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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/fish_defender_v1/fish_defender.lua
2019-09-26 20:07:19 +02:00

1453 lines
51 KiB
Lua

-- fish defender -- by mewmew --
require "maps.fish_defender.map_intro"
require "maps.fish_defender.market"
require "maps.fish_defender.shotgun_buff"
require "maps.fish_defender.on_entity_damaged"
require "modules.rocket_launch_always_yields_science"
require "modules.launch_fish_to_win"
require "modules.biters_yield_coins"
require "modules.dynamic_landfill"
require "modules.dangerous_goods"
require "modules.custom_death_messages"
require "modules.biter_evasion_hp_increaser"
local event = require 'utils.event'
local boss_biter = require "maps.fish_defender.boss_biters"
require "functions.boss_unit"
local map_functions = require "tools.map_functions"
local math_random = math.random
local insert = table.insert
local enable_start_grace_period = true
local biter_count_limit = 1024 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached
local boss_waves = {
[50] = {{name = "big-biter", count = 3}},
[100] = {{name = "behemoth-biter", count = 1}},
[150] = {{name = "behemoth-spitter", count = 4}, {name = "big-spitter", count = 16}},
[200] = {{name = "behemoth-biter", count = 4}, {name = "behemoth-spitter", count = 2}, {name = "big-biter", count = 32}},
[250] = {{name = "behemoth-biter", count = 8}, {name = "behemoth-spitter", count = 4}, {name = "big-spitter", count = 32}},
[300] = {{name = "behemoth-biter", count = 16}, {name = "behemoth-spitter", count = 8}}
}
local difficulties_votes = {
[1] = {wave_interval = 5100, amount_modifier = 0.55, strength_modifier = 0.40},
[2] = {wave_interval = 4500, amount_modifier = 0.75, strength_modifier = 0.65},
[3] = {wave_interval = 4000, amount_modifier = 0.90, strength_modifier = 0.85},
[4] = {wave_interval = 3600, amount_modifier = 1.00, strength_modifier = 1.00},
[5] = {wave_interval = 3200, amount_modifier = 1.10, strength_modifier = 1.25},
[6] = {wave_interval = 2700, amount_modifier = 1.25, strength_modifier = 1.75},
[7] = {wave_interval = 2100, amount_modifier = 1.50, strength_modifier = 2.50}
}
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", tooltip = "Click to show map info"})
frame.style.maximal_height = 38
local wave_count = 0
if global.wave_count then wave_count = global.wave_count end
if not global.wave_grace_period then
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.minimal_width = 68
label.style.font_color = {r=0.33, g=0.66, b=0.9}
local next_level_progress = game.tick % global.wave_interval / global.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
else
local time_remaining = math.floor(((global.wave_grace_period - (game.tick % global.wave_grace_period)) / 60) / 60)
if time_remaining <= 0 then
global.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 global.wave_grace_period = nil return end
end
end
local function show_fd_stats(player)
local gui_id = "fd-stats"
local table_id = gui_id.."table"
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 k,v in pairs(table_header) do
local h = table.add { type="label", caption=v }
h.style.font = "heading-2"
end
for k,v in pairs(global.entity_limits) do
local name = v.str
local placed = v.placed
local limit = v.limit
local entry = {name, placed..'/'..limit}
for k, v in pairs(entry) do
table.add {
type = "label",
caption = v
}
end
end
end
local function update_fd_stats()
for _, player in pairs(game.connected_players) do
if player.gui.left["fd-stats"] then
show_fd_stats(player)
end
end
end
local function add_fd_stats_button(player)
local button_id = "fd-stats-button"
if player.gui.top[button_id] then
player.gui.top[button_id].destroy()
end
local button = player.gui.top.add {
type = "sprite-button",
name = button_id,
sprite = "item/submachine-gun"
}
end
local function on_gui_click(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 function on_market_item_purchased(event)
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 function get_biter_initial_pool()
local biter_pool = {}
if global.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 global.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 global.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 global.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 function get_biter_pool()
local surface = game.surfaces["fish_defender"]
local biter_pool = get_biter_initial_pool()
local biter_raffle = {}
for _, biter_type in pairs(biter_pool) do
for x = 1, biter_type.weight, 1 do
insert(biter_raffle, {name = biter_type.name, threat = biter_type.threat})
end
end
return biter_raffle
end
local function spawn_biter(pos, biter_pool)
if global.attack_wave_threat < 1 then return false end
local surface = game.surfaces["fish_defender"]
biter_pool = shuffle(biter_pool)
global.attack_wave_threat = global.attack_wave_threat - biter_pool[1].threat
local valid_pos = surface.find_non_colliding_position(biter_pool[1].name, pos, 100, 2)
local biter = surface.create_entity({name = biter_pool[1].name, position = valid_pos})
return biter
end
local attack_group_count_thresholds = {
{0, 1},
{50, 2},
{100, 3},
{150, 4},
{200, 5},
{1000, 6},
{2000, 7},
{3000, 8}
}
local function get_number_of_attack_groups()
local n = 1
for _, entry in pairs(attack_group_count_thresholds) do
if global.wave_count >= entry[1] then
n = entry[2]
end
end
return n
end
local function clear_corpses(surface)
if not global.wave_count then return end
local chance = 4
if global.wave_count > 250 then chance = 3 end
if global.wave_count > 500 then chance = 2 end
for _, entity in pairs(surface.find_entities_filtered{type = "corpse"}) do
if math_random(1, chance) == 1 then
entity.destroy()
end
end
end
local boss_wave_names = {
[50] = "The Big Biter Gang",
[100] = "Biterzilla",
[150] = "The Spitter Squad",
[200] = "The Wall Nibblers",
[250] = "Conveyor Munchers",
[300] = "Furnace Freezers",
[350] = "Cable Chewers",
[400] = "Power Pole Thieves",
[450] = "Assembler Annihilators",
[500] = "Inserter Crunchers",
[550] = "Engineer Eaters",
[600] = "Belt Unbalancers",
[650] = "Turret Devourers",
[700] = "Pipe Perforators",
[750] = "Desync Bros",
[800] = "Ratio Randomizers",
[850] = "Wire Chompers",
[900] = "The Bus Mixers",
[950] = "Roundabout Deadlockers",
[1000] = "Happy Tree Friends",
[1050] = "Uranium Digesters",
[1100] = "Bot Banishers",
[1150] = "Chest Crushers",
[1200] = "Cargo Wagon Scratchers",
[1250] = "Transport Belt Surfers",
[1300] = "Pumpjack Pulverizers",
[1350] = "Radar Ravagers",
[1400] = "Mall Deconstrutors",
[1450] = "Lamp Dimmers",
[1500] = "Roboport Disablers",
[1550] = "Signal Spammers",
[1600] = "Brick Tramplers",
[1650] = "Drill Destroyers",
[1700] = "Gearwheel Grinders",
[1750] = "Silo Seekers",
[1800] = "Circuit Breakers",
[1850] = "Bullet Absorbers",
[1900] = "Oil Guzzlers",
[1950] = "Belt Rotators",
[2000] = "Bluescreen Factor"
}
local function spawn_boss_units(surface)
if boss_wave_names[global.wave_count] then
game.print("Boss Wave " .. global.wave_count .. " - - " .. boss_wave_names[global.wave_count], {r = 0.8, g = 0.1, b = 0.1})
else
game.print("Boss Wave " .. global.wave_count, {r = 0.8, g = 0.1, b = 0.1})
end
if not boss_waves[global.wave_count] then
boss_waves[global.wave_count] = {{name = "behemoth-biter", count = math.floor(global.wave_count / 16)}, {name = "behemoth-spitter", count = math.floor(global.wave_count / 32)}}
end
local position = {x = 216, y = 0}
local biter_group = surface.create_unit_group({position = position})
for _, entry in pairs(boss_waves[global.wave_count]) do
for x = 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})
global.boss_biters[biter.unit_number] = biter
add_boss_unit(biter, global.biter_evasion_health_increase_factor * 8 * difficulties_votes[global.difficulty_vote_index].strength_modifier, 0.70)
biter_group.add_member(biter)
end
end
end
biter_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type=defines.command.attack_area,
destination={x = 160, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack_area,
destination={x = 128, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack_area,
destination={x = 96, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack_area,
destination={x = 64, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack_area,
destination={x = 32, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack_area,
destination={x = -32, y = 0},
radius=16,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
}
}
})
biter_group.start_moving()
end
local function wake_up_the_biters(surface)
if not global.market then return end
--if not global.wake_up_counter then global.wake_up_counter = 0 end
--global.wake_up_counter = global.wake_up_counter + 1
--if global.wake_up_counter % 2 == 1 then return end
--[[
unit_group = game.player.surface.create_unit_group({position = game.player.selected.position})
for _, biter in pairs(game.player.surface.find_enemy_units(game.player.selected.position, 96, "player")) do
unit_group.add_member(biter)
end
unit_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type=defines.command.attack_area,
destination=global.market.position,
radius=512,
distraction=defines.distraction.by_anything
}
}
})
unit_group.start_moving()
game.player.surface.set_multi_command({
command={
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.none
},
unit_count = 128,
force = "enemy",
unit_search_distance=128
})
]]
local nearest_player_unit = surface.find_nearest_enemy({position = {x = 256, y = 0}, max_distance=512, force="enemy"})
if not nearest_player_unit then return end
local target_positions = {}
for y = -80, 80, 4 do
insert(target_positions, {x = nearest_player_unit.position.x, y = y})
end
target_positions = shuffle(target_positions)
local units = surface.find_entities_filtered({type = "unit"})
units = shuffle(units)
local unit_groups = {}
for i = 1, 2, 1 do
if not units[i] then break end
if not units[i].valid then break end
unit_groups[i] = surface.create_unit_group({position = {x = units[i].position.x, y = units[i].position.y}})
local biters = surface.find_enemy_units(units[i].position, 24, "player")
for _, biter in pairs(biters) do
unit_groups[i].add_member(biter)
end
end
for i = 1, #unit_groups, 1 do
if unit_groups[i].valid then
if #unit_groups[i].members > 0 then
unit_groups[i].set_command({
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type=defines.command.attack_area,
destination={target_positions[i].x, target_positions[i].y},
radius=32,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack_area,
destination=global.market.position,
radius=32,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
}
}
})
unit_groups[i].start_moving()
else
unit_groups[i].destroy()
end
end
end
--[[
surface.set_multi_command({
command={
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
},
unit_count = 16,
force = "enemy",
unit_search_distance=64
})]]
surface.set_multi_command({
command={
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.none
},
unit_count = 16,
force = "enemy",
unit_search_distance=24
})
end
local function damage_entity_outside_of_fence(e)
if not e.health then return end
if e.force.name == "neutral" then return end
if e.type == "unit" or e.type == "unit-spawner" then return end
e.surface.create_entity({name = "water-splash", position = e.position})
if e.type == "entity-ghost" then e.destroy() return end
e.health = e.health - math_random(math.floor(e.prototype.max_health * 0.05), math.floor(e.prototype.max_health * 0.1))
if e.health <= 0 then e.die("enemy") end
end
local function biter_attack_wave()
if not global.market then return end
if global.wave_grace_period then return end
local surface = game.surfaces["fish_defender"]
clear_corpses(surface)
wake_up_the_biters(surface)
if surface.count_entities_filtered({type = "unit"}) > biter_count_limit then
--game.print("Biter limit reached, wave delayed.", {r = 0.7, g = 0.1, b = 0.1})
return
end
if not global.wave_count then
global.wave_count = 1
else
global.wave_count = global.wave_count + 1
end
local m = 0.0015
if global.difficulty_vote_index then
m = m * difficulties_votes[global.difficulty_vote_index].strength_modifier
end
game.forces.enemy.set_ammo_damage_modifier("melee", global.wave_count * m)
game.forces.enemy.set_ammo_damage_modifier("biological", global.wave_count * m)
global.biter_evasion_health_increase_factor = 1 + (global.wave_count * (m * 2))
local m = 4
if global.difficulty_vote_index then
m = m * difficulties_votes[global.difficulty_vote_index].amount_modifier
end
if global.wave_count % 50 == 0 then
global.attack_wave_threat = math.floor(global.wave_count * m)
spawn_boss_units(surface)
if global.attack_wave_threat > 10000 then global.attack_wave_threat = 10000 end
else
global.attack_wave_threat = math.floor(global.wave_count * m)
if global.attack_wave_threat > 10000 then global.attack_wave_threat = 10000 end
end
local evolution = global.wave_count * 0.00125
if evolution > 1 then evolution = 1 end
game.forces.enemy.evolution_factor = evolution
if game.forces.enemy.evolution_factor == 1 then
if not global.endgame_modifier then
global.endgame_modifier = 1
game.print("Endgame enemy evolution reached.", {r = 0.7, g = 0.1, b = 0.1})
else
global.endgame_modifier = global.endgame_modifier + 1
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{160, -256},{360, 256}}})) do
damage_entity_outside_of_fence(e)
end
local spawn_x = 242
local target_x = -32
local group_coords = {}
for a = -80, 80, 16 do
insert(group_coords, {spawn = {x = spawn_x, y = a * 2}, target = {x = target_x, y = a}})
end
group_coords = shuffle(group_coords)
local unit_groups = {}
if global.wave_count > 100 and math_random(1, 8) == 1 then
for i = 1, #group_coords, 1 do
unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
else
for i = 1, get_number_of_attack_groups(), 1 do
unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
end
local biter_pool = get_biter_pool()
while global.attack_wave_threat > 0 do
for i = 1, #unit_groups, 1 do
local biter = spawn_biter(unit_groups[i].position, biter_pool)
if biter then
unit_groups[i].add_member(biter)
else
break
end
end
end
for i = 1, #unit_groups, 1 do
unit_groups[i].set_command({
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type=defines.command.attack_area,
destination={group_coords[i].target.x + 192, group_coords[i].target.y},
radius=32,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack_area,
destination={group_coords[i].target.x + 128, group_coords[i].target.y},
radius=32,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack_area,
destination={group_coords[i].target.x + 64, group_coords[i].target.y},
radius=32,
distraction=defines.distraction.by_anything
},
{
type=defines.command.attack_area,
destination={group_coords[i].target.x, group_coords[i].target.y},
radius=32,
distraction=defines.distraction.by_enemy
},
{
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
}
}
})
unit_groups[i].start_moving()
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}
if not global.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_commands.to_discord_embed(message)
global.results_sent = true
end
end
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_lost", volume_modifier=0.75}
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 function damage_entities_in_radius(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 function market_kill_visuals()
local m = 32
local m2 = m * 0.005
for i = 1, 1024, 1 do
global.market.surface.create_entity({
name = "branch-particle",
position = global.market.position,
frame_speed = 0.1,
vertical_speed = 0.1,
height = 0.1,
movement = {m2 - (math.random(0, m) * 0.01), m2 - (math.random(0, m) * 0.01)}
})
end
for x = -5, 5, 0.5 do
for y = -5, 5, 0.5 do
if math_random(1, 2) == 1 then
global.market.surface.create_trivial_smoke({name="smoke-fast", position={global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}})
end
if math_random(1, 3) == 1 then
global.market.surface.create_trivial_smoke({name="train-smoke", position={global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}})
end
end
end
global.market.surface.spill_item_stack(global.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 = 8},
["big-biter"] = {visuals = {"blood-explosion-huge", "ground-explosion"}, radius = 2, damage_min = 75, damage_max = 150, chance = 16},
["behemoth-biter"] = {visuals = {"blood-explosion-huge", "big-artillery-explosion"}, radius = 2.5, damage_min = 100, damage_max = 200, chance = 32}
}
local function on_entity_died(event)
if event.entity.force.name == "enemy" then
local surface = event.entity.surface
if global.boss_biters[event.entity.unit_number] then boss_biter.died(event) end
local splash = biter_splash_damage[event.entity.name]
if splash then
if math_random(1, splash.chance) == 1 then
for _, visual in pairs(splash.visuals) do
surface.create_entity({name = visual, position = event.entity.position})
end
damage_entities_in_radius(surface, event.entity.position, splash.radius, math_random(splash.damage_min, splash.damage_max))
return
end
end
if event.entity.name == "behemoth-biter" then
if math_random(1, 16) == 1 then
local p = surface.find_non_colliding_position("big-biter", event.entity.position, 3, 0.5)
if p then surface.create_entity {name = "big-biter", position = p} end
end
for i = 1, math_random(1, 2), 1 do
local p = surface.find_non_colliding_position("medium-biter", event.entity.position, 3, 0.5)
if p then surface.create_entity {name = "medium-biter", position = p} end
end
end
return
end
if event.entity == global.market then
market_kill_visuals()
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
update_fd_stats()
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 map_gen_settings = {}
map_gen_settings.water = "0.5"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 32}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "3", size = "2", richness = "1"},
["stone"] = {frequency = "3", size = "2", richness = "1"},
["copper-ore"] = {frequency = "3", size = "2", richness = "1"},
["iron-ore"] = {frequency = "3", size = "2", richness = "1"},
["uranium-ore"] = {frequency = "2", size = "1", richness = "1"},
["crude-oil"] = {frequency = "4", size = "1", richness = "1"},
["trees"] = {frequency = "1.5", size = "1.5", richness = "1"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"}
}
game.create_surface("fish_defender", map_gen_settings)
local surface = game.surfaces["fish_defender"]
local radius = 256
game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
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
game.forces["player"].technologies["atomic-bomb"].enabled = false
global.entity_limits = {
["gun-turret"] = {placed = 1, limit = 1, str = "gun turret", slot_price = 75},
["laser-turret"] = {placed = 0, limit = 1, str = "laser turret", slot_price = 300},
["artillery-turret"] = {placed = 0, limit = 1, str = "artillery turret", slot_price = 500},
["flamethrower-turret"] = {placed = 0, limit = 0, str = "flamethrower turret", slot_price = 50000},
["land-mine"] = {placed = 0, limit = 1, str = "mine", slot_price = 1}
}
game.create_force("decoratives")
game.forces["decoratives"].set_cease_fire("enemy", true)
game.forces["enemy"].set_cease_fire("decoratives", true)
game.forces["player"].set_cease_fire("decoratives", true)
global.comfylatron_habitat = {
left_top = {x = -1500, y = -1500},
right_bottom = {x = -80, y = 1500}
}
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 = 16})
player.insert({name = "iron-plate", count = 32})
if global.show_floating_killscore then global.show_floating_killscore[player.name] = false end
end
local surface = game.surfaces["fish_defender"]
if player.online_time < 2 and surface.is_chunk_generated({0,0}) then
player.teleport(surface.find_non_colliding_position("character", {-75, 4}, 50, 1), "fish_defender")
else
if player.online_time < 2 then
player.teleport({-50, 0}, "fish_defender")
end
end
create_wave_gui(player)
add_fd_stats_button(player)
if game.tick > 900 then
is_game_lost()
end
end
local function get_replacement_tile(surface)
local tilename = "grass-1"
for x = -160, 160, 1 do
for y = -96, 90, 1 do
local tile = surface.get_tile(x, y)
if tile.name ~= "water" and tile.name ~= "deepwater" then
tilename = tile.name
end
end
end
return tilename
end
local worm_raffle_table = {
[1] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret"},
[2] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret"},
[3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"},
[4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"},
[5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"},
[6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"},
[7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"},
[8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"},
[9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"},
[10] = {"medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
}
local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local function spawn_obstacles(left_top, surface)
if not global.obstacle_start_x then global.obstacle_start_x = math.abs(left_top.x) - 32 end
local current_depth = math.abs(left_top.x) - global.obstacle_start_x
local worm_amount = math.ceil(current_depth / 64)
local i = math.ceil(current_depth / 256)
if i > 10 then i = 10 end
if i < 1 then i = 1 end
local worm_raffle = worm_raffle_table[i]
local rocks_amount = math.ceil(current_depth / 16)
local tile_positions = {}
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 not surface.get_tile(pos).collides_with("player-layer") then
tile_positions[#tile_positions + 1] = pos
end
end
end
if #tile_positions == 0 then return end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
surface.create_entity({name = worm_raffle[math_random(1, #worm_raffle)], position = pos, force = "enemy"})
worm_amount = worm_amount - 1
if worm_amount < 1 then break end
end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos})
rocks_amount = rocks_amount - 1
if rocks_amount < 1 then break end
end
end
local map_height = 96
local function on_chunk_generated(event)
local surface = game.surfaces["fish_defender"]
if not surface then return end
if surface.name ~= event.surface.name then return end
local area = event.area
local left_top = area.left_top
if left_top.x <= -196 then
local search_area = {{left_top.x - 32, left_top.y - 32}, {left_top.x + 32, left_top.y + 32}}
if surface.count_tiles_filtered({name = "water", area = search_area}) == 0 and math_random(1, 64) == 1 then
map_functions.draw_noise_tile_circle({x = left_top.x + math_random(1,30), y = left_top.y + math_random(1,30)}, "water", surface, math_random(6, 12))
end
if not global.spawn_ores_generated then
local spawn_position_x = -76
surface.create_entity({name = "electric-beam", position = {160, -96}, source = {160, -96}, target = {160,96}})
local tiles = {}
local replacement_tile = get_replacement_tile(surface)
local water_tiles = surface.find_tiles_filtered({name = {"water", "deepwater"}})
for _, tile in pairs(water_tiles) do
insert(tiles, {name = replacement_tile, position = {tile.position.x, tile.position.y}})
end
surface.set_tiles(tiles, true)
local entities = surface.find_entities_filtered({type = "resource", area = {{-160, -96},{160, 96}}})
for _, entity in pairs(entities) do
entity.destroy()
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
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x,y}})
end
end
local ore_positions = {{x = -128, y = -64},{x = -128, y = -32},{x = -128, y = 32},{x = -128, y = 64},{x = -128, y = 0}}
ore_positions = shuffle(ore_positions)
map_functions.draw_smoothed_out_ore_circle(ore_positions[1], "copper-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[2], "iron-ore", surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[3], "coal", surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[4], "stone", surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = -96, y = 0}, "water", surface, 16)
map_functions.draw_oil_circle(ore_positions[5], "crude-oil", surface, 8, 200000)
local pos = surface.find_non_colliding_position("market",{spawn_position_x, 0}, 50, 1)
global.market = place_fish_market(surface, pos)
local pos = surface.find_non_colliding_position("gun-turret",{spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = "gun-turret", position = pos, force = "player"})
turret.insert({name = "firearm-magazine", count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local pos = {x = global.market.position.x + x, y = global.market.position.y + y}
local distance_to_center = math.sqrt(x^2 + y^2)
if distance_to_center > 8 and distance_to_center < 15 then
if math_random(1,3) == 1 and surface.can_place_entity({name = "wooden-chest", position = pos, force = "player"}) then
local chest = surface.create_entity({name = "wooden-chest", position = pos, force = "player"})
end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = "water", area = area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = "fish", position = tile.position})
end
end
local pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1)
game.forces["player"].set_spawn_position(pos, surface)
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position("character",{spawn_position_x + 1, 4}, 50, 1)
player.teleport(pos, surface)
end
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)
for _, tile in pairs(surface.find_tiles_filtered({name = "water", area = event.area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = "fish", position = tile.position})
end
end
if left_top.x < -2048 then
spawn_obstacles(left_top, surface)
end
if left_top.x < 0 then return end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = "cliff"})) do
entity.destroy()
end
if left_top.x < 160 then return end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = "tree"})) do
entity.destroy()
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = "resource"})) 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
if pos.x > 0 then
if pos.x > 320 then
insert(tiles, {name = "out-of-map", position = pos})
else
local a = 0 + (pos.x - 160) * 0.01
local b = (pos.x - 160) * 0.035
local r = (pos.x - 160) * 0.015
if a > 0.75 then a = 0.75 end
if b > 1 then b = 1 end
if r > 0.6 then r = 0.6 end
rendering.draw_sprite({sprite = "tile/lab-dark-2", target = {pos.x + 0.5, pos.y + 0.5}, surface = surface, tint = {r = r, g = 0, b = b, a = a}, render_layer = "ground"})
end
if pos.x > 296 and pos.x < 312 and math_random(1, 128) == 1 then
if surface.can_place_entity({name = "biter-spawner", force = "decoratives", position = pos}) then
local entity
if math_random(1,4) == 1 then
entity = surface.create_entity({name = "spitter-spawner", force = "decoratives", position = pos})
else
entity = surface.create_entity({name = "biter-spawner", force = "decoratives", position = pos})
end
entity.active = false
entity.destructible = false
end
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 not entity.valid then return end
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}}
)
update_fd_stats()
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}}
)
update_fd_stats()
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
if game.surfaces["fish_defender"].peaceful_mode == false then
create_wave_gui(player)
end
end
end
if game.tick % 180 == 0 then
if game.surfaces["fish_defender"] then
game.forces.player.chart(game.surfaces["fish_defender"], {{x = -64, y = -256}, {x = 288, y = 256}})
if global.difficulty_vote_index then
global.wave_interval = difficulties_votes[global.difficulty_vote_index].wave_interval
end
end
end
if global.market_age then
if not global.game_restart_timer then
global.game_restart_timer = 10800
else
if global.game_restart_timer < 0 then return end
global.game_restart_timer = global.game_restart_timer - 30
end
if global.game_restart_timer % 1800 == 0 then
if global.game_restart_timer > 0 then game.print("Map will restart in " .. global.game_restart_timer / 60 .. " seconds!", { r=0.22, g=0.88, b=0.22}) end
if global.game_restart_timer == 0 then
game.print("Map is restarting!", { r=0.22, g=0.88, b=0.22})
--game.write_file("commandPipe", ":loadscenario --force", false, 0)
local message = 'Map is restarting! '
server_commands.to_discord_bold(table.concat{'*** ', message, ' ***'})
server_commands.start_scenario('Fish_Defender')
end
end
end
end
if game.tick % global.wave_interval == global.wave_interval - 1 then
if game.surfaces["fish_defender"].peaceful_mode == true then return end
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["fish_defender"])
if player.position.y > map_height or player.position.y < map_height * -1 then
player.teleport({player.position.x, 0}, game.surfaces["fish_defender"])
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
update_fd_stats()
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
update_fd_stats()
end
end
local function on_research_finished(event)
local research = event.research.name
if research ~= "tanks" then return end
game.forces["player"].technologies["artillery"].researched=true
game.forces.player.recipes["artillery-wagon"].enabled = false
end
local function on_player_respawned(event)
if not global.market_age then return end
local player = game.players[event.player_index]
player.character.destructible = false
end
local function on_init(event)
global.wave_interval = 3600 --interval between waves in ticks
global.wave_grace_period = 54000
global.difficulty_poll_closing_timeout = 54000
global.boss_biters = {}
global.acid_lines_delay = {}
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_chunk_generated, on_chunk_generated)
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_tick, on_tick)
event.on_init(on_init)
require "modules.difficulty_vote"