Yeah, I pulled it from your git and compiled a few days ago. The last commit I have is from April 12th, with an interesting "Aargh" commit message
I guess that'll teach me to run the game with the proper exe instead of going for the newest one..
So.. that's interesting. Looking at the rulesets, most enemy units have a "corpseGeo" defined along with their corpseBattle. So one is there purely for battle graphics and one is the item you recover.
It looks like things worked for the bandits I faced in a pogrom, at least, as I did get the medallion and chemicals I would expect. Probably scrap metals too. All of these items have "recover: true" so they worked. But if I understand your code properly, you look at the "corpseGeo" and determine if it is recoverable, then only recover it if true? So all my security/academy corpses, since they are set to "recover: false" are not recovered? hum..
The recovery flag check makes sense for corpseBattle (for the multiple corpse tiles of 2x2 units, and for units who also have a corpseGeo defined), but for corpseGeo it's a bit odd. It seems like if something is defined as a corpseGeo, it should be recovered.. What's the point of "corpseGeo" if not recovery? I'll have a look for Solarius' request I guess.