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Factorio: prevent players from getting stuck from Teleport Traps (#4537)
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@@ -134,6 +134,9 @@ end
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script.on_event(defines.events.on_player_changed_position, on_player_changed_position)
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{% endif %}
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-- Handle the pathfinding result of teleport traps
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script.on_event(defines.events.on_script_path_request_finished, handle_teleport_attempt)
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function count_energy_bridges()
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local count = 0
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for i, bridge in pairs(storage.energy_link_bridges) do
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@@ -143,9 +146,11 @@ function count_energy_bridges()
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end
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return count
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end
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function get_energy_increment(bridge)
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return ENERGY_INCREMENT + (ENERGY_INCREMENT * 0.3 * bridge.quality.level)
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end
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function on_check_energy_link(event)
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--- assuming 1 MJ increment and 5MJ battery:
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--- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing
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@@ -722,12 +727,10 @@ end,
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game.forces["enemy"].set_evolution_factor(new_factor, "nauvis")
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game.print({"", "New evolution factor:", new_factor})
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end,
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["Teleport Trap"] = function ()
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["Teleport Trap"] = function()
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for _, player in ipairs(game.forces["player"].players) do
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current_character = player.character
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if current_character ~= nil then
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current_character.teleport(current_character.surface.find_non_colliding_position(
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current_character.prototype.name, random_offset_position(current_character.position, 1024), 0, 1))
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if player.character then
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attempt_teleport_player(player, 1)
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end
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end
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end,
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