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fixed neutral death and cliff processing

This commit is contained in:
Aaron Veden 2021-12-06 20:34:14 -08:00
parent 2f59f71371
commit d207dba5df
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 9 additions and 6 deletions

View File

@ -21,6 +21,7 @@ Date: 23. 11. 2021
- Spawners covered by pollution are now processed regardless of current active surface
- Optimized processing spawners covered by pollution
- Newly generated chunks are now processed regardless of current active surface
- Neutral death events that aren't cliffs are no longer processed
Tweaks:
- Increase chance to upgrade an enemy structure from 5% to 30%
- New enemy regional bases that have two factions now do 75% on one faction and 25% on the faction for building and upgrading enemy structures

View File

@ -349,6 +349,13 @@ local function onDeath(event)
if not map then
return
end
if (entity.force.name == "neutral") then
if (entity.name == "cliff") then
entityForPassScan(map, entity)
else
return
end
end
local entityPosition = entity.position
local chunk = getChunkByPosition(map, entityPosition)
local cause = event.cause
@ -455,8 +462,7 @@ local function onDeath(event)
unregisterEnemyBaseStructure(map, entity, event.damage_type)
end
end
elseif (entity.force.name ~= "enemy") then
else
local creditNatives = false
if (event.force ~= nil) and (event.force.name == "enemy") then
creditNatives = true
@ -515,10 +521,6 @@ local function onDeath(event)
end
end
end
elseif (entity.type == "resource") and (entity.force.name == "neutral") then
if (entity.amount == 0) then
unregisterResource(entity, map)
end
end
if creditNatives and (universe.safeEntities[entityType] or universe.safeEntities[entity.name])
then