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mtn fortress - minor changes
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@ -1082,7 +1082,13 @@ function Public.set_spawn_position()
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local spawn_near_collapse = WPT.get('spawn_near_collapse')
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if spawn_near_collapse.active then
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local collapse_position = surface.find_non_colliding_position('small-biter', collapse_pos, 32, 2)
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local collapse_position = surface.find_non_colliding_position('rocket-silo', collapse_pos, 64, 2)
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if not collapse_position then
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collapse_position = surface.find_non_colliding_position('solar-panel', collapse_pos, 32, 2)
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end
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if not collapse_position then
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collapse_position = surface.find_non_colliding_position('small-biter', collapse_pos, 32, 2)
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end
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local sizeof = locomotive_positions.tbl[total_pos - total_pos + 1]
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if not sizeof then
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goto continue
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@ -212,7 +212,7 @@ function Public.reset_map()
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wave_defense_table.target = this.locomotive
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wave_defense_table.nest_building_density = 32
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wave_defense_table.game_lost = false
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wave_defense_table.spawn_position = {x = 0, y = 100}
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wave_defense_table.spawn_position = {x = 0, y = 84}
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WD.alert_boss_wave(true)
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WD.clear_corpses(false)
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WD.remove_entities(true)
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@ -16,6 +16,7 @@ local insert = table.insert
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local random = math.random
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local sqrt = math.sqrt
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local ceil = math.ceil
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local round = math.round
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local Public = {}
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local this = {
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@ -279,9 +280,9 @@ local function on_entity_damaged(event)
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return
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end
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if event.cause then
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if event.cause.valid then
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event.entity.die(event.cause.force, event.cause)
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if cause then
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if cause.valid then
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event.entity.die(cause.force, cause)
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return
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end
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end
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@ -377,9 +378,10 @@ function Public.add_unit(unit, health_multiplier)
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if not health_multiplier then
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health_multiplier = this.biter_health_boost
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end
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local xp_modifier = round(1 / health_multiplier, 5)
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this.biter_health_boost_units[unit.unit_number] = {
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floor(unit.prototype.max_health * health_multiplier),
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ceil(sqrt(health_multiplier))
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xp_modifier
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}
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end
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@ -394,10 +396,11 @@ function Public.add_boss_unit(unit, health_multiplier, health_bar_size)
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if not health_bar_size then
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health_bar_size = 0.5
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end
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local xp_modifier = round(1 / health_multiplier, 5)
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local health = floor(unit.prototype.max_health * health_multiplier)
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this.biter_health_boost_units[unit.unit_number] = {
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health,
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ceil(sqrt(health_multiplier)),
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xp_modifier,
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{max_health = health, healthbar_id = create_boss_healthbar(unit, health_bar_size), last_update = game.tick}
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}
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end
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