Re-implemented some units / Bugfixes
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@@ -130,7 +130,7 @@ public class CustomRulesDialog extends FloatingDialog{
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title("$rules.title.waves");
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check("$rules.waves", b -> rules.waves = b, () -> rules.waves);
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check("$rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer);
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check("$rules.waitForWaveToEnd", b -> rules.waitForWaveToEnd = b, () -> rules.waitForWaveToEnd);
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check("$rules.waitForWaveToEnd", b -> rules.waitEnemies = b, () -> rules.waitEnemies);
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number("$rules.wavespacing", false, f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> true);
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number("$rules.dropzoneradius", false, f -> rules.dropZoneRadius = f * tilesize, () -> rules.dropZoneRadius / tilesize, () -> true);
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@@ -283,13 +283,14 @@ public class PlanetDialog extends FloatingDialog{
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if(selectAlpha > 0.01f){
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if(sec.unlocked()){
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float stroke = 0.026f;
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if(sec.hasBase()){
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drawSelection(sec, Tmp.c1.set(Team.sharded.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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}else if(sec.preset != null){
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drawSelection(sec, Tmp.c1.set(Team.derelict.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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}else if(sec.hasEnemyBase()){
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drawSelection(sec, Tmp.c1.set(Team.crux.color).mul(0.8f).a(selectAlpha), stroke, -0.005f);
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Color color =
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sec.hasBase() ? Team.sharded.color :
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sec.preset != null ? Team.derelict.color :
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sec.hasEnemyBase() ? Team.crux.color :
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null;
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if(color != null){
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drawSelection(sec, Tmp.c1.set(color).mul(0.8f).a(selectAlpha), 0.026f, -0.001f);
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}
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}else{
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draw(sec, Tmp.c1.set(shadowColor).mul(1, 1, 1, selectAlpha), -0.001f);
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@@ -312,12 +313,9 @@ public class PlanetDialog extends FloatingDialog{
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//render arcs
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if(selected != null && selected.preset != null){
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for(Objective o : selected.preset.requirements){
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if(o instanceof ZoneObjective){
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SectorPreset preset = ((ZoneObjective)o).preset;
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if(true){
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drawArc(planet, selected.tile.v, preset.sector.tile.v);
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}
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if(o instanceof SectorObjective){
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SectorPreset preset = ((SectorObjective)o).preset;
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drawArc(planet, selected.tile.v, preset.sector.tile.v);
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}
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}
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}
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@@ -49,6 +49,11 @@ public class HudFragment extends Fragment{
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showToast("New turn: [accent]" + universe.getTurn() + "[]" + (attacked > 0 ? "\n[scarlet]" + Iconc.warning + " " + attacked + " sectors attacked!": ""));
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});
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//TODO details and stuff
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Events.on(SectorCaptureEvent.class, e ->{
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showToast("Sector[accent] captured[]!");
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});
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//TODO tear this all down
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//menu at top left
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parent.fill(cont -> {
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@@ -625,7 +630,7 @@ public class HudFragment extends Fragment{
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}
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if(state.rules.waveTimer){
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builder.append((state.rules.waitForWaveToEnd && state.enemies > 0 ? Core.bundle.get("wave.waveInProgress") : ( waitingf.get((int)(state.wavetime/60)))));
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builder.append((state.rules.waitEnemies && state.enemies > 0 ? Core.bundle.get("wave.waveInProgress") : ( waitingf.get((int)(state.wavetime/60)))));
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}else if(state.enemies == 0){
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builder.append(Core.bundle.get("waiting"));
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}
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