map setting refund (#1709)
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@@ -777,6 +777,7 @@ rules.respawntime = Respawn Time:[lightgray] (sec)
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rules.wavespacing = Wave Spacing:[lightgray] (sec)
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rules.wavespacing = Wave Spacing:[lightgray] (sec)
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rules.buildcostmultiplier = Build Cost Multiplier
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rules.buildcostmultiplier = Build Cost Multiplier
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rules.buildspeedmultiplier = Build Speed Multiplier
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rules.buildspeedmultiplier = Build Speed Multiplier
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rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
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rules.waitForWaveToEnd = Waves Wait for Enemies
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rules.waitForWaveToEnd = Waves Wait for Enemies
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rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
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rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
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rules.respawns = Max respawns per wave
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rules.respawns = Max respawns per wave
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@@ -44,6 +44,8 @@ public class Rules{
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public float buildCostMultiplier = 1f;
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public float buildCostMultiplier = 1f;
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/** Multiplier for building speed. */
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/** Multiplier for building speed. */
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public float buildSpeedMultiplier = 1f;
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public float buildSpeedMultiplier = 1f;
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/** Multiplier for percentage of materials refunded when deconstructing */
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public float deconstructRefundMultiplier = 0.5f;
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/** No-build zone around enemy core radius. */
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/** No-build zone around enemy core radius. */
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public float enemyCoreBuildRadius = 400f;
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public float enemyCoreBuildRadius = 400f;
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/** Radius around enemy wave drop zones.*/
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/** Radius around enemy wave drop zones.*/
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@@ -142,6 +142,7 @@ public class CustomRulesDialog extends FloatingDialog{
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check("$rules.reactorexplosions", b -> rules.reactorExplosions = b, () -> rules.reactorExplosions);
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check("$rules.reactorexplosions", b -> rules.reactorExplosions = b, () -> rules.reactorExplosions);
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number("$rules.buildcostmultiplier", false, f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, () -> !rules.infiniteResources);
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number("$rules.buildcostmultiplier", false, f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, () -> !rules.infiniteResources);
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number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier);
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number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier);
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number("$rules.deconstructrefundmultiplier", false, f -> rules.deconstructRefundMultiplier = f, () -> rules.deconstructRefundMultiplier, () -> !rules.infiniteResources);
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number("$rules.blockhealthmultiplier", f -> rules.blockHealthMultiplier = f, () -> rules.blockHealthMultiplier);
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number("$rules.blockhealthmultiplier", f -> rules.blockHealthMultiplier = f, () -> rules.blockHealthMultiplier);
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main.addButton("$configure",
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main.addButton("$configure",
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@@ -252,7 +252,7 @@ public class BuildBlock extends Block{
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}
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}
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public void deconstruct(Unit builder, @Nullable TileEntity core, float amount){
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public void deconstruct(Unit builder, @Nullable TileEntity core, float amount){
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float deconstructMultiplier = 0.5f;
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float deconstructMultiplier = state.rules.deconstructRefundMultiplier;
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if(cblock != null){
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if(cblock != null){
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ItemStack[] requirements = cblock.requirements;
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ItemStack[] requirements = cblock.requirements;
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