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32 changes: 16 additions & 16 deletions scripts/scr_imperial_navy_functions/scr_imperial_navy_functions.gml
Original file line number Diff line number Diff line change
Expand Up @@ -365,26 +365,26 @@ function scr_navy_planet_action(){
}
}
}
show_debug_message($"{selected_planet},{highest}, {array_sum(orbiting.p_guardsmen)}")

if (selected_planet>0) and (highest>0) and (array_sum(orbiting.p_guardsmen)<=0){
if (highest>2) or (orbiting.p_pdf[selected_planet]=0){
scr_navy_unload_guard(selected_planet)
}
}

var player_planet=false;
if (obj_controller.faction_status[eFACTION.Imperium]="War"){
if (orbiting.present_fleet[1]>0) then player_planet=true;
var _player_planet=false;
if (obj_controller.faction_status[eFACTION.Imperium]=="War"){
if (scr_orbiting_fleet(eFACTION.Player)!="none") then _player_planet=true;

for (var r=1;r<=orbiting.planet;r++){
player_planet = orbiting.p_owner[r]==eFACTION.Player;
if (!player_planet){
player_planet = planet_feature_bool(orbiting.p_feature[r], P_features.Monastery);
for (var r=1;r<=orbiting.planets;r++){
_player_planet = orbiting.p_owner[r]==eFACTION.Player;
if (!_player_planet){
_player_planet = planet_feature_bool(orbiting.p_feature[r], P_features.Monastery);
}
}
}

if (selected_planet=0) and (highest=0) and (!player_planet){
if (selected_planet=0) and (highest=0) and (!_player_planet){
var halp=0;
var stars_needing_help = [];

Expand All @@ -396,19 +396,19 @@ function scr_navy_planet_action(){
}
if (array_length(stars_needing_help)){
var _current=nearest_from_array(x,y,stars_needing_help);
current_star = stars_needing_help[_current];
var star_distance = point_distance(x,y,current_star.x,current_star.y);
if (star_distance>600) then halp=0;
var _current_star = stars_needing_help[_current];
var _star_distance = point_distance(x,y,_current_star.x,_current_star.y);
if (_star_distance>600) then halp=0;

if (star_distance<=600){
if (_star_distance<=600){

var star_to_rescue=instance_nearest(current_star.x,current_star.y,obj_star);
var star_to_rescue=instance_nearest(_current_star.x,_current_star.y,obj_star);
with(star_to_rescue){
array_replace_value(p_halp, 1,1.1);
}

action_x=current_star.x;
action_y=current_star.y;
action_x=_current_star.x;
action_y=_current_star.y;
set_fleet_movement();
halp=1;// show_message("F");
}
Expand Down