Index: binaries/data/mods/public/simulation/ai/common-api/terrain-analysis.js =================================================================== --- binaries/data/mods/public/simulation/ai/common-api/terrain-analysis.js +++ binaries/data/mods/public/simulation/ai/common-api/terrain-analysis.js @@ -406,7 +406,7 @@ let x = Math.floor(ent.position()[0] / cellSize); let z = Math.floor(ent.position()[1] / cellSize); let grp = Resources.GetResource(resource).aiAnalysisInfluenceGroup; - let strength = Math.floor(ent.resourceSupplyMax() / this.normalizationFactor[grp]); + let strength = ent.resourceSupplyMax() / this.normalizationFactor[grp]; this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2, "constant"); this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2); this.ccResourceMaps[resource].addInfluence(x, z, this.ccInfluenceRadius[grp] / cellSize, strength, "constant"); @@ -448,7 +448,7 @@ let x = Math.floor(ent.position()[0] / cellSize); let z = Math.floor(ent.position()[1] / cellSize); let grp = Resources.GetResource(resource).aiAnalysisInfluenceGroup; - let strength = -Math.floor(ent.resourceSupplyMax() / this.normalizationFactor[grp]); + let strength = -(ent.resourceSupplyMax() / this.normalizationFactor[grp]); this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2, "constant"); this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2); this.ccResourceMaps[resource].addInfluence(x, z, this.ccInfluenceRadius[grp] / cellSize, strength, "constant"); @@ -467,7 +467,7 @@ let x = Math.floor(ent.position()[0] / cellSize); let z = Math.floor(ent.position()[1] / cellSize); let grp = Resources.GetResource(resource).aiAnalysisInfluenceGroup; - let strength = Math.floor(ent.resourceSupplyMax() / this.normalizationFactor[grp]); + let strength = ent.resourceSupplyMax() / this.normalizationFactor[grp]; this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2, "constant"); this.resourceMaps[resource].addInfluence(x, z, this.influenceRadius[grp] / cellSize, strength/2); this.ccResourceMaps[resource].addInfluence(x, z, this.ccInfluenceRadius[grp] / cellSize, strength, "constant");