see readme

This commit is contained in:
Aaron Veden
2018-05-25 15:23:22 -07:00
parent 8d5a89e245
commit fd62e8111a
10 changed files with 25 additions and 30 deletions
+1
View File
@@ -3,6 +3,7 @@ Version: 0.16.27
Date: 5. 23. 2018
Tweaks:
- Changed spawner faction loot drops from green to orange.
- Changed attack prototype for wasps so it doesn't show up in bonuses bullet gui
Improvements:
- Changes to player accounting to enable multi player forces in a pvp scenario.
- Check for battle_surface_1 & 2 used in pvp and store and use discovered surface index.
+2 -4
View File
@@ -432,13 +432,11 @@ function baseUtils.rebuildNativeTables(natives, surface, rg)
natives.evolutionTableAlignment)
end
local option = settings.startup["NE_Difficulty"]
if option and option.value and ENABLED_NE_UNITS then
if ENABLED_NE_UNITS then
processNEUnitClass(natives, surface)
end
local option = settings.startup["bobmods-enemies-enableartifacts"]
if option and option.value and ENABLED_BOBS_UNITS then
if ENABLED_BOBS_UNITS then
processBobsUnitClass(natives, surface)
end
-2
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@@ -20,8 +20,6 @@ local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
local retreatUnits = squadDefense.retreatUnits
local findNearbySquad = unitGroupUtils.findNearbySquad
local createChunk = chunkUtils.createChunk
local initialScan = chunkUtils.initialScan
local chunkPassScan = chunkUtils.chunkPassScan
+1 -2
View File
@@ -219,10 +219,9 @@ function chunkUtils.scorePlayerBuildings(surface, map, natives)
local entities = surface.find_entities_filtered(map.filteredEntitiesPlayerQuery)
local playerObjects = 0
local safeBuildings = natives.safeBuildings
local safeEntities = natives.safeEntities
local safeEntityName = natives.safeEntityName
if safeBuildings then
if natives.safeBuildings then
for i=1, #entities do
local entity = entities[i]
local entityType = entity.type
+2 -5
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@@ -201,12 +201,9 @@ constants.BASE_ALIGNMENT_EVOLUTION_BASELINE = {
[constants.BASE_ALIGNMENT_NUCLEAR] = 0.7
}
local detectNE = settings.startup["NE_Difficulty"]
constants.ENABLED_NE_UNITS = settings.startup["rampant-enableNEUnits"].value and detectNE
local detectBobs = settings.startup["bobmods-enemies-enableartifacts"]
constants.ENABLED_BOBS_UNITS = settings.startup["rampant-enableBobsUnits"].value and detectBobs
constants.ENABLED_NE_UNITS = settings.startup["rampant-enableNEUnits"].value and (settings.startup["NE_Difficulty"] ~= nil)
constants.ENABLED_BOBS_UNITS = settings.startup["rampant-enableBobsUnits"].value and (settings.startup["bobmods-enemies-enableartifacts"] ~= nil)
if constants.ENABLED_BOBS_UNITS then
constants.BASE_ALIGNMENT_EVOLUTION_BASELINE[constants.BASE_ALIGNMENT_BOBS] = 0.1
+8 -7
View File
@@ -174,8 +174,10 @@ function mapProcessor.processPlayers(players, map, surface, natives, tick)
end
end
end
for i=1,#playerOrdering do
local player = players[playerOrdering[i]]
-- not looping everyone because the cost is high enough already in multiplayer
if (#playerOrdering > 0) then
local player = players[playerOrdering[1]]
if validPlayer(player, natives) then
local playerChunk = getChunkByPosition(map, player.character.position)
@@ -258,13 +260,12 @@ function mapProcessor.scanMap(map, surface, natives, tick)
settlers[chunk] = nil
end
local unitCount = surface.count_entities_filtered(unitCountQuery)
if (unitCount > 300) then
local closeBy = findNearbySquad(map, chunk, chunk)
if not closeBy then
if closeBy then
local deadGroup = surface.count_entities_filtered(unitCountQuery) > 300
if deadGroup then
recycleBiters(natives, surface.find_enemy_units(chunk, TRIPLE_CHUNK_SIZE))
end
end
+4 -4
View File
@@ -102,7 +102,7 @@ function spawner.addFaction()
function (attack)
return {
type = "projectile",
ammo_category = "bullet",
ammo_category = "biological",
cooldown = attack.cooldown or 20,
projectile_center = {0, 1},
projectile_creation_distance = 0.6,
@@ -110,7 +110,7 @@ function spawner.addFaction()
sound = biterAttackSounds(),
ammo_type =
{
category = "bullet",
category = "biological",
action =
{
type = "direct",
@@ -425,7 +425,7 @@ function spawner.addFaction()
function (attack)
return {
type = "projectile",
ammo_category = "bullet",
ammo_category = "biological",
cooldown = attack.cooldown or 20,
projectile_center = {0, 1},
projectile_creation_distance = 0.6,
@@ -433,7 +433,7 @@ function spawner.addFaction()
sound = biterAttackSounds(),
ammo_type =
{
category = "bullet",
category = "biological",
action =
{
type = "direct",
+4 -4
View File
@@ -94,7 +94,7 @@ buildUnits(
function (attack)
return {
type = "projectile",
ammo_category = "bullet",
ammo_category = "biological",
cooldown = attack.cooldown or 20,
projectile_center = {0, 1},
projectile_creation_distance = 0.6,
@@ -102,7 +102,7 @@ buildUnits(
sound = biterAttackSounds(),
ammo_type =
{
category = "bullet",
category = "biological",
action =
{
type = "direct",
@@ -364,7 +364,7 @@ buildUnits(
function (attack)
return {
type = "projectile",
ammo_category = "bullet",
ammo_category = "biological",
cooldown = attack.cooldown or 20,
projectile_center = {0, 1},
projectile_creation_distance = 0.6,
@@ -372,7 +372,7 @@ buildUnits(
sound = biterAttackSounds(),
ammo_type =
{
category = "bullet",
category = "biological",
action =
{
type = "direct",
+1 -1
View File
@@ -16,7 +16,7 @@ function droneUtils.makeDrone(name, attributes, biterResistances, biterAttack, b
name = n,
icon = "__base__/graphics/icons/defender.png",
icon_size = 32,
flags = {"placeable-player", "player-creation", "placeable-off-grid", "not-on-map", "not-repairable", "breaths-air"},
flags = {"placeable-off-grid", "not-on-map", "not-repairable", "breaths-air"},
subgroup="capsule",
order="e-a-a",
max_health = attributes.health or 60,
+2 -1
View File
@@ -208,8 +208,9 @@ function tests.gaussianRandomTest()
end
function tests.reveal (size)
local pos = game.player.character.position
game.player.force.chart(game.player.surface,
{{x=-size, y=-size}, {x=size, y=size}})
{{x=-size+pos.x, y=-size+pos.y}, {x=size+pos.x, y=size+pos.y}})
end
function tests.baseStats()