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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-02-03 13:12:11 +02:00
fixes
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114f3ae434
commit
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@ -30,8 +30,10 @@ local treasure_chest_messages = {
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"We has found the precious!",
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}
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local function get_gen_settings()
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local map = {
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function reset_map()
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global.chunk_queue = {}
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local map_gen_settings = {
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["seed"] = math.random(1, 1000000),
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["width"] = 1536,
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["water"] = 0.001,
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@ -44,17 +46,12 @@ local function get_gen_settings()
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["decorative"] = {treat_missing_as_default = true},
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},
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}
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return map
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end
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function reset_map()
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global.chunk_queue = {}
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if not global.active_surface_index then
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global.active_surface_index = game.create_surface("mountain_fortress", get_gen_settings()).index
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global.active_surface_index = game.create_surface("mountain_fortress", map_gen_settings).index
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else
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game.forces.player.set_spawn_position({-2, 16}, game.surfaces[global.active_surface_index])
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global.active_surface_index = soft_reset_map(game.surfaces[global.active_surface_index], get_gen_settings(), starting_items).index
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global.active_surface_index = soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, starting_items).index
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end
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local surface = game.surfaces[global.active_surface_index]
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@ -44,7 +44,7 @@ local function get_melee_modifier(player) return (global.rpg[player.index].stren
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local function get_one_punch_chance(player)
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if global.rpg[player.index].strength < 100 then return 0 end
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local chance = math.round(global.rpg[player.index].strength * 0.005, 1)
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local chance = math.round(global.rpg[player.index].strength * 0.01, 1)
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if chance > 100 then chance = 100 end
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return chance
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end
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@ -426,7 +426,7 @@ function rpg_reset_player(player)
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global.rpg[player.index] = {
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level = 1, xp = 0, strength = 10, magic = 10, dexterity = 10, vitality = 10, points_to_distribute = 0,
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last_floaty_text = visuals_delay, xp_since_last_floaty_text = 0,
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rotated_entity_delay = 0, gui_refresh_delay = 0,
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rotated_entity_delay = 0, gui_refresh_delay = 0, last_mined_entity_position = {x = 0, y = 0},
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}
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draw_gui_char_button(player)
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draw_level_text(player)
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@ -599,7 +599,12 @@ local function on_entity_damaged(event)
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damage = damage * math_random(100, 125) * 0.01
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event.cause.player.create_local_flying_text({text = math.floor(damage), position = event.entity.position, color = {150, 150, 150}, time_to_live = 90, speed = 2})
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end
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event.entity.damage(damage, event.cause.force, "physical")
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event.entity.health = event.entity.health - damage
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if event.entity.health <= 0 then
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event.entity.die(event.entity.force.name, event.cause)
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end
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--event.entity.damage(damage, event.cause.force, "physical")
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end
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local function on_player_repaired_entity(event)
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@ -634,6 +639,9 @@ local function on_pre_player_mined_item(event)
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if not event.entity.valid then return end
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if building_and_mining_blacklist[event.entity.type] then return end
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local player = game.players[event.player_index]
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if global.rpg[player.index].last_mined_entity_position.x == event.entity.position.x and global.rpg[player.index].last_mined_entity_position.y == event.entity.position.y then return end
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global.rpg[player.index].last_mined_entity_position.x = event.entity.position.x
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global.rpg[player.index].last_mined_entity_position.y = event.entity.position.y
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if event.entity.type == "resource" then gain_xp(player, 0.5) return end
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if event.entity.force.name == "neutral" then gain_xp(player, 1.5 + event.entity.prototype.max_health * 0.0035) return end
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gain_xp(player, 0.1 + event.entity.prototype.max_health * 0.0005)
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