Overall difficulty decrease / Crash fix / Server fillitems command
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@@ -1,7 +1,6 @@
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package io.anuke.mindustry.ai;
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import com.badlogic.gdx.utils.Array;
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import com.badlogic.gdx.utils.Bits;
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import io.anuke.mindustry.entities.units.BaseUnit;
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import io.anuke.mindustry.entities.units.Squad;
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import io.anuke.mindustry.game.EventType.WorldLoadEvent;
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@@ -10,6 +9,7 @@ import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.game.Waves;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.ucore.core.Events;
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import io.anuke.ucore.util.GridBits;
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import io.anuke.ucore.util.Mathf;
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import java.io.DataInput;
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@@ -21,7 +21,7 @@ import static io.anuke.mindustry.Vars.*;
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public class WaveSpawner{
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private static final int quadsize = 4;
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private Bits quadrants;
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private GridBits quadrants;
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private Array<SpawnGroup> groups;
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@@ -166,7 +166,7 @@ public class WaveSpawner{
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private void reset(){
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flySpawns.clear();
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groundSpawns.clear();
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quadrants = new Bits(quadWidth() * quadHeight());
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quadrants = new GridBits(quadWidth(), quadHeight());
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if(world.getSector() == null){
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groups = Waves.getSpawns();
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@@ -176,15 +176,13 @@ public class WaveSpawner{
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}
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private boolean getQuad(int quadx, int quady){
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return quadrants.get(quadx + quady * quadWidth());
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return quadrants.get(quadx, quady);
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}
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private void setQuad(int quadx, int quady, boolean valid){
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if(valid){
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quadrants.set(quadx + quady * quadWidth());
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}else{
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quadrants.clear(quadx + quady * quadWidth());
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}
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if(quadrants == null) quadrants = new GridBits(quadWidth(), quadHeight());
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quadrants.set(quadx, quady, valid);
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}
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//TODO instead of randomly scattering locations around the map, find spawns close to each other
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