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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-05 13:15:03 +02:00

planet_prison minor adjustments

This commit is contained in:
Gerkiz 2021-03-27 14:47:47 +01:00
parent 01dfffa392
commit 3e0e4841a1
3 changed files with 58 additions and 29 deletions

View File

@ -29,6 +29,7 @@ local ceil = math.ceil
local Public = {}
local insert = table.insert
local remove = table.remove
local random = math.random
Global.register(
this,
@ -806,6 +807,8 @@ local function init_player(p)
p.force = pf
end
p.force.set_friend('neutral', true)
p.force.set_friend('player', false)
p.force.share_chart = false
this.perks[p.name] = {
flashlight_enable = true,
minimap = false,
@ -1339,6 +1342,7 @@ local function on_player_died(e)
if game.forces[p.name] then
game.merge_forces(p.name, 'neutral')
end
p.force = 'player'
if p.connected then
return
end
@ -1389,7 +1393,9 @@ local function on_player_dropped_item(e)
if this.last_friend[peer.name] == p.name then
p.force.set_cease_fire(peer.name, true)
p.force.set_friend(peer.name, true)
peer.force.set_cease_fire(p.name, true)
peer.force.set_friend(p.name, true)
p.print(string.format('The NAP was formed with %s', peer.name))
peer.print(string.format('The NAP was formed with %s', p.name))
this.last_friend[p.name] = ''
@ -1431,7 +1437,9 @@ local function on_player_dropped_item(e)
end
p.force.set_cease_fire(peer.name, false)
p.force.set_friend(peer.name, false)
peer.force.set_cease_fire(p.name, false)
peer.force.set_friend(p.name, false)
this.last_friend[p.name] = ''
this.last_friend[peer.name] = ''
@ -1520,18 +1528,19 @@ local function merchant_death(e)
return true
end
local coin_drops = {
['character'] = true,
['gun-turret'] = true
}
local function hostile_death(e)
local ent = e.entity
local loot = e.loot
if ent.name ~= 'character' then
if not coin_drops[ent.name] then
return false
end
if ent.player then
loot.insert({name = 'coin', count = 70})
else
loot.insert({name = 'coin', count = 10})
end
loot.insert({name = 'coin', count = random(30, 70)})
return true
end

View File

@ -72,6 +72,26 @@ local function _move_to(ent, trgt, min_distance)
return state.walking
end
local function refill_ammo(ent)
if not ent or not ent.valid then
return
end
local weapon = ent.get_inventory(defines.inventory.character_guns)[ent.selected_gun_index]
if weapon and weapon.valid_for_read then
local selected_ammo = ent.get_inventory(defines.inventory.character_ammo)[ent.selected_gun_index]
if selected_ammo then
if not selected_ammo.valid_for_read then
if weapon.name == 'shotgun' then
ent.insert({name = 'shotgun-shell', count = 20})
end
if weapon.name == 'pistol' then
ent.insert({name = 'firearm-magazine', count = 20})
end
end
end
end
end
local function _shoot_at(ent, trgt)
ent.shooting_state = {
state = defines.shooting.shooting_enemies,
@ -88,31 +108,26 @@ end
local function _do_job_seek_and_destroy_player(surf)
for _, player in pairs(game.players) do
if player.character == nil then
goto continue
end
if player and player.valid and player.character then
local search_info = {
name = 'character',
position = player.character.position,
radius = 20,
force = 'enemy'
}
local search_info = {
name = 'character',
position = player.character.position,
radius = 20,
force = 'enemy'
}
local ents = surf.find_entities_filtered(search_info)
if not ents or #ents == 0 then
goto continue
end
for _, e in pairs(ents) do
if not _move_to(e, player.character, CommonFunctions.rand_range(5, 10)) then
_shoot_at(e, player.character)
else
_shoot_stop(e)
local ents = surf.find_entities_filtered(search_info)
if ents and #ents > 0 then
for _, e in pairs(ents) do
refill_ammo(e)
if not _move_to(e, player.character, CommonFunctions.rand_range(5, 10)) then
_shoot_at(e, player.character)
else
_shoot_stop(e)
end
end
end
end
::continue::
end
end

View File

@ -5,6 +5,8 @@ local Public = {}
local this = {}
local insert = table.insert
local remove = table.remove
local random = math.random
local floor = math.floor
Global.register(
this,
@ -184,7 +186,10 @@ Public.clear_player_base = function(player)
for i = 1, #entities do
local e = entities[i]
if e and e.valid then
e.destroy()
e.health = e.health - random(30, 180)
if e.health <= 0 then
e.die('enemy')
end
end
end
end