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- Initialize the script and define global variables
addhook("startround", "td_init")
function td_init()
td_startmoney = 100 -- Player's starting money
td_wave = 0 -- Current monster wave
td_waveactive = false -- State of the monster wave
td_monsters = {} -- Table to store active monsters
td_soldiers = {} -- Table to store soldiers
td_monster_hp = {50, 100, 150} -- Monster health points per wave
td_monster_armor = {0, 5, 10} -- Monster armor per wave
td_soldier_damage = {10, 20, 30} -- Soldier weapon damage
td_soldier_armor_penetration = {5, 10, 15} -- Soldier weapon armor penetration
td_soldier_cost = {50, 100, 150} -- Soldier cost
end
-- Create a monster with health and armor defined by the wave
function td_createmonster(id, wave)
local monster = {}
monster.id = id
monster.hp = td_monster_hp[wave]
monster.armor = td_monster_armor[wave]
td_monsters[id] = monster
end
-- Create a soldier
function td_createsoldier(id, type, x, y)
local soldier = {}
soldier.id = id
soldier.type = type
soldier.x = x
soldier.y = y
soldier.damage = td_soldier_damage[type]
soldier.armor_penetration = td_soldier_armor_penetration[type]
td_soldiers[id] = soldier
end
-- Handle soldier attacking a monster
function td_attack(monster_id, soldier_id)
local monster = td_monsters[monster_id]
local soldier = td_soldiers[soldier_id]
-- Calculate damage considering monster's armor and soldier's armor penetration
local effective_armor = monster.armor - soldier.armor_penetration
if effective_armor < 0 then
effective_armor = 0
end
local effective_damage = soldier.damage - effective_armor
if effective_damage < 0 then
effective_damage = 0
end
monster.hp = monster.hp - effective_damage
if monster.hp <= 0 then
td_monsters[monster_id] = nil -- Remove the monster if its health is zero or less
parse("killobject "..monster_id) -- Kill the monster object in the game
end
end
-- Function called when a new wave starts
function td_newwave()
td_wave = td_wave + 1
td_waveactive = true
-- Create monsters for the new wave
for i = 1, 10 do
local monster_id = math.random(1000, 9999)
td_createmonster(monster_id, td_wave)
parse("spawnobject 3 "..monster_id) -- Create a monster object in the game
end
end
-- Function called when the player creates a soldier
addhook("buy", "td_buysoldier")
function td_buysoldier(id, type, x, y)
if player(id, "money") >= td_soldier_cost[type] then
local soldier_id = math.random(1000, 9999)
td_createsoldier(soldier_id, type, x, y)
parse("spawnobject 1 "..soldier_id.." "..x.." "..y) -- Create a soldier object in the game
parse("setmoney "..id.." "..(player(id, "money") - td_soldier_cost[type])) -- Deduct the soldier cost from the player's money
else
msg2(id, "You don't have enough money to buy this soldier.")
end
end
-- Function called on every game tick to manage attacks
addhook("always", "td_gameupdate")
function td_gameupdate()
if td_waveactive then
for monster_id, monster in pairs(td_monsters) do
for soldier_id, soldier in pairs(td_soldiers) do
-- Check if the monster is within the soldier's range (implement your own range logic here)
local distance = math.sqrt((soldier.x - monster.x)^2 + (soldier.y - monster.y)^2)
if distance < 100 then
td_attack(monster_id, soldier_id)
end
end
end
end
end