Campaign balance / Smarter power node placement
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@@ -593,6 +593,11 @@ sector.tarFields.description = The outskirts of an oil production zone, between
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sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
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sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
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sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
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sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
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sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
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sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
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sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
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sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
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settings.language = Language
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settings.data = Game Data
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@@ -17,6 +17,7 @@ import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.defense.*;
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import mindustry.world.blocks.distribution.*;
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import mindustry.world.blocks.production.*;
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import mindustry.world.blocks.storage.*;
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import mindustry.world.blocks.storage.CoreBlock.*;
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@@ -271,6 +272,10 @@ public class BaseAI{
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}
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Tile o = world.tile(tile.x + p.x, tile.y + p.y);
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if(o != null && (o.block() instanceof PayloadAcceptor || o.block() instanceof PayloadConveyor)){
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break;
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}
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if(o != null && o.team() == data.team && !(o.block() instanceof Wall)){
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any = true;
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break;
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@@ -121,7 +121,7 @@ public class TechTree implements ContentList{
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});
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node(waterExtractor, () -> {
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node(waterExtractor, Seq.with(new SectorComplete(saltFlats)), () -> {
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node(oilExtractor, () -> {
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});
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@@ -340,10 +340,10 @@ public class Waves{
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step += (int)(rand.random(15, 30) * Mathf.lerp(1f, 0.5f, difficulty));
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}
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int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.5f, difficulty));
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int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.75f, difficulty));
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int bossSpacing = (int)(rand.random(25, 40) * Mathf.lerp(1f, 0.6f, difficulty));
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int bossTier = difficulty < 0.5 ? 3 : 4;
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int bossTier = difficulty < 0.6 ? 3 : 4;
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//main boss progression
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out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
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@@ -411,7 +411,7 @@ public class Waves{
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}
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//shift back waves on higher difficulty for a harder start
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int shift = Math.max((int)(difficulty * 15 - 5), 0);
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int shift = Math.max((int)(difficulty * 14 - 5), 0);
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for(SpawnGroup group : out){
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group.begin -= shift;
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@@ -47,6 +47,7 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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/** Maximum line length. */
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final static int maxLength = 100;
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final static Rect r1 = new Rect(), r2 = new Rect();
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final static Seq<Point2> tmpPoints = new Seq<>(), tmpPoints2 = new Seq<>();
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public final OverlayFragment frag = new OverlayFragment();
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@@ -1164,27 +1165,39 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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points = Placement.normalizeLine(startX, startY, endX, endY);
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}
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if(block instanceof PowerNode){
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Seq<Point2> skip = new Seq<>();
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if(block instanceof PowerNode node){
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var base = tmpPoints2;
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var result = tmpPoints.clear();
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for(int i = 1; i < points.size; i++){
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int overlaps = 0;
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Point2 point = points.get(i);
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base.selectFrom(points, p -> p == points.first() || p == points.peek() || Build.validPlace(block, player.team(), p.x, p.y, rotation, false));
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boolean addedLast = false;
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//check with how many powernodes the *next* tile will overlap
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for(int j = 0; j < i; j++){
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if(!skip.contains(points.get(j)) && ((PowerNode)block).overlaps(world.tile(point.x, point.y), world.tile(points.get(j).x, points.get(j).y))){
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overlaps++;
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outer:
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for(int i = 0; i < base.size;){
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var point = base.get(i);
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result.add(point);
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if(i == base.size - 1) addedLast = true;
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//find the furthest node that overlaps this one
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for(int j = base.size - 1; j > i; j--){
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var other = base.get(j);
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boolean over = node.overlaps(world.tile(point.x, point.y), world.tile(other.x, other.y));
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if(over){
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//add node to list and start searching for node that overlaps the next one
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i = j;
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continue outer;
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}
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}
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//if it's more than one, it can bridge the gap
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if(overlaps > 1){
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skip.add(points.get(i-1));
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}
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//if it got here, that means nothing was found. try to proceed to the next node anyway
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i ++;
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}
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//remove skipped points
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points.removeAll(skip);
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if(!addedLast) result.add(base.peek());
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points.clear();
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points.addAll(result);
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}
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float angle = Angles.angle(startX, startY, endX, endY);
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@@ -241,35 +241,10 @@ public class Placement{
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}
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public static class NormalizeDrawResult{
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float x, y, x2, y2;
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public float x, y, x2, y2;
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}
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public static class NormalizeResult{
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public int x, y, x2, y2, rotation;
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boolean isX(){
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return Math.abs(x2 - x) > Math.abs(y2 - y);
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}
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/**
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* Returns length of greater edge of the selection.
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*/
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int getLength(){
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return Math.max(x2 - x, y2 - y);
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}
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/**
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* Returns the X position of a specific index along this area as a line.
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*/
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int getScaledX(int i){
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return x + (x2 - x > y2 - y ? i : 0);
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}
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/**
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* Returns the Y position of a specific index along this area as a line.
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*/
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int getScaledY(int i){
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return y + (x2 - x > y2 - y ? 0 : i);
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}
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}
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}
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@@ -187,7 +187,7 @@ public class Planet extends UnlockableContent{
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}
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if(sector.hasEnemyBase()){
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sum += 1f;
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sum += 0.88f;
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}
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sector.threat = sector.preset == null ? Math.min(sum / 5f, 1.2f) : Mathf.clamp(sector.preset.difficulty / 10f);
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