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41b08f38c5 |
@@ -3,7 +3,6 @@
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package="io.anuke.mindustry">
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<uses-feature android:glEsVersion="0x00020000" android:required="true" />
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<uses-permission android:name="com.android.vending.BILLING" />
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<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE" />
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<uses-permission android:name="android.permission.INTERNET" />
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@@ -27,9 +27,6 @@ repositories {
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dependencies {
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implementation project(":core")
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implementation project(":net")
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implementation 'com.android.support:support-v4:28.0.0'
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implementation 'org.sufficientlysecure:donations:2.5'
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implementation 'com.google.android.gms:play-services-auth:16.0.1'
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implementation arcModule("backends:backend-android")
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natives "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-armeabi"
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@@ -47,9 +44,9 @@ dependencies {
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task deploy(type: Copy){
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dependsOn "assembleRelease"
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from "build/outputs/apk/google/release/android-google-release.apk"
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from "build/outputs/apk/release/android-release.apk"
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into "../deploy/"
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rename ("android-google-release.apk", appName + "-android-" + getVersionString() + ".apk")
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rename ("android-release.apk", appName + "-android-" + getVersionString() + ".apk")
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}
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android {
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@@ -103,12 +100,6 @@ android {
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flavorDimensions "google"
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productFlavors {
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google {
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buildConfigField "boolean", "DONATIONS_GOOGLE", "true"
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}
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}
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signingConfigs {
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release {
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if(project.hasProperty("RELEASE_STORE_FILE")) {
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|
Before Width: | Height: | Size: 20 KiB |
@@ -1,32 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
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xmlns:tools="http://schemas.android.com/tools"
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android:layout_width="fill_parent"
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android:layout_height="fill_parent"
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android:orientation="vertical"
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android:background="#000">
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|
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<RelativeLayout
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android:layout_width="match_parent"
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android:layout_height="match_parent">
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<ImageView
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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android:layout_gravity="top"
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android:adjustViewBounds="false"
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android:contentDescription="background"
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android:cropToPadding="false"
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android:scaleType="centerCrop"
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android:src="@drawable/background" />
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<LinearLayout
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android:id="@+id/donations_activity_container"
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android:layout_width="match_parent"
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android:layout_height="match_parent"
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android:orientation="vertical">
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</LinearLayout>
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</RelativeLayout>
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</LinearLayout>
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@@ -1,15 +0,0 @@
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<?xml version="1.0" encoding="utf-8"?>
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<resources>
|
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<string name="app_name">Mindustry</string>
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<string-array name="donation_google_catalog_values">
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<item>1 달러</item>
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<item>2 달러</item>
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<item>5 달러</item>
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<item>10 달러</item>
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<item>15 달러</item>
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<item>25 달러</item>
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<item>50 달러</item>
|
||||
</string-array>
|
||||
|
||||
</resources>
|
||||
@@ -1,15 +0,0 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<resources>
|
||||
|
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<string name="app_name">Mindustry</string>
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<string-array name="donation_google_catalog_values">
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<item>1 Доллар</item>
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<item>2 Доллара</item>
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<item>5 Долларов</item>
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<item>10 Долларов</item>
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<item>15 Долларов</item>
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<item>25 Долларов</item>
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<item>50 Долларов</item>
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</string-array>
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||||
|
||||
</resources>
|
||||
@@ -1,15 +0,0 @@
|
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<?xml version="1.0" encoding="utf-8"?>
|
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<resources>
|
||||
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||||
<string name="app_name">Mindustry</string>
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<string-array name="donation_google_catalog_values">
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<item>1 Доллар</item>
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<item>2 Доллара</item>
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<item>5 Долларів</item>
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<item>10 Долларів</item>
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<item>15 Долларів</item>
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<item>25 Долларів</item>
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<item>50 Долларів</item>
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</string-array>
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|
||||
</resources>
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@@ -2,14 +2,5 @@
|
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<resources>
|
||||
|
||||
<string name="app_name">Mindustry</string>
|
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<string-array name="donation_google_catalog_values">
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<item>1 Dollar</item>
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<item>2 Dollars</item>
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<item>5 Dollars</item>
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<item>10 Dollars</item>
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<item>15 Dollars</item>
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<item>25 Dollars</item>
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<item>50 Dollars</item>
|
||||
</string-array>
|
||||
|
||||
</resources>
|
||||
</resources>
|
||||
@@ -10,11 +10,6 @@ import android.os.Build;
|
||||
import android.os.Bundle;
|
||||
import android.provider.Settings.Secure;
|
||||
import android.telephony.TelephonyManager;
|
||||
import android.util.Log;
|
||||
import com.google.android.gms.common.GoogleApiAvailability;
|
||||
import com.google.android.gms.common.GooglePlayServicesNotAvailableException;
|
||||
import com.google.android.gms.common.GooglePlayServicesRepairableException;
|
||||
import com.google.android.gms.security.ProviderInstaller;
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.backends.android.surfaceview.AndroidApplication;
|
||||
import io.anuke.arc.backends.android.surfaceview.AndroidApplicationConfiguration;
|
||||
@@ -57,11 +52,6 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
moveTaskToBack(true);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void openDonations(){
|
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showDonations();
|
||||
}
|
||||
|
||||
@Override
|
||||
public String getUUID(){
|
||||
try{
|
||||
@@ -99,7 +89,7 @@ public class AndroidLauncher extends AndroidApplication{
|
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if(checkSelfPermission(Manifest.permission.READ_EXTERNAL_STORAGE) != PackageManager.PERMISSION_GRANTED){
|
||||
perms.add(Manifest.permission.READ_EXTERNAL_STORAGE);
|
||||
}
|
||||
requestPermissions(perms.toArray(new String[perms.size()]), PERMISSION_REQUEST_CODE);
|
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requestPermissions(perms.toArray(new String[0]), PERMISSION_REQUEST_CODE);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -119,17 +109,10 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
}
|
||||
};
|
||||
|
||||
try{
|
||||
ProviderInstaller.installIfNeeded(this);
|
||||
}catch(GooglePlayServicesRepairableException e){
|
||||
GoogleApiAvailability apiAvailability = GoogleApiAvailability.getInstance();
|
||||
apiAvailability.getErrorDialog(this, e.getConnectionStatusCode(), 0).show();
|
||||
}catch(GooglePlayServicesNotAvailableException e){
|
||||
Log.e("SecurityException", "Google Play Services not available.");
|
||||
}
|
||||
if(doubleScaleTablets && isTablet(this.getContext())){
|
||||
Unit.dp.addition = 0.5f;
|
||||
}
|
||||
|
||||
config.hideStatusBar = true;
|
||||
Net.setClientProvider(new KryoClient());
|
||||
Net.setServerProvider(new KryoServer());
|
||||
@@ -200,22 +183,8 @@ public class AndroidLauncher extends AndroidApplication{
|
||||
}
|
||||
}
|
||||
|
||||
private boolean isPackageInstalled(String packagename){
|
||||
try{
|
||||
getPackageManager().getPackageInfo(packagename, 0);
|
||||
return true;
|
||||
}catch(Exception e){
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
private boolean isTablet(Context context){
|
||||
TelephonyManager manager = (TelephonyManager) context.getSystemService(Context.TELEPHONY_SERVICE);
|
||||
return manager.getPhoneType() == TelephonyManager.PHONE_TYPE_NONE;
|
||||
}
|
||||
|
||||
private void showDonations(){
|
||||
Intent intent = new Intent(this, DonationsActivity.class);
|
||||
startActivity(intent);
|
||||
return manager != null && manager.getPhoneType() == TelephonyManager.PHONE_TYPE_NONE;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,73 +0,0 @@
|
||||
package io.anuke.mindustry;
|
||||
|
||||
import android.content.Intent;
|
||||
import android.os.Bundle;
|
||||
import android.support.v4.app.Fragment;
|
||||
import android.support.v4.app.FragmentActivity;
|
||||
import android.support.v4.app.FragmentManager;
|
||||
import android.support.v4.app.FragmentTransaction;
|
||||
import android.view.View;
|
||||
import android.widget.Button;
|
||||
import org.sufficientlysecure.donations.DonationsFragment;
|
||||
|
||||
public class DonationsActivity extends FragmentActivity{
|
||||
/**
|
||||
* Google
|
||||
*/
|
||||
private static final String GOOGLE_PUBKEY = "MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAzG93KhpfBPKTo2jF0yxbWkkmMKwsPNM4SsMj1aDq7vv6n3R+mqJVfprOJxFfJh7JchXTflLIgiaKXFAiU70gJbMTniEWnEaFSxAeF09a7U0RjOwN+7rFwjCG91c2CpYxPanBTQP4zasc1ODPVzq4q6/4ByjhenN71V4WmR08NFIAodcfFPrOkDPil7i8y7cgcd1Ky53U0TS+LLYJttAK3XdTK4s7VE3I5IKoeNa4uwCmIM59R67q2k3cXjLk/nP6MP+y++EzHN/PTiR1sVg4dMP8K31RPw/1QNLPQwJz6Wc872oWwb7xo5gkoXbDc5WPPydsi8F3SyKNaYwzN6CDFQIDAQAB";
|
||||
private static final String[] GOOGLE_CATALOG = new String[]{
|
||||
"mindustry.donation.1", "mindustry.donation.2", "mindustry.donation.5",
|
||||
"mindustry.donation.10", "mindustry.donation.15",
|
||||
"mindustry.donation.25", "mindustry.donation.50"};
|
||||
DonationsFragment donationsFragment;
|
||||
|
||||
/**
|
||||
* Called when the activity is first created.
|
||||
*/
|
||||
@Override
|
||||
public void onCreate(Bundle savedInstanceState){
|
||||
super.onCreate(savedInstanceState);
|
||||
|
||||
setTheme(R.style.GdxTheme);
|
||||
|
||||
setContentView(R.layout.donations_activity);
|
||||
|
||||
FragmentTransaction ft = getSupportFragmentManager().beginTransaction();
|
||||
if(BuildConfig.DONATIONS_GOOGLE){
|
||||
donationsFragment = DonationsFragment.newInstance(BuildConfig.DEBUG, true, GOOGLE_PUBKEY, GOOGLE_CATALOG,
|
||||
getResources().getStringArray(R.array.donation_google_catalog_values), false, null, null,
|
||||
null, false, null, null, false, null);
|
||||
}
|
||||
|
||||
|
||||
ft.replace(R.id.donations_activity_container, donationsFragment, "donationsFragment");
|
||||
ft.commit();
|
||||
}
|
||||
|
||||
public void onStart(){
|
||||
super.onStart();
|
||||
Button b = findViewById(org.sufficientlysecure.donations.R.id.donations__google_android_market_donate_button);
|
||||
b.setOnClickListener(view -> {
|
||||
donationsFragment.donateGoogleOnClick(donationsFragment.getView());
|
||||
b.setEnabled(false);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Needed for Google Play In-app Billing. It uses startIntentSenderForResult(). The result is not propagated to
|
||||
* the Fragment like in startActivityForResult(). Thus we need to propagate manually to our Fragment.
|
||||
*/
|
||||
@Override
|
||||
protected void onActivityResult(int requestCode, int resultCode, Intent data){
|
||||
super.onActivityResult(requestCode, resultCode, data);
|
||||
Button b = findViewById(org.sufficientlysecure.donations.R.id.donations__google_android_market_donate_button);
|
||||
b.setEnabled(true);
|
||||
|
||||
FragmentManager fragmentManager = getSupportFragmentManager();
|
||||
Fragment fragment = fragmentManager.findFragmentByTag("donationsFragment");
|
||||
if(fragment != null){
|
||||
fragment.onActivityResult(requestCode, resultCode, data);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -50,8 +50,21 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
||||
classBuilder.addJavadoc(RemoteMethodAnnotationProcessor.autogenWarning);
|
||||
MethodSpec.Builder method = MethodSpec.methodBuilder("init").addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
||||
|
||||
TypeName jsonType = ClassName.bestGuess("io.anuke.arc.util.serialization.Json");
|
||||
TypeName jsonValueType = ClassName.bestGuess("io.anuke.arc.util.serialization.JsonValue");
|
||||
TypeName ubJsonWriterType = ClassName.bestGuess("io.anuke.arc.util.serialization.UBJsonWriter");
|
||||
TypeName ubJsonReaderType = ClassName.bestGuess("io.anuke.arc.util.serialization.UBJsonReader");
|
||||
|
||||
classBuilder.addField(jsonType, "bjson", Modifier.STATIC, Modifier.PRIVATE);
|
||||
classBuilder.addField(ubJsonReaderType, "bjsonReader", Modifier.STATIC, Modifier.PRIVATE);
|
||||
classBuilder.addStaticBlock(CodeBlock.builder()
|
||||
.addStatement("bjson = new " + jsonType + "()")
|
||||
.addStatement("bjsonReader = new " + ubJsonReaderType + "()")
|
||||
.build());
|
||||
|
||||
for(TypeElement elem : elements){
|
||||
TypeName type = TypeName.get(elem.asType());
|
||||
String simpleTypeName = type.toString().substring(type.toString().lastIndexOf('.') + 1);
|
||||
|
||||
TypeSpec.Builder serializer = TypeSpec.anonymousClassBuilder("")
|
||||
.addSuperinterface(ParameterizedTypeName.get(
|
||||
@@ -70,7 +83,19 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
||||
.addException(IOException.class)
|
||||
.addModifiers(Modifier.PUBLIC);
|
||||
|
||||
MethodSpec.Builder jsonWriteMethod = MethodSpec.methodBuilder("write" + simpleTypeName + "Json")
|
||||
.returns(void.class)
|
||||
.addParameter(jsonType, "json")
|
||||
.addParameter(type, "object")
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
||||
|
||||
MethodSpec.Builder jsonReadMethod = MethodSpec.methodBuilder("read" + simpleTypeName + "Json")
|
||||
.returns(type)
|
||||
.addParameter(jsonValueType, "value")
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC);
|
||||
|
||||
readMethod.addStatement("$L object = new $L()", type, type);
|
||||
jsonReadMethod.addStatement("$L object = new $L()", type, type);
|
||||
|
||||
List<VariableElement> fields = ElementFilter.fieldsIn(Utils.elementUtils.getAllMembers(elem));
|
||||
for(VariableElement field : fields){
|
||||
@@ -83,6 +108,9 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
||||
if(field.asType().getKind().isPrimitive()){
|
||||
writeMethod.addStatement("stream.write" + capName + "(object." + name + ")");
|
||||
readMethod.addStatement("object." + name + "= stream.read" + capName + "()");
|
||||
|
||||
jsonWriteMethod.addStatement("json.writeValue(\"" + name + "\", object." + name +")");
|
||||
jsonReadMethod.addStatement("if(value.has(\"" + name + "\")) object." + name + "= value.get" + capName + "(\"" + name + "\")");
|
||||
}else{
|
||||
writeMethod.addStatement("io.anuke.arc.Core.settings.getSerializer(" + typeName+ ".class).write(stream, object." + name + ")");
|
||||
readMethod.addStatement("object." + name + " = (" +typeName+")io.anuke.arc.Core.settings.getSerializer(" + typeName+ ".class).read(stream)");
|
||||
@@ -90,22 +118,47 @@ public class SerializeAnnotationProcessor extends AbstractProcessor{
|
||||
}
|
||||
|
||||
readMethod.addStatement("return object");
|
||||
jsonReadMethod.addStatement("return object");
|
||||
|
||||
serializer.addMethod(writeMethod.build());
|
||||
serializer.addMethod(readMethod.build());
|
||||
|
||||
method.addStatement("io.anuke.arc.Core.settings.setSerializer($N, $L)", Utils.elementUtils.getBinaryName(elem).toString().replace('$', '.') + ".class", serializer.build());
|
||||
|
||||
String sname = type.toString().substring(type.toString().lastIndexOf('.') + 1);
|
||||
|
||||
name(writeMethod, "write" + sname);
|
||||
name(readMethod, "read" + sname);
|
||||
name(writeMethod, "write" + simpleTypeName);
|
||||
name(readMethod, "read" + simpleTypeName);
|
||||
|
||||
writeMethod.addModifiers(Modifier.STATIC);
|
||||
readMethod.addModifiers(Modifier.STATIC);
|
||||
|
||||
classBuilder.addMethod(writeMethod.build());
|
||||
classBuilder.addMethod(readMethod.build());
|
||||
|
||||
classBuilder.addMethod(jsonWriteMethod.build());
|
||||
classBuilder.addMethod(jsonReadMethod.build());
|
||||
|
||||
MethodSpec.Builder binaryJsonWriteMethod = MethodSpec.methodBuilder("write" + simpleTypeName + "StreamJson")
|
||||
.returns(void.class)
|
||||
.addParameter(DataOutput.class, "stream")
|
||||
.addParameter(type, "object")
|
||||
.addException(IOException.class)
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||
.addStatement("java.io.StringWriter output = new java.io.StringWriter()")
|
||||
.addStatement("bjson.setWriter(output)")
|
||||
.addStatement("bjson.writeObjectStart(" + type + ".class, " + type + ".class)")
|
||||
.addStatement("write" + simpleTypeName + "Json(bjson, object)")
|
||||
.addStatement("bjson.writeObjectEnd()")
|
||||
.addStatement("stream.writeUTF(output.toString())");
|
||||
|
||||
MethodSpec.Builder binaryJsonReadMethod = MethodSpec.methodBuilder("read" + simpleTypeName + "StreamJson")
|
||||
.returns(type)
|
||||
.addParameter(DataInput.class, "stream")
|
||||
.addException(IOException.class)
|
||||
.addModifiers(Modifier.PUBLIC, Modifier.STATIC)
|
||||
.addStatement("return read" + simpleTypeName + "Json(bjson.fromJson(null, stream.readUTF()))");
|
||||
|
||||
classBuilder.addMethod(binaryJsonWriteMethod.build());
|
||||
classBuilder.addMethod(binaryJsonReadMethod.build());
|
||||
}
|
||||
|
||||
classBuilder.addMethod(method.build());
|
||||
|
||||
@@ -200,6 +200,7 @@ project(":core"){
|
||||
|
||||
compile arcModule("arc-core")
|
||||
compile arcModule("extensions:freetype")
|
||||
//compile arcModule("extensions:postprocessing")
|
||||
if(localArc() && debugged()) compile arcModule("extensions:recorder")
|
||||
|
||||
compileOnly project(":annotations")
|
||||
|
||||
@@ -43,6 +43,7 @@ addplayers = Add/Remove Players
|
||||
customgame = Custom Game
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Close
|
||||
quit = Quit
|
||||
maps = Maps
|
||||
@@ -376,7 +377,8 @@ blocks.ammo = Ammo
|
||||
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.powerbalance = Power: {0}/s
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
@@ -419,6 +421,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Enemy/Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -442,6 +445,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance, disables animations)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Music Volume
|
||||
setting.mutemusic.name = Mute Music
|
||||
@@ -502,6 +506,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI (Red Team) Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Přidat/Odebrat hráče
|
||||
customgame = Vlastní hra
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Zavřít
|
||||
quit = Ukončit
|
||||
maps = Mapy
|
||||
@@ -335,66 +336,48 @@ no = Ne
|
||||
info.title = Informace
|
||||
error.title = [crimson]Objevila se chyba
|
||||
error.crashtitle = Objevila se chyba
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Informace o bloku
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Kapacita energie
|
||||
blocks.powershot = Energie na výstřel
|
||||
blocks.targetsair = Zaměřuje vzdušné jednotky
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Dostřel
|
||||
blocks.size = velikost
|
||||
blocks.liquidcapacity = Kapacita tekutin
|
||||
blocks.maxitemssecond = Max předmětů
|
||||
blocks.powerrange = Rozsah energie
|
||||
blocks.poweruse = Spotřebuje energie
|
||||
blocks.powerdamage = Energie na poškození
|
||||
blocks.inputitemcapacity = Kapacita vstupních předmětů
|
||||
blocks.outputitemcapacity = Kapacita výstupních předmětů
|
||||
blocks.itemcapacity = kapacita předmětů
|
||||
blocks.basepowergeneration = Základní generování energie
|
||||
blocks.powertransferspeed = Přenos energie
|
||||
blocks.craftspeed = Rychlost produkce
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Vstupní tekutiny
|
||||
blocks.inputliquidaux = Aux tekutina
|
||||
blocks.inputitem = Vstupní předmět
|
||||
blocks.inputitems = Vstupní předměty
|
||||
blocks.outputitem = Výstupní předmět
|
||||
blocks.drilltier = Vrtatelné
|
||||
blocks.drillspeed = Základní rychlost vrtu
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Výstup tekutin
|
||||
blocks.liquidoutputspeed = Rychlost výstupu tekutin
|
||||
blocks.liquiduse = Spotřebuje tekutin
|
||||
blocks.coolant = Chlazení
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Spotřeba chlazení
|
||||
blocks.inputliquidfuel = Palivo-tekutina
|
||||
blocks.liquidfueluse = Spotřeba Paliva-tekutiny
|
||||
blocks.boostitem = Předmět pro zrychlení
|
||||
blocks.boostliquid = Tekutina pro zrychlení
|
||||
blocks.health = Životy
|
||||
blocks.inaccuracy = Nepřesnost/výchylka
|
||||
blocks.shots = Střely
|
||||
blocks.reload = Střely za sekundu
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Nepřesnost/výchylka
|
||||
blocks.shots = Střely
|
||||
blocks.reload = Střely za sekundu
|
||||
blocks.inputfuel = Palivo
|
||||
blocks.fuelburntime = Čas spalování paliva
|
||||
blocks.inputcapacity = Vstupní kapacita
|
||||
blocks.outputcapacity = Výstupní kapacita
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = jednotek tekutin
|
||||
unit.powerunits = jednotek energie
|
||||
unit.degrees = úhly
|
||||
unit.seconds = sekundy
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = předměty
|
||||
category.general = Všeobecné
|
||||
category.power = Energie
|
||||
@@ -425,6 +411,7 @@ category.optional = Volitelné vylepšení
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Indikátor pro spojence
|
||||
setting.autotarget.name = Automaticky zaměřuje
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Ukázat snímky/sekundu
|
||||
setting.vsync.name = Vertikální synchronizace
|
||||
setting.lasers.name = Ukázat laser energie
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Ukázat minimapu
|
||||
setting.musicvol.name = Hlasitost hudby
|
||||
setting.mutemusic.name = Ztišit hudbu
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Kapacita předmětů: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Rychlost těžení: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Síla těžení: {0}
|
||||
mech.ability = [LIGHT_GRAY]Schopnost: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Kapacita teploty: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viskozita: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Teplota: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Hinzufügen/Entfernen von Spielern
|
||||
customgame = Benutzerdefiniertes Spiel
|
||||
newgame = New Game
|
||||
none = <nichts>
|
||||
minimap = Minimap
|
||||
close = Schließen
|
||||
quit = Verlassen
|
||||
maps = Karten
|
||||
@@ -335,66 +336,48 @@ no = Nein
|
||||
info.title = [accent]Info
|
||||
error.title = [crimson] Ein Fehler ist aufgetreten
|
||||
error.crashtitle = Ein Fehler ist aufgetreten!
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Blockinfo:
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Kapazität
|
||||
blocks.powershot = Stromverbrauch/Schuss
|
||||
blocks.targetsair = Visiert Luft Einheiten an
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Reichweite
|
||||
blocks.size = Größe
|
||||
blocks.liquidcapacity = Flüssigkeitskapazität
|
||||
blocks.maxitemssecond = Max Materialien
|
||||
blocks.powerrange = Stromreichweite
|
||||
blocks.poweruse = Stromverbrauch
|
||||
blocks.powerdamage = Stromverbrauch/Schadenspunkt
|
||||
blocks.inputitemcapacity = Annahmekapazität
|
||||
blocks.outputitemcapacity = Ausgabekapazität
|
||||
blocks.itemcapacity = Materialkapazität
|
||||
blocks.basepowergeneration = Basis-Stromerzeugung
|
||||
blocks.powertransferspeed = Stromübertragung
|
||||
blocks.craftspeed = Produktionsgeschwindigkeit
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Benötigte Flüssigkeit
|
||||
blocks.inputliquidaux = Optionale Flüssigkeit
|
||||
blocks.inputitem = Akzeptiertes Material
|
||||
blocks.inputitems = Akzeptierte Materialien
|
||||
blocks.outputitem = Erzeugtes Material
|
||||
blocks.drilltier = Abbaubare Erze
|
||||
blocks.drillspeed = Bohrgeschwindigkeit
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Erzeugte Flüssigkeit
|
||||
blocks.liquidoutputspeed = Ausgabegeschwindigkeit
|
||||
blocks.liquiduse = Flüssigkeitsverbrauch
|
||||
blocks.coolant = Kühlmittel
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Kühlmittelverbrauch
|
||||
blocks.inputliquidfuel = Kraftstoff
|
||||
blocks.liquidfueluse = Kraftstoffverbrauch
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Lebenspunkte
|
||||
blocks.inaccuracy = Ungenauigkeit
|
||||
blocks.shots = Schüsse
|
||||
blocks.reload = Schüsse/Sekunde
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Ungenauigkeit
|
||||
blocks.shots = Schüsse
|
||||
blocks.reload = Schüsse/Sekunde
|
||||
blocks.inputfuel = Kraftstoff
|
||||
blocks.fuelburntime = Kraftstoff Verbrennungs-Zeit
|
||||
blocks.inputcapacity = Annahmekapazität
|
||||
blocks.outputcapacity = Ausgabekapazität
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = Flüssigkeitseinheiten
|
||||
unit.powerunits = Stromeinheiten
|
||||
unit.degrees = Grad
|
||||
unit.seconds = Sekunden
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = Materialeinheiten
|
||||
category.general = Generell
|
||||
category.power = Strom
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Zielauswahl
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Zeige FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Zeige Stromlaser
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Zeige die Minimap
|
||||
setting.musicvol.name = Musiklautstärke
|
||||
setting.mutemusic.name = Musik stummschalten
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Materialkapazität: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Erzabbaugeschwindigkeit: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Erzabbaukraft: {0}
|
||||
mech.ability = [LIGHT_GRAY]Fähigkeit: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Wärmekapazität: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viskosität: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatur: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Agregar/Quitar Jugadores
|
||||
customgame = Partida personalizada
|
||||
newgame = New Game
|
||||
none = <no hay>
|
||||
minimap = Minimap
|
||||
close = Cerrar
|
||||
quit = Salir
|
||||
maps = Mapas
|
||||
@@ -335,66 +336,48 @@ no = No
|
||||
info.title = [accent]Información
|
||||
error.title = [crimson]Un error ha ocurrido.
|
||||
error.crashtitle = Un error ha ocurrido.
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Información del Bloque
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Capacidad de Energía
|
||||
blocks.powershot = Energía/Disparo
|
||||
blocks.targetsair = Apunta al Aire
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Rango
|
||||
blocks.size = Tamaño
|
||||
blocks.liquidcapacity = Capacidad de Líquidos
|
||||
blocks.maxitemssecond = Máximo de Objetos
|
||||
blocks.powerrange = Rango de Energía
|
||||
blocks.poweruse = Consumo de Energía
|
||||
blocks.powerdamage = Energía/Daño
|
||||
blocks.inputitemcapacity = Capacidad de Entrada de los Objetos
|
||||
blocks.outputitemcapacity = Capacidad de Salida de los Objetos
|
||||
blocks.itemcapacity = Capacidad de Objetos
|
||||
blocks.basepowergeneration = Generación de energía base
|
||||
blocks.powertransferspeed = Transferencia de Energía
|
||||
blocks.craftspeed = Velocidad de Producción
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Líquidos de Entrada
|
||||
blocks.inputliquidaux = Líquido Auxiliar
|
||||
blocks.inputitem = Objeto de Entrada
|
||||
blocks.inputitems = Objetos de Entrada
|
||||
blocks.outputitem = Objeto de Salida
|
||||
blocks.drilltier = Taladrables
|
||||
blocks.drillspeed = Velocidad Base del Taladro
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Líquido de Salida
|
||||
blocks.liquidoutputspeed = Velocidad de Salida del Líquido
|
||||
blocks.liquiduse = Uso de Líquido
|
||||
blocks.coolant = Refrigerante
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Uso del Refrigerante
|
||||
blocks.inputliquidfuel = Combustible Líquido
|
||||
blocks.liquidfueluse = Uso del Combustible Líquido
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Vida
|
||||
blocks.inaccuracy = Imprecisión
|
||||
blocks.shots = Disparos
|
||||
blocks.reload = Recarga
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Imprecisión
|
||||
blocks.shots = Disparos
|
||||
blocks.reload = Recarga
|
||||
blocks.inputfuel = Combustible
|
||||
blocks.fuelburntime = Tiempo de Quemado del Combustible
|
||||
blocks.inputcapacity = Capacidad de entrada
|
||||
blocks.outputcapacity = Capacidad de salida
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = unidades de líquido
|
||||
unit.powerunits = unidades de energía
|
||||
unit.degrees = grados
|
||||
unit.seconds = segundos
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = objetos
|
||||
category.general = General
|
||||
category.power = Energía
|
||||
@@ -425,6 +411,7 @@ category.optional = Mejoras Opcionales
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto apuntado
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Mostrar FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostrar Energía de los Láseres
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Mostrar Minimapa
|
||||
setting.musicvol.name = Volumen de la Música
|
||||
setting.mutemusic.name = Silenciar Musica
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Capacidad de objetos: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Velocidad de minado: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Potencia de minado: {0}
|
||||
mech.ability = [LIGHT_GRAY]Hablidad: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacidad Térmica: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosidad: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
|
||||
|
||||
@@ -1,45 +1,46 @@
|
||||
credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!)
|
||||
credits = Crédits
|
||||
contributors = Translators and Contributors
|
||||
contributors = Traducteurs et contributeurs
|
||||
discord = Rejoignez le discord de Mindustry
|
||||
link.discord.description = Le discord officiel de mindustry
|
||||
link.github.description = Code source du jeu
|
||||
link.dev-builds.description = Versions instables du jeu
|
||||
link.discord.description = Le discord officiel de Mindustry!
|
||||
link.github.description = Code source du jeu.
|
||||
link.dev-builds.description = Versions instables du jeu.
|
||||
link.trello.description = Trello officiel pour les futurs ajouts .
|
||||
link.itch.io.description = Page itch.io avec le lien du téléchargement pour PC et la version web .
|
||||
link.google-play.description = Listing par le Google Play Store
|
||||
link.google-play.description = Accès à la version android du Google Play Store.
|
||||
link.wiki.description = Wiki officiel de mindustry .
|
||||
linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié avec succès.
|
||||
screenshot = Screenshot saved to {0}
|
||||
screenshot = Capture d'écran sauvegardée à {0}
|
||||
gameover = Partie terminée.
|
||||
gameover.pvp = L'équipe [accent] {0}[] a gagnée !
|
||||
highscore = [YELLOW]Nouveau meilleur score!
|
||||
stat.wave = Waves Defeated:[accent] {0}
|
||||
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
||||
stat.built = Buildings Built:[accent] {0}
|
||||
stat.destroyed = Buildings Destroyed:[accent] {0}
|
||||
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
||||
stat.delivered = Resources Launched:
|
||||
stat.rank = Final Rank: [accent]{0}
|
||||
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
|
||||
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
|
||||
launcheditems = [accent]Launched Items
|
||||
stat.wave = Vagues vaincues:[accent] {0}
|
||||
stat.enemiesDestroyed = Ennemies détruits:[accent] {0}
|
||||
stat.built = Bâtiments construits:[accent] {0}
|
||||
stat.destroyed = Bâtiments détruits:[accent] {0}
|
||||
stat.deconstructed = Bâtiments déconstruits:[accent] {0}
|
||||
stat.delivered = Ressources transférées:
|
||||
stat.rank = Rang Final: [accent]{0}
|
||||
placeline = Tu as sélectionné un bloc.\nTu peux les[accent] placer en rangée[] en[accent] maintenant ton doigt sur l'écran pendant quelques secondes[] et en le glissant vers n'importe qu'elle direction.\nEssaye!
|
||||
removearea = Tu as sélectionné le mode de suppression.\nTu peux[accent] supprimer les blocs en rectangle[] en[accent] maintenant ton doigt sur l'écran pendant quelques secondes[] et en le glissant.\nEssaye!
|
||||
launcheditems = [accent]ressources transférées
|
||||
map.delete = Êtes-vous sûr de supprimer cette carte"[accent]{0}[]"?
|
||||
level.highscore = Meilleur score: [accent]{0}
|
||||
level.select = Sélection de niveau
|
||||
level.mode = Mode de jeu :
|
||||
showagain = Ne pas montrer la prochaine fois
|
||||
coreattack = [scarlet]<La base est sous les feux ennemis>
|
||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||
outofbounds = [[ OUT OF BOUNDS ]\n[]self-destruct in {0}
|
||||
database = Core Database
|
||||
nearpoint = [[ [scarlet]QUITTEZ LE POINT D'APPARITION ENNEMI IMMÉDIATEMENT[] ]\nannihilation imminente
|
||||
outofbounds = [[ HORS LIMITES ]\n[]auto-destruction dans {0}
|
||||
database = Base de données
|
||||
savegame = Sauvegarder la partie
|
||||
loadgame = Charger la partie
|
||||
joingame = Rejoindre une partie
|
||||
addplayers = Ajouter/Enlever des joueurs
|
||||
customgame = Partie personnalisée
|
||||
newgame = New Game
|
||||
customgame = Partie customisée
|
||||
newgame = Nouvelle partie
|
||||
none = <vide>
|
||||
minimap = Minimap
|
||||
close = Fermer
|
||||
quit = Quitter
|
||||
maps = Cartes
|
||||
@@ -47,16 +48,16 @@ continue = Continuer
|
||||
maps.none = [LIGHT_GRAY]Aucune carte trouvée!
|
||||
about.button = À propos
|
||||
name = Nom:
|
||||
noname = Pick a[accent] player name[] first.
|
||||
noname = Commencer par choisir un[accent] nom de joueur[].
|
||||
filename = Nom du fichier:
|
||||
unlocked = Nouveau bloc débloqué!
|
||||
completed = [accent]Completed
|
||||
techtree = Tech Tree
|
||||
research.list = [LIGHT_GRAY]Research:
|
||||
research = Research
|
||||
researched = [LIGHT_GRAY]{0} researched.
|
||||
completed = [accent]Complété
|
||||
techtree = Arbre technologique
|
||||
research.list = [LIGHT_GRAY]Recherche:
|
||||
research = Rechercher
|
||||
researched = [LIGHT_GRAY]{0} recherché(e).
|
||||
players = {0} joueurs en ligne
|
||||
players.single = {0} joueur en ligne
|
||||
players.single = {0} joueurs en ligne
|
||||
server.closing = [accent]Fermeture du serveur...
|
||||
server.kicked.kick = Vous avez été expulsé du serveur!
|
||||
server.kicked.serverClose = Serveur fermé.
|
||||
@@ -148,7 +149,7 @@ save.wave = Vague {0}
|
||||
save.difficulty = Difficulté: {0}
|
||||
save.date = Dernière sauvegarde: {0}
|
||||
save.playtime = Temps de jeu: {0}
|
||||
warning = Warning.
|
||||
warning = Avertissement.
|
||||
confirm = Confirmer
|
||||
delete = Supprimer
|
||||
ok = OK
|
||||
@@ -191,32 +192,32 @@ editor.oregen.info = Génération de minerais:
|
||||
editor.mapinfo = Infos sur la carte
|
||||
editor.author = Auteur:
|
||||
editor.description = Description:
|
||||
editor.waves = Waves:
|
||||
waves.title = Waves
|
||||
editor.waves = Vagues:
|
||||
waves.title = Vagues
|
||||
waves.remove = Remove
|
||||
waves.never = <never>
|
||||
waves.every = every
|
||||
waves.waves = wave(s)
|
||||
waves.perspawn = per spawn
|
||||
waves.to = to
|
||||
waves.never = jamais
|
||||
waves.every = tous les
|
||||
waves.waves = vague(s)
|
||||
waves.perspawn = par apparition
|
||||
waves.to = à
|
||||
waves.boss = Boss
|
||||
waves.preview = Preview
|
||||
waves.edit = Edit...
|
||||
waves.copy = Copy to Clipboard
|
||||
waves.load = Load from Clipboard
|
||||
waves.invalid = Invalid waves in clipboard.
|
||||
waves.copied = Waves copied.
|
||||
editor.default = [LIGHT_GRAY]<Default>
|
||||
edit = Edit...
|
||||
waves.preview = Prévisualiser
|
||||
waves.edit = Modifier...
|
||||
waves.copy = Copier dans le Presse-papiers
|
||||
waves.load = Coller depuis le Presse-papiers
|
||||
waves.invalid = Vagues invalides dans le Presse-papiers.
|
||||
waves.copied = Vagues copiées
|
||||
editor.default = [LIGHT_GRAY]<par défaut>
|
||||
edit = Modifier...
|
||||
editor.name = Nom:
|
||||
editor.teams = Équipe
|
||||
editor.elevation = Élevation
|
||||
editor.errorload = Error loading file:\n[accent]{0}
|
||||
editor.errorsave = Error saving file:\n[accent]{0}
|
||||
editor.errorname = Map has no name defined.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.apply = Apply
|
||||
editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0}
|
||||
editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0}
|
||||
editor.errorname = La carte n'a pas de nom!
|
||||
editor.update = Mettre à jour
|
||||
editor.randomize = Randomiser
|
||||
editor.apply = Appliquer
|
||||
editor.generate = Générer
|
||||
editor.resize = Redimensionner
|
||||
editor.loadmap = Charger une carte
|
||||
@@ -245,26 +246,26 @@ editor.mapname = Nom de la carte²:
|
||||
editor.overwrite = [accent]Attention !\nCeci réécrit une carte existante .
|
||||
editor.overwrite.confirm = [scarlet]Attention ![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir la réécrire?
|
||||
editor.selectmap = Séléctionnez une carte:
|
||||
filters.empty = [LIGHT_GRAY]No filters! Add one with the button below.
|
||||
filter.distort = Distort
|
||||
filter.noise = Noise
|
||||
filter.ore = Ore
|
||||
filter.rivernoise = River Noise
|
||||
filter.scatter = Scatter
|
||||
filters.empty = [LIGHT_GRAY]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous.
|
||||
filter.distort = Déformation
|
||||
filter.noise = Bruit
|
||||
filter.ore = Minerai
|
||||
filter.rivernoise = Bruit des rivières
|
||||
filter.scatter = Dispersement
|
||||
filter.terrain = Terrain
|
||||
filter.option.scale = Scale
|
||||
filter.option.scale = Gamme
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
filter.option.threshold = Threshold
|
||||
filter.option.circle-scale = Circle Scale
|
||||
filter.option.threshold = Seuil
|
||||
filter.option.circle-scale = Gamme du cercle
|
||||
filter.option.octaves = Octaves
|
||||
filter.option.falloff = Falloff
|
||||
filter.option.block = Block
|
||||
filter.option.floor = Floor
|
||||
filter.option.wall = Wall
|
||||
filter.option.ore = Ore
|
||||
filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filter.option.falloff = Diminution
|
||||
filter.option.block = Bloc
|
||||
filter.option.floor = Sol
|
||||
filter.option.wall = Mur
|
||||
filter.option.ore = Minerai
|
||||
filter.option.floor2 = Sol secondaire
|
||||
filter.option.threshold2 = Seuil secondaire
|
||||
width = Largeur:
|
||||
height = Hauteur:
|
||||
menu = Menu
|
||||
@@ -281,49 +282,49 @@ editor = Éditeur
|
||||
mapeditor = Éditeur de carte
|
||||
donate = Faire un\ndon
|
||||
abandon = Abandon
|
||||
abandon.text = This zone and all its resources will be lost to the enemy.
|
||||
locked = Locked
|
||||
complete = [LIGHT_GRAY]Complete:
|
||||
zone.requirement = Wave {0} in zone {1}
|
||||
resume = Resume Zone:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]Best: {0}
|
||||
launch = Launch
|
||||
launch.title = Launch Successful
|
||||
launch.next = [LIGHT_GRAY]next opportunity at wave {0}
|
||||
launch.unable = [scarlet]Unable to LAUNCH.[] Enemies.
|
||||
launch.confirm = This will launch all resources in your core.\nYou will not be able to return to this base.
|
||||
uncover = Uncover
|
||||
configure = Configure Loadout
|
||||
configure.locked = [LIGHT_GRAY]Reach wave {0}\nto configure loadout.
|
||||
zone.unlocked = [LIGHT_GRAY]{0} unlocked.
|
||||
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
|
||||
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
|
||||
zone.resources = Resources Detected:
|
||||
add = Add...
|
||||
boss.health = Boss Health
|
||||
abandon.text = Cette zone et tous ses ressources vont être perdues.
|
||||
locked = Verrouillé
|
||||
complete = [LIGHT_GRAY]Compléter:
|
||||
zone.requirement = Vague {0} dans la zone {1}
|
||||
resume = Reprendre la partie en cours:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]Meilleur: {0}
|
||||
launch = Lancement
|
||||
launch.title = Lancement réussi
|
||||
launch.next = [LIGHT_GRAY] Prochaine opportunité à la vague {0}
|
||||
launch.unable = [scarlet]Impossible d'effectuer le lancement.[] Ennemis.
|
||||
launch.confirm = Cela va transférer tous tes ressources dans votre coeur.\nTu ne vas pas pouvoir retourner à cette base.
|
||||
uncover = Découvrir
|
||||
configure = Configurer le transfert des ressources.
|
||||
configure.locked = [LIGHT_GRAY]Atteigner la vague {0}\npour configurer le transfert des ressources
|
||||
zone.unlocked = [LIGHT_GRAY]{0} Débloquée.
|
||||
zone.requirement.complete = Vague {0} atteinte:\n{1} Exigences de la zone complétées
|
||||
zone.config.complete = Vague {0} atteinte:\nConfiguration du transfert débloquée.
|
||||
zone.resources = Ressources détectées:
|
||||
add = Ajouter...
|
||||
boss.health = Vie du BOSS
|
||||
connectfail = [crimson]Échec de la connexion au serveur : [accent]{0}
|
||||
error.unreachable = Server injoignable.
|
||||
error.unreachable = Serveur injoignable.
|
||||
error.invalidaddress = Adresse invalide.
|
||||
error.timedout = Délai de connexion dépassé!\nAssurez-vous que l'hôte a autorisé l'accès au port, et que l'adresse soit correcte!
|
||||
error.mismatch = Erreur de paquet:\nPossible différence de verison entre le client et le serveur .\nVérifiez que vous et l'hôte avez la plus récente version de Mindustry !
|
||||
error.alreadyconnected = Déjà connecté.
|
||||
error.mapnotfound = Fichier de la carte introuvable!
|
||||
error.io = Network I/O error.
|
||||
error.io = Erreur de Réseau (I/O)
|
||||
error.any = Erreur réseau inconnue.
|
||||
zone.groundZero.name = Ground Zero
|
||||
zone.craters.name = The Craters
|
||||
zone.frozenForest.name = Frozen Forest
|
||||
zone.ruinousShores.name = Ruinous Shores
|
||||
zone.stainedMountains.name = Stained Mountains
|
||||
zone.desolateRift.name = Desolate Rift
|
||||
zone.nuclearComplex.name = Nuclear Production Complex
|
||||
zone.groundZero.name = Première Bataille
|
||||
zone.craters.name = Les Cratères
|
||||
zone.frozenForest.name = Forêt Glaciale
|
||||
zone.ruinousShores.name = Rives en Ruine
|
||||
zone.stainedMountains.name = Montagnes Tâchetées
|
||||
zone.desolateRift.name = Fissure abandonnée
|
||||
zone.nuclearComplex.name = Complexe nucléaire
|
||||
settings.language = Langage
|
||||
settings.reset = Valeur par défaut.
|
||||
settings.rebind = Réatttribuer
|
||||
settings.controls = Contrôles
|
||||
settings.game = Jeu
|
||||
settings.sound = Son
|
||||
settings.graphics = Graphiques
|
||||
settings.graphics = Graphismes
|
||||
settings.cleardata = Effacer les données du jeu...
|
||||
settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\nCe qui est fait ne peut être défait !
|
||||
settings.clearall.confirm = [scarlet]ATTENTION![]\nCet action effacera toutes les données , incluant les sauvegarges, les cartes, les déblocages et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera toutes les données et se fermera.
|
||||
@@ -335,34 +336,31 @@ no = Non
|
||||
info.title = Info
|
||||
error.title = [crimson]Une erreur s'est produite
|
||||
error.crashtitle = Une erreur s'est produite
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.drillspeed = Vitesse de forage: {0}/s
|
||||
bar.efficiency = Efficacité: {0}%
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Info sur le bloc
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = capacité d'énergie
|
||||
bar.powerbalance = Énergie: {0}
|
||||
bar.poweroutput = Énergie en sortie: {0}
|
||||
blocks.powercapacity = Capacité d'énergie
|
||||
blocks.powershot = Énergie/Tir
|
||||
blocks.targetsair = Cible les unités aériennes
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.targetsground = Cible les unités terrestres
|
||||
bar.items = Objets: {0}
|
||||
blocks.itemsmoved = Vitesse de Déplacement
|
||||
blocks.launchtime = Temps entre chaque lancement
|
||||
blocks.shootrange = Portée
|
||||
blocks.size = Taille
|
||||
blocks.liquidcapacity = Capacité en liquide
|
||||
blocks.maxitemssecond = Production maximale
|
||||
blocks.powerrange = Distance de transmission
|
||||
blocks.poweruse = Énergie utilisée
|
||||
blocks.powerdamage = Énergie/Dégâts
|
||||
blocks.inputitemcapacity = Capacité d'entrée
|
||||
blocks.outputitemcapacity = Capacité de sortie
|
||||
blocks.itemcapacity = Stockage
|
||||
blocks.basepowergeneration = Generation d'énergie minimale
|
||||
blocks.basepowergeneration = Génération d'énergie minimale
|
||||
blocks.powertransferspeed = Vitesse de transfert d'énergie
|
||||
blocks.craftspeed = Vitesse de production
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.range = Range
|
||||
blocks.repairtime = Temps pour la Réparation Totale du Bloc
|
||||
blocks.range = Portée
|
||||
blocks.inputliquid = Liquide requis
|
||||
blocks.inputliquidaux = Liquide optionnel
|
||||
blocks.inputitem = Objets en entrée
|
||||
@@ -370,23 +368,23 @@ blocks.inputitems = Objets utilisés
|
||||
blocks.outputitem = Objet produit
|
||||
blocks.drilltier = Forable
|
||||
blocks.drillspeed = Vitesse de forage de base
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.maxunits = Nombre d'unité actives maximal
|
||||
blocks.liquidoutput = Liquide en sortie
|
||||
blocks.liquidoutputspeed = Vitesse de production de liquide
|
||||
blocks.liquiduse = Quantité de liquide utilisée
|
||||
blocks.coolant = Liquide de refroidissement
|
||||
bar.liquid = Liquid
|
||||
bar.liquid = Liquide
|
||||
blocks.coolantuse = Quantité de liquide de refroidissement utilisée
|
||||
blocks.inputliquidfuel = Carburant liquide
|
||||
blocks.liquidfueluse = Quantité de carburant liquide utilisé
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.boostitem = Objets boosters
|
||||
blocks.boostliquid = Liquides boosters
|
||||
blocks.health = Santé
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
bar.heat = Chaleur
|
||||
bar.power = Énergie
|
||||
bar.progress = Progression de la construction
|
||||
bar.spawned = Unités: {0}/{1}
|
||||
blocks.power.satisfaction = Énergie minimum nécessaire
|
||||
blocks.inaccuracy = Précision
|
||||
blocks.shots = Tir
|
||||
blocks.reload = Tirs/Seconde
|
||||
@@ -394,18 +392,18 @@ blocks.inputfuel = Carburant
|
||||
blocks.fuelburntime = Durée du carburant
|
||||
blocks.inputcapacity = Capacité d'entrée
|
||||
blocks.outputcapacity = Capacité de production
|
||||
blocks.ammo = Ammo
|
||||
blocks.ammo = Munitions
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.shock = [stat]shock
|
||||
bullet.splashdamage = [stat]{0}[lightgray] dmg de zone ~[stat] {1}[lightgray] tuiles
|
||||
bullet.incendiary = [stat]incendiaire
|
||||
bullet.homing = [stat]autoguidage
|
||||
bullet.shock = [stat]choc
|
||||
bullet.frag = [stat]frag
|
||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||
bullet.freezing = [stat]freezing
|
||||
bullet.knockback = [stat]{0}[lightgray] recul
|
||||
bullet.freezing = [stat]gel
|
||||
bullet.tarred = [stat]tarred
|
||||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
||||
bullet.reload = [stat]{0}[lightgray]x reload
|
||||
bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions
|
||||
bullet.reload = [stat]{0}[lightgray]x rechargement
|
||||
unit.blocks = blocs
|
||||
unit.powersecond = Énergie/seconde
|
||||
unit.liquidsecond = Liquides/seconde
|
||||
@@ -414,6 +412,9 @@ unit.liquidunits = Unité de liquide
|
||||
unit.powerunits = Unité d'énergie
|
||||
unit.degrees = degrés
|
||||
unit.seconds = secondes
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = Objets
|
||||
category.general = Général
|
||||
category.power = Énergie
|
||||
@@ -421,22 +422,22 @@ category.liquids = Liquides
|
||||
category.items = Objets
|
||||
category.crafting = Fabrication
|
||||
category.shooting = Défense
|
||||
category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
category.optional = Améliorations optionnelles
|
||||
setting.landscape.name = Verrouiller la rotation en mode paysage
|
||||
setting.shadows.name = Ombres
|
||||
setting.animatedwater.name = Eau animée
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (demande le redémarrage de l'appareil)[]
|
||||
setting.indicators.name = Indicateurs pour les alliés
|
||||
setting.autotarget.name = Visée automatique
|
||||
setting.fpscap.name = Max FPS
|
||||
setting.fpscap.none = None
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.swapdiagonal.name = Always Diagonal Placement
|
||||
setting.swapdiagonal.name = Autoriser le placement des blocs en diagonal
|
||||
setting.difficulty.training = entraînement
|
||||
setting.difficulty.easy = facile
|
||||
setting.difficulty.normal = normal
|
||||
setting.difficulty.hard = difficile
|
||||
setting.difficulty.insane = Extreme
|
||||
setting.difficulty.easy = Facile
|
||||
setting.difficulty.normal = Normal
|
||||
setting.difficulty.hard = Difficile
|
||||
setting.difficulty.insane = Extrème
|
||||
setting.difficulty.name = Difficulté:
|
||||
setting.screenshake.name = Tremblement de l'écran
|
||||
setting.effects.name = Montrer les effets
|
||||
@@ -444,37 +445,37 @@ setting.sensitivity.name = Sensibilité de la manette
|
||||
setting.saveinterval.name = Intervalle des sauvegardes auto
|
||||
setting.seconds = {0} secondes
|
||||
setting.fullscreen.name = Plein écran
|
||||
setting.borderless.name = Borderless Window
|
||||
setting.borderless.name = Fenêtre sans contour
|
||||
setting.fps.name = Afficher FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Afficher les rayons des lasers
|
||||
setting.minimap.name = montrer la minimap
|
||||
setting.musicvol.name = volume de la musique
|
||||
setting.minimap.name = Montrer la minimap
|
||||
setting.musicvol.name = Volume de la musique
|
||||
setting.mutemusic.name = Couper la musique
|
||||
setting.sfxvol.name = Volume des SFX
|
||||
setting.mutesound.name = Couper les SFX
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.crashreport.name = Envoyer un rapport de crash anonyme
|
||||
keybind.title = Paramétrer les touches
|
||||
category.general.name = General
|
||||
category.general.name = Général
|
||||
category.view.name = Voir
|
||||
category.multiplayer.name = Multijoueur
|
||||
command.attack = Attaque
|
||||
command.retreat = Retraite
|
||||
command.patrol = Patrouille
|
||||
keybind.gridMode.name = Block Select
|
||||
keybind.gridModeShift.name = Category Select
|
||||
keybind.gridMode.name = Sélection des blocs
|
||||
keybind.gridModeShift.name = Sélection des catégories
|
||||
keybind.press = Appuyer sur une touche...
|
||||
keybind.press.axis = Appuyer sur un axe ou une touche...
|
||||
keybind.screenshot.name = Map Screenshot
|
||||
keybind.screenshot.name = Capture d'écran
|
||||
keybind.move_x.name = mouvement x
|
||||
keybind.move_y.name = mouvement y
|
||||
keybind.select.name = sélectionner
|
||||
keybind.diagonal_placement.name = Diagonal Placement
|
||||
keybind.pick.name = Pick Block
|
||||
keybind.break_block.name = Break Block
|
||||
keybind.deselect.name = Déselectionner
|
||||
keybind.diagonal_placement.name = Placement en diagonal
|
||||
keybind.pick.name = Choisir un bloc
|
||||
keybind.break_block.name = Suppprimer un bloc
|
||||
keybind.deselect.name = Désélectionner
|
||||
keybind.shoot.name = tirer
|
||||
keybind.zoom_hold.name = tenir le zoom
|
||||
keybind.zoom_hold.name = maintenir le zoom
|
||||
keybind.zoom.name = zoom
|
||||
keybind.menu.name = menu
|
||||
keybind.pause.name = Pause
|
||||
@@ -507,6 +508,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +596,7 @@ mech.itemcapacity = [LIGHT_GRAY]Capacité de stockage: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Vitesse de minage: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Puissance du minage: {0}
|
||||
mech.ability = [LIGHT_GRAY]Compétence: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Température: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Ajouter/Enlever des joueurs
|
||||
customgame = Partie personnalisée
|
||||
newgame = New Game
|
||||
none = <Vide>
|
||||
minimap = Minimap
|
||||
close = Fermer
|
||||
quit = Quitter
|
||||
maps = Cartes
|
||||
@@ -335,66 +336,48 @@ no = Non
|
||||
info.title = Info
|
||||
error.title = [crimson]Une erreur s'est produite
|
||||
error.crashtitle = Une erreur s'est produite
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Info sur le bloc
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Capacité d'énergie
|
||||
blocks.powershot = Énergie/Tir
|
||||
blocks.targetsair = Cible les unités aériennes
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Portée
|
||||
blocks.size = Taille
|
||||
blocks.liquidcapacity = Capacité en liquide
|
||||
blocks.maxitemssecond = Production maximale
|
||||
blocks.powerrange = Distance de transmission
|
||||
blocks.poweruse = Énergie utilisée
|
||||
blocks.powerdamage = Énergie/Dégâts
|
||||
blocks.inputitemcapacity = Capacité d'entrée
|
||||
blocks.outputitemcapacity = Capacité de sortie
|
||||
blocks.itemcapacity = Stockage
|
||||
blocks.basepowergeneration = Production d'énergie de base
|
||||
blocks.powertransferspeed = Vitesse de transfert d'énergie
|
||||
blocks.craftspeed = Vitesse de production
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Liquide requis
|
||||
blocks.inputliquidaux = Liquide optionnel
|
||||
blocks.inputitem = Objet utilisé
|
||||
blocks.inputitems = Objets utilisés
|
||||
blocks.outputitem = Objet produit
|
||||
blocks.drilltier = Forable
|
||||
blocks.drillspeed = Vitesse de forage de base
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Liquide en sortie
|
||||
blocks.liquidoutputspeed = Vitesse de sortie du liquide
|
||||
blocks.liquiduse = Quantité de liquide utilisé
|
||||
blocks.coolant = Liquide de refroidissement
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Quantité de liquide de refroidissement utilisé
|
||||
blocks.inputliquidfuel = Carburant liquide
|
||||
blocks.liquidfueluse = Quantité de carburant liquide utilisé
|
||||
blocks.boostitem = Objet boostant la production
|
||||
blocks.boostliquid = Liquide boostant la production
|
||||
blocks.health = Santé
|
||||
blocks.inaccuracy = Précision
|
||||
blocks.shots = Tirs
|
||||
blocks.reload = Tirs/Seconde
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Précision
|
||||
blocks.shots = Tirs
|
||||
blocks.reload = Tirs/Seconde
|
||||
blocks.inputfuel = Carburant
|
||||
blocks.fuelburntime = Durée du carburant
|
||||
blocks.inputcapacity = Capacité d'entrée
|
||||
blocks.outputcapacity = Capacité de sortie
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = Unité de liquide
|
||||
unit.powerunits = Unité d'énergie
|
||||
unit.degrees = degrés
|
||||
unit.seconds = secondes
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = Objets
|
||||
category.general = Général
|
||||
category.power = Énergie
|
||||
@@ -425,6 +411,7 @@ category.optional = Améliorations facultatives
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Indicateurs d'alliés
|
||||
setting.autotarget.name = Visée automatique
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Afficher FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Afficher les rayons des lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Montrer la minimap
|
||||
setting.musicvol.name = Volume de la musique
|
||||
setting.mutemusic.name = Couper la musique
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Capacité de stockage: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Vitesse de minage: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Puissance du minage: {0}
|
||||
mech.ability = [LIGHT_GRAY]Compétence: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Température: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Tambah/Hapus Pemain
|
||||
customgame = Game Bebas
|
||||
newgame = New Game
|
||||
none = <kosong>
|
||||
minimap = Minimap
|
||||
close = Tutup
|
||||
quit = Keluar
|
||||
maps = Peta
|
||||
@@ -335,66 +336,48 @@ no = No
|
||||
info.title = [accent]Info
|
||||
error.title = [crimson]Telah terjadi kesalahan
|
||||
error.crashtitle = Telah terjadi kesalahan
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Info Blok
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Kapasitas Tenaga
|
||||
blocks.powershot = Tenaga/tembakan
|
||||
blocks.targetsair = Targets Air
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Range
|
||||
blocks.size = Ukuran
|
||||
blocks.liquidcapacity = Kapasitas cairan
|
||||
blocks.maxitemssecond = Batas barang/detik
|
||||
blocks.powerrange = Jangkauan tenaga
|
||||
blocks.poweruse = Power Use
|
||||
blocks.powerdamage = Power/Damage
|
||||
blocks.inputitemcapacity = Input Item Capacity
|
||||
blocks.outputitemcapacity = Input Item Capacity
|
||||
blocks.itemcapacity = Kapasitas Barang
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Power Transfer
|
||||
blocks.craftspeed = Production Speed
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Cairan yang Masuk
|
||||
blocks.inputliquidaux = Aux Liquid
|
||||
blocks.inputitem = Barang yang Masuk
|
||||
blocks.inputitems = Input Items
|
||||
blocks.outputitem = Output Item
|
||||
blocks.drilltier = Drillables
|
||||
blocks.drillspeed = Base Drill Speed
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Liquid Output
|
||||
blocks.liquidoutputspeed = Liquid Output Speed
|
||||
blocks.liquiduse = Liquid Use
|
||||
blocks.coolant = Coolant
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Coolant Use
|
||||
blocks.inputliquidfuel = Fuel Liquid
|
||||
blocks.liquidfueluse = Liquid Fuel Use
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Darah
|
||||
blocks.inaccuracy = Ketidaktelitian
|
||||
blocks.shots = Tembakan
|
||||
blocks.reload = Reload
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Ketidaktelitian
|
||||
blocks.shots = Tembakan
|
||||
blocks.reload = Reload
|
||||
blocks.inputfuel = Fuel
|
||||
blocks.fuelburntime = Fuel Burn Time
|
||||
blocks.inputcapacity = Kapasitas masuk
|
||||
blocks.outputcapacity = Kapasitas keluar
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = liquid units
|
||||
unit.powerunits = power units
|
||||
unit.degrees = degrees
|
||||
unit.seconds = seconds
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = items
|
||||
category.general = General
|
||||
category.power = Power
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Tunjukkan FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Tampilkan Laser Tenaga
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Volume Musik
|
||||
setting.mutemusic.name = Bisukan Musik
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Mining Power: {0}
|
||||
mech.ability = [LIGHT_GRAY]Ability: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosity: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperature: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Aggiungi/rimuovi giocatori
|
||||
customgame = Gioco personalizzato
|
||||
newgame = New Game
|
||||
none = <Niente . . . >
|
||||
minimap = Minimap
|
||||
close = Chiuso
|
||||
quit = Esci
|
||||
maps = Mappe
|
||||
@@ -335,66 +336,48 @@ no = No
|
||||
info.title = [accent] Info
|
||||
error.title = [crimson]Si è verificato un errore
|
||||
error.crashtitle = Si è verificato un errore
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = info sul blocco
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Capacità Energetica
|
||||
blocks.powershot = Danno/Colpo
|
||||
blocks.targetsair = Attacca nemici aerei
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Raggio
|
||||
blocks.size = Grandezza
|
||||
blocks.liquidcapacity = Capacità del liquido
|
||||
blocks.maxitemssecond = Oggetti massimi/secondo
|
||||
blocks.powerrange = Raggio Energia
|
||||
blocks.poweruse = Utilizzo energia
|
||||
blocks.powerdamage = Power/Damage
|
||||
blocks.inputitemcapacity = Capacità oggetti in entrata
|
||||
blocks.outputitemcapacity = Capacità oggetti in uscità
|
||||
blocks.itemcapacity = Capacità
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Velocità trasferimento energia
|
||||
blocks.craftspeed = Velocità produzione
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Input del liquido
|
||||
blocks.inputliquidaux = Liquidi extra
|
||||
blocks.inputitem = Input Oggetto
|
||||
blocks.inputitems = Oggetti in entrata
|
||||
blocks.outputitem = Oggetti in uscita
|
||||
blocks.drilltier = Scavabili
|
||||
blocks.drillspeed = Velocità scavo stbile
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Uscita liquidi
|
||||
blocks.liquidoutputspeed = Liquid Output Speed
|
||||
blocks.liquiduse = Uso liquidi
|
||||
blocks.coolant = Refrigerante
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = uso refrigerante
|
||||
blocks.inputliquidfuel = carburante liquido
|
||||
blocks.liquidfueluse = Utilizzo carburante liquido
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Salute
|
||||
blocks.inaccuracy = Inaccuratezza
|
||||
blocks.shots = Colpi
|
||||
blocks.reload = Ricarica
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Inaccuratezza
|
||||
blocks.shots = Colpi
|
||||
blocks.reload = Ricarica
|
||||
blocks.inputfuel = Carburante
|
||||
blocks.fuelburntime = Tempo combustione carburante
|
||||
blocks.inputcapacity = Capacità di ingresso
|
||||
blocks.outputcapacity = Capacità di uscita
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = unità liquidi
|
||||
unit.powerunits = unità energia
|
||||
unit.degrees = gradi
|
||||
unit.seconds = secondi
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = oggetti
|
||||
category.general = Generali
|
||||
category.power = Energia
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Mostra FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostra Laser Energetici
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Mostra minimappa
|
||||
setting.musicvol.name = Volume Musica
|
||||
setting.mutemusic.name = Silenzia musica
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Capacità oggetti: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Velocità di scavo: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Potenza di scavo: {0}
|
||||
mech.ability = [LIGHT_GRAY]Abilità: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacità calorifica: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosità: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = プレイヤーを追加/削除
|
||||
customgame = カスタムゲーム
|
||||
newgame = 新しいゲーム
|
||||
none = <なし>
|
||||
minimap = Minimap
|
||||
close = 閉じる
|
||||
quit = 終了
|
||||
maps = マップ
|
||||
@@ -335,66 +336,48 @@ no = いいえ
|
||||
info.title = 情報
|
||||
error.title = [crimson]エラーが発生しました
|
||||
error.crashtitle = エラーが発生しました
|
||||
bar.drillspeed = 採掘速度: {0}/秒
|
||||
bar.efficiency = 効率: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = ブロック情報
|
||||
bar.powerbalance = 電力: {0}
|
||||
bar.poweroutput = 電力発電量: {0}
|
||||
blocks.powercapacity = 電力容量
|
||||
blocks.powershot = 電力/ショット
|
||||
blocks.targetsair = 対空攻撃
|
||||
blocks.targetsground = 対地攻撃
|
||||
bar.items = アイテム: {0}
|
||||
blocks.itemsmoved = 輸送速度
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = 範囲
|
||||
blocks.size = 大きさ
|
||||
blocks.liquidcapacity = 液体容量
|
||||
blocks.maxitemssecond = 最大アイテム量
|
||||
blocks.powerrange = 電力範囲
|
||||
blocks.poweruse = 電力使用量
|
||||
blocks.powerdamage = 電力/ダメージ
|
||||
blocks.inputitemcapacity = 搬入アイテム容量
|
||||
blocks.outputitemcapacity = 搬出アイテム容量
|
||||
blocks.itemcapacity = アイテム容量
|
||||
blocks.basepowergeneration = 基本発電量
|
||||
blocks.powertransferspeed = 電力伝送量
|
||||
blocks.craftspeed = 生産速度
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = 必要な液体
|
||||
blocks.inputliquidaux = 補助液
|
||||
blocks.inputitem = 必要なアイテム
|
||||
blocks.inputitems = 必要なアイテム
|
||||
blocks.outputitem = 搬出アイテム
|
||||
blocks.drilltier = ドリル
|
||||
blocks.drillspeed = 基本採掘速度
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = 最大ユニット数
|
||||
blocks.liquidoutput = 搬出液体
|
||||
blocks.liquidoutputspeed = 液体搬出速度
|
||||
blocks.liquiduse = 液体使用量
|
||||
blocks.coolant = 冷却
|
||||
bar.liquid = 液体
|
||||
blocks.coolantuse = 冷却使用量
|
||||
blocks.inputliquidfuel = 液体燃料
|
||||
blocks.liquidfueluse = 液体燃料使用量
|
||||
blocks.boostitem = 加速アイテム
|
||||
blocks.boostliquid = 加速液体
|
||||
blocks.health = 耐久値
|
||||
blocks.inaccuracy = 精度のずれ
|
||||
blocks.shots = ショット
|
||||
blocks.reload = ショット/秒
|
||||
blocks.ammo = 弾薬
|
||||
bar.drillspeed = 採掘速度: {0}/秒
|
||||
bar.efficiency = 効率: {0}%
|
||||
bar.powerbalance = 電力: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = 電力発電量: {0}
|
||||
bar.items = アイテム: {0}
|
||||
bar.liquid = 液体
|
||||
bar.heat = 熱
|
||||
bar.power = 電力
|
||||
bar.progress = 建設状況
|
||||
bar.spawned = ユニット数: {0}/{1}
|
||||
blocks.power.satisfaction = 電力需要
|
||||
blocks.inaccuracy = 精度のずれ
|
||||
blocks.shots = ショット
|
||||
blocks.reload = ショット/秒
|
||||
blocks.inputfuel = 燃料
|
||||
blocks.fuelburntime = 燃焼時間
|
||||
blocks.inputcapacity = 搬入容量
|
||||
blocks.outputcapacity = 搬出容量
|
||||
blocks.ammo = 弾薬
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = 液体
|
||||
unit.powerunits = 電力
|
||||
unit.degrees = 度
|
||||
unit.seconds = 秒
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = アイテム
|
||||
category.general = 一般
|
||||
category.power = 電力
|
||||
@@ -425,6 +411,7 @@ category.optional = 機能強化オプション
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = 水のアニメーション
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = 味方の方角表示
|
||||
setting.autotarget.name = 自動ターゲット
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = FPSを表示
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = 電力レーザーを表示
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = ミニマップを表示
|
||||
setting.musicvol.name = 音楽 音量
|
||||
setting.mutemusic.name = 音楽をミュート
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]アイテム容量: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]採掘速度: {0}
|
||||
mech.minepower = [LIGHT_GRAY]採掘性能: {0}
|
||||
mech.ability = [LIGHT_GRAY]能力: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]熱容量: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]粘度: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]温度: {0}
|
||||
|
||||
@@ -14,24 +14,27 @@ screenshot = 화면 캡쳐가 {0} 경로에 저장되었습니다.
|
||||
gameover = 게임 오버
|
||||
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
|
||||
highscore = [accent]최고점수 달성!
|
||||
|
||||
stat.wave = 웨이브 성공:[accent]{0}
|
||||
stat.enemiesDestroyed = 파괴한 적 수:[accent]{0}
|
||||
stat.built = 건설한 건물 수:[accent]{0}
|
||||
stat.destroyed = 파괴된 건물 수:[accent]{0}
|
||||
stat.deconstructed = 해체한 건물 수:[accent]{0}
|
||||
stat.deconstructed = 파괴한 건물 수:[accent]{0}
|
||||
stat.delivered = 획득한 자원:
|
||||
stat.rank = 최종 기록: [accent]{0}
|
||||
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
|
||||
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
|
||||
launcheditems = [accent]Launched Items
|
||||
|
||||
placeline = 블록을 선택하셨습니다.\n][accent]몇초간 설치 시작지점을 누르고[] 원하는 방향을 향해 드래그 하면 [accent]일렬로[] 설치할 수 있습니다.\n한번 해 보세요.
|
||||
removearea = 블록 제거모드를 선택하셨습니다.\n[accent]몇초간 제거 시작지점을 누르고[] 원하는 구역 끝을 향해 드래그 하면 [accent]직사각형[] 안에 있는 모든 건물을 제거할 수 있습니다.\n한번 해 보세요.
|
||||
|
||||
launcheditems = [accent]출격 아이템
|
||||
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?\n
|
||||
level.highscore = 최고 점수: [accent]{0}
|
||||
level.select = 맵 선택
|
||||
level.mode = 게임 모드 :
|
||||
showagain = 다음 세션에서 이 메세지를 표시하지 않습니다
|
||||
coreattack = < 코어가 공격받고 있습니다! >
|
||||
nearpoint = [[ [scarlet]드롭 지점에서 나가세요[] ]\n모든 유닛 및 건물 파괴 임박
|
||||
outofbounds = [[ 출입 금지 구역 ]\n[]{0}초후 건물이 해체됩니다.
|
||||
nearpoint = [[ [scarlet]드롭 지점에서 나가세요[] ]\n적 스폰시 건물 및 유닛 파괴
|
||||
outofbounds = [[ 출입 금지 구역 ]\n[]{0}초후 유닛이 파괴됩니다.
|
||||
database = 코어 데이터베이스
|
||||
savegame = 게임 저장
|
||||
loadgame = 게임 불러오기
|
||||
@@ -40,6 +43,7 @@ addplayers = 플레이어 추가/제거
|
||||
customgame = 커스텀 게임
|
||||
newgame = 새 게임
|
||||
none = <없음>
|
||||
minimap = 미니맵
|
||||
close = 닫기
|
||||
quit = 나가기
|
||||
maps = 맵
|
||||
@@ -280,11 +284,12 @@ tutorial = 게임 방법
|
||||
editor = 편집기
|
||||
mapeditor = 맵 편집기
|
||||
donate = 기부
|
||||
abandon = 버리기
|
||||
|
||||
abandon = 포기
|
||||
abandon.text = 이 구역과 모든 자원이 적에게 빼앗길 것입니다.
|
||||
locked = 잠김
|
||||
complete = [LIGHT_GRAY]완료:
|
||||
zone.requirement = Wave {0} in zone {1}
|
||||
zone.requirement = 지역 {1} 에서 웨이브 {0} 달성
|
||||
resume = 지역 계속 플레이:\n[LIGHT_GRAY]{0}
|
||||
bestwave = [LIGHT_GRAY]최고 점수: {0}
|
||||
launch = < 출격 >
|
||||
@@ -296,11 +301,12 @@ uncover = 털어넣기
|
||||
configure = 로드아웃 설정
|
||||
configure.locked = {0} 단계에서 로드아웃을 설정할 수 있음.
|
||||
zone.unlocked = [LIGHT_GRAY] 잠금 해제됨.
|
||||
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
|
||||
zone.requirement.complete = 웨이브 {0} 달성:\n{1} 지역 요구사항이 충족됨.
|
||||
zone.config.complete = 웨이브 {0} 달성:\n로드아웃 설정 잠금 해제됨.
|
||||
zone.resources = 자원 감지됨:
|
||||
add = 추가...
|
||||
boss.health = 보스 체력
|
||||
|
||||
connectfail = [crimson]{0}[accent] 서버에 연결하지 못했습니다.[]
|
||||
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
|
||||
error.invalidaddress = 잘못된 주소입니다.
|
||||
@@ -310,6 +316,7 @@ error.alreadyconnected = 이미 접속중입니다.
|
||||
error.mapnotfound = 맵 파일을 찾을 수 없습니다!
|
||||
error.io = 네트워크 I/O 오류.
|
||||
error.any = 알 수 없는 네트워크 오류.
|
||||
|
||||
zone.groundZero.name = 그라운드 제로
|
||||
zone.craters.name = 분화구
|
||||
zone.frozenForest.name = 얼어붙은 숲
|
||||
@@ -317,6 +324,7 @@ zone.ruinousShores.name = 파멸의 기슭
|
||||
zone.stainedMountains.name = 얼룩진 산맥
|
||||
zone.desolateRift.name = 황량한 강
|
||||
zone.nuclearComplex.name = 핵 생산 단지
|
||||
|
||||
settings.language = 언어
|
||||
settings.reset = 설정 초기화
|
||||
settings.rebind = 키 재설정
|
||||
@@ -335,66 +343,48 @@ no = 아니오
|
||||
info.title = [accent]정보
|
||||
error.title = [crimson]오류가 발생했습니다.
|
||||
error.crashtitle = 오류가 발생했습니다.
|
||||
bar.outputspeed = 채광 속도: {0}/s
|
||||
bar.efficiency = 효율성: {0}%
|
||||
blocks.input = 입력
|
||||
blocks.output = 출력
|
||||
blocks.booster = 가속
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = 블록 정보
|
||||
bar.powerbalance = 전력: {0}
|
||||
bar.poweroutput = 전력 출력: {0}
|
||||
blocks.powercapacity = 전력 용량
|
||||
blocks.powershot = 1발당 전력 소모량
|
||||
blocks.targetsair = 공중공격 가능
|
||||
blocks.targetsground = 지상공격 가능
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = 이동 속도
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.launchtime = 출격 시간
|
||||
blocks.shootrange = 사거리
|
||||
blocks.size = 크기
|
||||
blocks.liquidcapacity = 액체 용량
|
||||
blocks.maxitemssecond = 아이템 보관량
|
||||
blocks.powerrange = 전력 범위
|
||||
blocks.poweruse = 전력 사용
|
||||
blocks.powerdamage = 전력/데미지
|
||||
blocks.inputitemcapacity = 입력 아이템 용량
|
||||
blocks.outputitemcapacity = 출력 아이템 용량
|
||||
blocks.itemcapacity = 저장 용량
|
||||
blocks.basepowergeneration = 기지 전력 생성기
|
||||
blocks.powertransferspeed = 전력 전송량
|
||||
blocks.craftspeed = 생산 속도
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = 사용되는 액체
|
||||
blocks.inputliquidaux = 보조 액체
|
||||
blocks.inputitem = 사용되는 아이템
|
||||
blocks.inputitems = 사용되는 아이템들
|
||||
blocks.outputitem = 출력 아이템
|
||||
blocks.basepowergeneration = 기본 전력 생성량
|
||||
blocks.productiontime = 제작 시간
|
||||
blocks.repairtime = 전체 블록 수리시간
|
||||
blocks.speedincrease = 속도 증가
|
||||
blocks.range = 사거리
|
||||
blocks.drilltier = 드릴
|
||||
blocks.drillspeed = 기본 드릴 속도
|
||||
blocks.boosteffect = 가속 효과
|
||||
blocks.maxunits = 최대 활성유닛
|
||||
blocks.liquidoutput = 액체 출력
|
||||
blocks.liquidoutputspeed = 액체 출력속도
|
||||
blocks.liquiduse = 액체 사용량
|
||||
blocks.coolant = 냉각제
|
||||
bar.liquid = 액체
|
||||
blocks.coolantuse = 냉각제 사용
|
||||
blocks.inputliquidfuel = 연료 액
|
||||
blocks.liquidfueluse = 액체 연료 사용
|
||||
blocks.boostitem = 가속 아이템
|
||||
blocks.boostliquid = 가속 액체
|
||||
blocks.health = 체력
|
||||
blocks.inaccuracy = 오차각
|
||||
blocks.shots = 발포 횟수
|
||||
blocks.reload = 재장전
|
||||
blocks.ammo = 탄약
|
||||
bar.outputspeed = 채광 속도: {0}/s
|
||||
bar.efficiency = 효율성: {0}%
|
||||
bar.powerbalance = 전력: {0}/s
|
||||
bar.poweroutput = 전력 출력: {0}
|
||||
bar.items = 아이템: {0}
|
||||
bar.liquid = 액체
|
||||
bar.heat = 발열
|
||||
bar.power = 전력
|
||||
bar.progress = 건설 진행
|
||||
bar.spawned = 유닛: {0}/{1}
|
||||
blocks.power.satisfaction = 전력 만족도
|
||||
blocks.inaccuracy = 오차각
|
||||
blocks.shots = 발포 횟수
|
||||
blocks.reload = 재장전
|
||||
blocks.inputfuel = 연료
|
||||
blocks.fuelburntime = 연료 연소 시간
|
||||
blocks.inputcapacity = 입력 용량
|
||||
blocks.outputcapacity = 출력 용량
|
||||
blocks.ammo = 탄약
|
||||
|
||||
bullet.damage = [stat]{0}[lightgray] 데미지
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area 데미지 ~[stat] {1}[lightgray] 타일
|
||||
bullet.incendiary = [stat]방화
|
||||
@@ -406,6 +396,7 @@ bullet.freezing = [stat]동결
|
||||
bullet.tarred = [stat]타르
|
||||
bullet.multiplier = [stat]{0}[lightgray]x 탄약 배율
|
||||
bullet.reload = [stat]{0}[lightgray]x 사격 속도
|
||||
|
||||
unit.blocks = 블록
|
||||
unit.powersecond = 전력/초
|
||||
unit.liquidsecond = 액체/초
|
||||
@@ -414,6 +405,9 @@ unit.liquidunits = 액체
|
||||
unit.powerunits = 전력
|
||||
unit.degrees = 도
|
||||
unit.seconds = 초
|
||||
unit.persecond = /초
|
||||
unit.timesspeed = x 배
|
||||
unit.percent = %
|
||||
unit.items = 아이템
|
||||
category.general = 일반
|
||||
category.power = 전력
|
||||
@@ -425,7 +419,8 @@ category.optional = 보조 아이템
|
||||
setting.landscape.name = 가로화면으로 고정
|
||||
setting.shadows.name = 그림자
|
||||
setting.animatedwater.name = 움직이는 물
|
||||
setting.antialias.name = 안티에일리어싱[LIGHT_GRAY] (재시작 필요)[]
|
||||
setting.animatedshields.name = 움직이는 보호막
|
||||
setting.antialias.name = 안티 에일리어싱[LIGHT_GRAY] (재시작 필요)[]
|
||||
setting.indicators.name = 아군/적 인디게이터 표시
|
||||
setting.autotarget.name = 자동 조준
|
||||
setting.fpscap.name = 최대 FPS
|
||||
@@ -448,6 +443,7 @@ setting.borderless.name = 테두리 없는 창모드
|
||||
setting.fps.name = FPS 표시
|
||||
setting.vsync.name = VSync 활성화
|
||||
setting.lasers.name = 전력 노드 레이저 표시
|
||||
setting.pixelate.name = 픽셀화 [LIGHT_GRAY](게임 성능이 감소할 수 있습니다)
|
||||
setting.minimap.name = 미니맵 보기
|
||||
setting.musicvol.name = 음악 크기
|
||||
setting.mutemusic.name = 음소거
|
||||
@@ -500,18 +496,23 @@ mode.pvp.name = PvP
|
||||
mode.pvp.description = 실제 플레이어와 PvP를 합니다.
|
||||
mode.attack.name = 공격
|
||||
mode.attack.description = 일정 시간마다 적이 오는 단계가 없으며, 적의 기지를 파괴하는 것을 목표로 합니다.
|
||||
mode.custom = Custom Rules
|
||||
mode.custom = 커스텀 규칙
|
||||
|
||||
rules.infiniteresources = 무한 자원
|
||||
rules.wavetimer = 웨이브 타이머
|
||||
rules.waves = 웨이브
|
||||
rules.enemyCheat = 무한 AI 자원
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = 유닛 드롭
|
||||
rules.unitbuildspeedmultiplier = 유닛 생산속도 배수
|
||||
rules.unithealthmultiplier = 유닛 체력 배수
|
||||
rules.playerdamagemultiplier = 플레이어 공격력 배수
|
||||
rules.enemycorebuildradius = 적 코어 건설 금지구역:[LIGHT_GRAY] (타일)
|
||||
rules.respawntime = 리스폰 시간:[LIGHT_GRAY] (초)
|
||||
rules.wavespacing = 웨이브 간격:[LIGHT_GRAY] (초)
|
||||
rules.buildcostmultiplier = 건설 소모 배율
|
||||
rules.buildspeedmultiplier = 건설 속도 배율
|
||||
|
||||
content.item.name = 아이템
|
||||
content.liquid.name = 액체
|
||||
content.unit.name = 유닛
|
||||
@@ -554,7 +555,7 @@ liquid.oil.name = 석유
|
||||
liquid.cryofluid.name = 냉각유체
|
||||
mech.alpha-mech.name = 알파
|
||||
mech.alpha-mech.weapon = 중무장 소총
|
||||
mech.alpha-mech.ability = 없음
|
||||
mech.alpha-mech.ability = 회복
|
||||
mech.alpha-mech.description = 표준 기체.\n적절한 속도와 공격력을 갖추고 있습니다.
|
||||
mech.delta-mech.name = 델타
|
||||
mech.delta-mech.weapon = 전격 생산기
|
||||
@@ -589,12 +590,14 @@ unit.speed = [LIGHT_GRAY]속도: {0}
|
||||
mech.weapon = [LIGHT_GRAY]무기: {0}
|
||||
mech.health = [LIGHT_GRAY]체력: {0}
|
||||
mech.itemcapacity = [LIGHT_GRAY]아이템 수용 용량: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]채광 속도: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]채광 속도: {0}%
|
||||
mech.minepower = [LIGHT_GRAY]채광 레벨: {0}
|
||||
mech.ability = [LIGHT_GRAY]능력: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]건설 속도: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]발열 용량: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]점도: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]온도: {0}
|
||||
|
||||
block.grass.name = 잔디
|
||||
block.salt.name = 소금
|
||||
block.sandrocks.name = 모래 바위
|
||||
@@ -694,7 +697,7 @@ block.battery-large.name = 대형 배터리
|
||||
block.combustion-generator.name = 화력 발전기
|
||||
block.turbine-generator.name = 터빈 발전기
|
||||
block.differential-generator.name = 차동 발전기
|
||||
block.impact-reactor.name = 충격 반응기
|
||||
block.impact-reactor.name = 핵융합로
|
||||
block.mechanical-drill.name = 기계 드릴
|
||||
block.pneumatic-drill.name = 강철 드릴
|
||||
block.laser-drill.name = 레이저 드릴
|
||||
@@ -751,7 +754,7 @@ block.blast-drill.name = 압축 공기분사 드릴
|
||||
block.thermal-pump.name = 화력 펌프
|
||||
block.thermal-generator.name = 열발전기
|
||||
block.alloy-smelter.name = 서지 합금 제련소
|
||||
block.mender.name = Mender
|
||||
block.mender.name = 멘더
|
||||
block.mend-projector.name = 수리 프로젝터
|
||||
block.surge-wall.name = 서지 합금벽
|
||||
block.surge-wall-large.name = 큰 서지 합금벽
|
||||
@@ -767,7 +770,7 @@ block.meltdown.name = 멜트다운
|
||||
block.container.name = 컨테이너
|
||||
block.launch-pad.name = 발사대
|
||||
block.launch-pad.description = 출격할 필요 없이 아이템을 수송시킵시다. 미완성.
|
||||
block.launch-pad-large.name = Large Launch Pad
|
||||
block.launch-pad-large.name = 큰 출격 패드
|
||||
team.blue.name = 블루팀
|
||||
team.red.name = 레드팀
|
||||
team.orange.name = 오렌지팀
|
||||
@@ -852,7 +855,7 @@ block.silicon-smelter.description = 고순도 석탄으로 모래를 줄여 실
|
||||
block.plastanium-compressor.description = 석유와 티타늄으로 플라스타늄을 생산합니다.
|
||||
block.phase-weaver.description = 방사능 토륨과 많은 량의 모래에서 상직물을 생산합니다.
|
||||
block.alloy-smelter.description = 티타늄, 납, 실리콘, 구리로부터 서지 합금을 생산합니다.
|
||||
block.pulverizer.description = 모래로 돌을 부숩니다. 천연 모래가 부족할 때 유용합니다.
|
||||
block.pulverizer.description = 모래로 을 부숩니다. 천연 모래가 부족할 때 유용합니다.
|
||||
block.pyratite-mixer.description = 석탄, 납, 모래를 가연성이 높은 피라타이트로 만듭니다.
|
||||
block.blast-mixer.description = 기름을 사용하여 피라타이트를 인화성은 떨어지지만 폭발성은 높은 폭발성 화합물로 변환시킵니다.
|
||||
block.cryofluidmixer.description = 물과 티타늄을 냉각에 훨씬 더 효과적인 냉동액으로 결합시킵니다.
|
||||
@@ -872,7 +875,7 @@ block.solar-panel-large.description = 일반 태양 전지판보다 훨씬 나
|
||||
block.thorium-reactor.description = 고방사능 토륨으로부터 막대한 양의 전력을 발생시킵니다. 지속적인 냉각이 필요하며 냉각제의 양이 부족하면 크게 폭발합니다. 전력 출력은 최대 용량에서 기본 전력을 발생시키는 완전성에 따라 결정됩니다.
|
||||
block.rtg-generator.description = 냉각은 필요 없지만 토륨 원자로에 비해 전력을 적게 공급하는 방사성 동위원소 열전 발생기.
|
||||
block.unloader.description = 컨테이너, 금고 또는 코어에서 인접한 블록으로 아이템을 출하합니다. 출하시킬 아이템의 종류는 언로더를 눌러 지정할 수 있습니다.
|
||||
block.container.description = 각종 소량의 자원을 저장할 수 있습니다.[LIGHT_GRAY언로더[]를 사용하여 컨테이너에서 물건을 회수할 수 있습니다.
|
||||
block.container.description = 각종 소량의 자원을 저장할 수 있습니다.[LIGHT_GRAY]언로더[]를 사용하여 컨테이너에서 물건을 회수할 수 있습니다.
|
||||
block.vault.description = 각종 대량의 자원을 저장할 수 있습니다.[LIGHT_GRAY]언로더[]를 사용하여 금고에서 물건을 회수할 수 있습니다.
|
||||
block.mechanical-drill.description = 싸구려 드릴. 적절한 타일 위에 놓였을때 매우 느린 속도로 계속 출력합니다.
|
||||
block.pneumatic-drill.description = 기압을 이용하여 보다 빠르고 단단한 물질을 채광할 수 있는 향상된 드릴.
|
||||
@@ -893,6 +896,7 @@ block.wraith-factory.description = 빠른 뺑소니 요격기 유닛을 생산
|
||||
block.ghoul-factory.description = 중탄두 폭격기를 생산합니다.
|
||||
block.dagger-factory.description = 기본 지상 유닛을 생산합니다.
|
||||
block.titan-factory.description = 첨단 장갑 지상부대를 생산합니다.
|
||||
|
||||
block.fortress-factory.description = 중대포 지상부대를 생산합니다.
|
||||
block.revenant-factory.description = 중량의 레이저 포대를 가진 공중부대를 생산합니다.
|
||||
block.repair-point.description = 주변에서 가장 가까운 손상된 유닛을 지속적으로 치료합니다.
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Add/Remove Players
|
||||
customgame = Custom Game
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Close
|
||||
quit = Quit
|
||||
maps = Maps
|
||||
@@ -335,66 +336,48 @@ no = No
|
||||
info.title = Info
|
||||
error.title = [crimson]An error has occured
|
||||
error.crashtitle = An error has occured
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Block Info
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Power Capacity
|
||||
blocks.powershot = Power/Shot
|
||||
blocks.targetsair = Targets Air
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Range
|
||||
blocks.size = Size
|
||||
blocks.liquidcapacity = Liquid Capacity
|
||||
blocks.maxitemssecond = Max Items
|
||||
blocks.powerrange = Power Range
|
||||
blocks.poweruse = Power Use
|
||||
blocks.powerdamage = Power/Damage
|
||||
blocks.inputitemcapacity = Input Item Capacity
|
||||
blocks.outputitemcapacity = Output Item Capacity
|
||||
blocks.itemcapacity = Item Capacity
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Power Transfer
|
||||
blocks.craftspeed = Production Speed
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Input Liquid
|
||||
blocks.inputliquidaux = Aux Liquid
|
||||
blocks.inputitem = Input Item
|
||||
blocks.inputitems = Input Items
|
||||
blocks.outputitem = Output Item
|
||||
blocks.drilltier = Drillables
|
||||
blocks.drillspeed = Base Drill Speed
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Liquid Output
|
||||
blocks.liquidoutputspeed = Liquid Output Speed
|
||||
blocks.liquiduse = Liquid Use
|
||||
blocks.coolant = Coolant
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Coolant Use
|
||||
blocks.inputliquidfuel = Fuel Liquid
|
||||
blocks.liquidfueluse = Liquid Fuel Use
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Health
|
||||
blocks.inaccuracy = Inaccuracy
|
||||
blocks.shots = Shots
|
||||
blocks.reload = Shots/Second
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Inaccuracy
|
||||
blocks.shots = Shots
|
||||
blocks.reload = Shots/Second
|
||||
blocks.inputfuel = Fuel
|
||||
blocks.fuelburntime = Fuel Burn Time
|
||||
blocks.inputcapacity = Input capacity
|
||||
blocks.outputcapacity = Output capacity
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = liquid units
|
||||
unit.powerunits = power units
|
||||
unit.degrees = degrees
|
||||
unit.seconds = seconds
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = items
|
||||
category.general = General
|
||||
category.power = Power
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Show FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Show Power Lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Music Volume
|
||||
setting.mutemusic.name = Mute Music
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Mining Power: {0}
|
||||
mech.ability = [LIGHT_GRAY]Ability: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosity: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperature: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Dodaj/Usuń graczy
|
||||
customgame = Własna Gra
|
||||
newgame = Nowa Gra
|
||||
none = <żadne>
|
||||
minimap = Minimap
|
||||
close = Zamknij
|
||||
quit = Wyjdź
|
||||
maps = Mapy
|
||||
@@ -335,66 +336,48 @@ no = Nie ma mowy!
|
||||
info.title = [accent]Informacje
|
||||
error.title = [crimson]Wystąpił błąd
|
||||
error.crashtitle = Wystąpił błąd
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Informacje o bloku
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Pojemność mocy
|
||||
blocks.powershot = moc/strzał
|
||||
blocks.targetsair = Może namierzać wrogów powietrznych
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Zasięg
|
||||
blocks.size = Rozmiar
|
||||
blocks.liquidcapacity = Pojemność cieczy
|
||||
blocks.maxitemssecond = Maksymalna liczba przedmiotów/sekundę
|
||||
blocks.powerrange = Zakres mocy
|
||||
blocks.poweruse = Zużycie prądu
|
||||
blocks.powerdamage = Moc/Zniszczenia
|
||||
blocks.inputitemcapacity = Pojemność materiałów
|
||||
blocks.outputitemcapacity = Pojemność produktów
|
||||
blocks.itemcapacity = Pojemność przedmiotów
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Szybość przesyłu prądu
|
||||
blocks.craftspeed = Szybkość produkcji
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Potrzebna ciecz
|
||||
blocks.inputliquidaux = Płyny do produkcji
|
||||
blocks.inputitem = Potrzebne przedmioty
|
||||
blocks.inputitems = Materiały do produkcji
|
||||
blocks.outputitem = Produkty
|
||||
blocks.drilltier = Co może wykopać
|
||||
blocks.drillspeed = Postawowa szybkość kopania
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Wyprodukowany płyn
|
||||
blocks.liquidoutputspeed = Prędkość odpływu cieczy
|
||||
blocks.liquiduse = Zużycie płynów
|
||||
blocks.coolant = Płyn chłodzący
|
||||
bar.liquid = Płyn
|
||||
blocks.coolantuse = Zużycie płynu chłodzącego
|
||||
blocks.inputliquidfuel = Paliwo
|
||||
blocks.liquidfueluse = Zużycie paliwa
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Zdrowie
|
||||
blocks.inaccuracy = Niedokładność
|
||||
blocks.shots = Strzały
|
||||
blocks.reload = Przeładowanie
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Płyn
|
||||
bar.heat = Heat
|
||||
bar.power = Prąd
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Zapotrzebowanie Prądu
|
||||
blocks.inaccuracy = Niedokładność
|
||||
blocks.shots = Strzały
|
||||
blocks.reload = Przeładowanie
|
||||
blocks.inputfuel = Paliwo
|
||||
blocks.fuelburntime = Płonięcie paliwa
|
||||
blocks.inputcapacity = Pojemność wejściowa
|
||||
blocks.outputcapacity = Wydajność wyjściowa
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = jednostek płynów
|
||||
unit.powerunits = jednostek prądu
|
||||
unit.degrees = stopnie
|
||||
unit.seconds = sekundy
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = Przedmioty
|
||||
category.general = Główne
|
||||
category.power = Prąd
|
||||
@@ -425,6 +411,7 @@ category.optional = Ulepszenia Nieobowiąskowe
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Wskaźniki Przyjaciół
|
||||
setting.autotarget.name = Automatyczne Celowanie
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Widoczny licznik FPS
|
||||
setting.vsync.name = Synchronizacja pionowa
|
||||
setting.lasers.name = Pokaż lasery zasilające
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Pokaż Minimapę
|
||||
setting.musicvol.name = Głośność muzyki
|
||||
setting.mutemusic.name = Wycisz muzykę
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Pojemność przedmiotów: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Prędkość kopania: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Moc kopania: {0}
|
||||
mech.ability = [LIGHT_GRAY]Umiejętność: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Wytrzymałość na przegrzewanie: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Lepkość: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Adicionar/Remover Jogador
|
||||
customgame = Jogo Customizado
|
||||
newgame = Novo Jogo
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Fechar
|
||||
quit = Sair
|
||||
maps = Mapas
|
||||
@@ -335,66 +336,48 @@ no = Não
|
||||
info.title = [accent]Informação
|
||||
error.title = [crimson]Ocorreu um Erro.
|
||||
error.crashtitle = Ocorreu um Erro
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Informação do Bloco
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Capacidade de Energia
|
||||
blocks.powershot = Energia/tiro
|
||||
blocks.targetsair = Mirar no ar
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Alcance
|
||||
blocks.size = Tamanho
|
||||
blocks.liquidcapacity = Capacidade de Líquido
|
||||
blocks.maxitemssecond = Máximo de itens/segundo
|
||||
blocks.powerrange = Alcance da Energia
|
||||
blocks.poweruse = Uso de energia
|
||||
blocks.powerdamage = Dano/Poder
|
||||
blocks.inputitemcapacity = Configurar capacidade de itens
|
||||
blocks.outputitemcapacity = Configurar capacidade de itens
|
||||
blocks.itemcapacity = Capacidade de Itens
|
||||
blocks.basepowergeneration = Geração de poder base
|
||||
blocks.powertransferspeed = Transferência de energia
|
||||
blocks.craftspeed = Velocidade de produção
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Líquido de entrada
|
||||
blocks.inputliquidaux = Líquido auxiliar
|
||||
blocks.inputitem = Item de entrada
|
||||
blocks.inputitems = Itens de entrada
|
||||
blocks.outputitem = Itens de saida
|
||||
blocks.drilltier = Furaveis
|
||||
blocks.drillspeed = Velocidade da furadeira base
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Saida de liquido
|
||||
blocks.liquidoutputspeed = Velocidade da saida de líquido
|
||||
blocks.liquiduse = Uso de liquido
|
||||
blocks.coolant = Esfriador
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Uso do esfriador
|
||||
blocks.inputliquidfuel = Liquido de combustivel
|
||||
blocks.liquidfueluse = Uso do liquido de combustivel
|
||||
blocks.boostitem = Acelerar item
|
||||
blocks.boostliquid = Acelerar líquido
|
||||
blocks.health = Saúde
|
||||
blocks.inaccuracy = Imprecisão
|
||||
blocks.shots = Tiros
|
||||
blocks.reload = Recarregar
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Poder
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = Imprecisão
|
||||
blocks.shots = Tiros
|
||||
blocks.reload = Recarregar
|
||||
blocks.inputfuel = Combustivel
|
||||
blocks.fuelburntime = Tempo de queima de combustivel
|
||||
blocks.inputcapacity = Capacidade de entrada
|
||||
blocks.outputcapacity = Capacidade de saída
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = Unidades de liquido
|
||||
unit.powerunits = Unidades de energia
|
||||
unit.degrees = Graus
|
||||
unit.seconds = segundos
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = itens
|
||||
category.general = Geral
|
||||
category.power = Poder
|
||||
@@ -425,6 +411,7 @@ category.optional = Melhoras opcionais
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Alvo automatico
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Mostrar FPS
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Mostrar lasers
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Mostrar minimapa
|
||||
setting.musicvol.name = Volume da Música
|
||||
setting.mutemusic.name = Desligar Música
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Capacidade de itens: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Velocidade de mineração: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Poder de mineração: {0}
|
||||
mech.ability = [LIGHT_GRAY]Habilidade: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Capacidade de aquecimento: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosidade: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Доб/удалить игроков
|
||||
customgame = Пользовательская игра
|
||||
newgame = Новая игра
|
||||
none = <нет>
|
||||
minimap = Minimap
|
||||
close = Закрыть
|
||||
quit = Выход
|
||||
maps = Карты
|
||||
@@ -182,7 +183,7 @@ map.delete.confirm = Вы действительно хотите удалить
|
||||
map.random = [accent]Случайная карта
|
||||
map.nospawn = Эта карта не имеет ядер, в которых игрок может появиться! Добавьте[ROYAL] синее[] ядро на эту карту в редакторе карт.
|
||||
map.nospawn.pvp = У этой карты нет вражеских ядер, в которых игрок может появиться! Добавьте[SCARLET] красные[] ядра к этой карте в редакторе.
|
||||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor.
|
||||
map.nospawn.attack = У этой карты нету вражеских ядер! Добавьте [scarlet] красные[] ядра в эту карте в редакторе.
|
||||
map.invalid = Ошибка загрузки карты: повреждённый или недопустимый файл карты.
|
||||
editor.brush = Кисть
|
||||
editor.openin = Открыть в редакторе
|
||||
@@ -335,77 +336,61 @@ no = Нет
|
||||
info.title = Информация
|
||||
error.title = [crimson]Произошла ошибка
|
||||
error.crashtitle = Произошла ошибка
|
||||
bar.drillspeed = Скорость сверления: {0}/с
|
||||
bar.efficiency = Эффективность: {0}%
|
||||
blocks.input = Вход
|
||||
blocks.output = Выход
|
||||
blocks.booster = Ускоритель
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Информация о блоке
|
||||
bar.powerbalance = Энергия: {0}
|
||||
bar.poweroutput = Выходная энергия: {0}
|
||||
blocks.powercapacity = Вместимость энергии
|
||||
blocks.powershot = Энергия/выстрел
|
||||
blocks.targetsair = Воздушные цели
|
||||
blocks.targetsground = Наземные цели
|
||||
bar.items = Предметы: {0}
|
||||
blocks.itemsmoved = Скорость перемещения
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.launchtime = Интервал запусков
|
||||
blocks.shootrange = Радиус действия
|
||||
blocks.size = Размер
|
||||
blocks.liquidcapacity = Вместимость жидкости
|
||||
blocks.maxitemssecond = Макс. количество предметов/секунду
|
||||
blocks.powerrange = Диапазон передачи энергии
|
||||
blocks.poweruse = Потребляет энергии
|
||||
blocks.powerdamage = Энергия/урон
|
||||
blocks.inputitemcapacity = Вместимость входящих предметов
|
||||
blocks.outputitemcapacity = Вместимость выходящих предметов
|
||||
blocks.itemcapacity = Вместимость предметов
|
||||
blocks.basepowergeneration = Базовая генерация энергии
|
||||
blocks.powertransferspeed = Скорость передачи энергии
|
||||
blocks.productiontime = Время производства
|
||||
blocks.craftspeed = Скорость производства
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.range = Range
|
||||
blocks.repairtime = Время полной регенерации
|
||||
blocks.speedincrease = Увеличение скорости
|
||||
blocks.range = Радиус действия
|
||||
blocks.inputliquid = Прием жидкости
|
||||
blocks.inputliquidaux = Вспом. жидкость
|
||||
blocks.inputitem = Входящий предмет
|
||||
blocks.inputitems = Входящие предметы
|
||||
blocks.outputitem = Выходящий предмет
|
||||
blocks.drilltier = Добывает
|
||||
blocks.drillspeed = Базовая скорость сверления
|
||||
blocks.boosteffect = Ускоряющий эффект
|
||||
blocks.maxunits = Максимальное количество активных единиц
|
||||
blocks.liquidoutput = Выходящая жидкость
|
||||
blocks.liquidoutputspeed = Выходная скорость жидкости
|
||||
blocks.liquiduse = Используется жидкости
|
||||
blocks.coolant = Охлаждающая жидкость
|
||||
bar.liquid = Жидкость
|
||||
blocks.coolantuse = Охлажд. жидкости используется
|
||||
blocks.inputliquidfuel = Жидкое топливо
|
||||
blocks.liquidfueluse = Жидкого топлива используется
|
||||
blocks.boostitem = Ускоряющий предмет
|
||||
blocks.boostliquid = Ускоряющая жидкость
|
||||
blocks.health = Здоровье
|
||||
bar.heat = Температура
|
||||
bar.power = Энергия
|
||||
bar.progress = Строительство продолжается
|
||||
bar.spawned = Бой. ед.: {0}/{1}
|
||||
blocks.power.satisfaction = Энергия
|
||||
blocks.inaccuracy = Разброс
|
||||
blocks.shots = Выстрелы
|
||||
blocks.reload = Выстрелы/секунду
|
||||
blocks.inputfuel = Входящее топливо
|
||||
blocks.fuelburntime = Время горения топлива
|
||||
blocks.inputcapacity = Макс. вместимость входящих предметов
|
||||
blocks.outputcapacity = Макс. вместимость выходящих предметов
|
||||
blocks.ammo = Боеприпасы
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.shock = [stat]shock
|
||||
bullet.frag = [stat]frag
|
||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||
bullet.freezing = [stat]freezing
|
||||
bullet.tarred = [stat]tarred
|
||||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
||||
bullet.reload = [stat]{0}[lightgray]x reload
|
||||
bar.drillspeed = Скорость свердления: {0}/s
|
||||
bar.efficiency = Эффективность: {0}%
|
||||
bar.powerbalance = Энергия: {0}/с
|
||||
bar.poweramount = Энергия: {0}
|
||||
bar.poweroutput = Выходная энергия: {0}
|
||||
bar.items = Предметы: {0}
|
||||
bar.liquid = Жидкости
|
||||
bar.heat = Нагревание
|
||||
bar.power = Энергия
|
||||
bar.progress = Прогресс Строительство
|
||||
bar.spawned = Боев. ед. : {0}/{1}
|
||||
bullet.damage = [stat]{0}[lightgray] урона
|
||||
bullet.splashdamage = [stat]{0}[lightgray] урона в радиусе ~[stat] {1}[lightgray] БЛОКОВ
|
||||
bullet.incendiary = [stat]поджигающий
|
||||
bullet.homing = [stat]самонаводящийся
|
||||
bullet.shock = [stat]ЭМИ
|
||||
bullet.frag = [stat]взрывоопасный
|
||||
bullet.knockback = [stat]{0}[lightgray] отдачи
|
||||
bullet.freezing = [stat]замораживающий
|
||||
bullet.tarred = [stat]горючий
|
||||
bullet.multiplier = [stat]{0}[lightgray]x снарядов
|
||||
bullet.reload = [stat]{0}[lightgray]x скорость перезарядки
|
||||
unit.blocks = блоки
|
||||
unit.powersecond = единиц энергии/секунду
|
||||
unit.liquidsecond = жидкостных единиц/секунду
|
||||
@@ -414,6 +399,9 @@ unit.liquidunits = жидкостных единиц
|
||||
unit.powerunits = энерг. единиц
|
||||
unit.degrees = град.
|
||||
unit.seconds = сек.
|
||||
unit.persecond = /сек
|
||||
unit.timesspeed = x скорость
|
||||
unit.percent = %
|
||||
unit.items = единиц
|
||||
category.general = Основные
|
||||
category.power = Энергия
|
||||
@@ -422,14 +410,16 @@ category.items = Предметы
|
||||
category.crafting = Ввод/вывод
|
||||
category.shooting = Cтрельба
|
||||
category.optional = Дополнительные улучшения
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.landscape.name = Сохранить ландшафт
|
||||
setting.shadows.name = Тени
|
||||
setting.animatedwater.name = Анимированная вода
|
||||
setting.animatedshields.name = Анимированные щиты
|
||||
setting.antialias.name = Сглаживание[LIGHT_GRAY] (требует перезапуска)[]
|
||||
setting.indicators.name = Показывать в сторону союзников и врагов
|
||||
setting.autotarget.name = Авто-стрельба
|
||||
setting.fpscap.name = Макс. FPS
|
||||
setting.fpscap.none = Неограниченный
|
||||
minimap = Мини-карта
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.swapdiagonal.name = Всегда Диагональное Размещение
|
||||
setting.difficulty.training = обучение
|
||||
@@ -496,22 +486,25 @@ mode.sandbox.name = Песочница
|
||||
mode.sandbox.description = Бесконечные ресурсы и нет таймера для волн, но можно самим вызвать волну.
|
||||
mode.freebuild.name = Cвободная\nстройка
|
||||
mode.freebuild.description = Ограниченные ресурсы и нет таймера для волн.
|
||||
mode.pvp.name = Противо-\nстояние
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = боритесь против других игроков.
|
||||
mode.attack.name = Атака
|
||||
mode.attack.description = Нет волн, цель - уничтожить базу противника.
|
||||
mode.custom = Custom Rules
|
||||
rules.infiniteresources = Infinite Resources
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
mode.custom = Настройки правил
|
||||
rules.infiniteresources = Бескон. Ресурсы (Игрок)
|
||||
rules.wavetimer = Интервал волн
|
||||
rules.waves = Волны
|
||||
rules.enemyCheat = Бескон. Ресурсы (ИИ)
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
rules.buildcostmultiplier = Build Cost Multiplier
|
||||
rules.buildspeedmultiplier = Build Speed Multiplier
|
||||
rules.unitdrops = Ресурсы Боев. Ед.
|
||||
rules.unitbuildspeedmultiplier = Множитель Скорости Создания Боев. Ед.
|
||||
rules.unithealthmultiplier = Множитель Здоровья Боев. Ед.
|
||||
rules.playerdamagemultiplier = Множитель Урона Игрока
|
||||
rules.enemycorebuildradius = Радиус защиты враж. ядер: [LIGHT_GRAY] {0} (блоков)
|
||||
rules.respawntime = Интервал возрождения: [LIGHT_GRAY] (сек)
|
||||
rules.wavespacing = Интервал волн: [LIGHT_GRAY] (sec)
|
||||
rules.buildcostmultiplier = Множитель затрат на строительство
|
||||
rules.buildspeedmultiplier = Множитель скорости строительства
|
||||
content.item.name = Предметы
|
||||
content.liquid.name = Жидкости
|
||||
content.unit.name = Боевые единицы
|
||||
@@ -540,7 +533,7 @@ item.spore-pod.name = Споровой стручок
|
||||
item.spore-pod.description = Используется для превращения в нефть, взрывчатые вещества и топливо.
|
||||
item.sand.name = Песок
|
||||
item.sand.description = Обычный материал, который широко используется при плавке как в сплаве, так и в виде шлака.
|
||||
item.blast-compound.name = Взрывоопасное соединение
|
||||
item.blast-compound.name = Взрывная смесь
|
||||
item.blast-compound.description = Летучее соединение, используемое в бомбах и взрывчатых веществах. Также может гореть в качестве топлива, но не рекомендуется этого делать.
|
||||
item.pyratite.name = Пиротит
|
||||
item.pyratite.description = Очень огнеопасное вещество, используемое в зажигательном оружии.
|
||||
@@ -554,7 +547,7 @@ liquid.oil.name = Нефть
|
||||
liquid.cryofluid.name = Криогенная жидкость
|
||||
mech.alpha-mech.name = Альфа
|
||||
mech.alpha-mech.weapon = Тяжёлый пулемёт
|
||||
mech.alpha-mech.ability = Нет
|
||||
mech.alpha-mech.ability = Регенерация
|
||||
mech.alpha-mech.description = Стандартный мех для настольных устройств. Имеет приличную скорость и урон.
|
||||
mech.delta-mech.name = Дельта
|
||||
mech.delta-mech.weapon = Дуговой генератор
|
||||
@@ -589,9 +582,10 @@ unit.speed = [LIGHT_GRAY]Скорость: {0}
|
||||
mech.weapon = [LIGHT_GRAY]Оружие: {0}
|
||||
mech.health = [LIGHT_GRAY]Здоровье: {0}
|
||||
mech.itemcapacity = [LIGHT_GRAY]Вместимость предметов: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Скорость добычи: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Скорость добычи: {0}%
|
||||
mech.minepower = [LIGHT_GRAY]Мощность добычи: {0}
|
||||
mech.ability = [LIGHT_GRAY]Способность: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Скорость строительства: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Теплоёмкость: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Вязкость: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Температура: {0}
|
||||
@@ -698,7 +692,7 @@ block.impact-reactor.name = Импульсный реактор
|
||||
block.mechanical-drill.name = Механический бур
|
||||
block.pneumatic-drill.name = Пневматический бур
|
||||
block.laser-drill.name = Лазерный бур
|
||||
block.water-extractor.name = Экстрактор воды
|
||||
block.water-extractor.name = Гидроконденсатор
|
||||
block.cultivator.name = Культиватор
|
||||
block.alpha-dart-mech-pad.name = Реконструктор мехов "Альфа-Дротик"
|
||||
block.delta-mech-pad.name = Реконструктор "Дельта"
|
||||
@@ -727,7 +721,7 @@ block.pyratite-mixer.name = Мешалка пиротита
|
||||
block.blast-mixer.name = Мешалка взрывоопасного соединения
|
||||
block.solar-panel.name = Солнечная панель
|
||||
block.solar-panel-large.name = Большая солнечная панель
|
||||
block.oil-extractor.name = Нефтяной экстрактор
|
||||
block.oil-extractor.name = Нефтяная вышка
|
||||
block.spirit-factory.name = Завод дронов "Призрак"
|
||||
block.phantom-factory.name = Завод дронов "Фантом"
|
||||
block.wraith-factory.name = Завод призрачных истребителей
|
||||
@@ -767,7 +761,7 @@ block.meltdown.name = Катастрофа
|
||||
block.container.name = Склад
|
||||
block.launch-pad.name = Стартовая площадка
|
||||
block.launch-pad.description = Запускает партии предметов без необходимости запуска ядра. Незавершённое.
|
||||
block.launch-pad-large.name = Large Launch Pad
|
||||
block.launch-pad-large.name = Большая Стартовая площадка
|
||||
team.blue.name = Синяя
|
||||
team.red.name = Красная
|
||||
team.orange.name = Оранжевая
|
||||
@@ -852,7 +846,7 @@ block.silicon-smelter.description = С помощью песка, угля и э
|
||||
block.plastanium-compressor.description = Создаёт пластиний из титана и нефти. Требует энергии. Для ускорения производства можно добавить в компрессор песок.
|
||||
block.phase-weaver.description = Производит фазовую материю из тория и песка. Требует большего количества энергии.
|
||||
block.alloy-smelter.description = Создаёт кинетический сплав из титана, кремния, меди и свинца. Требует энергию.
|
||||
block.pulverizer.description = Измельчает камень в песок. Требует энергию.
|
||||
block.pulverizer.description = Измельчает металлолом в песок. Требует энергию.
|
||||
block.pyratite-mixer.description = Создаёт пиротит из угля, свинца и песка. Требует энергии.
|
||||
block.blast-mixer.description = Создаёт взрывоопасное соединение из нефти и пиротита. Для ускорения производства можно добавить в мешалку песок.
|
||||
block.cryofluidmixer.description = Производит криогенную жидкость из воды и титана. Требует энергии.
|
||||
@@ -896,7 +890,7 @@ block.titan-factory.description = Производит продвинутые з
|
||||
block.fortress-factory.description = Производит тяжёлые артиллерийские боевые единицы.
|
||||
block.revenant-factory.description = Производит тяжёлые летающие боевые единицы.
|
||||
block.repair-point.description = Может ремонтировать вас и ваши боевые единицы
|
||||
block.conduit.description = Основной блок транспортировки жидкости. Работает как конвейер, но с жидкостями. Лучше всего использовать экстракторы, насосы или т.п..
|
||||
block.conduit.description = Основной блок транспортировки жидкости. Работает как конвейер, но с жидкостями.
|
||||
block.pulse-conduit.description = Улучшенный блок транспортировки жидкости. Транспортирует жидкости быстрее и хранит больше, чем стандартные.
|
||||
block.phase-conduit.description = Улучшенный блок транспортировки жидкости. Использует энергию для передачи жидкостей на подключенный фазовый канал на несколько плиток.
|
||||
block.liquid-router.description = Принимает жидкости с одного направления и равномерно выводит их до трех других направлений. Может также хранить определенное количество жидкости. Полезно для разделения жидкостей из одного источника на несколько целей.
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Oyuncu ekle/cikar
|
||||
customgame = Ozel oyun
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Kapat
|
||||
quit = Cik
|
||||
maps = Haritalar
|
||||
@@ -335,66 +336,48 @@ no = Hayir
|
||||
info.title = [accent]Bilgi
|
||||
error.title = [crimson]Bir hata olustu
|
||||
error.crashtitle = Bir hata olustu
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Yapi bilgisi
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Guc kapasitesi
|
||||
blocks.powershot = Guc/Saldiri hizi
|
||||
blocks.targetsair = Havayi hedef alir mi?
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Menzil
|
||||
blocks.size = Buyukluk
|
||||
blocks.liquidcapacity = Sivi kapasitesi
|
||||
blocks.maxitemssecond = Esya limiti
|
||||
blocks.powerrange = Menzil
|
||||
blocks.poweruse = Guc kullanimi
|
||||
blocks.powerdamage = Power/Damage
|
||||
blocks.inputitemcapacity = Giris esya kapasitesi
|
||||
blocks.outputitemcapacity = Cikis esya kapasitesi
|
||||
blocks.itemcapacity = Esya kapasitesi
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Guc transfer hizi
|
||||
blocks.craftspeed = Yapilma hizi
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Giris sivi
|
||||
blocks.inputliquidaux = Yardimci sivi
|
||||
blocks.inputitem = Giris esyasi
|
||||
blocks.inputitems = Giris esyalari
|
||||
blocks.outputitem = Sonuc
|
||||
blocks.drilltier = Kazilabilirler
|
||||
blocks.drillspeed = Ana kazma hizi
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Sivi cikisi
|
||||
blocks.liquidoutputspeed = Liquid Output Speed
|
||||
blocks.liquiduse = Sivi kullanimi
|
||||
blocks.coolant = Sogutma sivisi
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Sogutma sivi kullanimi
|
||||
blocks.inputliquidfuel = Yakit sivisi
|
||||
blocks.liquidfueluse = Sivi yakit kullanimi
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Can
|
||||
blocks.inaccuracy = sekme
|
||||
blocks.shots = vuruslar
|
||||
blocks.reload = Yeniden doldurma
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = sekme
|
||||
blocks.shots = vuruslar
|
||||
blocks.reload = Yeniden doldurma
|
||||
blocks.inputfuel = Yakit
|
||||
blocks.fuelburntime = Yakit yakilma suresi
|
||||
blocks.inputcapacity = Giris kapasitesi
|
||||
blocks.outputcapacity = Cikis kapasitesi
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = Litre
|
||||
unit.powerunits = Volt
|
||||
unit.degrees = derece
|
||||
unit.seconds = saniye
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = esya
|
||||
category.general = General
|
||||
category.power = Guc
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = FPS'i goster
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Guc lazerlerini goster
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Haritayi goster
|
||||
setting.musicvol.name = Ses yuksekligi
|
||||
setting.mutemusic.name = Sesi kapat
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]esya kapasitesi: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]kazma hizi: {0}
|
||||
mech.minepower = [LIGHT_GRAY]kazma gucu: {0}
|
||||
mech.ability = [LIGHT_GRAY]yetenek gucu: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]isinma kapasitesi: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Yari sivilik: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]isi: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Oyuncu ekle/cikar
|
||||
customgame = Ozel oyun
|
||||
newgame = New Game
|
||||
none = <none>
|
||||
minimap = Minimap
|
||||
close = Kapat
|
||||
quit = Çık
|
||||
maps = Haritalar
|
||||
@@ -335,66 +336,48 @@ no = No
|
||||
info.title = [Vurgu] Bilgi
|
||||
error.title = [crimson] Bir hata oluştu
|
||||
error.crashtitle = Bir hata oluştu
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Blok Bilgisi
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
blocks.powercapacity = Güç kapasitesi
|
||||
blocks.powershot = Güç / atış
|
||||
blocks.targetsair = Targets Air
|
||||
blocks.targetsground = Targets Ground
|
||||
bar.items = Items: {0}
|
||||
blocks.itemsmoved = Move Speed
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = Range
|
||||
blocks.size = Boyut
|
||||
blocks.liquidcapacity = Sıvı kapasitesi
|
||||
blocks.maxitemssecond = Maksimum öğe / saniye
|
||||
blocks.powerrange = Güç aralığı
|
||||
blocks.poweruse = Power Use
|
||||
blocks.powerdamage = Power/Damage
|
||||
blocks.inputitemcapacity = Input Item Capacity
|
||||
blocks.outputitemcapacity = Input Item Capacity
|
||||
blocks.itemcapacity = Ürün kapasitesi
|
||||
blocks.basepowergeneration = Base Power Generation
|
||||
blocks.powertransferspeed = Power Transfer
|
||||
blocks.craftspeed = Production Speed
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = Giriş sıvı
|
||||
blocks.inputliquidaux = Aux Liquid
|
||||
blocks.inputitem = Giriş öğesi
|
||||
blocks.inputitems = Input Items
|
||||
blocks.outputitem = Output Item
|
||||
blocks.drilltier = Drillables
|
||||
blocks.drillspeed = Base Drill Speed
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = Max Active Units
|
||||
blocks.liquidoutput = Liquid Output
|
||||
blocks.liquidoutputspeed = Liquid Output Speed
|
||||
blocks.liquiduse = Liquid Use
|
||||
blocks.coolant = Coolant
|
||||
bar.liquid = Liquid
|
||||
blocks.coolantuse = Coolant Use
|
||||
blocks.inputliquidfuel = Fuel Liquid
|
||||
blocks.liquidfueluse = Liquid Fuel Use
|
||||
blocks.boostitem = Boost Item
|
||||
blocks.boostliquid = Boost Liquid
|
||||
blocks.health = Can
|
||||
blocks.inaccuracy = yanlışlık
|
||||
blocks.shots = atışlar
|
||||
blocks.reload = Reload
|
||||
blocks.ammo = Ammo
|
||||
bar.drillspeed = Drill Speed: {0}/s
|
||||
bar.efficiency = Efficiency: {0}%
|
||||
bar.powerbalance = Power: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = Power Output: {0}
|
||||
bar.items = Items: {0}
|
||||
bar.liquid = Liquid
|
||||
bar.heat = Heat
|
||||
bar.power = Power
|
||||
bar.progress = Build Progress
|
||||
bar.spawned = Units: {0}/{1}
|
||||
blocks.power.satisfaction = Power Satisfaction
|
||||
blocks.inaccuracy = yanlışlık
|
||||
blocks.shots = atışlar
|
||||
blocks.reload = Reload
|
||||
blocks.inputfuel = Fuel
|
||||
blocks.fuelburntime = Fuel Burn Time
|
||||
blocks.inputcapacity = Giriş kapasitesi
|
||||
blocks.outputcapacity = Çıkış kapasitesi
|
||||
blocks.ammo = Ammo
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = liquid units
|
||||
unit.powerunits = power units
|
||||
unit.degrees = degrees
|
||||
unit.seconds = seconds
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = items
|
||||
category.general = General
|
||||
category.power = Power
|
||||
@@ -425,6 +411,7 @@ category.optional = Optional Enhancements
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = Animated Water
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.indicators.name = Ally Indicators
|
||||
setting.autotarget.name = Auto-Target
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = Borderless Window
|
||||
setting.fps.name = Saniyede ... Kare göstermek
|
||||
setting.vsync.name = VSync
|
||||
setting.lasers.name = Güç Lazerleri Göster
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = Show Minimap
|
||||
setting.musicvol.name = Müzik sesi
|
||||
setting.mutemusic.name = Müziği Kapat
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}
|
||||
mech.minepower = [LIGHT_GRAY]Mining Power: {0}
|
||||
mech.ability = [LIGHT_GRAY]Ability: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]Viscosity: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Temperature: {0}
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = Дод/Видалити гравців
|
||||
customgame = Користувальницька гра
|
||||
newgame = Нова гра
|
||||
none = <нічого>
|
||||
minimap = Minimap
|
||||
close = Закрити
|
||||
quit = Вийти
|
||||
maps = Мапи
|
||||
@@ -335,66 +336,50 @@ no = Ні
|
||||
info.title = Інформація
|
||||
error.title = [crimson]Виникла помилка
|
||||
error.crashtitle = Виникла помилка
|
||||
bar.drillspeed = Швидкість свердління: {0}/с
|
||||
bar.efficiency = Ефективність: {0}%
|
||||
blocks.input = Вхід
|
||||
blocks.output = Вихід
|
||||
blocks.booster = Прискорювач
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = Інформація про блок
|
||||
bar.powerbalance = Енергія: {0}
|
||||
bar.poweroutput = Вихідна енергія: {0}
|
||||
blocks.powercapacity = Місткість енергії
|
||||
blocks.powershot = Енергія/постріл
|
||||
blocks.targetsair = Повітряні мішені
|
||||
blocks.targetsground = Наземні мішені
|
||||
bar.items = Предмети: {0}
|
||||
blocks.itemsmoved = Швидкість переміщення
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.launchtime = Час між запусками
|
||||
blocks.shootrange = Діапазон дії
|
||||
blocks.size = Розмір
|
||||
blocks.liquidcapacity = Місткість рідини
|
||||
blocks.maxitemssecond = Макс. кількість предметів/секунду
|
||||
blocks.powerrange = Діапазон передачі енергії
|
||||
blocks.poweruse = Енергії використовує
|
||||
blocks.powerdamage = Енергія/урон
|
||||
blocks.inputitemcapacity = Ємність вхідних елементів
|
||||
blocks.outputitemcapacity = Ємність вихідних елементів
|
||||
blocks.itemcapacity = Місткість предметів
|
||||
blocks.basepowergeneration = Базова генерація енергії
|
||||
blocks.powertransferspeed = Швидкість передачі енергії
|
||||
blocks.craftspeed = Швидкість виробництва
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.range = Range
|
||||
blocks.productiontime = Час виробництва
|
||||
blocks.repairtime = Час повного відновлення блоку
|
||||
blocks.speedincrease = Збільшення швидкості
|
||||
blocks.range = Радіус дії
|
||||
blocks.inputliquid = Прийом рідини
|
||||
blocks.inputliquidaux = Допоміжна рідина
|
||||
blocks.inputitem = Вхідний предмет
|
||||
blocks.inputitems = Вхідні предмети
|
||||
blocks.outputitem = Вихідний предмет
|
||||
blocks.drilltier = Видобуває
|
||||
blocks.drillspeed = Базова швидкість свердління
|
||||
blocks.boosteffect = Прискорювальний ефект
|
||||
blocks.maxunits = Максимальна кількість активних одиниць
|
||||
blocks.liquidoutput = Вихідна рідина
|
||||
blocks.liquidoutputspeed = Швидкість вихідної рідини
|
||||
blocks.liquiduse = Використовуеться рідин
|
||||
blocks.coolant = Охолоджуюча рідина
|
||||
bar.liquid = Рідина
|
||||
blocks.coolantuse = Охолодж. рідини використовуеться
|
||||
blocks.inputliquidfuel = Рідке паливо
|
||||
blocks.liquidfueluse = Рідкого палива використовуеться
|
||||
blocks.boostitem = Прискорюючий предмет
|
||||
blocks.boostliquid = Прискорююча рідина
|
||||
blocks.health = Здоров'я
|
||||
bar.heat = Температура
|
||||
bar.power = Енергія
|
||||
bar.progress = Будівництво триває
|
||||
bar.spawned = Бой. од.: {0}/{1}
|
||||
blocks.power.satisfaction = Енергія
|
||||
blocks.inaccuracy = Розкид
|
||||
blocks.shots = Постріли
|
||||
blocks.reload = Постріли/секунду
|
||||
blocks.inputfuel = Паливо
|
||||
blocks.fuelburntime = Час горіння топлива
|
||||
blocks.inputcapacity = Макс. місткість вхідних предметів
|
||||
blocks.outputcapacity = Макс. місткість вихідних предметів
|
||||
blocks.ammo = Боєприпаси
|
||||
bar.drillspeed = Швидкість сверрдління: {0}/s
|
||||
bar.efficiency = Ефективність: {0}%
|
||||
bar.powerbalance = Енергія: {0}/с
|
||||
bar.poweramount = Енергія: {0}
|
||||
bar.poweroutput = Вихідна енергія: {0}
|
||||
bar.items = Предмети: {0}
|
||||
bar.liquid = Рідина
|
||||
bar.heat = Нагрівання
|
||||
bar.power = Енергія
|
||||
bar.progress = Хід Будівництва
|
||||
bar.spawned = Бойов. од. : {0}/{1}
|
||||
bullet.damage = [stat]{0}[lightgray] шкода
|
||||
bullet.splashdamage = [stat]{0}[lightgray] шкода по ділянці ~[stat] {1}[lightgray] плитк.
|
||||
bullet.incendiary = [stat]запальний
|
||||
@@ -404,8 +389,8 @@ bullet.frag = [stat]осколкова граната
|
||||
bullet.knockback = [stat]{0}[lightgray] відкидання
|
||||
bullet.freezing = [stat]заморожування
|
||||
bullet.tarred = [stat]дьогтьовий
|
||||
bullet.multiplier = [stat]{0}[lightgray]x множник патронів
|
||||
bullet.reload = [stat]{0}[lightgray]x перезаряджання
|
||||
bullet.multiplier = [stat]{0}[lightgray]x патронів
|
||||
bullet.reload = [stat]{0}[lightgray]x швидкість перезаряджання
|
||||
unit.blocks = блоки
|
||||
unit.powersecond = одиниць енергії/секунду
|
||||
unit.liquidsecond = рідких одиниць/секунду
|
||||
@@ -414,6 +399,9 @@ unit.liquidunits = рідинних одиниць
|
||||
unit.powerunits = енергетичних одиниць
|
||||
unit.degrees = град.
|
||||
unit.seconds = сек.
|
||||
unit.persecond = /сек
|
||||
unit.timesspeed = x швидкість
|
||||
unit.percent = %
|
||||
unit.items = предм.
|
||||
category.general = Загальні
|
||||
category.power = Енергетичні
|
||||
@@ -422,14 +410,16 @@ category.items = Предмети
|
||||
category.crafting = Введення/виведення
|
||||
category.shooting = Стрільба
|
||||
category.optional = Додаткові поліпшення
|
||||
setting.landscape.name = Заблокований пейхаж
|
||||
setting.landscape.name = Зберегти пейхаж
|
||||
setting.shadows.name = Тіні
|
||||
setting.animatedwater.name = Анімована вода
|
||||
setting.animatedshields.name = Анімовані щити
|
||||
setting.antialias.name = Згладжування[LIGHT_GRAY] (потребує перезапуску)[]
|
||||
setting.indicators.name = Показувати у сторону ворогів та союзників
|
||||
setting.autotarget.name = Авто-стрільба
|
||||
setting.fpscap.name = Макс. FPS
|
||||
setting.fpscap.none = Необмежений
|
||||
minimap = Міні-мапа
|
||||
setting.fpscap.text = {0} FPS
|
||||
setting.swapdiagonal.name = Завжди Діагональне Розміщення
|
||||
setting.difficulty.training = навчання
|
||||
@@ -448,7 +438,8 @@ setting.borderless.name = Вікно без полів
|
||||
setting.fps.name = Показувати FPS
|
||||
setting.vsync.name = Вертикальна синхронізація
|
||||
setting.lasers.name = Показувати енергію лазерів
|
||||
setting.minimap.name = Показати мінімапу
|
||||
setting.pixelate.name = Пікселізація [LIGHT_GRAY](може знизити продуктивність)
|
||||
setting.minimap.name = Показати міні-мапу
|
||||
setting.musicvol.name = Гучність музики
|
||||
setting.mutemusic.name = Заглушити музику
|
||||
setting.sfxvol.name = Гучність звукових ефектів
|
||||
@@ -506,7 +497,10 @@ rules.wavetimer = Таймер Хвиль
|
||||
rules.waves = Хвилі
|
||||
rules.enemyCheat = Нескінченні ресурси для ШІ
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Падіння бойових одиниць
|
||||
rules.unitdrops = Ресурс бойових одиниць
|
||||
rules.unitbuildspeedmultiplier = Множник Швидкості Створювання Бойов. Од.
|
||||
rules.unithealthmultiplier = Множник Здоров'я Створювання Бойов. Од.
|
||||
rules.playerdamagemultiplier = Множник Шкоди Гравця
|
||||
rules.enemycorebuildradius = Радіус заборони будування для Ворожого Ядра:[LIGHT_GRAY] (плитки)
|
||||
rules.respawntime = Час відродження:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Інтервал хвиль:[LIGHT_GRAY] (sec)
|
||||
@@ -540,7 +534,7 @@ item.spore-pod.name = Споровий стручок
|
||||
item.spore-pod.description = Використовується для перетворення на нафту, вибухові речовини та паливо.
|
||||
item.sand.name = Пісок
|
||||
item.sand.description = Загальний матеріал, який широко використовується при плавленні, як у процесі плавки, так і у вигляді шлака.
|
||||
item.blast-compound.name = Вибухонебезпечне з'єднання
|
||||
item.blast-compound.name = Вибухова суміш
|
||||
item.blast-compound.description = Нестійке з'єднання, що використовується в бомбах та вибухових речовинах. Хоча воно може спалюватися як паливо, та це не рекомендується.
|
||||
item.pyratite.name = Піротит
|
||||
item.pyratite.description = Вкрай легкозаймиста речовина, що використовується у запальній зброї.
|
||||
@@ -554,7 +548,7 @@ liquid.oil.name = Нафта
|
||||
liquid.cryofluid.name = Кріогенна рідина
|
||||
mech.alpha-mech.name = Альфа
|
||||
mech.alpha-mech.weapon = Тяжкий кулемет
|
||||
mech.alpha-mech.ability = Нема
|
||||
mech.alpha-mech.ability = Регенерація
|
||||
mech.alpha-mech.description = Стандартний мех для настільних пристроїв. Має пристойну швидкість і урон.
|
||||
mech.delta-mech.name = Дельта
|
||||
mech.delta-mech.weapon = Генератор дуг
|
||||
@@ -589,9 +583,10 @@ unit.speed = [LIGHT_GRAY]Швидкість: {0}
|
||||
mech.weapon = [LIGHT_GRAY]Зброя: {0}
|
||||
mech.health = [LIGHT_GRAY]Здоров'я: {0}
|
||||
mech.itemcapacity = [LIGHT_GRAY] Ємність елементів: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Швидкість видобутку: {0}
|
||||
mech.minespeed = [LIGHT_GRAY]Швидкість видобутку: {0}%
|
||||
mech.minepower = [LIGHT_GRAY]Потужність видобутку: {0}
|
||||
mech.ability = [LIGHT_GRAY]Здібність: {0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Швидкість будування: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]Теплоємність: {0}
|
||||
liquid.viscosity = [LIGHT_GRAY]В'язкість: {0}
|
||||
liquid.temperature = [LIGHT_GRAY]Температура: {0}
|
||||
@@ -698,7 +693,7 @@ block.impact-reactor.name = Імпульсний реактор
|
||||
block.mechanical-drill.name = Механічний дриль
|
||||
block.pneumatic-drill.name = Пневматичний дриль
|
||||
block.laser-drill.name = Лазерний дриль
|
||||
block.water-extractor.name = Екстрактор води
|
||||
block.water-extractor.name = Гідроконденсатор
|
||||
block.cultivator.name = Культиватор
|
||||
block.alpha-dart-mech-pad.name = Реконструктор "Альфа-Дротик"
|
||||
block.delta-mech-pad.name = Реконструктор "Дельта"
|
||||
@@ -727,7 +722,7 @@ block.pyratite-mixer.name = Змішувач піротиту
|
||||
block.blast-mixer.name = Доменний змішувач
|
||||
block.solar-panel.name = Сонячна панель
|
||||
block.solar-panel-large.name = Велика сонячна панель
|
||||
block.oil-extractor.name = Екстрактор нафти
|
||||
block.oil-extractor.name = Нафтова вежа
|
||||
block.spirit-factory.name = Завод дронов "Призрак"
|
||||
block.phantom-factory.name = Завод дронов "Фантом"
|
||||
block.wraith-factory.name = Завод винищувачів "Примара"
|
||||
@@ -767,7 +762,7 @@ block.meltdown.name = Розтоплення
|
||||
block.container.name = Склад
|
||||
block.launch-pad.name = Стартовий майданчик
|
||||
block.launch-pad.description = Запускає партії елементів без необхідності запуску ядра. Незакінчено.
|
||||
block.launch-pad-large.name = Large Launch Pad
|
||||
block.launch-pad-large.name = Великий Стартовий майданчик
|
||||
team.blue.name = Синя
|
||||
team.red.name = Червона
|
||||
team.orange.name = Помаренчева
|
||||
@@ -852,7 +847,7 @@ block.silicon-smelter.description = За допомогою піску, вугі
|
||||
block.plastanium-compressor.description = Створює пластинійи з титану і нафти. Вимагає енергії. Для прискорення виробництва можна додати в компресор пісок.
|
||||
block.phase-weaver.description = Виробляє фазову тканину торію і піску. Вимагає багато енергії.
|
||||
block.alloy-smelter.description = Створює кінетичний сплав з титану, кременя, міді і свинця. Вимагає енергію.
|
||||
block.pulverizer.description = Подрібнює камінь в пісок. Вимагає енергії.
|
||||
block.pulverizer.description = Подрібнює металобрухт в пісок. Вимагає енергії.
|
||||
block.pyratite-mixer.description = Створює піротит з вугілля, свинцю і піску. Вимагає енергії.
|
||||
block.blast-mixer.description = Створює вибухонебезпечне з'єднання з нафти і піротіта. Для прискорення виробництва можна додати в мішалку пісок.
|
||||
block.cryofluidmixer.description = Виробляє криогенну рідину з води і титану. Вимагає енергії.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!)
|
||||
credits.text = 由[ROYAL]Anuken[]开发 - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!)
|
||||
credits = 致谢
|
||||
contributors = 译者和贡献者
|
||||
discord = 加入 Mindustry 的 Discord!
|
||||
@@ -12,65 +12,66 @@ link.wiki.description = 官方 Mindustry 维基
|
||||
linkfail = 打开链接失败!\nURL 已经复制到剪贴板。
|
||||
screenshot = 荧幕截图已放在 {0}
|
||||
gameover = 你的核心被摧毁了!
|
||||
gameover.pvp = accent] {0}[] 队获胜!
|
||||
gameover.pvp = [accent] {0}[] 队获胜!
|
||||
highscore = [accent]新纪录!
|
||||
stat.wave = 战胜的波数:[accent] {0}
|
||||
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
|
||||
stat.built = Buildings Built:[accent] {0}
|
||||
stat.destroyed = Buildings Destroyed:[accent] {0}
|
||||
stat.deconstructed = Buildings Deconstructed:[accent] {0}
|
||||
stat.delivered = Resources Launched:
|
||||
stat.rank = Final Rank: [accent]{0}
|
||||
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
|
||||
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
|
||||
launcheditems = [accent]Launched Items
|
||||
stat.wave = 战胜的波数:[accent]{0}
|
||||
stat.enemiesDestroyed = 消灭的敌人:[accent]{0}
|
||||
stat.built = 建造的建筑:[accent]{0}
|
||||
stat.destroyed = 摧毁的建筑:[accent]{0}
|
||||
stat.deconstructed = 拆除的建筑:[accent]{0}
|
||||
stat.delivered = 发射的资源:
|
||||
stat.rank = 最终排名:[accent]{0}
|
||||
placeline = 你选择了一个方块。\n你能通过[accent]长按几秒钟[]并向一个方向拖动来[accent]直线放置方块[]。\n试试看吧。
|
||||
removearea = 你选择了拆除模式。\n你能通过[accent]长按几秒钟[]并拖动来[accent]删除矩形内的方块[]。\n试试看吧。
|
||||
launcheditems = [accent]发射的资源
|
||||
map.delete = 确定要删除 "[accent]{0}[]" 地图吗?
|
||||
level.highscore = 最高分: [accent]{0}
|
||||
level.select = 选择关卡
|
||||
level.highscore = 最高分:[accent]{0}
|
||||
level.select = 选择关卡(?Level Select)
|
||||
level.mode = 游戏模式:
|
||||
showagain = 不再显示
|
||||
showagain = 下次不再显示
|
||||
coreattack = < 核心正在受到攻击! >
|
||||
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
|
||||
outofbounds = [[ OUT OF BOUNDS ]\n[]self-destruct in {0}
|
||||
database = 核心数据
|
||||
nearpoint = [[ [scarlet]立即离开敌人出生点[] ]\n将被清理
|
||||
outofbounds = [[ 超出边界 ]\n[]{0}秒后自毁
|
||||
database = 核心数据库
|
||||
savegame = 保存游戏
|
||||
loadgame = 载入游戏
|
||||
joingame = 加入游戏
|
||||
addplayers = 增加/删除玩家
|
||||
addplayers = 添加/删除玩家
|
||||
customgame = 自定义游戏
|
||||
newgame = 新游戏
|
||||
none = <无>
|
||||
minimap = Minimap
|
||||
close = 关闭
|
||||
quit = 退出
|
||||
maps = 地图
|
||||
continue = 继续
|
||||
maps.none = [LIGHT_GRAY]未发现地图!
|
||||
maps.none = [LIGHT_GRAY]没有找到地图!
|
||||
about.button = 关于
|
||||
name = 名字:
|
||||
noname = Pick a[accent] player name[] first.
|
||||
noname = 先取一个[accent] 玩家名[]。
|
||||
filename = 文件名:
|
||||
unlocked = 新方块已解锁!
|
||||
completed = [accent]Completed
|
||||
completed = [accent]完成的
|
||||
techtree = 科技树
|
||||
research.list = [LIGHT_GRAY]Research:
|
||||
research = Research
|
||||
researched = [LIGHT_GRAY]{0} researched.
|
||||
research.list = [LIGHT_GRAY]研究:
|
||||
research = 研究
|
||||
researched = [LIGHT_GRAY]{0} 己研究。
|
||||
players = {0} 玩家在线
|
||||
players.single = {0} 玩家在线
|
||||
server.closing = [accent]正在关闭服务器……
|
||||
server.kicked.kick = 你被踢出服务器了!
|
||||
server.kicked.serverClose = 服务器已关闭。
|
||||
server.kicked.clientOutdated = 客户端版本过旧!请升级!
|
||||
server.kicked.serverOutdated = 服务器版本过旧!请联系房主升级!
|
||||
server.kicked.banned = 你被这个服务器拉黑了。
|
||||
server.kicked.clientOutdated = 过旧的客户端!更新你的游戏!
|
||||
server.kicked.serverOutdated = 过旧的服务器!联系房主升级!
|
||||
server.kicked.banned = 你在这个服务器上被禁了。
|
||||
server.kicked.recentKick = 你刚刚被踢出服务器。\n请稍后重新连接!
|
||||
server.kicked.nameInUse = 服务器中已经\n有人有相同的名字了。
|
||||
server.kicked.nameEmpty = 你的名字必须至少包含一个字母或数字。
|
||||
server.kicked.idInUse = 你已经在服务器中!不允许用两个账号。
|
||||
server.kicked.customClient = 这个服务器不支持修改版客户端,请下载官方版本。
|
||||
server.kicked.gameover = !
|
||||
host.info = [accent]创建局域网游戏[]按钮会在[scarlet]6567[]端口运行一个服务器。[]\n任何在同一个[LIGHT_GRAY]网络或本地网络[]下的人都将在服务器列表中看到你的服务器。\n\n如果你想让别人在任何地方都能通过IP地址连接,你需要设定[accent]端口转发[]。\n\n[LIGHT_GRAY]请注意:如果某人无法连接到你的局域网游戏,请确保你在防火墙设置里允许了Mindustry连接本地网络。
|
||||
join.info = 你可以在这里输入[accent]服务器的IP地址[]以连接,或寻找[accent]本地网络[]中的服务器以连接。\n目前支持局域网或广域网多人游戏。\n\n[LIGHT_GRAY]请注意:没有全球服务器列表;如果你想通过IP地址连接某个服务器,你需要向房主询问IP地址。
|
||||
server.kicked.nameEmpty = 你选择的名字是无效的。
|
||||
server.kicked.idInUse = 你已在这个服务器上!不允许用两个账号连接。
|
||||
server.kicked.customClient = 这个服务器不支持定制版本。下载官方版本。
|
||||
server.kicked.gameover = 游戏结束!
|
||||
host.info = [accent]创建局域网游戏[]按钮会在[scarlet]6567[]端口运行一个服务器。[]\n任何在同一个[LIGHT_GRAY]wifi或本地网络[]下的人都应该可以在服务器列表中看到你的服务器。\n\n如果你想让别人在任何地方都能通过IP地址连接,你需要设定[accent]端口转发[]。\n\n[LIGHT_GRAY]注意:如果某人无法连接到你的局域网游戏,请确保你在防火墙设置里允许了Mindustry访问本地网络。
|
||||
join.info = 此时,可以输入[accent]服务器的IP地址[]来连接,或寻找[accent]本地网络[]中的服务器来连接。\n局域网或广域网多人游戏都被支持。\n\n[LIGHT_GRAY]注意:没有全球服务器列表;如果你想通过IP地址连接某个服务器,你需要向房主询问IP地址。
|
||||
hostserver = 创建服务器
|
||||
hostserver.mobile = 创建\n服务器
|
||||
host = 创建
|
||||
@@ -81,190 +82,190 @@ server.refreshing = 正在刷新服务器
|
||||
hosts.none = [lightgray]未发现局域网游戏!
|
||||
host.invalid = [scarlet]无法连接服务器。
|
||||
trace = 跟踪玩家
|
||||
trace.playername = 玩家名字: [accent]{0}
|
||||
trace.ip = IP地址: [accent]{0}
|
||||
trace.id = ID︰[accent]{0}
|
||||
trace.android = 安卓客户端: [accent]{0}
|
||||
trace.modclient = 修改版客户端: [accent]{0}
|
||||
trace.playername = 玩家名称:[accent]{0}
|
||||
trace.ip = IP地址:[accent]{0}
|
||||
trace.id = 唯一的ID:[accent]{0}
|
||||
trace.android = 安卓客户端:[accent]{0}
|
||||
trace.modclient = 定制版客户端:[accent]{0}
|
||||
trace.totalblocksbroken = 总共破坏了 [accent]{0} 个方块。
|
||||
trace.structureblocksbroken = 总共破坏了[accent]{0}个方块。
|
||||
trace.lastblockbroken = 最后破坏的方块: [accent]{0}
|
||||
trace.structureblocksbroken = 总共破坏了 [accent]{0} 个建筑物方块。
|
||||
trace.lastblockbroken = 最后破坏的方块:[accent]{0}
|
||||
trace.totalblocksplaced = 总共放置了 [accent]{0} 个方块。
|
||||
trace.lastblockplaced = 最后放置的方块: [accent]{0}
|
||||
invalidid = 无效的客户端ID!请提交错误报告。
|
||||
trace.lastblockplaced = 最后放置的方块:[accent]{0}
|
||||
invalidid = 无效的客户端ID!提交一个错误报告。
|
||||
server.bans = 黑名单
|
||||
server.bans.none = 没有被拉黑的玩家!
|
||||
server.bans.none = 没有找到被拉黑的玩家!
|
||||
server.admins = 管理员
|
||||
server.admins.none = 没有管理员!
|
||||
server.admins.none = 没有找到管理员!
|
||||
server.add = 添加服务器
|
||||
server.delete = 确定要删除这个服务器吗?
|
||||
server.hostname = 主机︰{0}
|
||||
server.delete = 你确定要删除这个服务器吗?
|
||||
server.hostname = 主机:{0}
|
||||
server.edit = 编辑服务器
|
||||
server.outdated = [crimson]服务器过旧![]
|
||||
server.outdated.client = [crimson]客户端过旧![]
|
||||
server.version = [lightgray]版本: {0}
|
||||
server.custombuild = [yellow]修改版
|
||||
confirmban = 确认拉黑这个玩家吗?
|
||||
confirmkick = 您确定要踢出这个玩家吗?
|
||||
confirmunban = 确认要取消拉黑这个玩家吗?
|
||||
confirmadmin = 确认要添加这个玩家为管理员吗?
|
||||
confirmunadmin = 确认要取消这个玩家的管理员身份吗?
|
||||
server.outdated = [crimson]过旧的服务器![]
|
||||
server.outdated.client = [crimson]过旧的客户端![]
|
||||
server.version = [lightgray]版本:{0} {1}
|
||||
server.custombuild = [yellow]定制版
|
||||
confirmban = 你确认你想拉黑这名玩家吗?
|
||||
confirmkick = 你确定你想要踢走这名玩家吗?
|
||||
confirmunban = 你确定你想要取消拉黑这名玩家吗?
|
||||
confirmadmin = 你确定你想要使这名玩家成为一个管理员吗?
|
||||
confirmunadmin = 你确定你想要删除这名玩家的管理员地位吗?
|
||||
joingame.title = 加入游戏
|
||||
joingame.ip = IP:
|
||||
joingame.ip = 地址:
|
||||
disconnect = 已断开
|
||||
disconnect.data = 载入世界失败!
|
||||
connecting = [accent]连接中……
|
||||
connecting.data = [accent]加载世界中……
|
||||
server.port = 端口︰
|
||||
server.addressinuse = 地址已经使用!
|
||||
server.invalidport = 无效的端口!
|
||||
disconnect.data = 读取世界数据失败!
|
||||
connecting = [accent]正在连接...
|
||||
connecting.data = [accent]正在加载世界数据...
|
||||
server.port = 端口:
|
||||
server.addressinuse = 地址已经在使用中!
|
||||
server.invalidport = 无效的端口号!
|
||||
server.error = [crimson]创建服务器错误:[accent]{0}
|
||||
save.old = 这个存档属于旧版本游戏,无法继续使用了。\n\n[LIGHT_GRAY]存档向下兼容将在 4.0 版本中实现。
|
||||
save.old = 这个存档属于旧版本游戏,不再被使用。\n\n[LIGHT_GRAY]存档向下兼容将在完整的 4.0 版本中被实现。
|
||||
save.new = 新存档
|
||||
save.overwrite = 确认要覆盖这个存档吗?
|
||||
save.overwrite = 你确定你要覆盖这个存档位吗?
|
||||
overwrite = 覆盖
|
||||
save.none = 没有存档!
|
||||
saveload = [accent]保存中……
|
||||
save.none = 没有存档被找到!
|
||||
saveload = [accent]正在保存...
|
||||
savefail = 保存失败!
|
||||
save.delete.confirm = 确认要删除这个存档吗?
|
||||
save.delete.confirm = 你确定你要删除这个存档吗?
|
||||
save.delete = 删除
|
||||
save.export = 导出存档
|
||||
save.import.invalid = [accent]存档无效!
|
||||
save.import.invalid = [accent]这个存档是无效的!
|
||||
save.import.fail = [crimson]导入存档失败:[accent]{0}
|
||||
save.export.fail = [crimson]导出存档失败:[accent]{0}
|
||||
save.import = 导入存档
|
||||
save.newslot = 保存游戏:
|
||||
save.newslot = 保存的名称:
|
||||
save.rename = 重命名
|
||||
save.rename.text = 新名字:
|
||||
save.rename.text = 新名称:
|
||||
selectslot = 选择一个存档。
|
||||
slot = [accent]存档 {0}
|
||||
save.corrupted = [accent]存档损坏或无效!\n如果你刚刚升级了游戏,那么这可能是因为存档格式改变了,而[scarlet]不是[] bug 。
|
||||
slot = [accent]存档位 {0}
|
||||
save.corrupted = [accent]存档损坏或无效!\n如果你刚刚升级了游戏,那么这可能是因为存档格式改变了,而[scarlet]不是[]bug 。
|
||||
empty = <空>
|
||||
on = 开
|
||||
off = 关
|
||||
save.autosave = 自动保存:{0}
|
||||
save.map = 地图:{0}
|
||||
save.wave = 第 {0} 波
|
||||
save.difficulty = 难度: {0}
|
||||
save.date = 最后保存日期:{0}
|
||||
save.wave = 波次 {0}
|
||||
save.difficulty = 难度:{0}
|
||||
save.date = 最后保存过:{0}
|
||||
save.playtime = 游戏时间:{0}
|
||||
warning = Warning.
|
||||
warning = 警告。
|
||||
confirm = 确认
|
||||
delete = 删除
|
||||
ok = 好的
|
||||
open = 打开
|
||||
cancel = 取消
|
||||
openlink = 打开链接
|
||||
copylink = 删除链接
|
||||
copylink = 复制链接
|
||||
back = 返回
|
||||
quit.confirm = 确认要退出?
|
||||
quit.confirm = 你确定你想要退出?
|
||||
changelog.title = 更新日志
|
||||
changelog.loading = 正在获取更新日志...
|
||||
changelog.error.android = [accent]请注意更新日志有时在安卓 4.4 以下不工作。\n这是因为安卓系统的一个 bug 。
|
||||
changelog.error.ios = [accent]iOS还不支持更新日志。
|
||||
changelog.error.android = [accent]注意更新日志有时在安卓 4.4 以下不工作。\n这是安卓系统内部的一个bug。
|
||||
changelog.error.ios = [accent]更新日志当前在iOS中不被支持。
|
||||
changelog.error = [scarlet]获取更新日志失败!\n请检查你的网络。
|
||||
changelog.current = [yellow][[Current version]
|
||||
changelog.latest = [accent][[Latest version]
|
||||
loading = [accent]加载中……
|
||||
saving = [accent]保存中……
|
||||
wave = [accent]第 {0} 波
|
||||
wave.waiting = 下一波将在 {0} 秒后到来
|
||||
waiting = 等待中……
|
||||
changelog.current = [yellow][[当前版本]
|
||||
changelog.latest = [accent][[最新版本]
|
||||
loading = [accent]正在加载...
|
||||
saving = [accent]正在保存...
|
||||
wave = [accent]波次 {0}
|
||||
wave.waiting = [LIGHT_GRAY]下一波将在{0}秒后到来
|
||||
waiting.players = 等待玩家中……
|
||||
wave.enemies = 剩下 [LIGHT_GRAY]{0} 敌人
|
||||
wave.enemy = 剩下 [LIGHT_GRAY]{0} 敌人
|
||||
waiting = [LIGHT_GRAY]正在等待...
|
||||
wave.enemies = [LIGHT_GRAY]剩余 {0} 个敌人
|
||||
wave.enemy = [LIGHT_GRAY]剩余 {0} 个敌人
|
||||
loadimage = 加载图片
|
||||
saveimage = 保存图片
|
||||
unknown = 未知
|
||||
custom = 自定义
|
||||
builtin = 内建的
|
||||
map.delete.confirm = 确认要删除地图吗?这个操作无法撤销!
|
||||
map.delete.confirm = 你确定你想要删除这张地图吗?这个操作无法取消!
|
||||
map.random = [accent]随机地图
|
||||
map.nospawn = 这个地图没有核心!请在编辑器中添加一个[ROYAL]蓝色[]的核心。
|
||||
map.nospawn.pvp = 这个地图没有敌人的核心!请在编辑器中添加一个[ROYAL]红色[]的核心。
|
||||
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor.
|
||||
map.nospawn.attack = 这个地图没有敌人的核心!请在编辑中向地图添加一个[SCARLET]红色[]的核心。
|
||||
map.invalid = 地图载入错误:地图文件可能已经损坏。
|
||||
editor.brush = 笔刷
|
||||
editor.openin = 在编辑器中打开
|
||||
editor.oregen = 生成矿石
|
||||
editor.oregen.info = 生成矿石:
|
||||
editor.mapinfo = 地图详情
|
||||
editor.oregen = 矿石的生成
|
||||
editor.oregen.info = 矿石的生成:
|
||||
editor.mapinfo = 地图信息
|
||||
editor.author = 作者:
|
||||
editor.description = 描述:
|
||||
editor.waves = Waves:
|
||||
waves.title = Waves
|
||||
waves.remove = Remove
|
||||
editor.waves = 波数:
|
||||
waves.title = 波数
|
||||
waves.remove = 去除
|
||||
waves.never = <never>
|
||||
waves.every = every
|
||||
waves.waves = wave(s)
|
||||
waves.perspawn = per spawn
|
||||
waves.to = to
|
||||
waves.boss = Boss
|
||||
waves.preview = Preview
|
||||
waves.edit = Edit...
|
||||
waves.copy = Copy to Clipboard
|
||||
waves.load = Load from Clipboard
|
||||
waves.invalid = Invalid waves in clipboard.
|
||||
waves.copied = Waves copied.
|
||||
editor.default = [LIGHT_GRAY]<Default>
|
||||
edit = Edit...
|
||||
editor.name = 名字:
|
||||
editor.teams = 团队
|
||||
waves.every = 每
|
||||
waves.waves = 波
|
||||
waves.perspawn = 每次生成
|
||||
waves.to = 至
|
||||
waves.boss = 首领(Boos)
|
||||
waves.preview = 预览
|
||||
waves.edit = 编辑...
|
||||
waves.copy = 复制到剪贴板
|
||||
waves.load = 从剪贴板读取
|
||||
waves.invalid = 剪贴板中无效的波次信息。
|
||||
waves.copied = 波次信息已复制。
|
||||
editor.default = [LIGHT_GRAY]<默认>
|
||||
edit = 编辑...
|
||||
editor.name = 名称:
|
||||
editor.teams = 队伍
|
||||
editor.elevation = 高度
|
||||
editor.errorload = Error loading file:\n[accent]{0}
|
||||
editor.errorsave = Error saving file:\n[accent]{0}
|
||||
editor.errorname = Map has no name defined.
|
||||
editor.update = Update
|
||||
editor.randomize = Randomize
|
||||
editor.apply = Apply
|
||||
editor.errorload = 读取文件时出现错误:\n[accent]{0}
|
||||
editor.errorsave = 保存文件时出现错误:\n[accent]{0}
|
||||
editor.errorname = 地图没有被定义的名称。
|
||||
editor.update = 更新(Update)
|
||||
editor.randomize = 随机化
|
||||
editor.apply = 应用
|
||||
editor.generate = 生成
|
||||
editor.resize = 调整
|
||||
editor.resize = 调整大小
|
||||
editor.loadmap = 载入地图
|
||||
editor.savemap = 保存地图
|
||||
editor.saved = 已保存!
|
||||
editor.save.noname = 你的地图还没有名字!在“地图信息”菜单里设置一个名字。
|
||||
editor.save.overwrite = 你的地图覆盖了一个内建的地图!在“地图信息”菜单里重新设置一个新的名字。
|
||||
editor.import.exists = [scarlet]无法导入:[] 已经有一个叫 '{0}' 的内建地图存在。
|
||||
editor.import = 导入……
|
||||
editor.save.noname = 你的地图没有名字!在“地图信息”菜单里设置一个。
|
||||
editor.save.overwrite = 你的地图覆盖了一个内建的地图!在“地图信息”菜单里重新设置一个不同的名称。
|
||||
editor.import.exists = [scarlet]无法导入:[]名为‘{0}’的内建地图已存在!
|
||||
editor.import = 导入...
|
||||
editor.importmap = 导入地图
|
||||
editor.importmap.description = 导入一个已经存在的地图
|
||||
editor.importfile = 导入文件
|
||||
editor.importfile.description = 导入一个外置的地图文件
|
||||
editor.importimage = 导入地形图像
|
||||
editor.importimage.description = 导入外置地图图像文件
|
||||
editor.export = 导出……
|
||||
editor.importimage.description = 导入一个外置的地图图像文件
|
||||
editor.export = 导出...
|
||||
editor.exportfile = 导出文件
|
||||
editor.exportfile.description = 导出一个地图文件
|
||||
editor.exportimage = 导出一个地形文件
|
||||
editor.exportimage.description = 导出一个地图图像文件
|
||||
editor.loadimage = 导入地形
|
||||
editor.saveimage = 导出地形
|
||||
editor.unsaved = [scarlet]你有未保存的更改![]\n确定要退出?
|
||||
editor.resizemap = 调整地图
|
||||
editor.mapname = 地图名字:
|
||||
editor.unsaved = [scarlet]你有未保存的更改![]\n你确定你想要要退出?
|
||||
editor.resizemap = 调整地图大小
|
||||
editor.mapname = 地图名称:
|
||||
editor.overwrite = [accent]警告!\n这将会覆盖一个已经存在的地图。
|
||||
editor.overwrite.confirm = [scarlet]警告![] 存在同名地图,确定要覆盖?
|
||||
editor.overwrite.confirm = [scarlet]警告![]存在同名地图。你确定你想要覆盖?
|
||||
editor.selectmap = 选择一个地图加载:
|
||||
filters.empty = [LIGHT_GRAY]No filters! Add one with the button below.
|
||||
filter.distort = Distort
|
||||
filter.noise = Noise
|
||||
filter.ore = Ore
|
||||
filter.rivernoise = River Noise
|
||||
filter.scatter = Scatter
|
||||
filter.terrain = Terrain
|
||||
filter.option.scale = Scale
|
||||
filter.option.chance = Chance
|
||||
filter.option.mag = Magnitude
|
||||
filter.option.threshold = Threshold
|
||||
filter.option.circle-scale = Circle Scale
|
||||
filter.option.octaves = Octaves
|
||||
filter.option.falloff = Falloff
|
||||
filter.option.block = Block
|
||||
filter.option.floor = Floor
|
||||
filter.option.wall = Wall
|
||||
filter.option.ore = Ore
|
||||
filter.option.floor2 = Secondary Floor
|
||||
filter.option.threshold2 = Secondary Threshold
|
||||
filters.empty = [LIGHT_GRAY]没有过滤器(filters)!用下方的按钮添加一个。
|
||||
filter.distort = 扭曲?(Distort)
|
||||
filter.noise = 噪音(Noise)
|
||||
filter.ore = 矿石(Ore)
|
||||
filter.rivernoise = 河流噪音(River Noise)
|
||||
filter.scatter = 散播(Scatter)
|
||||
filter.terrain = 地形(Terrain)
|
||||
filter.option.scale = 规模?(Scale)
|
||||
filter.option.chance = 机会(Chance)
|
||||
filter.option.mag = 大小?(Magnitude)
|
||||
filter.option.threshold = 门槛?(Threshold)
|
||||
filter.option.circle-scale = 圈规模?(Circle Scale)
|
||||
filter.option.octaves = 八度?(Octaves)
|
||||
filter.option.falloff = 减少?(Falloff)
|
||||
filter.option.block = 方块
|
||||
filter.option.floor = 地面
|
||||
filter.option.wall = 墙
|
||||
filter.option.ore = 矿石
|
||||
filter.option.floor2 = 第二地面?(Secondary Floor)
|
||||
filter.option.threshold2 = 第二门槛?(Secondary Threshold)
|
||||
width = 宽度:
|
||||
height = 高度:
|
||||
menu = 菜单
|
||||
@@ -280,7 +281,7 @@ tutorial = 教程
|
||||
editor = 编辑器
|
||||
mapeditor = 地图编辑器
|
||||
donate = 捐赠
|
||||
abandon = Abandon
|
||||
abandon = 放弃
|
||||
abandon.text = 这个区域和它的所有资源会被敌人没收.
|
||||
locked = 已被锁定
|
||||
complete = [LIGHT_GRAY]完成:
|
||||
@@ -300,7 +301,7 @@ zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
|
||||
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
|
||||
zone.resources = 已被发现的资源:
|
||||
add = Add...
|
||||
boss.health = Boss Health
|
||||
boss.health = Boss 生命值
|
||||
connectfail = [crimson]服务器连接失败: [accent]{0}
|
||||
error.unreachable = 服务器无法访问。
|
||||
error.invalidaddress = 地址无效。
|
||||
@@ -335,34 +336,30 @@ no = 不
|
||||
info.title = [accent]详情
|
||||
error.title = [crimson]发生了一个错误
|
||||
error.crashtitle = 发生了一个错误
|
||||
bar.drillspeed = 挖掘速度: {0}/s
|
||||
bar.efficiency = 效率: {0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = 方块详情
|
||||
bar.powerbalance = 能量: {0}
|
||||
bar.poweroutput = 能量输出: {0}
|
||||
blocks.powercapacity = 能量容量
|
||||
blocks.powershot = 能量/发射
|
||||
blocks.targetsair = 攻击空中单位
|
||||
blocks.targetsground = 攻击地面单位
|
||||
bar.items = 物体: {0}
|
||||
blocks.itemsmoved = 移动速度
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.launchtime = 发射间隔时间
|
||||
blocks.shootrange = 范围
|
||||
blocks.size = 尺寸
|
||||
blocks.liquidcapacity = 液体容量
|
||||
blocks.maxitemssecond = 最大物品数量
|
||||
blocks.powerrange = 能量范围
|
||||
blocks.poweruse = 能量使用
|
||||
blocks.powerdamage = 功率/损伤
|
||||
blocks.inputitemcapacity = 最大输入
|
||||
blocks.outputitemcapacity = 最大输出
|
||||
blocks.itemcapacity = 物品容量
|
||||
blocks.basepowergeneration = 基础能源输出
|
||||
blocks.powertransferspeed = 能量传输
|
||||
blocks.craftspeed = 生产速度
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.range = Range
|
||||
blocks.productiontime = 生产时间
|
||||
blocks.repairtime = 方块完全修复时间
|
||||
blocks.speedincrease = 提速
|
||||
blocks.range = 范围
|
||||
blocks.inputliquid = 液体输入
|
||||
blocks.inputliquidaux = 辅助液体
|
||||
blocks.inputitem = 物品输入
|
||||
@@ -370,41 +367,40 @@ blocks.inputitems = 物品输入
|
||||
blocks.outputitem = 物品输出
|
||||
blocks.drilltier = 可钻探矿物
|
||||
blocks.drillspeed = 基础钻探速度
|
||||
blocks.boosteffect = 加成影响
|
||||
blocks.maxunits = 最大单位数量
|
||||
blocks.liquidoutput = 液体输出
|
||||
blocks.liquidoutputspeed = 液体输出速度
|
||||
blocks.liquiduse = 液体使用速度
|
||||
blocks.coolant = 冷却剂
|
||||
bar.liquid = 液体
|
||||
blocks.coolantuse = 冷却剂使用速度
|
||||
blocks.inputliquidfuel = 液体燃料输入
|
||||
blocks.liquidfueluse = 液体燃料使用速度
|
||||
blocks.boostitem = 强化物件
|
||||
blocks.boostliquid = 强化液体
|
||||
blocks.health = 生命值
|
||||
blocks.heat = 热量
|
||||
blocks.power = 电力
|
||||
blocks.progress = 制造进度
|
||||
blocks.spawned = 单位数量: {0}/{1}
|
||||
blocks.power.satisfaction = 电力输入
|
||||
blocks.inaccuracy = 误差
|
||||
blocks.shots = 发射数
|
||||
blocks.reload = 重新装弹
|
||||
blocks.ammo = 子弹
|
||||
bar.drillspeed = 挖掘速度: {0}/s
|
||||
bar.efficiency = 效率: {0}%
|
||||
bar.powerbalance = 能量: {0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = 能量输出: {0}
|
||||
bar.items = 物体: {0}
|
||||
bar.liquid = 液体
|
||||
bar.heat = Heat
|
||||
bar.power = 电力
|
||||
bar.progress = 制造进度
|
||||
bar.spawned = 单位数量: {0}/{1}
|
||||
blocks.inaccuracy = 误差
|
||||
blocks.shots = 发射数
|
||||
blocks.reload = 重新装弹
|
||||
blocks.inputfuel = 燃料
|
||||
blocks.fuelburntime = 燃料燃烧时间
|
||||
blocks.inputcapacity = 输入容量
|
||||
blocks.outputcapacity = 输出容量
|
||||
blocks.ammo = 子弹
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
bullet.homing = [stat]homing
|
||||
bullet.shock = [stat]shock
|
||||
bullet.frag = [stat]frag
|
||||
bullet.knockback = [stat]{0}[lightgray] knockback
|
||||
bullet.freezing = [stat]freezing
|
||||
bullet.tarred = [stat]tarred
|
||||
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
|
||||
bullet.reload = [stat]{0}[lightgray]x reload
|
||||
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.homing = [stat] 追踪
|
||||
bullet.shock = [stat] 击晕
|
||||
bullet.frag = [stat] 分裂
|
||||
bullet.knockback = [stat]{0}[lightgray] 击退
|
||||
bullet.freezing = [stat] 冰冻
|
||||
bullet.tarred = [stat] 减速
|
||||
bullet.multiplier = [stat]{0}[lightgray]x 子弹数量
|
||||
bullet.reload = [stat]{0}[lightgray]x 装弹
|
||||
unit.blocks = 方块
|
||||
unit.powersecond = 能量单位/秒
|
||||
unit.liquidsecond = 液体单位/秒
|
||||
@@ -413,6 +409,9 @@ unit.liquidunits = 液体单位
|
||||
unit.powerunits = 能量单位
|
||||
unit.degrees = 度
|
||||
unit.seconds = 秒
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = 物品
|
||||
category.general = 普通
|
||||
category.power = 能量
|
||||
@@ -421,10 +420,10 @@ category.items = 物品
|
||||
category.crafting = 制造
|
||||
category.shooting = 发射
|
||||
category.optional = 可选的增强物品
|
||||
setting.landscape.name = 锁定地形
|
||||
setting.landscape.name = 锁定横屏
|
||||
setting.shadows.name = 影子
|
||||
setting.animatedwater.name = 流动的水
|
||||
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
|
||||
setting.antialias.name = 抗锯齿[LIGHT_GRAY] (需要重新启动)[]
|
||||
setting.indicators.name = 队友指示器
|
||||
setting.autotarget.name = 自动发射
|
||||
setting.fpscap.name = 最高 FPS
|
||||
@@ -443,10 +442,11 @@ setting.sensitivity.name = 控制器灵敏度
|
||||
setting.saveinterval.name = 自动保存间隔
|
||||
setting.seconds = {0} 秒
|
||||
setting.fullscreen.name = 全屏
|
||||
setting.borderless.name = Borderless Window
|
||||
setting.borderless.name = 无边界
|
||||
setting.fps.name = 显示 FPS
|
||||
setting.vsync.name = 帧同步
|
||||
setting.lasers.name = 显示能量射线
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = 显示小地图
|
||||
setting.musicvol.name = 音乐音量
|
||||
setting.mutemusic.name = 静音
|
||||
@@ -490,7 +490,7 @@ keybind.drop_unit.name = 掉落单位
|
||||
keybind.zoom_minimap.name = 小地图缩放
|
||||
mode.help.title = 模式说明
|
||||
mode.survival.name = 生存
|
||||
mode.survival.description = 正常的游戏模式,有限的资源和自动入射波。
|
||||
mode.survival.description = 正常的游戏模式,有限的资源和自动波次。
|
||||
mode.sandbox.name = 沙盒
|
||||
mode.sandbox.description = 无限的资源,不会自动生成敌人。
|
||||
mode.freebuild.name = 自由建造
|
||||
@@ -498,19 +498,19 @@ mode.freebuild.description = 有限的资源,不会自动生成敌人。
|
||||
mode.pvp.name = PvP
|
||||
mode.pvp.description = 和本地玩家对战.
|
||||
mode.attack.name = 攻击
|
||||
mode.attack.description = 没有波数,但是有吹毁敌人基地的任务.
|
||||
mode.custom = Custom Rules
|
||||
rules.infiniteresources = Infinite Resources
|
||||
rules.wavetimer = Wave Timer
|
||||
rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
mode.attack.description = 没有波数,但是有摧毁敌人基地的任务.
|
||||
mode.custom = 自定义模式
|
||||
rules.infiniteresources = 无限资源
|
||||
rules.wavetimer = 波次计时器
|
||||
rules.waves = 波次
|
||||
rules.enemyCheat = AI无限资源
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
rules.buildcostmultiplier = Build Cost Multiplier
|
||||
rules.buildspeedmultiplier = Build Speed Multiplier
|
||||
rules.unitdrops = 敌人出生点
|
||||
rules.enemycorebuildradius = 敌对核心非建设区半径:[LIGHT_GRAY](格)
|
||||
rules.respawntime = 重生时间:[LIGHT_GRAY](秒)
|
||||
rules.wavespacing = 波次间隔时间:[LIGHT_GRAY](秒)
|
||||
rules.buildcostmultiplier = 建设花费倍数
|
||||
rules.buildspeedmultiplier = 建设时间倍数
|
||||
content.item.name = 物品
|
||||
content.liquid.name = 液体
|
||||
content.unit.name = 部队
|
||||
@@ -567,7 +567,7 @@ mech.omega-mech.name = 欧米茄
|
||||
mech.omega-mech.weapon = 导弹群
|
||||
mech.omega-mech.ability = 配置装甲
|
||||
mech.omega-mech.description = 一种装甲厚重的机甲,用于在前线攻击。它的护甲可以阻挡高达 90% 的伤害。
|
||||
mech.dart-ship.name = 沉思者
|
||||
mech.dart-ship.name = 飞镖
|
||||
mech.dart-ship.weapon = 机枪
|
||||
mech.dart-ship.description = 标准飞船。快速轻便,但攻击能力低,采矿速度快。
|
||||
mech.javelin-ship.name = 标枪
|
||||
@@ -591,6 +591,7 @@ mech.itemcapacity = [LIGHT_GRAY]物品容量:{0}
|
||||
mech.minespeed = [LIGHT_GRAY]采矿速度:{0}
|
||||
mech.minepower = [LIGHT_GRAY]采矿力量:{0}
|
||||
mech.ability = [LIGHT_GRAY]能力:{0}
|
||||
mech.buildspeed = [LIGHT_GRAY]建造速度:{0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]热容量:{0}
|
||||
liquid.viscosity = [LIGHT_GRAY]粘度:{0}
|
||||
liquid.temperature = [LIGHT_GRAY]温度:{0}
|
||||
@@ -615,7 +616,7 @@ block.kiln.name = 熔炉
|
||||
block.kiln.description = 将铅和沙子熔炼成钢化玻璃,需要少量电力。
|
||||
block.graphite-press.name = 石墨压缩机
|
||||
block.multi-press.name = 大型石墨压缩机
|
||||
block.constructing = {0}\n[LIGHT_GRAY](Constructing)
|
||||
block.constructing = {0}\n[LIGHT_GRAY](建造中)
|
||||
block.spawn.name = 敌人出生点
|
||||
block.core-shard.name = 小型核心
|
||||
block.core-foundation.name = 中型核心
|
||||
@@ -699,7 +700,7 @@ block.pneumatic-drill.name = 气动钻头
|
||||
block.laser-drill.name = 激光钻头
|
||||
block.water-extractor.name = 抽水机
|
||||
block.cultivator.name = 耕种机
|
||||
block.alpha-dart-mech-pad.name = 阿尔法-沉思者 机甲平台
|
||||
block.alpha-dart-mech-pad.name = 阿尔法-飞镖 机甲平台
|
||||
block.delta-mech-pad.name = 德尔塔 机甲平台
|
||||
block.javelin-ship-pad.name = 标枪 机甲平台
|
||||
block.trident-ship-pad.name = 三叉戟 机甲平台
|
||||
@@ -766,7 +767,7 @@ block.meltdown.name = 熔毁
|
||||
block.container.name = 容器
|
||||
block.launch-pad.name = 发射台
|
||||
block.launch-pad.description = 不通过核心发射物体。尚未完成。
|
||||
block.launch-pad-large.name = Large Launch Pad
|
||||
block.launch-pad-large.name = 大型发射台
|
||||
team.blue.name = 蓝
|
||||
team.red.name = 红
|
||||
team.orange.name = 橙
|
||||
@@ -789,7 +790,7 @@ unit.wraith.description = 一种快速,打了就跑的截击机。
|
||||
unit.fortress.name = 堡垒
|
||||
unit.fortress.description = 一种重炮地面部队。
|
||||
unit.revenant.name = 亡魂
|
||||
unit.eruptor.name = 爆发者
|
||||
unit.eruptor.name = 暴君
|
||||
unit.chaos-array.name = 混沌者
|
||||
unit.eradicator.name = 根除者
|
||||
unit.lich.name = 尸鬼
|
||||
@@ -830,7 +831,7 @@ block.overdrive-projector.description = 提高附近建筑物的速度,如钻
|
||||
block.force-projector.description = 自身周围创建一个六边形力场,保护建筑物和内部单位免受子弹的伤害。
|
||||
block.shock-mine.description = 伤害踩到它的敌人。敌人几乎看不到它。
|
||||
block.duo.description = 小而便宜的炮塔。
|
||||
block.scatter.description = 中型防空炮塔,向空中单位发射铅或废料。.
|
||||
block.scatter.description = 中型防空炮塔,向空中单位发射铅或废料。
|
||||
block.arc.description = 小型炮塔,发射电弧。
|
||||
block.hail.description = 小型炮兵炮台。
|
||||
block.lancer.description = 中型炮塔,发射带电的电子束。
|
||||
|
||||
@@ -40,6 +40,7 @@ addplayers = 增加/移除玩家
|
||||
customgame = 自訂遊戲
|
||||
newgame = 新遊戲
|
||||
none = 〈沒有〉
|
||||
minimap = Minimap
|
||||
close = 關閉
|
||||
quit = 退出
|
||||
maps = 地圖
|
||||
@@ -335,66 +336,48 @@ no = 否
|
||||
info.title = [accent]資訊
|
||||
error.title = [crimson]發生錯誤
|
||||
error.crashtitle = 發生錯誤
|
||||
bar.drillspeed = 鑽頭速度:{0}/秒
|
||||
bar.efficiency = 效率:{0}%
|
||||
blocks.input = Input
|
||||
blocks.output = Output
|
||||
blocks.booster = Booster
|
||||
block.unknown = [LIGHT_GRAY]???
|
||||
blocks.blockinfo = 方塊資訊
|
||||
bar.powerbalance = 能量變化:{0}
|
||||
bar.poweroutput = 能量輸出:{0}
|
||||
blocks.powercapacity = 蓄電量
|
||||
blocks.powershot = 能量/射擊
|
||||
blocks.targetsair = 攻擊空中目標
|
||||
blocks.targetsground = 攻擊地面
|
||||
bar.items = 物品:{0}
|
||||
blocks.itemsmoved = 移動速度
|
||||
blocks.launchtime = Time Between Launches
|
||||
blocks.shootrange = 範圍
|
||||
blocks.size = 尺寸
|
||||
blocks.liquidcapacity = 液體容量
|
||||
blocks.maxitemssecond = 最高產量
|
||||
blocks.powerrange = 輸出範圍
|
||||
blocks.poweruse = 能量使用
|
||||
blocks.powerdamage = 能量/傷害
|
||||
blocks.inputitemcapacity = 最大輸入
|
||||
blocks.outputitemcapacity = 最大輸出
|
||||
blocks.itemcapacity = 物品容量
|
||||
blocks.basepowergeneration = 基本能量生产
|
||||
blocks.powertransferspeed = 能量傳輸
|
||||
blocks.craftspeed = 產生速度
|
||||
blocks.productiontime = Production Time
|
||||
blocks.repairtime = Block Full Repair Time
|
||||
blocks.speedincrease = Speed Increase
|
||||
blocks.range = Range
|
||||
blocks.inputliquid = 輸入液體
|
||||
blocks.inputliquidaux = 輔助液體
|
||||
blocks.inputitem = 輸入物品
|
||||
blocks.inputitems = 輸入物品
|
||||
blocks.outputitem = 輸出物品
|
||||
blocks.drilltier = 可鑽取礦物
|
||||
blocks.drillspeed = 基本鑽取速度
|
||||
blocks.boosteffect = Boost Effect
|
||||
blocks.maxunits = 最大活躍單位
|
||||
blocks.liquidoutput = 輸出液體
|
||||
blocks.liquidoutputspeed = 輸出液體速度
|
||||
blocks.liquiduse = 使用液體速度
|
||||
blocks.coolant = 冷卻劑
|
||||
bar.liquid = 液體
|
||||
blocks.coolantuse = 使用冷卻劑
|
||||
blocks.inputliquidfuel = 輸入液體燃料
|
||||
blocks.liquidfueluse = 使用液體燃料速度
|
||||
blocks.boostitem = 強化物品
|
||||
blocks.boostliquid = 強化液體
|
||||
blocks.health = 耐久度
|
||||
blocks.inaccuracy = 誤差
|
||||
blocks.shots = 射擊數
|
||||
blocks.reload = 重裝彈藥
|
||||
blocks.ammo = 彈藥
|
||||
bar.drillspeed = 鑽頭速度:{0}/秒
|
||||
bar.efficiency = 效率:{0}%
|
||||
bar.powerbalance = 能量變化:{0}
|
||||
bar.poweramount = Power: {0}
|
||||
bar.poweroutput = 能量輸出:{0}
|
||||
bar.items = 物品:{0}
|
||||
bar.liquid = 液體
|
||||
bar.heat = 熱
|
||||
bar.power = 能量
|
||||
bar.progress = 建造進度
|
||||
bar.spawned = 單位:{0}/{1}
|
||||
blocks.power.satisfaction = 能量滿意度
|
||||
blocks.inaccuracy = 誤差
|
||||
blocks.shots = 射擊數
|
||||
blocks.reload = 重裝彈藥
|
||||
blocks.inputfuel = 燃料
|
||||
blocks.fuelburntime = 燃燒燃料時間
|
||||
blocks.inputcapacity = 輸入容量
|
||||
blocks.outputcapacity = 輸出容量
|
||||
blocks.ammo = 彈藥
|
||||
bullet.damage = [stat]{0}[lightgray] dmg
|
||||
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
|
||||
bullet.incendiary = [stat]incendiary
|
||||
@@ -414,6 +397,9 @@ unit.liquidunits = 液體單位
|
||||
unit.powerunits = 能量單位
|
||||
unit.degrees = 度
|
||||
unit.seconds = 秒
|
||||
unit.persecond = /sec
|
||||
unit.timesspeed = x speed
|
||||
unit.percent = %
|
||||
unit.items = 物品
|
||||
category.general = 一般
|
||||
category.power = 能量
|
||||
@@ -425,6 +411,7 @@ category.optional = 可選的強化
|
||||
setting.landscape.name = Lock Landscape
|
||||
setting.shadows.name = Shadows
|
||||
setting.animatedwater.name = 動畫水
|
||||
setting.animatedshields.name = Animated Shields
|
||||
setting.antialias.name = 消除鋸齒[LIGHT_GRAY](需要重啟)[]
|
||||
setting.indicators.name = 盟友指標
|
||||
setting.autotarget.name = 自動射擊
|
||||
@@ -448,6 +435,7 @@ setting.borderless.name = 無邊框窗口
|
||||
setting.fps.name = 顯示FPS
|
||||
setting.vsync.name = 垂直同步
|
||||
setting.lasers.name = 顯示雷射光束
|
||||
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
|
||||
setting.minimap.name = 顯示小地圖
|
||||
setting.musicvol.name = 音樂音量
|
||||
setting.mutemusic.name = 靜音
|
||||
@@ -507,6 +495,9 @@ rules.waves = Waves
|
||||
rules.enemyCheat = Infinite AI Resources
|
||||
rules.pvp = PvP
|
||||
rules.unitdrops = Unit Drops
|
||||
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
|
||||
rules.unithealthmultiplier = Unit Health Multiplier
|
||||
rules.playerdamagemultiplier = Player Damage Multiplier
|
||||
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
|
||||
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
|
||||
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
|
||||
@@ -592,6 +583,7 @@ mech.itemcapacity = [LIGHT_GRAY]物品容量:{0}
|
||||
mech.minespeed = [LIGHT_GRAY]採礦速度:{0}
|
||||
mech.minepower = [LIGHT_GRAY]採礦力度:{0}
|
||||
mech.ability = [LIGHT_GRAY]能力:{0}
|
||||
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
|
||||
liquid.heatcapacity = [LIGHT_GRAY]熱容量:{0}
|
||||
liquid.viscosity = [LIGHT_GRAY]粘性:{0}
|
||||
liquid.temperature = [LIGHT_GRAY]温度:{0}
|
||||
|
||||
|
Before Width: | Height: | Size: 505 B After Width: | Height: | Size: 505 B |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 244 KiB After Width: | Height: | Size: 244 KiB |
|
Before Width: | Height: | Size: 192 KiB After Width: | Height: | Size: 192 KiB |
|
Before Width: | Height: | Size: 283 KiB After Width: | Height: | Size: 283 KiB |
|
Before Width: | Height: | Size: 535 KiB After Width: | Height: | Size: 535 KiB |
@@ -36,6 +36,8 @@ public class Vars{
|
||||
public static final Charset charset = Charset.forName("UTF-8");
|
||||
/**main application name, capitalized*/
|
||||
public static final String appName = "Mindustry";
|
||||
/**URL for itch.io donations.*/
|
||||
public static final String donationURL = "https://anuke.itch.io/mindustry/purchase";
|
||||
/**URL for discord invite.*/
|
||||
public static final String discordURL = "https://discord.gg/mindustry";
|
||||
/**URL for Github API for releases*/
|
||||
|
||||
@@ -97,7 +97,7 @@ public class WaveSpawner{
|
||||
}
|
||||
Time.run(20f, () -> Effects.effect(Fx.spawnShockwave, spawn.x * tilesize, spawn.y * tilesize));
|
||||
//would be interesting to see player structures survive this without hacks
|
||||
Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f));
|
||||
Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f, true));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -407,6 +407,7 @@ public class Blocks implements ContentList{
|
||||
outputItem = new ItemStack(Items.silicon, 1);
|
||||
craftTime = 40f;
|
||||
size = 2;
|
||||
hasPower = true;
|
||||
hasLiquids = false;
|
||||
flameColor = Color.valueOf("ffef99");
|
||||
|
||||
@@ -446,7 +447,7 @@ public class Blocks implements ContentList{
|
||||
int topRegion = reg("-top");
|
||||
|
||||
drawer = tile -> {
|
||||
super.draw(tile);
|
||||
Draw.rect(region, tile.drawx(), tile.drawy());
|
||||
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
|
||||
@@ -462,12 +463,15 @@ public class Blocks implements ContentList{
|
||||
outputItem = new ItemStack(Items.phasefabric, 1);
|
||||
craftTime = 120f;
|
||||
size = 2;
|
||||
hasPower = true;
|
||||
|
||||
consumes.items(new ItemStack(Items.thorium, 4), new ItemStack(Items.sand, 10));
|
||||
consumes.power(5f);
|
||||
|
||||
int bottomRegion = reg("-bottom"), weaveRegion = reg("-weave");
|
||||
|
||||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name + "-bottom"), Core.atlas.find(name)};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
|
||||
@@ -507,25 +511,27 @@ public class Blocks implements ContentList{
|
||||
outputItem = new ItemStack(Items.surgealloy, 1);
|
||||
craftTime = 75f;
|
||||
size = 3;
|
||||
hasPower = true;
|
||||
|
||||
consumes.power(4f);
|
||||
consumes.items(new ItemStack(Items.titanium, 2), new ItemStack(Items.lead, 4), new ItemStack(Items.silicon, 3), new ItemStack(Items.copper, 3));
|
||||
}};
|
||||
|
||||
cryofluidMixer = new GenericCrafter("cryofluidmixer"){{
|
||||
cryofluidMixer = new LiquidConverter("cryofluidmixer"){{
|
||||
requirements(Category.crafting, ItemStack.with(Items.lead, 130, Items.silicon, 80, Items.thorium, 90));
|
||||
outputLiquid = new LiquidStack(Liquids.cryofluid, 0.3f);
|
||||
craftTime = 5f;
|
||||
outputLiquid = new LiquidStack(Liquids.cryofluid, 0.1f);
|
||||
craftTime = 60f;
|
||||
size = 2;
|
||||
hasPower = true;
|
||||
hasItems = true;
|
||||
hasLiquids = true;
|
||||
rotate = false;
|
||||
solid = true;
|
||||
outputsLiquid = true;
|
||||
|
||||
consumes.power(1f);
|
||||
consumes.item(Items.titanium);
|
||||
consumes.liquid(Liquids.water, 0.3f);
|
||||
consumes.liquid(Liquids.water, 0.1f);
|
||||
|
||||
int liquidRegion = reg("-liquid"), topRegion = reg("-top"), bottomRegion = reg("-bottom");
|
||||
|
||||
@@ -621,10 +627,12 @@ public class Blocks implements ContentList{
|
||||
requirements(Category.crafting, ItemStack.with(Items.lead, 70, Items.silicon, 60));
|
||||
liquidCapacity = 60f;
|
||||
craftTime = 20f;
|
||||
outputLiquid = new LiquidStack(Liquids.oil, 4f);
|
||||
outputLiquid = new LiquidStack(Liquids.oil, 6f);
|
||||
size = 2;
|
||||
health = 320;
|
||||
hasLiquids = true;
|
||||
hasPower = true;
|
||||
craftEffect = Fx.none;
|
||||
|
||||
consumes.item(Items.sporePod, 1);
|
||||
consumes.power(0.60f);
|
||||
@@ -637,6 +645,8 @@ public class Blocks implements ContentList{
|
||||
int liquidRegion = reg("-liquid");
|
||||
int topRegion =reg("-top");
|
||||
|
||||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name), Core.atlas.find(name + "-top")};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
|
||||
@@ -662,6 +672,8 @@ public class Blocks implements ContentList{
|
||||
|
||||
int rotatorRegion = reg("-rotator");
|
||||
|
||||
drawIcons = () -> new TextureRegion[]{Core.atlas.find(name), Core.atlas.find(name + "-rotator")};
|
||||
|
||||
drawer = tile -> {
|
||||
GenericCrafterEntity entity = tile.entity();
|
||||
|
||||
@@ -802,7 +814,7 @@ public class Blocks implements ContentList{
|
||||
|
||||
mender = new MendProjector("mender"){{
|
||||
requirements(Category.effect, ItemStack.with(Items.lead, 60, Items.copper, 50));
|
||||
consumes.power(0.7f);
|
||||
consumes.power(0.3f);
|
||||
size = 1;
|
||||
reload = 200f;
|
||||
range = 40f;
|
||||
@@ -815,7 +827,7 @@ public class Blocks implements ContentList{
|
||||
|
||||
mendProjector = new MendProjector("mend-projector"){{
|
||||
requirements(Category.effect, ItemStack.with(Items.lead, 200, Items.titanium, 50, Items.silicon, 80));
|
||||
consumes.power(1.8f);
|
||||
consumes.power(1.5f);
|
||||
size = 2;
|
||||
reload = 250f;
|
||||
range = 85f;
|
||||
@@ -1001,20 +1013,20 @@ public class Blocks implements ContentList{
|
||||
}};
|
||||
|
||||
battery = new Battery("battery"){{
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 8, Items.lead, 30, Items.silicon, 4));
|
||||
consumes.powerBuffered(3200f, 1f);
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 8, Items.lead, 40));
|
||||
consumes.powerBuffered(4000f, 1f);
|
||||
}};
|
||||
|
||||
batteryLarge = new Battery("battery-large"){{
|
||||
requirements(Category.power, ItemStack.with(Items.titanium, 40, Items.lead, 80, Items.silicon, 30));
|
||||
requirements(Category.power, ItemStack.with(Items.titanium, 40, Items.lead, 80, Items.silicon, 40));
|
||||
size = 3;
|
||||
consumes.powerBuffered(37440f, 1f);
|
||||
consumes.powerBuffered(50000f, 1f);
|
||||
}};
|
||||
|
||||
combustionGenerator = new BurnerGenerator("combustion-generator"){{
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 50, Items.lead, 30));
|
||||
powerProduction = 1f;
|
||||
itemDuration = 40f;
|
||||
itemDuration = 60f;
|
||||
}};
|
||||
|
||||
thermalGenerator = new ThermalGenerator("thermal-generator"){{
|
||||
@@ -1027,7 +1039,7 @@ public class Blocks implements ContentList{
|
||||
turbineGenerator = new BurnerGenerator("turbine-generator"){{
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 70, Items.graphite, 50, Items.lead, 80, Items.silicon, 60));
|
||||
powerProduction = 6f;
|
||||
itemDuration = 30f;
|
||||
itemDuration = 40f;
|
||||
consumes.liquid(Liquids.water, 0.05f);
|
||||
hasLiquids = true;
|
||||
size = 2;
|
||||
@@ -1035,7 +1047,7 @@ public class Blocks implements ContentList{
|
||||
|
||||
differentialGenerator = new ItemLiquidGenerator(true, true, "differential-generator"){{
|
||||
requirements(Category.power, ItemStack.with(Items.copper, 140, Items.titanium, 100, Items.lead, 200, Items.silicon, 130, Items.metaglass, 100));
|
||||
powerProduction = 13f;
|
||||
powerProduction = 16f;
|
||||
itemDuration = 50f;
|
||||
hasLiquids = true;
|
||||
size = 3;
|
||||
@@ -1068,16 +1080,17 @@ public class Blocks implements ContentList{
|
||||
health = 700;
|
||||
powerProduction = 14f;
|
||||
consumes.item(Items.thorium);
|
||||
consumes.liquid(Liquids.cryofluid, 0.1f);
|
||||
heating = 0.02f;
|
||||
consumes.liquid(Liquids.cryofluid, 0.1f).update(false);
|
||||
}};
|
||||
|
||||
impactReactor = new ImpactReactor("impact-reactor"){{
|
||||
requirements(Category.power, ItemStack.with(Items.lead, 1000, Items.silicon, 600, Items.graphite, 800, Items.thorium, 200, Items.surgealloy, 500, Items.metaglass, 500));
|
||||
size = 4;
|
||||
health = 900;
|
||||
powerProduction = 80f;
|
||||
powerProduction = 100f;
|
||||
itemDuration = 40f;
|
||||
consumes.power(23f);
|
||||
consumes.power(25f);
|
||||
consumes.item(Items.blastCompound);
|
||||
consumes.liquid(Liquids.cryofluid, 0.8f);
|
||||
}};
|
||||
@@ -1252,7 +1265,7 @@ public class Blocks implements ContentList{
|
||||
Items.scrap, Bullets.flakScrap,
|
||||
Items.lead, Bullets.flakLead
|
||||
);
|
||||
reload = 20f;
|
||||
reload = 15f;
|
||||
range = 180f;
|
||||
size = 2;
|
||||
burstSpacing = 5f;
|
||||
@@ -1438,12 +1451,12 @@ public class Blocks implements ContentList{
|
||||
Items.surgealloy, Bullets.flakSurge
|
||||
);
|
||||
xRand = 4f;
|
||||
reload = 7f;
|
||||
range = 170f;
|
||||
reload = 6f;
|
||||
range = 200f;
|
||||
size = 3;
|
||||
recoil = 3f;
|
||||
rotatespeed = 10f;
|
||||
inaccuracy = 13f;
|
||||
inaccuracy = 10f;
|
||||
shootCone = 30f;
|
||||
|
||||
health = 145 * size * size;
|
||||
@@ -1497,12 +1510,13 @@ public class Blocks implements ContentList{
|
||||
shootShake = 2f;
|
||||
powerUsed = 0.5f;
|
||||
consumes.powerBuffered(1200f);
|
||||
range = 160f;
|
||||
reload = 170f;
|
||||
firingMoveFract = 0.1f;
|
||||
range = 190f;
|
||||
reload = 50f;
|
||||
firingMoveFract = 0.5f;
|
||||
shootDuration = 220f;
|
||||
|
||||
health = 165 * size * size;
|
||||
health = 200 * size * size;
|
||||
consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 0.5f)).update(false);
|
||||
}};
|
||||
|
||||
//endregion
|
||||
@@ -1513,6 +1527,7 @@ public class Blocks implements ContentList{
|
||||
type = UnitTypes.spirit;
|
||||
produceTime = 5700;
|
||||
size = 2;
|
||||
maxSpawn = 2;
|
||||
consumes.power(0.80f);
|
||||
consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30));
|
||||
}};
|
||||
@@ -1522,6 +1537,7 @@ public class Blocks implements ContentList{
|
||||
type = UnitTypes.phantom;
|
||||
produceTime = 7300;
|
||||
size = 2;
|
||||
maxSpawn = 2;
|
||||
consumes.power(2f);
|
||||
consumes.items(new ItemStack(Items.silicon, 70), new ItemStack(Items.lead, 80), new ItemStack(Items.titanium, 80));
|
||||
}};
|
||||
@@ -1585,6 +1601,7 @@ public class Blocks implements ContentList{
|
||||
type = UnitTypes.fortress;
|
||||
produceTime = 5000;
|
||||
size = 3;
|
||||
maxSpawn = 3;
|
||||
consumes.power(2f);
|
||||
consumes.items(new ItemStack(Items.silicon, 40), new ItemStack(Items.thorium, 50));
|
||||
}};
|
||||
|
||||
@@ -273,7 +273,7 @@ public class Bullets implements ContentList{
|
||||
keepVelocity = false;
|
||||
splashDamageRadius = 25f;
|
||||
splashDamage = 10f;
|
||||
lifetime = 80f;
|
||||
lifetime = 50f;
|
||||
trailColor = Pal.unitBack;
|
||||
backColor = Pal.unitBack;
|
||||
frontColor = Pal.unitFront;
|
||||
@@ -533,13 +533,13 @@ public class Bullets implements ContentList{
|
||||
}
|
||||
};
|
||||
|
||||
meltdownLaser = new BulletType(0.001f, 35){
|
||||
meltdownLaser = new BulletType(0.001f, 70){
|
||||
Color tmpColor = new Color();
|
||||
Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.WHITE};
|
||||
float[] tscales = {1f, 0.7f, 0.5f, 0.2f};
|
||||
float[] strokes = {2f, 1.5f, 1f, 0.3f};
|
||||
float[] lenscales = {1f, 1.12f, 1.15f, 1.17f};
|
||||
float length = 200f;
|
||||
float length = 220f;
|
||||
|
||||
{
|
||||
hitEffect = Fx.hitMeltdown;
|
||||
@@ -626,7 +626,6 @@ public class Bullets implements ContentList{
|
||||
|
||||
slagShot = new LiquidBulletType(Liquids.slag){{
|
||||
damage = 4;
|
||||
speed = 1.9f;
|
||||
drag = 0.03f;
|
||||
}};
|
||||
|
||||
@@ -644,6 +643,8 @@ public class Bullets implements ContentList{
|
||||
lightning = new BulletType(0.001f, 12f){
|
||||
{
|
||||
lifetime = 1f;
|
||||
shootEffect = Fx.hitLancer;
|
||||
smokeEffect = Fx.none;
|
||||
despawnEffect = Fx.none;
|
||||
hitEffect = Fx.hitLancer;
|
||||
keepVelocity = false;
|
||||
@@ -730,7 +731,7 @@ public class Bullets implements ContentList{
|
||||
lifetime = 23f;
|
||||
speed = 1f;
|
||||
splashDamageRadius = 50f;
|
||||
splashDamage = 20f;
|
||||
splashDamage = 28f;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -75,10 +75,12 @@ public class Mechs implements ContentList{
|
||||
engineColor = Color.valueOf("d3ddff");
|
||||
|
||||
weapon = new Weapon("shockgun"){{
|
||||
shake = 2f;
|
||||
length = 1f;
|
||||
reload = 40f;
|
||||
shotDelay = 3f;
|
||||
roundrobin = true;
|
||||
shots = 1;
|
||||
shots = 3;
|
||||
inaccuracy = 0f;
|
||||
velocityRnd = 0.2f;
|
||||
ejectEffect = Fx.none;
|
||||
|
||||
@@ -199,12 +199,14 @@ public class TechTree implements ContentList{
|
||||
node(combustionGenerator, () -> {
|
||||
node(powerNode, () -> {
|
||||
node(powerNodeLarge, () -> {
|
||||
node(battery, () -> {
|
||||
node(batteryLarge, () -> {
|
||||
node(surgeTower, () -> {
|
||||
node(surgeTower, () -> {
|
||||
|
||||
});
|
||||
});
|
||||
|
||||
node(battery, () -> {
|
||||
node(batteryLarge, () -> {
|
||||
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
@@ -243,11 +245,12 @@ public class TechTree implements ContentList{
|
||||
});
|
||||
});
|
||||
|
||||
node(spiritFactory, () -> {
|
||||
node(phantomFactory);
|
||||
});
|
||||
|
||||
node(alphaDartPad, () -> {
|
||||
node(deltaPad, () -> {
|
||||
node(spiritFactory, () -> {
|
||||
node(phantomFactory);
|
||||
});
|
||||
|
||||
node(javelinPad, () -> {
|
||||
node(tridentPad, () -> {
|
||||
|
||||
@@ -39,7 +39,7 @@ public class Zones implements ContentList{
|
||||
rules = () -> new Rules(){{
|
||||
waves = true;
|
||||
waveTimer = true;
|
||||
waveSpacing = 60 * 60 * 1f;
|
||||
waveSpacing = 60 * 60 * 1.5f;
|
||||
}};
|
||||
}};
|
||||
|
||||
|
||||
@@ -8,11 +8,9 @@ import io.anuke.arc.graphics.GL20;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.g2d.TextureAtlas;
|
||||
import io.anuke.arc.input.KeyCode;
|
||||
import io.anuke.arc.scene.ui.Dialog;
|
||||
import io.anuke.arc.scene.ui.TextField;
|
||||
import io.anuke.arc.util.BufferUtils;
|
||||
import io.anuke.arc.util.Interval;
|
||||
import io.anuke.arc.util.Strings;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.arc.util.*;
|
||||
import io.anuke.mindustry.content.Mechs;
|
||||
import io.anuke.mindustry.core.GameState.State;
|
||||
import io.anuke.mindustry.entities.Effects;
|
||||
@@ -101,7 +99,7 @@ public class Control implements ApplicationListener{
|
||||
});
|
||||
|
||||
Events.on(WorldLoadEvent.class, event -> {
|
||||
Core.app.post(() -> Core.camera.position.set(player));
|
||||
Core.app.post(() -> Core.app.post(() -> Core.camera.position.set(player)));
|
||||
});
|
||||
|
||||
Events.on(ResetEvent.class, event -> {
|
||||
@@ -311,7 +309,7 @@ public class Control implements ApplicationListener{
|
||||
Time.update();
|
||||
}
|
||||
|
||||
if(!scene.hasDialog() && Core.input.keyTap(KeyCode.BACK)){
|
||||
if(!scene.hasDialog() && !(scene.root.getChildren().peek() instanceof Dialog) &&Core.input.keyTap(KeyCode.BACK)){
|
||||
Platform.instance.hide();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -63,6 +63,7 @@ public class NetClient implements ApplicationListener{
|
||||
public NetClient(){
|
||||
|
||||
Net.handleClient(Connect.class, packet -> {
|
||||
Log.info("Connecting to server: {0}", packet.addressTCP);
|
||||
|
||||
player.isAdmin = false;
|
||||
|
||||
@@ -212,6 +213,11 @@ public class NetClient implements ApplicationListener{
|
||||
SyncTrait entity = (SyncTrait) group.getByID(id);
|
||||
boolean add = false;
|
||||
|
||||
if(entity == null && id == player.id){
|
||||
entity = player;
|
||||
add = true;
|
||||
}
|
||||
|
||||
//entity must not be added yet, so create it
|
||||
if(entity == null){
|
||||
entity = (SyncTrait) TypeTrait.getTypeByID(typeID).get(); //create entity from supplier
|
||||
|
||||
@@ -190,20 +190,7 @@ public class NetServer implements ApplicationListener{
|
||||
|
||||
//playing in pvp mode automatically assigns players to teams
|
||||
if(state.rules.pvp){
|
||||
//find team with minimum amount of players and auto-assign player to that.
|
||||
Team min = Structs.findMin(Team.all, team -> {
|
||||
if(state.teams.isActive(team)){
|
||||
int count = 0;
|
||||
for(Player other : playerGroup.all()){
|
||||
if(other.getTeam() == team){
|
||||
count ++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
return Integer.MAX_VALUE;
|
||||
});
|
||||
player.setTeam(min);
|
||||
player.setTeam(assignTeam(playerGroup.all()));
|
||||
Log.info("Auto-assigned player {0} to team {1}.", player.name, player.getTeam());
|
||||
}
|
||||
|
||||
@@ -221,6 +208,22 @@ public class NetServer implements ApplicationListener{
|
||||
});
|
||||
}
|
||||
|
||||
public Team assignTeam(Iterable<Player> players){
|
||||
//find team with minimum amount of players and auto-assign player to that.
|
||||
return Structs.findMin(Team.all, team -> {
|
||||
if(state.teams.isActive(team)){
|
||||
int count = 0;
|
||||
for(Player other : players){
|
||||
if(other.getTeam() == team){
|
||||
count ++;
|
||||
}
|
||||
}
|
||||
return count;
|
||||
}
|
||||
return Integer.MAX_VALUE;
|
||||
});
|
||||
}
|
||||
|
||||
public void sendWorldData(Player player, int clientID){
|
||||
ByteArrayOutputStream stream = new ByteArrayOutputStream();
|
||||
DeflaterOutputStream def = new DeflaterOutputStream(stream);
|
||||
@@ -294,10 +297,12 @@ public class NetServer implements ApplicationListener{
|
||||
player.isShooting = shooting;
|
||||
player.getPlaceQueue().clear();
|
||||
for(BuildRequest req : requests){
|
||||
Tile tile = world.tile(req.x, req.y);
|
||||
if(tile == null) continue;
|
||||
//auto-skip done requests
|
||||
if(req.breaking && world.tile(req.x, req.y).block() == Blocks.air){
|
||||
if(req.breaking && tile.block() == Blocks.air){
|
||||
continue;
|
||||
}else if(!req.breaking && world.tile(req.x, req.y).block() == req.block && (!req.block.rotate || world.tile(req.x, req.y).getRotation() == req.rotation)){
|
||||
}else if(!req.breaking && tile.block() == req.block && (!req.block.rotate || tile.getRotation() == req.rotation)){
|
||||
continue;
|
||||
}
|
||||
player.getPlaceQueue().addLast(req);
|
||||
@@ -425,7 +430,7 @@ public class NetServer implements ApplicationListener{
|
||||
Log.err("Cannot kick unknown player!");
|
||||
return;
|
||||
}else{
|
||||
Log.info("Kicking connection #{0} / IP: {1}. Reason: {2}", connection, con.address, reason);
|
||||
Log.info("Kicking connection #{0} / IP: {1}. Reason: {2}", connection, con.address, reason.name());
|
||||
}
|
||||
|
||||
Player player = connections.get(con.id);
|
||||
|
||||
@@ -37,8 +37,6 @@ public abstract class Platform {
|
||||
}
|
||||
/**Update discord RPC.*/
|
||||
public void updateRPC(){}
|
||||
/**Open donation dialog. Currently android only.*/
|
||||
public void openDonations(){}
|
||||
/**Whether donating is supported.*/
|
||||
public boolean canDonate(){
|
||||
return false;
|
||||
|
||||
@@ -47,6 +47,7 @@ public class Renderer implements ApplicationListener{
|
||||
public final BlockRenderer blocks = new BlockRenderer();
|
||||
public final MinimapRenderer minimap = new MinimapRenderer();
|
||||
public final OverlayRenderer overlays = new OverlayRenderer();
|
||||
public final Pixelator pixelator = new Pixelator();
|
||||
|
||||
public FrameBuffer shieldBuffer = new FrameBuffer(2, 2);
|
||||
private Color clearColor;
|
||||
@@ -132,8 +133,11 @@ public class Renderer implements ApplicationListener{
|
||||
}
|
||||
|
||||
updateShake(0.75f);
|
||||
|
||||
draw();
|
||||
if(pixelator.enabled()){
|
||||
pixelator.drawPixelate();
|
||||
}else{
|
||||
draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -159,7 +163,7 @@ public class Renderer implements ApplicationListener{
|
||||
|
||||
graphics.clear(clearColor);
|
||||
|
||||
if(graphics.getWidth() >= 2 && graphics.getHeight() >= 2 && (shieldBuffer.getWidth() != graphics.getWidth() || shieldBuffer.getHeight() != graphics.getHeight())){
|
||||
if(!graphics.isHidden() && (Core.settings.getBool("animatedwater") || Core.settings.getBool("animatedshields")) && (shieldBuffer.getWidth() != graphics.getWidth() || shieldBuffer.getHeight() != graphics.getHeight())){
|
||||
shieldBuffer.resize(graphics.getWidth(), graphics.getHeight());
|
||||
}
|
||||
|
||||
@@ -207,25 +211,27 @@ public class Renderer implements ApplicationListener{
|
||||
drawAndInterpolate(playerGroup, p -> true, Player::drawBuildRequests);
|
||||
|
||||
if(EntityDraw.countInBounds(shieldGroup) > 0){
|
||||
Draw.flush();
|
||||
shieldBuffer.begin();
|
||||
graphics.clear(Color.CLEAR);
|
||||
EntityDraw.draw(shieldGroup);
|
||||
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
|
||||
Draw.flush();
|
||||
shieldBuffer.end();
|
||||
Draw.shader(Shaders.shield);
|
||||
Draw.color(Pal.accent);
|
||||
Draw.rect(Draw.wrap(shieldBuffer.getTexture()), camera.position.x, camera.position.y, camera.width, -camera.height);
|
||||
Draw.color();
|
||||
Draw.shader();
|
||||
if(settings.getBool("animatedshields")){
|
||||
Draw.flush();
|
||||
shieldBuffer.begin();
|
||||
graphics.clear(Color.CLEAR);
|
||||
EntityDraw.draw(shieldGroup);
|
||||
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawOver());
|
||||
Draw.flush();
|
||||
shieldBuffer.end();
|
||||
Draw.shader(Shaders.shield);
|
||||
Draw.color(Pal.accent);
|
||||
Draw.rect(Draw.wrap(shieldBuffer.getTexture()), camera.position.x, camera.position.y, camera.width, -camera.height);
|
||||
Draw.color();
|
||||
Draw.shader();
|
||||
}else{
|
||||
EntityDraw.drawWith(shieldGroup, shield -> true, shield -> ((ShieldEntity)shield).drawSimple());
|
||||
}
|
||||
}
|
||||
|
||||
overlays.drawTop();
|
||||
|
||||
EntityDraw.setClip(false);
|
||||
drawAndInterpolate(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
|
||||
EntityDraw.setClip(true);
|
||||
|
||||
Draw.color();
|
||||
Draw.flush();
|
||||
@@ -311,13 +317,24 @@ public class Renderer implements ApplicationListener{
|
||||
targetscale = Mathf.clamp(targetscale, s * 1.5f, Math.round(s * 6));
|
||||
}
|
||||
|
||||
public float getScale(){
|
||||
return targetscale;
|
||||
}
|
||||
|
||||
public void setScale(float scl){
|
||||
targetscale = scl;
|
||||
clampScale();
|
||||
}
|
||||
|
||||
public void takeMapScreenshot(){
|
||||
drawGroundShadows();
|
||||
|
||||
int w = world.width()*tilesize, h = world.height()*tilesize;
|
||||
|
||||
boolean isWater = settings.getBool("animatedwater");
|
||||
settings.put("animatedwater", false);
|
||||
boolean hadShields = Core.settings.getBool("animatedshields");
|
||||
boolean hadWater = Core.settings.getBool("animatedwater");
|
||||
Core.settings.put("animatedwater", false);
|
||||
Core.settings.put("animatedshields", false);
|
||||
|
||||
FrameBuffer buffer = new FrameBuffer(w, h);
|
||||
|
||||
@@ -351,7 +368,8 @@ public class Renderer implements ApplicationListener{
|
||||
|
||||
buffer.dispose();
|
||||
|
||||
settings.put("animatedwater", isWater);
|
||||
Core.settings.put("animatedwater", hadWater);
|
||||
Core.settings.put("animatedshields", hadShields);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -67,6 +67,7 @@ public class UI implements ApplicationListener{
|
||||
public ContentInfoDialog content;
|
||||
public DeployDialog deploy;
|
||||
public TechTreeDialog tech;
|
||||
public MinimapDialog minimap;
|
||||
|
||||
public Cursor drillCursor, unloadCursor;
|
||||
|
||||
@@ -178,6 +179,7 @@ public class UI implements ApplicationListener{
|
||||
content = new ContentInfoDialog();
|
||||
deploy = new DeployDialog();
|
||||
tech = new TechTreeDialog();
|
||||
minimap = new MinimapDialog();
|
||||
|
||||
Group group = Core.scene.root;
|
||||
|
||||
|
||||
@@ -1,22 +1,27 @@
|
||||
package io.anuke.mindustry.entities;
|
||||
|
||||
import io.anuke.mindustry.entities.Effects.Effect;
|
||||
import io.anuke.annotations.Annotations.Struct;
|
||||
import io.anuke.arc.collection.GridBits;
|
||||
import io.anuke.arc.collection.IntQueue;
|
||||
import io.anuke.arc.function.Consumer;
|
||||
import io.anuke.arc.function.Predicate;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Geometry;
|
||||
import io.anuke.arc.math.geom.Point2;
|
||||
import io.anuke.arc.math.geom.Rectangle;
|
||||
import io.anuke.arc.math.geom.Vector2;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.mindustry.content.Bullets;
|
||||
import io.anuke.mindustry.content.Fx;
|
||||
import io.anuke.mindustry.entities.Effects.Effect;
|
||||
import io.anuke.mindustry.entities.bullet.Bullet;
|
||||
import io.anuke.mindustry.entities.effect.Fire;
|
||||
import io.anuke.mindustry.entities.effect.Lightning;
|
||||
import io.anuke.mindustry.entities.type.Unit;
|
||||
import io.anuke.mindustry.game.Team;
|
||||
import io.anuke.mindustry.gen.Call;
|
||||
import io.anuke.mindustry.gen.PropCell;
|
||||
import io.anuke.mindustry.graphics.Pal;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
|
||||
@@ -27,6 +32,8 @@ public class Damage{
|
||||
private static Rectangle rect = new Rectangle();
|
||||
private static Rectangle hitrect = new Rectangle();
|
||||
private static Vector2 tr = new Vector2();
|
||||
private static GridBits bits = new GridBits(30, 30);
|
||||
private static IntQueue propagation = new IntQueue();
|
||||
|
||||
/**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){
|
||||
@@ -152,11 +159,16 @@ public class Damage{
|
||||
|
||||
/**Damages everything in a radius.*/
|
||||
public static void damage(float x, float y, float radius, float damage){
|
||||
damage(null, x, y, radius, damage);
|
||||
damage(null, x, y, radius, damage, false);
|
||||
}
|
||||
|
||||
/**Damages all entities and blocks in a radius that are enemies of the team.*/
|
||||
public static void damage(Team team, float x, float y, float radius, float damage){
|
||||
damage(team, x, y, radius, damage, false);
|
||||
}
|
||||
|
||||
/**Damages all entities and blocks in a radius that are enemies of the team.*/
|
||||
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete){
|
||||
Consumer<Unit> cons = entity -> {
|
||||
if(entity.getTeam() == team || entity.dst(x, y) > radius){
|
||||
return;
|
||||
@@ -175,17 +187,70 @@ public class Damage{
|
||||
Units.getNearby(rect, cons);
|
||||
}
|
||||
|
||||
if(!complete){
|
||||
int trad = (int)(radius / tilesize);
|
||||
Tile tile = world.tileWorld(x, y);
|
||||
if(tile != null){
|
||||
tileDamage(team, tile.x, tile.y, trad, damage);
|
||||
}
|
||||
}else{
|
||||
completeDamage(team, x, y, radius, damage);
|
||||
}
|
||||
}
|
||||
|
||||
public static void tileDamage(Team team, int startx, int starty, int radius, float baseDamage){
|
||||
bits.clear();
|
||||
propagation.clear();
|
||||
int bitOffset = bits.width()/2;
|
||||
|
||||
propagation.addFirst(PropCell.get((byte)0, (byte)0, (short)baseDamage));
|
||||
//clamp radius to fit bits
|
||||
radius = Math.min(radius, bits.width()/2);
|
||||
|
||||
while(!propagation.isEmpty()){
|
||||
int prop = propagation.removeLast();
|
||||
int x = PropCell.x(prop);
|
||||
int y = PropCell.y(prop);
|
||||
int damage = PropCell.damage(prop);
|
||||
//manhattan distance used for calculating falloff, results in a diamond pattern
|
||||
int dst = Math.abs(x) + Math.abs(y);
|
||||
|
||||
int scaledDamage = (int)(damage * (1f - (float)dst / radius));
|
||||
|
||||
bits.set(bitOffset + x, bitOffset + y);
|
||||
Tile tile = world.tile(startx + x, starty + y);
|
||||
|
||||
if(scaledDamage <= 0 || tile == null) continue;
|
||||
|
||||
tile = tile.target();
|
||||
|
||||
//apply damage to entity if needed
|
||||
if(tile.entity != null && tile.getTeam() != team){
|
||||
int health = (int)tile.entity.health;
|
||||
tile.entity.damage(scaledDamage);
|
||||
scaledDamage -= health;
|
||||
|
||||
if(scaledDamage <= 0) continue;
|
||||
}
|
||||
|
||||
for(Point2 p : Geometry.d4){
|
||||
if(!bits.get(bitOffset + x + p.x, bitOffset + y + p.y)){
|
||||
propagation.addFirst(PropCell.get((byte)(x + p.x), (byte)(y + p.y), (short)scaledDamage));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void completeDamage(Team team, float x, float y, float radius, float damage){
|
||||
int trad = (int) (radius / tilesize);
|
||||
for(int dx = -trad; dx <= trad; dx++){
|
||||
for(int dy = -trad; dy <= trad; dy++){
|
||||
Tile tile = world.tile(Math.round(x / tilesize) + dx, Math.round(y / tilesize) + dy);
|
||||
if(tile != null && tile.entity != null && (team == null || state.teams.areEnemies(team, tile.getTeam())) && Mathf.dst(dx, dy, 0, 0) <= trad){
|
||||
float amount = calculateDamage(x, y, tile.worldx(), tile.worldy(), radius, damage);
|
||||
tile.entity.damage(amount);
|
||||
if(tile != null && tile.entity != null && (team == null || state.teams.areEnemies(team, tile.getTeam())) && Mathf.dst(dx, dy) <= trad){
|
||||
tile.entity.damage(damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private static float calculateDamage(float x, float y, float tx, float ty, float radius, float damage){
|
||||
@@ -194,4 +259,11 @@ public class Damage{
|
||||
float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
|
||||
return damage * scaled;
|
||||
}
|
||||
|
||||
@Struct
|
||||
class PropCellStruct{
|
||||
byte x;
|
||||
byte y;
|
||||
short damage;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,7 +12,7 @@ import io.anuke.mindustry.entities.traits.SolidTrait;
|
||||
|
||||
public class EntityCollisions{
|
||||
//range for tile collision scanning
|
||||
private static final int r = 2;
|
||||
private static final int r = 1;
|
||||
//move in 1-unit chunks
|
||||
private static final float seg = 1f;
|
||||
|
||||
|
||||
@@ -131,6 +131,13 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
|
||||
this.data = data;
|
||||
}
|
||||
|
||||
public float damageMultiplier(){
|
||||
if(owner instanceof Unit){
|
||||
return ((Unit) owner).getDamageMultipler();
|
||||
}
|
||||
return 1f;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void absorb(){
|
||||
supressCollision = true;
|
||||
@@ -144,16 +151,10 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
|
||||
|
||||
@Override
|
||||
public float damage(){
|
||||
//todo hacky way to get damage, refactor
|
||||
if(owner instanceof Unit){
|
||||
return type.damage * ((Unit) owner).getDamageMultipler();
|
||||
}
|
||||
|
||||
if(owner instanceof Lightning && data instanceof Float){
|
||||
return (Float)data;
|
||||
}
|
||||
|
||||
return type.damage;
|
||||
return type.damage * damageMultiplier();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -125,7 +125,7 @@ public abstract class BulletType extends Content{
|
||||
}
|
||||
|
||||
if(splashDamageRadius > 0){
|
||||
Damage.damage(b.getTeam(), x, y, splashDamageRadius, splashDamage);
|
||||
Damage.damage(b.getTeam(), x, y, splashDamageRadius, splashDamage * b.damageMultiplier());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -202,9 +202,9 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
|
||||
if(!(tile.block() instanceof BuildBlock)){
|
||||
if(canCreateBlocks() && !current.breaking && Build.validPlace(getTeam(), current.x, current.y, current.block, current.rotation)){
|
||||
Build.beginPlace(getTeam(), current.x, current.y, current.block, current.rotation);
|
||||
Call.beginPlace(getTeam(), current.x, current.y, current.block, current.rotation);
|
||||
}else if(canCreateBlocks() && current.breaking && Build.validBreak(getTeam(), current.x, current.y)){
|
||||
Build.beginBreak(getTeam(), current.x, current.y);
|
||||
Call.beginBreak(getTeam(), current.x, current.y);
|
||||
}else{
|
||||
getPlaceQueue().removeFirst();
|
||||
return;
|
||||
@@ -213,8 +213,8 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
|
||||
TileEntity core = unit.getClosestCore();
|
||||
|
||||
//if there is no core to build with, stop building!
|
||||
if(core == null){
|
||||
//if there is no core to build with or no build entity, stop building!
|
||||
if(core == null || !(tile.entity instanceof BuildEntity)){
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -222,7 +222,6 @@ public interface BuilderTrait extends Entity, TeamTrait{
|
||||
BuildEntity entity = tile.entity();
|
||||
|
||||
if(entity == null){
|
||||
getPlaceQueue().removeFirst();
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
@@ -63,6 +63,16 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
unit.onSuperDeath();
|
||||
|
||||
//visual only.
|
||||
if(Net.client()){
|
||||
Tile tile = world.tile(unit.spawner);
|
||||
if(tile != null && !Net.client()){
|
||||
tile.block().unitRemoved(tile, unit);
|
||||
}
|
||||
|
||||
unit.spawner = noSpawner;
|
||||
}
|
||||
|
||||
//must run afterwards so the unit's group is not null when sending the removal packet
|
||||
Core.app.post(unit::remove);
|
||||
}
|
||||
@@ -217,7 +227,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
@Override
|
||||
public float maxHealth(){
|
||||
return type.health;
|
||||
return type.health * Vars.state.rules.unitHealthMultiplier;
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -278,8 +288,9 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
@Override
|
||||
public void removed(){
|
||||
super.removed();
|
||||
Tile tile = world.tile(spawner);
|
||||
if(tile != null){
|
||||
if(tile != null && !Net.client()){
|
||||
tile.block().unitRemoved(tile, this);
|
||||
}
|
||||
|
||||
@@ -356,6 +367,8 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
|
||||
interpolator.read(lastx, lasty, x, y, rotation);
|
||||
rotation = lastrot;
|
||||
x = lastx;
|
||||
y = lasty;
|
||||
}
|
||||
|
||||
public void onSuperDeath(){
|
||||
|
||||
@@ -211,8 +211,6 @@ public abstract class GroundUnit extends BaseUnit{
|
||||
|
||||
if(tile == targetTile) return;
|
||||
|
||||
float angle = angleTo(targetTile);
|
||||
|
||||
velocity.add(vec.trns(angleTo(targetTile), type.speed*Time.delta()));
|
||||
if(Units.invalidateTarget(target, this)){
|
||||
rotation = Mathf.slerpDelta(rotation, baseRotation, type.rotatespeed);
|
||||
@@ -237,8 +235,6 @@ public abstract class GroundUnit extends BaseUnit{
|
||||
|
||||
if(tile == targetTile || core == null || dst(core) < 90f) return;
|
||||
|
||||
float angle = angleTo(targetTile);
|
||||
|
||||
velocity.add(vec.trns(angleTo(targetTile), type.speed*Time.delta()));
|
||||
rotation = Mathf.slerpDelta(rotation, baseRotation, type.rotatespeed);
|
||||
}
|
||||
|
||||
@@ -91,6 +91,11 @@ public class Player extends Unit implements BuilderTrait, ShooterTrait{
|
||||
player.mech = (player.isMobile ? Mechs.starterMobile : Mechs.starterDesktop);
|
||||
}
|
||||
|
||||
@Override
|
||||
public float getDamageMultipler(){
|
||||
return status.getDamageMultiplier() * state.rules.playerDamageMultiplier;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void hitbox(Rectangle rectangle){
|
||||
rectangle.setSize(mech.hitsize).setCenter(x, y);
|
||||
@@ -874,10 +879,10 @@ public class Player extends Unit implements BuilderTrait, ShooterTrait{
|
||||
|
||||
interpolator.read(lastx, lasty, x, y, rotation, baseRotation);
|
||||
rotation = lastrot;
|
||||
x = lastx;
|
||||
y = lasty;
|
||||
|
||||
if(isLocal){
|
||||
x = lastx;
|
||||
y = lasty;
|
||||
velocity.x = lastvx;
|
||||
velocity.y = lastvy;
|
||||
}else{
|
||||
|
||||
@@ -280,12 +280,18 @@ public class TileEntity extends BaseEntity implements TargetTrait, HealthTrait{
|
||||
|
||||
if(health <= 0){
|
||||
onDeath();
|
||||
return; //no need to update anymore
|
||||
}
|
||||
|
||||
Block previous = block;
|
||||
block.update(tile);
|
||||
if(block == previous && cons != null){
|
||||
cons.update();
|
||||
}
|
||||
|
||||
if(block == previous && power != null){
|
||||
power.graph.update();
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -95,7 +95,9 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
|
||||
@Override
|
||||
public void damage(float amount){
|
||||
super.damage(calculateDamage(amount));
|
||||
if(!Net.client()){
|
||||
super.damage(calculateDamage(amount));
|
||||
}
|
||||
hitTime = hitDuration;
|
||||
}
|
||||
|
||||
@@ -142,10 +144,17 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
|
||||
@Override
|
||||
public void removed(){
|
||||
Tile tile = world.tile(lastWeightTile);
|
||||
if(lastWeightTile != Pos.invalid){
|
||||
Tile tile = world.tile(lastWeightTile);
|
||||
|
||||
if(tile != null){
|
||||
tile.weight -= Math.max(lastWeightDelta, tile.weight);
|
||||
if(tile != null){
|
||||
int dec = Math.min(lastWeightDelta, wasFlying ? tile.airWeight : tile.weight);
|
||||
if(!wasFlying){
|
||||
tile.weight -= dec;
|
||||
}else{
|
||||
tile.airWeight -= dec;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -241,7 +250,6 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
|
||||
}else{
|
||||
tile.airWeight -= dec;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -15,6 +15,7 @@ public enum RulePreset{
|
||||
infiniteResources = true;
|
||||
waves = true;
|
||||
waveTimer = false;
|
||||
respawnTime = 0f;
|
||||
spawns = DefaultWaves.get();
|
||||
}}),
|
||||
attack(() -> new Rules(){{
|
||||
@@ -27,6 +28,9 @@ public enum RulePreset{
|
||||
respawnTime = 60 * 10;
|
||||
buildCostMultiplier = 0.5f;
|
||||
buildSpeedMultiplier = 2f;
|
||||
playerDamageMultiplier = 0.5f;
|
||||
unitBuildSpeedMultiplier = 3f;
|
||||
unitHealthMultiplier = 2f;
|
||||
}});
|
||||
|
||||
private final Supplier<Rules> rules;
|
||||
|
||||
@@ -19,6 +19,12 @@ public class Rules{
|
||||
public boolean pvp;
|
||||
/**Whether enemy units drop random items on death.*/
|
||||
public boolean unitDrops;
|
||||
/**How fast unit pads build units.*/
|
||||
public float unitBuildSpeedMultiplier = 1f;
|
||||
/**How much health units start with.*/
|
||||
public float unitHealthMultiplier = 1f;
|
||||
/**How much damage player mechs deal.*/
|
||||
public float playerDamageMultiplier = 1f;
|
||||
/**Multiplier for buildings for the player.*/
|
||||
public float buildCostMultiplier = 1f;
|
||||
/**Multiplier for building speed.*/
|
||||
|
||||
@@ -75,7 +75,7 @@ public class SpawnGroup implements Serializable{
|
||||
}
|
||||
|
||||
@Override
|
||||
public void write (Json json) {
|
||||
public void write(Json json){
|
||||
json.writeValue("type", type.name);
|
||||
if(begin != 0) json.writeValue("begin", begin);
|
||||
if(end != never) json.writeValue("end", end);
|
||||
@@ -87,7 +87,7 @@ public class SpawnGroup implements Serializable{
|
||||
}
|
||||
|
||||
@Override
|
||||
public void read (Json json, JsonValue data) {
|
||||
public void read(Json json, JsonValue data){
|
||||
type = content.getByName(ContentType.unit, data.getString("type", "dagger"));
|
||||
begin = data.getInt("begin", 0);
|
||||
end = data.getInt("end", never);
|
||||
|
||||
@@ -121,6 +121,7 @@ public class BlockRenderer{
|
||||
public void drawShadows(){
|
||||
if(!shadowEvents.isEmpty()){
|
||||
Draw.flush();
|
||||
|
||||
shadows.begin();
|
||||
Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
|
||||
|
||||
@@ -139,6 +140,7 @@ public class BlockRenderer{
|
||||
shadowEvents.clear();
|
||||
|
||||
Draw.proj(camera.projection());
|
||||
renderer.pixelator.rebind();
|
||||
}
|
||||
|
||||
float ww = world.width() * tilesize, wh = world.height() * tilesize;
|
||||
|
||||
@@ -9,13 +9,12 @@ import io.anuke.arc.graphics.Pixmaps;
|
||||
import io.anuke.arc.graphics.Texture;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.g2d.Fill;
|
||||
import io.anuke.arc.graphics.g2d.ScissorStack;
|
||||
import io.anuke.arc.graphics.g2d.TextureRegion;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Rectangle;
|
||||
import io.anuke.arc.util.Disposable;
|
||||
import io.anuke.mindustry.entities.type.Unit;
|
||||
import io.anuke.mindustry.entities.Units;
|
||||
import io.anuke.mindustry.entities.type.Unit;
|
||||
import io.anuke.mindustry.game.EventType.TileChangeEvent;
|
||||
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
|
||||
import io.anuke.mindustry.io.MapIO;
|
||||
@@ -25,13 +24,13 @@ import static io.anuke.mindustry.Vars.tilesize;
|
||||
import static io.anuke.mindustry.Vars.world;
|
||||
|
||||
public class MinimapRenderer implements Disposable{
|
||||
private static final int baseSize = 16;
|
||||
private static final float baseSize = 16f;
|
||||
private final Array<Unit> units = new Array<>();
|
||||
private Pixmap pixmap;
|
||||
private Texture texture;
|
||||
private TextureRegion region;
|
||||
private Rectangle rect = new Rectangle(), scissor = new Rectangle();
|
||||
private int zoom = 4;
|
||||
private float zoom = 4;
|
||||
|
||||
public MinimapRenderer(){
|
||||
Events.on(WorldLoadEvent.class, event -> {
|
||||
@@ -49,7 +48,11 @@ public class MinimapRenderer implements Disposable{
|
||||
|
||||
public void zoomBy(float amount){
|
||||
zoom += amount;
|
||||
zoom = Mathf.clamp(zoom, 1, Math.min(world.width(), world.height()) / baseSize / 2);
|
||||
setZoom(zoom);
|
||||
}
|
||||
|
||||
public void setZoom(float amount){
|
||||
zoom = Mathf.clamp(amount, 1f, Math.min(world.width(), world.height()) / baseSize / 2f);
|
||||
}
|
||||
|
||||
public float getZoom(){
|
||||
@@ -69,33 +72,27 @@ public class MinimapRenderer implements Disposable{
|
||||
public void drawEntities(float x, float y, float w, float h){
|
||||
updateUnitArray();
|
||||
|
||||
int sz = baseSize * zoom;
|
||||
float sz = baseSize * zoom;
|
||||
float dx = (Core.camera.position.x / tilesize);
|
||||
float dy = (Core.camera.position.y / tilesize);
|
||||
dx = Mathf.clamp(dx, sz, world.width() - sz);
|
||||
dy = Mathf.clamp(dy, sz, world.height() - sz);
|
||||
|
||||
if(!ScissorStack.pushScissors(scissor.set(x, y, w, h))){
|
||||
return;
|
||||
}
|
||||
|
||||
rect.set((dx - sz) * tilesize, (dy - sz) * tilesize, sz * 2 * tilesize, sz * 2 * tilesize);
|
||||
|
||||
for(Unit unit : units){
|
||||
float rx = (unit.x - rect.x) / rect.width * w, ry = (unit.y - rect.y) / rect.width * h;
|
||||
Draw.color(unit.getTeam().color);
|
||||
Fill.crect(x + rx, y + ry, w / (sz * 2), h / (sz * 2));
|
||||
Fill.rect(x + rx, y + ry, baseSize/2f, baseSize/2f);
|
||||
}
|
||||
|
||||
Draw.color();
|
||||
|
||||
ScissorStack.popScissors();
|
||||
}
|
||||
|
||||
public TextureRegion getRegion(){
|
||||
if(texture == null) return null;
|
||||
|
||||
int sz = Mathf.clamp(baseSize * zoom, baseSize, Math.min(world.width(), world.height()));
|
||||
float sz = Mathf.clamp(baseSize * zoom, baseSize, Math.min(world.width(), world.height()));
|
||||
float dx = (Core.camera.position.x / tilesize);
|
||||
float dy = (Core.camera.position.y / tilesize);
|
||||
dx = Mathf.clamp(dx, sz, world.width() - sz);
|
||||
@@ -124,7 +121,7 @@ public class MinimapRenderer implements Disposable{
|
||||
}
|
||||
|
||||
public void updateUnitArray(){
|
||||
int sz = baseSize * zoom;
|
||||
float sz = baseSize * zoom;
|
||||
float dx = (Core.camera.position.x / tilesize);
|
||||
float dy = (Core.camera.position.y / tilesize);
|
||||
dx = Mathf.clamp(dx, sz, world.width() - sz);
|
||||
|
||||
@@ -0,0 +1,75 @@
|
||||
package io.anuke.mindustry.graphics;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.graphics.Blending;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.glutils.FrameBuffer;
|
||||
import io.anuke.arc.util.Disposable;
|
||||
import io.anuke.mindustry.entities.type.Player;
|
||||
|
||||
import static io.anuke.arc.Core.camera;
|
||||
import static io.anuke.arc.Core.graphics;
|
||||
import static io.anuke.mindustry.Vars.playerGroup;
|
||||
import static io.anuke.mindustry.Vars.renderer;
|
||||
|
||||
public class Pixelator implements Disposable{
|
||||
private FrameBuffer buffer = new FrameBuffer(2, 2);
|
||||
|
||||
public void drawPixelate(){
|
||||
float pre = renderer.getScale();
|
||||
float scale = renderer.getScale();
|
||||
scale = (int)scale;
|
||||
renderer.setScale(scale);
|
||||
camera.width = (int)camera.width;
|
||||
camera.height = (int)camera.height;
|
||||
|
||||
boolean hadShields = Core.settings.getBool("animatedshields");
|
||||
boolean hadWater = Core.settings.getBool("animatedwater");
|
||||
Core.settings.put("animatedwater", false);
|
||||
Core.settings.put("animatedshields", false);
|
||||
graphics.clear(0f, 0f, 0f, 1f);
|
||||
|
||||
float px = Core.camera.position.x, py = Core.camera.position.y;
|
||||
Core.camera.position.set((int)px + ((int)(camera.width) % 2 == 0 ? 0 : 0.5f), (int)py + ((int)(camera.height) % 2 == 0 ? 0 : 0.5f));
|
||||
|
||||
int w = (int)(Core.camera.width);
|
||||
int h = (int)(Core.camera.height);
|
||||
|
||||
if(!graphics.isHidden() && (buffer.getWidth() != w || buffer.getHeight() != h)){
|
||||
buffer.resize(w, h);
|
||||
}
|
||||
|
||||
Draw.flush();
|
||||
buffer.begin();
|
||||
renderer.draw();
|
||||
|
||||
Draw.flush();
|
||||
buffer.end();
|
||||
|
||||
Draw.blend(Blending.disabled);
|
||||
Draw.rect(Draw.wrap(buffer.getTexture()), Core.camera.position.x, Core.camera.position.y, Core.camera.width, -Core.camera.height);
|
||||
Draw.blend();
|
||||
|
||||
renderer.drawAndInterpolate(playerGroup, p -> !p.isDead() && !p.isLocal, Player::drawName);
|
||||
|
||||
Core.camera.position.set(px, py);
|
||||
Core.settings.put("animatedwater", hadWater);
|
||||
Core.settings.put("animatedshields", hadShields);
|
||||
renderer.setScale(pre);
|
||||
}
|
||||
|
||||
public void rebind(){
|
||||
if(enabled()){
|
||||
buffer.begin();
|
||||
}
|
||||
}
|
||||
|
||||
public boolean enabled(){
|
||||
return Core.settings.getBool("pixelate");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void dispose(){
|
||||
buffer.dispose();
|
||||
}
|
||||
}
|
||||
@@ -36,7 +36,7 @@ public abstract class SaveFileVersion{
|
||||
long playtime = stream.readLong();
|
||||
int build = stream.readInt();
|
||||
|
||||
Rules rules = Serialization.readRules(stream);
|
||||
Rules rules = Serialization.readRulesStreamJson(stream);
|
||||
String map = stream.readUTF();
|
||||
int wave = stream.readInt();
|
||||
return new SaveMeta(version, time, playtime, build, map, wave, rules);
|
||||
|
||||
@@ -26,7 +26,7 @@ public class Save16 extends SaveFileVersion{
|
||||
stream.readInt(); //build
|
||||
|
||||
//general state
|
||||
state.rules = Serialization.readRules(stream);
|
||||
state.rules = Serialization.readRulesStreamJson(stream);
|
||||
String mapname = stream.readUTF();
|
||||
Map map = world.maps.all().find(m -> m.name().equals(mapname));
|
||||
if(map == null) map = new Map(customMapDirectory.child(mapname), 1, 1, new ObjectMap<>(), true);
|
||||
@@ -56,7 +56,7 @@ public class Save16 extends SaveFileVersion{
|
||||
stream.writeInt(Version.build); //build
|
||||
|
||||
//--GENERAL STATE--
|
||||
Serialization.writeRules(stream, state.rules);
|
||||
Serialization.writeRulesStreamJson(stream, state.rules);
|
||||
stream.writeUTF(world.getMap().name()); //map name
|
||||
|
||||
stream.writeInt(state.wave); //wave
|
||||
|
||||
@@ -83,7 +83,7 @@ public class Map implements Comparable<Map>{
|
||||
}
|
||||
|
||||
public String tag(String name){
|
||||
return tags.containsKey(name) && !tags.get(name).trim().isEmpty() ? tags.get(name): Core.bundle.get("unknown");
|
||||
return tags.containsKey(name) && !tags.get(name).trim().isEmpty() ? tags.get(name) : Core.bundle.get("unknown");
|
||||
}
|
||||
|
||||
public boolean hasTag(String name){
|
||||
|
||||
@@ -163,7 +163,7 @@ public class Administration{
|
||||
public boolean adminPlayer(String id, String usid){
|
||||
PlayerInfo info = getCreateInfo(id);
|
||||
|
||||
if(info.admin)
|
||||
if(info.admin && info.adminUsid != null && info.adminUsid.equals(usid))
|
||||
return false;
|
||||
|
||||
info.adminUsid = usid;
|
||||
|
||||
@@ -36,7 +36,6 @@ public class Interpolator{
|
||||
}
|
||||
|
||||
public void update(){
|
||||
|
||||
if(lastUpdated != 0 && updateSpacing != 0){
|
||||
float timeSinceUpdate = Time.timeSinceMillis(lastUpdated);
|
||||
float alpha = Math.min(timeSinceUpdate / updateSpacing, 2f);
|
||||
|
||||
@@ -69,7 +69,7 @@ public class Item extends UnlockableContent implements Comparable<Item>{
|
||||
|
||||
@Override
|
||||
public TextureRegion getContentIcon(){
|
||||
return icon(Icon.large);
|
||||
return icon(Icon.xlarge);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -2,17 +2,35 @@ package io.anuke.mindustry.ui;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.input.KeyCode;
|
||||
import io.anuke.arc.scene.Element;
|
||||
import io.anuke.arc.scene.event.ClickListener;
|
||||
import io.anuke.arc.scene.event.InputEvent;
|
||||
import io.anuke.arc.scene.event.InputListener;
|
||||
import io.anuke.arc.scene.event.Touchable;
|
||||
import io.anuke.arc.scene.ui.layout.Container;
|
||||
import io.anuke.arc.scene.ui.layout.Unit;
|
||||
|
||||
import static io.anuke.mindustry.Vars.renderer;
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class Minimap extends Container<Element>{
|
||||
|
||||
public Minimap(){
|
||||
super(new Element(){
|
||||
background("pane");
|
||||
float margin = 5f;
|
||||
touchable(Touchable.enabled);
|
||||
|
||||
addChild(new Element(){
|
||||
{
|
||||
setSize(Unit.dp.scl(140f));
|
||||
}
|
||||
|
||||
@Override
|
||||
public void act(float delta){
|
||||
setPosition(margin, margin);
|
||||
|
||||
super.act(delta);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void draw(){
|
||||
@@ -26,10 +44,8 @@ public class Minimap extends Container<Element>{
|
||||
}
|
||||
});
|
||||
|
||||
background("pane");
|
||||
|
||||
size(140f);
|
||||
margin(5f);
|
||||
margin(margin);
|
||||
|
||||
addListener(new InputListener(){
|
||||
@Override
|
||||
@@ -39,6 +55,42 @@ public class Minimap extends Container<Element>{
|
||||
}
|
||||
});
|
||||
|
||||
addListener(new ClickListener(){
|
||||
{
|
||||
tapSquareSize = Unit.dp.scl(11f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){
|
||||
if(inTapSquare()){
|
||||
super.touchUp(event, x, y, pointer, button);
|
||||
}else{
|
||||
pressed = false;
|
||||
pressedPointer = -1;
|
||||
pressedButton = null;
|
||||
cancelled = false;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void touchDragged(InputEvent event, float x, float y, int pointer){
|
||||
if(!inTapSquare(x, y)){
|
||||
invalidateTapSquare();
|
||||
}
|
||||
super.touchDragged(event, x, y, pointer);
|
||||
|
||||
if(mobile){
|
||||
float max = Math.min(world.width(), world.height()) / 16f / 2f;
|
||||
renderer.minimap.setZoom(1f + y / height * (max - 1f));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void clicked(InputEvent event, float x, float y){
|
||||
ui.minimap.show();
|
||||
}
|
||||
});
|
||||
|
||||
update(() -> {
|
||||
|
||||
Element e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true);
|
||||
|
||||
@@ -43,6 +43,9 @@ public class CustomRulesDialog extends FloatingDialog{
|
||||
main.row();
|
||||
number("$rules.buildcostmultiplier", f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier);
|
||||
number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier);
|
||||
number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier);
|
||||
number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier);
|
||||
number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier);
|
||||
number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f*tilesize, () -> Math.min(rules.enemyCoreBuildRadius/tilesize, 200));
|
||||
number("$rules.respawntime", f -> rules.respawnTime = f*60f, () -> rules.respawnTime/60f);
|
||||
number("$rules.wavespacing", f -> rules.waveSpacing = f*60f, () -> rules.waveSpacing/60f);
|
||||
|
||||
@@ -0,0 +1,64 @@
|
||||
package io.anuke.mindustry.ui.dialogs;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.input.KeyCode;
|
||||
import io.anuke.arc.scene.event.InputEvent;
|
||||
import io.anuke.arc.scene.event.InputListener;
|
||||
import io.anuke.arc.scene.ui.layout.Unit;
|
||||
|
||||
import static io.anuke.mindustry.Vars.mobile;
|
||||
import static io.anuke.mindustry.Vars.renderer;
|
||||
|
||||
public class MinimapDialog extends FloatingDialog{
|
||||
|
||||
public MinimapDialog(){
|
||||
super("$minimap");
|
||||
setFillParent(false);
|
||||
|
||||
shown(this::setup);
|
||||
|
||||
addCloseButton();
|
||||
shouldPause = true;
|
||||
}
|
||||
|
||||
void setup(){
|
||||
cont.clear();
|
||||
float size = Math.min(Core.graphics.getWidth(), Core.graphics.getHeight()) / Unit.dp.scl(1f) / 1.3f;
|
||||
|
||||
cont.table("pane", t -> {
|
||||
t.addRect((x, y, width, height) -> {
|
||||
if(renderer.minimap.getRegion() == null) return;
|
||||
Draw.color(Color.WHITE);
|
||||
Draw.rect(renderer.minimap.getRegion(), x + width/2f, y + height/2f, width, height);
|
||||
|
||||
if(renderer.minimap.getTexture() != null){
|
||||
renderer.minimap.drawEntities(x, y, width, height);
|
||||
}
|
||||
}).grow();
|
||||
}).size(size);
|
||||
|
||||
cont.addListener(new InputListener(){
|
||||
@Override
|
||||
public boolean scrolled(InputEvent event, float x, float y, float amountx, float amounty){
|
||||
renderer.minimap.zoomBy(amounty);
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void touchDragged(InputEvent event, float x, float y, int pointer){
|
||||
if(mobile){
|
||||
renderer.minimap.zoomBy(Core.input.deltaY(pointer) / 30f / Unit.dp.scl(1f));
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
Core.app.post(() -> Core.scene.setScrollFocus(cont));
|
||||
}
|
||||
}
|
||||
@@ -209,10 +209,13 @@ public class SettingsMenuDialog extends SettingsDialog{
|
||||
}
|
||||
}
|
||||
|
||||
graphics.checkPref("minimap", !mobile);
|
||||
graphics.checkPref("fps", false);
|
||||
graphics.checkPref("indicators", true);
|
||||
graphics.checkPref("animatedwater", !mobile);
|
||||
graphics.checkPref("animatedwater", false);
|
||||
graphics.checkPref("animatedshields", !mobile);
|
||||
graphics.checkPref("lasers", true);
|
||||
graphics.checkPref("pixelate", false);
|
||||
}
|
||||
|
||||
private void back(){
|
||||
|
||||
@@ -31,7 +31,7 @@ import io.anuke.mindustry.world.Tile;
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class BlockInventoryFragment extends Fragment{
|
||||
private final static float holdWithdraw = 40f;
|
||||
private final static float holdWithdraw = 20f;
|
||||
|
||||
private Table table;
|
||||
private Tile tile;
|
||||
|
||||
@@ -32,6 +32,7 @@ import io.anuke.mindustry.net.Net;
|
||||
import io.anuke.mindustry.net.Packets.AdminAction;
|
||||
import io.anuke.mindustry.ui.Bar;
|
||||
import io.anuke.mindustry.ui.IntFormat;
|
||||
import io.anuke.mindustry.ui.Minimap;
|
||||
import io.anuke.mindustry.ui.dialogs.FloatingDialog;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
@@ -154,18 +155,22 @@ public class HudFragment extends Fragment{
|
||||
.grow()).fillX().visible(() -> state.rules.waves && state.boss() != null).height(60f).get();
|
||||
stuff.row();
|
||||
}).visible(() -> shown);
|
||||
|
||||
//fps display
|
||||
cont.table(info -> {
|
||||
info.top().left().margin(4).visible(() -> Core.settings.getBool("fps"));
|
||||
info.update(() -> info.setTranslation(state.rules.waves ? 0f : -Unit.dp.scl(dsize*4 + 3), 0));
|
||||
IntFormat fps = new IntFormat("fps");
|
||||
IntFormat ping = new IntFormat("ping");
|
||||
|
||||
info.label(() -> fps.get(Core.graphics.getFramesPerSecond())).left();
|
||||
info.row();
|
||||
info.label(() -> ping.get(Net.getPing())).visible(Net::client).left();
|
||||
}).top().left();
|
||||
});
|
||||
|
||||
|
||||
//fps display
|
||||
parent.fill(info -> {
|
||||
info.top().right().margin(4).visible(() -> Core.settings.getBool("fps") && !state.is(State.menu));
|
||||
IntFormat fps = new IntFormat("fps");
|
||||
IntFormat ping = new IntFormat("ping");
|
||||
info.label(() -> fps.get(Core.graphics.getFramesPerSecond())).right();
|
||||
info.row();
|
||||
info.label(() -> ping.get(Net.getPing())).visible(Net::client).right();
|
||||
});
|
||||
//minimap
|
||||
parent.fill(t -> t.top().right().add(new Minimap()).visible(() -> !state.is(State.menu) && Core.settings.getBool("minimap")));
|
||||
|
||||
//spawner warning
|
||||
parent.fill(t -> {
|
||||
@@ -262,6 +267,7 @@ public class HudFragment extends Fragment{
|
||||
testb[0] = button;
|
||||
|
||||
button.getStyle().disabledFontColor = Color.WHITE;
|
||||
button.margin(16f);
|
||||
button.visible(() ->
|
||||
world.isZone() &&
|
||||
world.getZone().metCondition() &&
|
||||
@@ -277,8 +283,8 @@ public class HudFragment extends Fragment{
|
||||
button.setText(state.enemies() > 0 ? Core.bundle.format("launch.unable", state.enemies()) : Core.bundle.get("launch") + "\n" +
|
||||
Core.bundle.format("launch.next", state.wave + world.getZone().launchPeriod));
|
||||
|
||||
button.getLabel().setColor(Tmp.c1.set(Color.WHITE).lerp(state.enemies() > 0 ? Color.WHITE : Pal.accent,
|
||||
Mathf.absin(Time.time(), 7f, 1f)));
|
||||
button.getLabel().setColor(Tmp.c1.set(Color.WHITE).lerp(state.enemies() > 0 ? Color.WHITE : Color.SCARLET,
|
||||
Mathf.absin(Time.time(), 2f, 1f)));
|
||||
});
|
||||
|
||||
button.setDisabled(() -> state.enemies() > 0);
|
||||
|
||||
@@ -63,7 +63,7 @@ public class MenuFragment extends Fragment{
|
||||
join = new MobileButton("icon-add", isize, "$joingame", ui.join::show),
|
||||
editor = new MobileButton("icon-editor", isize, "$editor", () -> ui.loadAnd(ui.editor::show)),
|
||||
tools = new MobileButton("icon-tools", isize, "$settings", ui.settings::show),
|
||||
donate = new MobileButton("icon-donate", isize, "$donate", Platform.instance::openDonations);
|
||||
donate = new MobileButton("icon-donate", isize, "$donate", () -> Core.net.openURI(donationURL));
|
||||
|
||||
if(Core.graphics.getWidth() > Core.graphics.getHeight()){
|
||||
container.add(play);
|
||||
|
||||
@@ -69,10 +69,10 @@ public class PlayerListFragment extends Fragment{
|
||||
|
||||
playerGroup.all().sort((p1, p2) -> p1.getTeam().compareTo(p2.getTeam()));
|
||||
|
||||
playerGroup.forEach(player -> {
|
||||
NetConnection connection = player.con;
|
||||
playerGroup.forEach(user -> {
|
||||
NetConnection connection = user.con;
|
||||
|
||||
if(connection == null && Net.server() && !player.isLocal) return;
|
||||
if(connection == null && Net.server() && !user.isLocal) return;
|
||||
|
||||
Table button = new Table();
|
||||
button.left();
|
||||
@@ -90,15 +90,15 @@ public class PlayerListFragment extends Fragment{
|
||||
}
|
||||
};
|
||||
table.margin(8);
|
||||
table.add(new Image(player.mech.iconRegion)).grow();
|
||||
table.add(new Image(user.mech.iconRegion)).grow();
|
||||
|
||||
button.add(table).size(h);
|
||||
button.labelWrap("[#" + player.color.toString().toUpperCase() + "]" + player.name).width(170f).pad(10);
|
||||
button.labelWrap("[#" + user.color.toString().toUpperCase() + "]" + user.name).width(170f).pad(10);
|
||||
button.add().grow();
|
||||
|
||||
button.addImage("icon-admin").size(14 * 2).visible(() -> player.isAdmin && !(!player.isLocal && Net.server())).padRight(5).get().updateVisibility();
|
||||
button.addImage("icon-admin").size(14 * 2).visible(() -> user.isAdmin && !(!user.isLocal && Net.server())).padRight(5).get().updateVisibility();
|
||||
|
||||
if((Net.server() || player.isAdmin) && !player.isLocal && (!player.isAdmin || Net.server())){
|
||||
if((Net.server() || player.isAdmin) && !user.isLocal && (!user.isAdmin || Net.server())){
|
||||
button.add().growY();
|
||||
|
||||
float bs = (h) / 2f;
|
||||
@@ -107,36 +107,36 @@ public class PlayerListFragment extends Fragment{
|
||||
t.defaults().size(bs);
|
||||
|
||||
t.addImageButton("icon-ban", "clear-partial", 14 * 2,
|
||||
() -> ui.showConfirm("$confirm", "$confirmban", () -> Call.onAdminRequest(player, AdminAction.ban)));
|
||||
() -> ui.showConfirm("$confirm", "$confirmban", () -> Call.onAdminRequest(user, AdminAction.ban)));
|
||||
t.addImageButton("icon-cancel", "clear-partial", 16 * 2,
|
||||
() -> ui.showConfirm("$confirm", "$confirmkick", () -> Call.onAdminRequest(player, AdminAction.kick)));
|
||||
() -> ui.showConfirm("$confirm", "$confirmkick", () -> Call.onAdminRequest(user, AdminAction.kick)));
|
||||
|
||||
t.row();
|
||||
|
||||
t.addImageButton("icon-admin", "clear-toggle-partial", 14 * 2, () -> {
|
||||
if(Net.client()) return;
|
||||
|
||||
String id = player.uuid;
|
||||
String id = user.uuid;
|
||||
|
||||
if(netServer.admins.isAdmin(id, connection.address)){
|
||||
ui.showConfirm("$confirm", "$confirmunadmin", () -> netServer.admins.unAdminPlayer(id));
|
||||
}else{
|
||||
ui.showConfirm("$confirm", "$confirmadmin", () -> netServer.admins.adminPlayer(id, player.usid));
|
||||
ui.showConfirm("$confirm", "$confirmadmin", () -> netServer.admins.adminPlayer(id, user.usid));
|
||||
}
|
||||
})
|
||||
.update(b -> b.setChecked(player.isAdmin))
|
||||
.update(b -> b.setChecked(user.isAdmin))
|
||||
.disabled(b -> Net.client())
|
||||
.touchable(() -> Net.client() ? Touchable.disabled : Touchable.enabled)
|
||||
.checked(player.isAdmin);
|
||||
.checked(user.isAdmin);
|
||||
|
||||
t.addImageButton("icon-zoom-small", "clear-partial", 14 * 2, () -> ui.showError("Currently unimplemented.")/*Call.onAdminRequest(player, AdminAction.trace)*/);
|
||||
t.addImageButton("icon-zoom-small", "clear-partial", 14 * 2, () -> ui.showError("Currently unimplemented.")/*Call.onAdminRequest(user, AdminAction.trace)*/);
|
||||
|
||||
}).padRight(12).size(bs + 10f, bs);
|
||||
}
|
||||
|
||||
content.add(button).padBottom(-6).width(350f).maxHeight(h + 14);
|
||||
content.row();
|
||||
content.addImage("blank").height(3f).color(state.rules.pvp ? player.getTeam().color : Pal.accent).growX();
|
||||
content.addImage("blank").height(3f).color(state.rules.pvp ? user.getTeam().color : Pal.accent).growX();
|
||||
content.row();
|
||||
});
|
||||
|
||||
|
||||
@@ -210,6 +210,8 @@ public class Block extends BlockStorage{
|
||||
}
|
||||
|
||||
protected void drawPlaceText(String text, int x, int y, boolean valid){
|
||||
if(renderer.pixelator.enabled()) return;
|
||||
|
||||
Color color = valid ? Pal.accent : Pal.remove;
|
||||
BitmapFont font = Core.scene.skin.getFont("default-font");
|
||||
GlyphLayout layout = Pools.obtain(GlyphLayout.class, GlyphLayout::new);
|
||||
@@ -290,7 +292,7 @@ public class Block extends BlockStorage{
|
||||
|
||||
@Override
|
||||
public TextureRegion getContentIcon(){
|
||||
return icon(Icon.medium);
|
||||
return icon(Icon.large);
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -418,7 +420,7 @@ public class Block extends BlockStorage{
|
||||
boolean buffered = consumes.getPower().isBuffered;
|
||||
float capacity = consumes.getPower().powerCapacity;
|
||||
|
||||
bars.add("power", entity -> new Bar(() -> buffered ? Core.bundle.format("bar.powerbalance", Float.isNaN(entity.power.satisfaction * capacity) ? "<ERROR>" : (int)(entity.power.satisfaction * capacity)) :
|
||||
bars.add("power", entity -> new Bar(() -> buffered ? Core.bundle.format("bar.poweramount", Float.isNaN(entity.power.satisfaction * capacity) ? "<ERROR>" : (int)(entity.power.satisfaction * capacity)) :
|
||||
Core.bundle.get("bar.power"), () -> Pal.powerBar, () -> entity.power.satisfaction));
|
||||
}
|
||||
|
||||
|
||||
@@ -61,6 +61,7 @@ public abstract class BlockStorage extends UnlockableContent{
|
||||
|
||||
/**Remove a stack from this inventory, and return the amount removed.*/
|
||||
public int removeStack(Tile tile, Item item, int amount){
|
||||
if(tile.entity == null || tile.entity.items == null) return 0;
|
||||
amount = Math.min(amount, tile.entity.items.get(item));
|
||||
tile.entity.noSleep();
|
||||
tile.entity.items.remove(item, amount);
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
package io.anuke.mindustry.world;
|
||||
|
||||
import io.anuke.annotations.Annotations.Loc;
|
||||
import io.anuke.annotations.Annotations.Remote;
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.arc.Events;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
@@ -19,6 +21,7 @@ public class Build{
|
||||
private static final Rectangle rect = new Rectangle();
|
||||
|
||||
/**Returns block type that was broken, or null if unsuccesful.*/
|
||||
@Remote(called = Loc.server)
|
||||
public static void beginBreak(Team team, int x, int y){
|
||||
if(!validBreak(team, x, y)){
|
||||
return;
|
||||
@@ -69,6 +72,7 @@ public class Build{
|
||||
}
|
||||
|
||||
/**Places a BuildBlock at this location.*/
|
||||
@Remote(called = Loc.server)
|
||||
public static void beginPlace(Team team, int x, int y, Block result, int rotation){
|
||||
if(!validPlace(team, x, y, result, rotation)){
|
||||
return;
|
||||
|
||||
@@ -3,10 +3,7 @@ package io.anuke.mindustry.world;
|
||||
import io.anuke.arc.collection.Array;
|
||||
import io.anuke.arc.function.Consumer;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Geometry;
|
||||
import io.anuke.arc.math.geom.Point2;
|
||||
import io.anuke.arc.math.geom.Position;
|
||||
import io.anuke.arc.math.geom.Vector2;
|
||||
import io.anuke.arc.math.geom.*;
|
||||
import io.anuke.arc.util.Pack;
|
||||
import io.anuke.mindustry.content.Blocks;
|
||||
import io.anuke.mindustry.entities.traits.TargetTrait;
|
||||
@@ -142,6 +139,11 @@ public class Tile implements Position, TargetTrait{
|
||||
return wall;
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public <T extends Block> T cblock(){
|
||||
return (T)wall;
|
||||
}
|
||||
|
||||
@Override
|
||||
public Team getTeam(){
|
||||
return Team.all[target().team];
|
||||
@@ -327,6 +329,10 @@ public class Tile implements Position, TargetTrait{
|
||||
return link == null ? this : link;
|
||||
}
|
||||
|
||||
public Rectangle getHitbox(Rectangle rect){
|
||||
return rect.setSize(block().size * tilesize).setCenter(drawx(), drawy());
|
||||
}
|
||||
|
||||
public Tile getNearby(Point2 relative){
|
||||
return world.tile(x + relative.x, y + relative.y);
|
||||
}
|
||||
|
||||
@@ -1,21 +1,22 @@
|
||||
package io.anuke.mindustry.world.blocks.defense;
|
||||
|
||||
import io.anuke.arc.Core;
|
||||
import io.anuke.mindustry.entities.Effects;
|
||||
import io.anuke.mindustry.entities.EntityGroup;
|
||||
import io.anuke.mindustry.entities.EntityQuery;
|
||||
import io.anuke.mindustry.entities.impl.BaseEntity;
|
||||
import io.anuke.mindustry.entities.traits.DrawTrait;
|
||||
import io.anuke.arc.graphics.Blending;
|
||||
import io.anuke.arc.graphics.Color;
|
||||
import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.g2d.Fill;
|
||||
import io.anuke.arc.graphics.g2d.Lines;
|
||||
import io.anuke.arc.graphics.g2d.TextureRegion;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.mindustry.content.Fx;
|
||||
import io.anuke.mindustry.entities.type.TileEntity;
|
||||
import io.anuke.mindustry.entities.Effects;
|
||||
import io.anuke.mindustry.entities.EntityGroup;
|
||||
import io.anuke.mindustry.entities.EntityQuery;
|
||||
import io.anuke.mindustry.entities.impl.BaseEntity;
|
||||
import io.anuke.mindustry.entities.traits.AbsorbTrait;
|
||||
import io.anuke.mindustry.entities.traits.DrawTrait;
|
||||
import io.anuke.mindustry.entities.type.TileEntity;
|
||||
import io.anuke.mindustry.graphics.Pal;
|
||||
import io.anuke.mindustry.world.Block;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
@@ -36,7 +37,7 @@ public class ForceProjector extends Block {
|
||||
protected float phaseUseTime = 350f;
|
||||
|
||||
protected float phaseRadiusBoost = 80f;
|
||||
protected float radius = 100f;
|
||||
protected float radius = 101.7f;
|
||||
protected float breakage = 550f;
|
||||
protected float cooldownNormal = 1.75f;
|
||||
protected float cooldownLiquid = 1.5f;
|
||||
@@ -46,7 +47,6 @@ public class ForceProjector extends Block {
|
||||
protected final ConsumeForceProjectorPower consumePower;
|
||||
protected TextureRegion topRegion;
|
||||
|
||||
|
||||
public ForceProjector(String name) {
|
||||
super(name);
|
||||
update = true;
|
||||
@@ -76,6 +76,16 @@ public class ForceProjector extends Block {
|
||||
stats.add(BlockStat.boostEffect, phaseRadiusBoost/tilesize, StatUnit.blocks);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void drawPlace(int x, int y, int rotation, boolean valid){
|
||||
super.drawPlace(x, y, rotation, valid);
|
||||
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(1f);
|
||||
Lines.poly(x * tilesize, y * tilesize, 6, radius);
|
||||
Draw.color();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(Tile tile){
|
||||
ForceEntity entity = tile.entity();
|
||||
@@ -86,9 +96,11 @@ public class ForceProjector extends Block {
|
||||
entity.shield.add();
|
||||
}
|
||||
|
||||
entity.phaseHeat = Mathf.lerpDelta(entity.phaseHeat, Mathf.num(entity.cons.optionalValid()), 0.1f);
|
||||
boolean phaseValid = consumes.get(ConsumeType.item).valid(tile.entity);
|
||||
|
||||
if(entity.cons.optionalValid() && !entity.broken && entity.timer.get(timerUse, phaseUseTime)){
|
||||
entity.phaseHeat = Mathf.lerpDelta(entity.phaseHeat, Mathf.num(phaseValid), 0.1f);
|
||||
|
||||
if(phaseValid && !entity.broken && entity.timer.get(timerUse, phaseUseTime)){
|
||||
entity.cons.trigger();
|
||||
}
|
||||
|
||||
@@ -112,13 +124,13 @@ public class ForceProjector extends Block {
|
||||
|
||||
if(entity.power.satisfaction < relativePowerDraw){
|
||||
entity.warmup = Mathf.lerpDelta(entity.warmup, 0f, 0.15f);
|
||||
entity.power.satisfaction = .0f;
|
||||
entity.power.satisfaction = 0f;
|
||||
if(entity.warmup <= 0.09f){
|
||||
entity.broken = true;
|
||||
}
|
||||
}else{
|
||||
entity.warmup = Mathf.lerpDelta(entity.warmup, 1f, 0.1f);
|
||||
entity.power.satisfaction -= Math.min(entity.power.satisfaction, relativePowerDraw);
|
||||
entity.power.satisfaction -= Math.min(entity.power.satisfaction, relativePowerDraw*Time.delta());
|
||||
}
|
||||
|
||||
if(entity.buildup > 0){
|
||||
@@ -261,6 +273,20 @@ public class ForceProjector extends Block {
|
||||
Draw.color();
|
||||
}
|
||||
|
||||
public void drawSimple(){
|
||||
if(realRadius(entity) < 0.5f) return;;
|
||||
|
||||
float rad = realRadius(entity);
|
||||
|
||||
Draw.color(Pal.accent);
|
||||
Lines.stroke(1.5f);
|
||||
Draw.alpha(0.09f + 0.08f * entity.hit);
|
||||
Fill.poly(x, y, 6, rad);
|
||||
Draw.alpha(1f);
|
||||
Lines.poly(x, y, 6, rad);
|
||||
Draw.reset();
|
||||
}
|
||||
|
||||
@Override
|
||||
public EntityGroup targetGroup(){
|
||||
return shieldGroup;
|
||||
|
||||
@@ -13,6 +13,7 @@ import io.anuke.arc.util.Time;
|
||||
import io.anuke.arc.util.Tmp;
|
||||
import io.anuke.mindustry.content.Fx;
|
||||
import io.anuke.mindustry.entities.type.TileEntity;
|
||||
import io.anuke.mindustry.graphics.Pal;
|
||||
import io.anuke.mindustry.world.Block;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.meta.BlockStat;
|
||||
@@ -103,6 +104,13 @@ public class MendProjector extends Block{
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void drawPlace(int x, int y, int rotation, boolean valid){
|
||||
Draw.color(Pal.accent);
|
||||
Lines.dashCircle(x * tilesize, y * tilesize, range);
|
||||
Draw.color();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void drawSelect(Tile tile){
|
||||
MendEntity entity = tile.entity();
|
||||
|
||||
@@ -10,6 +10,7 @@ import io.anuke.arc.graphics.g2d.TextureRegion;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.mindustry.entities.type.TileEntity;
|
||||
import io.anuke.mindustry.graphics.Pal;
|
||||
import io.anuke.mindustry.world.Block;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.meta.BlockStat;
|
||||
@@ -52,6 +53,13 @@ public class OverdriveProjector extends Block{
|
||||
topRegion = Core.atlas.find(name + "-top");
|
||||
}
|
||||
|
||||
@Override
|
||||
public void drawPlace(int x, int y, int rotation, boolean valid){
|
||||
Draw.color(Pal.accent);
|
||||
Lines.dashCircle(x * tilesize, y * tilesize, range);
|
||||
Draw.color();
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setStats(){
|
||||
super.setStats();
|
||||
|
||||
@@ -17,7 +17,7 @@ import static io.anuke.mindustry.Vars.tilesize;
|
||||
|
||||
public class CooledTurret extends Turret{
|
||||
/**How much reload is lowered by for each unit of liquid of heat capacity.*/
|
||||
protected float coolantMultiplier = 2f;
|
||||
protected float coolantMultiplier = 5f;
|
||||
protected Effect coolEffect = Fx.fuelburn;
|
||||
|
||||
public CooledTurret(String name){
|
||||
@@ -25,7 +25,7 @@ public class CooledTurret extends Turret{
|
||||
hasLiquids = true;
|
||||
liquidCapacity = 20f;
|
||||
|
||||
consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 0.5f)).update(false).optional(true);
|
||||
consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 0.2f)).update(false).optional(true);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -12,6 +12,7 @@ import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeLiquidBase;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeLiquidFilter;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeType;
|
||||
import io.anuke.mindustry.world.meta.BlockStat;
|
||||
|
||||
import static io.anuke.mindustry.Vars.tilesize;
|
||||
|
||||
@@ -26,6 +27,13 @@ public class LaserTurret extends PowerTurret{
|
||||
consumes.add(new ConsumeLiquidFilter(liquid -> liquid.temperature <= 0.5f && liquid.flammability < 0.1f, 0.01f)).update(false);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void setStats(){
|
||||
super.setStats();
|
||||
|
||||
stats.remove(BlockStat.boostEffect);
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(Tile tile) {
|
||||
super.update(tile);
|
||||
|
||||
@@ -104,7 +104,7 @@ public abstract class LiquidTurret extends Turret{
|
||||
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
return super.acceptLiquid(tile, source, liquid, amount) && ammo.get(liquid) != null
|
||||
return ammo.get(liquid) != null
|
||||
&& (tile.entity.liquids.current() == liquid || (ammo.containsKey(tile.entity.liquids.current()) && tile.entity.liquids.get(tile.entity.liquids.current()) <= ammo.get(tile.entity.liquids.current()).ammoMultiplier + 0.001f));
|
||||
}
|
||||
|
||||
|
||||
@@ -108,7 +108,7 @@ public class Conduit extends LiquidBlock{
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
tile.entity.noSleep();
|
||||
return super.acceptLiquid(tile, source, liquid, amount) && ((2 + source.relativeTo(tile.x, tile.y)) % 4 != tile.getRotation());
|
||||
return tile.entity.liquids.get(liquid) + amount < liquidCapacity && (tile.entity.liquids.current() == liquid || tile.entity.liquids.get(tile.entity.liquids.current()) < 0.2f) && ((2 + source.relativeTo(tile.x, tile.y)) % 4 != tile.getRotation());
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -199,7 +199,6 @@ public class Conveyor extends Block{
|
||||
|
||||
@Override
|
||||
public void update(Tile tile){
|
||||
|
||||
ConveyorEntity entity = tile.entity();
|
||||
entity.minitem = 1f;
|
||||
Tile next = tile.getNearby(tile.getRotation());
|
||||
|
||||
@@ -56,6 +56,11 @@ public class LiquidBridge extends ItemBridge{
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
return tile.entity.liquids.get(liquid) + amount < liquidCapacity && (tile.entity.liquids.current() == liquid || tile.entity.liquids.get(tile.entity.liquids.current()) < 0.2f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canDumpLiquid(Tile tile, Tile to, Liquid liquid){
|
||||
ItemBridgeEntity entity = tile.entity();
|
||||
|
||||
@@ -54,6 +54,11 @@ public class LiquidExtendingBridge extends ExtendingItemBridge{
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
return tile.entity.liquids.get(liquid) + amount < liquidCapacity && (tile.entity.liquids.current() == liquid || tile.entity.liquids.get(tile.entity.liquids.current()) < 0.2f);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canDumpLiquid(Tile tile, Tile to, Liquid liquid){
|
||||
ItemBridgeEntity entity = tile.entity();
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
package io.anuke.mindustry.world.blocks.distribution;
|
||||
|
||||
import io.anuke.mindustry.type.Liquid;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.blocks.LiquidBlock;
|
||||
|
||||
@@ -17,4 +18,8 @@ public class LiquidRouter extends LiquidBlock{
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
return tile.entity.liquids.get(liquid) + amount < liquidCapacity && (tile.entity.liquids.current() == liquid || tile.entity.liquids.get(tile.entity.liquids.current()) < 0.2f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -41,7 +41,6 @@ public class ImpactReactor extends PowerGenerator{
|
||||
super(name);
|
||||
hasPower = true;
|
||||
hasLiquids = true;
|
||||
powerProduction = 2.0f;
|
||||
liquidCapacity = 30f;
|
||||
hasItems = true;
|
||||
outputsPower = consumesPower = true;
|
||||
@@ -53,7 +52,7 @@ public class ImpactReactor extends PowerGenerator{
|
||||
|
||||
bars.add("poweroutput", entity -> new Bar(() ->
|
||||
Core.bundle.format("bar.poweroutput",
|
||||
Strings.fixed(Math.max(entity.block.getPowerProduction(entity.tile) - consumes.getPower().powerPerTick, 0)*60 * entity.delta(), 1)),
|
||||
Strings.fixed(Math.max(entity.block.getPowerProduction(entity.tile) - consumes.getPower().powerPerTick, 0)*60 * entity.timeScale, 1)),
|
||||
() -> Pal.powerBar,
|
||||
() -> ((GeneratorEntity)entity).productionEfficiency));
|
||||
}
|
||||
@@ -73,6 +72,9 @@ public class ImpactReactor extends PowerGenerator{
|
||||
|
||||
if(entity.cons.valid()){
|
||||
entity.warmup = Mathf.lerpDelta(entity.warmup, 1f, warmupSpeed);
|
||||
if(Mathf.isEqual(entity.warmup, 1f, 0.001f)){
|
||||
entity.warmup =1f;
|
||||
}
|
||||
|
||||
if(entity.timer.get(timerUse, itemDuration)){
|
||||
entity.cons.trigger();
|
||||
@@ -82,8 +84,6 @@ public class ImpactReactor extends PowerGenerator{
|
||||
}
|
||||
|
||||
entity.productionEfficiency = Mathf.pow(entity.warmup, 5f);
|
||||
|
||||
super.update(tile);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -79,11 +79,6 @@ public class ItemLiquidGenerator extends PowerGenerator{
|
||||
//Power amount is delta'd by PowerGraph class already.
|
||||
float calculationDelta = entity.delta();
|
||||
|
||||
if(!entity.cons.valid()){
|
||||
entity.productionEfficiency = 0.0f;
|
||||
return;
|
||||
}
|
||||
|
||||
Liquid liquid = null;
|
||||
for(Liquid other : content.liquids()){
|
||||
if(hasLiquids && entity.liquids.get(other) >= 0.001f && getLiquidEfficiency(other) >= minLiquidEfficiency){
|
||||
@@ -128,18 +123,6 @@ public class ItemLiquidGenerator extends PowerGenerator{
|
||||
entity.productionEfficiency = 0.0f;
|
||||
}
|
||||
}
|
||||
|
||||
super.update(tile);
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean acceptItem(Item item, Tile tile, Tile source){
|
||||
return hasItems && getItemEfficiency(item) >= minItemEfficiency && tile.entity.items.total() < itemCapacity;
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){
|
||||
return hasLiquids && getLiquidEfficiency(liquid) >= minLiquidEfficiency && tile.entity.liquids.get(liquid) < liquidCapacity;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -16,15 +16,11 @@ import io.anuke.mindustry.type.Item;
|
||||
import io.anuke.mindustry.type.Liquid;
|
||||
import io.anuke.mindustry.ui.Bar;
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeItems;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeLiquid;
|
||||
import io.anuke.mindustry.world.consumers.ConsumeType;
|
||||
import io.anuke.mindustry.world.consumers.*;
|
||||
import io.anuke.mindustry.world.meta.BlockStat;
|
||||
import io.anuke.mindustry.world.meta.StatUnit;
|
||||
|
||||
import java.io.DataInput;
|
||||
import java.io.DataOutput;
|
||||
import java.io.IOException;
|
||||
import java.io.*;
|
||||
|
||||
import static io.anuke.mindustry.Vars.tilesize;
|
||||
|
||||
@@ -116,8 +112,6 @@ public class NuclearReactor extends PowerGenerator{
|
||||
|
||||
if(entity.heat >= 0.999f){
|
||||
entity.kill();
|
||||
}else{
|
||||
super.update(tile);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
package io.anuke.mindustry.world.blocks.power;
|
||||
|
||||
import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.blocks.PowerBlock;
|
||||
|
||||
public class PowerDistributor extends PowerBlock{
|
||||
@@ -10,9 +9,4 @@ public class PowerDistributor extends PowerBlock{
|
||||
consumesPower = false;
|
||||
outputsPower = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update(Tile tile){
|
||||
tile.entity.power.graph.update();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,9 +8,11 @@ import io.anuke.arc.graphics.g2d.Draw;
|
||||
import io.anuke.arc.graphics.g2d.Lines;
|
||||
import io.anuke.arc.math.Angles;
|
||||
import io.anuke.arc.math.Mathf;
|
||||
import io.anuke.arc.math.geom.Intersector;
|
||||
import io.anuke.arc.math.geom.Vector2;
|
||||
import io.anuke.arc.util.Strings;
|
||||
import io.anuke.arc.util.Time;
|
||||
import io.anuke.arc.util.Tmp;
|
||||
import io.anuke.mindustry.entities.type.Player;
|
||||
import io.anuke.mindustry.entities.type.TileEntity;
|
||||
import io.anuke.mindustry.gen.Call;
|
||||
@@ -224,19 +226,19 @@ public class PowerNode extends PowerBlock{
|
||||
}
|
||||
|
||||
protected boolean linkValid(Tile tile, Tile link, boolean checkMaxNodes){
|
||||
if(!(tile != link && link != null && link.block().hasPower) || tile.getTeamID() != link.getTeamID()) return false;
|
||||
if(tile == link || link == null || !link.block().hasPower || tile.getTeam() != link.getTeam()) return false;
|
||||
|
||||
if(link.block() instanceof PowerNode){
|
||||
TileEntity oe = link.entity();
|
||||
|
||||
return Mathf.dst(tile.drawx(), tile.drawy(), link.drawx(), link.drawy()) <= Math.max(laserRange * tilesize,
|
||||
((PowerNode) link.block()).laserRange * tilesize)
|
||||
+ (link.block().size - 1) * tilesize / 2f + (tile.block().size - 1) * tilesize / 2f &&
|
||||
(!checkMaxNodes || (oe.power.links.size < ((PowerNode) link.block()).maxNodes || oe.power.links.contains(tile.pos())));
|
||||
}else{
|
||||
return Mathf.dst(tile.drawx(), tile.drawy(), link.drawx(), link.drawy())
|
||||
<= laserRange * tilesize + (link.block().size - 1) * tilesize;
|
||||
if(overlaps(tile, link, laserRange*tilesize) || (link.block() instanceof PowerNode && overlaps(link, tile, link.<PowerNode>cblock().laserRange*tilesize))){
|
||||
if(checkMaxNodes && link.block() instanceof PowerNode){
|
||||
return link.entity.power.links.size < link.<PowerNode>cblock().maxNodes || link.entity.power.links.contains(tile.pos());
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
protected boolean overlaps(Tile src, Tile other, float range){
|
||||
return Intersector.overlaps(Tmp.cr1.set(src.drawx(), src.drawy(), range), other.getHitbox(Tmp.r1));
|
||||
}
|
||||
|
||||
protected void drawLaser(Tile tile, Tile target){
|
||||
|
||||