Added random wave AI to custom rules dialog
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@@ -1350,7 +1350,7 @@ rules.allowedit.info = When enabled, the player can edit rules in-game via the b
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rules.alloweditworldprocessors = Allow Editing World Processors
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rules.alloweditworldprocessors = Allow Editing World Processors
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rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
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rules.alloweditworldprocessors.info = When enabled, world logic blocks can be placed and edited even outside the editor.
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rules.waves = Waves
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rules.waves = Waves
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rules.airUseSpawns = Air units use spawn points
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rules.airUseSpawns = Air Units Use Spawn Points
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rules.attack = Attack Mode
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rules.attack = Attack Mode
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rules.buildai = Base Builder AI
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rules.buildai = Base Builder AI
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rules.buildaitier = Builder AI Tier
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rules.buildaitier = Builder AI Tier
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@@ -1409,6 +1409,7 @@ rules.weather.frequency = Frequency:
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rules.weather.always = Always
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rules.weather.always = Always
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rules.weather.duration = Duration:
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rules.weather.duration = Duration:
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rules.randomwaveai.info = Makes units spawned in waves target random structures instead of directly attacking the core or power generators.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.placerangecheck.info = Prevents players from placing anything near enemy buildings. When trying to place a turret, the range is increased, so the turret will not be able to reach the enemy.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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rules.onlydepositcore.info = Prevents units from depositing items into any buildings except cores.
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@@ -220,6 +220,7 @@ public class CustomRulesDialog extends BaseDialog{
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check("@rules.wavesending", b -> rules.waveSending = b, () -> rules.waveSending, () -> rules.waves);
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check("@rules.wavesending", b -> rules.waveSending = b, () -> rules.waveSending, () -> rules.waves);
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check("@rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
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check("@rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
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check("@rules.waitForWaveToEnd", b -> rules.waitEnemies = b, () -> rules.waitEnemies, () -> rules.waves && rules.waveTimer);
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check("@rules.waitForWaveToEnd", b -> rules.waitEnemies = b, () -> rules.waitEnemies, () -> rules.waves && rules.waveTimer);
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check("@rules.randomwaveai", b -> rules.randomWaveAI = b, () -> rules.randomWaveAI, () -> rules.waves);
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check("@rules.airUseSpawns", b -> rules.airUseSpawns = b, () -> rules.airUseSpawns, () -> rules.waves);
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check("@rules.airUseSpawns", b -> rules.airUseSpawns = b, () -> rules.airUseSpawns, () -> rules.waves);
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numberi("@rules.wavelimit", f -> rules.winWave = f, () -> rules.winWave, () -> rules.waves, 0, Integer.MAX_VALUE);
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numberi("@rules.wavelimit", f -> rules.winWave = f, () -> rules.winWave, () -> rules.waves, 0, Integer.MAX_VALUE);
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number("@rules.wavespacing", false, f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> rules.waves && rules.waveTimer, 1, Float.MAX_VALUE);
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number("@rules.wavespacing", false, f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> rules.waves && rules.waveTimer, 1, Float.MAX_VALUE);
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