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rebalance game, don't use startTroops when determine attack TN land speed
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@@ -229,7 +229,7 @@ export class DefaultConfig implements Config {
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return {
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return {
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attackerTroopLoss: attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
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attackerTroopLoss: attacker.type() == PlayerType.Bot ? mag / 10 : mag / 5,
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defenderTroopLoss: 0,
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defenderTroopLoss: 0,
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tilesPerTickUsed: within(this.startManpower(attacker.info()) / (attackTroops * 5), .2, 3) * Math.max(10, speed / 1.5)
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tilesPerTickUsed: within(2000 * Math.max(10, speed) / attackTroops, 5, 100)
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}
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}
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}
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}
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}
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}
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@@ -259,7 +259,16 @@ export class DefaultConfig implements Config {
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return 10000
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return 10000
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}
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}
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if (playerInfo.playerType == PlayerType.FakeHuman) {
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if (playerInfo.playerType == PlayerType.FakeHuman) {
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return 2000 // start troops * strength * difficulty
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// start troops * strength * difficulty
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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return 1000
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case Difficulty.Medium:
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return 1500
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case Difficulty.Hard:
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case Difficulty.Impossible:
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return 2000
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}
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}
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}
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return 25000
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return 25000
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}
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}
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@@ -291,12 +300,17 @@ export class DefaultConfig implements Config {
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let difficultyMultiplier = 1
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let difficultyMultiplier = 1
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switch (this._gameConfig.difficulty) {
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switch (this._gameConfig.difficulty) {
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case Difficulty.Easy:
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case Difficulty.Easy:
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case Difficulty.Medium:
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difficultyMultiplier = 1
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difficultyMultiplier = 1
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case Difficulty.Hard:
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break
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case Difficulty.Medium:
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difficultyMultiplier = 1.2
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difficultyMultiplier = 1.2
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case Difficulty.Impossible:
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break
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case Difficulty.Hard:
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difficultyMultiplier = 1.5
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difficultyMultiplier = 1.5
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break
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case Difficulty.Impossible:
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difficultyMultiplier = 1.7
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break
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}
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}
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if (player.type() == PlayerType.FakeHuman) {
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if (player.type() == PlayerType.FakeHuman) {
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toAdd *= difficultyMultiplier
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toAdd *= difficultyMultiplier
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