local upgrade = {} -- imports local constants = require("libs/Constants") local mathUtils = require("libs/MathUtils") -- constants local INTERVAL_LOGIC = constants.INTERVAL_LOGIC local INTERVAL_PROCESS = constants.INTERVAL_PROCESS -- imported functions local roundToNearest = mathUtils.roundToNearest -- module code function upgrade.attempt(natives) local starting = global.version if (global.version == nil) then natives.squads = {} natives.scouts = {} natives.tunnels = {} natives.points = 0 global.version = constants.VERSION_5 end if (global.version < constants.VERSION_10) then for _,squad in pairs(natives.squads) do squad.frenzy = false squad.frenzyPosition = {x=0,y=0} squad.rabid = false end global.version = constants.VERSION_10 end if (global.version < constants.VERSION_11) then natives.state = constants.AI_STATE_AGGRESSIVE natives.temperament = 0 global.version = constants.VERSION_11 end if (global.version < constants.VERSION_12) then for _,squad in pairs(natives.squads) do squad.status = constants.SQUAD_GUARDING squad.kamikaze = false end -- reset ai build points due to error in earning points natives.points = 0 global.version = constants.VERSION_12 end if (global.version < constants.VERSION_16) then natives.lastShakeMessage = 0 --remove version 14 retreat limit, it has been made redundant natives.retreats = nil game.surfaces[1].print("Rampant - Version 0.14.13") global.version = constants.VERSION_16 end if (global.version < constants.VERSION_18) then natives.safeEntities = {} natives.safeEntityName = {} game.surfaces[1].print("Rampant - Version 0.15.5") global.version = constants.VERSION_18 end if (global.version < constants.VERSION_20) then natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value game.surfaces[1].print("Rampant - Version 0.15.8") global.version = constants.VERSION_20 end if (global.version < constants.VERSION_22) then -- been made redundant natives.rallyCries = nil -- needs to be on inner logic tick loop interval natives.stateTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC) natives.temperamentTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC) --[[ For making changes to maps that haven't had Rampant loaded and aren't starting from a brand new map Was causing desyncs when client connected before having the below settings saved into the map 0.15.15 factorio --]] game.map_settings.path_finder.short_request_ratio = constants.PATH_FINDER_SHORT_REQUEST_RATIO game.map_settings.path_finder.short_cache_size = constants.PATH_FINDER_SHORT_CACHE_SIZE game.map_settings.path_finder.long_cache_size = constants.PATH_FINDER_LONG_REQUEST_RATIO game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS game.map_settings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP game.map_settings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN game.map_settings.unit_group.max_group_slowdown_factor = constants.UNIT_GROUP_SLOWDOWN_FACTOR game.surfaces[1].print("Rampant - Version 0.15.10") global.version = constants.VERSION_22 end if (global.version < constants.VERSION_23) then -- used to precompute some values per logic cycle natives.retreatThreshold = 0 natives.maxSquads = 0 natives.rallyThreshold = 0 natives.formSquadThreshold = 0 natives.attackWaveSize = 0 natives.attackWaveDeviation = 0 natives.attackWaveLowerBound = 0 natives.attackWaveUpperBound = 0 natives.unitRefundAmount = 0 natives.attackWaveThreshold = 0 game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE -- used for breaking up how many squads are processing per logic cycle natives.regroupIndex = 1 -- RE-ENABLE WHEN COMPLETE natives.useCustomAI = constants.DEV_CUSTOM_AI -- natives.useCustomAI = settings.startup["rampant-useCustomAI"].value -- if natives.useCustomAI then -- game.forces.enemy.ai_controllable = false -- else -- game.forces.enemy.ai_controllable = true -- end natives.bases = {} natives.baseDistanceMin = 0 natives.baseIndex = 1 natives.randomGenerator = game.create_random_generator() game.surfaces[1].print("Rampant - Version 0.15.11") global.version = constants.VERSION_23 end if (global.version < constants.VERSION_25) then game.map_settings.path_finder.min_steps_to_check_path_find_termination = constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH game.surfaces[1].print("Rampant - Version 0.15.15") global.version = constants.VERSION_25 end if (global.version < constants.VERSION_26) then game.map_settings.max_failed_behavior_count = constants.MAX_FAILED_BEHAVIORS game.surfaces[1].print("Rampant - Version 0.15.16") global.version = constants.VERSION_26 end return starting ~= global.version end function upgrade.compareTable(entities, option, new) local changed = false if (entities[option] ~= new) then entities[option] = new changed = true end return changed, new end return upgrade