Polar aerodrome fixes / Objective timer multiplier for difficulty
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@@ -16,6 +16,7 @@ public class CampaignRules{
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rules.staticFog = rules.fog = fog;
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rules.staticFog = rules.fog = fog;
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rules.showSpawns = showSpawns;
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rules.showSpawns = showSpawns;
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rules.randomWaveAI = randomWaveAI;
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rules.randomWaveAI = randomWaveAI;
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rules.objectiveTimerMultiplier = difficulty.waveTimeMultiplier;
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if(planet.showRtsAIRule && rules.attackMode){
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if(planet.showRtsAIRule && rules.attackMode){
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boolean swapped = rules.teams.get(rules.waveTeam).rtsAi != rtsAI;
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boolean swapped = rules.teams.get(rules.waveTeam).rtsAi != rtsAI;
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rules.teams.get(rules.waveTeam).rtsAi = rtsAI;
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rules.teams.get(rules.waveTeam).rtsAi = rtsAI;
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@@ -442,7 +442,7 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
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@Override
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@Override
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public boolean update(){
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public boolean update(){
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return (countup += Time.delta) >= duration;
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return (countup += Time.delta) >= duration * state.rules.objectiveTimerMultiplier;
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}
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}
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@Override
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@Override
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@@ -454,7 +454,7 @@ public class MapObjectives implements Iterable<MapObjective>, Eachable<MapObject
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@Override
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@Override
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public String text(){
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public String text(){
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if(text != null){
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if(text != null){
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int i = (int)((duration - countup) / 60f);
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int i = (int)((duration * state.rules.objectiveTimerMultiplier - countup) / 60f);
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StringBuilder timeString = new StringBuilder();
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StringBuilder timeString = new StringBuilder();
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int m = i / 60;
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int m = i / 60;
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@@ -101,6 +101,8 @@ public class Rules{
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public float buildSpeedMultiplier = 1f;
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public float buildSpeedMultiplier = 1f;
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/** Multiplier for percentage of materials refunded when deconstructing. */
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/** Multiplier for percentage of materials refunded when deconstructing. */
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public float deconstructRefundMultiplier = 0.5f;
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public float deconstructRefundMultiplier = 0.5f;
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/** Multiplier for time in timer objectives. */
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public float objectiveTimerMultiplier = 1f;
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/** No-build zone around enemy core radius. */
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/** No-build zone around enemy core radius. */
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public float enemyCoreBuildRadius = 400f;
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public float enemyCoreBuildRadius = 400f;
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/** If true, no-build zones are calculated based on the closest core. */
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/** If true, no-build zones are calculated based on the closest core. */
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