Campaign survival wave display tweaks
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@@ -424,7 +424,7 @@ public class Bullets implements ContentList{
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}
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}
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};
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};
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basicFlame = new BulletType(3.35f, 15f){{
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basicFlame = new BulletType(3.35f, 16f){{
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ammoMultiplier = 3f;
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ammoMultiplier = 3f;
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hitSize = 7f;
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hitSize = 7f;
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lifetime = 18f;
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lifetime = 18f;
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@@ -439,7 +439,7 @@ public class Bullets implements ContentList{
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hittable = false;
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hittable = false;
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}};
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}};
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pyraFlame = new BulletType(3.35f, 22f){{
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pyraFlame = new BulletType(3.35f, 25f){{
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ammoMultiplier = 4f;
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ammoMultiplier = 4f;
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hitSize = 7f;
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hitSize = 7f;
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lifetime = 18f;
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lifetime = 18f;
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@@ -21,9 +21,10 @@ import mindustry.world.blocks.storage.*;
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import static mindustry.Vars.*;
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import static mindustry.Vars.*;
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public class SectorDamage{
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public class SectorDamage{
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public static final int maxRetWave = 30, maxWavesSimulated = 50;
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//direct damage is for testing only
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//direct damage is for testing only
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private static final boolean direct = false, rubble = true;
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private static final boolean direct = false, rubble = true;
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private static final int maxWavesSimulated = 50, maxRetWave = 100;
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/** @return calculated capture progress of the enemy */
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/** @return calculated capture progress of the enemy */
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public static float getDamage(SectorInfo info){
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public static float getDamage(SectorInfo info){
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@@ -107,7 +108,7 @@ public class SectorDamage{
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float damage = getDamage(state.rules.sector.info);
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float damage = getDamage(state.rules.sector.info);
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//scaled damage has a power component to make it seem a little more realistic (as systems fail, enemy capturing gets easier and easier)
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//scaled damage has a power component to make it seem a little more realistic (as systems fail, enemy capturing gets easier and easier)
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float scaled = Mathf.pow(damage, 1.5f);
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float scaled = Mathf.pow(damage, 1.6f);
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//apply damage to units
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//apply damage to units
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float unitDamage = damage * state.rules.sector.info.sumHealth;
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float unitDamage = damage * state.rules.sector.info.sumHealth;
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@@ -429,6 +430,7 @@ public class SectorDamage{
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float falloff = (damage) / (Math.max(tiles.width, tiles.height) * Mathf.sqrt2);
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float falloff = (damage) / (Math.max(tiles.width, tiles.height) * Mathf.sqrt2);
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int peak = 0;
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int peak = 0;
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if(damage > 0.1f){
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//phase two: propagate the damage
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//phase two: propagate the damage
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while(!frontier.isEmpty()){
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while(!frontier.isEmpty()){
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peak = Math.max(peak, frontier.size);
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peak = Math.max(peak, frontier.size);
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@@ -479,6 +481,8 @@ public class SectorDamage{
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}
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}
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}
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}
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}
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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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@@ -20,6 +20,7 @@ import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.graphics.*;
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import mindustry.graphics.g3d.*;
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import mindustry.graphics.g3d.*;
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import mindustry.maps.*;
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import mindustry.type.*;
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import mindustry.type.*;
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import mindustry.ui.*;
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import mindustry.ui.*;
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import mindustry.world.blocks.storage.*;
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import mindustry.world.blocks.storage.*;
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@@ -382,8 +383,8 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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stable.row();
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stable.row();
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if(sector.info.wavesSurvived >= 0 && sector.info.wavesSurvived - sector.info.wavesPassed >= 0 && !sector.isBeingPlayed()){
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if(sector.info.wavesSurvived >= 0 && sector.info.wavesSurvived - sector.info.wavesPassed >= 0 && !sector.isBeingPlayed()){
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boolean plus = (sector.info.wavesSurvived - sector.info.wavesPassed) >= 99;
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boolean plus = (sector.info.wavesSurvived - sector.info.wavesPassed) >= SectorDamage.maxRetWave - 1;
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stable.add("[accent]Will survive " + (sector.info.wavesSurvived - sector.info.wavesPassed) + (plus ? "+" : "") + " waves");
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stable.add("[accent]Will survive\n" + (sector.info.wavesSurvived - sector.info.wavesPassed) + (plus ? "+" : "") + " waves");
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stable.row();
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stable.row();
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}
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}
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}
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}
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