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https://github.com/ComfyFactory/ComfyFactorio.git
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378 lines
14 KiB
Lua
378 lines
14 KiB
Lua
-- Mountain digger fortress, protect the cargo wagon! -- by MewMew
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require "functions.soft_reset"
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require "functions.basic_markets"
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local RPG = require "modules.rpg"
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require "modules.wave_defense.main"
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require "modules.biters_yield_coins"
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require "modules.no_deconstruction_of_neutral_entities"
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require "modules.shotgun_buff"
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require "modules.explosives"
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require "modules.mineable_wreckage_yields_scrap"
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require "modules.rocks_broken_paint_tiles"
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require "modules.rocks_heal_over_time"
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require "modules.rocks_yield_ore_veins"
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local level_depth = require "maps.mountain_fortress_v2.terrain"
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local Collapse = require "maps.mountain_fortress_v2.collapse"
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require "maps.mountain_fortress_v2.flamethrower_nerf"
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local BiterRolls = require "modules.wave_defense.biter_rolls"
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local Reset = require "functions.soft_reset"
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local Pets = require "modules.biter_pets"
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local Map = require "modules.map_info"
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local WD = require "modules.wave_defense.table"
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local Treasure = require "maps.mountain_fortress_v2.treasure"
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local Locomotive = require "maps.mountain_fortress_v2.locomotive"
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local Modifier = require "player_modifiers"
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local math_random = math.random
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local Public = {}
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local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['rail'] = 16, ['wood'] = 16, ['explosives'] = 32}
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local treasure_chest_messages = {
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"You notice an old crate within the rubble. It's filled with treasure!",
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"You find a chest underneath the broken rocks. It's filled with goodies!",
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"We has found the precious!",
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}
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function Public.reset_map()
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local wave_defense_table = WD.get_table()
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global.chunk_queue = {}
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local map_gen_settings = {
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["seed"] = math_random(1, 1000000),
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["width"] = level_depth,
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["water"] = 0.1,
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["starting_area"] = 1,
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["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
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["default_enable_all_autoplace_controls"] = true,
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["autoplace_settings"] = {
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["entity"] = {treat_missing_as_default = false},
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["tile"] = {treat_missing_as_default = true},
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["decorative"] = {treat_missing_as_default = true},
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},
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}
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if not global.active_surface_index then
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global.active_surface_index = game.create_surface("mountain_fortress", map_gen_settings).index
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else
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game.forces.player.set_spawn_position({-2, 16}, game.surfaces[global.active_surface_index])
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global.active_surface_index = Reset.soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, starting_items).index
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end
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local surface = game.surfaces[global.active_surface_index]
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--surface.freeze_daytime = true
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--surface.daytime = 0.5
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surface.request_to_generate_chunks({0,0}, 2)
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surface.force_generate_chunk_requests()
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for x = -768 + 32, 768 - 32, 32 do
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surface.request_to_generate_chunks({x, 96}, 1)
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surface.force_generate_chunk_requests()
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end
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game.map_settings.enemy_evolution.destroy_factor = 0
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game.map_settings.enemy_evolution.pollution_factor = 0
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game.map_settings.enemy_evolution.time_factor = 0
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game.map_settings.enemy_expansion.enabled = true
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game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
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game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
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game.map_settings.enemy_expansion.settler_group_max_size = 8
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game.map_settings.enemy_expansion.settler_group_min_size = 16
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game.map_settings.pollution.enabled = false
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game.forces.player.technologies["land-mine"].enabled = false
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game.forces.player.technologies["landfill"].enabled = false
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game.forces.player.technologies["railway"].researched = true
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game.forces.player.set_spawn_position({-2, 16}, surface)
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Locomotive.locomotive_spawn(surface, {x = 0, y = 16})
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WD.reset_wave_defense()
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wave_defense_table.surface_index = global.active_surface_index
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wave_defense_table.target = global.locomotive_cargo
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wave_defense_table.nest_building_density = 32
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wave_defense_table.game_lost = false
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Collapse.init()
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RPG.rpg_reset_all_players()
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end
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local function protect_train(event)
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if event.entity.force.index ~= 1 then return end --Player Force
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if event.entity == global.locomotive_cargo then
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if event.cause then
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if event.cause.force.index == 2 then
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return
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end
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end
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event.entity.health = event.entity.health + event.final_damage_amount
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end
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end
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local function biters_chew_rocks_faster(event)
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if event.entity.force.index ~= 3 then return end --Neutral Force
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if not event.cause then return end
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if not event.cause.valid then return end
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if event.cause.force.index ~= 2 then return end --Enemy Force
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event.entity.health = event.entity.health - event.final_damage_amount * 2.5
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end
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local function hidden_biter(entity)
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BiterRolls.wave_defense_set_unit_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
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if math_random(1,3) == 1 then
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entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = entity.position})
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else
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entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = entity.position})
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end
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end
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local function hidden_worm(entity)
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BiterRolls.wave_defense_set_worm_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
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entity.surface.create_entity({name = BiterRolls.wave_defense_roll_worm_name(), position = entity.position})
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end
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local function hidden_biter_pet(event)
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if math_random(1, 2048) ~= 1 then return end
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BiterRolls.wave_defense_set_unit_raffle(math.sqrt(event.entity.position.x ^ 2 + event.entity.position.y ^ 2) * 0.25)
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local unit
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if math_random(1,3) == 1 then
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unit = event.entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = event.entity.position})
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else
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unit = event.entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = event.entity.position})
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end
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Pets.biter_pets_tame_unit(game.players[event.player_index], unit, true)
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end
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local function hidden_treasure(event)
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if math_random(1, 320) ~= 1 then return end
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game.players[event.player_index].print(treasure_chest_messages[math_random(1, #treasure_chest_messages)], {r=0.98, g=0.66, b=0.22})
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Treasure(event.entity.surface, event.entity.position, "wooden-chest")
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end
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local projectiles = {"grenade", "explosive-rocket", "grenade", "explosive-rocket", "explosive-cannon-projectile"}
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local function angry_tree(entity, cause)
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if entity.type ~= "tree" then return end
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if math.abs(entity.position.y) < level_depth then return end
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if math_random(1,4) == 1 then hidden_biter(entity) end
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if math_random(1,8) == 1 then hidden_worm(entity) end
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if math_random(1,16) ~= 1 then return end
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local position = false
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if cause then
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if cause.valid then
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position = cause.position
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end
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end
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if not position then position = {entity.position.x + (-20 + math_random(0, 40)), entity.position.y + (-20 + math_random(0, 40))} end
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entity.surface.create_entity({
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name = projectiles[math_random(1, 5)],
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position = entity.position,
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force = "neutral",
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source = entity.position,
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target = position,
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max_range = 64,
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speed = 0.10
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})
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end
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local function give_coin(player)
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player.insert({name = "coin", count = 1})
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end
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local function on_player_mined_entity(event)
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if not event.entity.valid then return end
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if event.entity.force.index ~= 3 then return end
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if event.entity.type == "simple-entity" then
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give_coin(game.players[event.player_index])
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if math_random(1,32) == 1 then
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hidden_biter(event.entity)
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return
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end
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if math_random(1,512) == 1 then
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hidden_worm(event.entity)
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return
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end
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hidden_biter_pet(event)
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hidden_treasure(event)
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end
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angry_tree(event.entity, game.players[event.player_index].character)
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end
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local function on_entity_died(event)
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local wave_defense_table = WD.get_table()
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if not event.entity.valid then return end
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if event.entity == global.locomotive_cargo then
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game.print("The cargo was destroyed!")
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wave_defense_table.game_lost = true
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wave_defense_table.target = nil
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global.game_reset_tick = game.tick + 1800
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for _, player in pairs(game.connected_players) do
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player.play_sound{path="utility/game_lost", volume_modifier=0.75}
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end
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event.entity.surface.spill_item_stack(event.entity.position,{name = "raw-fish", count = 512}, false)
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return
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end
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if event.cause then
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if event.cause.valid then
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if event.cause.force.index == 2 or event.cause.force.index == 3 then return end
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end
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end
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if event.entity.force.index == 3 then
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--local r_max = 15 - math.floor(math.abs(event.entity.position.y) / (level_depth * 0.5))
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--if r_max < 3 then r_max = 3 end
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if math_random(1,8) == 1 then
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hidden_biter(event.entity)
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end
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if math_random(1,256) == 1 then hidden_worm(event.entity) end
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angry_tree(event.entity, event.cause)
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end
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end
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local function on_entity_damaged(event)
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if not event.entity.valid then return end
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protect_train(event)
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if not event.entity.health then return end
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biters_chew_rocks_faster(event)
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--neutral_force_player_damage_resistance(event)
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end
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local function on_research_finished(event)
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event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots / level
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local mining_speed_bonus = game.forces.player.mining_drill_productivity_bonus * 5 -- +50% speed / level
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if event.research.force.technologies["steel-axe"].researched then mining_speed_bonus = mining_speed_bonus + 0.5 end -- +50% speed for steel-axe research
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event.research.force.manual_mining_speed_modifier = mining_speed_bonus
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end
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local function set_difficulty()
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local wave_defense_table = WD.get_table()
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wave_defense_table.threat_gain_multiplier = 2 + #game.connected_players * 0.1
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--20 Players for fastest wave_interval
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wave_defense_table.wave_interval = 3600 - #game.connected_players * 90
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if wave_defense_table.wave_interval < 1800 then wave_defense_table.wave_interval = 1800 end
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end
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local function on_player_joined_game(event)
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local player_modifiers = Modifier.get_table()
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local player = game.players[event.player_index]
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set_difficulty()
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local surface = game.surfaces[global.active_surface_index]
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if player.online_time == 0 then
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player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 3, 0.5), surface)
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for item, amount in pairs(starting_items) do
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player.insert({name = item, count = amount})
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end
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end
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if player.surface.index ~= global.active_surface_index then
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player.character = nil
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player.set_controller({type=defines.controllers.god})
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player.create_character()
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player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 3, 0.5), surface)
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for item, amount in pairs(starting_items) do
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player.insert({name = item, count = amount})
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end
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end
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player_modifiers[player.index].character_mining_speed_modifier["mountain_fortress"] = 0.5
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Modifier.update_player_modifiers(player)
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end
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local function on_player_left_game(event)
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set_difficulty()
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end
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local function tick()
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local tick = game.tick
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if tick % 30 == 0 then
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if tick % 1800 == 0 then
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Locomotive.set_player_spawn_and_refill_fish()
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local surface = game.surfaces[global.active_surface_index]
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local last_position = global.map_collapse.last_position
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local position = surface.find_non_colliding_position("stone-furnace", {last_position.x, last_position.y - 32}, 128, 4)
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if position then
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local wave_defense_table = WD.get_table()
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wave_defense_table.spawn_position = position
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end
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--if tick % 216000 == 0 then
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-- Collapse.delete_out_of_map_chunks(surface)
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--end
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end
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if global.game_reset_tick then
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if global.game_reset_tick < tick then
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global.game_reset_tick = nil
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require "maps.mountain_fortress_v2.main".reset_map()
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end
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return
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end
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Locomotive.fish_tag()
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end
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Collapse.process()
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end
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local function on_init()
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local T = Map.Pop_info()
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T.main_caption = "M O U N T A I N F O R T R E S S"
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T.sub_caption = " ..diggy diggy choo choo.."
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T.text = table.concat({
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"The biters have catched the scent of fish in the cargo wagon.\n",
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"Guide the choo into the mountain and protect it as long as possible!\n",
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"This however will not be an easy task,\n",
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"since their strength and numbers increase over time.\n",
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"\n",
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"In additon, the southern grounds collapse over time.\n",
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"Stone bricks, concrete or other solid tiles, might improve the stability of the floor.\n",
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"\n",
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"Delve deep for greater treasures, but also face increased dangers.\n",
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"Mining productivity research, will overhaul your mining equipment,\n",
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"reinforcing your pickaxe as well as increasing the size of your backpack.\n",
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"\n",
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"As you dig, you will encounter impassable dark chasms or rivers.\n",
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"Some explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\n",
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"All they need is a container and a well aimed shot.\n",
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})
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T.main_caption_color = {r = 150, g = 150, b = 0}
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T.sub_caption_color = {r = 0, g = 150, b = 0}
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global.rocks_yield_ore_maximum_amount = 999
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global.rocks_yield_ore_base_amount = 50
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global.rocks_yield_ore_distance_modifier = 0.025
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global.explosion_cells_destructible_tiles = {
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["out-of-map"] = 1500,
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["water"] = 1000,
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["water-green"] = 1000,
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["deepwater-green"] = 1000,
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["deepwater"] = 1000,
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["water-shallow"] = 1000,
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}
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Public.reset_map()
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end
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local event = require 'utils.event'
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event.on_init(on_init)
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event.on_nth_tick(2, tick)
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event.add(defines.events.on_entity_damaged, on_entity_damaged)
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event.add(defines.events.on_entity_died, on_entity_died)
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event.add(defines.events.on_player_joined_game, on_player_joined_game)
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event.add(defines.events.on_player_left_game, on_player_left_game)
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event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
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event.add(defines.events.on_research_finished, on_research_finished)
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require "modules.rocks_yield_ore"
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return Public |