Factorio: prevent players from getting stuck from Teleport Traps (#4537)

This commit is contained in:
Fabian Dill
2025-02-20 00:17:19 +01:00
committed by GitHub
parent 91a8fc91d6
commit 11fa43f0a4
3 changed files with 77 additions and 6 deletions

View File

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