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Origin testing
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@ -158,8 +158,7 @@ public class BuilderAI extends AIController{
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}
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}
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//TODO this is bad, rebuild time should not depend on AI here
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float rebuildTime = (unit.team.rules().rtsAi ? 8f : 2f) * 60f;
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float rebuildTime = 2f * 60f;
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//find new plan
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if(!onlyAssist && !unit.team.data().plans.isEmpty() && following == null && timer.get(timerTarget3, rebuildTime)){
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@ -385,6 +385,7 @@ public class ErekirTechTree{
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node(siege, Seq.with(new SectorComplete(crevice)), () -> {
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node(crossroads, Seq.with(new SectorComplete(siege)), () -> {
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node(karst, Seq.with(new SectorComplete(crossroads), new Research(coreAcropolis)), () -> {
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node(origin, Seq.with(new SectorComplete(karst), new Research(coreAcropolis), new Research(UnitTypes.vanquish), new Research(UnitTypes.disrupt), new Research(UnitTypes.collaris)), () -> {
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});
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});
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@ -393,6 +394,7 @@ public class ErekirTechTree{
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});
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});
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});
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});
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node(peaks, Seq.with(new SectorComplete(marsh), new SectorComplete(split)), () -> {
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@ -66,6 +66,7 @@ public class Planets{
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defaultCore = Blocks.coreBastion;
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iconColor = Color.valueOf("ff9266");
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hiddenItems.addAll(Items.serpuloItems).removeAll(Items.erekirItems);
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enemyBuildSpeedMultiplier = 0.4f;
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//TODO SHOULD there be lighting?
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updateLighting = false;
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@ -12,8 +12,8 @@ public class SectorPresets{
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impact0078, desolateRift, nuclearComplex, planetaryTerminal,
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coastline, navalFortress,
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onset, aegis, lake, intersect, basin, atlas, split, marsh, peaks, ravine, caldera, stronghold, crevice, siege,
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crossroads, karst;
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onset, aegis, lake, intersect, basin, atlas, split, marsh, peaks, ravine, caldera,
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stronghold, crevice, siege, crossroads, karst, origin;
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public static void load(){
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//region serpulo
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@ -181,6 +181,10 @@ public class SectorPresets{
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captureWave = 10;
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}};
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origin = new SectorPreset("origin", erekir, 12){{
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difficulty = 10;
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}};
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//endregion
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}
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}
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@ -133,6 +133,7 @@ public class Logic implements ApplicationListener{
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state.rules.coreIncinerates = true;
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state.rules.waveTeam.rules().infiniteResources = true;
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state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
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//fill enemy cores by default? TODO decide
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for(var core : state.rules.waveTeam.cores()){
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@ -103,6 +103,8 @@ public class Planet extends UnlockableContent{
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public boolean allowSectorInvasion = false;
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/** If true, sectors saves are cleared when lost. */
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public boolean clearSectorOnLose = false;
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/** Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) */
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public float enemyBuildSpeedMultiplier = 1f;
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/** If true, enemy cores are replaced with spawnpoints on this planet (for invasions) */
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public boolean enemyCoreSpawnReplace = false;
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/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */
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