Asteroid/space improvements
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@@ -118,8 +118,8 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
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wallOre(Blocks.beryllicStoneWall, Blocks.wallOreBeryl, 50f, 0.62f * berylliumScale);
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//TODO:
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//- copper maybe should not exist
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//- consider replacing certain ores with something else
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//- enemy wave spawns
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//- never ending
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//titanium
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pass((x, y) -> {
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@@ -131,6 +131,10 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
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}
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});
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int spawnSide = rand.random(3);
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int sizeOffset = width / 2 - 1;
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tiles.getn(sizeOffset * Geometry.d8edge[spawnSide].x + width/2, sizeOffset * Geometry.d8edge[spawnSide].y + height/2).setOverlay(Blocks.spawn);
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Schematics.placeLaunchLoadout(sx, sy);
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state.rules.planetBackground = new PlanetParams(){{
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@@ -139,9 +143,19 @@ public class AsteroidGenerator extends BlankPlanetGenerator{
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camPos = new Vec3(1.2388899f, 1.6047299f, 2.4758825f);
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}};
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//state.rules.backgroundTexture = "sprites/space.png";
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state.rules.dragMultiplier = 0.7f; //yes, yes space has 0 drag but 0% drag is very annoying
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state.rules.dragMultiplier = 0.7f; //yes, space actually has 0 drag but true 0% drag is very annoying
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state.rules.borderDarkness = false;
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state.rules.environment = Env.space;
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state.rules.waves = true;
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//TODO maybe make this on by default everywhere
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state.rules.showSpawns = true;
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//TODO better wavegen, do it by hand even
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state.rules.spawns = Waves.generate(0.5f, rand, false, true, false);
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}
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@Override
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public Schematic getDefaultLoadout(){
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return Loadouts.spaceNucleus;
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}
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@Override
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