mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-12-15 15:20:57 -08:00
Added difficulty modifier for clearing sectors upon loss
This commit is contained in:
parent
72ce49a753
commit
32b9ff9f5d
6 changed files with 17 additions and 5 deletions
|
|
@ -1450,6 +1450,8 @@ rules.buildaitier = Builder AI Tier
|
|||
rules.rtsai = RTS AI
|
||||
rules.rtsai.campaign = RTS Attack AI
|
||||
rules.rtsai.campaign.info = In attack maps, makes units group up and attack player bases in a more intelligent manner.
|
||||
rules.clearsectoronloss = Clear Sector On Loss
|
||||
rules.clearsectoronloss.info = When the sector is lost, player buildings from the previous attempt will not carry over.
|
||||
rules.rtsminsquadsize = Min Squad Size
|
||||
rules.rtsmaxsquadsize = Max Squad Size
|
||||
rules.rtsminattackweight = Min Attack Weight
|
||||
|
|
|
|||
|
|
@ -420,7 +420,10 @@ public class Control implements ApplicationListener, Loadable{
|
|||
ui.planet.hide();
|
||||
SaveSlot slot = sector.save;
|
||||
sector.planet.setLastSector(sector);
|
||||
if(slot != null && !clearSectors && (!sector.planet.clearSectorOnLose || sector.info.hasCore)){
|
||||
|
||||
boolean clearSave = sector.planet.clearSectorOnLose || sector.planet.campaignRules.clearSectorOnLose;
|
||||
|
||||
if(slot != null && !clearSectors && (!clearSave || sector.info.hasCore)){
|
||||
|
||||
try{
|
||||
boolean hadNoCore = !sector.info.hasCore;
|
||||
|
|
@ -435,7 +438,7 @@ public class Control implements ApplicationListener, Loadable{
|
|||
if(state.rules.defaultTeam.cores().isEmpty() || hadNoCore){
|
||||
|
||||
//don't carry over the spawn position and plans if the sector preset name or map size changed
|
||||
if(sector.planet.clearSectorOnLose || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||
if(clearSave || sector.info.spawnPosition == 0 || !sector.info.sectorDataMatches(sector)){
|
||||
playNewSector(origin, sector, reloader);
|
||||
}else{
|
||||
int spawnPos = sector.info.spawnPosition;
|
||||
|
|
|
|||
|
|
@ -12,6 +12,7 @@ public class CampaignRules{
|
|||
public boolean randomWaveAI;
|
||||
public boolean legacyLaunchPads;
|
||||
public boolean rtsAI;
|
||||
public boolean clearSectorOnLose;
|
||||
|
||||
public void apply(Planet planet, Rules rules){
|
||||
rules.staticFog = rules.fog = fog;
|
||||
|
|
|
|||
|
|
@ -74,6 +74,10 @@ public class CampaignRulesDialog extends BaseDialog{
|
|||
check("@rules.rtsai.campaign", b -> rules.rtsAI = b, () -> rules.rtsAI);
|
||||
}
|
||||
|
||||
if(!planet.clearSectorOnLose){
|
||||
check("@rules.clearsectoronloss", b -> rules.clearSectorOnLose = b, () -> rules.clearSectorOnLose);
|
||||
}
|
||||
|
||||
//TODO: this is intentionally hidden until the new mechanics have been well-tested. I don't want people immediately switching to the old mechanics
|
||||
if(planet.allowLegacyLaunchPads){
|
||||
// check("@rules.legacylaunchpads", b -> rules.legacyLaunchPads = b, () -> rules.legacyLaunchPads);
|
||||
|
|
|
|||
|
|
@ -603,13 +603,15 @@ public class ApplicationTests{
|
|||
|
||||
entities.each(Building::updateProximity);
|
||||
|
||||
final int iterations = 100_000;
|
||||
|
||||
//warmup
|
||||
for(int i = 0; i < 100000; i++){
|
||||
for(int i = 0; i < iterations; i++){
|
||||
entities.each(Building::update);
|
||||
}
|
||||
|
||||
Time.mark();
|
||||
for(int i = 0; i < 200000; i++){
|
||||
for(int i = 0; i < iterations*2; i++){
|
||||
entities.each(Building::update);
|
||||
}
|
||||
Log.info(Time.elapsed() + "ms to process " + itemsa[0] + " items");
|
||||
|
|
|
|||
|
|
@ -17,7 +17,7 @@ public class ModTestAllure extends GenericModTest{
|
|||
|
||||
@Test
|
||||
public void begin(){
|
||||
grabMod("https://github.com/LixieWulf/Allure/archive/4150f74db1ea6058dc090959cf0fe5dc9d239e37.zip");
|
||||
grabMod("https://github.com/LixieWulf/Allure/archive/7dff39df9b07719315a8379a88542fa0fe80fd30.zip");
|
||||
checkExistence("allure");
|
||||
|
||||
UnitType type = Vars.content.unit("allure-0b11-exodus");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue