Second map fixes
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@@ -106,7 +106,7 @@ public class Logic implements ApplicationListener{
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Events.on(PlayEvent.class, e -> {
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Events.on(PlayEvent.class, e -> {
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//reset weather on play
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//reset weather on play
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var randomWeather = state.rules.weather.copy().shuffled();
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var randomWeather = state.rules.weather.copy().shuffle();
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float sum = 0f;
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float sum = 0f;
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for(var weather : randomWeather){
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for(var weather : randomWeather){
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weather.cooldown = sum + Mathf.random(weather.maxFrequency);
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weather.cooldown = sum + Mathf.random(weather.maxFrequency);
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@@ -3,10 +3,14 @@ package mindustry.entities;
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/** Higher priority blocks will always get targeted over those of lower priority, regardless of distance. */
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/** Higher priority blocks will always get targeted over those of lower priority, regardless of distance. */
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public class TargetPriority{
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public class TargetPriority{
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public static final float
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public static final float
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//nobody cares about walls
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wall = -2f,
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wall = -2f,
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//transport infrastructure isn't as important as factories
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transport = -1f,
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transport = -1f,
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//most blocks
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base = 0f,
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base = 0f,
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constructing = 1f,
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//turrets deal damage so they are more important
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turret = 2f,
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turret = 1f,
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core = 3f;
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//core is always the most important thing to destroy
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core = 2f;
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}
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}
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@@ -44,7 +44,6 @@ public class ConstructBlock extends Block{
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inEditor = false;
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inEditor = false;
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consBlocks[size - 1] = this;
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consBlocks[size - 1] = this;
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sync = true;
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sync = true;
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priority = TargetPriority.constructing;
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}
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}
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/** Returns a ConstructBlock by size. */
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/** Returns a ConstructBlock by size. */
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+1
-1
@@ -25,4 +25,4 @@ org.gradle.caching=true
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#used for slow jitpack builds; TODO see if this actually works
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#used for slow jitpack builds; TODO see if this actually works
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org.gradle.internal.http.socketTimeout=100000
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org.gradle.internal.http.socketTimeout=100000
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org.gradle.internal.http.connectionTimeout=100000
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org.gradle.internal.http.connectionTimeout=100000
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archash=bb89034d9f
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archash=55e089a16f
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