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fix bug with crew not disbanding after loss
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@ -105,7 +105,7 @@ ship_set_off_to_next_island=[font=heading-1]Ship set sail[/font] for the next de
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crew_continue_on_freeplay=The run now continues on 'Freeplay'.
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victory_continue_reminder=If you wish to continue the game, click up top.
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crew_disband_tick_message=The crew will disband in 20 seconds.
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crew_disband_tick_message=The crew will disband in 30 seconds.
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protected_run_lock_expired=Protection of __1__ crew has expired. Captain role will not be locked anymore when the captain leaves.
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private_run_lock_expired=Private lock of __1__ crew has expired. Anyone can join this crew now.
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@ -24,10 +24,10 @@ Public.private_run_cap = 2
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Public.protected_run_cap = 2 -- more precisely protected, but not private run cap
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Public.minimumCapacitySliderValue = 1
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Public.minimum_run_capacity_to_enforce_space_for = 22
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-- auto-disbanding when there are no players left in the crew:
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Public.autodisband_ticks = nil
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-- Public.autodisband_ticks = 30*60*60
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-- Public.autodisband_ticks = 30 --the reason this is low is because the comfy server runs very slowly when no-one is on it
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-- Public.autodisband_ticks = nil
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Public.autodisband_ticks = 60 * 60 * 60 * 24 * 3 -- should not be zero (as this messes with saving and loading a game, which boots the player for a moment.) Also note that the server may run very slowly when no-one is on it.
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Public.boat_steps_at_a_time = 1
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@ -135,6 +135,7 @@ function Public.try_lose(loss_reason)
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memory.game_lost = true
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memory.crew_disband_tick_message = game.tick + 60*10
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memory.crew_disband_tick = game.tick + 60*40
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memory.crew_disband_tick_cannot_be_prevented = true
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local playtimetext = Utils.time_longform((memory.age or 0)/60)
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@ -427,8 +428,8 @@ function Public.join_crew(player, rejoin)
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Roles.confirm_captain_exists(player)
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end
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if #Common.crew_get_crew_members() == 1 and memory.crew_disband_tick then
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memory.crew_disband_tick = nil --to prevent disbanding the crew after saving the game (booting everyone) and loading it again (joining the crew as the only member)
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if #Common.crew_get_crew_members() == 1 and memory.crew_disband_tick and not memory.crew_disband_tick_cannot_be_prevented then
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memory.crew_disband_tick = nil
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end
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if memory.overworldx > 0 then
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@ -511,11 +512,13 @@ function Public.leave_crew(player, to_lobby, quiet)
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Roles.player_left_so_redestribute_roles(player)
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if #Common.crew_get_crew_members() == 0 then
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if Common.autodisband_ticks then
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local exists_disband_tick = memory.crew_disband_tick and memory.crew_disband_trick > game.tick
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if Common.autodisband_ticks and not exists_disband_tick then
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memory.crew_disband_tick = game.tick + Common.autodisband_ticks
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end
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-- memory.crew_disband_tick = game.tick + 60*60*2 --give players time to log back in after a crash or save
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if _DEBUG then memory.crew_disband_tick = game.tick + 30*60*60 end
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-- if _DEBUG then memory.crew_disband_tick = game.tick + 30*60*60 end
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end
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end
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@ -271,7 +271,7 @@ local function crew_tick()
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if memory.crew_disband_tick_message < tick then
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memory.crew_disband_tick_message = nil
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local message1 = { 'pirates.crew_disband_tick_message', 30 }
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local message1 = { 'pirates.crew_disband_tick_message' }
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Common.notify_force(memory.force, message1)
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@ -102,6 +102,7 @@ function Public.initialise_crew_memory(id) --mostly serves as a dev reference of
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memory.game_lost = false
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memory.game_won = false
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memory.crew_disband_tick = nil
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memory.crew_disband_tick_cannot_be_prevented = nil
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memory.destinationsvisited_indices = nil
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memory.overworldx = nil
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memory.overworldy = nil
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