Bugfixes
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@@ -3752,7 +3752,7 @@ public class Blocks{
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
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ammo(
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ammo(
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Items.graphite, new BasicBulletType(8f, 44){{
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Items.graphite, new BasicBulletType(8f, 41){{
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knockback = 4f;
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knockback = 4f;
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width = 25f;
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width = 25f;
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hitSize = 7f;
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hitSize = 7f;
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@@ -3797,7 +3797,7 @@ public class Blocks{
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recoilAmount = 2f;
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recoilAmount = 2f;
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restitution = 0.03f;
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restitution = 0.03f;
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range = 125;
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range = 125;
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shootCone = 50f;
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shootCone = 40f;
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scaledHealth = 210;
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scaledHealth = 210;
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rotateSpeed = 3f;
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rotateSpeed = 3f;
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@@ -76,6 +76,7 @@ public class Planets{
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r.fog = true;
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r.fog = true;
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r.staticFog = true;
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r.staticFog = true;
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r.lighting = false;
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r.lighting = false;
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r.coreDestroyClear = true;
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r.onlyDepositCore = true; //TODO not sure
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r.onlyDepositCore = true; //TODO not sure
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};
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};
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@@ -124,6 +125,7 @@ public class Planets{
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allowWaveSimulation = true;
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allowWaveSimulation = true;
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allowSectorInvasion = true;
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allowSectorInvasion = true;
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allowLaunchSchematics = true;
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allowLaunchSchematics = true;
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enemyCoreSpawnReplace = true;
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allowLaunchLoadout = true;
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allowLaunchLoadout = true;
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ruleSetter = r -> {
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ruleSetter = r -> {
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r.waveTeam = Team.crux;
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r.waveTeam = Team.crux;
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@@ -161,9 +161,7 @@ public class Logic implements ApplicationListener{
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});
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});
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Events.on(BlockDestroyEvent.class, e -> {
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Events.on(BlockDestroyEvent.class, e -> {
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//TODO maybe make it a separate rule?
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if(e.tile.build instanceof CoreBuild core && core.team.isAI() && state.rules.coreDestroyClear){
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//makes cores go derelict in RTS mode, helps clean things up
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if(e.tile.build instanceof CoreBuild core && core.team.isAI() && core.team.rules().rtsAi){
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Core.app.post(() -> {
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Core.app.post(() -> {
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core.team.data().timeDestroy(core.x, core.y, state.rules.enemyCoreBuildRadius);
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core.team.data().timeDestroy(core.x, core.y, state.rules.enemyCoreBuildRadius);
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});
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});
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@@ -84,6 +84,8 @@ public class Rules{
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public boolean cleanupDeadTeams = true;
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public boolean cleanupDeadTeams = true;
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/** If true, items can only be deposited in the core. */
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/** If true, items can only be deposited in the core. */
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public boolean onlyDepositCore = false;
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public boolean onlyDepositCore = false;
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/** If true, every enemy block in the radius of the (enemy) core is destroyed upon death. Used for campaign maps. */
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public boolean coreDestroyClear = false;
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/** Radius around enemy wave drop zones.*/
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/** Radius around enemy wave drop zones.*/
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public float dropZoneRadius = 300f;
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public float dropZoneRadius = 300f;
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/** Time between waves in ticks. */
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/** Time between waves in ticks. */
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@@ -95,6 +95,8 @@ public class Planet extends UnlockableContent{
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public boolean allowSectorInvasion = false;
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public boolean allowSectorInvasion = false;
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/** If true, sectors saves are cleared when lost. */
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/** If true, sectors saves are cleared when lost. */
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public boolean clearSectorOnLose = false;
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public boolean clearSectorOnLose = false;
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/** If true, enemy cores are replaced with spawnpoints on this planet (for invasions) */
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public boolean enemyCoreSpawnReplace = false;
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/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */
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/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */
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public boolean prebuildBase = true;
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public boolean prebuildBase = true;
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/** If true, waves are created on sector loss. TODO remove. */
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/** If true, waves are created on sector loss. TODO remove. */
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@@ -308,7 +308,7 @@ public class CoreBlock extends StorageBlock{
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}
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}
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//add a spawn to the map for future reference - waves should be disabled, so it shouldn't matter
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//add a spawn to the map for future reference - waves should be disabled, so it shouldn't matter
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if(state.isCampaign() && team == state.rules.waveTeam && team.cores().size <= 1){
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if(state.isCampaign() && team == state.rules.waveTeam && team.cores().size <= 1 && state.rules.sector.planet.enemyCoreSpawnReplace){
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//do not recache
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//do not recache
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tile.setOverlayQuiet(Blocks.spawn);
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tile.setOverlayQuiet(Blocks.spawn);
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