diff --git a/docs/Shipyard.pod b/docs/Shipyard.pod index 2f4ba4f6..d15ad93f 100644 --- a/docs/Shipyard.pod +++ b/docs/Shipyard.pod @@ -80,6 +80,10 @@ Returns a list of buildable ships and their costs, and if they're not buildable, }, attributes : { "speed" : 1000, # 100 roughly equals 1 star in 1 hour + "hold_size" : 1000, + "max_occupants" : 2, + "combat" : 0, + "stealth" : 1500 } }, ... diff --git a/lib/Lacuna/DB/Result/Building/GeneticsLab.pm b/lib/Lacuna/DB/Result/Building/GeneticsLab.pm index 1fb78df8..d967f2ed 100644 --- a/lib/Lacuna/DB/Result/Building/GeneticsLab.pm +++ b/lib/Lacuna/DB/Result/Building/GeneticsLab.pm @@ -133,7 +133,8 @@ sub experiment { $message .= ', and the prisoner survived the experiment.'; } else { - $spy->kill; + $spy->killed_in_action; + $spy->delete; $message .= ', and the prisoner did not survive the experiment.'; } return { diff --git a/lib/Lacuna/RPC/Building/Shipyard.pm b/lib/Lacuna/RPC/Building/Shipyard.pm index 16df0e8c..41176a12 100644 --- a/lib/Lacuna/RPC/Building/Shipyard.pm +++ b/lib/Lacuna/RPC/Building/Shipyard.pm @@ -103,10 +103,11 @@ sub get_buildable { my $can = eval{$building->can_build_ship($ship)}; $buildable{$type} = { attributes => { - speed => $building->set_ship_speed($ship), - stealth => $building->set_ship_stealth($ship), - hold_size => $building->set_ship_hold_size($ship), - combat => $building->set_ship_combat($ship), + speed => $building->set_ship_speed($ship), + stealth => $building->set_ship_stealth($ship), + hold_size => $building->set_ship_hold_size($ship), + combat => $building->set_ship_combat($ship), + max_occupants => $ship->max_occupants }, tags => \@tags, cost => $building->get_ship_costs($ship), diff --git a/var/www/public/changes.txt b/var/www/public/changes.txt index a2acd20a..a50d4a8d 100644 --- a/var/www/public/changes.txt +++ b/var/www/public/changes.txt @@ -2,6 +2,11 @@ - API now tells you exactly what assignments a spy can be given at the present time and how long the recovery time will be. - Added "Security Sweep" defensive assignment. - Fixed a crash bug with fleet movement missions. + - If you have ships heading to a body that becomes uninhabited while on route, the ships will now turn around and come home instead of falling dead. + - If you have spies on a body that becomes uninhabited while they are on the planet, they will teleport home. + - You can now only have 1 subspace transporter per planet. That's all that ever made sense anyway. + - Fixed a bug in the genetics ministry where killed spies didn't get killed. + - Exposed "max_occupants" on shipyard.get_buildable(). 2.4102 - Fixed bleeders and thuds being added to the normal build queue on striking ground.