From f413fc567eedbb772745ea90c17e9c094b9719d9 Mon Sep 17 00:00:00 2001 From: Aaron Veden Date: Fri, 10 Dec 2021 11:14:29 -0800 Subject: [PATCH] fixed onslaught not using raid nests --- changelog.txt | 1 + libs/AIAttackWave.lua | 4 ++-- 2 files changed, 3 insertions(+), 2 deletions(-) diff --git a/changelog.txt b/changelog.txt index 1da59ae..dbeec08 100644 --- a/changelog.txt +++ b/changelog.txt @@ -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 diff --git a/libs/AIAttackWave.lua b/libs/AIAttackWave.lua index dccb7ae..dbd5744 100644 --- a/libs/AIAttackWave.lua +++ b/libs/AIAttackWave.lua @@ -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)