Removed tierScaleBack, fixed waves spawning with very few enemies
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@@ -432,6 +432,9 @@ public class Renderer extends RendererModule{
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Draw.thickness(3f);
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Draw.thickness(3f);
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Draw.color(Color.SLATE);
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Draw.color(Color.SLATE);
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Draw.line(x - len + 1, y, x + len + 1.5f, y);
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Draw.thickness(1f);
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Draw.color(Color.BLACK);
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Draw.line(x - len + 1, y, x + len + 0.5f, y);
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Draw.line(x - len + 1, y, x + len + 0.5f, y);
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Draw.color(color);
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Draw.color(color);
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if(w >= 1)
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if(w >= 1)
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@@ -15,8 +15,8 @@ public class EnemySpawn{
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protected int spacing = 1;
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protected int spacing = 1;
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/**How many waves need to pass after the start of this spawn for the tier to increase by one*/
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/**How many waves need to pass after the start of this spawn for the tier to increase by one*/
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protected int tierscale = 14;
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protected int tierscale = 14;
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/**How many less enemies there are, every time the tier increases*/
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/**How many more enemies there are, every time the tier increases*/
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protected int tierscaleback = 1;
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protected int tierscaleback = 0;
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/**The tier this spawn starts at.*/
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/**The tier this spawn starts at.*/
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protected int tier = 1;
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protected int tier = 1;
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/**Maximum amount of enemies that spawn*/
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/**Maximum amount of enemies that spawn*/
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@@ -36,7 +36,7 @@ public class EnemySpawn{
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}
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}
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float scaling = this.scaling * Vars.control.getDifficulty().enemyScaling;
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float scaling = this.scaling * Vars.control.getDifficulty().enemyScaling;
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return Math.min(amount-1 + Math.max((int)((wave / spacing) / scaling), 1) - (tier(wave, lane)-1) * tierscaleback, max);
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return Math.min(amount-1 + Math.max((int)((wave / spacing) / scaling), 1) + (tier(wave, lane)-1) * tierscaleback, max);
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}
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}
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public int tier(int wave, int lane){
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public int tier(int wave, int lane){
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@@ -26,7 +26,7 @@ public class WaveCreator{
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amount = 2;
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amount = 2;
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spacing = 5;
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spacing = 5;
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scaling = 2;
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scaling = 2;
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tierscaleback = 0;
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tierscaleback = 1;
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}},
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}},
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new EnemySpawn(EnemyTypes.tank){{
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new EnemySpawn(EnemyTypes.tank){{
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@@ -143,7 +143,9 @@ public class MapEditorDialog extends Dialog{
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Core.scene.setScrollFocus(view);
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Core.scene.setScrollFocus(view);
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view.clearStack();
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view.clearStack();
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Mindustry.platforms.updateRPC();
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Timers.runTask(3f, () -> {
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Mindustry.platforms.updateRPC();
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});
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});
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});
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hidden(() -> Mindustry.platforms.updateRPC());
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hidden(() -> Mindustry.platforms.updateRPC());
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