mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-29 21:47:08 +02:00
Merge branch 'develop' into stylua-ignore
This commit is contained in:
commit
c8c52e9f1a
@ -111,7 +111,7 @@ local artillery_target_entities = {
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'car',
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'radar',
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'lab',
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'furnace',
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'stone-furnace',
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'locomotive',
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'cargo-wagon',
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'fluid-wagon',
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@ -120,7 +120,7 @@ local artillery_target_entities = {
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'laser-turret',
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'gun-turret',
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'flamethrower-turret',
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'silo',
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'rocket-silo',
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'spidertron'
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}
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@ -677,9 +677,17 @@ local function construct_doors(car)
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for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
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local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
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if p.x < 0 then
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
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else
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
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end
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local e =
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surface.create_entity(
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@ -484,9 +484,17 @@ local function construct_wagon_doors(icw, wagon)
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for _, x in pairs({ area.left_top.x - 1.5, area.right_bottom.x + 1.5 }) do
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local p = { x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5) }
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if p.x < 0 then
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 0.5 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x + 0.5, y = p.y - 1 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y - 1 } } }, true)
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else
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 0.5, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x, y = p.y - 0.5 } } }, true)
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surface.set_tiles({ { name = main_tile_name, position = { x = p.x - 1, y = p.y - 0.5 } } }, true)
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end
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local e =
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surface.create_entity(
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@ -1030,8 +1030,8 @@ local function update_raw()
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stateful.objectives_completed.randomized_zone = true
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stateful.objectives_time_spent.randomized_zone = tick
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play_achievement_unlocked()
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Alert.alert_all_players(100, 'Objective: **breach zone** has been complete!')
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Server.to_discord_embed('Objective: **breach zone** has been complete!')
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Alert.alert_all_players(100, 'Objective: [color=blue]Breach zone[/color] has been completed!')
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Server.to_discord_embed('Objective: **Breach zone** has been completed!')
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stateful.objectives_completed_count = stateful.objectives_completed_count + 1
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end
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end
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@ -1044,8 +1044,8 @@ local function update_raw()
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stateful.objectives_time_spent.randomized_wave = tick
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play_achievement_unlocked()
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Alert.alert_all_players(100, 'Objective: **survive until wave** has been complete!')
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Server.to_discord_embed('Objective: **survive until wave** has been complete!')
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Alert.alert_all_players(100, 'Objective: [color=blue]Wave survival[/color] has been completed!')
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Server.to_discord_embed('Objective: **Wave survival** has been completed!')
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stateful.objectives_completed_count = stateful.objectives_completed_count + 1
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end
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end
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@ -1069,8 +1069,8 @@ local function update_raw()
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if not stateful.objectives_completed.supplies then
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stateful.objectives_completed.supplies = true
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stateful.objectives_time_spent.supplies = tick
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Alert.alert_all_players(100, 'Objective: **produce 3 items multiple times** has been complete!')
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Server.to_discord_embed('Objective: **produce 3 items multiple times** has been complete!')
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Alert.alert_all_players(100, 'Objective: [color=blue]Produce items[/color] has been completed!')
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Server.to_discord_embed('Objective: **Produce items** has been completed!')
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play_achievement_unlocked()
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stateful.objectives_completed_count = stateful.objectives_completed_count + 1
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end
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@ -1097,8 +1097,8 @@ local function update_raw()
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stateful.objectives_completed.single_item = true
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stateful.objectives_time_spent.single_item = tick
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play_achievement_unlocked()
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Alert.alert_all_players(100, 'Objective: **produce an item multiple times** has been completed!')
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Server.to_discord_embed('Objective: **produce an item multiple times** has been completed!')
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Alert.alert_all_players(100, 'Objective: [color=blue]Produce item[/color] has been completed!')
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Server.to_discord_embed('Objective: **Produce item** has been completed!')
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stateful.objectives_completed_count = stateful.objectives_completed_count + 1
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end
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end
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@ -1194,8 +1194,8 @@ local function update_raw()
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if completed and completed == true and not stateful.objectives_completed[objective_name] then
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stateful.objectives_completed[objective_name] = true
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stateful.objectives_time_spent[objective_name] = tick
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Alert.alert_all_players(100, 'Objective: **' .. objective_name .. '** has been completed!')
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Server.to_discord_embed('Objective: **' .. objective_name .. '** has been completed!')
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Alert.alert_all_players(100, 'Objective: [color=blue]' .. objective.discord .. '[/color] has been completed!')
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Server.to_discord_embed('Objective: **' .. objective.discord .. '** has been completed!')
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play_achievement_unlocked()
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stateful.objectives_completed_count = stateful.objectives_completed_count + 1
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end
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@ -958,51 +958,63 @@ local function get_random_objectives()
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local items = {
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{
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name = 'single_item',
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token = empty_token
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token = empty_token,
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discord = 'Produce item'
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},
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{
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name = 'killed_enemies',
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token = killed_enemies_token
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token = killed_enemies_token,
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discord = 'Kill enemies'
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},
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{
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name = 'killed_enemies_type',
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token = killed_enemies_type_token
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token = killed_enemies_type_token,
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discord = 'Kill enemies of a specific type'
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},
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{
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name = 'handcrafted_items',
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token = handcrafted_items_token
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token = handcrafted_items_token,
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discord = 'Craft items'
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},
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{
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name = 'handcrafted_items_any',
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token = handcrafted_items_any_token
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token = handcrafted_items_any_token,
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discord = 'Craft any items'
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},
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{
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name = 'cast_spell',
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token = cast_spell_token
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token = cast_spell_token,
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discord = 'Cast a spell'
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},
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{
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name = 'launch_item',
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token = launch_item_token
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token = launch_item_token,
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discord = 'Launch an item'
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},
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{
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name = 'cast_spell_any',
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token = cast_spell_any_token
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token = cast_spell_any_token,
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discord = 'Cast any spell'
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},
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{
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name = 'research_level_selection',
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token = research_level_selection_token
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token = research_level_selection_token,
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discord = 'Research a specific technology'
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},
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{
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name = 'locomotive_market_coins_spent',
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token = locomotive_market_coins_spent_token
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token = locomotive_market_coins_spent_token,
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discord = 'Spend coins at the market'
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},
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{
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name = 'minerals_farmed',
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token = minerals_farmed_token
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token = minerals_farmed_token,
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discord = 'Mine minerals'
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},
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{
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name = 'rockets_launched',
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token = rockets_launched_token
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token = rockets_launched_token,
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discord = 'Launch rockets'
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}
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}
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@ -43,8 +43,6 @@ function Public.dump_expired_players()
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if not surface or not surface.valid then
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return
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end
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local player_inv = {}
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local items = {}
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if #this.offline_players > 0 then
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for i = 1, #this.offline_players, 1 do
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if this.offline_players[i] and this.offline_players[i].index then
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@ -54,8 +52,11 @@ function Public.dump_expired_players()
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remove(this.offline_players, i)
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else
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if this.offline_players[i].tick < tick then
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local name = this.offline_players[i].name
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player_inv[1] = target.get_inventory(defines.inventory.character_main)
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local player_inv = {}
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local items = {}
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local name = target.name
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player_inv[1] = target.get_main_inventory()
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player_inv[2] = target.get_inventory(defines.inventory.character_armor)
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player_inv[3] = target.get_inventory(defines.inventory.character_guns)
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player_inv[4] = target.get_inventory(defines.inventory.character_ammo)
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@ -64,7 +65,14 @@ function Public.dump_expired_players()
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Event.raise(this.events.remove_surface, { target = target })
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end
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if target.get_item_count() == 0 then -- if the player has zero items, don't do anything
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local found_items = false
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for index = 1, 5, 1 do
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if player_inv[index] and player_inv[index].valid and player_inv[index].get_item_count() ~= 0 then
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found_items = true
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end
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end
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if not found_items then -- if the player has zero items, don't do anything
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remove(this.offline_players, i)
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goto final
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end
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@ -82,7 +90,7 @@ function Public.dump_expired_players()
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break
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end
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local inv = e.get_inventory(defines.inventory.character_main)
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local inv = e.get_main_inventory()
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if not inv then
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break
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end
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@ -90,9 +98,9 @@ function Public.dump_expired_players()
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---@diagnostic disable-next-line: assign-type-mismatch
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e.character_inventory_slots_bonus = #player_inv[1]
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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if player_inv[ii] and player_inv[ii].valid then
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for iii = 1, #player_inv[ii], 1 do
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if player_inv[ii][iii].valid then
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if player_inv[ii][iii] and player_inv[ii][iii].valid then
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insert(items, player_inv[ii][iii])
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end
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end
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@ -117,7 +125,7 @@ function Public.dump_expired_players()
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end
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for ii = 1, 5, 1 do
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if player_inv[ii].valid then
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if player_inv[ii] and player_inv[ii].valid then
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player_inv[ii].clear()
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end
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end
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@ -166,14 +166,19 @@ local function zoom_to_pos(event)
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end
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local player = event.player
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local element = event.element
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local target = Gui.get_data(element)
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local data = Gui.get_data(element)
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if not data then return end
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if not target or not target.valid then
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if player.controller_type == defines.controllers.remote then
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return
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end
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if target.character ~= nil then target = target.character end
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player.centered_on = target
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player.set_controller({
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type = defines.controllers.remote,
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position = data.position,
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surface = player.surface,
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zoom = 4
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})
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end
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local close_alert = Public.close_alert
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@ -290,7 +295,7 @@ function Public.alert_all_players_location(player, message, color, duration)
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style = 'slot_button'
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}
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Gui.set_data(sprite, player)
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Gui.set_data(sprite, player.position)
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local label =
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container.add {
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@ -583,6 +583,25 @@ function Public:callback(func)
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end
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end
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local directions = {
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[0] = 'defines.direction.north',
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[1] = 'defines.direction.northnortheast',
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[2] = 'defines.direction.northeast',
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[3] = 'defines.direction.eastnortheast',
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[4] = 'defines.direction.east',
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[5] = 'defines.direction.eastsoutheast',
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[6] = 'defines.direction.southeast',
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[7] = 'defines.direction.southsoutheast',
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[8] = 'defines.direction.south',
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[9] = 'defines.direction.southsouthwest',
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[10] = 'defines.direction.southwest',
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[11] = 'defines.direction.westsouthwest',
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[12] = 'defines.direction.west',
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[13] = 'defines.direction.westnorthwest',
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[14] = 'defines.direction.northwest',
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[15] = 'defines.direction.northnorthwest',
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}
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Public.new('get', 'Hover over an object to get its name.')
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:require_admin()
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:add_parameter('die', true, 'string')
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@ -602,7 +621,7 @@ Public.new('get', 'Hover over an object to get its name.')
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player.print('[color=orange]Name:[/color] ' .. entity.name)
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player.print('[color=orange]Type:[/color] ' .. entity.type)
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player.print('[color=orange]Force:[/color] ' .. entity.force.name)
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player.print('[color=orange]Direction:[/color] ' .. entity.direction)
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player.print('[color=orange]Direction:[/color] ' .. entity.direction .. ' (' .. directions[entity.direction] .. ')')
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player.print('[color=orange]Destructible:[/color] ' .. (entity.destructible and 'true' or 'false'))
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player.print('[color=orange]Minable:[/color] ' .. (entity.minable and 'true' or 'false'))
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player.print('[color=orange]Unit Number:[/color] ' .. (entity.unit_number or 'nil'))
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|
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