global.follows = {} global.follows.n_entries = 0 function get_direction(follower, target) local delta_x = target.position.x - follower.position.x local delta_y = follower.position.y - target.position.y --reversed x axis local a = delta_y/delta_x if a >= -1.5 and a < -0.5 then --SE OR NW if delta_x > 0 then return defines.direction.southeast else return defines.direction.northwest end elseif a >= -0.5 and a < 0.5 then --E OR W if delta_x > 0 then return defines.direction.east else return defines.direction.west end elseif a >= 0.5 and a < 1.5 then --NE OR SW if delta_x > 0 then return defines.direction.northeast else return defines.direction.southwest end else -- N or S if a < 0 then delta_x = - delta_x end -- mirrow x axis if player is NNW or SSE if delta_x > 0 then return defines.direction.north else return defines.direction.south end end end local function distance(player_1, player_2) local d_x = player_1.position.x - player_2.position.x local d_y = player_1.position.y - player_2.position.y return math.sqrt(d_x*d_x + d_y + d_y) end function walk_on_tick() if global.follows.n_entries > 0 then for k,v in pairs(global.follows) do local follower = game.players[k] local target = game.players[v] if follower ~= nil and target ~= nil then local d = distance(follower, target) if follower.connected and target.connected and d < 32 then if d > 5 then direction = get_direction(follower, target) follower.walking_state = {walking = true, direction = direction} end else global.follows[follower.name] = nil global.follows.n_entries = global.follows.n_entries - 1 end end end end end