Bugfixes
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@@ -113,6 +113,7 @@ public class Planets{
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new HexSkyMesh(this, 1, 0.6f, 0.16f, 5, Color.white.cpy().lerp(Pal.spore, 0.55f).a(0.75f), 2, 0.45f, 1f, 0.41f)
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);
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allowWaves = true;
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allowWaveSimulation = true;
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allowSectorInvasion = true;
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allowLaunchSchematics = true;
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@@ -2456,6 +2456,7 @@ public class UnitTypes{
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rotateSpeed = 3.5f;
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health = 800;
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armor = 5f;
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itemCapacity = 0;
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treadRects = new Rect[]{new Rect(12, 7, 14, 51)};
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researchCostMultiplier = 0f;
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@@ -2496,6 +2497,7 @@ public class UnitTypes{
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rotateSpeed = 2.6f;
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health = 2000;
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armor = 8f;
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itemCapacity = 0;
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treadRects = new Rect[]{new Rect(17, 10, 19, 76)};
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researchCostMultiplier = 0f;
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@@ -2582,6 +2584,7 @@ public class UnitTypes{
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speed = 0.63f;
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health = 9000;
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armor = 20f;
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itemCapacity = 0;
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crushDamage = 13f / 5f;
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treadRects = new Rect[]{new Rect(22, 16, 28, 130)};
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@@ -382,11 +382,13 @@ public class Control implements ApplicationListener, Loadable{
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state.wavetime = state.rules.initialWaveSpacing <= 0f ? (state.rules.waveSpacing * (sector.preset == null ? 2f : sector.preset.startWaveTimeMultiplier)) : state.rules.initialWaveSpacing;
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//reset captured state
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sector.info.wasCaptured = false;
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//re-enable waves
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state.rules.waves = true;
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//reset win wave??
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state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null && sector.preset.captureWave > 0 ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 30;
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if(state.rules.sector.planet.allowWaves){
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//re-enable waves
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state.rules.waves = true;
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//reset win wave??
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state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null && sector.preset.captureWave > 0 ? sector.preset.captureWave : state.rules.winWave > state.wave ? state.rules.winWave : 30;
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}
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//if there's still an enemy base left, fix it
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if(state.rules.attackMode){
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@@ -751,6 +751,8 @@ public class DesktopInput extends InputHandler{
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@Override
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public boolean touchDown(float x, float y, int pointer, KeyCode button){
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if(scene.hasMouse() || !commandMode) return false;
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if(button == KeyCode.mouseRight){
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//right click: move to position
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@@ -93,6 +93,8 @@ public class Planet extends UnlockableContent{
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public boolean allowSectorInvasion = false;
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/** If true, sectors saves are cleared when lost. */
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public boolean clearSectorOnLose = false;
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/** If true, waves are created on sector loss. TODO remove. */
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public boolean allowWaves = false;
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/** Sets up rules on game load for any sector on this planet. */
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public Cons<Rules> ruleSetter = r -> {};
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/** Parent body that this planet orbits around. If null, this planet is considered to be in the middle of the solar system.*/
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