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tweaks
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@ -20,6 +20,7 @@ function locomotive_spawn(surface, position)
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global.locomotive_cargo.operable = false
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end
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--[[
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local function fish_tag()
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if not global.locomotive_cargo then return end
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if not global.locomotive_cargo.valid then return end
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@ -55,15 +56,6 @@ local function remove_acceleration()
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global.locomotive_driver = nil
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end
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local function set_player_spawn_and_refill_fish()
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if not global.locomotive_cargo then return end
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if not global.locomotive_cargo.valid then return end
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global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 4})
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local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
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if not position then return end
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game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
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end
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local function set_daytime()
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if not global.locomotive_cargo then return end
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if not global.locomotive_cargo.valid then return end
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@ -73,12 +65,19 @@ local function set_daytime()
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global.locomotive_cargo.surface.daytime = t
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game.print(t)
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end
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]]
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local function set_player_spawn_and_refill_fish()
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if not global.locomotive_cargo then return end
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if not global.locomotive_cargo.valid then return end
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global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 4})
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local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
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if not position then return end
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game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
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end
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local function tick()
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if game.tick % 30 == 0 then
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fish_tag()
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--set_daytime()
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accelerate()
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if game.tick % 1800 == 0 then
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set_player_spawn_and_refill_fish()
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end
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@ -87,9 +86,13 @@ local function tick()
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global.game_reset_tick = nil
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reset_map()
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end
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return
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end
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--fish_tag()
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--set_daytime()
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--accelerate()
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else
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remove_acceleration()
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--remove_acceleration()
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end
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end
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@ -252,9 +252,6 @@ local function on_player_joined_game(event)
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global.wave_defense.surface_index = global.active_surface_index
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global.wave_defense.target = global.locomotive_cargo
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global.wave_defense.side_target_search_radius = 768
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global.player_modifiers[player.index].character_mining_speed_modifier["mountain_fortress"] = 0.5
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update_player_modifiers(player)
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if player.online_time == 0 then
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player.teleport(surface.find_non_colliding_position("character", game.forces.player.get_spawn_position(surface), 3, 0.5), surface)
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@ -271,7 +268,10 @@ local function on_player_joined_game(event)
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for item, amount in pairs(starting_items) do
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player.insert({name = item, count = amount})
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end
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end
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end
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global.player_modifiers[player.index].character_mining_speed_modifier["mountain_fortress"] = 0.5
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update_player_modifiers(player)
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end
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--[[
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local function on_player_respawned(event)
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@ -97,7 +97,7 @@ local function damage_entity(entity, cell)
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if not entity.health then return true end
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if entity.health <= 0 then return true end
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if not entity.destructible then return true end
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if not entity.minable then return true end
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--if not entity.minable then return true end
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--if global.explosion_cells_reflect[entity.name] then
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-- if reflect_cell(entity, cell) then return end
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--end
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@ -414,8 +414,8 @@ function reset_wave_defense()
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side_target_search_radius = 768,
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spawn_position = {x = 0, y = 64},
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last_wave = game.tick,
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next_wave = game.tick + 3600 * 5,
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wave_interval = 1800,
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next_wave = game.tick + 3600 * 15,
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wave_interval = 3600,
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wave_number = 0,
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game_lost = false,
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threat = 0,
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