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RedMew/map_gen/maps/frontier.lua
RedRafe 3dabc84ccc
Update Frontier to V3 (#1425)
* Enemy AI

* Change enemy spawn wave logic

* Add bard messages

* Update changelog

* Fox reseed

* Fix luachecks
2024-08-15 20:05:18 +01:00

1434 lines
49 KiB
Lua

local b = require 'map_gen.shared.builders'
local Color = require 'resources.color_presets'
local Command = require 'utils.command'
local Event = require 'utils.event'
local EnemyTurret = require 'features.enemy_turret'
local Global = require 'utils.global'
local math = require 'utils.math'
local MGSP = require 'resources.map_gen_settings'
local Noise = require 'map_gen.shared.simplex_noise'
local PriceRaffle = require 'features.price_raffle'
local Ranks = require 'resources.ranks'
local RS = require 'map_gen.shared.redmew_surface'
local ScenarioInfo = require 'features.gui.info'
local ScoreTracker = require 'utils.score_tracker'
local Sounds = require 'utils.sounds'
local Table = require 'utils.table'
local Toast = require 'features.gui.toast'
local Token = require 'utils.token'
local Task = require 'utils.task'
local math_random = math.random
local math_max = math.max
local math_min = math.min
local math_abs = math.abs
local math_ceil = math.ceil
local math_floor = math.floor
local math_clamp = math.clamp
local math_sqrt = math.sqrt
local simplex = Noise.d2
local SECOND = 60
local MINUTE = SECOND * 60
local register_on_entity_destroyed = script.register_on_entity_destroyed
--[[
Scenario info: Frontier
From 'Frontier Extended' mod: https://mods.factorio.com/mod/Frontier-Extended
]]
ScenarioInfo.set_map_name('Frontier')
ScenarioInfo.set_map_description([[
Key features:
-[font=default-bold]The Abyssal Waters[/font]: navigate the left side's vast oceans, where you can gather exotic materials and discover hidden treasures beneath the surface. Beware of the creatures that call this watery home, for they are unpredictable and vicious.
-[font=default-bold]The Impenetrable Wall[/font]: this colossal barrier stands as both a shield and a menace. It represents safety from the constant threats of the biters, yet it is also a reminder of the dangers that lie just out of reach. Use it to your advantage—duel with enemies at the wall to protect your territory.
-[font=default-bold]The Biter Swamplands[/font]: venture to the right at your peril, where the land bleeds into shifting, hostile territory ruled by the biters. Strategically plan your defenses to unleash devastating counterattacks and provide a path for resource gathering.
-[font=default-bold]The Rocket Silo[/font]: strategically positioned amidst the turmoil, the Rocket Silo embodies your ambition and hope for escape. Get there and launch your escape plan, or watch as your dreams are devoured by the insatiable swarms.
Prepare yourself—your journey begins now. Welcome to Frontier!
The [color=red]RedMew[/color] team
]])
ScenarioInfo.set_map_extra_info([[
As you emerge in the center of this striking ribbon world, an expansive body of shimmering water stretches to your left, a serene yet foreboding reminder of the untouchable depth that lies beyond. The aquatic expanse is teeming with alien flora and fauna, a biodiversity that seems both mesmerizing and perilous. Use the resources from this lush environment wisely—freshwater and unique aquatic materials could be the keys to your survival and civilization.
To the right, however, lies an ominous fate. Towering endlessly, an unforgiving wall of stone rises beneath a swirling sky, marking the boundary between your fledgling civilization and an unforgiving deathworld beyond. Beyond this monumental barrier swarms a frenzied population of biters—ferocious creatures drawn to your very existence. The relentless horde thrives in the chaotic biome that is both beautiful and horrifying, embodying the resilience and danger of an alien ecosystem. They sense the life you're trying to cultivate and will stop at nothing to obliterate your efforts.
Your mission, should you choose to accept it, is to journey through this ribbon of civilization, gathering resources from your surroundings, forging alliances with the unique native species, and constructing an array of machines and defenses. Your ultimate goal is to reach the Rocket Silo located daringly in the heart of the enemy territory—a beacon of hope amidst chaos.
In [font=default-bold]Frontier[/font], your wits will be tested as you evolve from a mere survivor to an engineering genius capable of taming the land and launching your final escape. Build a thriving factory, and prepare to conquer both nature and the relentless horde in a race against time. But remember, the frontier waits for no one. Will you make your mark on this alien world or become another lost tale in the void of space?
]])
ScenarioInfo.set_new_info([[
2024-08-15:
- Fixed desyncs
- Fixed biter waves
2024-08-10:
- Added enemy turrets
- Added soft reset
- Added shortcuts gui
- Added score tracker for rockets to win
- Deaths no longer contribute to rocket to win, instead, a rng value is rolled at the beginning of the game
2024-07-31:
- Added Frontier
]])
--- Config
local Config = global.config
Config.redmew_surface.enabled = true
Config.market.enabled = false
Config.player_rewards.enabled = false
Config.player_shortcuts.enabled = true
Config.player_create.starting_items = {
{ name = 'burner-mining-drill', count = 1 },
{ name = 'stone-furnace', count = 1 },
{ name = 'pistol', count = 1 },
{ name = 'firearm-magazine', count = 10 },
{ name = 'wood', count = 1 },
}
local this = {
rounds = 0,
-- Map gen
silo_starting_x = 1700,
height = 36, -- in chunks, height of the ribbon world
left_boundary = 8, -- in chunks, distance to water body
right_boundary = 11, -- in chunks, distance to wall/biter presence
wall_width = 5, -- in tiles
rock_richness = 1, -- how many rocks/chunk
ore_base_quantity = 61, -- base ore quantity, everything is scaled up from this
ore_chunk_scale = 32, -- sets how fast the ore will increase from spawn, lower = faster
-- Kraken handling
kraken_distance = 25, -- where the kraken lives past the left boundary
kraken_contributors = {}, -- list of players eaten by kraken
death_contributions = {}, -- list of all players deaths
-- Satellites to win
rockets_to_win = 1,
rockets_launched = 0,
rockets_per_death = 0, -- how many extra launch needed for each death
scenario_finished = false,
-- Loot chests
loot_budget = 48,
loot_chance = 1 / 16,
loot_richness = 1,
-- Rocket silo position management
x = 0,
y = 0,
rocket_silo = nil,
move_buffer = 0,
rocket_step = 500, -- rocket/tiles ratio
min_step = 500, -- minimum tiles to move
max_distance = 100000, -- maximum x distance of rocket silo
-- Enemy data
invincible = {},
target_entities = {},
unit_groups = {},
-- Lobby
lobby_enabled = false,
-- Debug
_DEBUG_AI = false,
}
Global.register(this, function(tbl) this = tbl end)
local noise_weights = {
{ modifier = 0.0042, weight = 1.000 },
{ modifier = 0.0310, weight = 0.080 },
{ modifier = 0.1000, weight = 0.025 },
}
local mixed_ores = { 'iron-ore', 'copper-ore', 'iron-ore', 'stone', 'copper-ore', 'iron-ore', 'copper-ore', 'iron-ore', 'coal', 'iron-ore', 'copper-ore', 'iron-ore', 'stone', 'copper-ore', 'coal'}
local Main = {
events = {
on_game_started = Event.generate_event_name('on_game_started'),
on_game_finished = Event.generate_event_name('on_game_finished'),
}
}
local rocket_launches_name = 'rockets-launches-frontier'
local global_to_show = Config.score.global_to_show
global_to_show[#global_to_show + 1] = rocket_launches_name
ScoreTracker.register(rocket_launches_name, {'frontier.rockets_to_launch'}, '[img=item.rocket-silo]')
local escape_player = false
-- == DEBUG ===================================================================
local Debug = {}
function Debug.print_admins(msg, color)
for _, p in pairs(game.connected_players) do
if p.admin then
p.print(msg, color)
end
end
end
function Debug.print(msg, color)
for _, p in pairs(game.connected_players) do
p.print(msg, color)
end
end
function Debug.log(data)
log(serpent.block(data))
end
-- == LOBBY ===================================================================
local Lobby = {}
Lobby.name = 'nauvis'
Lobby.mgs = {
water = 0,
default_enable_all_autoplace_controls = false,
width = 64,
height = 64,
peaceful_mode = true,
}
function Lobby.get_surface()
local surface = game.get_surface(Lobby.name)
if not surface then
surface = game.create_surface(Lobby.name, Lobby.mgs)
end
return surface
end
function Lobby.teleport_to(player)
for k = 1, player.get_max_inventory_index() do
local inv = player.get_inventory(k)
if inv and inv.valid then
inv.clear()
end
end
local surface = Lobby.get_surface()
local position = surface.find_non_colliding_position('character', {0, 0}, 0, 0.2)
player.teleport(position, surface, true)
end
function Lobby.teleport_from(player, destination)
for _, stack in pairs(Config.player_create.starting_items) do
if game.item_prototypes[stack.name] then
player.insert(stack)
end
end
local surface = RS.get_surface()
local position = surface.find_non_colliding_position('character', destination or {0, 0}, 0, 0.2)
player.teleport(position, surface, true)
end
function Lobby.teleport_all_to()
for _, player in pairs(game.players) do
Lobby.teleport_to(player)
end
end
function Lobby.teleport_all_from(destination)
for _, player in pairs(game.players) do
Lobby.teleport_from(player, destination)
end
end
function Lobby.on_chunk_generated(event)
local area = event.area
local surface = event.surface
surface.build_checkerboard(area)
for _, e in pairs(surface.find_entities_filtered{ area = area }) do
if e.type ~= 'character' then
e.destroy()
end
end
end
function Lobby.on_init()
local surface = Lobby.get_surface()
surface.map_gen_settings = Lobby.mgs
Lobby.on_chunk_generated({ area = {left_top = {-64, -64}, right_bottom = {64, 64}}, surface = surface })
end
-- == MAP GEN =================================================================
local map, water, green_water
RS.set_map_gen_settings({
{
autoplace_controls = {
['coal'] = { frequency = 3, richness = 1, size = 0.75 },
['copper-ore'] = { frequency = 3, richness = 1, size = 0.75 },
['crude-oil'] = { frequency = 1, richness = 1, size = 0.75 },
['enemy-base'] = { frequency = 6, richness = 1, size = 4 },
['iron-ore'] = { frequency = 3, richness = 1, size = 0.75 },
['stone'] = { frequency = 3, richness = 1, size = 0.75 },
['trees'] = { frequency = 1, richness = 1, size = 1 },
['uranium-ore'] = { frequency = 0.5, richness = 1, size = 0.5 },
},
cliff_settings = { name = 'cliff', cliff_elevation_0 = 20, cliff_elevation_interval = 40, richness = 1 / 3 },
height = this.height * 32,
property_expression_names = {
['control-setting:aux:frequency:multiplier'] = '1.333333',
['control-setting:moisture:bias'] = '-0.250000',
['control-setting:moisture:frequency:multiplier'] = '3.000000',
},
starting_area = 3,
terrain_segmentation = 1,
},
MGSP.water_none,
})
local bounds = function(x, y)
return x > (-this.left_boundary * 32 - 320) and not ((y < -this.height * 16) or (y > this.height * 16))
end
water = b.change_tile(bounds, true, 'water')
water = b.fish(water, 0.075)
green_water = b.change_tile(bounds, true, 'deepwater-green')
map = b.choose(function(x) return x < -this.left_boundary * 32 end, water, bounds)
map = b.choose(function(x) return math_floor(x) == -(this.kraken_distance + this.left_boundary * 32 + 1) end, green_water, map)
-- == TERRAIN ==================================================================
local Terrain = {}
function Terrain.noise_pattern(position, seed)
local noise, d = 0, 0
for i = 1, #noise_weights do
local nw = noise_weights[i]
noise = noise + simplex(position.x * nw.modifier, position.y * nw.modifier, seed) * nw.weight
d = d + nw.weight
seed = seed + 10000
end
noise = noise / d
return noise
end
function Terrain.mixed_resources(surface, area)
local left_top = { x = math_max(area.left_top.x, this.right_boundary * 32), y = area.left_top.y }
local right_bottom = area.right_bottom
if left_top.x >= right_bottom.x then
return
end
local seed = surface.map_gen_settings.seed
local create_entity = surface.create_entity
local can_place_entity = surface.can_place_entity
local find_entities_filtered = surface.find_entities_filtered
local function clear_ore(position)
for _, resource in pairs(find_entities_filtered{
position = position,
type = 'resource'
}) do
if resource.name ~= 'uranium-ore' and resource.name ~= 'crude-oil' then
resource.destroy() end
end
end
local chunks = math_clamp(math_abs((left_top.x - this.right_boundary * 32) / this.ore_chunk_scale), 1, 100)
chunks = math_random(chunks, chunks + 4)
for x = 0, 31 do
for y = 0, 31 do
local position = { x = left_top.x + x, y = left_top.y + y }
if can_place_entity({ name = 'iron-ore', position = position }) then
local noise = Terrain.noise_pattern(position, seed)
if math_abs(noise) > 0.67 then
local idx = math_floor(noise * 25 + math_abs(position.x) * 0.05) % #mixed_ores + 1
local amount = this.ore_base_quantity * chunks * 3
clear_ore(position)
create_entity({ name = mixed_ores[idx], position = position, amount = amount })
end
end
end
end
end
function Terrain.clear_enemies_inside_wall(surface, area)
if area.right_bottom.x < (this.right_boundary * 32 + 96) then
for _, entity in pairs(surface.find_entities_filtered { area = area, force = 'enemy' }) do
entity.destroy()
end
end
end
function Terrain.scale_resource_richness(surface, area)
for _, resource in pairs(surface.find_entities_filtered { area = area, type = 'resource' }) do
if resource.position.x > this.right_boundary * 32 then
local chunks = math.clamp(math_abs((resource.position.x - this.right_boundary * 32) / this.ore_chunk_scale), 1, 100)
chunks = math_random(chunks, chunks + 4)
if resource.prototype.resource_category == 'basic-fluid' then
resource.amount = 3000 * 3 * chunks
elseif resource.prototype.resource_category == 'basic-solid' then
resource.amount = this.ore_base_quantity * chunks
end
end
end
end
function Terrain.rich_rocks(surface, area)
local left_top = { x = math_max(area.left_top.x, this.right_boundary * 32), y = area.left_top.y }
local right_bottom = area.right_bottom
if left_top.x >= right_bottom.x then
return
end
local function place_rock(rock_name)
local search = surface.find_non_colliding_position
local place = surface.create_entity
for _ = 1, 10 do
local x, y = math_random(1, 31) + math_random(), math_random(1, 31) + math_random()
local rock_pos = search(rock_name, {left_top.x + x, left_top.y + y}, 4, 0.4)
if rock_pos then
local rock = place{
name = rock_name,
position = rock_pos,
direction = math_random(1, 4)
}
rock.graphics_variation = math_random(16)
return
end
end
end
for _ = 1, this.rock_richness do
local rock_name = math_random() < 0.4 and 'rock-huge' or 'rock-big'
place_rock(rock_name)
end
end
function Terrain.set_silo_tiles(entity)
local pos = entity.position
local surface = entity.surface
surface.request_to_generate_chunks(pos, 1)
surface.force_generate_chunk_requests()
local tiles = {}
for x = -12, 12 do
for y = -12, 12 do
tiles[#tiles +1] = { name = 'hazard-concrete-left', position = { pos.x + x, pos.y + y}}
end
end
for x = -8, 8 do
for y = -8, 8 do
tiles[#tiles +1] = { name = 'concrete', position = { pos.x + x, pos.y + y}}
end
end
entity.surface.set_tiles(tiles, true)
end
function Terrain.create_wall(x, w)
local surface = RS.get_surface()
local area = { { x, -this.height * 16 }, { x + w, this.height * 16 } }
for _, entity in pairs(surface.find_entities_filtered { area = area, collision_mask = 'player-layer' }) do
entity.destroy()
end
for y = -this.height * 16, this.height * 16 do
for j = 0, w - 1 do
local e = surface.create_entity {
name = 'stone-wall',
position = { x + j, y },
force = 'player',
move_stuck_players = true,
}
e.destructible = false
end
end
local tiles = {}
for j = -4, w - 1 + 4 do
for y = -this.height * 16, this.height * 16 do
tiles[#tiles +1] = { name = 'hazard-concrete-left', position = { x = x + j, y = y }}
end
end
for j = -1, w do
for y = -this.height * 16, this.height * 16 do
tiles[#tiles +1] = { name = 'concrete', position = { x = x + j, y = y }}
end
end
surface.set_tiles(tiles, true)
end
-- == Enemy ===================================================================
local Enemy = {}
Enemy.target_entity_types = {
['accumulator'] = true,
['assembling-machine'] = true,
['beacon'] = true,
['boiler'] = true,
['furnace'] = true,
['generator'] = true,
['heat-interface'] = true,
['lab'] = true,
['mining-drill'] = true,
['offshore-pump'] = true,
['reactor'] = true,
['roboport'] = true,
['solar-panel'] = true,
}
Enemy.commands = {
move = function(unit_group, position)
local data = Enemy.ai_take_control(unit_group)
if not position then
Enemy.ai_processor(unit_group)
return
end
data.position = position
data.stage = Enemy.stages.move
unit_group.set_command {
type = defines.command.go_to_location,
destination = position,
radius = 3,
distraction = defines.distraction.by_enemy
}
unit_group.start_moving()
if this._DEBUG_AI then
Debug.print_admins(string.format('AI [id=%d] | cmd: MOVE [gps=%.2f,%.2f,%s]', unit_group.group_number, position.x, position.y, unit_group.surface.name), Color.dark_gray)
end
end,
scout = function(unit_group, position)
local data = Enemy.ai_take_control(unit_group)
if not position then
Enemy.ai_processor(unit_group)
return
end
data.position = position
data.stage = Enemy.stages.scout
unit_group.set_command {
type = defines.command.attack_area,
destination = position,
radius = 15,
distraction = defines.distraction.by_enemy
}
unit_group.start_moving()
if this._DEBUG_AI then
Debug.print_admins(string.format('AI [id=%d] | cmd: SCOUT [gps=%.2f,%.2f,%s]', unit_group.group_number, position.x, position.y, unit_group.surface.name), Color.dark_gray)
end
end,
attack = function(unit_group, target)
local data = Enemy.ai_take_control(unit_group)
if not (target and target.valid) then
Enemy.ai_processor(unit_group)
return
end
data.target = target
data.stage = Enemy.stages.attack
unit_group.set_command {
type = defines.command.attack,
target = target,
distraction = defines.distraction.by_damage
}
if this._DEBUG_AI then
Debug.print_admins(string.format('AI [id=%d] | cmd: ATTACK [gps=%.2f,%.2f,%s] (type = %s)', unit_group.group_number, target.position.x, target.position.y, unit_group.surface.name, target.type), Color.dark_gray)
end
end
}
Enemy.stages = {
pending = 1,
move = 2,
scout = 3,
attack = 4,
fail = 5,
}
function Enemy.ai_take_control(unit_group)
if not this.unit_groups[unit_group.group_number] then
this.unit_groups[unit_group.group_number] = {
unit_group = unit_group
}
end
return this.unit_groups[unit_group.group_number]
end
function Enemy.ai_stage_by_distance(posA, posB)
local x_axis = posA.x - posB.x
local y_axis = posA.y - posB.y
local distance = math_sqrt(x_axis * x_axis + y_axis * y_axis)
if distance <= 15 then
return Enemy.stages.attack
elseif distance <= 32 then
return Enemy.stages.scout
else
return Enemy.stages.move
end
end
function Enemy.ai_processor(unit_group, result)
if not (unit_group and unit_group.valid) then
return
end
local data = this.unit_groups[unit_group.group_number]
if not data then
return
end
if data.failed_attempts and data.failed_attempts >= 3 then
this.unit_groups[unit_group.group_number] = nil
return
end
if not result or result == defines.behavior_result.fail or result == defines.behavior_result.deleted then
data.stage = Enemy.stages.pending
end
if result == defines.behavior_result.success and (data.stage and data.stage == Enemy.stages.attack) then
data.stage = Enemy.stages.pending
end
data.stage = data.stage or Enemy.stages.pending
if data.stage == Enemy.stages.pending then
local surface = unit_group.surface
data.target = surface.find_nearest_enemy_entity_with_owner {
position = unit_group.position,
max_distance = this.rocket_step * 4,
force = 'enemy',
}
if not (data.target and data.target.valid) then
this.unit_groups[unit_group.group_number] = nil
return
end
data.position = data.target.position
data.stage = Enemy.ai_stage_by_distance(data.position, unit_group.position)
else
data.stage = data.stage + 1
end
if this._DEBUG_AI then
Debug.print_admins(string.format('AI [id=%d] | status: %d', unit_group.group_number, data.stage), Color.dark_gray)
end
if data.stage == Enemy.stages.move then
Enemy.commands.move(unit_group, data.target)
elseif data.stage == Enemy.stages.scout then
Enemy.commands.scout(unit_group, data.target)
elseif data.stage == Enemy.stages.attack then
Enemy.commands.attack(unit_group, data.target)
else
data.failed_attempts = (data.failed_attempts or 0) + 1
if this._DEBUG_AI then
Debug.print_admins(string.format('AI [id=%d] | FAIL | stage: %d | attempts: %d', unit_group.group_number, data.stage, data.failed_attempts), Color.dark_gray)
end
data.stage, data.position, data.target = nil, nil, nil
Enemy.ai_processor(unit_group, nil)
end
end
function Enemy.spawn_enemy_wave(position)
local surface = RS.get_surface()
local find_position = surface.find_non_colliding_position
local spawn = surface.create_entity
local current_tick = game.tick
local unit_group = surface.create_unit_group { position = position, force = 'enemy' }
local max_time = math_max(MINUTE, MINUTE * math_ceil(0.5 * (this.rockets_launched ^ 0.5)))
local radius = 20
for _ = 1, 12 do
local name
if this.rockets_launched < 3 then
name = math_random() > 0.15 and 'big-worm-turret' or 'medium-worm-turret'
else
name = math_random() > 0.15 and 'behemoth-worm-turret' or 'big-worm-turret'
end
local about = find_position(name, { x = position.x + math_random(), y = position.y + math_random() }, radius, 0.2)
if about then
local worm = spawn { name = name, position = about, force = 'enemy', move_stuck_players = true }
this.invincible[worm.unit_number] = {
time_to_live = current_tick + math_random(MINUTE, max_time)
}
end
end
radius = 32
for _ = 1, 20 do
local name
if this.rockets_launched < 3 then
name = math_random() > 0.3 and 'big-biter' or 'big-spitter'
else
name = math_random() > 0.3 and 'behemoth-biter' or 'behemoth-spitter'
end
local about = find_position(name, { x = position.x + math_random(), y = position.y + math_random() }, radius, 0.6)
if about then
local unit = spawn { name = name, position = about, force = 'enemy', move_stuck_players = true }
this.invincible[unit.unit_number] = {
time_to_live = current_tick + math_random(MINUTE, max_time)
}
unit_group.add_member(unit)
end
end
if unit_group.valid then
Enemy.ai_take_control(unit_group)
Enemy.ai_processor(unit_group)
end
end
Enemy.spawn_enemy_wave_token = Token.register(Enemy.spawn_enemy_wave)
function Enemy.on_enemy_died(entity)
local uid = entity.unit_number
local data = this.invincible[uid]
if not data then
return
end
if game.tick > data.time_to_live then
this.invincible[uid] = nil
return
end
local new_entity = entity.surface.create_entity {
name = entity.name,
position = entity.position,
force = entity.force,
}
this.invincible[new_entity.unit_number] = {
time_to_live = data.time_to_live,
}
this.invincible[uid] = nil
if new_entity.type == 'unit' then
new_entity.set_command(entity.command)
if entity.unit_group then
entity.unit_group.add_member(new_entity)
end
end
end
function Enemy.on_spawner_died(event)
local entity = event.entity
local chance = math_random()
if chance > this.loot_chance then
return
end
local budget = this.loot_budget + entity.position.x * 2.75
budget = budget * math_random(25, 175) * 0.01
local player = false
if event.cause and event.cause.type == 'character' then
player = event.cause.player
end
if player and player.valid then
budget = budget + (this.death_contributions[player.name] or 0) * 80
end
if math_random(1, 128) == 1 then budget = budget * 4 end
if math_random(1, 256) == 1 then budget = budget * 4 end
budget = budget * this.loot_richness
local chest = entity.surface.create_entity { name = 'steel-chest', position = entity.position, force = 'player', move_stuck_players = true }
chest.destructible = false
for i = 1, 3 do
local item_stacks = PriceRaffle.roll(math_floor(budget / 3 ) + 1, 48)
for _, item_stack in pairs(item_stacks) do
chest.insert(item_stack)
end
end
if player then
Toast.toast_player(player, nil, {'frontier.loot_chest'})
end
end
function Enemy.spawn_turret_outpost(position)
if position.x < this.right_boundary * 32 + this.wall_width then
return
end
local max_chance = math_clamp(0.02 * math_sqrt(position.x), 0.01, 0.04)
if math_random() > max_chance then
return
end
local surface = RS.get_surface()
if escape_player then
for _, player in pairs(surface.find_entities_filtered{type = 'character'}) do
local pos = surface.find_non_colliding_position('character', { position.x -10, position.y }, 5, 0.5)
if pos then
player.teleport(pos, surface)
end
end
end
local evolution = game.forces.enemy.evolution_factor
local ammo = 'firearm-magazine'
if math_random() < evolution then
ammo = 'piercing-rounds-magazine'
end
if math_random() < evolution then
ammo = 'uranium-rounds-magazine'
end
for _, v in pairs({
{ x = -5, y = 0 },
{ x = 5, y = 0 },
{ x = 0, y = 5 },
{ x = 0, y = -5 },
}) do
local pos = surface.find_non_colliding_position('gun-turret', { position.x + v.x, position.y + v.y }, 2, 0.5)
if pos then
local turret = surface.create_entity {
name = 'gun-turret',
position = pos,
force = 'enemy',
move_stuck_players = true,
create_build_effect_smoke = true,
}
if turret and turret.valid then
EnemyTurret.register(turret, ammo)
end
end
end
end
function Enemy.start_tracking(entity)
if not Enemy.target_entity_types[entity.type] then
return
end
if entity.force.name == 'enemy' or entity.force.name == 'neutral' then
return
end
register_on_entity_destroyed(entity)
this.target_entities[entity.unit_number] = entity
end
function Enemy.stop_tracking(entity)
this.target_entities[entity.unit_number] = nil
end
function Enemy.get_target()
return Table.get_random_dictionary_entry(this.target_entities, false)
end
function Enemy.nuclear_explosion(entity)
local surface = entity.surface
local center_position = entity.position
surface.create_entity {
name = 'atomic-rocket',
position = center_position,
force = 'enemy',
source = center_position,
target = center_position,
max_range = 1,
speed = 0.1
}
end
function Enemy.artillery_explosion(data)
local surface = game.get_surface(data.surface_name)
local position = data.position
local r = 20
surface.create_entity {
name = 'artillery-projectile',
position = position,
force = 'enemy',
source = position,
target = { x = position.x + math_random(-r, r) + math_random(), y = position.y + math_random(-r, r) + math_random() },
max_range = 1,
speed = 0.1
}
end
Enemy.artillery_explosion_token = Token.register(Enemy.artillery_explosion)
-- == MAIN ====================================================================
local bard_messages_1 = {
[1] = {
[[The rocket has successfully launched! The Kraken has accepted your offering... for now.]],
[[A distant rumble echoes through the air. The Kraken stirs in the depths.]],
[[You can almost feel the waters shifting. What will the Kraken do with your gift?]],
[[The sky darkens as the rocket ascends. Is the Kraken pleased or plotting revenge?]],
[[You have awakened something ancient. Expect the unknown in the next moments.]],
[[A whisper echoes in your mind: 'You dare disturb my slumber?']],
[[The Kraken watches from below, its tendrils coiling in anticipation.]],
[[A chilling wind sweeps across your factory—a sign the Kraken is not to be trifled with.]],
[[The ground trembles as the rocket disappears into the sky... what price will you pay?]],
[[An ominous shadow looms beneath the waves. The Kraken has taken notice.]],
},
[2] = {
[[As the rocket pierces the sky, dark waters tremble in anticipation... something stirs.]],
[[A whispering gale caresses the land; the Kraken's essence begins to awaken.]],
[[Shadows flicker at the water's edge. The depths conceal secrets you cannot fathom.]],
[[Eyes unblinking watch from the abyss; your offering has been noted with curiosity... or contempt.]],
[[The air grows thick with foreboding. An ancient power rouses from its slumber.]],
[[From the deep, a voice resonates: 'What price have you paid for your hubris?']],
[[The ocean churns as if agitated. The Kraken's mood is as unpredictable as the tempest.]],
[[Unseen tendrils drift closer to your shores. What has been awakened cannot be unmade.]],
[[A shiver runs through the ground, as if the earth itself fears the Kraken's gaze.]],
[[With each second that passes, the Kraken's presence suffocates the air around you.]],
},
[3] = {
[[Hark! The rocket soars to the heavens, yet below, the Kraken stirs in its slumber deep, its ancient wrath looms ever near!]],
[[Lo, the winds whisper secrets of the abyss; the Kraken watches, its tendrils twitching in delight or dread—can you tell which it shall be?]],
[[By the light of the fading suns, shadows dance upon the waves. A gift offered, but at what terrible cost? Beware the storm that brews!]],
[[Listen well, dear traveler! For the depths grow restless, and the Kraken, master of the abyss, awakens to claim its due!]],
[[Oh, fear the echo of the deep! A creature of legend stirs, its gaze upon your fortress—wreathed in shadows, it feasts on your hubris!]],
[[Beware the churning sea, where the ancient beast stirs; your paid price may be your eternal plight—what horrors shall it unleash?]],
[[From depths unknown, an unsettling murmur rises, 'You dared disturb me, foolish one! Know now the depths of my disdain!']],
[[As the rocket ascends, the sky darkens and trembles, for the Kraken's heart beats wildly—can you sense its lurking fury?]],
[[Oremus, oh heed my words! For beneath the surface lies a horror awakened—a vengeful force hungering for the taste of calamity!]],
[[An eternal shadow looms, beckoned by your ambition! What horrors have you invited to dance upon your very threshold?]],
},
}
local bard_messages_2 = {
[1] = {
[[The surface of the water begins to churn ominously... something awakens.]],
[[An unsettling roar reverberates through the land. The Kraken's wrath is near.]],
[[A dark cloud forms above, casting a shadow over your factory. The Kraken is displeased.]],
[[Tentacles rise from the deep, a harbinger of chaos approaching your base.]],
[[The Kraken demands retribution! Prepare for the onslaught!]],
[[A storm brews on the horizon; the Kraken lashes out in fury.]],
[[The air grows thick with tension as a monstrous wave approaches your shores.]],
[[All around you, the atmosphere shifts—something is very wrong.]],
[[The Kraken's vengeance is upon you! Brace yourself for the inevitable.]],
[[In its rage, the Kraken unleashes its fury! The biter swarm descends!]],
},
[2] = {
[[The surface roils ominously, dark waters boiling as wrath takes form.]],
[[A haunting cry echoes across the landscape—an ancient beast calls for retribution.]],
[[Dark clouds gather like a shroud, heralding calamity born of the abyss.]],
[[Tendrils of shadow writhe beneath the waves—a prelude to the storm of vengeance.]],
[[The Kraken's disdain unfurls like a tempest, a dark promise of chaos and destruction.]],
[[An unnatural stillness settles, broken only by the distant crash of furious waves.]],
[[The deep stirs with malice. Can you hear the heartbeat of your impending doom?]],
[[In the twilight, the Kraken's fury eclipses all hope, a symphony of despair draws near.]],
[[As specters rise from the depths, their intent is clear: retribution is swift and merciless.]],
[[Your fate is entwined with the Kraken's ire—prepare for the inexorable tide of darkness.]],
},
[3] = {
[[Attend! A tempest brews upon darkened waters, rage unfurling like a ravenous beast—your time is nigh!]],
[[The Kraken's call resounds, echoing through the night; from the abyss it comes, cloaked in shadows and dread!]],
[[A shudder passes through the land, and ominous clouds converge—gaze now upon the darkening sky, for doom draws near!]],
[[Dread whisperings of the deep herald the coming tempest; the Kraken rises, eager to reclaim what is owed with swift malice!]],
[[Foul winds carry the scent of vengeance. The Kraken's ire is unbound, and soon your fortress shall feel its dark embrace!]],
[[In the twilight haze, a cacophony of doom stirs—behold, the tide of destruction approaches with unholy intent!]],
[[Tremble now, for the Kraken awakens! A chorus of despair sings forth, heralding the swarm that comes, hungry and relentless!]],
[[The ancient beast unleashes fury upon your path—a storm of chaos born from the depths, bringing forth a wretched tide!]],
[[Beware! The Kraken's wrath is a specter unshackled, and every heartbeat draws nearer to the end of your peace!]],
[[Thus, from beneath the waves, chaos and slaughter arise—oh, brave souls, face the horrors your hubris has conjured!]],
},
}
function Main.win()
this.scenario_finished = true
game.set_game_state { game_finished = true, player_won = true, can_continue = true, victorious_force = 'player' }
Task.set_timeout( 1, Main.restart_message_token, 90)
Task.set_timeout(31, Main.restart_message_token, 60)
Task.set_timeout(61, Main.restart_message_token, 30)
Task.set_timeout(81, Main.restart_message_token, 10)
Task.set_timeout(86, Main.restart_message_token, 5)
Task.set_timeout(91, Main.end_game_token)
Task.set_timeout(92, Main.restart_game_token)
end
Main.play_sound_token = Token.register(Sounds.notify_all)
Main.restart_message_token = Token.register(function(seconds)
game.print({'frontier.restart', seconds}, Color.success)
end)
function Main.move_silo(position)
local surface = RS.get_surface()
local old_silo = this.rocket_silo
local old_position = old_silo and old_silo.position or { x = 0, y = 0 }
local new_silo
local new_position = position or { x = this.x, y = this.y }
if old_silo and math_abs(new_position.x - old_position.x) < this.min_step then
this.move_buffer = this.move_buffer + new_position.x - old_position.x
return
end
for _, e in pairs(surface.find_entities_filtered{ position = new_position, radius = 15 }) do
if e.type == 'character' then
local pos = surface.find_non_colliding_position('character', { new_position.x + 12, new_position.y }, 5, 0.5)
if pos then
e.teleport(pos)
else
e.character.die()
end
else
e.destroy()
end
end
if old_silo then
local result_inventory = old_silo.get_output_inventory().get_contents()
new_silo = old_silo.clone { position = new_position, force = old_silo.force, create_build_effect_smoke = true }
old_silo.destroy()
local chest = surface.create_entity { name = 'steel-chest', position = old_position, force = 'player', move_stuck_players = true }
if table_size(result_inventory) > 0 then
chest.destructible = false
for name, count in pairs(result_inventory) do
chest.insert({ name = name, count = count })
end
end
local spill_item_stack = surface.spill_item_stack
for x = -15, 15 do
for y = -15, 15 do
for _ = 1, 4 do
spill_item_stack({ x = old_position.x + x + math_random(), y = old_position.y + y + math_random()}, { name = 'raw-fish', count = 1 }, false, nil, true)
end
end
end
game.print({'frontier.empty_rocket'})
Enemy.nuclear_explosion(chest)
for _ = 1, 3 do
local spawn_target = Enemy.get_target()
if spawn_target and spawn_target.valid then
for _ = 1, 12 do
Task.set_timeout_in_ticks(math_random(30, 4 * 60), Enemy.artillery_explosion_token, { surface_name = surface.name, position = spawn_target.position })
end
Task.set_timeout(6, Enemy.spawn_enemy_wave_token, spawn_target.position)
break
end
end
game.forces.enemy.reset_evolution()
local enemy_evolution = game.map_settings.enemy_evolution
enemy_evolution.time_factor = enemy_evolution.time_factor * 1.01
else
new_silo = surface.create_entity { name = 'rocket-silo', position = new_position, force = 'player', move_stuck_players = true }
end
if new_silo and new_silo.valid then
new_silo.destructible = false
new_silo.minable = false
new_silo.active = true
new_silo.get_output_inventory().clear()
this.rocket_silo = new_silo
this.x = new_silo.position.x
this.y = new_silo.position.y
this.move_buffer = 0
Terrain.set_silo_tiles(new_silo)
local x_diff = math.round(new_position.x - old_position.x)
if x_diff > 0 then
game.print({'frontier.silo_forward', x_diff})
else
game.print({'frontier.silo_backward', x_diff})
end
end
end
Main.move_silo_token = Token.register(Main.move_silo)
function Main.compute_silo_coordinates(step)
this.move_buffer = this.move_buffer + (step or 0)
if this.x + this.move_buffer > this.max_distance then
-- Exceeding max right direction, move to max (if not already) and add rockets to win
local remainder = this.x + this.move_buffer - this.max_distance
local add_rockets = math_floor(remainder / this.rocket_step)
if add_rockets > 0 then
this.rockets_to_win = this.rockets_to_win + add_rockets
game.print({'frontier.warning_max_distance', this.rocket_step})
end
this.x = math_min(this.max_distance, this.x + this.move_buffer)
this.move_buffer = remainder % this.rocket_step
elseif this.x + this.move_buffer < -(this.left_boundary * 32) + 12 then
-- Exceeding min left direction, move to min (if not already) and remove rockets to win
local min_distance = -(this.left_boundary * 32) + 12
local remainder = this.x + this.move_buffer - min_distance -- this is negative
local remove_rockets = math_floor(-remainder / this.rocket_step)
if remove_rockets > 0 then
this.rockets_to_win = this.rockets_to_win - remove_rockets
if this.rockets_to_win < 1 then this.rockets_to_win = 1 end
if this.rockets_launched >= this.rockets_to_win then
Main.win()
return
else
game.print({'frontier.warning_min_distance', this.rocket_step})
end
end
this.x = math_max(min_distance, this.x + this.move_buffer)
this.move_buffer = remainder % this.rocket_step
else
this.x = this.x + this.move_buffer
this.move_buffer = 0
end
local max_height = (this.height * 16) - 16
this.y = math_random(-max_height, max_height)
end
function Main.reveal_spawn_area()
local surface = RS.get_surface()
local far_left, far_right = this.kraken_distance + this.left_boundary * 32 + 1, this.right_boundary * 32 + this.wall_width
surface.request_to_generate_chunks({ x = 0, y = 0 }, math.ceil(math_max(far_left, far_right, this.height * 32) / 32))
surface.force_generate_chunk_requests()
Main.compute_silo_coordinates(this.silo_starting_x + math_random(100))
Main.move_silo()
Terrain.create_wall(this.right_boundary * 32, this.wall_width)
game.forces.player.chart(surface, { { -far_left - 32, -this.height * 16 }, { far_right + 32, this.height * 16 } })
end
function Main.on_game_started()
local ms = game.map_settings
ms.enemy_expansion.friendly_base_influence_radius = 0
ms.enemy_expansion.min_expansion_cooldown = SECOND * 30
ms.enemy_expansion.max_expansion_cooldown = MINUTE * 4
ms.enemy_expansion.max_expansion_distance = 5
ms.enemy_evolution.destroy_factor = 0.0001
ms.enemy_evolution.time_factor = 0.000004
this.rounds = this.rounds + 1
this.kraken_contributors = {}
this.death_contributions = {}
this.rockets_to_win = 3 + math_random(12 + this.rounds)
this.rockets_launched = 0
this.scenario_finished = false
this.x = 0
this.y = 0
this.rocket_silo = nil
this.move_buffer = 0
this.invincible = {}
this.target_entities = {}
this.unit_groups = {}
if _DEBUG then
this.silo_starting_x = 30
this.rockets_to_win = 1
end
for _, force in pairs(game.forces) do
force.reset()
force.reset_evolution()
end
game.speed = 1
game.reset_game_state()
game.reset_time_played()
ScoreTracker.reset()
ScoreTracker.set_for_global(rocket_launches_name, this.rockets_to_win)
end
Main.restart_game_token = Token.register(function()
script.raise_event(Main.events.on_game_started, {})
end)
function Main.on_game_finished()
this.lobby_enabled = true
Lobby.teleport_all_to()
local surface = RS.get_surface()
surface.clear(true)
local mgs = table.deepcopy(surface.map_gen_settings)
mgs.seed = mgs.seed + 1e4
surface.map_gen_settings = mgs
end
Main.end_game_token = Token.register(function()
script.raise_event(Main.events.on_game_finished, {})
end)
function Main.bard_message(list)
game.print('[color=orange][Bard][/color] ' .. list[math_random(#list)], { sound_path = 'utility/axe_fighting', color = Color.brown })
end
Main.bard_message_token = Token.register(Main.bard_message)
-- == EVENTS ==================================================================
local function on_init()
Lobby.on_init()
Main.on_game_started()
Main.reveal_spawn_area()
this.lobby_enabled = false
Lobby.teleport_all_from()
end
Event.on_init(on_init)
local function on_game_started()
Main.on_game_started()
Main.reveal_spawn_area()
this.lobby_enabled = false
Lobby.teleport_all_from()
end
Event.add(Main.events.on_game_started, on_game_started)
local function on_game_finished()
Main.on_game_finished()
end
Event.add(Main.events.on_game_finished, on_game_finished)
local function on_player_created(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
if this.lobby_enabled then
Lobby.teleport_to(player)
end
end
Event.add(defines.events.on_player_created, on_player_created)
local function on_chunk_generated(event)
local area = event.area
local surface = event.surface
if surface.name == Lobby.name then
Lobby.on_chunk_generated(event)
end
if surface.name ~= RS.get_surface_name() then
return
end
-- kill off biters inside the wall
Terrain.clear_enemies_inside_wall(surface, area)
-- scale freshly generated ore by a scale factor
Terrain.scale_resource_richness(surface, area)
-- add mixed patches
Terrain.mixed_resources(surface, area)
-- add extra rocks
Terrain.rich_rocks(surface, area)
end
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
local function on_entity_died(event)
local entity = event.entity
if not (entity and entity.valid) then
return
end
local entity_type = entity.type
if entity.force.name == 'enemy' then
if entity_type == 'unit-spawner' then
Enemy.on_spawner_died(event)
elseif entity_type == 'unit' or entity_type == 'turret' then
Enemy.on_enemy_died(entity)
end
elseif entity_type == 'simple-entity' then
Enemy.spawn_turret_outpost(entity.position)
end
end
Event.add(defines.events.on_entity_died, on_entity_died)
local function on_research_finished(event)
local recipes = event.research.force.recipes
if recipes['rocket-silo'] then
recipes['rocket-silo'].enabled = false
end
end
Event.add(defines.events.on_research_finished, on_research_finished)
local function on_player_died(event)
local player = game.get_player(event.player_index)
local cause = event.cause
if not cause or not cause.valid then
return
end
if cause.force == player.force then
return
end
if this.rockets_per_death <= 0 then
return
end
local player_name = 'a player'
if player then
player_name = player.name
this.death_contributions[player_name] = (this.death_contributions[player_name] or 0) + 1
end
this.rockets_to_win = this.rockets_to_win + this.rockets_per_death
ScoreTracker.set_for_global(rocket_launches_name, this.rockets_to_win - this.rockets_launched)
game.print({'frontier.add_rocket', this.rockets_per_death, player_name, (this.rockets_to_win - this.rockets_launched)})
end
Event.add(defines.events.on_player_died, on_player_died)
local function on_player_changed_position(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
if player.position.x < (-this.left_boundary * 32 - this.kraken_distance) then
local player_name = 'a player'
if player.character ~= nil then
player_name = player.name
end
game.print({'frontier.kraken_eat', player_name}, { sound_path = 'utility/game_lost' })
if player.character ~= nil then
player.character.die()
this.kraken_contributors[player_name] = true
end
end
end
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
local function on_rocket_launched(event)
local rocket = event.rocket
if not (rocket and rocket.valid) then
return
end
if this.scenario_finished then
return
end
this.rockets_launched = this.rockets_launched + 1
ScoreTracker.set_for_global(rocket_launches_name, (this.rockets_to_win - this.rockets_launched))
if this.rockets_launched >= this.rockets_to_win then
Main.win()
return
end
game.print({'frontier.rocket_launched', this.rockets_launched, (this.rockets_to_win - this.rockets_launched) })
Main.compute_silo_coordinates(this.rocket_step + math_random(200))
local ticks = 60
for _, delay in pairs{60, 40, 20} do
for i = 1, 30 do
ticks = ticks + math_random(math_ceil(delay/5), delay)
Task.set_timeout_in_ticks(ticks, Main.play_sound_token, 'utility/alert_destroyed')
end
end
Task.set_timeout( 5, Main.bard_message_token, bard_messages_1[3])
Task.set_timeout(25, Main.bard_message_token, bard_messages_2[3])
Task.set_timeout_in_ticks(ticks + 30, Main.move_silo_token)
local silo = event.rocket_silo
if silo then silo.active = false end
end
Event.add(defines.events.on_rocket_launched, on_rocket_launched)
local function on_entity_mined(event)
local entity = event.entity
if not (entity and entity.valid) then
return
end
if entity.type == 'simple-entity' then
Enemy.spawn_turret_outpost(entity.position)
end
end
Event.add(defines.events.on_robot_mined_entity, on_entity_mined)
Event.add(defines.events.on_player_mined_entity, on_entity_mined)
local function on_built_entity(event)
local entity = event.created_entity
if not (entity and entity.valid) then
return
end
if entity.name == 'entity-ghost' then
return
end
Enemy.start_tracking(entity)
end
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_robot_built_entity, on_built_entity)
local function on_entity_destroyed(event)
local unit_number = event.unit_number
--local registration_number = event.registration_number
Enemy.stop_tracking({ unit_number = unit_number })
end
Event.add(defines.events.on_entity_destroyed, on_entity_destroyed)
local function on_ai_command_completed(event)
if not event.was_distracted then
local data = this.unit_groups[event.unit_number]
if data and data.unit_group and data.unit_group.valid then
Enemy.ai_processor(data.unit_group, event.result)
end
end
end
Event.add(defines.events.on_ai_command_completed, on_ai_command_completed)
-- == COMMANDS ================================================================
Command.add('ping-silo',
{
description = 'Pings the silo\'s position on map',
allowed_by_server = true
},
function(_, player)
local surface = RS.get_surface()
local msg = '[color=blue][Mapkeeper][/color] Here you\'ll find a silo:'
local silos = surface.find_entities_filtered { name = 'rocket-silo' }
for _, s in pairs(silos) do
msg = msg .. string.format(' [gps=%d,%d,%s]', s.position.x, s.position.y, surface.name)
end
if player then
player.print(msg)
else
game.print(msg)
end
end
)
Command.add('toggle-debug-ai',
{
description = 'Toggle ON/OFF AI debug mode',
allowed_by_server = true,
required_rank = Ranks.admin,
},
function()
this._DEBUG_AI = not this._DEBUG_AI
end
)
Command.add('print-global',
{
description = 'Prints the global table',
allowed_by_server = false,
required_rank = Ranks.admin,
},
function(_, player)
player.print(serpent.line(this))
end
)
Command.add('log-global',
{
description = 'Logs the global table',
allowed_by_server = true,
required_rank = Ranks.admin,
},
function()
Debug.log(this)
end
)
-- ============================================================================
return map