mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
541 lines
18 KiB
Lua
541 lines
18 KiB
Lua
--[[
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Mountain Fortress v3 is maintained by Gerkiz and hosted by Comfy.
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Want to host it? Ask Gerkiz#0001 at discord!
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]]
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local Functions = require 'maps.mountain_fortress_v3.functions'
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local BuriedEnemies = require 'maps.mountain_fortress_v3.buried_enemies'
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-- local HS = require 'maps.mountain_fortress_v3.highscore'
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local Discord = require 'utils.discord'
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local IC = require 'maps.mountain_fortress_v3.ic.table'
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local ICMinimap = require 'maps.mountain_fortress_v3.ic.minimap'
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local Autostash = require 'modules.autostash'
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local Group = require 'utils.gui.group'
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local PL = require 'utils.gui.player_list'
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local CS = require 'maps.mountain_fortress_v3.surface'
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local Server = require 'utils.server'
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local Explosives = require 'modules.explosives'
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local Balance = require 'maps.mountain_fortress_v3.balance'
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local Entities = require 'maps.mountain_fortress_v3.entities'
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local Gui_mf = require 'maps.mountain_fortress_v3.gui'
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local ICW = require 'maps.mountain_fortress_v3.icw.main'
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local WD = require 'modules.wave_defense.table'
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local Map = require 'modules.map_info'
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local RPG = require 'modules.rpg.main'
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local Event = require 'utils.event'
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local WPT = require 'maps.mountain_fortress_v3.table'
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local Locomotive = require 'maps.mountain_fortress_v3.locomotive'
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local SpawnLocomotive = require 'maps.mountain_fortress_v3.locomotive.spawn_locomotive'
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local Score = require 'utils.gui.score'
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local Poll = require 'utils.gui.poll'
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local Collapse = require 'modules.collapse'
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local Difficulty = require 'modules.difficulty_vote_by_amount'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local Alert = require 'utils.alert'
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local BottomFrame = require 'utils.gui.bottom_frame'
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local AntiGrief = require 'utils.antigrief'
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local Misc = require 'utils.commands.misc'
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local Modifiers = require 'utils.player_modifiers'
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local BiterHealthBooster = require 'modules.biter_health_booster_v2'
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local JailData = require 'utils.datastore.jail_data'
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local RPG_Progression = require 'utils.datastore.rpg_data'
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local OfflinePlayers = require 'modules.clear_vacant_players'
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require 'maps.mountain_fortress_v3.locomotive.market'
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require 'maps.mountain_fortress_v3.locomotive.linked_chests'
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require 'maps.mountain_fortress_v3.rocks_yield_ore_veins'
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require 'maps.mountain_fortress_v3.generate'
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require 'maps.mountain_fortress_v3.commands'
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require 'maps.mountain_fortress_v3.breached_wall'
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require 'maps.mountain_fortress_v3.ic.main'
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require 'maps.mountain_fortress_v3.biters_yield_coins'
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require 'modules.shotgun_buff'
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require 'modules.no_deconstruction_of_neutral_entities'
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require 'modules.spawners_contain_biters'
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require 'modules.wave_defense.main'
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require 'modules.charging_station'
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-- Use these settings for live
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local send_ping_to_channel = Discord.channel_names.mtn_channel
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local role_to_mention = Discord.role_mentions.mtn_fortress
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-- Use these settings for testing
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-- bot-lounge
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-- local send_ping_to_channel = Discord.channel_names.bot_quarters
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-- local role_to_mention = Discord.role_mentions.test_role
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local Public = {}
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local raise_event = script.raise_event
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local floor = math.floor
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local remove = table.remove
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RPG.disable_cooldowns_on_spells()
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local collapse_kill = {
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entities = {
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['laser-turret'] = true,
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['flamethrower-turret'] = true,
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['gun-turret'] = true,
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['artillery-turret'] = true,
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['land-mine'] = true,
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['locomotive'] = true,
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['cargo-wagon'] = true,
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['character'] = true,
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['car'] = true,
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['tank'] = true,
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['assembling-machine'] = true,
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['furnace'] = true,
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['steel-chest'] = true
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},
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enabled = true
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}
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local init_protectors_force = function()
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local protectors = game.forces.protectors
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local enemy = game.forces.enemy
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if not protectors then
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protectors = game.create_force('protectors')
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end
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protectors.set_friend('enemy', true)
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enemy.set_friend('protectors', true)
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end
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local init_bonus_drill_force = function()
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local bonus_drill = game.forces.bonus_drill
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local player = game.forces.player
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if not bonus_drill then
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bonus_drill = game.create_force('bonus_drill')
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end
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bonus_drill.set_friend('player', true)
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player.set_friend('bonus_drill', true)
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bonus_drill.mining_drill_productivity_bonus = 0.5
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end
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local is_position_near_tbl = function(position, tbl)
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local status = false
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local function inside(pos)
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return pos.x >= position.x and pos.y >= position.y and pos.x <= position.x and pos.y <= position.y
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end
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for i = 1, #tbl do
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if inside(tbl[i]) then
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status = true
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end
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end
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return status
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end
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local announce_new_map =
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Token.register(
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function()
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local server_name = Server.check_server_name('Mtn Fortress')
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if server_name then
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Server.to_discord_named_raw(send_ping_to_channel, role_to_mention .. ' ** Mtn Fortress was just reset! **')
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end
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end
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)
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function Public.reset_map()
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local this = WPT.get()
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local wave_defense_table = WD.get_table()
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Misc.set('creative_are_you_sure', false)
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Misc.set('creative_enabled', false)
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this.active_surface_index = CS.create_surface()
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-- this.soft_reset_counter = CS.get_reset_counter()
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Autostash.insert_into_furnace(true)
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Autostash.insert_into_wagon(true)
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Autostash.bottom_button(true)
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BottomFrame.reset()
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BottomFrame.activate_custom_buttons(true)
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BuriedEnemies.reset()
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Poll.reset()
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ICW.reset()
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IC.reset()
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IC.allowed_surface(game.surfaces[this.active_surface_index].name)
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Functions.reset_table()
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game.reset_time_played()
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WPT.reset_table()
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OfflinePlayers.set_active_surface_index(this.active_surface_index)
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OfflinePlayers.set_offline_players_enabled(true)
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OfflinePlayers.clear_offline_players()
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-- OfflinePlayers.set_offline_players_surface_removal(true)
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RPG.rpg_reset_all_players()
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RPG.set_surface_name(game.surfaces[this.active_surface_index].name)
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RPG.enable_health_and_mana_bars(true)
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RPG.enable_wave_defense(true)
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RPG.enable_mana(true)
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RPG.personal_tax_rate(0.4)
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RPG.enable_stone_path(true)
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RPG.enable_aoe_punch(true)
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RPG.enable_aoe_punch_globally(false)
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RPG.enable_range_buffs(true)
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RPG.enable_auto_allocate(true)
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RPG.enable_explosive_bullets_globally(true)
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RPG.enable_explosive_bullets(false)
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RPG_Progression.toggle_module(false)
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RPG_Progression.set_dataset('mtn_v3_rpg_prestige')
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if WPT.get('prestige_system_enabled') then
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RPG_Progression.restore_xp_on_reset()
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end
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Group.reset_groups()
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Group.alphanumeric_only(false)
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Functions.disable_tech()
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init_protectors_force()
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init_bonus_drill_force()
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local surface = game.surfaces[this.active_surface_index]
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if this.winter_mode then
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surface.daytime = 0.45
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end
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JailData.set_valid_surface(tostring(surface.name))
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JailData.reset_vote_table()
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Explosives.set_surface_whitelist({[surface.name] = true})
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Explosives.check_growth_below_void(true)
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game.forces.player.set_spawn_position({-27, 25}, surface)
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game.forces.player.manual_mining_speed_modifier = 0
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game.forces.player.set_ammo_damage_modifier('artillery-shell', -0.95)
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BiterHealthBooster.set_active_surface(tostring(surface.name))
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BiterHealthBooster.acid_nova(true)
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BiterHealthBooster.check_on_entity_died(true)
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BiterHealthBooster.boss_spawns_projectiles(true)
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BiterHealthBooster.enable_boss_loot(false)
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BiterHealthBooster.enable_randomize_stun_and_slowdown_sticker(true)
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Balance.init_enemy_weapon_damage()
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AntiGrief.whitelist_types('tree', true)
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AntiGrief.enable_capsule_warning(false)
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AntiGrief.enable_capsule_cursor_warning(false)
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AntiGrief.enable_jail(true)
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AntiGrief.damage_entity_threshold(20)
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AntiGrief.explosive_threshold(32)
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AntiGrief.decon_surface_blacklist(surface.name)
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AntiGrief.filtered_types_on_decon({'tree', 'simple-entity', 'fish'})
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PL.show_roles_in_list(true)
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PL.rpg_enabled(true)
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Score.reset_tbl()
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local players = game.connected_players
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for i = 1, #players do
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local player = players[i]
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Score.init_player_table(player, true)
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Misc.insert_all_items(player)
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Modifiers.reset_player_modifiers(player)
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if player.gui.left['mvps'] then
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player.gui.left['mvps'].destroy()
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end
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ICMinimap.kill_minimap(player)
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raise_event(Gui_mf.events.reset_map, {player_index = player.index})
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end
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Difficulty.reset_difficulty_poll({closing_timeout = game.tick + 36000})
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Difficulty.set_gui_width(20)
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Collapse.set_kill_entities(false)
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Collapse.set_kill_specific_entities(collapse_kill)
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Collapse.set_speed(8)
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Collapse.set_amount(1)
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-- Collapse.set_max_line_size(zone_settings.zone_width)
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Collapse.set_max_line_size(540)
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Collapse.set_surface_index(surface.index)
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Collapse.set_position({0, 130})
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Collapse.set_direction('north')
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Collapse.start_now(false)
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this.locomotive_health = 10000
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this.locomotive_max_health = 10000
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SpawnLocomotive.locomotive_spawn(surface, {x = -18, y = 25})
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Locomotive.render_train_hp()
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Functions.render_direction(surface)
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WD.reset_wave_defense()
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wave_defense_table.surface_index = this.active_surface_index
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wave_defense_table.target = this.locomotive
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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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wave_defense_table.spawn_position = {x = 0, y = 84}
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WD.alert_boss_wave(true)
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WD.remove_entities(true)
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WD.enable_threat_log(false) -- creates waaaay to many entries in the global table
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WD.check_collapse_position(true)
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WD.set_disable_threat_below_zero(true)
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WD.increase_boss_health_per_wave(true)
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WD.increase_damage_per_wave(true)
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WD.increase_health_per_wave(true)
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Functions.set_difficulty()
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Functions.disable_creative()
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if not surface.is_chunk_generated({-20, 22}) then
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surface.request_to_generate_chunks({-20, 22}, 0.1)
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surface.force_generate_chunk_requests()
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end
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game.forces.player.set_spawn_position({-27, 25}, surface)
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Task.set_queue_speed(16)
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-- HS.get_scores()
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this.chunk_load_tick = game.tick + 200
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this.force_chunk = true
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this.market_announce = game.tick + 1200
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this.game_lost = false
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Task.set_timeout_in_ticks(25, announce_new_map)
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end
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local is_locomotive_valid = function()
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local locomotive = WPT.get('locomotive')
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if not locomotive.valid then
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WPT.set('game_lost', true)
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Entities.loco_died(true)
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end
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end
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local is_player_valid = function()
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local players = game.connected_players
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for i = 1, #players do
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local player = players[i]
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if player.connected and player.controller_type == 2 then
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player.set_controller {type = defines.controllers.god}
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player.create_character()
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end
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end
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end
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local has_the_game_ended = function()
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local game_reset_tick = WPT.get('game_reset_tick')
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if game_reset_tick then
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if game_reset_tick < 0 then
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return
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end
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local this = WPT.get()
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this.game_reset_tick = this.game_reset_tick - 30
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if this.game_reset_tick % 1800 == 0 then
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if this.game_reset_tick > 0 then
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local cause_msg
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if this.restart then
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cause_msg = 'restart'
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elseif this.shutdown then
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cause_msg = 'shutdown'
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elseif this.soft_reset then
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cause_msg = 'soft-reset'
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end
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game.print(({'main.reset_in', cause_msg, this.game_reset_tick / 60}), {r = 0.22, g = 0.88, b = 0.22})
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end
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-- local diff_name = Difficulty.get('name')
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if this.soft_reset and this.game_reset_tick == 0 then
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this.game_reset_tick = nil
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-- HS.set_scores(diff_name)
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Public.reset_map()
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return
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end
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if this.restart and this.game_reset_tick == 0 then
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if not this.announced_message then
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-- HS.set_scores(diff_name)
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game.print(({'entity.notify_restart'}), {r = 0.22, g = 0.88, b = 0.22})
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local message = 'Soft-reset is disabled! Server will restart from scenario to load new changes.'
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Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
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Server.start_scenario('Mountain_Fortress_v3')
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this.announced_message = true
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return
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end
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end
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if this.shutdown and this.game_reset_tick == 0 then
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if not this.announced_message then
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-- HS.set_scores(diff_name)
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game.print(({'entity.notify_shutdown'}), {r = 0.22, g = 0.88, b = 0.22})
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local message = 'Soft-reset is disabled! Server will shutdown. Most likely because of updates.'
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Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
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Server.stop_scenario()
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this.announced_message = true
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return
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end
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end
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end
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end
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end
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local chunk_load = function()
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local chunk_load_tick = WPT.get('chunk_load_tick')
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local tick = game.tick
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if chunk_load_tick then
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if chunk_load_tick < tick then
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WPT.set('force_chunk', false)
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WPT.remove('chunk_load_tick')
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Task.set_queue_speed(8)
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end
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end
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end
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local collapse_message =
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Token.register(
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function(data)
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local pos = data.position
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local message = data.message
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local collapse_position = {
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position = pos
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}
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Alert.alert_all_players_location(collapse_position, message)
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end
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)
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local lock_locomotive_positions = function()
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local locomotive = WPT.get('locomotive')
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if not locomotive or not locomotive.valid then
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return
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end
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local locomotive_positions = WPT.get('locomotive_pos')
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local success = is_position_near_tbl(locomotive.position, locomotive_positions.tbl)
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local p = locomotive.position
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if not success then
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locomotive_positions.tbl[#locomotive_positions.tbl + 1] = {x = floor(p.x), y = floor(p.y)}
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end
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local total_pos = #locomotive_positions.tbl
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if total_pos > 50 then
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remove(locomotive_positions.tbl, total_pos - total_pos + 1)
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end
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end
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local compare_collapse_and_train = function()
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local collapse_pos = Collapse.get_position()
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local locomotive = WPT.get('locomotive')
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if not (locomotive and locomotive.valid) then
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return
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end
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local c_y = collapse_pos.y
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local t_y = locomotive.position.y
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local gap_between_zones = WPT.get('gap_between_zones')
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if c_y - t_y <= gap_between_zones.gap then
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Functions.set_difficulty()
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else
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Collapse.set_speed(1)
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Collapse.set_amount(4)
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end
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end
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local collapse_after_wave_200 = function()
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local collapse_grace = WPT.get('collapse_grace')
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if not collapse_grace then
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return
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end
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if Collapse.start_now() then
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return
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end
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local wave_number = WD.get_wave()
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if wave_number >= 200 then
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Collapse.start_now(true)
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local data = {
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position = Collapse.get_position()
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}
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data.message = ({'breached_wall.collapse_start'})
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Task.set_timeout_in_ticks(550, collapse_message, data)
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end
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end
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local on_tick = function()
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local update_gui = Gui_mf.update_gui
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local tick = game.tick
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local players = game.connected_players
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if tick % 40 == 0 then
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for i = 1, #players do
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local player = players[i]
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update_gui(player)
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end
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lock_locomotive_positions()
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is_player_valid()
|
|
is_locomotive_valid()
|
|
has_the_game_ended()
|
|
chunk_load()
|
|
end
|
|
|
|
if tick % 250 == 0 then
|
|
compare_collapse_and_train()
|
|
Functions.set_spawn_position()
|
|
Functions.boost_difficulty()
|
|
end
|
|
|
|
if tick % 1000 == 0 then
|
|
collapse_after_wave_200()
|
|
Functions.set_difficulty()
|
|
Functions.is_creativity_mode_on()
|
|
end
|
|
end
|
|
|
|
local on_init = function()
|
|
Public.reset_map()
|
|
|
|
game.map_settings.path_finder.general_entity_collision_penalty = 10 -- Recommended value
|
|
game.map_settings.path_finder.general_entity_subsequent_collision_penalty = 3 -- Recommended value
|
|
|
|
local tooltip = {
|
|
[1] = ({'main.diff_tooltip', '500', '50%', '15%', '15%', '1', '12', '50', '10000', '100%', '15', '10'}),
|
|
[2] = ({'main.diff_tooltip', '300', '25%', '10%', '10%', '2', '10', '50', '7000', '75%', '8', '8'}),
|
|
[3] = ({'main.diff_tooltip', '50', '0%', '0%', '0%', '4', '3', '10', '5000', '50%', '5', '6'})
|
|
}
|
|
|
|
Difficulty.set_tooltip(tooltip)
|
|
|
|
local T = Map.Pop_info()
|
|
T.localised_category = 'mountain_fortress_v3'
|
|
T.main_caption_color = {r = 150, g = 150, b = 0}
|
|
T.sub_caption_color = {r = 0, g = 150, b = 0}
|
|
|
|
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)
|
|
Explosives.set_destructible_tile('lab-dark-2', 1000)
|
|
Explosives.set_whitelist_entity('straight-rail')
|
|
Explosives.set_whitelist_entity('curved-rail')
|
|
Explosives.set_whitelist_entity('character')
|
|
Explosives.set_whitelist_entity('spidertron')
|
|
Explosives.set_whitelist_entity('car')
|
|
Explosives.set_whitelist_entity('tank')
|
|
end
|
|
|
|
Event.on_nth_tick(10, on_tick)
|
|
Event.on_init(on_init)
|
|
Event.add(WPT.events.reset_map, Public.reset_map)
|
|
|
|
return Public
|