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fixed nest processing

This commit is contained in:
Aaron Veden 2021-11-24 18:43:24 -08:00
parent 6e06765d9f
commit 852a83df42
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 6 additions and 12 deletions

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@ -3,6 +3,7 @@ Version: 1.1.5
Date: 23. 11. 2021
Bugfixes:
- Fixed vengence squads only processing half the expected chunks
- Fixed nest processing only processing half the nests (Thank you Dimm2101)
---------------------------------------------------------------------------------------------------
Version: 1.1.4
@ -12,7 +13,7 @@ Date: 25. 07. 2021
- Added mod settings for debug values around faction mutation
Bugfixes:
- Fixed factions being added to damage table incorrectly
---------------------------------------------------------------------------------------------------
Version: 1.1.3
Date: 24. 07. 2021

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@ -480,26 +480,19 @@ function mapProcessor.processVengence(map)
end
function mapProcessor.processNests(map, tick)
local bases = map.chunkToBase
local chunks = map.chunkToNests
local chunk = next(chunks, map.processNestIterator)
if not chunk then
map.processNestIterator = nil
return
else
local chunk = next(map.chunkToNests, map.processNestIterator)
map.processNestIterator = chunk
if chunk then
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if map.universe.NEW_ENEMIES then
local base = bases[chunk]
local base = map.chunkToBase[chunk]
if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
processBase(chunk, map, tick, base)
end
end
chunk = next(chunks, chunk)
end
map.processNestIterator = chunk
end
local function processSpawners(map, tick, iterator, chunks)