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fixed onslaught not using raid nests
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@ -78,6 +78,7 @@ Date: 23. 11. 2021
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- Fixed players added to a chunk not taking player surface into account when
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- Fixed picking damageType during faction mutation (Thank you Garrotte13)
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- Fixed surfaceTileChange trying to use a boolean inplace of an object (Thank you Garrotte13)
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- Fixed onslaught AI state not using raid actived nests
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Framework:
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- Fixed Rampant in-memory map visualization tool for debugging
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- 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
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local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
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local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
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-- imported functions
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@ -82,7 +82,7 @@ end
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local function attackWaveValidCandidate(chunk, map)
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local isValid = getNestActiveness(map, chunk)
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if (map.state == AI_STATE_RAIDING) or (map.state == AI_STATE_SIEGE) then
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if (map.state == AI_STATE_RAIDING) or (map.state == AI_STATE_SIEGE) or (map.state == AI_STATE_ONSLAUGHT) then
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isValid = isValid + getRaidNestActiveness(map, chunk)
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end
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return (isValid > 0)
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