1
0
mirror of https://github.com/veden/Rampant.git synced 2025-03-17 20:58:35 +02:00

siege state only uses raid and active spawners now

This commit is contained in:
Aaron Veden 2021-12-10 11:06:31 -08:00
parent 97af8d9093
commit 0767637f92
No known key found for this signature in database
GPG Key ID: FF5990B1C6DD3F84
2 changed files with 2 additions and 1 deletions

View File

@ -54,6 +54,7 @@ Date: 23. 11. 2021
- Now one spawner covered in pollution is worth (69:<30%evo, 138:<50%evo, 276:<70%evo, 552:<90%, 1104:>90%evo) lost enemy units to offset temperament contribution
- Now +/-0.05 temperament from 0.5 gives an extra 0.1 points to AI each cycle, +/-0.15 gives 0.2, +/-0.30 gives 0.3, +/-0.5 gives 0.5
- Siege squads no longer move toward resources only towards players and player buildings
- Siege state no longer uses all spawners only pollution covered and active raid spawners (raid spawners are a status, not necessarily tied to raiding AI state)
Bugfixes:
- Fixed chunks not processed due to chunk not being actually generated by game engine. You may notice a small delay before the spawners and worms convert to Rampant new enemy versions.
- Fixed vengence squads only processing half the expected chunks

View File

@ -514,7 +514,7 @@ local function processSpawnersBody(universe, iterator, chunks)
return
end
if iterator == "processMigrationIterator" then
if (state == AI_STATE_AGGRESSIVE) or (state == AI_STATE_ONSLAUGHT) or (state == AI_STATE_RAIDING) then
if (state ~= AI_STATE_MIGRATING) then
return
end
elseif iterator == "processActiveRaidSpawnerIterator" then