Minor sector damage calculation changes
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@@ -363,13 +363,11 @@ public class SectorDamage{
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info.waveDpsBase = reg.intercept;
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info.waveDpsBase = reg.intercept;
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info.waveDpsSlope = reg.slope;
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info.waveDpsSlope = reg.slope;
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//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
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info.sumHealth = sumHealth * 0.9f;
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info.sumHealth = sumHealth * 1.05f;
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info.sumDps = sumDps;
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//players tend to have longer range units/turrets, so assume DPS is higher
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info.sumDps = sumDps * 1.05f;
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info.sumRps = sumRps;
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info.sumRps = sumRps;
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float cmult = 1.5f;
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float cmult = 1.6f;
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info.curEnemyDps = curEnemyDps*cmult;
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info.curEnemyDps = curEnemyDps*cmult;
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info.curEnemyHealth = curEnemyHealth*cmult;
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info.curEnemyHealth = curEnemyHealth*cmult;
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@@ -524,7 +522,7 @@ public class SectorDamage{
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static float cost(Tile tile){
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static float cost(Tile tile){
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return 1f +
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return 1f +
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(tile.block().isStatic() && tile.solid() ? 200f : 0f) +
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(tile.block().isStatic() && tile.solid() ? 200f : 0f) +
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(tile.build != null ? tile.build.health / 40f : 0f) +
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(tile.build != null ? tile.build.health / (tile.build.block.size * tile.build.block.size) / 20f : 0f) +
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(tile.floor().isLiquid ? 10f : 0f);
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(tile.floor().isLiquid ? 10f : 0f);
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}
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}
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}
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}
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