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fix math lib range and null position check for settlers
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commit
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10
Upgrade.lua
10
Upgrade.lua
@ -127,7 +127,7 @@ function upgrade.attempt(natives)
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-- used for breaking up how many squads are processing per logic cycle
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natives.regroupIndex = 1
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natives.randomGenerator = game.create_random_generator()
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natives.randomGenerator = game.create_random_generator(natives.enemySeed+1024)
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.11")
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global.version = constants.VERSION_23
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@ -308,10 +308,12 @@ function upgrade.attempt(natives)
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.22")
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global.version = 89
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end
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if (global.version < 92) then
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if (global.version < 94) then
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.26")
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global.version = 92
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natives.randomGenerator = game.create_random_generator(natives.enemySeed+1024)
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.27")
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global.version = 94
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end
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return starting ~= global.version, natives
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@ -1,3 +1,10 @@
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---------------------------------------------------------------------------------------------------
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Version: 0.17.27
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Date: 8. 16. 2019
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Bugfixes:
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- Fixed settle move position error
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- Fixed gaussianRandom having min greater than max causing hangs
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---------------------------------------------------------------------------------------------------
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Version: 0.17.26
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Date: 5. 14. 2019
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@ -1,7 +1,7 @@
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{
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"name" : "Rampant",
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"factorio_version" : "0.17",
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"version" : "0.17.26",
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"version" : "0.17.27",
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"title" : "Rampant",
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"author" : "Veden",
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"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
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@ -32,7 +32,6 @@ local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local INTERVAL_RALLY = constants.INTERVAL_RALLY
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local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_SIZE = constants.CHUNK_SIZE
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@ -44,15 +43,10 @@ local RESOURCE_MINIMUM_FORMATION_DELTA = constants.RESOURCE_MINIMUM_FORMATION_DE
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local DEFINES_COMMAND_GROUP = defines.command.group
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local DEFINES_DISTRACTION_NONE = defines.distraction.none
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local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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-- local PASSABLE = constants.PASSABLE
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-- imported functions
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local randomTickEvent = mathUtils.randomTickEvent
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@ -313,11 +313,6 @@ function mapProcessor.scanMap(map, surface, natives, tick)
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rallys[chunk] = nil
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end
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-- local spawnerTick = spawners[chunk]
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-- if spawnerTick and ((tick - spawnerTick) > INTERVAL_SPAWNER) then
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-- spawners[chunk] = nil
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-- end
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local settlerTick = settlers[chunk]
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if settlerTick and ((tick - settlerTick) > 0) then
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settlers[chunk] = nil
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@ -11,11 +11,8 @@ local constants = require("Constants")
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local TICKS_A_MINUTE = constants.TICKS_A_MINUTE
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local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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-- imported functions
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local mMax = math.max
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local mSqrt = math.sqrt
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local mLog10 = math.log10
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@ -37,7 +34,6 @@ end
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function mathUtils.randomTickEvent(tick, low, high)
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local range = high - low
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local minutesToTick = (range * mRandom()) + low
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-- local nextTick = mathUtils.roundToNearest(, INTERVAL_LOGIC)
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return tick + (TICKS_A_MINUTE * minutesToTick)
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end
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@ -85,7 +81,7 @@ function mathUtils.gaussianRandom(mean, std_dev)
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end
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function mathUtils.gaussianRandomRange(mean, std_dev, min, max)
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if (min == max) then
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if (min >= max) then
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return min
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end
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local r
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@ -124,7 +120,7 @@ end
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function mathUtils.gaussianRandomRangeRG(mean, std_dev, min, max, rg)
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local r
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if (min == max) then
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if (min >= max) then
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return min
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end
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repeat
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@ -147,11 +147,14 @@ local function settleMove(map, squad, natives, surface)
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((resourceGenerator ~= 0) and (getNestCount(map, chunk) == 0))
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then
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if not ((group.state == DEFINES_GROUP_FINISHED) or ((group.state == DEFINES_GROUP_GATHERING) and (squad.cycles <= 0))) then
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-- if (group.state ~= DEFINES_GROUP_FINISHED) then
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return
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end
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position = findMovementPosition(surface, groupPosition)
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if not position then
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position = groupPosition
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end
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cmd = map.settleCommand
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if squad.kamikaze then
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