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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/tank_battles.lua
Gerkiz 0e8c2dc760 player > character
these were all what I could find.
2019-05-02 21:17:22 +02:00

656 lines
22 KiB
Lua

--tank battles (royale)-- mewmew made this --
local event = require 'utils.event'
local table_insert = table.insert
local math_random = math.random
local map_functions = require "tools.map_functions"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local arena_size = 160
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 get_noise(name, pos)
local seed = global.noise_seed
local noise = {}
local noise_seed_add = 25000
if name == "rocks" then
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
seed = seed + noise_seed_add
local noise = noise[1] + noise[2] * 0.2
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == "rocks_2" then
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
seed = seed + noise_seed_add
local noise = noise[1] + noise[2] * 0.2
return noise
end
seed = seed + noise_seed_add
seed = seed + noise_seed_add
if name == "terrain" then
noise[1] = simplex_noise(pos.x * 0.02, pos.y * 0.02, seed)
seed = seed + noise_seed_add
noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
seed = seed + noise_seed_add
local noise = noise[1] + noise[2] * 0.2
return noise
end
end
local function create_tank_battle_score_gui()
for _, player in pairs (game.connected_players) do
if player.gui.left["tank_battle_score"] then player.gui.left["tank_battle_score"].destroy() end
local frame = player.gui.left.add({type = "frame", name = "tank_battle_score", direction = "vertical"})
local l = frame.add({type = "label", caption = "Won rounds"})
l.style.font_color = {r=0.98, g=0.66, b=0.22}
l.style.font = "default-listbox"
local t = frame.add({type = "table", column_count = 2})
local scores = {}
for _, player in pairs(game.connected_players) do
if global.tank_battles_score[player.index] then
table_insert(scores, {name = player.name, score = global.tank_battles_score[player.index]})
end
end
for x = 1, #scores, 1 do
for y = 1, #scores, 1 do
if not scores[y + 1] then break end
if scores[y]["score"] < scores[y + 1]["score"] then
local key = scores[y]
scores[y] = scores[y + 1]
scores[y + 1] = key
end
end
end
for i = 1, 8, 1 do
if scores[i] then
local l = t.add({type = "label", caption = scores[i].name})
local color = game.players[scores[i].name].color
color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1}
l.style.font_color = color
l.style.font = "default-bold"
t.add({type = "label", caption = scores[i].score})
end
end
end
end
local loot = {
--{{name = "submachine-gun", count = 1}, weight = 2},
--{{name = "combat-shotgun", count = 1}, weight = 2},
--{{name = "flamethrower", count = 1}, weight = 1},
--{{name = "rocket-launcher", count = 1}, weight = 2},
{{name = "flamethrower-ammo", count = 16}, weight = 2},
{{name = "piercing-shotgun-shell", count = 16}, weight = 2},
--{{name = "piercing-rounds-magazine", count = 16}, weight = 2},
--{{name = "uranium-rounds-magazine", count = 8}, weight = 1},
{{name = "explosive-rocket", count = 8}, weight = 2},
{{name = "rocket", count = 8}, weight = 2},
{{name = "grenade", count = 16}, weight = 2},
{{name = "cluster-grenade", count = 8}, weight = 2},
--{{name = "poison-capsule", count = 4}, weight = 1},
{{name = "defender-capsule", count = 6}, weight = 1},
{{name = "distractor-capsule", count = 3}, weight = 1},
--{{name = "destroyer-capsule", count = 1}, weight = 1},
{{name = "cannon-shell", count = 8}, weight = 16},
{{name = "explosive-cannon-shell", count = 8}, weight = 16},
{{name = "uranium-cannon-shell", count = 8}, weight = 6},
{{name = "explosive-uranium-cannon-shell", count = 8}, weight = 6},
--{{name = "light-armor", count = 1}, weight = 5},
--{{name = "heavy-armor", count = 1}, weight = 2},
{{name = "modular-armor", count = 1}, weight = 3},
{{name = "power-armor", count = 1}, weight = 2},
{{name = "power-armor-mk2", count = 1}, weight = 1},
--{{name = "battery-mk2-equipment", count = 1}, weight = 2},
{{name = "energy-shield-equipment", count = 1}, weight = 2},
{{name = "exoskeleton-equipment", count = 1}, weight = 2},
{{name = "fusion-reactor-equipment", count = 1}, weight = 2},
{{name = "repair-pack", count = 1}, weight = 6},
{{name = "coal", count = 16}, weight = 3},
--{{name = "solid-fuel", count = 8}, weight = 2},
{{name = "nuclear-fuel", count = 1}, weight = 1},
{{name = "gate", count = 16}, weight = 2},
{{name = "stone-wall", count = 16}, weight = 2}
}
local loot_raffle = {}
for _, item in pairs(loot) do
for x = 1, item.weight, 1 do
table.insert(loot_raffle, item[1])
end
end
local function get_valid_random_spawn_position(surface)
local chunks = {}
for chunk in surface.get_chunks() do
table_insert(chunks, {x = chunk.x, y = chunk.y})
end
chunks = shuffle(chunks)
for _, chunk in pairs(chunks) do
if chunk.x * 32 < arena_size and chunk.y * 32 < arena_size and chunk.x * 32 >= arena_size * -1 and chunk.y * 32 >= arena_size * -1 then
local area = {{chunk.x * 32 - 64, chunk.y * 32 - 64}, {chunk.x * 32 + 64, chunk.y * 32 + 64}}
if surface.count_entities_filtered({name = "tank", area = area}) == 0 then
local pos = surface.find_non_colliding_position("tank", {chunk.x * 32 + 16, chunk.y * 32 + 16}, 16, 8)
return pos
end
end
end
local pos = surface.find_non_colliding_position("tank", {0, 0}, 32, 4)
if pos then return pos end
return {0, 0}
end
local function put_players_into_arena()
for _, player in pairs(game.connected_players) do
local permissions_group = game.permissions.get_group("Default")
permissions_group.add_player(player.name)
if player.character then
player.character.destroy()
player.character = nil
end
player.create_character()
player.insert({name = "combat-shotgun", count = 1})
player.insert({name = "rocket-launcher", count = 1})
player.insert({name = "flamethrower", count = 1})
local surface = game.surfaces["nauvis"]
local pos = get_valid_random_spawn_position(surface)
player.force.chart(surface,{{x = -1 * arena_size, y = -1 * arena_size}, {x = arena_size, y = arena_size}})
player.teleport(pos, surface)
local tank = surface.create_entity({name = "tank", force = game.forces[player.index], position = pos})
tank.insert({name = "coal", count = 24})
tank.insert({name = "cannon-shell", count = 16})
tank.set_driver(player)
end
end
local function get_arena_layout_modifiers()
global.arena_layout_modifiers = {}
local tree_raffle = {}
for _, e in pairs(game.entity_prototypes) do
if e.type == "tree" then
table.insert(tree_raffle, e.name)
end
end
global.arena_layout_modifiers.arena_tree = tree_raffle[math_random(1, #tree_raffle)]
global.arena_layout_modifiers.arena_tree_chance = math_random(4, 20)
global.arena_layout_modifiers.arena_tree_noise = math_random(0, 75) * 0.01
local entity_raffle = {}
local types = {"furnace", "assembling-machine", "power-switch", "programmable-speaker", "reactor"}
for _, e in pairs(game.entity_prototypes) do
for _, t in pairs(types) do
if e.type == t then
table.insert(entity_raffle, e.name)
end
end
end
global.arena_layout_modifiers.secret_entity = entity_raffle[math_random(1, #entity_raffle)]
local tile_raffle = {}
local tile_blacklist = {
["water"] = true,
["deepwater"] = true,
["water-green"] = true,
["deepwater-green"] = true,
["out-of-map"] = true,
["hazard-concrete-left"] = true,
["hazard-concrete-right"] = true,
["lab-dark-1"] = true,
["lab-dark-2"] = true,
["lab-white"] = true,
["refined-hazard-concrete-left"] = true,
["refined-hazard-concrete-right"] = true,
["tutorial-grid"] = true
}
for _, t in pairs(game.tile_prototypes) do
if not tile_blacklist[t.name] then
table.insert(tile_raffle, t.name)
end
end
global.arena_layout_modifiers.arena_tile_1 = tile_raffle[math_random(1, #tile_raffle)]
global.arena_layout_modifiers.arena_tile_2 = tile_raffle[math_random(1, #tile_raffle)]
end
local function regenerate_arena()
local surface = game.surfaces["nauvis"]
for chunk in surface.get_chunks() do
surface.set_chunk_generated_status(chunk, defines.chunk_generated_status.custom_tiles )
end
global.noise_seed = nil
surface.request_to_generate_chunks({0,0}, math.ceil(arena_size / 32) + 3)
get_arena_layout_modifiers()
surface.force_generate_chunk_requests()
surface.daytime = 1
surface.freeze_daytime = 1
global.current_arena_size = arena_size
put_players_into_arena()
global.game_stage = "ongoing_game"
end
function shrink_arena()
local surface = game.surfaces["nauvis"]
if global.current_arena_size < 0 then return end
local shrink_width = 8
local current_arena_size = global.current_arena_size
local tiles = {}
for x = arena_size * -1, arena_size, 1 do
for y = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do
local pos = {x = x, y = y}
if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
if math_random(1, 3) ~= 1 then
table_insert(tiles, {name = "water", position = pos})
end
end
end
end
end
for x = arena_size * -1, arena_size, 1 do
for y = current_arena_size, current_arena_size + shrink_width, 1 do
local pos = {x = x, y = y}
if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
if math_random(1, 3) ~= 1 then
table_insert(tiles, {name = "water", position = pos})
end
end
end
end
end
for x = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do
for y = arena_size * -1, arena_size, 1 do
local pos = {x = x, y = y}
if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
if math_random(1, 3) ~= 1 then
table_insert(tiles, {name = "water", position = pos})
end
end
end
end
end
for x = current_arena_size, current_arena_size + shrink_width, 1 do
for y = arena_size * -1, arena_size, 1 do
local pos = {x = x, y = y}
if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then
if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then
if math_random(1, 3) ~= 1 then
table_insert(tiles, {name = "water", position = pos})
end
end
end
end
end
global.current_arena_size = global.current_arena_size - 1
surface.set_tiles(tiles, true)
end
local function get_arena_entity(surface, pos)
local entity = false
local noise = get_noise("rocks", pos)
local noise2 = get_noise("rocks_2", pos)
if noise > -0.1 and noise < 0.1 and noise2 > -0.3 and noise2 < 0.3 then
return {name = "rock-big", position = pos}
end
if math_random(1, 16) == 1 and noise2 > 0.78 then
if surface.can_place_entity({name = "wooden-chest", position = pos, force = "enemy"}) then
return {name = "wooden-chest", position = pos, force = "enemy"}
end
end
if math_random(1, 16) == 1 and noise2 < -0.78 then
if surface.can_place_entity({name = "wooden-chest", position = pos, force = "enemy"}) then
return {name = "wooden-chest", position = pos, force = "enemy"}
end
end
if math_random(1, global.arena_layout_modifiers.arena_tree_chance) == 1 and noise > global.arena_layout_modifiers.arena_tree_noise then
return {name = global.arena_layout_modifiers.arena_tree, position = pos}
end
if math_random(1, 1024) == 1 then
if math_random(1, 16) == 1 then
if surface.can_place_entity({name = global.arena_layout_modifiers.secret_entity, position = pos, force = "enemy"}) then
return {name = global.arena_layout_modifiers.secret_entity, position = pos, force = "enemy"}
end
end
if math_random(1, 64) == 1 then
if surface.can_place_entity({name = "big-worm-turret", position = pos, force = "enemy"}) then
return {name = "big-worm-turret", position = pos, force = "enemy"}
end
end
if math_random(1, 32) == 1 then
if surface.can_place_entity({name = "medium-worm-turret", position = pos, force = "enemy"}) then
return {name = "medium-worm-turret", position = pos, force = "enemy"}
end
end
if math_random(1, 512) == 1 then
if surface.can_place_entity({name = "behemoth-biter", position = pos, force = "enemy"}) then
return {name = "behemoth-biter", position = pos, force = "enemy"}
end
end
if math_random(1, 64) == 1 then
if surface.can_place_entity({name = "big-biter", position = pos, force = "enemy"}) then
return {name = "big-biter", position = pos, force = "enemy"}
end
end
end
end
local function render_arena_chunk(event)
if not global.noise_seed then global.noise_seed = math_random(1, 2097152) end
local surface = event.surface
local left_top = event.area.left_top
for _, entity in pairs(surface.find_entities_filtered({area = event.area})) do
if entity.valid then
if entity.name ~= "character" then
entity.destroy()
end
end
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}
if pos.x > arena_size or pos.y > arena_size or pos.x < arena_size * -1 or pos.y < arena_size * -1 then
table_insert(tiles, {name = "water", position = pos})
else
local noise = get_noise("terrain", pos)
if noise > 0 then
table_insert(tiles, {name = global.arena_layout_modifiers.arena_tile_1, position = pos})
else
table_insert(tiles, {name = global.arena_layout_modifiers.arena_tile_2, position = pos})
end
local entity = get_arena_entity(surface, pos)
if entity then surface.create_entity(entity) end
end
end
end
surface.set_tiles(tiles, true)
end
local function kill_idle_players()
for _, player in pairs(game.connected_players) do
if player.character then
if player.afk_time > 600 then
local area = {{player.position.x - 1, player.position.y - 1}, {player.position.x + 1, player.position.y + 1}}
local water_tile_count = player.surface.count_tiles_filtered({name = {"water", "deepwater"}, area = area})
if water_tile_count > 3 then
player.character.die()
game.print(player.name .. " drowned.", {r = 150, g = 150, b = 0})
else
if player.afk_time > 9000 then
player.character.die()
game.print(player.name .. " was idle for too long.", {r = 150, g = 150, b = 0})
end
end
end
end
end
end
local function check_for_game_over()
local surface = game.surfaces["nauvis"]
kill_idle_players()
local alive_players = 0
for _, player in pairs(game.connected_players) do
if player.character then
alive_players = alive_players + 1
end
end
if alive_players > 1 then return end -----------------
local player
for _, p in pairs(game.connected_players) do
if p.character then
player = p
end
end
if alive_players == 1 then
if not global.tank_battles_score[player.index] then
global.tank_battles_score[player.index] = 1
else
global.tank_battles_score[player.index] = global.tank_battles_score[player.index] + 1
end
game.print(player.name .. " has won the battle!", {r = 150, g = 150, b = 0})
create_tank_battle_score_gui()
end
if alive_players == 0 then
game.print("No alive players! Round ends in a draw!", {r = 150, g = 150, b = 0})
end
global.game_stage = "lobby"
end
local function set_unique_player_force(player)
if not game.forces[player.index] then
game.create_force(player.index)
game.forces[player.index].technologies["follower-robot-count-1"].researched = true
game.forces[player.index].technologies["follower-robot-count-2"].researched = true
game.forces[player.index].technologies["follower-robot-count-3"].researched = true
game.forces[player.index].technologies["follower-robot-count-4"].researched = true
game.forces[player.index].technologies["follower-robot-count-5"].researched = true
end
player.force = game.forces[player.index]
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
set_unique_player_force(player)
if not global.map_init_done then
local spectator_permission_group = game.permissions.create_group("Spectator")
for action_name, _ in pairs(defines.input_action) do
spectator_permission_group.set_allows_action(defines.input_action[action_name], false)
end
spectator_permission_group.set_allows_action(defines.input_action.write_to_console, true)
spectator_permission_group.set_allows_action(defines.input_action.gui_click, true)
spectator_permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true)
spectator_permission_group.set_allows_action(defines.input_action.start_walking, true)
spectator_permission_group.set_allows_action(defines.input_action.open_kills_gui, true)
spectator_permission_group.set_allows_action(defines.input_action.open_character_gui, true)
--spectator_permission_group.set_allows_action(defines.input_action.open_equipment_gui, true)
spectator_permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
spectator_permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true)
get_arena_layout_modifiers()
global.tank_battles_score = {}
global.game_stage = "lobby"
global.map_init_done = true
end
if #global.tank_battles_score > 0 then
create_tank_battle_score_gui()
end
if game.surfaces["nauvis"] then
player.character.destroy()
player.character = nil
local permissions_group = game.permissions.get_group("Spectator")
permissions_group.add_player(player.name)
player.teleport({0, 0}, game.surfaces["nauvis"])
if global.lobby_timer then global.lobby_timer = 1200 end
end
end
local function on_marked_for_deconstruction(event)
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
local function on_chunk_generated(event)
render_arena_chunk(event)
end
local function on_player_respawned(event)
local player = game.players[event.player_index]
local permissions_group = game.permissions.get_group("Spectator")
permissions_group.add_player(player.name)
player.character.destroy()
player.character = nil
player.print("You are now spectating.", {r = 0, g = 150, b = 150})
end
local function lobby()
local connected_players_count = 0
local permissions_group = game.permissions.get_group("Default")
for _, player in pairs(game.connected_players) do
connected_players_count = connected_players_count + 1
end
if connected_players_count < 2 then
--game.print("Waiting for players.", {r = 0, g = 150, b = 150})
return
end
if not global.lobby_timer then global.lobby_timer = 1200 end
if global.lobby_timer % 600 == 0 then
if global.lobby_timer <= 0 then
game.print("Round has started!", {r = 0, g = 150, b = 150})
else
game.print("Round will begin in " .. global.lobby_timer / 60 .. " seconds.", {r = 0, g = 150, b = 150})
end
end
global.lobby_timer = global.lobby_timer - 300
if global.lobby_timer >= 0 then return end
global.lobby_timer = nil
global.game_stage = "regenerate_arena"
end
local function on_tick(event)
if game.tick % 300 == 0 then
if global.game_stage == "lobby" then
lobby()
end
if global.game_stage == "regenerate_arena" then
regenerate_arena()
end
if global.game_stage == "ongoing_game" then
shrink_arena()
check_for_game_over()
end
end
end
local function on_entity_died(event)
if event.entity.name == "wooden-chest" then
local loot = loot_raffle[math_random(1, #loot_raffle)]
event.entity.surface.spill_item_stack(event.entity.position, loot, true)
--event.entity.surface.create_entity({name = "flying-text", position = event.entity.position, text = loot.name, color = {r=0.98, g=0.66, b=0.22}})
end
end
local function on_player_died(event)
local player = game.players[event.player_index]
local str = " "
if event.cause then
if event.cause.name ~= nil then str = " by " .. event.cause.name end
if event.cause.name == "character" then str = " by " .. event.cause.player.name end
if event.cause.name == "tank" then
local driver = event.cause.get_driver()
if driver.player then
str = " by " .. driver.player.name
end
end
end
for _, target_player in pairs(game.connected_players) do
if target_player.name ~= player.name then
player.print(player.name .. " was killed" .. str, { r=0.99, g=0.0, b=0.0})
end
end
end
----------share chat with player and spectator force-------------------
local function on_console_chat(event)
if not event.message then return end
if not event.player_index then return end
local player = game.players[event.player_index]
local color = {}
color = player.color
color.r = color.r * 0.6 + 0.35
color.g = color.g * 0.6 + 0.35
color.b = color.b * 0.6 + 0.35
color.a = 1
for _, target_player in pairs(game.connected_players) do
if target_player.name ~= player.name then
target_player.print(player.name .. ": ".. event.message, color)
end
end
end
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_console_chat, on_console_chat)
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_player_died, on_player_died)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_respawned, on_player_respawned)
event.add(defines.events.on_chunk_generated, on_chunk_generated)