mirror of
https://github.com/Refactorio/RedMew.git
synced 2025-01-30 04:30:58 +02:00
3dabc84ccc
* Enemy AI * Change enemy spawn wave logic * Add bard messages * Update changelog * Fox reseed * Fix luachecks
1434 lines
49 KiB
Lua
1434 lines
49 KiB
Lua
local b = require 'map_gen.shared.builders'
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local Color = require 'resources.color_presets'
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local Command = require 'utils.command'
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local Event = require 'utils.event'
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local EnemyTurret = require 'features.enemy_turret'
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local Global = require 'utils.global'
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local math = require 'utils.math'
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local MGSP = require 'resources.map_gen_settings'
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local Noise = require 'map_gen.shared.simplex_noise'
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local PriceRaffle = require 'features.price_raffle'
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local Ranks = require 'resources.ranks'
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local RS = require 'map_gen.shared.redmew_surface'
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local ScenarioInfo = require 'features.gui.info'
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local ScoreTracker = require 'utils.score_tracker'
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local Sounds = require 'utils.sounds'
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local Table = require 'utils.table'
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local Toast = require 'features.gui.toast'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local math_random = math.random
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local math_max = math.max
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local math_min = math.min
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local math_abs = math.abs
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local math_ceil = math.ceil
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local math_floor = math.floor
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local math_clamp = math.clamp
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local math_sqrt = math.sqrt
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local simplex = Noise.d2
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local SECOND = 60
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local MINUTE = SECOND * 60
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local register_on_entity_destroyed = script.register_on_entity_destroyed
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--[[
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Scenario info: Frontier
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From 'Frontier Extended' mod: https://mods.factorio.com/mod/Frontier-Extended
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]]
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ScenarioInfo.set_map_name('Frontier')
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ScenarioInfo.set_map_description([[
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Key features:
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-[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.
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-[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.
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-[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.
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-[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.
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Prepare yourself—your journey begins now. Welcome to Frontier!
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The [color=red]RedMew[/color] team
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]])
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ScenarioInfo.set_map_extra_info([[
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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.
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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.
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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.
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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?
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]])
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ScenarioInfo.set_new_info([[
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2024-08-15:
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- Fixed desyncs
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- Fixed biter waves
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2024-08-10:
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- Added enemy turrets
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- Added soft reset
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- Added shortcuts gui
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- Added score tracker for rockets to win
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- Deaths no longer contribute to rocket to win, instead, a rng value is rolled at the beginning of the game
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2024-07-31:
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- Added Frontier
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]])
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--- Config
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local Config = global.config
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Config.redmew_surface.enabled = true
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Config.market.enabled = false
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Config.player_rewards.enabled = false
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Config.player_shortcuts.enabled = true
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Config.player_create.starting_items = {
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{ name = 'burner-mining-drill', count = 1 },
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{ name = 'stone-furnace', count = 1 },
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{ name = 'pistol', count = 1 },
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{ name = 'firearm-magazine', count = 10 },
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{ name = 'wood', count = 1 },
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}
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local this = {
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rounds = 0,
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-- Map gen
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silo_starting_x = 1700,
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height = 36, -- in chunks, height of the ribbon world
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left_boundary = 8, -- in chunks, distance to water body
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right_boundary = 11, -- in chunks, distance to wall/biter presence
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wall_width = 5, -- in tiles
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rock_richness = 1, -- how many rocks/chunk
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ore_base_quantity = 61, -- base ore quantity, everything is scaled up from this
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ore_chunk_scale = 32, -- sets how fast the ore will increase from spawn, lower = faster
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-- Kraken handling
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kraken_distance = 25, -- where the kraken lives past the left boundary
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kraken_contributors = {}, -- list of players eaten by kraken
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death_contributions = {}, -- list of all players deaths
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-- Satellites to win
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rockets_to_win = 1,
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rockets_launched = 0,
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rockets_per_death = 0, -- how many extra launch needed for each death
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scenario_finished = false,
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-- Loot chests
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loot_budget = 48,
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loot_chance = 1 / 16,
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loot_richness = 1,
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-- Rocket silo position management
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x = 0,
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y = 0,
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rocket_silo = nil,
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move_buffer = 0,
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rocket_step = 500, -- rocket/tiles ratio
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min_step = 500, -- minimum tiles to move
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max_distance = 100000, -- maximum x distance of rocket silo
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-- Enemy data
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invincible = {},
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target_entities = {},
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unit_groups = {},
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-- Lobby
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lobby_enabled = false,
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-- Debug
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_DEBUG_AI = false,
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}
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Global.register(this, function(tbl) this = tbl end)
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local noise_weights = {
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{ modifier = 0.0042, weight = 1.000 },
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{ modifier = 0.0310, weight = 0.080 },
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{ modifier = 0.1000, weight = 0.025 },
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}
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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'}
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local Main = {
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events = {
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on_game_started = Event.generate_event_name('on_game_started'),
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on_game_finished = Event.generate_event_name('on_game_finished'),
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}
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}
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local rocket_launches_name = 'rockets-launches-frontier'
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local global_to_show = Config.score.global_to_show
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global_to_show[#global_to_show + 1] = rocket_launches_name
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ScoreTracker.register(rocket_launches_name, {'frontier.rockets_to_launch'}, '[img=item.rocket-silo]')
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local escape_player = false
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-- == DEBUG ===================================================================
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local Debug = {}
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function Debug.print_admins(msg, color)
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for _, p in pairs(game.connected_players) do
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if p.admin then
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p.print(msg, color)
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end
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end
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end
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function Debug.print(msg, color)
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for _, p in pairs(game.connected_players) do
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p.print(msg, color)
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end
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end
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function Debug.log(data)
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log(serpent.block(data))
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end
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-- == LOBBY ===================================================================
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local Lobby = {}
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Lobby.name = 'nauvis'
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Lobby.mgs = {
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water = 0,
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default_enable_all_autoplace_controls = false,
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width = 64,
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height = 64,
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peaceful_mode = true,
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}
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function Lobby.get_surface()
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local surface = game.get_surface(Lobby.name)
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if not surface then
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surface = game.create_surface(Lobby.name, Lobby.mgs)
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end
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return surface
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end
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function Lobby.teleport_to(player)
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for k = 1, player.get_max_inventory_index() do
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local inv = player.get_inventory(k)
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if inv and inv.valid then
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inv.clear()
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end
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end
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local surface = Lobby.get_surface()
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local position = surface.find_non_colliding_position('character', {0, 0}, 0, 0.2)
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player.teleport(position, surface, true)
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end
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function Lobby.teleport_from(player, destination)
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for _, stack in pairs(Config.player_create.starting_items) do
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if game.item_prototypes[stack.name] then
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player.insert(stack)
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end
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end
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local surface = RS.get_surface()
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local position = surface.find_non_colliding_position('character', destination or {0, 0}, 0, 0.2)
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player.teleport(position, surface, true)
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end
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function Lobby.teleport_all_to()
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for _, player in pairs(game.players) do
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Lobby.teleport_to(player)
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end
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end
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function Lobby.teleport_all_from(destination)
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for _, player in pairs(game.players) do
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Lobby.teleport_from(player, destination)
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end
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end
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function Lobby.on_chunk_generated(event)
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local area = event.area
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local surface = event.surface
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surface.build_checkerboard(area)
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for _, e in pairs(surface.find_entities_filtered{ area = area }) do
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if e.type ~= 'character' then
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e.destroy()
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end
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end
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end
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function Lobby.on_init()
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local surface = Lobby.get_surface()
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surface.map_gen_settings = Lobby.mgs
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Lobby.on_chunk_generated({ area = {left_top = {-64, -64}, right_bottom = {64, 64}}, surface = surface })
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end
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-- == MAP GEN =================================================================
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local map, water, green_water
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RS.set_map_gen_settings({
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{
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autoplace_controls = {
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['coal'] = { frequency = 3, richness = 1, size = 0.75 },
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['copper-ore'] = { frequency = 3, richness = 1, size = 0.75 },
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['crude-oil'] = { frequency = 1, richness = 1, size = 0.75 },
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['enemy-base'] = { frequency = 6, richness = 1, size = 4 },
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['iron-ore'] = { frequency = 3, richness = 1, size = 0.75 },
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['stone'] = { frequency = 3, richness = 1, size = 0.75 },
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['trees'] = { frequency = 1, richness = 1, size = 1 },
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['uranium-ore'] = { frequency = 0.5, richness = 1, size = 0.5 },
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},
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cliff_settings = { name = 'cliff', cliff_elevation_0 = 20, cliff_elevation_interval = 40, richness = 1 / 3 },
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height = this.height * 32,
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property_expression_names = {
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['control-setting:aux:frequency:multiplier'] = '1.333333',
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['control-setting:moisture:bias'] = '-0.250000',
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['control-setting:moisture:frequency:multiplier'] = '3.000000',
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},
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starting_area = 3,
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terrain_segmentation = 1,
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},
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MGSP.water_none,
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})
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local bounds = function(x, y)
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return x > (-this.left_boundary * 32 - 320) and not ((y < -this.height * 16) or (y > this.height * 16))
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end
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water = b.change_tile(bounds, true, 'water')
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water = b.fish(water, 0.075)
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green_water = b.change_tile(bounds, true, 'deepwater-green')
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map = b.choose(function(x) return x < -this.left_boundary * 32 end, water, bounds)
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map = b.choose(function(x) return math_floor(x) == -(this.kraken_distance + this.left_boundary * 32 + 1) end, green_water, map)
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-- == TERRAIN ==================================================================
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local Terrain = {}
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function Terrain.noise_pattern(position, seed)
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local noise, d = 0, 0
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for i = 1, #noise_weights do
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local nw = noise_weights[i]
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noise = noise + simplex(position.x * nw.modifier, position.y * nw.modifier, seed) * nw.weight
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d = d + nw.weight
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seed = seed + 10000
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end
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noise = noise / d
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return noise
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end
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function Terrain.mixed_resources(surface, area)
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local left_top = { x = math_max(area.left_top.x, this.right_boundary * 32), y = area.left_top.y }
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local right_bottom = area.right_bottom
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if left_top.x >= right_bottom.x then
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return
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end
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local seed = surface.map_gen_settings.seed
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local create_entity = surface.create_entity
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local can_place_entity = surface.can_place_entity
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local find_entities_filtered = surface.find_entities_filtered
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local function clear_ore(position)
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for _, resource in pairs(find_entities_filtered{
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position = position,
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type = 'resource'
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}) do
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if resource.name ~= 'uranium-ore' and resource.name ~= 'crude-oil' then
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resource.destroy() end
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end
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end
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local chunks = math_clamp(math_abs((left_top.x - this.right_boundary * 32) / this.ore_chunk_scale), 1, 100)
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chunks = math_random(chunks, chunks + 4)
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for x = 0, 31 do
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for y = 0, 31 do
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local position = { x = left_top.x + x, y = left_top.y + y }
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if can_place_entity({ name = 'iron-ore', position = position }) then
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local noise = Terrain.noise_pattern(position, seed)
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if math_abs(noise) > 0.67 then
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local idx = math_floor(noise * 25 + math_abs(position.x) * 0.05) % #mixed_ores + 1
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local amount = this.ore_base_quantity * chunks * 3
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clear_ore(position)
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create_entity({ name = mixed_ores[idx], position = position, amount = amount })
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end
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end
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end
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end
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end
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function Terrain.clear_enemies_inside_wall(surface, area)
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if area.right_bottom.x < (this.right_boundary * 32 + 96) then
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for _, entity in pairs(surface.find_entities_filtered { area = area, force = 'enemy' }) do
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entity.destroy()
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end
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end
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end
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function Terrain.scale_resource_richness(surface, area)
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for _, resource in pairs(surface.find_entities_filtered { area = area, type = 'resource' }) do
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if resource.position.x > this.right_boundary * 32 then
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local chunks = math.clamp(math_abs((resource.position.x - this.right_boundary * 32) / this.ore_chunk_scale), 1, 100)
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chunks = math_random(chunks, chunks + 4)
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if resource.prototype.resource_category == 'basic-fluid' then
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resource.amount = 3000 * 3 * chunks
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elseif resource.prototype.resource_category == 'basic-solid' then
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resource.amount = this.ore_base_quantity * chunks
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end
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end
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end
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end
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function Terrain.rich_rocks(surface, area)
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local left_top = { x = math_max(area.left_top.x, this.right_boundary * 32), y = area.left_top.y }
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local right_bottom = area.right_bottom
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if left_top.x >= right_bottom.x then
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return
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end
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local function place_rock(rock_name)
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local search = surface.find_non_colliding_position
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local place = surface.create_entity
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for _ = 1, 10 do
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local x, y = math_random(1, 31) + math_random(), math_random(1, 31) + math_random()
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local rock_pos = search(rock_name, {left_top.x + x, left_top.y + y}, 4, 0.4)
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if rock_pos then
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local rock = place{
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name = rock_name,
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position = rock_pos,
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direction = math_random(1, 4)
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}
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rock.graphics_variation = math_random(16)
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return
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end
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end
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end
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for _ = 1, this.rock_richness do
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local rock_name = math_random() < 0.4 and 'rock-huge' or 'rock-big'
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place_rock(rock_name)
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end
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end
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function Terrain.set_silo_tiles(entity)
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local pos = entity.position
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local surface = entity.surface
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surface.request_to_generate_chunks(pos, 1)
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surface.force_generate_chunk_requests()
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local tiles = {}
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for x = -12, 12 do
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for y = -12, 12 do
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tiles[#tiles +1] = { name = 'hazard-concrete-left', position = { pos.x + x, pos.y + y}}
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end
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end
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for x = -8, 8 do
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for y = -8, 8 do
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tiles[#tiles +1] = { name = 'concrete', position = { pos.x + x, pos.y + y}}
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end
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end
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entity.surface.set_tiles(tiles, true)
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end
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function Terrain.create_wall(x, w)
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local surface = RS.get_surface()
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local area = { { x, -this.height * 16 }, { x + w, this.height * 16 } }
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for _, entity in pairs(surface.find_entities_filtered { area = area, collision_mask = 'player-layer' }) do
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entity.destroy()
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end
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for y = -this.height * 16, this.height * 16 do
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for j = 0, w - 1 do
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local e = surface.create_entity {
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name = 'stone-wall',
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position = { x + j, y },
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force = 'player',
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move_stuck_players = true,
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}
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e.destructible = false
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end
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end
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local tiles = {}
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for j = -4, w - 1 + 4 do
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for y = -this.height * 16, this.height * 16 do
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tiles[#tiles +1] = { name = 'hazard-concrete-left', position = { x = x + j, y = y }}
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end
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end
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for j = -1, w do
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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
|