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Fix issues found by luacheck
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@ -53,8 +53,8 @@ end
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local function dirtlands(surface, room)
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local function dirtlands(surface, room)
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local dungeontable = DungeonsTable.get_dungeontable()
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local dungeontable = DungeonsTable.get_dungeontable()
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max_spawn = math.floor(dungeontable.depth[surface.index] / 8)
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local max_spawn = math.floor(dungeontable.depth[surface.index] / 8)
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max_worm = max_spawn + 1
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local max_worm = max_spawn + 1
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local path_tile = 'dirt-' .. math_random(1, 3)
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local path_tile = 'dirt-' .. math_random(1, 3)
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for _, tile in pairs(room.path_tiles) do
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = path_tile, position = tile.position}}, true)
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surface.set_tiles({{name = path_tile, position = tile.position}}, true)
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@ -363,18 +363,6 @@ end
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--
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--
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-- 1000 science (all types) = 9822 coal, 13492 stone, 48736 copper, 63018 iron
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-- 1000 science (all types) = 9822 coal, 13492 stone, 48736 copper, 63018 iron
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-- 20 27 98 127 max-stones
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-- 20 27 98 127 max-stones
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local function get_ore_amount_old(surface_index)
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local scaling = game.forces.player.mining_drill_productivity_bonus
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local amount = 5000 * Public.get_dungeon_evolution_factor(surface_index) * (1 + scaling)
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if amount > 500 then
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amount = 500
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end
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amount = math_random(math_floor(amount * 0.7), math_floor(amount * 1.3))
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if amount < 1 then
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amount = 1
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end
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return amount
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end
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local function get_ore_amount(surface_index)
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local function get_ore_amount(surface_index)
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local d = DungeonsTable.get_dungeontable()
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local d = DungeonsTable.get_dungeontable()
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@ -440,7 +428,7 @@ function Public.rocky_loot(event)
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end
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end
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local player = game.players[event.player_index]
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local player = game.players[event.player_index]
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local amount = math.ceil(get_ore_amount(player.surface.index))
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local amount = math.ceil(get_ore_amount(player.surface.index))
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local rock_mining = {}
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local rock_mining
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local floor = player.surface.index - DungeonsTable.get_dungeontable().original_surface_index;
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local floor = player.surface.index - DungeonsTable.get_dungeontable().original_surface_index;
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if floor < 10 then
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if floor < 10 then
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-- early game science uses less copper and more iron/stone
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-- early game science uses less copper and more iron/stone
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@ -75,12 +75,12 @@ function Fixed.Init()
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end
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end
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end
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end
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local function get_surface_research(index)
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local function get_surface_research(index)
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return locked_researches[floor_num(index)]
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return locked_researches[floor_num(index)]
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end
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end
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function Fixed.techs_remain(index)
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function Fixed.techs_remain(index)
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local tech = get_surface_research(index)
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local tech = get_surface_research(index)
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if tech and game.forces.player.technologies[tech].enabled == false then
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if tech and game.forces.player.technologies[tech].enabled == false then
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return 1
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return 1
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end
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end
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@ -104,6 +104,11 @@ function Fixed.room_is_lab(index)
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return tech and game.forces.player.technologies[tech].enabled == false
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return tech and game.forces.player.technologies[tech].enabled == false
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end
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end
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function Fixed.noop()
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end
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Fixed.noop() -- eliminate luacheck warning
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-- Variant 2, all research needs unlocking, several can be found on each floor
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-- Variant 2, all research needs unlocking, several can be found on each floor
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-- and the research is semi-randomly distributed. Research packs occur at the
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-- and the research is semi-randomly distributed. Research packs occur at the
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-- first half of the ranges.
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-- first half of the ranges.
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@ -357,7 +362,7 @@ function Variable.calculate_distribution()
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table.shuffle_table(all_research)
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table.shuffle_table(all_research)
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local technologies = game.forces.player.technologies
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local technologies = game.forces.player.technologies
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for i = 1, #all_research do
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for i = 1, #all_research do
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v = all_research[i]
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local v = all_research[i]
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local floor1 = math.random(v.min, v.max)
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local floor1 = math.random(v.min, v.max)
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local floor2 = math.random(v.min, v.max)
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local floor2 = math.random(v.min, v.max)
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local res1 = get_research_by_floor(floor1)
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local res1 = get_research_by_floor(floor1)
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@ -505,4 +510,9 @@ function Variable.room_is_lab(index)
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return rooms_opened(index) >= res[1].room
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return rooms_opened(index) >= res[1].room
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end
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end
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function Variable.noop()
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end
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Variable.noop() -- eliminate luacheck warning if return Fixed is used
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-- return Fixed
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return Variable
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return Variable
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@ -56,11 +56,11 @@ local disabled_for_deconstruction = {
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}
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}
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local function enable_hard_rooms(position, surface_index)
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local function enable_hard_rooms(position, surface_index)
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dungeon_table = DungeonsTable.get_dungeontable()
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local dungeon_table = DungeonsTable.get_dungeontable()
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floor = surface_index - dungeon_table.original_surface_index
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local floor = surface_index - dungeon_table.original_surface_index
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-- can make it out to ~200 before hitting the "must explore more" limit
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-- can make it out to ~200 before hitting the "must explore more" limit
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-- 140 puts hard rooms halfway between the only dirtlands and the edge
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-- 140 puts hard rooms halfway between the only dirtlands and the edge
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floor_mindist = 140 - floor * 10
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local floor_mindist = 140 - floor * 10
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if floor_mindist < 80 then -- all dirtlands within this
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if floor_mindist < 80 then -- all dirtlands within this
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return true
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return true
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end
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end
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@ -1,5 +1,4 @@
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local Event = require 'utils.event'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Tabs = require 'comfy_panel.main'
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local Tabs = require 'comfy_panel.main'
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local SpamProtection = require 'utils.spam_protection'
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local SpamProtection = require 'utils.spam_protection'
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local Token = require 'utils.token'
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local Token = require 'utils.token'
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@ -88,8 +88,8 @@ local function change_to_ranged(player)
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if main_inv == nil or gun_inv == nil or ammo_inv == nil then
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if main_inv == nil or gun_inv == nil or ammo_inv == nil then
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return false
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return false
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end
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end
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local gun_moved = try_move_from_main(main_inv, gun_inv, moved.gun)
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try_move_from_main(main_inv, gun_inv, moved.gun)
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local ammo_moved = try_move_from_main(main_inv, ammo_inv, moved.ammo)
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try_move_from_main(main_inv, ammo_inv, moved.ammo)
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state[player.index] = {}
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state[player.index] = {}
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return true
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return true
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end
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end
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