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https://github.com/PHIDIAS0303/ExpCluster.git
synced 2025-12-27 03:25:23 +09:00
Quick fix for player physical position
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@@ -12,13 +12,13 @@ Event.add(defines.events.on_player_created, function(event)
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player.force.friendly_fire = config.friendly_fire
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game.map_settings.enemy_expansion.enabled = config.enemy_expansion
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local r = config.chart_radius
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local p = player.position
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player.force.chart(player.surface, { { p.x - r, p.y - r }, { p.x + r, p.y + r } })
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local p = player.physical_position
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player.force.chart(player.physical_surface, { { p.x - r, p.y - r }, { p.x + r, p.y + r } })
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end
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-- spawn items
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for item, callback in pairs(items) do
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if type(callback) == "function" then
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local stats = player.force.get_item_production_statistics(player.surface)
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local stats = player.force.get_item_production_statistics(player.physical_surface)
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local made = stats.get_input_count(item)
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local success, count = pcall(callback, made, stats.get_input_count, player)
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count = math.floor(count)
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@@ -27,7 +27,7 @@ local function create_map_tag(death)
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local time = map_tag_time_format(death.time_of_death)
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message = message .. " at " .. time
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end
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death.tag = player.force.add_chart_tag(player.surface, {
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death.tag = player.force.add_chart_tag(player.physical_surface, {
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position = death.position,
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icon = config.map_icon,
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text = message,
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@@ -65,7 +65,7 @@ end
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--- @param event EventData.on_player_died
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Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local corpse = player.surface.find_entity("character-corpse", player.position)
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local corpse = player.surface.find_entity("character-corpse", player.physical_position)
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if not corpse or not corpse.valid then return end
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if config.use_chests_as_bodies then
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local inventory = assert(corpse.get_inventory(defines.inventory.character_corpse))
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@@ -83,7 +83,7 @@ Event.add(defines.events.on_player_died, function(event)
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local death = {
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player_name = player.name,
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time_of_death = event.tick,
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position = player.position,
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position = player.physical_position,
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corpse = corpse,
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}
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if config.show_map_markers then
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@@ -98,7 +98,7 @@ if config.fired_rocket then
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return
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end
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if item.name == "rocket" then
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add_log(get_secs() .. "," .. player.name .. ",shot-rocket," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position))
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add_log(get_secs() .. "," .. player.name .. ",shot-rocket," .. pos_to_string(player.physical_position) .. "," .. pos_to_string(player.shooting_state.position))
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end
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end)
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end
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@@ -117,7 +117,7 @@ if config.fired_explosive_rocket then
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return
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end
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if item.name == "explosive-rocket" then
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add_log(get_secs() .. "," .. player.name .. ",shot-explosive-rocket," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position))
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add_log(get_secs() .. "," .. player.name .. ",shot-explosive-rocket," .. pos_to_string(player.physical_position) .. "," .. pos_to_string(player.shooting_state.position))
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end
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end)
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end
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@@ -138,7 +138,7 @@ if config.fired_nuke then
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end
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if item.name == "atomic-bomb" then
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add_log(get_secs() .. "," .. player.name .. ",shot-nuke," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position))
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add_log(get_secs() .. "," .. player.name .. ",shot-nuke," .. pos_to_string(player.physical_position) .. "," .. pos_to_string(player.shooting_state.position))
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end
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end)
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end
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@@ -13,6 +13,7 @@ Commands.new_command("lawnmower", "Clean up biter corpse, decoratives and nuclea
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:register(function(player, range)
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local tile_to_do = {}
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-- Intentionally left as player.position to allow use in remote view
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player.surface.destroy_decoratives{ position = player.position, radius = range }
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local entities = player.surface.find_entities_filtered{ position = player.position, radius = range, type = "corpse" }
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@@ -27,7 +27,7 @@ local function check_items(player, type)
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ExpUtil.move_items_to_surface{
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items = items,
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surface = player.surface,
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surface = game.planets.nauvis.surface,
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allow_creation = true,
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name = "iron-chest",
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}
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@@ -75,8 +75,9 @@ end
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-- When the player changes position the tile will have a chance to downgrade, debug check is here
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Event.add(defines.events.on_player_changed_position, function(event)
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local player = game.players[event.player_index]
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local surface = player.surface
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local position = player.position
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if player.controller_type ~= defines.controllers.character then return end
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local surface = player.physical_surface
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local position = player.physical_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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@@ -222,7 +222,7 @@ Event.add(defines.events.on_player_created, function(event)
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if event.player_index ~= 1 then return end
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local player = game.players[event.player_index]
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local p = { x = 0, y = 0 }
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local s = player.surface
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local s = player.physical_surface
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get_spawn_force()
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spawn_area(s, p)
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if config.pattern.enabled then spawn_pattern(s, p) end
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