Compare commits

...
155 Commits
Author SHA1 Message Date
Anuken 29be8176c1 Fixed some crashes 2020-11-29 11:08:12 -05:00
Anuken 67c6e0179f Merge remote-tracking branch 'origin/master' 2020-11-29 10:37:11 -05:00
Anuken e3f2966db3 Nevermind, reverting to beta for last pre-release 2020-11-29 10:37:07 -05:00
Anuken 9e53b3b7e6 Update bug_report.md 2020-11-29 10:33:51 -05:00
Anuken 8f186a16b3 Build beginPlace+Break access tracking / Instant rotation 2020-11-29 10:12:24 -05:00
Anuken 9a3b21d77a Fixed #3650 2020-11-29 09:54:52 -05:00
Anuken 23fc86fac1 Updated wiki links 2020-11-28 23:59:56 -05:00
Anuken 3d6fd8a351 De-abstracted weather 2020-11-28 23:23:39 -05:00
Anuken 3c51d82a1a Fixed #3648 2020-11-28 22:45:36 -05:00
Anuken b63501b1c7 Core overfill bugfix 2020-11-28 21:51:26 -05:00
Anuken 810238d0f9 Cleanup 2020-11-28 20:30:43 -05:00
Anuken bb16d1c613 Removed Abstract block classes for better code inspection 2020-11-28 19:12:27 -05:00
Anuken b8cb17c0c5 Campaign production fixes 2020-11-28 15:08:53 -05:00
Anuken 9ca3cd49b8 Merge remote-tracking branch 'origin/master' 2020-11-28 13:57:23 -05:00
Anuken e6544b73db Switching modifier from beta to release 2020-11-28 13:57:19 -05:00
Anuken 2e30cd31c2 Merge pull request #3646 from Slava0135/unit-payload
Unit Payload spawning units on block removing/destruction
2020-11-28 13:56:45 -05:00
slava0135 e6078bd4f6 oopsie x4 2020-11-28 21:49:59 +03:00
slava0135 b0477394e6 oopsie x3 2020-11-28 21:45:42 +03:00
slava0135 699750762f removing unnecessary stuff 2020-11-28 21:38:50 +03:00
slava0135 ee3348d160 oopsie x2 2020-11-28 21:10:12 +03:00
slava0135 6dc2486ce0 oopsie 2020-11-28 21:06:20 +03:00
slava0135 724a0018b8 unit payload improvements 2020-11-28 20:39:09 +03:00
slava0135 3b20c68a6f Merge branch 'master' of https://github.com/Anuken/Mindustry 2020-11-28 19:53:04 +03:00
Anuken 98206446e6 Merge remote-tracking branch 'origin/master' 2020-11-28 11:31:14 -05:00
Anuken 6e62859d0e Fixed #3644 2020-11-28 11:31:07 -05:00
Anuken 1f1701f1d6 Update README.md 2020-11-28 10:44:14 -05:00
Anuken e6c99e0c6d Update README.md 2020-11-28 10:42:50 -05:00
Anuken e6c15b526a Merge pull request #3620 from AydenRennaker/patch-8
Update servers_v6.json
2020-11-28 09:50:22 -05:00
Anuken 4de516b527 Merge pull request #3639 from LeoSko/patch-2
Update servers_v6.json
2020-11-28 09:50:02 -05:00
slava0135 815a483d2c typo in Fires:
/** Start a fire on the tile. If there already is a file there, refreshes its lifetime. */
2020-11-28 17:49:39 +03:00
Anuken 2816aeb6e9 Merge pull request #3451 from Angel-24/patch-2
[Bundle][ES] Translation update
2020-11-28 09:46:30 -05:00
Anuken f40e523764 Merge pull request #3567 from CPXMC/patch-6
Update bundle_zh_CN.properties
2020-11-28 09:46:23 -05:00
Anuken 8a424111f0 Fixed #3633 2020-11-28 09:43:35 -05:00
Leonid Skorospelov 47922834f9 Update servers_v6.json
Ranked 1v1 gradually moving to v6
2020-11-28 14:16:30 +02:00
Anuken 2a6b0fd0ce Fixed vaults not counting withdrawn items 2020-11-27 18:09:47 -05:00
Anuken 47e622dee3 (more) Campaign balancing 2020-11-27 18:07:10 -05:00
Anuken 99125e9218 Merge remote-tracking branch 'origin/master' 2020-11-27 17:37:28 -05:00
Anuken 66918f0322 Campaign balancing 2020-11-27 17:37:22 -05:00
Anuken b8a2c609cb Merge pull request #3629 from Catchears/typo
typo
2020-11-27 16:19:16 -05:00
Wiki Updater 968277477a typo 2020-11-27 22:18:08 +01:00
Anuken d06b32c20b Added boss to sector damage calculations 2020-11-27 14:18:09 -05:00
Anuken 525dc0cd7e Added bosses for sectors missing them 2020-11-27 12:35:20 -05:00
Anuken 8b6fc7f3ac Fixed #3628 2020-11-27 12:27:56 -05:00
Anuken 8dd66fb942 Campaign tweaks 2020-11-27 11:56:01 -05:00
Angel_24 7e5c69a107 Update bundle_es.properties 2020-11-27 13:07:38 +01:00
Angel_24 e4a95ab4c4 Merge pull request #2 from Angel-24/master
Master
2020-11-27 10:21:25 +01:00
Angel_24 40dd3d5677 Update bundle_es.properties 2020-11-27 10:07:38 +01:00
Anuken e39eceee28 Allow research even if sector was attacked after capture 2020-11-26 21:48:45 -05:00
AydenRennaker ca29909bec Update servers_v6.json
Add Atanner Gaming server back to list. 

Updates are looking good :)
2020-11-26 18:32:31 -08:00
Anuken 869c329fbf Fixed Nuclear Complex gen / Increased damage simulation harshness 2020-11-26 21:29:22 -05:00
Anuken c8b425116e Fixed Impact0078 ore gen / Misc campaign fixes 2020-11-26 20:46:17 -05:00
Anuken 0a290d2e10 Auto-rebuilding of broken attack sector blocks on restart 2020-11-26 20:19:13 -05:00
Anuken 9863cbc991 Disabled unit explosion team damage 2020-11-26 19:30:49 -05:00
Anuken 91c50ae126 Disabled explosion fires for item flammability <= 1
coming soon: spore bombing?
2020-11-26 19:25:26 -05:00
Anuken dae46ceb6d Campaign bugfixes / Balancing 2020-11-26 18:53:20 -05:00
Anuken 6b3919e8f7 Added Call#setItem 2020-11-26 16:49:01 -05:00
Anuken 20637fa358 Merge remote-tracking branch 'origin/master' 2020-11-26 15:32:01 -05:00
Anuken 1d8ec9abd9 Campaign bugfixes 2020-11-26 15:31:58 -05:00
Anuken d3f58c0e83 Campaign bugfixes 2020-11-26 15:31:19 -05:00
Anuken 84474040c0 Fungal Pass map fixes 2020-11-26 14:24:35 -05:00
Anuken 3fe4ae38b6 Misc cleanup 2020-11-26 12:53:19 -05:00
Anuken 465219540c Added prompt for loading legacy research data 2020-11-26 10:22:01 -05:00
Angel_24 0e354dbf23 Merge pull request #1 from Angel-24/patch-2
Patch 2
2020-11-26 10:46:59 +01:00
Angel_24 d1563ee55e Merge branch 'master' into patch-2 2020-11-26 10:43:13 +01:00
Angel_24 fa3a19d766 Update bundle_es.properties 2020-11-26 08:52:46 +01:00
Angel_24 0d4add667f Update bundle_es.properties 2020-11-26 08:49:44 +01:00
Angel_24 7f214f1343 Update bundle_es.properties 2020-11-26 08:47:11 +01:00
Anuken e1ddf115e0 Merged turret types 2020-11-25 20:41:38 -05:00
Anuken 56f1d0548e Merge remote-tracking branch 'origin/master' 2020-11-25 20:23:24 -05:00
Anuken 38471d68d7 Fixed Salt Flats being deadlocked 2020-11-25 20:23:17 -05:00
Anuken 17a571f22a Merge pull request #3604 from sk7725/patch-30
[KO]Quick Fix
2020-11-25 20:06:10 -05:00
Sunny Kim dd9c3fc8d6 Update bundle_ko.properties 2020-11-26 10:01:15 +09:00
Sunny Kim a70e29127b [KO]quick patch 2020-11-26 09:59:07 +09:00
Anuken 6be2b6021b Merge pull request #3603 from skykatik/patch-12
Some typos
2020-11-25 18:28:30 -05:00
Skat 488147759a Some typos 2020-11-26 02:04:08 +03:00
Anuken 9a7d359626 Merge pull request #3579 from Quezler/patch-68
Remove stray newline
2020-11-25 17:49:40 -05:00
Anuken 0437d50a5c Merge pull request #3598 from summetdev/patch-8
Remove unused imports
2020-11-25 17:49:24 -05:00
Anuken f49f151901 Merge pull request #3601 from genNAowl/projector-block-group
Add Projectors Blockgroup
2020-11-25 17:27:56 -05:00
Angel_24 245e5d515a Update contributors 2020-11-25 23:22:17 +01:00
Leonwang4234 2b8c11c451 projectors blockgroup 2020-11-25 14:19:56 -08:00
Anuken 11d864f2b5 Merge remote-tracking branch 'origin/master' 2020-11-25 16:25:43 -05:00
Anuken 977b55bf32 Testing BE builds 2020-11-25 16:25:39 -05:00
Anuken b06be81f1e Merge pull request #3600 from summetdev/patch-10
GitHub Actions: Manual Triggers
2020-11-25 16:24:33 -05:00
Anuken 93313664f0 Testing BE builds 2020-11-25 16:14:39 -05:00
Antsiferov Andrew 25cb2b0abf Add workflow_dispatch event 2020-11-26 00:09:17 +03:00
Anuken b841af3a48 Testing BE builds 2020-11-25 16:09:11 -05:00
Anuken 709f43b83c Testing BE builds 2020-11-25 16:00:35 -05:00
Anuken aabc094dd9 Testing BE builds 2020-11-25 15:47:44 -05:00
Anuken 58acc0a970 Merge remote-tracking branch 'origin/master' 2020-11-25 15:42:56 -05:00
Anuken c874089f27 Bugfixes 2020-11-25 15:42:51 -05:00
Angel_24 1cc73a4077 Finished Spanish Translation, for now... 2020-11-25 21:26:24 +01:00
Antsiferov Andrew 4ac26d86f5 Remove unused imports 2020-11-25 20:04:32 +00:00
Angel_24 a693289867 Update bundle_es.properties 2020-11-25 20:57:32 +01:00
Anuken 010e5341dc Merge pull request #3596 from Catchears/ai
Fix ai schematics with power weapons and steam gens
2020-11-25 14:14:28 -05:00
Wiki Updater 51790e0bf9 fix ai schematics with power weapons and steam gens 2020-11-25 19:52:36 +01:00
Anuken 40b67349d9 Fixed quotes 2020-11-25 11:56:10 -05:00
Anuken 735cb74483 Merge remote-tracking branch 'origin/master' 2020-11-25 11:15:50 -05:00
Anuken bc55e43def Fixed #3591 2020-11-25 11:15:46 -05:00
Anuken 084d7e8355 Merge pull request #3583 from Quezler/patch-69
automatic reconnect
2020-11-25 11:14:04 -05:00
Anuken 22e60612ac Merge remote-tracking branch 'origin/master' 2020-11-25 11:09:33 -05:00
Anuken b271c4be32 Fixed deploy CI, again 2020-11-25 11:09:29 -05:00
Patrick 'Quezler' MounierandAnuken f26b3358ef Update core/src/mindustry/ui/dialogs/JoinDialog.java
Co-authored-by: Anuken <arnukren@gmail.com>
2020-11-25 17:08:03 +01:00
Patrick 'Quezler' Mounier 3d6390a76a Set the ping to null when canceling manually as well 2020-11-25 16:51:57 +01:00
Patrick 'Quezler' Mounier ff20928bec Anukify reconnect logic 2020-11-25 16:49:36 +01:00
Anuken 59387389a4 Merge pull request #3563 from skykatik/patch-11
Deleted unnecessary DateTimeFormatter declaration
2020-11-25 10:33:46 -05:00
Anuken fb200c6d11 arc 2020-11-25 10:16:40 -05:00
Anuken 8418770bbf Merge remote-tracking branch 'origin/master' 2020-11-25 10:15:22 -05:00
Anuken eaa7b04c3d Fixed CI / Fixed exponentially increasing broken blocks 2020-11-25 10:15:14 -05:00
Anuken 6131ef23fc Merge pull request #3578 from Quezler/patch-67
Remove unused import
2020-11-25 09:36:41 -05:00
Angel_24 1467a3a7fd Update bundle_es.properties 2020-11-25 14:59:07 +01:00
Patrick 'Quezler' Mounier b002d8b446 Update bundle.properties 2020-11-25 10:42:13 +01:00
Patrick 'Quezler' Mounier f5e06cca54 Update NetClient.java 2020-11-25 10:41:41 +01:00
Patrick 'Quezler' Mounier 642b877ab0 Update JoinDialog.java 2020-11-25 10:40:42 +01:00
Angel_24 2a618a6600 Update bundle_es.properties 2020-11-25 10:36:48 +01:00
Angel_24 fa48f1b2e0 Merge branch 'master' into patch-2 2020-11-25 10:26:11 +01:00
Angel_24 69063e9dc5 Update contributors 2020-11-25 10:23:07 +01:00
Patrick 'Quezler' Mounier 8ee3f2b2e6 Remove stray newline 2020-11-25 09:38:04 +01:00
Patrick 'Quezler' Mounier 40bf0741f0 Remove unused import 2020-11-25 09:36:12 +01:00
Anuken 6633b07fb2 Merge pull request #3561 from Volas171/patch-2
Update contributors
2020-11-24 18:55:00 -05:00
Volas171 e65971db47 h 2020-11-24 18:30:59 -05:00
Anuken 5fd66d38bb Fixed #3573 2020-11-24 18:15:40 -05:00
Anuken 15f33b45c7 Salt Flats should probably require additive reconstructors 2020-11-24 18:12:45 -05:00
Anuken 17e66f1008 Final campaign tweaks 2020-11-24 17:17:55 -05:00
Anuken bcaf5e4c3d Campaign balance / Smarter power node placement 2020-11-24 16:33:36 -05:00
Anuken 6fd36d97f0 Balancing 2020-11-24 12:53:55 -05:00
Anuken 61bec243dc Campaign balance 2020-11-24 12:35:04 -05:00
Anuken 7d43856735 Bugfixes 2020-11-24 10:23:28 -05:00
CPXMC 9f8e1b93f1 Update bundle_zh_CN.properties
单位,方块,物品的简介翻译交给你们了(滑稽
2020-11-24 22:02:28 +08:00
Anuken 058b2ddfce Fixed #3565 2020-11-24 09:00:34 -05:00
Skat 1637360952 Deleted unnecessary DateTimeFormatter declaration 2020-11-24 13:00:08 +03:00
Angel_24 38f4154d18 Update bundle_es.properties 2020-11-24 10:47:35 +01:00
Angel_24 7ffbb93ba7 Update contributors 2020-11-24 10:30:33 +01:00
Angel_24 8004b6ce1d Update bundle_es.properties 2020-11-24 09:39:08 +01:00
Volas171 97254a6672 Update contributors 2020-11-23 22:27:08 -05:00
Anuken 2282cb89b1 Fixed sector damage calculations / Campaign balance 2020-11-23 18:09:20 -05:00
Anuken 06929ee8f3 Fixed boss hint not disappearing 2020-11-23 15:47:15 -05:00
Anuken ec19381c4e Fixed campaign bases having ridiculous wall tiers 2020-11-23 15:41:10 -05:00
Angel_24 7c79ee469e Update contributors 2020-11-23 20:11:27 +01:00
Angel_24 741e6b55b0 Update contributors 2020-11-23 20:09:33 +01:00
Angel_24 6f75116197 Update bundle_es.properties 2020-11-23 20:06:37 +01:00
Anuken 4a52392ce9 Added hint about guards & armor 2020-11-23 13:09:42 -05:00
Anuken dcbe06229c Campaign fixes & balance 2020-11-23 10:36:41 -05:00
Anuken 075be1a862 Fixed #3540 / Fixed #3544 / Fixed #3542 2020-11-23 09:12:36 -05:00
Angel_24 143be734c5 Update bundle_es.properties 2020-11-23 14:13:23 +01:00
Angel_24 ad6a3bf150 Update bundle_es.properties 2020-11-23 11:29:07 +01:00
Anuken 8d91a9b014 Fixed sectors not auto-unlocking 2020-11-22 22:03:23 -05:00
Anuken ecea8eab01 Various tweaks and bugfixes 2020-11-22 21:20:33 -05:00
Anuken 3db2fea32b CI fix 2020-11-22 17:34:49 -05:00
Anuken 335e7489ce Fixed colors appearing in server logs 2020-11-22 17:33:10 -05:00
Angel_24 07b12890e8 Update bundle_es.properties 2020-11-20 18:14:55 +01:00
Angel_24 c014f86f2b Update bundle_es.properties
"Titanium" conveyor duplicated on "Plastanium"
2020-11-20 17:39:52 +01:00
Angel_24 ef2ff385b8 Añadido el "cada" de nuevo
Sabía que se me olvidaba algo, pero no tuve tiempo de revisarlo.
2020-11-19 19:21:40 +01:00
Angel_24 31d401340c Update bundle_es.properties 2020-11-19 14:57:16 +01:00
Angel_24 c3df430a4e Update bundle_es.properties 2020-11-19 14:56:12 +01:00
Angel_24 071d98dbfa Update bundle_es.properties 2020-11-18 20:48:12 +01:00
163 changed files with 10981 additions and 10254 deletions
+3 -1
View File
@@ -17,7 +17,9 @@ assignees: ''
**Link(s) to mod(s) used**: *The mod repositories or zip files that are related to the issue, if applicable.*
**Save file**: *The (zipped) save file you were playing on when the bug happened. THIS IS REQUIRED FOR ANY ISSUE HAPPENING IN-GAME, REGARDLESS OF WHETHER YOU THINK IT HAPPENS EVERYWHERE. DO NOT DELETE OR OMIT THIS LINE UNLESS YOU ARE SURE THAT THE ISSUE DOES NOT HAPPEN IN-GAME.*
**Save file**: *The (zipped) save file you were playing on when the bug happened. THIS IS REQUIRED FOR ANY ISSUE HAPPENING IN-GAME OR IN MULTIPLAYER, REGARDLESS OF WHETHER YOU THINK IT HAPPENS EVERYWHERE. DO NOT DELETE OR OMIT THIS LINE UNLESS YOU ARE SURE THAT THE ISSUE DOES NOT HAPPEN IN-GAME.*
If you remove the line above without reading it properly and understanding what it means, I will reap your soul. Even if you're playing on someone's server, you can still save the game to a slot.
**Crash report**: *The contents of relevant crash report files. REQUIRED if you are reporting a crash.*
+13 -9
View File
@@ -15,45 +15,49 @@ jobs:
uses: actions/setup-java@v1
with:
java-version: 14
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
- name: Create artifacts
run: |
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${GITHUB_REF:1}"
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${RELEASE_VERSION:1}
- name: Update docs
run: |
cd ../
git config --global user.email "cli@github.com"
git config --global user.name "Github Actions"
git clone --depth=1 https://github.com/MindustryGame/docs.git
cp -a Mindustry/core/build/docs/javadoc/. docs/
cd docs
git add .
git commit -m "Update ${GITHUB_REF:1}"
git commit -m "Update ${RELEASE_VERSION:1}"
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
cd ../Mindustry
- name: Add Arc release
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
cd ../Arc
git tag ${GITHUB_REF}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${GITHUB_REF};
git tag ${RELEASE_VERSION}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${RELEASE_VERSION};
cd ../Mindustry
- name: Update F-Droid build string
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
cd ../MindustryBuilds
echo "Updating version to ${GITHUB_REF:1}"
echo versionName=6-fdroid-${GITHUB_REF:1}$'\n'versionCode=${GITHUB_REF:1} > version_fdroid.txt
echo "Updating version to ${RELEASE_VERSION:1}"
echo versionName=6-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${RELEASE_VERSION:1} > version_fdroid.txt
git add .
git commit -m "Updating to build ${GITHUB_REF:1}"
git commit -m "Updating to build ${RELEASE_VERSION:1}"
cd ../Mindustry
- name: Upload client artifacts
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: desktop/libs/Mindustry.jar
file: desktop/build/libs/Mindustry.jar
tag: ${{ github.ref }}
- name: Upload server artifacts
uses: svenstaro/upload-release-action@v2
with:
repo_token: ${{ secrets.GITHUB_TOKEN }}
file: server/libs/server-release.jar
file: server/build/libs/server-release.jar
tag: ${{ github.ref }}
+2 -1
View File
@@ -1,6 +1,6 @@
name: Tests
on: [push]
on: [push, workflow_dispatch]
jobs:
buildJava14:
@@ -15,6 +15,7 @@ jobs:
- name: Run unit tests
run: ./gradlew test
- name: Trigger BE build
if: ${{ github.repository == 'Anuken/Mindustry' }}
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
cd ../MindustryBuilds
+1 -1
View File
@@ -61,5 +61,5 @@ Post feature requests and feedback [here](https://github.com/Anuken/Mindustry-Su
## Downloads
| [![](https://static.itch.io/images/badge.svg)](https://anuke.itch.io/mindustry) | [![](https://play.google.com/intl/en_us/badges/images/generic/en-play-badge.png)](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [![](https://fdroid.gitlab.io/artwork/badge/get-it-on.png)](https://f-droid.org/packages/io.anuke.mindustry) | [![](https://flathub.org/assets/badges/flathub-badge-en.svg)](https://flathub.org/apps/details/com.github.Anuken.Mindustry) |
| [![](https://static.itch.io/images/badge.svg)](https://anuke.itch.io/mindustry) | [![](https://play.google.com/intl/en_us/badges/images/generic/en-play-badge.png)](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [![](https://fdroid.gitlab.io/artwork/badge/get-it-on.png)](https://f-droid.org/packages/io.anuke.mindustry) | [![](https://flathub.org/assets/badges/flathub-badge-en.svg)](https://flathub.org/apps/details/com.github.Anuken.Mindustry)
|--- |--- |--- |--- |
+55
View File
@@ -0,0 +1,55 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg
xmlns:dc="http://purl.org/dc/elements/1.1/"
xmlns:cc="http://creativecommons.org/ns#"
xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
xmlns:svg="http://www.w3.org/2000/svg"
xmlns="http://www.w3.org/2000/svg"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
width="16"
height="16"
version="1.1"
id="svg542"
sodipodi:docname="planet.svg"
inkscape:version="1.0.1 (0767f8302a, 2020-10-17)">
<metadata
id="metadata548">
<rdf:RDF>
<cc:Work
rdf:about="">
<dc:format>image/svg+xml</dc:format>
<dc:type
rdf:resource="http://purl.org/dc/dcmitype/StillImage" />
<dc:title></dc:title>
</cc:Work>
</rdf:RDF>
</metadata>
<defs
id="defs546" />
<sodipodi:namedview
pagecolor="#ffffff"
bordercolor="#666666"
borderopacity="1"
objecttolerance="10"
gridtolerance="10"
guidetolerance="10"
inkscape:pageopacity="0"
inkscape:pageshadow="2"
inkscape:window-width="2560"
inkscape:window-height="1316"
id="namedview544"
showgrid="false"
inkscape:pagecheckerboard="true"
inkscape:zoom="15.75"
inkscape:cx="-16.385458"
inkscape:cy="16.16535"
inkscape:window-x="0"
inkscape:window-y="27"
inkscape:window-maximized="1"
inkscape:current-layer="svg542" />
<path
id="polygon2"
style="fill:#ffffff"
d="M 5.5 0 L 5 0.5 L 4.5 1 L 3.5 1 L 3 1.5 L 2.5 2 L 2 2.5 L 1.5 3 L 1 3.5 L 1 4.5 L 0.5 5 L 0 5.5 L 0 6.5 L 0 7.5 L 0 8.5 L 0 9.5 L 0 10.5 L 0.5 11 L 1 11.5 L 1 12.5 L 1.5 13 L 2 13.5 L 2.5 14 L 3 14.5 L 3.5 15 L 4.5 15 L 5 15.5 L 5.5 16 L 6.5 16 L 7.5 16 L 8.5 16 L 9.5 16 L 10.5 16 L 11 15.5 L 11.5 15 L 12.5 15 L 13 14.5 L 13.5 14 L 14 13.5 L 14.5 13 L 15 12.5 L 15 11.5 L 15.5 11 L 16 10.5 L 16 9.5 L 16 8.5 L 16 7.5 L 16 6.5 L 16 5.5 L 15.5 5 L 15 4.5 L 15 3.5 L 14.5 3 L 14 2.5 L 13.5 2 L 13 1.5 L 12.5 1 L 11.5 1 L 11 0.5 L 10.5 0 L 9.5 0 L 8.5 0 L 7.5 0 L 6.5 0 L 5.5 0 z M 6.5 1 L 7 1.5 L 7.5 2 L 8.5 2 L 9 2.5 L 9 3.5 L 9.5 4 L 10 4.5 L 10.5 5 L 11 5.5 L 11.5 6 L 12.5 6 L 13.5 6 L 14.5 6 L 15 6.5 L 15 7.5 L 15 8.5 L 15 9.5 L 14.5 10 L 14 10.5 L 14 11.5 L 13.5 12 L 13 12.5 L 12.5 13 L 12 13.5 L 11.5 14 L 10.5 14 L 10 14.5 L 9.5 15 L 8.5 15 L 8 14.5 L 7.5 14 L 7 13.5 L 7 12.5 L 7.5 12 L 8 11.5 L 8.5 11 L 9 10.5 L 9 9.5 L 9 8.5 L 8.5 8 L 8 7.5 L 7.5 7 L 6.5 7 L 5.5 7 L 4.5 7 L 4 7.5 L 3.5 8 L 3 8.5 L 2.5 9 L 2 9.5 L 1.5 10 L 1 9.5 L 1 8.5 L 1 7.5 L 1 6.5 L 1.5 6 L 2 5.5 L 2 4.5 L 2.5 4 L 3 3.5 L 3.5 3 L 4 2.5 L 4.5 2 L 5.5 2 L 6 1.5 L 6.5 1 z M 11.5 9 L 11 9.5 L 11 10.5 L 11.5 11 L 12.5 11 L 13 10.5 L 13 9.5 L 12.5 9 L 11.5 9 z " />
</svg>

After

Width:  |  Height:  |  Size: 2.7 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 578 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 682 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 683 B

Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+3 -2
View File
@@ -1,2 +1,3 @@
mschxœ-‹k
1 „ÇMÅîуôPÅ␍²PÛÒ®èÕEdM¬?’o2“Á€cý�1e_BðÏš‚/g®—²äuI08åôàâbšÙI~eŒõ.p«ú°RöÚÆù×wÙGÿO`�ÁÁîÑmȾadh{ÑN²Þ‚:õŒ‚Ä'Õ"IZ}ä°í²z}‰o)"
mschxњ-Ќ‹
В0 EoЧКєўТЏЄ®И ¶Ґ«Ёџ.CfІJ‡<N‚З*Ш»Г�lцЮѕ–иmЖ0№ељзTжЂN)>]6!NОРьж0,‚)Ь‡&ЩІЌцbKqщЌу~И$њя+А‘­Vh¶•т №} ¶U
кwZР'И;¤$ґ ]СUфґ…]P,(І»Љ‘ЎkҐ№ъЕ¶,e
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
+18 -12
View File
@@ -22,9 +22,8 @@ gameover.pvp = The[accent] {0}[] team is victorious!
gameover.waiting = [accent]Waiting for next map...
highscore = [accent]New highscore!
copied = Copied.
indev.popup = [accent]v6[] is currently in [accent]beta[].\n[lightgray]This means:[]\n[scarlet]- The campaign is unfinished[]\n- Everything you see is subject to change or removal.\n\nReport bugs or crashes on [accent]Github[].
indev.notready = This part of the game isn't ready yet
indev.campaign = [accent]You've reached the end of the campaign![]\n\nThis is as far as the content goes. Interplanetary travel will be added in future updates.
indev.campaign = [accent]Congratulations! You've reached the end of the campaign![]\n\nThis is as far as the content goes right now. Interplanetary travel will be added in future updates.
load.sound = Sounds
load.map = Maps
@@ -147,8 +146,12 @@ planetmap = Planet Map
launchcore = Launch Core
filename = File Name:
unlocked = New content unlocked!
available = New research available!
completed = [accent]Completed
techtree = Tech Tree
research.legacy = [accent]5.0[] research data found.\nDo you want to [accent]load this data[], or [accent]discard it[] and restart research in the new campaign (recommended)?
research.load = Load
research.discard = Discard
research.list = [lightgray]Research:
research = Research
researched = [lightgray]{0} researched.
@@ -230,6 +233,7 @@ disconnect.timeout = Timed out.
disconnect.data = Failed to load world data!
cantconnect = Unable to join game ([accent]{0}[]).
connecting = [accent]Connecting...
reconnecting = [accent]Reconnecting...
connecting.data = [accent]Loading world data...
server.port = Port:
server.addressinuse = Address already in use!
@@ -501,7 +505,6 @@ map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
#TODO
loadout = Loadout
resources = Resources
bannedblocks = Banned Blocks
@@ -509,12 +512,6 @@ addall = Add All
launch.from = Launching From: [accent]{0}
launch.destination = Destination: {0}
configure.invalid = Amount must be a number between 0 and {0}.
zone.unlocked = [lightgray]{0} unlocked.
zone.requirement.complete = Requirement for {0} completed:[lightgray]\n{1}
zone.resources = [lightgray]Resources Detected:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective.survival = Survive
zone.objective.attack = Destroy Enemy Core
add = Add...
boss.health = Guardian Health
@@ -600,6 +597,11 @@ sector.tarFields.description = The outskirts of an oil production zone, between
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
sector.biomassFacility.description = The origin of spores. This is the facility in which they were researched and initially produced.\nResearch the technology contained within. Cultivate spores for the production of fuel and plastics.\n\n[lightgray]Upon this facility's demise, the spores were released. Nothing in the local ecosystem could compete with such an invasive organism.
sector.windsweptIslands.description = Further past the shoreline is this remote chain of islands. Records show they once had [accent]Plastanium[]-producing structures.\n\nFend off the enemy's naval units. Establish a base on the islands. Research these factories.
sector.extractionOutpost.description = A remote outpost, constructed by the enemy for the purpose of launching resources to other sectors.\n\nCross-sector transport technology is essential for further conquest. Destroy the base. Research their Launch Pads.
sector.impact0078.description = Here lie remnants of the interstellar transport vessel that first entered this system.\n\nSalvage as much as possible from the wreckage. Research any intact technology.
sector.planetaryTerminal.description = The final target.\n\nThis coastal base contains a structure capable of launching Cores to local planets. It is extremely well guarded.\n\nProduce naval units. Eliminate the enemy as quickly as possible. Research the launch structure.
settings.language = Language
settings.data = Game Data
@@ -813,7 +815,7 @@ setting.smoothcamera.name = Smooth Camera
setting.vsync.name = VSync
setting.pixelate.name = Pixelate
setting.minimap.name = Show Minimap
setting.coreitems.name = Display Core Items (WIP)
setting.coreitems.name = Display Core Items
setting.position.name = Show Player Position
setting.musicvol.name = Music Volume
setting.atmosphere.name = Show Planet Atmosphere
@@ -894,6 +896,7 @@ keybind.pause.name = Pause
keybind.pause_building.name = Pause/Resume Building
keybind.minimap.name = Minimap
keybind.planet_map.name = Planet Map
keybind.research.name = Research
keybind.chat.name = Chat
keybind.player_list.name = Player List
keybind.console.name = Console
@@ -1018,6 +1021,7 @@ block.resupply-point.name = Resupply Point
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Sand Boulder
block.basalt-boulder.name = Basalt Boulder
block.grass.name = Grass
block.slag.name = Slag
block.space.name = Space
@@ -1266,13 +1270,15 @@ hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
hint.command = Press [accent][[G][] to command nearby units into formation.
hint.command = Press [accent][[G][] to command nearby units of [accent]similar type[] into formation.\n\nTo command ground units, you must first control another ground unit.
hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation.
hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
hint.payloadDrop = Press [accent]][] to drop a payload.
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
hint.generator = \uf879 [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with \uf87f [accent]Power Nodes[].
hint.guardian = [accent]Guardian[] units are armored. Weak ammo such as [accent]Copper[] and [accent]Lead[] is [scarlet]not effective[].\n\nUse higher tier turrets or \uf835 [accent]Graphite[] \uf861Duo/\uf859Salvo ammunition to take Guardians down.
item.copper.description = Used in all types of construction and ammunition.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
@@ -1454,7 +1460,7 @@ unit.reign.description = Fires a barrage of massive piercing bullets at all near
unit.nova.description = Fires laser bolts that damage enemies and repair allied structures. Capable of flight.
unit.pulsar.description = Fires arcs of electricity that damage enemies and repair allied structures. Capable of flight.
unit.quasar.description = Fires piercing laser beams that damage enemies and repair allied structures. Capable of flight. Shielded.
unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repair allied structures. Capable of flight.
unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repairs allied structures. Capable of flight.
unit.corvus.description = Fires a massive laser blast that damages enemies and repairs allied structures. Can step over most terrain.
unit.crawler.description = Runs toward enemies and self-destructs, causing a large explosion.
unit.atrax.description = Fires debilitating orbs of slag at ground targets. Can step over most terrain.
File diff suppressed because it is too large Load Diff
+95 -95
View File
@@ -19,8 +19,8 @@ screenshot.invalid = 맵이 너무 커서 스크린샷에 사용될 메모리가
gameover = 게임 오버
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
highscore = [accent]새로운 최고 점수!
copied = 복사됨.
indev.popup = 현재 [accent]v6[] 버전은 [accent]알파[] 단계입니다.\n[lightgray]이 말은:[]\n- [scarlet]캠페인이 아직 완전히 개발되지 않음[]\n- 몇몇 컨텐츠가 빠짐\n- 대부분의 [scarlet]유닛 AI[]가 작동하지 않음\n- 많은 유닛들이 아직 미완성\n- 보이는 것은 모두 바뀌거나 제거될 수 있음\n\n[accent]Github[] 에서 버그 또는 강제종료 오류를 신고 해 주세요.
copied = 복사
indev.popup = 현재 [accent]v6[] 버전은 [accent]베타[] 단계입니다.\n\n[accent]Github[] 에서 버그 또는 강제종료 오류를 신고 해 주세요.
indev.notready = 이 부분은 아직 준비가 되지 않았습니다.
load.sound = 소리
@@ -71,15 +71,15 @@ map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
level.highscore = 최고 점수: [accent]{0}
level.select = 맵 선택
level.mode = 게임 모드:
coreattack = < 코어가 공격 받고 있습니다! >
nearpoint = [[ [scarlet]즉시 스폰지점에서 떠나세요[] ]\n전멸 임박
coreattack = < 코어가 공격을 받고 있습니다! >
nearpoint = [[ [scarlet]즉시 스폰지점에서 떠나세요[] ]\n인근 건물들과 유닛들은 초토화됩니다!
database = 코어 데이터베이스
savegame = 게임 저장
loadgame = 게임 불러오기
joingame = 게임 참여
customgame = 사용자 지정 게임
newgame = 새 게임
none = <없음>
none = < 없음 >
minimap = 미니맵
position = 위치
close = 닫기
@@ -291,8 +291,8 @@ waiting = [lightgray]대기중...
waiting.players = 상대 플레이어를 기다리는 중...
wave.enemies = [lightgray]적 유닛 {0}명 남음
wave.enemy = [lightgray]{0}명 남음
wave.guardianwarn = [accent]{0}[] 단계 후에 가디언이 접근합니다.
wave.guardianwarn.one = [accent]{0}[] 단계 후에 가디언이 접근합니다.
wave.guardianwarn = [accent]{0}[] 단계 후에 수호자가 접근합니다.
wave.guardianwarn.one = [accent]{0}[] 단계 후에 수호자가 접근합니다.
loadimage = 사진 불러오기
saveimage = 사진 저장
unknown = 알 수 없음
@@ -335,13 +335,13 @@ editor.center = 중앙
workshop = 창작마당
waves.title = 단계
waves.remove = 삭제
waves.never = 여기까지 유닛생성
waves.never = 여기까지 유닛 생성
waves.every = 매
waves.waves = 단계마다
waves.perspawn = 마리 생성
waves.shields = 보호막/단계
waves.shields = 방어막/단계
waves.to = 부터
waves.guardian = 가디언
waves.guardian = 수호자
waves.preview = 미리보기
waves.edit = 편집
waves.copy = 클립보드로 복사
@@ -495,7 +495,7 @@ zone.objective = [lightgray]목표: [accent]{0}
zone.objective.survival = 생존
zone.objective.attack = 적 코어 파괴
add = 추가...
boss.health = 보스 체력
boss.health = 수호자 체력
connectfail = [scarlet]연결 오류:\n\n[accent]{0}
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
@@ -522,11 +522,11 @@ sectors.resume = 재개
sectors.launch = 출격
sectors.select = 선택
sectors.nonelaunch = [lightgray]없음 (sun)
sectors.rename = Rename Sector
sector.missingresources = [scarlet]Insufficient Core Resources
sectors.rename = 구역 명명
sector.missingresources = [scarlet]자원 부족
planet.serpulo.name = Serpulo
planet.sun.name = Sun
planet.serpulo.name = 세르플
planet.sun.name = 태양
sector.groundZero.name = 전초기지
sector.craters.name = 크레이터
@@ -561,26 +561,26 @@ settings.controls = 조작
settings.game = 게임
settings.sound = 소리
settings.graphics = 그래픽
settings.cleardata = 게임 데이터 초기화...
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n완료된 작업은 취소할 수 없습니다!
settings.cleardata = 게임 데이터 초기화
settings.clear.confirm = 정말로 이 데이터를 지우시겠습니까?\n되돌릴 수 없습니다!
settings.clearall.confirm = [scarlet]경고![]\n이 작업은 저장된 맵, 맵파일, 잠금 해제된 목록과 키 매핑, 그리고 모든 데이터를 삭제합니다.\n확인 버튼을 다시 눌러 모든 데이터를 삭제하고 게임에서 나갑니다.
settings.clearsaves.confirm = 정말로 모든 저장을 삭제 하시겠습니까?
settings.clearsaves.confirm = 정말로 모든 저장된 파일들을 삭제하시겠습니까?
settings.clearsaves = 저장 초기화
settings.clearresearch = Clear Research
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
settings.clearcampaignsaves = Clear Campaign Saves
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
settings.clearresearch = 연구 초기화
settings.clearresearch.confirm = 정말로 모든 연구를 삭제하시겠습니까?
settings.clearcampaignsaves = 캠페인 맵 초기화
settings.clearcampaignsaves.confirm = 정말로 캠페인을 초기화하시겠습니까?
paused = [accent]< 일시정지 >
clear = 초기화
banned = [scarlet]차단됨
unplaceable.sectorcaptured = [scarlet]점령된 구역이 필요합니다
unplaceable.sectorcaptured = [scarlet]구역 점령 필요
yes = 예
no = 아니오
info.title = 정보
error.title = [scarlet]오류가 발생했습니다.
error.crashtitle = 오류가 발생했습니다
unit.nobuild = [scarlet]이 유닛은 건설할 수 없습니다.
lastaccessed = [lightgray]마지막 접근: {0}
unit.nobuild = [scarlet]건설 불가
lastaccessed = [lightgray]마지막 조작: {0}
block.unknown = [lightgray]???
stat.input = 입력
@@ -588,70 +588,70 @@ stat.output = 출력
stat.booster = 가속
stat.tiles = 필요한 타일
stat.affinities = 친화력
stat.powercapacity = Power Capacity
stat.powershot = Power/Shot
stat.damage = Damage
stat.targetsair = Targets Air
stat.targetsground = Targets Ground
stat.itemsmoved = Move Speed
stat.launchtime = Time Between Launches
stat.shootrange = Range
stat.size = Size
stat.displaysize = Display Size
stat.liquidcapacity = Liquid Capacity
stat.powerrange = Power Range
stat.linkrange = Link Range
stat.instructions = Instructions
stat.powerconnections = Max Connections
stat.poweruse = Power Use
stat.powerdamage = Power/Damage
stat.itemcapacity = Item Capacity
stat.memorycapacity = Memory Capacity
stat.basepowergeneration = Base Power Generation
stat.productiontime = Production Time
stat.repairtime = Block Full Repair Time
stat.speedincrease = Speed Increase
stat.range = Range
stat.drilltier = Drillables
stat.drillspeed = Base Drill Speed
stat.boosteffect = Boost Effect
stat.maxunits = Max Active Units
stat.health = Health
stat.buildtime = Build Time
stat.maxconsecutive = Max Consecutive
stat.buildcost = Build Cost
stat.inaccuracy = Inaccuracy
stat.shots = Shots
stat.reload = Shots/Second
stat.ammo = Ammo
stat.shieldhealth = Shield Health
stat.cooldowntime = Cooldown Time
stat.explosiveness = Explosiveness
stat.basedeflectchance = Base Deflect Chance
stat.lightningchance = Lightning Chance
stat.lightningdamage = Lightning Damage
stat.flammability = Flammability
stat.radioactivity = Radioactivity
stat.heatcapacity = HeatCapacity
stat.viscosity = Viscosity
stat.temperature = Temperature
stat.speed = Speed
stat.buildspeed = Build Speed
stat.minespeed = Mine Speed
stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.commandlimit = Command Limit
stat.abilities = Abilities
stat.powercapacity = 전력량
stat.powershot = 전력량/발
stat.damage = 공격력
stat.targetsair = 공중 공격
stat.targetsground = 지상 공격
stat.itemsmoved = 이동 속도
stat.launchtime = 발사 간격
stat.shootrange = 사거리
stat.size = 크기
stat.displaysize = 화면 크기
stat.liquidcapacity = 액체 수용량
stat.powerrange = 전선 길이
stat.linkrange = 감지 길이
stat.instructions = 최대 명령어 수
stat.powerconnections = 최대 연결 개수
stat.poweruse = 전력 요구량
stat.powerdamage = 전력량/피해량
stat.itemcapacity = 자원 수용량
stat.memorycapacity = 변수 개수
stat.basepowergeneration = 기본 발전량
stat.productiontime = 소요 시간
stat.repairtime = 건물 완전 복구 시간
stat.speedincrease = 속도 증가
stat.range = 사거리
stat.drilltier = 채굴 가능 자원
stat.drillspeed = 기본 채굴 속도
stat.boosteffect = 버프 효과
stat.maxunits = 최대 유닛 수
stat.health = 체력
stat.buildtime = 건설 시간
stat.maxconsecutive = 최대 체인 길이
stat.buildcost = 건설 비용
stat.inaccuracy = 오차각
stat.shots = 발사 당 탄
stat.reload = 발/초
stat.ammo = 탄약
stat.shieldhealth = 보호막 체력
stat.cooldowntime = 쿨타임
stat.explosiveness = 폭발성
stat.basedeflectchance = 기본 반사 확률
stat.lightningchance = 전격 확률
stat.lightningdamage = 전격 공격량
stat.flammability = 휘발성
stat.radioactivity = 방사성
stat.heatcapacity = 열용량
stat.viscosity = 점성
stat.temperature = 온도
stat.speed = 속도
stat.buildspeed = 건설 속도
stat.minespeed = 채굴 속도
stat.minetier = 채굴 티어
stat.payloadcapacity = 화물 수용량
stat.commandlimit = 지휘 한계
stat.abilities = 능력
ability.forcefield = Force Field
ability.repairfield = Repair Field
ability.statusfield = Status Field
ability.unitspawn = {0} Factory
ability.shieldregenfield = Shield Regen Field
ability.forcefield = 보호막
ability.repairfield = 수리장
ability.statusfield = 버프장
ability.unitspawn = {0} 공장
ability.shieldregenfield = 방어막 복구장
bar.drilltierreq = 더 좋은 드릴이 필요
bar.noresources = 자원 부족
bar.corereq = 코어 기지 필요
bar.corereq = 코어 필요
bar.drillspeed = 드릴 속도: {0}/s
bar.pumpspeed = 펌프 속도: {0}/s
bar.efficiency = 효율: {0}%
@@ -688,7 +688,7 @@ bullet.multiplier = [stat]{0}[lightgray]x 탄약 배수
bullet.reload = [stat]{0}[lightgray]x 발사 속도
unit.blocks = 블록
unit.blockssquared = blocks²
unit.blockssquared = 블록²
unit.powersecond = 전력/초
unit.liquidsecond = 액체/초
unit.itemssecond = 개/초
@@ -701,7 +701,7 @@ unit.persecond = /초
unit.perminute = /분
unit.timesspeed = x 배
unit.percent = %
unit.shieldhealth = 보호막 체력
unit.shieldhealth = 방어막 체력
unit.items = 자원
unit.thousands = 천
unit.millions = 백만
@@ -711,7 +711,7 @@ category.power = 전력
category.liquids = 액체
category.items = 자원
category.crafting = 입력/출력
category.function = Function
category.function = 기능
category.optional = 보조 자원
setting.landscape.name = 가로화면 잠금
setting.shadows.name = 그림자
@@ -722,7 +722,7 @@ setting.flow.name = 자원 흐름량 표시
setting.buildautopause.name = 건설 자동 일시정지
setting.animatedwater.name = 액체 애니메이션 효과
setting.animatedshields.name = 보호막 애니메이션 효과
setting.antialias.name = 안티 에일리어싱[lightgray] (재시작 필요)[]
setting.antialias.name = 위신호 제거 필터[lightgray] (재시작 필요)[]
setting.playerindicators.name = 플레이어 위치 표시기
setting.indicators.name = 적 위치 표시기
setting.autotarget.name = 자동 조준
@@ -734,10 +734,10 @@ setting.fpscap.text = {0} FPS
setting.uiscale.name = UI 스케일링[lightgray] (재시작 필요)[]
setting.swapdiagonal.name = 항상 대각선 배치
setting.difficulty.training = 훈련
setting.difficulty.easy = 쉬움
setting.difficulty.easy = 무난
setting.difficulty.normal = 보통
setting.difficulty.hard = 어려움
setting.difficulty.insane = 미침
setting.difficulty.hard = 혼돈
setting.difficulty.insane = 박멸
setting.difficulty.name = 난이도:
setting.screenshake.name = 화면 흔들림
setting.effects.name = 효과 보임
@@ -769,7 +769,7 @@ setting.savecreate.name = 자동 저장 활성화
setting.publichost.name = 멀티플레이 공용 서버로 표시
setting.playerlimit.name = 플레이어 제한
setting.chatopacity.name = 채팅창 투명도
setting.lasersopacity.name = 전력 레이저 투명도
setting.lasersopacity.name = 전선 투명도
setting.bridgeopacity.name = 터널 투명도
setting.playerchat.name = 채팅 말풍선 표시
public.confirm = 게임을 모두에게 공개하시겠습니까?\n[accent]모든 플레이어가 게임에 참여할 수 있습니다.\n[lightgray]설정->게임->멀티플레이 공용 서버로 표시에서 나중에 변경할 수 있습니다.\n\n[sky]번역자 추가[]\n[accent]친구끼리 하려고 이 기능을 활성화 한 뒤에, 친구 외에 다른 플레이어가 들어왔을 때\n해당 플레이어를 차단하는 행위는 비매너를 넘어서는 얌체 행위 그 자체입니다.\n정말로 [scarlet]많은 다른 플레이어들이 오길 원한다[]면 확인하세요.
@@ -794,8 +794,8 @@ keybind.clear_building.name = 설계도 초기화
keybind.press = 키를 누르세요...
keybind.press.axis = 마우스 휠 또는 키를 누르세요...
keybind.screenshot.name = 맵 스크린샷
keybind.toggle_power_lines.name = 전력 레이저 토글
keybind.toggle_block_status.name = 블록 상태 토글
keybind.toggle_power_lines.name = 전선 가시도 설정
keybind.toggle_block_status.name = 블록 상태 가시도
keybind.move_x.name = X축 이동
keybind.move_y.name = Y축 이동
keybind.mouse_move.name = 커서를 따라서 이동
+1 -1
View File
@@ -551,7 +551,7 @@ sectors.rename = Переименовать сектор
sectors.enemybase = [scarlet]Вражеская база
sectors.vulnerable = [scarlet]Уязвим
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
sectors.survives = [accent]Продержался {0} волн(ы)
sectors.survives = [accent]Продержиться {0} волн(ы)
sector.curcapture = Сектор захвачен
sector.curlost = Сектор потерян
+105 -33
View File
@@ -17,11 +17,14 @@ linkfail = 打开链接失败!\n网址已复制到您的剪贴板。
screenshot = 屏幕截图已保存到 {0}
screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
gameover = 游戏结束
gameover.disconnect = 断开连接
gameover.pvp = [accent] {0}[]队获胜!
gameover.waiting = [accent]正在等待下一张地图...
highscore = [accent]新纪录!
copied = 已复制。
copied = 已复制
indev.popup = [accent]6.0[]仍在[accent]测试版[].\n[lightgray]这意味着:[]\n[scarlet]- 战役玩法完全没有完成[]\n- 很多内容还没有做完\n - 大多[scarlet]单位AI[]无法正确地运行\n- 单位系统完全没有完成\n- 一切您所看到的内容都可能会移除或调整。\n\n在[accent]Github[]提交错误报告。\n[#66ccff]来自译者WinterUnderTheSnow的忠告:不建议新玩家游玩还在测试阶段的6.0!建议您先从[orange]v104.6[#66ccff]或[orange]v104.10[#66ccff]开始游玩!
indev.notready = 这部分玩法还未开发完成。
indev.campaign = [accent]您已经到达战役模式的结尾![]\n\n这是内容所能做到的。 未来的更新中将添加行星际旅行。
load.sound = 音乐加载中
load.map = 地图加载中
@@ -57,6 +60,7 @@ schematic.rename = 重命名蓝图
schematic.info = {0}x{1},{2} 个方块
schematic.disabled = [scarlet]蓝图已禁用![]\n您不能在此[accent]地图[]或[accent]服务器[]上使用蓝图.
stats = 统计资料
stat.wave = 防守波数:[accent]{0}
stat.enemiesDestroyed = 消灭敌人:[accent]{0}
stat.built = 建造建筑:[accent]{0}
@@ -189,6 +193,10 @@ servers.local = 本地服务器
servers.remote = 远程服务器
servers.global = 全球服务器
servers.showhidden = 显示隐藏的服务器
server.shown = 显示
server.hidden = 隐藏
trace = 跟踪玩家
trace.playername = 玩家名称:[accent]{0}
trace.ip = IP 地址:[accent]{0}
@@ -267,6 +275,9 @@ cancel = 取消
openlink = 打开链接
copylink = 复制链接
back = 返回
crash.export = 导出崩溃日志
crash.none = 找不到崩溃日志。
crash.exported = 崩溃日志已导出。
data.export = 导出数据
data.import = 导入数据
data.openfolder = 打开数据文件夹
@@ -283,6 +294,7 @@ cancelbuilding = [accent][[{0}][]来清除规划
selectschematic = [accent][[{0}][]来选择复制
pausebuilding = [accent][[{0}][]来暂停建造
resumebuilding = [scarlet][[{0}][]来恢复建造
showui = UI已隐藏\n按[accent][[{0}][]显示UI
wave = [accent]第{0}波
wave.cap = [accent]Wave {0}/{1}
wave.waiting = [lightgray]下一波倒计时:{0}秒
@@ -290,6 +302,8 @@ wave.waveInProgress = [lightgray]波次袭来
waiting = [lightgray]等待中…
waiting.players = 等待玩家中…
wave.enemies = [lightgray]剩余 {0} 个敌人
wave.enemycores = [accent]{0}[lightgray] 敌人核心(多个)
wave.enemycore = [accent]{0}[lightgray] 敌人核心
wave.enemy = [lightgray]剩余 {0} 个敌人
wave.guardianwarn = Boss 将在[accent]{0}[]波后到来。
wave.guardianwarn.one = Boss 将在[accent]{0}[]波后到来。
@@ -350,6 +364,7 @@ waves.invalid = 剪贴板中的波次信息无效。
waves.copied = 波次信息已复制。
waves.none = 没有定义敌人。\n请注意,这将自动替换为默认的敌人列表。
#these are intentionally in lower case
wavemode.counts = 数目
wavemode.totals = 总和
wavemode.health = 生命值
@@ -462,6 +477,8 @@ load = 载入游戏
save = 保存
fps = 帧数:{0}
ping = 延迟:{0}毫秒
memory = 内存: {0}mb
memory2 = 内存:\n {0}mb +\n {1}mb
language.restart = 为了使语言设置生效请重启游戏。
settings = 设置
tutorial = 教程
@@ -476,24 +493,21 @@ complete = [lightgray]完成:
requirement.wave = {1}中的第{0}波次
requirement.core = 在{0}中摧毁敌方核心
requirement.research = 研究 {0}
requirement.produce = 生产 {0}
requirement.capture = 占领 {0}
bestwave = [lightgray]最高波次:{0}
launch.text = 发射
research.multiplayer = 仅有服主可研究物品。
map.multiplayer = 仅有服主可查看区域。
uncover = 解锁
configure = 设定装运的数量
loadout = 装运
resources = 资源
bannedblocks = 禁用建筑
addall = 添加所有
launch.from = 发射地: [accent]{0}
launch.destination = 目的地: {0}
configure.invalid = 数量必须是0到{0}之间的数字。
zone.unlocked = [lightgray]{0} 已解锁。
zone.requirement.complete = 完成{0}。\n已达成解锁{1}的要求。
zone.resources = 地图中的资源:
zone.objective = [lightgray]目标:[accent]{0}
zone.objective.survival = 生存
zone.objective.attack = 摧毁敌方核心
add = 添加…
boss.health = Boss 生命值
@@ -517,17 +531,41 @@ weather.fog.name = 雾
sectors.unexplored = [lightgray]未探索
sectors.resources = 资源:
sectors.production = 产出:
sectors.export = 输出:
sectors.time = 时间:
sectors.threat = 威胁
sectors.wave = 进攻波:
sectors.stored = 贮存:
sectors.resume = 继续
sectors.launch = 发射
sectors.select = 选择
sectors.nonelaunch = [lightgray]无 (太阳)
sectors.rename = 重命名区块
sectors.enemybase = [scarlet]敌人基地
sectors.vulnerable = [scarlet]脆弱的
sectors.underattack = [scarlet]遭到攻击![accent]{0}% 被摧毁
sectors.survives = [accent]存活{0}波
sectors.go = 进入
sector.curcapture = 区域已占领
sector.curlost = 区域丢失
sector.missingresources = [scarlet]核心资源不足
sector.attacked = 区域[accent]{0}[white]受到攻击!
sector.lost = 区域[accent]{0}[white]已丢失!
#note: the missing space in the line below is intentional
sector.captured = 区域[accent]{0}[white]已占领!
threat.low = 低
threat.medium = 中
threat.high = 高
threat.extreme = 极高
threat.eradication = 根除
planets = 行星
planet.serpulo.name = 塞普罗
planet.sun.name = 太阳
sector.impact0078.name = 影响0078
sector.groundZero.name = 零号地区
sector.craters.name = 陨石带
sector.frozenForest.name = 冰冻森林
@@ -539,6 +577,10 @@ sector.overgrowth.name = 增生区
sector.tarFields.name = 油田
sector.saltFlats.name = 盐碱荒滩
sector.fungalPass.name = 真菌通道
sector.biomassFacility.name = 生物质合成设施
sector.windsweptIslands.name = 风吹群岛
sector.extractionOutpost.name = 萃取前哨
sector.planetaryTerminal.name = 行星发射终端
sector.groundZero.description = 踏上旅程的最佳位置。这儿的敌人威胁很小,但资源也少。\n收集尽可能多的铅和铜。\n出发吧!
sector.frozenForest.description = 即使是靠近山脉的这里,孢子也已经扩散。他们不能长期停留在寒冷的温度中。\n\n开始运用电力。建造火力发电机并学会使用修理者。
@@ -573,7 +615,6 @@ settings.clearcampaignsaves.confirm = 您确定要清除战役进度?
paused = [accent]< 暂停 >
clear = 清除
banned = [scarlet]已禁止
unplaceable.sectorcaptured = [scarlet]需要占领区块
yes = 是
no = 否
info.title = [accent]详情
@@ -583,6 +624,7 @@ unit.nobuild = [scarlet]单位未能建造
lastaccessed = [lightgray]上次操作: {0}
block.unknown = [lightgray]???
stat.description = 介绍
stat.input = 输入
stat.output = 输出
stat.booster = 增强物品/液体
@@ -610,6 +652,8 @@ stat.memorycapacity = 内存容量
stat.basepowergeneration = 基础能源输出
stat.productiontime = 生产时间
stat.repairtime = 建筑完全修复时间
stat.weapons = 武器
stat.bullet = 子弹
stat.speedincrease = 提速
stat.range = 范围
stat.drilltier = 可钻探矿物
@@ -642,12 +686,15 @@ stat.minetier = 采矿等级
stat.payloadcapacity = 载货容量
stat.commandlimit = 指挥上限
stat.abilities = 能力
stat.canboost = 助推器
stat.flying = 飞行
ability.forcefield = 力墙场
ability.repairfield = 修复场
ability.statusfield = 状态场
ability.unitspawn = {0} 工厂
ability.shieldregenfield = 护盾再生场
ability.movelightning = 闪电移动
bar.drilltierreq = 需要更好的钻头
bar.noresources = 缺失资源
@@ -676,12 +723,14 @@ units.processorcontrol = [lightgray]由处理器控制
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~[stat] {1}[lightgray] 格
bullet.incendiary = [stat] 燃烧
bullet.sapping = [stat]sapping
bullet.homing = [stat] 追踪
bullet.shock = [stat] 电击
bullet.frag = [stat] 分裂
bullet.knockback = [stat]{0}[lightgray] 击退
bullet.pierce = [stat]{0}[lightgray]x 穿透
bullet.infinitepierce = [stat]pierce
bullet.healpercent = [stat]{0}[lightgray]% 修复
bullet.freezing = [stat] 冰冻
bullet.tarred = [stat] 减速
bullet.multiplier = [stat]{0}[lightgray]x 装弹数量
@@ -706,6 +755,7 @@ unit.items = 物品
unit.thousands = K
unit.millions = M
unit.billions = B
category.purpose = 介绍
category.general = 普通
category.power = 能量
category.liquids = 液体
@@ -719,6 +769,7 @@ setting.blockreplace.name = 自动推荐合适的建筑
setting.linear.name = 抗锯齿
setting.hints.name = 提示
setting.flow.name = 显示资源传送速度[scarlet] (实验性)
setting.backgroundpause.name = 在背景中暂停
setting.buildautopause.name = 自动暂停建造
setting.animatedwater.name = 流动的水
setting.animatedshields.name = 动态画面
@@ -747,7 +798,6 @@ setting.conveyorpathfinding.name = 传送带自动寻路
setting.sensitivity.name = 控制器灵敏度
setting.saveinterval.name = 自动保存间隔
setting.seconds = {0} 秒
setting.blockselecttimeout.name = 建筑选择超时
setting.milliseconds = {0} 毫秒
setting.fullscreen.name = 全屏
setting.borderlesswindow.name = 无边界窗口[lightgray](可能需要重启)
@@ -836,6 +886,8 @@ keybind.menu.name = 菜单
keybind.pause.name = 暂停
keybind.pause_building.name = 暂停/继续建造
keybind.minimap.name = 小地图
keybind.planet_map.name = 行星地图
keybind.research.name = 研究
keybind.chat.name = 聊天
keybind.player_list.name = 玩家列表
keybind.console.name = 控制台
@@ -899,6 +951,7 @@ content.item.name = 物品
content.liquid.name = 液体
content.unit.name = 部队
content.block.name = 块
content.sector.name = 区域
item.copper.name = 铜
item.lead.name = 铅
@@ -959,6 +1012,7 @@ block.resupply-point.name = 补给点
block.parallax.name = 差扰光束
block.cliff.name = 悬崖
block.sand-boulder.name = 砂岩
block.basalt-boulder.name = 玄武岩巨石
block.grass.name = 草地
block.slag.name = 矿渣
block.space.name = 太空
@@ -1056,7 +1110,6 @@ block.conveyor.name = 传送带
block.titanium-conveyor.name = 钛传送带
block.plastanium-conveyor.name = 塑钢传送带
block.armored-conveyor.name = 装甲传送带
block.armored-conveyor.description = 运送物品,与钛传送带一样的速度,但有更强的装甲。除其他传送带,不接受任何边上的输入。
block.junction.name = 连接器
block.router.name = 路由器
block.distributor.name = 分配器
@@ -1064,7 +1117,6 @@ block.sorter.name = 分类器
block.inverted-sorter.name = 反向分类器
block.message.name = 信息板
block.illuminator.name = 照明器
block.illuminator.description = 小型、紧凑、可配置的光源。需要能量运行。
block.overflow-gate.name = 溢流门
block.underflow-gate.name = 反向溢流门
block.silicon-smelter.name = 硅冶炼厂
@@ -1160,6 +1212,11 @@ block.payload-router.name = 载荷路由器
block.disassembler.name = 解离机
block.silicon-crucible.name = 热能坩埚
block.overdrive-dome.name = 超速穹顶投射器
#experimental, may be removed
block.block-forge.name = 方块熔炉
block.block-loader.name = 方块装载机
block.block-unloader.name = 方块卸载机
block.interplanetary-accelerator.name = 行星际加速器
block.switch.name = 开关
block.micro-processor.name = 微型处理器
@@ -1178,30 +1235,45 @@ team.derelict.name = 灰
team.green.name = 绿
team.purple.name = 紫
tutorial.next = [lightgray]<点击以继续>
tutorial.intro = 您已进入[scarlet] Mindustry 教程[]。[]\n使用[accent][[WASD][]键移动机甲和视角。\n[accent]按住[[Ctrl]并转动鼠标滚轮[]缩放视野。\n让我们从[accent]采集铜矿[]开始。先移动到铜矿旁边,然后点按矿脉附近散落的矿物。\n\n[accent]{0}/{1} 铜
tutorial.intro.mobile = 您已进入[scarlet] Mindustry 教程[]。\n在屏幕上滑动来继续。\n[accent]双指捏合[] 来缩小和放大。\n让我们从[accent]采集铜矿[]开始。先移动到铜矿旁边,然后点按矿脉附近散落的矿物。\n\n[accent]铜 {0}/{1}
tutorial.drill = 手动采矿效率不高。\n[accent]钻头[]可以自动采矿。\n让我们在在铜矿上放一个。\n点击右下角的钻头菜单。\n选择[accent]机械钻头[]。\n单击将其放置在铜矿上。\n[accent]右键单击[]来停止。
tutorial.drill.mobile = 手动采矿效率不高。\n[accent]钻头[]可以自动采矿。\n点右下角的钻头菜单。\n选择[accent]机械钻头[]。\n点一下将其放在铜矿上,点[accent]对号[]来确定。\n点[accent]叉号[]来取消。
tutorial.blockinfo = 每种钻头都有其独特的数据。每个钻头只能开采部分矿石。\n若要查看建筑的详细信息,[accent]在菜单中点击问号。[]\n\n[accent]现在查看机械钻头的数据吧。[]
tutorial.conveyor = [accent]传送带[]可以把物资传送到核心。\n请在钻头到核心间建造一条传送带。
tutorial.conveyor.mobile = [accent]传送带[]可以把物资传送到核心。\n请在钻头到核心间建造一条传送带。\n[accent]长按数秒[]并向一个方向拖动来直线放置。\n\n[accent]{0}/{1} 条传送带\n[accent]0/1 物品
tutorial.turret = 必须建造防御建筑来击退[lightgray]敌人[]。\n请在核心附近造一个双管炮。
tutorial.drillturret = 双管炮需要[accent]铜[]作弹药来射击。\n可以放一个钻头在炮塔附近供应铜。
tutorial.pause = 在战斗中,您可以[accent]暂停游戏[]。\n暂停时您可以规划建筑物。\n\n按[accent]空格[]暂停。
tutorial.pause.mobile = 在战斗中,您可以[accent]暂停游戏[]。\n暂停时您可以规划建筑物。\n\n[accent]点击左上角的按钮以暂停。
tutorial.unpause = 现在再次按空格以继续。
tutorial.unpause.mobile = 现在再次点按以继续。
tutorial.breaking = 建筑经常需要拆除。\n[accent]按住鼠标右键[]来拆除选中的建筑。[]\n\n[accent]使用范围拆除来拆除核心左侧的废墙。
tutorial.breaking.mobile = 建筑经常需要拆除。\n[accent]选择拆除模式[],点击建筑以拆除。\n[accent]长按几秒[]并拖动来范围拆除。\n点击对号来确定。\n\n[accent]使用范围拆除来拆除核心左侧的废墙。
tutorial.withdraw = 有时,从建筑中取出物品是必要的。\n[accent]点击包含物品的建筑[],然后[accent]点击在方框中的物品[]。\n可以通过[accent]点击或长按[]来取出物品。\n\n[accent]从核心中取出一些铜[]。
tutorial.deposit = 将物品从机甲拖向建筑来放下物品。\n\n[accent]将铜放回核心[]。
tutorial.waves = [lightgray]敌人[]来了。\n\n保护核心,防御两波攻击。造更多的炮塔。[accent]点击[]以射击。\n建造更多的炮塔和钻头,并采更多的矿。
tutorial.waves.mobile = [lightgray]敌人[]来了。\n\n保护核心,防御两波攻击。造更多的炮塔。你的机甲将对敌人自动开火。\n建造更多的炮塔和钻头,并采更多的矿。
tutorial.launch = 进入特定波次后,你可以[accent]发射核心(起飞)[],[accent]带走核心中的所有资源[]并抛下所有的建筑。\n装运的资源可用于研究科技。\n\n[accent]点击发射按钮。
hint.skip = 跳过
hint.desktopMove = 使用[accent][[WASD][]来移动.
hint.zoom = [accent]滚动[]放大或缩小.
hint.mine = 移动到\uf8c4铜矿附近并点按[accent]tap[]进行手动开采
hint.desktopShoot = [accent][[Left-click][]射击.
hint.depositItems = 要转移物品,请将其从飞船上拖到核心。
hint.respawn = 要重生飞船,请按[accent][[V][].
hint.respawn.mobile = 您已切换控制单元/结构. 如果要重生飞船请[accent]点击左上方的图标(那个和你长得一样的).[]
hint.desktopPause = 按[accent][[Space][]暂停和取消暂停游戏.
hint.placeDrill = 选择\ue85e[accent]钻头[]右下角菜单中的标签,然后选择一个\uf870 [accent]钻头[]然后单击铜矿将其放置.
hint.placeDrill.mobile = 选择\ue85e[accent]钻头[]右下角菜单中的标签,然后选择一个\uf870 [accent]钻头[]然后点击铜矿将其放置.\n\n按下\ue800 [accent]复选标记[]在右下角按钮确认.
hint.placeConveyor = 传送带将物品从钻头移到其他块中。选择一个\uf896 [accent]传送带[]从\ue814 [accent]布局[]标签.\n\n单击并拖动以放置多个传送带.\n[accent]滚动[]旋转.
hint.placeConveyor.mobile = 传送带将物品从钻头移到其他块中。选择一个\uf896 [accent]传送带[]从\ue814 [accent]布局[]标签.\n\n按住手指一秒钟,然后拖动以放置多个传送带.
hint.placeTurret = 放置\uf861 [accent]炮塔[]保卫你的基地从敌人手中.\n\n炮塔需要弹药-在这种情况下e, \uf838copper.\n使用传送带和钻头为它们供弹。
hint.breaking = [accent]右击[]并拖动以拆除方块.
hint.breaking.mobile = 激活\ue817 [accent]锤子[]在右下角点击以拆除方块.\n\n按住手指一秒钟,然后拖动以选择.
hint.research = 使用\ue875 [accent]科技树[]按钮研究新技术.
hint.research.mobile = 使用\ue875 [accent]科技树[]按钮在\ue88c [accent]菜单[]去研究新技术.
hint.unitControl = 按住[accent][[L-ctrl][]和[accent]点击[]控制友军单位或炮塔。
hint.unitControl.mobile = [accent][双击[]控制友军单位或炮塔(双击)。
hint.launch = 一旦收集到足够的资源,您就可以[accent]发射[]通过选择附近的区域从\ue827 [accent]地图[]在右下角.
hint.launch.mobile = 一旦收集到足够的资源,您就可以[accent]发射[]通过选择附近的区域从\ue827 [accent]地图[]在\ue88c [accent]菜单[].
hint.schematicSelect = 按住[accent][[F][]并拖动以选择要复制和粘贴的块.\n\n[accent][[Middle Click][]复制单个块类型.
hint.conveyorPathfind = 按住[accent][[L-Ctrl][]拖动,传送带会自动生成路径.
hint.conveyorPathfind.mobile = 启用\ue844 [accent]对角线模式[]并拖动,传送带会自动生成路径.
hint.boost = 按住[accent][[L-Shift][]用当前单位飞越障碍物.\n\n只有少数地面单位有助推器.(首先排除爬虫家族)
hint.command = 按accent][[G][]指挥附近的单位编队.
hint.command.mobile = [accent][双击][]您的部队指挥附近的部队编队.(双击)
hint.payloadPickup = 按[accent][[[]捡起小方块或单位.
hint.payloadPickup.mobile = [accent]点住]一个小方块或一个单位来捡起来.
hint.payloadDrop = 按[accent]][]放下有效载荷.
hint.payloadDrop.mobile = [accent]点住[]一个空的位置将有效载荷丢到那里.(不是很精准)
hint.waveFire = [accent]进攻波[]炮塔加水弹药会自动扑灭附近的大火.(浪涌和海啸)
hint.generator = \uf879 [accent]燃烧发电机[]燃烧煤炭并将电力传输到相邻方块.\n\n电力传输范围可以扩展,用\uf87f [accent]能量节点[].
item.copper.description = 一种最基本的的建筑材料。在各种类型的建筑中被广泛使用。
item.copper.details = 铜. 在Serpulo上的金属异常丰富。 除非加固,否则结构较弱。
item.lead.description = 一种基本的电力材料。广泛用于电子设备和液体输送模块。
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
item.metaglass.description = 一种致密坚硬的复合玻璃。广泛用于液体输送和存储。
item.graphite.description = 一种高密度的碳材料,用于弹药和电器元件。
item.sand.description = 一种常见的材料,广泛用于冶炼,包括制作合金和助熔剂。
+3 -1
View File
@@ -100,4 +100,6 @@ MEEP of Faith
jalastram (freesound.org)
newlocknew (freesound.org)
dsmolenaers (freesound.org)
Headphaze (freesound.org)
Headphaze (freesound.org)
VolasYouKnow
Ángel Rodríguez Aguilera
+1
View File
@@ -317,3 +317,4 @@
63419=legacy-unit-factory-air|block-legacy-unit-factory-air-medium
63418=legacy-unit-factory-ground|block-legacy-unit-factory-ground-medium
63417=interplanetary-accelerator|block-interplanetary-accelerator-medium
63416=basalt-boulder|block-basalt-boulder-medium
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.

Before

Width:  |  Height:  |  Size: 828 B

After

Width:  |  Height:  |  Size: 831 B

File diff suppressed because it is too large Load Diff
Binary file not shown.

Before

Width:  |  Height:  |  Size: 675 KiB

After

Width:  |  Height:  |  Size: 667 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 186 KiB

After

Width:  |  Height:  |  Size: 186 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 437 KiB

After

Width:  |  Height:  |  Size: 440 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 MiB

After

Width:  |  Height:  |  Size: 1.4 MiB

File diff suppressed because it is too large Load Diff
Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.0 MiB

After

Width:  |  Height:  |  Size: 3.0 MiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 187 KiB

After

Width:  |  Height:  |  Size: 187 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 438 KiB

After

Width:  |  Height:  |  Size: 438 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 MiB

After

Width:  |  Height:  |  Size: 1.4 MiB

+2 -2
View File
@@ -112,8 +112,8 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
super.add(module);
//autoload modules when necessary
if(module instanceof Loadable){
assets.load((Loadable)module);
if(module instanceof Loadable l){
assets.load(l);
}
}
+2 -2
View File
@@ -56,7 +56,7 @@ public class Vars implements Loadable{
/** URL for sending crash reports to */
public static final String crashReportURL = "http://192.99.169.18/report";
/** URL the links to the wiki's modding guide.*/
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/";
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/1-modding/";
/** URL to the JSON file containing all the global, public servers. Not queried in BE. */
public static final String serverJsonURL = "https://raw.githubusercontent.com/Anuken/Mindustry/master/servers.json";
/** URL to the JSON file containing all the BE servers. Only queried in BE. */
@@ -88,7 +88,7 @@ public class Vars implements Loadable{
/** duration of time between turns in ticks */
public static final float turnDuration = 2 * Time.toMinutes;
/** chance of an invasion per turn, 1 = 100% */
public static final float baseInvasionChance = 1f / 50f;
public static final float baseInvasionChance = 1f / 100f;
/** how many turns have to pass before invasions start */
public static final int invasionGracePeriod = 20;
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
+9 -3
View File
@@ -17,6 +17,7 @@ import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.distribution.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.storage.*;
import mindustry.world.blocks.storage.CoreBlock.*;
@@ -54,11 +55,12 @@ public class BaseAI{
public void update(){
if(data.team.rules().aiCoreSpawn && timer.get(timerSpawn, 60 * 2.5f) && data.hasCore()){
CoreBlock block = (CoreBlock)data.core().block;
int coreUnits = Groups.unit.count(u -> u.team == data.team && u.type == block.unitType);
//create AI core unit
if(!state.isEditor() && !Groups.unit.contains(u -> u.team() == data.team && u.type == block.unitType)){
//create AI core unit(s)
if(!state.isEditor() && coreUnits < data.cores.size){
Unit unit = block.unitType.create(data.team);
unit.set(data.core());
unit.set(data.cores.random());
unit.add();
Fx.spawn.at(unit);
}
@@ -271,6 +273,10 @@ public class BaseAI{
}
Tile o = world.tile(tile.x + p.x, tile.y + p.y);
if(o != null && (o.block() instanceof PayloadAcceptor || o.block() instanceof PayloadConveyor)){
break;
}
if(o != null && o.team() == data.team && !(o.block() instanceof Wall)){
any = true;
break;
+5 -2
View File
@@ -1,5 +1,6 @@
package mindustry.ai.types;
import arc.math.*;
import arc.struct.*;
import arc.util.*;
import mindustry.entities.*;
@@ -45,7 +46,7 @@ public class BuilderAI extends AIController{
BuildPlan req = unit.buildPlan();
boolean valid =
(req.tile().build instanceof ConstructBuild && req.tile().<ConstructBuild>bc().cblock == req.block) ||
(req.tile() != null && req.tile().build instanceof ConstructBuild && req.tile().<ConstructBuild>bc().cblock == req.block) ||
(req.breaking ?
Build.validBreak(unit.team(), req.x, req.y) :
Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation));
@@ -83,8 +84,10 @@ public class BuilderAI extends AIController{
});
}
float rebuildTime = (unit.team.rules().ai ? Mathf.lerp(15f, 2f, unit.team.rules().aiTier) : 2f) * 60f;
//find new request
if(!unit.team.data().blocks.isEmpty() && following == null && timer.get(timerTarget3, 60 * 2f)){
if(!unit.team.data().blocks.isEmpty() && following == null && timer.get(timerTarget3, rebuildTime)){
Queue<BlockPlan> blocks = unit.team.data().blocks;
BlockPlan block = blocks.first();
+1 -1
View File
@@ -67,7 +67,7 @@ public class FormationAI extends AIController implements FormationMember{
if(core != null && leader.mineTile.drop() != null && unit.within(core, unit.type.range) && !unit.acceptsItem(leader.mineTile.drop())){
if(core.acceptStack(unit.stack.item, unit.stack.amount, unit) > 0){
Call.transferItemTo(unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
Call.transferItemTo(unit, unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
unit.clearItem();
}
+1 -1
View File
@@ -65,7 +65,7 @@ public class MinerAI extends AIController{
if(unit.within(core, unit.type.range)){
if(core.acceptStack(unit.stack.item, unit.stack.amount, unit) > 0){
Call.transferItemTo(unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
Call.transferItemTo(unit, unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
}
unit.clearItem();
+22 -19
View File
@@ -14,8 +14,6 @@ import mindustry.world.blocks.*;
import mindustry.world.blocks.campaign.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.defense.turrets.*;
import mindustry.world.blocks.defense.turrets.PointDefenseTurret;
import mindustry.world.blocks.defense.turrets.TractorBeamTurret;
import mindustry.world.blocks.distribution.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.experimental.*;
@@ -39,7 +37,7 @@ public class Blocks implements ContentList{
//environment
air, spawn, cliff, deepwater, water, taintedWater, tar, slag, stone, craters, charr, sand, darksand, dirt, mud, ice, snow, darksandTaintedWater, space,
dacite, stoneWall, dirtWall, sporeWall, iceWall, daciteWall, sporePine, snowPine, pine, shrubs, whiteTree, whiteTreeDead, sporeCluster,
iceSnow, sandWater, darksandWater, duneWall, sandWall, moss, sporeMoss, shale, shaleWall, shaleBoulder, sandBoulder, daciteBoulder, boulder, snowBoulder, grass, salt,
iceSnow, sandWater, darksandWater, duneWall, sandWall, moss, sporeMoss, shale, shaleWall, shaleBoulder, sandBoulder, daciteBoulder, boulder, snowBoulder, basaltBoulder, grass, salt,
metalFloor, metalFloorDamaged, metalFloor2, metalFloor3, metalFloor5, basalt, magmarock, hotrock, snowWall, saltWall,
darkPanel1, darkPanel2, darkPanel3, darkPanel4, darkPanel5, darkPanel6, darkMetal,
pebbles, tendrils,
@@ -363,7 +361,7 @@ public class Blocks implements ContentList{
sandWall = new StaticWall("sand-wall"){{
variants = 2;
sandWater.asFloor().wall = this;
sandWater.asFloor().wall = water.asFloor().wall = deepwater.asFloor().wall = this;
}};
saltWall = new StaticWall("salt-wall");
@@ -415,6 +413,10 @@ public class Blocks implements ContentList{
variants = 2;
}};
basaltBoulder = new Boulder("basalt-boulder"){{
variants = 2;
}};
moss = new Floor("moss"){{
variants = 3;
attributes.set(Attribute.spores, 0.15f);
@@ -1153,7 +1155,7 @@ public class Blocks implements ContentList{
}};
battery = new Battery("battery"){{
requirements(Category.power, with(Items.copper, 4, Items.lead, 20));
requirements(Category.power, with(Items.copper, 5, Items.lead, 20));
consumes.powerBuffered(4000f);
}};
@@ -1191,7 +1193,7 @@ public class Blocks implements ContentList{
size = 2;
ambientSound = Sounds.smelter;
ambientSoundVolume = 0.05f;
ambientSoundVolume = 0.06f;
}};
differentialGenerator = new SingleTypeGenerator("differential-generator"){{
@@ -1212,18 +1214,18 @@ public class Blocks implements ContentList{
requirements(Category.power, with(Items.lead, 100, Items.silicon, 75, Items.phaseFabric, 25, Items.plastanium, 75, Items.thorium, 50));
size = 2;
powerProduction = 4.5f;
itemDuration = 60 * 15f;
itemDuration = 60 * 14f;
}};
solarPanel = new SolarGenerator("solar-panel"){{
requirements(Category.power, with(Items.lead, 10, Items.silicon, 15));
powerProduction = 0.08f;
powerProduction = 0.1f;
}};
largeSolarPanel = new SolarGenerator("solar-panel-large"){{
requirements(Category.power, with(Items.lead, 100, Items.silicon, 145, Items.phaseFabric, 15));
requirements(Category.power, with(Items.lead, 80, Items.silicon, 110, Items.phaseFabric, 15));
size = 3;
powerProduction = 1f;
powerProduction = 1.3f;
}};
thoriumReactor = new NuclearReactor("thorium-reactor"){{
@@ -1354,7 +1356,7 @@ public class Blocks implements ContentList{
//region storage
coreShard = new CoreBlock("core-shard"){{
requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1000, Items.lead, 1000));
requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1000, Items.lead, 800));
alwaysUnlocked = true;
unitType = UnitTypes.alpha;
@@ -1373,7 +1375,7 @@ public class Blocks implements ContentList{
itemCapacity = 9000;
size = 4;
unitCapModifier = 14;
unitCapModifier = 16;
researchCostMultiplier = 0.04f;
}};
@@ -1385,8 +1387,8 @@ public class Blocks implements ContentList{
itemCapacity = 13000;
size = 5;
unitCapModifier = 20;
researchCostMultiplier = 0.05f;
unitCapModifier = 24;
researchCostMultiplier = 0.06f;
}};
vault = new StorageBlock("vault"){{
@@ -1511,14 +1513,14 @@ public class Blocks implements ContentList{
flags = EnumSet.of(BlockFlag.turret, BlockFlag.extinguisher);
}};
lancer = new ChargeTurret("lancer"){{
lancer = new PowerTurret("lancer"){{
requirements(Category.turret, with(Items.copper, 25, Items.lead, 50, Items.silicon, 45));
range = 155f;
chargeTime = 50f;
range = 165f;
chargeTime = 40f;
chargeMaxDelay = 30f;
chargeEffects = 7;
recoilAmount = 2f;
reloadTime = 90f;
reloadTime = 80f;
cooldown = 0.03f;
powerUse = 6f;
shootShake = 2f;
@@ -1540,6 +1542,7 @@ public class Blocks implements ContentList{
lifetime = 16f;
drawSize = 400f;
collidesAir = false;
length = 173f;
}};
}};
@@ -1553,7 +1556,7 @@ public class Blocks implements ContentList{
reloadTime = 35f;
shootCone = 40f;
rotateSpeed = 8f;
powerUse = 3f;
powerUse = 3.3f;
targetAir = false;
range = 90f;
shootEffect = Fx.lightningShoot;
+1 -15
View File
@@ -37,7 +37,7 @@ public class Bullets implements ContentList{
waterShot, cryoShot, slagShot, oilShot, heavyWaterShot, heavyCryoShot, heavySlagShot, heavyOilShot,
//environment, misc.
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig;
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt;
@Override
public void load(){
@@ -374,20 +374,6 @@ public class Bullets implements ContentList{
knockback = 0.7f;
}};
healBullet = new LaserBoltBulletType(5.2f, 13){{
healPercent = 3f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
healBulletBig = new LaserBoltBulletType(5.2f, 15){{
healPercent = 5.5f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
fireball = new BulletType(1f, 4){
{
pierce = true;
+1
View File
@@ -72,6 +72,7 @@ public class Items implements ContentList{
}};
surgeAlloy = new Item("surge-alloy", Color.valueOf("f3e979")){{
cost = 1.2f;
}};
sporePod = new Item("spore-pod", Color.valueOf("7457ce")){{
@@ -24,10 +24,11 @@ public class SectorPresets implements ContentList{
saltFlats = new SectorPreset("saltFlats", serpulo, 101){{
difficulty = 5;
useAI = false;
}};
frozenForest = new SectorPreset("frozenForest", serpulo, 86){{
captureWave = 20;
captureWave = 15;
difficulty = 2;
}};
@@ -82,7 +83,7 @@ public class SectorPresets implements ContentList{
}};
desolateRift = new SectorPreset("desolateRift", serpulo, 123){{
captureWave = 30;
captureWave = 18;
difficulty = 8;
}};
+21 -14
View File
@@ -98,11 +98,11 @@ public class TechTree implements ContentList{
node(platedConduit, () -> {
});
});
node(rotaryPump, () -> {
node(thermalPump, () -> {
node(rotaryPump, () -> {
node(thermalPump, () -> {
});
});
});
});
@@ -121,7 +121,7 @@ public class TechTree implements ContentList{
});
node(waterExtractor, () -> {
node(waterExtractor, Seq.with(new SectorComplete(saltFlats)), () -> {
node(oilExtractor, () -> {
});
@@ -198,10 +198,10 @@ public class TechTree implements ContentList{
});
});
});
});
node(illuminator, () -> {
node(illuminator, () -> {
});
});
});
@@ -421,8 +421,8 @@ public class TechTree implements ContentList{
});
node(additiveReconstructor, Seq.with(new SectorComplete(biomassFacility)), () -> {
node(multiplicativeReconstructor, Seq.with(new SectorComplete(overgrowth)), () -> {
node(exponentialReconstructor, () -> {
node(multiplicativeReconstructor, () -> {
node(exponentialReconstructor, Seq.with(new SectorComplete(overgrowth)), () -> {
node(tetrativeReconstructor, () -> {
});
@@ -471,7 +471,8 @@ public class TechTree implements ContentList{
node(desolateRift, Seq.with(
new SectorComplete(impact0078),
new Research(thermalGenerator),
new Research(thoriumReactor)
new Research(thoriumReactor),
new Research(coreNucleus)
), () -> {
node(planetaryTerminal, Seq.with(
new SectorComplete(desolateRift),
@@ -484,6 +485,7 @@ public class TechTree implements ContentList{
new Research(bryde),
new Research(spectre),
new Research(launchPad),
new Research(massDriver),
new Research(impactReactor),
new Research(additiveReconstructor),
new Research(exponentialReconstructor)
@@ -507,10 +509,11 @@ public class TechTree implements ContentList{
node(saltFlats, Seq.with(
new SectorComplete(windsweptIslands),
new Research(commandCenter),
new Research(groundFactory),
new Research(additiveReconstructor),
new Research(airFactory),
new Research(door),
new Research(waterExtractor)
new Research(door)
), () -> {
});
@@ -551,7 +554,9 @@ public class TechTree implements ContentList{
node(nuclearComplex, Seq.with(
new SectorComplete(fungalPass),
new Research(thermalGenerator),
new Research(laserDrill)
new Research(laserDrill),
new Research(Items.plastanium),
new Research(swarmer)
), () -> {
});
@@ -613,7 +618,9 @@ public class TechTree implements ContentList{
});
nodeProduce(Liquids.oil, () -> {
nodeProduce(Items.plastanium, () -> {
});
});
});
});
@@ -641,7 +648,7 @@ public class TechTree implements ContentList{
static TechNode node(UnlockableContent content, ItemStack[] requirements, Seq<Objective> objectives, Runnable children){
TechNode node = new TechNode(context, content, requirements);
if(objectives != null){
node.objectives = objectives;
node.objectives.addAll(objectives);
}
TechNode prev = context;
+29 -15
View File
@@ -292,6 +292,7 @@ public class UnitTypes implements ContentList{
shootSound = Sounds.lasershoot;
bullet = new LaserBoltBulletType(5.2f, 14){{
lifetime = 37f;
healPercent = 5f;
collidesTeam = true;
backColor = Pal.heal;
@@ -311,7 +312,7 @@ public class UnitTypes implements ContentList{
mineTier = 2;
mineSpeed = 5f;
commandLimit = 8;
commandLimit = 9;
abilities.add(new ShieldRegenFieldAbility(20f, 40f, 60f * 5, 60f));
ammoType = AmmoTypes.power;
@@ -556,7 +557,7 @@ public class UnitTypes implements ContentList{
range = 40f;
weapons.add(new Weapon(){{
reload = 12f;
reload = 24f;
shootCone = 180f;
ejectEffect = Fx.none;
shootSound = Sounds.explosion;
@@ -619,7 +620,7 @@ public class UnitTypes implements ContentList{
drag = 0.4f;
hitSize = 12f;
rotateSpeed = 3f;
health = 800;
health = 900;
immunities = ObjectSet.with(StatusEffects.burning, StatusEffects.melting);
legCount = 6;
legLength = 13f;
@@ -650,7 +651,7 @@ public class UnitTypes implements ContentList{
bullet = new SapBulletType(){{
sapStrength = 0.4f;
length = 75f;
damage = 18;
damage = 20;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
@@ -670,7 +671,7 @@ public class UnitTypes implements ContentList{
bullet = new SapBulletType(){{
sapStrength = 0.8f;
length = 40f;
damage = 15;
damage = 16;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
@@ -975,7 +976,7 @@ public class UnitTypes implements ContentList{
zenith = new UnitType("zenith"){{
health = 700;
speed = 1.7f;
speed = 1.8f;
accel = 0.04f;
drag = 0.016f;
flying = true;
@@ -997,7 +998,7 @@ public class UnitTypes implements ContentList{
velocityRnd = 0.2f;
shootSound = Sounds.missile;
bullet = new MissileBulletType(3f, 12){{
bullet = new MissileBulletType(3f, 14){{
width = 8f;
height = 8f;
shrinkY = 0f;
@@ -1005,7 +1006,7 @@ public class UnitTypes implements ContentList{
homingRange = 60f;
keepVelocity = false;
splashDamageRadius = 25f;
splashDamage = 10f;
splashDamage = 14f;
lifetime = 60f;
trailColor = Pal.unitBack;
backColor = Pal.unitBack;
@@ -1251,8 +1252,8 @@ public class UnitTypes implements ContentList{
mineTier = 3;
mineSpeed = 4f;
health = 500;
armor = 5f;
health = 460;
armor = 3f;
speed = 2.5f;
accel = 0.06f;
drag = 0.017f;
@@ -1264,6 +1265,7 @@ public class UnitTypes implements ContentList{
engineSize = 3f;
payloadCapacity = (2 * 2) * tilePayload;
buildSpeed = 2.6f;
isCounted = false;
ammoType = AmmoTypes.power;
@@ -1274,7 +1276,13 @@ public class UnitTypes implements ContentList{
x = 8f;
y = -6f;
rotate = true;
bullet = Bullets.healBulletBig;
bullet = new LaserBoltBulletType(5.2f, 10){{
lifetime = 35f;
healPercent = 5.5f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
}},
new Weapon("heal-weapon-mount"){{
shootSound = Sounds.lasershoot;
@@ -1282,7 +1290,13 @@ public class UnitTypes implements ContentList{
x = 4f;
y = 5f;
rotate = true;
bullet = Bullets.healBullet;
bullet = new LaserBoltBulletType(5.2f, 8){{
lifetime = 35f;
healPercent = 3f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
}});
}};
@@ -1321,7 +1335,7 @@ public class UnitTypes implements ContentList{
sprite = "large-bomb";
width = height = 120/4f;
range = 30f;
maxRange = 30f;
ignoreRotation = true;
backColor = Pal.heal;
@@ -1349,7 +1363,7 @@ public class UnitTypes implements ContentList{
collides = false;
healPercent = 15f;
splashDamage = 240f;
splashDamage = 230f;
splashDamageRadius = 120f;
}};
}});
@@ -1413,12 +1427,12 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1;
shootSound = Sounds.missile;
bullet = new MissileBulletType(2.7f, 12, "missile"){{
keepVelocity = true;
width = 8f;
height = 8f;
shrinkY = 0f;
drag = -0.003f;
homingRange = 60f;
keepVelocity = false;
splashDamageRadius = 25f;
splashDamage = 10f;
lifetime = 80f;
+5 -3
View File
@@ -53,10 +53,11 @@ public class Weathers implements ContentList{
baseSpeed = 5.4f;
attrs.set(Attribute.light, -0.1f);
attrs.set(Attribute.water, -0.1f);
opacityMultiplier = 0.5f;
opacityMultiplier = 0.35f;
force = 0.1f;
sound = Sounds.wind;
soundVol = 0.3f;
soundVol = 0.8f;
duration = 7f * Time.toMinutes;
}};
sporestorm = new ParticleWeather("sporestorm"){{
@@ -77,7 +78,8 @@ public class Weathers implements ContentList{
opacityMultiplier = 0.75f;
force = 0.1f;
sound = Sounds.wind;
soundVol = 0.3f;
soundVol = 0.7f;
duration = 7f * Time.toMinutes;
}};
fog = new ParticleWeather("fog"){{
+44 -4
View File
@@ -6,6 +6,7 @@ import arc.audio.*;
import arc.graphics.g2d.*;
import arc.input.*;
import arc.math.*;
import arc.scene.style.*;
import arc.scene.ui.*;
import arc.struct.*;
import arc.util.*;
@@ -16,14 +17,17 @@ import mindustry.core.GameState.*;
import mindustry.entities.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Objectives.*;
import mindustry.game.Saves.*;
import mindustry.gen.*;
import mindustry.input.*;
import mindustry.io.*;
import mindustry.io.SaveIO.*;
import mindustry.maps.*;
import mindustry.maps.Map;
import mindustry.net.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.ui.dialogs.*;
import mindustry.world.*;
@@ -124,10 +128,18 @@ public class Control implements ApplicationListener, Loadable{
}
}));
Events.on(UnlockEvent.class, e -> ui.hudfrag.showUnlock(e.content));
Events.on(UnlockEvent.class, e -> {
ui.hudfrag.showUnlock(e.content);
checkAutoUnlocks();
if(e.content instanceof SectorPreset){
for(TechNode node : TechTree.all){
if(!node.content.unlocked() && node.objectives.contains(o -> o instanceof SectorComplete sec && sec.preset == e.content) && !node.objectives.contains(o -> !o.complete())){
ui.hudfrag.showToast(new TextureRegionDrawable(node.content.icon(Cicon.large)), bundle.get("available"));
}
}
}
});
Events.on(SectorCaptureEvent.class, e -> {
@@ -223,7 +235,7 @@ public class Control implements ApplicationListener, Loadable{
for(TechNode node : TechTree.all){
if(!node.content.unlocked() && node.requirements.length == 0 && !node.objectives.contains(o -> !o.complete())){
node.content.unlocked();
node.content.unlock();
}
}
}
@@ -311,17 +323,45 @@ public class Control implements ApplicationListener, Loadable{
return;
}
//set spawn for sector damage to use
Tile spawn = world.tile(sector.info.spawnPosition);
spawn.setBlock(Blocks.coreShard, state.rules.defaultTeam);
//add extra damage.
SectorDamage.apply(1f);
//reset wave so things are more fair
state.wave = 1;
//set up default wave time
state.wavetime = state.rules.waveSpacing * 2f;
//reset captured state
sector.info.wasCaptured = false;
//re-enable waves
state.rules.waves = true;
//reset win wave??
state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null ? sector.preset.captureWave : 40;
//if there's still an enemy base left, fix it
if(state.rules.attackMode){
//replace all broken blocks
for(var plan : state.rules.waveTeam.data().blocks){
Tile tile = world.tile(plan.x, plan.y);
if(tile != null){
tile.setBlock(content.block(plan.block), state.rules.waveTeam, plan.rotation);
if(plan.config != null && tile.build != null){
tile.build.configure(plan.config);
}
}
}
state.rules.waveTeam.data().blocks.clear();
}
//kill all units, since they should be dead anyway
Groups.unit.clear();
Groups.fire.clear();
Groups.puddle.clear();
Tile spawn = world.tile(sector.info.spawnPosition);
Schematics.placeLaunchLoadout(spawn.x, spawn.y);
//set up camera/player locations
+1 -2
View File
@@ -33,9 +33,8 @@ public class GameState{
/** Current game state. */
private State state = State.menu;
//TODO optimize
public Unit boss(){
return Groups.unit.find(u -> u.isBoss() && u.team == rules.waveTeam);
return teams.boss;
}
public void set(State astate){
+11 -2
View File
@@ -107,8 +107,15 @@ public class Logic implements ApplicationListener{
if(!(state.getSector().preset != null && !state.getSector().preset.useAI)){
state.rules.waveTeam.rules().ai = true;
}
state.rules.waveTeam.rules().aiTier = state.getSector().threat;
state.rules.waveTeam.rules().aiTier = state.getSector().threat * 0.8f;
state.rules.waveTeam.rules().infiniteResources = true;
//fill enemy cores by default.
for(var core : state.rules.waveTeam.cores()){
for(Item item : content.items()){
core.items.set(item, core.block.itemCapacity);
}
}
}
//save settings
@@ -128,8 +135,8 @@ public class Logic implements ApplicationListener{
//convert all blocks to neutral, randomly killing them
if(tile.isCenter() && tile.build != null && tile.build.team == state.rules.waveTeam){
Building b = tile.build;
Call.setTeam(b, Team.derelict);
Time.run(Mathf.random(0f, 60f * 6f), () -> {
Call.setTeam(b, Team.derelict);
if(Mathf.chance(0.25)){
b.kill();
}
@@ -260,6 +267,8 @@ public class Logic implements ApplicationListener{
if(state.rules.sector == null) return;
state.rules.sector.info.wasCaptured = true;
//fire capture event
Events.fire(new SectorCaptureEvent(state.rules.sector));
+7 -2
View File
@@ -41,7 +41,7 @@ public class NetClient implements ApplicationListener{
private boolean connecting = false;
/** If true, no message will be shown on disconnect. */
private boolean quiet = false;
/** Whether to supress disconnect events completely.*/
/** Whether to suppress disconnect events completely.*/
private boolean quietReset = false;
/** Counter for data timeout. */
private float timeoutTime = 0f;
@@ -257,6 +257,11 @@ public class NetClient implements ApplicationListener{
public static void kick(KickReason reason){
netClient.disconnectQuietly();
logic.reset();
if(reason == KickReason.serverRestarting){
ui.join.reconnect();
return;
}
if(!reason.quiet){
if(reason.extraText() != null){
@@ -340,7 +345,7 @@ public class NetClient implements ApplicationListener{
ui.showInfoToast(message, duration);
}
@Remote(variants = Variant.both)
public static void warningToast(int unicode, String text){
if(text == null || Fonts.icon.getData().getGlyph((char)unicode) == null) return;
+6 -1
View File
@@ -422,7 +422,7 @@ public class NetServer implements ApplicationListener{
currentlyKicking[0] = session;
}
}else{
player.sendMessage("[scarlet]No player[orange]'" + args[0] + "'[scarlet] found.");
player.sendMessage("[scarlet]No player [orange]'" + args[0] + "'[scarlet] found.");
}
}
});
@@ -447,6 +447,11 @@ public class NetServer implements ApplicationListener{
return;
}
if(currentlyKicking[0].target.team() != player.team()){
player.sendMessage("[scarlet]You can't vote for other teams.");
return;
}
if(!arg[0].toLowerCase().equals("y") && !arg[0].toLowerCase().equals("n")){
player.sendMessage("[scarlet]Vote either 'y' (yes) or 'n' (no).");
return;
+1 -1
View File
@@ -311,7 +311,7 @@ public class World{
//TODO bad code
boolean hasSnow = floors[0].name.contains("ice") || floors[0].name.contains("snow");
boolean hasRain = !hasSnow && content.contains(Liquids.water) && !floors[0].name.contains("sand");
boolean hasDesert = !hasSnow && !hasRain && floors[0].name.contains("sand");
boolean hasDesert = !hasSnow && !hasRain && floors[0] == Blocks.sand;
boolean hasSpores = floors[0].name.contains("spore") || floors[0].name.contains("moss") || floors[0].name.contains("tainted");
if(hasSnow){
+1 -1
View File
@@ -31,7 +31,7 @@ public abstract class Content implements Comparable<Content>, Disposable{
*/
public void load(){}
/** @return whether an error ocurred during mod loading. */
/** @return whether an error occurred during mod loading. */
public boolean hasErrored(){
return minfo.error != null;
}
@@ -110,7 +110,7 @@ public abstract class UnlockableContent extends MappableContent{
/** Makes this piece of content unlocked; if it already unlocked, nothing happens. */
public void unlock(){
if(!unlocked()){
if(!net.client() && !unlocked()){
unlocked = true;
Core.settings.put(name + "-unlocked", true);
+2 -2
View File
@@ -17,7 +17,7 @@ import mindustry.ui.*;
public class WaveGraph extends Table{
public Seq<SpawnGroup> groups = new Seq<>();
public int from, to = 20;
public int from = 0, to = 20;
private Mode mode = Mode.counts;
private int[][] values;
@@ -114,7 +114,7 @@ public class WaveGraph extends Table{
Lines.line(cx, cy, cx, cy + len);
if(i == values.length/2){
font.draw("" + (i + from), cx, cy - 2f, Align.center);
font.draw("" + (i + from + 1), cx, cy - 2f, Align.center);
}
}
font.setColor(Color.white);
+11 -5
View File
@@ -2,7 +2,6 @@ package mindustry.entities;
import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
@@ -33,15 +32,22 @@ public class Damage{
private static Unit tmpUnit;
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, Color color, boolean damage){
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
if(damage){
for(int i = 0; i < Mathf.clamp(power / 20, 0, 6); i++){
int branches = 5 + Mathf.clamp((int)(power / 30), 1, 20);
Time.run(i * 2f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), branches + Mathf.range(2)));
}
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
if(fire){
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
}
}
int waves = Mathf.clamp((int)(explosiveness / 4), 0, 30);
@@ -49,7 +55,7 @@ public class Damage{
for(int i = 0; i < waves; i++){
int f = i;
Time.run(i * 2f, () -> {
Damage.damage(x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f);
Damage.damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
});
}
+1 -1
View File
@@ -15,7 +15,7 @@ public class Fires{
private static final float baseLifetime = 1000f;
private static final IntMap<Fire> map = new IntMap<>();
/** Start a fire on the tile. If there already is a file there, refreshes its lifetime. */
/** Start a fire on the tile. If there already is a fire there, refreshes its lifetime. */
public static void create(Tile tile){
if(net.client() || tile == null || !state.rules.fire) return; //not clientside.
@@ -12,5 +12,6 @@ class GroupDefs<G>{
@GroupDef(value = Syncc.class, mapping = true) G sync;
@GroupDef(value = Drawc.class) G draw;
@GroupDef(value = Firec.class) G fire;
@GroupDef(value = Puddlec.class) G puddle;
@GroupDef(value = WeatherStatec.class) G weather;
}
+1 -1
View File
@@ -53,7 +53,7 @@ public class Lightning{
world.raycastEach(World.toTile(from.getX()), World.toTile(from.getY()), World.toTile(to.getX()), World.toTile(to.getY()), (wx, wy) -> {
Tile tile = world.tile(wx, wy);
if(tile != null && tile.block().insulated){
if(tile != null && tile.block().insulated && tile.team() != team){
bhit = true;
//snap it instead of removing
lines.get(lines.size -1).set(wx * tilesize, wy * tilesize);
@@ -78,7 +78,7 @@ public abstract class BulletType extends Content{
* Do not change unless you know what you're doing. */
public boolean backMove = true;
/** Bullet range override. */
public float range = -1f;
public float maxRange = -1f;
/** % of block health healed **/
public float healPercent = 0f;
/** whether to make fire on impact */
@@ -154,7 +154,7 @@ public abstract class BulletType extends Content{
/** Returns maximum distance the bullet this bullet type has can travel. */
public float range(){
return Math.max(speed * lifetime * (1f - drag), range);
return Math.max(speed * lifetime * (1f - drag), maxRange);
}
public boolean collides(Bullet bullet, Building tile){
@@ -273,7 +273,8 @@ public abstract class BulletType extends Content{
}
if(weaveMag > 0){
b.vel.rotate(Mathf.sin(Mathf.randomSeed(b.id, 10f) + b.time, weaveScale, weaveMag) * Time.delta);
float scl = Mathf.randomSeed(id, 0.9f, 1.1f);
b.vel.rotate(Mathf.sin(b.time + Mathf.PI * weaveScale/2f * scl, weaveScale * scl, weaveMag) * Time.delta);
}
if(trailChance > 0){
@@ -317,11 +318,11 @@ public abstract class BulletType extends Content{
}
public Bullet create(Bullet parent, float x, float y, float angle){
return create(parent.owner(), parent.team, x, y, angle);
return create(parent.owner, parent.team, x, y, angle);
}
public Bullet create(Bullet parent, float x, float y, float angle, float velocityScl, float lifeScale){
return create(parent.owner(), parent.team, x, y, angle, velocityScl, lifeScale);
return create(parent.owner, parent.team, x, y, angle, velocityScl, lifeScale);
}
public Bullet create(Bullet parent, float x, float y, float angle, float velocityScl){
@@ -61,7 +61,7 @@ public class SapBulletType extends BulletType{
b.data = target;
if(target != null){
float result = Math.min(target.health(), damage);
float result = Math.max(Math.min(target.health(), damage), 0);
if(b.owner instanceof Healthc h){
h.heal(result * sapStrength);
@@ -16,11 +16,13 @@ abstract class BoundedComp implements Velc, Posc, Healthc, Flyingc{
@Override
public void update(){
//repel unit out of bounds
if(x < 0) vel.x += (-x/warpDst);
if(y < 0) vel.y += (-y/warpDst);
if(x > world.unitWidth()) vel.x -= (x - world.unitWidth())/warpDst;
if(y > world.unitHeight()) vel.y -= (y - world.unitHeight())/warpDst;
if(!net.client() || isLocal()){
//repel unit out of bounds
if(x < 0) vel.x += (-x/warpDst);
if(y < 0) vel.y += (-y/warpDst);
if(x > world.unitWidth()) vel.x -= (x - world.unitWidth())/warpDst;
if(y > world.unitHeight()) vel.y -= (y - world.unitHeight())/warpDst;
}
//clamp position if not flying
if(isGrounded()){
@@ -11,6 +11,7 @@ import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.entities.units.*;
import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
@@ -28,6 +29,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
@Import float x, y, rotation;
@Import UnitType type;
@Import Team team;
@SyncLocal Queue<BuildPlan> plans = new Queue<>(1);
@SyncLocal transient boolean updateBuilding = true;
@@ -75,27 +77,27 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
Tile tile = world.tile(current.x, current.y);
if(!(tile.block() instanceof ConstructBlock)){
if(!current.initialized && !current.breaking && Build.validPlace(current.block, team(), current.x, current.y, current.rotation)){
if(!current.initialized && !current.breaking && Build.validPlace(current.block, team, current.x, current.y, current.rotation)){
boolean hasAll = infinite || !Structs.contains(current.block.requirements, i -> core != null && !core.items.has(i.item));
if(hasAll){
Call.beginPlace(current.block, team(), current.x, current.y, current.rotation);
Call.beginPlace(self(), current.block, team, current.x, current.y, current.rotation);
}else{
current.stuck = true;
}
}else if(!current.initialized && current.breaking && Build.validBreak(team(), current.x, current.y)){
Call.beginBreak(team(), current.x, current.y);
}else if(!current.initialized && current.breaking && Build.validBreak(team, current.x, current.y)){
Call.beginBreak(self(), team, current.x, current.y);
}else{
plans.removeFirst();
return;
}
}else if(tile.team() != team()){
}else if(tile.team() != team){
plans.removeFirst();
return;
}
if(tile.build instanceof ConstructBuild && !current.initialized){
Core.app.post(() -> Events.fire(new BuildSelectEvent(tile, team(), (Builderc)this, current.breaking)));
Core.app.post(() -> Events.fire(new BuildSelectEvent(tile, team, (Builderc)this, current.breaking)));
current.initialized = true;
}
@@ -128,7 +130,7 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
control.input.drawBreaking(request);
}else{
request.block.drawRequest(request, control.input.allRequests(),
Build.validPlace(request.block, team(), request.x, request.y, request.rotation) || control.input.requestMatches(request));
Build.validPlace(request.block, team, request.x, request.y, request.rotation) || control.input.requestMatches(request));
}
}
@@ -138,8 +140,8 @@ abstract class BuilderComp implements Posc, Teamc, Rotc{
/** @return whether this request should be skipped, in favor of the next one. */
boolean shouldSkip(BuildPlan request, @Nullable Building core){
//requests that you have at least *started* are considered
if(state.rules.infiniteResources || team().rules().infiniteResources || request.breaking || core == null) return false;
return (request.stuck && !core.items.has(request.block.requirements)) || (Structs.contains(request.block.requirements, i -> !core.items.has(i.item)) && !request.initialized);
if(state.rules.infiniteResources || team.rules().infiniteResources || request.breaking || core == null) return false;
return (request.stuck && !core.items.has(request.block.requirements)) || (Structs.contains(request.block.requirements, i -> !core.items.has(i.item) && Mathf.round(i.amount * state.rules.buildCostMultiplier) > 0) && !request.initialized);
}
void removeBuild(int x, int y, boolean breaking){
@@ -14,6 +14,7 @@ import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import arc.util.io.*;
import mindustry.*;
import mindustry.annotations.Annotations.*;
import mindustry.audio.*;
import mindustry.content.*;
@@ -29,8 +30,8 @@ import mindustry.logic.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.ConstructBlock.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.environment.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.power.*;
@@ -435,7 +436,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
}
/** Handle a stack input. */
public void handleStack(Item item, int amount, Teamc source){
public void handleStack(Item item, int amount, @Nullable Teamc source){
noSleep();
items.add(item, amount);
}
@@ -519,6 +520,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void dumpLiquid(Liquid liquid){
int dump = this.cdump;
if(liquids.get(liquid) <= 0.0001f) return;
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) liquid.unlock();
for(int i = 0; i < proximity.size; i++){
@@ -619,6 +622,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
* containers, it gets added to the block's inventory.
*/
public void offload(Item item){
produced(item, 1);
int dump = this.cdump;
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) item.unlock();
@@ -652,6 +656,14 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
return false;
}
public void produced(Item item){
produced(item, 1);
}
public void produced(Item item, int amount){
if(Vars.state.rules.sector != null && team == state.rules.defaultTeam) Vars.state.rules.sector.info.handleProduction(item, amount);
}
/** Try dumping any item near the */
public boolean dump(){
return dump(null);
@@ -970,34 +982,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
});
}
Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, Pal.darkFlame, state.rules.damageExplosions);
Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, state.rules.damageExplosions);
if(!floor().solid && !floor().isLiquid){
Effect.rubble(x, y, block.size);
}
}
/**
* Returns the flammability of the Used for fire calculations.
* Takes flammability of floor liquid into account.
*/
public float getFlammability(){
if(!block.hasItems){
if(floor().isLiquid && !block.solid){
return floor().liquidDrop.flammability;
}
return 0;
}else{
float result = items.sum((item, amount) -> item.flammability * amount);
if(block.hasLiquids){
result += liquids.sum((liquid, amount) -> liquid.flammability * amount / 3f);
}
return result;
}
}
public String getDisplayName(){
return block.localizedName;
}
@@ -26,7 +26,7 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
@Override
public void update(){
if(Mathf.chance(0.1 * Time.delta)){
if(Mathf.chance(0.09 * Time.delta)){
Fx.fire.at(x + Mathf.range(4f), y + Mathf.range(4f));
}
@@ -59,7 +59,7 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
}
if(baseFlammability < 0 || block != tile.block()){
baseFlammability = tile.build == null ? 0 : tile.build.getFlammability();
baseFlammability = tile.build == null ? 0 : tile.getFlammability();
block = tile.block();
}
@@ -77,12 +77,12 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
}
}
if(Mathf.chance(0.1 * Time.delta)){
if(Mathf.chance(0.025 * Time.delta)){
Puddlec p = Puddles.get(tile);
puddleFlammability = p != null ? p.getFlammability() / 3f : 0;
if(damage){
entity.damage(0.4f);
entity.damage(1.6f);
}
Damage.damageUnits(null, tile.worldx(), tile.worldy(), tilesize, 3f,
unit -> !unit.isFlying() && !unit.isImmune(StatusEffects.burning),
@@ -46,8 +46,8 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
void wobble(){
x += Mathf.sin(Time.time() + id() * 99, 25f, 0.05f) * Time.delta * elevation;
y += Mathf.cos(Time.time() + id() * 99, 25f, 0.05f) * Time.delta * elevation;
x += Mathf.sin(Time.time() + (id() % 10) * 12, 25f, 0.05f) * Time.delta * elevation;
y += Mathf.cos(Time.time() + (id() % 10) * 12, 25f, 0.05f) * Time.delta * elevation;
}
void moveAt(Vec2 vector, float acceleration){
@@ -55,7 +55,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
if(core != null && mineTile != null && mineTile.drop() != null && !acceptsItem(mineTile.drop()) && within(core, mineTransferRange) && !offloadImmediately()){
int accepted = core.acceptStack(item(), stack().amount, this);
if(accepted > 0){
Call.transferItemTo(item(), accepted,
Call.transferItemTo(self(), item(), accepted,
mineTile.worldx() + Mathf.range(tilesize / 2f),
mineTile.worldy() + Mathf.range(tilesize / 2f), core);
clearItem();
@@ -76,8 +76,12 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
if(mineTimer >= 50f + item.hardness*15f){
mineTimer = 0;
if(state.rules.sector != null && team() == state.rules.defaultTeam) state.rules.sector.info.handleProduction(item, 1);
if(core != null && within(core, mineTransferRange) && core.acceptStack(item, 1, this) == 1 && offloadImmediately()){
Call.transferItemTo(item, 1,
//add item to inventory before it is transferred
if(item() == item) addItem(item);
Call.transferItemTo(self(), item, 1,
mineTile.worldx() + Mathf.range(tilesize / 2f),
mineTile.worldy() + Mathf.range(tilesize / 2f), core);
}else if(acceptsItem(item)){
@@ -310,7 +310,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
drag = type.drag * (isGrounded() ? (floorOn().dragMultiplier) : 1f);
//apply knockback based on spawns
if(team != state.rules.waveTeam && state.hasSpawns()){
if(team != state.rules.waveTeam && state.hasSpawns() && (!net.client() || isLocal())){
float relativeSize = state.rules.dropZoneRadius + hitSize/2f + 1f;
for(Tile spawn : spawner.getSpawns()){
if(within(spawn.worldx(), spawn.worldy(), relativeSize)){
@@ -397,9 +397,12 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
/** Actually destroys the unit, removing it and creating explosions. **/
public void destroy(){
float explosiveness = 2f + item().explosiveness * stack().amount / 2f;
float flammability = item().flammability * stack().amount / 2f;
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, Pal.darkFlame, state.rules.damageExplosions);
float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f;
float flammability = item().flammability * stack().amount / 1.9f;
if(!spawnedByCore){
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team);
}
float shake = hitSize / 3f;
@@ -415,7 +418,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
}
//if this unit crash landed (was flying), damage stuff in a radius
if(type.flying){
if(type.flying && !spawnedByCore){
Damage.damage(team,x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f, true, false, true);
}
@@ -91,6 +91,10 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
mount.bullet.time = mount.bullet.lifetime - 10f;
mount.bullet = null;
}
if(mount.sound != null){
mount.sound.stop();
}
}
}
+1
View File
@@ -18,6 +18,7 @@ public class EventType{
impactPower,
thoriumReactorOverheat,
fireExtinguish,
acceleratorUse,
newGame,
tutorialComplete,
flameAmmo,
+3 -11
View File
@@ -48,7 +48,8 @@ public class Objectives{
}
}
public static class SectorComplete extends SectorObjective{
public static class SectorComplete implements Objective{
public SectorPreset preset;
public SectorComplete(SectorPreset zone){
this.preset = zone;
@@ -58,7 +59,7 @@ public class Objectives{
@Override
public boolean complete(){
return preset.sector.save != null && !preset.sector.isAttacked() && preset.sector.hasBase();
return preset.sector.save != null && (!preset.sector.isAttacked() || preset.sector.info.wasCaptured) && preset.sector.hasBase();
}
@Override
@@ -67,11 +68,6 @@ public class Objectives{
}
}
//TODO merge
public abstract static class SectorObjective implements Objective{
public SectorPreset preset;
}
/** Defines a specific objective for a game. */
public interface Objective{
@@ -86,9 +82,5 @@ public class Objectives{
default void build(Table table){
}
default SectorPreset zone(){
return this instanceof SectorObjective ? ((SectorObjective)this).preset : null;
}
}
}
+5
View File
@@ -127,6 +127,9 @@ public class Schematics implements Loadable{
newSchematic.tags.putAll(target.tags);
newSchematic.file = target.file;
loadouts.each((block, list) -> list.remove(target));
checkLoadout(target, true);
try{
write(newSchematic, target.file);
}catch(Exception e){
@@ -134,6 +137,8 @@ public class Schematics implements Loadable{
Log.err(e);
ui.showException(e);
}
}
private @Nullable Schematic loadFile(Fi file){
+43 -24
View File
@@ -23,6 +23,8 @@ public class SectorInfo{
/** Core input statistics. */
public ObjectMap<Item, ExportStat> production = new ObjectMap<>();
/** Raw item production statistics. */
public ObjectMap<Item, ExportStat> rawProduction = new ObjectMap<>();
/** Export statistics. */
public ObjectMap<Item, ExportStat> export = new ObjectMap<>();
/** Items stored in all cores. */
@@ -33,6 +35,8 @@ public class SectorInfo{
public int storageCapacity = 0;
/** Whether a core is available here. */
public boolean hasCore = true;
/** Whether this sector was ever fully captured. */
public boolean wasCaptured = false;
/** Sector that was launched from. */
public @Nullable Sector origin;
/** Launch destination. */
@@ -69,19 +73,27 @@ public class SectorInfo{
public boolean shown = false;
/** Special variables for simulation. */
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope;
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps;
/** Wave where first boss shows up. */
public int bossWave = -1;
/** Counter refresh state. */
private transient Interval time = new Interval();
/** Core item storage to prevent spoofing. */
private transient int[] coreItemCounts;
/** Core item storage input/output deltas. */
private @Nullable transient int[] coreDeltas;
/** Core item storage input/output deltas. */
private @Nullable transient int[] productionDeltas;
/** Handles core item changes. */
public void handleCoreItem(Item item, int amount){
if(coreItemCounts == null){
coreItemCounts = new int[content.items().size];
}
coreItemCounts[item.id] += amount;
if(coreDeltas == null) coreDeltas = new int[content.items().size];
coreDeltas[item.id] += amount;
}
/** Handles raw production stats. */
public void handleProduction(Item item, int amount){
if(productionDeltas == null) productionDeltas = new int[content.items().size];
productionDeltas[item.id] += amount;
}
/** @return the real location items go when launched on this sector */
@@ -172,6 +184,11 @@ public class SectorInfo{
damage = 0;
hasSpawns = spawner.countSpawns() > 0;
//cap production at raw production.
production.each((item, stat) -> {
stat.mean = Math.min(stat.mean, rawProduction.get(item, ExportStat::new).mean);
});
if(state.rules.sector != null){
state.rules.sector.saveInfo();
}
@@ -185,8 +202,6 @@ public class SectorInfo{
//updating in multiplayer as a client doesn't make sense
if(net.client()) return;
CoreBuild ent = state.rules.defaultTeam.core();
//refresh throughput
if(time.get(refreshPeriod)){
@@ -204,30 +219,34 @@ public class SectorInfo{
stat.mean = stat.means.rawMean();
});
if(coreItemCounts == null){
coreItemCounts = new int[content.items().size];
}
if(coreDeltas == null) coreDeltas = new int[content.items().size];
if(productionDeltas == null) productionDeltas = new int[content.items().size];
//refresh core items
for(Item item : content.items()){
ExportStat stat = production.get(item, ExportStat::new);
if(!stat.loaded){
stat.means.fill(stat.mean);
stat.loaded = true;
}
updateDelta(item, production, coreDeltas);
updateDelta(item, rawProduction, productionDeltas);
//get item delta
int delta = coreItemCounts[item.id];
//store means
stat.means.add(delta);
stat.mean = stat.means.rawMean();
production.get(item).mean = Math.min(production.get(item).mean, rawProduction.get(item).mean);
}
Arrays.fill(coreItemCounts, 0);
Arrays.fill(coreDeltas, 0);
Arrays.fill(productionDeltas, 0);
}
}
void updateDelta(Item item, ObjectMap<Item, ExportStat> map, int[] deltas){
ExportStat stat = map.get(item, ExportStat::new);
if(!stat.loaded){
stat.means.fill(stat.mean);
stat.loaded = true;
}
//store means
stat.means.add(deltas[item.id]);
stat.mean = stat.means.rawMean();
}
public ObjectFloatMap<Item> exportRates(){
ObjectFloatMap<Item> map = new ObjectFloatMap<>();
export.each((item, value) -> map.put(item, value.mean));
+7
View File
@@ -26,6 +26,8 @@ public class Teams{
public Seq<TeamData> active = new Seq<>();
/** Teams with block or unit presence. */
public Seq<TeamData> present = new Seq<>(TeamData.class);
/** Current boss unit. */
public @Nullable Unit boss;
public Teams(){
active.add(get(Team.crux));
@@ -144,6 +146,7 @@ public class Teams{
public void updateTeamStats(){
present.clear();
boss = null;
for(Team team : Team.all){
TeamData data = team.data();
@@ -178,6 +181,10 @@ public class Teams{
data.units.add(unit);
data.presentFlag = true;
if(unit.team == state.rules.waveTeam && unit.isBoss()){
boss = unit;
}
if(data.unitsByType == null || data.unitsByType.length <= unit.type.id){
data.unitsByType = new Seq[content.units().size];
}
+12 -9
View File
@@ -6,7 +6,7 @@ import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.io.legacy.*;
import mindustry.game.SectorInfo.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.world.blocks.storage.*;
@@ -27,13 +27,6 @@ public class Universe{
public Universe(){
load();
//load legacy research
Events.on(ClientLoadEvent.class, e -> {
if(Core.settings.has("unlocks")){
LegacyIO.readResearch();
}
});
//update base coverage on capture
Events.on(SectorCaptureEvent.class, e -> {
if(!net.client() && state.isCampaign()){
@@ -188,6 +181,7 @@ public class Universe{
}else if(attacked && wavesPassed > 0 && sector.info.winWave > 1 && sector.info.wave + wavesPassed >= sector.info.winWave && !sector.hasEnemyBase()){
//autocapture the sector
sector.info.waves = false;
sector.info.wasCaptured = true;
//fire the event
Events.fire(new SectorCaptureEvent(sector));
@@ -206,8 +200,17 @@ public class Universe{
}
}
sector.info.export.each((item, amount) -> {
if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean <= 0){
//disable export when production is negative.
sector.info.export.get(item).mean = 0f;
}
});
//add production, making sure that it's capped
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
//prevent negative values with unloaders
sector.info.items.checkNegative();
sector.saveInfo();
}
@@ -216,7 +219,7 @@ public class Universe{
if(!sector.isAttacked() && turn > invasionGracePeriod && sector.info.hasSpawns){
//invasion chance depends on # of nearby bases
if(Mathf.chance(baseInvasionChance * Math.min(sector.near().count(Sector::hasEnemyBase), 1))){
int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 5) * 5;
int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 4) * 5;
//assign invasion-related things
if(sector.isBeingPlayed()){
+8 -8
View File
@@ -10,7 +10,7 @@ import mindustry.type.*;
import static mindustry.content.UnitTypes.*;
public class Waves{
public static final int waveVersion = 3;
public static final int waveVersion = 4;
private Seq<SpawnGroup> spawns;
@@ -277,7 +277,7 @@ public class Waves{
int cap = 150;
float shieldStart = 30, shieldsPerWave = 20 + difficulty*30f;
float[] scaling = {1, 1, 1.5f, 3f, 4f};
float[] scaling = {1, 1.5f, 3f, 4f, 5f};
Intc createProgression = start -> {
//main sequence
@@ -286,7 +286,7 @@ public class Waves{
for(int i = start; i < cap;){
int f = i;
int next = rand.random(8, 16) + (int)Mathf.lerp(4f, 0f, difficulty) + curTier * 4;
int next = rand.random(8, 16) + (int)Mathf.lerp(5f, 0f, difficulty) + curTier * 4;
float shieldAmount = Math.max((i - shieldStart) * shieldsPerWave, 0);
int space = start == 0 ? 1 : rand.random(1, 2);
@@ -298,7 +298,7 @@ public class Waves{
begin = f;
end = f + next >= cap ? never : f + next;
max = 13;
unitScaling = (difficulty < 0.4f ? rand.random(2.5f, 4f) : rand.random(1f, 4f)) * scaling[ctier];
unitScaling = (difficulty < 0.4f ? rand.random(2.5f, 5f) : rand.random(1f, 4f)) * scaling[ctier];
shields = shieldAmount;
shieldScaling = shieldsPerWave;
spacing = space;
@@ -310,7 +310,7 @@ public class Waves{
begin = f + next - 1;
end = f + next + rand.random(6, 10);
max = 6;
unitScaling = rand.random(1f, 2f);
unitScaling = rand.random(2f, 4f);
spacing = rand.random(2, 4);
shields = shieldAmount/2f;
shieldScaling = shieldsPerWave;
@@ -340,10 +340,10 @@ public class Waves{
step += (int)(rand.random(15, 30) * Mathf.lerp(1f, 0.5f, difficulty));
}
int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.5f, difficulty));
int bossWave = (int)(rand.random(50, 70) * Mathf.lerp(1f, 0.7f, difficulty));
int bossSpacing = (int)(rand.random(25, 40) * Mathf.lerp(1f, 0.6f, difficulty));
int bossTier = difficulty < 0.5 ? 3 : 4;
int bossTier = difficulty < 0.6 ? 3 : 4;
//main boss progression
out.add(new SpawnGroup(Structs.random(species)[bossTier]){{
@@ -411,7 +411,7 @@ public class Waves{
}
//shift back waves on higher difficulty for a harder start
int shift = Math.max((int)(difficulty * 15 - 5), 0);
int shift = Math.max((int)(difficulty * 14 - 5), 0);
for(SpawnGroup group : out){
group.begin -= shift;
+1
View File
@@ -58,6 +58,7 @@ public enum Binding implements KeyBind{
fullscreen(KeyCode.f11),
pause(KeyCode.space),
minimap(KeyCode.m),
research(KeyCode.b),
planet_map(KeyCode.n),
toggle_menus(KeyCode.c),
screenshot(KeyCode.p),

Some files were not shown because too many files have changed in this diff Show More