mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-14 17:57:56 +07:00
Added enemy lights setting
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@ -77,10 +77,10 @@ public class EntityProcess extends BaseProcessor{
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if(elem.is(Modifier.ABSTRACT) || elem.is(Modifier.NATIVE)) continue;
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if(elem.is(Modifier.ABSTRACT) || elem.is(Modifier.NATIVE)) continue;
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//get all statements in the method, store them
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//get all statements in the method, store them
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methodBlocks.put(elem.descString(), elem.tree().getBody().toString()
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methodBlocks.put(elem.descString(), elem.tree().getBody().toString()
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//replace all self() invocations with this
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.replaceAll("this\\.<(.*)>self\\(\\)", "this") //fix parameterized self() calls
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.replaceAll("this\\.<(.*)>self\\(\\)", "this")
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.replaceAll("self\\(\\)", "this") //fix self() calls
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.replaceAll("self\\(\\)", "this")
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.replaceAll(" yield ", "") //fix enchanced switch
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.replaceAll(" yield ", "")
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.replaceAll("\\/\\*missing\\*\\/", "var") //fix vars
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);
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);
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}
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}
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}
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}
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@ -851,6 +851,7 @@ rules.title.unit = Units
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rules.title.experimental = Experimental
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rules.title.experimental = Experimental
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rules.title.environment = Environment
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rules.title.environment = Environment
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rules.lighting = Lighting
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rules.lighting = Lighting
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rules.enemyLights = Enemy Lights
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rules.fire = Fire
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rules.fire = Fire
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rules.explosions = Block/Unit Explosion Damage
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rules.explosions = Block/Unit Explosion Damage
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rules.ambientlight = Ambient Light
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rules.ambientlight = Ambient Light
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@ -45,7 +45,7 @@ public class AmmoTypes implements ContentList{
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Tile closest = Vars.indexer.findClosestFlag(unit.x, unit.y, unit.team, BlockFlag.powerResupply);
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Tile closest = Vars.indexer.findClosestFlag(unit.x, unit.y, unit.team, BlockFlag.powerResupply);
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if(closest != null && closest.build != null && unit.within(closest.build, range) && closest.build.power != null){
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if(closest != null && closest.build != null && unit.within(closest.build, range) && closest.build.power != null){
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Building build = closest.build;
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var build = closest.build;
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if(build.block.consumes.hasPower() && build.block.consumes.getPower().buffered){
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if(build.block.consumes.hasPower() && build.block.consumes.getPower().buffered){
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float amount = closest.build.power.status * build.block.consumes.getPower().capacity;
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float amount = closest.build.power.status * build.block.consumes.getPower().capacity;
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@ -17,7 +17,7 @@ import static mindustry.Vars.*;
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public abstract class Weather extends UnlockableContent{
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public abstract class Weather extends UnlockableContent{
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/** Default duration of this weather event in ticks. */
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/** Default duration of this weather event in ticks. */
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public float duration = 8f * Time.toMinutes;
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public float duration = 9f * Time.toMinutes;
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public float opacityMultiplier = 1f;
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public float opacityMultiplier = 1f;
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public Attributes attrs = new Attributes();
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public Attributes attrs = new Attributes();
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@ -173,6 +173,7 @@ public class CustomRulesDialog extends BaseDialog{
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check("@rules.explosions", b -> rules.damageExplosions = b, () -> rules.damageExplosions);
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check("@rules.explosions", b -> rules.damageExplosions = b, () -> rules.damageExplosions);
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check("@rules.fire", b -> rules.fire = b, () -> rules.fire);
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check("@rules.fire", b -> rules.fire = b, () -> rules.fire);
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check("@rules.lighting", b -> rules.lighting = b, () -> rules.lighting);
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check("@rules.lighting", b -> rules.lighting = b, () -> rules.lighting);
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check("@rules.enemyLights", b -> rules.enemyLights = b, () -> rules.enemyLights);
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main.button(b -> {
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main.button(b -> {
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b.left();
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b.left();
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