Many campaign changes

This commit is contained in:
Anuken 2020-05-16 16:11:53 -04:00
parent d110fe5ea3
commit bdbc8ab6d2
12 changed files with 250 additions and 14 deletions

View File

@ -266,11 +266,23 @@ public class Control implements ApplicationListener, Loadable{
ui.planet.hide();
SaveSlot slot = sector.save;
if(slot != null && !clearSectors){
try{
net.reset();
slot.load();
state.rules.sector = sector;
//if there is no base, simulate a new game and place the right loadout at the spawn position
if(state.rules.defaultTeam.cores().isEmpty()){
Tile spawn = world.tile(sector.getSpawnPosition());
//TODO PLACE CORRECT LOADOUT
Schematics.placeLoadout(Loadouts.advancedShard, spawn.x, spawn.y);
Events.fire(Trigger.newGame);
}
state.set(State.playing);
}catch(SaveException e){
Log.err(e);
sector.save = null;

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@ -11,6 +11,7 @@ import mindustry.game.EventType.*;
import mindustry.game.*;
import mindustry.game.Teams.*;
import mindustry.gen.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.type.Weather.*;
import mindustry.world.*;
@ -94,6 +95,22 @@ public class Logic implements ApplicationListener{
});
Events.on(LaunchItemEvent.class, e -> state.stats.handleItemExport(e.stack));
//when loading a 'damaged' sector, propagate the damage
Events.on(WorldLoadEvent.class, e -> {
if(state.isCampaign() && state.rules.sector.hasWaves() && state.rules.sector.getTurnsPassed() > 0){
SectorDamage.apply(state.rules.sector.getTurnsPassed());
state.rules.sector.setTurnsPassed(0);
}
});
//TODO this should be in the same place as launch handling code
Events.on(GameOverEvent.class, e -> {
//simulate a turn on a normal non-launch gameover
if(state.isCampaign() && !state.launched){
universe.runTurn();
}
});
}
/** Handles the event of content being used by either the player or some block. */
@ -204,6 +221,7 @@ public class Logic implements ApplicationListener{
ui.hudfrag.showLaunch();
}
//TODO core launch effect
for(Tilec tile : state.teams.playerCores()){
Fx.launch.at(tile);
}
@ -213,6 +231,9 @@ public class Logic implements ApplicationListener{
//state.getSector().setLaunched();
}
Sector sector = state.rules.sector;
//TODO what about containers, do they get launched too?
Time.runTask(30f, () -> {
for(Tilec entity : state.teams.playerCores()){
for(Item item : content.items()){
@ -223,6 +244,16 @@ public class Logic implements ApplicationListener{
}
state.launched = true;
state.gameOver = true;
//save over the data w/o the cores
sector.save.save();
//TODO mark sector as not containing any cores
//run a turn, since launching takes up a turn
universe.runTurn();
//TODO needs extra damage to prevent player from landing immediately afterwards
sector.setTurnsPassed(sector.getTurnsPassed() + 1);
Events.fire(new LaunchEvent());
//manually fire game over event now
Events.fire(new GameOverEvent(state.rules.defaultTeam));

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@ -215,6 +215,10 @@ public class World{
int size = sector.getSize();
loadGenerator(size, size, tiles -> sector.planet.generator.generate(tiles, sector));
if(state.rules.defaultTeam.core() != null){
sector.setSpawnPosition(state.rules.defaultTeam.core().pos());
}
}
private void setSectorRules(Sector sector){

View File

@ -34,7 +34,7 @@ public class Damage{
}
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, -1f, Mathf.random(360f), 1, 1));
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
}
int waves = Mathf.clamp((int)(explosiveness / 4), 0, 30);

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@ -55,9 +55,7 @@ public class Universe{
turnCounter += Time.delta();
if(turnCounter >= turnDuration){
turn ++;
turnCounter = 0;
onTurn();
runTurn();
}
if(state.hasSector()){
@ -78,7 +76,7 @@ public class Universe{
for(Sector sector : planet.sectors){
//ignore the current sector if the player is in it right now
if(sector.hasSave() && (state.isMenu() || sector != state.rules.sector)){
if(sector.hasSave() && !sector.isBeingPlayed()){
SaveMeta meta = sector.save.meta;
for(Entry<Item> entry : meta.exportRates){
@ -94,8 +92,28 @@ public class Universe{
return exports;
}
private void onTurn(){
//TODO run waves on hostile sectors, damage them
public void runTurns(int amount){
for(int i = 0; i < amount; i++){
runTurn();
}
}
/** Runs a turn once. Resets turn counter. */
public void runTurn(){
turn ++;
turnCounter = 0;
//TODO EVENTS
//increment turns passed for sectors with waves
//TODO a turn passing may break the core; detect this, send an event and mark the sector as having no base!
for(Planet planet : content.planets()){
for(Sector sector : planet.sectors){
if(!sector.isBeingPlayed() && sector.hasSave() && sector.hasWaves()){
sector.setTurnsPassed(sector.getTurnsPassed() + 1);
}
}
}
//calculate passive item generation
int[] exports = getTotalExports();

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@ -83,7 +83,8 @@ public abstract class SaveVersion extends SaveFileReader{
"width", world.width(),
"height", world.height(),
"viewpos", Tmp.v1.set(player == null ? Vec2.ZERO : player).toString(),
"controlledType", headless || control.input.controlledType == null ? "null" : control.input.controlledType.name
"controlledType", headless || control.input.controlledType == null ? "null" : control.input.controlledType.name,
"nocores", state.rules.defaultTeam.cores().isEmpty()
).merge(tags));
}

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@ -0,0 +1,82 @@
package mindustry.maps;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.world.*;
import mindustry.world.blocks.storage.*;
import static mindustry.Vars.*;
public class SectorDamage{
//direct damage is for testing only
private static final boolean direct = false;
//TODO amount of damage could be related to wave spacing
public static void apply(float turns){
Tiles tiles = world.tiles;
Queue<Tile> frontier = new Queue<>();
float[][] values = new float[tiles.width][tiles.height];
float damage = turns*50;
//phase one: find all spawnpoints
for(Tile tile : tiles){
if((tile.block() instanceof CoreBlock && tile.team() == state.rules.waveTeam) || tile.overlay() == Blocks.spawn){
frontier.add(tile);
values[tile.x][tile.y] = damage;
}
}
float falloff = (damage) / (Math.max(tiles.width, tiles.height) * Mathf.sqrt2);
int peak = 0;
//phase two: propagate the damage
while(!frontier.isEmpty()){
peak = Math.max(peak, frontier.size);
Tile tile = frontier.removeFirst();
float currDamage = values[tile.x][tile.y] - falloff;
for(int i = 0; i < 4; i++){
int cx = tile.x + Geometry.d4x[i], cy = tile.y + Geometry.d4y[i];
//propagate to new tiles
if(tiles.in(cx, cy) && values[cx][cy] < currDamage){
Tile other = tiles.getn(cx, cy);
float resultDamage = currDamage;
//damage the tile if it's not friendly
if(other.entity != null && other.team() != state.rules.waveTeam){
resultDamage -= other.entity.health();
if(direct){
other.entity.damage(currDamage);
}else{ //indirect damage happens at game load time
other.entity.health(other.entity.health() - currDamage);
//remove the block when destroyed
if(other.entity.health() < 0){
if(!other.floor().solid && !other.floor().isLiquid && Mathf.chance(0.4)){
Effects.rubble(other.entity.x(), other.entity.y(), other.block().size);
}
other.remove();
}
}
}else if(other.solid() && !other.synthetic()){ //skip damage propagation through solid blocks
continue;
}
if(resultDamage > 0 && values[cx][cy] < resultDamage){
frontier.addLast(other);
values[cx][cy] = resultDamage;
}
}
}
}
}
}

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@ -1,5 +1,6 @@
package mindustry.maps.generators;
import arc.math.geom.*;
import arc.struct.*;
import mindustry.content.*;
import mindustry.game.*;
@ -9,10 +10,40 @@ import mindustry.world.*;
public class BaseGenerator{
public void generate(Tiles tiles, Array<Tile> cores, Tile spawn, Team team, Sector sector){
//algorithm idea: make it spawn prefab turret setups and route resources to them with conveyors from chunks of ore drill setups
GridBits used = new GridBits(tiles.width, tiles.height);
Queue<Tile> frontier = new Queue<>();
for(Tile tile : cores){
frontier.add(tile);
}
int count = 2000;
int total = 0;
while(total++ < count){
Tile tile = frontier.removeFirst();
for(int i = 0; i < 4; i++){
int cx = tile.x + Geometry.d4x[i], cy = tile.y + Geometry.d4y[i];
if(tiles.in(cx, cy) && !used.get(cx, cy)){
Tile other = tiles.getn(cx, cy);
if(!other.solid()){
frontier.addLast(other);
}
used.set(cx, cy);
}
}
}
for(Tile tile : frontier){
tile.setBlock(Blocks.copperWall, team);
}
for(Tile tile : cores){
tile.clearOverlay();
tile.setBlock(Blocks.coreShard, team);
}

View File

@ -260,9 +260,10 @@ public class TODOPlanetGenerator extends PlanetGenerator{
}
});
//TODO PLACE CORRECT LOADOUT
Schematics.placeLoadout(Loadouts.advancedShard, spawn.x, spawn.y);
if(sector.hostility > 0.02f){
if(sector.hasEnemyBase()){
new BaseGenerator().generate(tiles, enemies.map(r -> tiles.getn(r.x, r.y)), tiles.get(spawn.x, spawn.y), state.rules.waveTeam, sector);
state.rules.attackMode = true;

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@ -1,5 +1,6 @@
package mindustry.type;
import arc.*;
import arc.math.geom.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
@ -11,6 +12,8 @@ import mindustry.game.Saves.*;
import mindustry.graphics.g3d.PlanetGrid.*;
import mindustry.world.*;
import static mindustry.Vars.world;
/** A small section of a planet. */
public class Sector{
public final SectorRect rect;
@ -24,7 +27,7 @@ public class Sector{
public @Nullable SaveSlot save;
public boolean unlocked;
/** */
/** Sector enemy hostility from 0 to 1 */
public float hostility;
//TODO implement a dynamic (?) launch period
@ -39,13 +42,33 @@ public class Sector{
this.data = data;
}
/** @return whether the player has a base here. */
public boolean hasBase(){
return save != null && !save.meta.tags.getBool("nocores");
}
/** @return whether the enemy has a generated base here. */
public boolean hasEnemyBase(){
return hostility >= 0.02f && (save == null || save.meta.rules.waves);
}
public boolean isBeingPlayed(){
//after the launch dialog, a sector is no longer considered being played
return Vars.state.isGame() && Vars.state.rules.sector == this && !Vars.state.launched && !Vars.state.gameOver;
}
/** @return whether waves are present, e.g. any bases here will be attacked. */
public boolean hasWaves(){
return save != null && save.meta.rules.waves;
}
public boolean hasSave(){
return save != null;
}
public void generate(){
//TODO use simplex and a seed
hostility = Math.max(Noise.snoise3(tile.v.x, tile.v.y, tile.v.z, 1f, 0.5f), 0);
hostility = Math.max(Noise.snoise3(tile.v.x, tile.v.y, tile.v.z, 0.5f, 0.5f), 0);
}
public boolean locked(){
@ -74,6 +97,32 @@ public class Sector{
return false;
}
public void setSpawnPosition(int position){
put("spawn-position", position);
}
/** Only valid after this sector has been landed on once. */
//TODO move to sector data?
public int getSpawnPosition(){
return Core.settings.getInt(key("spawn-position"), Point2.pack(world.width() / 2, world.height() / 2));
}
public void setTurnsPassed(int number){
put("turns-passed", number);
}
public int getTurnsPassed(){
return Core.settings.getInt(key("turns-passed"));
}
private String key(String key){
return planet.name + "-s-" + id + "-" + key;
}
private void put(String key, Object value){
Core.settings.put(key(key), value);
}
/** Projects this sector onto a 4-corner square for use in map gen.
* Allocates a new object. Do not call in the main loop. */
private SectorRect makeRect(){

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@ -281,9 +281,9 @@ public class PlanetDialog extends FloatingDialog{
if(selectAlpha > 0.01f){
float stroke = 0.026f;
if(sec.save != null){
if(sec.hasBase()){
drawSelection(sec, Tmp.c1.set(Team.sharded.color).a(selectAlpha), stroke, -0.01f);
}else if(sec.hostility >= 0.02f){
}else if(sec.hasEnemyBase()){
drawSelection(sec, Tmp.c1.set(Team.crux.color).a(selectAlpha), stroke, -0.02f);
}
}
@ -380,6 +380,13 @@ public class PlanetDialog extends FloatingDialog{
});
}
//disaply how many turns this sector has been attacked
if(selected.getTurnsPassed() > 0){
stable.row();
stable.add("[scarlet]" + Iconc.warning + " " + selected.getTurnsPassed() + "x attacks");
}
stable.row();
stable.button("Launch", Styles.transt, () -> {

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@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=811e22ca49b8e5ad1cffb36a74199c1bec73ee87
archash=4f93ba3aec02c10cb016f6fb2f5a80d5d7ba49e1