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a498fd7: Fixed /rampantSetAIState command around invalid or missing parameters
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@ -51,6 +51,7 @@ Version: 3.2.0
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- Fixed projectiles not being able to collide with spawner eggs and wasps
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- Fixed bases being able to mutate to the same factions
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- Fixed players disconnecting on multiplayer could leave residual player pheromone that never dissipated
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- Fixed /rampantSetAIState command could error if not provide correct parameters or didn't display a message if parameters were missing
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Optimizations:
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- Moved most constants out of global
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- Removed new enemy variations setting
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20
control.lua
20
control.lua
@ -1344,29 +1344,31 @@ local function rampantSetAIState(event)
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end
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end
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if target ~= constants.BASE_AI_STATE_PEACEFUL and
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target ~= constants.BASE_AI_STATE_AGGRESSIVE and
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target ~= constants.BASE_AI_STATE_RAIDING and
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target ~= constants.BASE_AI_STATE_MIGRATING and
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target ~= constants.BASE_AI_STATE_SIEGE and
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target ~= constants.BASE_AI_STATE_ONSLAUGHT
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then
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if not target or not constants.STATE_ENGLISH[target] then
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game.print(target .. " is not a valid state. /rampantSetAIState <stateId> <baseId>")
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return
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else
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if not baseId then
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game.print("Invalid baseId. /rampantSetAIState <stateId> <baseId>")
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return
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end
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local base = universe.bases[baseId]
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if not base then
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game.print(baseId .. " is not a valid base. /rampantSetAIState <stateId> <baseId>")
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return
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end
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local previousState = base.stateAI
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base.stateAI = target
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local surface = base.map.surface
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if not surface.valid then
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game.print("Base is invalid because surface is invalid")
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return
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end
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game.print("id:" .. baseId .. " on surface:" .. surface.name .. " is now in " .. constants.stateEnglish[base.stateAI])
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game.print("id:" .. baseId .. " on surface:" .. surface.name
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.. " was in " .. constants.STATE_ENGLISH[previousState]
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.. " is now in " .. constants.STATE_ENGLISH[base.stateAI])
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end
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else
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game.print("Missing parameters: /rampantSetAIState <stateId> <baseId>")
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end
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end
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@ -359,7 +359,7 @@ local function temperamentPlanner(base, evolutionLevel)
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base.builtEnemyBuilding .. ", iCB:" .. base.ionCannonBlasts .. ", aB:" ..
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base.artilleryBlasts .. ", temp:" .. base.temperament .. ", tempScore:" .. base.temperamentScore ..
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", points:" .. base.points .. ", unitPoints:" .. base.unitPoints .. ", state:" ..
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constants.stateEnglish[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
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constants.STATE_ENGLISH[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
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base.map.surface.name .. "]" .. ", aS:" .. universe.squadCount .. ", aB:" .. universe.builderCount ..
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", atkSize:" .. universe.attackWaveSize .. ", stlSize:" .. universe.settlerWaveSize ..
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", formGroup:" .. universe.formSquadThreshold .. ", sAgg:".. base.sentAggressiveGroups ..
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@ -555,7 +555,7 @@ local function processState(universe, base, tick)
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base.stateAITick = randomTickEvent(universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
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if universe.printAIStateChanges then
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game.print(base.id .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
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game.print(base.id .. ": AI is now: " .. constants.STATE_ENGLISH[base.stateAI] .. ", Next state change is in "
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.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
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getTimeStringFromTick(base.stateAITick) .. " playtime")
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end
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@ -117,13 +117,13 @@ constants.BASE_AI_STATE_MIGRATING = 5
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constants.BASE_AI_STATE_SIEGE = 6
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constants.BASE_AI_STATE_ONSLAUGHT = 7
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constants.stateEnglish = {}
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constants.stateEnglish[constants.BASE_AI_STATE_PEACEFUL] = "AI_STATE_PEACEFUL"
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constants.stateEnglish[constants.BASE_AI_STATE_AGGRESSIVE] = "AI_STATE_AGGRESSIVE"
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constants.stateEnglish[constants.BASE_AI_STATE_RAIDING] = "AI_STATE_RAIDING"
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constants.stateEnglish[constants.BASE_AI_STATE_MIGRATING] = "AI_STATE_MIGRATING"
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constants.stateEnglish[constants.BASE_AI_STATE_SIEGE] = "AI_STATE_SIEGE"
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constants.stateEnglish[constants.BASE_AI_STATE_ONSLAUGHT] = "AI_STATE_ONSLAUGHT"
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constants.STATE_ENGLISH = {}
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_PEACEFUL] = "AI_STATE_PEACEFUL"
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_AGGRESSIVE] = "AI_STATE_AGGRESSIVE"
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_RAIDING] = "AI_STATE_RAIDING"
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_MIGRATING] = "AI_STATE_MIGRATING"
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_SIEGE] = "AI_STATE_SIEGE"
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constants.STATE_ENGLISH[constants.BASE_AI_STATE_ONSLAUGHT] = "AI_STATE_ONSLAUGHT"
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constants.BASE_GENERATION_STATE_DORMANT = 0
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constants.BASE_GENERATION_STATE_ACTIVE = 1
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