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mirror of https://github.com/veden/Rampant.git synced 2025-03-17 20:58:35 +02:00

see changelog

This commit is contained in:
Aaron Veden 2019-04-30 19:08:21 -07:00
parent 4eeef8b8fc
commit d83e91d4e9
4 changed files with 33 additions and 22 deletions

View File

@ -1,3 +1,9 @@
---------------------------------------------------------------------------------------------------
Version: 0.17.23
Date: 4. 30. 2019
Bugfixes:
- Fixed interop register unit group not actually registering new squad
---------------------------------------------------------------------------------------------------
Version: 0.17.22
Date: 4. 24. 2019

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@ -247,7 +247,7 @@ local function rebuildMap()
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK
}
map.position2Top = {0, 0}
map.position2Bottom = {0, 0}
--this is shared between two different queries
@ -255,7 +255,7 @@ local function rebuildMap()
map.testArea = {{0, 0}, {0, 0}}
map.area2 = {map.position2Top, map.position2Bottom}
map.buildPositionTop = {0, 0}
map.buildPositionBottom = {0, 0}
map.buildPositionBottom = {0, 0}
map.buildArea = {map.buildPositionTop, map.buildPositionBottom}
map.countResourcesQuery = { area=map.area, type="resource" }
map.filteredEntitiesUnitQuery = { area=map.area, force="enemy",type="unit" }
@ -292,7 +292,7 @@ local function rebuildMap()
destination = map.position,
distraction = DEFINES_DISTRACTION_BY_ENEMY,
ignore_planner = true
}
}
map.wonderCommand = {
type = DEFINES_COMMAND_WANDER,
@ -300,7 +300,7 @@ local function rebuildMap()
radius = DOUBLE_CHUNK_SIZE,
ticks_to_wait = 360
}
map.compoundSettleCommand = {
type = DEFINES_COMMMAD_COMPOUND,
structure_type = DEFINES_COMPOUND_COMMAND_RETURN_LAST,
@ -309,7 +309,7 @@ local function rebuildMap()
map.settleCommand
}
}
map.retreatCommand = {
type = DEFINES_COMMAND_GROUP,
group = nil,
@ -322,7 +322,7 @@ local function rebuildMap()
from = nil,
distraction = DEFINES_DISTRACTION_NONE
}
map.compoundRetreatCommand = {
type = DEFINES_COMMMAD_COMPOUND,
structure_type = DEFINES_COMPOUND_COMMAND_RETURN_LAST,
@ -335,7 +335,7 @@ local function rebuildMap()
map.formGroupCommand = { type = DEFINES_COMMAND_GROUP,
group = nil,
distraction = DEFINES_DISTRACTION_NONE }
map.formCommand = { command = map.formGroupCommand,
unit_count = 0,
unit_search_distance = TRIPLE_CHUNK_SIZE }
@ -365,6 +365,10 @@ local function onModSettingsChange(event)
natives.safeEntityName["big-electric-pole-2"] = newValue
natives.safeEntityName["big-electric-pole-3"] = newValue
natives.safeEntityName["big-electric-pole-4"] = newValue
natives.safeEntityName["lighted-big-electric-pole-4"] = newValue
natives.safeEntityName["lighted-big-electric-pole-3"] = newValue
natives.safeEntityName["lighted-big-electric-pole-2"] = newValue
natives.safeEntityName["lighted-big-electric-pole"] = newValue
end
upgrade.compareTable(natives, "attackUsePlayer", settings.global["rampant-attackWaveGenerationUsePlayerProximity"].value)
@ -383,7 +387,7 @@ local function onModSettingsChange(event)
upgrade.compareTable(natives, "newEnemies", settings.startup["rampant-newEnemies"].value)
upgrade.compareTable(natives, "enemySeed", settings.startup["rampant-enemySeed"].value)
upgrade.compareTable(natives, "disableVanillaAI", settings.global["rampant-disableVanillaAI"].value)
natives.enabledMigration = natives.expansion and settings.global["rampant-enableMigration"].value
@ -430,7 +434,7 @@ local function prepWorld(rebuild)
if natives.newEnemies and rebuild then
game.forces.enemy.kill_all_units()
end
processPendingChunks(natives, map, surface, pendingChunks, tick, game.forces.enemy.evolution_factor, rebuild)
end
end
@ -534,14 +538,14 @@ local function onDeath(event)
if (entity.force.name == "enemy") then
local artilleryBlast = (cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret")))
if (entity.type == "unit") then
if (entity.type == "unit") then
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
-- drop death pheromone where unit died
deathScent(map, chunk)
if event.force and (event.force.name ~= "enemy") and (chunk[MOVEMENT_PHEROMONE] < -natives.retreatThreshold) then
retreatUnits(chunk,
entityPosition,
convertUnitGroupToSquad(natives, entity.unit_group),
@ -570,8 +574,8 @@ local function onDeath(event)
natives.points = natives.points + (((entity.type == "unit-spawner") and RECOVER_NEST_COST) or RECOVER_WORM_COST)
if (natives.points > AI_MAX_OVERFLOW_POINTS) then
natives.points = AI_MAX_OVERFLOW_POINTS
end
end
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
unregisterEnemyBaseStructure(map, entity)
@ -597,7 +601,7 @@ local function onDeath(event)
-- deathScent(map, causeChunk)
-- end
-- end
local pair = natives.drainPylons[entity.unit_number]
if pair then
local target = pair[1]
@ -680,7 +684,7 @@ local function onEnemyBaseBuild(event)
local surface = entity.surface
if entity.valid and (surface.index == natives.activeSurface) then
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
-- print(entity.name)
@ -694,12 +698,12 @@ local function onEnemyBaseBuild(event)
evolutionFactor,
chunk,
event.tick)
end
end
entity = upgradeEntity(entity,
surface,
base.alignment[mRandom(#base.alignment)],
natives,
evolutionFactor)
evolutionFactor)
end
if entity and entity.valid then
event.entity = registerEnemyBaseStructure(map, entity, base)
@ -752,7 +756,7 @@ local function onResourceDepleted(event)
end
local function onRobotCliff(event)
local surface = event.robot.surface
if (event.item.name == "cliff-explosives") and (surface.index == natives.activeSurface) then
entityForPassScan(map, event.cliff)

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@ -1,7 +1,7 @@
{
"name" : "Rampant",
"factorio_version" : "0.17",
"version" : "0.17.22",
"version" : "0.17.23",
"title" : "Rampant",
"author" : "Veden",
"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",

View File

@ -83,8 +83,9 @@ function interop.getAttackUsePlayer()
return global.natives.attackUsePlayer
end
function interop.registerUnitGroup(unitGroup)
unitGroupUtils.createSquad(unitGroup.position, unitGroup.surface, unitGroup)
function interop.registerUnitGroup(unitGroup, isSettler)
local squad = unitGroupUtils.createSquad(unitGroup.position, unitGroup.surface, unitGroup, isSettler)
global.natives.pendingAttack[#global.natives.pendingAttack+1] = squad
end
interopG = interop