Build fix / Improved map contour
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@@ -3,7 +3,6 @@ package io.anuke.mindustry.maps;
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import com.badlogic.gdx.graphics.Texture;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.annotations.Annotations.Serialize;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.Saves.SaveSlot;
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import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.maps.missions.Mission;
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@@ -38,21 +37,6 @@ public class Sector{
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/**Items the player starts with on this sector.*/
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public transient Array<ItemStack> startingItems;
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/**Returns scaled difficulty. This is not just the difficulty ordinal.*/
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public Difficulty getDifficulty(){
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if(difficulty == 0){
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//yes, this means insane tutorial difficulty
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//(((have fun)))
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return Difficulty.hard;
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}else if(difficulty < 4){
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return Difficulty.normal;
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}else if(difficulty < 9){
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return Difficulty.hard;
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}else{
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return Difficulty.insane;
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}
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}
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public Mission currentMission(){
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return completedMissions >= missions.size ? victoryMission : missions.get(completedMissions);
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}
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@@ -7,10 +7,10 @@ import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.content.Items;
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import io.anuke.mindustry.core.GameState.State;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.game.Difficulty;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.io.SaveIO;
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import io.anuke.mindustry.maps.generation.WorldGenerator.GenResult;
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import io.anuke.mindustry.maps.missions.BattleMission;
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import io.anuke.mindustry.maps.missions.Mission;
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import io.anuke.mindustry.maps.missions.WaveMission;
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import io.anuke.mindustry.type.Item;
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@@ -189,6 +189,20 @@ public class Sectors{
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return true;
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}
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public Difficulty getDifficulty(Sector sector){
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if(sector.difficulty == 0){
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//yes, this means hard tutorial difficulty
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//(((have fun)))
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return Difficulty.hard;
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}else if(sector.difficulty < 4){
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return Difficulty.normal;
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}else if(sector.difficulty < 9){
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return Difficulty.hard;
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}else{
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return Difficulty.insane;
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}
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}
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public Array<Item> getOres(int x, int y){
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if(x == 0 && y == 0){
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return Array.with(Items.copper);
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@@ -281,8 +295,7 @@ public class Sectors{
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//TODO make specfic expansion sector have specific ores
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sector.missions.addAll(TutorialSector.getMissions());
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}else{
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sector.missions.add(Mathf.randomSeed(sector.getSeed() + 1) < waveChance ? new WaveMission(Math.min(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5, 100))
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: new BattleMission());
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sector.missions.add(new WaveMission(Math.min(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5, 100)));
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}
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sector.spawns = new Array<>();
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@@ -325,7 +338,7 @@ public class Sectors{
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int toY = y * sectorSize / sectorImageSize;
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GenResult result = world.generator().generateTile(sector.x, sector.y, toX, toY, false);
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world.generator().generateTile(secResult, sector.x, sector.y, toX, toY + sectorSize / sectorImageSize, false, null, null);
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world.generator().generateTile(secResult, sector.x, sector.y, toX, ((y+1) * sectorSize / sectorImageSize), false, null, null);
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int color = ColorMapper.colorFor(result.floor, result.wall, Team.none, result.elevation, secResult.elevation > result.elevation ? (byte)(1 << 6) : (byte)0);
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pixmap.drawPixel(x, pixmap.getHeight() - 1 - y, color);
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