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patch
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.gitignore
vendored
2
.gitignore
vendored
@@ -1,4 +1,4 @@
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.vscode/
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.vscode/
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.history/
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.history/
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.git/
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.git/
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maps/biter_battles_v3/
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**/.DS_Store
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@@ -840,6 +840,7 @@ function Public.default_map_gen_settings(width, height, seed)
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return map_gen_settings
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return map_gen_settings
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end
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end
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function Public.build_from_blueprint(bp_string, surface, pos, force, flipped)
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function Public.build_from_blueprint(bp_string, surface, pos, force, flipped)
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flipped = flipped or false
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flipped = flipped or false
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@@ -49,7 +49,7 @@ end
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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end
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end
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@@ -365,7 +365,7 @@ end
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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local flow = player.gui.screen[window_name .. '_piratewindow']
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local flow = player.gui.screen[window_name .. '_piratewindow']
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@@ -50,7 +50,7 @@ local Public = {}
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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local memory = Memory.get_crew_memory()
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local memory = Memory.get_crew_memory()
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local pirates_flow = player.gui.top
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local pirates_flow = player.gui.top
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@@ -92,7 +92,7 @@ end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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local flow
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local flow
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@@ -213,7 +213,7 @@ end
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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local flow = player.gui.screen[window_name .. '_piratewindow']
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local flow = player.gui.screen[window_name .. '_piratewindow']
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@@ -119,7 +119,7 @@ end
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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local flow
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local flow
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local memory = Memory.get_crew_memory()
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local memory = Memory.get_crew_memory()
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@@ -88,7 +88,7 @@ end
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-- end
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-- end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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if not player.gui.screen[window_name .. '_piratewindow'] then return end
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local flow = player.gui.screen[window_name .. '_piratewindow']
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local flow = player.gui.screen[window_name .. '_piratewindow']
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@@ -409,7 +409,7 @@ end
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function Public.full_update(player)
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function Public.full_update(player)
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Public.regular_update(player)
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if Public.regular_update then Public.regular_update(player) end
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local global_memory = Memory.get_global_memory()
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local global_memory = Memory.get_global_memory()
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local memory = Memory.get_crew_memory()
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local memory = Memory.get_crew_memory()
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@@ -170,14 +170,16 @@ function Public.generate_destination_type_and_subtype(overworld_position)
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end
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end
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end
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end
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-- debug override to test islands:
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if _DEBUG and type == Surfaces.enum.ISLAND then
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--== DEBUG override to test islands:
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-- if _DEBUG and type == Surfaces.enum.ISLAND then
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-- subtype = Surfaces.Island.enum.MAZE
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-- -- subtype = nil
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-- -- type = Surfaces.enum.DOCK
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-- end
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-- 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.
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-- 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.
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subtype = Surfaces.Island.enum.MAZE
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-- subtype = nil
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-- type = Surfaces.enum.DOCK
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end
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-- if _DEBUG and ((macro_p.x > 0 and macro_p.x < 25)) and type ~= Surfaces.enum.DOCK then
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-- if _DEBUG and ((macro_p.x > 0 and macro_p.x < 25)) and type ~= Surfaces.enum.DOCK then
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-- type = nil
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-- type = nil
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@@ -976,7 +976,7 @@ local function process_entity_on_boat(memory, boat, newsurface, newposition, vec
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end
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end
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local function teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
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local function teleport_handle_wake_tiles(boat, dummyboat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
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local static_params = Common.current_destination().static_params
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local static_params = Common.current_destination().static_params
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@@ -1012,11 +1012,6 @@ local function teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name
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oldsurface.set_tiles(newtiles, true, true, true)
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oldsurface.set_tiles(newtiles, true, true, true)
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else
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else
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-- place waterboat
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local dummyboat
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if oldsurface_name ~= newsurface_name then
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dummyboat = Utils.deepcopy(boat)
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end
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local p = dummyboat.position
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local p = dummyboat.position
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@@ -1141,6 +1136,12 @@ function Public.teleport_boat(boat, newsurface_name, newposition, new_floor_tile
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local friendlyboat_bool = (memory.force_name == boat.force_name)
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local friendlyboat_bool = (memory.force_name == boat.force_name)
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local oldsurface, newsurface = game.surfaces[oldsurface_name], game.surfaces[newsurface_name]
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local oldsurface, newsurface = game.surfaces[oldsurface_name], game.surfaces[newsurface_name]
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local dummyboat
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if oldsurface_name ~= newsurface_name then
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-- we will place this with water:
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dummyboat = Utils.deepcopy(boat)
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end
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game.surfaces['nauvis'].request_to_generate_chunks({0,0}, 1)
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game.surfaces['nauvis'].request_to_generate_chunks({0,0}, 1)
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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.
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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.
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@@ -1334,9 +1335,7 @@ function Public.teleport_boat(boat, newsurface_name, newposition, new_floor_tile
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Hold.connect_up_linked_belts_to_deck()
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Hold.connect_up_linked_belts_to_deck()
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Cabin.connect_up_linked_belts_to_deck()
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Cabin.connect_up_linked_belts_to_deck()
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teleport_handle_wake_tiles(boat, dummyboat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
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teleport_handle_wake_tiles(boat, newsurface_name, oldsurface_name, oldsurface, newposition, vector, scope, vectordirection, vectorlength, old_water_tile, friendlyboat_bool)
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teleport_handle_renderings(boat, oldsurface_name, newsurface_name, vector, scope, memory, newsurface)
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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)
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ret = memory.force_name
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ret = memory.force_name
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elseif shorthanded_name == 'enemy' then
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elseif shorthanded_name == 'enemy' then
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ret = memory.enemy_force_name
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ret = memory.enemy_force_name
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else
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ret = shorthanded_name
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end
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end
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return ret
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return ret
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end
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end
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@@ -566,6 +568,7 @@ function Public.place_cached_structures(tickinterval)
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local c2 = {type = c.type, force_name = force_name, built_entities = {}}
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local c2 = {type = c.type, force_name = force_name, built_entities = {}}
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local es = Common.build_from_blueprint(c.bp_string, surface, Utils.psum{position, c.offset}, game.forces[force_name])
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local es = Common.build_from_blueprint(c.bp_string, surface, Utils.psum{position, c.offset}, game.forces[force_name])
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for l = 1, #es do
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for l = 1, #es do
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c2.built_entities[#c2.built_entities + 1] = es[l]
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c2.built_entities[#c2.built_entities + 1] = es[l]
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end
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end
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