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fixed no new enemies mod path in registering and unregistering enemy structures

This commit is contained in:
Aaron Veden 2021-12-04 13:05:47 -08:00
parent 2772010851
commit 96094237f6
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GPG Key ID: FF5990B1C6DD3F84

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@ -331,9 +331,12 @@ function chunkUtils.mapScanEnemyChunk(chunk, map, tick)
for i=1,#HIVE_BUILDINGS_TYPES do
counts[HIVE_BUILDINGS_TYPES[i]] = 0
end
local base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
local base
if universe.NEW_ENEMIES then
base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
end
end
for i=1,#buildings do
local building = buildings[i]
@ -437,15 +440,17 @@ function chunkUtils.registerEnemyBaseStructure(map, entity, tick, incomingBase)
for i=1,#chunks do
local chunk = chunks[i]
if (chunk ~= -1) then
local base = incomingBase
if not base then
base = findNearbyBase(map, chunk)
if universe.NEW_ENEMIES then
local base = incomingBase
if not base then
base = createBase(map, chunk, tick)
base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
end
end
setChunkBase(map, chunk, base)
end
addFunc(map, chunk, entityUnitNumber)
setChunkBase(map, chunk, base)
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
processNestActiveness(map, chunk)
end
@ -490,20 +495,22 @@ function chunkUtils.unregisterEnemyBaseStructure(map, entity, damageType)
for i=1,#chunks do
local chunk = chunks[i]
if (chunk ~= -1) then
local base = getChunkBase(map, chunk)
if damageType and usedBases[base.id] then
usedBases[base.id] = true
local damageTypeName = damageType.name
base.damagedBy[damageTypeName] = (base.damagedBy[damageTypeName] or 0) + 3
base.deathEvents = base.deathEvents + 3
end
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
setRaidNestActiveness(map, chunk, 0)
setNestActiveness(map, chunk, 0)
end
removeFunc(map, chunk, entityUnitNumber)
if (getEnemyStructureCount(map, chunk) <= 0) then
removeChunkBase(map, chunk, base)
if map.universe.NEW_ENEMIES then
local base = getChunkBase(map, chunk)
if damageType and usedBases[base.id] then
usedBases[base.id] = true
local damageTypeName = damageType.name
base.damagedBy[damageTypeName] = (base.damagedBy[damageTypeName] or 0) + 3
base.deathEvents = base.deathEvents + 3
end
if (getEnemyStructureCount(map, chunk) <= 0) then
removeChunkBase(map, chunk, base)
end
end
end
end