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ComfyFactorio/maps/mountain_fortress_v2/main.lua
2019-11-16 20:50:34 +01:00

378 lines
14 KiB
Lua

-- Mountain digger fortress, protect the cargo wagon! -- by MewMew
require "functions.soft_reset"
require "functions.basic_markets"
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"
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 Collapse = require "maps.mountain_fortress_v2.collapse"
require "maps.mountain_fortress_v2.flamethrower_nerf"
local BiterRolls = require "modules.wave_defense.biter_rolls"
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 "player_modifiers"
local math_random = math.random
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!",
}
function Public.reset_map()
local wave_defense_table = WD.get_table()
global.chunk_queue = {}
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]
--surface.freeze_daytime = true
--surface.daytime = 0.5
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.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["railway"].researched = true
game.forces.player.set_spawn_position({-2, 16}, surface)
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
Collapse.init()
RPG.rpg_reset_all_players()
end
local function protect_train(event)
if event.entity.force.index ~= 1 then return end --Player Force
if event.entity == global.locomotive_cargo 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 * 2.5
end
local function hidden_biter(entity)
BiterRolls.wave_defense_set_unit_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
if math_random(1,3) == 1 then
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_spitter_name(), position = entity.position})
else
entity.surface.create_entity({name = BiterRolls.wave_defense_roll_biter_name(), position = entity.position})
end
end
local function hidden_worm(entity)
BiterRolls.wave_defense_set_worm_raffle(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2) * 0.25)
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 = 64,
speed = 0.10
})
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(1,32) == 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_entity_died(event)
local wave_defense_table = WD.get_table()
if not event.entity.valid then return end
if event.entity == global.locomotive_cargo then
game.print("The cargo was destroyed!")
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=0.75}
end
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
--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)
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 set_difficulty()
local wave_defense_table = WD.get_table()
wave_defense_table.threat_gain_multiplier = 2 + #game.connected_players * 0.1
--20 Players for fastest wave_interval
wave_defense_table.wave_interval = 3600 - #game.connected_players * 90
if wave_defense_table.wave_interval < 1800 then wave_defense_table.wave_interval = 1800 end
end
local function on_player_joined_game(event)
local player_modifiers = Modifier.get_table()
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), 3, 0.5), surface)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
if player.surface.index ~= global.active_surface_index 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), 3, 0.5), surface)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
player_modifiers[player.index].character_mining_speed_modifier["mountain_fortress"] = 0.5
Modifier.update_player_modifiers(player)
end
local function on_player_left_game(event)
set_difficulty()
end
local function tick()
local tick = game.tick
if tick % 30 == 0 then
if tick % 1800 == 0 then
Locomotive.set_player_spawn_and_refill_fish()
local surface = game.surfaces[global.active_surface_index]
local last_position = global.map_collapse.last_position
local position = surface.find_non_colliding_position("stone-furnace", {last_position.x, last_position.y - 32}, 128, 4)
if position then
local wave_defense_table = WD.get_table()
wave_defense_table.spawn_position = position
end
--if tick % 216000 == 0 then
-- Collapse.delete_out_of_map_chunks(surface)
--end
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
Collapse.process()
end
local function on_init()
local T = Map.Pop_info()
T.main_caption = "M O U N T A I N F O R T R E S S"
T.sub_caption = " ..diggy diggy choo choo.."
T.text = table.concat({
"The biters have catched the scent of fish in the cargo wagon.\n",
"Guide the choo into the mountain and protect it as long as possible!\n",
"This however will not be an easy task,\n",
"since their strength and numbers increase over time.\n",
"\n",
"In additon, the southern grounds collapse over time.\n",
"Stone bricks, concrete or other solid tiles, might improve the stability of the floor.\n",
"\n",
"Delve deep for greater treasures, but also face increased dangers.\n",
"Mining productivity research, will overhaul your mining equipment,\n",
"reinforcing your pickaxe as well as increasing the size of your backpack.\n",
"\n",
"As you dig, you will encounter impassable dark chasms or rivers.\n",
"Some explosives may cause parts of the ceiling to crumble, filling the void, creating new ways.\n",
"All they need is a container and a well aimed shot.\n",
})
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 = 999
global.rocks_yield_ore_base_amount = 50
global.rocks_yield_ore_distance_modifier = 0.025
global.explosion_cells_destructible_tiles = {
["out-of-map"] = 1500,
["water"] = 1000,
["water-green"] = 1000,
["deepwater-green"] = 1000,
["deepwater"] = 1000,
["water-shallow"] = 1000,
}
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_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_research_finished, on_research_finished)
require "modules.rocks_yield_ore"
return Public