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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00

fix infinite technology buffs

This commit is contained in:
Jacob 2020-04-17 23:46:53 -04:00
parent d5b3ce169b
commit 66330e03f0

View File

@ -293,46 +293,18 @@ function Public_event.mining_buffs(event)
local tech = mining_researches[event.research.name]
if tech.bonus_productivity then
if tech.infinite then
game.forces.player.mining_drill_productivity_bonus = game.forces.player.mining_drill_productivity_bonus + tech.bonus_productivity * (event.technology.level - tech.infinite_level)
else
game.forces.player.mining_drill_productivity_bonus = game.forces.player.mining_drill_productivity_bonus + tech.bonus_productivity
end
game.forces.player.mining_drill_productivity_bonus = game.forces.player.mining_drill_productivity_bonus + tech.bonus_productivity
end
if tech.bonus_mining_speed then
if tech.infinite then
game.forces.player.manual_mining_speed_modifier = game.forces.player.manual_mining_speed_modifier + tech.bonus_mining_speed * (event.technology.level - tech.infinite_level)
else
game.forces.player.manual_mining_speed_modifier = game.forces.player.manual_mining_speed_modifier + tech.bonus_mining_speed
end
game.forces.player.manual_mining_speed_modifier = game.forces.player.manual_mining_speed_modifier + tech.bonus_mining_speed
end
if tech.bonus_inventory then
if tech.infinite then
game.forces.player.character_inventory_slots_bonus = game.forces.player.character_inventory_slots_bonus + tech.bonus_inventory * (event.technology.level - tech.infinite_level)
else
game.forces.player.character_inventory_slots_bonus = game.forces.player.character_inventory_slots_bonus + tech.bonus_inventory
end
game.forces.player.character_inventory_slots_bonus = game.forces.player.character_inventory_slots_bonus + tech.bonus_inventory
end
end
function Public_event.pistol_buffs(event)
if global.objective.pistolupgradetier == 0 then return end
if not event.cause then return end
if event.cause.name ~= "player" then return end
if event.damage_type.name ~= "physical" then return end
local player = event.cause
if player.shooting_state.state == defines.shooting.not_shooting then return end
local weapon = event.cause.get_inventory(defines.inventory.character_guns)[event.cause.selected_gun_index].name
local ammo = event.cause.get_inventory(defines.inventory.character_ammo)[event.cause.selected_gun_index].name
game.print(ammo)
game.print(wapon)
if weapon ~= "pistol" then return end
if ammo ~= "firearm-magazine" and ammo ~= "piercing-rounds-magazine" and ammo ~= "uranium-rounds-magazine" then return end
event.entity.damage(event.final_damage_amount * 4, player.force, "physical", player)
end
function Public_event.on_technology_effects_reset(event)
if event.force.name == "player" then
game.forces.player.character_inventory_slots_bonus = game.forces.player.character_inventory_slots_bonus + global.objective.invupgradetier * 10
@ -340,11 +312,17 @@ function Public_event.on_technology_effects_reset(event)
local fake_event = {}
Public_event.mining_buffs(nil)
for tech in pairs(mining_researches) do
for tech, bonuses in pairs(mining_researches) do
tech = game.forces.player.technologies[tech]
if tech.researched == true then
if tech.researched == true or bonuses.infinite == true then
fake_event.research = tech
Public_event.mining_buffs(fake_event)
if bonuses.infinite and bonuses.infinite_level and tech.level > bonuses.infinite_level then
for i = bonuses.infinite_level, tech.level - 1 do
Public_event.mining_buffs(fake_event)
end
else
Public_event.mining_buffs(fake_event)
end
end
end
end