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bugfixes
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4abebfbafa
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548e74b862
@ -56,6 +56,11 @@ function Public.Tick_actions(tick_interval)
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if destination.type ~= Surfaces.enum.ISLAND then
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return
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end
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if destination.subtype and destination.subtype == IslandEnum.enum.FIRST then
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return
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end
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if memory.boat.state ~= Boats.enum_state.LANDED and memory.boat.state ~= Boats.enum_state.RETREATING then
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return
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end
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@ -74,7 +79,8 @@ function Public.Tick_actions(tick_interval)
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if game.tick % (tick_interval * 2) == 0 and memory.boat.state == Boats.enum_state.LANDED then
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local extra_evo = 2 * tick_interval / 60 * Balance.evolution_per_second()
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Common.increment_evo(extra_evo)
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destination.dynamic_data.evolution_accrued_time = destination.dynamic_data.evolution_accrued_time + extra_evo
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destination.dynamic_data.evolution_accrued_time = (destination.dynamic_data.evolution_accrued_time or 0)
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+ extra_evo
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end
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-- if destination.subtype == IslandEnum.enum.RED_DESERT then return end -- This was a hack to stop biter boats causing attacks, but, it has the even worse effect of stopping all floating_pollution gathering.
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@ -582,14 +582,14 @@ local function handle_damage_dealt_by_players(event)
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end
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end
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if class and class == Classes.enum.SCOUT then
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if event.entity.valid and class and class == Classes.enum.SCOUT then
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-- event.entity.health = event.entity.health + (1 - Balance.scout_damage_dealt_multiplier) * event.final_damage_amount
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Common.damage_hostile_entity(
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event.entity,
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-(1 - Balance.scout_damage_dealt_multiplier) * event.final_damage_amount
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)
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event.final_damage_amount = event.final_damage_amount * Balance.scout_damage_dealt_multiplier
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elseif class and (class == Classes.enum.SAMURAI or class == Classes.enum.HATAMOTO) then
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elseif event.entity.valid and class and (class == Classes.enum.SAMURAI or class == Classes.enum.HATAMOTO) then
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local samurai = class == Classes.enum.SAMURAI
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local hatamoto = class == Classes.enum.HATAMOTO
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