mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-15 02:07:53 +07:00
Zone wave correctness checks
This commit is contained in:
@ -41,22 +41,22 @@ public class Zones implements ContentList{
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 15;
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begin = 15;
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unitScaling = 1;
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unitScaling = 3;
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}},
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}},
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 20;
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begin = 20;
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unitScaling = 1;
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unitScaling = 3;
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}},
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}},
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 25;
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begin = 25;
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unitScaling = 1;
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unitScaling = 3;
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}},
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}},
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 30;
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begin = 30;
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unitScaling = 1;
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unitScaling = 2;
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}}
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}}
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);
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);
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}};
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}};
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@ -87,7 +87,7 @@ public class Zones implements ContentList{
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 10;
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begin = 10;
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unitScaling = 1;
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unitScaling = 1.5f;
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}},
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}},
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new SpawnGroup(UnitTypes.crawler){{
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new SpawnGroup(UnitTypes.crawler){{
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@ -98,7 +98,7 @@ public class Zones implements ContentList{
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new SpawnGroup(UnitTypes.dagger){{
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new SpawnGroup(UnitTypes.dagger){{
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begin = 20;
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begin = 20;
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unitScaling = 1;
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unitScaling = 2;
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}},
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}},
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new SpawnGroup(UnitTypes.crawler){{
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new SpawnGroup(UnitTypes.crawler){{
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7
core/src/io/anuke/mindustry/game/Loadout.java
Normal file
7
core/src/io/anuke/mindustry/game/Loadout.java
Normal file
@ -0,0 +1,7 @@
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package io.anuke.mindustry.game;
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import io.anuke.mindustry.world.Tile;
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public abstract class Loadout{
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public abstract void setup(Tile tile);
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}
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@ -20,7 +20,7 @@ public class SpawnGroup{
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/**The spacing, in waves, of spawns. For example, 2 = spawns every other wave*/
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/**The spacing, in waves, of spawns. For example, 2 = spawns every other wave*/
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protected int spacing = 1;
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protected int spacing = 1;
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/**Maximum amount of units that spawn*/
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/**Maximum amount of units that spawn*/
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protected int max = 60;
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protected int max = 40;
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/**How many waves need to pass before the amount of units spawned increases by 1*/
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/**How many waves need to pass before the amount of units spawned increases by 1*/
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protected float unitScaling = 9999f;
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protected float unitScaling = 9999f;
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/**Amount of enemies spawned initially, with no scaling*/
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/**Amount of enemies spawned initially, with no scaling*/
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@ -8,6 +8,7 @@ import io.anuke.arc.graphics.g2d.TextureRegion;
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import io.anuke.arc.scene.ui.layout.Table;
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import io.anuke.arc.scene.ui.layout.Table;
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import io.anuke.mindustry.game.EventType.ZoneCompleteEvent;
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import io.anuke.mindustry.game.EventType.ZoneCompleteEvent;
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import io.anuke.mindustry.game.EventType.ZoneConfigureCompleteEvent;
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import io.anuke.mindustry.game.EventType.ZoneConfigureCompleteEvent;
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import io.anuke.mindustry.game.Loadout;
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import io.anuke.mindustry.game.Rules;
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import io.anuke.mindustry.game.Rules;
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import io.anuke.mindustry.game.UnlockableContent;
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import io.anuke.mindustry.game.UnlockableContent;
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import io.anuke.mindustry.maps.generators.MapGenerator;
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import io.anuke.mindustry.maps.generators.MapGenerator;
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@ -25,8 +26,9 @@ public class Zone extends UnlockableContent{
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public Supplier<Rules> rules = Rules::new;
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public Supplier<Rules> rules = Rules::new;
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public boolean alwaysUnlocked;
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public boolean alwaysUnlocked;
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public int conditionWave = Integer.MAX_VALUE;
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public int conditionWave = Integer.MAX_VALUE;
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public int configureWave = 50;
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public int configureWave = 40;
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public int launchPeriod = 10;
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public int launchPeriod = 10;
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public Loadout loadout;
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protected ItemStack[] baseLaunchCost = {};
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protected ItemStack[] baseLaunchCost = {};
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protected Array<ItemStack> startingItems = new Array<>();
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protected Array<ItemStack> startingItems = new Array<>();
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@ -1,6 +1,7 @@
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import io.anuke.arc.ApplicationCore;
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import io.anuke.arc.ApplicationCore;
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import io.anuke.arc.backends.headless.HeadlessApplication;
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import io.anuke.arc.backends.headless.HeadlessApplication;
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import io.anuke.arc.backends.headless.HeadlessApplicationConfiguration;
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import io.anuke.arc.backends.headless.HeadlessApplicationConfiguration;
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import io.anuke.arc.collection.Array;
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import io.anuke.arc.math.geom.Point2;
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import io.anuke.arc.math.geom.Point2;
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import io.anuke.arc.util.Log;
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import io.anuke.arc.util.Log;
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import io.anuke.arc.util.Time;
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import io.anuke.arc.util.Time;
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@ -16,12 +17,14 @@ import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
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import io.anuke.mindustry.entities.type.BaseUnit;
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import io.anuke.mindustry.entities.type.BaseUnit;
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import io.anuke.mindustry.entities.type.base.Spirit;
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import io.anuke.mindustry.entities.type.base.Spirit;
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import io.anuke.mindustry.game.Content;
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import io.anuke.mindustry.game.Content;
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import io.anuke.mindustry.game.SpawnGroup;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.io.BundleLoader;
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import io.anuke.mindustry.io.BundleLoader;
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import io.anuke.mindustry.io.SaveIO;
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import io.anuke.mindustry.io.SaveIO;
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import io.anuke.mindustry.maps.Map;
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import io.anuke.mindustry.maps.Map;
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import io.anuke.mindustry.type.ContentType;
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import io.anuke.mindustry.type.ContentType;
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import io.anuke.mindustry.type.Item;
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import io.anuke.mindustry.type.Item;
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import io.anuke.mindustry.type.Zone;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.Edges;
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import io.anuke.mindustry.world.Edges;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.Tile;
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@ -235,6 +238,44 @@ public class ApplicationTests{
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assertEquals(Blocks.part, world.tile(1, 1).block());
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assertEquals(Blocks.part, world.tile(1, 1).block());
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}
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}
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@Test
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void zoneEmptyWaves(){
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for(Zone zone : content.zones()){
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checkNoEmptyWaves(zone, zone.rules.get().spawns, 1, 100);
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}
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}
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@Test
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void zoneOverflowWaves(){
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for(Zone zone : content.zones()){
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checkExtraWaves(zone, zone.rules.get().spawns, 1, 40, 140);
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}
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}
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void checkNoEmptyWaves(Zone zone, Array<SpawnGroup> spawns, int from, int to){
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for(int i = from; i <= to; i++){
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int total = 0;
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for(SpawnGroup spawn : spawns){
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total += spawn.getUnitsSpawned(i);
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}
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assertNotEquals(0, total, "Zone " + zone + " has no spawned enemies at wave " + i);
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}
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}
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void checkExtraWaves(Zone zone, Array<SpawnGroup> spawns, int from, int to, int max){
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for(int i = from; i <= to; i++){
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int total = 0;
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for(SpawnGroup spawn : spawns){
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total += spawn.getUnitsSpawned(i);
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}
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if(total >= max){
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fail("Zone '" + zone + "' has too many spawned enemies at wave " + i + " : " + total);
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}
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}
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}
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@Test
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@Test
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void buildingDestruction(){
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void buildingDestruction(){
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initBuilding();
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initBuilding();
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