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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/maps/fish_defender_v1/fish_defender.lua

1760 lines
63 KiB
Lua

--luacheck: ignore
-- fish defender -- by mewmew --
require 'maps.fish_defender_v1.map_intro'
require 'maps.fish_defender_v1.market'
require 'maps.fish_defender_v1.shotgun_buff'
require 'maps.fish_defender_v1.on_entity_damaged'
require 'modules.rocket_launch_always_yields_science'
require 'modules.launch_fish_to_win'
require 'modules.biters_yield_coins'
require 'modules.dynamic_landfill'
require 'modules.dangerous_goods'
require 'modules.custom_death_messages'
require 'modules.biter_evasion_hp_increaser'
local event = require 'utils.event'
local Server = require 'utils.server'
local boss_biter = require 'maps.fish_defender.boss_biters'
local Score = require 'comfy_panel.score'
require 'functions.boss_unit'
local map_functions = require 'tools.map_functions'
local Difficulty = require 'modules.difficulty_vote'
local math_random = math.random
local insert = table.insert
local enable_start_grace_period = true
local biter_count_limit = 1024 --maximum biters on the east side of the map, next wave will be delayed if the maximum has been reached
local boss_waves = {
[50] = {{name = 'big-biter', count = 3}},
[100] = {{name = 'behemoth-biter', count = 1}},
[150] = {{name = 'behemoth-spitter', count = 4}, {name = 'big-spitter', count = 16}},
[200] = {
{name = 'behemoth-biter', count = 4},
{name = 'behemoth-spitter', count = 2},
{name = 'big-biter', count = 32}
},
[250] = {
{name = 'behemoth-biter', count = 8},
{name = 'behemoth-spitter', count = 4},
{name = 'big-spitter', count = 32}
},
[300] = {{name = 'behemoth-biter', count = 16}, {name = 'behemoth-spitter', count = 8}}
}
local difficulties_votes = {
[1] = {wave_interval = 5100, amount_modifier = 0.55, strength_modifier = 0.40},
[2] = {wave_interval = 4500, amount_modifier = 0.75, strength_modifier = 0.65},
[3] = {wave_interval = 4000, amount_modifier = 0.90, strength_modifier = 0.85},
[4] = {wave_interval = 3600, amount_modifier = 1.00, strength_modifier = 1.00},
[5] = {wave_interval = 3200, amount_modifier = 1.10, strength_modifier = 1.25},
[6] = {wave_interval = 2700, amount_modifier = 1.25, strength_modifier = 1.75},
[7] = {wave_interval = 2100, amount_modifier = 1.50, strength_modifier = 2.50}
}
local function shuffle(tbl)
local size = #tbl
for i = size, 1, -1 do
local rand = math.random(size)
tbl[i], tbl[rand] = tbl[rand], tbl[i]
end
return tbl
end
local function create_wave_gui(player)
if player.gui.top['fish_defense_waves'] then
player.gui.top['fish_defense_waves'].destroy()
end
local frame = player.gui.top.add({type = 'frame', name = 'fish_defense_waves', tooltip = 'Click to show map info'})
frame.style.maximal_height = 38
local wave_count = 0
if global.wave_count then
wave_count = global.wave_count
end
if not global.wave_grace_period then
local label = frame.add({type = 'label', caption = 'Wave: ' .. wave_count})
label.style.font_color = {r = 0.88, g = 0.88, b = 0.88}
label.style.font = 'default-listbox'
label.style.left_padding = 4
label.style.right_padding = 4
label.style.minimal_width = 68
label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local next_level_progress = game.tick % global.wave_interval / global.wave_interval
local progressbar = frame.add({type = 'progressbar', value = next_level_progress})
progressbar.style.minimal_width = 120
progressbar.style.maximal_width = 120
progressbar.style.top_padding = 10
else
local time_remaining = math.floor(((global.wave_grace_period - (game.tick % global.wave_grace_period)) / 60) / 60)
if time_remaining <= 0 then
global.wave_grace_period = nil
return
end
local label = frame.add({type = 'label', caption = 'Waves will start in ' .. time_remaining .. ' minutes.'})
label.style.font_color = {r = 0.88, g = 0.88, b = 0.88}
label.style.font = 'default-listbox'
label.style.left_padding = 4
label.style.right_padding = 4
label.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
if not enable_start_grace_period then
global.wave_grace_period = nil
return
end
end
end
local function show_fd_stats(player)
local gui_id = 'fd-stats'
local table_id = gui_id .. 'table'
if player.gui.left[gui_id] then
player.gui.left[gui_id].destroy()
end
local frame =
player.gui.left.add {
type = 'frame',
name = gui_id
}
local table =
frame.add {
type = 'table',
name = table_id,
column_count = 2
}
local table_header = {'Building', 'Placed' .. '/' .. 'Limit'}
for k, v in pairs(table_header) do
local h = table.add {type = 'label', caption = v}
h.style.font = 'heading-2'
end
for k, v in pairs(global.entity_limits) do
local name = v.str
local placed = v.placed
local limit = v.limit
local entry = {name, placed .. '/' .. limit}
for k, v in pairs(entry) do
table.add {
type = 'label',
caption = v
}
end
end
end
local function update_fd_stats()
for _, player in pairs(game.connected_players) do
if player.gui.left['fd-stats'] then
show_fd_stats(player)
end
end
end
local function add_fd_stats_button(player)
local button_id = 'fd-stats-button'
if player.gui.top[button_id] then
player.gui.top[button_id].destroy()
end
local button =
player.gui.top.add {
type = 'sprite-button',
name = button_id,
sprite = 'item/submachine-gun'
}
end
local function on_gui_click(event)
if not event.element.valid then
return
end
if event.element.name ~= 'fd-stats-button' then
return
end
local player = game.players[event.player_index]
local frame = player.gui.left['fd-stats']
if frame == nil then
show_fd_stats(player)
else
frame.destroy()
end
end
local function on_market_item_purchased(event)
update_fd_stats()
end
local threat_values = {
['small_biter'] = 1,
['medium_biter'] = 3,
['big_biter'] = 5,
['behemoth_biter'] = 10,
['small_spitter'] = 1,
['medium_spitter'] = 3,
['big_spitter'] = 5,
['behemoth_spitter'] = 10
}
local function get_biter_initial_pool()
local biter_pool = {}
if global.wave_count > 1750 then
biter_pool = {
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
if global.wave_count > 1500 then
biter_pool = {
{name = 'big-biter', threat = threat_values.big_biter, weight = 1},
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
if global.wave_count > 1250 then
biter_pool = {
{name = 'big-biter', threat = threat_values.big_biter, weight = 2},
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
if global.wave_count > 1000 then
biter_pool = {
{name = 'big-biter', threat = threat_values.big_biter, weight = 3},
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.1 then
biter_pool = {
{name = 'small-biter', threat = threat_values.small_biter, weight = 3},
{name = 'small-spitter', threat = threat_values.small_spitter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.2 then
biter_pool = {
{name = 'small-biter', threat = threat_values.small_biter, weight = 10},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 2},
{name = 'small-spitter', threat = threat_values.small_spitter, weight = 5},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.3 then
biter_pool = {
{name = 'small-biter', threat = threat_values.small_biter, weight = 18},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 6},
{name = 'small-spitter', threat = threat_values.small_spitter, weight = 8},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 3},
{name = 'big-biter', threat = threat_values.big_biter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.4 then
biter_pool = {
{name = 'small-biter', threat = threat_values.small_biter, weight = 2},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 8},
{name = 'big-biter', threat = threat_values.big_biter, weight = 2},
{name = 'small-spitter', threat = threat_values.small_spitter, weight = 1},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 4},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.5 then
biter_pool = {
{name = 'small-biter', threat = threat_values.small_biter, weight = 2},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 4},
{name = 'big-biter', threat = threat_values.big_biter, weight = 8},
{name = 'small-spitter', threat = threat_values.small_spitter, weight = 1},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 4}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.6 then
biter_pool = {
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 4},
{name = 'big-biter', threat = threat_values.big_biter, weight = 8},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 4}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.7 then
biter_pool = {
{name = 'behemoth-biter', threat = threat_values.small_biter, weight = 2},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 12},
{name = 'big-biter', threat = threat_values.big_biter, weight = 20},
{name = 'behemoth-spitter', threat = threat_values.small_spitter, weight = 1},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 6},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 10}
}
return biter_pool
end
if game.forces.enemy.evolution_factor < 0.8 then
biter_pool = {
{name = 'behemoth-biter', threat = threat_values.small_biter, weight = 2},
{name = 'medium-biter', threat = threat_values.medium_biter, weight = 4},
{name = 'big-biter', threat = threat_values.big_biter, weight = 10},
{name = 'behemoth-spitter', threat = threat_values.small_spitter, weight = 1},
{name = 'medium-spitter', threat = threat_values.medium_spitter, weight = 2},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 5}
}
return biter_pool
end
if game.forces.enemy.evolution_factor <= 0.9 then
biter_pool = {
{name = 'big-biter', threat = threat_values.big_biter, weight = 12},
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 6},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
if game.forces.enemy.evolution_factor <= 1 then
biter_pool = {
{name = 'big-biter', threat = threat_values.big_biter, weight = 4},
{name = 'behemoth-biter', threat = threat_values.behemoth_biter, weight = 2},
{name = 'big-spitter', threat = threat_values.big_spitter, weight = 2},
{name = 'behemoth-spitter', threat = threat_values.behemoth_spitter, weight = 1}
}
return biter_pool
end
end
local function get_biter_pool()
local surface = game.surfaces['fish_defender']
local biter_pool = get_biter_initial_pool()
local biter_raffle = {}
for _, biter_type in pairs(biter_pool) do
for x = 1, biter_type.weight, 1 do
insert(biter_raffle, {name = biter_type.name, threat = biter_type.threat})
end
end
return biter_raffle
end
local function spawn_biter(pos, biter_pool)
if global.attack_wave_threat < 1 then
return false
end
local surface = game.surfaces['fish_defender']
biter_pool = shuffle(biter_pool)
global.attack_wave_threat = global.attack_wave_threat - biter_pool[1].threat
local valid_pos = surface.find_non_colliding_position(biter_pool[1].name, pos, 100, 2)
local biter = surface.create_entity({name = biter_pool[1].name, position = valid_pos})
return biter
end
local attack_group_count_thresholds = {
{0, 1},
{50, 2},
{100, 3},
{150, 4},
{200, 5},
{1000, 6},
{2000, 7},
{3000, 8}
}
local function get_number_of_attack_groups()
local n = 1
for _, entry in pairs(attack_group_count_thresholds) do
if global.wave_count >= entry[1] then
n = entry[2]
end
end
return n
end
local function clear_corpses(surface)
if not global.wave_count then
return
end
local chance = 4
if global.wave_count > 250 then
chance = 3
end
if global.wave_count > 500 then
chance = 2
end
for _, entity in pairs(surface.find_entities_filtered {type = 'corpse'}) do
if math_random(1, chance) == 1 then
entity.destroy()
end
end
end
local boss_wave_names = {
[50] = 'The Big Biter Gang',
[100] = 'Biterzilla',
[150] = 'The Spitter Squad',
[200] = 'The Wall Nibblers',
[250] = 'Conveyor Munchers',
[300] = 'Furnace Freezers',
[350] = 'Cable Chewers',
[400] = 'Power Pole Thieves',
[450] = 'Assembler Annihilators',
[500] = 'Inserter Crunchers',
[550] = 'Engineer Eaters',
[600] = 'Belt Unbalancers',
[650] = 'Turret Devourers',
[700] = 'Pipe Perforators',
[750] = 'Desync Bros',
[800] = 'Ratio Randomizers',
[850] = 'Wire Chompers',
[900] = 'The Bus Mixers',
[950] = 'Roundabout Deadlockers',
[1000] = 'Happy Tree Friends',
[1050] = 'Uranium Digesters',
[1100] = 'Bot Banishers',
[1150] = 'Chest Crushers',
[1200] = 'Cargo Wagon Scratchers',
[1250] = 'Transport Belt Surfers',
[1300] = 'Pumpjack Pulverizers',
[1350] = 'Radar Ravagers',
[1400] = 'Mall Deconstrutors',
[1450] = 'Lamp Dimmers',
[1500] = 'Roboport Disablers',
[1550] = 'Signal Spammers',
[1600] = 'Brick Tramplers',
[1650] = 'Drill Destroyers',
[1700] = 'Gearwheel Grinders',
[1750] = 'Silo Seekers',
[1800] = 'Circuit Breakers',
[1850] = 'Bullet Absorbers',
[1900] = 'Oil Guzzlers',
[1950] = 'Belt Rotators',
[2000] = 'Bluescreen Factor'
}
local function spawn_boss_units(surface)
local Diff = Difficulty.get()
if boss_wave_names[global.wave_count] then
game.print('Boss Wave ' .. global.wave_count .. ' - - ' .. boss_wave_names[global.wave_count], {r = 0.8, g = 0.1, b = 0.1})
else
game.print('Boss Wave ' .. global.wave_count, {r = 0.8, g = 0.1, b = 0.1})
end
if not boss_waves[global.wave_count] then
boss_waves[global.wave_count] = {
{name = 'behemoth-biter', count = math.floor(global.wave_count / 16)},
{name = 'behemoth-spitter', count = math.floor(global.wave_count / 32)}
}
end
local position = {x = 216, y = 0}
local biter_group = surface.create_unit_group({position = position})
for _, entry in pairs(boss_waves[global.wave_count]) do
for x = 1, entry.count, 1 do
local pos = surface.find_non_colliding_position(entry.name, position, 64, 3)
if pos then
local biter = surface.create_entity({name = entry.name, position = pos})
global.boss_biters[biter.unit_number] = biter
add_boss_unit(biter, global.biter_evasion_health_increase_factor * 8 * difficulties_votes[Diff.difficulty_vote_index].strength_modifier, 0.70)
biter_group.add_member(biter)
end
end
end
biter_group.set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type = defines.command.attack_area,
destination = {x = 160, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack_area,
destination = {x = 128, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack_area,
destination = {x = 96, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack_area,
destination = {x = 64, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack_area,
destination = {x = 32, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack_area,
destination = {x = -32, y = 0},
radius = 16,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.market,
distraction = defines.distraction.by_enemy
}
}
}
)
biter_group.start_moving()
end
local function wake_up_the_biters(surface)
if not global.market then
return
end
--if not global.wake_up_counter then global.wake_up_counter = 0 end
--global.wake_up_counter = global.wake_up_counter + 1
--if global.wake_up_counter % 2 == 1 then return end
--[[
unit_group = game.player.surface.create_unit_group({position = game.player.selected.position})
for _, biter in pairs(game.player.surface.find_enemy_units(game.player.selected.position, 96, "player")) do
unit_group.add_member(biter)
end
unit_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type=defines.command.attack_area,
destination=global.market.position,
radius=512,
distraction=defines.distraction.by_anything
}
}
})
unit_group.start_moving()
game.player.surface.set_multi_command({
command={
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.none
},
unit_count = 128,
force = "enemy",
unit_search_distance=128
})
]]
local nearest_player_unit = surface.find_nearest_enemy({position = {x = 256, y = 0}, max_distance = 512, force = 'enemy'})
if not nearest_player_unit then
return
end
local target_positions = {}
for y = -80, 80, 4 do
insert(target_positions, {x = nearest_player_unit.position.x, y = y})
end
target_positions = shuffle(target_positions)
local units = surface.find_entities_filtered({type = 'unit'})
units = shuffle(units)
local unit_groups = {}
for i = 1, 2, 1 do
if not units[i] then
break
end
if not units[i].valid then
break
end
unit_groups[i] = surface.create_unit_group({position = {x = units[i].position.x, y = units[i].position.y}})
local biters = surface.find_enemy_units(units[i].position, 24, 'player')
for _, biter in pairs(biters) do
unit_groups[i].add_member(biter)
end
end
for i = 1, #unit_groups, 1 do
if unit_groups[i].valid then
if #unit_groups[i].members > 0 then
unit_groups[i].set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type = defines.command.attack_area,
destination = {target_positions[i].x, target_positions[i].y},
radius = 32,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack_area,
destination = global.market.position,
radius = 32,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack,
target = global.market,
distraction = defines.distraction.by_enemy
}
}
}
)
unit_groups[i].start_moving()
else
unit_groups[i].destroy()
end
end
end
--[[
surface.set_multi_command({
command={
type=defines.command.attack,
target=global.market,
distraction=defines.distraction.by_enemy
},
unit_count = 16,
force = "enemy",
unit_search_distance=64
})]]
surface.set_multi_command(
{
command = {
type = defines.command.attack,
target = global.market,
distraction = defines.distraction.none
},
unit_count = 16,
force = 'enemy',
unit_search_distance = 24
}
)
end
local function damage_entity_outside_of_fence(e)
if not e.health then
return
end
if e.force.name == 'neutral' then
return
end
if e.type == 'unit' or e.type == 'unit-spawner' then
return
end
e.surface.create_entity({name = 'water-splash', position = e.position})
if e.type == 'entity-ghost' then
e.destroy()
return
end
e.health = e.health - math_random(math.floor(e.prototype.max_health * 0.05), math.floor(e.prototype.max_health * 0.1))
if e.health <= 0 then
e.die('enemy')
end
end
local function biter_attack_wave()
if not global.market then
return
end
if global.wave_grace_period then
return
end
local surface = game.surfaces['fish_defender']
local Diff = Difficulty.get()
clear_corpses(surface)
wake_up_the_biters(surface)
if surface.count_entities_filtered({type = 'unit'}) > biter_count_limit then
--game.print("Biter limit reached, wave delayed.", {r = 0.7, g = 0.1, b = 0.1})
return
end
if not global.wave_count then
global.wave_count = 1
else
global.wave_count = global.wave_count + 1
end
local m = 0.0015
if Diff.difficulty_vote_index then
m = m * difficulties_votes[Diff.difficulty_vote_index].strength_modifier
end
game.forces.enemy.set_ammo_damage_modifier('melee', global.wave_count * m)
game.forces.enemy.set_ammo_damage_modifier('biological', global.wave_count * m)
global.biter_evasion_health_increase_factor = 1 + (global.wave_count * (m * 2))
local m = 4
if Diff.difficulty_vote_index then
m = m * difficulties_votes[Diff.difficulty_vote_index].amount_modifier
end
if global.wave_count % 50 == 0 then
global.attack_wave_threat = math.floor(global.wave_count * m)
spawn_boss_units(surface)
if global.attack_wave_threat > 10000 then
global.attack_wave_threat = 10000
end
else
global.attack_wave_threat = math.floor(global.wave_count * m)
if global.attack_wave_threat > 10000 then
global.attack_wave_threat = 10000
end
end
local evolution = global.wave_count * 0.00125
if evolution > 1 then
evolution = 1
end
game.forces.enemy.evolution_factor = evolution
if game.forces.enemy.evolution_factor == 1 then
if not global.endgame_modifier then
global.endgame_modifier = 1
game.print('Endgame enemy evolution reached.', {r = 0.7, g = 0.1, b = 0.1})
else
global.endgame_modifier = global.endgame_modifier + 1
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{160, -256}, {360, 256}}})) do
damage_entity_outside_of_fence(e)
end
local spawn_x = 242
local target_x = -32
local group_coords = {}
for a = -80, 80, 16 do
insert(group_coords, {spawn = {x = spawn_x, y = a * 2}, target = {x = target_x, y = a}})
end
group_coords = shuffle(group_coords)
local unit_groups = {}
if global.wave_count > 100 and math_random(1, 8) == 1 then
for i = 1, #group_coords, 1 do
unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
else
for i = 1, get_number_of_attack_groups(), 1 do
unit_groups[i] = surface.create_unit_group({position = group_coords[i].spawn})
end
end
local biter_pool = get_biter_pool()
while global.attack_wave_threat > 0 do
for i = 1, #unit_groups, 1 do
local biter = spawn_biter(unit_groups[i].position, biter_pool)
if biter then
unit_groups[i].add_member(biter)
else
break
end
end
end
for i = 1, #unit_groups, 1 do
unit_groups[i].set_command(
{
type = defines.command.compound,
structure_type = defines.compound_command.logical_and,
commands = {
{
type = defines.command.attack_area,
destination = {group_coords[i].target.x + 192, group_coords[i].target.y},
radius = 32,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack_area,
destination = {group_coords[i].target.x + 128, group_coords[i].target.y},
radius = 32,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack_area,
destination = {group_coords[i].target.x + 64, group_coords[i].target.y},
radius = 32,
distraction = defines.distraction.by_anything
},
{
type = defines.command.attack_area,
destination = {group_coords[i].target.x, group_coords[i].target.y},
radius = 32,
distraction = defines.distraction.by_enemy
},
{
type = defines.command.attack,
target = global.market,
distraction = defines.distraction.by_enemy
}
}
}
)
unit_groups[i].start_moving()
end
end
local function get_sorted_list(column_name, score_list)
for x = 1, #score_list, 1 do
for y = 1, #score_list, 1 do
if not score_list[y + 1] then
break
end
if score_list[y][column_name] < score_list[y + 1][column_name] then
local key = score_list[y]
score_list[y] = score_list[y + 1]
score_list[y + 1] = key
end
end
end
return score_list
end
local function get_mvps()
local get_score = Score.get_table().score_table
if not get_score['player'] then
return false
end
local score = get_score['player']
local score_list = {}
for _, p in pairs(game.players) do
local killscore = 0
if score.players[p.name].killscore then
killscore = score.players[p.name].killscore
end
local deaths = 0
if score.players[p.name].deaths then
deaths = score.players[p.name].deaths
end
local built_entities = 0
if score.players[p.name].built_entities then
built_entities = score.players[p.name].built_entities
end
local mined_entities = 0
if score.players[p.name].mined_entities then
mined_entities = score.players[p.name].mined_entities
end
table.insert(
score_list,
{
name = p.name,
killscore = killscore,
deaths = deaths,
built_entities = built_entities,
mined_entities = mined_entities
}
)
end
local mvp = {}
score_list = get_sorted_list('killscore', score_list)
mvp.killscore = {name = score_list[1].name, score = score_list[1].killscore}
score_list = get_sorted_list('deaths', score_list)
mvp.deaths = {name = score_list[1].name, score = score_list[1].deaths}
score_list = get_sorted_list('built_entities', score_list)
mvp.built_entities = {name = score_list[1].name, score = score_list[1].built_entities}
return mvp
end
local function is_game_lost()
if global.market then
return
end
for _, player in pairs(game.connected_players) do
if player.gui.left['fish_defense_game_lost'] then
return
end
local f =
player.gui.left.add(
{
type = 'frame',
name = 'fish_defense_game_lost',
caption = 'The fish market was overrun! The biters are having a feast :3',
direction = 'vertical'
}
)
f.style.font_color = {r = 0.65, g = 0.1, b = 0.99}
local t = f.add({type = 'table', column_count = 2})
local l = t.add({type = 'label', caption = 'Survival Time >> '})
l.style.font = 'default-listbox'
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
if global.market_age >= 216000 then
local l =
t.add(
{
type = 'label',
caption = math.floor(((global.market_age / 60) / 60) / 60) .. ' hours ' .. math.ceil((global.market_age % 216000 / 60) / 60) .. ' minutes'
}
)
l.style.font = 'default-bold'
l.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
else
local l = t.add({type = 'label', caption = math.ceil((global.market_age % 216000 / 60) / 60) .. ' minutes'})
l.style.font = 'default-bold'
l.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
end
local mvp = get_mvps()
if mvp then
local l = t.add({type = 'label', caption = 'MVP Defender >> '})
l.style.font = 'default-listbox'
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = 'label', caption = mvp.killscore.name .. ' with a score of ' .. mvp.killscore.score})
l.style.font = 'default-bold'
l.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local l = t.add({type = 'label', caption = 'MVP Builder >> '})
l.style.font = 'default-listbox'
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l =
t.add(
{
type = 'label',
caption = mvp.built_entities.name .. ' built ' .. mvp.built_entities.score .. ' things'
}
)
l.style.font = 'default-bold'
l.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
local l = t.add({type = 'label', caption = 'MVP Deaths >> '})
l.style.font = 'default-listbox'
l.style.font_color = {r = 0.22, g = 0.77, b = 0.44}
local l = t.add({type = 'label', caption = mvp.deaths.name .. ' died ' .. mvp.deaths.score .. ' times'})
l.style.font = 'default-bold'
l.style.font_color = {r = 0.33, g = 0.66, b = 0.9}
if not global.results_sent then
local result = {}
insert(result, 'MVP Defender: \\n')
insert(result, mvp.killscore.name .. ' with a score of ' .. mvp.killscore.score .. '\\n')
insert(result, '\\n')
insert(result, 'MVP Builder: \\n')
insert(result, mvp.built_entities.name .. ' built ' .. mvp.built_entities.score .. ' things\\n')
insert(result, '\\n')
insert(result, 'MVP Deaths: \\n')
insert(result, mvp.deaths.name .. ' died ' .. mvp.deaths.score .. ' times')
local message = table.concat(result)
Server.to_discord_embed(message)
global.results_sent = true
end
end
for _, player in pairs(game.connected_players) do
player.play_sound {path = 'utility/game_lost', volume_modifier = 0.75}
end
end
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_distance = 15
game.map_settings.enemy_expansion.settler_group_min_size = 15
game.map_settings.enemy_expansion.settler_group_max_size = 30
game.map_settings.enemy_expansion.min_expansion_cooldown = 600
game.map_settings.enemy_expansion.max_expansion_cooldown = 600
end
local function damage_entities_in_radius(surface, position, radius, damage)
local entities_to_damage = surface.find_entities_filtered({area = {{position.x - radius, position.y - radius}, {position.x + radius, position.y + radius}}})
for _, entity in pairs(entities_to_damage) do
if entity.valid then
if entity.health and entity.name ~= 'land-mine' then
if entity.force.name ~= 'enemy' then
if entity.name == 'character' then
entity.damage(damage, 'enemy')
else
entity.health = entity.health - damage
if entity.health <= 0 then
entity.die('enemy')
end
end
end
end
end
end
end
local function market_kill_visuals()
local m = 32
local m2 = m * 0.005
for i = 1, 1024, 1 do
global.market.surface.create_entity(
{
name = 'branch-particle',
position = global.market.position,
frame_speed = 0.1,
vertical_speed = 0.1,
height = 0.1,
movement = {m2 - (math.random(0, m) * 0.01), m2 - (math.random(0, m) * 0.01)}
}
)
end
for x = -5, 5, 0.5 do
for y = -5, 5, 0.5 do
if math_random(1, 2) == 1 then
global.market.surface.create_trivial_smoke(
{
name = 'smoke-fast',
position = {global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}
}
)
end
if math_random(1, 3) == 1 then
global.market.surface.create_trivial_smoke(
{
name = 'train-smoke',
position = {global.market.position.x + (x * 0.35), global.market.position.y + (y * 0.35)}
}
)
end
end
end
global.market.surface.spill_item_stack(global.market.position, {name = 'raw-fish', count = 1024}, true)
end
local biter_splash_damage = {
['medium-biter'] = {
visuals = {'blood-explosion-big', 'big-explosion'},
radius = 1.5,
damage_min = 50,
damage_max = 100,
chance = 8
},
['big-biter'] = {
visuals = {'blood-explosion-huge', 'ground-explosion'},
radius = 2,
damage_min = 75,
damage_max = 150,
chance = 16
},
['behemoth-biter'] = {
visuals = {'blood-explosion-huge', 'big-artillery-explosion'},
radius = 2.5,
damage_min = 100,
damage_max = 200,
chance = 32
}
}
local function on_entity_died(event)
if event.entity.force.name == 'enemy' then
local surface = event.entity.surface
if global.boss_biters[event.entity.unit_number] then
boss_biter.died(event)
end
local splash = biter_splash_damage[event.entity.name]
if splash then
if math_random(1, splash.chance) == 1 then
for _, visual in pairs(splash.visuals) do
surface.create_entity({name = visual, position = event.entity.position})
end
damage_entities_in_radius(surface, event.entity.position, splash.radius, math_random(splash.damage_min, splash.damage_max))
return
end
end
if event.entity.name == 'behemoth-biter' then
if math_random(1, 16) == 1 then
local p = surface.find_non_colliding_position('big-biter', event.entity.position, 3, 0.5)
if p then
surface.create_entity {name = 'big-biter', position = p}
end
end
for i = 1, math_random(1, 2), 1 do
local p = surface.find_non_colliding_position('medium-biter', event.entity.position, 3, 0.5)
if p then
surface.create_entity {name = 'medium-biter', position = p}
end
end
end
return
end
if event.entity == global.market then
market_kill_visuals()
global.market = nil
global.market_age = game.tick
is_game_lost()
end
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
update_fd_stats()
end
end
local function on_player_joined_game(event)
local player = game.players[event.player_index]
if not global.fish_defense_init_done then
local map_gen_settings = {}
map_gen_settings.water = '0.5'
map_gen_settings.cliff_settings = {cliff_elevation_interval = 16, cliff_elevation_0 = 32}
map_gen_settings.autoplace_controls = {
['coal'] = {frequency = '3', size = '2', richness = '1'},
['stone'] = {frequency = '3', size = '2', richness = '1'},
['copper-ore'] = {frequency = '3', size = '2', richness = '1'},
['iron-ore'] = {frequency = '3', size = '2', richness = '1'},
['uranium-ore'] = {frequency = '2', size = '1', richness = '1'},
['crude-oil'] = {frequency = '4', size = '1', richness = '1'},
['trees'] = {frequency = '1.5', size = '1.5', richness = '1'},
['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'}
}
game.create_surface('fish_defender', map_gen_settings)
local surface = game.surfaces['fish_defender']
local radius = 256
game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
game.map_settings.enemy_expansion.enabled = false
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.pollution.enabled = false
game.forces['player'].technologies['atomic-bomb'].enabled = false
global.entity_limits = {
['gun-turret'] = {placed = 1, limit = 1, str = 'gun turret', slot_price = 75},
['laser-turret'] = {placed = 0, limit = 1, str = 'laser turret', slot_price = 300},
['artillery-turret'] = {placed = 0, limit = 1, str = 'artillery turret', slot_price = 500},
['flamethrower-turret'] = {placed = 0, limit = 0, str = 'flamethrower turret', slot_price = 50000},
['land-mine'] = {placed = 0, limit = 1, str = 'mine', slot_price = 1}
}
game.create_force('decoratives')
game.forces['decoratives'].set_cease_fire('enemy', true)
game.forces['enemy'].set_cease_fire('decoratives', true)
game.forces['player'].set_cease_fire('decoratives', true)
global.comfylatron_habitat = {
left_top = {x = -1500, y = -1500},
right_bottom = {x = -80, y = 1500}
}
global.fish_defense_init_done = true
end
if player.online_time < 1 then
player.insert({name = 'pistol', count = 1})
player.insert({name = 'raw-fish', count = 3})
player.insert({name = 'firearm-magazine', count = 16})
player.insert({name = 'iron-plate', count = 32})
end
local surface = game.surfaces['fish_defender']
if player.online_time < 2 and surface.is_chunk_generated({0, 0}) then
player.teleport(surface.find_non_colliding_position('character', {-75, 4}, 50, 1), 'fish_defender')
else
if player.online_time < 2 then
player.teleport({-50, 0}, 'fish_defender')
end
end
create_wave_gui(player)
add_fd_stats_button(player)
if game.tick > 900 then
is_game_lost()
end
end
local function get_replacement_tile(surface)
local tilename = 'grass-1'
for x = -160, 160, 1 do
for y = -96, 90, 1 do
local tile = surface.get_tile(x, y)
if tile.name ~= 'water' and tile.name ~= 'deepwater' then
tilename = tile.name
end
end
end
return tilename
end
local worm_raffle_table = {
[1] = {
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret'
},
[2] = {
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'medium-worm-turret'
},
[3] = {
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'medium-worm-turret',
'medium-worm-turret'
},
[4] = {
'small-worm-turret',
'small-worm-turret',
'small-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret'
},
[5] = {
'small-worm-turret',
'small-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret'
},
[6] = {
'small-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret'
},
[7] = {
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'big-worm-turret'
},
[8] = {
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'big-worm-turret'
},
[9] = {
'medium-worm-turret',
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'big-worm-turret',
'big-worm-turret'
},
[10] = {
'medium-worm-turret',
'medium-worm-turret',
'big-worm-turret',
'big-worm-turret',
'big-worm-turret',
'big-worm-turret'
}
}
local rock_raffle = {
'sand-rock-big',
'sand-rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-big',
'rock-huge'
}
local function spawn_obstacles(left_top, surface)
if not global.obstacle_start_x then
global.obstacle_start_x = math.abs(left_top.x) - 32
end
local current_depth = math.abs(left_top.x) - global.obstacle_start_x
local worm_amount = math.ceil(current_depth / 64)
local i = math.ceil(current_depth / 256)
if i > 10 then
i = 10
end
if i < 1 then
i = 1
end
local worm_raffle = worm_raffle_table[i]
local rocks_amount = math.ceil(current_depth / 16)
local tile_positions = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if not surface.get_tile(pos).collides_with('player-layer') then
tile_positions[#tile_positions + 1] = pos
end
end
end
if #tile_positions == 0 then
return
end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
surface.create_entity({name = worm_raffle[math_random(1, #worm_raffle)], position = pos, force = 'enemy'})
worm_amount = worm_amount - 1
if worm_amount < 1 then
break
end
end
tile_positions = shuffle(tile_positions)
for _, pos in pairs(tile_positions) do
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos})
rocks_amount = rocks_amount - 1
if rocks_amount < 1 then
break
end
end
end
local map_height = 96
local function on_chunk_generated(event)
local surface = game.surfaces['fish_defender']
if not surface then
return
end
if surface.name ~= event.surface.name then
return
end
local area = event.area
local left_top = area.left_top
if left_top.x <= -196 then
local search_area = {{left_top.x - 32, left_top.y - 32}, {left_top.x + 32, left_top.y + 32}}
if surface.count_tiles_filtered({name = 'water', area = search_area}) == 0 and math_random(1, 64) == 1 then
map_functions.draw_noise_tile_circle({x = left_top.x + math_random(1, 30), y = left_top.y + math_random(1, 30)}, 'water', surface, math_random(6, 12))
end
if not global.spawn_ores_generated then
local spawn_position_x = -76
surface.create_entity({name = 'electric-beam', position = {160, -96}, source = {160, -96}, target = {160, 96}})
local tiles = {}
local replacement_tile = get_replacement_tile(surface)
local water_tiles = surface.find_tiles_filtered({name = {'water', 'deepwater'}})
for _, tile in pairs(water_tiles) do
insert(tiles, {name = replacement_tile, position = {tile.position.x, tile.position.y}})
end
surface.set_tiles(tiles, true)
local entities = surface.find_entities_filtered({type = 'resource', area = {{-160, -96}, {160, 96}}})
for _, entity in pairs(entities) do
entity.destroy()
end
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
for x = -4, 4, 1 do
for y = -3, 3, 1 do
surface.regenerate_decorative(decorative_names, {{x, y}})
end
end
local ore_positions = {
{x = -128, y = -64},
{x = -128, y = -32},
{x = -128, y = 32},
{x = -128, y = 64},
{x = -128, y = 0}
}
ore_positions = shuffle(ore_positions)
map_functions.draw_smoothed_out_ore_circle(ore_positions[1], 'copper-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[2], 'iron-ore', surface, 15, 2500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[3], 'coal', surface, 15, 1500)
map_functions.draw_smoothed_out_ore_circle(ore_positions[4], 'stone', surface, 15, 1500)
map_functions.draw_noise_tile_circle({x = -96, y = 0}, 'water', surface, 16)
map_functions.draw_oil_circle(ore_positions[5], 'crude-oil', surface, 8, 200000)
local pos = surface.find_non_colliding_position('market', {spawn_position_x, 0}, 50, 1)
global.market = place_fish_market(surface, pos)
local pos = surface.find_non_colliding_position('gun-turret', {spawn_position_x + 5, 1}, 50, 1)
local turret = surface.create_entity({name = 'gun-turret', position = pos, force = 'player'})
turret.insert({name = 'firearm-magazine', count = 32})
for x = -20, 20, 1 do
for y = -20, 20, 1 do
local pos = {x = global.market.position.x + x, y = global.market.position.y + y}
local distance_to_center = math.sqrt(x ^ 2 + y ^ 2)
if distance_to_center > 8 and distance_to_center < 15 then
if math_random(1, 3) == 1 and surface.can_place_entity({name = 'wooden-chest', position = pos, force = 'player'}) then
local chest = surface.create_entity({name = 'wooden-chest', position = pos, force = 'player'})
end
end
end
end
local area = {{x = -160, y = -96}, {x = 160, y = 96}}
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
local pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
game.forces['player'].set_spawn_position(pos, surface)
for _, player in pairs(game.connected_players) do
local pos = surface.find_non_colliding_position('character', {spawn_position_x + 1, 4}, 50, 1)
player.teleport(pos, surface)
end
global.spawn_ores_generated = true
end
end
local tiles = {}
local hourglass_center_piece_length = 64
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if pos.y >= map_height then
if pos.y > pos.x - hourglass_center_piece_length and pos.x > 0 then
insert(tiles, {name = 'out-of-map', position = pos})
end
if pos.y > (pos.x + hourglass_center_piece_length) * -1 and pos.x <= 0 then
insert(tiles, {name = 'out-of-map', position = pos})
end
end
if pos.y < map_height * -1 then
if pos.y < (pos.x - hourglass_center_piece_length) * -1 and pos.x > 0 then
insert(tiles, {name = 'out-of-map', position = pos})
end
if pos.y < pos.x + hourglass_center_piece_length and pos.x <= 0 then
insert(tiles, {name = 'out-of-map', position = pos})
end
end
end
end
surface.set_tiles(tiles, false)
for _, tile in pairs(surface.find_tiles_filtered({name = 'water', area = event.area})) do
if math_random(1, 32) == 1 then
surface.create_entity({name = 'fish', position = tile.position})
end
end
if left_top.x < -2048 then
spawn_obstacles(left_top, surface)
end
if left_top.x < 0 then
return
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'cliff'})) do
entity.destroy()
end
if left_top.x < 160 then
return
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'tree'})) do
entity.destroy()
end
for _, entity in pairs(surface.find_entities_filtered({area = area, type = 'resource'})) do
surface.create_entity({name = 'uranium-ore', position = entity.position, amount = math_random(200, 8000)})
entity.destroy()
end
local tiles = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
local tile = surface.get_tile(pos)
if tile.name ~= 'out-of-map' then
if pos.x > 0 then
if pos.x > 320 then
insert(tiles, {name = 'out-of-map', position = pos})
else
local a = 0 + (pos.x - 160) * 0.01
local b = (pos.x - 160) * 0.035
local r = (pos.x - 160) * 0.015
if a > 0.75 then
a = 0.75
end
if b > 1 then
b = 1
end
if r > 0.6 then
r = 0.6
end
rendering.draw_sprite(
{
sprite = 'tile/lab-dark-2',
target = {pos.x + 0.5, pos.y + 0.5},
surface = surface,
tint = {r = r, g = 0, b = b, a = a},
render_layer = 'ground'
}
)
end
if pos.x > 296 and pos.x < 312 and math_random(1, 128) == 1 then
if surface.can_place_entity({name = 'biter-spawner', force = 'decoratives', position = pos}) then
local entity
if math_random(1, 4) == 1 then
entity = surface.create_entity({name = 'spitter-spawner', force = 'decoratives', position = pos})
else
entity = surface.create_entity({name = 'biter-spawner', force = 'decoratives', position = pos})
end
entity.active = false
entity.destructible = false
end
end
end
end
end
end
surface.set_tiles(tiles, true)
local decorative_names = {}
for k, v in pairs(game.decorative_prototypes) do
if v.autoplace_specification then
decorative_names[#decorative_names + 1] = k
end
end
surface.regenerate_decorative(decorative_names, {{x = math.floor(event.area.left_top.x / 32), y = math.floor(event.area.left_top.y / 32)}})
end
local function on_built_entity(event)
local get_score = Score.get_table().score_table
local entity = event.created_entity
if not entity.valid then
return
end
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = global.entity_limits[entity.name].placed .. ' / ' .. global.entity_limits[entity.name].limit .. ' ' .. global.entity_limits[entity.name].str .. 's',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
update_fd_stats()
else
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = global.entity_limits[entity.name].str .. ' limit reached.',
color = {r = 0.82, g = 0.11, b = 0.11}
}
)
local player = game.players[event.player_index]
player.insert({name = entity.name, count = 1})
if get_score then
if get_score[player.force.name] then
if get_score[player.force.name].players[player.name] then
get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1
end
end
end
entity.destroy()
end
end
end
local function on_robot_built_entity(event)
local entity = event.created_entity
if global.entity_limits[entity.name] then
local surface = entity.surface
if global.entity_limits[entity.name].placed < global.entity_limits[entity.name].limit then
global.entity_limits[entity.name].placed = global.entity_limits[entity.name].placed + 1
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = global.entity_limits[entity.name].placed .. ' / ' .. global.entity_limits[entity.name].limit .. ' ' .. global.entity_limits[entity.name].str .. 's',
color = {r = 0.98, g = 0.66, b = 0.22}
}
)
update_fd_stats()
else
surface.create_entity(
{
name = 'flying-text',
position = entity.position,
text = global.entity_limits[entity.name].str .. ' limit reached.',
color = {r = 0.82, g = 0.11, b = 0.11}
}
)
local inventory = event.robot.get_inventory(defines.inventory.robot_cargo)
inventory.insert({name = entity.name, count = 1})
entity.destroy()
end
end
end
local function on_tick()
local Diff = Difficulty.get()
if game.tick % 30 == 0 then
if global.market then
for _, player in pairs(game.connected_players) do
if game.surfaces['fish_defender'].peaceful_mode == false then
create_wave_gui(player)
end
end
end
if game.tick % 180 == 0 then
if game.surfaces['fish_defender'] then
game.forces.player.chart(game.surfaces['fish_defender'], {{x = -64, y = -256}, {x = 288, y = 256}})
if Diff.difficulty_vote_index then
global.wave_interval = difficulties_votes[Diff.difficulty_vote_index].wave_interval
end
end
end
if global.market_age then
if not global.game_restart_timer then
global.game_restart_timer = 10800
else
if global.game_restart_timer < 0 then
return
end
global.game_restart_timer = global.game_restart_timer - 30
end
if global.game_restart_timer % 1800 == 0 then
if global.game_restart_timer > 0 then
game.print('Map will restart in ' .. global.game_restart_timer / 60 .. ' seconds!', {r = 0.22, g = 0.88, b = 0.22})
end
if global.game_restart_timer == 0 then
game.print('Map is restarting!', {r = 0.22, g = 0.88, b = 0.22})
--game.write_file("commandPipe", ":loadscenario --force", false, 0)
local message = 'Map is restarting! '
Server.to_discord_bold(table.concat {'*** ', message, ' ***'})
Server.start_scenario('Fish_Defender')
end
end
end
end
if game.tick % global.wave_interval == global.wave_interval - 1 then
if game.surfaces['fish_defender'].peaceful_mode == true then
return
end
biter_attack_wave()
end
end
local function on_player_changed_position(event)
local player = game.players[event.player_index]
if player.position.x >= 160 then
player.teleport({player.position.x - 1, player.position.y}, game.surfaces['fish_defender'])
if player.position.y > map_height or player.position.y < map_height * -1 then
player.teleport({player.position.x, 0}, game.surfaces['fish_defender'])
end
if player.character then
player.character.health = player.character.health - 25
player.character.surface.create_entity({name = 'water-splash', position = player.position})
if player.character.health <= 0 then
player.character.die('enemy')
end
end
end
end
local function on_player_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
update_fd_stats()
end
end
local function on_robot_mined_entity(event)
if global.entity_limits[event.entity.name] then
global.entity_limits[event.entity.name].placed = global.entity_limits[event.entity.name].placed - 1
update_fd_stats()
end
end
local function on_research_finished(event)
local research = event.research.name
if research ~= 'tank' then
return
end
game.forces['player'].technologies['artillery'].researched = true
game.forces.player.recipes['artillery-wagon'].enabled = false
end
local function on_player_respawned(event)
if not global.market_age then
return
end
local player = game.players[event.player_index]
player.character.destructible = false
end
local function on_init(event)
local Diff = Difficulty.get()
global.wave_interval = 3600 --interval between waves in ticks
global.wave_grace_period = 54000
Diff.difficulty_poll_closing_timeout = 54000
global.boss_biters = {}
global.acid_lines_delay = {}
end
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
event.add(defines.events.on_player_respawned, on_player_respawned)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_changed_position, on_player_changed_position)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
event.add(defines.events.on_tick, on_tick)
event.on_init(on_init)