mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-25 21:29:06 +02:00
More bug huntin ™️
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ab53e522b1
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@ -1470,7 +1470,7 @@ stds.factorio_defines = {
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}
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}
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},
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controllers = { fields = { 'spectator', 'character', 'god', 'cutscene', 'editor', 'ghost' } },
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controllers = { fields = { 'spectator', 'character', 'god', 'cutscene', 'editor', 'ghost', 'remote' } },
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deconstruction_item = {
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fields = {
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entity_filter_mode = { fields = { 'whitelist', 'blacklist' } },
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@ -137,12 +137,12 @@ local breach_wall_warning_teleport = function (player, check_trusted)
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local message = ({ 'breached_wall.warning_not_trusted_teleport', player.name })
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Alert.alert_all_players(40, message)
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end
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local pos = player.surface.find_non_colliding_position('character', player.force.get_spawn_position(player.surface), 3, 0)
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local pos = player.physical_surface.find_non_colliding_position('character', player.force.get_spawn_position(player.physical_surface), 3, 0)
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if pos then
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player.teleport(pos, player.surface)
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player.teleport(pos, player.physical_surface)
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else
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pos = game.forces.player.get_spawn_position(player.surface)
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player.teleport(pos, player.surface)
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pos = game.forces.player.get_spawn_position(player.physical_surface)
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player.teleport(pos, player.physical_surface)
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end
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return true
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end
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@ -157,7 +157,7 @@ local spidertron_too_far =
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)
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local check_distance_between_player_and_locomotive = function (player)
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local surface = player.surface
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local surface = player.physical_surface
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local position = player.physical_position
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local locomotive = Public.get('locomotive')
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if not locomotive or not locomotive.valid then
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@ -452,10 +452,15 @@ local function on_player_changed_position(event)
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if not player or not player.valid then
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return
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end
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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 player.controller_type == defines.controllers.spectator then
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return
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end
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local surface_name = player.surface.name
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local surface_name = player.physical_surface.name
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if sub(surface_name, 0, #scenario_name) ~= scenario_name then
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return
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@ -75,7 +75,7 @@ local function charge(player)
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return player.print(module_name .. 'No valid armor to charge was found.', { color = Color.warning })
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end
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local ents = player.surface.find_entities_filtered { name = 'accumulator', force = player.force, position = player.physical_position, radius = 13 }
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local ents = player.physical_surface.find_entities_filtered { name = 'accumulator', force = player.force, position = player.physical_position, radius = 13 }
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if not ents or not next(ents) then
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return player.print(module_name .. 'No accumulators nearby.', { color = Color.warning })
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end
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@ -85,7 +85,7 @@ local function charge(player)
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if piece.valid and piece.generator_power == 0 then
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local energy_needs = piece.max_energy - piece.energy
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if energy_needs > 0 then
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local energy = discharge_accumulators(player.surface, player.physical_position, player.force, energy_needs)
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local energy = discharge_accumulators(player.physical_surface, player.physical_position, player.force, energy_needs)
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if energy > 0 then
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if piece.energy + energy >= piece.max_energy then
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piece.energy = piece.max_energy
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@ -498,8 +498,8 @@ local unstuck_player_token =
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return
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end
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local surface = player.surface
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local position = surface.find_non_colliding_position('character', player.physical_position, 32, 1)
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local surface = player.physical_surface
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local position = surface.find_non_colliding_position('stone-furnace', player.physical_position, 32, 1)
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if not position then
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return
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end
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@ -1319,7 +1319,7 @@ function Public.unstuck_player(index)
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return
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end
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local surface = player.surface
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local surface = player.physical_surface
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local position = surface.find_non_colliding_position('character', player.physical_position, 32, 1)
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if not position then
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return
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@ -1494,7 +1494,7 @@ local function on_built_entity(event)
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}
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)
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player.surface.spill_item_stack({ position = position, stack = { name = entity.name, count = 1, quality = 'normal' } })
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player.physical_surface.spill_item_stack({ position = position, stack = { name = entity.name, count = 1, quality = 'normal' } })
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entity.destroy()
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return
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@ -1644,11 +1644,15 @@ function Public.on_player_changed_position(event)
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return
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end
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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 player.controller_type == defines.controllers.spectator then
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return
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end
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if string.sub(player.surface.name, 0, #scenario_name) ~= scenario_name then
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if string.sub(player.physical_surface.name, 0, #scenario_name) ~= scenario_name then
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return
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end
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@ -1665,7 +1669,7 @@ function Public.on_player_changed_position(event)
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if random(1, 2) == 1 then
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show_text('This path is not for players!', p, surface, player)
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end
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player.surface.create_entity({ name = 'fire-flame', position = player.physical_position })
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player.physical_surface.create_entity({ name = 'fire-flame', position = player.physical_position })
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player.character.health = player.character.health - tile_damage
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if player.character.health == 0 then
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player.character.die()
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@ -1846,7 +1850,7 @@ function Public.set_player_to_god(player)
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return false
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end
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if string.sub(player.surface.name, 0, #surface.name) == surface.name then
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if string.sub(player.physical_surface.name, 0, #surface.name) == surface.name then
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local pos = surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 3, 0)
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if pos then
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player.teleport(pos, surface)
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@ -1855,11 +1859,11 @@ function Public.set_player_to_god(player)
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player.teleport(pos, surface)
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end
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else
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local pos = player.surface.find_non_colliding_position('character', { 0, 0 }, 3, 0)
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local pos = player.physical_surface.find_non_colliding_position('character', { 0, 0 }, 3, 0)
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if pos then
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player.teleport(pos, player.surface)
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player.teleport(pos, player.physical_surface)
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else
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player.teleport({ pos }, player.surface)
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player.teleport({ pos }, player.physical_surface)
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end
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end
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@ -340,7 +340,7 @@ local function changed_surface(player)
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return
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end
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if player.surface == main.surface then
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if player.physical_surface == main.surface then
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local minimap = player.gui.left.icw_main_frame
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if main_toggle_button and not main_toggle_button.visible then
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main_toggle_button.visible = true
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@ -380,7 +380,7 @@ local function changed_surface(player)
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info.sprite = 'utility/expand'
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info.visible = true
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end
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elseif player.surface == wagon_surface then
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elseif player.physical_surface == wagon_surface then
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if main_toggle_button and main_toggle_button.visible then
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main_toggle_button.visible = false
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end
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@ -473,10 +473,10 @@ local function on_gui_click(event)
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if not player or not player.valid then
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return
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end
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if not player.surface or not player.surface.valid then
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if not player.physical_surface or not player.physical_surface.valid then
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return
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end
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if player.surface ~= locomotive.surface then
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if player.physical_surface ~= locomotive.surface then
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local minimap = player.gui.left.icw_main_frame
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if minimap and minimap.visible then
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minimap.visible = false
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@ -193,7 +193,7 @@ local function get_entity_from_player_surface(cars, player)
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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if validate_entity(surface) then
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if car.surface == player.surface.index then
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if car.surface == player.physical_surface.index then
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return car.entity
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end
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end
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@ -226,7 +226,7 @@ local function get_player_surface(player)
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for _, index in pairs(surfaces) do
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local surface = game.surfaces[index]
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if validate_entity(surface) then
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if surface.index == player.surface.index then
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if surface.index == player.physical_surface.index then
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return true
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end
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end
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@ -404,7 +404,7 @@ local function kick_players_out_of_vehicles(car)
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for _, player in pairs(game.connected_players) do
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local character = player.character
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if validate_entity(character) and character.driving then
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if car.surface == player.surface.index then
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if car.surface == player.physical_surface.index then
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character.driving = false
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end
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end
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@ -477,7 +477,7 @@ local function kick_non_trusted_players_from_surface(car)
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Core.iter_connected_players(
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function (player)
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local is_trusted = trust_system and trust_system.players and trust_system.players[player.name] and trust_system.players[player.name].trusted
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if player.surface.index == surface_index and player.index ~= car.owner and not is_trusted then
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if player.physical_surface.index == surface_index and player.index ~= car.owner and not is_trusted then
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if position then
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local new_position = main_surface.find_non_colliding_position('character', position, 3, 0)
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if new_position then
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@ -806,7 +806,7 @@ function Public.save_car(event)
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}
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Task.set_timeout_in_ticks(10, remove_car, params)
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if restore_on_theft then
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local e = player.surface.create_entity({ name = car.name, position = position, force = player.force, create_build_effect_smoke = false })
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local e = player.physical_surface.create_entity({ name = car.name, position = position, force = player.force, create_build_effect_smoke = false })
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e.health = health
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restore_surface(p, e)
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elseif p.can_insert({ name = car.name, count = 1 }) then
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@ -1408,7 +1408,7 @@ function Public.use_door_with_entity(player, door)
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player_data.fallback_position = { car.entity.position.x, car.entity.position.y }
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end
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if validate_entity(car.entity) and car.entity.surface.name == player.surface.name then
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if validate_entity(car.entity) and car.entity.surface.name == player.physical_surface.name then
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local surface_index = car.surface
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local surface = game.surfaces[surface_index]
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if validate_entity(car.entity) and car.owner == player.index then
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@ -138,6 +138,10 @@ local function on_gui_closed(event)
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return
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end
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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 player.controller_type == defines.controllers.spectator then
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return
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end
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@ -165,6 +169,10 @@ local function on_gui_opened(event)
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return
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end
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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 player.controller_type == defines.controllers.spectator then
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return
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end
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@ -293,7 +293,7 @@ function Public.changed_surface(event)
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if diff and diff.visible then
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diff.visible = false
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end
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elseif player.surface.index == surface.index then
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elseif player.physical_surface.index == surface.index then
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Gui.remove_toolbar(player)
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Public.toggle_button(player)
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kill_minimap(player)
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@ -201,7 +201,7 @@ local function kick_players_out_of_vehicles(wagon)
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for _, player in pairs(game.connected_players) do
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local character = player.character
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if character and character.valid and character.driving then
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if wagon.surface == player.surface then
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if wagon.surface == player.physical_surface then
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character.driving = false
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end
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end
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@ -534,7 +534,7 @@ end
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function Public.is_minimap_valid(player, surface)
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if validate_entity(player) then
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if player.surface ~= surface then
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if player.physical_surface ~= surface then
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Public.kill_minimap(player)
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end
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end
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@ -788,7 +788,7 @@ function Public.use_cargo_wagon_door_with_entity(icw, player, door)
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player_data.fallback_surface = wagon.entity.surface.index
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player_data.fallback_position = { wagon.entity.position.x, wagon.entity.position.y }
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if wagon.entity.surface.name ~= player.surface.name then
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if wagon.entity.surface.name ~= player.physical_surface.name then
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local surface = wagon.entity.surface
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if not (surface and surface.valid) then
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return
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@ -802,7 +802,7 @@ function Public.use_cargo_wagon_door_with_entity(icw, player, door)
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if not surface_position then
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surface.request_to_generate_chunks({ -20, 22 }, 1)
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if player.character and player.character.valid and player.character.driving then
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if wagon.surface == player.surface then
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if wagon.surface == player.physical_surface then
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player.character.driving = false
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end
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end
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@ -648,7 +648,7 @@ local function on_built_entity(event, mode, bypass)
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return
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end
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if player.surface.index ~= active_surface_index then
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if player.physical_surface.index ~= active_surface_index then
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if entity.type ~= 'entity-ghost' then
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player.insert({ name = 'linked-chest', count = 1 })
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end
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@ -738,7 +738,7 @@ local function built_entity_robot(event)
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return
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end
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if player.surface.index ~= active_surface_index then
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if player.physical_surface.index ~= active_surface_index then
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if entity.type ~= 'entity-ghost' then
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player.insert({ name = 'linked-chest', count = 1 })
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end
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@ -184,19 +184,19 @@ local function hurt_players_outside_of_aura()
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Core.iter_connected_players(
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function (player)
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if sub(player.surface.name, 0, #scenario_name) == scenario_name then
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if sub(player.physical_surface.name, 0, #scenario_name) == scenario_name then
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local position = player.physical_position
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local inside = ((position.x - loco.x) ^ 2 + (position.y - loco.y) ^ 2) < upgrades.locomotive_aura_radius ^ 2
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if not inside then
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local entity = player.character
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if entity and entity.valid then
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death_effects(player)
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player.surface.create_entity({ name = 'fire-flame', position = position })
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player.physical_surface.create_entity({ name = 'fire-flame', position = position })
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if random(1, 3) == 1 then
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player.surface.create_entity({ name = 'medium-scorchmark', position = position, force = 'neutral' })
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player.physical_surface.create_entity({ name = 'medium-scorchmark', position = position, force = 'neutral' })
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end
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local max_health = floor(player.character.max_health + player.character_health_bonus + player.force.character_health_bonus)
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local vehicle = player.vehicle
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local vehicle = player.physical_vehicle
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if vehicle and vehicle.valid and non_valid_vehicles[vehicle.type] then
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player.driving = false
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end
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@ -263,8 +263,8 @@ local function give_passive_xp(data)
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local position = player.physical_position
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local inside = ((position.x - loco.x) ^ 2 + (position.y - loco.y) ^ 2) < upgrades.locomotive_aura_radius ^ 2
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if player.afk_time < 200 and not RPG.get_last_spell_cast(player) then
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if inside or player.surface.index == loco_surface.index then
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if player.surface.index == loco_surface.index then
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if inside or player.physical_surface.index == loco_surface.index then
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if player.physical_surface.index == loco_surface.index then
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Public.add_player_to_permission_group(player, 'limited')
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elseif ICFunctions.get_player_surface(player) then
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Public.add_player_to_permission_group(player, 'limited')
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@ -302,12 +302,12 @@ local function give_passive_xp(data)
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local active_surface_index = Public.get('active_surface_index')
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local surface = game.surfaces[active_surface_index]
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if surface and surface.valid then
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if player.surface.index == surface.index then
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if player.physical_surface.index == surface.index then
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Public.add_player_to_permission_group(player, 'main_surface')
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end
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end
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end
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elseif player.afk_time > 1800 and player.character and player.surface.index == loco_surface.index and player.get_requester_point() then
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elseif player.afk_time > 1800 and player.character and player.physical_surface.index == loco_surface.index and player.get_requester_point() then
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player.get_requester_point().enabled = false
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end
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::pre_exit::
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@ -572,11 +572,11 @@ local function on_player_changed_surface(event)
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local locomotive_surface = Public.get('loco_surface')
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if locomotive_surface and locomotive_surface.valid and player.surface.index == locomotive_surface.index then
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if locomotive_surface and locomotive_surface.valid and player.physical_surface.index == locomotive_surface.index then
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return Public.add_player_to_permission_group(player, 'limited')
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elseif ICFunctions.get_player_surface(player) then
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return Public.add_player_to_permission_group(player, 'limited')
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elseif player.surface.index == surface.index then
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elseif player.physical_surface.index == surface.index then
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return Public.add_player_to_permission_group(player, 'main_surface')
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end
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end
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@ -48,13 +48,13 @@ local function shoo(event)
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local player = game.players[event.player_index]
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if player and player.valid then
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if player.surface.index ~= loco_surface.index then
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if player.physical_surface.index ~= loco_surface.index then
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return
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end
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end
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local locomotive_biter = Public.get('locomotive_biter')
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local surface = player.surface
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local surface = player.physical_surface
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local message = event.message
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message = string.lower(message)
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for word in string.gmatch(message, '%g+') do
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@ -935,6 +935,11 @@ local function gui_opened(event)
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if not player or not player.valid then
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return
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end
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|
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if player.controller_type == defines.controllers.remote then
|
||||
return
|
||||
end
|
||||
|
||||
if player.controller_type == defines.controllers.spectator then
|
||||
return
|
||||
end
|
||||
|
@ -313,7 +313,7 @@ local function randomness(data)
|
||||
|
||||
if harvest_amount > max_spill then
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = max_spill })
|
||||
end
|
||||
@ -322,14 +322,14 @@ local function randomness(data)
|
||||
harvest_amount = harvest_amount - inserted_count
|
||||
if harvest_amount > 0 then
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = harvest_amount })
|
||||
end
|
||||
end
|
||||
else
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = harvest_amount })
|
||||
end
|
||||
@ -337,9 +337,9 @@ local function randomness(data)
|
||||
local particle = particles[harvest]
|
||||
|
||||
if data.script_character then
|
||||
create_particles(player.surface, particle, position, 16, { x = data.script_character.position.x, y = data.script_character.position.y })
|
||||
create_particles(player.physical_surface, particle, position, 16, { x = data.script_character.position.x, y = data.script_character.position.y })
|
||||
else
|
||||
create_particles(player.surface, particle, position, 16, { x = player.physical_position.x, y = player.physical_position.y })
|
||||
create_particles(player.physical_surface, particle, position, 16, { x = player.physical_position.x, y = player.physical_position.y })
|
||||
end
|
||||
end
|
||||
|
||||
@ -369,7 +369,7 @@ local function randomness_scrap(data)
|
||||
|
||||
if harvest_amount > max_spill then
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = max_spill, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = max_spill })
|
||||
end
|
||||
@ -378,23 +378,23 @@ local function randomness_scrap(data)
|
||||
harvest_amount = harvest_amount - inserted_count
|
||||
if harvest_amount > 0 then
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = harvest_amount })
|
||||
end
|
||||
end
|
||||
else
|
||||
if spill_items_to_surface then
|
||||
player.surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
player.physical_surface.spill_item_stack({ position = position, stack = { name = harvest, count = harvest_amount, quality = 'normal' } })
|
||||
else
|
||||
player.insert({ name = harvest, count = harvest_amount })
|
||||
end
|
||||
end
|
||||
local particle = particles[harvest]
|
||||
if data.script_character then
|
||||
create_particles(player.surface, particle, position, 64, { x = data.script_character.position.x, y = data.script_character.position.y })
|
||||
create_particles(player.physical_surface, particle, position, 64, { x = data.script_character.position.x, y = data.script_character.position.y })
|
||||
else
|
||||
create_particles(player.surface, particle, position, 64, { x = player.physical_position.x, y = player.physical_position.y })
|
||||
create_particles(player.physical_surface, particle, position, 64, { x = player.physical_position.x, y = player.physical_position.y })
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -339,7 +339,7 @@ local function mystical_chest_reward(player)
|
||||
if player.gui.screen['reward_system'] then
|
||||
player.gui.screen['reward_system'].destroy()
|
||||
end
|
||||
return player.print('[Rewards] No rewards are available.', {color = Color.fail})
|
||||
return player.print('[Rewards] No rewards are available.', { color = Color.fail })
|
||||
end
|
||||
|
||||
-- something fancy to reward players
|
||||
@ -374,6 +374,10 @@ local function container_opened(event)
|
||||
return
|
||||
end
|
||||
|
||||
if player.controller_type == defines.controllers.remote then
|
||||
return
|
||||
end
|
||||
|
||||
if player.controller_type == defines.controllers.spectator then
|
||||
return
|
||||
end
|
||||
@ -416,7 +420,7 @@ local function on_gui_click(event)
|
||||
if data.id == i then
|
||||
local success, msg = mc_random_rewards[id].func(player)
|
||||
if not success then
|
||||
return player.print(msg, {color = Color.fail})
|
||||
return player.print(msg, { color = Color.fail })
|
||||
end
|
||||
break
|
||||
end
|
||||
|
@ -25,7 +25,6 @@ local buffs_window_name = Gui.uid_name()
|
||||
local on_click_buff_name = Gui.uid_name()
|
||||
local random = math.random
|
||||
local floor = math.floor
|
||||
local scenario_name = Public.scenario_name
|
||||
local main_frame
|
||||
|
||||
local function create_particles(surface, name, position, amount, cause_position)
|
||||
@ -69,7 +68,7 @@ local spread_particles_token =
|
||||
end
|
||||
local particle = event.particle
|
||||
|
||||
create_particles(player.surface, particle, player.physical_position, 128)
|
||||
create_particles(player.physical_surface, particle, player.physical_position, 128)
|
||||
end
|
||||
)
|
||||
|
||||
@ -199,7 +198,7 @@ local warn_player_sound_token =
|
||||
|
||||
player.play_sound { path = 'utility/new_objective', volume_modifier = 0.75 }
|
||||
|
||||
create_particles(player.surface, particle, player.physical_position, 128)
|
||||
create_particles(player.physical_surface, particle, player.physical_position, 128)
|
||||
end
|
||||
)
|
||||
|
||||
@ -1208,7 +1207,7 @@ local function update_raw()
|
||||
|
||||
stateful.collection.gather_time = tick + (10 * 3600)
|
||||
stateful.collection.gather_time_timer = tick + (10 * 3600)
|
||||
game.forces.enemy.set_evolution_factor(1, player.surface)
|
||||
game.forces.enemy.set_evolution_factor(1, player.physical_surface)
|
||||
play_achievement_unlocked()
|
||||
local reverse_position = zone_settings.zone_depth * (breached_wall + 1)
|
||||
local reversed = Public.get_stateful_settings('reversed')
|
||||
|
@ -41,12 +41,12 @@ local function on_console_chat(event)
|
||||
return
|
||||
end
|
||||
|
||||
if player.character.surface.index ~= player.surface.index then return end
|
||||
if player.character.surface.index ~= player.physical_surface.index then return end
|
||||
|
||||
this.player_floaty_chat[player.index] =
|
||||
rendering.draw_text {
|
||||
text = event.message,
|
||||
surface = player.surface,
|
||||
surface = player.physical_surface,
|
||||
target = {
|
||||
entity = player.character,
|
||||
offset = { -0.05, y_offset },
|
||||
|
Loading…
x
Reference in New Issue
Block a user