Okay I lied, it seems to be working okay right now.
Commit message
Wave modifications
Wormhole names indicate via colour if a wave will be coming through that wormhole.
The colour will lerp from Red to the faction colour in an aesthetically pleasing fashion.
In AIWC, once a wave was announced it would always hit, even if you destroyed the Warp Gate
it was using. I found that behaviour Uninuitive and non-interactive, and think it woudl be cooler
to let the player influence wave behaviour by destroying those warp gates.
Here's how waves now handle their warp gate being destroyed. If a wave has been scheduled but the humans are not yet alerted to it, the wave will
change warp gate/target planet but stay on schedule. In other words, the player will just get a wave on schedule;
even though it's not the one originally intended, and there's no way for the humans to know that the wave they are
getting wasn't the original wave.
If the player has been alerted to the incoming wave then that wave gets cancelled and doesn't arrive. Edit: However,
some percentage of the wave's strength is added to the next wave so that there's a tradeoff. You can set the percentage on a per-wave
basis.
Edit: this new tarball has a few minor bugfixes and code cleanups
A lot of these new behaviours are ripe for tweaking for fun/balance. For example, darkarchon suggested that it would make more sense if the cancelled wave would partially spawn once the warp gate was destroyed (a % based on how close the wave was to launching), while the rest of the cancelled wave's strength would spawn as Threat. My goal is to introduce the mechanics and we'll see what's fun/challenging once people have gotten a chance to try the new wave style.