Sector production bugfixes
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@@ -196,18 +196,15 @@ public class Universe{
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if(!sector.isAttacked() && turn > invasionGracePeriod){
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//TODO use factors like difficulty for better invasion chance
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if(sector.near().contains(Sector::hasEnemyBase) && Mathf.chance(baseInvasionChance)){
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : 0) + Mathf.random(2, 4) * 5;
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float waveSpace = Math.max(sector.info.waveSpacing - Mathf.random(1, 4) * 5 * 60, 40 * 60);
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : 0) + Mathf.random(2, 5) * 5;
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//assign invasion-related things
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if(sector.isBeingPlayed()){
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state.rules.winWave = waveMax;
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state.rules.waves = true;
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state.rules.waveSpacing = waveSpace;
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}else{
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sector.info.winWave = waveMax;
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sector.info.waves = true;
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sector.info.waveSpacing = waveSpace;
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sector.saveInfo();
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}
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