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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-09 13:37:02 +02:00
2020-05-09 13:21:17 +02:00

677 lines
23 KiB
Lua

-- modules
require 'maps.scrapyard.player_list'
require 'maps.scrapyard.comfylatron'
require 'maps.scrapyard.commands'
require 'maps.scrapyard.corpse_util'
require 'on_tick_schedule'
require 'modules.dynamic_landfill'
require 'modules.difficulty_vote'
require 'modules.shotgun_buff'
require 'modules.burden'
require 'modules.rocks_heal_over_time'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.flamethrower_nerf'
require 'modules.rocks_yield_ore_veins'
require 'modules.spawners_contain_biters'
require 'modules.biters_yield_coins'
require 'modules.biter_noms_you'
require 'modules.wave_defense.main'
require 'modules.admins_operate_biters'
require 'modules.pistol_buffs'
local Explosives = require 'modules.explosives'
local Color = require 'utils.color_presets'
local Entities = require 'maps.scrapyard.entities'
local update_gui = require 'maps.scrapyard.gui'
local ICW = require 'maps.scrapyard.icw.main'
local WD = require 'modules.wave_defense.table'
local Map = require 'modules.map_info'
local RPG = require 'maps.scrapyard.rpg'
local Reset = require 'functions.soft_reset'
local Terrain = require 'maps.scrapyard.terrain'
local Event = require 'utils.event'
local Scrap_table = require 'maps.scrapyard.table'
local Locomotive = require 'maps.scrapyard.locomotive'.locomotive_spawn
local render_train_hp = require 'maps.scrapyard.locomotive'.render_train_hp
local Score = require 'comfy_panel.score'
local Poll = require 'comfy_panel.poll'
local Collapse = require 'modules.collapse'
local Balance = require 'maps.scrapyard.balance'
local Public = {}
local math_random = math.random
local math_floor = math.floor
Scrap_table.init({train_reveal = true, energy_shared = true})
local starting_items = {['pistol'] = 1, ['firearm-magazine'] = 16, ['wood'] = 4, ['rail'] = 16, ['raw-fish'] = 2}
local colors = {
'green-refined-concrete',
'red-refined-concrete',
'blue-refined-concrete'
}
local disabled_tiles = {
['water-shallow'] = true,
['deepwater-green'] = true,
['out-of-map'] = true,
['green-refined-concrete'] = true,
['red-refined-concrete'] = true,
['blue-refined-concrete'] = true
}
local grandmaster = '[color=blue]Grandmaster:[/color]'
local function create_forces_and_disable_tech()
game.create_force('scrap')
game.create_force('scrap_defense')
game.forces.player.set_friend('scrap', true)
game.forces.enemy.set_friend('scrap', true)
game.forces.scrap.set_friend('player', true)
game.forces.scrap.set_friend('enemy', true)
game.forces.scrap.share_chart = false
game.forces.player.technologies['landfill'].enabled = false
game.forces.player.technologies['optics'].researched = true
game.forces.player.recipes['cargo-wagon'].enabled = false
game.forces.player.recipes['fluid-wagon'].enabled = false
game.forces.player.recipes['artillery-wagon'].enabled = false
game.forces.player.recipes['locomotive'].enabled = false
game.forces.player.recipes['pistol'].enabled = false
game.forces.player.technologies['land-mine'].enabled = false
end
local function set_difficulty()
local wave_defense_table = WD.get_table()
local player_count = #game.connected_players
wave_defense_table.max_active_biters = 1024
-- threat gain / wave
wave_defense_table.threat_gain_multiplier = 2 + player_count * 0.1
local amount = player_count * 0.25 + 2
amount = math.floor(amount)
if amount > 8 then
amount = 8
end
Collapse.set_amount(amount)
--20 Players for fastest wave_interval
wave_defense_table.wave_interval = 3600 - player_count * 90
if wave_defense_table.wave_interval < 2000 then
wave_defense_table.wave_interval = 2000
end
end
function Public.reset_map()
local this = Scrap_table.get_table()
local wave_defense_table = WD.get_table()
local get_score = Score.get_table()
Poll.reset()
ICW.reset()
game.reset_time_played()
Scrap_table.reset_table()
wave_defense_table.math = 8
if not this.train_reveal then
this.revealed_spawn = game.tick + 100
end
local map_gen_settings = {
['seed'] = math_random(1, 1000000),
['water'] = 0.001,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = true}
}
}
if not this.active_surface_index then
this.active_surface_index = game.create_surface('scrapyard', map_gen_settings).index
else
game.forces.player.set_spawn_position({0, 25}, game.surfaces[this.active_surface_index])
this.active_surface_index =
Reset.soft_reset_map(game.surfaces[this.active_surface_index], map_gen_settings, starting_items).index
this.active_surface = game.surfaces[this.active_surface_index]
end
local surface = game.surfaces[this.active_surface_index]
surface.request_to_generate_chunks({0, 0}, 0.5)
surface.force_generate_chunk_requests()
local p = surface.find_non_colliding_position('character-corpse', {2, 21}, 2, 2)
surface.create_entity({name = 'character-corpse', position = p})
game.forces.player.set_spawn_position({0, 21}, surface)
global.friendly_fire_history = {}
global.landfill_history = {}
global.mining_history = {}
get_score.score_table = {}
global.difficulty_poll_closing_timeout = game.tick + 90000
global.difficulty_player_votes = {}
game.difficulty_settings.technology_price_multiplier = 0.6
Collapse.set_kill_entities(false)
Collapse.set_speed(8)
Collapse.set_amount(1)
Collapse.set_max_line_size(Terrain.level_depth)
Collapse.set_surface(surface)
Collapse.set_position({0, 290})
Collapse.set_direction('north')
Collapse.start_now(false)
surface.ticks_per_day = surface.ticks_per_day * 2
surface.daytime = 1
surface.brightness_visual_weights = {1, 0, 0, 0}
surface.freeze_daytime = true
surface.solar_power_multiplier = 1
this.locomotive_health = 10000
this.locomotive_max_health = 10000
this.cargo_health = 10000
this.cargo_max_health = 10000
Locomotive(surface, {x = -18, y = 25})
render_train_hp()
WD.reset_wave_defense()
wave_defense_table.surface_index = this.active_surface_index
wave_defense_table.target = this.locomotive_cargo
wave_defense_table.nest_building_density = 32
wave_defense_table.game_lost = false
wave_defense_table.spawn_position = {x = 0, y = 220}
surface.create_entity({name = 'electric-beam', position = {-196, 190}, source = {-196, 190}, target = {196, 190}})
surface.create_entity({name = 'electric-beam', position = {-196, 190}, source = {-196, 190}, target = {196, 190}})
RPG.rpg_reset_all_players()
if game.forces.scrap_defense then
Balance.init_enemy_weapon_damage()
else
log('scrap_defense not found')
end
set_difficulty()
rendering.draw_text {
text = 'Welcome to Scrapyard!',
surface = surface,
target = {-0, 30},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 40},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 50},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 60},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 70},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 80},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 90},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 100},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = '',
surface = surface,
target = {-0, 110},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
rendering.draw_text {
text = 'Biters will attack this area.',
surface = surface,
target = {-0, 120},
color = {r = 0.98, g = 0.66, b = 0.22},
scale = 3,
font = 'heading-1',
alignment = 'center',
scale_with_zoom = false
}
end
local function change_tile(surface, pos, steps)
return surface.set_tiles {{name = colors[math_floor(steps * 0.5) % 3 + 1], position = {x = pos.x, y = pos.y}}}
end
local function on_player_changed_position(event)
local this = Scrap_table.get_table()
local player = game.players[event.player_index]
if string.sub(player.surface.name, 0, 9) ~= 'scrapyard' then
return
end
local position = player.position
local surface = game.surfaces[this.active_surface_index]
if position.x >= Terrain.level_depth * 0.5 then
return
end
if position.x < Terrain.level_depth * -0.5 then
return
end
if position.y < 5 then
if not this.players[player.index].tiles_enabled then
goto continue
end
local steps = this.players[player.index].steps
local tile = surface.get_tile(position).name
local disabled = disabled_tiles[tile]
if disabled then
goto continue
end
change_tile(surface, position, steps)
if this.players[player.index].steps > 5000 then
this.players[player.index].steps = 0
end
this.players[player.index].steps = this.players[player.index].steps + 1
end
::continue::
if not this.train_reveal or this.players[player.index].reveal - game.tick > 0 then
if position.y < 5 then
Terrain.reveal(player)
end
end
if position.y >= 190 then
player.teleport({position.x, position.y - 1}, surface)
player.print(grandmaster .. ' Forcefield does not approve.', {r = 0.98, g = 0.66, b = 0.22})
if player.character then
player.character.health = player.character.health - 5
player.character.surface.create_entity({name = 'water-splash', position = position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
end
local function on_player_joined_game(event)
local this = Scrap_table.get_table()
local surface = game.surfaces[this.active_surface_index]
local player = game.players[event.player_index]
set_difficulty(event)
if not this.players then
this.players = {}
end
if not this.players[player.index] then
this.players[player.index] = {
tiles_enabled = true,
steps = 0,
first_join = false,
reveal = 0,
data = {}
}
end
if not this.players[player.index].first_join then
player.print(grandmaster .. ' Greetings, newly joined ' .. player.name .. '!', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' Please read the map info.', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' Guide the choo through the black mist.', {r = 1, g = 0.5, b = 0.1})
player.print(grandmaster .. ' To disable rainbow mode, type in console: /rainbow_mode', Color.info)
this.players[player.index].first_join = true
end
if player.surface.index ~= this.active_surface_index then
player.teleport(
surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0, 5),
surface
)
for item, amount in pairs(starting_items) do
player.insert({name = item, count = amount})
end
end
end
local function on_player_left_game()
set_difficulty()
end
local function on_pre_player_left_game(event)
local this = Scrap_table.get_table()
local player = game.players[event.player_index]
if player.controller_type == defines.controllers.editor then
player.toggle_map_editor()
end
if player.character then
this.offline_players[#this.offline_players + 1] = {index = event.player_index, tick = game.tick}
end
end
local function offline_players()
local this = Scrap_table.get_table()
local players = this.offline_players
local surface = game.surfaces[this.active_surface_index]
if #players > 0 then
local later = {}
for i = 1, #players, 1 do
if players[i] and game.players[players[i].index] and game.players[players[i].index].connected then
players[i] = nil
else
if players[i] and players[i].tick < game.tick - 54000 then
local player_inv = {}
local items = {}
player_inv[1] = game.players[players[i].index].get_inventory(defines.inventory.character_main)
player_inv[2] = game.players[players[i].index].get_inventory(defines.inventory.character_armor)
player_inv[3] = game.players[players[i].index].get_inventory(defines.inventory.character_guns)
player_inv[4] = game.players[players[i].index].get_inventory(defines.inventory.character_ammo)
player_inv[5] = game.players[players[i].index].get_inventory(defines.inventory.character_trash)
local e =
surface.create_entity(
{
name = 'character',
position = game.forces.player.get_spawn_position(surface),
force = 'neutral'
}
)
local inv = e.get_inventory(defines.inventory.character_main)
for ii = 1, 5, 1 do
if player_inv[ii].valid then
for iii = 1, #player_inv[ii], 1 do
if player_inv[ii][iii].valid then
items[#items + 1] = player_inv[ii][iii]
end
end
end
end
if #items > 0 then
for item = 1, #items, 1 do
if items[item].valid then
inv.insert(items[item])
end
end
game.print({'chronosphere.message_accident'}, {r = 0.98, g = 0.66, b = 0.22})
e.die('neutral')
else
e.destroy()
end
for ii = 1, 5, 1 do
if player_inv[ii].valid then
player_inv[ii].clear()
end
end
players[i] = nil
else
later[#later + 1] = players[i]
end
end
end
players = {}
if #later > 0 then
for i = 1, #later, 1 do
players[#players + 1] = later[i]
end
end
end
end
local function on_research_finished(event)
event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 50 -- +5 Slots / level
local mining_speed_bonus = game.forces.player.mining_drill_productivity_bonus * 5 -- +50% speed / level
if event.research.force.technologies['steel-axe'].researched then
mining_speed_bonus = mining_speed_bonus + 0.5
end -- +50% speed for steel-axe research
event.research.force.manual_mining_speed_modifier = mining_speed_bonus
end
local function darkness(data)
local rnd = math.random
local this = data.this
local surface = data.surface
if rnd(1, 32) == 1 then
if not this.freeze_daytime then
return
end
game.print(grandmaster .. ' Sunlight, finally!', {r = 1, g = 0.5, b = 0.1})
surface.min_brightness = 1
surface.brightness_visual_weights = {1, 0, 0, 0}
surface.daytime = 1
surface.freeze_daytime = true
surface.solar_power_multiplier = 1
this.freeze_daytime = false
return
elseif rnd(1, 64) == 1 then
if this.freeze_daytime then
return
end
game.print(grandmaster .. ' Darkness has surrounded us!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Builds some lamps!', {r = 1, g = 0.5, b = 0.1})
surface.min_brightness = 0
surface.brightness_visual_weights = {0.90, 0.90, 0.90}
surface.daytime = 0.42
surface.freeze_daytime = true
surface.solar_power_multiplier = 0
this.freeze_daytime = true
return
end
end
local function scrap_randomness(data)
local this = data.this
local rnd = math.random
if rnd(1, 32) == 1 then
if this.scrap_enabled then
return
end
this.scrap_enabled = true
game.print(grandmaster .. ' Scrap is back!', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Output from scrap is now randomized.', {r = 1, g = 0.5, b = 0.1})
return
elseif rnd(1, 64) == 1 then
if not this.scrap_enabled then
return
end
this.scrap_enabled = false
game.print(grandmaster .. ' It seems that the scrap is temporarily gone.', {r = 1, g = 0.5, b = 0.1})
game.print(grandmaster .. ' Output from scrap is now only ores.', {r = 1, g = 0.5, b = 0.1})
return
end
end
local function transfer_pollution(data)
local surface = data.surface
local this = data.this
if not surface then
return
end
local pollution = surface.get_total_pollution() * (3 / (4 / 3 + 1)) * global.difficulty_vote_value
game.surfaces[this.active_surface_index].pollute(this.locomotive.position, pollution)
surface.clear_pollution()
end
local tick_minute_functions = {
[300 * 2 + 30 * 2] = scrap_randomness,
[300 * 3 + 30 * 1] = darkness,
[300 * 3 + 30 * 0] = transfer_pollution
}
local on_tick = function()
local this = Scrap_table.get_table()
local surface = game.surfaces[this.active_surface_index]
local wave_defense_table = WD.get_table()
local tick = game.tick
local status = Collapse.start_now()
local key = tick % 3600
local data = {
this = this,
surface = surface
}
if not this.locomotive.valid then
Entities.loco_died()
end
if status == true then
goto continue
end
if
this.left_top.y % Terrain.level_depth == 0 and this.left_top.y < 0 and
this.left_top.y > Terrain.level_depth * -10
then
if not Collapse.start_now() then
Collapse.start_now(true)
end
end
::continue::
if game.tick % 30 == 0 then
for _, player in pairs(game.connected_players) do
update_gui(player)
end
if game.tick % 1800 == 0 then
local position = surface.find_non_colliding_position('stone-furnace', Collapse.get_position(), 128, 1)
if position then
wave_defense_table.spawn_position = position
end
offline_players()
Entities.set_scores()
end
end
if tick_minute_functions[key] then
tick_minute_functions[key](data)
end
if this.game_reset_tick then
if this.game_reset_tick < game.tick then
this.game_reset_tick = nil
Public.reset_map()
end
return
end
end
local on_init = function()
global.custom_highscore.description = 'Depth reached: '
create_forces_and_disable_tech()
game.forces.scrap.share_chart = false
global.rocks_yield_ore_maximum_amount = 500
global.rocks_yield_ore_base_amount = 50
global.rocks_yield_ore_distance_modifier = 0.025
Public.reset_map()
local T = Map.Pop_info()
T.main_caption = 'R a i n b o w S c r a p y a r d'
T.sub_caption = ' ---defend the choo---'
T.text =
table.concat(
{
'The biters have catched the scent of fish in the cargo wagon.\n',
'Guide the choo through the black mist and protect it for as long as possible!\n',
'This will not be an easy task however,\n',
'since their strength and numbers increase over time.\n',
'\n',
'Delve deep for greater treasures, but also face increased dangers.\n',
'Mining productivity research, will overhaul your mining equipment,\n',
'reinforcing your pickaxe as well as increasing the size of your backpack.\n',
'\n',
'Scrap randomness seems to occur frequently, sometimes mining scrap\n',
'does not output scrap, weird...\n',
'\n',
"We've also noticed that solar eclipse occuring, \n",
'we have yet to solve this mystery\n',
'\n',
'Good luck, over and out!',
'\n',
'\n',
'\n'
}
)
T.main_caption_color = {r = 150, g = 150, b = 0}
T.sub_caption_color = {r = 0, g = 150, b = 0}
local mgs = game.surfaces['nauvis'].map_gen_settings
mgs.width = 16
mgs.height = 16
game.surfaces['nauvis'].map_gen_settings = mgs
game.surfaces['nauvis'].clear()
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)
end
Event.on_nth_tick(10, on_tick)
Event.on_init(on_init)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
return Public