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siege now sends some raiding squads

This commit is contained in:
Aaron Veden 2021-12-10 11:12:54 -08:00
parent 0767637f92
commit f4d632b993
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GPG Key ID: FF5990B1C6DD3F84
4 changed files with 6 additions and 3 deletions

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@ -32,6 +32,7 @@ Date: 23. 11. 2021
- Surfaces are allocated but don't begin processing until the first enemy structure or unit group is found
- Map cleanup is now processed regardless of current active map
- Chunk pass scanning is now processed regardless of current active map
- Siege AI state now sends roughly 1 raid group every 3 settler groups if raiding is enabled
Tweaks:
- Increase chance to upgrade an enemy structure from 5% to 30%
- New enemy regional bases that have two factions now do 75% on one faction and 25% on the faction for building and upgrading enemy structures

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

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@ -23,7 +23,8 @@ function aiPredicates.canAttack(map)
local surface = map.surface
local goodAI = (((map.state == AI_STATE_AGGRESSIVE) and (map.sentAggressiveGroups < map.maxAggressiveGroups)) or
(map.state == AI_STATE_RAIDING) or
(map.state == AI_STATE_ONSLAUGHT))
(map.state == AI_STATE_ONSLAUGHT) or
(map.universe.raidAIToggle and (map.state == AI_STATE_SIEGE) and (map.random() < 0.025)))
local notPeaceful = not surface.peaceful_mode
local nocturalMode = map.universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)

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@ -532,7 +532,8 @@ local function processSpawnersBody(universe, iterator, chunks)
local attack = canAttack(map)
if migrate then
formSettlers(map, chunk)
elseif attack then
end
if attack then
formSquads(map, chunk)
end
end