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https://github.com/Anuken/Mindustry.git
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Various base generation tweaks
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ef617b7fd2
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@ -92,7 +92,7 @@ public class BaseRegistry{
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}
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}
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cores.sort(Structs.comps(Structs.comparingFloat(b -> b.core.health), Structs.comparingFloat(b -> b.tier)));
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cores.sort(b -> b.tier);
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parts.sort();
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reqParts.each((key, arr) -> arr.sort());
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}
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@ -15,6 +15,7 @@ import mindustry.world.blocks.defense.*;
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import mindustry.world.blocks.environment.*;
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import mindustry.world.blocks.power.*;
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import mindustry.world.blocks.production.*;
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import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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@ -29,7 +30,7 @@ public class BaseGenerator{
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private ObjectMap<Item, Floor> oreFloors = new ObjectMap<>();
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private Seq<Tile> cores;
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public void generate(Tiles tiles, Seq<Tile> cores, Tile spawn, Team team, Sector sector){
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public void generate(Tiles tiles, Seq<Tile> cores, Tile spawn, Team team, Sector sector, float difficulty){
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this.tiles = tiles;
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this.team = team;
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this.cores = cores;
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@ -50,10 +51,16 @@ public class BaseGenerator{
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//TODO limit base size
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float costBudget = 1000;
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Seq<Block> wallsSmall = content.blocks().select(b -> b instanceof Wall && b.size == 1);
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Seq<Block> wallsLarge = content.blocks().select(b -> b instanceof Wall && b.size == 2);
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Seq<Block> wallsSmall = content.blocks().select(b -> b instanceof Wall && b.size == 1 && b.buildVisibility == BuildVisibility.shown && !(b instanceof Door));
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Seq<Block> wallsLarge = content.blocks().select(b -> b instanceof Wall && b.size == 2 && b.buildVisibility == BuildVisibility.shown && !(b instanceof Door));
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float bracket = 0.1f;
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//sort by cost for correct fraction
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wallsSmall.sort(b -> b.buildCost);
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wallsLarge.sort(b -> b.buildCost);
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//TODO proper difficulty selection
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float bracket = difficulty;
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float bracketRange = 0.2f;
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int wallAngle = 70; //180 for full coverage
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double resourceChance = 0.5;
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double nonResourceChance = 0.0005;
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@ -80,14 +87,15 @@ public class BaseGenerator{
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|| (tile.floor().liquidDrop != null && Mathf.chance(nonResourceChance * 2))) && Mathf.chance(resourceChance)){
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Seq<BasePart> parts = bases.forResource(tile.drop() != null ? tile.drop() : tile.floor().liquidDrop);
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if(!parts.isEmpty()){
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tryPlace(parts.random(), tile.x, tile.y);
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tryPlace(parts.getFrac(bracket + Mathf.range(bracketRange)), tile.x, tile.y);
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}
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}else if(Mathf.chance(nonResourceChance)){
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tryPlace(bases.parts.random(), tile.x, tile.y);
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tryPlace(bases.parts.getFrac(bracket + Mathf.range(bracketRange)), tile.x, tile.y);
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}
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});
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//replace walls with the correct type
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//replace walls with the correct type (disabled)
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if(false)
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pass(tile -> {
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if(tile.block() instanceof Wall && tile.team() == team && tile.block() != wall && tile.block() != wallLarge){
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tile.setBlock(tile.block().size == 2 ? wallLarge : wall, team);
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@ -284,11 +284,11 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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float difficulty = sector.baseCoverage;
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if(sector.hasEnemyBase()){
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basegen.generate(tiles, enemies.map(r -> tiles.getn(r.x, r.y)), tiles.get(spawn.x, spawn.y), state.rules.waveTeam, sector);
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basegen.generate(tiles, enemies.map(r -> tiles.getn(r.x, r.y)), tiles.get(spawn.x, spawn.y), state.rules.waveTeam, sector, difficulty);
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state.rules.attackMode = true;
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}else{
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state.rules.winWave = 15 * (int)Math.max(difficulty, 1);
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state.rules.winWave = 15 * (int)Math.max(difficulty * 5, 1);
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}
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state.rules.waves = true;
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@ -296,11 +296,13 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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//TODO better waves
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state.rules.spawns = defaultWaves.get();
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float waveScaling = 1f + difficulty*2;
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//scale up the spawning base on difficulty (this is just for testing)
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for(SpawnGroup group : state.rules.spawns){
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group.unitAmount *= difficulty;
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group.unitAmount *= waveScaling;
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if(group.unitScaling != SpawnGroup.never){
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group.unitScaling /= difficulty;
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group.unitScaling /= waveScaling;
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}
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}
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}
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@ -205,7 +205,7 @@ public class Planet extends UnlockableContent{
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sum += 2f;
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}
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sector.baseCoverage = sum;
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sector.baseCoverage = Mathf.clamp(sum / 5f);
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}
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}
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@ -32,6 +32,7 @@ public class Sector{
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public @Nullable SaveSlot save;
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public @Nullable SectorPreset preset;
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/** Number 0-1 indicating the difficulty based on nearby bases. */
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public float baseCoverage;
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//TODO implement a dynamic launch period
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@ -127,10 +127,11 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
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//draw all sector stuff
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for(Sector sec : planet.sectors){
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if(selectAlpha > 0.01f){
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if(canLaunch(sec) || sec.unlocked()){
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if(sec.baseCoverage > 0){
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planets.fill(sec, Tmp.c1.set(Team.crux.color).a(0.1f * sec.baseCoverage * selectAlpha), -0.002f);
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planets.fill(sec, Tmp.c1.set(Team.crux.color).a(0.5f * sec.baseCoverage * selectAlpha), -0.002f);
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}
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Color color =
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@ -219,7 +219,7 @@ public class HudFragment extends Fragment{
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//core items
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parent.fill(t -> {
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t.top().add(coreItems);
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t.visible(() -> Core.settings.getBool("coreitems") && !mobile && !state.isPaused());
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t.visible(() -> Core.settings.getBool("coreitems") && !mobile && !state.isPaused() && shown);
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});
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//spawner warning
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@ -1,3 +1,3 @@
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org.gradle.daemon=true
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org.gradle.jvmargs=-Xms256m -Xmx1024m
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archash=5c7c5e8d8728880e20f9c39a888ee03612dc1071
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archash=fc3cc66e77ebf7d10ac13e615403d29783028b8e
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