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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-09-16 09:06:21 +02:00

rpg addition

This commit is contained in:
MewMew
2019-10-12 22:54:00 +02:00
parent 320d2de32e
commit 33a395498b
3 changed files with 11 additions and 56 deletions

View File

@@ -14,6 +14,7 @@ require "modules.dangerous_goods"
require "modules.custom_death_messages"
require "modules.biter_evasion_hp_increaser"
require "modules.rocks_yield_ore"
require "modules.rpg"
local event = require 'utils.event'
local boss_biter = require "maps.fish_defender.boss_biters"

View File

@@ -34,8 +34,7 @@ end
local function accelerate()
if not global.locomotive then return end
if not global.locomotive.valid then return end
local driver = global.locomotive.get_driver()
if driver then return end
if global.locomotive.get_driver() then return end
global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"})
global.locomotive_driver.driving = true
global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}
@@ -45,73 +44,29 @@ local function remove_acceleration()
if not global.locomotive then return end
if not global.locomotive.valid then return end
if global.locomotive_driver then global.locomotive_driver.destroy() end
end
--[[
local function constant_speed()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
if not global.locomotive_cargo.train.locomotives then return end
if not global.locomotive_cargo.train.locomotives.front_movers then return end
if not global.locomotive_cargo.train.locomotives.front_movers[1] then return end
local loco = global.locomotive_cargo.train.locomotives.front_movers[1]
local front_rail_connection = global.locomotive_cargo.train.front_rail.
defines.rail_direction.front
defines.rail_direction.back
if loco.speed < 1 and then
local driver = loco.get_driver()
if driver then return end
global.locomotive_driver = loco.surface.create_entity({name = "character", position = loco.position, force = "player"})
global.locomotive_driver.driving = true
global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}
else
if global.locomotive_driver then global.locomotive_driver.destroy() end
end
end
]]
local function set_player_spawn()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
if not position then return end
game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
global.locomotive_driver = nil
end
local function set_player_spawn_and_refill_fish()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 8})
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 4})
local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
if not position then return end
game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
end
local function force_nearby_units_to_attack()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
global.locomotive_cargo.surface.set_multi_command({
command={
type = defines.command.attack,
target = global.locomotive_cargo,
distraction = defines.distraction.none
},
unit_count = 4,
force = "enemy",
unit_search_distance = 256
})
end
local function tick()
if game.tick % 30 == 0 then
fish_tag()
accelerate()
if game.tick % 1800 == 0 then
set_player_spawn_and_refill_fish()
if global.game_reset_tick then
if global.game_reset_tick < game.tick then
global.game_reset_tick = nil
reset_map()
end
end
if global.game_reset_tick then
if global.game_reset_tick < game.tick then
global.game_reset_tick = nil
reset_map()
end
end
else

View File

@@ -580,8 +580,7 @@ local function on_entity_damaged(event)
event.entity.health = event.entity.health + event.final_damage_amount
local damage = event.original_damage_amount + event.original_damage_amount * get_melee_modifier(event.cause.player)
local damage = event.final_damage_amount + event.final_damage_amount * get_melee_modifier(event.cause.player)
if math_random(0,999) < get_one_punch_chance(event.cause.player) * 10 then
one_punch(event.cause, event.entity, damage)
@@ -657,7 +656,7 @@ end
local function on_player_crafted_item(event)
if not event.recipe.energy then return end
local player = game.players[event.player_index]
gain_xp(player, event.recipe.energy * 0.25)
gain_xp(player, event.recipe.energy * 0.20)
end
local function on_player_respawned(event)