1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-10 00:43:27 +02:00
ComfyFactorio/maps/island_troopers/main.lua
2021-03-24 19:18:46 +01:00

331 lines
9.4 KiB
Lua

--luacheck: ignore
--map by mewmew and kyte
require 'maps.island_troopers.map_intro'
require 'functions.noise_vector_path'
require 'modules.shopping_chests'
require 'modules.no_turrets'
require 'modules.dangerous_goods'
require 'modules.rpg'
require 'modules.difficulty_vote'
require 'maps.island_troopers.enemies'
require 'maps.island_troopers.terrain'
local Difficulty = require 'modules.difficulty_vote'
max_island_radius = 128
local function create_stage_gui(player)
if player.gui.top.stage_gui then
return
end
local element = player.gui.top.add({type = 'frame', name = 'stage_gui', caption = ' '})
local style = element.style
style.minimal_height = 38
style.maximal_height = 38
style.minimal_width = 140
style.top_padding = 2
style.left_padding = 4
style.right_padding = 4
style.bottom_padding = 2
style.font_color = {r = 155, g = 85, b = 25}
style.font = 'default-large-bold'
end
function update_stage_gui()
if not global.stages then
return
end
local caption = 'Level: ' .. global.current_level
caption = caption .. ' | Stage: '
local stage = global.current_stage
if stage > #global.stages - 1 then
stage = #global.stages - 1
end
caption = caption .. stage
caption = caption .. '/'
caption = caption .. #global.stages - 1
caption = caption .. ' | Bugs remaining: '
caption = caption .. global.alive_enemies
for _, player in pairs(game.connected_players) do
if player.gui.top.stage_gui then
player.gui.top.stage_gui.caption = caption
end
end
end
local function bring_players()
local surface = game.surfaces[1]
for _, player in pairs(game.connected_players) do
if player.position.y < -1 then
if player.character then
if player.character.valid then
local p = surface.find_non_colliding_position('character', {0, 2}, 8, 0.5)
if not p then
player.teleport({0, 2}, surface)
end
player.teleport(p, surface)
end
end
end
end
end
local function drift_corpses_toward_beach()
local surface = game.surfaces[1]
for _, corpse in pairs(surface.find_entities_filtered({name = 'character-corpse'})) do
if corpse.position.y < 0 then
if surface.get_tile(corpse.position).collides_with('resource-layer') then
corpse.clone {
position = {corpse.position.x, corpse.position.y + (math.random(50, 250) * 0.01)},
surface = surface,
force = corpse.force.name
}
corpse.destroy()
end
end
end
end
local function get_island_size()
local r_min = global.current_level + 16
if r_min > math.floor(max_island_radius * 0.5) then
r_min = math.floor(max_island_radius * 0.5)
end
local r_max = global.current_level * 2 + 32
if r_max > max_island_radius then
r_max = max_island_radius
end
return math.random(r_min, r_max)
end
local function set_next_level()
global.alive_enemies = 0
global.alive_boss_enemy_count = 0
global.current_level = global.current_level + 1
if global.current_level > 1 then
bring_players()
end
global.current_stage = 1
global.stage_amount = math.floor(global.current_level * 0.33) + 3
if global.stage_amount > 9 then
global.stage_amount = 9
end
global.path_tiles = nil
local island_size = get_island_size()
global.stages = {}
global.stages[1] = {
path_length = 16 + island_size * 1.5,
size = island_size
}
for i = 1, global.stage_amount - 1, 1 do
island_size = get_island_size()
global.stages[#global.stages + 1] = {
path_length = 16 + island_size * 1.5,
size = island_size
}
end
global.stages[#global.stages + 1] = {
path_length = max_island_radius * 7,
size = false
}
--game.print("Level " .. global.current_level)
update_stage_gui()
global.gamestate = 2
end
local function earn_credits(amount)
for _, player in pairs(game.connected_players) do
player.play_sound {path = 'utility/armor_insert', volume_modifier = 0.85}
end
game.print(amount .. ' credits have been transfered to the factory.', {r = 255, g = 215, b = 0})
global.credits = global.credits + amount
end
local function slowmo()
if not global.slowmo then
global.slowmo = 0.15
end
game.speed = global.slowmo
global.slowmo = global.slowmo + 0.01
if game.speed < 1 then
return
end
for _, p in pairs(game.connected_players) do
if p.gui.left['slowmo_cam'] then
p.gui.left['slowmo_cam'].destroy()
end
end
global.slowmo = nil
global.gamestate = 4
end
local function wait_until_stage_is_beaten()
if global.alive_enemies > 0 then
return
end
local reward_amount = false
local gamestate = 2
local base_reward = 250 * global.current_level
if global.stages[global.current_stage].size then
if global.current_stage < #global.stages - 1 then
reward_amount = base_reward + global.current_stage * global.current_level * 50
else
reward_amount = base_reward + global.current_stage * global.current_level * 150
end
else
game.print('Final Stage complete!')
game.print('Level is collapsing !!', {r = 255, g = 0, b = 0})
gamestate = 5
end
if reward_amount then
earn_credits(reward_amount)
update_stage_gui()
end
global.current_stage = global.current_stage + 1
global.gamestate = gamestate
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
create_stage_gui(player)
if player.gui.left['slowmo_cam'] then
player.gui.left['slowmo_cam'].destroy()
end
update_stage_gui()
if player.online_time > 0 then
return
end
player.insert({name = 'pistol', count = 1})
player.insert({name = 'firearm-magazine', count = 32})
end
local function on_init()
Difficulty.get()
game.create_force('enemy_spawners')
game.forces.enemy_spawners.set_friend('enemy', true)
game.forces.enemy.set_friend('enemy_spawners', true)
local surface = game.surfaces[1]
surface.request_to_generate_chunks({x = 0, y = 0}, 16)
surface.force_generate_chunk_requests()
--global.tree_raffle = {}
--for _, e in pairs(game.entity_prototypes) do
-- if e.type == "tree" then
-- table.insert(global.tree_raffle, e.name)
-- end
--end
local blacklist = {
['dark-mud-decal'] = true,
['sand-dune-decal'] = true,
['light-mud-decal'] = true,
['puberty-decal'] = true,
['sand-decal'] = true,
['red-desert-decal'] = true
}
global.decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if not blacklist[k] then
if v.autoplace_specification then
global.decorative_names[#global.decorative_names + 1] = k
end
end
end
Difficulty.difficulty_poll_closing_timeout = 3600 * 10
global.level_vectors = {}
global.alive_boss_enemy_entities = {}
global.current_level = 0
global.gamestate = 1
game.forces.player.set_spawn_position({0, 2}, surface)
end
local msg = {
'We got the brainbug!',
'Good job troopers!',
"I'm doing my part!"
}
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then
return
end
if entity.force.name == 'enemy_spawners' then
if entity.type == 'unit' then
return
end
global.alive_enemies = global.alive_enemies - 1
return
end
if entity.force.name ~= 'enemy' then
return
end
global.alive_enemies = global.alive_enemies - 1
update_stage_gui()
if entity.type ~= 'unit' then
return
end
if not global.alive_boss_enemy_entities[entity.unit_number] then
return
end
global.alive_boss_enemy_entities[entity.unit_number] = nil
global.alive_boss_enemy_count = global.alive_boss_enemy_count - 1
if global.alive_boss_enemy_count == 0 then
for _, p in pairs(game.connected_players) do
if p.gui.left['slowmo_cam'] then
p.gui.left['slowmo_cam'].destroy()
end
local frame = p.gui.left.add({type = 'frame', name = 'slowmo_cam', caption = msg[math.random(1, #msg)]})
local camera = frame.add({type = 'camera', name = 'mini_cam_element', position = entity.position, zoom = 1.5, surface_index = 1})
camera.style.minimal_width = 400
camera.style.minimal_height = 400
end
global.gamestate = 8
end
end
local gamestate_functions = {
[1] = set_next_level,
[2] = draw_path_to_next_stage,
[3] = draw_the_island,
[4] = wait_until_stage_is_beaten,
[5] = kill_the_level,
[8] = slowmo
}
local function on_tick()
gamestate_functions[global.gamestate]()
if game.tick % 150 == 0 then
drift_corpses_toward_beach()
end
end
local event = require 'utils.event'
event.on_init(on_init)
event.add(defines.events.on_tick, on_tick)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
require 'functions.boss_unit'