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https://github.com/Anuken/Mindustry.git
synced 2025-02-22 04:28:27 +07:00
Fixed some minor bugs
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77f574e974
commit
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1
.gitignore
vendored
1
.gitignore
vendored
@ -4,6 +4,7 @@
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/desktop/packr-out/
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/desktop/packr-export/
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/core/lib/
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*.gif
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## Java
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@ -1,8 +1,8 @@
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android"
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package="io.anuke.mindustry"
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android:versionCode="9"
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android:versionName="1.2" >
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android:versionCode="10"
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android:versionName="2.0" >
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<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="25" />
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@ -79,7 +79,7 @@ project(":core") {
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apply plugin: "java"
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dependencies {
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compile 'com.github.anuken:ucore:5633a3df2f'
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compile 'com.github.anuken:ucore:2a0a7a54cc'
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compile "com.badlogicgames.gdx:gdx:$gdxVersion"
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compile "com.badlogicgames.gdx:gdx-ai:1.8.1"
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}
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@ -2,5 +2,7 @@
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<!DOCTYPE module PUBLIC "-//Google Inc.//DTD Google Web Toolkit trunk//EN" "https://raw.githubusercontent.com/gwtproject/gwt/master/distro-source/core/src/gwt-module.dtd">
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<module>
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<source path="io/anuke/mindustry" />
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<extend-configuration-property name="gdx.reflect.include" value="io.anuke.mindustry.entities.enemies" />
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<extend-configuration-property name="gdx.reflect.include" value="io.anuke.mindustry.entities" />
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<extend-configuration-property name="gdx.reflect.include" value="java.lang.Class" />
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<extend-configuration-property name="gdx.reflect.include" value="io.anuke.ucore.function.DelayRun" />
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</module>
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@ -3,6 +3,7 @@ package io.anuke.mindustry.entities;
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import static io.anuke.mindustry.Vars.*;
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import com.badlogic.gdx.Input.Buttons;
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import com.badlogic.gdx.Input.Keys;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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@ -51,7 +52,7 @@ public class Player extends DestructibleEntity{
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float speed = this.speed;
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if(Vars.debug)
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if(Vars.debug && Inputs.keyDown(Keys.SHIFT_LEFT))
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speed *= 3f;
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if(health < maxhealth && Timers.get(this, 50))
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@ -108,10 +108,9 @@ public class Enemy extends DestructibleEntity{
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int x2 = path[node].x, y2 = path[node].y;
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if(World.raycast(Mathf.scl2(x, Vars.tilesize), Mathf.scl2(y, Vars.tilesize), x2, y2) != null){
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Timers.run(Mathf.random(10f), ()->{
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Timers.run(Mathf.random(15f), ()->{
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set(x2 * Vars.tilesize, y2 * Vars.tilesize);
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});
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}
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}
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@ -173,7 +172,7 @@ public class Enemy extends DestructibleEntity{
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String region = ClassReflection.getSimpleName(getClass()).toLowerCase() + "-t" + Mathf.clamp(tier, 1, 3);
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//TODO is this necessary?
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//TODO is this really necessary?
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Draw.getShader(Outline.class).color.set(tierColors[tier-1]);
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Draw.getShader(Outline.class).region = Draw.region(region);
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@ -205,6 +205,8 @@ public class World{
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Tile tile = tile(x, y);
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if(tile == null) return false;
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if(tile.block() != type && type.canReplace(tile.block())){
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return true;
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}
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@ -68,6 +68,7 @@ public class ProductionBlocks{
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dir = (dir+4)%4;
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Tile to = tile.getNearby()[dir];
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Timers.run(10, ()->{
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if(to == null || to.entity == null) return;
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to.block().handleItem(to, item, tile);
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});
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@ -146,7 +147,7 @@ public class ProductionBlocks{
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@Override
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public String description(){
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return "Takes in iron + water, outputs coal.";
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return "Takes in iron + water, outputs titanium.";
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}
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},
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@ -105,7 +105,6 @@ public class WeaponBlocks{
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}
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},
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//TODO
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mortarturret = new Turret("mortarturret"){
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{
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rotatespeed = 0.1f;
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@ -116,10 +115,10 @@ public class WeaponBlocks{
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ammo = Item.coal;
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ammoMultiplier = 5;
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health = 110;
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overPrediction = 0.09f;
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}
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},
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//TODO
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laserturret = new LaserTurret("laserturret"){
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@ -135,7 +134,6 @@ public class WeaponBlocks{
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}
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},
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//TODO
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teslaturret = new Turret("waveturret"){
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{
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formalName = "tesla turret";
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@ -156,7 +154,6 @@ public class WeaponBlocks{
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}
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},
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//TODO
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plasmaturret = new Turret("plasmaturret"){
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{
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inaccuracy = 7f;
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@ -34,6 +34,7 @@ public class Turret extends Block{
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protected int maxammo = 400;
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protected float rotatespeed = 0.2f;
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protected float shootCone = 8f;
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protected float overPrediction = 0f;
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public Turret(String name) {
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super(name);
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@ -108,7 +109,7 @@ public class Turret extends Block{
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if(entity.target != null){
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float targetRot = Angles.predictAngle(tile.worldx(), tile.worldy(),
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entity.target.x, entity.target.y, entity.target.xvelocity, entity.target.yvelocity, bullet.speed);
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entity.target.x, entity.target.y, entity.target.xvelocity, entity.target.yvelocity, bullet.speed + overPrediction);
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entity.rotation = MathUtils.lerpAngleDeg(entity.rotation, targetRot,
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rotatespeed*Timers.delta());
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