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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/fish_defender.lua
2019-02-26 20:05:31 +01:00

1472 lines
58 KiB
Lua

-- fish defender -- by mewmew --
require "maps.fish_defender_map_intro"
require "maps.modules.rocket_launch_always_yields_science"
require "maps.modules.launch_fish_to_win"
require "maps.modules.biters_yield_coins"
require "maps.modules.railgun_enhancer"
require "maps.modules.dynamic_landfill"
require "maps.modules.teleporting_worms"
require "maps.modules.custom_death_messages"
require "maps.modules.splice_double"
require "maps.modules.spitters_spit_biters"
require "maps.modules.biters_double_hp"
local event = require 'utils.event'
local map_functions = require "maps.tools.map_functions"
local math_random = math.random
local insert = table.insert
local enable_start_grace_period = true
local wave_interval = 1800 --interval between waves in ticks
local biter_count_limit = 64 --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 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 % wave_interval / wave_interval
local progressbar = frame.add({ type = "progressbar", value = next_level_progress})
progressbar.style.minimal_width = 120
progressbar.style.maximal_width = 120
progressbar.style.top_padding = 10
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 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 area = {{x = -256, y = -256}, {x = 256, y = 256}}
local chance = 32
if global.wave_count > 250 then chance = 8 end
if global.wave_count > 500 then chance = 4 end
if global.wave_count > 750 then chance = 3 end
if global.wave_count > 1000 then chance = 2 end
for _, entity in pairs(surface.find_entities_filtered{area = area, 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})
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 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 modifier = 0.003
game.forces.enemy.set_ammo_damage_modifier("melee", global.wave_count * modifier)
game.forces.enemy.set_ammo_damage_modifier("biological", global.wave_count * modifier)
game.forces.enemy.set_ammo_damage_modifier("artillery-shell", global.wave_count * modifier)
game.forces.enemy.set_ammo_damage_modifier("flamethrower", global.wave_count * modifier)
game.forces.enemy.set_ammo_damage_modifier("laser-turret", global.wave_count * modifier)
if global.wave_count % 50 == 0 then
global.attack_wave_threat = global.wave_count * 6
spawn_boss_units(surface)
else
global.attack_wave_threat = global.wave_count * 3
end
if global.attack_wave_threat > 20000 then global.attack_wave_threat = 20000 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
local units = surface.find_entities_filtered({force = "player", area = {{160, -256},{360, 256}}})
for _, unit in pairs(units) do
if unit.health then
unit.health = unit.health - math_random(75, 125)
surface.create_entity({name = "water-splash", position = unit.position})
if unit.health <= 0 then unit.die("enemy") end
else
if unit.type == "entity-ghost" then
unit.destroy()
end
end
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 refresh_market_offers()
if not global.market then return end
for i = 1, 100, 1 do
local a = global.market.remove_market_item(1)
if a == false then break end
end
local str1 = "Gun Turret Slot for " .. tostring(global.entity_limits["gun-turret"].limit * global.entity_limits["gun-turret"].slot_price)
str1 = str1 .. " Coins."
local str2 = "Laser Turret Slot for " .. tostring(global.entity_limits["laser-turret"].limit * global.entity_limits["laser-turret"].slot_price)
str2 = str2 .. " Coins."
local str3 = "Artillery Slot for " .. tostring(global.entity_limits["artillery-turret"].limit * global.entity_limits["artillery-turret"].slot_price)
str3 = str3 .. " Coins."
local current_limit = 1
if global.entity_limits["flamethrower-turret"].limit ~= 0 then current_limit = current_limit + global.entity_limits["flamethrower-turret"].limit end
local str4 = "Flamethrower Turret Slot for " .. tostring(current_limit * global.entity_limits["flamethrower-turret"].slot_price)
str4 = str4 .. " Coins."
local str5 = "Landmine Slot for " .. tostring(math.ceil((global.entity_limits["land-mine"].limit / 3) * global.entity_limits["land-mine"].slot_price))
str5 = str5 .. " Coins."
local market_items = {
{price = {}, offer = {type = 'nothing', effect_description = str1}},
{price = {}, offer = {type = 'nothing', effect_description = str2}},
{price = {}, offer = {type = 'nothing', effect_description = str3}},
{price = {}, offer = {type = 'nothing', effect_description = str4}},
{price = {}, offer = {type = 'nothing', effect_description = str5}},
{price = {{"coin", 5}}, offer = {type = 'give-item', item = "raw-fish", count = 1}},
--{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'raw-wood', count = 8}},
{price = {{"coin", 8}}, offer = {type = 'give-item', item = 'grenade', count = 1}},
{price = {{"coin", 32}}, offer = {type = 'give-item', item = 'cluster-grenade', count = 1}},
{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'land-mine', count = 1}},
{price = {{"coin", 80}}, offer = {type = 'give-item', item = 'car', count = 1}},
{price = {{"coin", 1200}}, offer = {type = 'give-item', item = 'tank', count = 1}},
{price = {{"coin", 3}}, offer = {type = 'give-item', item = 'cannon-shell', count = 1}},
{price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-cannon-shell', count = 1}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'gun-turret', count = 1}},
{price = {{"coin", 300}}, offer = {type = 'give-item', item = 'laser-turret', count = 1}},
{price = {{"coin", 450}}, offer = {type = 'give-item', item = 'artillery-turret', count = 1}},
{price = {{"coin", 10}}, offer = {type = 'give-item', item = 'artillery-shell', count = 1}},
{price = {{"coin", 25}}, offer = {type = 'give-item', item = 'artillery-targeting-remote', count = 1}},
{price = {{"coin", 1}}, offer = {type = 'give-item', item = 'firearm-magazine', count = 1}},
{price = {{"coin", 4}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine', count = 1}},
{price = {{"coin", 2}}, offer = {type = 'give-item', item = 'shotgun-shell', count = 1}},
{price = {{"coin", 6}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell', count = 1}},
{price = {{"coin", 30}}, offer = {type = 'give-item', item = "submachine-gun", count = 1}},
{price = {{"coin", 250}}, offer = {type = 'give-item', item = 'combat-shotgun', count = 1}},
{price = {{"coin", 450}}, offer = {type = 'give-item', item = 'flamethrower', count = 1}},
{price = {{"coin", 25}}, offer = {type = 'give-item', item = 'flamethrower-ammo', count = 1}},
{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'rocket-launcher', count = 1}},
{price = {{"coin", 2}}, offer = {type = 'give-item', item = 'rocket', count = 1}},
{price = {{"coin", 7}}, offer = {type = 'give-item', item = 'explosive-rocket', count = 1}},
{price = {{"coin", 7500}}, offer = {type = 'give-item', item = 'atomic-bomb', count = 1}},
{price = {{"coin", 325}}, offer = {type = 'give-item', item = 'railgun', count = 1}},
{price = {{"coin", 8}}, offer = {type = 'give-item', item = 'railgun-dart', count = 1}},
{price = {{"coin", 40}}, offer = {type = 'give-item', item = 'poison-capsule', count = 1}},
{price = {{"coin", 4}}, offer = {type = 'give-item', item = 'defender-capsule', count = 1}},
{price = {{"coin", 10}}, offer = {type = 'give-item', item = 'light-armor', count = 1}},
{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'heavy-armor', count = 1}},
{price = {{"coin", 350}}, offer = {type = 'give-item', item = 'modular-armor', count = 1}},
{price = {{"coin", 1500}}, offer = {type = 'give-item', item = 'power-armor', count = 1}},
{price = {{"coin", 12000}}, offer = {type = 'give-item', item = 'power-armor-mk2', count = 1}},
{price = {{"coin", 50}}, offer = {type = 'give-item', item = 'solar-panel-equipment', count = 1}},
{price = {{"coin", 2250}}, offer = {type = 'give-item', item = 'fusion-reactor-equipment', count = 1}},
{price = {{"coin", 100}}, offer = {type = 'give-item', item = 'battery-equipment', count = 1}},
{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'energy-shield-equipment', count = 1}},
{price = {{"coin", 850}}, offer = {type = 'give-item', item = 'personal-laser-defense-equipment', count = 1}},
{price = {{"coin", 175}}, offer = {type = 'give-item', item = 'exoskeleton-equipment', count = 1}},
{price = {{"coin", 125}}, offer = {type = 'give-item', item = 'night-vision-equipment', count = 1}},
{price = {{"coin", 200}}, offer = {type = 'give-item', item = 'belt-immunity-equipment', count = 1}},
{price = {{"coin", 250}}, offer = {type = 'give-item', item = 'personal-roboport-equipment', count = 1}},
{price = {{"coin", 35}}, offer = {type = 'give-item', item = 'construction-robot', count = 1}}
}
for _, item in pairs(market_items) do
global.market.add_market_item(item)
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=1}
end
end
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_distance = 15
game.map_settings.enemy_expansion.settler_group_min_size = 15
game.map_settings.enemy_expansion.settler_group_max_size = 30
game.map_settings.enemy_expansion.min_expansion_cooldown = 600
game.map_settings.enemy_expansion.max_expansion_cooldown = 600
end
local function damage_entities_in_radius(position, radius, damage)
local entities_to_damage = game.surfaces["fish_defender"].find_entities_filtered({area = {{position.x - radius, position.y - radius},{position.x + radius, position.y + radius}}})
for _, entity in pairs(entities_to_damage) do
if entity.health and entity.name ~= "land-mine" then
if entity.force.name ~= "enemy" then
if entity.name == "player" then
entity.damage(damage, "enemy")
else
entity.health = entity.health - damage
--entity.surface.create_entity({name = "blood-explosion-big", position = entity.position})
if entity.health <= 0 then entity.die("enemy") end
end
end
end
end
end
local function on_entity_died(event)
if event.entity.force.name == "enemy" then
local surface = event.entity.surface
--local worm_chance = 256
--if global.endgame_modifier then worm_chance = 96 end
if event.entity.name == "medium-biter" then
event.entity.surface.create_entity({name = "blood-explosion-big", position = event.entity.position})
--if math_random(1,worm_chance) == 1 then
--surface.create_entity({name = "small-worm-turret", position = event.entity.position})
--end
local damage = 25
if global.endgame_modifier then
damage = 25 + math.ceil((global.endgame_modifier * 0.025), 0)
end
if damage > 250 then damage = 250 end
local radius = 1
if global.wave_count > 1500 then radius = 2 end
damage_entities_in_radius(event.entity.position, radius, damage)
--damage_entities_in_radius(event.entity.position, 1 + math.floor(global.wave_count * 0.001), damage)
end
if event.entity.name == "big-biter" then
event.entity.surface.create_entity({name = "blood-explosion-huge", position = event.entity.position})
--if math_random(1,worm_chance) == 1 then
--surface.create_entity({name = "medium-worm-turret", position = event.entity.position})
--end
local damage = 35
if global.endgame_modifier then damage = 35 + math.ceil((global.endgame_modifier * 0.05), 0) end
if damage > 350 then damage = 350 end
local radius = 2
if global.wave_count > 1500 then radius = 3 end
damage_entities_in_radius(event.entity.position, radius, damage)
--damage_entities_in_radius(event.entity.position, 2 + math.floor(global.wave_count * 0.001), damage)
end
if event.entity.name == "behemoth-biter" then
local surface = event.entity.surface
--if math_random(1, worm_chance) ~= 1 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
--else
-- surface.create_entity({name = "blood-explosion-huge", position = event.entity.position})
-- surface.create_entity({name = "big-worm-turret", position = event.entity.position})
--end
end
return
end
if event.entity == global.market then
global.market = nil
global.market_age = game.tick
is_game_lost()
end
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
local function on_entity_damaged(event)
if event.entity.valid then
if event.entity.name == "market" then
if event.cause then
if event.cause.force.name == "enemy" then return end
end
event.entity.health = event.entity.health + event.final_damage_amount
end
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 = "small"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 22, cliff_elevation_0 = 22}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "high", size = "very-big", richness = "normal"},
["stone"] = {frequency = "high", size = "very-big", richness = "normal"},
["copper-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
["iron-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
["crude-oil"] = {frequency = "very-high", size = "very-big", richness = "normal"},
["trees"] = {frequency = "normal", size = "normal", richness = "normal"},
["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
--["grass"] = {frequency = "normal", size = "normal", richness = "normal"},
--["sand"] = {frequency = "normal", size = "normal", richness = "normal"},
--["desert"] = {frequency = "normal", size = "normal", richness = "normal"},
--["dirt"] = {frequency = "normal", size = "normal", richness = "normal"}
}
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["flamethrower-damage-1"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-2"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-3"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-4"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-5"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-6"].enabled = false
--game.forces["player"].technologies["flamethrower-damage-7"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-1"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-2"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-3"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-4"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-5"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-6"].enabled = false
--game.forces["player"].technologies["gun-turret-damage-7"].enabled = false
--game.forces["player"].technologies["laser-turret-speed-6"].enabled = false
--game.forces["player"].technologies["laser-turret-speed-7"].enabled = false
game.forces["player"].technologies["atomic-bomb"].enabled = false
game.forces.player.set_ammo_damage_modifier("shotgun-shell", 1)
--game.forces.player.set_turret_attack_modifier("flamethrower-turret", -0.5)
global.entity_limits = {
["gun-turret"] = {placed = 1, limit = 1, str = "gun turret", slot_price = 125},
["laser-turret"] = {placed = 0, limit = 1, str = "laser turret", slot_price = 375},
["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}
}
global.wave_grace_period = wave_interval * 31
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("player", {-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)
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, -95}, source = {160, -95}, 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 = surface.create_entity({name = "market", position = pos, force = "player"})
global.market.minable = false
refresh_market_offers()
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("player",{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("player",{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 < -1024 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 > 312 then
insert(tiles, {name = "out-of-map", position = pos})
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 = "enemy", position = pos}) then
if math_random(1,4) == 1 then
local entity = surface.create_entity({name = "spitter-spawner", force = "enemy", position = pos})
entity.active = false
else
local entity = surface.create_entity({name = "biter-spawner", force = "enemy", position = pos})
entity.active = false
end
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}}
)
else
surface.create_entity({name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].str .. " limit reached.", color = {r=0.82, g=0.11, b=0.11}})
local player = game.players[event.player_index]
player.insert({name = entity.name, count = 1})
if global.score then
if global.score[player.force.name] then
if global.score[player.force.name].players[player.name] then
global.score[player.force.name].players[player.name].built_entities = global.score[player.force.name].players[player.name].built_entities - 1
end
end
end
entity.destroy()
end
end
end
local function on_robot_built_entity(event)
local entity = event.created_entity
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].placed .. " / " .. global.entity_limits[entity.name].limit .. " " .. global.entity_limits[entity.name].str .. "s", color = {r=0.98, g=0.66, b=0.22}}
)
else
surface.create_entity({name = "flying-text", position = entity.position, text = global.entity_limits[entity.name].str .. " limit reached.", color = {r=0.82, g=0.11, b=0.11}})
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
entity.destroy()
end
end
end
local function on_tick()
if game.tick % 30 == 0 then
if global.market then
for _, player in pairs(game.connected_players) do
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}})
end
end
if global.market_age then
if not global.game_restart_timer then
global.game_restart_timer = 18000
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 % wave_interval == 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
end
end
local function on_robot_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
end
end
local function on_market_item_purchased(event)
local player = game.players[event.player_index]
local market = event.market
local offer_index = event.offer_index
local offers = market.get_market_items()
local bought_offer = offers[offer_index].offer
if bought_offer.type ~= "nothing" then return end
local slot_upgrade_offers = {
[1] = {"gun-turret", "gun turret"},
[2] = {"laser-turret", "laser turret"},
[3] = {"artillery-turret", "artillery turret"},
[4] = {"flamethrower-turret", "flamethrower turret"},
[5] = {"land-mine", "land mine"}
}
for x = 1, 5, 1 do
if offer_index == x then
local price = global.entity_limits[slot_upgrade_offers[x][1]].limit * global.entity_limits[slot_upgrade_offers[x][1]].slot_price
local gain = 1
if offer_index == 5 then
price = math.ceil((global.entity_limits[slot_upgrade_offers[x][1]].limit / 3) * global.entity_limits[slot_upgrade_offers[x][1]].slot_price)
gain = 3
end
if slot_upgrade_offers[x][1] == "flamethrower-turret" then
price = (global.entity_limits[slot_upgrade_offers[x][1]].limit + 1) * global.entity_limits[slot_upgrade_offers[x][1]].slot_price
end
local coins_removed = player.remove_item({name = "coin", count = price})
if coins_removed ~= price then
if coins_removed > 0 then
player.insert({name = "coin", count = coins_removed})
end
player.print("Not enough coins.", {r = 0.22, g = 0.77, b = 0.44})
return
end
global.entity_limits[slot_upgrade_offers[x][1]].limit = global.entity_limits[slot_upgrade_offers[x][1]].limit + gain
game.print(player.name .. " has bought a " .. slot_upgrade_offers[x][2] .. " slot for " .. price .. " coins!", {r = 0.22, g = 0.77, b = 0.44})
refresh_market_offers()
end
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
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_damaged, on_entity_damaged)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
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)