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#3412 but not broken
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@ -290,6 +290,7 @@ cancelbuilding = [accent][[{0}][] to clear plan
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selectschematic = [accent][[{0}][] to select+copy
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selectschematic = [accent][[{0}][] to select+copy
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pausebuilding = [accent][[{0}][] to pause building
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pausebuilding = [accent][[{0}][] to pause building
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resumebuilding = [scarlet][[{0}][] to resume building
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resumebuilding = [scarlet][[{0}][] to resume building
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showui = UI hidden.\nPress [accent][[{0}][] to show UI.
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wave = [accent]Wave {0}
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wave = [accent]Wave {0}
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wave.cap = [accent]Wave {0}/{1}
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wave.cap = [accent]Wave {0}/{1}
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wave.waiting = [lightgray]Wave in {0}
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wave.waiting = [lightgray]Wave in {0}
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@ -389,7 +389,6 @@ public class Vars implements Loadable{
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}
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}
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Locale.setDefault(locale);
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Locale.setDefault(locale);
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Core.bundle = I18NBundle.createBundle(handle, locale);
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Core.bundle = I18NBundle.createBundle(handle, locale);
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//router
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//router
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@ -58,6 +58,7 @@ public class SectorPresets implements ContentList{
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fungalPass = new SectorPreset("fungalPass", serpulo, 21){{
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fungalPass = new SectorPreset("fungalPass", serpulo, 21){{
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difficulty = 4;
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difficulty = 4;
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useAI = false;
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}};
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}};
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overgrowth = new SectorPreset("overgrowth", serpulo, 134){{
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overgrowth = new SectorPreset("overgrowth", serpulo, 134){{
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@ -101,9 +101,12 @@ public class Logic implements ApplicationListener{
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Events.on(WorldLoadEvent.class, e -> {
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Events.on(WorldLoadEvent.class, e -> {
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//enable infinite ammo for wave team by default
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//enable infinite ammo for wave team by default
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state.rules.waveTeam.rules().infiniteAmmo = true;
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state.rules.waveTeam.rules().infiniteAmmo = true;
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if(state.isCampaign()){
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if(state.isCampaign()){
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//enable building AI
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//enable building AI on campaign unless the preset disables it
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state.rules.waveTeam.rules().ai = true;
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if(!(state.getSector().preset != null && !state.getSector().preset.useAI)){
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state.rules.waveTeam.rules().ai = true;
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}
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state.rules.waveTeam.rules().infiniteResources = true;
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state.rules.waveTeam.rules().infiniteResources = true;
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}
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}
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@ -15,6 +15,7 @@ public class SectorPreset extends UnlockableContent{
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public int captureWave = 0;
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public int captureWave = 0;
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public Cons<Rules> rules = rules -> rules.winWave = captureWave;
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public Cons<Rules> rules = rules -> rules.winWave = captureWave;
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public boolean useAI = true;
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/** Difficulty, 0-10. */
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/** Difficulty, 0-10. */
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public float difficulty;
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public float difficulty;
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public boolean addStartingItems = false;
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public boolean addStartingItems = false;
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@ -180,6 +180,9 @@ public class HudFragment extends Fragment{
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cont.update(() -> {
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cont.update(() -> {
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if(Core.input.keyTap(Binding.toggle_menus) && !ui.chatfrag.shown() && !Core.scene.hasDialog() && !(Core.scene.getKeyboardFocus() instanceof TextField)){
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if(Core.input.keyTap(Binding.toggle_menus) && !ui.chatfrag.shown() && !Core.scene.hasDialog() && !(Core.scene.getKeyboardFocus() instanceof TextField)){
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Core.settings.getBoolOnce("ui-hidden", () -> {
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ui.announce(Core.bundle.format("showui", Core.keybinds.get(Binding.toggle_menus).key.toString(), 10));
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});
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toggleMenus();
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toggleMenus();
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}
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}
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});
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});
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