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fixing passScanning not checking for enemy structures
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70327b2eb1
commit
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16
Upgrade.lua
16
Upgrade.lua
@ -213,6 +213,15 @@ local function addCommandSet(queriesAndCommands)
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"simple-entity"
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}
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}
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queriesAndCommands.cpsFilteredEnemyAnyFound = {
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area=cpsSharedChunkArea,
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force=queriesAndCommands.enemyForces,
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type={
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"turret",
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"unit-spawner"
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},
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limit = 1
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}
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-- msrc
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local msrcSharedChunkArea = {
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@ -468,7 +477,6 @@ function upgrade.attempt(universe)
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if global.version < 204 then
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global.version = 204
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addCommandSet(universe)
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universe.eventId = 0
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universe.chunkId = 0
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universe.randomGenerator = nil
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@ -509,8 +517,12 @@ function upgrade.attempt(universe)
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universe.chunkToPassScanIterator = nil
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universe.baseId = 0
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universe.awake = false
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end
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if global.version < 205 then
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global.version = 205
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game.print("Rampant - Version 2.0.0")
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addCommandSet(universe)
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game.print("Rampant - Version 2.0.1")
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end
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return (starting ~= global.version) and global.version
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@ -3,6 +3,8 @@ Version: 2.0.1
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Date: 23. 11. 2021
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Contributions:
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- RealSimplyData fixed missing map parameter in onUnitGroupCreated (Thanks illiander42 for reporting)
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Bugfixes:
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- Fixed chunkPassScanning not checking for enemy structures when determining passability
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---------------------------------------------------------------------------------------------------
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Version: 2.0.0
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@ -1,7 +1,7 @@
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{
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"name" : "Rampant",
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"factorio_version" : "1.1",
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"version" : "2.0.0",
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"version" : "2.0.1",
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"title" : "Rampant",
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"author" : "Veden",
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"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
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@ -276,8 +276,9 @@ function chunkUtils.chunkPassScan(chunk, map)
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local universe = map.universe
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setAreaInQueryChunkSize(universe.cpsFilteredTilesQuery, chunk)
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local waterTiles = (1 - (surface.count_tiles_filtered(universe.cpsFilteredTilesQuery) * 0.0009765625)) * 0.80
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local enemyCount = surface.count_entities_filtered(universe.cpsFilteredEnemyAnyFound)
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if (waterTiles >= CHUNK_PASS_THRESHOLD) then
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if (waterTiles >= CHUNK_PASS_THRESHOLD) or (enemyCount > 0) then
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local neutralObjects = mMax(0,
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mMin(1 - (surface.count_entities_filtered(universe.cpsFilteredEntitiesChunkNeutral) * 0.005),
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1) * 0.20)
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@ -285,9 +286,7 @@ function chunkUtils.chunkPassScan(chunk, map)
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local playerObjects = getPlayerBaseGenerator(map, chunk)
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local nests = getNestCount(map, chunk)
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if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
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if ((playerObjects > 0) or (enemyCount > 0)) and (pass == CHUNK_IMPASSABLE) then
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pass = CHUNK_ALL_DIRECTIONS
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end
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