Enemy Loadout Generation
Modified zone generator to scale the radius and mass of a zone according to galaxy density Added loadout generator which procedurally generates ships and turrets Generating 3 randomized ships in each occupied zone Fixed DatabaseCache.GetAll for parent types Fixed wormhole traversal bug for returning to previous zone (ZoneRenderer subscriptions not being properly disposed)
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25 changed files with 5421 additions and 148 deletions
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@ -21,6 +21,7 @@ public class Sector
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public SectorZone Entrance { get; }
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public SectorZone Exit { get; }
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private HashSet<Guid> _containedFactions;
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private SectorZone[] _exitPath;
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private Dictionary<MegaCorporation, MarkovNameGenerator> _nameGenerators = new Dictionary<MegaCorporation, MarkovNameGenerator>();
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@ -249,9 +250,10 @@ public class Sector
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if(progressCallback!=null) Thread.Sleep(500); // Inserting Delay to make it seem like it's doing more work lmao
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}
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private void GenerateSector()
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public bool ContainsFaction(Guid factionID)
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{
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_containedFactions ??= new HashSet<Guid>(Factions.Select(f => f.ID));
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return _containedFactions.Contains(factionID);
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}
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// Cache distance matrix and calculate isolation for every zone (used extensively for placing stuff)
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