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4258568c90
* Add creep spread mechanic * Added bot ore islands, use bool flag to turn on. * Added a noise based chest spawning system for artefacts * Added coin loot from biters and mining * Track artefacts launched into space * Add Creepy map preset * Update donators.lua * Add scenario info for crashsite (#291) * Split colors resources from colors code & catchup on donators (#288) * Split colors resources from colors code * Switch back to colors * Added jail button Moved parts of the jail command to report.lua Made jailing possible from a users report. closes #215 * Added sound for new reports Admins now get a sound when a new report is created. Useful for admins that doesn't have Factorio as active window. Currently set the sound_path as utility/tutorial_notice * Split chat triggers from control * Move cheat tracking outside of control.lua * Remove player-specific code * Split donator/on_join messages out of control * Move features into features folder * Indentation fix I aimed to fix the troublesome indentation. * Added a single indent * Make sure biter modifiers are accessible for mods * Consistency change regarding table access * Added NightTime.lua Split the time assignment into a new file NightTime.lua allowing for it to be disabled. (Restore normal day/night cycle) Also added a popup when a player places a solar panel informing that they are purely cosmetic Removed the recipe for portable solar panels because they are useless, but the technology is needed. * Fixed debug print grid value to show non-rounded value * added support for hidden tiles * Add newline to eof * Fixed no newline, indentation and scope of research * crash_site outposts set hidden tile to 'grass-1' * Log items spawned by crafting in cheat mode * Newline to eof * Put responses into table * Use trigger as table key * Change name of lattice to diagonal lattice (#297) * Add Diagonal Ribbon to map presets (#294) * Reorganize control (#312) * Check for config before disabling fish market (#311) * Force diggy biters to spawn, even if there's no space (#308) * Fixed some small things from feedback and issues (#313) * Update fractal_balls.lua * Add ALo's message and color (#314) * Add join message for ALo * Add ALo's color * Typo in donators.lua * fixed tile corruption issus closes #310 (#317) * Update player_list.lua * Update diagonal_ribbon.lua (#322) * Regulars: remove duplicates and sort alphabetically (#320)
62 lines
1.7 KiB
Lua
62 lines
1.7 KiB
Lua
global.follows = {}
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global.follows.n_entries = 0
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local Utils = require "utils.utils"
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local Game = require 'utils.game'
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local function get_direction(follower, target)
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local delta_x = target.position.x - follower.position.x
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local delta_y = follower.position.y - target.position.y --reversed x axis
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local a = delta_y/delta_x
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if a >= -1.5 and a < -0.5 then
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--SE OR NW
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if delta_x > 0 then
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return defines.direction.southeast
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else
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return defines.direction.northwest
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end
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elseif a >= -0.5 and a < 0.5 then
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--E OR W
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if delta_x > 0 then
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return defines.direction.east
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else
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return defines.direction.west
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end
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elseif a >= 0.5 and a < 1.5 then
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--NE OR SW
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if delta_x > 0 then
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return defines.direction.northeast
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else
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return defines.direction.southwest
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end
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else
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-- N or S
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if a < 0 then delta_x = - delta_x end -- mirrow x axis if player is NNW or SSE
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if delta_x > 0 then
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return defines.direction.north
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else
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return defines.direction.south
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end
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end
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end
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local function walk_on_tick()
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if global.follows.n_entries > 0 then
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for k,v in pairs(global.follows) do
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local follower = game.playesr[k]
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local target = game.players[v]
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if follower ~= nil and target ~= nil then
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local d = Utils.distance(follower, target)
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if follower.connected and target.connected and d < 32 then
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if d > 5 then
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direction = get_direction(follower, target)
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follower.walking_state = {walking = true, direction = direction}
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end
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else
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global.follows[follower.name] = nil
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global.follows.n_entries = global.follows.n_entries - 1
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end
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end
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end
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end
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end
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