Merge branch 'master' of https://github.com/Anuken/Mindustry into maps_phase_2

This commit is contained in:
Epowerj 2022-08-08 17:45:06 -04:00
commit 901d0106c0
22 changed files with 158 additions and 98 deletions

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@ -7,7 +7,7 @@ assignees: ''
---
**Platform**: *Android/iOS/Mac/Windows/Linux*
**Platform**: *The type of device you were playing on - Android/iOS/Mac/Windows/Linux* ("All" is NOT a platform!)
**Build**: *The build number under the title in the main menu. Required. "LATEST" IS NOT A VERSION, I NEED THE EXACT BUILD NUMBER OF YOUR GAME.*

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@ -5,7 +5,7 @@ discord = 加入 Mindustry 的 Discord 聊天室!
link.discord.description = 官方 Mindustry Discord 聊天室
link.reddit.description = Mindustry Reddit論壇
link.github.description = 遊戲原始碼
link.changelog.description = 遊戲更新清單
link.changelog.description = 遊戲更新日誌
link.dev-builds.description = 開發中版本
link.trello.description = 官方 Trello 功能規劃看板
link.itch.io.description = itch.io 電腦版下載網頁
@ -45,7 +45,7 @@ mods.browser.selected = 已選模組
mods.browser.add = 安裝
mods.browser.reinstall = 重新安裝
mods.browser.view-releases = 檢視發行
mods.browser.noreleases = [scarlet]No Releases Found\n[accent]Couldn't find any releases for this mod. Check if the mod's repository has any releases published.
mods.browser.noreleases = [scarlet]無發行紀錄\n[accent]無法找到該模組的任何發行。請確認此模組是否有發表。
mods.browser.latest = <最新>
mods.browser.releases = 所有發行
mods.github.open = 查看Github
@ -589,26 +589,29 @@ launch.text = 發射
research.multiplayer = 只有管理者可以使用這個物品
map.multiplayer = 只有管理者可以查看地圖
uncover = 探索
configure = 設定
objective.research.name = Research
objective.produce.name = Obtain
objective.item.name = Obtain Item
objective.coreitem.name = Core Item
objective.buildcount.name = Build Count
objective.unitcount.name = Unit Count
objective.destroyunits.name = Destroy Units
configure = 資源配置
objective.research.name = 研究
objective.produce.name = 生產
objective.item.name = 獲取物品
objective.coreitem.name = 核心物品
objective.buildcount.name = 建造
objective.unitcount.name = 製造單位
objective.destroyunits.name = 摧毀單位
objective.timer.name = Timer
objective.destroyblock.name = Destroy Block
objective.destroyblocks.name = Destroy Blocks
objective.destroycore.name = Destroy Core
objective.commandmode.name = Command Mode
objective.flag.name = Flag
marker.shapetext.name = Shape Text
marker.minimap.name = Minimap
marker.shape.name = Shape
marker.text.name = Text
marker.background = Background
marker.outline = Outline
objective.destroyblock.name = 摧毀
objective.destroyblocks.name = 摧毀
objective.destroycore.name = 摧毀核心
objective.commandmode.name = 指揮模式
objective.flag.name = 全局Flag
marker.shapetext.name = 稜框+文字標示
marker.minimap.name = 小地圖標示
marker.shape.name = 稜框標示
marker.text.name = 文字標示
marker.background = 反黑背景
marker.outline = 描邊
objective.research = [accent]研究:\n[]{0}[lightgray]{1}
objective.produce = [accent]取得:\n[]{0}[lightgray]{1}
@ -623,6 +626,7 @@ objective.enemiesapproaching = [accent]的人在 [lightgray]{0} 到達[]
objective.destroycore = [accent]摧毀敵人核心
objective.command = [accent]Command Units
objective.nuclearlaunch = [accent]⚠ Nuclear launch detected: [lightgray]{0}
announce.nuclearstrike = [red]⚠ NUCLEAR STRIKE INBOUND ⚠
loadout = 裝載
@ -741,18 +745,19 @@ sector.impact0078.description = 沉睡在此的是第一個進入本星系的星
sector.planetaryTerminal.description = 最終目標。\n\n這麼濱海基地具有能夠發射核心到其他行星的建築。 其防禦非常嚴密。\n\n生產海上單位。盡速摧毀敵人。研究該發射建築。
sector.onset.name = 著陸點
sector.aegis.name = Aegis
sector.lake.name = Name
sector.intersect.name = Intersect
sector.atlas.name = Atlas
sector.split.name = Split
sector.basin.name = Basin
sector.aegis.name = 神盾
sector.lake.name = 橙色湖泊
sector.intersect.name = 交會點
sector.atlas.name = 亞特拉斯
sector.split.name = 分岔點
sector.basin.name = 搖籃
sector.onset.description = 新手教學地區。尚無作戰目標,請等候後續指示。
sector.aegis.description = The enemy is protected by shields. An experimental shield breaker module has been detected in this sector.\nLocate this structure. Supply it with tungsten ammunition and destroy the enemy base.
sector.lake.description = This sector's slag lake greatly limits viable units. A hover unit is the only option.\nResearch the [accent]ship fabricator[] and produce an [accent]elude[] unit as soon as possible.
sector.intersect.description = Scans suggest that this sector will be attacked from multiple sides soon after landing.\nSet up defenses quickly and expand as soon as possible.\n[accent]Mech[] units will be required for the area's rough terrain.
sector.atlas.description = This sector contains varied terrain and will require a variety of units to attack effectively.\nUpgraded units may also be necessary to get past some of the tougher enemy bases detected here.\nResearch the [accent]Electrolyzer[] and the [accent]Tank Refabricator[].
sector.split.description = The minimal enemy presence in this sector makes it perfect for testing new transport tech.
sector.aegis.description = 敵人受護盾保護。一個在實驗階段的護盾破壞器坐落在此區域,找到並提供鎢原料啟用它。摧毀敵方基地。
sector.lake.description = 本地區的熔渣湖嚴重限縮普通單位的機動性。懸浮艇是唯一選擇。\n研究 [accent]飛船兵工廠[] 並盡早生產 [accent]掙脫[] 單位。
sector.intersect.description = 掃描顯示本區域會在降落後遭受多面攻擊。快速築起防禦,加速擴張。必須建造\n [accent]機甲[] 單位通過陡峭的地形。
sector.atlas.description = 本地區有多樣地形,建造不同單位以有效進攻。這裡偵測到大型敵方基地,可能需要用升級過的單位突破。\n研究 [accent]電解槽[] 和 [accent]戰車重塑者[]。
sector.split.description = 較少敵軍活動適合本地區測試最新的運輸科技。
sector.basin.description = {Temporary}\n\nThe last sector for now. Consider this a challenge level - more sectors will be added in a later release.
status.burning.name = 燃燒
@ -760,7 +765,7 @@ status.freezing.name = 凍結
status.wet.name = 浸濕
status.muddy.name = 泥濘
status.melting.name = 融化
status.sapped.name = 吸血
status.sapped.name = 吸血
status.electrified.name = 觸電
status.spore-slowed.name = 孢子緩速
status.tarred.name = 焦油
@ -768,7 +773,7 @@ status.overdrive.name = 超載
status.overclock.name = 快轉
status.shocked.name = 電擊
status.blasted.name = 爆炸
status.unmoving.name = 立定
status.unmoving.name = 靜止
status.boss.name = 守衛者
settings.language = 語言
@ -810,8 +815,8 @@ stat.output = 輸出
stat.maxefficiency = 最高效率
stat.booster = 強化
stat.tiles = 需求方塊
stat.affinities = 親和方塊
stat.opposites = 相對方塊
stat.affinities = 加成傷害
stat.opposites = 衝突狀態
stat.powercapacity = 蓄電量
stat.powershot = 能量/射擊
stat.damage = 傷害
@ -871,15 +876,15 @@ stat.minespeed = 挖掘速度
stat.minetier = 挖掘等級
stat.payloadcapacity = 負荷量
stat.abilities = 能力
stat.canboost = 可加速
stat.flying = 飛行
stat.canboost = 推進器
stat.flying = 飛行單位
stat.ammouse = 彈藥使用
stat.damagemultiplier = 傷害加成
stat.healthmultiplier = 血量加成
stat.speedmultiplier = 速度加成
stat.reloadmultiplier = 射速加成
stat.buildspeedmultiplier = 建造速度加成
stat.reactive = 具反應性
stat.reactive = 狀態傷害加成
stat.immunities = Immunities
stat.healing = 治癒
@ -1519,7 +1524,7 @@ block.payload-unloader.description = 將物品或是液體從方塊取出。
block.heat-source.name = Heat Source
block.heat-source.description = A 1x1 block that gives virtualy infinite heat.
#TODO: temporary names!
#Erekir
block.empty.name = 虛無
block.rhyolite-crater.name = 流紋岩隕坑
block.rough-rhyolite.name = 粗糙流紋岩
@ -1601,12 +1606,12 @@ block.shielded-wall.name = 護盾牆
block.radar.name = 雷逹
block.build-tower.name = 建造塔
block.regen-projector.name = 再生投影儀
block.shockwave-tower.name = Shockwave Tower
block.shockwave-tower.name = 震波塔
block.shield-projector.name = 護盾投影儀
block.large-shield-projector.name = 大型護盾投影儀
block.armored-duct.name = 裝甲真空管
block.overflow-duct.name = 真空管溢流器
block.underflow-duct.name = Underflow Duct
block.underflow-duct.name = 反向真空管溢流器
block.duct-unloader.name = 真空管裝卸器
block.surge-conveyor.name = 波動輸送帶
block.surge-router.name = 波動分配器
@ -1640,15 +1645,15 @@ block.breach.name = 突破者
block.sublimate.name = 昇華
block.titan.name = 巨人
block.disperse.name = 驅離者
block.afflict.name = Afflict
block.lustre.name = Lustre
block.scathe.name = Scathe
block.afflict.name = 折磨
block.lustre.name = 餘光
block.scathe.name = 毀損
block.fabricator.name = 製造廠
block.tank-refabricator.name = 戰車重塑者
block.mech-refabricator.name = 機甲重塑者
block.ship-refabricator.name = 重塑者
block.ship-refabricator.name = 船重塑者
block.tank-assembler.name = 重戰車組裝廠
block.ship-assembler.name = 大型船組裝廠
block.ship-assembler.name = 飛行艦組裝廠
block.mech-assembler.name = 重機甲組裝廠
block.reinforced-payload-conveyor.name = 強化重物輸送帶
block.reinforced-payload-router.name = 強化重物分配器
@ -1658,9 +1663,9 @@ block.canvas.name = 畫布
block.world-processor.name = 世界處理器
block.world-cell.name = 世界單元
block.shield-breaker.name = 護盾破壞器 (未定名/貼圖)
block.tank-fabricator.name = 戰車製造
block.mech-fabricator.name = 機甲製造
block.ship-fabricator.name = 船隻製造
block.tank-fabricator.name = 戰車兵工
block.mech-fabricator.name = 機甲兵工
block.ship-fabricator.name = 飛船兵工
block.prime-refabricator.name = 高級單位重塑者
block.unit-repair-tower.name = 維修塔
block.diffuse.name = 擴散
@ -1947,7 +1952,7 @@ unit.navanax.description = 發射電磁脈衝砲彈。能對敵方電力建築
lst.read = [accent]讀取[]記憶體中的一項數值
lst.write = [accent]寫入[]一項數值到記憶體中
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[]使用
lst.print = 將文字加入輸出的暫存中,搭配[accent]Print Flush[], [accent]Flush message[]使用
lst.draw = 將圖形加入顯示的暫存中,搭配[accent]Draw Flush[]使用
lst.drawflush = 將所有暫存的[accent]Draw[]指令推到顯示器上
lst.printflush = 將所有暫存的[accent]Print[]指令推到訊息板上
@ -1956,7 +1961,7 @@ lst.control = 控制一個建築
lst.radar = 偵測建築範圍內的單位
lst.sensor = 獲取該建築或單位的數據
lst.set = 設一個變數
lst.operation = 加減乘除和計算機概論
lst.operation = 加減乘除和數字、位元運算
lst.end = 跳到第一個重頭開始執行
lst.wait = 等待特定秒數
lst.lookup = 以 ID 搜尋物品/液體/單位/方塊。\n各種類的總數可由 \n[accent]@unitCount[] / [accent]@itemCount[] / [accent]@liquidCount[] / [accent]@blockCount[] 讀取。
@ -1993,7 +1998,8 @@ laccess.controller = 單位的控制者。受處理器控制時回傳處理器
laccess.dead = 單位或建築是否已死亡或不存在。
laccess.controlled = 將回傳:\n處理器控制[accent]@ctrlProcessor[]\n玩家控制[accent]@ctrlPlayer[]\n在隊形中[accent]@ctrlFormation[]\n其他[accent]0[]。
laccess.progress = 建造、生產進度。以 0 到 1 表示。以及砲台裝填。
laccess.speed = Top speed of a unit, in tiles/sec.
laccess.speed = 單位最快速度(格子/秒)
lcategory.unknown = 未知
lcategory.unknown.description = Uncategorized instructions.
lcategory.io = 輸入和輸出
@ -2108,7 +2114,7 @@ unitlocate.outy = 回傳 Y 座標
unitlocate.group = 搜索建築種類
lenum.idle = 預設AI
lenum.stop = 停止移動/挖礦/建造
lenum.stop = 停止
lenum.unbind = 完全停用邏輯控制\n恢復爲原始AI
lenum.move = 移動到指定位置
lenum.approach = 移動到距離指定位置一段距離的地方

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@ -155,7 +155,10 @@ public class ControlPathfinder{
return lastTargetId ++;
}
/** @return whether a path is ready */
/**
* @return whether a path is ready.
* @param pathId a unique ID for this location query, which should change every time the 'destination' vector is modified.
* */
public boolean getPathPosition(Unit unit, int pathId, Vec2 destination, Vec2 out){
//uninitialized
if(threads == null || !world.tiles.in(World.toTile(destination.x), World.toTile(destination.y))) return false;

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@ -129,8 +129,6 @@ public class CommandAI extends AIController{
attackTarget != null ? engageRange :
0f, unit.isFlying() ? 40f : 100f, false, null, true);
}
//calculateFlock().limit(unit.speed() * flockMult)
}
//if stopAtTarget is set, stop trying to move to the target once it is reached - used for defending
@ -145,7 +143,6 @@ public class CommandAI extends AIController{
}
if(attackTarget == null){
//TODO overshoot.
if(unit.within(targetPos, Math.max(5f, unit.hitSize / 2f))){
targetPos = null;
}else if(local.size > 1){

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@ -15,7 +15,7 @@ public class LogicAI extends AIController{
public LUnitControl control = LUnitControl.idle;
public float moveX, moveY, moveRad;
public float itemTimer, payTimer, controlTimer = logicControlTimeout, targetTimer;
public float controlTimer = logicControlTimeout, targetTimer;
@Nullable
public Building controller;
public BuildPlan plan = new BuildPlan();
@ -39,8 +39,6 @@ public class LogicAI extends AIController{
@Override
public void updateMovement(){
if(itemTimer >= 0) itemTimer -= Time.delta;
if(payTimer >= 0) payTimer -= Time.delta;
if(targetTimer > 0f){
targetTimer -= Time.delta;

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@ -2123,17 +2123,20 @@ public class Blocks{
requirements(Category.liquid, with(Items.titanium, 10, Items.metaglass, 15));
liquidCapacity = 700f;
size = 2;
solid = true;
}};
liquidTank = new LiquidRouter("liquid-tank"){{
requirements(Category.liquid, with(Items.titanium, 30, Items.metaglass, 40));
size = 3;
solid = true;
liquidCapacity = 1800f;
health = 500;
}};
liquidJunction = new LiquidJunction("liquid-junction"){{
requirements(Category.liquid, with(Items.graphite, 4, Items.metaglass, 8));
solid = false;
}};
bridgeConduit = new LiquidBridge("bridge-conduit"){{
@ -2157,10 +2160,8 @@ public class Blocks{
//reinforced stuff
//TODO different name
reinforcedPump = new Pump("reinforced-pump"){{
requirements(Category.liquid, with(Items.beryllium, 40, Items.tungsten, 30, Items.silicon, 20));
//TODO CUSTOM DRAW ANIMATION - pistons - repurpose DrawBlock?
consumeLiquid(Liquids.hydrogen, 1.5f / 60f);
pumpAmount = 80f / 60f / 4f;
@ -5652,7 +5653,7 @@ public class Blocks{
}};
interplanetaryAccelerator = new Accelerator("interplanetary-accelerator"){{
requirements(Category.effect, BuildVisibility.hidden, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
researchCostMultiplier = 0.1f;
size = 7;
hasPower = true;

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@ -1,14 +1,12 @@
package mindustry.editor;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.input.*;
import arc.math.*;
import arc.math.geom.*;
import arc.scene.event.*;
import arc.scene.ui.*;
import arc.scene.ui.ImageButton.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
@ -28,7 +26,7 @@ public class MapObjectivesCanvas extends WidgetGroup{
objWidth = 5, objHeight = 2,
bounds = 100;
public static final float unitSize = 48f;
public final float unitSize = Scl.scl(48f);
public Seq<MapObjective> objectives = new Seq<>();
public ObjectiveTilemap tilemap;
@ -391,9 +389,9 @@ public class MapObjectivesCanvas extends WidgetGroup{
setTransform(false);
setClip(false);
add(conParent = new Connector(true)).size(unitSize, unitSize * 2);
add(conParent = new Connector(true)).size(unitSize / Scl.scl(1f), unitSize * 2 / Scl.scl(1f));
table(Tex.whiteui, t -> {
float pad = (unitSize - 32f) / 2f - 4f;
float pad = (unitSize / Scl.scl(1f) - 32f) / 2f - 4f;
t.margin(pad);
t.touchable(() -> Touchable.enabled);
t.setColor(Pal.gray);
@ -425,8 +423,8 @@ public class MapObjectivesCanvas extends WidgetGroup{
});
b.button(Icon.trashSmall, () -> removeTile(this));
}).left().grow();
}).growX().height(unitSize * 2).get().addCaptureListener(mover = new Mover());
add(conChildren = new Connector(false)).size(unitSize, unitSize * 2);
}).growX().height(unitSize / Scl.scl(1f) * 2).get().addCaptureListener(mover = new Mover());
add(conChildren = new Connector(false)).size(unitSize / Scl.scl(1f), unitSize / Scl.scl(1f) * 2);
setSize(getPrefWidth(), getPrefHeight());
pos(x, y);

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@ -427,12 +427,11 @@ public class MapObjectivesDialog extends BaseDialog{
stack(
canvas = new MapObjectivesCanvas(),
new Table(){{
buttons.defaults().size(170f, 64f).pad(2f);
buttons.defaults().size(160f, 64f).pad(2f);
buttons.button("@back", Icon.left, MapObjectivesDialog.this::hide);
buttons.button("@add", Icon.add, () -> getProvider(MapObjective.class).get(new TypeInfo(MapObjective.class), canvas::query));
if(mobile){
buttons.row();
buttons.button("@cancel", Icon.cancel, canvas::stopQuery).disabled(b -> !canvas.isQuerying());
buttons.button("@ok", Icon.ok, canvas::placeQuery).disabled(b -> !canvas.isQuerying());
}

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@ -30,7 +30,7 @@ public class FlakBulletType extends BasicBulletType{
if(b.time >= flakDelay && b.fdata >= 0 && b.timer(2, flakInterval)){
Units.nearbyEnemies(b.team, Tmp.r1.setSize(explodeRange * 2f).setCenter(b.x, b.y), unit -> {
//fdata < 0 means it's primed to explode
if(b.fdata < 0f || !unit.checkTarget(collidesAir, collidesGround)) return;
if(b.fdata < 0f || !unit.checkTarget(collidesAir, collidesGround) || !unit.type.targetable) return;
if(unit.within(b, explodeRange + unit.hitSize/2f)){
//mark as primed

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@ -1682,7 +1682,14 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
/** Called after efficiency is updated but before consumers are updated. Use to apply your own multiplier. */
public void updateEfficiencyMultiplier(){
float scale = efficiencyScale();
efficiency *= scale;
optionalEfficiency *= scale;
}
/** Calculate your own efficiency multiplier. By default, this is applied in updateEfficiencyMultiplier. */
public float efficiencyScale(){
return 1f;
}
public void updateConsumption(){

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@ -57,6 +57,17 @@ public class LExecutor{
public Team team = Team.derelict;
public boolean privileged = false;
//yes, this is a minor memory leak, but it's probably not significant enough to matter
protected IntFloatMap unitTimeouts = new IntFloatMap();
boolean timeoutDone(Unit unit, float delay){
return Time.time >= unitTimeouts.get(unit.id) + delay;
}
void updateTimeout(Unit unit){
unitTimeouts.put(unit.id, Time.time);
}
public boolean initialized(){
return instructions.length > 0;
}
@ -428,15 +439,15 @@ public class LExecutor{
}
}
case payDrop -> {
if(ai.payTimer > 0) return;
if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return;
if(unit instanceof Payloadc pay && pay.hasPayload()){
Call.payloadDropped(unit, unit.x, unit.y);
ai.payTimer = LogicAI.transferDelay;
exec.updateTimeout(unit);
}
}
case payTake -> {
if(ai.payTimer > 0) return;
if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return;
if(unit instanceof Payloadc pay){
//units
@ -460,7 +471,7 @@ public class LExecutor{
}
}
}
ai.payTimer = LogicAI.transferDelay;
exec.updateTimeout(unit);
}
}
case payEnter -> {
@ -508,7 +519,7 @@ public class LExecutor{
}
}
case itemDrop -> {
if(ai.itemTimer > 0) return;
if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return;
//clear item when dropping to @air
if(exec.obj(p1) == Blocks.air){
@ -516,7 +527,7 @@ public class LExecutor{
if(!net.client()){
unit.clearItem();
}
ai.itemTimer = LogicAI.transferDelay;
exec.updateTimeout(unit);
}else{
Building build = exec.building(p1);
int dropped = Math.min(unit.stack.amount, exec.numi(p2));
@ -524,13 +535,13 @@ public class LExecutor{
int accepted = build.acceptStack(unit.item(), dropped, unit);
if(accepted > 0){
Call.transferItemTo(unit, unit.item(), accepted, unit.x, unit.y, build);
ai.itemTimer = LogicAI.transferDelay;
exec.updateTimeout(unit);
}
}
}
}
case itemTake -> {
if(ai.itemTimer > 0) return;
if(!exec.timeoutDone(unit, LogicAI.transferDelay)) return;
Building build = exec.building(p1);
int amount = exec.numi(p3);
@ -541,7 +552,7 @@ public class LExecutor{
if(taken > 0){
Call.takeItems(build, item, taken, unit);
ai.itemTimer = LogicAI.transferDelay;
exec.updateTimeout(unit);
}
}
}
@ -1634,6 +1645,8 @@ public class LExecutor{
@Override
public void run(LExecutor exec){
if(net.client()) return;
float
spawnX = World.unconv(exec.numf(x)),
spawnY = World.unconv(exec.numf(y));

View File

@ -50,8 +50,7 @@ public class MedianFilter extends GenerateFilter{
floors.sort();
blocks.sort();
int index = Math.min((int)(floors.size * percentile), floors.size - 1);
int floor = floors.get(index), block = blocks.get(index);
int floor = floors.get(Math.min((int)(floors.size * percentile), floors.size - 1)), block = blocks.get(Math.min((int)(blocks.size * percentile), blocks.size - 1));
in.floor = content.block(floor);
if(!content.block(block).synthetic() && !in.block.synthetic()) in.block = content.block(block);

View File

@ -158,7 +158,7 @@ public class ColorPicker extends BaseDialog{
return false;
}
}).get();
});
}).grow();
buttons.clear();
addCloseButton();

View File

@ -60,7 +60,7 @@ public class ModsDialog extends BaseDialog{
searchtxt = res;
rebuildBrowser();
}).growX().get();
table.button(Icon.list, Styles.clearNonei, 32f, () -> {
table.button(Icon.list, Styles.emptyi, 32f, () -> {
orderDate = !orderDate;
rebuildBrowser();
}).update(b -> b.getStyle().imageUp = (orderDate ? Icon.list : Icon.star)).size(40f).get()

View File

@ -110,6 +110,9 @@ public class Accelerator extends Block{
if(!state.isCampaign() || efficiency <= 0f) return;
ui.showInfo("This block doesn't work properly in the beta/alpha. It maybe removed, or reworked. Check back in a later update.");
if(false)
ui.planet.showPlanetLaunch(state.rules.sector, sector -> {
//TODO cutscene, etc...

View File

@ -224,6 +224,16 @@ public class CanvasBlock extends Block{
}).size(40f);
}
@Override
public boolean onConfigureBuildTapped(Building other){
if(this == other){
deselect();
return false;
}
return true;
}
@Override
public byte[] config(){
return data;

View File

@ -2,6 +2,7 @@ package mindustry.world.blocks.payloads;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.util.*;
import arc.util.io.*;
@ -33,6 +34,7 @@ public class PayloadSource extends PayloadBlock{
noUpdateDisabled = true;
clearOnDoubleTap = true;
regionRotated1 = 1;
commandable = true;
config(Block.class, (PayloadSourceBuild build, Block block) -> {
if(canProduce(block) && build.block != block){
@ -83,8 +85,19 @@ public class PayloadSource extends PayloadBlock{
public class PayloadSourceBuild extends PayloadBlockBuild<Payload>{
public UnitType unit;
public Block block;
public @Nullable Vec2 commandPos;
public float scl;
@Override
public Vec2 getCommandPosition(){
return commandPos;
}
@Override
public void onCommand(Vec2 target){
commandPos = target;
}
@Override
public void buildConfiguration(Table table){
ItemSelection.buildTable(PayloadSource.this, table,
@ -110,6 +123,11 @@ public class PayloadSource extends PayloadBlock{
scl = 0f;
if(unit != null){
payload = new UnitPayload(unit.create(team));
Unit p = ((UnitPayload)payload).unit;
if(commandPos != null && p.isCommandable()){
p.command().commandPosition(commandPos);
}
}else if(block != null){
payload = new BuildPayload(block, team);
}

View File

@ -13,6 +13,7 @@ import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.input.*;
import mindustry.logic.*;
import mindustry.ui.*;
import mindustry.world.*;
import mindustry.world.meta.*;
@ -86,12 +87,22 @@ public class LightBlock extends Block{
@Override
public void buildConfiguration(Table table){
table.button(Icon.pencil, () -> {
table.button(Icon.pencil, Styles.cleari, () -> {
ui.picker.show(Tmp.c1.set(color).a(0.5f), false, res -> configure(res.rgba()));
deselect();
}).size(40f);
}
@Override
public boolean onConfigureBuildTapped(Building other){
if(this == other){
deselect();
return false;
}
return true;
}
@Override
public void drawLight(){
Drawf.light(x, y, lightRadius * Math.min(smoothTime, 2f), Tmp.c1.set(color), brightness * efficiency);

View File

@ -38,8 +38,8 @@ public class AttributeCrafter extends GenericCrafter{
if(!displayEfficiency) return;
addBar("efficiency", (AttributeCrafterBuild entity) ->
new Bar(() ->
Core.bundle.format("bar.efficiency", (int)(entity.efficiencyScale() * 100 * displayEfficiencyScale)),
new Bar(
() -> Core.bundle.format("bar.efficiency", (int)(entity.efficiencyScale() * 100 * displayEfficiencyScale)),
() -> Pal.lightOrange,
entity::efficiencyScale));
}

View File

@ -67,11 +67,6 @@ public class HeatCrafter extends GenericCrafter{
}
@Override
public void updateEfficiencyMultiplier(){
efficiency *= efficiencyScale();
potentialEfficiency *= efficiencyScale();
}
public float efficiencyScale(){
float over = Math.max(heat - heatRequirement, 0f);
return Math.min(Mathf.clamp(heat / heatRequirement) + over / heatRequirement * overheatScale, maxEfficiency);

View File

@ -298,6 +298,8 @@ public class UnitAssembler extends PayloadBlock{
for(var module : modules){
Drawf.selected(module, Pal.accent);
}
Drawf.dashRect(Tmp.c1.set(Pal.accent).lerp(Pal.remove, invalidWarmup), getRect(Tmp.r1, x, y, rotation));
}
@Override
@ -320,7 +322,7 @@ public class UnitAssembler extends PayloadBlock{
prev = mod.block;
}
t.label(() -> "[accent] -> []" + unit().emoji() + " " + unit().name);
t.label(() -> "[accent] -> []" + unit().emoji() + " " + unit().localizedName);
}).pad(4).padLeft(0f).fillX().left();
}

View File

@ -40,7 +40,7 @@ public class ConsumeLiquid extends ConsumeLiquidBase{
@Override
public float efficiency(Building build){
float ed = build.edelta();
float ed = build.edelta() * build.efficiencyScale();
if(ed <= 0.00000001f) return 0f;
//there can be more liquid than necessary, so cap at 1
return Math.min(build.liquids.get(liquid) / (amount * ed), 1f);