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https://github.com/veden/Rampant.git
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@@ -3,6 +3,7 @@ Version: 0.16.27
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Date: 5. 23. 2018
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Tweaks:
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- Changed spawner faction loot drops from green to orange.
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- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
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Improvements:
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- Changes to player accounting to enable multi player forces in a pvp scenario.
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- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.
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+2
-4
@@ -432,13 +432,11 @@ function baseUtils.rebuildNativeTables(natives, surface, rg)
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natives.evolutionTableAlignment)
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end
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local option = settings.startup["NE_Difficulty"]
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if option and option.value and ENABLED_NE_UNITS then
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if ENABLED_NE_UNITS then
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processNEUnitClass(natives, surface)
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end
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local option = settings.startup["bobmods-enemies-enableartifacts"]
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if option and option.value and ENABLED_BOBS_UNITS then
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if ENABLED_BOBS_UNITS then
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processBobsUnitClass(natives, surface)
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end
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@@ -20,8 +20,6 @@ local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local retreatUnits = squadDefense.retreatUnits
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local findNearbySquad = unitGroupUtils.findNearbySquad
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local createChunk = chunkUtils.createChunk
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local initialScan = chunkUtils.initialScan
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local chunkPassScan = chunkUtils.chunkPassScan
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+1
-2
@@ -219,10 +219,9 @@ function chunkUtils.scorePlayerBuildings(surface, map, natives)
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local entities = surface.find_entities_filtered(map.filteredEntitiesPlayerQuery)
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local playerObjects = 0
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local safeBuildings = natives.safeBuildings
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local safeEntities = natives.safeEntities
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local safeEntityName = natives.safeEntityName
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if safeBuildings then
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if natives.safeBuildings then
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for i=1, #entities do
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local entity = entities[i]
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local entityType = entity.type
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+2
-5
@@ -201,12 +201,9 @@ constants.BASE_ALIGNMENT_EVOLUTION_BASELINE = {
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[constants.BASE_ALIGNMENT_NUCLEAR] = 0.7
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}
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local detectNE = settings.startup["NE_Difficulty"]
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constants.ENABLED_NE_UNITS = settings.startup["rampant-enableNEUnits"].value and detectNE
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local detectBobs = settings.startup["bobmods-enemies-enableartifacts"]
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constants.ENABLED_BOBS_UNITS = settings.startup["rampant-enableBobsUnits"].value and detectBobs
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constants.ENABLED_NE_UNITS = settings.startup["rampant-enableNEUnits"].value and (settings.startup["NE_Difficulty"] ~= nil)
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constants.ENABLED_BOBS_UNITS = settings.startup["rampant-enableBobsUnits"].value and (settings.startup["bobmods-enemies-enableartifacts"] ~= nil)
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if constants.ENABLED_BOBS_UNITS then
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constants.BASE_ALIGNMENT_EVOLUTION_BASELINE[constants.BASE_ALIGNMENT_BOBS] = 0.1
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@@ -174,8 +174,10 @@ function mapProcessor.processPlayers(players, map, surface, natives, tick)
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end
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end
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end
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for i=1,#playerOrdering do
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local player = players[playerOrdering[i]]
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-- not looping everyone because the cost is high enough already in multiplayer
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if (#playerOrdering > 0) then
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local player = players[playerOrdering[1]]
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if validPlayer(player, natives) then
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local playerChunk = getChunkByPosition(map, player.character.position)
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@@ -258,13 +260,12 @@ function mapProcessor.scanMap(map, surface, natives, tick)
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settlers[chunk] = nil
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end
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local closeBy = findNearbySquad(map, chunk, chunk)
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local unitCount = surface.count_entities_filtered(unitCountQuery)
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if (unitCount > 300) then
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local closeBy = findNearbySquad(map, chunk, chunk)
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if closeBy then
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local deadGroup = surface.count_entities_filtered(unitCountQuery) > 300
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if not closeBy then
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if deadGroup then
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recycleBiters(natives, surface.find_enemy_units(chunk, TRIPLE_CHUNK_SIZE))
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end
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end
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@@ -102,7 +102,7 @@ function spawner.addFaction()
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function (attack)
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return {
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type = "projectile",
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ammo_category = "bullet",
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ammo_category = "biological",
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cooldown = attack.cooldown or 20,
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projectile_center = {0, 1},
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projectile_creation_distance = 0.6,
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@@ -110,7 +110,7 @@ function spawner.addFaction()
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sound = biterAttackSounds(),
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ammo_type =
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{
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category = "bullet",
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category = "biological",
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action =
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{
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type = "direct",
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@@ -425,7 +425,7 @@ function spawner.addFaction()
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function (attack)
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return {
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type = "projectile",
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ammo_category = "bullet",
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ammo_category = "biological",
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cooldown = attack.cooldown or 20,
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projectile_center = {0, 1},
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projectile_creation_distance = 0.6,
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@@ -433,7 +433,7 @@ function spawner.addFaction()
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sound = biterAttackSounds(),
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ammo_type =
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{
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category = "bullet",
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category = "biological",
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action =
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{
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type = "direct",
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+4
-4
@@ -94,7 +94,7 @@ buildUnits(
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function (attack)
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return {
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type = "projectile",
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ammo_category = "bullet",
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ammo_category = "biological",
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cooldown = attack.cooldown or 20,
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projectile_center = {0, 1},
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projectile_creation_distance = 0.6,
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@@ -102,7 +102,7 @@ buildUnits(
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sound = biterAttackSounds(),
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ammo_type =
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{
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category = "bullet",
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category = "biological",
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action =
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{
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type = "direct",
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@@ -364,7 +364,7 @@ buildUnits(
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function (attack)
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return {
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type = "projectile",
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ammo_category = "bullet",
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ammo_category = "biological",
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cooldown = attack.cooldown or 20,
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projectile_center = {0, 1},
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projectile_creation_distance = 0.6,
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@@ -372,7 +372,7 @@ buildUnits(
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sound = biterAttackSounds(),
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ammo_type =
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{
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category = "bullet",
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category = "biological",
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action =
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{
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type = "direct",
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@@ -16,7 +16,7 @@ function droneUtils.makeDrone(name, attributes, biterResistances, biterAttack, b
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name = n,
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icon = "__base__/graphics/icons/defender.png",
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icon_size = 32,
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flags = {"placeable-player", "player-creation", "placeable-off-grid", "not-on-map", "not-repairable", "breaths-air"},
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flags = {"placeable-off-grid", "not-on-map", "not-repairable", "breaths-air"},
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subgroup="capsule",
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order="e-a-a",
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max_health = attributes.health or 60,
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@@ -208,8 +208,9 @@ function tests.gaussianRandomTest()
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end
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function tests.reveal (size)
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local pos = game.player.character.position
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game.player.force.chart(game.player.surface,
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{{x=-size, y=-size}, {x=size, y=size}})
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{{x=-size+pos.x, y=-size+pos.y}, {x=size+pos.x, y=size+pos.y}})
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end
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function tests.baseStats()
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