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Misc minor fixes
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@ -1721,6 +1721,8 @@ hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen
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hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
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hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
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hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
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hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
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hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
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item.copper.description = Used in all types of construction and ammunition.
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item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
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@ -446,7 +446,6 @@ public class Blocks{
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}};
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redIce = new Floor("red-ice"){{
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//TODO red ice boulder
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dragMultiplier = 0.4f;
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speedMultiplier = 0.9f;
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attributes.set(Attribute.water, 0.4f);
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@ -458,9 +457,9 @@ public class Blocks{
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liquidDrop = Liquids.arkycite;
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liquidMultiplier = 1.5f;
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isLiquid = true;
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//TODO status, cache layer for this crap
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status = StatusEffects.wet;
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statusDuration = 120f;
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//TODO no status for now
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//status = StatusEffects.slow;
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//statusDuration = 120f;
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drownTime = 200f;
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cacheLayer = CacheLayer.arkycite;
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albedo = 0.9f;
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@ -470,7 +469,6 @@ public class Blocks{
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variants = 3;
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}};
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//TODO different vent colors
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rhyoliteVent = new SteamVent("rhyolite-vent"){{
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parent = blendGroup = rhyolite;
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attributes.set(Attribute.steam, 1f);
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@ -1,5 +1,6 @@
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package mindustry.game;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.core.GameState.*;
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import mindustry.ctype.*;
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@ -267,6 +268,18 @@ public class EventType{
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}
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}
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public static class BuildingCommandEvent{
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public final Player player;
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public final Building building;
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public final Vec2 position;
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public BuildingCommandEvent(Player player, Building building, Vec2 position){
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this.player = player;
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this.building = building;
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this.position = position;
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}
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}
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public static class GameOverEvent{
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public final Team winner;
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@ -260,6 +260,8 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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if(!state.isPaused() && player == Vars.player){
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Fx.moveCommand.at(target);
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}
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Events.fire(new BuildingCommandEvent(player, build, target));
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}
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@Remote(called = Loc.server, targets = Loc.both, forward = true)
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@ -168,10 +168,10 @@ public class RepairBeamWeapon extends Weapon{
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wx = unit.x + Angles.trnsx(weaponRotation, x, y),
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wy = unit.y + Angles.trnsy(weaponRotation, x, y);
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float z = Draw.z();
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RepairTurret.drawBeam(wx, wy, unit.rotation + mount.rotation, shootY, unit.id, mount.target == null || controllable ? null : (Sized)mount.target, unit.team, heal.strength,
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pulseStroke, pulseRadius, beamWidth + Mathf.absin(widthSinScl, widthSinMag), heal.lastEnd, heal.offset, laserColor, laserTopColor,
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laser, laserEnd, laserTop, laserTopEnd);
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float z = Draw.z();
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RepairTurret.drawBeam(wx, wy, unit.rotation + mount.rotation, shootY, unit.id, mount.target == null || controllable ? null : (Sized)mount.target, unit.team, heal.strength,
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pulseStroke, pulseRadius, beamWidth + Mathf.absin(widthSinScl, widthSinMag), heal.lastEnd, heal.offset, laserColor, laserTopColor,
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laser, laserEnd, laserTop, laserTopEnd);
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Draw.z(z);
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}
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}
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@ -12,12 +12,13 @@ import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.game.*;
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import mindustry.game.EventType.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.input.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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import mindustry.world.blocks.payloads.PayloadBlock.*;
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import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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@ -38,7 +39,7 @@ public class HintsFragment{
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public void build(Group parent){
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group.setFillParent(true);
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group.touchable = Touchable.childrenOnly;
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//TODO hints off for now.
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//TODO hints off for now - figure out tutorial system.
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group.visibility = () -> !state.isCampaign() && Core.settings.getBool("hints", true) && ui.hudfrag.shown;
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group.update(() -> {
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if(current != null){
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@ -83,6 +84,11 @@ public class HintsFragment{
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events.clear();
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});
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Events.on(BuildingCommandEvent.class, e -> {
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if(e.building instanceof PayloadBlockBuild<?>){
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events.add("factorycontrol");
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}
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});
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}
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void checkNext(){
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@ -170,6 +176,8 @@ public class HintsFragment{
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waveFire(() -> Groups.fire.size() > 0 && Blocks.wave.unlockedNow(), () -> indexer.getFlagged(state.rules.defaultTeam, BlockFlag.extinguisher).size > 0),
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generator(() -> control.input.block == Blocks.combustionGenerator, () -> ui.hints.placedBlocks.contains(Blocks.combustionGenerator)),
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guardian(() -> state.boss() != null && state.boss().armor >= 4, () -> state.boss() == null),
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factoryControl(() -> !(state.isCampaign() && state.rules.sector.preset == SectorPresets.onset) &&
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state.rules.defaultTeam.data().getBuildings(Blocks.tankFabricator).size + state.rules.defaultTeam.data().getBuildings(Blocks.groundFactory).size > 0, () -> ui.hints.events.contains("factorycontrol")),
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coreUpgrade(() -> state.isCampaign() && Blocks.coreFoundation.unlocked()
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&& state.rules.defaultTeam.core() != null
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&& state.rules.defaultTeam.core().block == Blocks.coreShard
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@ -14,6 +14,7 @@ public class LiquidVoid extends Block{
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update = true;
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group = BlockGroup.liquids;
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envEnabled = Env.any;
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liquidCapacity = 10000f;
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}
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@Override
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