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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-09-16 09:06:21 +02:00
This commit is contained in:
danielmartin0
2022-03-20 11:41:23 +00:00
parent c0185d42d2
commit 4b1949c4a1
13 changed files with 30 additions and 25 deletions

2
.gitignore vendored
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@@ -1,4 +1,4 @@
.vscode/ .vscode/
.history/ .history/
.git/ .git/
maps/biter_battles_v3/ **/.DS_Store

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@@ -840,6 +840,7 @@ function Public.default_map_gen_settings(width, height, seed)
return map_gen_settings return map_gen_settings
end end
function Public.build_from_blueprint(bp_string, surface, pos, force, flipped) function Public.build_from_blueprint(bp_string, surface, pos, force, flipped)
flipped = flipped or false flipped = flipped or false

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@@ -49,7 +49,7 @@ end
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
end end

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@@ -365,7 +365,7 @@ end
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
if not player.gui.screen[window_name .. '_piratewindow'] then return end if not player.gui.screen[window_name .. '_piratewindow'] then return end
local flow = player.gui.screen[window_name .. '_piratewindow'] local flow = player.gui.screen[window_name .. '_piratewindow']

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@@ -50,7 +50,7 @@ local Public = {}
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
local memory = Memory.get_crew_memory() local memory = Memory.get_crew_memory()
local pirates_flow = player.gui.top local pirates_flow = player.gui.top

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@@ -92,7 +92,7 @@ end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
local flow local flow

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@@ -213,7 +213,7 @@ end
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
if not player.gui.screen[window_name .. '_piratewindow'] then return end if not player.gui.screen[window_name .. '_piratewindow'] then return end
local flow = player.gui.screen[window_name .. '_piratewindow'] local flow = player.gui.screen[window_name .. '_piratewindow']

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@@ -119,7 +119,7 @@ end
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
local flow local flow
local memory = Memory.get_crew_memory() local memory = Memory.get_crew_memory()

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@@ -88,7 +88,7 @@ end
-- end -- end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
if not player.gui.screen[window_name .. '_piratewindow'] then return end if not player.gui.screen[window_name .. '_piratewindow'] then return end
local flow = player.gui.screen[window_name .. '_piratewindow'] local flow = player.gui.screen[window_name .. '_piratewindow']

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@@ -409,7 +409,7 @@ end
function Public.full_update(player) function Public.full_update(player)
Public.regular_update(player) if Public.regular_update then Public.regular_update(player) end
local global_memory = Memory.get_global_memory() local global_memory = Memory.get_global_memory()
local memory = Memory.get_crew_memory() local memory = Memory.get_crew_memory()

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@@ -170,14 +170,16 @@ function Public.generate_destination_type_and_subtype(overworld_position)
end end
end end
-- debug override to test islands:
if _DEBUG and type == Surfaces.enum.ISLAND then --== DEBUG override to test islands:
-- if _DEBUG and type == Surfaces.enum.ISLAND then
-- subtype = Surfaces.Island.enum.MAZE
-- -- subtype = nil
-- -- type = Surfaces.enum.DOCK
-- end
-- warning: the first map is unique in that it isn't all loaded by the time you arrive, which can cause issues. For example, structures might get placed after ore, thereby deleting the ore underneath them. -- warning: the first map is unique in that it isn't all loaded by the time you arrive, which can cause issues. For example, structures might get placed after ore, thereby deleting the ore underneath them.
subtype = Surfaces.Island.enum.MAZE
-- subtype = nil
-- type = Surfaces.enum.DOCK
end
-- if _DEBUG and ((macro_p.x > 0 and macro_p.x < 25)) and type ~= Surfaces.enum.DOCK then -- if _DEBUG and ((macro_p.x > 0 and macro_p.x < 25)) and type ~= Surfaces.enum.DOCK then
-- type = nil -- type = nil

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@@ -976,7 +976,7 @@ local function process_entity_on_boat(memory, boat, newsurface, newposition, vec
end end
local function teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool) local function teleport_handle_wake_tiles(boat, dummyboat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
local static_params = Common.current_destination().static_params local static_params = Common.current_destination().static_params
@@ -1012,11 +1012,6 @@ local function teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name
oldsurface.set_tiles(newtiles, true, true, true) oldsurface.set_tiles(newtiles, true, true, true)
else else
-- place waterboat
local dummyboat
if oldsurface_name ~= newsurface_name then
dummyboat = Utils.deepcopy(boat)
end
local p = dummyboat.position local p = dummyboat.position
@@ -1141,6 +1136,12 @@ function Public.teleport_boat(boat, newsurface_name, newposition, new_floor_tile
local friendlyboat_bool = (memory.force_name == boat.force_name) local friendlyboat_bool = (memory.force_name == boat.force_name)
local oldsurface, newsurface = game.surfaces[oldsurface_name], game.surfaces[newsurface_name] local oldsurface, newsurface = game.surfaces[oldsurface_name], game.surfaces[newsurface_name]
local dummyboat
if oldsurface_name ~= newsurface_name then
-- we will place this with water:
dummyboat = Utils.deepcopy(boat)
end
game.surfaces['nauvis'].request_to_generate_chunks({0,0}, 1) game.surfaces['nauvis'].request_to_generate_chunks({0,0}, 1)
game.surfaces['nauvis'].force_generate_chunk_requests() --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(_inspect{global_memory.working_id}) was observed to vary before and after this function. game.surfaces['nauvis'].force_generate_chunk_requests() --WARNING: THIS DOES NOT PLAY NICELY WITH DELAYED TASKS. log(_inspect{global_memory.working_id}) was observed to vary before and after this function.
@@ -1334,9 +1335,7 @@ function Public.teleport_boat(boat, newsurface_name, newposition, new_floor_tile
Hold.connect_up_linked_belts_to_deck() Hold.connect_up_linked_belts_to_deck()
Cabin.connect_up_linked_belts_to_deck() Cabin.connect_up_linked_belts_to_deck()
teleport_handle_wake_tiles(boat, dummyboat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
teleport_handle_renderings(boat, oldsurface_name, newsurface_name, vector, scope, memory, newsurface) teleport_handle_renderings(boat, oldsurface_name, newsurface_name, vector, scope, memory, newsurface)

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@@ -436,6 +436,8 @@ function Public.interpret_shorthanded_force_name(shorthanded_name)
ret = memory.force_name ret = memory.force_name
elseif shorthanded_name == 'enemy' then elseif shorthanded_name == 'enemy' then
ret = memory.enemy_force_name ret = memory.enemy_force_name
else
ret = shorthanded_name
end end
return ret return ret
end end
@@ -566,6 +568,7 @@ function Public.place_cached_structures(tickinterval)
local c2 = {type = c.type, force_name = force_name, built_entities = {}} local c2 = {type = c.type, force_name = force_name, built_entities = {}}
local es = Common.build_from_blueprint(c.bp_string, surface, Utils.psum{position, c.offset}, game.forces[force_name]) local es = Common.build_from_blueprint(c.bp_string, surface, Utils.psum{position, c.offset}, game.forces[force_name])
for l = 1, #es do for l = 1, #es do
c2.built_entities[#c2.built_entities + 1] = es[l] c2.built_entities[#c2.built_entities + 1] = es[l]
end end