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532cdb2: Removed chunk scanner entities for vanilla entities

This commit is contained in:
Aaron Veden 2023-01-14 18:59:56 -08:00
parent c5e52bfc7a
commit cb354b9084
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GPG Key ID: FF5990B1C6DD3F84
4 changed files with 7 additions and 38 deletions

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@ -26,6 +26,7 @@ Version: 3.2.0
- Reduced the raiding base threshold from 550 to 50 to account for the new pheromone distribution
- Added death pheromone scent multipler for destroyed enemy structures
- Settler purple cloud now doesn't trigger until two seconds after a settler group stops and the group and surface must still be valid
- Removed chunk-scanner entities
Bugfixes:
- Removed layer-13 from projectiles
- 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)
end
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
@ -282,7 +282,7 @@ function aiAttackWave.formVengenceSquad(map, chunk, base)
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
@ -327,7 +327,7 @@ function aiAttackWave.formVengenceSettler(map, chunk, base)
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
@ -378,7 +378,7 @@ function aiAttackWave.formSquads(map, chunk, base)
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),

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@ -48,7 +48,7 @@ local distortPosition = mathUtils.distortPosition
function movementUtils.findMovementPosition(surface, position)
local pos = position
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
return pos
end
@ -60,7 +60,7 @@ end
function movementUtils.findMovementPositionDistort(surface, position)
local pos = position
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
return distortPosition(pos, 8)
end

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@ -18,38 +18,6 @@ local biterUtils = require("prototypes/utils/BiterUtils")
local constants = require("libs/Constants")
local smokeUtils = require("prototypes/utils/SmokeUtils")
data:extend({
biterUtils.makeBiter({
name = "chunk-scanner-squad",
scale=15,
movement=1,
effectiveLevel=1,
resistances = {},
hitSprayName = "blood-fountain-hit-spray",
attack = biterUtils.createMeleeAttack({
radius=1,
damage=1,
scale=15,
effectiveLevel=1
})
}),
biterUtils.makeBiter({
name = "chunk-scanner-squad-movement",
scale=2.5,
movement=1,
effectiveLevel=1,
resistances = {},
hitSprayName = "blood-fountain-hit-spray",
attack = biterUtils.createMeleeAttack({
radius=1,
damage=1,
scale=15,
effectiveLevel=1
})
})
})
local function generateCollisionBox(scale, entityType)
if entityType == "turret" then
return {