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Update main.lua
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@ -203,54 +203,6 @@ local function initial_worm_turret(surface)
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end
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end
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--[[local function spawn_one_unit(belt, food_item)
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local surface = game.surfaces[global.active_surface_index]
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local random_biter = math.random(0,9)
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local i = math.random(0, 10)-5
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if food_item == "automation-science-pack" or food_item == "logistic-science-pack" then
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if random_biter <= 5 then
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local unit = surface.create_entity{name = "small-biter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y} , force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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else
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local unit = surface.create_entity{name = "small-spitter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y}, force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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end
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return
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end
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if food_item == "military-science-pack" then
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if random_biter <= 5 then
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local unit = surface.create_entity{name = "medium-biter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y} , force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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else
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local unit = surface.create_entity{name = "medium-spitter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y}, force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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end
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return
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end
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if food_item == "chemical-science-pack" then
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if random_biter <= 5 then
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local unit = surface.create_entity{name = "big-biter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y} , force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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else
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local unit = surface.create_entity{name = "big-spitter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y}, force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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end
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return
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end
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if food_item == "production-science-pack" or food_item == "utility-science-pack" then
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if random_biter <= 5 then
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local unit = surface.create_entity{name = "behemoth-biter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y} , force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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else
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local unit = surface.create_entity{name = "behemoth-spitter", position = {global.map_forces[belt.force.name].spawn.x + i,global.map_forces[belt.force.name].spawn.y}, force = game.forces[belt.force.name]}
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global.map_forces[belt.force.name].units[unit.unit_number] = unit
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end
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return
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end
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--unit.ai_settings.allow_destroy_when_commands_fail = false
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--unit.ai_settings.allow_try_return_to_spawner = false
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--team.unit_count = team.unit_count + 1
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end]]
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local function get_belts(market)
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local belts = market.surface.find_entities_filtered({
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@ -294,7 +246,6 @@ local function nom()
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end
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spawn_wave_from_belt(key)
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end
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for _, player in pairs(game.connected_players) do Gui.update_health_boost_buttons(player) end
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end
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local function get_units(force_name)
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