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https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-01-30 03:38:00 +02:00
Fixing bad local var used in shared vision, cleaned up share vision function. Changed to global to avoid desyncs.
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@ -253,17 +253,10 @@ script.on_event(defines.events.on_built_entity, function(event)
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end)
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local tick_counter = 0
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script.on_event(defines.events.on_tick, function(event)
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-- Every few seconds, chart all players to "share vision"
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if ENABLE_SHARED_TEAM_VISION then
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if (tick_counter >= (TICKS_PER_SECOND*5)) then
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ShareVisionBetweenPlayers()
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tick_counter = 0
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else
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tick_counter = tick_counter + 1
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end
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ShareVisionBetweenPlayers()
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end
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end)
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2
locale
2
locale
@ -1 +1 @@
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Subproject commit bf570538e654615ac588613f28849686f806cf50
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Subproject commit a0943ad0f1b78c9d67868a3ea20038443e547a77
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@ -188,6 +188,9 @@ function InitSpawnGlobalsAndForces()
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if (global.playerCooldowns == nil) then
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global.playerCooldowns = {}
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end
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if (global.tick_counter == nil) then
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global.tick_counter = 0
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end
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game.create_force(MAIN_FORCE)
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game.forces[MAIN_FORCE].set_spawn_position(game.forces["player"].get_spawn_position(GAME_SURFACE_NAME), GAME_SURFACE_NAME)
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@ -283,21 +286,28 @@ end
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-- I have no idea how compute intensive this function is. If it starts to lag the game
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-- we'll have to figure out how to change it.
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function ShareVisionBetweenPlayers()
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for _,force in pairs(game.forces) do
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if (force~=nil) then
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if ((force.name~=enemy) and
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(force.name ~=neutral) and
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(force.name ~=player)) then
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for _,player in pairs(game.connected_players) do
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force.chart(GAME_SURFACE_NAME,
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{{player.position.x-CHUNK_SIZE,
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player.position.y-CHUNK_SIZE},
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{player.position.x+CHUNK_SIZE,
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player.position.y+CHUNK_SIZE}})
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if (global.tick_counter >= (TICKS_PER_SECOND*5)) then
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for _,force in pairs(game.forces) do
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if (force ~= nil) then
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if ((force.name ~= enemy) and
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(force.name ~= neutral) and
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(force.name ~= player)) then
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for _,player in pairs(game.connected_players) do
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force.chart(GAME_SURFACE_NAME,
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{{player.position.x-CHUNK_SIZE,
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player.position.y-CHUNK_SIZE},
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{player.position.x+CHUNK_SIZE,
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player.position.y+CHUNK_SIZE}})
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end
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end
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end
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end
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global.tick_counter = 0
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else
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global.tick_counter = global.tick_counter + 1
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end
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end
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