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mirror of https://github.com/veden/Rampant.git synced 2025-01-26 03:20:07 +02:00

missing surface check and raid ai toggle

This commit is contained in:
Aaron Veden 2018-07-31 22:04:28 -07:00
parent 9e19e82f4e
commit 92ee7c8f9c
5 changed files with 28 additions and 4 deletions

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@ -1,3 +1,12 @@
---------------------------------------------------------------------------------------------------
Version: 0.16.32
Date: 7. 19. 2018
Improvements:
- Raiding AI Toggle - toggles the ai raiding parties from outside your pollution cloud
Bugfixes:
- Invalid surface index for creative mode blueprinted tiles
---------------------------------------------------------------------------------------------------
Version: 0.16.31
Date: 7. 19. 2018

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@ -280,6 +280,7 @@ local function onModSettingsChange(event)
upgrade.compareTable(natives, "attackUsePollution", settings.global["rampant-attackWaveGenerationUsePollution"].value)
upgrade.compareTable(natives, "deadZoneFrequency", settings.global["rampant-deadZoneFrequency"].value)
upgrade.compareTable(natives, "raidAIToggle", settings.global["rampant-raidAIToggle"].value)
upgrade.compareTable(natives, "attackThresholdMin", settings.global["rampant-attackWaveGenerationThresholdMin"].value)
upgrade.compareTable(natives, "attackThresholdMax", settings.global["rampant-attackWaveGenerationThresholdMax"].value)
@ -510,7 +511,7 @@ local function onEnemyBaseBuild(event)
end
local function onSurfaceTileChange(event)
local surfaceIndex = event.surface_index or (event.robot and event.robot.surface.index)
local surfaceIndex = event.surface_index or (event.robot and event.robot.surface and event.robot.surface.index)
if event.item and (event.item.name == "landfill") and (surfaceIndex == 1) then
local surface = game.surfaces[natives.activeSurface]
local chunks = {}

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@ -115,7 +115,7 @@ function aiPlanning.planning(natives, evolution_factor, tick, surface, connected
natives.state = AI_STATE_MIGRATING
elseif (roll < 0.80) then
natives.state = AI_STATE_SIEGE
elseif (evolution_factor >= 0.04) then
elseif ((natives.raidAIToggle) and (evolution_factor >= 0.04)) then
natives.state = AI_STATE_RAIDING
natives.points = natives.points + 1000

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@ -11265,6 +11265,8 @@ rampant-unitSpawnerOwnedScaler=Unit Spawner Owned Count Scaler
rampant-unitSpawnerSpawnScaler=Unit Spawner Spawn Count Scaler
rampant-unitSpawnerRespawnScaler=Unit Spawner Respawn Rate Scaler
rampant-raidAIToggle=AI: Enable Raiding AI
[mod-setting-description]
rampant-useDumbProjectiles=Turns off homing projectiles for worms and spitters
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
@ -11326,4 +11328,6 @@ rampant-unitWormRangeScaler=Scales by a percentage all new enemy worm range
rampant-unitSpawnerHealthScaler=Scales by a percentage all new enemy nest health
rampant-unitSpawnerOwnedScaler=Scales by a percentage all new enemy nest max number of units controlled per spawner
rampant-unitSpawnerSpawnScaler=Scales by a percentage all new enemy nest number of units spawned at any one time
rampant-unitSpawnerRespawnScaler=Scales by a percentage all new enemy nest time to spawn new units
rampant-unitSpawnerRespawnScaler=Scales by a percentage all new enemy nest time to spawn new units
rampant-raidAIToggle=Toggles the ai raiding parties from outside your pollution cloud

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@ -36,7 +36,7 @@ data:extend({
order = "b[modifier]-a[trigger]",
per_user = false
},
{
type = "bool-setting",
name = "rampant-attackWaveGenerationUsePlayerProximity",
@ -375,6 +375,15 @@ data:extend({
per_user = false
},
{
type = "bool-setting",
name = "rampant-raidAIToggle",
setting_type = "runtime-global",
default_value = true,
order = "m[total]-c[ai]",
per_user = false
},
{
type = "bool-setting",
name = "rampant-removeBloodParticles",
@ -624,4 +633,5 @@ data:extend({
order = "p[modifier]-r[unit]",
per_user = false
}
})