1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/fish_defender_v2/main.lua
2024-01-28 20:42:28 +01:00

1640 lines
57 KiB
Lua

-- fish defender -- by mewmew --
--require "modules.rpg"
local Public = require 'maps.fish_defender_v2.core'
local Gui = require 'utils.gui'
require 'modules.rocket_launch_always_yields_science'
require 'modules.launch_fish_to_win'
require 'modules.biters_yield_coins'
require 'modules.custom_death_messages'
local Unit_health_booster = require 'modules.biter_health_booster_v2'
local Difficulty = require 'modules.difficulty_vote'
local Map = require 'modules.map_info'
local Event = require 'utils.event'
local Reset = require 'utils.functions.soft_reset'
local Server = require 'utils.server'
local Session = require 'utils.datastore.session_data'
local Poll = require 'utils.gui.poll'
local Score = require 'utils.gui.score'
local AntiGrief = require 'utils.antigrief'
local Core = require 'utils.core'
local format_number = require 'util'.format_number
local random = math.random
local insert = table.insert
local enable_start_grace_period = true
Gui.mod_gui_button_enabled = true
Gui.button_style = 'mod_gui_button'
Gui.set_toggle_button(true)
local starting_items = {
['pistol'] = 1,
['firearm-magazine'] = 20,
['raw-fish'] = 5,
['iron-plate'] = 40,
['stone'] = 20
}
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 attack_group_count_thresholds = {
{0, 1},
{50, 2},
{100, 3},
{150, 4},
{200, 5},
{1000, 6},
{2000, 7},
{3000, 8}
}
local biter_splash_damage = {
['medium-biter'] = {
visuals = {'blood-explosion-big', 'big-explosion'},
radius = 1.5,
damage_min = 50,
damage_max = 100,
chance = 32
},
['big-biter'] = {
visuals = {'blood-explosion-huge', 'ground-explosion'},
radius = 2,
damage_min = 75,
damage_max = 150,
chance = 48
},
['behemoth-biter'] = {
visuals = {'blood-explosion-huge', 'big-artillery-explosion'},
radius = 2.5,
damage_min = 100,
damage_max = 200,
chance = 64
}
}
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 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 function check_timer()
local wave_grace_period = Public.get('wave_grace_period')
if not wave_grace_period then
return
end
if wave_grace_period < game.tick then
Public.set('wave_grace_period', 72000)
end
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', style = 'finished_game_subheader_frame'})
frame.style.minimal_height = 38
frame.style.maximal_height = 38
local wave_count = 0
local wave_count_public = Public.get('wave_count')
local wave_grace_period = Public.get('wave_grace_period')
local wave_interval = Public.get('wave_interval')
if wave_count_public then
wave_count = wave_count_public
end
if not 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 = 'achievement_progressbar'
progressbar.style.minimal_width = 96
progressbar.style.maximal_width = 96
progressbar.style.padding = -1
progressbar.style.top_padding = 1
else
local time_remaining = math.floor(((wave_grace_period - (game.tick % wave_grace_period)) / 60) / 60)
if time_remaining <= 0 then
Public.set('wave_grace_period', nil)
return
else
check_timer()
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
Public.set('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 entity_limits = Public.get('entity_limits')
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(entity_limits) do
local name = v.str
local placed = v.placed
local limit = v.limit
local entry = {name, placed .. '/' .. limit}
for _, value_entry in pairs(entry) do
table.add {
type = 'label',
caption = value_entry
}
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 b =
player.gui.top.add {
type = 'sprite-button',
name = button_id,
sprite = 'item/submachine-gun',
style = Gui.button_style
}
b.style.maximal_height = 38
end
local function on_gui_click(event)
local element = event.element
if not element.valid then
return
end
if element.name ~= 'fd-stats-button' then
return
end
local player = game.get_player(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()
update_fd_stats()
end
local function get_biter_initial_pool()
local wave_count = Public.get('wave_count')
local biter_pool
if 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 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 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 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 fish_eye(surface, position)
for x = -48, 48, 1 do
for y = -48, 48, 1 do
local p = {x = position.x + x, y = position.y + y}
local distance = ((position.x - p.x) ^ 2) + ((position.y - p.y) ^ 2)
if distance < 1936 then
if distance < 484 then
surface.set_tiles({{name = 'out-of-map', position = p}}, true)
else
surface.set_tiles({{name = 'water-green', position = p}}, true)
end
end
end
end
print('Fish Eye created.')
Public.set('fish_eye', true)
end
local function get_biter_pool()
local biter_pool = get_biter_initial_pool()
local biter_raffle = {}
for _, biter_type in pairs(biter_pool) do
for _ = 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)
local attack_wave_threat = Public.get('attack_wave_threat')
if attack_wave_threat < 1 then
return false
end
local active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
biter_pool = shuffle(biter_pool)
Public.set('attack_wave_threat', 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})
biter.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
return biter
end
local function get_y_coord_raffle_table()
local t = {}
for y = -109, 168, 8 do
t[#t + 1] = y
end
table.shuffle_table(t)
return t
end
local function get_number_of_attack_groups()
local n = 1
local wave_count = Public.get('wave_count')
for _, entry in pairs(attack_group_count_thresholds) do
if wave_count >= entry[1] then
n = entry[2]
end
end
return n
end
local function clear_corpses(surface)
local wave_count = Public.get('wave_count')
if not wave_count then
return
end
local chance = 4
if wave_count > 250 then
chance = 3
end
if wave_count > 500 then
chance = 2
end
local area = {{-137, -256}, {160, 256}}
for _, entity in pairs(surface.find_entities_filtered {area = area, type = 'corpse'}) do
if random(1, chance) == 1 then
entity.destroy()
end
end
end
local function send_unit_group(unit_group)
local commands = {}
local market = Public.get('market')
if not (market and market.valid) then
return
end
for x = unit_group.position.x, market.position.x, -48 do
local destination = unit_group.surface.find_non_colliding_position('stone-wall', {x = x, y = unit_group.position.y}, 32, 4)
if destination then
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = destination,
radius = 16,
distraction = defines.distraction.by_enemy
}
end
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = {x = market.position.x, y = unit_group.position.y},
radius = 16,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = market,
distraction = defines.distraction.by_enemy
}
unit_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = commands
}
)
end
local function spawn_boss_units(surface)
local wave_count = Public.get('wave_count')
if wave_count <= 2000 then
game.print({'fish_defender_v2.boss_message', wave_count, {'fish_defender_v2.' .. wave_count}}, {r = 0.8, g = 0.1, b = 0.1})
else
game.print({'fish_defender_v2.boss_message', wave_count}, {r = 0.8, g = 0.1, b = 0.1})
end
local boss_waves = Public.get('boss_waves')
if not boss_waves[wave_count] then
local amount = wave_count
if amount > 1000 then
amount = 1000
end
boss_waves[wave_count] = {
{name = 'behemoth-biter', count = math.floor(amount / 20)},
{name = 'behemoth-spitter', count = math.floor(amount / 40)}
}
end
local health_factor = Public.get_current_difficulty_boss_modifier()
if wave_count == 100 then
health_factor = health_factor * 2
end
local biter_health_boost = Unit_health_booster.get('biter_health_boost')
local boss_biters = Public.get('boss_biters')
local position = {x = 216, y = 0}
local biter_group = surface.create_unit_group({position = position})
for _, entry in pairs(boss_waves[wave_count]) do
for _ = 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.ai_settings.allow_destroy_when_commands_fail = false
biter.ai_settings.allow_try_return_to_spawner = false
boss_biters[biter.unit_number] = biter
Unit_health_booster.add_boss_unit(biter, biter_health_boost * health_factor, 0.55)
biter_group.add_member(biter)
end
end
end
send_unit_group(biter_group)
end
local function wake_up_the_biters(surface)
local market = Public.get('market')
if not (market and market.valid) then
return
end
local units = surface.find_entities_filtered({type = 'unit'})
units = shuffle(units)
local unit_groups = {}
local y_raffle = get_y_coord_raffle_table()
for i = 1, 2, 1 do
if not units[i] then
break
end
if not units[i].valid then
break
end
local x = units[i].position.x
if x > 300 then
x = 300
end
local y = units[i].position.y
if y > 168 or y < -109 then
y = y_raffle[i]
end
unit_groups[i] = surface.create_unit_group({position = {x = x, y = 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
send_unit_group(unit_groups[i])
else
unit_groups[i].destroy()
end
end
end
surface.set_multi_command(
{
command = {
type = defines.command.attack,
target = market,
distraction = defines.distraction.none
},
unit_count = 16,
force = 'enemy',
unit_search_distance = 24
}
)
end
local function biter_attack_wave()
local Diff = Difficulty.get()
local market = Public.get('market')
if not market or not market.valid then
return
end
local wave_grace_period = Public.get('wave_grace_period')
if wave_grace_period then
return
end
local active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
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
local wave_count = Public.get('wave_count')
if not wave_count then
Public.set('wave_count', 1)
else
Public.set('wave_count', wave_count + 1)
end
wave_count = Public.get('wave_count')
local m = 0.0015
if Diff.difficulty_vote_index then
m = m * Public.get_current_difficulty_strength_modifier()
end
game.forces.enemy.set_ammo_damage_modifier('melee', wave_count * m)
game.forces.enemy.set_ammo_damage_modifier('biological', wave_count * m)
local biter_health_boost_forced = Unit_health_booster.get('biter_health_boost_forced')
if not biter_health_boost_forced then
Unit_health_booster.set('biter_health_boost', 1 + (wave_count * (m * 2)))
end
local make_normal_unit_mini_bosses = Unit_health_booster.get('make_normal_unit_mini_bosses')
if wave_count > 500 and not make_normal_unit_mini_bosses then
Unit_health_booster.enable_make_normal_unit_mini_bosses(true)
end
m = 4
if Diff.difficulty_vote_index then
m = m * Public.get_current_difficulty_amount_modifier()
end
if wave_count % 50 == 0 then
local attack_wave_threat = Public.set('attack_wave_threat', math.floor(wave_count * (m * 1.5)))
spawn_boss_units(surface)
if attack_wave_threat > 10000 then
Public.set('attack_wave_threat', 10000)
end
else
local attack_wave_threat = Public.set('attack_wave_threat', math.floor(wave_count * m))
Public.set('attack_wave_threat', math.floor(wave_count * m))
if attack_wave_threat > 10000 then
Public.set('attack_wave_threat', 10000)
end
end
local evolution = wave_count * 0.00125
if evolution > 1 then
evolution = 1
end
game.forces.enemy.evolution_factor = evolution
local y_raffle = get_y_coord_raffle_table()
local unit_groups = {}
if wave_count > 50 and random(1, 8) == 1 then
for i = 1, 10, 1 do
unit_groups[i] = surface.create_unit_group({position = {x = 300, y = y_raffle[i]}})
end
else
for i = 1, get_number_of_attack_groups(), 1 do
unit_groups[i] = surface.create_unit_group({position = {x = 300, y = y_raffle[i]}})
end
end
local biter_pool = get_biter_pool()
while Public.get('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
send_unit_group(unit_groups[i])
end
end
local function get_sorted_list(column_name, score_list)
for _ = 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()
local get_score = Score.get_table()
local score_table = get_score.score_table
if not score_table['player'] then
return false
end
local score = score_table['player']
local score_list = {}
for _, p in pairs(game.players) do
if p and p.valid then
local killscore = 0
if score and score.players[p.name] then
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
end
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()
local game_has_ended = Public.get('game_has_ended')
if not game_has_ended then
return
end
local players = game.connected_players
for i = 1, #players do
local player = players[i]
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 survival_time_label = t.add({type = 'label', caption = 'Survival Time >> '})
survival_time_label.style.font = 'default-listbox'
survival_time_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local market_age_label
local market_age = Public.get('market_age')
if not market_age then
return
end
if market_age then
if market_age >= 216000 then
market_age_label =
t.add(
{
type = 'label',
caption = math.floor(((market_age / 60) / 60) / 60) .. ' hours ' .. math.ceil((market_age % 216000 / 60) / 60) .. ' minutes'
}
)
market_age_label.style.font = 'default-bold'
market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
else
market_age_label = t.add({type = 'label', caption = math.ceil((market_age % 216000 / 60) / 60) .. ' minutes'})
market_age_label.style.font = 'default-bold'
market_age_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
end
end
local mvp = get_mvps()
if mvp then
local time_played = Core.format_time(game.ticks_played)
local wave = Public.get('wave_count')
local mvp_defender_label = t.add({type = 'label', caption = 'MVP Defender >> '})
mvp_defender_label.style.font = 'default-listbox'
mvp_defender_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local mvp_killscore_label = t.add({type = 'label', caption = mvp.killscore.name .. ' with a score of ' .. mvp.killscore.score})
mvp_killscore_label.style.font = 'default-bold'
mvp_killscore_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local mvp_builder_label = t.add({type = 'label', caption = 'MVP Builder >> '})
mvp_builder_label.style.font = 'default-listbox'
mvp_builder_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local mvp_built_ent_label =
t.add(
{
type = 'label',
caption = mvp.built_entities.name .. ' built ' .. mvp.built_entities.score .. ' things'
}
)
mvp_built_ent_label.style.font = 'default-bold'
mvp_built_ent_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local mvp_deaths_label = t.add({type = 'label', caption = 'MVP Deaths >> '})
mvp_deaths_label.style.font = 'default-listbox'
mvp_deaths_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local mvp_deaths_name_label = t.add({type = 'label', caption = mvp.deaths.name .. ' died ' .. mvp.deaths.score .. ' times'})
mvp_deaths_name_label.style.font = 'default-bold'
mvp_deaths_name_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local wave_lasted_label = t.add({type = 'label', caption = 'Wave reached >> '})
wave_lasted_label.style.font = 'default-listbox'
wave_lasted_label.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local wave_lasted_name_label = t.add({type = 'label', caption = tonumber(format_number(wave, true))})
wave_lasted_name_label.style.font = 'default-bold'
wave_lasted_name_label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local results_sent = Public.get('results_sent')
if not 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\\n')
insert(result, '\\n')
insert(result, 'Time Played: \\n')
insert(result, time_played .. '\\n')
insert(result, '\\n')
insert(result, 'Wave reached: \\n')
insert(result, tonumber(format_number(wave, true)))
local message = table.concat(result)
Server.to_discord_embed(message)
Public.set('results_sent', true)
end
end
player.play_sound {path = 'utility/game_lost', volume_modifier = 0.75}
end
local map_settings = game.map_settings
map_settings.enemy_expansion.enabled = true
map_settings.enemy_expansion.max_expansion_distance = 15
map_settings.enemy_expansion.settler_group_min_size = 15
map_settings.enemy_expansion.settler_group_max_size = 30
map_settings.enemy_expansion.min_expansion_cooldown = 600
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 active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not (surface and surface.valid) then
return
end
local market = Public.get('market')
if not (market and market.valid) then
return
end
local m = 32
local m2 = m * 0.005
for _ = 1, 1024, 1 do
surface.create_particle(
{
name = 'branch-particle',
position = 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 random(1, 2) == 1 then
surface.create_trivial_smoke(
{
name = 'smoke-fast',
position = {market.position.x + (x * 0.35), market.position.y + (y * 0.35)}
}
)
end
if random(1, 3) == 1 then
surface.create_trivial_smoke(
{
name = 'train-smoke',
position = {market.position.x + (x * 0.35), market.position.y + (y * 0.35)}
}
)
end
end
end
surface.spill_item_stack(market.position, {name = 'raw-fish', count = 1024}, true)
end
local function on_entity_died(event)
if not event.entity.valid then
return
end
local boss_biters = Public.get('boss_biters')
if event.entity.force.name == 'enemy' then
local surface = event.entity.surface
if boss_biters[event.entity.unit_number] then
Public.died(event)
end
local splash = biter_splash_damage[event.entity.name]
if splash then
if 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, random(splash.damage_min, splash.damage_max))
return
end
end
if event.entity.name == 'behemoth-biter' then
if 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 _ = 1, 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
local market = Public.get('market')
local last_reset = Public.get('last_reset')
if event.entity == market then
market_kill_visuals()
market.die()
Public.set('market', nil)
Public.set('market_age', game.tick - last_reset)
Public.set('game_has_ended', true)
is_game_lost()
local date = Server.get_start_time()
game.server_save('Final_Fish_Defender_v2_' .. tostring(date))
return
end
local entity_limits = Public.get('entity_limits')
if entity_limits[event.entity.type] then
entity_limits[event.entity.type].placed = entity_limits[event.entity.type].placed - 1
update_fd_stats()
end
end
local function on_player_joined_game(event)
local player = game.get_player(event.player_index)
local active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
if player.online_time == 0 then
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
local spawn = player.force.get_spawn_position(surface)
local pos = surface.find_non_colliding_position('character', spawn, 3, 0.5)
if not pos and player.online_time < 2 then
player.teleport(spawn, surface)
elseif player.online_time < 2 or player.surface.index ~= active_surface_index then
player.teleport(pos, surface)
end
create_wave_gui(player)
add_fd_stats_button(player)
if game.tick > 900 then
is_game_lost()
end
end
local function deny_building(event)
local entity = event.created_entity
if not entity.valid then
return
end
if entity.position.x >= 254 then
if entity.name ~= 'entity-ghost' then
if not string.match(entity.name, 'rail') then
if event.player_index then
game.get_player(event.player_index).insert({name = entity.name, count = 1})
else
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
end
end
end
event.created_entity.surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = 'Can not be built beyond the lightning wall!',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
entity.destroy()
return true
end
return false
end
local function on_built_entity(event)
local get_score = Score.get_table().score_table
if deny_building(event) then
return
end
local entity = event.created_entity
if not entity.valid then
return
end
local entity_limits = Public.get('entity_limits')
if entity_limits[entity.type] then
local surface = entity.surface
if entity_limits[entity.type].placed < entity_limits[entity.type].limit then
entity_limits[entity.type].placed = entity_limits[entity.type].placed + 1
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = entity_limits[entity.type].placed .. ' / ' .. entity_limits[entity.type].limit .. ' ' .. entity_limits[entity.type].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 = entity_limits[entity.type].str .. ' limit reached.',
color = {r = 0.82, g = 0.11, b = 0.11}
}
)
local player = game.get_player(event.player_index)
player.insert({name = entity.name, count = 1})
if get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_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 deny_building(event) then
return
end
local entity_limits = Public.get('entity_limits')
if entity_limits[entity.type] then
local surface = entity.surface
if entity_limits[entity.type].placed < entity_limits[entity.type].limit then
entity_limits[entity.type].placed = entity_limits[entity.type].placed + 1
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = entity_limits[entity.type].placed .. ' / ' .. entity_limits[entity.type].limit .. ' ' .. entity_limits[entity.type].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 = entity_limits[entity.type].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_player_changed_position(event)
local player = game.get_player(event.player_index)
local active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
if player.position.x >= 254 then
player.teleport({player.position.x - 2, player.position.y}, surface)
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)
local entity_limits = Public.get('entity_limits')
if entity_limits[event.entity.type] then
entity_limits[event.entity.type].placed = entity_limits[event.entity.type].placed - 1
update_fd_stats()
end
end
local function on_robot_mined_entity(event)
local entity_limits = Public.get('entity_limits')
if entity_limits[event.entity.type] then
entity_limits[event.entity.type].placed = entity_limits[event.entity.type].placed - 1
update_fd_stats()
end
end
local function on_research_finished(event)
local research = event.research.name
if research ~= 'tank' 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)
local market_age = Public.get('market_age')
if not market_age then
return
end
local player = game.get_player(event.player_index)
player.character.destructible = false
end
local function has_the_game_ended()
local market_age = Public.get('market_age')
if market_age then
local game_restart_timer = Public.get('game_restart_timer')
if not game_restart_timer then
Public.set('game_restart_timer', 5400)
else
if game_restart_timer < 0 then
return
end
Public.set('game_restart_timer', game_restart_timer - 30)
end
game_restart_timer = Public.get('game_restart_timer')
local cause_msg
local restart = Public.get('restart')
local shutdown = Public.get('shutdown')
local soft_reset = Public.get('soft_reset')
if restart then
cause_msg = 'restart'
elseif shutdown then
cause_msg = 'shutdown'
elseif soft_reset then
cause_msg = 'soft-reset'
end
if game_restart_timer % 1800 == 0 then
if game_restart_timer > 0 then
Public.set('game_reset', true)
game.print('Game will ' .. cause_msg .. ' in ' .. game_restart_timer / 60 .. ' seconds!', {r = 0.22, g = 0.88, b = 0.22})
end
if soft_reset and game_restart_timer == 0 then
Public.set('game_reset_tick', nil)
-- Server.start_scenario('Fish_Defender')
Public.reset_game()
return
end
local announced_message = Public.get('announced_message')
if restart and game_restart_timer == 0 then
if not announced_message then
game.print('Soft-reset is disabled. Server will restart!', {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled. Server will restart!'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.start_scenario('Fish_Defender')
Public.set('announced_message', true)
return
end
end
if shutdown and game_restart_timer == 0 then
if not announced_message then
game.print('Soft-reset is disabled. Server is shutting down!', {r = 0.22, g = 0.88, b = 0.22})
local message = 'Soft-reset is disabled. Server is shutting down!'
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.stop_scenario()
Public.set('announced_message', true)
return
end
end
end
end
end
function Public.reset_game()
Public.reset_table()
local get_score = Score.get_table()
Poll.reset()
Difficulty.reset_difficulty_poll()
AntiGrief.reset_tables()
Public.set('fish_eye_location', {x = -1667, y = -50})
game.speed = 1
global.fish_in_space = 0
get_score.score_table = {}
local wave_grace_period = Public.get('wave_grace_period')
if not wave_grace_period then
wave_grace_period = game.tick + 72000
end
Difficulty.reset_difficulty_poll({difficulty_poll_closing_timeout = wave_grace_period})
local difficulties = {
[1] = {
name = 'Easy',
value = 0.75,
color = {r = 0.00, g = 0.25, b = 0.00},
print_color = {r = 0.00, g = 0.4, b = 0.00},
enabled = true
},
[2] = {
name = 'Normal',
value = 1,
color = {r = 0.00, g = 0.00, b = 0.25},
print_color = {r = 0.0, g = 0.0, b = 0.5}
},
[3] = {
name = 'Hard',
value = 1.5,
color = {r = 0.25, g = 0.00, b = 0.00},
print_color = {r = 0.4, g = 0.0, b = 0.00}
},
[4] = {
name = 'Nightmare',
value = 3,
color = {r = 0.35, g = 0.00, b = 0.00},
print_color = {r = 0.6, g = 0.0, b = 0.00}
},
[5] = {
name = 'Impossible',
value = 5,
color = {r = 0.45, g = 0.00, b = 0.00},
print_color = {r = 0.8, g = 0.0, b = 0.00}
}
}
Difficulty.set_difficulties(difficulties)
local players = game.connected_players
for i = 1, #players do
local player = players[i]
Score.init_player_table(player)
if player.gui.left['fish_defense_game_lost'] then
player.gui.left['fish_defense_game_lost'].destroy()
end
if player.gui.left['fish_in_space'] then
player.gui.left['fish_in_space'].destroy()
end
end
local offline_players = game.players
for i = 1, #offline_players do
local player = offline_players[i]
Session.clear_player(player)
end
--test idea
--local spawn_poses = {
-- {x = 0, y = 0},
-- {x = -512, y = 0},
-- {x = -512, y = 192},
-- {x = -512, y = -192}
--}
local map_gen_settings = {}
map_gen_settings.seed = random(10000, 99999)
map_gen_settings.starting_area = 0.1
--map_gen_settings.starting_points = spawn_poses
map_gen_settings.width = 4000
map_gen_settings.height = 1800
map_gen_settings.water = 0.10
map_gen_settings.terrain_segmentation = 3
map_gen_settings.cliff_settings = {cliff_elevation_interval = 32, cliff_elevation_0 = 32}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = 6, size = 1.2, richness = 1.5},
['stone'] = {frequency = 6, size = 1.2, richness = 1.5},
['copper-ore'] = {frequency = 6, size = 1.6, richness = 2},
['iron-ore'] = {frequency = 6, size = 1.6, richness = 2},
['uranium-ore'] = {frequency = 0, size = 0, richness = 0},
['crude-oil'] = {frequency = 5, size = 1.25, richness = 2},
['trees'] = {frequency = 3, size = 0.15, richness = 0.5},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
local active_surface_index = Public.get('active_surface_index')
if not active_surface_index then
Public.set('active_surface_index', game.create_surface('fish_defender', map_gen_settings).index)
active_surface_index = Public.get('active_surface_index')
else
Public.set('active_surface_index', Reset.soft_reset_map(game.surfaces[active_surface_index], map_gen_settings, starting_items).index)
active_surface_index = Public.get('active_surface_index')
end
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
for _, tile in pairs(surface.find_tiles_filtered({name = {'water', 'deepwater'}, area = {{-300, -256}, {300, 300}}})) do
surface.set_tiles({{name = Public.get_replacement_tile(surface, tile.position), position = {tile.position.x, tile.position.y}}}, true)
end
Unit_health_booster.set_active_surface(surface.name)
Unit_health_booster.check_on_entity_died(true)
Unit_health_booster.acid_nova(true)
Unit_health_booster.boss_spawns_projectiles(true)
Unit_health_booster.set('biter_health_boost', 2)
surface.peaceful_mode = false
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
--game.forces["player"].technologies["landfill"].enabled = false
if not game.forces.decoratives then
game.create_force('decoratives')
end
game.forces['decoratives'].set_cease_fire('enemy', true)
game.forces['enemy'].set_cease_fire('decoratives', true)
game.forces['player'].set_cease_fire('decoratives', true)
game.remove_offline_players()
game.map_settings.enemy_expansion.enabled = false
game.forces.player.technologies['artillery'].researched = false
game.forces.player.technologies['spidertron'].enabled = false
game.forces.player.technologies['spidertron'].researched = false
game.reset_time_played()
if not global.catplanet_goals then
global.catplanet_goals = {
{goal = 0, rank = false, achieved = true},
{
goal = 100,
rank = 'Copper',
color = {r = 201, g = 133, b = 6},
msg = 'You have saved the first container of fish!',
msg2 = 'However, this is only the beginning.',
achieved = false
},
{
goal = 1000,
rank = 'Bronze',
color = {r = 186, g = 115, b = 39},
msg = 'Thankful for the fish, they sent back a toy mouse made of solid bronze!',
msg2 = 'They are demanding more.',
achieved = false
},
{
goal = 10000,
rank = 'Silver',
color = {r = 186, g = 178, b = 171},
msg = 'In gratitude for the fish, they left you a silver furball!',
msg2 = 'They are still longing for more.',
achieved = false
},
{
goal = 25000,
rank = 'Gold',
color = {r = 255, g = 214, b = 33},
msg = 'Pleased about the delivery, they sent back a golden audiotape with cat purrs.',
msg2 = 'They still demand more.',
achieved = false
},
{
goal = 50000,
rank = 'Platinum',
color = {r = 224, g = 223, b = 215},
msg = 'To express their infinite love, they sent back a yarnball made of shiny material.',
msg2 = 'Defying all logic, they still demand more fish.',
achieved = false
},
{
goal = 100000,
rank = 'Diamond',
color = {r = 237, g = 236, b = 232},
msg = 'A box arrives with a mewing kitten, it a has a diamond collar.',
msg2 = 'More fish? Why? What..',
achieved = false
},
{
goal = 250000,
rank = 'Anti-matter',
color = {r = 100, g = 100, b = 245},
msg = 'The obese cat collapses and forms a black hole!',
msg2 = ':obese:',
achieved = false
},
{
goal = 500000,
rank = 'Black Hole',
color = {r = 100, g = 100, b = 245},
msg = 'A letter arrives, it reads: Go to bed hooman!',
msg2 = 'Not yet...',
achieved = false
},
{
goal = 1000000,
rank = 'Blue Screen',
color = {r = 100, g = 100, b = 245},
msg = 'Cat error #4721',
msg2 = '....',
achieved = false
},
{goal = 10000000, rank = 'Blue Screen', color = {r = 100, g = 100, b = 245}, msg = '....', msg2 = '....', achieved = false}
}
end
end
function Public.on_init()
Public.reset_game()
local T = Map.Pop_info()
T.localised_category = 'fish_defender'
T.main_caption_color = {r = 0.11, g = 0.8, b = 0.44}
T.sub_caption_color = {r = 0.33, g = 0.66, b = 0.9}
end
local function on_tick()
local active_surface_index = Public.get('active_surface_index')
local surface = game.surfaces[active_surface_index]
if not surface or not surface.valid then
return
end
local tick = game.tick
if tick % 30 == 0 then
has_the_game_ended()
local market = Public.get('market')
if market and market.valid then
for _, player in pairs(game.connected_players) do
if surface.peaceful_mode == false then
create_wave_gui(player)
end
end
end
if tick % 180 == 0 then
if surface then
game.forces.player.chart(surface, {{-160, -130}, {160, 179}})
Public.set('wave_interval', Public.get_current_difficulty_wave_interval())
end
end
local wave_count = Public.get('wave_count')
local wave_limit = Public.get('wave_limit')
if wave_count >= wave_limit then
if market and market.valid then
market.die()
game.print('Game won!', {r = 0.22, g = 0.88, b = 0.22})
game.print('Game wave limit reached! Game will soft-reset shortly.', {r = 0.22, g = 0.88, b = 0.22})
end
end
local spawn_area_generated = Public.get('spawn_area_generated')
local fish = Public.get('fish_eye')
if spawn_area_generated and not fish then
fish_eye(surface, {x = -1667, y = -50})
end
end
local wave_interval = Public.get('wave_interval')
if tick % wave_interval == wave_interval - 1 then
if surface.peaceful_mode == true then
return
end
biter_attack_wave()
end
end
local on_init = Public.on_init
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_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)
return Public