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ComfyFactorio/maps/unit_group_desync.lua

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local function move_unit_groups()
print("move_unit_groups 1")
local surface = game.surfaces[1]
local entities = surface.find_entities_filtered({type = "character", limit = 1})
if not entities[1] then return end
local character = entities[1]
--local character = game.connected_players[1].character
--if not character then return end
--if not character.valid then return end
print("move_unit_groups 2")
for key, group in pairs(global.unit_groups) do
if group.valid then
print("move_unit_groups 3")
group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = {
{
type = defines.command.attack,
target = character,
distraction = defines.distraction.by_enemy,
},
},
})
else
print("move_unit_groups 4")
global.unit_groups[key] = nil
end
end
end
local function spawn_unit_group()
print("spawn_unit_group 1")
local surface = game.surfaces[1]
if not global.unit_groups then global.unit_groups = {} end
print("spawn_unit_group 2")
local unit = surface.create_entity({name = "small-biter", position = {0,48}, force = "enemy"})
local unit_group = surface.create_unit_group({position = {0,48}, force = "enemy"})
print("spawn_unit_group 3")
unit_group.add_member(unit)
if global.table_insert then
table.insert(global.unit_groups, unit_group)
else
global.unit_groups[#global.unit_groups + 1] = unit_group
end
print("spawn_unit_group 4")
end
local function on_tick()
spawn_unit_group()
if game.tick % 120 == 0 then move_unit_groups() end
end
local function on_player_created(event)
local player = game.players[event.player_index]
player.insert({name = "grenade", count = 1000})
player.insert({name = "power-armor", count = 1})
end
local event = require 'utils.event'
event.on_nth_tick(30, on_tick)
event.add(defines.events.on_player_created, on_player_created)