Implement passive relics and six-family defense towers
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@@ -12,6 +12,14 @@ namespace BumpCombat.Constants
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[Min(0)] public int DirectTowerCost = 30;
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[Min(0)] public int SummonTowerCost = 40;
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[Min(0)] public int PortalRewardCurrency = 20;
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[Min(0)] public int EnemyKillCurrency = 15;
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[Min(0)] public int LightningTowerCost = 35;
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[Min(0)] public int ColdTowerCost = 35;
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[Min(0)] public int SeismicTowerCost = 35;
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[Min(0)] public int EmpoweringTowerCost = 35;
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[Min(0)] public int Tier2UpgradeCost = 20;
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[Min(0)] public int Tier3UpgradeCost = 30;
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[Min(0)] public int Tier4UpgradeCost = 40;
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[Min(0.1f)] public float BuildInteractionRadius = 1.5f;
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[Header("Prototype arena")]
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@@ -39,6 +47,10 @@ namespace BumpCombat.Constants
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{
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new(-3.25f, 3.25f),
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new(3.25f, -3.25f),
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new(-3.25f, -3.25f),
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new(3.25f, 3.25f),
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new(0f, 3.25f),
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new(0f, -3.25f),
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};
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[Tooltip("Two ordered waypoints per lane, indexed by lane * 2 + waypoint.")]
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public Vector2[] WaypointPositions =
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@@ -65,6 +77,23 @@ namespace BumpCombat.Constants
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[Min(0.1f)] public float SummonAreaRadius = 2.25f;
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[Min(0.1f)] public float SummonUnitMoveSpeed = 2.5f;
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[Min(0.1f)] public float SummonAttackRange = 1.2f;
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[Header("Six tower family comparison values")]
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[Min(0.1f)] public float LightningDamage = 6f;
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[Min(0.05f)] public float LightningInterval = 1.1f;
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[Min(0.1f)] public float LightningRadius = 1.3f;
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[Min(0.1f)] public float ColdDamage = 3f;
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[Min(0.05f)] public float ColdInterval = 1.2f;
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[Min(0f)] public float ColdSlowFraction = 0.35f;
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[Min(0f)] public float ColdSlowSeconds = 1.5f;
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[Min(0.1f)] public float SeismicDamage = 2f;
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[Min(0.05f)] public float SeismicInterval = 2f;
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[Min(0f)] public float SeismicStunSeconds = 0.45f;
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[Min(0.1f)] public float SeismicRadius = 1.4f;
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[Min(0.1f)] public float SupportRadius = 3.5f;
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[Min(0f)] public float SupportDamageBonusPerTier = 0.1f;
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[Min(0f)] public float SmotheringDamageBonus = 0.3f;
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[Range(0.1f, 1f)] public float ImbuingAttackIntervalMultiplier = 0.75f;
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[Min(0f)] public float TowerDamageBonusPerTier = 0.25f;
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[Header("Prototype player recovery")]
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[Min(0f)] public float PlayerReviveDelaySeconds = 5f;
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