Per-mode no-build radius

This commit is contained in:
Anuken 2018-08-20 23:47:56 -04:00
parent 2e958d8d8f
commit 914fa3079d
4 changed files with 6 additions and 5 deletions

View File

@ -39,7 +39,6 @@ public class Vars{
//team of the enemy in waves
public static final Team waveTeam = Team.red;
public static final float enemyCoreBuildRange = 400f;
//discord group URL
public static final String discordURL = "https://discord.gg/BKADYds";
public static final String releasesURL = "https://api.github.com/repos/Anuken/Mindustry/releases";

View File

@ -20,9 +20,11 @@ public enum GameMode{
disableWaves = true;
isPvp = true;
hidden = true;
enemyCoreBuildRadius = 600f;
}};
public boolean infiniteResources, disableWaveTimer, disableWaves, hidden, autoSpawn, isPvp;
public float enemyCoreBuildRadius = 400f;
public String description(){
return Bundles.get("mode." + name() + ".description");

View File

@ -66,11 +66,11 @@ public class OverlayRenderer{
for(Team enemy : state.teams.enemiesOf(player.getTeam())){
for(Tile core : state.teams.get(enemy).cores){
float dst = Vector2.dst(player.x, player.y, core.drawx(), core.drawy());
if(dst < enemyCoreBuildRange * 1.5f){
if(dst < state.mode.enemyCoreBuildRadius * 1.5f){
Draw.color(Color.DARK_GRAY);
Lines.poly(core.drawx(), core.drawy() - 2, 200, enemyCoreBuildRange);
Lines.poly(core.drawx(), core.drawy() - 2, 200, state.mode.enemyCoreBuildRadius);
Draw.color(Palette.accent, enemy.color, 0.5f + Mathf.absin(Timers.time(), 10f, 0.5f));
Lines.poly(core.drawx(), core.drawy(), 200, enemyCoreBuildRange);
Lines.poly(core.drawx(), core.drawy(), 200, state.mode.enemyCoreBuildRadius);
}
}
}

View File

@ -139,7 +139,7 @@ public class Build{
//check for enemy cores
for(Team enemy : state.teams.enemiesOf(team)){
for(Tile core : state.teams.get(enemy).cores){
if(Vector2.dst(x*tilesize + type.offset(), y*tilesize + type.offset(), core.drawx(), core.drawy()) < enemyCoreBuildRange + type.size*tilesize/2f){
if(Vector2.dst(x*tilesize + type.offset(), y*tilesize + type.offset(), core.drawx(), core.drawy()) < state.mode.enemyCoreBuildRadius + type.size*tilesize/2f){
return false;
}
}