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55 lines
1.5 KiB
Lua
55 lines
1.5 KiB
Lua
-- rocks and other entities heal over time -- by mewmew
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local Event = require 'utils.event'
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local entity_whitelist = {
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['rock-big'] = true,
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['sand-rock-big'] = true,
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['rock-huge'] = true,
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['mineable-wreckage'] = true
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}
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local function process_entity(v, key)
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if not v.entity then
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global.entities_regenerate_health[key] = nil
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return
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end
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if not v.entity.valid then
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global.entities_regenerate_health[key] = nil
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return
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end
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if v.last_damage + 36000 < game.tick then
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v.entity.health = v.entity.health + math.floor(v.entity.prototype.max_health * 0.02)
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if v.entity.prototype.max_health == v.entity.health then
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global.entities_regenerate_health[key] = nil
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end
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end
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end
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local function on_entity_damaged(event)
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if not event.entity.valid then
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return
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end
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if event.entity.force.index ~= 3 then
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return
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end
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if not entity_whitelist[event.entity.name] then
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return
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end
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global.entities_regenerate_health[tostring(event.entity.position.x) .. '_' .. tostring(event.entity.position.y)] = {last_damage = game.tick, entity = event.entity}
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end
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local function tick()
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for key, entity in pairs(global.entities_regenerate_health) do
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process_entity(entity, key)
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end
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end
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local function on_init()
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global.entities_regenerate_health = {}
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end
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Event.on_nth_tick(1800, tick)
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Event.on_init(on_init)
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Event.add(defines.events.on_entity_damaged, on_entity_damaged)
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