Added hint about guards & armor
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@@ -26,6 +26,8 @@ public class Teams{
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public Seq<TeamData> active = new Seq<>();
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/** Teams with block or unit presence. */
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public Seq<TeamData> present = new Seq<>(TeamData.class);
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/** Current boss unit. */
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public @Nullable Unit boss;
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public Teams(){
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active.add(get(Team.crux));
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@@ -178,6 +180,10 @@ public class Teams{
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data.units.add(unit);
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data.presentFlag = true;
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if(unit.team == state.rules.waveTeam && unit.isBoss()){
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boss = unit;
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}
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if(data.unitsByType == null || data.unitsByType.length <= unit.type.id){
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data.unitsByType = new Seq[content.units().size];
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}
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@@ -216,7 +216,7 @@ public class Universe{
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if(!sector.isAttacked() && turn > invasionGracePeriod && sector.info.hasSpawns){
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//invasion chance depends on # of nearby bases
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if(Mathf.chance(baseInvasionChance * Math.min(sector.near().count(Sector::hasEnemyBase), 1))){
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 5) * 5;
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 4) * 5;
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//assign invasion-related things
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if(sector.isBeingPlayed()){
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@@ -298,7 +298,7 @@ public class Waves{
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begin = f;
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end = f + next >= cap ? never : f + next;
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max = 13;
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unitScaling = (difficulty < 0.4f ? rand.random(2.5f, 5f) : rand.random(1f, 4f)) * scaling[ctier];
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unitScaling = (difficulty < 0.4f ? rand.random(2.5f, 4f) : rand.random(1f, 4f)) * scaling[ctier];
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shields = shieldAmount;
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shieldScaling = shieldsPerWave;
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spacing = space;
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