Remove schematic upgrades and module and ship levels
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@@ -55,7 +55,7 @@ void WaveSystem::tickWaveScheduler(Tick currentTick, ShipSystem& ships,
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{
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if (currentTick >= entry.spawnAt)
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{
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ships.spawn(entry.schematicId, entry.level, entry.position,
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ships.spawn(entry.schematicId, entry.position,
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/*isEnemy=*/true, entry.layout);
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}
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else
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@@ -174,11 +174,7 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
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Tick currentTick,
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int worldHeightTiles)
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{
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const int shipLevel = std::max(1, static_cast<int>(
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m_config.world.waves.shipLevelFormula.evaluate(
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static_cast<double>(m_bossWaveCounter))));
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// Build eligible ship list with their costs at the current level.
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// Build eligible ship list with their (level-independent) threat costs.
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struct EligibleShip
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{
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std::string schematicId;
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@@ -242,7 +238,6 @@ std::vector<WaveSystem::SpawnEntry> WaveSystem::selectWaveShips(double& budget,
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SpawnEntry entry;
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entry.schematicId = chosen.schematicId;
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entry.level = shipLevel;
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entry.spawnAt = 0; // set below after all picks are done
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entry.position = QVector2D(xDist(m_rng),
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static_cast<float>(yDist(m_rng)) + 0.5f);
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