Minor campaign tweaks
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@@ -36,7 +36,7 @@ public class BaseAI{
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private static int correct = 0, incorrect = 0;
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private int lastX, lastY, lastW, lastH;
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private boolean triedWalls;
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private boolean triedWalls, foundPath;
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TeamData data;
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Interval timer = new Interval(4);
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@@ -125,6 +125,7 @@ public class BaseAI{
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calcPath.clear();
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calcTile = null;
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totalCalcs ++;
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foundPath = true;
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break;
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}
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@@ -135,7 +136,7 @@ public class BaseAI{
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}
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//only schedule when there's something to build.
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if(totalCalcs > 0 && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
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if(foundPath && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
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if(!triedWalls){
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tryWalls();
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triedWalls = true;
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@@ -462,10 +462,11 @@ public class TechTree implements ContentList{
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new Research(conduit),
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new Research(wave)
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), () -> {
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//TODO change positions?
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node(impact0078, Seq.with(
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new SectorComplete(tarFields),
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new Research(Items.thorium),
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new Research(lancer),
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new Research(salvo),
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new Research(coreFoundation)
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), () -> {
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node(desolateRift, Seq.with(
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@@ -84,7 +84,7 @@ public class Universe{
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if(state.hasSector()){
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//update sector light
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float light = state.getSector().getLight();
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float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.2f, 1f));
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float alpha = Mathf.clamp(Mathf.map(light, 0f, 0.8f, 0.3f, 1f));
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//assign and map so darkness is not 100% dark
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state.rules.ambientLight.a = 1f - alpha;
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