Merge branch 'master' into german-v6

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Catchears 2020-11-28 16:53:33 +01:00 committed by GitHub
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60 changed files with 960 additions and 616 deletions

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@ -15,9 +15,11 @@ jobs:
uses: actions/setup-java@v1
with:
java-version: 14
- name: Set env
run: echo "RELEASE_VERSION=${GITHUB_REF#refs/*/}" >> $GITHUB_ENV
- name: Create artifacts
run: |
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${GITHUB_REF:1}
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${RELEASE_VERSION:1}
- name: Update docs
run: |
cd ../
@ -27,24 +29,24 @@ jobs:
cp -a Mindustry/core/build/docs/javadoc/. docs/
cd docs
git add .
git commit -m "Update ${GITHUB_REF:1}"
git commit -m "Update ${RELEASE_VERSION:1}"
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
cd ../Mindustry
- name: Add Arc release
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
cd ../Arc
git tag ${GITHUB_REF}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${GITHUB_REF};
git tag ${RELEASE_VERSION}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${RELEASE_VERSION};
cd ../Mindustry
- name: Update F-Droid build string
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
cd ../MindustryBuilds
echo "Updating version to ${GITHUB_REF:1}"
echo versionName=6-fdroid-${GITHUB_REF:1}$'\n'versionCode=${GITHUB_REF:1} > version_fdroid.txt
echo "Updating version to ${RELEASE_VERSION:1}"
echo versionName=6-fdroid-${RELEASE_VERSION:1}$'\n'versionCode=${RELEASE_VERSION:1} > version_fdroid.txt
git add .
git commit -m "Updating to build ${GITHUB_REF:1}"
git commit -m "Updating to build ${RELEASE_VERSION:1}"
cd ../Mindustry
- name: Upload client artifacts
uses: svenstaro/upload-release-action@v2

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@ -61,5 +61,5 @@ Post feature requests and feedback [here](https://github.com/Anuken/Mindustry-Su
## Downloads
| [![](https://static.itch.io/images/badge.svg)](https://anuke.itch.io/mindustry) | [![](https://play.google.com/intl/en_us/badges/images/generic/en-play-badge.png)](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [![](https://fdroid.gitlab.io/artwork/badge/get-it-on.png)](https://f-droid.org/packages/io.anuke.mindustry) | [![](https://flathub.org/assets/badges/flathub-badge-en.svg)](https://flathub.org/apps/details/com.github.Anuken.Mindustry) |
| [![](https://static.itch.io/images/badge.svg)](https://anuke.itch.io/mindustry) | [![](https://play.google.com/intl/en_us/badges/images/generic/en-play-badge.png)](https://play.google.com/store/apps/details?id=io.anuke.mindustry) | [![](https://fdroid.gitlab.io/artwork/badge/get-it-on.png)](https://f-droid.org/packages/io.anuke.mindustry) | [![](https://flathub.org/assets/badges/flathub-badge-en.svg)](https://flathub.org/apps/details/com.github.Anuken.Mindustry)
|--- |--- |--- |--- |

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@ -23,7 +23,7 @@ gameover.waiting = [accent]Waiting for next map...
highscore = [accent]New highscore!
copied = Copied.
indev.notready = This part of the game isn't ready yet
indev.campaign = [accent]You've reached the end of the campaign![]\n\nThis is as far as the content goes. Interplanetary travel will be added in future updates.
indev.campaign = [accent]Congratulations! You've reached the end of the campaign![]\n\nThis is as far as the content goes right now. Interplanetary travel will be added in future updates.
load.sound = Sounds
load.map = Maps
@ -149,6 +149,9 @@ unlocked = New content unlocked!
available = New research available!
completed = [accent]Completed
techtree = Tech Tree
research.legacy = [accent]5.0[] research data found.\nDo you want to [accent]load this data[], or [accent]discard it[] and restart research in the new campaign (recommended)?
research.load = Load
research.discard = Discard
research.list = [lightgray]Research:
research = Research
researched = [lightgray]{0} researched.
@ -1457,7 +1460,7 @@ unit.reign.description = Fires a barrage of massive piercing bullets at all near
unit.nova.description = Fires laser bolts that damage enemies and repair allied structures. Capable of flight.
unit.pulsar.description = Fires arcs of electricity that damage enemies and repair allied structures. Capable of flight.
unit.quasar.description = Fires piercing laser beams that damage enemies and repair allied structures. Capable of flight. Shielded.
unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repair allied structures. Capable of flight.
unit.vela.description = Fires a massive continuous laser beam that damages enemies, causes fires and repairs allied structures. Capable of flight.
unit.corvus.description = Fires a massive laser blast that damages enemies and repairs allied structures. Can step over most terrain.
unit.crawler.description = Runs toward enemies and self-destructs, causing a large explosion.
unit.atrax.description = Fires debilitating orbs of slag at ground targets. Can step over most terrain.

File diff suppressed because it is too large Load diff

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@ -17,11 +17,14 @@ linkfail = 打开链接失败!\n网址已复制到您的剪贴板。
screenshot = 屏幕截图已保存到 {0}
screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
gameover = 游戏结束
gameover.disconnect = 断开连接
gameover.pvp = [accent] {0}[]队获胜!
gameover.waiting = [accent]正在等待下一张地图...
highscore = [accent]新纪录!
copied = 已复制
copied = 已复制
indev.popup = [accent]6.0[]仍在[accent]测试版[].\n[lightgray]这意味着:[]\n[scarlet]- 战役玩法完全没有完成[]\n- 很多内容还没有做完\n - 大多[scarlet]单位AI[]无法正确地运行\n- 单位系统完全没有完成\n- 一切您所看到的内容都可能会移除或调整。\n\n在[accent]Github[]提交错误报告。\n[#66ccff]来自译者WinterUnderTheSnow的忠告不建议新玩家游玩还在测试阶段的6.0!建议您先从[orange]v104.6[#66ccff]或[orange]v104.10[#66ccff]开始游玩!
indev.notready = 这部分玩法还未开发完成。
indev.campaign = [accent]您已经到达战役模式的结尾![]\n\n这是内容所能做到的。 未来的更新中将添加行星际旅行。
load.sound = 音乐加载中
load.map = 地图加载中
@ -57,6 +60,7 @@ schematic.rename = 重命名蓝图
schematic.info = {0}x{1}{2} 个方块
schematic.disabled = [scarlet]蓝图已禁用![]\n您不能在此[accent]地图[]或[accent]服务器[]上使用蓝图.
stats = 统计资料
stat.wave = 防守波数:[accent]{0}
stat.enemiesDestroyed = 消灭敌人:[accent]{0}
stat.built = 建造建筑:[accent]{0}
@ -189,6 +193,10 @@ servers.local = 本地服务器
servers.remote = 远程服务器
servers.global = 全球服务器
servers.showhidden = 显示隐藏的服务器
server.shown = 显示
server.hidden = 隐藏
trace = 跟踪玩家
trace.playername = 玩家名称:[accent]{0}
trace.ip = IP 地址:[accent]{0}
@ -267,6 +275,9 @@ cancel = 取消
openlink = 打开链接
copylink = 复制链接
back = 返回
crash.export = 导出崩溃日志
crash.none = 找不到崩溃日志。
crash.exported = 崩溃日志已导出。
data.export = 导出数据
data.import = 导入数据
data.openfolder = 打开数据文件夹
@ -283,6 +294,7 @@ cancelbuilding = [accent][[{0}][]来清除规划
selectschematic = [accent][[{0}][]来选择复制
pausebuilding = [accent][[{0}][]来暂停建造
resumebuilding = [scarlet][[{0}][]来恢复建造
showui = UI已隐藏\n按[accent][[{0}][]显示UI
wave = [accent]第{0}波
wave.cap = [accent]Wave {0}/{1}
wave.waiting = [lightgray]下一波倒计时:{0}秒
@ -290,6 +302,8 @@ wave.waveInProgress = [lightgray]波次袭来
waiting = [lightgray]等待中…
waiting.players = 等待玩家中…
wave.enemies = [lightgray]剩余 {0} 个敌人
wave.enemycores = [accent]{0}[lightgray] 敌人核心(多个)
wave.enemycore = [accent]{0}[lightgray] 敌人核心
wave.enemy = [lightgray]剩余 {0} 个敌人
wave.guardianwarn = Boss 将在[accent]{0}[]波后到来。
wave.guardianwarn.one = Boss 将在[accent]{0}[]波后到来。
@ -350,6 +364,7 @@ waves.invalid = 剪贴板中的波次信息无效。
waves.copied = 波次信息已复制。
waves.none = 没有定义敌人。\n请注意这将自动替换为默认的敌人列表。
#these are intentionally in lower case
wavemode.counts = 数目
wavemode.totals = 总和
wavemode.health = 生命值
@ -462,6 +477,8 @@ load = 载入游戏
save = 保存
fps = 帧数:{0}
ping = 延迟:{0}毫秒
memory = 内存: {0}mb
memory2 = 内存:\n {0}mb +\n {1}mb
language.restart = 为了使语言设置生效请重启游戏。
settings = 设置
tutorial = 教程
@ -476,24 +493,21 @@ complete = [lightgray]完成:
requirement.wave = {1}中的第{0}波次
requirement.core = 在{0}中摧毁敌方核心
requirement.research = 研究 {0}
requirement.produce = 生产 {0}
requirement.capture = 占领 {0}
bestwave = [lightgray]最高波次:{0}
launch.text = 发射
research.multiplayer = 仅有服主可研究物品。
map.multiplayer = 仅有服主可查看区域。
uncover = 解锁
configure = 设定装运的数量
loadout = 装运
resources = 资源
bannedblocks = 禁用建筑
addall = 添加所有
launch.from = 发射地: [accent]{0}
launch.destination = 目的地: {0}
configure.invalid = 数量必须是0到{0}之间的数字。
zone.unlocked = [lightgray]{0} 已解锁。
zone.requirement.complete = 完成{0}。\n已达成解锁{1}的要求。
zone.resources = 地图中的资源:
zone.objective = [lightgray]目标:[accent]{0}
zone.objective.survival = 生存
zone.objective.attack = 摧毁敌方核心
add = 添加…
boss.health = Boss 生命值
@ -517,17 +531,41 @@ weather.fog.name = 雾
sectors.unexplored = [lightgray]未探索
sectors.resources = 资源:
sectors.production = 产出:
sectors.export = 输出:
sectors.time = 时间:
sectors.threat = 威胁
sectors.wave = 进攻波:
sectors.stored = 贮存:
sectors.resume = 继续
sectors.launch = 发射
sectors.select = 选择
sectors.nonelaunch = [lightgray]无 (太阳)
sectors.rename = 重命名区块
sectors.enemybase = [scarlet]敌人基地
sectors.vulnerable = [scarlet]脆弱的
sectors.underattack = [scarlet]遭到攻击![accent]{0}% 被摧毁
sectors.survives = [accent]存活{0}波
sectors.go = 进入
sector.curcapture = 区域已占领
sector.curlost = 区域丢失
sector.missingresources = [scarlet]核心资源不足
sector.attacked = 区域[accent]{0}[white]受到攻击!
sector.lost = 区域[accent]{0}[white]已丢失!
#note: the missing space in the line below is intentional
sector.captured = 区域[accent]{0}[white]已占领!
threat.low =
threat.medium =
threat.high =
threat.extreme = 极高
threat.eradication = 根除
planets = 行星
planet.serpulo.name = 塞普罗
planet.sun.name = 太阳
sector.impact0078.name = 影响0078
sector.groundZero.name = 零号地区
sector.craters.name = 陨石带
sector.frozenForest.name = 冰冻森林
@ -539,6 +577,10 @@ sector.overgrowth.name = 增生区
sector.tarFields.name = 油田
sector.saltFlats.name = 盐碱荒滩
sector.fungalPass.name = 真菌通道
sector.biomassFacility.name = 生物质合成设施
sector.windsweptIslands.name = 风吹群岛
sector.extractionOutpost.name = 萃取前哨
sector.planetaryTerminal.name = 行星发射终端
sector.groundZero.description = 踏上旅程的最佳位置。这儿的敌人威胁很小,但资源也少。\n收集尽可能多的铅和铜。\n出发吧
sector.frozenForest.description = 即使是靠近山脉的这里,孢子也已经扩散。他们不能长期停留在寒冷的温度中。\n\n开始运用电力。建造火力发电机并学会使用修理者。
@ -573,7 +615,6 @@ settings.clearcampaignsaves.confirm = 您确定要清除战役进度?
paused = [accent]< 暂停 >
clear = 清除
banned = [scarlet]已禁止
unplaceable.sectorcaptured = [scarlet]需要占领区块
yes =
no =
info.title = [accent]详情
@ -583,6 +624,7 @@ unit.nobuild = [scarlet]单位未能建造
lastaccessed = [lightgray]上次操作: {0}
block.unknown = [lightgray]???
stat.description = 介绍
stat.input = 输入
stat.output = 输出
stat.booster = 增强物品/液体
@ -610,6 +652,8 @@ stat.memorycapacity = 内存容量
stat.basepowergeneration = 基础能源输出
stat.productiontime = 生产时间
stat.repairtime = 建筑完全修复时间
stat.weapons = 武器
stat.bullet = 子弹
stat.speedincrease = 提速
stat.range = 范围
stat.drilltier = 可钻探矿物
@ -642,12 +686,15 @@ stat.minetier = 采矿等级
stat.payloadcapacity = 载货容量
stat.commandlimit = 指挥上限
stat.abilities = 能力
stat.canboost = 助推器
stat.flying = 飞行
ability.forcefield = 力墙场
ability.repairfield = 修复场
ability.statusfield = 状态场
ability.unitspawn = {0} 工厂
ability.shieldregenfield = 护盾再生场
ability.movelightning = 闪电移动
bar.drilltierreq = 需要更好的钻头
bar.noresources = 缺失资源
@ -676,12 +723,14 @@ units.processorcontrol = [lightgray]由处理器控制
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~[stat] {1}[lightgray] 格
bullet.incendiary = [stat] 燃烧
bullet.sapping = [stat]sapping
bullet.homing = [stat] 追踪
bullet.shock = [stat] 电击
bullet.frag = [stat] 分裂
bullet.knockback = [stat]{0}[lightgray] 击退
bullet.pierce = [stat]{0}[lightgray]x 穿透
bullet.infinitepierce = [stat]pierce
bullet.healpercent = [stat]{0}[lightgray]% 修复
bullet.freezing = [stat] 冰冻
bullet.tarred = [stat] 减速
bullet.multiplier = [stat]{0}[lightgray]x 装弹数量
@ -706,6 +755,7 @@ unit.items = 物品
unit.thousands = K
unit.millions = M
unit.billions = B
category.purpose = 介绍
category.general = 普通
category.power = 能量
category.liquids = 液体
@ -719,6 +769,7 @@ setting.blockreplace.name = 自动推荐合适的建筑
setting.linear.name = 抗锯齿
setting.hints.name = 提示
setting.flow.name = 显示资源传送速度[scarlet] (实验性)
setting.backgroundpause.name = 在背景中暂停
setting.buildautopause.name = 自动暂停建造
setting.animatedwater.name = 流动的水
setting.animatedshields.name = 动态画面
@ -747,7 +798,6 @@ setting.conveyorpathfinding.name = 传送带自动寻路
setting.sensitivity.name = 控制器灵敏度
setting.saveinterval.name = 自动保存间隔
setting.seconds = {0} 秒
setting.blockselecttimeout.name = 建筑选择超时
setting.milliseconds = {0} 毫秒
setting.fullscreen.name = 全屏
setting.borderlesswindow.name = 无边界窗口[lightgray](可能需要重启)
@ -836,6 +886,8 @@ keybind.menu.name = 菜单
keybind.pause.name = 暂停
keybind.pause_building.name = 暂停/继续建造
keybind.minimap.name = 小地图
keybind.planet_map.name = 行星地图
keybind.research.name = 研究
keybind.chat.name = 聊天
keybind.player_list.name = 玩家列表
keybind.console.name = 控制台
@ -899,6 +951,7 @@ content.item.name = 物品
content.liquid.name = 液体
content.unit.name = 部队
content.block.name =
content.sector.name = 区域
item.copper.name =
item.lead.name =
@ -959,6 +1012,7 @@ block.resupply-point.name = 补给点
block.parallax.name = 差扰光束
block.cliff.name = 悬崖
block.sand-boulder.name = 砂岩
block.basalt-boulder.name = 玄武岩巨石
block.grass.name = 草地
block.slag.name = 矿渣
block.space.name = 太空
@ -1056,7 +1110,6 @@ block.conveyor.name = 传送带
block.titanium-conveyor.name = 钛传送带
block.plastanium-conveyor.name = 塑钢传送带
block.armored-conveyor.name = 装甲传送带
block.armored-conveyor.description = 运送物品,与钛传送带一样的速度,但有更强的装甲。除其他传送带,不接受任何边上的输入。
block.junction.name = 连接器
block.router.name = 路由器
block.distributor.name = 分配器
@ -1064,7 +1117,6 @@ block.sorter.name = 分类器
block.inverted-sorter.name = 反向分类器
block.message.name = 信息板
block.illuminator.name = 照明器
block.illuminator.description = 小型、紧凑、可配置的光源。需要能量运行。
block.overflow-gate.name = 溢流门
block.underflow-gate.name = 反向溢流门
block.silicon-smelter.name = 硅冶炼厂
@ -1160,6 +1212,11 @@ block.payload-router.name = 载荷路由器
block.disassembler.name = 解离机
block.silicon-crucible.name = 热能坩埚
block.overdrive-dome.name = 超速穹顶投射器
#experimental, may be removed
block.block-forge.name = 方块熔炉
block.block-loader.name = 方块装载机
block.block-unloader.name = 方块卸载机
block.interplanetary-accelerator.name = 行星际加速器
block.switch.name = 开关
block.micro-processor.name = 微型处理器
@ -1178,30 +1235,45 @@ team.derelict.name = 灰
team.green.name = 绿
team.purple.name =
tutorial.next = [lightgray]<点击以继续>
tutorial.intro = 您已进入[scarlet] Mindustry 教程[]。[]\n使用[accent][[WASD][]键移动机甲和视角。\n[accent]按住[[Ctrl]并转动鼠标滚轮[]缩放视野。\n让我们从[accent]采集铜矿[]开始。先移动到铜矿旁边,然后点按矿脉附近散落的矿物。\n\n[accent]{0}/{1} 铜
tutorial.intro.mobile = 您已进入[scarlet] Mindustry 教程[]。\n在屏幕上滑动来继续。\n[accent]双指捏合[] 来缩小和放大。\n让我们从[accent]采集铜矿[]开始。先移动到铜矿旁边,然后点按矿脉附近散落的矿物。\n\n[accent]铜 {0}/{1}
tutorial.drill = 手动采矿效率不高。\n[accent]钻头[]可以自动采矿。\n让我们在在铜矿上放一个。\n点击右下角的钻头菜单。\n选择[accent]机械钻头[]。\n单击将其放置在铜矿上。\n[accent]右键单击[]来停止。
tutorial.drill.mobile = 手动采矿效率不高。\n[accent]钻头[]可以自动采矿。\n点右下角的钻头菜单。\n选择[accent]机械钻头[]。\n点一下将其放在铜矿上点[accent]对号[]来确定。\n点[accent]叉号[]来取消。
tutorial.blockinfo = 每种钻头都有其独特的数据。每个钻头只能开采部分矿石。\n若要查看建筑的详细信息[accent]在菜单中点击问号。[]\n\n[accent]现在查看机械钻头的数据吧。[]
tutorial.conveyor = [accent]传送带[]可以把物资传送到核心。\n请在钻头到核心间建造一条传送带。
tutorial.conveyor.mobile = [accent]传送带[]可以把物资传送到核心。\n请在钻头到核心间建造一条传送带。\n[accent]长按数秒[]并向一个方向拖动来直线放置。\n\n[accent]{0}/{1} 条传送带\n[accent]0/1 物品
tutorial.turret = 必须建造防御建筑来击退[lightgray]敌人[]。\n请在核心附近造一个双管炮。
tutorial.drillturret = 双管炮需要[accent]铜[]作弹药来射击。\n可以放一个钻头在炮塔附近供应铜。
tutorial.pause = 在战斗中,您可以[accent]暂停游戏[]。\n暂停时您可以规划建筑物。\n\n按[accent]空格[]暂停。
tutorial.pause.mobile = 在战斗中,您可以[accent]暂停游戏[]。\n暂停时您可以规划建筑物。\n\n[accent]点击左上角的按钮以暂停。
tutorial.unpause = 现在再次按空格以继续。
tutorial.unpause.mobile = 现在再次点按以继续。
tutorial.breaking = 建筑经常需要拆除。\n[accent]按住鼠标右键[]来拆除选中的建筑。[]\n\n[accent]使用范围拆除来拆除核心左侧的废墙。
tutorial.breaking.mobile = 建筑经常需要拆除。\n[accent]选择拆除模式[],点击建筑以拆除。\n[accent]长按几秒[]并拖动来范围拆除。\n点击对号来确定。\n\n[accent]使用范围拆除来拆除核心左侧的废墙。
tutorial.withdraw = 有时,从建筑中取出物品是必要的。\n[accent]点击包含物品的建筑[],然后[accent]点击在方框中的物品[]。\n可以通过[accent]点击或长按[]来取出物品。\n\n[accent]从核心中取出一些铜[]。
tutorial.deposit = 将物品从机甲拖向建筑来放下物品。\n\n[accent]将铜放回核心[]。
tutorial.waves = [lightgray]敌人[]来了。\n\n保护核心防御两波攻击。造更多的炮塔。[accent]点击[]以射击。\n建造更多的炮塔和钻头并采更多的矿。
tutorial.waves.mobile = [lightgray]敌人[]来了。\n\n保护核心防御两波攻击。造更多的炮塔。你的机甲将对敌人自动开火。\n建造更多的炮塔和钻头并采更多的矿。
tutorial.launch = 进入特定波次后,你可以[accent]发射核心(起飞)[][accent]带走核心中的所有资源[]并抛下所有的建筑。\n装运的资源可用于研究科技。\n\n[accent]点击发射按钮。
hint.skip = 跳过
hint.desktopMove = 使用[accent][[WASD][]来移动.
hint.zoom = [accent]滚动[]放大或缩小.
hint.mine = 移动到\uf8c4铜矿附近并点按[accent]tap[]进行手动开采
hint.desktopShoot = [accent][[Left-click][]射击.
hint.depositItems = 要转移物品,请将其从飞船上拖到核心。
hint.respawn = 要重生飞船,请按[accent][[V][].
hint.respawn.mobile = 您已切换控制单元/结构. 如果要重生飞船请[accent]点击左上方的图标(那个和你长得一样的).[]
hint.desktopPause = 按[accent][[Space][]暂停和取消暂停游戏.
hint.placeDrill = 选择\ue85e[accent]钻头[]右下角菜单中的标签,然后选择一个\uf870 [accent]钻头[]然后单击铜矿将其放置.
hint.placeDrill.mobile = 选择\ue85e[accent]钻头[]右下角菜单中的标签,然后选择一个\uf870 [accent]钻头[]然后点击铜矿将其放置.\n\n按下\ue800 [accent]复选标记[]在右下角按钮确认.
hint.placeConveyor = 传送带将物品从钻头移到其他块中。选择一个\uf896 [accent]传送带[]从\ue814 [accent]布局[]标签.\n\n单击并拖动以放置多个传送带.\n[accent]滚动[]旋转.
hint.placeConveyor.mobile = 传送带将物品从钻头移到其他块中。选择一个\uf896 [accent]传送带[]从\ue814 [accent]布局[]标签.\n\n按住手指一秒钟然后拖动以放置多个传送带.
hint.placeTurret = 放置\uf861 [accent]炮塔[]保卫你的基地从敌人手中.\n\n炮塔需要弹药-在这种情况下e, \uf838copper.\n使用传送带和钻头为它们供弹。
hint.breaking = [accent]右击[]并拖动以拆除方块.
hint.breaking.mobile = 激活\ue817 [accent]锤子[]在右下角点击以拆除方块.\n\n按住手指一秒钟然后拖动以选择.
hint.research = 使用\ue875 [accent]科技树[]按钮研究新技术.
hint.research.mobile = 使用\ue875 [accent]科技树[]按钮在\ue88c [accent]菜单[]去研究新技术.
hint.unitControl = 按住[accent][[L-ctrl][]和[accent]点击[]控制友军单位或炮塔。
hint.unitControl.mobile = [accent][双击[]控制友军单位或炮塔(双击)。
hint.launch = 一旦收集到足够的资源,您就可以[accent]发射[]通过选择附近的区域从\ue827 [accent]地图[]在右下角.
hint.launch.mobile = 一旦收集到足够的资源,您就可以[accent]发射[]通过选择附近的区域从\ue827 [accent]地图[]在\ue88c [accent]菜单[].
hint.schematicSelect = 按住[accent][[F][]并拖动以选择要复制和粘贴的块.\n\n[accent][[Middle Click][]复制单个块类型.
hint.conveyorPathfind = 按住[accent][[L-Ctrl][]拖动,传送带会自动生成路径.
hint.conveyorPathfind.mobile = 启用\ue844 [accent]对角线模式[]并拖动,传送带会自动生成路径.
hint.boost = 按住[accent][[L-Shift][]用当前单位飞越障碍物.\n\n只有少数地面单位有助推器.(首先排除爬虫家族)
hint.command = 按accent][[G][]指挥附近的单位编队.
hint.command.mobile = [accent][双击][]您的部队指挥附近的部队编队.(双击)
hint.payloadPickup = 按[accent][[[]捡起小方块或单位.
hint.payloadPickup.mobile = [accent]点住]一个小方块或一个单位来捡起来.
hint.payloadDrop = 按[accent]][]放下有效载荷.
hint.payloadDrop.mobile = [accent]点住[]一个空的位置将有效载荷丢到那里.(不是很精准)
hint.waveFire = [accent]进攻波[]炮塔加水弹药会自动扑灭附近的大火.(浪涌和海啸)
hint.generator = \uf879 [accent]燃烧发电机[]燃烧煤炭并将电力传输到相邻方块.\n\n电力传输范围可以扩展用\uf87f [accent]能量节点[].
item.copper.description = 一种最基本的的建筑材料。在各种类型的建筑中被广泛使用。
item.copper.details = 铜. 在Serpulo上的金属异常丰富。 除非加固,否则结构较弱。
item.lead.description = 一种基本的电力材料。广泛用于电子设备和液体输送模块。
item.lead.details = Dense. Inert. Extensively used in batteries.\nNote: Likely toxic to biological life forms. Not that there are many left here.
item.metaglass.description = 一种致密坚硬的复合玻璃。广泛用于液体输送和存储。
item.graphite.description = 一种高密度的碳材料,用于弹药和电器元件。
item.sand.description = 一种常见的材料,广泛用于冶炼,包括制作合金和助熔剂。

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@ -88,7 +88,7 @@ public class Vars implements Loadable{
/** duration of time between turns in ticks */
public static final float turnDuration = 2 * Time.toMinutes;
/** chance of an invasion per turn, 1 = 100% */
public static final float baseInvasionChance = 1f / 75f;
public static final float baseInvasionChance = 1f / 100f;
/** how many turns have to pass before invasions start */
public static final int invasionGracePeriod = 20;
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */

View file

@ -55,11 +55,12 @@ public class BaseAI{
public void update(){
if(data.team.rules().aiCoreSpawn && timer.get(timerSpawn, 60 * 2.5f) && data.hasCore()){
CoreBlock block = (CoreBlock)data.core().block;
int coreUnits = Groups.unit.count(u -> u.team == data.team && u.type == block.unitType);
//create AI core unit
if(!state.isEditor() && !Groups.unit.contains(u -> u.team() == data.team && u.type == block.unitType)){
//create AI core unit(s)
if(!state.isEditor() && coreUnits < data.cores.size){
Unit unit = block.unitType.create(data.team);
unit.set(data.core());
unit.set(data.cores.random());
unit.add();
Fx.spawn.at(unit);
}

View file

@ -67,7 +67,7 @@ public class FormationAI extends AIController implements FormationMember{
if(core != null && leader.mineTile.drop() != null && unit.within(core, unit.type.range) && !unit.acceptsItem(leader.mineTile.drop())){
if(core.acceptStack(unit.stack.item, unit.stack.amount, unit) > 0){
Call.transferItemTo(unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
Call.transferItemTo(unit, unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
unit.clearItem();
}

View file

@ -65,7 +65,7 @@ public class MinerAI extends AIController{
if(unit.within(core, unit.type.range)){
if(core.acceptStack(unit.stack.item, unit.stack.amount, unit) > 0){
Call.transferItemTo(unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
Call.transferItemTo(unit, unit.stack.item, unit.stack.amount, unit.x, unit.y, core);
}
unit.clearItem();

View file

@ -1388,7 +1388,7 @@ public class Blocks implements ContentList{
size = 5;
unitCapModifier = 24;
researchCostMultiplier = 0.05f;
researchCostMultiplier = 0.06f;
}};
vault = new StorageBlock("vault"){{

View file

@ -37,7 +37,7 @@ public class Bullets implements ContentList{
waterShot, cryoShot, slagShot, oilShot, heavyWaterShot, heavyCryoShot, heavySlagShot, heavyOilShot,
//environment, misc.
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig;
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt;
@Override
public void load(){
@ -374,20 +374,6 @@ public class Bullets implements ContentList{
knockback = 0.7f;
}};
healBullet = new LaserBoltBulletType(5.2f, 13){{
healPercent = 3f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
healBulletBig = new LaserBoltBulletType(5.2f, 15){{
healPercent = 5.5f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
fireball = new BulletType(1f, 4){
{
pierce = true;

View file

@ -83,7 +83,7 @@ public class SectorPresets implements ContentList{
}};
desolateRift = new SectorPreset("desolateRift", serpulo, 123){{
captureWave = 30;
captureWave = 18;
difficulty = 8;
}};

View file

@ -98,11 +98,11 @@ public class TechTree implements ContentList{
node(platedConduit, () -> {
});
});
node(rotaryPump, () -> {
node(thermalPump, () -> {
node(rotaryPump, () -> {
node(thermalPump, () -> {
});
});
});
});
@ -422,7 +422,7 @@ public class TechTree implements ContentList{
node(additiveReconstructor, Seq.with(new SectorComplete(biomassFacility)), () -> {
node(multiplicativeReconstructor, () -> {
node(exponentialReconstructor, () -> {
node(exponentialReconstructor, Seq.with(new SectorComplete(overgrowth)), () -> {
node(tetrativeReconstructor, () -> {
});
@ -471,7 +471,8 @@ public class TechTree implements ContentList{
node(desolateRift, Seq.with(
new SectorComplete(impact0078),
new Research(thermalGenerator),
new Research(thoriumReactor)
new Research(thoriumReactor),
new Research(coreNucleus)
), () -> {
node(planetaryTerminal, Seq.with(
new SectorComplete(desolateRift),

View file

@ -292,6 +292,7 @@ public class UnitTypes implements ContentList{
shootSound = Sounds.lasershoot;
bullet = new LaserBoltBulletType(5.2f, 14){{
lifetime = 37f;
healPercent = 5f;
collidesTeam = true;
backColor = Pal.heal;
@ -311,7 +312,7 @@ public class UnitTypes implements ContentList{
mineTier = 2;
mineSpeed = 5f;
commandLimit = 8;
commandLimit = 9;
abilities.add(new ShieldRegenFieldAbility(20f, 40f, 60f * 5, 60f));
ammoType = AmmoTypes.power;
@ -619,7 +620,7 @@ public class UnitTypes implements ContentList{
drag = 0.4f;
hitSize = 12f;
rotateSpeed = 3f;
health = 800;
health = 900;
immunities = ObjectSet.with(StatusEffects.burning, StatusEffects.melting);
legCount = 6;
legLength = 13f;
@ -650,7 +651,7 @@ public class UnitTypes implements ContentList{
bullet = new SapBulletType(){{
sapStrength = 0.4f;
length = 75f;
damage = 18;
damage = 20;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
@ -670,7 +671,7 @@ public class UnitTypes implements ContentList{
bullet = new SapBulletType(){{
sapStrength = 0.8f;
length = 40f;
damage = 15;
damage = 16;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
@ -975,7 +976,7 @@ public class UnitTypes implements ContentList{
zenith = new UnitType("zenith"){{
health = 700;
speed = 1.7f;
speed = 1.8f;
accel = 0.04f;
drag = 0.016f;
flying = true;
@ -997,7 +998,7 @@ public class UnitTypes implements ContentList{
velocityRnd = 0.2f;
shootSound = Sounds.missile;
bullet = new MissileBulletType(3f, 12){{
bullet = new MissileBulletType(3f, 14){{
width = 8f;
height = 8f;
shrinkY = 0f;
@ -1005,7 +1006,7 @@ public class UnitTypes implements ContentList{
homingRange = 60f;
keepVelocity = false;
splashDamageRadius = 25f;
splashDamage = 10f;
splashDamage = 14f;
lifetime = 60f;
trailColor = Pal.unitBack;
backColor = Pal.unitBack;
@ -1251,8 +1252,8 @@ public class UnitTypes implements ContentList{
mineTier = 3;
mineSpeed = 4f;
health = 500;
armor = 5f;
health = 460;
armor = 3f;
speed = 2.5f;
accel = 0.06f;
drag = 0.017f;
@ -1264,6 +1265,7 @@ public class UnitTypes implements ContentList{
engineSize = 3f;
payloadCapacity = (2 * 2) * tilePayload;
buildSpeed = 2.6f;
isCounted = false;
ammoType = AmmoTypes.power;
@ -1274,7 +1276,13 @@ public class UnitTypes implements ContentList{
x = 8f;
y = -6f;
rotate = true;
bullet = Bullets.healBulletBig;
bullet = new LaserBoltBulletType(5.2f, 10){{
lifetime = 35f;
healPercent = 5.5f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
}},
new Weapon("heal-weapon-mount"){{
shootSound = Sounds.lasershoot;
@ -1282,7 +1290,13 @@ public class UnitTypes implements ContentList{
x = 4f;
y = 5f;
rotate = true;
bullet = Bullets.healBullet;
bullet = new LaserBoltBulletType(5.2f, 8){{
lifetime = 35f;
healPercent = 3f;
collidesTeam = true;
backColor = Pal.heal;
frontColor = Color.white;
}};
}});
}};
@ -1349,7 +1363,7 @@ public class UnitTypes implements ContentList{
collides = false;
healPercent = 15f;
splashDamage = 240f;
splashDamage = 230f;
splashDamageRadius = 120f;
}};
}});

View file

@ -53,10 +53,11 @@ public class Weathers implements ContentList{
baseSpeed = 5.4f;
attrs.set(Attribute.light, -0.1f);
attrs.set(Attribute.water, -0.1f);
opacityMultiplier = 0.5f;
opacityMultiplier = 0.35f;
force = 0.1f;
sound = Sounds.wind;
soundVol = 0.3f;
soundVol = 0.8f;
duration = 7f * Time.toMinutes;
}};
sporestorm = new ParticleWeather("sporestorm"){{
@ -77,7 +78,8 @@ public class Weathers implements ContentList{
opacityMultiplier = 0.75f;
force = 0.1f;
sound = Sounds.wind;
soundVol = 0.3f;
soundVol = 0.7f;
duration = 7f * Time.toMinutes;
}};
fog = new ParticleWeather("fog"){{

View file

@ -334,10 +334,29 @@ public class Control implements ApplicationListener, Loadable{
state.wave = 1;
//set up default wave time
state.wavetime = state.rules.waveSpacing * 2f;
//reset captured state
sector.info.wasCaptured = false;
//re-enable waves
state.rules.waves = true;
//reset win wave??
state.rules.winWave = state.rules.attackMode ? -1 : sector.preset != null ? sector.preset.captureWave : 40;
//if there's still an enemy base left, fix it
if(state.rules.attackMode){
//replace all broken blocks
for(var plan : state.rules.waveTeam.data().blocks){
Tile tile = world.tile(plan.x, plan.y);
if(tile != null){
tile.setBlock(content.block(plan.block), state.rules.waveTeam, plan.rotation);
if(plan.config != null && tile.build != null){
tile.build.configure(plan.config);
}
}
}
state.rules.waveTeam.data().blocks.clear();
}
//kill all units, since they should be dead anyway
Groups.unit.clear();
Groups.fire.clear();

View file

@ -109,6 +109,13 @@ public class Logic implements ApplicationListener{
}
state.rules.waveTeam.rules().aiTier = state.getSector().threat * 0.8f;
state.rules.waveTeam.rules().infiniteResources = true;
//fill enemy cores by default.
for(var core : state.rules.waveTeam.cores()){
for(Item item : content.items()){
core.items.set(item, core.block.itemCapacity);
}
}
}
//save settings
@ -128,8 +135,8 @@ public class Logic implements ApplicationListener{
//convert all blocks to neutral, randomly killing them
if(tile.isCenter() && tile.build != null && tile.build.team == state.rules.waveTeam){
Building b = tile.build;
Call.setTeam(b, Team.derelict);
Time.run(Mathf.random(0f, 60f * 6f), () -> {
Call.setTeam(b, Team.derelict);
if(Mathf.chance(0.25)){
b.kill();
}
@ -260,6 +267,8 @@ public class Logic implements ApplicationListener{
if(state.rules.sector == null) return;
state.rules.sector.info.wasCaptured = true;
//fire capture event
Events.fire(new SectorCaptureEvent(state.rules.sector));

View file

@ -447,6 +447,11 @@ public class NetServer implements ApplicationListener{
return;
}
if(currentlyKicking[0].target.team() != player.team()){
player.sendMessage("[scarlet]You can't vote for other teams.");
return;
}
if(!arg[0].toLowerCase().equals("y") && !arg[0].toLowerCase().equals("n")){
player.sendMessage("[scarlet]Vote either 'y' (yes) or 'n' (no).");
return;

View file

@ -311,7 +311,7 @@ public class World{
//TODO bad code
boolean hasSnow = floors[0].name.contains("ice") || floors[0].name.contains("snow");
boolean hasRain = !hasSnow && content.contains(Liquids.water) && !floors[0].name.contains("sand");
boolean hasDesert = !hasSnow && !hasRain && floors[0].name.contains("sand");
boolean hasDesert = !hasSnow && !hasRain && floors[0] == Blocks.sand;
boolean hasSpores = floors[0].name.contains("spore") || floors[0].name.contains("moss") || floors[0].name.contains("tainted");
if(hasSnow){

View file

@ -17,7 +17,7 @@ import mindustry.ui.*;
public class WaveGraph extends Table{
public Seq<SpawnGroup> groups = new Seq<>();
public int from, to = 20;
public int from = 0, to = 20;
private Mode mode = Mode.counts;
private int[][] values;
@ -114,7 +114,7 @@ public class WaveGraph extends Table{
Lines.line(cx, cy, cx, cy + len);
if(i == values.length/2){
font.draw("" + (i + from), cx, cy - 2f, Align.center);
font.draw("" + (i + from + 1), cx, cy - 2f, Align.center);
}
}
font.setColor(Color.white);

View file

@ -2,7 +2,6 @@ package mindustry.entities;
import arc.*;
import arc.func.*;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
@ -33,15 +32,22 @@ public class Damage{
private static Unit tmpUnit;
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, Color color, boolean damage){
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null);
}
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
if(damage){
for(int i = 0; i < Mathf.clamp(power / 20, 0, 6); i++){
int branches = 5 + Mathf.clamp((int)(power / 30), 1, 20);
Time.run(i * 2f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), branches + Mathf.range(2)));
}
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
if(fire){
for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
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);
@ -49,7 +55,7 @@ public class Damage{
for(int i = 0; i < waves; i++){
int f = i;
Time.run(i * 2f, () -> {
Damage.damage(x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f);
Damage.damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
});
}

View file

@ -435,7 +435,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
}
/** Handle a stack input. */
public void handleStack(Item item, int amount, Teamc source){
public void handleStack(Item item, int amount, @Nullable Teamc source){
noSleep();
items.add(item, amount);
}
@ -519,6 +519,8 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void dumpLiquid(Liquid liquid){
int dump = this.cdump;
if(liquids.get(liquid) <= 0.0001f) return;
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) liquid.unlock();
for(int i = 0; i < proximity.size; i++){
@ -970,34 +972,13 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
});
}
Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, Pal.darkFlame, state.rules.damageExplosions);
Damage.dynamicExplosion(x, y, flammability, explosiveness * 3.5f, power, tilesize * block.size / 2f, state.rules.damageExplosions);
if(!floor().solid && !floor().isLiquid){
Effect.rubble(x, y, block.size);
}
}
/**
* Returns the flammability of the Used for fire calculations.
* Takes flammability of floor liquid into account.
*/
public float getFlammability(){
if(!block.hasItems){
if(floor().isLiquid && !block.solid){
return floor().liquidDrop.flammability;
}
return 0;
}else{
float result = items.sum((item, amount) -> item.flammability * amount);
if(block.hasLiquids){
result += liquids.sum((liquid, amount) -> liquid.flammability * amount / 3f);
}
return result;
}
}
public String getDisplayName(){
return block.localizedName;
}

View file

@ -26,7 +26,7 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
@Override
public void update(){
if(Mathf.chance(0.1 * Time.delta)){
if(Mathf.chance(0.09 * Time.delta)){
Fx.fire.at(x + Mathf.range(4f), y + Mathf.range(4f));
}
@ -59,7 +59,7 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
}
if(baseFlammability < 0 || block != tile.block()){
baseFlammability = tile.build == null ? 0 : tile.build.getFlammability();
baseFlammability = tile.build == null ? 0 : tile.getFlammability();
block = tile.block();
}
@ -77,12 +77,12 @@ abstract class FireComp implements Timedc, Posc, Firec, Syncc{
}
}
if(Mathf.chance(0.1 * Time.delta)){
if(Mathf.chance(0.025 * Time.delta)){
Puddlec p = Puddles.get(tile);
puddleFlammability = p != null ? p.getFlammability() / 3f : 0;
if(damage){
entity.damage(0.4f);
entity.damage(1.6f);
}
Damage.damageUnits(null, tile.worldx(), tile.worldy(), tilesize, 3f,
unit -> !unit.isFlying() && !unit.isImmune(StatusEffects.burning),

View file

@ -46,8 +46,8 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
void wobble(){
x += Mathf.sin(Time.time() + id() * 99, 25f, 0.05f) * Time.delta * elevation;
y += Mathf.cos(Time.time() + id() * 99, 25f, 0.05f) * Time.delta * elevation;
x += Mathf.sin(Time.time() + (id() % 10) * 12, 25f, 0.05f) * Time.delta * elevation;
y += Mathf.cos(Time.time() + (id() % 10) * 12, 25f, 0.05f) * Time.delta * elevation;
}
void moveAt(Vec2 vector, float acceleration){

View file

@ -55,7 +55,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
if(core != null && mineTile != null && mineTile.drop() != null && !acceptsItem(mineTile.drop()) && within(core, mineTransferRange) && !offloadImmediately()){
int accepted = core.acceptStack(item(), stack().amount, this);
if(accepted > 0){
Call.transferItemTo(item(), accepted,
Call.transferItemTo(self(), item(), accepted,
mineTile.worldx() + Mathf.range(tilesize / 2f),
mineTile.worldy() + Mathf.range(tilesize / 2f), core);
clearItem();
@ -77,7 +77,9 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
mineTimer = 0;
if(core != null && within(core, mineTransferRange) && core.acceptStack(item, 1, this) == 1 && offloadImmediately()){
Call.transferItemTo(item, 1,
//add item to inventory before it is transferred
if(item() == item) addItem(item);
Call.transferItemTo(self(), item, 1,
mineTile.worldx() + Mathf.range(tilesize / 2f),
mineTile.worldy() + Mathf.range(tilesize / 2f), core);
}else if(acceptsItem(item)){

View file

@ -397,9 +397,12 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
/** Actually destroys the unit, removing it and creating explosions. **/
public void destroy(){
float explosiveness = 2f + item().explosiveness * stack().amount / 2.4f;
float flammability = item().flammability * stack().amount / 2.4f;
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, Pal.darkFlame, state.rules.damageExplosions);
float explosiveness = 2f + item().explosiveness * stack().amount * 1.53f;
float flammability = item().flammability * stack().amount / 1.9f;
if(!spawnedByCore){
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, state.rules.damageExplosions, item().flammability > 1, team);
}
float shake = hitSize / 3f;
@ -415,7 +418,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
}
//if this unit crash landed (was flying), damage stuff in a radius
if(type.flying){
if(type.flying && !spawnedByCore){
Damage.damage(team,x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f, true, false, true);
}

View file

@ -59,7 +59,7 @@ public class Objectives{
@Override
public boolean complete(){
return preset.sector.save != null && !preset.sector.isAttacked() && preset.sector.hasBase();
return preset.sector.save != null && (!preset.sector.isAttacked() || preset.sector.info.wasCaptured) && preset.sector.hasBase();
}
@Override

View file

@ -33,6 +33,8 @@ public class SectorInfo{
public int storageCapacity = 0;
/** Whether a core is available here. */
public boolean hasCore = true;
/** Whether this sector was ever fully captured. */
public boolean wasCaptured = false;
/** Sector that was launched from. */
public @Nullable Sector origin;
/** Launch destination. */
@ -69,7 +71,9 @@ public class SectorInfo{
public boolean shown = false;
/** Special variables for simulation. */
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope;
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps;
/** Wave where first boss shows up. */
public int bossWave = -1;
/** Counter refresh state. */
private transient Interval time = new Interval();

View file

@ -6,7 +6,7 @@ import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.io.legacy.*;
import mindustry.game.SectorInfo.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.world.blocks.storage.*;
@ -27,13 +27,6 @@ public class Universe{
public Universe(){
load();
//load legacy research
Events.on(ClientLoadEvent.class, e -> {
if(Core.settings.has("unlocks")){
LegacyIO.readResearch();
}
});
//update base coverage on capture
Events.on(SectorCaptureEvent.class, e -> {
if(!net.client() && state.isCampaign()){
@ -188,6 +181,7 @@ public class Universe{
}else if(attacked && wavesPassed > 0 && sector.info.winWave > 1 && sector.info.wave + wavesPassed >= sector.info.winWave && !sector.hasEnemyBase()){
//autocapture the sector
sector.info.waves = false;
sector.info.wasCaptured = true;
//fire the event
Events.fire(new SectorCaptureEvent(sector));
@ -206,6 +200,13 @@ public class Universe{
}
}
sector.info.export.each((item, amount) -> {
if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean <= 0){
//disable export when production is negative.
sector.info.export.get(item).mean = 0f;
}
});
//add production, making sure that it's capped
sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
//prevent negative values with unloaders

View file

@ -96,18 +96,17 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
@Remote(called = Loc.server, unreliable = true)
public static void transferItemTo(Item item, int amount, float x, float y, Building build){
public static void setItem(Building build, Item item, int amount){
if(build == null || build.items == null) return;
for(int i = 0; i < Mathf.clamp(amount / 5, 1, 8); i++){
Time.run(i * 3, () -> createItemTransfer(item, amount, x, y, build, () -> {}));
}
build.items.add(item, amount);
build.items.set(item, amount);
}
@Remote(called = Loc.server, unreliable = true)
public static void transferItemTo(Unit unit, Item item, int amount, float x, float y, Building build){
public static void transferItemTo(@Nullable Unit unit, Item item, int amount, float x, float y, Building build){
if(build == null || build.items == null) return;
unit.stack.amount = Math.max(unit.stack.amount - amount, 0);
if(unit != null && unit.item() == item) unit.stack.amount = Math.max(unit.stack.amount - amount, 0);
for(int i = 0; i < Mathf.clamp(amount / 3, 1, 8); i++){
Time.run(i * 3, () -> createItemTransfer(item, amount, x, y, build, () -> {}));
}

View file

@ -68,6 +68,11 @@ public class SectorDamage{
float enemyDps = info.waveDpsBase + info.waveDpsSlope * (i);
float enemyHealth = info.waveHealthBase + info.waveHealthSlope * (i);
if(info.bossWave == i){
enemyDps += info.bossDps;
enemyHealth += info.bossHealth;
}
//happens due to certain regressions
if(enemyHealth < 0 || enemyDps < 0) continue;
@ -305,6 +310,7 @@ public class SectorDamage{
//calculate DPS and health for the next few waves and store in list
var reg = new LinearRegression();
SpawnGroup bossGroup = null;
Seq<Vec2> waveDps = new Seq<>(), waveHealth = new Seq<>();
for(int wave = state.wave; wave < state.wave + 10; wave ++){
@ -320,6 +326,11 @@ public class SectorDamage{
float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
int spawned = group.getSpawned(wave);
//save the boss group
if(group.effect == StatusEffects.boss){
bossGroup = group;
continue;
}
if(spawned <= 0) continue;
sumWaveHealth += spawned * (group.getShield(wave) + group.type.health * effect.healthMultiplier * healthMult);
sumWaveDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
@ -328,6 +339,21 @@ public class SectorDamage{
waveHealth.add(new Vec2(wave, sumWaveHealth));
}
if(bossGroup != null){
float bossMult = 1.1f;
//calculate first boss appearaance
for(int wave = state.wave; wave < state.wave + 60; wave++){
int spawned = bossGroup.getSpawned(wave - 1);
if(spawned > 0){
//set up relevant stats
info.bossWave = wave;
info.bossDps = spawned * bossGroup.type.dpsEstimate * StatusEffects.boss.damageMultiplier * bossMult;
info.bossHealth = spawned * (bossGroup.getShield(wave) + bossGroup.type.health * StatusEffects.boss.healthMultiplier * (1f + Mathf.clamp(bossGroup.type.armor / 20f))) * bossMult;
break;
}
}
}
//calculate linear regression of the wave data and store it
reg.calculate(waveHealth);
info.waveHealthBase = reg.intercept;
@ -338,9 +364,9 @@ public class SectorDamage{
info.waveDpsSlope = reg.slope;
//enemy units like to aim for a lot of non-essential things, so increase resulting health slightly
info.sumHealth = sumHealth * 1.2f;
info.sumHealth = sumHealth * 1.05f;
//players tend to have longer range units/turrets, so assume DPS is higher
info.sumDps = sumDps * 1.2f;
info.sumDps = sumDps * 1.05f;
info.sumRps = sumRps;
info.wavesSurvived = getWavesSurvived(info);
@ -356,7 +382,7 @@ public class SectorDamage{
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] = fraction * 26;
values[tile.x][tile.y] = fraction * 24;
}
}

View file

@ -3,6 +3,8 @@ package mindustry.maps.planet;
import arc.graphics.*;
import arc.math.*;
import arc.math.geom.*;
import mindustry.content.*;
import mindustry.game.*;
import mindustry.maps.generators.*;
public class TantrosPlanetGenerator extends PlanetGenerator{
@ -18,4 +20,13 @@ public class TantrosPlanetGenerator extends PlanetGenerator{
float depth = (float)noise.octaveNoise3D(2, 0.56, 1.7f, position.x, position.y, position.z) / 2f;
return c1.write(out).lerp(c2, Mathf.clamp(Mathf.round(depth, 0.15f))).a(0.6f);
}
@Override
protected void generate(){
pass((x, y) -> {
floor = Blocks.deepwater;
});
Schematics.placeLaunchLoadout(width / 2, height / 2);
}
}

View file

@ -225,7 +225,7 @@ public class ContentParser{
currentContent = block;
read(() -> {
if(value.has("consumes")){
if(value.has("consumes") && value.get("consumes").isObject()){
for(JsonValue child : value.get("consumes")){
if(child.name.equals("item")){
block.consumes.item(find(ContentType.item, child.asString()));

View file

@ -21,7 +21,7 @@ import static mindustry.Vars.*;
public abstract class Weather extends UnlockableContent{
/** Default duration of this weather event in ticks. */
public float duration = 9f * Time.toMinutes;
public float duration = 10f * Time.toMinutes;
public float opacityMultiplier = 1f;
public Attributes attrs = new Attributes();
public Sound sound = Sounds.none;
@ -262,7 +262,7 @@ public abstract class Weather extends UnlockableContent{
/** Creates a weather entry with some approximate weather values. */
public WeatherEntry(Weather weather){
this(weather, weather.duration * 3f, weather.duration * 6f, weather.duration / 2f, weather.duration * 1.5f);
this(weather, weather.duration * 2f, weather.duration * 6f, weather.duration / 2f, weather.duration * 1.5f);
}
public WeatherEntry(Weather weather, float minFrequency, float maxFrequency, float minDuration, float maxDuration){

View file

@ -78,6 +78,9 @@ public class Bar extends Element{
lastValue = computed;
}
if(Float.isNaN(computed)) computed = 0;
if(Float.isInfinite(computed)) computed = 1f;
blink = Mathf.lerpDelta(blink, 0f, 0.2f);
value = Mathf.lerpDelta(value, computed, 0.15f);

View file

@ -23,6 +23,7 @@ import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.graphics.g3d.*;
import mindustry.input.*;
import mindustry.io.legacy.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.ui.*;
@ -140,6 +141,13 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
return this;
}
//load legacy research
if(Core.settings.has("unlocks") && !Core.settings.has("junction-unlocked")){
Core.app.post(() -> {
ui.showCustomConfirm("@research", "@research.legacy", "@research.load", "@research.discard", LegacyIO::readResearch, () -> Core.settings.remove("unlocks"));
});
}
rebuildButtons();
mode = look;
selected = hovered = launchSector = null;
@ -554,7 +562,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
if(t.getChildren().any()){
c.add(name).left().row();
c.add(t).padLeft(10f).row();
c.add(t).padLeft(10f).left().row();
}
};

View file

@ -103,6 +103,28 @@ public class Tile implements Position, QuadTreeObject, Displayable{
return -1;
}
/**
* Returns the flammability of the Used for fire calculations.
* Takes flammability of floor liquid into account.
*/
public float getFlammability(){
if(!block.hasItems){
if(floor.liquidDrop != null && !block.solid){
return floor.liquidDrop.flammability;
}
return 0;
}else if(build != null){
float result = build.items.sum((item, amount) -> item.flammability * amount);
if(block.hasLiquids){
result += build.liquids.sum((liquid, amount) -> liquid.flammability * amount / 3f);
}
return result;
}
return 0;
}
/** Convenience method that returns the building of this tile with a cast.
* Method name is shortened to prevent conflict. */
@SuppressWarnings("unchecked")

View file

@ -56,6 +56,11 @@ public class LaunchPad extends Block{
bars.add("items", entity -> new Bar(() -> Core.bundle.format("bar.items", entity.items.total()), () -> Pal.items, () -> (float)entity.items.total() / itemCapacity));
}
@Override
public boolean outputsItems(){
return false;
}
public class LaunchPadBuild extends Building{
@Override

View file

@ -54,6 +54,7 @@ public class LaserTurret extends PowerTurret{
super.updateTile();
if(bulletLife > 0 && bullet != null){
wasShooting = true;
tr.trns(rotation, size * tilesize / 2f, 0f);
bullet.rotation(rotation);
bullet.set(x + tr.x, y + tr.y);
@ -65,6 +66,7 @@ public class LaserTurret extends PowerTurret{
bullet = null;
}
}else if(reload > 0){
wasShooting = true;
Liquid liquid = liquids.current();
float maxUsed = consumes.<ConsumeLiquidBase>get(ConsumeType.liquid).amount;
@ -76,7 +78,6 @@ public class LaserTurret extends PowerTurret{
coolEffect.at(x + Mathf.range(size * tilesize / 2f), y + Mathf.range(size * tilesize / 2f));
}
}
}
@Override

View file

@ -205,7 +205,7 @@ public abstract class Turret extends ReloadTurret{
}
public boolean isActive(){
return target != null || (logicControlled() && logicShooting) || (isControlled() && unit.isShooting());
return target != null || wasShooting;
}
public void targetPosition(Posc pos){

View file

@ -311,7 +311,7 @@ public class Conveyor extends Block implements Autotiler{
if(len >= capacity) return false;
Tile facing = Edges.getFacingEdge(source.tile, tile);
int direction = Math.abs(facing.relativeTo(tile.x, tile.y) - rotation);
return (((direction == 0) && minitem >= itemSpace) || ((direction % 2 == 1) && minitem > 0.7f)) && !(source.block.rotate && (source.rotation + 2) % 4 == rotation);
return (((direction == 0) && minitem >= itemSpace) || ((direction % 2 == 1) && minitem > 0.7f)) && !(source.block.rotate && next == source);
}
@Override

View file

@ -93,7 +93,7 @@ public class ItemBridge extends Block{
Draw.reset();
Draw.color(Pal.placing);
Lines.stroke(1f);
if(link != null){
if(link != null && Math.abs(link.x - x) + Math.abs(link.y - y) > 1){
int rot = link.absoluteRelativeTo(x, y);
float w = (link.x == x ? tilesize : Math.abs(link.x - x) * tilesize - tilesize);
float h = (link.y == y ? tilesize : Math.abs(link.y - y) * tilesize - tilesize);
@ -145,7 +145,7 @@ public class ItemBridge extends Block{
if(config != null) return;
Tile link = findLink(tile.x, tile.y);
if(linkValid(tile, link)){
if(linkValid(tile, link) && !proximity.contains(link.build)){
link.build.configure(tile.pos());
}

View file

@ -229,12 +229,12 @@ public class CoreBlock extends StorageBlock{
@Override
public boolean acceptItem(Building source, Item item){
return items.get(item) < getMaximumAccepted(item) || incinerate();
return items.get(item) < getMaximumAccepted(item);
}
@Override
public int getMaximumAccepted(Item item){
return storageCapacity;
return incinerate() ? storageCapacity * 2 : storageCapacity;
}
@Override
@ -270,10 +270,15 @@ public class CoreBlock extends StorageBlock{
@Override
public void handleStack(Item item, int amount, Teamc source){
super.handleStack(item, amount, source);
int realAmount = Math.min(amount, storageCapacity - items.get(item));
super.handleStack(item, realAmount, source);
if(team == state.rules.defaultTeam && state.isCampaign()){
state.rules.sector.info.handleCoreItem(item, amount);
if(realAmount == 0){
Fx.coreBurn.at(x, y);
}
}
}
@ -377,7 +382,7 @@ public class CoreBlock extends StorageBlock{
state.rules.sector.info.handleCoreItem(item, 1);
}
if(items.get(item) >= getMaximumAccepted(item)){
if(items.get(item) >= storageCapacity){
//create item incineration effect at random intervals
if(!noEffect){
incinerateEffect(this, source);

View file

@ -10,6 +10,8 @@ import mindustry.world.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
public class StorageBlock extends Block{
public StorageBlock(String name){
@ -57,6 +59,24 @@ public class StorageBlock extends Block{
}
}
@Override
public void itemTaken(Item item){
if(linkedCore != null){
linkedCore.itemTaken(item);
}
}
@Override
public int removeStack(Item item, int amount){
int result = super.removeStack(item, amount);
if(linkedCore != null && team == state.rules.defaultTeam && state.isCampaign()){
state.rules.sector.info.handleCoreItem(item, -result);
}
return result;
}
@Override
public int getMaximumAccepted(Item item){
return itemCapacity;

View file

@ -0,0 +1,10 @@
This should be one of the last beta builds. In a couple of days, I will make a final release with the most recent translation bundles & bugfixes.
- Fixed infinitely looping Vela laser sound
- Fixed fire not burning on tar
- Disabled fire for items with flammability <= 1 (this means coal bombing no longer causes fire)
- Disabled unit explosion team damage
- Disabled core unit crash damage
- Disabled automatic linking of adjacent bridges
Campaign:

View file

@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=7a2a357f6cfdc3725ce581093a0ced91f4474222
archash=2d451f0c342755ef84e609c951a8fca654ef41b5

View file

@ -2,6 +2,10 @@
{
"name": "mindustry.pl",
"address": ["mindustry.pl:6000", "mindustry.pl:6666"]
},
{
"name": "Atanner",
"address": ["atannergaming.com:13000"]
},
{
"name": "C.A.M.S.",
@ -15,6 +19,10 @@
"name": "Chaotic Neutral",
"address": ["Chaotic-Neutral.ddns.net:5555", "Chaotic-Neutral.ddns.net:6666"]
},
{
"name": "Ranked",
"address": ["mindustryranked.ddns.net:16567"]
},
{
"address": "cheginde.ddns.net"
}