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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/mountain_fortress_v3/main.lua
2020-11-29 02:23:33 +01:00

1001 lines
33 KiB
Lua

require 'maps.mountain_fortress_v3.generate'
require 'maps.mountain_fortress_v3.commands'
require 'maps.mountain_fortress_v3.breached_wall'
require 'maps.mountain_fortress_v3.ic.main'
require 'maps.mountain_fortress_v3.biters_yield_coins'
require 'modules.rpg.main'
require 'modules.shotgun_buff'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.rocks_yield_ore_veins'
require 'modules.spawners_contain_biters'
require 'modules.wave_defense.main'
require 'modules.charging_station'
local BuriedEnemies = require 'maps.mountain_fortress_v3.buried_enemies'
local math2d = require 'math2d'
-- local HS = require 'maps.mountain_fortress_v3.highscore'
local IC = require 'maps.mountain_fortress_v3.ic.table'
local Autostash = require 'modules.autostash'
local Group = require 'comfy_panel.group'
local PL = require 'comfy_panel.player_list'
local CS = require 'maps.mountain_fortress_v3.surface'
local Server = require 'utils.server'
local Explosives = require 'modules.explosives'
local Balance = require 'maps.mountain_fortress_v3.balance'
local Entities = require 'maps.mountain_fortress_v3.entities'
local Gui_mf = require 'maps.mountain_fortress_v3.gui'
local ICW = require 'maps.mountain_fortress_v3.icw.main'
local ICW_Func = require 'maps.mountain_fortress_v3.icw.functions'
local WD = require 'modules.wave_defense.table'
local Map = require 'modules.map_info'
local RPG_Settings = require 'modules.rpg.table'
local RPG_Func = require 'modules.rpg.functions'
local Terrain = require 'maps.mountain_fortress_v3.terrain'
local Functions = require 'maps.mountain_fortress_v3.functions'
local Event = require 'utils.event'
local WPT = require 'maps.mountain_fortress_v3.table'
local Locomotive = require 'maps.mountain_fortress_v3.locomotive'
local Score = require 'comfy_panel.score'
local Poll = require 'comfy_panel.poll'
local Collapse = require 'modules.collapse'
local Difficulty = require 'modules.difficulty_vote_by_amount'
local Task = require 'utils.task'
local Token = require 'utils.token'
local Alert = require 'utils.alert'
local AntiGrief = require 'antigrief'
local Public = {}
local floor = math.floor
local random = math.random
local remove = table.remove
local tile_damage = 50
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16, ['wood'] = 16, ['explosives'] = 32}
local collapse_kill = {
entities = {
['laser-turret'] = true,
['flamethrower-turret'] = true,
['gun-turret'] = true,
['artillery-turret'] = true,
['landmine'] = true,
['locomotive'] = true,
['cargo-wagon'] = true,
['character'] = true,
['car'] = true,
['tank'] = true,
['assembling-machine'] = true,
['furnace'] = true,
['steel-chest'] = true
},
enabled = true
}
local function debug_str(msg)
local debug = WPT.get('debug')
if not debug then
return
end
print('Mtn: ' .. msg)
end
local function get_player_data(player, remove_user_data)
local players = WPT.get('players')
if remove_user_data then
if players[player.index] then
players[player.index] = nil
end
end
if not players[player.index] then
players[player.index] = {}
end
return players[player.index]
end
local disable_recipes = function()
local force = game.forces.player
force.recipes['cargo-wagon'].enabled = false
force.recipes['fluid-wagon'].enabled = false
force.recipes['car'].enabled = false
force.recipes['tank'].enabled = false
force.recipes['artillery-wagon'].enabled = false
force.recipes['locomotive'].enabled = false
force.recipes['pistol'].enabled = false
end
local show_text = function(msg, pos, color, surface)
if color == nil then
surface.create_entity({name = 'flying-text', position = pos, text = msg})
else
surface.create_entity({name = 'flying-text', position = pos, text = msg, color = color})
end
end
local init_new_force = function()
local new_force = game.forces.protectors
local enemy = game.forces.enemy
if not new_force then
new_force = game.create_force('protectors')
end
new_force.set_friend('enemy', true)
enemy.set_friend('protectors', true)
end
local disable_tech = function()
game.forces.player.technologies['landfill'].enabled = false
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['railway'].researched = true
game.forces.player.technologies['land-mine'].enabled = false
disable_recipes()
end
local is_position_near_tbl = function(position, tbl)
local status = false
local function inside(pos)
return pos.x >= position.x and pos.y >= position.y and pos.x <= position.x and pos.y <= position.y
end
for i = 1, #tbl do
if inside(tbl[i]) then
status = true
end
end
return status
end
local set_difficulty = function()
local Diff = Difficulty.get()
local wave_defense_table = WD.get_table()
local collapse_amount = WPT.get('collapse_amount')
local player_count = #game.connected_players
if not Diff.difficulty_vote_value then
Diff.difficulty_vote_value = 0.1
end
wave_defense_table.max_active_biters = 888 + player_count * (90 * Diff.difficulty_vote_value)
if wave_defense_table.max_active_biters >= 1600 then
wave_defense_table.max_active_biters = 1600
end
-- threat gain / wave
wave_defense_table.threat_gain_multiplier = 1.2 + player_count * Diff.difficulty_vote_value * 0.1
local amount = player_count * 0.05
amount = floor(amount)
if amount <= 0 then
amount = 1
end
if amount > 3 then
amount = 3
end
local difficulty = Difficulty.get()
local name = difficulty.difficulties[difficulty.difficulty_vote_index].name
if name ~= 'Nightmare' then
local zone = WPT.get('breached_wall')
if zone >= 5 then
WPT.set().coin_amount = random(1, 2)
elseif zone >= 10 then
WPT.set().coin_amount = random(1, 3)
end
end
if wave_defense_table.threat <= 0 then
wave_defense_table.wave_interval = 1000
end
if name == 'Nightmare' then
wave_defense_table.wave_interval = 1800
else
wave_defense_table.wave_interval = 3600 - player_count * 60
if wave_defense_table.wave_interval < 1800 then
wave_defense_table.wave_interval = 1800
end
end
local gap_between_zones = WPT.get('gap_between_zones')
if gap_between_zones.set then
return
end
if name == 'Nightmare' then
Collapse.set_amount(10)
elseif collapse_amount then
Collapse.set_amount(collapse_amount)
else
Collapse.set_amount(amount)
end
Collapse.set_speed(1)
end
local render_direction = function(surface)
local counter = WPT.get('soft_reset_counter')
if counter then
rendering.draw_text {
text = 'Welcome to Mountain Fortress v3!\nRun: ' .. counter,
surface = surface,
target = {-0, 10},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
else
rendering.draw_text {
text = 'Welcome to Mountain Fortress v3!',
surface = surface,
target = {-0, 10},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
end
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 20},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 30},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 40},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 50},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 60},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = 'Biters will attack this area.',
surface = surface,
target = {-0, 70},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
local x_min = -Terrain.level_width / 2
local x_max = Terrain.level_width / 2
surface.create_entity({name = 'electric-beam', position = {x_min, 74}, source = {x_min, 74}, target = {x_max, 74}})
surface.create_entity({name = 'electric-beam', position = {x_min, 74}, source = {x_min, 74}, target = {x_max, 74}})
end
function Public.reset_map()
local Diff = Difficulty.get()
local this = WPT.get()
local wave_defense_table = WD.get_table()
this.active_surface_index = CS.create_surface()
Autostash.insert_into_furnace(true)
Autostash.insert_into_wagon(true)
BuriedEnemies.reset()
Poll.reset()
ICW.reset()
IC.reset()
IC.allowed_surface('mountain_fortress_v3')
Functions.reset_table()
game.reset_time_played()
WPT.reset_table()
RPG_Func.rpg_reset_all_players()
RPG_Settings.set_surface_name('mountain_fortress_v3')
RPG_Settings.enable_health_and_mana_bars(true)
RPG_Settings.enable_wave_defense(true)
RPG_Settings.enable_mana(true)
RPG_Settings.enable_flame_boots(true)
RPG_Settings.personal_tax_rate(0.3)
RPG_Settings.enable_stone_path(true)
RPG_Settings.enable_one_punch(true)
RPG_Settings.enable_one_punch_globally(false)
RPG_Settings.enable_auto_allocate(true)
RPG_Settings.disable_cooldowns_on_spells()
Group.reset_groups()
Group.alphanumeric_only(false)
disable_tech()
init_new_force()
local surface = game.surfaces[this.active_surface_index]
Explosives.set_surface_whitelist({[surface.name] = true})
game.forces.player.set_spawn_position({-27, 25}, surface)
game.forces.player.manual_mining_speed_modifier = 0
Balance.init_enemy_weapon_damage()
AntiGrief.log_tree_harvest(true)
AntiGrief.whitelist_types('tree', true)
AntiGrief.enable_capsule_warning(false)
AntiGrief.enable_capsule_cursor_warning(false)
AntiGrief.enable_jail(true)
AntiGrief.damage_entity_threshold(20)
AntiGrief.explosive_threshold(32)
PL.show_roles_in_list(true)
local players = game.connected_players
for i = 1, #players do
local player = players[i]
Score.init_player_table(player)
end
Difficulty.reset_difficulty_poll({difficulty_poll_closing_timeout = game.tick + 36000})
Diff.gui_width = 20
Collapse.set_kill_entities(false)
Collapse.set_kill_specific_entities(collapse_kill)
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(Terrain.level_width)
Collapse.set_surface(surface)
Collapse.set_position({0, 130})
Collapse.set_direction('north')
Collapse.start_now(false)
this.locomotive_health = 10000
this.locomotive_max_health = 10000
Locomotive.locomotive_spawn(surface, {x = -18, y = 25})
Locomotive.render_train_hp()
render_direction(surface)
WD.reset_wave_defense()
wave_defense_table.surface_index = this.active_surface_index
wave_defense_table.target = this.locomotive
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
wave_defense_table.spawn_position = {x = 0, y = 100}
WD.alert_boss_wave(true)
WD.clear_corpses(false)
WD.remove_entities(true)
WD.enable_threat_log(true)
WD.check_collapse_position(true)
WD.set_disable_threat_below_zero(true)
set_difficulty()
if not surface.is_chunk_generated({-20, 22}) then
surface.request_to_generate_chunks({-20, 22}, 0.1)
surface.force_generate_chunk_requests()
end
game.forces.player.set_spawn_position({-27, 25}, surface)
Task.start_queue()
Task.set_queue_speed(16)
this.chunk_load_tick = game.tick + 1200
this.game_lost = false
end
local on_player_changed_position = function(event)
local active_surface_index = WPT.get('active_surface_index')
if not active_surface_index then
return
end
local player = game.players[event.player_index]
local map_name = 'mountain_fortress_v3'
if string.sub(player.surface.name, 0, #map_name) ~= map_name then
return
end
local position = player.position
local surface = game.surfaces[active_surface_index]
local p = {x = player.position.x, y = player.position.y}
local get_tile = surface.get_tile(p)
local config_tile = WPT.get('void_or_tile')
if config_tile == 'lab-dark-2' then
if get_tile.valid and get_tile.name == 'lab-dark-2' then
if random(1, 2) == 1 then
if random(1, 2) == 1 then
show_text('This path is not for players!', p, {r = 0.98, g = 0.66, b = 0.22}, surface)
end
player.surface.create_entity({name = 'fire-flame', position = player.position})
player.character.health = player.character.health - tile_damage
if player.character.health == 0 then
player.character.die()
local message = ({'main.death_message_' .. random(1, 7), player.name})
game.print(message, {r = 0.98, g = 0.66, b = 0.22})
end
end
end
end
if position.y >= 74 then
player.teleport({position.x, position.y - 1}, surface)
player.print(({'main.forcefield'}), {r = 0.98, g = 0.66, b = 0.22})
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({name = 'water-splash', position = position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
end
local on_player_joined_game = function(event)
local active_surface_index = WPT.get('active_surface_index')
local player = game.players[event.player_index]
local surface = game.surfaces[active_surface_index]
set_difficulty()
ICW_Func.is_minimap_valid(player, surface)
local player_data = get_player_data(player)
if not player_data.first_join then
local message = ({'main.greeting', player.name})
Alert.alert_player(player, 15, message)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
player_data.first_join = true
end
if player.surface.index ~= active_surface_index then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5), surface)
else
local p = {x = player.position.x, y = player.position.y}
local get_tile = surface.get_tile(p)
if get_tile.valid and get_tile.name == 'out-of-map' then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5), surface)
end
end
local locomotive = WPT.get('locomotive')
if not locomotive or not locomotive.valid then
return
end
if player.position.y > locomotive.position.y then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5), surface)
end
end
local on_player_left_game = function()
set_difficulty()
end
local on_player_respawned = function(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local player_data = get_player_data(player)
if player_data.died then
player_data.died = nil
end
end
local on_player_died = function(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local player_data = get_player_data(player)
player_data.died = true
end
local on_research_finished = function(event)
disable_tech()
local research = event.research
research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots /
if research.name == 'steel-axe' then
local msg = 'Steel-axe technology has been researched, 100% has been applied.\nBuy Pickaxe-upgrades in the market to boost it even more!'
Alert.alert_all_players(30, msg, nil, 'achievement/tech-maniac', 0.6)
end -- +50% speed for steel-axe research
local force_name = research.force.name
if not force_name then
return
end
local flamethrower_damage = WPT.get('flamethrower_damage')
flamethrower_damage[force_name] = -0.85
if research.name == 'military' then
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier('flamethrower', flamethrower_damage[force_name])
end
if string.sub(research.name, 0, 18) == 'refined-flammables' then
flamethrower_damage[force_name] = flamethrower_damage[force_name] + 0.10
game.forces[force_name].set_turret_attack_modifier('flamethrower-turret', flamethrower_damage[force_name])
game.forces[force_name].set_ammo_damage_modifier('flamethrower', flamethrower_damage[force_name])
end
end
local is_locomotive_valid = function()
local locomotive = WPT.get('locomotive')
if not locomotive.valid then
Entities.loco_died()
end
end
local is_player_valid = function()
local players = game.connected_players
for _, player in pairs(players) do
if player.connected and not player.character or not player.character.valid then
if not player.admin then
local player_data = get_player_data(player)
if player_data.died then
return
end
player.set_controller {type = defines.controllers.god}
player.create_character()
end
end
end
end
local has_the_game_ended = function()
local game_reset_tick = WPT.get('game_reset_tick')
if game_reset_tick then
if game_reset_tick < 0 then
return
end
local this = WPT.get()
this.game_reset_tick = this.game_reset_tick - 30
if this.game_reset_tick % 1800 == 0 then
if this.game_reset_tick > 0 then
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
game.print(({'main.reset_in', cause_msg, this.game_reset_tick / 60}), {r = 0.22, g = 0.88, b = 0.22})
end
if this.soft_reset and this.game_reset_tick == 0 then
this.game_reset_tick = nil
Public.reset_map()
return
end
if this.restart and this.game_reset_tick == 0 then
if not this.announced_message then
game.print(({'entity.notify_restart'}), {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled! Server will restart from scenario to load new changes.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.start_scenario('Mountain_Fortress_v3')
this.announced_message = true
return
end
end
if this.shutdown and this.game_reset_tick == 0 then
if not this.announced_message then
game.print(({'entity.notify_shutdown'}), {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled! Server will shutdown. Most likely because of updates.'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.stop_scenario()
this.announced_message = true
return
end
end
end
end
end
local boost_difficulty = function()
local difficulty_set = WPT.get('difficulty_set')
if difficulty_set then
return
end
local breached_wall = WPT.get('breached_wall')
local difficulty = Difficulty.get()
local name = difficulty.difficulties[difficulty.difficulty_vote_index].name
if game.tick < difficulty.difficulty_poll_closing_timeout and breached_wall <= 1 then
return
end
Difficulty.get().name = name
Difficulty.get().difficulty_poll_closing_timeout = game.tick
Difficulty.get().button_tooltip = difficulty.tooltip[difficulty.difficulty_vote_index]
Difficulty.difficulty_gui()
local message = ({'main.diff_set', name})
local data = {
position = WPT.get('locomotive').position
}
Alert.alert_all_players_location(data, message)
local force = game.forces.player
if name == "I'm too young to die" then
-- rpg_extra.difficulty = 1
force.manual_mining_speed_modifier = force.manual_mining_speed_modifier + 0.5
force.character_running_speed_modifier = 0.15
force.manual_crafting_speed_modifier = 0.15
WPT.set().coin_amount = 1
WPT.set('upgrades').flame_turret.limit = 12
WPT.set('upgrades').landmine.limit = 50
WPT.set().locomotive_health = 10000
WPT.set().locomotive_max_health = 10000
WPT.set().bonus_xp_on_join = 500
WD.set().next_wave = game.tick + 3600 * 15
WPT.set().spidertron_unlocked_at_wave = 14
WPT.set().difficulty_set = true
WD.set_biter_health_boost(1.50)
elseif name == 'Hurt me plenty' then
-- rpg_extra.difficulty = 0.5
force.manual_mining_speed_modifier = force.manual_mining_speed_modifier + 0.25
force.character_running_speed_modifier = 0.1
force.manual_crafting_speed_modifier = 0.1
WPT.set().coin_amount = 1
WPT.set('upgrades').flame_turret.limit = 10
WPT.set('upgrades').landmine.limit = 50
WPT.set().locomotive_health = 7000
WPT.set().locomotive_max_health = 7000
WPT.set().bonus_xp_on_join = 300
WD.set().next_wave = game.tick + 3600 * 10
WPT.set().spidertron_unlocked_at_wave = 16
WPT.set().difficulty_set = true
WD.set_biter_health_boost(2)
elseif name == 'Ultra-violence' then
-- rpg_extra.difficulty = 0
force.character_running_speed_modifier = 0
force.manual_crafting_speed_modifier = 0
WPT.set().coin_amount = 1
WPT.set('upgrades').flame_turret.limit = 3
WPT.set('upgrades').landmine.limit = 10
WPT.set().locomotive_health = 5000
WPT.set().locomotive_max_health = 5000
WPT.set().bonus_xp_on_join = 50
WD.set().next_wave = game.tick + 3600 * 5
WPT.set().spidertron_unlocked_at_wave = 18
WPT.set().difficulty_set = true
WD.set_biter_health_boost(3)
elseif name == 'Nightmare' then
-- rpg_extra.difficulty = 0
force.character_running_speed_modifier = 0
force.manual_crafting_speed_modifier = 0
WPT.set().coin_amount = 1
WPT.set('upgrades').flame_turret.limit = 0
WPT.set('upgrades').landmine.limit = 0
WPT.set().locomotive_health = 1000
WPT.set().locomotive_max_health = 1000
WPT.set().bonus_xp_on_join = 0
WD.set().next_wave = game.tick + 3600 * 2
WPT.set().spidertron_unlocked_at_wave = 22
WPT.set().difficulty_set = true
WD.set_biter_health_boost(4)
end
end
local chunk_load = function()
local chunk_load_tick = WPT.get('chunk_load_tick')
if chunk_load_tick then
if chunk_load_tick < game.tick then
WPT.get().chunk_load_tick = nil
Task.set_queue_speed(3)
end
end
end
local collapse_message =
Token.register(
function(data)
local pos = data.position
local message = data.message
local collapse_position = {
position = pos
}
Alert.alert_all_players_location(collapse_position, message)
end
)
local lock_locomotive_positions = function()
local locomotive = WPT.get('locomotive')
if not locomotive or not locomotive.valid then
return
end
local locomotive_positions = WPT.get('locomotive_pos')
local success = is_position_near_tbl(locomotive.position, locomotive_positions.tbl)
local p = locomotive.position
if not success then
locomotive_positions.tbl[#locomotive_positions.tbl + 1] = {x = floor(p.x), y = floor(p.y)}
end
local total_pos = #locomotive_positions.tbl
if total_pos > 50 then
remove(locomotive_positions.tbl, total_pos - total_pos + 1)
end
end
local set_spawn_position = function()
local collapse_pos = Collapse.get_position()
local locomotive = WPT.get('locomotive')
if not locomotive or not locomotive.valid then
return
end
local l = locomotive.position
local retries = 0
local function check_tile(surface, tile, tbl, inc)
if not (surface and surface.valid) then
return false
end
if not tile then
return false
end
local get_tile = surface.get_tile(tile)
if get_tile.valid and get_tile.name == 'out-of-map' then
remove(tbl.tbl, inc - inc + 1)
return true
else
return false
end
end
::retry::
local locomotive_positions = WPT.get('locomotive_pos')
local total_pos = #locomotive_positions.tbl
local active_surface_index = WPT.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not (surface and surface.valid) then
return
end
local spawn_near_collapse = WPT.get('spawn_near_collapse')
if spawn_near_collapse.active then
local collapse_position = surface.find_non_colliding_position('small-biter', collapse_pos, 32, 2)
local sizeof = locomotive_positions.tbl[total_pos - total_pos + 1]
if check_tile(surface, sizeof, locomotive_positions.tbl, total_pos) then
retries = retries + 1
if retries == 2 then
goto continue
end
goto retry
end
local locomotive_position = surface.find_non_colliding_position('small-biter', sizeof, 128, 1)
local distance_from = floor(math2d.position.distance(locomotive_position, locomotive.position))
local l_y = l.y
local t_y = locomotive_position.y
local c_y = collapse_pos.y
if total_pos > spawn_near_collapse.total_pos then
if l_y - t_y <= spawn_near_collapse.compare then
if locomotive_position then
if check_tile(surface, sizeof, locomotive_positions.tbl, total_pos) then
debug_str('total_pos was higher - found oom')
retries = retries + 1
if retries == 2 then
goto continue
end
goto retry
end
debug_str('total_pos was higher - spawning at locomotive_position')
WD.set_spawn_position(locomotive_position)
end
elseif c_y - t_y <= spawn_near_collapse.compare_next then
if distance_from >= spawn_near_collapse.distance_from then
local success = check_tile(surface, locomotive_position, locomotive_positions.tbl, total_pos)
if success then
debug_str('distance_from was higher - found oom')
return
end
debug_str('distance_from was higher - spawning at locomotive_position')
WD.set_spawn_position({x = locomotive_position.x, y = collapse_pos.y - 20})
else
debug_str('distance_from was lower - spawning at locomotive_position')
WD.set_spawn_position({x = locomotive_position.x, y = collapse_pos.y - 20})
end
else
if collapse_position then
debug_str('total_pos was higher - spawning at collapse_position')
WD.set_spawn_position(collapse_position)
end
end
else
if collapse_position then
debug_str('total_pos was lower - spawning at collapse_position')
WD.set_spawn_position(collapse_position)
end
end
end
::continue::
end
local compare_collapse_and_train = function()
local collapse_pos = Collapse.get_position()
local locomotive = WPT.get('locomotive')
local carriages = WPT.get('carriages')
if not locomotive or not locomotive.valid then
return
end
if not carriages then
WPT.set().carriages = locomotive.train.carriages
end
local c_y = collapse_pos.y
local t_y = locomotive.position.y
local gap_between_zones = WPT.get('gap_between_zones')
if c_y - t_y <= gap_between_zones.gap then
if gap_between_zones.set then
set_difficulty()
gap_between_zones.set = false
end
return
end
Collapse.set_speed(1)
Collapse.set_amount(4)
gap_between_zones.set = true
end
local collapse_after_wave_100 = function()
local collapse_grace = WPT.get('collapse_grace')
if not collapse_grace then
return
end
if Collapse.start_now() then
return
end
local difficulty = Difficulty.get()
local name = difficulty.difficulties[difficulty.difficulty_vote_index].name
local difficulty_set = WPT.get('difficulty_set')
if not difficulty_set and name == 'Nightmare' then
return
end
local wave_number = WD.get_wave()
if wave_number >= 100 or name == 'Nightmare' then
Collapse.start_now(true)
local data = {
position = Collapse.get_position()
}
data.message = ({'breached_wall.collapse_start'})
Task.set_timeout_in_ticks(550, collapse_message, data)
end
end
local on_tick = function()
local update_gui = Gui_mf.update_gui
local tick = game.tick
if tick % 40 == 0 then
for _, player in pairs(game.connected_players) do
update_gui(player)
end
lock_locomotive_positions()
is_player_valid()
is_locomotive_valid()
has_the_game_ended()
chunk_load()
end
if tick % 250 == 0 then
compare_collapse_and_train()
set_spawn_position()
boost_difficulty()
end
if tick % 1000 == 0 then
collapse_after_wave_100()
set_difficulty()
end
end
local on_init = function()
local this = WPT.get()
Public.reset_map()
local tooltip = {
[1] = ({'main.diff_tooltip', '0', '0.5', '0.2', '0.4', '1', '12', '50', '10000', '100%', '15', '14'}),
[2] = ({'main.diff_tooltip', '0', '0.25', '0.1', '0.1', '1', '10', '50', '7000', '75%', '10', '16'}),
[3] = ({'main.diff_tooltip', '0', '0', '0', '0', '1', '3', '10', '5000', '50%', '10', '18'}),
[4] = ({'main.diff_tooltip', '0', '0', '0', '0', '1', '0', '0', '1000', '25%', '5', '22'})
}
Difficulty.set_tooltip(tooltip)
this.rocks_yield_ore_maximum_amount = 500
this.type_modifier = 1
this.rocks_yield_ore_base_amount = 40
this.rocks_yield_ore_distance_modifier = 0.020
local T = Map.Pop_info()
T.localised_category = 'mountain_fortress_v3'
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
Explosives.set_destructible_tile('out-of-map', 1500)
Explosives.set_destructible_tile('water', 1000)
Explosives.set_destructible_tile('water-green', 1000)
Explosives.set_destructible_tile('deepwater-green', 1000)
Explosives.set_destructible_tile('deepwater', 1000)
Explosives.set_destructible_tile('water-shallow', 1000)
Explosives.set_destructible_tile('water-mud', 1000)
Explosives.set_destructible_tile('lab-dark-2', 1000)
Explosives.set_whitelist_entity('straight-rail')
Explosives.set_whitelist_entity('curved-rail')
Explosives.set_whitelist_entity('character')
end
Event.on_nth_tick(10, on_tick)
Event.on_init(on_init)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_research_finished, on_research_finished)
return Public