Wave balancing & AI tweaks
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@@ -119,6 +119,7 @@ public class DefaultWaves{
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unitAmount = 2;
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unitScaling = 2;
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max = 20;
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shieldScaling = 30;
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}},
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new SpawnGroup(dagger){{
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@@ -144,6 +145,7 @@ public class DefaultWaves{
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unitAmount = 2;
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spacing = 2;
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unitScaling = 2;
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shieldScaling = 20;
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}},
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new SpawnGroup(flare){{
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@@ -162,6 +164,7 @@ public class DefaultWaves{
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unitScaling = 3;
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spacing = 5;
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max = 16;
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shieldScaling = 30;
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}},
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new SpawnGroup(nova){{
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@@ -169,6 +172,7 @@ public class DefaultWaves{
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unitAmount = 2;
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unitScaling = 3;
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spacing = 4;
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shieldScaling = 20;
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}},
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new SpawnGroup(atrax){{
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@@ -192,15 +196,15 @@ public class DefaultWaves{
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 10f;
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shieldScaling = 20f;
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}},
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new SpawnGroup(antumbra){{
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begin = 131;
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begin = 120;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 40;
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shieldScaling = 10f;
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shieldScaling = 20f;
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}},
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new SpawnGroup(vela){{
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@@ -211,6 +215,15 @@ public class DefaultWaves{
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shieldScaling = 20f;
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}},
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new SpawnGroup(corvus){{
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begin = 145;
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unitAmount = 1;
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unitScaling = 1;
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spacing = 35;
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shieldScaling = 30f;
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shields = 100;
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}},
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new SpawnGroup(horizon){{
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begin = 90;
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unitAmount = 2;
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@@ -252,7 +265,7 @@ public class DefaultWaves{
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//max reasonable wave, after which everything gets boring
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int cap = 200;
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float shieldStart = 30, shieldsPerWave = 15 + difficulty*20f;
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float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f;
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Intc createProgression = start -> {
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//main sequence
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@@ -314,8 +327,8 @@ public class DefaultWaves{
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step += (int)(Mathf.random(12, 25) * Mathf.lerp(1f, 0.4f, difficulty));
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}
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int bossWave = Mathf.random(30, 60);
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int bossSpacing = Mathf.random(30, 50);
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int bossWave = (int)(Mathf.random(30, 60) * Mathf.lerp(1f, 0.7f, difficulty));
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int bossSpacing = (int)(Mathf.random(25, 40) * Mathf.lerp(1f, 0.6f, difficulty));
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//main boss progression
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out.add(new SpawnGroup(Structs.random(species)[4]){{
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