bugfix for not garrisonning transport ships

moved resource deposits on the river map
bugfix for not rendering the minimap after opening the console
This commit is contained in:
devZoGok
2026-05-14 20:26:44 +03:00
parent 060dd94bc0
commit 157ffeab7c
8 changed files with 35 additions and 11 deletions
+5 -5
View File
@@ -6,7 +6,7 @@ metadata = {
impassibleNodeValue = 65535,
spawnPoints = {
{x = -396.000000, y = 0.000000, z = -374.000000},
{x = 300.000000, y = 0.000000, z = 400.000000},
{x = 470.000000, y = 0.000000, z = 440.000000},
--{x = -326.000000, y = 0.000000, z = 374.000000},
},
choosablePlayers = {
@@ -20,10 +20,10 @@ metadata = {
},
civilianPlayer = {
resourceDeposits = {
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 450.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 430.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 450.000000, y = 0.000000, z = 390.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 220.000000, y = 0.000000, z = 450.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 220.000000, y = 0.000000, z = 430.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 220.000000, y = 0.000000, z = 410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = 220.000000, y = 0.000000, z = 390.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = -450.000000, y = 0.000000, z = -450.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = -450.000000, y = 0.000000, z = -430.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
{id = 0, pos = {x = -450.000000, y = 0.000000, z = -410.000000}, rot = {w = 1.000000, x = 0.000000, y = 0.000000, z = 0.000000}, initAmmount = 20000},
-2
View File
@@ -1,6 +1,4 @@
game = {cpuPlayers = {}}
_minimapPos = {x = 0, y = 0}
_minimapSize = {x = 0, y = 0}
GameObjectFrameStatus = {
PLACEABLE = 0,
BLOCKED_BY_FOG_OF_WAR = 1,
+7
View File
@@ -395,6 +395,13 @@ end
function Player:buildExtractors(arguments)
extractors = self:getUnitsByClass(UnitClass.EXTRACTOR, -1)
if arguments and arguments.numWaitExtractors and #extractors >= arguments.numWaitExtractors then
for i = 1, arguments.numWaitExtractors do
if not extractors[i]:toStructure():isComplete() then return BTNodeResult.RUNNING end
end
end
visibleDeposits = self:getVisibleDeposits()
depId = nil
+17 -2
View File
@@ -21,20 +21,35 @@ for i = 1, #game.cpuPlayers do
{
type = BTNodeType.SEQUENCE,
children = {
{type = BTNodeType.FUNCTION, func = player.buildExtractors},
{
type = BTNodeType.FUNCTION,
func = player.buildTaskForces,
args = {
factoryClass = UnitClass.LAND_FACTORY,
taskForceData = {{class = UnitClass.RESOURCE_ROVER, numUnits = 4}}
taskForceData = {{class = UnitClass.RESOURCE_ROVER, numUnits = 1}}
}
},
{type = BTNodeType.FUNCTION, func = player.buildExtractors, args = {numWaitExtractors = 1}},
}
}
}
},
{type = BTNodeType.FUNCTION, func = player.startHarvesting},
{
type = BTNodeType.PARALLEL,
children = {
{type = BTNodeType.FUNCTION, func = player.buildExtractors},
{
type = BTNodeType.FUNCTION,
func = player.buildTaskForces,
args = {
factoryClass = UnitClass.LAND_FACTORY,
taskForceData = {{class = UnitClass.RESOURCE_ROVER, numUnits = 3}}
}
},
}
},
{type = BTNodeType.FUNCTION, func = player.startHarvesting},
{
type = BTNodeType.SELECTOR,
children = {
+2
View File
@@ -0,0 +1,2 @@
_minimapPos = {x = 0, y = 0}
_minimapSize = {x = 0, y = 0}
+2
View File
@@ -260,6 +260,8 @@ namespace battleship{
for(string f : configData::scripts)
SOL_LUA_STATE.script_file(path + f);
SOL_LUA_STATE.script_file(path + "Scripts/Gui/_minimap.lua");
sol::table resTable = SOL_LUA_STATE["graphics"]["resolution"];
width = resTable["x"];
height = resTable["y"];
+1 -1
View File
@@ -26,7 +26,7 @@ namespace battleship{
name("pl"),
trader(new Trader())
{
resources[0] = 5000;
resources[0] = 10000;
colorMaterial = new Material(Root::getSingleton()->getLibPath() + "texture");
colorMaterial->addBoolUniform("lightingEnabled", false);
+1 -1
View File
@@ -345,7 +345,7 @@ namespace battleship{
bool buildOrder = (order.type == Order::TYPE::BUILD);
bool resourceOrder = (order.type == Order::TYPE::LOAD || order.type == Order::TYPE::UNLOAD || order.type == Order::TYPE::SUPPLY);
if(blockingUnit && blockingUnit != this && !resourceOrder && !buildOrder && (!garrisonOrder || (garrisonOrder && blockingUnit != (Unit*)targObj))){
if(blockingUnit && blockingUnit != this && !resourceOrder && !buildOrder && !garrisonOrder){
vector<int> surrCellIds = map->getSurroundingCells(cells[dest].pos, 1);
int altDest = -1;