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Nicer town kill messages
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96453eabe0
commit
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@ -780,6 +780,9 @@ local function kill_force(force_name, cause)
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local balance = town_center.coin_balance
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local town_name = town_center.town_name
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surface.create_entity({name = 'big-artillery-explosion', position = position})
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local is_suicide = force_name == cause.force.name
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for _, player in pairs(force.players) do
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this.spawn_point[player.index] = nil
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this.cooldowns_town_placement[player.index] = game.tick + 3600 * 5
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@ -823,14 +826,17 @@ local function kill_force(force_name, cause)
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if this.pvp_shields[force_name] then
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PvPShield.remove_shield(this.pvp_shields[force_name])
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end
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game.merge_forces(force_name, 'neutral')
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this.town_centers[force_name] = nil
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delete_chart_tag_for_all_forces(market)
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-- reward the killer
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local message
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if cause == nil or not cause.valid or cause.force == nil then
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message = town_name .. ' has fallen!'
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if is_suicide then
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message = town_name .. ' has given up'
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elseif cause == nil or not cause.valid or cause.force == nil then
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message = town_name .. ' has fallen to an unknown entity (FIXME ID0)!' -- TODO: remove after some testing
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elseif cause.force.name == 'player' or cause.force.name == 'rogue' then
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local items = {name = 'coin', count = balance}
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town_center.coin_balance = 0
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@ -842,12 +848,14 @@ local function kill_force(force_name, cause)
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chest.insert(items)
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end
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end
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if cause.name then
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message = town_name .. ' has fallen to ' .. cause.name .. '!'
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if cause.player then
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message = town_name .. ' has fallen to ' .. cause.player.name .. '!'
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elseif cause.force.name == 'player' then
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message = town_name .. ' has fallen to outlanders!'
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else
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elseif cause.force.name == 'rogue' then
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message = town_name .. ' has fallen to rogues!'
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else
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message = town_name .. ' has fallen to an unknown entity (FIXME ID1)!' -- TODO: remove after some testing
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end
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elseif cause.force.name ~= 'enemy' then
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if this.town_centers[cause.force.name] ~= nil then
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@ -856,7 +864,13 @@ local function kill_force(force_name, cause)
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killer_town_center.coin_balance = killer_town_center.coin_balance + balance
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cause.force.print(balance .. " coins have been transferred to your town")
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end
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message = town_name .. ' has fallen to ' .. killer_town_center.town_name .. '!'
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if cause.player then
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message = town_name .. ' has fallen to ' .. cause.player.name .. ' from ' .. killer_town_center.town_name .. '!'
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else
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message = town_name .. ' has fallen to ' .. killer_town_center.town_name .. '!'
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end
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else
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message = town_name .. ' has fallen to an unknown entity (FIXME ID2)!' -- TODO: remove after some testing
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end
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else
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message = town_name .. ' has fallen to the biters!'
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