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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-14 10:13:13 +02:00
Commit Graph

26 Commits

Author SHA1 Message Date
Jayefuu
b74908f64b Updated errors 2021-02-24 19:04:03 +00:00
Jayefuu
4e466c8131 Added evo flying text on turret destruction to improve new player experience 2021-02-24 15:46:00 +00:00
Jayefuu
790c2a1506 Updated as per review 2021-02-19 15:28:14 +00:00
Jayefuu
21be255763 Updated as per suggestions 2021-02-19 14:25:17 +00:00
Jayefuu
55f0681bd6 Updated artillery behaviour to get rid of destroyer-capsule while avoiding part of pickup bug 2021-02-18 14:14:05 +00:00
Jayefuu
94a50d3ec5 Fixed coin pickup on entity death 2021-02-13 18:55:57 +00:00
Jayefuu
585b4e35e4 Updated as per suggestions 2021-02-08 22:53:59 +00:00
Jayefuu
28bcd68786 Updated as per review suggestions 2021-02-08 21:52:36 +00:00
Jayefuu
c9d8189218 Player kills deposit coins in inventory 2021-02-08 13:32:05 +00:00
Jayefuu
b186e7cc10 Updated artillery turret bot spawn balance 2021-02-06 09:05:40 +00:00
Jayefuu
e02d851dea Updated max_range for projectiles used in bot spawn 2021-02-02 07:33:22 +00:00
Jayefuu
8e8b7ee818 Update events.lua 2021-02-01 17:06:43 +00:00
Jayefuu
d53e3d320c Updated as per suggestions
- Added function to check distance between two entities as I couldn't find one in utils
- Added call to check how far from destroyer to wagon
- Since there's now a check I removed the 2 second wait between spawning and starting to fire in favour of using distance instead (384, 386)
2021-02-01 16:09:07 +00:00
Jayefuu
78a5c27dc1 Update events.lua 2021-01-29 13:07:30 +00:00
Jayefuu
6a3682a114 Update events.lua 2021-01-29 13:05:21 +00:00
Jayefuu
2e1b2651cb Update events.lua 2020-12-14 19:27:08 +00:00
Jayefuu
c078cc1b4d Update events.lua
Final comment update.
2020-12-13 16:05:23 +00:00
Jayefuu
7b248dc2d9 Update events.lua
- Updated comments to be accurate
- Changed balance after discussion with grilledham
2020-12-13 15:53:58 +00:00
Jayefuu
80675bf928 Updated logic order following discussion
Rearranged the order of the code so that it's more performant and added comments to further explain the logic and reasons for the complications, ie. the cheesing with artillery.
2020-12-13 14:49:49 +00:00
Jayefuu
052c6f17cc Update events.lua 2020-12-08 08:18:31 +00:00
Jayefuu
f42367bb7c whitespace 2020-11-29 21:54:15 +00:00
Jayefuu
fcca5de12a Logic change and lua check fixes 2020-11-29 21:52:41 +00:00
Jayefuu
ecff8f86eb Fixed part of artillery pickup exploit
- Current behaviour is that when destroyers/defenders are created their target position is set to the entity that killed them.
- If a player picks up the artillery after the capsules spawn then they lose their cause.target and stop, not reaching the cause of the turret death.
- I've changed this behaviour so that if the target.cause is artillery then it spawns a defender/destroyer projectile NOT an entity. The projectile target can therefore be a position not an entity. So the capsules won't stop if the artillery is picked up.
- If the cause is not artillery turret or wagon then a destroyer/defender capsule entity is spawned instead of a projectile because a projectile cannot track the player.
- If the player picks up the artillery turret before the projectile that kills a turret arrives then the event cause.name will be missing and no bots spawn at all. I have changed the behaviour so that "if not cause" then we assume they're doing something fucky. We won't have the entity cause name or position, so let's just spawn double the normal amount of destroyers and just send them at 0, 0 since we know nothing else to do with them.
2020-11-29 21:26:01 +00:00
Jayefuu
2c744211b1 Add combat robots explode on artillery wagons.
When a combat robot expires and is targeting an artillery wagon, it will now explode. This is a work around for a factorio bug where combat robots do not attack artillery wagons.
2020-11-10 20:45:37 +00:00
grilledham
674e95993f
Revert "Crash Site: Enemy combat robots now explode when they timeout" 2020-11-07 19:26:09 +00:00
Jayefuu
64d78f590c Enemy combat robots now explode when they timeout
Players were using remotely located artillery wagons in lakes to cheesily clear the map with no repercussions. Swarms of destroyer capsules would hover over the artillery but not target it. They would timeout and  the player could then refill the wagon with ammo.

I've changed the entity_died_events file to events.lua since it now has on_entity_died, on_player_died and on_combat_robot_expired.

I have added the on_combat_robot_expired event so that when the robots timeout they explode, damaging nearby entities.
2020-11-04 11:30:30 +00:00