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Feature/team4/wave adjustments #265
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…ount call to MobTask
…ition, causing a crash
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LGTM! Thanks for the total mob count and remaining mob count.
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Looks good to me! 80 and 60 health for the melee and ranged enemies respectively should work well.
The mobs structure for the mobs has been changed. Because of this the Wave Factory tests have been removed and will be redone at a later date. However the structure for each level and wave is now defined. This is to ensure that a progression in ability and difficulty is also included, instead of just changing health and the number of mobs. The health for each mob has been changed. For melee mobs the base health is 80 and for ranged attackers it is 60. For the bosses, the health has been greatly increased and predefined as well. Note that mob bosses will now only appear in the final wave of each level. A few functions have been added to WaveService which keep track of the number of mobs in the whole level. This is set it WaveFactory and decremented when a mob dies. Note the total unchanged is also stored. Please be aware that there is still an issue with the splitting mobs decrementing which will be addressed, so this counter may not be entirely accurate for planet 1.