Difficulty display / More starting resources / Recipe tweaks

This commit is contained in:
Anuken
2018-08-06 12:42:34 -04:00
parent 7a6b1129d9
commit aaa82b34e4
11 changed files with 28 additions and 43 deletions

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@ -48,7 +48,6 @@ text.loadgame=Load Game
text.joingame=Join Game
text.addplayers=Add/Remove Players
text.customgame=Custom Game
text.campaign=Campaign
text.sectors=Sectors
text.sector=Sector: [LIGHT_GRAY]{0}
text.sector.time=Time: [LIGHT_GRAY]{0}

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@ -132,11 +132,11 @@ public class Recipes implements ContentList{
//new Recipe(units, UpgradeBlocks.deltaFactory, new ItemStack(Items.tungsten, 30), new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 30));
//actual unit related stuff
new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 130));
new Recipe(units, UnitBlocks.fabricatorPad, new ItemStack(Items.carbide, 70), new ItemStack(Items.thorium, 60), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 200));
new Recipe(units, UnitBlocks.dronePad, new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 90));
new Recipe(units, UnitBlocks.fabricatorPad, new ItemStack(Items.carbide, 70), new ItemStack(Items.thorium, 60), new ItemStack(Items.lead, 90), new ItemStack(Items.silicon, 200));
new Recipe(units, UnitBlocks.daggerPad, new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 70));
new Recipe(units, UnitBlocks.titanPad, new ItemStack(Items.thorium, 90), new ItemStack(Items.lead, 140), new ItemStack(Items.silicon, 180));
new Recipe(units, UnitBlocks.titanPad, new ItemStack(Items.thorium, 90), new ItemStack(Items.lead, 140), new ItemStack(Items.silicon, 100));
new Recipe(units, UnitBlocks.interceptorPad, new ItemStack(Items.titanium, 40), new ItemStack(Items.lead, 80), new ItemStack(Items.silicon, 90));
new Recipe(units, UnitBlocks.monsoonPad, new ItemStack(Items.plastanium, 70), new ItemStack(Items.titanium, 100), new ItemStack(Items.lead, 130), new ItemStack(Items.silicon, 220));

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@ -220,7 +220,7 @@ public class World extends Module{
public void loadSector(Sector sector){
currentSector = sector;
state.mode = sector.missions.peek().getMode();
state.difficulty = sector.missions.peek().getDifficulty(sector);
state.difficulty = sector.getDifficulty();
Timers.mark();
Timers.mark();

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@ -2,6 +2,7 @@ package io.anuke.mindustry.maps;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.Saves.SaveSlot;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.maps.missions.Mission;
@ -35,6 +36,19 @@ public class Sector{
/**Items the player starts with on this sector.*/
public transient Array<ItemStack> startingItems;
/**Returns scaled difficulty. This is not just the difficulty ordinal.*/
public Difficulty getDifficulty(){
if(difficulty == 0){
return Difficulty.easy;
}else if(difficulty < 4){
return Difficulty.normal;
}else if(difficulty < 9){
return Difficulty.hard;
}else{
return Difficulty.insane;
}
}
public Mission currentMission(){
return missions.get(Math.min(completedMissions, missions.size - 1));
}

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@ -149,18 +149,19 @@ public class Sectors{
//add all ores for now since material differences aren't well handled yet
sector.ores.addAll(Items.tungsten, Items.coal, Items.lead, Items.thorium, Items.titanium);
//set starter items
if(sector.difficulty > 12){ //now with titanium
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 600), new ItemStack(Items.lead, 450), new ItemStack(Items.carbide, 400), new ItemStack(Items.silicon, 250), new ItemStack(Items.titanium, 150));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 150), new ItemStack(Items.lead, 460), new ItemStack(Items.carbide, 440), new ItemStack(Items.silicon, 440), new ItemStack(Items.titanium, 200));
}else if(sector.difficulty > 8){ //just more resources
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 450), new ItemStack(Items.lead, 350), new ItemStack(Items.carbide, 250), new ItemStack(Items.silicon, 160));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 1200), new ItemStack(Items.lead, 360), new ItemStack(Items.carbide, 280), new ItemStack(Items.silicon, 220));
}else if(sector.difficulty > 5){ //now with silicon
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 350), new ItemStack(Items.lead, 250), new ItemStack(Items.carbide, 150), new ItemStack(Items.silicon, 80));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 800), new ItemStack(Items.lead, 260), new ItemStack(Items.carbide, 160), new ItemStack(Items.silicon, 110));
}else if(sector.difficulty > 3){ //now with carbide
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 220), new ItemStack(Items.lead, 160), new ItemStack(Items.carbide, 70));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 500), new ItemStack(Items.lead, 170), new ItemStack(Items.carbide, 80));
}else if(sector.difficulty > 1){ //more starter items for faster start
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 170), new ItemStack(Items.lead, 110));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 300), new ItemStack(Items.lead, 130));
}else{ //base starting items to prevent grinding much
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 50), new ItemStack(Items.lead, 50));
sector.startingItems = Array.with(new ItemStack(Items.tungsten, 100), new ItemStack(Items.lead, 50));
}
}

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@ -3,10 +3,8 @@ package io.anuke.mindustry.maps.missions;
import com.badlogic.gdx.math.GridPoint2;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.GameMode;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.maps.Sector;
import io.anuke.mindustry.maps.generation.FortressGenerator;
import io.anuke.mindustry.maps.generation.Generation;
import io.anuke.ucore.scene.ui.layout.Table;
@ -14,12 +12,6 @@ import io.anuke.ucore.util.Bundles;
public class BattleMission implements Mission{
private final static int coreX = 60, coreY = 60;
@Override
public Difficulty getDifficulty(Sector sector){
return Difficulty.normal;
}
@Override
public void display(Table table){
table.add("$text.mission.battle");

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@ -3,7 +3,6 @@ package io.anuke.mindustry.maps.missions;
import com.badlogic.gdx.math.GridPoint2;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.content.blocks.StorageBlocks;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.GameMode;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.game.Team;
@ -15,7 +14,6 @@ public interface Mission{
boolean isComplete();
String displayString();
GameMode getMode();
Difficulty getDifficulty(Sector sector);
void display(Table table);
default Array<SpawnGroup> getWaves(Sector sector){

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@ -1,9 +1,7 @@
package io.anuke.mindustry.maps.missions;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.GameMode;
import io.anuke.mindustry.maps.Sector;
import io.anuke.mindustry.type.Item;
import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.util.Bundles;
@ -17,11 +15,6 @@ public class ResourceMission implements Mission{
this.amount = amount;
}
@Override
public Difficulty getDifficulty(Sector sector){
return Difficulty.normal;
}
@Override
public void display(Table table){

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@ -17,19 +17,6 @@ public class WaveMission implements Mission{
this.target = target;
}
@Override
public Difficulty getDifficulty(Sector sector){
if(sector.difficulty == 0){
return Difficulty.easy;
}else if(sector.difficulty < 4){
return Difficulty.normal;
}else if(sector.difficulty < 9){
return Difficulty.hard;
}else{
return Difficulty.insane;
}
}
@Override
public Array<SpawnGroup> getWaves(Sector sector){
Array<SpawnGroup> spawns = new Array<>();

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@ -41,7 +41,8 @@ public class SectorsDialog extends FloatingDialog{
+ (selected.saveID == -1 ? " " + Bundles.get("text.sector.unexplored") :
(selected.hasSave() ? " [accent]/[white] " + Bundles.format("text.sector.time", selected.getSave().getPlayTime()) : ""))));
content().row();
content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size ? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString()));
content().label(() -> Bundles.format("text.mission", selected == null || selected.completedMissions >= selected.missions.size ? Bundles.get("text.none") : selected.missions.get(selected.completedMissions).displayString())
+ " [WHITE]" + (selected == null ? "" : Bundles.format("text.save.difficulty", "[LIGHT_GRAY]" + selected.getDifficulty().toString())));
content().row();
content().add(new SectorView()).grow();
content().row();

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@ -146,7 +146,7 @@ public class MenuFragment extends Fragment{
dialog.addCloseButton();
dialog.content().defaults().height(66f).width(w).padRight(5f);
dialog.content().add(new MenuButton("icon-play-2", "$text.campaign", () -> {
dialog.content().add(new MenuButton("icon-play-2", "$text.sectors", () -> {
dialog.hide();
ui.sectors.show();
})).width(bw).colspan(2);