Various base generation tweaks

This commit is contained in:
Anuken
2020-09-08 16:25:01 -04:00
parent ef617b7fd2
commit ac88d84322
8 changed files with 28 additions and 16 deletions

View File

@@ -284,11 +284,11 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
float difficulty = sector.baseCoverage;
if(sector.hasEnemyBase()){
basegen.generate(tiles, enemies.map(r -> tiles.getn(r.x, r.y)), tiles.get(spawn.x, spawn.y), state.rules.waveTeam, sector);
basegen.generate(tiles, enemies.map(r -> tiles.getn(r.x, r.y)), tiles.get(spawn.x, spawn.y), state.rules.waveTeam, sector, difficulty);
state.rules.attackMode = true;
}else{
state.rules.winWave = 15 * (int)Math.max(difficulty, 1);
state.rules.winWave = 15 * (int)Math.max(difficulty * 5, 1);
}
state.rules.waves = true;
@@ -296,11 +296,13 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
//TODO better waves
state.rules.spawns = defaultWaves.get();
float waveScaling = 1f + difficulty*2;
//scale up the spawning base on difficulty (this is just for testing)
for(SpawnGroup group : state.rules.spawns){
group.unitAmount *= difficulty;
group.unitAmount *= waveScaling;
if(group.unitScaling != SpawnGroup.never){
group.unitScaling /= difficulty;
group.unitScaling /= waveScaling;
}
}
}