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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/biter_battles.lua

1319 lines
53 KiB
Lua

-- Factorio Biter Battles -- mewmew made this --
--[[
To do(maybe):
flamethrower things
]]--
require 'biter_battles_terrain'
local Event = require 'utils.event'
local function get_border_cords(f)
local a = {{-1000,-1000},{1000,-10}}
if f == "south" then a = {{-1000,10},{1000,1000}} end
local entities = game.surfaces["surface"].find_entities_filtered{area=a,force=f}
if not entities then return end
local x_top = entities[1].position.x; local y_top = entities[1].position.y; local x_bot = entities[1].position.x; local y_bot = entities[1].position.y
for _, e in pairs(entities) do
if e.position.x < x_top then x_top = e.position.x end
if e.position.y < y_top then y_top = e.position.y end
if e.position.x > x_bot then x_bot = e.position.x end
if e.position.y > y_bot then y_bot = e.position.y end
end
global.force_area[f] = {}
global.force_area[f].x_top = x_top
global.force_area[f].y_top = y_top
global.force_area[f].x_bot = x_bot
global.force_area[f].y_bot = y_bot
--game.print(x_top .. " " .. y_top .. " , ".. x_bot .. " " .. y_bot)
end
local function create_biter_battle_sprite_button(player)
if player.gui.top.biter_battle_toggle_menu_button == nil then
local button = player.gui.top.add { name = "biter_battle_toggle_menu_button", type = "sprite-button", sprite = "entity/behemoth-spitter" }
button.style.font = "default-bold"
button.style.minimal_height = 38
button.style.minimal_width = 38
button.style.top_padding = 2
button.style.left_padding = 4
button.style.right_padding = 4
button.style.bottom_padding = 2
end
end
local function create_biter_battle_menu(player)
if global.rocket_silo_destroyed then
local frame = player.gui.left.add { type = "frame", name = "victory_popup", direction = "vertical" }
local c = frame.add { type = "label", caption = global.rocket_silo_destroyed , single_line = false, name = "victory_caption" }
c.style.font = "default-frame"
c.style.font_color = { r=0.98, g=0.66, b=0.22}
c.style.top_padding = 10
c.style.left_padding = 20
c.style.right_padding = 20
c.style.bottom_padding = 10
return
end
local frame = player.gui.left.add { type = "frame", name = "biter_battle_menu", direction = "vertical" }
if player.force.name == "north" or player.force.name == "south" then
frame.add { type = "table", name = "biter_battle_table", column_count = 4 }
local t = frame.biter_battle_table
local foods = {"science-pack-1","science-pack-2","military-science-pack","science-pack-3","production-science-pack","high-tech-science-pack","space-science-pack","raw-fish"}
local food_tooltips = {"1 Calorie","3 Calories", "20 Calories", "38 Calories", "80 Calories", "210 Calories", "420 Calories", "Send spy"}
local x = 1
for _, f in pairs(foods) do
local s = t.add { type = "sprite-button", name = f, sprite = "item/" .. f }
s.tooltip = {"",food_tooltips[x]}
x = x + 1
end
end
if player.force.name == "player" then
local b = frame.add { type = "label", caption = "Defend your team´s rocket silo!" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
local b = frame.add { type = "label", caption = "Feed the enemy team´s biters to gain advantage!" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
frame.add { type = "label", caption = "--------------------------------------------------"}
end
--frame.add { type = "label", caption = "--------------------------"}
local t = frame.add { type = "table", column_count = 3 }
local l = t.add { type = "label", caption = "Team North"}
l.style.font = "default-bold"
l.style.font_color = { r=0.98, g=0.66, b=0.22}
local l = t.add { type = "label", caption = " - "}
local l = t.add { type = "label", caption = #game.forces["north"].connected_players .. " Players "}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
if player.force.name ~= "player" then
if global.biter_battle_view_players[player.name] == true then
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces.north.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = "label", caption = p.name }
l.style.font_color = color
end
end
local t = frame.add { type = "table", column_count = 4 }
local l = t.add { type = "label", caption = "Nerf: "}
l.style.minimal_width = 25
l.tooltip = "Damage nerf of the team."
local l = t.add { type = "label", caption = math.round(global.team_nerf["north"]*100,1) .. " "}
l.style.minimal_width = 40
l.style.font_color = { r=0.90, g=0.1, b=0.1}
l.style.font = "default-bold"
local l = t.add { type = "label", caption = " Biter Rage: "}
l.style.minimal_width = 25
l.tooltip = "Increases damage and the amount of angry biters."
local l = t.add { type = "label", caption = math.round(global.biter_rage["north"],0)}
l.style.font_color = { r=0.90, g=0.1, b=0.1}
l.style.font = "default-bold"
l.style.minimal_width = 25
end
if player.force.name == "player" then
local c = "JOIN NORTH"
local font_color = { r=0.98, g=0.0, b=0.0}
if global.game_lobby_active then
font_color = { r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.round((global.game_lobby_timeout - game.tick)/60,0)
c = c .. ")"
end
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces.north.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = "label", caption = p.name }
l.style.font_color = color
end
local b = frame.add { type = "button", name = "join_north_button", caption = c }
b.style.font = "default-frame"
b.style.font_color = font_color
b.style.minimal_width = 320
frame.add { type = "label", caption = "--------------------------------------------------"}
else
frame.add { type = "label", caption = "--------------------------"}
end
local t = frame.add { type = "table", column_count = 3 }
local l = t.add { type = "label", caption = "Team South"}
l.style.font = "default-bold"
l.style.font_color = { r=0.98, g=0.66, b=0.22}
local l = t.add { type = "label", caption = " - "}
local l = t.add { type = "label", caption = #game.forces["south"].connected_players .. " Players "}
l.style.font_color = { r=0.22, g=0.88, b=0.22}
if player.force.name ~= "player" then
if global.biter_battle_view_players[player.name] == true then
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces.south.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = "label", caption = p.name }
l.style.font_color = color
end
end
local t = frame.add { type = "table", column_count = 4 }
local l = t.add { type = "label", caption = "Nerf: "}
l.tooltip = "Damage nerf of the team."
l.style.minimal_width = 25
local l = t.add { type = "label", caption = math.round(global.team_nerf["south"]*100,1) .. " "}
l.style.minimal_width = 40
l.style.font_color = { r=0.90, g=0.1, b=0.1}
l.style.font = "default-bold"
local l = t.add { type = "label", caption = " Biter Rage: "}
l.style.minimal_width = 25
l.tooltip = "Increases damage and the amount of angry biters."
local l = t.add { type = "label", caption = math.round(global.biter_rage["south"],0)}
l.style.font_color = { r=0.90, g=0.1, b=0.1}
l.style.font = "default-bold"
l.style.minimal_width = 25
end
if player.force.name == "player" then
local c = "JOIN SOUTH"
local font_color = { r=0.98, g=0.0, b=0.0}
if global.game_lobby_active then
font_color = { r=0.7, g=0.7, b=0.7}
c = c .. " (waiting for players... "
c = c .. math.round((global.game_lobby_timeout - game.tick)/60,0)
c = c .. ")"
end
local t = frame.add { type = "table", column_count = 4 }
for _, p in pairs(game.forces.south.connected_players) do
local color = {}
color = p.color
color.r = color.r * 0.6 + 0.4
color.g = color.g * 0.6 + 0.4
color.b = color.b * 0.6 + 0.4
color.a = 1
local l = t.add { type = "label", caption = p.name }
l.style.font_color = color
end
local b = frame.add { type = "button", name = "join_south_button", caption = c }
b.style.font = "default-frame"
b.style.font_color = font_color
b.style.minimal_width = 320
end
if global.team_chosen[player.name] then
local t = frame.add { type = "table", column_count = 2 }
if player.force.name == "spectator" then
local b = t.add { type = "button", name = "biter_battle_leave_spectate", caption = "Leave spectating" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
else
local b = t.add { type = "button", name = "biter_battle_spectate", caption = "Spectate" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
if global.biter_battle_view_players[player.name] == true then
local b = t.add { type = "button", name = "biter_battle_hide_players", caption = "Hide players" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
else
local b = t.add { type = "button", name = "biter_battle_view_players", caption = "View players" }
b.style.font = "default-bold"
b.style.font_color = { r=0.98, g=0.66, b=0.22}
b.style.top_padding = 1
b.style.left_padding = 1
b.style.right_padding = 1
b.style.bottom_padding = 1
end
end
end
local function refresh_gui()
for _, player in pairs(game.connected_players) do
local frame = player.gui.left["biter_battle_menu"]
if (frame) then
frame.destroy()
create_biter_battle_menu(player)
end
end
end
local function join_team(player, team)
local surface = game.surfaces["surface"]
local enemy_team = "south"
if team == "south" then enemy_team = "north" end
if team == "north" or team == "south" then
if #game.forces[team].connected_players > #game.forces[enemy_team].connected_players and global.team_chosen[player.name] == nil then
player.print("Team " .. team .. " has too many players currently.", { r=0.98, g=0.66, b=0.22})
else
player.teleport(surface.find_non_colliding_position("player", game.forces[team].get_spawn_position(surface), 3, 1))
player.force=game.forces[team]
if global.team_chosen[player.name] then
local p = game.permissions.get_group("Default")
p.add_player(player.name)
game.print("Team " .. player.force.name .. " player " .. player.name .. " is no longer spectating.", { r=0.98, g=0.66, b=0.22})
else
game.print(player.name .. " has joined team " .. player.force.name .. "!", { r=0.98, g=0.66, b=0.22})
local i = player.get_inventory(defines.inventory.player_main)
i.clear()
local i = player.get_inventory(defines.inventory.player_quickbar)
i.clear()
player.insert {name = 'pistol', count = 1}
player.insert {name = 'raw-fish', count = 3}
player.insert {name = 'firearm-magazine', count = 16}
player.insert {name = 'iron-gear-wheel', count = 4}
player.insert {name = 'iron-plate', count = 8}
global.team_chosen[player.name] = team
end
end
end
if team == "spectator" then
player.teleport(surface.find_non_colliding_position("player", {0,0}, 2, 1))
player.force=game.forces[team]
game.print(player.name .. " is spectating.", { r=0.98, g=0.66, b=0.22})
local permission_group = game.permissions.get_group("spectator")
if not permission_group then
permission_group = game.permissions.create_group("spectator")
for action_name, _ in pairs(defines.input_action) do
permission_group.set_allows_action(defines.input_action[action_name], false)
end
permission_group.set_allows_action(defines.input_action.write_to_console, true)
permission_group.set_allows_action(defines.input_action.gui_click, true)
permission_group.set_allows_action(defines.input_action.start_walking, true)
permission_group.set_allows_action(defines.input_action.open_kills_gui, true)
permission_group.set_allows_action(defines.input_action.open_character_gui, true)
permission_group.set_allows_action(defines.input_action.open_equipment_gui, true)
permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true)
end
permission_group.add_player(player.name)
global.spectator_spam_protection[player.name] = game.tick
end
refresh_gui()
end
local function reveal_team(f)
local m = 32
if f == "north" then
game.forces["south"].chart(game.surfaces["surface"], {{x = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}})
else
game.forces["north"].chart(game.surfaces["surface"], {{x = global.force_area[f].x_top-m, y = global.force_area[f].y_top-m}, {x = global.force_area[f].x_bot+m, y = global.force_area[f].y_bot+m}})
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.horizontal_border_width then global.horizontal_border_width = 16 end
if not global.biter_battles_init_done then
local map_gen_settings = {}
map_gen_settings.water = "none"
map_gen_settings.cliff_settings = {cliff_elevation_interval = 18, cliff_elevation_0 = 18}
map_gen_settings.autoplace_controls = {
["coal"] = {frequency = "normal", size = "normal", richness = "normal"},
["stone"] = {frequency = "normal", size = "normal", richness = "normal"},
["copper-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
["iron-ore"] = {frequency = "high", size = "very-big", richness = "normal"},
["crude-oil"] = {frequency = "very-high", size = "very-big", richness = "good"},
["trees"] = {frequency = "normal", size = "small", richness = "normal"},
["enemy-base"] = {frequency = "normal", size = "very-big", richness = "good"}
}
game.create_surface("surface", map_gen_settings)
game.map_settings.enemy_evolution.time_factor = 0.000005
game.map_settings.enemy_evolution.destroy_factor = 0.004
game.map_settings.enemy_evolution.pollution_factor = 0.000025
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.min_expansion_cooldown = 14400
game.map_settings.enemy_expansion.max_expansion_cooldown = 72000
local surface = game.surfaces["surface"]
game.create_force("north")
game.create_force("south")
game.create_force("spectator")
--game.create_force("map_pregen")
global.game_lobby_active = true
global.game_lobby_timeout = 599940
global.biter_battle_view_players = {}
global.spectator_spam_protection = {}
global.force_area = {}
game.forces["north"].technologies["artillery-shell-range-1"].enabled = false
game.forces["south"].technologies["artillery-shell-range-1"].enabled = false
game.forces["north"].technologies["artillery-shell-speed-1"].enabled = false
game.forces["south"].technologies["artillery-shell-speed-1"].enabled = false
game.forces["north"].technologies["atomic-bomb"].enabled = false
game.forces["south"].technologies["atomic-bomb"].enabled = false
game.forces["spectator"].technologies["toolbelt"].researched=true
global.team_chosen = {}
global.team_nerf = {}
global.team_nerf["north"] = 0
global.team_nerf["south"] = 0
global.biter_rage = {}
global.biter_rage["north"] = 0
global.biter_rage["south"] = 0
global.biter_fragmentation = {}
global.biter_fragmentation[1] = {"medium-biter","small-biter",3,5}
global.biter_fragmentation[2] = {"big-biter","medium-biter",2,2}
global.biter_fragmentation[3] = {"behemoth-biter","big-biter",2,2}
global.biter_building_inhabitants = {}
global.biter_building_inhabitants[1] = {{"small-biter",8,16}}
global.biter_building_inhabitants[2] = {{"small-biter",12,24}}
global.biter_building_inhabitants[3] = {{"small-biter",8,16},{"medium-biter",1,2}}
global.biter_building_inhabitants[4] = {{"small-biter",4,8},{"medium-biter",4,8}}
global.biter_building_inhabitants[5] = {{"small-biter",3,5},{"medium-biter",8,12}}
global.biter_building_inhabitants[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}}
global.biter_building_inhabitants[7] = {{"medium-biter",6,8},{"big-biter",3,5}}
global.biter_building_inhabitants[8] = {{"medium-biter",2,4},{"big-biter",6,8}}
global.biter_building_inhabitants[9] = {{"medium-biter",2,3},{"big-biter",7,9}}
global.biter_building_inhabitants[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}
--global.biter_buildings_fragmentation[5] = {"small-worm-turret","small-spitter",2,3}
--global.biter_buildings_fragmentation[6] = {"medium-worm-turret","medium-spitter",2,3}
--global.biter_buildings_fragmentation[7] = {"big-worm-turret","big-spitter",1,2}
game.forces["north"].set_turret_attack_modifier("flamethrower-turret", -0.75)
game.forces["south"].set_turret_attack_modifier("flamethrower-turret", -0.75)
game.forces["north"].set_ammo_damage_modifier("artillery-shell", -0.95)
game.forces["south"].set_ammo_damage_modifier("artillery-shell", -0.95)
game.forces["north"].set_ammo_damage_modifier("shotgun-shell", 0.5)
game.forces["south"].set_ammo_damage_modifier("shotgun-shell", 0.5)
global.food_names = {}
global.food_names["science-pack-1"] = "red science"
global.food_names["science-pack-2"] = "green science"
global.food_names["military-science-pack"] = "military science"
global.food_names["science-pack-3"] = "blue science"
global.food_names["production-science-pack"] = "production science"
global.food_names["high-tech-science-pack"] = "high tech science"
global.food_names["space-science-pack"] = "space science"
global.food_values = {}
global.food_values["science-pack-1"] = 0.00000100
global.food_values["science-pack-2"] = 0.00000292
global.food_values["military-science-pack"] = 0.00001950
global.food_values["science-pack-3"] = 0.00003792
global.food_values["production-science-pack"] = 0.00008000
global.food_values["high-tech-science-pack"] = 0.00021000
global.food_values["space-science-pack"] = 0.00042000
global.spy_fish_timeout = {}
local f = game.forces['north']
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.share_chart = true
f.set_spawn_position({0,-26},surface)
local f = game.forces['south']
f.set_cease_fire('player', true)
f.set_friend('spectator', true)
f.share_chart = true
f.set_spawn_position({0,26},surface)
local f = game.forces['spectator']
f.set_spawn_position({0,0},surface)
f.set_friend('north', true)
f.set_friend('south', true)
local f = game.forces['player']
f.set_spawn_position({0,0},surface)
global.biter_battles_init_done = true
end
if global.game_lobby_active then
if #game.connected_players > 1 then global.game_lobby_timeout = game.tick + 9000 end
end
if player.online_time < 5 and game.surfaces["surface"].is_chunk_generated({0,0}) then
player.teleport(game.surfaces["surface"].find_non_colliding_position("player", {0,0}, 2, 1), "surface")
else
if not global.team_chosen[player.name] then player.teleport({0,0}, "surface") end
end
global.biter_battle_view_players[player.name] = false
create_biter_battle_sprite_button(player)
create_biter_battle_menu(player)
refresh_gui()
end
local function on_player_created(event)
refresh_gui()
end
local function on_player_left_game(event)
if game.connected_players == 1 and global.game_lobby_active == true then
global.game_lobby_timeout = game.tick + 599940
end
refresh_gui()
end
local function spy_fish(player)
local duration_per_unit = 1800
local i = player.get_inventory(defines.inventory.player_quickbar)
local i2 = player.get_inventory(defines.inventory.player_main)
local owned_fishes = i.get_item_count("raw-fish")
owned_fishes = owned_fishes + i2.get_item_count("raw-fish")
if owned_fishes == 0 then
player.print("You have no fish in your inventory.",{ r=0.98, g=0.66, b=0.22})
else
local x = i.remove({name="raw-fish", count=1})
if x == 0 then i2.remove({name="raw-fish", count=1}) end
local enemy_team = "south"
if player.force.name == "south" then enemy_team = "north" end
if global.spy_fish_timeout[player.force.name] then
global.spy_fish_timeout[player.force.name] = global.spy_fish_timeout[player.force.name] + duration_per_unit
player.print(math.round((global.spy_fish_timeout[player.force.name] - game.tick)/60, 0) .. " seconds of enemy vision left.",{ r=0.98, g=0.66, b=0.22})
else
get_border_cords(enemy_team)
game.print(player.name .. " sent a fish to spy on " .. enemy_team .. " team!",{ r=0.98, g=0.66, b=0.22})
global.spy_fish_timeout[player.force.name] = game.tick + duration_per_unit
end
end
end
local function feed_the_biters(food_type,player)
if player.force.name == "player" then return end
if player.force.name == "spectator" then return end
local surface = game.surfaces["surface"]
local enemy_team = ""
if player.force.name == "south" then enemy_team = "north" end
if player.force.name == "north" then enemy_team = "south" end
local i = player.get_main_inventory()
local food_amount = i.remove(food_type)
while i.get_item_count(food_type) ~= 0 do
food_amount = food_amount + i.remove(food_type)
end
if food_amount == 0 then
local str = "You have no " .. global.food_names[food_type]
str = str .. " flask in your inventory."
player.print(str,{ r=0.98, g=0.66, b=0.22})
else
if food_amount >= 20 then
local str = player.name .. " fed "
str = str .. food_amount
str = str .. " flasks of "
str = str .. global.food_names[food_type]
str = str .. " juice to team "
str = str .. enemy_team
str = str .. "´s biters!"
game.print(str, { r=0.98, g=0.66, b=0.22})
else
local str = "You fed "
str = str .. food_amount
str = str .. " flask"
if food_amount > 1 then str = str .. "s" end
str = str .. " of "
str = str .. global.food_names[food_type]
str = str .. " juice to the enemy team´s biters."
player.print(str, { r=0.98, g=0.66, b=0.22})
end
end
local nerf_gain = 0
local rage_gain = 0
if food_amount > 0 then
nerf_gain = global.food_values[food_type] * food_amount
--change these two numbers to your liking nerf and rage
local nerf_multiplier = 1
local rage_food_value = global.food_values[food_type] * 12500000 --10000000
--biter rage calculation
for x = 0, food_amount, 1 do
local rage_diminish_multiplier = 1/(((global.biter_rage[enemy_team]^2.9)+8000)/500)
global.biter_rage[enemy_team] = global.biter_rage[enemy_team] + (rage_food_value*rage_diminish_multiplier)
end
global.team_nerf[enemy_team] = global.team_nerf[enemy_team] + (nerf_gain*nerf_multiplier)
local lowest_possible_modifier = -0.95
local ammo_types = {"grenade", "bullet", "artillery-shell", "flamethrower", "cannon-shell", "shotgun-shell","rocket", "electric"}
local ammo_modifier = {0.2, 0.8, 0, 0.8, 0.2, 0.2, 0.2, 0.2}
local turret_types = {"laser-turret", "flamethrower-turret", "gun-turret"}
local turret_modifier = {0.9, 1, 0.8}
local ammo_speed = {"bullet", "cannon-shell", "shotgun-shell", "rocket", "laser-turret" }
local ammo_speed_modifier = {0.3, 0.3, 0.3, 0.3, 0.3, }
-------------
local f = game.forces[enemy_team]
----------- -!!!!!--------------
local m = nerf_gain
local x = 1
for _, w in pairs(ammo_types) do
if f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_ammo_damage_modifier(w) - (nerf_gain * ammo_modifier[x])
end
f.set_ammo_damage_modifier(w, m)
x = x + 1
end
local x = 1
for _, w in pairs(turret_types) do
if f.get_turret_attack_modifier(w) - (nerf_gain * ammo_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_turret_attack_modifier(w) - (nerf_gain * turret_modifier[x])
end
f.set_turret_attack_modifier(w, m)
x = x + 1
end
local x = 1
for _, w in pairs(ammo_speed) do
if f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x]) < lowest_possible_modifier then
m = lowest_possible_modifier
else
m = f.get_gun_speed_modifier(w) - (nerf_gain * ammo_speed_modifier[x])
end
f.set_gun_speed_modifier(w, m)
x = x + 1
end
refresh_gui()
end
end
local function on_gui_click(event)
if not (event and event.element and event.element.valid) then return end
local player = game.players[event.element.player_index]
local name = event.element.name
if (name == "biter_battle_toggle_menu_button") then
local frame = player.gui.left["biter_battle_menu"]
if (frame) then
frame.destroy()
else
create_biter_battle_menu(player)
end
end
if (name == "science-pack-1") then feed_the_biters(name,player) end
if (name == "science-pack-2") then feed_the_biters(name,player) end
if (name == "military-science-pack") then feed_the_biters(name,player) end
if (name == "science-pack-3") then feed_the_biters(name,player) end
if (name == "production-science-pack") then feed_the_biters(name,player) end
if (name == "high-tech-science-pack") then feed_the_biters(name,player) end
if (name == "space-science-pack") then feed_the_biters(name,player) end
if (name == "raw-fish") then spy_fish(player) end
if (name == "biter_battle_spectate") then
if player.position.y < 100 and player.position.y > -100 and player.position.x < 100 and player.position.x > -100 then
join_team(player, "spectator")
else
player.print("You are too far away from spawn to spectate.",{ r=0.98, g=0.66, b=0.22})
end
end
if (name == "biter_battle_leave_spectate") and game.tick - global.spectator_spam_protection[player.name] > 1800 then join_team(player, global.team_chosen[player.name]) end
if (name == "biter_battle_leave_spectate") and game.tick - global.spectator_spam_protection[player.name] < 1800 then player.print("Not ready to return to your team yet. Please wait " .. 30-(math.round((game.tick - global.spectator_spam_protection[player.name])/60,0)) .. " seconds.", { r=0.98, g=0.66, b=0.22}) end
if (name == "biter_battle_hide_players") then
global.biter_battle_view_players[player.name] = false
refresh_gui()
end
if (name == "biter_battle_view_players") then
global.biter_battle_view_players[player.name] = true
refresh_gui()
end
if (name == "join_north_button") and global.game_lobby_active == false then join_team(player, "north") end
if (name == "join_south_button") and global.game_lobby_active == false then join_team(player, "south") end
if (name == "join_north_button") and global.game_lobby_active == true then player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22}) end
if (name == "join_south_button") and global.game_lobby_active == true then player.print("Waiting for more players to join the game.", { r=0.98, g=0.66, b=0.22}) end
if (name == "join_north_button") and global.game_lobby_active == true and player.admin == true then
join_team(player, "north")
game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22})
global.game_lobby_active = false
end
if (name == "join_south_button") and global.game_lobby_active == true and player.admin == true then
join_team(player, "south")
game.print("Lobby disabled, admin override.", { r=0.98, g=0.66, b=0.22})
global.game_lobby_active = false
end
end
local function on_entity_died(event)
if not global.rocket_silo_destroyed then
if event.entity == global.rocket_silo["south"] or event.entity == global.rocket_silo["north"] then
if event.entity == global.rocket_silo["south"] then global.rocket_silo_destroyed = "North Team Won!" else global.rocket_silo_destroyed = "South Team Won!" end
for _, player in pairs(game.connected_players) do
player.play_sound{path="utility/game_won", volume_modifier=1}
end
refresh_gui()
end
end
if event.entity.name == "medium-biter" then
local conveyor = game.surfaces["surface"].find_entities_filtered{area={{event.entity.position.x-1,event.entity.position.y-1},{event.entity.position.x+1,event.entity.position.y+1}}, name={"transport-belt", "fast-transport-belt", "express-transport-belt"}, limit=1}
if conveyor[1] then
conveyor[1].health = conveyor[1].health - 57
if conveyor[1].health <= 0 then conveyor[1].die("enemy") end
end
end
for _, fragment in pairs(global.biter_fragmentation) do
if event.entity.name == fragment[1] then
for x=1,math.random(fragment[3],fragment[4]),1 do
local p = game.surfaces["surface"].find_non_colliding_position(fragment[2] , event.entity.position, 2, 1)
if p then game.surfaces["surface"].create_entity {name=fragment[2], position=p} end
p = nil
end
return
end
end
if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
local e = math.ceil(game.forces.enemy.evolution_factor*10, 0)
for _, t in pairs (global.biter_building_inhabitants[e]) do
for x = 1, math.random(t[2],t[3]), 1 do
local p = game.surfaces["surface"].find_non_colliding_position(t[1] , event.entity.position, 6, 1)
if p then game.surfaces["surface"].create_entity {name=t[1], position=p} end
end
end
end
end
local function get_valid_biters(requested_amount, y_modifier, pos_x, pos_y, radius_inc)
if not requested_amount then return end
if not y_modifier then return end
if not pos_x then pos_x = 0 end
if not pos_y then pos_y = 150*y_modifier end
local surface = game.surfaces["surface"]
local biters_found = {}
local valid_biters = {}
if not radius_inc then radius_inc = 100 end
for radius = radius_inc,2000,radius_inc do
biters_found = surface.find_enemy_units({pos_x,pos_y}, radius, "player")
local x = 1
if y_modifier == -1 then
for _, biter in pairs(biters_found) do
if biter.position.y < 0 then
valid_biters[x] = biter
x = x + 1
end
end
else
for _, biter in pairs(biters_found) do
if biter.position.y > 0 then
valid_biters[x] = biter
x = x + 1
end
end
end
if #valid_biters >= requested_amount or radius == 2000 then
--game.print("seach radius:" .. radius .. " valid biters: " .. #valid_biters)
break
else
valid_biters = {}
end
end
radius_inc = nil
pos_x = nil
pos_y = nil
return valid_biters
end
local function biter_attack_silo(team, requested_amount, mode)
if not requested_amount then return end
if not team then return end
local surface = game.surfaces["surface"]
local y_modifier = 1
if team == "south" then y_modifier = 1 end
if team == "north" then y_modifier = -1 end
local biters_selected_for_attack = {}
if not mode then
local modes = {"spread", "ball", "line"}
mode = modes[math.random(1,3)]
end
if mode == "spread" then
local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150*y_modifier, 500)
if #valid_biters < requested_amount then
valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500*y_modifier, 500)
end
local f = math.floor(#valid_biters/requested_amount,0)
if f < 1 then f = 1 end
local x = 0
for y = f,#valid_biters,f do
x = x + 1
if not valid_biters[y] then break end
if #biters_selected_for_attack >= requested_amount then break end
biters_selected_for_attack[x] = valid_biters[y]
end
if math.random(1,3) == 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
end
if global.biter_battles_debug then
game.players[1].print(#valid_biters .. " valid biters found.")
game.players[1].print(#biters_selected_for_attack .. " biter going for a spread attack")
end
end
if mode == "line" then
local valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 150*y_modifier, 500)
if #valid_biters < requested_amount then
valid_biters = get_valid_biters(requested_amount, y_modifier, 0, 1500*y_modifier, 500)
end
local array_start = 1
local f = math.floor(#valid_biters/requested_amount,0)
if f >= 2 then
array_start = requested_amount * math.random(1,f-1)
if math.random(1,f) == 1 then array_start = 1 end
end
local x = 0
for y = array_start,#valid_biters,1 do
x = x + 1
if not valid_biters[y] then break end
if #biters_selected_for_attack >= requested_amount then break end
biters_selected_for_attack[x] = valid_biters[y]
end
if math.random(1,3) == 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
end
if global.biter_battles_debug then
game.players[1].print(#valid_biters .. " valid biters found.")
game.players[1].print(#biters_selected_for_attack .. " going for a line attack, table start = " .. array_start)
end
end
if mode == "ball" then
local height = 0
local width = 0
local c = 0
local tolerance = 5
local distance_to_base_modifier = 2.6
local additional_empty_space_checks = 4
local additional_checks = additional_empty_space_checks
local gathering_point_x = 0
local gathering_point_y = 0
local r = math.random(1,3) --pick a random side
if r == 1 or r == 2 then
--- determine base height
for pos_y = 0, 8192*y_modifier, 32*y_modifier do
if y_modifier == -1 then
c = surface.count_entities_filtered{area={{-1024,pos_y-32},{1024,pos_y}},force=team}
else
c = surface.count_entities_filtered{area={{-1024,pos_y},{1024,pos_y+32}},force=team}
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
height = pos_y - (32*(additional_empty_space_checks)*y_modifier) + (32*y_modifier)
break
end
else
additional_checks = additional_empty_space_checks
end
end
if height ~= 0 then
if y_modifier == -1 then
gathering_point_y = math.random(height, -32)
else
gathering_point_y = math.random(32, height)
end
else
if y_modifier == -1 then
gathering_point_y = math.random(-128, -32)
else
gathering_point_y = math.random(32, 128)
end
end
additional_empty_space_checks = 32
if r == 1 then
--west attack
local additional_checks = additional_empty_space_checks
for x = 0, -8192, -32 do
c = surface.count_entities_filtered{area={{x-32,gathering_point_y-48},{x,gathering_point_y+48}},force=team}
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_x = x + (32*(additional_empty_space_checks-distance_to_base_modifier))
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
if r == 2 then
--east attack
local additional_checks = additional_empty_space_checks
for x = 32, 8192, 32 do
c = surface.count_entities_filtered{area={{x-32,gathering_point_y-48},{x,gathering_point_y+48}},force=team}
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_x = x - (32*(additional_empty_space_checks-distance_to_base_modifier))
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
end
--vertical attack
if r == 3 then
--- determine base width
additional_checks = additional_empty_space_checks
local width_east = 0
for pos_x = 32, 4096, 32 do
if y_modifier == -1 then
c = surface.count_entities_filtered{area={{pos_x - 32, -2048},{pos_x, 0}},force=team}
else
c = surface.count_entities_filtered{area={{pos_x - 32, 0},{pos_x, 2048}},force=team}
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
width_east = pos_x - 32*additional_empty_space_checks
break
end
else
additional_checks = additional_empty_space_checks
end
end
additional_checks = additional_empty_space_checks
local width_west = 0
for pos_x = 0, -4096, -32 do
if y_modifier == -1 then
c = surface.count_entities_filtered{area={{pos_x - 32, -2048},{pos_x, 0}},force=team}
else
c = surface.count_entities_filtered{area={{pos_x - 32, 0},{pos_x, 2048}},force=team}
end
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
width_west = (pos_x + 32*additional_empty_space_checks) - 32
break
end
else
additional_checks = additional_empty_space_checks
end
end
if width_west ~= 0 and width_east ~= 0 then
gathering_point_x = math.random(width_west, width_east)
else
gathering_point_x = math.random(-64,64)
end
additional_empty_space_checks = 32
--vertical attack --
local c = 0
local additional_checks = additional_empty_space_checks
for pos_y = 0, 8192*y_modifier, 32*y_modifier do
c = surface.count_entities_filtered{area={{gathering_point_x-48, pos_y-32},{gathering_point_x+48, pos_y}},force=team}
if c <= tolerance then
additional_checks = additional_checks - 1
if additional_checks == 0 then
gathering_point_y = pos_y - ((32*(additional_empty_space_checks-distance_to_base_modifier))*y_modifier)
break
end
else
additional_checks = additional_empty_space_checks
end
end
end
valid_biters = get_valid_biters(requested_amount, y_modifier, gathering_point_x, gathering_point_y)
local f = math.floor(#valid_biters/requested_amount,0)
if f < 1 then f = 1 end
local x = 0
for y = f,#valid_biters,f do
x = x + 1
if not valid_biters[y] then break end
if #biters_selected_for_attack >= requested_amount then break end
biters_selected_for_attack[x] = valid_biters[y]
end
--alternate attack if there is water
local t = surface.count_tiles_filtered{area={{gathering_point_x - 8, gathering_point_y - 8}, {gathering_point_x + 8, gathering_point_y + 8}}, name={"deepwater","water", "water-green"}}
if t > 8 then
if math.random(1,2) == 1 then
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_enemy})
end
else
for _, biter in pairs(biters_selected_for_attack) do
biter.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
end
end
if global.biter_battles_debug then
game.players[1].print("water found, doing alternate spread attack")
end
else
local biter_attack_group = surface.create_unit_group({position={gathering_point_x,gathering_point_y}})
for _, biter in pairs(biters_selected_for_attack) do
biter_attack_group.add_member(biter)
end
biter_attack_group.set_command({type=defines.command.attack_area, destination=global.biter_attack_main_target[team], radius=12, distraction=defines.distraction.by_anything})
if global.biter_battles_debug then
game.players[1].print(#valid_biters .. " valid biters found.")
game.players[1].print(#biters_selected_for_attack .. " gathering at (x: " .. gathering_point_x .. " y: " .. gathering_point_y .. ")")
end
end
end
mode = nil
end
function swarm(team,amount,mode)
if not team then return end
biter_attack_silo(team, amount,mode)
end
local function on_tick(event)
if global.rocket_silo_destroyed then
if not global.game_restart_timer_completed then
if global.game_restart_timeout then
if game.tick % 600 == 0 and global.game_restart_timeout - game.tick > 0 and global.game_restart_timeout - game.tick < 3800 then
game.print("Map will restart in " .. math.floor((global.game_restart_timeout - game.tick) / 60) .. " seconds!",{ r=0.22, g=0.88, b=0.22})
end
else
global.game_restart_timeout = game.tick + 4600
end
if global.game_restart_timeout-game.tick < 0 then
global.game_restart_timer_completed = true
game.write_file("commandPipe", ":loadscenario --force", false, 0)
end
end
end
if global.spy_fish_timeout["south"] then
if (global.spy_fish_timeout["south"] - game.tick) % 300 == 0 then
reveal_team("north")
end
if game.tick - global.spy_fish_timeout["south"] > 0 then
global.spy_fish_timeout["south"] = nil
end
end
if global.spy_fish_timeout["north"] then
if (global.spy_fish_timeout["north"] - game.tick) % 300 == 0 then
reveal_team("south")
end
if game.tick - global.spy_fish_timeout["north"] > 0 then
global.spy_fish_timeout["north"] = nil
end
end
if game.tick % 12600 == 6300 then
if global.biter_rage["north"] >= 1 then
local c = math.round(global.biter_rage["north"], 0)
if c > 999 then c = 999 end
biter_attack_silo("north", c)
end
refresh_gui()
return
end
if game.tick % 12600 == 0 then
if global.biter_rage["south"] >= 1 then
local c = math.round(global.biter_rage["south"], 0)
if c > 999 then c = 999 end
biter_attack_silo("south", c)
end
refresh_gui()
return
end
if not global.terrain_init_done then
if game.tick == 240 then
local surface = game.surfaces["surface"]
global.rocket_silo = {}
global.rocket_silo["north"] = surface.create_entity {name="rocket-silo", position={0,(global.horizontal_border_width*3.8)*-1}, force="north"}
global.rocket_silo["north"].minable=false
global.rocket_silo["south"]=surface.create_entity {name="rocket-silo", position={0,global.horizontal_border_width*3.8}, force="south"}
global.rocket_silo["south"].minable=false
global.biter_attack_main_target = {}
global.biter_attack_main_target["north"] = global.rocket_silo["north"].position
global.biter_attack_main_target["south"] = global.rocket_silo["south"].position
biter_battles_terrain.clear_spawn_ores()
biter_battles_terrain.generate_spawn_water_pond()
biter_battles_terrain.generate_spawn_ores("windows")
biter_battles_terrain.generate_market()
--biter_battles_terrain.generate_artillery()
global.terrain_init_done = true
surface.regenerate_decorative()
surface.regenerate_entity({"tree-01", "tree-02","tree-03","tree-04","tree-05","tree-06","tree-07","tree-08","tree-09","dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","rock-big","rock-huge"})
--surface.regenerate_entity({"dead-dry-hairy-tree","dead-grey-trunk","dead-tree-desert","dry-hairy-tree","dry-tree","rock-big","rock-huge"})
local entities = surface.find_entities({{-10,-10},{10,10}})
for _, e in pairs(entities) do
if e.type == "simple-entity" or e.type == "resource" or e.type == "tree" then e.destroy() end
end
surface.destroy_decoratives({{-10,-10},{10,10}})
game.print("Spawn generation done!", { r=0.22, g=0.99, b=0.99})
end
end
if global.game_lobby_active then
if game.tick % 60 == 0 then
if global.game_lobby_timeout-game.tick <= 0 then global.game_lobby_active = false end
refresh_gui()
end
end
--[[
---creating a auto fire delay for south artillery---
if global.spawn_artillery["south"] then
if game.tick % 300 == 0 then
local i = global.spawn_artillery["south"].get_inventory(defines.inventory.turret_ammo)
if i.get_item_count("artillery-shell") == 0 then
global.spawn_artillery["south"].active = false
global.spawn_artillery_south_activate = false
else
if global.spawn_artillery_south_activate == true then
global.spawn_artillery["south"].active = true
end
global.spawn_artillery_south_activate = true
end
end
end]]--
end
----------share chat with player and spectator force-------------------
local function on_console_chat(event)
if not event.message then return end
if not event.player_index then return end
local player = game.players[event.player_index]
local color = {}
color = player.color
color.r = color.r * 0.6 + 0.35
color.g = color.g * 0.6 + 0.35
color.b = color.b * 0.6 + 0.35
color.a = 1
if player.force.name == "north" then
game.forces.spectator.print(player.name .. " (north): ".. event.message, color)
game.forces.player.print(player.name .. " (north): ".. event.message, color)
end
if player.force.name == "south" then
game.forces.spectator.print(player.name .. " (south): ".. event.message, color)
game.forces.player.print(player.name .. " (south): ".. event.message, color)
end
if player.force.name == "player" then
game.forces.north.print(player.name .. " (spawn): ".. event.message, color)
game.forces.south.print(player.name .. " (spawn): ".. event.message, color)
game.forces.spectator.print(player.name .. " (spawn): ".. event.message, color)
end
if player.force.name == "spectator" then
game.forces.north.print(player.name .. " (spectator): ".. event.message, color)
game.forces.south.print(player.name .. " (spectator): ".. event.message, color)
game.forces.player.print(player.name .. " (spectator): ".. event.message, color)
end
end
--------------------------------------
--Silo grief prevention--
local function on_entity_damaged(event)
--biter rage damage modifier
if event.entity.force.name == "north" then
if event.force.name == "enemy" then
local additional_damage = event.final_damage_amount * math.round((global.biter_rage["north"]/3)/100, 2)
event.entity.health = event.entity.health - additional_damage
return
end
end
if event.entity.force.name == "south" then
if event.force.name == "enemy" then
local additional_damage = event.final_damage_amount * math.round((global.biter_rage["south"]/3)/100, 2)
event.entity.health = event.entity.health - additional_damage
return
end
end
if event.entity.force.name == "spectator" then
event.entity.health = event.entity.health + event.final_damage_amount
return
end
if event.entity == global.rocket_silo["north"] then
if event.force.name == "north" then
global.rocket_silo["north"].health = global.rocket_silo["north"].health + event.final_damage_amount
return
end
end
if event.entity == global.rocket_silo["south"] then
if event.force.name == "south" then
global.rocket_silo["south"].health = global.rocket_silo["south"].health + event.final_damage_amount
return
end
end
if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
if event.entity.health - event.final_damage_amount <= 0 then event.entity.die(event.force.name) end
event.entity.health = event.entity.health + event.final_damage_amount * (game.forces["enemy"].evolution_factor * 0.8)
return
end
end
--anti construction robot cheese
local function on_robot_built_entity(event)
if event.robot.force.name == "north" then
if event.created_entity.position.y >= -1*global.horizontal_border_width/2 then
local x = event.created_entity.position.x
local y = event.created_entity.position.y
event.created_entity.die("south")
search_for_ghost = game.surfaces["surface"].find_entities({{x, y}, {x+1, y+1}})
for _, e in pairs(search_for_ghost) do
if e.type == "entity-ghost" then e.time_to_live = 1 end
end
event.robot.die("south")
game.print("Team north´s drone had an accident.",{ r=0.98, g=0.66, b=0.22})
end
end
if event.robot.force.name == "south" then
if event.created_entity.position.y <= global.horizontal_border_width/2 then
local x = event.created_entity.position.x
local y = event.created_entity.position.y
event.created_entity.die("north")
search_for_ghost = game.surfaces["surface"].find_entities({{x, y}, {x+1, y+1}})
for _, e in pairs(search_for_ghost) do
if e.type == "entity-ghost" then e.time_to_live = 1 end
end
event.robot.die("north")
game.print("Team south´s drone had an accident.",{ r=0.98, g=0.66, b=0.22})
end
end
end
local function on_marked_for_deconstruction(event)
if event.entity.name == "fish" then event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end
end
local function on_rocket_launched(event)
local team = " "
if event.rocket_silo.force.name == "south" then
team = "north"
end
if event.rocket_silo.force.name == "north" then
team = "south"
end
biter_attack_silo(team,250,"ball")
biter_attack_silo(team,250,"ball")
biter_attack_silo(team,250,"ball")
local str = "A rocket launch scared the biters and triggered a huge attack on team "
str = str .. team
str = str .. "´s silo!!"
game.print(str,{ r=0.98, g=0.01, b=0.01})
end
local function on_player_built_tile(event)
local placed_tiles = event.tiles
local player = game.players[event.player_index]
for _, t in pairs(placed_tiles) do
if t.old_tile.name == "deepwater" and t.position.y <= global.horizontal_border_width*2 and t.position.y >= global.horizontal_border_width*-1*2 then
local str = "Team " .. player.force.name
str = str .. "´s landfill vanished into the depths of the marianna trench."
game.print(str,{ r=0.98, g=0.66, b=0.22})
local tiles = {}
table.insert(tiles, {name = "deepwater", position = t.position})
game.surfaces["surface"].set_tiles(tiles,true)
end
end
--landfill history to find griefers--
if placed_tiles[1].old_tile.name == "deepwater" or placed_tiles[1].old_tile.name == "water" or placed_tiles[1].old_tile.name == "water-green" then
if not global.land_fill_history then global.land_fill_history = {} end
if #global.land_fill_history > 999 then global.land_fill_history = {} end
local str = player.name .. " placed landfill at X:"
str = str .. placed_tiles[1].position.x
str = str .. " Y:"
str = str .. placed_tiles[1].position.y
table.insert(global.land_fill_history, str)
end
end
local function on_player_died(event)
local player = game.players[event.player_index]
local str = " "
if event.cause.name ~= nil then str = " by " .. event.cause.name end
if player.force.name == "north" then
game.forces.south.print(player.name .. "(north) was killed" .. str, { r=0.99, g=0.0, b=0.0})
end
if player.force.name == "south" then
game.forces.north.print(player.name .. "(south) was killed" .. str, { r=0.99, g=0.0, b=0.0})
end
end
function test()
local x = 0
if x == 1 then
game.player.cheat_mode=true
game.speed = 1.5
game.player.force.research_all_technologies()
game.forces["enemy"].evolution_factor = 0.2
local chart = 600
local surface = game.surfaces["surface"]
game.forces["north"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
game.forces["player"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
game.forces["south"].chart(surface, {lefttop = {x = chart*-1, y = chart*-1}, rightbottom = {x = chart, y = chart}})
end
end
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_built_tile, on_player_built_tile)
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_player_created, on_player_created)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_console_chat, on_console_chat)