Testing Github Actions CI

This commit is contained in:
Anuken
2020-11-19 18:53:02 -05:00
parent 15ef32447c
commit f71b726877
10 changed files with 116 additions and 34 deletions

View File

@@ -40,8 +40,6 @@ public class Planets implements ContentList{
startSector = 10;
atmosphereRadIn = -0.01f;
atmosphereRadOut = 0.3f;
accessible = false;
visible = false;
}};*/
serpulo = new Planet("serpulo", sun, 3, 1){{

View File

@@ -257,10 +257,10 @@ public class Waves{
public static Seq<SpawnGroup> generate(float difficulty){
//apply power curve to make starting sectors easier
return generate(new Rand(), Mathf.pow(difficulty, 1.12f));
return generate(Mathf.pow(difficulty, 1.12f), new Rand(), false);
}
public static Seq<SpawnGroup> generate(Rand rand, float difficulty){
public static Seq<SpawnGroup> generate(float difficulty, Rand rand, boolean attack){
UnitType[][] species = {
{dagger, mace, fortress, scepter, reign},
{nova, pulsar, quasar, vela, corvus},
@@ -395,6 +395,21 @@ public class Waves{
effect = StatusEffects.boss;
}});
//add megas to heal the base.
if(attack && difficulty >= 0.5){
int amount = Mathf.random(1, 3 + (int)(difficulty*2));
for(int i = 0; i < amount; i++){
int wave = Mathf.random(3, 20);
out.add(new SpawnGroup(mega){{
unitAmount = 1;
begin = wave;
end = wave;
max = 16;
}});
}
}
//shift back waves on higher difficulty for a harder start
int shift = Math.max((int)(difficulty * 15 - 5), 0);

View File

@@ -439,7 +439,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
state.rules.waves = sector.info.waves = true;
state.rules.enemyCoreBuildRadius = 600f;
state.rules.spawns = Waves.generate(difficulty);
state.rules.spawns = Waves.generate(difficulty, new Rand(), state.rules.attackMode);
}
@Override

View File

@@ -15,7 +15,7 @@ public class TantrosPlanetGenerator extends PlanetGenerator{
@Override
public Color getColor(Vec3 position){
float depth = (float)noise.octaveNoise3D(2, 0.56, 1.7f, position.x, position.y, position.z) / 1.7f;
float depth = (float)noise.octaveNoise3D(2, 0.56, 1.7f, position.x, position.y, position.z) / 2f;
return c1.write(out).lerp(c2, Mathf.clamp(Mathf.round(depth, 0.15f))).a(0.6f);
}
}