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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/maps/biter_battles/biter_battles.lua
2024-10-22 21:47:11 +02:00

1711 lines
68 KiB
Lua

-- Biter Battles -- mewmew made this --
--luacheck:ignore
local Server = require 'utils.server'
local Score = require 'utils.gui.score'
local Global = require 'utils.global'
require 'modules.splice_double'
require 'modules.explosive_biters'
require 'modules.spawners_contain_biters'
require 'modules.custom_death_messages'
local biter_battles_terrain = require 'maps.biter_battles.biter_battles_terrain'
local event = require 'utils.event'
local math_random = math.random
local insert = table.insert
local traps = {}
Global.register(
traps,
function (t)
traps = t
end
)
local food_names = {
['automation-science-pack'] = 'automation science',
['logistic-science-pack'] = 'logistic science',
['military-science-pack'] = 'military science',
['chemical-science-pack'] = 'chemical science',
['production-science-pack'] = 'production science',
['utility-science-pack'] = 'utility science',
['space-science-pack'] = 'space science'
}
local food_values = {
['automation-science-pack'] = 0.00000100,
['logistic-science-pack'] = 0.00000292,
['military-science-pack'] = 0.00001225,
['chemical-science-pack'] = 0.00002392,
['production-science-pack'] = 0.00008000,
['utility-science-pack'] = 0.00013875,
['space-science-pack'] = 0.00042000
}
local function get_border_cords(f)
local a = { { -1000, -1000 }, { 1000, -10 } }
if f == 'south' then
a = { { -1000, 10 }, { 1000, 1000 } }
end
local entities = game.surfaces['surface'].find_entities_filtered { area = a, force = f }
if not entities then
return
end
local x_top = entities[1].position.x
local y_top = entities[1].position.y
local x_bot = entities[1].position.x
local y_bot = entities[1].position.y
for _, e in pairs(entities) do
if e.position.x < x_top then
x_top = e.position.x
end
if e.position.y < y_top then
y_top = e.position.y
end
if e.position.x > x_bot then
x_bot = e.position.x
end
if e.position.y > y_bot then
y_bot = e.position.y
end
end
storage.force_area[f] = {}
storage.force_area[f].x_top = x_top
storage.force_area[f].y_top = y_top
storage.force_area[f].x_bot = x_bot
storage.force_area[f].y_bot = y_bot
--game.print(x_top .. " " .. y_top .. " , ".. x_bot .. " " .. y_bot)
end
local function create_biter_battle_sprite_button(player)
if player.gui.top.biter_battle_toggle_menu_button == nil then
local button = player.gui.top.add { name = 'biter_battle_toggle_menu_button', type = 'sprite-button', sprite = 'entity/behemoth-spitter' }
button.style.font = 'default-bold'
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
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(force)
local get_score = Score.get_table().score_table
if not get_score[force] then
return false
end
local score = get_score[force]
local score_list = {}
for _, p in pairs(game.players) do
if score.players[p.name] then
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
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 show_mvps(player)
local get_score = Score.get_table().score_table
if not get_score then
return
end
if player.gui.left['mvps'] then
return
end
local frame = player.gui.left.add({ type = 'frame', name = 'mvps', direction = 'vertical' })
local l = frame.add({ type = 'label', caption = 'MVPs - North:' })
l.style.font = 'default-listbox'
l.style.font_color = { r = 0.55, g = 0.55, b = 0.99 }
local t = frame.add({ type = 'table', column_count = 2 })
local mvp = get_mvps('north')
if mvp then
local l = t.add({ type = 'label', caption = '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 = '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 = '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 storage.results_sent_north then
local result = {}
insert(result, 'NORTH: \\n')
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.to_discord_embed(message)
storage.results_sent_north = true
end
end
local l = frame.add({ type = 'label', caption = 'MVPs - South:' })
l.style.font = 'default-listbox'
l.style.font_color = { r = 0.99, g = 0.33, b = 0.33 }
local t = frame.add({ type = 'table', column_count = 2 })
local mvp = get_mvps('south')
if mvp then
local l = t.add({ type = 'label', caption = '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 = '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 = '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 storage.results_sent_south then
local result = {}
insert(result, 'SOUTH: \\n')
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.to_discord_embed(message)
storage.results_sent_south = true
end
end
end
local function create_biter_battle_menu(player)
if storage.rocket_silo_destroyed then
local frame = player.gui.left.add { type = 'frame', name = 'victory_popup', direction = 'vertical' }
local l = frame.add { type = 'label', caption = storage.rocket_silo_destroyed, single_line = false, name = 'victory_caption' }
l.style.font = 'default-listbox'
l.style.font_color = { r = 0.98, g = 0.66, b = 0.22 }
l.style.top_padding = 10
l.style.left_padding = 20
l.style.right_padding = 20
l.style.bottom_padding = 10
show_mvps(player)
return
end
if player.gui.left['biter_battle_menu'] then
player.gui.left['biter_battle_menu'].destroy()
end
local frame = player.gui.left.add { type = 'frame', name = 'biter_battle_menu', direction = 'vertical' }
if player.force.name == 'north' or player.force.name == 'south' then
frame.add { type = 'table', name = 'biter_battle_table', column_count = 4 }
local t = frame.biter_battle_table
local foods = {
'automation-science-pack',
'logistic-science-pack',
'military-science-pack',
'chemical-science-pack',
'production-science-pack',
'utility-science-pack',
'space-science-pack',
'raw-fish'
}
local food_tooltips = { '1 Calorie', '3 Calories', '12 Calories', '24 Calories', '80 Calories', '138 Calories', '420 Calories', 'Send spy' }
local x = 1
for _, f in pairs(foods) do
local s = t.add { type = 'sprite-button', name = f, sprite = 'item/' .. f }
s.tooltip = { '', food_tooltips[x] }
x = x + 1
end
end
if player.force.name == 'player' then
local b = frame.add { type = 'label', caption = 'Defend your team´s rocket silo!' }
b.style.font = 'default-bold'
b.style.font_color = { r = 0.98, g = 0.66, b = 0.22 }
local b = frame.add { type = 'label', caption = 'Feed the enemy team´s biters to gain advantage!' }
b.style.font = 'default-bold'
b.style.font_color = { r = 0.98, g = 0.66, b = 0.22 }
frame.add { type = 'label', caption = '-----------------------------------------------------------' }
end
local t = frame.add { type = 'table', column_count = 3 }
local l = t.add { type = 'label', caption = 'Team North' }
l.style.font = 'default-bold'
l.style.font_color = { r = 0.55, g = 0.55, b = 0.99 }
local l = t.add { type = 'label', caption = ' - ' }
local l = t.add { type = 'label', caption = #game.forces['north'].connected_players .. ' Players ' }
l.style.font_color = { r = 0.22, g = 0.88, b = 0.22 }
if player.force.name ~= 'player' then
if storage.biter_battle_view_players[player.name] == true then
local t = frame.add { type = 'table', column_count = 4 }
for _, p in pairs(game.forces.north.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = 'label', caption = p.name }
l.style.font_color = color
end
end
local t = frame.add { type = 'table', column_count = 4 }
local l = t.add { type = 'label', caption = 'Nerf: ' }
l.style.minimal_width = 25
l.tooltip = 'Damage nerf of the team.'
local l = t.add { type = 'label', caption = math.round(storage.team_nerf['north'] * 100, 1) .. ' ' }
l.style.minimal_width = 40
l.style.font_color = { r = 0.66, g = 0.66, b = 0.99 }
l.style.font = 'default-bold'
local l = t.add { type = 'label', caption = ' Biter Rage: ' }
l.style.minimal_width = 25
l.tooltip = 'Increases damage and the amount of angry biters.'
local l = t.add { type = 'label', caption = math.round(storage.biter_rage['north'], 0) }
l.style.font_color = { r = 0.66, g = 0.66, b = 0.99 }
l.style.font = 'default-bold'
l.style.minimal_width = 25
end
if player.force.name == 'player' then
local c = 'JOIN NORTH'
local font_color = { r = 0.55, g = 0.55, b = 0.99 }
if storage.game_lobby_active then
font_color = { r = 0.7, g = 0.7, b = 0.7 }
c = c .. ' (waiting for players... '
c = c .. math.round((storage.game_lobby_timeout - game.tick) / 60, 0)
c = c .. ')'
end
local t = frame.add { type = 'table', column_count = 4 }
for _, p in pairs(game.forces.north.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = 'label', caption = p.name }
l.style.font_color = color
end
local b = frame.add { type = 'sprite-button', name = 'join_north_button', caption = c }
b.style.font = 'default-large-bold'
b.style.font_color = font_color
b.style.minimal_width = 350
frame.add { type = 'label', caption = '-----------------------------------------------------------' }
else
frame.add { type = 'label', caption = '--------------------------' }
end
local t = frame.add { type = 'table', column_count = 3 }
local l = t.add { type = 'label', caption = 'Team South' }
l.style.font = 'default-bold'
l.style.font_color = { r = 0.99, g = 0.33, b = 0.33 }
local l = t.add { type = 'label', caption = ' - ' }
local l = t.add { type = 'label', caption = #game.forces['south'].connected_players .. ' Players ' }
l.style.font_color = { r = 0.22, g = 0.88, b = 0.22 }
if player.force.name ~= 'player' then
if storage.biter_battle_view_players[player.name] == true then
local t = frame.add { type = 'table', column_count = 4 }
for _, p in pairs(game.forces.south.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = 'label', caption = p.name }
l.style.font_color = color
end
end
local t = frame.add { type = 'table', column_count = 4 }
local l = t.add { type = 'label', caption = 'Nerf: ' }
l.tooltip = 'Damage nerf of the team.'
l.style.minimal_width = 25
local l = t.add { type = 'label', caption = math.round(storage.team_nerf['south'] * 100, 1) .. ' ' }
l.style.minimal_width = 40
l.style.font_color = { r = 0.99, g = 0.44, b = 0.44 }
l.style.font = 'default-bold'
local l = t.add { type = 'label', caption = ' Biter Rage: ' }
l.style.minimal_width = 25
l.tooltip = 'Increases damage and the amount of angry biters.'
local l = t.add { type = 'label', caption = math.round(storage.biter_rage['south'], 0) }
l.style.font_color = { r = 0.99, g = 0.44, b = 0.44 }
l.style.font = 'default-bold'
l.style.minimal_width = 25
end
if player.force.name == 'player' then
local c = 'JOIN SOUTH'
local font_color = { r = 0.99, g = 0.33, b = 0.33 }
if storage.game_lobby_active then
font_color = { r = 0.7, g = 0.7, b = 0.7 }
c = c .. ' (waiting for players... '
c = c .. math.round((storage.game_lobby_timeout - game.tick) / 60, 0)
c = c .. ')'
end
local t = frame.add { type = 'table', column_count = 4 }
for _, p in pairs(game.forces.south.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = 'label', caption = p.name }
l.style.font_color = color
end
local b = frame.add { type = 'sprite-button', name = 'join_south_button', caption = c }
b.style.font = 'default-large-bold'
b.style.font_color = font_color
b.style.minimal_width = 350
end
if storage.team_chosen[player.name] then
local t = frame.add { type = 'table', column_count = 2 }
if player.force.name == 'spectator' then
local b = t.add { type = 'sprite-button', name = 'biter_battle_leave_spectate', caption = 'Join Team' }
else
local b = t.add { type = 'sprite-button', name = 'biter_battle_spectate', caption = 'Spectate' }
end
if storage.biter_battle_view_players[player.name] == true then
local b = t.add { type = 'sprite-button', name = 'biter_battle_hide_players', caption = 'Playerlist' }
else
local b = t.add { type = 'sprite-button', name = 'biter_battle_view_players', caption = 'Playerlist' }
end
for _, b in pairs(t.children) do
b.style.font = 'default-bold'
b.style.font_color = { r = 0.98, g = 0.66, b = 0.22 }
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
b.style.maximal_height = 30
b.style.minimal_width = 86
end
end
end
local function refresh_gui()
for _, player in pairs(game.connected_players) do
local frame = player.gui.left['biter_battle_menu']
if (frame) then
frame.destroy()
create_biter_battle_menu(player)
end
end
end
local function join_team(player, team)
local surface = game.surfaces['surface']
local enemy_team = 'south'
if team == 'south' then
enemy_team = 'north'
end
if team == 'north' or team == 'south' then
if #game.forces[team].connected_players > #game.forces[enemy_team].connected_players and storage.team_chosen[player.name] == nil then
player.print('Team ' .. team .. ' has too many players currently.', { r = 0.98, g = 0.66, b = 0.22 })
else
player.teleport(surface.find_non_colliding_position('character', game.forces[team].get_spawn_position(surface), 3, 1))
player.force = game.forces[team]
if storage.team_chosen[player.name] then
local p = game.permissions.get_group('Default')
p.add_player(player.name)
game.print('Team ' .. player.force.name .. ' player ' .. player.name .. ' is no longer spectating.', { r = 0.98, g = 0.66, b = 0.22 })
else
game.print(player.name .. ' has joined team ' .. player.force.name .. '!', { r = 0.98, g = 0.66, b = 0.22 })
local i = player.get_inventory(defines.inventory.character_main)
player.insert { name = 'pistol', count = 1 }
player.insert { name = 'raw-fish', count = 3 }
player.insert { name = 'firearm-magazine', count = 16 }
player.insert { name = 'iron-gear-wheel', count = 4 }
player.insert { name = 'iron-plate', count = 8 }
storage.team_chosen[player.name] = team
end
end
end
if team == 'spectator' then
player.teleport(surface.find_non_colliding_position('character', { 0, 0 }, 2, 1))
player.force = game.forces[team]
game.print(player.name .. ' is spectating.', { r = 0.98, g = 0.66, b = 0.22 })
local permission_group = game.permissions.get_group('spectator')
if not permission_group then
permission_group = game.permissions.create_group('spectator')
for action_name, _ in pairs(defines.input_action) do
permission_group.set_allows_action(defines.input_action[action_name], false)
end
permission_group.set_allows_action(defines.input_action.write_to_console, true)
permission_group.set_allows_action(defines.input_action.gui_click, true)
permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true)
permission_group.set_allows_action(defines.input_action.start_walking, true)
permission_group.set_allows_action(defines.input_action.open_kills_gui, true)
permission_group.set_allows_action(defines.input_action.open_character_gui, true)
--permission_group.set_allows_action(defines.input_action.open_equipment_gui, true)
permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true)
end
permission_group.add_player(player.name)
storage.spectator_spam_protection[player.name] = game.tick
end
refresh_gui()
end
local function reveal_team(f)
local m = 32
if f == 'north' then
game.forces['south'].chart(game.surfaces['surface'], { { x = storage.force_area[f].x_top - m, y = storage.force_area[f].y_top - m }, { x = storage.force_area[f].x_bot + m, y = storage.force_area[f].y_bot + m } })
else
game.forces['north'].chart(game.surfaces['surface'], { { x = storage.force_area[f].x_top - m, y = storage.force_area[f].y_top - m }, { x = storage.force_area[f].x_bot + m, y = storage.force_area[f].y_bot + m } })
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not storage.horizontal_border_width then
storage.horizontal_border_width = 16
end
if not storage.biter_battles_init_done then
local map_gen_settings = {}
map_gen_settings.water = 'none'
map_gen_settings.starting_area = '5'
map_gen_settings.cliff_settings = { cliff_elevation_interval = 12, cliff_elevation_0 = 32 }
map_gen_settings.autoplace_controls = {
['coal'] = { frequency = '0.8', size = '1', richness = '0.3' },
['stone'] = { frequency = '0.8', size = '1', richness = '0.3' },
['copper-ore'] = { frequency = '0.8', size = '2', richness = '0.3' },
['iron-ore'] = { frequency = '0.8', size = '2', richness = '0.3' },
['crude-oil'] = { frequency = '0.8', size = '2', richness = '0.4' },
['trees'] = { frequency = '0.8', size = '0.5', richness = '0.3' },
['enemy-base'] = { frequency = '0.8', size = '1', richness = '0.4' }
}
game.create_surface('surface', map_gen_settings)
game.map_settings.enemy_evolution.time_factor = 0.000004
game.map_settings.enemy_evolution.destroy_factor = 0.0035
game.map_settings.enemy_evolution.pollution_factor = 0.0000025
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.min_expansion_cooldown = 18000
game.map_settings.enemy_expansion.max_expansion_cooldown = 72000
local surface = game.surfaces['surface']
game.create_force('north')
game.create_force('south')
game.create_force('spectator')
--game.create_force("map_pregen")
storage.game_lobby_active = true
storage.game_lobby_timeout = 599940
storage.biter_battle_view_players = {}
storage.spectator_spam_protection = {}
storage.force_area = {}
storage.team_chosen = {}
storage.team_nerf = {}
storage.biter_rage = {}
storage.spy_fish_timeout = {}
local force_names = { 'north', 'south' }
for _, name in pairs(force_names) do
game.forces[name].technologies['artillery'].enabled = false
game.forces[name].technologies['artillery-shell-range-1'].enabled = false
game.forces[name].technologies['artillery-shell-speed-1'].enabled = false
--game.forces[name].technologies["refined-flammables-1"].enabled = false
--game.forces[name].technologies["refined-flammables-2"].enabled = false
--game.forces[name].technologies["refined-flammables-3"].enabled = false
game.forces[name].technologies['refined-flammables-4'].enabled = false
game.forces[name].technologies['refined-flammables-5'].enabled = false
game.forces[name].technologies['refined-flammables-6'].enabled = false
game.forces[name].technologies['refined-flammables-7'].enabled = false
game.forces[name].technologies['atomic-bomb'].enabled = false
storage.team_nerf[name] = 0
storage.biter_rage[name] = 0
game.forces[name].set_turret_attack_modifier('flamethrower-turret', -0.5)
--game.forces[name].set_ammo_damage_modifier("artillery-shell", -0.95)
game.forces[name].set_ammo_damage_modifier('shotgun-shell', 0.5)
game.forces[name].research_queue_enabled = true
end
game.forces['spectator'].technologies['toolbelt'].researched = true
local f = game.forces['north']
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.share_chart = true
f.set_spawn_position({ 0, -26 }, surface)
local f = game.forces['south']
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.share_chart = true
f.set_spawn_position({ 0, 26 }, surface)
local f = game.forces['spectator']
f.set_spawn_position({ 0, 0 }, surface)
f.set_friend('north', true)
f.set_friend('south', true)
local f = game.forces['player']
f.set_spawn_position({ 0, 0 }, surface)
storage.biter_battles_init_done = true
end
if storage.game_lobby_active then
if #game.connected_players > 1 then
storage.game_lobby_timeout = game.tick + 7200
end
end
if player.online_time < 5 and game.surfaces['surface'].is_chunk_generated({ 0, 0 }) then
player.teleport(game.surfaces['surface'].find_non_colliding_position('character', { 0, 0 }, 2, 1), 'surface')
else
if not storage.team_chosen[player.name] then
player.teleport({ 0, 0 }, 'surface')
end
end
storage.biter_battle_view_players[player.name] = false
create_biter_battle_sprite_button(player)
create_biter_battle_menu(player)
refresh_gui()
end
local function on_player_created(event)
refresh_gui()
end
local function on_player_left_game(event)
if game.connected_players == 1 and storage.game_lobby_active == true then
storage.game_lobby_timeout = game.tick + 599940
end
refresh_gui()
end
local function spy_fish(player)
local duration_per_unit = 1800
local i2 = player.get_inventory(defines.inventory.character_main)
local owned_fishes = i2.get_item_count('raw-fish')
owned_fishes = owned_fishes + i2.get_item_count('raw-fish')
if owned_fishes == 0 then
player.print('You have no fish in your inventory.', { r = 0.98, g = 0.66, b = 0.22 })
else
local x = i2.remove({ name = 'raw-fish', count = 1 })
if x == 0 then
i2.remove({ name = 'raw-fish', count = 1 })
end
local enemy_team = 'south'
if player.force.name == 'south' then
enemy_team = 'north'
end
if storage.spy_fish_timeout[player.force.name] then
storage.spy_fish_timeout[player.force.name] = storage.spy_fish_timeout[player.force.name] + duration_per_unit
player.print(math.round((storage.spy_fish_timeout[player.force.name] - game.tick) / 60, 0) .. ' seconds of enemy vision left.', { r = 0.98, g = 0.66, b = 0.22 })
else
get_border_cords(enemy_team)
game.print(player.name .. ' sent a fish to spy on ' .. enemy_team .. ' team!', { r = 0.98, g = 0.66, b = 0.22 })
storage.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit
end
end
end
local function feed_the_biters(food_type, player)
if player.force.name == 'player' then
return
end
if player.force.name == 'spectator' then
return
end
local surface = game.surfaces['surface']
local enemy_team = ''
if player.force.name == 'south' then
enemy_team = 'north'
end
if player.force.name == 'north' then
enemy_team = 'south'
end
local i = player.get_main_inventory()
local food_amount = i.remove(food_type)
while i.get_item_count(food_type) ~= 0 do
food_amount = food_amount + i.remove(food_type)
end
if food_amount == 0 then
local str = 'You have no ' .. food_names[food_type]
str = str .. ' flask in your inventory.'
player.print(str, { r = 0.98, g = 0.66, b = 0.22 })
else
if food_amount >= 20 then
local str = player.name .. ' fed '
str = str .. food_amount
str = str .. ' flasks of '
str = str .. food_names[food_type]
str = str .. ' juice to team '
str = str .. enemy_team
str = str .. '´s biters!'
game.print(str, { r = 0.98, g = 0.66, b = 0.22 })
else
local str = 'You fed '
str = str .. food_amount
str = str .. ' flask'
if food_amount > 1 then
str = str .. 's'
end
str = str .. ' of '
str = str .. food_names[food_type]
str = str .. ' juice to the enemy team´s biters.'
player.print(str, { r = 0.98, g = 0.66, b = 0.22 })
end
end
local nerf_gain = 0
local rage_gain = 0
if food_amount > 0 then
nerf_gain = food_values[food_type] * food_amount
--change these two numbers to your liking nerf and rage
local nerf_multiplier = 1
local rage_food_value = food_values[food_type] * 12500000 --10000000
--biter rage calculation
for x = 0, food_amount, 1 do
local rage_diminish_multiplier = 1 / (((storage.biter_rage[enemy_team] ^ 2.9) + 8000) / 500)
storage.biter_rage[enemy_team] = storage.biter_rage[enemy_team] + (rage_food_value * rage_diminish_multiplier)
end
storage.team_nerf[enemy_team] = storage.team_nerf[enemy_team] + (nerf_gain * nerf_multiplier)
local lowest_possible_modifier = -0.95
local ammo_types = { 'grenade', 'bullet', 'artillery-shell', 'flamethrower', 'cannon-shell', 'shotgun-shell', 'rocket', 'electric', 'laser-turret' }
local ammo_modifier = { 0.2, 0.8, 0, 0.8, 0.2, 0.2, 0.2, 0.2, 1.5 }
local turret_types = { 'flamethrower-turret', 'gun-turret' }
local turret_modifier = { 1, 0.8 }
local ammo_speed = { 'bullet', 'cannon-shell', 'shotgun-shell', 'rocket', 'laser-turret' }
local ammo_speed_modifier = { 0.3, 0.3, 0.3, 0.3, 0.3 }
-------------
local f = game.forces[enemy_team]
----------- -!!!!!--------------
local m = nerf_gain
local x = 1
for _, w in pairs(ammo_types) do
if f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x])
end
f.set_ammo_damage_modifier(w, m)
x = x + 1
end
local x = 1
for _, w in pairs(turret_types) do
if f.get_turret_attack_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_turret_attack_modifier(w) - (nerf_gain * turret_modifier[x])
end
f.set_turret_attack_modifier(w, m)
x = x + 1
end
local x = 1
for _, w in pairs(ammo_speed) do
if f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x])
end
f.set_gun_speed_modifier(w, m)
x = x + 1
end
refresh_gui()
end
end
local function on_gui_click(event)
if not (event and event.element and event.element.valid) then
return
end
local player = game.players[event.element.player_index]
local name = event.element.name
if (name == 'biter_battle_toggle_menu_button') then
local frame = player.gui.left['biter_battle_menu']
if (frame) then
frame.destroy()
else
create_biter_battle_menu(player)
end
end
if (name == 'automation-science-pack') then
feed_the_biters(name, player)
end
if (name == 'logistic-science-pack') then
feed_the_biters(name, player)
end
if (name == 'military-science-pack') then
feed_the_biters(name, player)
end
if (name == 'chemical-science-pack') then
feed_the_biters(name, player)
end
if (name == 'production-science-pack') then
feed_the_biters(name, player)
end
if (name == 'utility-science-pack') then
feed_the_biters(name, player)
end
if (name == 'space-science-pack') then
feed_the_biters(name, player)
end
if (name == 'raw-fish') then
spy_fish(player)
end
if (name == 'biter_battle_spectate') then
if player.position.y < 100 and player.position.y > -100 and player.position.x < 100 and player.position.x > -100 then
join_team(player, 'spectator')
else
player.print('You are too far away from spawn to spectate.', { r = 0.98, g = 0.66, b = 0.22 })
end
end
if (name == 'biter_battle_leave_spectate') and game.tick - storage.spectator_spam_protection[player.name] > 1800 then
join_team(player, storage.team_chosen[player.name])
end
if (name == 'biter_battle_leave_spectate') and game.tick - storage.spectator_spam_protection[player.name] < 1800 then
player.print('Not ready to return to your team yet. Please wait ' .. 30 - (math.round((game.tick - storage.spectator_spam_protection[player.name]) / 60, 0)) .. ' seconds.', { r = 0.98, g = 0.66, b = 0.22 })
end
if (name == 'biter_battle_hide_players') then
storage.biter_battle_view_players[player.name] = false
refresh_gui()
end
if (name == 'biter_battle_view_players') then
storage.biter_battle_view_players[player.name] = true
refresh_gui()
end
if not storage.terrain_init_done then
player.print('Waiting for spawn to generate.', { r = 0.98, g = 0.66, b = 0.22 })
return
end
if (name == 'join_north_button') and storage.game_lobby_active == false then
join_team(player, 'north')
end
if (name == 'join_south_button') and storage.game_lobby_active == false then
join_team(player, 'south')
end
if (name == 'join_north_button') and storage.game_lobby_active == true then
player.print('Waiting for more players to join the game.', { r = 0.98, g = 0.66, b = 0.22 })
end
if (name == 'join_south_button') and storage.game_lobby_active == true then
player.print('Waiting for more players to join the game.', { r = 0.98, g = 0.66, b = 0.22 })
end
if (name == 'join_north_button') and storage.game_lobby_active == true and player.admin == true then
join_team(player, 'north')
game.print('Lobby disabled, admin override.', { r = 0.98, g = 0.66, b = 0.22 })
storage.game_lobby_active = false
end
if (name == 'join_south_button') and storage.game_lobby_active == true and player.admin == true then
join_team(player, 'south')
game.print('Lobby disabled, admin override.', { r = 0.98, g = 0.66, b = 0.22 })
storage.game_lobby_active = false
end
end
local function create_fireworks_rocket(surface, position)
local particles = { 'coal-particle', 'copper-ore-particle', 'iron-ore-particle', 'stone-particle' }
local particle = particles[math_random(1, #particles)]
local m = math_random(16, 36)
local m2 = m * 0.005
for i = 1, 80, 1 do
surface.create_entity(
{
name = particle,
position = 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
if math_random(1, 16) ~= 1 then
return
end
surface.create_entity({ name = 'explosion', position = position })
end
local function on_entity_died(event)
if not storage.rocket_silo_destroyed then
if event.entity == storage.rocket_silo['south'] or event.entity == storage.rocket_silo['north'] then
if event.entity == storage.rocket_silo['south'] then
storage.rocket_silo_destroyed = 'North Team Won!'
else
storage.rocket_silo_destroyed = 'South Team Won!'
end
for _, player in pairs(game.connected_players) do
player.play_sound { path = 'utility/game_won', volume_modifier = 1 }
end
--fireworks
local radius = 96
for t = 1, 18000, 1 do
if not traps[game.tick + t] then
traps[game.tick + t] = {}
end
for x = 1, 4, 1 do
traps[game.tick + t][#traps[game.tick + t] + 1] = {
callback = 'create_fireworks_rocket',
params = { event.entity.surface, { x = radius - math_random(0, radius * 2), y = radius - math_random(0, radius * 2) } }
}
end
t = t + 1
end
refresh_gui()
end
end
end
local function get_valid_biters(requested_amount, y_modifier, pos_x, pos_y, radius_inc)
if not requested_amount then
return
end
if not y_modifier then
return
end
if not pos_x then
pos_x = 0
end
if not pos_y then
pos_y = 150 * y_modifier
end
local surface = game.surfaces['surface']
local biters_found = {}
local valid_biters = {}
if not radius_inc then
radius_inc = 100
end
for radius = radius_inc, 2000, radius_inc do
biters_found = surface.find_enemy_units({ pos_x, pos_y }, radius, 'player')
local x = 1
if y_modifier == -1 then
for _, biter in pairs(biters_found) do
if biter.position.y < 0 then
valid_biters[x] = biter
x = x + 1
end
end
else
for _, biter in pairs(biters_found) do
if biter.position.y > 0 then
valid_biters[x] = biter
x = x + 1
end
end
end
if #valid_biters >= requested_amount or radius == 2000 then
--game.print("seach radius:" .. radius .. " valid biters: " .. #valid_biters)
break
else
valid_biters = {}
end
end
radius_inc = nil
pos_x = nil
pos_y = nil
return valid_biters
end
local function biter_attack_silo(team, requested_amount, mode)
if not requested_amount then
return
end
if not team then
return
end
local surface = game.surfaces['surface']
local y_modifier = 1
if team == 'south' then
y_modifier = 1
end
if team == 'north' then
y_modifier = -1
end
local biters_selected_for_attack = {}
if not mode then
--local modes = {"spread", "ball", "line"}
local modes = { 'spread', 'ball' }
mode = modes[math_random(1, #modes)]
end
if mode == 'spread' then
local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150 * y_modifier, 500)
if #valid_biters < requested_amount then
valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500 * y_modifier, 500)
end
local f = math.floor(#valid_biters / requested_amount, 0)
if f < 1 then
f = 1
end
local x = 0
for y = f, #valid_biters, f do
x = x + 1
if not valid_biters[y] then
break
end
if #biters_selected_for_attack >= requested_amount then
break
end
biters_selected_for_attack[x] = valid_biters[y]
end
if math_random(1, 6) == 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({ type = defines.command.attack_area, destination = storage.biter_attack_main_target[team], radius = 12, distraction = defines.distraction.by_anything })
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({ type = defines.command.attack_area, destination = storage.biter_attack_main_target[team], radius = 12, distraction = defines.distraction.by_enemy })
end
end
if storage.biter_battles_debug then
game.players[1].print(#valid_biters .. ' valid biters found.')
game.players[1].print(#biters_selected_for_attack .. ' biter going for a spread attack')
end
end
--[[
if mode == "line" then
local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150*y_modifier, 500)
if #valid_biters < requested_amount then
valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500*y_modifier, 500)
end
local array_start = 1
local f = math.floor(#valid_biters/requested_amount,0)
if f >= 2 then
array_start = requested_amount * math_random(1,f-1)
if math_random(1,f) == 1 then array_start = 1 end
end
local x = 0
for y = array_start,#valid_biters,1 do
x = x + 1
if not valid_biters[y] then break end
if #biters_selected_for_attack >= requested_amount then break end
biters_selected_for_attack[x] = valid_biters[y]
end
if math_random(1,3) == 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=storage.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=storage.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
end
if storage.biter_battles_debug then
game.players[1].print(#valid_biters .. " valid biters found.")
game.players[1].print(#biters_selected_for_attack .. " going for a line attack, table start = " .. array_start)
end
end
]]
if mode == 'ball' then
local height = 0
local width = 0
local c = 0
local tolerance = 5
local distance_to_base_modifier = 2.6
local additional_empty_space_checks = 4
local additional_checks = additional_empty_space_checks
local gathering_point_x = 0
local gathering_point_y = 0
local r = math_random(1, 3) --pick a random side
if r == 1 or r == 2 then
--- determine base height
for pos_y = 0, 8192 * y_modifier, 32 * y_modifier do
if y_modifier == -1 then
c = surface.count_entities_filtered { area = { { -1024, pos_y - 32 }, { 1024, pos_y } }, force = team }
else
c = surface.count_entities_filtered { area = { { -1024, pos_y }, { 1024, pos_y + 32 } }, force = team }
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
height = pos_y - (32 * (additional_empty_space_checks) * y_modifier) + (32 * y_modifier)
break
end
else
additional_checks = additional_empty_space_checks
end
end
if height ~= 0 then
if y_modifier == -1 then
gathering_point_y = math_random(height, -32)
else
gathering_point_y = math_random(32, height)
end
else
if y_modifier == -1 then
gathering_point_y = math_random(-128, -32)
else
gathering_point_y = math_random(32, 128)
end
end
additional_empty_space_checks = 32
if r == 1 then
--west attack
local additional_checks = additional_empty_space_checks
for x = 0, -8192, -32 do
c = surface.count_entities_filtered { area = { { x - 32, gathering_point_y - 48 }, { x, gathering_point_y + 48 } }, force = team }
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_x = x + (32 * (additional_empty_space_checks - distance_to_base_modifier))
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
if r == 2 then
--east attack
local additional_checks = additional_empty_space_checks
for x = 32, 8192, 32 do
c = surface.count_entities_filtered { area = { { x - 32, gathering_point_y - 48 }, { x, gathering_point_y + 48 } }, force = team }
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_x = x - (32 * (additional_empty_space_checks - distance_to_base_modifier))
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
end
--vertical attack
if r == 3 then
--- determine base width
additional_checks = additional_empty_space_checks
local width_east = 0
for pos_x = 32, 4096, 32 do
if y_modifier == -1 then
c = surface.count_entities_filtered { area = { { pos_x - 32, -2048 }, { pos_x, 0 } }, force = team }
else
c = surface.count_entities_filtered { area = { { pos_x - 32, 0 }, { pos_x, 2048 } }, force = team }
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
width_east = pos_x - 32 * additional_empty_space_checks
break
end
else
additional_checks = additional_empty_space_checks
end
end
additional_checks = additional_empty_space_checks
local width_west = 0
for pos_x = 0, -4096, -32 do
if y_modifier == -1 then
c = surface.count_entities_filtered { area = { { pos_x - 32, -2048 }, { pos_x, 0 } }, force = team }
else
c = surface.count_entities_filtered { area = { { pos_x - 32, 0 }, { pos_x, 2048 } }, force = team }
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
width_west = (pos_x + 32 * additional_empty_space_checks) - 32
break
end
else
additional_checks = additional_empty_space_checks
end
end
if width_west ~= 0 and width_east ~= 0 then
gathering_point_x = math_random(width_west, width_east)
else
gathering_point_x = math_random(-64, 64)
end
additional_empty_space_checks = 32
--vertical attack --
local c = 0
local additional_checks = additional_empty_space_checks
for pos_y = 0, 8192 * y_modifier, 32 * y_modifier do
c = surface.count_entities_filtered { area = { { gathering_point_x - 48, pos_y - 32 }, { gathering_point_x + 48, pos_y } }, force = team }
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_y = pos_y - ((32 * (additional_empty_space_checks - distance_to_base_modifier)) * y_modifier)
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
valid_biters = get_valid_biters(requested_amount, y_modifier, gathering_point_x, gathering_point_y)
local f = math.floor(#valid_biters / requested_amount, 0)
if f < 1 then
f = 1
end
local x = 0
for y = f, #valid_biters, f do
x = x + 1
if not valid_biters[y] then
break
end
if #biters_selected_for_attack >= requested_amount then
break
end
biters_selected_for_attack[x] = valid_biters[y]
end
--alternate attack if there is water
local t =
surface.count_tiles_filtered {
area = { { gathering_point_x - 8, gathering_point_y - 8 }, { gathering_point_x + 8, gathering_point_y + 8 } },
name = { 'deepwater', 'water', 'water-green' }
}
if t > 8 then
if math_random(1, 6) ~= 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({ type = defines.command.attack_area, destination = storage.biter_attack_main_target[team], radius = 12, distraction = defines.distraction.by_enemy })
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({ type = defines.command.attack_area, destination = storage.biter_attack_main_target[team], radius = 12, distraction = defines.distraction.by_anything })
end
end
if storage.biter_battles_debug then
game.players[1].print('water found, doing alternate spread attack')
end
else
local biter_attack_group = surface.create_unit_group({ position = { gathering_point_x, gathering_point_y } })
for _, biter in pairs(biters_selected_for_attack) do
biter_attack_group.add_member(biter)
end
biter_attack_group.set_command({ type = defines.command.attack_area, destination = storage.biter_attack_main_target[team], radius = 12, distraction = defines.distraction.by_enemy })
if storage.biter_battles_debug then
game.players[1].print(#valid_biters .. ' valid biters found.')
game.players[1].print(#biters_selected_for_attack .. ' gathering at (x: ' .. gathering_point_x .. ' y: ' .. gathering_point_y .. ')')
end
end
end
mode = nil
end
local function clear_corpses()
for _, entity in pairs(game.surfaces['surface'].find_entities_filtered { type = 'corpse' }) do
if math_random(1, 3) == 1 then
entity.destroy()
end
end
end
local function send_near_biter_to_silo()
if not storage.rocket_silo then
return
end
game.surfaces['surface'].set_multi_command(
{
command = {
type = defines.command.attack,
target = storage.rocket_silo['north'],
distraction = defines.distraction.none
},
unit_count = 8,
force = 'enemy',
unit_search_distance = 64
}
)
game.surfaces['surface'].set_multi_command(
{
command = {
type = defines.command.attack,
target = storage.rocket_silo['south'],
distraction = defines.distraction.none
},
unit_count = 8,
force = 'enemy',
unit_search_distance = 64
}
)
end
local function on_tick(event)
if storage.rocket_silo_destroyed then
if not storage.game_restart_timeout then
storage.game_restart_timeout = 7200
end
if not storage.game_restart_timer_completed then
if game.tick % 900 == 0 then
if storage.game_restart_timeout > 0 then
game.print('Map will restart in ' .. math.ceil(storage.game_restart_timeout / 60) .. ' seconds!', { r = 0.22, g = 0.88, b = 0.22 })
end
storage.game_restart_timeout = storage.game_restart_timeout - 900
end
if storage.game_restart_timeout < 0 then
storage.game_restart_timer_completed = true
game.print('Map is restarting!', { r = 0.22, g = 0.88, b = 0.22 })
local message = 'Map is restarting! '
Server.to_discord_bold(table.concat { '*** ', message, ' ***' })
Server.start_scenario('Biter_Battles')
end
end
end
if not traps[game.tick] then
goto continue
end
for _, token in pairs(traps[game.tick]) do
local callback = token.callback
local params = token.params
if callback == 'create_fireworks_rocket' then
create_fireworks_rocket(params[1], params[2])
end
end
traps[game.tick] = nil
::continue::
if storage.spy_fish_timeout then
if storage.spy_fish_timeout['south'] then
if (storage.spy_fish_timeout['south'] - game.tick) % 300 == 0 then
reveal_team('north')
end
if game.tick - storage.spy_fish_timeout['south'] > 0 then
storage.spy_fish_timeout['south'] = nil
end
end
if storage.spy_fish_timeout['north'] then
if (storage.spy_fish_timeout['north'] - game.tick) % 300 == 0 then
reveal_team('south')
end
if game.tick - storage.spy_fish_timeout['north'] > 0 then
storage.spy_fish_timeout['north'] = nil
end
end
end
if game.tick % 12600 == 6300 then
clear_corpses()
if storage.biter_rage['north'] >= 1 then
local c = math.round(storage.biter_rage['north'], 0)
if c > 999 then
c = 999
end
biter_attack_silo('north', c)
end
send_near_biter_to_silo()
refresh_gui()
return
end
if game.tick % 12600 == 0 then
if storage.biter_rage['south'] >= 1 then
local c = math.round(storage.biter_rage['south'], 0)
if c > 999 then
c = 999
end
biter_attack_silo('south', c)
end
send_near_biter_to_silo()
refresh_gui()
return
end
if storage.game_lobby_active then
if game.tick % 60 == 0 then
if storage.game_lobby_timeout - game.tick <= 0 then
storage.game_lobby_active = false
end
refresh_gui()
end
end
--[[
---creating a auto fire delay for south artillery---
if storage.spawn_artillery["south"] then
if game.tick % 300 == 0 then
local i = storage.spawn_artillery["south"].get_inventory(defines.inventory.turret_ammo)
if i.get_item_count("artillery-shell") == 0 then
storage.spawn_artillery["south"].active = false
storage.spawn_artillery_south_activate = false
else
if storage.spawn_artillery_south_activate == true then
storage.spawn_artillery["south"].active = true
end
storage.spawn_artillery_south_activate = true
end
end
end]]
--
end
local function on_chunk_generated(event)
if storage.terrain_init_done then
return
end
local surface = game.surfaces['surface']
if event.surface ~= surface then
return
end
if event.area.left_top.x > 128 then
storage.rocket_silo = {}
storage.rocket_silo['north'] = surface.create_entity { name = 'rocket-silo', position = { 0, (storage.horizontal_border_width * 3.8) * -1 }, force = 'north' }
storage.rocket_silo['north'].minable = false
storage.rocket_silo['south'] = surface.create_entity { name = 'rocket-silo', position = { 0, storage.horizontal_border_width * 3.8 }, force = 'south' }
storage.rocket_silo['south'].minable = false
storage.biter_attack_main_target = {}
storage.biter_attack_main_target['north'] = storage.rocket_silo['north'].position
storage.biter_attack_main_target['south'] = storage.rocket_silo['south'].position
biter_battles_terrain.clear_spawn_ores()
biter_battles_terrain.generate_spawn_water_pond()
biter_battles_terrain.generate_spawn_ores('windows')
biter_battles_terrain.generate_market()
--biter_battles_terrain.generate_artillery()
surface.regenerate_decorative()
surface.regenerate_entity(
{
'tree-01',
'tree-02',
'tree-03',
'tree-04',
'tree-05',
'tree-06',
'tree-07',
'tree-08',
'tree-09',
'dead-dry-hairy-tree',
'dead-grey-trunk',
'dead-tree-desert',
'dry-hairy-tree',
'dry-tree',
'big-rock',
'huge-rock'
}
)
--surface.regenerate_entity({"dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","big-rock","huge-rock"})
local entities = surface.find_entities({ { -10, -10 }, { 10, 10 } })
for _, e in pairs(entities) do
if e.type == 'simple-entity' or e.type == 'resource' or e.type == 'tree' then
e.destroy()
end
end
surface.destroy_decoratives({ area = { { -10, -10 }, { 10, 10 } } })
game.print('Spawn generation done!', { r = 0.22, g = 0.99, b = 0.99 })
storage.terrain_init_done = true
end
end
----------share chat with player and spectator force-------------------
local function on_console_chat(event)
if not event.message then
return
end
if not event.player_index then
return
end
local player = game.players[event.player_index]
local color = {}
color = player.color
color.r = color.r * 0.6 + 0.35
color.g = color.g * 0.6 + 0.35
color.b = color.b * 0.6 + 0.35
color.a = 1
if player.force.name == 'north' then
game.forces.spectator.print(player.name .. ' (north): ' .. event.message, color)
game.forces.player.print(player.name .. ' (north): ' .. event.message, color)
end
if player.force.name == 'south' then
game.forces.spectator.print(player.name .. ' (south): ' .. event.message, color)
game.forces.player.print(player.name .. ' (south): ' .. event.message, color)
end
if player.force.name == 'player' then
game.forces.north.print(player.name .. ' (spawn): ' .. event.message, color)
game.forces.south.print(player.name .. ' (spawn): ' .. event.message, color)
game.forces.spectator.print(player.name .. ' (spawn): ' .. event.message, color)
end
if player.force.name == 'spectator' then
game.forces.north.print(player.name .. ' (spectator): ' .. event.message, color)
game.forces.south.print(player.name .. ' (spectator): ' .. event.message, color)
game.forces.player.print(player.name .. ' (spectator): ' .. event.message, color)
end
end
--------------------------------------
local function on_entity_damaged(event)
--[[
--flamethrower turret nerf
if event.cause then
if event.cause.name == "flamethrower-turret" and event.entity.force.name == "enemy" then
for i = 1, 2, 1 do
if event.cause.fluidbox[i] then
if event.cause.fluidbox[i].amount > 0.1 then
local fluid_name = event.cause.fluidbox[i].name
local new_amount = event.cause.fluidbox[i].amount - 0.25
if new_amount < 0 then new_amount = 0 end
event.cause.fluidbox[i] = {name = fluid_name, amount = new_amount}
end
end
end
end
end]]
--Biter rage damage modifier
if event.force.name == 'enemy' then
if event.entity.force.name == 'north' then
local additional_damage = event.final_damage_amount * math.round((storage.biter_rage['north'] / 3) / 100, 2)
event.entity.health = event.entity.health - additional_damage
return
end
if event.entity.force.name == 'south' then
local additional_damage = event.final_damage_amount * math.round((storage.biter_rage['south'] / 3) / 100, 2)
event.entity.health = event.entity.health - additional_damage
return
end
end
if event.entity.force.name == 'spectator' then
event.entity.health = event.entity.health + event.final_damage_amount
return
end
--Silo grief prevention
if event.entity == storage.rocket_silo['north'] then
if event.force.name == 'north' then
storage.rocket_silo['north'].health = storage.rocket_silo['north'].health + event.final_damage_amount
return
end
end
if event.entity == storage.rocket_silo['south'] then
if event.force.name == 'south' then
storage.rocket_silo['south'].health = storage.rocket_silo['south'].health + event.final_damage_amount
return
end
end
--Biter spawner damage reduction
if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then
if event.entity.health - event.final_damage_amount <= 0 then
event.entity.die(event.force.name)
end
event.entity.health = event.entity.health + event.final_damage_amount * (game.forces['enemy'].evolution_factor * 0.8)
return
end
end
--anti construction robot cheese
local function on_robot_built_entity(event)
if event.robot.force.name == 'north' then
if event.created_entity.position.y >= -1 * storage.horizontal_border_width / 2 then
local x = event.created_entity.position.x
local y = event.created_entity.position.y
event.created_entity.die('south')
search_for_ghost = game.surfaces['surface'].find_entities({ { x, y }, { x + 1, y + 1 } })
for _, e in pairs(search_for_ghost) do
if e.type == 'entity-ghost' then
e.time_to_live = 1
end
end
event.robot.die('south')
game.print('Team north´s drone had an accident.', { r = 0.98, g = 0.66, b = 0.22 })
end
end
if event.robot.force.name == 'south' then
if event.created_entity.position.y <= storage.horizontal_border_width / 2 then
local x = event.created_entity.position.x
local y = event.created_entity.position.y
event.created_entity.die('north')
search_for_ghost = game.surfaces['surface'].find_entities({ { x, y }, { x + 1, y + 1 } })
for _, e in pairs(search_for_ghost) do
if e.type == 'entity-ghost' then
e.time_to_live = 1
end
end
event.robot.die('north')
game.print('Team south´s drone had an accident.', { r = 0.98, g = 0.66, b = 0.22 })
end
end
end
local function on_marked_for_deconstruction(event)
if event.entity.name == 'fish' then
event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
end
end
local function on_rocket_launched(event)
local team = ' '
if event.rocket_silo.force.name == 'south' then
team = 'north'
end
if event.rocket_silo.force.name == 'north' then
team = 'south'
end
biter_attack_silo(team, 250, 'ball')
biter_attack_silo(team, 250, 'ball')
biter_attack_silo(team, 250, 'ball')
local str = 'A rocket launch scared the biters and triggered a huge attack on team '
str = str .. team
str = str .. '´s silo!!'
game.print(str, { r = 0.98, g = 0.01, b = 0.01 })
end
local function on_player_built_tile(event)
local placed_tiles = event.tiles
local player = game.players[event.player_index]
for _, t in pairs(placed_tiles) do
if t.old_tile.name == 'deepwater' and t.position.y <= storage.horizontal_border_width * 2 and t.position.y >= storage.horizontal_border_width * -1 * 2 then
local str = 'Team ' .. player.force.name
str = str .. '´s landfill vanished into the depths of the marianna trench.'
game.print(str, { r = 0.98, g = 0.66, b = 0.22 })
local tiles = {}
table.insert(tiles, { name = 'deepwater', position = t.position })
game.surfaces['surface'].set_tiles(tiles, true)
end
end
end
local function on_robot_built_tile(event)
local surface = event.robot.surface
for _, t in pairs(event.tiles) do
if t.old_tile.name == 'deepwater' and t.position.y <= storage.horizontal_border_width * 2 and t.position.y >= storage.horizontal_border_width * -1 * 2 then
local str = 'Team ' .. event.robot.force.name
str = str .. '´s landfill vanished into the depths of the marianna trench.'
game.print(str, { r = 0.98, g = 0.66, b = 0.22 })
local tiles = {}
table.insert(tiles, { name = 'deepwater', position = t.position })
surface.set_tiles(tiles, true)
end
end
end
local function on_research_finished(event)
--game.forces.north.recipes["flamethrower-turret"].enabled = false
--game.forces.south.recipes["flamethrower-turret"].enabled = false
end
event.add(defines.events.on_robot_built_tile, on_robot_built_tile)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_rocket_launched, on_rocket_launched)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_player_left_game, on_player_left_game)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_player_created, on_player_created)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_console_chat, on_console_chat)