Make Base AI walls correspond to tier
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@@ -30,6 +30,12 @@ public class BaseGenerator{
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private Tiles tiles;
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private Seq<Tile> cores;
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public static Block getDifficultyWall(int size, float difficulty){
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Seq<Block> wallsSmall = content.blocks().select(b -> b instanceof Wall && b.size == size && !b.insulated && b.buildVisibility == BuildVisibility.shown && !(b instanceof Door));
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wallsSmall.sort(b -> b.buildCost);
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return wallsSmall.getFrac(difficulty * 0.91f);
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}
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public void generate(Tiles tiles, Seq<Tile> cores, Tile spawn, Team team, Sector sector, float difficulty){
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this.tiles = tiles;
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this.cores = cores;
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@@ -39,13 +45,6 @@ public class BaseGenerator{
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Mathf.rand.setSeed(sector.id);
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Seq<Block> wallsSmall = content.blocks().select(b -> b instanceof Wall && b.size == 1 && !b.insulated && b.buildVisibility == BuildVisibility.shown && !(b instanceof Door));
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Seq<Block> wallsLarge = content.blocks().select(b -> b instanceof Wall && b.size == 2 && !b.insulated && b.buildVisibility == BuildVisibility.shown && !(b instanceof Door));
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//sort by cost for correct fraction
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wallsSmall.sort(b -> b.buildCost);
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wallsLarge.sort(b -> b.buildCost);
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float bracketRange = 0.17f;
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float baseChance = Mathf.lerp(0.7f, 2.1f, difficulty);
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int wallAngle = 70; //180 for full coverage
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@@ -54,7 +53,7 @@ public class BaseGenerator{
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BasePart coreschem = bases.cores.getFrac(difficulty);
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int passes = difficulty < 0.4 ? 1 : difficulty < 0.8 ? 2 : 3;
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Block wall = wallsSmall.getFrac(difficulty * 0.91f), wallLarge = wallsLarge.getFrac(difficulty * 0.91f);
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Block wall = getDifficultyWall(1, difficulty), wallLarge = getDifficultyWall(2, difficulty);
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for(Tile tile : cores){
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tile.clearOverlay();
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