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[Payload] A series of ECS-related fixes for Payload scenario #2303

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csibbitt
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  • Replace .typeName with component checks
  • Delay path clearing until physics starts
  • Suppress errors when ships or stations destroyed at end of game
  • Fix NPC orders problems stemming from new default roaming

@@ -246,13 +242,13 @@ function ClearHazardsNear(centerX, centerY, radius, maxRoids, maxMines)

-- Destroy any hazards beyond the limits
for _, potentialHazard in ipairs(objects) do
if potentialHazard.typeName == "Asteroid" then
if potentialHazard.components.explode_on_touch ~= nil then
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Note that this can include missiles.

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Yeah, that's fine since this is just used to clear up mines and asteroids before the mission starts.

@@ -658,7 +654,7 @@ function SpawnWave(faction)
if i == queenIndex and WaveSize > 1 then
enemyTemplate = "Phobos M3"
end
local enemy = CpuShip():setTemplate(enemyTemplate):setFaction("Kraylor"):setPosition(enemyX, enemyY)
local enemy = CpuShip():setTemplate(enemyTemplate):setFaction("Kraylor"):setPosition(enemyX, enemyY):orderIdle()
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That idle isn't the default should be a bug.

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Noted. I'll see if I can implement a fix on the engine side, but this may also fix another edge case for me so might as well stay.

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