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adding random generator based on rampant seed and map seed

This commit is contained in:
Aaron Veden 2021-12-04 16:03:33 -08:00
parent b733b2a21d
commit 8bbcca3dc4
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 5 additions and 1 deletions

View File

@ -392,7 +392,6 @@ function upgrade.attempt(universe)
universe.attackWaveUpperBound = 0
universe.unitRefundAmount = 0
universe.regroupIndex = 1
universe.randomGenerator = game.create_random_generator(settings.startup["rampant--enemySeed"].value+1024)
game.map_settings.path_finder.min_steps_to_check_path_find_termination =
constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH
@ -450,9 +449,12 @@ function upgrade.attempt(universe)
global.version = 122
addCommandSet(universe)
universe.randomGenerator = nil
universe.random = game.create_random_generator(settings.startup["rampant--enemySeed"].value+game.map_gen_settings.seed)
if (universe.maps) then
local tick = game.tick
for _,map in pairs(universe.maps) do
map.random = universe.random
map.pendingUpgrades = {}
map.sentAggressiveGroups = 0
map.maxAggressiveGroups = 1

View File

@ -373,6 +373,8 @@ local function prepMap(surface)
map.temperamentScore = 0
map.stateTick = 0
map.random = universe.random
-- queue all current chunks that wont be generated during play
local tick = game.tick
for chunk in surface.get_chunks() do