Origin testing

This commit is contained in:
Anuken
2022-10-28 16:15:09 -04:00
parent 0b9da88ebf
commit 42d929f32d
7 changed files with 13 additions and 4 deletions

Binary file not shown.

View File

@ -158,8 +158,7 @@ public class BuilderAI extends AIController{
}
}
//TODO this is bad, rebuild time should not depend on AI here
float rebuildTime = (unit.team.rules().rtsAi ? 8f : 2f) * 60f;
float rebuildTime = 2f * 60f;
//find new plan
if(!onlyAssist && !unit.team.data().plans.isEmpty() && following == null && timer.get(timerTarget3, rebuildTime)){

View File

@ -385,6 +385,7 @@ public class ErekirTechTree{
node(siege, Seq.with(new SectorComplete(crevice)), () -> {
node(crossroads, Seq.with(new SectorComplete(siege)), () -> {
node(karst, Seq.with(new SectorComplete(crossroads), new Research(coreAcropolis)), () -> {
node(origin, Seq.with(new SectorComplete(karst), new Research(coreAcropolis), new Research(UnitTypes.vanquish), new Research(UnitTypes.disrupt), new Research(UnitTypes.collaris)), () -> {
});
});
@ -393,6 +394,7 @@ public class ErekirTechTree{
});
});
});
});
node(peaks, Seq.with(new SectorComplete(marsh), new SectorComplete(split)), () -> {

View File

@ -66,6 +66,7 @@ public class Planets{
defaultCore = Blocks.coreBastion;
iconColor = Color.valueOf("ff9266");
hiddenItems.addAll(Items.serpuloItems).removeAll(Items.erekirItems);
enemyBuildSpeedMultiplier = 0.4f;
//TODO SHOULD there be lighting?
updateLighting = false;

View File

@ -12,8 +12,8 @@ public class SectorPresets{
impact0078, desolateRift, nuclearComplex, planetaryTerminal,
coastline, navalFortress,
onset, aegis, lake, intersect, basin, atlas, split, marsh, peaks, ravine, caldera, stronghold, crevice, siege,
crossroads, karst;
onset, aegis, lake, intersect, basin, atlas, split, marsh, peaks, ravine, caldera,
stronghold, crevice, siege, crossroads, karst, origin;
public static void load(){
//region serpulo
@ -181,6 +181,10 @@ public class SectorPresets{
captureWave = 10;
}};
origin = new SectorPreset("origin", erekir, 12){{
difficulty = 10;
}};
//endregion
}
}

View File

@ -133,6 +133,7 @@ public class Logic implements ApplicationListener{
state.rules.coreIncinerates = true;
state.rules.waveTeam.rules().infiniteResources = true;
state.rules.waveTeam.rules().buildSpeedMultiplier *= state.getPlanet().enemyBuildSpeedMultiplier;
//fill enemy cores by default? TODO decide
for(var core : state.rules.waveTeam.cores()){

View File

@ -103,6 +103,8 @@ public class Planet extends UnlockableContent{
public boolean allowSectorInvasion = false;
/** If true, sectors saves are cleared when lost. */
public boolean clearSectorOnLose = false;
/** Multiplier for enemy rebuild speeds; only applied in campaign (not standard rules) */
public float enemyBuildSpeedMultiplier = 1f;
/** If true, enemy cores are replaced with spawnpoints on this planet (for invasions) */
public boolean enemyCoreSpawnReplace = false;
/** If true, blocks in the radius of the core will be removed and "built up" in a shockwave upon landing. */