fixed wave delay
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@@ -1,3 +1,4 @@
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import { EEnemySize } from '../data/EEnemySize';
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import { GdRoot } from '../data/GdRoot';
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import { EDirection } from '../util/EDirection';
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import { Hex } from '../util/Hex';
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@@ -23,6 +24,7 @@ export class SimLevel {
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enemiesLeftToSpawn: number = 0;
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index: number = 0;
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radius: number = 0;
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spawnDelay: number = 0;
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constructor(gdRoot: GdRoot, levelIdx: number) {
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const gdLevel = gdRoot.levels[levelIdx];
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@@ -68,14 +70,24 @@ export class SimLevel {
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public startNextWave(simMain: SimMain) {
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const data = simMain.gdRoot.levels[this.index];
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this.currentWave += 1;
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if (!data.waves[this.currentWave]) {
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const gdWave = data.waves[this.currentWave];
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if (!gdWave) {
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this.paused = true;
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return;
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}
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this.nextWaveStep = this.currentStep + simMain.gdRoot.simulation.waveDuration * simMain.gdRoot.simulation.stepsPerSecond - 1;
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this.lastEnemySpawnStep = this.currentStep;
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this.enemiesLeftToSpawn = data.waves[this.currentWave].amount;
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this.paused = false;
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this.spawnDelay = simMain.gdRoot.simulation.spawnDelay;
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switch (gdWave.size) {
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case EEnemySize.Huge:
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this.spawnDelay *= 2;
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break;
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case EEnemySize.Tiny:
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this.spawnDelay *= 0.5;
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break;
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}
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this.nextWaveStep = this.currentStep + (simMain.gdRoot.simulation.waveDuration + gdWave.amount * this.spawnDelay) * simMain.gdRoot.simulation.stepsPerSecond - 1;
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}
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public getCellIndex(hex: Hex) {
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@@ -1,7 +1,4 @@
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import { EEnemySize } from '../../data/EEnemySize';
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import { Hex } from '../../util/Hex';
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import { PathFinding } from '../../util/PathFinding';
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import { SimCommandStartNextWave } from '../commands/SimCommandStartNextWave';
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import { SimEnemy } from '../SimEnemy';
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import { SimMain } from '../SimMain';
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import { ISimAction } from './ISimAction';
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@@ -20,17 +17,7 @@ export class SimActionSpawnEnemies implements ISimAction {
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return;
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}
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let spawnDelay = simMain.gdRoot.simulation.spawnDelay;
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switch (gdWave.size) {
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case EEnemySize.Huge:
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spawnDelay *= 2;
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break;
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case EEnemySize.Tiny:
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spawnDelay *= 0.5;
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break;
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}
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if (level.enemiesLeftToSpawn > 0 && level.lastEnemySpawnStep + spawnDelay * simMain.gdRoot.simulation.stepsPerSecond <= level.currentStep) {
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if (level.enemiesLeftToSpawn > 0 && level.lastEnemySpawnStep + level.spawnDelay * simMain.gdRoot.simulation.stepsPerSecond <= level.currentStep) {
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level.enemiesLeftToSpawn -= 1;
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level.lastEnemySpawnStep = step;
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@@ -24,18 +24,16 @@
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{
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"radius": 9,
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"currency": 1500,
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"walls": [
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{ "col": 0, "row": 0 }
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],
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"walls": [{ "col": 0, "row": 0 }],
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"enemySpawns": [
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{ "col": -9, "row": -1},
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{ "col": -9, "row": 0},
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{ "col": -9, "row": 1}
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{ "col": -9, "row": -1 },
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{ "col": -9, "row": 0 },
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{ "col": -9, "row": 1 }
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],
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"enemyTargets": [
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{ "col": 8, "row": -1},
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{ "col": 9, "row": 0},
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{ "col": 8, "row": 1}
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{ "col": 8, "row": -1 },
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{ "col": 9, "row": 0 },
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{ "col": 8, "row": 1 }
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],
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"enemyRoutes": [
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[0, 0],
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