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missing surface check and raid ai toggle
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@ -1,3 +1,12 @@
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---------------------------------------------------------------------------------------------------
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Version: 0.16.32
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Date: 7. 19. 2018
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Improvements:
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- Raiding AI Toggle - toggles the ai raiding parties from outside your pollution cloud
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Bugfixes:
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- Invalid surface index for creative mode blueprinted tiles
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---------------------------------------------------------------------------------------------------
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Version: 0.16.31
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Date: 7. 19. 2018
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@ -280,6 +280,7 @@ local function onModSettingsChange(event)
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upgrade.compareTable(natives, "attackUsePollution", settings.global["rampant-attackWaveGenerationUsePollution"].value)
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upgrade.compareTable(natives, "deadZoneFrequency", settings.global["rampant-deadZoneFrequency"].value)
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upgrade.compareTable(natives, "raidAIToggle", settings.global["rampant-raidAIToggle"].value)
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upgrade.compareTable(natives, "attackThresholdMin", settings.global["rampant-attackWaveGenerationThresholdMin"].value)
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upgrade.compareTable(natives, "attackThresholdMax", settings.global["rampant-attackWaveGenerationThresholdMax"].value)
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@ -510,7 +511,7 @@ local function onEnemyBaseBuild(event)
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end
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local function onSurfaceTileChange(event)
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local surfaceIndex = event.surface_index or (event.robot and event.robot.surface.index)
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local surfaceIndex = event.surface_index or (event.robot and event.robot.surface and event.robot.surface.index)
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if event.item and (event.item.name == "landfill") and (surfaceIndex == 1) then
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local surface = game.surfaces[natives.activeSurface]
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local chunks = {}
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@ -115,7 +115,7 @@ function aiPlanning.planning(natives, evolution_factor, tick, surface, connected
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natives.state = AI_STATE_MIGRATING
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elseif (roll < 0.80) then
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natives.state = AI_STATE_SIEGE
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elseif (evolution_factor >= 0.04) then
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elseif ((natives.raidAIToggle) and (evolution_factor >= 0.04)) then
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natives.state = AI_STATE_RAIDING
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natives.points = natives.points + 1000
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@ -11265,6 +11265,8 @@ rampant-unitSpawnerOwnedScaler=Unit Spawner Owned Count Scaler
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rampant-unitSpawnerSpawnScaler=Unit Spawner Spawn Count Scaler
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rampant-unitSpawnerRespawnScaler=Unit Spawner Respawn Rate Scaler
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rampant-raidAIToggle=AI: Enable Raiding AI
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[mod-setting-description]
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rampant-useDumbProjectiles=Turns off homing projectiles for worms and spitters
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rampant-useNEUnitLaunchers=ONLY FOR USE WITH NATURAL EVOLUTION ENEMIES use the NE unit launchers with medium and big worms. if set to false this will still allow the dumb projectiles but without the unit spawning. A side effect of the dumb projectiles cause the units to be spawned as if two shots were fired
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@ -11326,4 +11328,6 @@ rampant-unitWormRangeScaler=Scales by a percentage all new enemy worm range
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rampant-unitSpawnerHealthScaler=Scales by a percentage all new enemy nest health
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rampant-unitSpawnerOwnedScaler=Scales by a percentage all new enemy nest max number of units controlled per spawner
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rampant-unitSpawnerSpawnScaler=Scales by a percentage all new enemy nest number of units spawned at any one time
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rampant-unitSpawnerRespawnScaler=Scales by a percentage all new enemy nest time to spawn new units
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rampant-unitSpawnerRespawnScaler=Scales by a percentage all new enemy nest time to spawn new units
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rampant-raidAIToggle=Toggles the ai raiding parties from outside your pollution cloud
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12
settings.lua
12
settings.lua
@ -36,7 +36,7 @@ data:extend({
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order = "b[modifier]-a[trigger]",
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per_user = false
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},
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{
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type = "bool-setting",
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name = "rampant-attackWaveGenerationUsePlayerProximity",
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@ -375,6 +375,15 @@ data:extend({
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per_user = false
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},
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{
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type = "bool-setting",
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name = "rampant-raidAIToggle",
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setting_type = "runtime-global",
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default_value = true,
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order = "m[total]-c[ai]",
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per_user = false
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},
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{
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type = "bool-setting",
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name = "rampant-removeBloodParticles",
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@ -624,4 +633,5 @@ data:extend({
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order = "p[modifier]-r[unit]",
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per_user = false
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}
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})
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