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532cdb2: Removed chunk scanner entities for vanilla entities
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@ -26,6 +26,7 @@ Version: 3.2.0
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- Reduced the raiding base threshold from 550 to 50 to account for the new pheromone distribution
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- Added death pheromone scent multipler for destroyed enemy structures
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- Settler purple cloud now doesn't trigger until two seconds after a settler group stops and the group and surface must still be valid
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- Removed chunk-scanner entities
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Bugfixes:
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- Removed layer-13 from projectiles
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- script_raised_built now looks for enemy faction and registers as needed
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@ -229,7 +229,7 @@ function aiAttackWave.formSettlers(map, chunk, base)
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end
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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local squadPosition = surface.find_non_colliding_position("biter-spawner",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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@ -282,7 +282,7 @@ function aiAttackWave.formVengenceSquad(map, chunk, base)
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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local squadPosition = surface.find_non_colliding_position("biter-spawner",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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@ -327,7 +327,7 @@ function aiAttackWave.formVengenceSettler(map, chunk, base)
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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local squadPosition = surface.find_non_colliding_position("biter-spawner",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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@ -378,7 +378,7 @@ function aiAttackWave.formSquads(map, chunk, base)
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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local squadPosition = surface.find_non_colliding_position("biter-spawner",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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@ -48,7 +48,7 @@ local distortPosition = mathUtils.distortPosition
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function movementUtils.findMovementPosition(surface, position)
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local pos = position
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pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
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pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
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return pos
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end
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@ -60,7 +60,7 @@ end
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function movementUtils.findMovementPositionDistort(surface, position)
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local pos = position
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pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
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pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
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return distortPosition(pos, 8)
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end
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@ -18,38 +18,6 @@ local biterUtils = require("prototypes/utils/BiterUtils")
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local constants = require("libs/Constants")
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local smokeUtils = require("prototypes/utils/SmokeUtils")
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data:extend({
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biterUtils.makeBiter({
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name = "chunk-scanner-squad",
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scale=15,
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movement=1,
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effectiveLevel=1,
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resistances = {},
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hitSprayName = "blood-fountain-hit-spray",
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attack = biterUtils.createMeleeAttack({
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radius=1,
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damage=1,
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scale=15,
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effectiveLevel=1
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})
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}),
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biterUtils.makeBiter({
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name = "chunk-scanner-squad-movement",
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scale=2.5,
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movement=1,
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effectiveLevel=1,
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resistances = {},
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hitSprayName = "blood-fountain-hit-spray",
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attack = biterUtils.createMeleeAttack({
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radius=1,
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damage=1,
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scale=15,
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effectiveLevel=1
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})
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})
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})
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local function generateCollisionBox(scale, entityType)
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if entityType == "turret" then
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return {
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