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FACTO-65: Removed squad refunds above squad limit from vanilla or

other mods
This commit is contained in:
Aaron Veden 2022-03-19 16:38:54 -07:00
parent 12ffd0b2f3
commit 35be753879
No known key found for this signature in database
GPG Key ID: FF5990B1C6DD3F84
2 changed files with 1 additions and 21 deletions

View File

@ -8,6 +8,7 @@ Version: 3.0.0
- Added surface minime_dummy_dungeon and minime-preview-character to exclusion list - Added surface minime_dummy_dungeon and minime-preview-character to exclusion list
- Increased unit spawner cooldown by 2x - Increased unit spawner cooldown by 2x
- Added point loss on unit death - Added point loss on unit death
- Removed squad refunds when vanilla AI or other mods create enemy unit groups above the squad limit
Bugfixes: Bugfixes:
- Fixed Krastorio2 on_force_created playerforces being nil - Fixed Krastorio2 on_force_created playerforces being nil
- Fixed enemy map scan creating bases unnecessarily - Fixed enemy map scan creating bases unnecessarily

View File

@ -765,10 +765,6 @@ local function onUnitGroupCreated(event)
if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then
group.destroy() group.destroy()
base.unitPoints = base.unitPoints + AI_SQUAD_COST
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. AI_SQUAD_COST .. ". [Squad Refund] Total: " .. string.format("%.2f", base.unitPoints))
end
return return
end end
@ -794,10 +790,6 @@ local function onUnitGroupCreated(event)
if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then
group.destroy() group.destroy()
base.unitPoints = base.unitPoints + AI_SQUAD_COST
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. AI_SQUAD_COST .. ". [Squad Refund] Total: " .. string.format("%.2f", base.unitPoints))
end
return return
end end
@ -826,26 +818,17 @@ local function onGroupFinishedGathering(event)
map.activeSurface = true map.activeSurface = true
local squad = universe.groupNumberToSquad[group.group_number] local squad = universe.groupNumberToSquad[group.group_number]
if squad then if squad then
local base = squad.base
if squad.settler then if squad.settler then
if (universe.builderCount < universe.AI_MAX_BUILDER_COUNT) then if (universe.builderCount < universe.AI_MAX_BUILDER_COUNT) then
squadDispatch(map, squad, event.tick) squadDispatch(map, squad, event.tick)
else else
group.destroy() group.destroy()
base.unitPoints = base.unitPoints + AI_SETTLER_COST
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. AI_SETTLER_COST .. ". [Settler Refund] Total: " .. string.format("%.2f", base.unitPoints))
end
end end
else else
if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT) then if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT) then
squadDispatch(map, squad, event.tick) squadDispatch(map, squad, event.tick)
else else
group.destroy() group.destroy()
base.unitPoints = base.unitPoints + AI_SQUAD_COST
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. AI_SQUAD_COST .. ". [Squad Refund] Total: " .. string.format("%.2f", base.unitPoints))
end
end end
end end
else else
@ -857,10 +840,6 @@ local function onGroupFinishedGathering(event)
if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then if not settler and (universe.squadCount > universe.AI_MAX_SQUAD_COUNT) then
group.destroy() group.destroy()
base.unitPoints = base.unitPoints + AI_SQUAD_COST
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. AI_SQUAD_COST .. ". [Squad Refund] Total: " .. string.format("%.2f", base.unitPoints))
end
return return
end end