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https://github.com/Anuken/Mindustry.git
synced 2025-02-22 12:38:05 +07:00
Fixed campaign bases having ridiculous wall tiers
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4a52392ce9
commit
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@ -1261,7 +1261,7 @@ hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and
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hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
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hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
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hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
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hint.command = Press [accent][[G][] to command nearby units into formation.
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hint.command = Press [accent][[G][] to command nearby units of [accent]similar type[] into formation.\n\nTo command ground units, you must first control another ground unit.
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hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation.
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hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
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hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
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@ -72,6 +72,7 @@ public class Items implements ContentList{
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}};
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surgeAlloy = new Item("surge-alloy", Color.valueOf("f3e979")){{
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cost = 1.2f;
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}};
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sporePod = new Item("spore-pod", Color.valueOf("7457ce")){{
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@ -233,7 +233,7 @@ public class SectorDamage{
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//first, calculate the total health of blocks in the path
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//radius around the path that gets counted
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int radius = 9;
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int radius = 8;
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IntSet counted = new IntSet();
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for(Tile t : sparse2){
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@ -335,9 +335,9 @@ public class SectorDamage{
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info.waveDpsSlope = reg.slope;
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//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
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info.sumHealth = sumHealth * 1.3f;
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info.sumHealth = sumHealth * 1.18f;
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//players tend to have longer range units/turrets, so assume DPS is higher
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info.sumDps = sumDps * 1.3f;
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info.sumDps = sumDps * 1.18f;
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info.sumRps = sumRps;
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info.wavesSurvived = getWavesSurvived(info);
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@ -55,7 +55,7 @@ public class BaseGenerator{
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BasePart coreschem = bases.cores.getFrac(difficulty);
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int passes = difficulty < 0.4 ? 1 : difficulty < 0.8 ? 2 : 3;
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Block wall = wallsSmall.getFrac(difficulty), wallLarge = wallsLarge.getFrac(difficulty);
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Block wall = wallsSmall.getFrac(difficulty * 0.91f), wallLarge = wallsLarge.getFrac(difficulty * 0.91f);
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for(Tile tile : cores){
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tile.clearOverlay();
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@ -182,12 +182,12 @@ public class Planet extends UnlockableContent{
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float sum = 1f;
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for(Sector other : sector.near()){
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if(other.generateEnemyBase){
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sum += 1f;
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sum += 0.9f;
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}
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}
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if(sector.hasEnemyBase()){
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sum += 1.9f;
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sum += 1f;
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}
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sector.threat = sector.preset == null ? Math.min(sum / 5f, 1.2f) : Mathf.clamp(sector.preset.difficulty / 10f);
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@ -19,6 +19,7 @@ import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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import mindustry.world.consumers.*;
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import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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@ -38,6 +39,7 @@ public class LaunchPad extends Block{
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solid = true;
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update = true;
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configurable = true;
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drawDisabled = false;
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}
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@Override
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@ -61,6 +63,12 @@ public class LaunchPad extends Block{
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return !state.isCampaign() || net.client() ? SystemCursor.arrow : super.getCursor();
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}
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//cannot be disabled
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@Override
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public float efficiency(){
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return power != null && (block.consumes.has(ConsumeType.power) && !block.consumes.getPower().buffered) ? power.status : 1f;
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}
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@Override
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public void draw(){
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super.draw();
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@ -53,15 +53,12 @@ public class UnitFactory extends UnitBlock{
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@Override
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public void init(){
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capacities = new int[Vars.content.items().size];
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itemCapacity = 0;
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for(UnitPlan plan : plans){
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for(ItemStack stack : plan.requirements){
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capacities[stack.item.id] = Math.max(capacities[stack.item.id], stack.amount * 2);
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itemCapacity = Math.max(itemCapacity, stack.amount * 2);
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}
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}
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for(int i : capacities){
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itemCapacity += i;
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}
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super.init();
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}
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