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FACTO-219: Optimized neturalObject to only be scanned for on initialChunk scan

This commit is contained in:
Aaron Veden 2022-10-26 11:16:59 -07:00
parent 8f11163931
commit f0e72ca389
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 5 additions and 3 deletions

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@ -16,6 +16,7 @@ Version: 3.2.0
- Moved most constants out of global
- Removed new enemy variations setting
- Dropped number of enemy levels see during the game from 10 to 6, new tiers will now appear at 0, 0.25, 0.5, 0.75, 0.85, 0.925
- Moved neturalObject scan chunk to after a chunk is determined to be passable
---------------------------------------------------------------------------------------------------
Version: 3.1.2

View File

@ -226,9 +226,6 @@ function chunkUtils.initialScan(chunk, map, tick)
local enemyBuildings = surface.find_entities_filtered(universe.isFilteredEntitiesEnemyStructureQuery)
if (waterTiles >= CHUNK_PASS_THRESHOLD) or (#enemyBuildings > 0) then
local neutralObjects = mMax(0,
mMin(1 - (surface.count_entities_filtered(universe.isFilteredEntitiesChunkNeutral) * 0.005),
1) * 0.20)
local pass = scanPaths(chunk, map)
local playerObjects = scorePlayerBuildings(map, chunk)
@ -238,6 +235,10 @@ function chunkUtils.initialScan(chunk, map, tick)
end
if (pass ~= CHUNK_IMPASSABLE) then
local neutralObjects = mMax(0,
mMin(1 - (surface.count_entities_filtered(universe.isFilteredEntitiesChunkNeutral) * 0.005),
1) * 0.20)
setPassable(map, chunk, pass)
setPathRating(map, chunk, waterTiles + neutralObjects)
setPlayerBaseGenerator(map, chunk, playerObjects)