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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-04 00:15:45 +02:00
ComfyFactorio/maps/mountain_fortress_v2/main.lua
2022-05-14 19:15:51 +02:00

613 lines
21 KiB
Lua

--luacheck: ignore
-- Mountain digger fortress, protect the cargo wagon! -- by MewMew
global.offline_loot = true
local darkness = false
require 'functions.soft_reset'
require 'functions.basic_markets'
local Gui = require 'utils.gui'
local Map_score = require 'utils.gui.map_score'
local Collapse = require 'modules.collapse'
local RPG = require 'modules.rpg'
require 'modules.wave_defense.main'
require 'modules.biters_yield_coins'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.shotgun_buff'
local Explosives = require 'modules.explosives'
require 'modules.mineable_wreckage_yields_scrap'
require 'modules.rocks_broken_paint_tiles'
require 'modules.rocks_heal_over_time'
require 'modules.rocks_yield_ore_veins'
local level_depth = require 'maps.mountain_fortress_v2.terrain'
local Immersive_cargo_wagons = require 'modules.immersive_cargo_wagons.main'
require 'maps.mountain_fortress_v2.flamethrower_nerf'
local BiterRolls = require 'modules.wave_defense.biter_rolls'
local BiterHealthBooster = require 'modules.biter_health_booster'
local Reset = require 'functions.soft_reset'
local Pets = require 'modules.biter_pets'
local Map = require 'modules.map_info'
local WD = require 'modules.wave_defense.table'
local Treasure = require 'maps.mountain_fortress_v2.treasure'
local Locomotive = require 'maps.mountain_fortress_v2.locomotive'
local Modifier = require 'utils.player_modifiers'
local math_random = math.random
local math_abs = math.abs
local math_floor = math.floor
local Public = {}
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16, ['wood'] = 16, ['explosives'] = 32}
local treasure_chest_messages = {
"You notice an old crate within the rubble. It's filled with treasure!",
"You find a chest underneath the broken rocks. It's filled with goodies!",
'We has found the precious!'
}
local function game_over()
game.print('The Fish Wagon was destroyed!!')
local wave_defense_table = WD.get_table()
wave_defense_table.game_lost = true
wave_defense_table.target = nil
global.game_reset_tick = game.tick + 1800
for _, player in pairs(game.connected_players) do
player.play_sound {path = 'utility/game_lost', volume_modifier = 0.80}
Gui.call_existing_tab(player, 'Map Scores')
end
end
local function set_scores()
local fish_wagon = global.locomotive_cargo
if not fish_wagon then
return
end
if not fish_wagon.valid then
return
end
local score = math_floor(fish_wagon.position.y * -1)
for _, player in pairs(game.connected_players) do
if score > Map_score.get_score(player) then
Map_score.set_score(player, score)
end
end
end
local function disable_recipes()
local force = game.forces.player
force.recipes['cargo-wagon'].enabled = false
force.recipes['fluid-wagon'].enabled = false
force.recipes['artillery-wagon'].enabled = false
force.recipes['locomotive'].enabled = false
force.recipes['pistol'].enabled = false
end
local function set_difficulty()
local wave_defense_table = WD.get_table()
local player_count = #game.connected_players
wave_defense_table.max_active_biters = 1024
-- threat gain / wave
wave_defense_table.threat_gain_multiplier = 1.9 + player_count * 0.1
local amount = player_count * 0.25 + 2
amount = math.floor(amount)
if amount > 6 then
amount = 6
end
Collapse.set_amount(amount)
wave_defense_table.wave_interval = 3600 - player_count * 60
if wave_defense_table.wave_interval < 1800 then
wave_defense_table.wave_interval = 1800
end
end
function Public.reset_map()
Immersive_cargo_wagons.reset()
for _, player in pairs(game.players) do
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
end
local wave_defense_table = WD.get_table()
global.chunk_queue = {}
global.offline_players = {}
local map_gen_settings = {
['seed'] = math_random(1, 1000000),
['width'] = level_depth,
['water'] = 0.1,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = true}
}
}
if not global.active_surface_index then
global.active_surface_index = game.create_surface('mountain_fortress', map_gen_settings).index
else
game.forces.player.set_spawn_position({-2, 16}, game.surfaces[global.active_surface_index])
global.active_surface_index = Reset.soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, starting_items).index
end
local surface = game.surfaces[global.active_surface_index]
Explosives.set_surface_whitelist({[surface.name] = true})
if darkness then
surface.min_brightness = 0.10
surface.brightness_visual_weights = {0.90, 0.90, 0.90}
surface.daytime = 0.42
surface.freeze_daytime = true
surface.solar_power_multiplier = 999
end
surface.request_to_generate_chunks({0, 0}, 2)
surface.force_generate_chunk_requests()
for x = -768 + 32, 768 - 32, 32 do
surface.request_to_generate_chunks({x, 96}, 1)
surface.force_generate_chunk_requests()
end
game.difficulty_settings.technology_price_multiplier = 0.5
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
game.map_settings.enemy_expansion.settler_group_max_size = 8
game.map_settings.enemy_expansion.settler_group_min_size = 16
game.map_settings.pollution.enabled = false
game.forces.player.technologies['land-mine'].enabled = false
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['fluid-wagon'].enabled = false
game.forces.player.technologies['railway'].researched = true
disable_recipes()
game.forces.player.set_spawn_position({-2, 16}, surface)
game.forces.enemy.set_ammo_damage_modifier('bullet', 1)
game.forces.enemy.set_turret_attack_modifier('gun-turret', 1)
Locomotive.locomotive_spawn(surface, {x = 0, y = 16})
WD.reset_wave_defense()
wave_defense_table.surface_index = global.active_surface_index
wave_defense_table.target = global.locomotive_cargo
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
game.reset_time_played()
Collapse.set_kill_entities(false)
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(level_depth)
Collapse.set_surface_index(surface.index)
Collapse.set_position({0, 130})
Collapse.set_direction('north')
RPG.rpg_reset_all_players()
set_difficulty()
end
local wagon_types = {
['cargo-wagon'] = true,
['artillery-wagon'] = true,
['fluid-wagon'] = true,
['locomotive'] = true
}
local function protect_train(event)
local entity = event.entity
if entity.force.index ~= 1 then
return
end --Player Force
if wagon_types[entity.type] then
if event.cause then
if event.cause.force.index == 2 then
return
end
end
event.entity.health = event.entity.health + event.final_damage_amount
end
end
local function biters_chew_rocks_faster(event)
if event.entity.force.index ~= 3 then
return
end --Neutral Force
if not event.cause then
return
end
if not event.cause.valid then
return
end
if event.cause.force.index ~= 2 then
return
end --Enemy Force
event.entity.health = event.entity.health - event.final_damage_amount * 5
end
local function hidden_biter(entity)
local surface = entity.surface
local h = math_floor(math_abs(entity.position.y))
local m = 1 / level_depth
local count = 64
for _ = 1, 2, 1 do
local c = math_floor(math_random(0, h + level_depth) * m) + 1
if c < count then
count = c
end
end
local position = surface.find_non_colliding_position('small-biter', entity.position, 16, 0.5)
if not position then
position = entity.position
end
BiterRolls.wave_defense_set_unit_raffle(h * 0.20)
for _ = 1, count, 1 do
local unit
if math_random(1, 3) == 1 then
unit = surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = position})
else
unit = surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = position})
end
if math_random(1, 128) == 1 then
BiterHealthBooster.add_boss_unit(unit, m * h + 5, 0.38)
end
end
end
local function hidden_worm(entity)
BiterRolls.wave_defense_set_worm_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.20)
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_worm_name(), position = entity.position})
end
local function hidden_biter_pet(event)
if math_random(1, 2048) ~= 1 then
return
end
BiterRolls.wave_defense_set_unit_raffle(math.sqrt(event.entity.position.x ^ 2 + event.entity.position.y ^ 2) * 0.25)
local unit
if math_random(1, 3) == 1 then
unit = event.entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = event.entity.position})
else
unit = event.entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = event.entity.position})
end
Pets.biter_pets_tame_unit(game.players[event.player_index], unit, true)
end
local function hidden_treasure(event)
if math_random(1, 320) ~= 1 then
return
end
game.players[event.player_index].print(treasure_chest_messages[math_random(1, #treasure_chest_messages)], {r = 0.98, g = 0.66, b = 0.22})
Treasure(event.entity.surface, event.entity.position, 'wooden-chest')
end
local projectiles = {'grenade', 'explosive-rocket', 'grenade', 'explosive-rocket', 'explosive-cannon-projectile'}
local function angry_tree(entity, cause)
if entity.type ~= 'tree' then
return
end
if math.abs(entity.position.y) < level_depth then
return
end
if math_random(1, 4) == 1 then
hidden_biter(entity)
end
if math_random(1, 8) == 1 then
hidden_worm(entity)
end
if math_random(1, 16) ~= 1 then
return
end
local position = false
if cause then
if cause.valid then
position = cause.position
end
end
if not position then
position = {entity.position.x + (-20 + math_random(0, 40)), entity.position.y + (-20 + math_random(0, 40))}
end
entity.surface.create_entity(
{
name = projectiles[math_random(1, 5)],
position = entity.position,
force = 'neutral',
source = entity.position,
target = position,
max_range = 16,
speed = 0.01
}
)
end
local function give_coin(player)
player.insert({name = 'coin', count = 1})
end
local function on_player_mined_entity(event)
if not event.entity.valid then
return
end
if event.entity.force.index ~= 3 then
return
end
if event.entity.type == 'simple-entity' then
give_coin(game.players[event.player_index])
if math_random(1, 30) == 1 then
hidden_biter(event.entity)
return
end
if math_random(1, 512) == 1 then
hidden_worm(event.entity)
return
end
hidden_biter_pet(event)
hidden_treasure(event)
end
angry_tree(event.entity, game.players[event.player_index].character)
end
local function on_pre_player_left_game(event)
local player = game.players[event.player_index]
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.character then
global.offline_players[#global.offline_players + 1] = {index = event.player_index, tick = game.tick}
end
end
local function on_entity_died(event)
if not event.entity.valid then
return
end
if event.entity == global.locomotive_cargo then
set_scores()
game_over()
event.entity.surface.spill_item_stack(event.entity.position, {name = 'raw-fish', count = 512}, false)
return
end
if event.cause then
if event.cause.valid then
if event.cause.force.index == 2 or event.cause.force.index == 3 then
return
end
end
end
if event.entity.force.index == 3 then
if event.entity.name == 'character' then
return
end
--local r_max = 15 - math.floor(math.abs(event.entity.position.y) / (level_depth * 0.5))
--if r_max < 3 then r_max = 3 end
if math_random(1, 8) == 1 then
hidden_biter(event.entity)
end
if math_random(1, 256) == 1 then
hidden_worm(event.entity)
end
angry_tree(event.entity, event.cause)
end
end
local function on_entity_damaged(event)
if not event.entity.valid then
return
end
protect_train(event)
if not event.entity.health then
return
end
biters_chew_rocks_faster(event)
--neutral_force_player_damage_resistance(event)
end
local function on_research_finished(event)
disable_recipes()
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots / level
local mining_speed_bonus = game.forces.player.mining_drill_productivity_bonus * 5 -- +50% speed / level
if event.research.force.technologies['steel-axe'].researched then
mining_speed_bonus = mining_speed_bonus + 0.5
end -- +50% speed for steel-axe research
event.research.force.manual_mining_speed_modifier = mining_speed_bonus
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
set_difficulty()
local surface = game.surfaces[global.active_surface_index]
if player.online_time == 0 then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
local icw = Immersive_cargo_wagons.get_table()
if player.surface.index ~= global.active_surface_index and not icw.trains[tonumber(player.surface.name)] then
player.character = nil
player.set_controller({type = defines.controllers.god})
player.create_character()
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
Modifier.update_single_modifier(player, 'character_mining_speed_modifier', 'mountain_fortress', 0.5)
Modifier.update_player_modifiers(player)
local tile = surface.get_tile(player.position)
if tile.valid then
if tile.name == 'out-of-map' then
player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
end
end
end
local function on_player_left_game(event)
set_difficulty()
end
local function offline_players()
local current_tick = game.tick
local players = global.offline_players
local surface = game.surfaces[global.active_surface_index]
if #players > 0 then
--log("nonzero offline players")
local later = {}
for i = 1, #players, 1 do
if players[i] and game.players[players[i].index] and game.players[players[i].index].connected then
--game.print("deleting already online character from list")
players[i] = nil
else
if players[i] and players[i].tick < game.tick - 54000 then
--log("spawning corpse")
local player_inv = {}
local items = {}
player_inv[1] = game.players[players[i].index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[players[i].index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[players[i].index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[players[i].index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[players[i].index].get_inventory(defines.inventory.character_trash)
local e = surface.create_entity({name = 'character', position = game.forces.player.get_spawn_position(surface), force = 'neutral'})
local inv = e.get_inventory(defines.inventory.character_main)
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then
items[#items + 1] = player_inv[ii][iii]
end
end
end
end
if #items > 0 then
for item = 1, #items, 1 do
if items[item].valid then
inv.insert(items[item])
end
end
game.print({'chronosphere.message_accident'}, {r = 0.98, g = 0.66, b = 0.22})
e.die('neutral')
else
e.destroy()
end
for ii = 1, 5, 1 do
if player_inv[ii].valid then
player_inv[ii].clear()
end
end
players[i] = nil
else
later[#later + 1] = players[i]
end
end
end
players = {}
if #later > 0 then
for i = 1, #later, 1 do
players[#players + 1] = later[i]
end
end
global.offline_players = players
end
end
local function tick()
local tick = game.tick
if tick % 30 == 0 then
if tick % 1800 == 0 then
if not Locomotive.set_player_spawn_and_refill_fish() and not global.game_reset_tick then
game_over()
end
local surface = game.surfaces[global.active_surface_index]
local position = surface.find_non_colliding_position('stone-furnace', Collapse.get_position(), 128, 1)
if position then
local wave_defense_table = WD.get_table()
wave_defense_table.spawn_position = position
end
if global.offline_loot then
offline_players()
end
set_scores()
end
if global.game_reset_tick then
if global.game_reset_tick < tick then
global.game_reset_tick = nil
require 'maps.mountain_fortress_v2.main'.reset_map()
end
return
end
Locomotive.fish_tag()
end
end
local function on_init()
local T = Map.Pop_info()
T.localised_category = 'mountain_fortress'
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
global.rocks_yield_ore_maximum_amount = 500
global.rocks_yield_ore_base_amount = 40
global.rocks_yield_ore_distance_modifier = 0.020
Explosives.set_destructible_tile('out-of-map', 1500)
Explosives.set_destructible_tile('water', 1000)
Explosives.set_destructible_tile('water-green', 1000)
Explosives.set_destructible_tile('deepwater-green', 1000)
Explosives.set_destructible_tile('deepwater', 1000)
Explosives.set_destructible_tile('water-shallow', 1000)
Explosives.set_destructible_tile('water-mud', 1000)
Map_score.set_score_description('Wagon distance reached:')
Public.reset_map()
end
local event = require 'utils.event'
event.on_init(on_init)
event.on_nth_tick(2, tick)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_left_game, on_player_left_game)
event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_research_finished, on_research_finished)
require 'modules.rocks_yield_ore'
return Public