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FACTO-216: Fixed alignment table being nil when removing factions

This commit is contained in:
Aaron Veden 2022-10-20 22:29:12 -07:00
parent 6065e35f1c
commit d6ba25a32b
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 7 additions and 1 deletions

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@ -10,6 +10,7 @@ Version: 3.2.0
- Removed layer-13 from projectiles
- script_raised_built now looks for enemy faction and registers as needed
- Fixed worm range scaler setting not adjusting prepareRange so worms could shoot without being out of the ground. (Thanks Garrotte)
- When a faction is removed during play alignment table will default to the neutral faction to prevent alignment table being nil
Optimizations:
- Moved most constants out of global
- Removed new enemy variations setting

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@ -41,6 +41,8 @@ local ENEMY_ALIGNMENT_LOOKUP = constants.ENEMY_ALIGNMENT_LOOKUP
local EVOLUTION_TABLE_ALIGNMENT = constants.EVOLUTION_TABLE_ALIGNMENT
local BUILDING_EVOLVE_LOOKUP = constants.BUILDING_EVOLVE_LOOKUP
local BASE_ALIGNMENT_NEUTRAL = constants.BASE_ALIGNMENT_NEUTRAL
local MINIMUM_BUILDING_COST = constants.MINIMUM_BUILDING_COST
local FACTION_MUTATION_MAPPING = constants.FACTION_MUTATION_MAPPING
@ -128,9 +130,12 @@ local function initialEntityUpgrade(baseAlignment, tier, maxTier, map, useHiveTy
end
local alignmentTable = BUILDING_EVOLVE_LOOKUP[baseAlignment]
if not alignmentTable then
alignmentTable = BUILDING_EVOLVE_LOOKUP[BASE_ALIGNMENT_NEUTRAL]
end
local upgrades = alignmentTable[useTier]
if upgrades then
if alignmentTable and upgrades then
if useHiveType then
for ui=1,#upgrades do
local upgrade = upgrades[ui]