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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-26 03:52:22 +02:00
2019-09-21 15:01:19 +02:00

235 lines
6.8 KiB
Lua

--map by mewmew and kyte
require "maps.island_troopers.map_intro"
require "functions.noise_vector_path"
require "modules.shopping_chests"
require "modules.no_turrets"
require "modules.dangerous_goods"
require "modules.difficulty_vote"
require "maps.island_troopers.enemies"
require "maps.island_troopers.terrain"
local function create_stage_gui(player)
if player.gui.top.stage_gui then return end
local element = player.gui.top.add({type = "frame", name = "stage_gui", caption = " "})
local style = element.style
style.minimal_height = 38
style.maximal_height = 38
style.minimal_width = 140
style.top_padding = 2
style.left_padding = 4
style.right_padding = 4
style.bottom_padding = 2
style.font_color = {r = 155, g = 85, b = 25}
style.font = "default-large-bold"
end
function update_stage_gui()
local caption = "Level: " .. global.current_level
caption = caption .. " | Stage: "
local stage = global.current_stage
if stage > #global.stages - 1 then stage = #global.stages - 1 end
caption = caption .. stage
caption = caption .. "/"
caption = caption .. #global.stages - 1
caption = caption .. " | Bugs remaining: "
caption = caption .. global.alive_enemies
for _, player in pairs(game.connected_players) do
if player.gui.top.stage_gui then
player.gui.top.stage_gui.caption = caption
end
end
end
local function bring_players()
local surface = game.surfaces[1]
for _, player in pairs(game.connected_players) do
if player.position.y < -1 then
if player.character then
if player.character.valid then
local p = surface.find_non_colliding_position("character", {0, 2}, 8, 0.5)
if not p then player.teleport({0, 2}, surface) end
player.teleport(p, surface)
end
end
end
end
end
local function drift_corpses_toward_beach()
local surface = game.surfaces[1]
for _, corpse in pairs(surface.find_entities_filtered({name = "character-corpse"})) do
if corpse.position.y < 0 then
if surface.get_tile(corpse.position).collides_with("resource-layer") then
corpse.clone{position={corpse.position.x, corpse.position.y + 1}, surface=surface, force=corpse.force.name}
corpse.destroy()
end
end
end
end
local function set_next_level()
global.alive_enemies = 0
global.alive_boss_enemy_count = 0
global.current_stage = 1
global.current_level = global.current_level + 1
if global.current_level > 1 then bring_players() end
global.path_tiles = nil
local island_size = math.random(global.current_level, global.current_level * 2) + 7
if island_size > 128 then island_size = 128 end
global.stages = {}
global.stages[1] = {
path_length = 24 + island_size * 2,
size = island_size,
}
local stages_amount = (global.current_level * 0.5) + 1
if stages_amount > 16 then stages_amount = 16 end
for i = 1, stages_amount, 1 do
global.stages[#global.stages + 1] = {
path_length = 16 + island_size * 2,
size = island_size,
}
end
global.stages[#global.stages + 1] = {
path_length = 64 + island_size * 5,
size = false,
}
--game.print("Level " .. global.current_level)
update_stage_gui()
global.gamestate = 2
end
local function earn_credits(amount)
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/new_objective", volume_modifier=0.4}
end
game.print(amount .. " credits have been transfered to the factory.", {r = 255, g = 215, b = 0})
global.credits = global.credits + amount
end
local function slowmo()
if not global.slowmo then global.slowmo = 0.15 end
game.speed = global.slowmo
global.slowmo = global.slowmo + 0.01
if game.speed < 1 then return end
for _, p in pairs(game.connected_players) do
if p.gui.left["slowmo_cam"] then p.gui.left["slowmo_cam"].destroy() end
end
global.slowmo = nil
global.gamestate = 4
end
local function wait_until_stage_is_beaten()
if global.alive_enemies > 0 then return end
local reward_amount = false
local gamestate = 2
if global.stages[global.current_stage].size then
if global.current_stage < #global.stages -1 then
reward_amount = global.current_stage * global.current_level * 75
else
reward_amount = global.current_stage * global.current_level * 150
end
else
game.print("Final Stage complete!")
game.print("Level is collapsing !!", {r = 255, g = 0, b = 0})
gamestate = 5
end
if reward_amount then
earn_credits(reward_amount)
update_stage_gui()
end
global.current_stage = global.current_stage + 1
global.gamestate = gamestate
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
create_stage_gui(player)
if player.gui.left["slowmo_cam"] then player.gui.left["slowmo_cam"].destroy() end
player.insert({name = "pistol", count = 1})
player.insert({name = "firearm-magazine", count = 32})
end
local function on_init()
local surface = game.surfaces[1]
surface.request_to_generate_chunks({x = 0, y = 0}, 16)
surface.force_generate_chunk_requests()
tree_raffle = {}
for _, e in pairs(game.entity_prototypes) do
if e.type == "tree" then
table.insert(tree_raffle, e.name)
end
end
global.difficulty_poll_closing_timeout = 3600 * 5
global.level_vectors = {}
global.alive_boss_enemy_entities = {}
global.current_level = 0
global.gamestate = 1
game.forces.player.set_spawn_position({0, 2}, surface)
end
local msg = {
"We got the brainbug!",
"Good job troopers!",
"This will pay off well!",
"I'm doing my part!",
}
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if entity.force.name ~= "enemy" then return end
global.alive_enemies = global.alive_enemies - 1
update_stage_gui()
if entity.type ~= "unit" then return end
if not global.alive_boss_enemy_entities[entity.unit_number] then return end
global.alive_boss_enemy_entities[entity.unit_number] = nil
global.alive_boss_enemy_count = global.alive_boss_enemy_count - 1
if global.alive_boss_enemy_count == 0 then
for _, p in pairs(game.connected_players) do
if p.gui.left["slowmo_cam"] then p.gui.left["slowmo_cam"].destroy() end
local frame = p.gui.left.add({type = "frame", name = "slowmo_cam", caption = msg[math.random(1, #msg)]})
local camera = frame.add({type = "camera", name = "mini_cam_element", position = entity.position, zoom = 1.5, surface_index = 1})
camera.style.minimal_width = 400
camera.style.minimal_height = 400
end
global.gamestate = 8
end
end
local gamestate_functions = {
[1] = set_next_level,
[2] = draw_path_to_next_stage,
[3] = draw_the_island,
[4] = wait_until_stage_is_beaten,
[5] = kill_the_level,
[8] = slowmo,
}
local function on_tick()
gamestate_functions[global.gamestate]()
if game.tick % 300 == 0 then drift_corpses_toward_beach() end
end
local event = require 'utils.event'
event.on_init(on_init)
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
require "functions.boss_unit"