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potential fix for nil evolutionTable alignment

This commit is contained in:
Aaron Veden 2021-12-14 20:28:16 -08:00
parent cdfef6f83e
commit 0f4d4868ef
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 6 additions and 4 deletions

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@ -5,6 +5,7 @@ Date: 23. 11. 2021
- RealSimplyData fixed missing map parameter in onUnitGroupCreated (Thanks illiander42 for reporting)
Bugfixes:
- Fixed chunkPassScanning not checking for enemy structures when determining passability
- Potential bugfix for evolutionTable being nil, still need a save to verify
---------------------------------------------------------------------------------------------------
Version: 2.0.0

View File

@ -135,7 +135,8 @@ local function initialEntityUpgrade(baseAlignment, tier, maxTier, map, useHiveTy
useTier = mMax(maxTier - 3, tier)
end
local upgrades = evolutionTable[baseAlignment][useTier]
local alignmentTable = evolutionTable[baseAlignment]
local upgrades = alignmentTable[useTier]
if upgrades then
if useHiveType then
@ -264,7 +265,7 @@ function baseUtils.upgradeEntity(entity, base, map, disPos, evolve, register)
local baseAlignment = base.alignment
local pickedBaseAlignment
if (#baseAlignment == 2) then
if baseAlignment[2] then
if map.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
@ -669,9 +670,9 @@ function baseUtils.rebuildNativeTables(universe, rg)
if universe.maps then
for _,map in pairs(universe.maps) do
for _,base in pairs(map.bases) do
for x=1,#base.alignment do
for x=1,2 do
local alignment = base.alignment[x]
if not universe.buildingEvolveLookup[alignment] then
if alignment and not universe.buildingEvolveLookup[alignment] then
base.alignment = findBaseInitialAlignment(map, evoIndex)
break
end