Further nerfed AI
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@@ -90,7 +90,7 @@ public class Vars{
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//whether turrets have infinite ammo (only with debug)
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public static boolean infiniteAmmo = true;
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//whether to show paths of enemies
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public static boolean showPaths = true;
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public static boolean showPaths = false;
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//if false, player is always hidden
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public static boolean showPlayer = true;
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//whether to hide ui, only on debug
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@@ -150,9 +150,10 @@ public class FortressGenerator{
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for(int y = 0; y < base.height(); y++){
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Tile tile = gen.tiles[enemyX - base.width()/2 + x][enemyY - base.height()/2 + y];
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StructBlock block = base.layout[x][y];
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Block result = fixBlock(block.block);
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tile.setElevation(elev);
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tile.setRotation(block.rotation);
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tile.setBlock(block.block, team);
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tile.setBlock(result, team);
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}
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}
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@@ -177,11 +178,7 @@ public class FortressGenerator{
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StructBlock block = struct.layout[cx][cy];
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Tile tile = world.tile(wx, wy);
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Block result = block.block;
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if(result == UnitBlocks.resupplyPoint) result = DefenseBlocks.tungstenWall;
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if(result == UnitBlocks.monsoonPad) result = DefenseBlocks.tungstenWallLarge;
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if(result == UnitBlocks.fabricatorPad) result = DefenseBlocks.tungstenWallLarge;
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Block result = fixBlock(block.block);
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//resupply points should not be placed anymore, they confuse units
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if(result != Blocks.air && tile.block().alwaysReplace){
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@@ -199,6 +196,13 @@ public class FortressGenerator{
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}
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}
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Block fixBlock(Block result){
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if(result == UnitBlocks.resupplyPoint) result = DefenseBlocks.tungstenWall;
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if(result == UnitBlocks.monsoonPad) result = DefenseBlocks.tungstenWallLarge;
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if(result == UnitBlocks.fabricatorPad) result = DefenseBlocks.tungstenWallLarge;
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return result;
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}
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void fill(Tile tile){
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Block block = tile.block();
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@@ -39,7 +39,7 @@ import java.io.IOException;
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public class UnitPad extends Block{
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protected float gracePeriodMultiplier = 16f;
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protected float speedupTime = 60f * 60f * 16;
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protected float speedupTime = 60f * 60f * 19;
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protected float maxSpeedup = 7f;
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protected UnitType type;
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