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Merge pull request #27 from kyranf/Development
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merging fixes for 0.1.43 release
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kyranf authored Jul 5, 2016
2 parents 194e98f + 6e6cb98 commit d649f7d
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Showing 6 changed files with 21 additions and 28 deletions.
18 changes: 4 additions & 14 deletions Changelist.txt
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@@ -1,14 +1,4 @@
Changes from 0.1.41 to 0.1.42 release:
-fixed clockwork riflebot deploy recipe getting disabled when loading a game where it was previously enabled. caused by a script error which should be double-checking/forcing recipes enabled if you have the right techs researched.
-removed some more debugging logs
-made squad wander radius based on the squad default radius config param
-more balance changes to droids, reduced physical and explosive resistance %
-fixed squad joining behaviours, was some residual bugs in that.
-added storage entity called 'army loot chest'. has unique graphic and icon
-added squad artifact gathering - artifacts appear in the 'army loot chest'
-undersized squads that are "finished" (after an attack, lost some dudes) are sent back to nearest droid assembler to wait for reinforcements
-added unique graphic for droid assembler
-added config parameters to allow users to scale the default droid health and damage values.
-added config parameter to determine when a squad that was hunting has fallen below a certain size and should retreat for reinforcements
-added config parameter to turn on/off the "squad x is no more..." death messages.
-put the range for "find nearest enemy" back to 5k tiles. there is a known issue where if no target is found, the entire squad disbands. it's not obvious why, but i can make a work-around later.
Changes from 0.1.42 to 0.1.43 release:
- fixed invalid chest issue when placing a loot chest and then removing and not putting a new one down before more artifacts are collected
- fixed loot chest not able to be placed after the first one has been placed and then removed.
- fixed dummy droid items being able to spawn infinite droids. What a loop-hole that was!!
17 changes: 10 additions & 7 deletions config/config.lua
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@@ -1,17 +1,20 @@

TICK_UPDATE_SQUAD_AI = 180 -- 60 ticks per second, how many ticks between updating squad AI (finding new targets, moving back into position, etc)
DEFAULT_SQUAD_RADIUS = 2 -- how wide their attack_area radius is. not really used honestly..
SOLDIER_MAX_AMMO = 100 -- unused
SOLDIER_MAX_AMMO = 100 -- unused, might be used later to simulate having to come back and resupply.
SQUAD_SIZE_MIN_BEFORE_HUNT = 5 -- how many droids are required in a squad before they are commanded to attack nearest target
SQUAD_SIZE_MIN_BEFORE_RETREAT = 2
SQUAD_CHECK_RANGE = 10 -- range in tiles when a droid is spawned to check for existing squad to join, else creates its own squad
ASSEMBLER_UPDATE_TICKRATE = 120 -- how often does the droid assembler building check for spawnable droid items in the output inv.
SQUAD_SIZE_MIN_BEFORE_RETREAT = 2 -- if a squad has been hunting and is down to this amount of guys left, head to nearest droid assembler to get reinforcements.
SQUAD_CHECK_RANGE = 15 -- range in tiles when a droid is spawned to check for existing squad to join, else creates its own squad
ASSEMBLER_UPDATE_TICKRATE = 120 -- how often does the droid assembler building check for spawnable droid items in the output inv. how fast to spawn a droid once it's been assembled.
BOT_COUNTERS_UPDATE_TICKRATE = 60 -- how often does the robot army combinator count droids and update combinator signals?
LONE_WOLF_CLEANUP_SCRIPT_PERIOD = 18000 -- how often to find and deal with droids that are "wanderers" and not in a squad.
LONE_WOLF_CLEANUP_SCRIPT_PERIOD = 18000 -- how often to find and deal with droids that are "wanderers" and not in a squad. NOT USED YET


PRINT_SQUAD_DEATH_MESSAGES = 1

--CONFIG SETTINGS FOR THOSE WHO WANT TO SCALE THE DAMAGE AND HEALTH OF DROIDS
HEALTH_SCALAR = 1.0
DAMAGE_SCALAR = 1.0
HEALTH_SCALAR = 1.0 -- scales health by this value, default 1.0. 0.5 gives 50% health, 2.0 doubles their health etc.

DAMAGE_SCALAR = 1.0 -- scales base damage by this value. default is 1.0. 0.5 makes 50% less base damage.
-- 1.5 gives 50% more base damage. remember, technologies apply multipliers to the base damage so this value should take
-- that into consideration.
2 changes: 1 addition & 1 deletion control.lua
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Expand Up @@ -200,7 +200,7 @@ function handleBuiltLootChest(event)

local chest = event.created_entity
local force = chest.force
if not global.lootChests[force.name] then
if not global.lootChests[force.name] or not global.lootChests[force.name].valid then
global.lootChests[force.name] = chest --this is now the force's chest.
else

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2 changes: 1 addition & 1 deletion info.json
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@@ -1,7 +1,7 @@
{

"name": "robotarmy",
"version": "0.1.42",
"version": "0.1.43",
"title": "Robot Army",
"factorio_version": "0.13",
"author": "Kyran F",
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8 changes: 4 additions & 4 deletions prototypes/item.lua
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Expand Up @@ -28,7 +28,7 @@ data:extend(
flags = {"hidden"},
order = "z-z",
subgroup = "capsule",
place_result = "droid-smg",
place_result = "",
stack_size = 1
},
{
Expand All @@ -48,7 +48,7 @@ data:extend(
flags = {"hidden"},
order = "z-z",
subgroup = "capsule",
place_result = "droid-rifle",
place_result = "",
stack_size = 1
},
{
Expand All @@ -68,7 +68,7 @@ data:extend(
flags = {"hidden"},
order = "z-z",
subgroup = "capsule",
place_result = "droid-rocket",
place_result = "",
stack_size = 1
},
{
Expand All @@ -88,7 +88,7 @@ data:extend(
flags = {"hidden"},
order = "z-z",
subgroup = "capsule",
place_result = "terminator",
place_result = "",
stack_size = 1
},
{
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2 changes: 1 addition & 1 deletion robolib/Squad.lua
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Expand Up @@ -394,7 +394,7 @@ function grabArtifacts(players)
--if there are squads in the player's name, and the player's force has a loot chest active, scan area around droids for alien-artifact


if global.Squads[player.name] and global.lootChests and global.lootChests[player.force.name] then
if global.Squads[player.name] and global.lootChests and global.lootChests[player.force.name] and global.lootChests[player.force.name].valid then

for id, squad in pairs(global.Squads[player.name]) do

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