
if event.cause.type == "car" then
player = event.cause.get_driver()
passenger = event.cause.get_passenger()
if player then insert(players_to_reward, player.player) end
if passenger then insert(players_to_reward, passenger.player) end
end
if event.cause.type == "locomotive" then
train_passengers = event.cause.train.passengers
if train_passengers then
for _, passenger in pairs(train_passengers) do
insert(players_to_reward, passenger)
end
end
end
for _, player in pairs(players_to_reward) do
player.insert({name = "coin", count = coin_earnings[event.entity.name]})
end
end
if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
local e = math.ceil(game.forces.enemy.evolution_factor*10, 0)
for _, t in pairs (biter_building_inhabitants[e]) do
for x = 1, math.random(t[2],t[3]), 1 do
local p = event.entity.surface.find_non_colliding_position(t[1] , event.entity.position, 6, 1)
if p then event.entity.surface.create_entity {name=t[1], position=p} end
end
end
end
if event.entity.name == "medium-biter" then
event.entity.surface.create_entity({name = "explosion", position = event.entity.position})
local damage = 25
if global.endgame_modifier then damage = 25 + math.ceil((global.endgame_modifier * 25), 0) end
damage_entities_in_radius(event.entity.position, 1, damage)
end
if event.entity.name == "big-biter" then
event.entity.surface.create_entity({name = "uranium-cannon-shell-explosion", position = event.entity.position})
local damage = 35
if global.endgame_modifier then damage = 50 + math.ceil((global.endgame_modifier * 50), 0) end
damage_entities_in_radius(event.entity.position, 2, damage)
end
return
end
if event.entity == global.market then
global.market = nil
global.market_age = game.tick
is_game_lost()
end
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
local function on_entity_damaged(event)
if event.cause then
if event.cause.name == "big-spitter" then
local surface = event.cause.surface
local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}}
if surface.count_entities_filtered({area = area, name = "small-biter", limit = 3}) < 3 then
local pos = surface.find_non_colliding_position("small-biter", event.entity.position, 3, 1)
surface.create_entity({name = "small-biter", position = pos})
end
end
if event.cause.name == "behemoth-spitter" then
local surface = event.cause.surface
local area = {{event.entity.position.x - 3, event.entity.position.y - 3}, {event.entity.position.x + 3, event.entity.position.y + 3}}
if surface.count_entities_filtered({area = area, name = "medium-biter", limit = 3}) < 3 then
local pos = surface.find_non_colliding_position("medium-biter", event.entity.position, 3, 1)
surface.create_entity({name = "medium-biter", position = pos})
end
end
if event.cause.force.name == "enemy" then
if global.endgame_modifier then
event.entity.health = event.entity.health - (event.final_damage_amount * global.endgame_modifier)
if event.entity.health <= 0 then event.entity.die() end
end
end
end
if event.entity.name == "market" then
if event.cause.force.name == "enemy" then return end
event.entity.health = event.entity.health + event.final_damage_amount
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.fish_defense_init_done then
local surface = game.surfaces[1]
game.map_settings.enemy_expansion.enabled = false
--game.map_settings.enemy_evolution.destroy_factor = 0.008
--game.map_settings.enemy_evolution.time_factor = 0.00005
--game.map_settings.enemy_evolution.pollution_factor = 0.000015
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.forces["player"].technologies["artillery-shell-range-1"].enabled = false
game.forces["player"].technologies["artillery-shell-speed-1"].enabled = false
game.forces["player"].technologies["artillery"].enabled = false
game.forces.player.set_ammo_damage_modifier("shotgun-shell", 0.5)
local pos = surface.find_non_colliding_position("player",{4, 0}, 50, 1)
game.players[1].teleport(pos, surface)
local pos = surface.find_non_colliding_position("market",{0, 0}, 50, 1)
global.market = surface.create_entity({name = "market", position = pos, force = "player"})
global.market.minable = false
for _, item in pairs(market_items) do
global.market.add_market_item(item)
end
local radius = 512
game.forces.player.chart(game.players[1].surface,{{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
surface.create_entity({name = "electric-beam", position = {160, -95}, source = {160, -95}, target = {160,96}})
game.players[1].insert({name = "gun-turret", count = 1})
global.entity_limits = {
["gun-turret"] = {placed = 0, limit = 7, str = "gun turret"},
["laser-turret"] = {placed = 0, limit = 3, str = "laser turret"},
["flamethrower-turret"] = {placed = 0, limit = 1, str = "flamethrower turret"},
["land-mine"] = {placed = 0, limit = 250, str = "landmine"}
}
global.fish_defense_init_done = true
end
if player.online_time < 1 then
player.insert({name = "pistol", count = 1})
player.insert({name = "iron-axe", count = 1})
player.insert({name = "raw-fish", count = 3})
player.insert({name = "firearm-magazine", count = 32})
player.insert({name = "iron-plate", count = 64})
if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end
end
if global.wave_count then create_wave_gui(player) end
is_game_lost()
end
local map_height = 96
local function on_chunk_generated(event)
local surface = game.surfaces[1]
local area = event.area
local left_top = area.left_top
local entities = surface.find_entities_filtered({area = area, force = "enemy"})
for _, entity in pairs(entities) do
entity.destroy()
end
if left_top.x >= -160 and left_top.x < 160 then
local entities = surface.find_entities_filtered({area = area, type = "resource"})
for _, entity in pairs(entities) do
entity.destroy()
end
local tiles = {}
if global.market.position then
local replacement_tile = surface.get_tile(global.market.position)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local tile = surface.get_tile(pos)
if tile.name == "deepwater" or tile.name == "water" then
insert(tiles, {name = replacement_tile.name, position = pos})
end
end
end
surface.set_tiles(tiles, true)
end
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
surface.regenerate_decorative(decorative_names, {{x=math.floor(event.area.left_top.x/32),y=math.floor(event.area.left_top.y/32)}})
end
if left_top.x >= 256 then
if not global.spawn_ores_generated then
map_functions.draw_smoothed_out_ore_circle({x = -64, y = -64}, "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = -32}, "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = 32}, "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle({x = -64, y = 64}, "stone", surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = -32, y = 0}, "water", surface, 16)
global.spawn_ores_generated = true
end
end
local tiles = {}
local hourglass_center_piece_length = 64
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if pos.y >= map_height then
if pos.y > pos.x - hourglass_center_piece_length and pos.x > 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
if pos.y > (pos.x + hourglass_center_piece_length) * -1 and pos.x <= 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
end
if pos.y < map_height * -1 then
if pos.y < (pos.x - hourglass_center_piece_length) * -1 and pos.x > 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
if pos.y < pos.x + hourglass_center_piece_length and pos.x <= 0 then
insert(tiles, {name = "out-of-map", position = pos})
end
end
end
end
surface.set_tiles(tiles, false)
if left_top.x < 160 then return end
local entities = surface.find_entities_filtered({area = area, type = "tree"})
for _, entity in pairs(entities) do
entity.destroy()
end
local entities = surface.find_entities_filtered({area = area, type = "cliff"})
for _, entity in pairs(entities) do
entity.destroy()
end
local entities = surface.find_entities_filtered({area = area, type = "resource"})
for _, entity in pairs(entities) do
surface.create_entity({name = "uranium-ore", position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local tile = surface.get_tile(pos)
if tile.name ~= "out-of-map" then
insert(tiles, {name = "dirt-6", position = pos})
end
if left_top.x > 256 and math_random(1,32) == 1 then
if surface.can_place_entity({name = "biter-spawner", force = "enemy", position = pos}) then
if math_random(1,4) == 1 then
surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos})
else
surface.create_entity({name = "biter-spawner", force = "enemy", position = pos})
end
end
end
end
end
surface.set_tiles(tiles, true)
local decorative_names = {}
for k,v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names+1] = k
end
end
surface.regenerate_decorative(decorative_names, {{x=math.floor(event.area.left_top.x/32),y=math.floor(event.area.left_top.y/32)}})
end
local function on_built_entity(event)
local entity = event.created_entity
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}}
)
else
surface.create_entity({name = "flying-text", position = entity.position, text = global.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 global.score then
if global.score[player.force.name] then
if global.score[player.force.name].players[player.name] then
global.score[player.force.name].players[player.name].built_entities = global.score[player.force.name].players[player.name].built_entities - 1
end
end
end
entity.destroy()
end
end
end
local function on_robot_built_entity(event)
local entity = event.created_entity
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}}
)
else
surface.create_entity({name = "flying-text", position = entity.position, text = global.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
end
local function on_tick()
if game.tick % 30 == 0 then
if global.market then
for _, player in pairs(game.connected_players) do
create_wave_gui(player)
end
end
end
if game.tick % wave_interval == wave_interval - 1 then
biter_attack_wave()
end
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
if player.position.x >= 160 then
player.teleport({player.position.x - 1, player.position.y}, game.surfaces[1])
if player.position.y > map_height or player.position.y < map_height * -1 then
player.teleport({player.position.x, 0}, game.surfaces[1])
end
if player.character then
player.character.health = player.character.health - 25
player.character.surface.create_entity({name = "water-splash", position = player.position})
if player.character.health <= 0 then player.character.die("enemy") end
end
end
end
local function on_player_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
local function on_robot_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)