mirror of
https://github.com/Anuken/Mindustry.git
synced 2026-09-22 13:01:12 +03:00
Add descriptions for all logic sensor choices (#12622)
Only about 15 of the ~75 senseable LAccess values had a bundle entry, so the rest fell through LCanvas.tooltip() (which has no lenum.* fallback for them) and showed no tooltip on hover/long-press in the sensor picker. A few also resolved to an unrelated lenum.* string of the same name - for example @building showed "Building in a specific group". Add a laccess.<name> line for every remaining senseable value, including the privileged camera sensors, worded from the sense() implementations in BuildingComp / UnitComp / BulletComp and the turret blocks. Closes Anuken/Mindustry-Suggestions#5222
This commit is contained in:
committed by
GitHub
parent
6163278161
commit
889c581d73
@@ -2950,6 +2950,63 @@ laccess.displayheight = Height of a display block in pixels.
|
||||
laccess.buffersize = For messages: Length of the contents.\nFor displays: Number of unprocessed graphics commands.
|
||||
laccess.operations = Number of operations performed on the block.\nFor displays, returns the number of drawflush operations.
|
||||
laccess.maxunits = Maximum units that a team can have.\nCan only be sensed from cores.
|
||||
laccess.totalitems = Total number of items contained.
|
||||
laccess.firstitem = First item contained, or null if empty.
|
||||
laccess.totalliquids = Total amount of liquid contained.
|
||||
laccess.totalpower = For blocks with a buffered power store, the amount of power stored; for other blocks, buffer fullness from 0 to 1.
|
||||
laccess.itemcapacity = Maximum number of items this building can hold.
|
||||
laccess.liquidcapacity = Maximum amount of liquid this building can hold.
|
||||
laccess.powercapacity = Maximum amount of power this building can store.
|
||||
laccess.powernetstored = Total power stored in the connected power grid.
|
||||
laccess.powernetcapacity = Total power storage capacity of the connected power grid.
|
||||
laccess.powernetin = Power entering the connected power grid, per second.
|
||||
laccess.powernetout = Power leaving the connected power grid, per second.
|
||||
laccess.ammo = Current ammo count of a turret.
|
||||
laccess.ammocapacity = Maximum ammo count of a turret.
|
||||
laccess.health = Current health.\nFor bullets, their damage.
|
||||
laccess.maxhealth = Maximum health.\nFor bullets, the base damage.
|
||||
laccess.heat = Current heat of a turret that consumes heat, 0 to 1.
|
||||
laccess.shield = Current shield amount of a unit.
|
||||
laccess.armor = Armor value; flat damage reduction per hit.
|
||||
laccess.efficiency = Operating efficiency of a building, where 1 is nominal.
|
||||
laccess.timescale = Time scale multiplier affecting a building, where 1 is normal speed.
|
||||
laccess.rotation = Facing angle of a unit or turret, in degrees.\nFor most other buildings, the 0 to 3 orientation.
|
||||
laccess.x = X position, in tiles.
|
||||
laccess.y = Y position, in tiles.
|
||||
laccess.velocityx = X velocity of a unit, in tiles/sec.
|
||||
laccess.velocityy = Y velocity of a unit, in tiles/sec.
|
||||
laccess.shootx = X coordinate a unit or turret is aiming at.
|
||||
laccess.shooty = Y coordinate a unit or turret is aiming at.
|
||||
laccess.camerax = X position of the controlling player's camera.
|
||||
laccess.cameray = Y position of the controlling player's camera.
|
||||
laccess.camerawidth = Width of the controlling player's view, in tiles.
|
||||
laccess.cameraheight = Height of the controlling player's view, in tiles.
|
||||
laccess.solid = Whether this building blocks movement.
|
||||
laccess.range = Range of a unit or turret, in tiles.
|
||||
laccess.shooting = Whether a unit or turret is currently shooting.
|
||||
laccess.boosting = Whether a unit is currently boosting or flying over terrain.
|
||||
laccess.minex = X tile coordinate a unit is mining, or -1 if not mining.
|
||||
laccess.miney = Y tile coordinate a unit is mining, or -1 if not mining.
|
||||
laccess.mining = Whether a unit is currently mining.
|
||||
laccess.buildx = X tile coordinate a unit is building at, or -1 if not building.
|
||||
laccess.buildy = Y tile coordinate a unit is building at, or -1 if not building.
|
||||
laccess.pingx = X coordinate a player is pinging, or null if not pinging.
|
||||
laccess.pingy = Y coordinate a player is pinging, or null if not pinging.
|
||||
laccess.pingtext = Text of a player's current ping, or null if not pinging.
|
||||
laccess.building = Building a unit is currently constructing, or null.
|
||||
laccess.breaking = Building a unit is currently deconstructing, or null.
|
||||
laccess.team = Team ID of a unit or building.
|
||||
laccess.flag = Numeric flag value stored on a unit.
|
||||
laccess.flying = Whether a unit is currently airborne.
|
||||
laccess.name = Name of the player controlling this unit, or null.
|
||||
laccess.payloadcount = Number of payloads currently held.
|
||||
laccess.payloadtype = Type of the last payload picked up, or null.
|
||||
laccess.totalpayload = Combined size of all held payloads.
|
||||
laccess.payloadcapacity = Maximum combined payload size a unit or building can carry.
|
||||
laccess.selectedblock = Block currently selected by the controlling player, or null.
|
||||
laccess.selectedrotation = Build rotation currently selected by the controlling player, 0 to 3.
|
||||
laccess.bulletlifetime = Total lifetime of a bullet, in ticks.
|
||||
laccess.bullettime = Time a bullet has existed, in ticks.
|
||||
|
||||
lcategory.unknown = Unknown
|
||||
lcategory.unknown.description = Uncategorized instructions.
|
||||
|
||||
Reference in New Issue
Block a user