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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_battles/biter_battles.lua
2019-10-28 17:38:36 +01:00

1502 lines
58 KiB
Lua

-- Biter Battles -- mewmew made this --
local Server = require 'utils.server'
require "on_tick_schedule"
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 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
global.force_area[f] = {}
global.force_area[f].x_top = x_top
global.force_area[f].y_top = y_top
global.force_area[f].x_bot = x_bot
global.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)
if not global.score[force] then return false end
local score = global.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)
if not global.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 global.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)
global.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 global.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)
global.results_sent_south = true
end
end
end
local function create_biter_battle_menu(player)
if global.rocket_silo_destroyed then
local frame = player.gui.left.add { type = "frame", name = "victory_popup", direction = "vertical" }
local l = frame.add { type = "label", caption = global.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 global.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(global.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(global.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 global.game_lobby_active then
font_color = { r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.round((global.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 global.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(global.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(global.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 global.game_lobby_active then
font_color = { r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.round((global.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 global.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 global.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 global.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 global.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}
global.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)
global.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 = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}})
else
game.forces["north"].chart(game.surfaces["surface"], {{x = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}})
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.horizontal_border_width then global.horizontal_border_width = 16 end
if not global.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")
global.game_lobby_active = true
global.game_lobby_timeout = 599940
global.biter_battle_view_players = {}
global.spectator_spam_protection = {}
global.force_area = {}
global.team_chosen = {}
global.team_nerf = {}
global.biter_rage = {}
global.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
global.team_nerf[name] = 0
global.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)
global.biter_battles_init_done = true
end
if global.game_lobby_active then
if #game.connected_players > 1 then global.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 global.team_chosen[player.name] then player.teleport({0,0}, "surface") end
end
global.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 global.game_lobby_active == true then
global.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 global.spy_fish_timeout[player.force.name] then
global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit
player.print(math.round((global.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})
global.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/(((global.biter_rage[enemy_team]^2.9)+8000)/500)
global.biter_rage[enemy_team] = global.biter_rage[enemy_team] + (rage_food_value*rage_diminish_multiplier)
end
global.team_nerf[enemy_team] = global.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 - global.spectator_spam_protection[player.name] > 1800 then join_team(player, global.team_chosen[player.name]) end
if (name == "biter_battle_leave_spectate") and game.tick - global.spectator_spam_protection[player.name] < 1800 then player.print("Not ready to return to your team yet. Please wait " .. 30-(math.round((game.tick - global.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
global.biter_battle_view_players[player.name] = false
refresh_gui()
end
if (name == "biter_battle_view_players") then
global.biter_battle_view_players[player.name] = true
refresh_gui()
end
if not global.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 global.game_lobby_active == false then join_team(player, "north") end
if (name == "join_south_button") and global.game_lobby_active == false then join_team(player, "south") end
if (name == "join_north_button") and global.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 global.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 global.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})
global.game_lobby_active = false
end
if (name == "join_south_button") and global.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})
global.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 global.rocket_silo_destroyed then
if event.entity == global.rocket_silo["south"] or event.entity == global.rocket_silo["north"] then
if event.entity == global.rocket_silo["south"] then
global.rocket_silo_destroyed = "North Team Won!"
else
global.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 global.on_tick_schedule[game.tick + t] then global.on_tick_schedule[game.tick + t] = {} end
for x = 1, 4, 1 do
global.on_tick_schedule[game.tick + t][#global.on_tick_schedule[game.tick + t] + 1] = {
func = create_fireworks_rocket,
args = {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=global.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=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
end
if global.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=global.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=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
end
if global.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=global.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=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
end
end
if global.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=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
if global.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 global.rocket_silo then return end
game.surfaces["surface"].set_multi_command({
command={
type=defines.command.attack,
target=global.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=global.rocket_silo["south"],
distraction=defines.distraction.none
},
unit_count = 8,
force = "enemy",
unit_search_distance=64
})
end
local function on_tick(event)
if global.rocket_silo_destroyed then
if not global.game_restart_timeout then global.game_restart_timeout = 7200 end
if not global.game_restart_timer_completed then
if game.tick % 900 == 0 then
if global.game_restart_timeout > 0 then
game.print("Map will restart in " .. math.ceil(global.game_restart_timeout / 60) .. " seconds!",{ r=0.22, g=0.88, b=0.22})
end
global.game_restart_timeout = global.game_restart_timeout - 900
end
if global.game_restart_timeout < 0 then
global.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 global.spy_fish_timeout then
if global.spy_fish_timeout["south"] then
if (global.spy_fish_timeout["south"] - game.tick) % 300 == 0 then
reveal_team("north")
end
if game.tick - global.spy_fish_timeout["south"] > 0 then
global.spy_fish_timeout["south"] = nil
end
end
if global.spy_fish_timeout["north"] then
if (global.spy_fish_timeout["north"] - game.tick) % 300 == 0 then
reveal_team("south")
end
if game.tick - global.spy_fish_timeout["north"] > 0 then
global.spy_fish_timeout["north"] = nil
end
end
end
if game.tick % 12600 == 6300 then
clear_corpses()
if global.biter_rage["north"] >= 1 then
local c = math.round(global.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 global.biter_rage["south"] >= 1 then
local c = math.round(global.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 global.game_lobby_active then
if game.tick % 60 == 0 then
if global.game_lobby_timeout-game.tick <= 0 then global.game_lobby_active = false end
refresh_gui()
end
end
--[[
---creating a auto fire delay for south artillery---
if global.spawn_artillery["south"] then
if game.tick % 300 == 0 then
local i = global.spawn_artillery["south"].get_inventory(defines.inventory.turret_ammo)
if i.get_item_count("artillery-shell") == 0 then
global.spawn_artillery["south"].active = false
global.spawn_artillery_south_activate = false
else
if global.spawn_artillery_south_activate == true then
global.spawn_artillery["south"].active = true
end
global.spawn_artillery_south_activate = true
end
end
end]]--
end
local function on_chunk_generated(event)
if global.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
global.rocket_silo = {}
global.rocket_silo["north"] = surface.create_entity {name="rocket-silo", position={0,(global.horizontal_border_width*3.8)*-1}, force="north"}
global.rocket_silo["north"].minable=false
global.rocket_silo["south"] = surface.create_entity {name="rocket-silo", position={0,global.horizontal_border_width*3.8}, force="south"}
global.rocket_silo["south"].minable=false
global.biter_attack_main_target = {}
global.biter_attack_main_target["north"] = global.rocket_silo["north"].position
global.biter_attack_main_target["south"] = global.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","rock-big","rock-huge"})
--surface.regenerate_entity({"dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","rock-big","rock-huge"})
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})
global.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((global.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((global.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 == global.rocket_silo["north"] then
if event.force.name == "north" then
global.rocket_silo["north"].health = global.rocket_silo["north"].health + event.final_damage_amount
return
end
end
if event.entity == global.rocket_silo["south"] then
if event.force.name == "south" then
global.rocket_silo["south"].health = global.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*global.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 <= global.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 <= global.horizontal_border_width*2 and t.position.y >= global.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 <= global.horizontal_border_width*2 and t.position.y >= global.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)