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Take block timeScale into account for sector damage
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e35d09fe62
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@ -272,16 +272,22 @@ public class SectorDamage{
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float e = build.efficiency();
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float e = build.efficiency();
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if(e > 0.08f){
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if(e > 0.08f){
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if(build.team == state.rules.defaultTeam && build instanceof Ranged ranged && sparse.contains(t -> t.within(build, ranged.range() + 4*tilesize))){
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if(build.team == state.rules.defaultTeam && build instanceof Ranged ranged && sparse.contains(t -> t.within(build, ranged.range() + 4*tilesize))){
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//TODO make sure power turret network supports the turrets?
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if(build.block instanceof Turret t && build instanceof TurretBuild b && b.hasAmmo()){
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if(build.block instanceof Turret t && build instanceof TurretBuild b && b.hasAmmo()){
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sumDps += t.shots / t.reloadTime * 60f * b.peekAmmo().estimateDPS() * e;
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sumDps += t.shots / t.reloadTime * 60f * b.peekAmmo().estimateDPS() * e * build.timeScale;
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}
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}
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if(build.block instanceof MendProjector m){
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if(build.block instanceof MendProjector m){
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sumRps += m.healPercent / m.reload * avgHealth * 60f / 100f * e;
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sumRps += m.healPercent / m.reload * avgHealth * 60f / 100f * e * build.timeScale;
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}
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//point defense turrets act as flat health right now
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if(build.block instanceof PointDefenseTurret && build.consValid()){
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sumHealth += 150f * build.timeScale;
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}
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}
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if(build.block instanceof ForceProjector f){
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if(build.block instanceof ForceProjector f){
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sumHealth += f.shieldHealth * e;
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sumHealth += f.shieldHealth * e * build.timeScale;
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sumRps += e;
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sumRps += e;
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}
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}
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}
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}
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