Rebuild select hint

This commit is contained in:
Anuken 2022-11-03 12:11:35 -04:00
parent 4a6791ab43
commit 4e5bc8fc94
2 changed files with 3 additions and 0 deletions

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@ -1762,6 +1762,8 @@ hint.unitSelectControl.mobile = To control units, enter [accent]command mode[] b
hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \uE827 [accent]Map[] in the bottom right.
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \uE827 [accent]Map[] in the \uE88C [accent]Menu[].
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
hint.rebuildSelect = Hold [accent][[B][] and drag to select destroyed block plans.\nThis will rebuild them automatically.
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
hint.conveyorPathfind.mobile = Enable \uE844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.

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@ -174,6 +174,7 @@ public class HintsFragment{
payloadDrop(() -> !player.unit().dead && player.unit() instanceof Payloadc p && p.payloads().any(), () -> player.unit() instanceof Payloadc p && p.payloads().isEmpty()),
waveFire(() -> Groups.fire.size() > 0 && Blocks.wave.unlockedNow(), () -> indexer.getFlagged(state.rules.defaultTeam, BlockFlag.extinguisher).size > 0),
generator(() -> control.input.block == Blocks.combustionGenerator, () -> ui.hints.placedBlocks.contains(Blocks.combustionGenerator)),
rebuildSelect(visibleDesktop, () -> state.rules.defaultTeam.data().plans.size >= 10, () -> Core.input.keyDown(Binding.rebuild_select)),
guardian(() -> state.boss() != null && state.boss().armor >= 4, () -> state.boss() == null),
factoryControl(() -> !(state.isCampaign() && state.rules.sector.preset == SectorPresets.onset) &&
state.rules.defaultTeam.data().getBuildings(Blocks.tankFabricator).size + state.rules.defaultTeam.data().getBuildings(Blocks.groundFactory).size > 0, () -> ui.hints.events.contains("factorycontrol")),