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adding map check to main tick loop incase all maps are inactive
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parent
bfe34eb253
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4a535ae79d
34
control.lua
34
control.lua
@ -1012,30 +1012,44 @@ script.on_event(defines.events.on_tick,
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if (pick == 0) then
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processPendingChunks(universe, tick)
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processMapAIs(universe, gameRef.forces.enemy.evolution_factor, tick)
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if universe.NEW_ENEMIES then
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recycleBases(map)
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if map then
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if universe.NEW_ENEMIES then
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recycleBases(map)
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end
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cleanUpMapTables(map, tick)
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end
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cleanUpMapTables(map, tick)
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elseif (pick == 1) then
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processPlayers(gameRef.connected_players, universe, tick)
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elseif (pick == 2) then
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processMap(map, tick)
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if map then
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processMap(map, tick)
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end
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elseif (pick == 3) then
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processStaticMap(map)
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if map then
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processStaticMap(map)
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end
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disperseVictoryScent(universe)
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processVengence(universe)
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elseif (pick == 4) then
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scanResourceMap(map, tick)
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scanEnemyMap(map, tick)
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if map then
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scanResourceMap(map, tick)
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scanEnemyMap(map, tick)
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end
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elseif (pick == 5) then
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processAttackWaves(universe)
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scanEnemyMap(map, tick)
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if map then
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scanEnemyMap(map, tick)
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end
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elseif (pick == 6) then
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scanPlayerMap(map, tick)
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if map then
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scanPlayerMap(map, tick)
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end
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processNests(universe, tick)
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elseif (pick == 7) then
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processPendingChunks(universe, tick)
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processScanChunks(map)
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if map then
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processScanChunks(map)
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end
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end
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processActiveNests(universe, tick)
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