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071d98dbfa |
@@ -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.*
|
||||
|
||||
|
||||
@@ -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 }}
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -61,5 +61,5 @@ Post feature requests and feedback [here](https://github.com/Anuken/Mindustry-Su
|
||||
|
||||
## Downloads
|
||||
|
||||
| [](https://anuke.itch.io/mindustry) | [](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [](https://f-droid.org/packages/io.anuke.mindustry) | [](https://flathub.org/apps/details/com.github.Anuken.Mindustry) |
|
||||
| [](https://anuke.itch.io/mindustry) | [](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [](https://f-droid.org/packages/io.anuke.mindustry) | [](https://flathub.org/apps/details/com.github.Anuken.Mindustry)
|
||||
|--- |--- |--- |--- |
|
||||
|
||||
@@ -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 |
|
After Width: | Height: | Size: 578 B |
|
After Width: | Height: | Size: 682 B |
|
After Width: | Height: | Size: 683 B |
@@ -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‹
|
||||
В0EoЧКєўТЏЄ®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
|
||||
@@ -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.
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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。
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
Before Width: | Height: | Size: 828 B After Width: | Height: | Size: 831 B |
|
Before Width: | Height: | Size: 675 KiB After Width: | Height: | Size: 667 KiB |
|
Before Width: | Height: | Size: 186 KiB After Width: | Height: | Size: 186 KiB |
|
Before Width: | Height: | Size: 437 KiB After Width: | Height: | Size: 440 KiB |
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 3.0 MiB After Width: | Height: | Size: 3.0 MiB |
|
Before Width: | Height: | Size: 187 KiB After Width: | Height: | Size: 187 KiB |
|
Before Width: | Height: | Size: 438 KiB After Width: | Height: | Size: 438 KiB |
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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 */
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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();
|
||||
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
}};
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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"){{
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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));
|
||||
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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));
|
||||
});
|
||||
}
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ public class EventType{
|
||||
impactPower,
|
||||
thoriumReactorOverheat,
|
||||
fireExtinguish,
|
||||
acceleratorUse,
|
||||
newGame,
|
||||
tutorialComplete,
|
||||
flameAmmo,
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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){
|
||||
|
||||
@@ -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));
|
||||
|
||||
@@ -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];
|
||||
}
|
||||
|
||||
@@ -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()){
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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),
|
||||
|
||||