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fixed onslaught not using raid nests

This commit is contained in:
Aaron Veden 2021-12-10 11:14:29 -08:00
parent f4d632b993
commit f413fc567e
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GPG Key ID: FF5990B1C6DD3F84
2 changed files with 3 additions and 2 deletions

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@ -78,6 +78,7 @@ Date: 23. 11. 2021
- Fixed players added to a chunk not taking player surface into account when
- Fixed picking damageType during faction mutation (Thank you Garrotte13)
- Fixed surfaceTileChange trying to use a boolean inplace of an object (Thank you Garrotte13)
- Fixed onslaught AI state not using raid actived nests
Framework:
- Fixed Rampant in-memory map visualization tool for debugging
- Added debug mod settings for showing enemy structures being upgraded in place

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@ -33,7 +33,7 @@ local CHUNK_SIZE = constants.CHUNK_SIZE
local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
-- imported functions
@ -82,7 +82,7 @@ end
local function attackWaveValidCandidate(chunk, map)
local isValid = getNestActiveness(map, chunk)
if (map.state == AI_STATE_RAIDING) or (map.state == AI_STATE_SIEGE) then
if (map.state == AI_STATE_RAIDING) or (map.state == AI_STATE_SIEGE) or (map.state == AI_STATE_ONSLAUGHT) then
isValid = isValid + getRaidNestActiveness(map, chunk)
end
return (isValid > 0)