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https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-30 20:41:41 +09:00
Fixed Existing Lua Check Errors
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@@ -9,7 +9,7 @@ local config = require 'config.scorched_earth' --- @dep config.scorched_earth
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-- Loops over the config and finds the wile which has the highest value for strength
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local max_strength = 0
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for _,strength in pairs(config.strengths) do
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for _, strength in pairs(config.strengths) do
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if strength > max_strength then
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max_strength = strength
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end
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@@ -22,12 +22,12 @@ Global.register(debug_players, function(tbl)
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end)
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-- Will degrade a tile down to the next tile when called
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local function degrade(surface,position)
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local function degrade(surface, position)
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local tile = surface.get_tile(position)
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local tile_name = tile.name
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local degrade_tile_name = config.degrade_order[tile_name]
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if not degrade_tile_name then return end
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surface.set_tiles{{name=degrade_tile_name,position=position}}
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surface.set_tiles{{name=degrade_tile_name, position=position}}
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end
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-- Same as degrade but will degrade all tiles that are under an entity
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@@ -42,12 +42,12 @@ local function degrade_entity(entity)
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for x = lt.x, rb.x do -- x loop
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local px = position.x+x
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for y = lt.y, rb.y do -- y loop
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local p = {x=px,y=position.y+y}
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local p = {x=px, y=position.y+y}
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local tile = surface.get_tile(p)
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local tile_name = tile.name
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local degrade_tile_name = config.degrade_order[tile_name]
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if not degrade_tile_name then return end
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table.insert(tiles,{name=degrade_tile_name,position=p})
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table.insert(tiles, {name=degrade_tile_name, position=p})
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end
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end
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surface.set_tiles(tiles)
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@@ -62,15 +62,15 @@ local function get_probability(strength)
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end
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-- Gets the mean of the strengths around a tile to give the strength at that position
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local function get_tile_strength(surface,position)
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local function get_tile_strength(surface, position)
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local tile = surface.get_tile(position)
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local tile_name = tile.name
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local strength = config.strengths[tile_name]
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if not strength then return end
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for x = -1,1 do -- x loop
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for x = -1, 1 do -- x loop
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local px = position.x + x
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for y = -1,1 do -- y loop
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local check_tile = surface.get_tile{x=px,y=position.y+y}
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for y = -1, 1 do -- y loop
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local check_tile = surface.get_tile{x=px, y=position.y+y}
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local check_tile_name = check_tile.name
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local check_strength = config.strengths[check_tile_name] or 0
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strength = strength + check_strength
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@@ -80,12 +80,12 @@ local function get_tile_strength(surface,position)
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end
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-- Same as get_tile_strength but returns to a in game text rather than as a value
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local function debug_get_tile_strength(surface,position)
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for x = -3,3 do -- x loop
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local function debug_get_tile_strength(surface, position)
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for x = -3, 3 do -- x loop
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local px = position.x+x
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for y = -3,3 do -- y loop
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local p = {x=px,y=position.y+y}
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local strength = get_tile_strength(surface,p) or 0
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for y = -3, 3 do -- y loop
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local p = {x=px, y=position.y+y}
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local strength = get_tile_strength(surface, p) or 0
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local tile = surface.get_tile(p)
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print_grid_value(get_probability(strength)*config.weakness_value, surface, tile.position)
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end
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@@ -97,13 +97,13 @@ Event.add(defines.events.on_player_changed_position, function(event)
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local player = Game.get_player_by_index(event.player_index)
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local surface = player.surface
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local position = player.position
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local strength = get_tile_strength(surface,position)
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local strength = get_tile_strength(surface, position)
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if not strength then return end
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if get_probability(strength) > math.random() then
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degrade(surface,position)
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degrade(surface, position)
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end
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if debug_players[player.name] then
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debug_get_tile_strength(surface,position)
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debug_get_tile_strength(surface, position)
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end
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end)
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@@ -112,7 +112,7 @@ Event.add(defines.events.on_built_entity, function(event)
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local entity = event.created_entity
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local surface = entity.surface
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local position = entity.position
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local strength = get_tile_strength(surface,position)
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local strength = get_tile_strength(surface, position)
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if not strength then return end
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if get_probability(strength)*config.weakness_value > math.random() then
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degrade_entity(entity)
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@@ -124,7 +124,7 @@ Event.add(defines.events.on_robot_built_entity, function(event)
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local entity = event.created_entity
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local surface = entity.surface
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local position = entity.position
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local strength = get_tile_strength(surface,position)
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local strength = get_tile_strength(surface, position)
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if not strength then return end
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if get_probability(strength)*config.weakness_value > math.random() then
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degrade_entity(entity)
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@@ -132,7 +132,7 @@ Event.add(defines.events.on_robot_built_entity, function(event)
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end)
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-- Used as a way to access the global table
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return function(player_name,state)
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return function(player_name, state)
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local player = Game.get_player_from_any(player_name)
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clear_flying_text(player.surface)
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debug_players[player_name] = state
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