mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
627 lines
22 KiB
Lua
627 lines
22 KiB
Lua
local Event = require 'utils.event'
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local RS = require 'map_gen.shared.redmew_surface'
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local Command = require 'utils.command'
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local Color = require 'resources.color_presets'
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local Global = require 'utils.global'
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local Retailer = require 'features.retailer'
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local Market_Items = require 'map_gen.maps.space_race.market_items'
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local Token = require 'utils.token'
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local Task = require 'utils.task'
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local floor = math.floor
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require 'map_gen.maps.space_race.map_info'
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require 'map_gen.maps.space_race.market_handler'
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local config = global.config
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config.market.enabled = false
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config.score.enabled = false
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config.player_rewards.enabled = false
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config.apocalypse.enabled = false
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config.turret_active_delay.turret_types = {
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['ammo-turret'] = 60 * 3,
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['electric-turret'] = 60 * 10,
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['fluid-turret'] = 60 * 5,
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['artillery-turret'] = 60 * 60
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}
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config.turret_active_delay.techs = {}
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local players_needed = 1
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local player_kill_reward = 25
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local entity_kill_reward = 1
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local startup_timer = 60 * 60 * 10
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local player_ports = {
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USA = {{x = -397, y = 0}, {x = -380, y = 0}},
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USSR = {{x = 397, y = 0}, {x = 380, y = 0}}
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}
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local disabled_research = {
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['military'] = {player = 2, entity = 8},
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['military-2'] = {player = 6, entity = 24, unlocks = 'military'},
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['military-3'] = {player = 12, entity = 48, unlocks = 'military-2'},
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['military-4'] = {player = 24, entity = 96, unlocks = 'military-3'},
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['stone-walls'] = {player = 2, entity = 8, invert = true},
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['heavy-armor'] = {player = 12, entity = 48, invert = true},
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['artillery-shell-range-1'] = nil
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}
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local researched_tech = {}
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local disabled_recipes = {
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'tank',
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'rocket-silo'
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}
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local primitives = {
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game_started = false,
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force_USA = nil,
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force_USSR = nil,
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lobby_permissions = nil
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}
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local unlock_progress = {
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force_USA = {
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players_killed = 0,
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entities_killed = 0
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},
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force_USSR = {
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players_killed = 0,
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entities_killed = 0
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}
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}
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Global.register(
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{
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primitives = primitives,
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unlock_progress = unlock_progress
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},
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function(tbl)
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primitives = tbl.primitives
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unlock_progress = tbl.unlock_progress
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end
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)
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local function remove_recipes()
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local USA_recipe = primitives.force_USA.recipes
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local USSR_recipe = primitives.force_USSR.recipes
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for _, recipe in pairs(disabled_recipes) do
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USA_recipe[recipe].enabled = false
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USSR_recipe[recipe].enabled = false
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end
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end
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local remove_permission_group =
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Token.register(
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function(params)
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params.permission_group.remove_player(params.player)
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end
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)
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local function deepcopy(orig)
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local copy
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if type(orig) == 'table' then
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copy = {}
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for orig_key, orig_value in pairs(orig) do
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copy[deepcopy(orig_key)] = deepcopy(orig_value)
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end
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else
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copy = orig
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end
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return copy
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end
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Event.on_init(
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function()
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game.difficulty_settings.technology_price_multiplier = 0.5
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local force_USA = game.create_force('United Factory Workers')
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local force_USSR = game.create_force('Union of Factory Employees')
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local surface = RS.get_surface()
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force_USSR.set_spawn_position({x = 397, y = 0}, surface)
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force_USA.set_spawn_position({x = -397, y = 0}, surface)
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force_USSR.laboratory_speed_modifier = 1
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force_USA.laboratory_speed_modifier = 1
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local lobby_permissions = game.permissions.create_group('lobby')
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lobby_permissions.set_allows_action(defines.input_action.start_walking, false)
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--game.forces.player.chart(RS.get_surface(), {{x = 380, y = 16}, {x = 400, y = -16}})
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--game.forces.player.chart(RS.get_surface(), {{x = -380, y = 16}, {x = -400, y = -16}})
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--game.forces.player.chart(RS.get_surface(), {{x = 400, y = 65}, {x = -400, y = -33}})
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local silo
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silo = surface.create_entity {name = 'rocket-silo', position = {x = 388.5, y = -0.5}, force = force_USSR}
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silo.minable = false
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silo = surface.create_entity {name = 'rocket-silo', position = {x = -388.5, y = 0.5}, force = force_USA}
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silo.minable = false
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local gun_turret
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gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR}
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gun_turret.insert({name = 'firearm-magazine', count = 200})
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gun_turret = surface.create_entity {name = 'gun-turret', position = {x = -383, y = 0}, force = force_USA}
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gun_turret.insert({name = 'firearm-magazine', count = 200})
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local market
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market = surface.create_entity {name = 'market', position = {x = 404, y = 0}, force = force_USSR}
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market.destructible = false
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Retailer.add_market('USSR_market', market)
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market = surface.create_entity {name = 'market', position = {x = -404, y = 0}, force = force_USA}
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market.destructible = false
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Retailer.add_market('USA_market', market)
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if table.size(Retailer.get_items('USSR_market')) == 0 then
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local items = deepcopy(Market_Items)
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for _, prototype in pairs(items) do
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local name = prototype.name
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prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price
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local unlock_requires = disabled_research[name]
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if prototype.disabled and unlock_requires then
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if unlock_requires.invert then
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prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n' .. unlock_requires.entity .. ' entities have been destroyed'}
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else
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prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\ndestroy ' .. unlock_requires.entity .. ' entities'}
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end
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end
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Retailer.set_item('USSR_market', prototype)
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end
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end
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if table.size(Retailer.get_items('USA_market')) == 0 then
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local items = deepcopy(Market_Items)
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for _, prototype in pairs(items) do
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local name = prototype.name
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prototype.price = (disabled_research[name] and disabled_research[name].player) and disabled_research[name].player * player_kill_reward or prototype.price
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local unlock_requires = disabled_research[name]
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if prototype.disabled and unlock_requires then
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if unlock_requires.invert then
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prototype.disabled_reason = {'', 'Unlocks when ' .. unlock_requires.player .. ' players have been killed or\n ' .. unlock_requires.entity .. ' entities have been destroyed'}
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else
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prototype.disabled_reason = {'', 'To unlock kill ' .. unlock_requires.player .. ' players or\n destroy ' .. unlock_requires.entity .. ' entities'}
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end
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end
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Retailer.set_item('USA_market', prototype)
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end
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end
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--[[
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Items support the following structure:
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{
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name: the (raw) item inserted in inventory, does nothing when type is not item
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name_label: the name shown in the GUI. If omitted and a prototype exists for 'name', it will use that LocalisedString, can be a LocalisedString
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sprite: a custom sprite, will use 'item/<name>' if omitted
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price: the price of an item, supports floats (0.95 for example)
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description: an additional description displayed in the tooltip, can be a LocalisedString
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disabled: whether or not the item should be disabled by default
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disabled_reason: the reason the item is disabled, can be a LocalisedString
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}
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]]
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--ensures that the spawn points are not water
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surface.set_tiles(
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{
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{name = 'stone-path', position = {x = 397.5, y = 0.5}},
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{name = 'stone-path', position = {x = 397.5, y = -0.5}},
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{name = 'stone-path', position = {x = 396.5, y = -0.5}},
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{name = 'stone-path', position = {x = 396.5, y = 0.5}},
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{name = 'stone-path', position = {x = -397.5, y = 0.5}},
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{name = 'stone-path', position = {x = -397.5, y = -0.5}},
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{name = 'stone-path', position = {x = -396.5, y = -0.5}},
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{name = 'stone-path', position = {x = -396.5, y = 0.5}}
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}
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)
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for force_side, ports in pairs(player_ports) do
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local force
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if force_side == 'USA' then
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force = force_USA
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elseif force_side == 'USSR' then
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force = force_USSR
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end
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for _, port in pairs(ports) do
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rendering.draw_text {text = {'', 'Use the /warp command to teleport across'}, surface = surface, target = port, color = Color.red, forces = {force}, alignment = 'center', scale = 0.5}
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end
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end
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local USA_tech = force_USA.technologies
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local USSR_tech = force_USSR.technologies
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for research, _ in pairs(disabled_research) do
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USA_tech[research].enabled = false
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USSR_tech[research].enabled = false
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end
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for research, _ in pairs(researched_tech) do
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USA_tech[research].researched = true
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USSR_tech[research].researched = true
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end
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primitives.force_USA = force_USA
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primitives.force_USSR = force_USSR
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primitives.lobby_permissions = lobby_permissions
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remove_recipes()
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end
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)
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local function invert_force(force)
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local force_USA = primitives.force_USA
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local force_USSR = primitives.force_USSR
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if force == force_USA then
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return force_USSR
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elseif force == force_USSR then
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return force_USA
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end
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end
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local unlock_reasons = {
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player_killed = 1,
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entity_killed = 2
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}
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local function unlock_market_item(force, item_name)
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local group_name
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if force == primitives.force_USA then
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group_name = 'USA_market'
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elseif force == primitives.force_USSR then
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group_name = 'USSR_market'
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end
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if group_name then
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Retailer.enable_item(group_name, item_name)
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if not (item_name == 'tank') then
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Debug.print('Unlocked: ' .. item_name .. ' | For: ' .. group_name)
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end
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end
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end
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local function check_for_market_unlocks(force)
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local force_USA = primitives.force_USA
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local force_USSR = primitives.force_USSR
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for research, conditions in pairs(disabled_research) do
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local _force = force
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local inverted = conditions.invert
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local unlocks = conditions.unlocks
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if inverted then
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_force = invert_force(_force)
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end
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if force == force_USA then
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if conditions.player <= unlock_progress.force_USA.players_killed or conditions.entity <= unlock_progress.force_USA.entities_killed then
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unlock_market_item(_force, research)
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if unlocks then
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unlock_market_item(invert_force(_force), unlocks)
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end
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end
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elseif force == force_USSR then
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if conditions.player <= unlock_progress.force_USSR.players_killed or conditions.entity <= unlock_progress.force_USSR.entities_killed then
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unlock_market_item(_force, research)
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if unlocks then
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unlock_market_item(invert_force(_force), unlocks)
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end
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end
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end
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end
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if force_USA.technologies.tanks.researched then
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unlock_market_item(force_USA, 'tank')
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end
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if force_USSR.technologies.tanks.researched then
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unlock_market_item(force_USSR, 'tank')
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end
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end
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local function update_unlock_progress(force, unlock_reason)
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local players_killed
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local entities_killed
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local force_USA = primitives.force_USA
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local force_USSR = primitives.force_USSR
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if force == force_USA then
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players_killed = unlock_progress.force_USA.players_killed
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entities_killed = unlock_progress.force_USA.entities_killed
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if unlock_reason == unlock_reasons.player_killed then
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unlock_progress.force_USA.players_killed = players_killed + 1
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elseif unlock_reason == unlock_reasons.entity_killed then
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unlock_progress.force_USA.entities_killed = entities_killed + 1
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end
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elseif force == force_USSR then
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players_killed = unlock_progress.force_USSR.players_killed
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entities_killed = unlock_progress.force_USSR.entities_killed
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if unlock_reason == unlock_reasons.player_killed then
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unlock_progress.force_USSR.players_killed = players_killed + 1
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elseif unlock_reason == unlock_reasons.entity_killed then
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unlock_progress.force_USSR.entities_killed = entities_killed + 1
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end
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else
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return
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end
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check_for_market_unlocks(force)
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end
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local function restore_character(player)
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if primitives.game_started then
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player.set_controller {type = defines.controllers.god}
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player.create_character()
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Task.set_timeout_in_ticks(1, remove_permission_group, {permission_group = primitives.lobby_permissions, player = player})
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game.permissions.get_group('Default').add_player(player)
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for _, item in pairs(config.player_create.starting_items) do
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player.insert(item)
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end
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end
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end
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local function start_game()
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primitives.game_started = true
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for _, player in pairs(primitives.force_USA.players) do
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restore_character(player)
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end
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for _, player in pairs(primitives.force_USSR.players) do
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restore_character(player)
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end
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end
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local function victory(force)
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game.print('Congratulations to ' .. force.name .. '. You have gained factory dominance!')
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end
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local function lost(force)
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local force_USA = primitives.force_USA
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if force == force_USA then
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victory(primitives.force_USSR)
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else
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victory(force_USA)
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end
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end
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local function on_entity_died(event)
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local entity = event.entity
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if entity.type == 'character' then
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return
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end
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local force = entity.force
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if entity.name == 'rocket-silo' then
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lost(force)
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end
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local cause = event.cause
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local cause_force = event.force
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if cause_force then
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if not (cause and cause.valid) then
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local force_USA = primitives.force_USA
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cause_force = (force == force_USA) and primitives.force_USSR or force_USA
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cause = entity.surface.find_entities_filtered {position = entity.position, radius = 50, type = 'character', force = cause_force, limit = 1}[1]
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end
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end
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if cause and cause.valid then
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if cause.prototype.name == 'character' then
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cause_force = cause.force
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if not (force == cause_force) then
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cause.insert({name = 'coin', count = entity_kill_reward})
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update_unlock_progress(cause_force, unlock_reasons.entity_killed)
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end
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end
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end
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end
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local function on_rocket_launched(event)
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victory(event.entity.force)
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end
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local function to_lobby(player_index)
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local player = game.get_player(player_index)
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primitives.lobby_permissions.add_player(player)
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player.character.destroy()
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player.set_controller {type = defines.controllers.ghost}
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player.print('Waiting for lobby!')
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end
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local function on_player_created(event)
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to_lobby(event.player_index)
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end
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local function on_research_finished(event)
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check_for_market_unlocks(event.research.force)
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remove_recipes()
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end
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Event.add(defines.events.on_entity_died, on_entity_died)
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Event.add(defines.events.on_rocket_launched, on_rocket_launched)
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Event.add(defines.events.on_player_created, on_player_created)
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Event.add(defines.events.on_research_finished, on_research_finished)
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local function on_player_died(event)
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local cause = event.cause
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if cause and cause.valid and cause.type == 'character' then
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local cause_force = cause.force
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if not (game.get_player(event.player_index).force == cause_force) then
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cause.insert({name = 'coin', count = player_kill_reward})
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update_unlock_progress(cause_force, unlock_reasons.player_killed)
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end
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end
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end
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local function on_built_entity(event)
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local entity = event.created_entity
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if not entity or not entity.valid then
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return
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end
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local name = entity.name
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if name == 'artillery-turret' or name == 'artillery-wagon' or name == 'tank' then
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local position = entity.position
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game.print({'', '[gps=' .. floor(position.x) .. ', ' .. floor(position.y) .. '] [color=yellow]Warning! ', {'entity-name.' .. name}, ' has been deployed![/color]'})
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end
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end
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Event.add(defines.events.on_player_died, on_player_died)
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Event.add(defines.events.on_built_entity, on_built_entity)
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local function allow_teleport(force, position)
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if force == primitives.force_USA and position.x > 0 then
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return false
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elseif force == primitives.force_USSR and position.x < 0 then
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return false
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end
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return math.abs(position.x) > 377 and math.abs(position.x) < 400 and position.y > -10 and position.y < 10
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end
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local function get_teleport_location(force, to_safe_zone)
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local port_number = to_safe_zone and 1 or 2
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local position
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if force == primitives.force_USA then
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position = player_ports.USA[port_number]
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elseif force == primitives.force_USSR then
|
|
position = player_ports.USSR[port_number]
|
|
else
|
|
position = {0, 0}
|
|
end
|
|
local non_colliding_pos = RS.get_surface().find_non_colliding_position('character', position, 6, 1)
|
|
position = non_colliding_pos and non_colliding_pos or position
|
|
return position
|
|
end
|
|
|
|
local function teleport(_, player)
|
|
local character = player.character
|
|
if not character or not character.valid then
|
|
player.print('[color=yellow]Could not warp, you are not part of a team yet![/color]')
|
|
return
|
|
end
|
|
local tick = game.tick
|
|
if tick < startup_timer then
|
|
local time_left = startup_timer - tick
|
|
if time_left > 60 then
|
|
local minutes = (time_left / 3600)
|
|
minutes = minutes - minutes % 1
|
|
time_left = time_left - (minutes * 3600)
|
|
local seconds = (time_left / 60)
|
|
seconds = seconds - seconds % 1
|
|
time_left = minutes .. ' minutes and ' .. seconds .. ' seconds left'
|
|
else
|
|
local seconds = time_left % 60
|
|
time_left = seconds .. ' seconds left'
|
|
end
|
|
player.print('[color=yellow]Could not warp, in setup fase![/color] [color=red]' .. time_left .. '[/color]')
|
|
return
|
|
end
|
|
local position = character.position
|
|
local force = player.force
|
|
if allow_teleport(force, position) then
|
|
if math.abs(position.x) < 388.5 then
|
|
player.teleport(get_teleport_location(force, true))
|
|
else
|
|
player.teleport(get_teleport_location(force, false))
|
|
end
|
|
else
|
|
player.print('[color=yellow]Could not warp, you are too far from rocket silo![/color]')
|
|
end
|
|
end
|
|
|
|
Command.add('warp', {description = 'Use to switch between PVP and Safe-zone in Space Race', capture_excess_arguments = false, allowed_by_server = false}, teleport)
|
|
|
|
local function check_ready_to_start()
|
|
local num_usa_players = #primitives.force_USA.players
|
|
local num_ussr_players = #primitives.force_USSR.players
|
|
local num_players = num_usa_players + num_ussr_players
|
|
if not primitives.game_started and num_players >= players_needed then
|
|
start_game()
|
|
else
|
|
game.print(
|
|
'[color=yellow]' ..
|
|
primitives.force_USA.name ..
|
|
' has [/color][color=red]' ..
|
|
num_usa_players ..
|
|
'[/color][color=yellow] players | ' .. primitives.force_USSR.name .. ' has [/color][color=red]' .. num_ussr_players .. '[/color][color=yellow] players | [/color][color=red]' .. players_needed - num_players .. '[/color][color=yellow] more players needed to start! [/color]'
|
|
)
|
|
end
|
|
end
|
|
|
|
local function check_player_balance(force)
|
|
local force_USSR = primitives.force_USSR
|
|
local force_USA = primitives.force_USA
|
|
|
|
if force == force_USSR then
|
|
return #force_USSR.players <= #force_USA.players
|
|
elseif force == force_USA then
|
|
return #force_USSR.players >= #force_USA.players
|
|
end
|
|
end
|
|
|
|
local function join_usa(_, player)
|
|
local force_USA = primitives.force_USA
|
|
local force_USSR = primitives.force_USSR
|
|
|
|
local force = player.force
|
|
if not check_player_balance(force_USA) then
|
|
player.print('[color=red]Failed to join [/color][color=yellow]United Factory Workers,[/color][color=red] teams would become unbalanced![/color]')
|
|
return
|
|
end
|
|
if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then
|
|
player.force = force_USA
|
|
player.print('[color=green]You have joined United Factory Workers![/color]')
|
|
restore_character(player)
|
|
player.teleport(get_teleport_location(force_USA, true))
|
|
check_ready_to_start()
|
|
return
|
|
end
|
|
player.print('Failed to join new team, do not be a spy!')
|
|
end
|
|
|
|
Command.add('join-UFW', {description = 'Use to join United Factory Workers in Space Race', capture_excess_arguments = false, allowed_by_server = false}, join_usa)
|
|
|
|
local function join_ussr(_, player)
|
|
local force_USA = primitives.force_USA
|
|
local force_USSR = primitives.force_USSR
|
|
|
|
local force = player.force
|
|
if not check_player_balance(force_USSR) then
|
|
player.print('[color=red]Failed to join [/color][color=yellow]Union of Factory Employees[/color][color=red], teams would become unbalanced![/color]')
|
|
return
|
|
end
|
|
if not primitives.game_started or (force ~= force_USSR and force ~= force_USA) then
|
|
player.force = force_USSR
|
|
player.print('[color=green]You have joined Union of Factory Employees![/color]')
|
|
restore_character(player)
|
|
player.teleport(get_teleport_location(force_USSR, true))
|
|
check_ready_to_start()
|
|
return
|
|
end
|
|
player.print('Failed to join new team, do not be a spy!')
|
|
end
|
|
|
|
Command.add('join-UFE', {description = 'Use to join Union of Factory Employees in Space Race', capture_excess_arguments = false, allowed_by_server = false}, join_ussr)
|
|
|
|
--[[TODO
|
|
|
|
Introduction / Map information
|
|
|
|
Starting trees!
|
|
|
|
|
|
NOTES:
|
|
|
|
Mapgen is slow (a loading screen would be nice)
|
|
|
|
Beach sine wave to break the hard line between shallow water and land
|
|
|
|
Tiny islands in shallow water, space for a couple of turrets but not much
|
|
|
|
Weapon damage balance -> Testing, testing, testing
|
|
|
|
Worms and biters can kill turrets at the spawns
|
|
|
|
]]
|