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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00

Moved entity creation to a new function

This commit is contained in:
SimonFlapse 2019-10-14 17:21:36 +02:00
parent 09a565c115
commit 01fb65f323

View File

@ -115,36 +115,6 @@ Event.on_init(
force_USA.chart(RS.get_surface(), {{x = -380, y = 64}, {x = -420, y = -64}}) force_USA.chart(RS.get_surface(), {{x = -380, y = 64}, {x = -420, y = -64}})
--game.forces.player.chart(RS.get_surface(), {{x = 400, y = 65}, {x = -400, y = -33}}) --game.forces.player.chart(RS.get_surface(), {{x = 400, y = 65}, {x = -400, y = -33}})
local silo
silo = surface.create_entity {name = 'rocket-silo', position = {x = 388.5, y = -0.5}, force = force_USSR}
silo.minable = false
silo = surface.create_entity {name = 'rocket-silo', position = {x = -388.5, y = 0.5}, force = force_USA}
silo.minable = false
local wall
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
local gun_turret
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR}
gun_turret.insert({name = 'firearm-magazine', count = 200})
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = -383, y = 0}, force = force_USA}
gun_turret.insert({name = 'firearm-magazine', count = 200})
local market local market
market = surface.create_entity {name = 'market', position = {x = 404, y = 0}, force = force_USSR} market = surface.create_entity {name = 'market', position = {x = 404, y = 0}, force = force_USSR}
@ -279,6 +249,44 @@ for i = -out_of_map_height / 2, out_of_map_height / 2, 1 do
end end
end end
local function generate_structures()
local surface = RS.get_surface()
local force_USSR = primitives.force_USSR
local force_USA = primitives.force_USA
local silo
silo = surface.create_entity {name = 'rocket-silo', position = {x = 388.5, y = -0.5}, force = force_USSR}
silo.minable = false
silo = surface.create_entity {name = 'rocket-silo', position = {x = -388.5, y = 0.5}, force = force_USA}
silo.minable = false
local wall
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = 384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = 18.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
wall = surface.create_entity {name = 'stone-wall', position = {x = -384.5, y = -17.5}, always_place = true, force = 'neutral'}
wall.destructible = false
wall.minable = false
local gun_turret
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = 383, y = 0}, force = force_USSR}
gun_turret.insert({name = 'firearm-magazine', count = 200})
gun_turret = surface.create_entity {name = 'gun-turret', position = {x = -383, y = 0}, force = force_USA}
gun_turret.insert({name = 'firearm-magazine', count = 200})
end
local function start_game() local function start_game()
primitives.game_started = true primitives.game_started = true
primitives.started_tick = game.tick primitives.started_tick = game.tick
@ -292,6 +300,7 @@ local function start_game()
local surface = RS.get_surface() local surface = RS.get_surface()
cliff.generate_cliffs(surface) cliff.generate_cliffs(surface)
surface.set_tiles(tiles) surface.set_tiles(tiles)
generate_structures()
end end
local function victory(force) local function victory(force)