Fixed campaign bases having ridiculous wall tiers
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@@ -233,7 +233,7 @@ public class SectorDamage{
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//first, calculate the total health of blocks in the path
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//radius around the path that gets counted
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int radius = 9;
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int radius = 8;
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IntSet counted = new IntSet();
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for(Tile t : sparse2){
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@@ -335,9 +335,9 @@ public class SectorDamage{
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info.waveDpsSlope = reg.slope;
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//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
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info.sumHealth = sumHealth * 1.3f;
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info.sumHealth = sumHealth * 1.18f;
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//players tend to have longer range units/turrets, so assume DPS is higher
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info.sumDps = sumDps * 1.3f;
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info.sumDps = sumDps * 1.18f;
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info.sumRps = sumRps;
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info.wavesSurvived = getWavesSurvived(info);
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@@ -55,7 +55,7 @@ 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), wallLarge = wallsLarge.getFrac(difficulty);
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Block wall = wallsSmall.getFrac(difficulty * 0.91f), wallLarge = wallsLarge.getFrac(difficulty * 0.91f);
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for(Tile tile : cores){
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tile.clearOverlay();
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