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corrected wander spelling
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@ -277,7 +277,7 @@ local function addCommandSet(queriesAndCommands)
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ignore_planner = true
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}
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queriesAndCommands.wonderCommand = {
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queriesAndCommands.wanderCommand = {
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type = DEFINES_COMMAND_WANDER,
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wander_in_group = false,
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radius = TRIPLE_CHUNK_SIZE*2,
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@ -34,6 +34,7 @@ Date: 23. 11. 2021
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- Fixed squad cleanup would periodically skip a squad when cleaning up dead unit groups
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- Fixed enemy destroying a player structure only processing half of the chunks it should have been
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- Fixed unit groups spawned by factorio in noctural mode during the day would give points to the AI (Thanks Deathlymad)
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- Corrected spelling of wonder command to wander command
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Framework:
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- Fixed Rampant in-memory map visualization tool for debugging
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- Added debug mod settings for showing enemy structures being upgraded in place
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@ -160,7 +160,7 @@ local function settleMove(map, squad)
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scoreFunction)
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if (attackChunk == -1) then
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cmd = universe.wonderCommand
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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elseif (attackDirection ~= 0) then
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@ -185,7 +185,7 @@ local function settleMove(map, squad)
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addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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else
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cmd = universe.wonderCommand
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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end
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@ -255,7 +255,7 @@ local function attackMove(map, squad)
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attackScorer)
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local cmd
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if (attackChunk == -1) then
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cmd = universe.wonderCommand
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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elseif (nextAttackChunk ~= -1) then
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@ -269,7 +269,7 @@ local function attackMove(map, squad)
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end
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if not position then
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cmd = universe.wonderCommand
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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else
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