More campaign map progress
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@@ -71,9 +71,7 @@ public class SectorPresets implements ContentList{
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}};
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navalFortress = new SectorPreset("navalFortress", serpulo, 216){{
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//TODO AI or not?
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useAI = true;
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difficulty = 8;
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difficulty = 9;
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}};
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fungalPass = new SectorPreset("fungalPass", serpulo, 21){{
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@@ -425,7 +425,7 @@ public class TechTree implements ContentList{
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node(oxynoe, Seq.with(new SectorComplete(coastline)), () -> {
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node(cyerce, () -> {
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node(aegires, () -> {
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node(navanax, () -> {
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node(navanax, Seq.with(new SectorComplete(navalFortress)), () -> {
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});
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});
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@@ -539,7 +539,16 @@ public class TechTree implements ContentList{
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new Research(navalFactory),
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new Research(payloadConveyor)
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), () -> {
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//TODO naval fortress
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node(navalFortress, Seq.with(
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new SectorComplete(coastline),
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new SectorComplete(extractionOutpost),
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new Research(oxynoe),
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new Research(minke),
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new Research(cyclone),
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new Research(ripple)
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), () -> {
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});
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});
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});
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});
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@@ -350,8 +350,8 @@ 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, 0.7f, difficulty));
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int bossSpacing = (int)(rand.random(25, 40) * Mathf.lerp(1f, 0.6f, difficulty));
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int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.5f, difficulty));
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int bossSpacing = (int)(rand.random(25, 40) * Mathf.lerp(1f, 0.5f, difficulty));
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int bossTier = difficulty < 0.6 ? 3 : 4;
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@@ -517,7 +517,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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float waveTimeDec = 0.4f;
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state.rules.waveSpacing = Mathf.lerp(60 * 65 * 2, 60f * 60f * 1f, Math.max(difficulty - waveTimeDec, 0f) / 0.8f);
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state.rules.waveSpacing = Mathf.lerp(60 * 65 * 2, 60f * 60f * 1f, Math.max(difficulty - waveTimeDec, 0f));
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state.rules.waves = sector.info.waves = true;
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state.rules.enemyCoreBuildRadius = 600f;
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