Serpulo light coverage update fixes
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@@ -182,15 +182,6 @@ public class SectorInfo{
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winWave = state.rules.sector.preset.captureWave;
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}
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lightCoverage = 0f;
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for(var build : state.rules.defaultTeam.data().buildings){
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if(build.block.emitLight){
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lightCoverage += build.block.lightRadius * build.efficiency;
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}
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}
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lightCoverage += state.rules.defaultTeam.data().units.sumf(u -> u.type.lightRadius/2f);
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state.wave = wave;
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state.rules.waves = waves;
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state.rules.waveSpacing = waveSpacing;
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@@ -236,6 +227,15 @@ public class SectorInfo{
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damage = 0;
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hasSpawns = spawner.countSpawns() > 0;
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lightCoverage = 0f;
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for(var build : state.rules.defaultTeam.data().buildings){
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if(build.block.emitLight){
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lightCoverage += build.block.lightRadius * build.efficiency;
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}
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}
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lightCoverage += state.rules.defaultTeam.data().units.sumf(u -> u.type.lightRadius/2f);
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//cap production at raw production.
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production.each((item, stat) -> {
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stat.mean = Math.min(stat.mean, rawProduction.get(item, ExportStat::new).mean);
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@@ -253,6 +253,10 @@ public class SectorInfo{
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if(sector.planet.allowWaveSimulation){
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SectorDamage.writeParameters(sector);
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}
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if(sector.planet.generator != null){
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sector.planet.generator.beforeSaveWrite(sector);
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}
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}
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/** Update averages of various stats, updates some special sector logic.
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