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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-25 21:29:06 +02:00
fixes
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parent
df71d20de1
commit
b1032a0772
modules
@ -44,7 +44,11 @@ local function on_player_died(event)
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if cause.name == "character" then
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if not player.name then return end
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if not cause.player.name then return end
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game.print(player.name .. tag .. " was killed by " .. cause.player.name .. " " .. cause.player.tag .. ".", message_color)
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if cause.player.tag then
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game.print(player.name .. tag .. " was killed by " .. cause.player.name .. " " .. cause.player.tag .. ".", message_color)
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else
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game.print(player.name .. tag .. " was killed by " .. cause.player.name .. ".", message_color)
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end
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return
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end
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@ -125,8 +125,12 @@ local function ally_outlander(player, target)
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if global.towny.requests[target_player.index] then
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if global.towny.requests[target_player.index] == player.force.name then
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if not can_force_accept_member(player.force) then return true end
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game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into their Town!", {255, 255, 0})
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if not can_force_accept_member(player.force) then return true end
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if player.force.name == player.name then
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game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into their Town!", {255, 255, 0})
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else
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game.print(">> " .. player.name .. " has accepted " .. target_player.name .. " into" .. player.force.name .. "'s Town!", {255, 255, 0})
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end
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Public.add_player_to_town(target_player, global.towny.town_centers[player.force.name])
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return true
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end
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@ -5,7 +5,7 @@ local math_random = math.random
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local table_insert = table.insert
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local math_floor = math.floor
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local min_distance_to_spawn = 1
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local min_distance_to_spawn = 136
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local square_min_distance_to_spawn = min_distance_to_spawn ^ 2
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local town_radius = 27
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local radius_between_towns = 160
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@ -13,8 +13,8 @@ local ore_amount = 750
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local colors = {}
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local c1 = 250
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local c2 = 225
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local c3 = -25
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local c2 = 210
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local c3 = -40
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for v = c1, c2, c3 do
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table.insert(colors, {0, 0, v})
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end
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@ -287,24 +287,26 @@ end
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local function is_color_used(color, town_centers)
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for k, center in pairs(town_centers) do
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if center.color == color then return true end
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if center.color then
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if center.color.r == color.r and center.color.g == color.g and center.color.b == color.b then return true end
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end
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end
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end
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local function get_color()
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local shuffle_index = {}
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local town_centers = global.towny.town_centers
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local color
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local c
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local shuffle_index = {}
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for i = 1, #colors, 1 do shuffle_index[i] = i end
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table.shuffle_table(shuffle_index)
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for i = 1, #colors, 1 do
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color = colors[shuffle_index[i]]
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if not is_color_used(color, town_centers) then return color end
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c = {r = colors[shuffle_index[i]][1], g = colors[shuffle_index[i]][2], b = colors[shuffle_index[i]][3],}
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if not is_color_used(c, town_centers) then return c end
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end
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return color
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return c
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end
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function Public.found(event)
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