Fixed campaign bases having ridiculous wall tiers

This commit is contained in:
Anuken
2020-11-23 15:41:10 -05:00
parent 4a52392ce9
commit ec19381c4e
7 changed files with 17 additions and 11 deletions

View File

@@ -233,7 +233,7 @@ public class SectorDamage{
//first, calculate the total health of blocks in the path
//radius around the path that gets counted
int radius = 9;
int radius = 8;
IntSet counted = new IntSet();
for(Tile t : sparse2){
@@ -335,9 +335,9 @@ public class SectorDamage{
info.waveDpsSlope = reg.slope;
//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
info.sumHealth = sumHealth * 1.3f;
info.sumHealth = sumHealth * 1.18f;
//players tend to have longer range units/turrets, so assume DPS is higher
info.sumDps = sumDps * 1.3f;
info.sumDps = sumDps * 1.18f;
info.sumRps = sumRps;
info.wavesSurvived = getWavesSurvived(info);

View File

@@ -55,7 +55,7 @@ public class BaseGenerator{
BasePart coreschem = bases.cores.getFrac(difficulty);
int passes = difficulty < 0.4 ? 1 : difficulty < 0.8 ? 2 : 3;
Block wall = wallsSmall.getFrac(difficulty), wallLarge = wallsLarge.getFrac(difficulty);
Block wall = wallsSmall.getFrac(difficulty * 0.91f), wallLarge = wallsLarge.getFrac(difficulty * 0.91f);
for(Tile tile : cores){
tile.clearOverlay();