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mirror of https://github.com/Anuken/Mindustry.git synced 2024-09-11 08:15:35 +03:00

Misc cleanup

This commit is contained in:
Anuken 2018-12-09 23:28:36 -05:00
commit c1a7b452e0
110 changed files with 1217 additions and 1229 deletions

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.gitignore vendored
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@ -29,6 +29,7 @@ logs/
/ios/src/io/anuke/mindustry/gen/
/core/src/io/anuke/mindustry/gen/
ios/robovm.properties
config/
*.gif
version.properties

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@ -8,12 +8,11 @@ buildscript {
}
dependencies {
classpath 'com.mobidevelop.robovm:robovm-gradle-plugin:2.3.0'
classpath "com.badlogicgames.gdx:gdx-tools:1.9.8"
classpath "com.badlogicgames.gdx:gdx-tools:1.9.9"
}
}
allprojects {
apply plugin: "eclipse"
apply plugin: "idea"
version = 'release'
@ -21,11 +20,11 @@ allprojects {
ext {
versionNumber = '4'
versionModifier = 'alpha'
versionType = 'official'
if (!project.hasProperty("versionType")) versionType = 'official'
appName = 'Mindustry'
gdxVersion = '1.9.9'
roboVMVersion = '2.3.0'
uCoreVersion = '7eb80a9765557d025d589f28fa1910dffa3fc8ed'
uCoreVersion = '5871d2d0385370bc937fed3e5e301d6962a50476'
getVersionString = {
String buildVersion = getBuildVersion()
@ -105,17 +104,19 @@ project(":ios") {
apply plugin: "robovm"
task copyGen{
copy{
from ("core/build/classes/java/main/io/anuke/mindustry/gen/"){
include "**/*.java"
}
doLast {
copy {
from("../core/build/classes/java/main/io/anuke/mindustry/gen/") {
include "**/*.java"
}
into "core/src/io/anuke/mindustry/gen"
into "../core/src/io/anuke/mindustry/gen"
}
}
doFirst{
delete{
delete "core/src/io/anuke/mindustry/gen/"
delete "../core/src/io/anuke/mindustry/gen/"
}
}
}
@ -133,7 +134,7 @@ project(":ios") {
props['app.mainclass'] = 'io.anuke.mindustry.IOSLauncher'
props['app.executable'] = 'IOSLauncher'
props['app.name'] = 'Mindustry'
props['app.build'] = (!props.hasProperty("app.build") ? 40 : props['app.build'].toInteger() + 1)+""
props['app.build'] = (!props.containsKey("app.build") ? 40 : props['app.build'].toInteger() + 1)+""
props.store(vfile.newWriter(), null)
}
@ -149,7 +150,7 @@ project(":ios") {
compile "com.badlogicgames.gdx:gdx-backend-robovm:$gdxVersion"
compile "com.badlogicgames.gdx:gdx-platform:$gdxVersion:natives-ios"
compile "com.badlogicgames.gdx:gdx-freetype-platform:$gdxVersion:natives-ios"
compileOnly project(":annotations")
//compileOnly project(":annotations")
}
}

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@ -133,7 +133,7 @@ text.confirmunban = Are you sure you want to unban this player?
text.confirmadmin = Are you sure you want to make this player an admin?
text.confirmunadmin = Are you sure you want to remove admin status from this player?
text.joingame.title = Join Game
text.joingame.ip = IP:
text.joingame.ip = Address:
text.disconnect = Disconnected.
text.disconnect.data = Failed to load world data!
text.connecting = [accent]Connecting...
@ -409,14 +409,16 @@ keybind.chat_scroll.name = Chat scroll
keybind.drop_unit.name = drop unit
keybind.zoom_minimap.name = Zoom minimap
mode.text.help.title = Description of modes
mode.waves.name = waves
mode.waves.description = the normal mode. limited resources and automatic incoming waves.
mode.sandbox.name = sandbox
mode.sandbox.description = infinite resources and no timer for waves.
mode.freebuild.name = freebuild
mode.freebuild.description = limited resources and no timer for waves.
mode.waves.name = Waves
mode.waves.description = The normal mode. Limited resources and automatic incoming waves.
mode.sandbox.name = Sandbox
mode.sandbox.description = Infinite resources and no timer for waves.
mode.freebuild.name = Freebuild
mode.freebuild.description = Limited resources and no timer for waves.
mode.pvp.name = PvP
mode.pvp.description = fight against other players locally.
mode.pvp.description = Fight against other players locally.
mode.attack.name = Attack
mode.attack.descrption = No waves, with the goal to destroy the enemy base.
content.item.name = Items
content.liquid.name = Liquids
content.unit.name = Units

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@ -493,7 +493,7 @@ text.mech.ability = [LIGHT_GRAY]Hablidad: {0}
text.liquid.heatcapacity = [LIGHT_GRAY]Capacidad Térmica: {0}
text.liquid.viscosity = [LIGHT_GRAY]Viscosidad: {0}
text.liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing)
block.constructing = {0}\n[LIGHT_GRAY](Construyendo)
block.spawn.name = Punto de generación
block.core.name = Núcleo
block.metalfloor.name = Suelo de Metal

View File

@ -349,6 +349,7 @@ text.category.items = Objets
text.category.crafting = Fabrication
text.category.shooting = Défense
text.category.optional = Améliorations facultatives
setting.indicators.name = Indicateurs d'alliés
setting.autotarget.name = Visée automatique
setting.fpscap.name = Max FPS
setting.fpscap.none = Vide
@ -437,9 +438,9 @@ item.silicon.description = Un matériau semi-conducteur extrêmement utile, avec
item.plastanium.name = Plastanium
item.plastanium.description = Un matériau léger et docile utilisé dans l'aviation avancée et dans les munitions à fragmentation.
item.phase-fabric.name = Phase Fabric
item.phase-fabric.description = A near-weightless substance used in advanced electronics and self-repairing technology.
item.phase-fabric.description = Une substance presque en apesanteur utilisée dans l'électronique de pointe et la technologie autoréparable.
item.surge-alloy.name = Alliage superchargé
item.surge-alloy.description = An advanced alloy with unique electrical properties.
item.surge-alloy.description = Un alliage avancé aux propriétés électriques uniques.
item.biomatter.name = Biomasse
item.biomatter.description = Un mélange de matières organiques; utilisé pour la transformation en pétrole ou en tant que carburant de base.
item.sand.name = Sable
@ -463,7 +464,7 @@ mech.delta-mech.description = Un mécha rapide avec une armure légère fait pou
mech.tau-mech.name = Tau
mech.tau-mech.weapon = Laser restructurant
mech.tau-mech.ability = Explosion réparante
mech.tau-mech.description = Un mécha de support. Soigne les blocs alliés en tirant dessus. Il peut aussi éteindre les feux et soigner ses alliés en zone avec sa compétence.
mech.tau-mech.description = Le support technique. Soigne les blocs alliés en leur tirant dessus. Peut soigner les alliés dans un rayon grâce à sa capacité de réparation.
mech.omega-mech.name = Omega
mech.omega-mech.weapon = Essaim de missiles auto-guidés
mech.omega-mech.ability = Armure

View File

@ -2,15 +2,15 @@ text.credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[
text.credits = Creditos
text.discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em inglês)
text.link.discord.description = O discord oficial do Mindustry
text.link.github.description = Game source code
text.link.github.description = Codigo fonte do jogo.
text.link.dev-builds.description = Desenvolvimentos Instaveis
text.link.trello.description = Trello Oficial para Updates Planejados
text.link.itch.io.description = Pagina da Itch.io com os Downloads
text.link.google-play.description = Google Play store listing
text.link.google-play.description = Listamento do google play store
text.link.wiki.description = Wiki oficial do Mindustry
text.linkfail = Falha ao abrir o link\nO Url foi copiado
text.gameover = O núcleo foi destruído.
text.gameover.pvp = The[accent] {0}[] team is victorious!
text.gameover.pvp = O time[accent] {0}[] É vitorioso!
text.sector.gameover = Esse setor foi perdido! Soltar Novamente?
text.sector.retry = Tentar novamente?
text.highscore = [YELLOW]Novo recorde!
@ -20,11 +20,11 @@ text.level.delete.title = Confirmar exclusão
text.map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"?
text.level.select = Seleção de Fase
text.level.mode = Modo de Jogo:
text.construction.desktop = Desktop controls have been changed.\nTo deselect a block or stop building, [accent]use space[].
text.construction.desktop = Os controles do Desktop foram Mudados.\nPara descelecionar um bloco ou parar de construir, [accent]Use espaço.[].
text.construction.title = Guia de contrução de blocos
text.construction = You've just selected [accent]block construction mode[].\n\nTo begin placing, simply tap a valid location near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Shift the selection[] by holding and dragging any block in the selection.\n- [accent]Place blocks in a line[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel construction or selection[] by pressing the X at the bottom left.
text.construction =Você selecionou [accent]Modo de construção de blocos[].\n\nPara começar a colocar, Simplesmente clique um lugar valido perto de sua nave.\nUma vez que você selecionou alguns blocos, Clique na caixa para confirmar, E sua nave vai começar a construi-los.\n\n- [accent]Remova blocos[] De sua seleção clicando neles.\n- [accent]Mude a seleção[] Segurando e arrastando qualquer bloco na seleção.\n- [accent]Coloque os blocos em linha[] Clicando e segurando em um lugar vazio e arrastando em uma direção.\n- [accent]Cancele a construção ou seleção[] Pressionando X no canto esquerdo.
text.deconstruction.title = Block Deconstruction Guide
text.deconstruction = You've just selected [accent]block deconstruction mode[].\n\nTo begin breaking, simply tap a block near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin de-constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Remove blocks in an area[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel deconstruction or selection[] by pressing the X at the bottom left.
text.deconstruction = Você selecionou [accent]O modo de destruição de blocos[].\n\nPara Começar a quebrar, Simplesmente clique num bloco perto da nave.\nQuando tiver selecionados alguns blocos, Aperte a caixa para confirmar, E sua nave vai começar a construir.\n\n- [accent]Remova blocos[] De sua seleção clicando neles.\n- [accent]Remova blocos em uma area[] Clicando e Apertando um lugar vazio então arraste numa direção.\n- [accent]Cancele a construção ou Seleção[] Apertando X no canto Esquerdo.
text.showagain = Não mostrar na proxima sessão
text.coreattack = < A base está sobre ataque! >
text.unlocks = Desbloqueados
@ -37,31 +37,31 @@ text.sectors = Setores
text.sector = Setor Selecionado: [LIGHT_GRAY]{0}
text.sector.time = Tempo: [LIGHT_GRAY]{0}
text.sector.deploy = Soltar
text.sector.abandon = Abandon
text.sector.abandon.confirm = Are you sure you want to abandon all progress at this sector?\nThis cannot be undone!
text.sector.abandon = Abandonar
text.sector.abandon.confirm = Certeza que quer abandonar seu progresso nesse setor?\nThis cannot be undone!
text.sector.resume = Voltar
text.sector.locked = [scarlet][[Incomplete]
text.sector.unexplored = [accent][[Unexplored]
text.missions = Missions:[LIGHT_GRAY] {0}
text.sector.locked = [scarlet][[Não liberado]
text.sector.unexplored = [accent][[Inexplorado]
text.missions = Missões:[LIGHT_GRAY] {0}
text.mission = Missão:[LIGHT_GRAY] {0}
text.mission.main = Main Mission:[LIGHT_GRAY] {0}
text.mission.info = Mission Info
text.mission.complete = Mission complete!
text.mission.complete.body = Sector {0},{1} has been conquered.
text.mission.main = Missão principal:[LIGHT_GRAY] {0}
text.mission.info = Info da missão
text.mission.complete = Missão completa!
text.mission.complete.body = Setor {0},{1} Foi conquistado.
text.mission.wave = Sobrevive [accent]{0}/{1}[] Onda\nOnda em {2}
text.mission.wave.enemies = Survive[accent] {0}/{1} []waves\n{2} Enemies
text.mission.wave.enemy = Survive[accent] {0}/{1} []waves\n{2} Enemy
text.mission.wave.menu = Survive[accent] {0} []waves
text.mission.wave.enemies = Sobreviva[accent] {0}/{1} []ondas\n{2} inimigos
text.mission.wave.enemy = Sobreviva[accent] {0}/{1} []Ondas\n{2} Inimigos
text.mission.wave.menu = Sobreviva[accent] {0} []Ondas
text.mission.battle = Destrua a base inimiga.
text.mission.resource.menu = Obtain {0} x{1}
text.mission.resource = Obtain {0}:\n[accent]{1}/{2}[]
text.mission.block = Create {0}
text.mission.unit = Create {0} Unit
text.mission.command = Send Command {0} To Units
text.mission.linknode = Link Power Node
text.mission.display = [accent]Mission:\n[LIGHT_GRAY]{0}
text.mission.mech = Switch to mech[accent] {0}[]
text.mission.create = Create[accent] {0}[]
text.mission.resource.menu = Obtenha {0} x{1}
text.mission.resource = Obtenha {0}:\n[accent]{1}/{2}[]
text.mission.block = Criar {0}
text.mission.unit = Criar {0} Unidade
text.mission.command = Enviar comando {0} As unidades
text.mission.linknode = Ligar nodo de energia
text.mission.display = [accent]Missão:\n[LIGHT_GRAY]{0}
text.mission.mech = Trocar para Meca[accent] {0}[]
text.mission.create = Criar[accent] {0}[]
text.none = <none>
text.close = Fechar
text.quit = Sair
@ -71,16 +71,16 @@ text.nextmission = Próxima Missão
text.maps.none = [LIGHT_GRAY]Nenhum Mapa Encontrado!
text.about.button = Sobre
text.name = Nome:
text.filename = File Name:
text.filename = Nome do arquivo:
text.unlocked = Novo bloco Desbloqueado!
text.unlocked.plural = Novos Blocos desbloqueados!
text.players = {0} Jogadores Ativos
text.players.single = {0} Jogador Ativo
text.server.closing = [accent]Fechando servidor...
text.server.kicked.kick = Voce foi expulso do servidor!
text.server.kicked.serverClose = Server closed.
text.server.kicked.sectorComplete = Sector completed.
text.server.kicked.sectorComplete.text = Your mission is complete.\nThe server will now continue at the next sector.
text.server.kicked.serverClose = Servidor Fechado.
text.server.kicked.sectorComplete = Setor completo.
text.server.kicked.sectorComplete.text = Sua missão esta completa.\nO servidor vai continuar no proximo setor.
text.server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
text.server.kicked.serverOutdated = Servidor desatualiado! Peca ao dono para atualizar!
text.server.kicked.banned = Voce foi banido do servidor.
@ -90,9 +90,9 @@ text.server.kicked.nameEmpty = Voce deve ter pelo menos uma letra ou numero.
text.server.kicked.idInUse = Voce ja esta neste servidor! Conectar com duas contas não é permitido.
text.server.kicked.customClient = Este servidor não suporta construções customizadas. Baixe a versão original.
text.host.info = The [accent]Hospedar[]Botão Hopeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [LIGHT_GRAY]Wi-fi Ou Internet local[] Pode ver este servidor na lista de servidores.\n\nSe voce quer poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é requerido.\n\n[LIGHT_GRAY]Note: Se alguem esta com problemas em conectar no seu servidor lan, Tenha certeza que deixou mindustry Acessar sua internet local nas configurações de firewall
text.join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
text.join.info = Aqui, Você pode entar em um [accent]IP De servidor[] Para conectar, Ou descobrir [accent]Servidores[] Da rede local.\nAmbos os servidores LAN e WAN São suportados.\n\n[LIGHT_GRAY]Note: Não tem uma lista de servidores automaticos; Se você quer conectar ao IP de alguem, Você precisa pedir o IP Ao Rosteador.
text.hostserver = Hospedar servidor
text.hostserver.mobile = Host\nGame
text.hostserver.mobile = Hospedar\nJogo
text.host = Hospedar
text.hosting = [accent]Abrindo server...
text.hosts.refresh = atualizar
@ -103,7 +103,7 @@ text.host.invalid = [scarlet]Não foi possivel Hospedar.
text.trace = Traçar jogador
text.trace.playername = Nome do jogador: [accent]{0}
text.trace.ip = IP: [accent]{0}
text.trace.id = Unique ID: [accent]{0}
text.trace.id = ID unico: [accent]{0}
text.trace.android = Cliente Androide: [accent]{0}
text.trace.modclient = Cliente Customizado: [accent]{0}
text.trace.totalblocksbroken = Blocos totais quebrados: [accent]{0}
@ -125,7 +125,7 @@ text.server.outdated.client = [crimson]Cliente desatualizado![]
text.server.version = [lightgray]Versão: {0}
text.server.custombuild = [yellow]Construção customizada
text.confirmban = Certeza que quer banir este jogador?
text.confirmkick = Are you sure you want to kick this player?
text.confirmkick = Certeza que quer kickar o jogador?
text.confirmunban = Certeza que quer desbanir este jogador?
text.confirmadmin = Certeza que quer fazer este jogador um administrador?
text.confirmunadmin = Certeza que quer remover o estatus de adminstrador deste jogador?
@ -201,9 +201,9 @@ text.builtin = Built-In
text.map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser desfeito!
text.map.random = [accent]Mapa aleatório
text.map.nospawn = Esse mapa não contém um [yellow]core[] para o jogador Nascer! [ROYAL]blue[] Coloque um [yellow]core[] no editor de mapa.
text.map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] red[] cores to this map in the editor.
text.map.invalid = Error loading map: corrupted or invalid map file.
text.editor.brush = Brush
text.map.nospawn.pvp = Esse mapa não tem cores inimigos para os jogadores nascerem! Adicione[SCARLET] Cores vermelhos[] no mapa no editor.
text.map.invalid = Erro ao carregar o mapa: Arquivo de mapa invalido ou corrupto.
text.editor.brush = Pincel
text.editor.slope = \\
text.editor.openin = Abrir no Editor
text.editor.oregen = Geração de minério
@ -260,13 +260,13 @@ text.editor = Editor
text.mapeditor = Editor de mapa
text.donate = Doar
text.connectfail = [crimson]Falha ao entrar no servidor: [accent]{0}
text.error.unreachable = Server unreachable.
text.error.invalidaddress = Invalid address.
text.error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
text.error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
text.error.alreadyconnected = Already connected.
text.error.mapnotfound = Map file not found!
text.error.any = Unkown network error.
text.error.unreachable = Servidor inalcançavel.
text.error.invalidaddress = Endereço invalido.
text.error.timedout = Desconectado!\nTenha certeza que o Rosteador tenha feito Port forwading, E que o indereço esteja correto!
text.error.mismatch = Erro de pacote:\nPossivel versão do cliente/Servidor incompatibilidade.\nTenha certeza que você e o host tenham a ultima versão!
text.error.alreadyconnected = Já conectado.
text.error.mapnotfound = Arquivo de mapa não encontrado!
text.error.any = Erro de rede desconhecido.
text.settings.language = Linguagem
text.settings.reset = Restaurar Padrões
text.settings.rebind = Religar
@ -274,12 +274,12 @@ text.settings.controls = Controles
text.settings.game = Jogo
text.settings.sound = Som
text.settings.graphics = Gráficos
text.settings.cleardata = Clear Game Data...
text.settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
text.settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
text.settings.clearsectors = Clear Sectors
text.settings.clearunlocks = Clear Unlocks
text.settings.clearall = Clear All
text.settings.cleardata = Data do jogo limpa...
text.settings.clear.confirm = Certeza que quer limpar a data?\nOque é feito não pode ser desfeito!
text.settings.clearall.confirm = [scarlet]Aviso![]\nIsso vai limpar toda a data, Incluindo saves, mapas, Keybinds e desbloqueados.\nQuando apertar 'ok' Vai apagar toda a data e sair automaticamente.
text.settings.clearsectors = Limpar setores
text.settings.clearunlocks = Limpar liberados
text.settings.clearall = Limpar tudo
text.paused = Pausado
text.yes = Sim
text.no = Não
@ -298,11 +298,11 @@ text.blocks.liquidcapacity = Capacidade de Líquido
text.blocks.maxitemssecond = Máximo de itens/segundo
text.blocks.powerrange = Alcance da Energia
text.blocks.poweruse = Uso de energia
text.blocks.powerdamage = Power/Damage
text.blocks.powerdamage = Dano/Poder
text.blocks.inputitemcapacity = Configurar capacidade de itens
text.blocks.outputitemcapacity = Configurar capacidade de itens
text.blocks.itemcapacity = Capacidade de Itens
text.blocks.basepowergeneration = Base Power Generation
text.blocks.basepowergeneration = Geração de poder base
text.blocks.powertransferspeed = Transferência de energia
text.blocks.craftspeed = Velocidade de produção
text.blocks.inputliquid = Líquido de entrada
@ -313,14 +313,14 @@ text.blocks.outputitem = Itens de saida
text.blocks.drilltier = Furaveis
text.blocks.drillspeed = Velocidade da furadeira base
text.blocks.liquidoutput = Saida de liquido
text.blocks.liquidoutputspeed = Liquid Output Speed
text.blocks.liquidoutputspeed = Velocidade da saida de líquido
text.blocks.liquiduse = Uso de liquido
text.blocks.coolant = Esfriador
text.blocks.coolantuse = Uso do esfriador
text.blocks.inputliquidfuel = Liquido de combustivel
text.blocks.liquidfueluse = Uso do liquido de combustivel
text.blocks.boostitem = Boost Item
text.blocks.boostliquid = Boost Liquid
text.blocks.boostitem = Acelerar item
text.blocks.boostliquid = Acelerar líquido
text.blocks.health = Saúde
text.blocks.inaccuracy = Imprecisão
text.blocks.shots = Tiros
@ -345,12 +345,12 @@ text.category.liquids = Liquidos
text.category.items = Itens
text.category.crafting = Construindo
text.category.shooting = Atirando
text.category.optional = Optional Enhancements
setting.autotarget.name = Auto-Target
text.category.optional = Melhoras opcionais
setting.autotarget.name = Alvo automatico
setting.fpscap.name = FPS Maximo
setting.fpscap.none = Nenhum
setting.fpscap.text = {0} FPS
setting.difficulty.training = training
setting.difficulty.training = treinamento
setting.difficulty.easy = Fácil
setting.difficulty.normal = Normal
setting.difficulty.hard = Difícil
@ -370,21 +370,21 @@ setting.musicvol.name = Volume da Música
setting.mutemusic.name = Desligar Música
setting.sfxvol.name = Volume de Efeitos
setting.mutesound.name = Desligar Som
setting.crashreport.name = Send Anonymous Crash Reports
setting.crashreport.name = Enviar denuncias de crash anonimas
text.keybind.title = Refazer teclas
category.general.name = General
category.view.name = View
category.multiplayer.name = Multiplayer
command.attack = Attack
command.retreat = Retreat
command.patrol = Patrol
keybind.press = Press a key...
keybind.press.axis = Press an axis or key...
keybind.move_x.name = move_x
keybind.move_y.name = move_y
category.general.name = Geral
category.view.name = Ver
category.multiplayer.name = Multijogador
command.attack = Atacar
command.retreat = Recuar
command.patrol = Patrulha
keybind.press = Pressione uma tecla...
keybind.press.axis = Pressione uma Axis ou tecla...
keybind.move_x.name = mover_x
keybind.move_y.name = mover_y
keybind.select.name = selecionar
keybind.break.name = quebrar
keybind.deselect.name = Deselect
keybind.deselect.name = Deselecionar
keybind.shoot.name = Atirar
keybind.zoom_hold.name = segurar_zoom
keybind.zoom.name = zoom
@ -396,49 +396,49 @@ keybind.player_list.name = Lista_de_jogadores
keybind.console.name = console
keybind.rotate.name = girar
keybind.toggle_menus.name = Toggle menus
keybind.chat_history_prev.name = Chat history prev
keybind.chat_history_next.name = Chat history next
keybind.chat_scroll.name = Chat scroll
keybind.drop_unit.name = drop unit
keybind.chat_history_prev.name = Historico do chat anterior
keybind.chat_history_next.name = Historico do proximo chat
keybind.chat_scroll.name = Rolar chat
keybind.drop_unit.name = Soltar unidade
keybind.zoom_minimap.name = Zoom minimap
mode.text.help.title = Descrição dos modos
mode.waves.name = hordas
mode.waves.description = O modo normal. Recursos limitados E os ataques vem automaticamente.
mode.sandbox.name = sandbox
mode.sandbox.name = Caixa de areia
mode.sandbox.description = Recursos infinitos E sem tempo para Ataques.
mode.freebuild.name = construção \nlivre
mode.freebuild.description = recursos limitados e Sem tempo para Ataques.
mode.pvp.name = PvP
mode.pvp.description = fight against other players locally.
mode.pvp.description = Lutar contra outros jogadores locais.
content.item.name = Itens
content.liquid.name = Liquidos
content.unit.name = Units
content.recipe.name = Blocos
content.mech.name = Mechs
content.mech.name = Mecas
item.stone.name = Pedra
item.stone.description = Um Material Incomum Cru. Usado para separar e refinar Em outros materiais,Ou Derreter em Lava.
item.copper.name = Cobre
item.copper.description = A useful structure material. Used extensively in all types of blocks.
item.copper.description = Um material de estrutura util. Usado extensivamente em Maioria dos blocos.
item.lead.name = Chumbo
item.lead.description = Material de comeco basico. usado intensivamente em Blocos de transporte de liquidos e eletronicos.
item.coal.name = Carvão
item.coal.description = Combustivel pronto.
item.dense-alloy.name = Dense Alloy
item.dense-alloy.description = A tough alloy made with lead and copper. Used in advanced transportation blocks and high-tier drills.
item.dense-alloy.name = Liga densa
item.dense-alloy.description = Uma liga densa de chumbo e cobre. Usado na transportação de blocos e mineradoras de alto nivel.
item.titanium.name = Titânio
item.titanium.description = Um Material raro super leve, metal usado intensivamente na transportação de líquidos, Brocas e Aeronaves.
item.thorium.name = Urânio
item.thorium.description = A dense, radioactive metal used as structural support and nuclear fuel.
item.thorium.description = Um metal denso e radioativo, Usado como suporte material e combustivel nuclear.
item.silicon.name = Sílicio
item.silicon.description = Condutor extremamente importante,Com aplicação em paneis solares e dispositivos complexos.
item.plastanium.name = Plastanio
item.plastanium.description = Leve, Material dutil Usado em aeronaves Avançadas E munição de fragmentação.
item.phase-fabric.name = Phase Fabric
item.phase-fabric.description = A near-weightless substance used in advanced electronics and self-repairing technology.
item.phase-fabric.name = Fabrica fase
item.phase-fabric.description = Uma substancia quase sem peso Usado em eletronica avançada E tecnologia de auto-reparo.
item.surge-alloy.name = Liga de surto
item.surge-alloy.description = An advanced alloy with unique electrical properties.
item.surge-alloy.description = Uma liga com propriedades unicas eletricas.
item.biomatter.name = Biomateria
item.biomatter.description = A clump of organic mush; used for conversion into oil or as a basic fuel.
item.biomatter.description = Um monte de materia organica; Usado na conversão de oleo Ou como oleo basico.
item.sand.name = Areia
item.sand.description = Um material comum Que é usado intensivamente em derretimento, Tanto em ligas como fluxo.
item.blast-compound.name = Composto de explosão
@ -449,54 +449,54 @@ liquid.water.name = Água
liquid.lava.name = Lava
liquid.oil.name = Petróleo
liquid.cryofluid.name = Crio Fluido
mech.alpha-mech.name = Alpha
mech.alpha-mech.weapon = Heavy Repeater
mech.alpha-mech.ability = Drone Swarm
mech.alpha-mech.description = The standard mech. Has decent speed and damage output; can create up to 3 drones for increased offensive capability.
mech.alpha-mech.name = Alfa
mech.alpha-mech.weapon = Repetidor pesado
mech.alpha-mech.ability = Onda de drones
mech.alpha-mech.description = O meca padrão. Tem uma saida de dano e velocidade decente; Pode criar até 3 drones Para capacidades ofensivas aumentadas.
mech.delta-mech.name = Delta
mech.delta-mech.weapon = Arc Generator
mech.delta-mech.ability = Discharge
mech.delta-mech.description = A fast, lightly-armored mech made for hit-and-run attacks. Does little damage against structures, but can kill large groups of enemy units very quickly with its arc lightning weapons.
mech.delta-mech.weapon = Gerador Arc
mech.delta-mech.ability = Descarga
mech.delta-mech.description = Um meca rapido, De baixa armadura Feito for para ataques rapidos. Da pouco dano as estruturas, Mas pode matar grandes grupos de unidades inimigas muito rapidamente Com sua arma ARC.
mech.tau-mech.name = Tau
mech.tau-mech.weapon = Restruct Laser
mech.tau-mech.ability = Repair Burst
mech.tau-mech.description = The support mech. Heals allied blocks by shooting at them. Can extinguish fires and heal allies in a radius with its repair ability.
mech.tau-mech.weapon = Laser restruturador
mech.tau-mech.ability = Tiro reparador
mech.tau-mech.description = O meca de suporte. Conserta blocos aliados Atirando neles. Pode extinguir o fogo e consertar aliados em uma distancia Com sua habilidade de consertar.
mech.omega-mech.name = Omega
mech.omega-mech.weapon = Swarm Missiles
mech.omega-mech.ability = Armored Configuration
mech.omega-mech.description = A bulky and well-armored mech, made for front-line assaults. Its armor ability can block up to 90% of incoming damage.
mech.dart-ship.name = Dart
mech.dart-ship.weapon = Repeater
mech.dart-ship.description = The standard ship. Reasonably fast and light, but has little offensive capability and low mining speed.
mech.omega-mech.weapon = Onda de missies
mech.omega-mech.ability = Configuração Armadurada
mech.omega-mech.description = Um meca volumoso e bem armadurado, Feito para assaltos da primeira linha. Sua habilidade de armadura Pode bloquear 90% de dano.
mech.dart-ship.name = Dardo
mech.dart-ship.weapon = Repetidor
mech.dart-ship.description = Nave padrão. Consideravelmente leve e rapido, Tem pouca capacidade ofensiva E baixa velocidade de mineração.
mech.javelin-ship.name = Javelin
mech.javelin-ship.description = A hit-and-run strike ship. While initially slow, it can accelerate to great speeds and fly by enemy outposts, dealing large amounts of damage with its lightning ability and missiles.
mech.javelin-ship.weapon = Burst Missiles
mech.javelin-ship.ability = Discharge Booster
mech.trident-ship.name = Trident
mech.trident-ship.description = A heavy bomber. Reasonably well armored.
mech.trident-ship.weapon = Bomb Bay
mech.javelin-ship.description = Uma nave de espinhos de atacar e correr. Quando inicialmente lento, pode acelerar a altas velocidades e voar até bases inimigas, Dando altas quantidades de dano Com seus raios e habilidades.
mech.javelin-ship.weapon = Ondas de misseis
mech.javelin-ship.ability = Acelerador de explosão
mech.trident-ship.name = Tridente
mech.trident-ship.description = Um bombardeiro pesado. Consideravelmente bem armadurado.
mech.trident-ship.weapon = Carga de bombas
mech.glaive-ship.name = Glaive
mech.glaive-ship.description = A large, well-armored gunship. Equipped with an incendiary repeater. Good acceleration and maximum speed.
mech.glaive-ship.weapon = Flame Repeater
mech.glaive-ship.description = Uma nave armada, bem armadurada. Com um repetidor incendario equipado. Boa aceleração e maxima velocidade.
mech.glaive-ship.weapon = Repetidor de fogo
text.item.explosiveness = [LIGHT_GRAY]Explosividade: {0}
text.item.flammability = [LIGHT_GRAY]Inflamabilidade: {0}
text.item.radioactivity = [LIGHT_GRAY]RadioAtividade: {0}
text.item.fluxiness = [LIGHT_GRAY]Poder do fluxo: {0}
text.unit.health = [LIGHT_GRAY]Health: {0}
text.unit.speed = [LIGHT_GRAY]Speed: {0}
text.mech.weapon = [LIGHT_GRAY]Weapon: {0}
text.mech.armor = [LIGHT_GRAY]Armor: {0}
text.mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0}
text.mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}
text.mech.minepower = [LIGHT_GRAY]Mining Power: {0}
text.mech.ability = [LIGHT_GRAY]Ability: {0}
text.unit.health = [LIGHT_GRAY]Vida: {0}
text.unit.speed = [LIGHT_GRAY]Velocidade: {0}
text.mech.weapon = [LIGHT_GRAY]Arma: {0}
text.mech.armor = [LIGHT_GRAY]Armadura: {0}
text.mech.itemcapacity = [LIGHT_GRAY]Capacidade de itens: {0}
text.mech.minespeed = [LIGHT_GRAY]Velocidade de mineração: {0}
text.mech.minepower = [LIGHT_GRAY]Poder de mineração: {0}
text.mech.ability = [LIGHT_GRAY]Habilidade: {0}
text.liquid.heatcapacity = [LIGHT_GRAY]Capacidade de aquecimento: {0}
text.liquid.viscosity = [LIGHT_GRAY]Viscosidade: {0}
text.liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
block.constructing = {0}\n[LIGHT_GRAY](Constructing)
block.spawn.name = Enemy Spawn
block.constructing = {0}\n[LIGHT_GRAY](Construindo)
block.spawn.name = Spawn dos inimigos
block.core.name = Core
block.metalfloor.name = Metal Floor
block.metalfloor.name = Chão de metal
block.deepwater.name = água funda
block.water.name = água
block.lava.name = lava
@ -508,24 +508,24 @@ block.sand.name = areia
block.ice.name = gelo
block.snow.name = neve
block.grass.name = grama
block.shrub.name = shrub
block.shrub.name = Arbusto
block.rock.name = rocha
block.blackrock.name = rocha negra
block.icerock.name = rocha de gelo
block.copper-wall.name = Parede de Cobre
block.copper-wall-large.name = Parede de Cobre Grande
block.dense-alloy-wall.name = Dense Alloy Wall
block.dense-alloy-wall-large.name = Large Dense Alloy Wall
block.phase-wall.name = Phase Wall
block.phase-wall-large.name = Large Phase Wall
block.dense-alloy-wall.name = Parede de liga densa
block.dense-alloy-wall-large.name = Parede de liga densa grande
block.phase-wall.name = Parede de fase
block.phase-wall-large.name = Parde de fase grande
block.thorium-wall.name = Parede de tório
block.thorium-wall-large.name = Parede larga de tório
block.door.name = Porta
block.door-large.name = Porta Grande
block.duo.name = Duplo
block.scorch.name = Quimar
block.duo.name = Dupla
block.scorch.name = Queimar
block.hail.name = Hail
block.lancer.name = Lancer
block.lancer.name = Lancador
block.conveyor.name = Esteira
block.titanium-conveyor.name = Esteira de Titanio
block.junction.name = Junção
@ -553,21 +553,21 @@ block.battery-large.name = Bateria Grande
block.combustion-generator.name = Gerador de combustão
block.turbine-generator.name = Gerador de Turbina
block.mechanical-drill.name = Furadera Mecânica
block.pneumatic-drill.name = Pneumatic Drill
block.pneumatic-drill.name = Mineradora Pneumatica
block.laser-drill.name = Broca a Laser
block.water-extractor.name = Extrator de Agua
block.cultivator.name = Cultivador
block.alpha-mech-pad.name = Alpha Mech Pad
block.dart-ship-pad.name = Dart Ship Pad
block.delta-mech-pad.name = Delta Mech Pad
block.javelin-ship-pad.name = Javelin Ship Pad
block.trident-ship-pad.name = Trident Ship Pad
block.glaive-ship-pad.name = Glaive Ship Pad
block.omega-mech-pad.name = Omega Mech Pad
block.tau-mech-pad.name = Tau Mech Pad
block.alpha-mech-pad.name = Controle do meca Alfa
block.dart-ship-pad.name = Controle do meca Dart
block.delta-mech-pad.name = Controle do meca Delta
block.javelin-ship-pad.name = Controle do meca Javelin
block.trident-ship-pad.name = Controle do meca Tridente
block.glaive-ship-pad.name = Controle do meca Glaive
block.omega-mech-pad.name = Controle do meca Omega
block.tau-mech-pad.name = Controle do meca Tau
block.conduit.name = Cano
block.mechanical-pump.name = Bomba Mecanica
block.itemsource.name = Item Source
block.itemsource.name = Fonte do item
block.itemvoid.name = Item Void
block.liquidsource.name = Liquid Source
block.powervoid.name = Power Void
@ -582,19 +582,19 @@ block.phase-conveyor.name = Esteira de Fases
block.bridge-conveyor.name = Esteira-Ponte
block.plastanium-compressor.name = Compressor de Plastanio
block.pyratite-mixer.name = Misturador de Piratita
block.blast-mixer.name = Blast Mixer
block.blast-mixer.name = Misturador de Explosão
block.solidifer.name = Solidificador
block.solar-panel.name = Painel Solar
block.solar-panel-large.name = Painel Solar Grande
block.oil-extractor.name = Extrator de Oleo
block.spirit-factory.name = Spirit Drone Factory
block.phantom-factory.name = Phantom Drone Factory
block.wraith-factory.name = Wraith Fighter Factory
block.ghoul-factory.name = Ghoul Bomber Factory
block.dagger-factory.name = Dagger Mech Factory
block.titan-factory.name = Titan Mech Factory
block.fortress-factory.name = Fortress Mech Factory
block.revenant-factory.name = Revenant Fighter Factory
block.spirit-factory.name = Fabrica de Drone Spirit
block.phantom-factory.name = Fabrica de Drone Phantom
block.wraith-factory.name = Fabrica de Drone Wraith
block.ghoul-factory.name = Fabrica de Bombardeiro Ghoul
block.dagger-factory.name = Fabrica de meca Dagger
block.titan-factory.name = Fabrica de meca titan
block.fortress-factory.name = Fabrica de meca Fortress
block.revenant-factory.name = Fabrica de lutadores Revenant
block.repair-point.name = Ponto de Reparo
block.pulse-conduit.name = Conduto de Pulso
block.phase-conduit.name = Conduto de Fase
@ -603,178 +603,178 @@ block.liquid-tank.name = Tanque de Líquido
block.liquid-junction.name = Junção de Líquido
block.bridge-conduit.name = Conduto-Ponte
block.rotary-pump.name = Bomba Rotatoria
block.thorium-reactor.name = Thorium Reactor
block.thorium-reactor.name = Reator Torio
block.command-center.name = Centro De Comando
block.mass-driver.name = Mass Driver
block.blast-drill.name = Blast Drill
block.thermal-pump.name = Thermal Pump
block.mass-driver.name = Drive de Massa
block.blast-drill.name = Mineradora de Explosão
block.thermal-pump.name = Cano termico
block.thermal-generator.name = Gerador Térmico
block.alloy-smelter.name = Alloy Smtler
block.mend-projector.name = Mend Projector
block.surge-wall.name = Surge Wall
block.surge-wall-large.name = Large Surge Wall
block.cyclone.name = Cyclone
block.fuse.name = Fuse
block.shock-mine.name = Shock Mine
block.overdrive-projector.name = Overdrive Projector
block.force-projector.name = Force Projector
block.alloy-smelter.name = Fundidora de Liga
block.mend-projector.name = Projetor Mend
block.surge-wall.name = Parede de Surge
block.surge-wall-large.name = Parede de surge grande
block.cyclone.name = Ciclone
block.fuse.name = Fundir
block.shock-mine.name = Mina de Choque
block.overdrive-projector.name = Projetor Overdrive
block.force-projector.name = Projetor Force
block.arc.name = Arc
block.rtg-generator.name = RTG Generator
block.spectre.name = Spectre
block.meltdown.name = Meltdown
block.rtg-generator.name = Gerador RTG
block.spectre.name = Espectra
block.meltdown.name = Derreter
block.container.name = Container
block.core.description = The most important building in the game.
team.blue.name = blue
team.red.name = red
team.orange.name = orange
team.none.name = gray
team.green.name = green
team.purple.name = purple
unit.alpha-drone.name = Alpha Drone
unit.spirit.name = Spirit Drone
unit.spirit.description = The starter drone unit. Spawns in the core by default. Automatically mines ores, collects items and repairs blocks.
unit.phantom.name = Phantom Drone
unit.phantom.description = An advanced drone unit. Automatically mines ores, collects items and repairs blocks. Significantly more effective than a drone.
block.core.description = A mais importante construção do jogo.
team.blue.name = Azul
team.red.name = Vermelho
team.orange.name = Laranja
team.none.name = Cinza
team.green.name = Verde
team.purple.name = Roxo
unit.alpha-drone.name = Drone alfa
unit.spirit.name = Drone Spirit
unit.spirit.description = A unidade de drone inicial. Ele nasce no core por padrão. Minera minérios automaticamente, Coleta itens e repara blocos.
unit.phantom.name = Drone Phantom
unit.phantom.description = Uma unidade de drone avançada. Minera minérios automaticamente, Coleta itens e repara blocos automaticamente. Significantemente mais efetiva.
unit.dagger.name = Dagger
unit.dagger.description = A basic ground unit. Useful in swarms.
unit.dagger.description = Unidade terrestre basica, Forte em grupos.
unit.titan.name = Titan
unit.titan.description = An advanced armored ground unit. Uses carbide as ammo. Attacks both ground and air targets.
unit.ghoul.name = Ghoul Bomber
unit.ghoul.description = A heavy carpet bomber. Uses blast compound or pyratite as ammo.
unit.wraith.name = Wraith Fighter
unit.wraith.description = A fast, hit-and-run interceptor unit.
unit.fortress.name = Fortress
unit.fortress.description = A heavy artillery ground unit.
unit.titan.description = Uma unidade armadurada terreste avancada. Usa carbide como munição. Ataca ambas as unidades de Aereas e terrestres.
unit.ghoul.name = Bombardeiro Ghoul
unit.ghoul.description = Um bombardeiro pesado. Usa composto de explosão Ou piratite como munição.
unit.wraith.name = Lutador Wraith
unit.wraith.description = Uma unidade rapida, Interceptadora de bater e correr.
unit.fortress.name = Fortaleza
unit.fortress.description = Uma unidade pesada de artilharia terrestre.
unit.revenant.name = Revenant
unit.revenant.description = A heavy laser platform.
tutorial.begin = Your mission here is to eradicate the[LIGHT_GRAY] enemy[].\n\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nPlace one on a copper vein.
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.
tutorial.morecopper = More copper is required.\n\nEither mine it manually, or place more drills.
tutorial.turret = Defensive structures must be built to repel the[LIGHT_GRAY] enemy[].\nBuild a duo turret near your base.
tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill next to the turret to supply it with mined copper.
tutorial.waves = The[LIGHT_GRAY] enemy[] approaches.\n\nDefend your core for 2 waves. Build more turrets.
tutorial.lead = More ores are available. Explore and mine[accent] lead[].\n\nDrag from your unit to the core to transfer resources.
tutorial.smelter = Copper and lead are weak metals.\nSuperior[accent] Dense Alloy[] can be created in a smelter.\n\nBuild one.
tutorial.densealloy = The smelter will now produce alloy.\nGet some.\nImprove the production if necessary.
tutorial.siliconsmelter = The core will now create a[accent] spirit drone[] for mining and repairing blocks.\n\nFactories for other units can be created with [accent] silicon.\nMake a silicon smelter.
tutorial.silicondrill = Silicon requires[accent] coal[] and[accent] sand[].\nStart by making drills.
tutorial.generator = This technology requires power.\nCreate a[accent] combustion generator[] for it.
tutorial.generatordrill = Combustion generators need fuel.\nFuel it with coal from a drill.
tutorial.node = Power requires transport.\nCreate a[accent] power node[] next to your combustion generator to transfer its power.
tutorial.nodelink = Power can be transferred through contacting power blocks and generators, or by linked power nodes.\n\nLink power by tapping the node and selecting the generator and silicon smelter.
tutorial.silicon = Silicon is being produced. Get some.\n\nImproving the production system is advised.
tutorial.daggerfactory = Construct a[accent] dagger mech factory.[]\n\nThis will be used to create attack mechs.
tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources.
tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary.
tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs.
block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.
block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles.
block.dense-alloy-wall.description = A standard defensive block.\nAdequate protection from enemies.
block.dense-alloy-wall-large.description = A standard defensive block.\nAdequate protection from enemies.\nSpans multiple tiles.
block.thorium-wall.description = A strong defensive block.\nGood protection from enemies.
block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles.
block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
block.mend-projector.description = Periodically heals buildings in its vicinity.
block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors.
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets.
block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy.
block.duo.description = A small, cheap turret.
block.arc.description = A small turret which shoots electricity in a random arc towards the enemy.
block.hail.description = A small artillery turret.
block.lancer.description = A medium-sized turret which shoots charged electricity beams.
block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles.
block.salvo.description = A medium-sized turret which fires shots in salvos.
block.swarmer.description = A medium-sized turret which shoots burst missiles.
block.ripple.description = A large artillery turret which fires several shots simultaneously.
block.cyclone.description = A large rapid fire turret.
block.fuse.description = A large turret which shoots powerful short-range beams.
block.spectre.description = A large turret which shoots two powerful bullets at once.
block.meltdown.description = A large turret which shoots powerful long-range beams.
block.conveyor.description = Basic item transport block. Moved items forward and automatically deposits them into turrets or crafters. Rotatable.
block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors.
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations.
block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range.
block.smelter.description = Burns coal for smelting copper and lead into dense alloy.
block.arc-smelter.description = Smelts copper and lead into dense alloy by using an external power source.
block.silicon-smelter.description = Reduces sand with highly pure coke in order to produce silicon.
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand.
block.alloy-smelter.description = Produces surge alloy from titanium, lead, silicon and copper.
block.pulverizer.description = Crushes stone into sand. Useful when there is a lack of natural sand.
block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite.
block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound.
block.cryofluidmixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling.
block.solidifer.description = Cools lava to stone at a fast pace.
block.melter.description = Heats up stone to very high temperatures to obtain lava.
block.incinerator.description = Gets rid of any excess item or liquid.
block.biomattercompressor.description = Compresses biomatter in order to retrieve oil.
block.separator.description = Exposes stone to water pressure in order to obtain various minerals contained in the stone.
block.centrifuge.description = More efficient than the separator, but also more expensive to build and requires power.
block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks.
block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes.
block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left.
block.battery-large.description = Stores much more power than a regular battery.
block.combustion-generator.description = Generates power by burning oil or flammable materials.
block.turbine-generator.description = More efficient than a combustion generator, but requires additional water.
block.thermal-generator.description = Generates a large amount of power from lava.
block.solar-panel.description = Provides a small amount of power from the sun.
block.solar-panel-large.description = Provides much better power supply than a standard solar panel, but is also much more expensive to build.
block.thorium-reactor.description = Generates huge amounts of power from highly radioactive thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor.
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container.
block.vault.description = Stores a large amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault.
block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely.
block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure.
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill.
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby.
block.cultivator.description = Cultivates the soil with water in order to obtain biomatter.
block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby.
block.dart-ship-pad.description = Leave your current vessel and change into a basic fighter aircraft.\nUse the pad by double tapping while standing on it.
block.trident-ship-pad.description = Leave your current vessel and change into a reasonably well armored heavy bomber.\nUse the pad by double tapping while standing on it.
block.javelin-ship-pad.description = Leave your current vessel and change into a strong and fast interceptor with lightning weapons.\nUse the pad by double tapping while standing on it.
block.glaive-ship-pad.description = Leave your current vessel and change into a large, well-armored gunship.\nUse the pad by double tapping while standing on it.
block.tau-mech-pad.description = Leave your current vessel and change into a support mech which can heal friendly buildings and units.\nUse the pad by double tapping while standing on it.
block.delta-mech-pad.description = Leave your current vessel and change into a fast, lightly-armored mech made for hit-and-run attacks.\nUse the pad by double tapping while standing on it.
block.omega-mech-pad.description = Leave your current vessel and change into a bulky and well-armored mech, made for front-line assaults.\nUse the pad by double tapping while standing on it.
block.spirit-factory.description = Produces light drones which mine ore and repair blocks.
block.phantom-factory.description = Produces advanced drone units which are significantly more effective than a spirit drone.
block.wraith-factory.description = Produces fast, hit-and-run interceptor units.
block.ghoul-factory.description = Produces heavy carpet bombers.
block.dagger-factory.description = Produces basic ground units.
block.titan-factory.description = Produces advanced, armored ground units.
block.fortress-factory.description = Produces heavy artillery ground units.
block.revenant-factory.description = Produces heavy laser ground units.
block.repair-point.description = Continuously heals the closest damaged unit in its vicinity.
block.command-center.description = Allows changing friendly AI behavior. Currently, attack, retreat and patrol commands are supported.
block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits.
block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits.
block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles.
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets.
block.liquid-tank.description = Stores a large amount of liquids. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks.
block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations.
block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building.
block.mechanical-pump.description = A cheap pump with slow output, but no power consumption.
block.rotary-pump.description = An advanced pump which doubles up speed by using power.
block.thermal-pump.description = The ultimate pump. Three times as fast as a mechanical pump and the only pump which is able to retrieve lava.
block.router.description = Accepts items from one direction and outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.
block.distributor.description = An advanced router which splits items to up to 7 other directions equally.
block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.
block.alpha-mech-pad.description = When given enough power, rebuilds your ship into the[accent] Alpha[] mech.
block.itemsource.description = Infinitely outputs items. Sandbox only.
block.liquidsource.description = Infinitely outputs liquids. Sandbox only.
block.itemvoid.description = Destroys any items which go into it without using power. Sandbox only.
block.powerinfinite.description = Infinitely outputs power. Sandbox only.
block.powervoid.description = Voids all power inputted into it. Sandbox only.
liquid.water.description = Commonly used for cooling machines and waste processing.
liquid.lava.description = Can be transformed into[LIGHT_GRAY] stone[], used for generating power or used as ammo for certain turrets.
liquid.oil.description = Can be burnt, exploded or used as a coolant.
liquid.cryofluid.description = The most efficient liquid for cooling things down.
unit.revenant.description = Uma plataforma de laser pesada.
tutorial.begin = Sua missão aqui é de erradicar[LIGHT_GRAY] Inimigo[].\n\nComeçe por[accent] Minerar cobre[]. Clique numa veia de cobre perto de seu core para fazer isso.
tutorial.drill = Minerar manualmente é ineficiente.\n[accent]Mineradoras []podem minerar automaticamente.\nColoque uma numa veia de cobre.
tutorial.conveyor = [accent]Esteiras[] São usadas para transportar itens até o core.\nFaça uma linha de Esteiras da mineradora até o core.
tutorial.morecopper = Mais cobre é preciso.\n\nTanto minere manualmente, Ou coloque mais mineradoras.
tutorial.turret = Estruturas defensivas devem ser construidas para repelir[LIGHT_GRAY] O inimigo[].\nConstrua uma torre dupla perto de sua base.
tutorial.drillturret = Torres duplas precisam de[accent] Cobre como munição []Para atirar.\nColoque uma mineradoura Proxima a torre Para carregar ela com cobre minerado.
tutorial.waves = O[LIGHT_GRAY] Inimigo[] se aproxima.\n\nDefenda seu core por 2 ondas. Construa mais torres.
tutorial.lead = Mais minerios estão disponiveis. Explore e minere[accent] Cobre[].\n\nArraste Da sua unidade até o core para transferir recursos.
tutorial.smelter = Cobre e chumbo são materiais fracos.\nLiga densa[accent] Superior[] Pode ser feito num fundidor.\n\nConstrua um.
tutorial.densealloy = O fundidor agora vai fazer a liga.\nPegue.\nMelhore a produção se necessario.
tutorial.siliconsmelter = O core agora vai criar[accent] O drone Spirit[] Para minerar e consertar blocos.\n\nFabricas para outras unidades podem ser criadas usando [accent] silicio.\nFaça um fundidor de Silicio.
tutorial.silicondrill = Silicio requer[accent] carvão[] e[accent] areia[].\nComeçe a fazer mineradouras.
tutorial.generator = Essa tecnologia requer energia.\nCrie[accent] um gerador a combustão[] para isso.
tutorial.generatordrill = Gerador de combustão requer combustivel.\nCarregue com carvão minerado.
tutorial.node = Energia requer transporte.\nCrie um[accent] Nodo de energia[] Proximo do gerador de combustão.
tutorial.nodelink = Poder pode ser transportado construindo blocos de energia e geradores, Apenas construindo nodos de Energia.\n\nLigue a energia clicando no nodo e selecionando o gerador e o fundidor de silicio.
tutorial.silicon = Silicio esta sendo feito. Pegue.\n\nMelhorar a produção é recomendado.
tutorial.daggerfactory = Construa uma[accent] Fabrica do meca Dagger.[]\n\nIsso vai ser feito para construi mecas de ataque.
tutorial.router = Fabricas precisam de recursos pra construir\nCrie um roteador para espalhadar recursos da esteira.
tutorial.dagger = Ligue os nodos de energia a fabrica.\nQuando os requerimentos forem alcançados, Um meca vai ser criado.\n\nCrie mais mineradoras, geradoras e esteiras se necessario.
tutorial.battle = O[LIGHT_GRAY] Inimigo[] revelou seu core.\nDestrua com sua unidade e Dagger's.
block.copper-wall.description = Um bloco defensivo e barato.\nUtil para proteger o core e torres no começo.
block.copper-wall-large.description = Um bloco defensivo e barato.\nUtil para proteger o core e torres no começo.\nOcupa multiplos espaços.
block.dense-alloy-wall.description = Um bloco defensivo padrão.\nProteção adequada contra inimigos.
block.dense-alloy-wall-large.description = Um bloco defensivo padrão.\nProteção adequada contra inimigos.\nOcupa multiplos espaços.
block.thorium-wall.description = A strong defensive block.\nBoa proteção contra inimigos.
block.thorium-wall-large.description = Um bloco grande e defensivo.\nBoa proteção contra inimigos.\nOcupa multiplos espaços.
block.phase-wall.description = Não tão forte quanto a parede de torio Mas vai defletir balas a menos que seja muito forte.
block.phase-wall-large.description = Não tão forte quanto a parde de torio mas vai defletir balas a menos que seja muito forte.\nOcupa multiplos espaços.
block.surge-wall.description = O bloco defensivo mais forte.\nQue tem uma pequena chance de lancar um raio Contra o atacante.
block.surge-wall-large.description = O bloco defensivo mais forte.\nQue tem uma pequena chance de lancar um raio Contra o atacante.\nOcupa multiplos espaços
block.door.description = Uma pequena porta que pode ser aberta o fechada quando voce clica.\nSe aberta, Os inimigos podem atirar e passar.
block.door-large.description = Uma grande porta que pode ser aberta o fechada quando voce clica.\nSe aberta, Os inimigos podem atirar e passar..\nOcupa multiplos espaços.
block.mend-projector.description = Periodicamente conserta as construções.
block.overdrive-projector.description = Aumenta a velocidade de unidades proximas de geradores e esteiras.
block.force-projector.description = Cria um campo de forca hexagonal em volta de si mesmo, Protegendo construções e unidades dentro de dano por balas.
block.shock-mine.description = Danifica inimigos em cima da mina. Quase invisivel ao inimigo.
block.duo.description = Uma torre pequena e barata.
block.arc.description = Uma pequena torre que atira eletricidade em um pequeno arc aleatoriamente no inimigo.
block.hail.description = Uma pequena torre de artilharia.
block.lancer.description = Uma torre de Tamanho-Medio que atira raios de eletricidade.
block.wave.description = Uma torre que Tamanho medio que atira bolhas.
block.salvo.description = Uma torre media que da tiros em salvos.
block.swarmer.description = Uma torre media que atira ondas de misseis.
block.ripple.description = Uma grande torre que atira simultaneamente.
block.cyclone.description = Uma grande torre de tiro rapido.
block.fuse.description = Uma torre grande que atira raios de curta distancia poderosos.
block.spectre.description = Uma grande torre que da dois tiros poderosos ao mesmo tempo.
block.meltdown.description = Uma grande torre que atira dois raios poderosos ao mesmo tempo.
block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente Em torres ou construtores. Rotacionavel.
block.titanium-conveyor.description = Bloco de transporte de item avancado. Move itens mais rapidos que esteiras padrões.
block.phase-conveyor.description = Bloco de transporte de item avançado. Usa energia para teleportar itens a uma esteira de fase sobre uma severa distancia.
block.junction.description = Funciona como uma ponte Para duas esteiras que estejam se cruzando. Util em situações que tenha duas esteiras diferentes carregando materiais diferentes para lugares diferentes.
block.mass-driver.description = Bloco de transporte de itens supremo. Coleta itens severos e atira eles em outro mass driver de uma longa distancia.
block.smelter.description = Queima carvão para derreter cobre e chumbo em liga densa.
block.arc-smelter.description = Derrete Cobre e chumbo em liga densa usando energia exterior.
block.silicon-smelter.description = Reduz areia a coque altamente puro Para fazer silicio.
block.plastanium-compressor.description = Produz plastanio para usando oleo e titanio.
block.phase-weaver.description = Produz tecido de fase de torio radioativo e grandes quantidades de areia.
block.alloy-smelter.description = Produz liga de surge de titanio, chumbo, silicio e cobre.
block.pulverizer.description = Esmaga pedra em areia. Util quando esta em falta de areia natural.
block.pyratite-mixer.description = Mistura carvão, Cobre e areia em piratite altamente inflamavel
block.blast-mixer.description = Usa oleo em Transformar piratite em composto de explosão menos inflamavel mas mais explosivo
block.cryofluidmixer.description = Combina agua e titanio em cryo fluido que é mais eficiente em esfriar.
block.solidifer.description = Esfria lava em pedra em um ritmo rapido.
block.melter.description = Aquece pedra em altas temperaturas para fazer lava.
block.incinerator.description = Se livra de itens em excesso ou liquidos.
block.biomattercompressor.description = Compressa Biomassa para recuperar oleo.
block.separator.description = Expos pedra em agua em pressão para ter varios mineiras contendo na pedra.
block.centrifuge.description = Mais eficiente que o separador, Mas mais caro e precisa de energia.
block.power-node.description = Transmite poder em nodos. Maximo de 4 fontes de energia, sinks ou nodos podem ser conectados. Os nodos vão receber energia de ou dar energia para qualquer bloco adjacente.
block.power-node-large.description = Tem um raio maior que o nodo de energia e pode conectar até 6 fontes de energia, sinks ou nodos.
block.battery.description = Guarda energia sempre que tiver em abundancia e da energia sempre que precisar enquanto tiver capacidade.
block.battery-large.description = Guarda muito mais energia que uma beteria comum
block.combustion-generator.description = Gera poder usando combustivel ou oleo.
block.turbine-generator.description = Mais eficiente que o gerador de Combustão, Mas requer agua adicional.
block.thermal-generator.description = Gera uma quantidade grande de energia usando lava.
block.solar-panel.description = Gera pequenas quantidades de energia do sol.
block.solar-panel-large.description = Da muito mais energia que o painel solar comum, Mas sua produção é mais cara.
block.thorium-reactor.description = Gera altas quantidades de energia do torio radioativo. Requer resfriamento constante. Vai explodir violentamente Se resfriamento insuficiente for fornecido.
block.rtg-generator.description = Um Gerador termoelétrico de radioisótopos Que não precisa de refriamento Mas da muito mais energia que o reator de torio.
block.unloader.description = Descarrega itens de um container, Descarrega em uma esteira ou diretamente em um bloco adjacente. O tipo de item que pode ser descarregado pode ser mudado clicando no descarregador.
block.container.description = Carrega uma baixa quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[LIGHT_GRAY] Descarregador[] pode ser usado para recuperar esses itens do container.
block.vault.description = Carrega uma alta quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[LIGHT_GRAY] Descarregador[] pode ser usado para recuperar esses itens do container.
block.mechanical-drill.description = Uma mineradoura barata. Quando colocado em blocos apropriados, retira itens em um ritmo lento e indefinitavamente.
block.pneumatic-drill.description = Uma mineradora improvisada que é mais rapida e capaz de processar mateirais mais duros usando a pressao do ar
block.laser-drill.description = Possibilita a mineração ainda mais rapida usando tecnologia a laser, Mas requer poder adcionalmente torio radioativo pode ser recuperado com essa mineradora
block.blast-drill.description = A melhor mineradora. Requer muita energia.
block.water-extractor.description = Extrai agua do chão. Use quando não tive nenhum lago proximo
block.cultivator.description = Cultiva o solo com agua para pegar bio materia.
block.oil-extractor.description = Usa altas quantidades de energia Para extrair oleo da areia. Use quando não tiver fontes de oleo por perto
block.dart-ship-pad.description = Deixe sua atual embarcação e mude para uma aeronave lutadora basica.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.trident-ship-pad.description = Deixe sua atual embarcação e mude para um bombardeiro resionavelmente bem armadurado.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.javelin-ship-pad.description = Deixe sua atual embarcação e mude para um interceptador forte e rapido com armas de raio.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.glaive-ship-pad.description = Deixe sua atual embarcação e mude para grande, bem armadurada nave de combate.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.tau-mech-pad.description = Deixe sua atual embarcação e mude para o meca de suporte que pode consertar construções aliadas e unidades.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.delta-mech-pad.description = Deixe sua atual embarcação e mude para o rapido, Levemente armadurado meca feito para ataques rapidos.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.omega-mech-pad.description = Deixe sua atual embarcação e mude para o volumoso e bem armadurado meca feito para ataques da primeira linha.\nUse o pad clicando duas vezes em cima enquando fica em cima dele.
block.spirit-factory.description = Produz drones leves que mineram e reparam blocos.
block.phantom-factory.description = Produz unidades de drone avancadas Que são significativamente mais efetivos que um drone spirit.
block.wraith-factory.description = produz unidades interceptor de ataque rapido.
block.ghoul-factory.description = Produz bombardeiros pesados.
block.dagger-factory.description = Produz unidades terrestres.
block.titan-factory.description = Produz unidades avancadas, armaduradas e terrestres.
block.fortress-factory.description = Produz unidades terrestres pesadas de artilharia.
block.revenant-factory.description = Produz unidades laser, pesadas e terrestres.
block.repair-point.description = Continuamente repara a unidade danificada mais proxima.
block.command-center.description = Permite mudar o comportamento IA dos aliados. Atualmente, atacar, recuar e patrulha são suportados.
block.conduit.description = Bloco de transporte de liquido basico. Funciona como a esteira, Mas com liquidos. Melhor usado com extratores, Bombas ou condutos.
block.pulse-conduit.description = Bloco avancado de transporte de liquido. Transporta liquidos mais rapido E armazena mais que os condutos padrões.
block.phase-conduit.description = Bloco avancado de transporte de liquido. Usa energia para teleportar liquidos conduto de fase sobre uma distancia severa.
block.liquid-router.description = Aceita liquidos de uma direcão e os joga em 3 direções igualmente. Pode armazenar uma certa quantidade de liquido. Util para espalhar liquidosd a fonte para multiplos alvos.
block.liquid-tank.description = Armazena grandes quantidades de liquido. Use quando a demanda de materiais não for constante ou para guardar itens para resfriar blocos vitais.
block.liquid-junction.description = Age como uma ponte para dois canos que se cruzam. Util em situações que tem dois condutos carregando liquidos diferentes até localizações diferentes.
block.bridge-conduit.description = Bloco de transporte de liquidos avancados. Possibilita o transporte de liquido sobre 3 blocos acima de construções ou paredes
block.mechanical-pump.description = Uma bomba barata mais saida de liquidos lenta, Sem consumo de energia.
block.rotary-pump.description = Uma bomba avancada que duplica a velocidade da saida de liquida usando energia.
block.thermal-pump.description = A melhor bomba. Trez vezes mais rapida que a bomba mecanica e a unica bomba capaz de pegar lava.
block.router.description = Aceita itens de uma direção e os divide em 3 direções igualmente. Util para espalhar materiais da fonte para multiplos alvos.
block.distributor.description = Um roteador avancada que espalhas os itens em 7 outras direções igualmente.
block.bridge-conveyor.description = Bloco de transporte de itens avancado. Possibilita o transporte de itens acima de 3 blocos de construção ou paredes.
block.alpha-mech-pad.description = Quando dado energia o suficiente, Reconstrua sua nave em [accent] Alpha[] mech.
block.itemsource.description = Infinivamente da itens. Apenas caixa de areia.
block.liquidsource.description = Infinitivamente da Liquidos. Apenas caixa de areia.
block.itemvoid.description = Destroi qualquer item que entre sem requerir energia. Apenas caixa de areia.
block.powerinfinite.description = Infinitivamente da energia. Apenas caixa de areia.
block.powervoid.description = Destroi qualquer energia que entre dentro. Apenas caixa de areia.
liquid.water.description = Comumente usado em resfriamento e no processo de perda.
liquid.lava.description = Pode ser transformado em[LIGHT_GRAY] pedra[], usado para gerar energia ou usado como munição para certas torres.
liquid.oil.description = Pode ser queimado, explodido ou usado como resfriador.
liquid.cryofluid.description = A maneira mais eficiente de resfriar qualquer coisa.

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@ -1,4 +1,4 @@
text.credits.text = Создатель [ROYAL] Anuken. - [SKY]anukendev@gmail.com[][]\n\nЕсть недороботки в переводе?\nПишите в офф. discord-сервер mindustry в канал #русский.\n\nПереводчики на русский язык:\n[YELLOW]Prosta4ok_ua\n[GREEN]xga\n[BLACK]XZimur
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@ -12,7 +12,7 @@ text.link.wiki.description = Официальная вики Mindustry(англ.
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text.gameover = Игра окончена
text.gameover.pvp = [accent] {0}[] команда победила!
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@ -49,9 +49,9 @@ text.mission.main = Главная мисия:[LIGHT_GRAY] {0}
text.mission.info = Информация о миссии
text.mission.complete = Миссия выполнена!
text.mission.complete.body = Сектор {0},{1} был завоёван.
text.mission.wave = Осталось[accent] {0}[] волн из[accent] {1}[]\nВолна через {2}
text.mission.wave.enemies = Осталось[accent] {0}/{1}[] волн:\n{2} враг.
text.mission.wave.enemy = Осталось[accent] {0}/{1}[] волн\n{2} враг
text.mission.wave = Волна[accent] {0}[] из[accent] {1}[]\nВолна через {2}
text.mission.wave.enemies = Волна[accent] {0} из {1}[]\n{2} враг.
text.mission.wave.enemy = Волна[accent] {0} из {1}[]\n{2} враг
text.mission.wave.menu = Пережить[accent] {0} []волн
text.mission.battle = Уничтожьте ядро противника.
text.mission.resource.menu = Добыть {0} х{1}
@ -266,7 +266,7 @@ text.error.invalidaddress = Некорректный адрес.
text.error.timedout = Время ожидания истекло!\nУбедитесь, что хост настроен для перенаправления портов и адрес корректный!
text.error.mismatch = Ошибка пакета:\nвозможное несоответствие версии клиента/сервера. \nУбедитесь, что у Вас и у владельца сервера установлена последняя версия Mindustry!
text.error.alreadyconnected = Вы уже подключены.
text.error.mapnotfound = Map file not found!
text.error.mapnotfound = Не найден файл карты!
text.error.any = Неизвестная сетевая ошибка.
text.settings.language = Язык
text.settings.reset = Сбросить по умолчанию
@ -345,7 +345,7 @@ text.category.power = Энергия
text.category.liquids = Жидкости
text.category.items = Предметы
text.category.crafting = Создание
text.category.shooting = Cтрельба
text.category.shooting = Стрельба
text.category.optional = Дополнительные улучшения
setting.autotarget.name = Авто-цель
setting.fpscap.name = Макс. FPS
@ -407,8 +407,8 @@ mode.waves.name = Волны
mode.waves.description = Обычный режим. В режиме "Волны" надо самим добывать ресурсы и сами волны идут безостановочно.
mode.sandbox.name = Песочница
mode.sandbox.description = Бесконечные ресурсы и нет таймера для волн, но можно самим вызвать волну.
mode.freebuild.name = ободная\nстрой
mode.freebuild.description = ограниченные ресурсы и нет таймера для волн.
mode.freebuild.name = Свободная\nстройка
mode.freebuild.description = Ограниченные ресурсы и нет таймера для волн.
mode.pvp.name = Противо-\nстояние
mode.pvp.description = боритесь против других игроков.
content.item.name = Предметы
@ -435,7 +435,7 @@ item.silicon.description = Очень полезный полупроводни
item.plastanium.name = Пластиний
item.plastanium.description = Легкий, пластичный материал, используемый в современных самолетах и боеприпасах для фрагментации.
item.phase-fabric.name = Фазовая ткань
item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления.
item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления. Непригодна для вышивания.
item.surge-alloy.name = Высокопрочный сплав
item.surge-alloy.description = Передовой сплав с уникальными электрическими свойствами.
item.biomatter.name = Биоматерия
@ -461,7 +461,7 @@ mech.delta-mech.description = Быстрый, легкобронированны
mech.tau-mech.name = Тау
mech.tau-mech.weapon = Восстановительный лазер
mech.tau-mech.ability = Регенирирующая вспышка
mech.tau-mech.description = Мех поддержки. Исцеляет союзные блоки, стреляя в них. Может исцелить союзников радиусом с его способностью восстанавления.
mech.tau-mech.description = Мех поддержки. Чинит союзные блоки, стреляя в них. Может исцелить союзников радиусом с его способностью восстанавления.
mech.omega-mech.name = Омега
mech.omega-mech.weapon = Ракетомётный пулемётконфигурация
mech.omega-mech.ability = Защитная
@ -498,7 +498,7 @@ block.constructing = {0}[LIGHT_GRAY](В процессе)
block.spawn.name = Точка появления врагов
block.core.name = Ядро
block.space.name = Пустота
block.metalfloor.name = Маличeский пoл
block.metalfloor.name = Металлическая плита
block.deepwater.name = Глубоководье
block.water.name = Вода
block.lava.name = Лава
@ -731,8 +731,8 @@ block.solar-panel-large.description = Зелёная энергия. Больш
block.thorium-reactor.description = Производит энергию в большом количестве. Может взорваться. Требуется торий и жидкость для охлаждения (вода или криогенная).
block.rtg-generator.description = Радиоизотопный термоэлектрический генератор, который не требует охлаждения, но обеспечивает меньшую мощность, чем ториевый реактор.
block.unloader.description = Выгружает из ядра или хранилища верхний левый предмет.
block.container.description = Хранит небольшое количество предметов(250). Используйте его для создания буферов, когда существует непостоянная потребность в материалах. [LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища.
block.vault.description = Хранит большое количество предметов(1000). Используйте его для создания буферов, когда существует непостоянная потребность в материалах.[LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища.
block.container.description = Хранит небольшое количество предметов(200). Используйте его для создания буферов, когда существует непостоянная потребность в материалах. [LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища.
block.vault.description = Хранит большое количество предметов(900). Используйте его для создания буферов, когда существует непостоянная потребность в материалах.[LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища.
block.mechanical-drill.description = Самый первый доступный бур. \n\nДобывает медь, свинец, уголь, песок. \n\nМожно подвести к нему [BLUE] воду[] для увеличения скорости сверления.
block.pneumatic-drill.description = Улучшенная версия механического бура.\n\nДобывает тоже самое, что и механический бур. Также может добывать титан и камень.\n\nМожно подвести к нему[BLUE] воду[] для увеличения скорости сверления.
block.laser-drill.description = Улучшенная версия пневматического бура.\n\nДобывает тоже самое, что и пневматический бур. Также может добывать торий.\n\nМожно подвести к нему[BLUE] воду[] для увеличения скорости сверления.

View File

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icon-ban
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icon-cursor
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@ -5533,119 +5540,119 @@ icon-cursor
index: -1
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@ -5659,21 +5666,21 @@ icon-generated
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icon-github
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@ -5694,14 +5701,14 @@ icon-holdDelete
index: -1
icon-home
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icon-host
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@ -5715,14 +5722,14 @@ icon-info
index: -1
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@ -5736,91 +5743,91 @@ icon-items-none
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@ -5834,28 +5841,28 @@ icon-mission-background
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icon-unlocks
icon-trello
rotate: false
xy: 547, 979
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
icon-wiki
icon-tutorial
rotate: false
xy: 547, 963
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
icon-zoom
icon-undo
rotate: false
xy: 428, 413
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1
icon-unlocked
rotate: false
xy: 428, 395
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1
icon-zoom-small
icon-unlocks
rotate: false
xy: 428, 379
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
icon-wiki
rotate: false
xy: 444, 379
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
icon-zoom
rotate: false
xy: 446, 395
size: 16, 16
orig: 16, 16
offset: 0, 0
index: -1
icon-zoom-small
rotate: false
xy: 427, 363
size: 14, 14
orig: 14, 14
offset: 0, 0
index: -1
info-banner
rotate: false
xy: 621, 1358

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@ -32,6 +32,7 @@ TextButtonStyle: {
clear-partial: {down: white, up: button-select, over: flat-down, font: default-font, fontColor: white, disabledFontColor: gray },
clear-partial-2: {down: flat-over, up: none, over: flat-over, font: default-font, fontColor: white, disabledFontColor: gray },
empty: {font: default-font},
clear-toggle: {font: default-font, fontColor: white, checked: flat-down, down: flat-down, up: flat, over: flat-over, disabled: flat, disabledFontColor: gray }
toggle: {font: default-font, fontColor: white, checked: button-down, down: button-down, up: button, over: button-over, disabled: button, disabledFontColor: gray }
},
ImageButtonStyle: {

View File

@ -51,8 +51,8 @@ public class BlockIndexer{
public BlockIndexer(){
Events.on(TileChangeEvent.class, event -> {
if(typeMap.get(event.tile.packedPosition()) != null){
TileIndex index = typeMap.get(event.tile.packedPosition());
if(typeMap.get(event.tile.pos()) != null){
TileIndex index = typeMap.get(event.tile.pos());
for(BlockFlag flag : index.flags){
getFlagged(index.team)[flag.ordinal()].remove(event.tile);
}
@ -86,7 +86,7 @@ public class BlockIndexer{
process(tile);
if(tile.entity != null && tile.entity.healthf() < 0.9999f){
if(tile.entity != null && tile.entity.damaged()){
notifyTileDamaged(tile.entity);
}
}
@ -116,7 +116,7 @@ public class BlockIndexer{
ObjectSet<Tile> set = damagedTiles[team.ordinal()];
for(Tile tile : set){
if(tile.entity == null || tile.entity.getTeam() != team || tile.entity.healthf() >= 0.9999f){
if(tile.entity == null || tile.entity.getTeam() != team || !tile.entity.damaged()){
returnArray.add(tile);
}
}
@ -230,7 +230,7 @@ public class BlockIndexer{
map[flag.ordinal()] = arr;
}
typeMap.put(tile.packedPosition(), new TileIndex(tile.block().flags, tile.getTeam()));
typeMap.put(tile.pos(), new TileIndex(tile.block().flags, tile.getTeam()));
}
if(ores == null) return;

View File

@ -10,9 +10,9 @@ import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.game.Waves;
import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.core.Events;
import io.anuke.ucore.util.Structs;
import io.anuke.ucore.util.GridBits;
import io.anuke.ucore.util.Mathf;
import io.anuke.ucore.util.Structs;
import java.io.DataInput;
import java.io.DataOutput;
@ -21,7 +21,7 @@ import java.io.IOException;
import static io.anuke.mindustry.Vars.*;
public class WaveSpawner{
private static final int quadsize = 4;
private static final int quadsize = 6;
private GridBits quadrants;
@ -164,7 +164,7 @@ public class WaveSpawner{
for(int y = quady * quadsize; y < world.height() && y < (quady + 1) * quadsize; y++){
Tile tile = world.tile(x, y);
if(tile == null || tile.solid() || world.pathfinder.getValueforTeam(Team.red, x, y) == Float.MAX_VALUE){
if(tile == null || tile.solid() || tile.getTeam() == defaultTeam || world.pathfinder.getValueforTeam(Team.red, x, y) == Float.MAX_VALUE || tile.floor().isLiquid){
setQuad(quadx, quady, false);
break outer;
}
@ -217,8 +217,8 @@ public class WaveSpawner{
//TODO instead of randomly scattering locations around the map, find spawns close to each other
private void findLocation(GroundSpawn spawn){
spawn.x = -1;
spawn.y = -1;
spawn.x = Mathf.random(quadWidth()-1);
spawn.y = Mathf.random(quadHeight()-1);
int shellWidth = quadWidth() * 2 + quadHeight() * 2 * 6;
shellWidth = Math.min(quadWidth() * quadHeight() / 4, shellWidth);

View File

@ -83,7 +83,7 @@ public class Items implements ContentList{
}};
biomatter = new Item("biomatter", Color.valueOf("648b55")){{
flammability = 0.4f;
flammability = 0.55f;
fluxiness = 0.3f;
}};

View File

@ -26,7 +26,7 @@ public class Liquids implements ContentList{
lava = new Liquid("lava", Color.valueOf("e37341")){
{
temperature = 0.8f;
temperature = 1f;
viscosity = 0.8f;
tier = 2;
effect = StatusEffects.melting;

View File

@ -123,6 +123,7 @@ public class Mechs implements ContentList{
speed = 0.44f;
drag = 0.35f;
boostSpeed = 0.8f;
canHeal = true;
weapon = Weapons.healBlaster;
armor = 15f;
trailColorTo = Palette.heal;
@ -287,8 +288,8 @@ public class Mechs implements ContentList{
trident = new Mech("trident-ship", true){
{
drillPower = 2;
speed = 0.12f;
drag = 0.035f;
speed = 0.14f;
drag = 0.034f;
mass = 2.5f;
turnCursor = false;
armor = 20f;

View File

@ -42,17 +42,23 @@ public class Recipes implements ContentList{
new Recipe(defense, DefenseBlocks.surgeWall, new ItemStack(Items.surgealloy, 12));
new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4));
new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
//core disabled due to being broken
new Recipe(effect, StorageBlocks.core,
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
new ItemStack(Items.silicon, 1500), new ItemStack(Items.thorium, 500),
new ItemStack(Items.surgealloy, 500), new ItemStack(Items.phasefabric, 750)
);
//projectors
new Recipe(effect, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180));
new Recipe(effect, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(effect, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250));
new Recipe(effect, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
new Recipe(effect, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25))
.setDependencies(Items.blastCompound);
.setDependencies(Items.blastCompound);
//TURRETS
new Recipe(turret, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true);
@ -82,6 +88,7 @@ public class Recipes implements ContentList{
new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4));
new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8));
new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8));
new Recipe(distribution, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60));
new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 250), new ItemStack(Items.silicon, 150), new ItemStack(Items.lead, 250), new ItemStack(Items.thorium, 100));
//CRAFTING
@ -134,13 +141,6 @@ public class Recipes implements ContentList{
new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300));
new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100));
//core disabled due to being broken
/*new Recipe(distribution, StorageBlocks.core,
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
new ItemStack(Items.silicon, 1500), new ItemStack(Items.thorium, 500),
new ItemStack(Items.surgealloy, 500), new ItemStack(Items.phasefabric, 750)
);*/
//DRILLS, PRODUCERS
new Recipe(production, ProductionBlocks.mechanicalDrill, new ItemStack(Items.copper, 45)).setAlwaysUnlocked(true);
new Recipe(production, ProductionBlocks.pneumaticDrill, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 50));

View File

@ -11,7 +11,7 @@ import io.anuke.ucore.core.Timers;
import io.anuke.ucore.util.Mathf;
public class StatusEffects implements ContentList{
public static StatusEffect none, burning, freezing, wet, melting, tarred, overdrive, shielded;
public static StatusEffect none, burning, freezing, wet, melting, tarred, overdrive, shielded, shocked;
@Override
public void load(){
@ -47,7 +47,8 @@ public class StatusEffects implements ContentList{
freezing = new StatusEffect(5 * 60f){
{
oppositeScale = 0.4f;
speedMultiplier = 0.5f;
speedMultiplier = 0.6f;
armorMultiplier = 0.8f;
}
@Override
@ -65,6 +66,17 @@ public class StatusEffects implements ContentList{
speedMultiplier = 0.9f;
}
@Override
public StatusEntry getTransition(Unit unit, StatusEffect to, float time, float newTime, StatusEntry result){
if(to == shocked){
//get shocked when wet
unit.damage(15f);
return result.set(this, time);
}
return super.getTransition(unit, to, time, newTime, result);
}
@Override
public void update(Unit unit, float time){
if(Mathf.chance(Timers.delta() * 0.15f)){
@ -145,6 +157,13 @@ public class StatusEffects implements ContentList{
}
};
shocked = new StatusEffect(1f){
{
armorMultiplier = 3f;
}
};
wet.setOpposites(shocked);
melting.setOpposites(wet, freezing);
wet.setOpposites(burning);
freezing.setOpposites(burning, melting);

View File

@ -152,7 +152,7 @@ public class Weapons implements ContentList{
bomberTrident = new Weapon("bomber"){{
length = 0f;
width = 2f;
reload = 9f;
reload = 8f;
shots = 2;
roundrobin = true;
ejectEffect = Fx.none;

View File

@ -196,9 +196,9 @@ public class CraftingBlocks extends BlockList implements ContentList{
biomatterCompressor = new Compressor("biomattercompressor"){{
liquidCapacity = 60f;
itemCapacity = 50;
craftTime = 25f;
craftTime = 20f;
outputLiquid = Liquids.oil;
outputLiquidAmount = 1.5f;
outputLiquidAmount = 2.5f;
size = 2;
health = 320;
hasLiquids = true;

View File

@ -90,8 +90,11 @@ public class DebugBlocks extends BlockList implements ContentList{
@Override
public void update(Tile tile){
SorterEntity entity = tile.entity();
if(entity.sortItem == null) return;
entity.items.set(entity.sortItem, 1);
tryDump(tile, entity.sortItem);
entity.items.set(entity.sortItem, 0);
}
@Override

View File

@ -47,10 +47,10 @@ public class LiquidBlocks extends BlockList implements ContentList{
}};
liquidRouter = new LiquidRouter("liquid-router"){{
liquidCapacity = 40f;
liquidCapacity = 20f;
}};
liquidtank = new LiquidRouter("liquid-tank"){{
liquidtank = new LiquidTank("liquid-tank"){{
size = 3;
liquidCapacity = 1500f;
health = 500;

View File

@ -21,7 +21,7 @@ public class PowerBlocks extends BlockList implements ContentList{
thermalGenerator = new LiquidHeatGenerator("thermal-generator"){{
maxLiquidGenerate = 2f;
powerCapacity = 40f;
powerPerLiquid = 0.3f;
powerPerLiquid = 0.35f;
generateEffect = BlockFx.redgeneratespark;
size = 2;
}};

View File

@ -99,13 +99,13 @@ public class ProductionBlocks extends BlockList implements ContentList{
cultivator = new Cultivator("cultivator"){{
result = Items.biomatter;
drillTime = 260;
drillTime = 200;
size = 2;
hasLiquids = true;
hasPower = true;
consumes.power(0.08f);
consumes.liquid(Liquids.water, 0.2f);
consumes.liquid(Liquids.water, 0.15f);
}};
}

View File

@ -13,20 +13,21 @@ public class StorageBlocks extends BlockList implements ContentList{
public void load(){
core = new CoreBlock("core"){{
health = 1100;
itemCapacity = 3000;
}};
vault = new Vault("vault"){{
size = 3;
itemCapacity = 900;
itemCapacity = 1000;
}};
container = new Vault("container"){{
size = 2;
itemCapacity = 200;
itemCapacity = 300;
}};
unloader = new SortedUnloader("unloader"){{
speed = 12f;
speed = 7f;
}};
}
}

View File

@ -69,7 +69,7 @@ public class TurretBlocks extends BlockList implements ContentList{
inaccuracy = 5f;
shootCone = 50f;
shootEffect = ShootFx.shootLiquid;
range = 70f;
range = 90f;
health = 360;
drawer = (tile, entity) -> {

View File

@ -39,6 +39,8 @@ public class TurretBullets extends BulletList implements ContentList{
lifetime = Lightning.lifetime;
hiteffect = BulletFx.hitLancer;
despawneffect = Fx.none;
status = StatusEffects.shocked;
statusIntensity = 1f;
}
};
@ -71,7 +73,7 @@ public class TurretBullets extends BulletList implements ContentList{
super.hit(b);
tile = tile.target();
if(tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
if(tile != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){
Effects.effect(BlockFx.healBlockFull, Palette.heal, tile.drawx(), tile.drawy(), tile.block().size);
tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth());
}
@ -332,7 +334,7 @@ public class TurretBullets extends BulletList implements ContentList{
lifetime = 200f;
despawneffect = BlockFx.smeltsmoke;
hiteffect = BulletFx.hitBulletBig;
drag = 0.01f;
drag = 0.005f;
}
@Override

View File

@ -381,7 +381,7 @@ public class Control extends Module{
}
}
if(Inputs.keyTap("screenshot") && !ui.chatfrag.chatOpen()){
if(!mobile && Inputs.keyTap("screenshot") && !ui.chatfrag.chatOpen()){
renderer.takeMapScreenshot();
}

View File

@ -79,7 +79,9 @@ public class NetServer extends Module{
public NetServer(){
Events.on(WorldLoadEvent.class, event -> {
connections.clear();
if(!headless){
connections.clear();
}
});
Net.handleServer(Connect.class, (id, connect) -> {
@ -125,7 +127,7 @@ public class NetServer extends Module{
return;
}
if(packet.versionType == null || ((packet.version == -1 || !packet.versionType.equals("official")) && Version.build != -1 && !admins.allowsCustomClients())){
if(packet.versionType == null || ((packet.version == -1 || !packet.versionType.equals(Version.type)) && Version.build != -1 && !admins.allowsCustomClients())){
kick(id, KickReason.customClient);
return;
}
@ -279,6 +281,7 @@ public class NetServer extends Module{
}
player.remove();
netServer.connections.remove(player.con.id);
Log.info("&lc{0} has disconnected.", player.name);
}
private static float compound(float speed, float drag){
@ -379,7 +382,7 @@ public class NetServer extends Module{
return;
}
if(other == null || (other.isAdmin && other != player)){ //fun fact: this means you can ban yourself
if(other == null || ((other.isAdmin && !player.isLocal) && other != player)){
Log.err("{0} attempted to perform admin action on nonexistant or admin player.", player.name);
return;
}
@ -490,7 +493,7 @@ public class NetServer extends Module{
//write all core inventory data
for(Tile tile : cores){
dataStream.writeInt(tile.packedPosition());
dataStream.writeInt(tile.pos());
tile.entity.items.write(dataStream);
}
@ -596,14 +599,18 @@ public class NetServer extends Module{
}
void sync(){
try{
//iterate through each player
for(Player player : connections.values()){
for(int i = 0; i < playerGroup.size(); i ++){
Player player = playerGroup.all().get(i);
if(player.isLocal) continue;
NetConnection connection = player.con;
if(!connection.isConnected()){
//player disconnected, ignore them
if(!connection.isConnected() || !connections.containsKey(connection.id)){
//player disconnected, call d/c event
onDisconnect(player);
return;
}

View File

@ -32,9 +32,22 @@ public abstract class Platform {
dialog.setFillParent(true);
dialog.content().top();
dialog.content().defaults().height(65f);
TextField[] use = {null};
dialog.content().addImageButton("icon-copy", "clear", 16*3, () -> use[0].copy())
.visible(() -> !use[0].getSelection().isEmpty()).width(65f);
dialog.content().addImageButton("icon-paste", "clear", 16*3, () ->
use[0].paste(Gdx.app.getClipboard().getContents(), false))
.visible(() -> Gdx.app.getClipboard() != null && Gdx.app.getClipboard().getContents() != null && !Gdx.app.getClipboard().getContents().isEmpty()).width(65f);
TextField to = dialog.content().addField(field.getText(), t-> {}).pad(15).width(250f).get();
to.setMaxLength(maxLength);
to.keyDown(Keys.ENTER, () -> dialog.content().find("okb").fireClick());
use[0] = to;
dialog.content().addButton("$text.ok", () -> {
field.clearText();
field.appendText(to.getText());

View File

@ -153,7 +153,7 @@ public class Renderer extends RendererModule{
if(players[0].isDead()){
TileEntity core = players[0].getClosestCore();
if(core != null && players[0].spawner == -1){
if(core != null && players[0].spawner == Unit.noSpawner){
smoothCamera(core.x, core.y, 0.08f);
}else{
smoothCamera(position.x, position.y, 0.08f);
@ -371,8 +371,8 @@ public class Renderer extends RendererModule{
Graphics.getEffectSurface().setSize(w, h, true);
Core.camera.viewportWidth = w;
Core.camera.viewportHeight = h;
Core.camera.position.x = w/2f;
Core.camera.position.y = h/2f;
Core.camera.position.x = w/2f + tilesize/2f;
Core.camera.position.y = h/2f + tilesize/2f;
draw();

View File

@ -15,6 +15,7 @@ import io.anuke.mindustry.io.MapIO;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.maps.generation.WorldGenerator;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.OreBlock;
import io.anuke.ucore.core.Events;
@ -30,8 +31,8 @@ public class World extends Module{
public final Sectors sectors = new Sectors();
public final WorldGenerator generator = new WorldGenerator();
public final BlockIndexer indexer = new BlockIndexer();
public final Pathfinder pathfinder = new Pathfinder();
public final WaveSpawner spawner = new WaveSpawner();
public final Pathfinder pathfinder = new Pathfinder();
private Map currentMap;
private Sector currentSector;
@ -103,12 +104,8 @@ public class World extends Module{
return tiles == null ? 0 : tiles[0].length;
}
public int toPacked(int x, int y){
return x + y * width();
}
public Tile tile(int packed){
return tiles == null ? null : tile(packed % width(), packed / width());
public Tile tile(int pos){
return tiles == null ? null : tile(Pos.x(pos), Pos.y(pos));
}
public Tile tile(int x, int y){

View File

@ -567,16 +567,16 @@ public class MapEditorDialog extends Dialog implements Disposable{
button.getImage().remove();
button.update(() -> button.setChecked(editor.getDrawBlock() == block));
group.add(button);
content.add(button).size(60f);
content.add(button).size(50f);
if(i++ % 3 == 2){
if(++i % 4 == 0){
content.row();
}
}
group.getButtons().get(2).setChecked(true);
table.table("underline", extra -> extra.labelWrap(() -> editor.getDrawBlock().formalName).width(220f).center()).growX();
table.table("underline", extra -> extra.labelWrap(() -> editor.getDrawBlock().formalName).width(200f).center()).growX();
table.row();
table.add(pane).growY().fillX();
}

View File

@ -58,7 +58,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
public boolean achievedFlight;
public Color color = new Color();
public Mech mech;
public int spawner = -1;
public int spawner = noSpawner;
public NetConnection con;
public int playerIndex = 0;
@ -502,7 +502,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
updateRespawning();
return;
}else{
spawner = -1;
spawner = noSpawner;
}
avoidOthers(1f);
@ -649,7 +649,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
}
protected void updateFlying(){
if(Units.invalidateTarget(target, this)){
if(Units.invalidateTarget(target, this) && !(target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team &&
mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){
target = null;
}
@ -730,11 +731,22 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
isShooting = false;
if(Settings.getBool("autotarget")){
target = Units.getClosestTarget(team, x, y, getWeapon().getAmmo().getRange());
if(mech.canHeal && target == null){
target = Geometry.findClosest(x, y, world.indexer.getDamaged(Team.blue));
if(target != null && distanceTo(target) > getWeapon().getAmmo().getRange()){
target = null;
}else if(target != null){
target = ((Tile)target).entity;
}
}
if(target != null){
setMineTile(null);
}
}
}else if(target.isValid()){
}else if(target.isValid() || (target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team &&
mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){
//rotate toward and shoot the target
if(mech.turnCursor){
rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f);
@ -792,23 +804,23 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
public void updateRespawning(){
if(spawner != -1 && world.tile(spawner) != null && world.tile(spawner).entity instanceof SpawnerTrait){
if(spawner != noSpawner && world.tile(spawner) != null && world.tile(spawner).entity instanceof SpawnerTrait){
((SpawnerTrait) world.tile(spawner).entity).updateSpawning(this);
}else{
CoreEntity entity = (CoreEntity) getClosestCore();
if(entity != null && !netServer.isWaitingForPlayers()){
this.spawner = entity.tile.id();
this.spawner = entity.tile.pos();
}
}
}
public void beginRespawning(SpawnerTrait spawner){
this.spawner = spawner.getTile().packedPosition();
this.spawner = spawner.getTile().pos();
this.dead = true;
}
public void endRespawning(){
spawner = -1;
spawner = noSpawner;
}
//endregion
@ -864,7 +876,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
buffer.writeByte(Bits.toByte(isAdmin) | (Bits.toByte(dead) << 1) | (Bits.toByte(isBoosting) << 2));
buffer.writeInt(Color.rgba8888(color));
buffer.writeByte(mech.id);
buffer.writeInt(mining == null ? -1 : mining.packedPosition());
buffer.writeInt(mining == null ? -1 : mining.pos());
buffer.writeInt(spawner);
buffer.writeShort((short) (baseRotation * 2));

View File

@ -154,6 +154,10 @@ public class TileEntity extends BaseEntity implements TargetTrait, HealthTrait{
}
}
public boolean damaged(){
return health < maxHealth() - 0.00001f;
}
public Tile getTile(){
return tile;
}

View File

@ -12,6 +12,7 @@ import io.anuke.mindustry.net.Interpolator;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.StatusEffect;
import io.anuke.mindustry.type.Weapon;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.Floor;
import io.anuke.ucore.core.Effects;
@ -39,6 +40,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ
public static final float velocityPercision = 8f;
/**Maximum absolute value of a velocity vector component.*/
public static final float maxAbsVelocity = 127f / velocityPercision;
public static final int noSpawner = Pos.get(-1, 1);
private static final Rectangle queryRect = new Rectangle();
private static final Vector2 moveVector = new Vector2();

View File

@ -48,7 +48,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait, Poolable{
public static void create(Tile tile){
if(Net.client() || tile == null) return; //not clientside.
Fire fire = map.get(tile.packedPosition());
Fire fire = map.get(tile.pos());
if(fire == null){
fire = Pooling.obtain(Fire.class, Fire::new);
@ -56,7 +56,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait, Poolable{
fire.lifetime = baseLifetime;
fire.set(tile.worldx(), tile.worldy());
fire.add();
map.put(tile.packedPosition(), fire);
map.put(tile.pos(), fire);
}else{
fire.lifetime = baseLifetime;
fire.time = 0f;
@ -75,8 +75,8 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait, Poolable{
* Attempts to extinguish a fire by shortening its life. If there is no fire here, does nothing.
*/
public static void extinguish(Tile tile, float intensity){
if(tile != null && map.containsKey(tile.packedPosition())){
map.get(tile.packedPosition()).time += intensity * Timers.delta();
if(tile != null && map.containsKey(tile.pos())){
map.get(tile.pos()).time += intensity * Timers.delta();
}
}
@ -157,7 +157,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait, Poolable{
@Override
public void writeSave(DataOutput stream) throws IOException{
stream.writeInt(tile.packedPosition());
stream.writeInt(tile.pos());
stream.writeFloat(lifetime);
stream.writeFloat(time);
}
@ -202,7 +202,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait, Poolable{
@Override
public void removed(){
if(tile != null){
map.remove(tile.packedPosition());
map.remove(tile.pos());
}
reset();
}

View File

@ -6,7 +6,7 @@ import io.anuke.ucore.core.Effects;
import io.anuke.ucore.core.Effects.Effect;
import io.anuke.ucore.core.Timers;
import io.anuke.ucore.entities.impl.EffectEntity;
import io.anuke.ucore.function.EffectRenderer;
import io.anuke.ucore.core.Effects.EffectRenderer;
import io.anuke.ucore.util.Mathf;
/**

View File

@ -91,7 +91,6 @@ public class Lightning extends TimedEntity implements DrawTrait, SyncTrait, Time
x += Angles.trnsx(rotation, hitRange/2f);
y += Angles.trnsy(rotation, hitRange/2f);
}
}
}

View File

@ -73,7 +73,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
/**Returns the puddle on the specified tile. May return null.*/
public static Puddle getPuddle(Tile tile){
return map.get(tile.packedPosition());
return map.get(tile.pos());
}
private static void deposit(Tile tile, Tile source, Liquid liquid, float amount, int generation){
@ -83,7 +83,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
reactPuddle(tile.floor().liquidDrop, liquid, amount, tile,
(tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f);
Puddle p = map.get(tile.packedPosition());
Puddle p = map.get(tile.pos());
if(generation == 0 && p != null && p.lastRipple <= Timers.time() - 40f){
Effects.effect(BlockFx.ripple, tile.floor().liquidDrop.color,
@ -93,7 +93,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
return;
}
Puddle p = map.get(tile.packedPosition());
Puddle p = map.get(tile.pos());
if(p == null){
if(Net.client()) return; //not clientside.
@ -104,7 +104,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
puddle.generation = (byte) generation;
puddle.set((tile.worldx() + source.worldx()) / 2f, (tile.worldy() + source.worldy()) / 2f);
puddle.add();
map.put(tile.packedPosition(), puddle);
map.put(tile.pos(), puddle);
}else if(p.liquid == liquid){
p.accepting = Math.max(amount, p.accepting);
@ -249,7 +249,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
@Override
public void writeSave(DataOutput stream) throws IOException{
stream.writeInt(tile.packedPosition());
stream.writeInt(tile.pos());
stream.writeFloat(x);
stream.writeFloat(y);
stream.writeByte(liquid.id);
@ -288,7 +288,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
@Override
public void removed(){
map.remove(tile.packedPosition());
map.remove(tile.pos());
reset();
}
@ -298,7 +298,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
data.writeFloat(y);
data.writeByte(liquid.id);
data.writeShort((short) (amount * 4));
data.writeInt(tile.packedPosition());
data.writeInt(tile.pos());
}
@Override
@ -309,7 +309,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
targetAmount = data.readShort() / 4f;
tile = world.tile(data.readInt());
map.put(tile.packedPosition(), this);
map.put(tile.pos(), this);
}
@Override

View File

@ -2,6 +2,7 @@ package io.anuke.mindustry.entities.traits;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Queue;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.content.blocks.Blocks;
@ -16,6 +17,7 @@ import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.Recipe;
import io.anuke.mindustry.world.Build;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.BuildBlock;
import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity;
@ -27,7 +29,8 @@ import io.anuke.ucore.graphics.Draw;
import io.anuke.ucore.graphics.Fill;
import io.anuke.ucore.graphics.Lines;
import io.anuke.ucore.graphics.Shapes;
import io.anuke.ucore.util.*;
import io.anuke.ucore.util.Angles;
import io.anuke.ucore.util.Mathf;
import java.io.DataInput;
import java.io.DataOutput;
@ -43,6 +46,7 @@ public interface BuilderTrait extends Entity{
//these are not instance variables!
float placeDistance = 150f;
float mineDistance = 70f;
Array<BuildRequest> removal = new Array<>();
/**Returns the queue for storing build requests.*/
Queue<BuildRequest> getPlaceQueue();
@ -72,7 +76,7 @@ public interface BuilderTrait extends Entity{
if(request != null){
output.writeByte(request.breaking ? 1 : 0);
output.writeInt(world.toPacked(request.x, request.y));
output.writeInt(Pos.get(request.x, request.y));
output.writeFloat(request.progress);
if(!request.breaking){
output.writeByte(request.recipe.id);
@ -96,13 +100,13 @@ public interface BuilderTrait extends Entity{
float progress = input.readFloat();
BuildRequest request;
if(type == 1){ //remove
request = new BuildRequest(position % world.width(), position / world.width());
}else{ //place
byte recipe = input.readByte();
byte rotation = input.readByte();
request = new BuildRequest(position % world.width(), position / world.width(), rotation, content.recipe(recipe));
}
if(type == 1){ //remove
request = new BuildRequest(Pos.x(position), Pos.y(position));
}else{ //place
byte recipe = input.readByte();
byte rotation = input.readByte();
request = new BuildRequest(Pos.x(position), Pos.y(position), rotation, content.recipe(recipe));
}
request.progress = progress;
@ -167,6 +171,19 @@ public interface BuilderTrait extends Entity{
* This includes mining.
*/
default void updateBuilding(Unit unit){
//remove already completed build requests
removal.clear();
for(BuildRequest request : getPlaceQueue()){
if((request.breaking && world.tile(request.x, request.y).block() == Blocks.air) ||
(!request.breaking && world.tile(request.x, request.y).block() == request.recipe.result)){
removal.add(request);
}
}
for(BuildRequest req : removal){
getPlaceQueue().removeValue(req, true);
}
BuildRequest current = getCurrentRequest();
//update mining here
@ -369,5 +386,18 @@ public interface BuilderTrait extends Entity{
this.recipe = Recipe.getByResult(world.tile(x, y).block());
this.breaking = true;
}
@Override
public String toString(){
return "BuildRequest{" +
"x=" + x +
", y=" + y +
", rotation=" + rotation +
", recipe=" + recipe +
", breaking=" + breaking +
", progress=" + progress +
", initialized=" + initialized +
'}';
}
}
}

View File

@ -52,7 +52,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
protected boolean isWave;
protected Squad squad;
protected int spawner = -1;
protected int spawner = noSpawner;
/**internal constructor used for deserialization, DO NOT USE*/
public BaseUnit(){
@ -111,16 +111,8 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
return type;
}
public Tile getSpawner(){
return world.tile(spawner);
}
public void setSpawner(Tile tile){
this.spawner = tile.packedPosition();
}
public void setIntSpawner(int pos){
this.spawner = pos;
this.spawner = tile.pos();
}
/**Sets this to a 'wave' unit, which means it has slightly different AI and will not run out of ammo.*/
@ -143,7 +135,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
}
public void updateRespawning(){
if(spawner == -1) return;
if(spawner == noSpawner) return;
Tile tile = world.tile(spawner);
if(tile != null && tile.entity != null){
@ -151,7 +143,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
((SpawnerTrait) tile.entity).updateSpawning(this);
}
}else{
spawner = -1;
spawner = noSpawner;
}
}
@ -305,7 +297,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
avoidOthers(1.25f);
if(spawner != -1 && (world.tile(spawner) == null || world.tile(spawner).entity == null)){
if(spawner != noSpawner && (world.tile(spawner) == null || world.tile(spawner).entity == null)){
damage(health);
}
@ -336,7 +328,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
@Override
public void removed(){
spawner = -1;
spawner = noSpawner;
}
@Override

View File

@ -352,14 +352,14 @@ public class Drone extends FlyingUnit implements BuilderTrait{
@Override
public boolean canCreateBlocks(){
return false;
return true;
}
@Override
public void write(DataOutput data) throws IOException{
super.write(data);
data.writeInt(mineTile == null || !state.is(mine) ? -1 : mineTile.packedPosition());
data.writeInt(state.is(repair) && target instanceof TileEntity ? ((TileEntity)target).tile.packedPosition() : -1);
data.writeInt(mineTile == null || !state.is(mine) ? -1 : mineTile.pos());
data.writeInt(state.is(repair) && target instanceof TileEntity ? ((TileEntity)target).tile.pos() : -1);
writeBuilding(data);
}

View File

@ -3,7 +3,7 @@ package io.anuke.mindustry.game;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.traits.BuilderTrait;
import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.function.Event;
import io.anuke.ucore.core.Events.Event;
public class EventType{

View File

@ -11,9 +11,8 @@ public enum GameMode{
freebuild{{
disableWaveTimer = true;
}},
noWaves{{
attack{{
disableWaves = true;
hidden = true;
enemyCheat = true;
}},
victory{{

View File

@ -127,6 +127,7 @@ public class Saves{
saveMap.put(slot.index, slot);
slot.meta = SaveIO.getData(slot.index);
current = slot;
slot.meta.sector = invalidSector;
saveSlots();
return slot;
}
@ -164,26 +165,17 @@ public class Saves{
public void save(){
long time = totalPlaytime;
renderer.fog.writeFog();
long prev = totalPlaytime;
totalPlaytime = time;
threads.runGraphics(() -> {
//Renderer fog needs to be written on graphics thread, but save() can run on logic thread
//thus, runGraphics is required here
renderer.fog.writeFog();
SaveIO.saveToSlot(index);
meta = SaveIO.getData(index);
if(!state.is(State.menu)){
current = this;
}
//save on the logic thread
threads.run(() -> {
long prev = totalPlaytime;
totalPlaytime = time;
SaveIO.saveToSlot(index);
meta = SaveIO.getData(index);
if(!state.is(State.menu)){
current = this;
}
totalPlaytime = prev;
});
});
totalPlaytime = prev;
}
public boolean isHidden(){

View File

@ -96,6 +96,14 @@ public class Waves{
max = 10;
}},
new SpawnGroup(UnitTypes.fortress){{
begin = 40;
spacing = 5;
unitAmount = 2;
unitScaling = 3;
max = 10;
}},
new SpawnGroup(UnitTypes.dagger){{
begin = 35;
spacing = 3;
@ -134,6 +142,15 @@ public class Waves{
max = 8;
}},
new SpawnGroup(UnitTypes.revenant){{
begin = 50;
unitAmount = 4;
unitScaling = 3;
spacing = 5;
groupAmount = 2;
max = 8;
}},
new SpawnGroup(UnitTypes.ghoul){{
begin = 53;
unitAmount = 2;

View File

@ -77,9 +77,11 @@ public class FogRenderer implements Disposable{
pixelBuffer.position(0);
for(int i = 0; i < world.width() * world.height(); i++){
int x = i % world.width();
int y = i / world.width();
byte r = pixelBuffer.get();
if(r != 0){
world.tile(i).setVisibility((byte)1);
world.tile(x, y).setVisibility((byte)1);
}
pixelBuffer.position(pixelBuffer.position() + 3);
}
@ -128,10 +130,12 @@ public class FogRenderer implements Disposable{
changeQueue.clear();
if(dirty){
for(int i = 0; i < world.width() * world.height(); i++){
Tile tile = world.tile(i);
if(tile.discovered()){
Fill.rect(tile.worldx(), tile.worldy(), tilesize, tilesize);
for(int x = 0; x < world.width(); x++){
for(int y = 0; y < world.height(); y++){
Tile tile = world.tile(x, y);
if(tile.discovered()){
Fill.rect(tile.worldx(), tile.worldy(), tilesize, tilesize);
}
}
}
dirty = false;

View File

@ -195,9 +195,10 @@ public class OverlayRenderer{
}
void drawBar(Color color, float x, float y, float finion){
if(finion > 0.9f) finion = 1f; //fixes precision errors
finion = Mathf.clamp(finion);
if(finion > 0) finion = Mathf.clamp(finion + 0.2f, 0.24f, 1f);
if(finion > 0.001f) finion = Mathf.clamp(finion, 0.24f, 1f);
float len = 3;

View File

@ -95,7 +95,7 @@ public abstract class InputHandler extends InputAdapter{
ItemTransfer.create(item,
player.x + Angles.trnsx(player.rotation + 180f, backTrns), player.y + Angles.trnsy(player.rotation + 180f, backTrns),
new Translator(tile.drawx() + stackTrns.x, tile.drawy() + stackTrns.y), () -> {
if(tile.block() != block || tile.entity == null) return;
if(tile.block() != block || tile.entity == null || tile.entity.items == null) return;
tile.block().handleStack(item, removed, tile, player);
remaining[1] -= removed;

View File

@ -96,6 +96,9 @@ public class MobileInput extends InputHandler implements GestureListener{
TileEntity entity = tile.entity;
player.setMineTile(null);
player.target = entity;
}else if(tile != null && player.mech.canHeal && tile.entity != null && tile.getTeam() == player.getTeam() && tile.entity.damaged()){
player.setMineTile(null);
player.target = tile.entity;
}
}
}
@ -221,11 +224,6 @@ public class MobileInput extends InputHandler implements GestureListener{
}
}).update(l -> l.setChecked(mode == breaking));
//rotate button
table.addImageButton("icon-arrow", "clear-partial", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4))
.update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center))
.visible(() -> recipe != null && recipe.result.rotate);
//cancel button
table.addImageButton("icon-cancel", "clear-partial", 16 * 2f, () -> {
player.clearBuilding();
@ -233,6 +231,11 @@ public class MobileInput extends InputHandler implements GestureListener{
recipe = null;
}).visible(() -> player.isBuilding() || recipe != null || mode == breaking);
//rotate button
table.addImageButton("icon-arrow", "clear-partial", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4))
.update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center))
.visible(() -> recipe != null && recipe.result.rotate);
//confirm button
table.addImageButton("icon-check", "clear-partial", 16 * 2f, () -> {
for(PlaceRequest request : selection){
@ -242,8 +245,10 @@ public class MobileInput extends InputHandler implements GestureListener{
if(tile != null){
if(!request.remove){
rotation = request.rotation;
Recipe before = recipe;
recipe = request.recipe;
tryPlaceBlock(tile.x, tile.y);
recipe = before;
}else{
tryBreakBlock(tile.x, tile.y);
}
@ -596,6 +601,10 @@ public class MobileInput extends InputHandler implements GestureListener{
showGuide("construction");
}
if(recipe == null && mode == placing){
mode = none;
}
//automatically switch to placing after a new recipe is selected
if(lastRecipe != recipe && mode == breaking && recipe != null){
mode = placing;

View File

@ -50,7 +50,7 @@ public abstract class SaveFileVersion{
stream.writeShort(world.height());
for(int i = 0; i < world.width() * world.height(); i++){
Tile tile = world.tile(i);
Tile tile = world.tile(i % world.width(), i / world.width());
stream.writeByte(tile.getFloorID());
stream.writeByte(tile.getBlockID());
@ -73,7 +73,7 @@ public abstract class SaveFileVersion{
int consecutives = 0;
for(int j = i + 1; j < world.width() * world.height() && consecutives < 255; j++){
Tile nextTile = world.tile(j);
Tile nextTile = world.tile(j % world.width(), j / world.width());
if(nextTile.getFloorID() != tile.getFloorID() || nextTile.block() != Blocks.air || nextTile.getElevation() != tile.getElevation()){
break;
@ -89,13 +89,13 @@ public abstract class SaveFileVersion{
//write visibility, length-run encoded
for(int i = 0; i < world.width() * world.height(); i++){
Tile tile = world.tile(i);
Tile tile = world.tile(i % world.width(), i / world.width());
boolean discovered = tile.discovered();
int consecutives = 0;
for(int j = i + 1; j < world.width() * world.height() && consecutives < 32767*2-1; j++){
Tile nextTile = world.tile(j);
Tile nextTile = world.tile(j % world.width(), j / world.width());
if(nextTile.discovered() != discovered){
break;

View File

@ -14,7 +14,7 @@ import java.util.zip.InflaterInputStream;
import static io.anuke.mindustry.Vars.*;
public class SaveIO{
public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56);
public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 63);
public static final IntMap<SaveFileVersion> versions = new IntMap<>();
public static final Array<SaveFileVersion> versionArray = Array.with(
new Save16()

View File

@ -18,6 +18,7 @@ import io.anuke.mindustry.net.Packets.AdminAction;
import io.anuke.mindustry.net.Packets.KickReason;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.core.Effects;
import io.anuke.ucore.core.Effects.Effect;
@ -52,6 +53,10 @@ public class TypeIO{
@WriteClass(Unit.class)
public static void writeUnit(ByteBuffer buffer, Unit unit){
if(unit.getGroup() == null){
buffer.put((byte)-1);
return;
}
buffer.put((byte) unit.getGroup().getID());
buffer.putInt(unit.getID());
}
@ -59,6 +64,7 @@ public class TypeIO{
@ReadClass(Unit.class)
public static Unit readUnit(ByteBuffer buffer){
byte gid = buffer.get();
if(gid == -1) return null;
int id = buffer.getInt();
return (Unit) Entities.getGroup(gid).getByID(id);
}
@ -142,13 +148,12 @@ public class TypeIO{
@WriteClass(Tile.class)
public static void writeTile(ByteBuffer buffer, Tile tile){
buffer.putInt(tile == null ? -1 : tile.packedPosition());
buffer.putInt(tile == null ? Pos.get(-1, -1) : tile.pos());
}
@ReadClass(Tile.class)
public static Tile readTile(ByteBuffer buffer){
int position = buffer.getInt();
return position == -1 ? null : world.tile(position);
return world.tile(buffer.getInt());
}
@WriteClass(Block.class)
@ -166,7 +171,7 @@ public class TypeIO{
buffer.putShort((short)requests.length);
for(BuildRequest request : requests){
buffer.put(request.breaking ? (byte) 1 : 0);
buffer.putInt(world.toPacked(request.x, request.y));
buffer.putInt(Pos.get(request.x, request.y));
if(!request.breaking){
buffer.put(request.recipe.id);
buffer.put((byte) request.rotation);
@ -184,11 +189,11 @@ public class TypeIO{
BuildRequest currentRequest;
if(type == 1){ //remove
currentRequest = new BuildRequest(position % world.width(), position / world.width());
currentRequest = new BuildRequest(Pos.x(position), Pos.y(position));
}else{ //place
byte recipe = buffer.get();
byte rotation = buffer.get();
currentRequest = new BuildRequest(position % world.width(), position / world.width(), rotation, content.recipe(recipe));
currentRequest = new BuildRequest(Pos.x(position), Pos.y(position), rotation, content.recipe(recipe));
}
reqs[i] = (currentRequest);

View File

@ -59,7 +59,7 @@ public class Save16 extends SaveFileVersion{
stream.writeLong(TimeUtils.millis()); //last saved
stream.writeLong(headless ? 0 : control.saves.getTotalPlaytime()); //playtime
stream.writeInt(Version.build); //build
stream.writeInt(world.getSector() == null ? invalidSector : world.getSector().packedPosition()); //sector ID
stream.writeInt(world.getSector() == null ? invalidSector : world.getSector().pos()); //sector ID
//--GENERAL STATE--
stream.writeByte(state.mode.ordinal()); //gamemode

View File

@ -67,7 +67,7 @@ public class Sector{
return !headless && control.saves.getByID(saveID) != null;
}
public int packedPosition(){
public int pos(){
return Bits.packInt(x, y);
}
}

View File

@ -53,7 +53,7 @@ public class Sectors{
world.loadSector(sector);
logic.play();
if(!headless){
sector.saveID = control.saves.addSave("sector-" + sector.packedPosition()).index;
sector.saveID = control.saves.addSave("sector-" + sector.pos()).index;
}
world.sectors.save();
world.setSector(sector);

View File

@ -17,6 +17,7 @@ import io.anuke.mindustry.maps.Sector;
import io.anuke.mindustry.maps.missions.Mission;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.Floor;
import io.anuke.mindustry.world.blocks.OreBlock;
@ -86,7 +87,7 @@ public class WorldGenerator{
Tile tile = tiles[x][y];
if(tile.block().isMultiblock()){
multiblocks.add(tile.packedPosition());
multiblocks.add(tile.pos());
}
}
}
@ -95,8 +96,8 @@ public class WorldGenerator{
for(int i = 0; i < multiblocks.size; i++){
int pos = multiblocks.get(i);
int x = pos % tiles.length;
int y = pos / tiles.length;
int x = Pos.x(pos);
int y = Pos.y(pos);
Block result = tiles[x][y].block();
Team team = tiles[x][y].getTeam();

View File

@ -38,7 +38,7 @@ public class BattleMission extends MissionWithStartingCore{
@Override
public GameMode getMode(){
return GameMode.noWaves;
return GameMode.attack;
}
@Override

View File

@ -2,10 +2,8 @@ package io.anuke.mindustry.maps.missions;
import com.badlogic.gdx.math.GridPoint2;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.content.blocks.StorageBlocks;
import io.anuke.mindustry.game.GameMode;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.game.UnlockableContent;
import io.anuke.mindustry.maps.Sector;
import io.anuke.mindustry.maps.generation.Generation;
@ -34,7 +32,7 @@ public abstract class Mission{
}
public GameMode getMode(){
return GameMode.noWaves;
return GameMode.attack;
}
/**Sets the message displayed on mission begin. Returns this mission for chaining.*/

View File

@ -42,6 +42,13 @@ public abstract class MissionWithStartingCore extends Mission{
startingCoreTile.setBlock(StorageBlocks.core);
startingCoreTile.setTeam(team);
state.teams.get(team).cores.add(startingCoreTile);
//makes sure there's a flat area around core
for(int dx = -2; dx <= 2; dx++){
for(int dy = -2; dy <= 2; dy++){
gen.tiles[startingCoreTile.x + dx][startingCoreTile.y + dy].setElevation(startingCoreTile.getElevation());
}
}
}
/**

View File

@ -74,7 +74,7 @@ public class WaveMission extends MissionWithStartingCore{
@Override
public void update(){
if(state.wave > target){
state.mode = GameMode.noWaves;
state.mode = GameMode.attack;
}
}

View File

@ -1,5 +1,7 @@
package io.anuke.mindustry.net;
import io.anuke.mindustry.game.GameMode;
public class Host{
public final String name;
public final String address;
@ -8,8 +10,9 @@ public class Host{
public final int players;
public final int version;
public final String versionType;
public final GameMode mode;
public Host(String name, String address, String mapname, int wave, int players, int version, String versionType){
public Host(String name, String address, String mapname, int wave, int players, int version, String versionType, GameMode mode){
this.name = name;
this.address = address;
this.players = players;
@ -17,5 +20,6 @@ public class Host{
this.wave = wave;
this.version = version;
this.versionType = versionType;
this.mode = mode;
}
}

View File

@ -21,6 +21,7 @@ import io.anuke.ucore.util.Bits;
import java.io.*;
import java.nio.ByteBuffer;
import java.nio.charset.StandardCharsets;
import static io.anuke.mindustry.Vars.*;
@ -32,7 +33,7 @@ public class NetworkIO{
//--GENERAL STATE--
stream.writeByte(state.mode.ordinal()); //gamemode
stream.writeUTF(world.getMap().name); //map name
stream.writeInt(world.getSector() == null ? invalidSector : world.getSector().packedPosition()); //sector ID
stream.writeInt(world.getSector() == null ? invalidSector : world.getSector().pos()); //sector ID
stream.writeInt(world.getSector() == null ? 0 : world.getSector().completedMissions);
//write tags
@ -56,7 +57,7 @@ public class NetworkIO{
stream.writeShort(world.height());
for(int i = 0; i < world.width() * world.height(); i++){
Tile tile = world.tile(i);
Tile tile = world.tile(i % world.width(), i / world.width());
stream.writeByte(tile.getFloorID());
stream.writeByte(tile.getBlockID());
@ -79,7 +80,7 @@ public class NetworkIO{
int consecutives = 0;
for(int j = i + 1; j < world.width() * world.height() && consecutives < 255; j++){
Tile nextTile = world.tile(j);
Tile nextTile = world.tile(j % world.width(), j / world.width());
if(nextTile.getFloorID() != tile.getFloorID() || nextTile.block() != Blocks.air || nextTile.getElevation() != tile.getElevation()){
break;
@ -95,13 +96,13 @@ public class NetworkIO{
//write visibility, length-run encoded
for(int i = 0; i < world.width() * world.height(); i++){
Tile tile = world.tile(i);
Tile tile = world.tile(i % world.width(), i / world.width());;
boolean discovered = tile.discovered();
int consecutives = 0;
for(int j = i + 1; j < world.width() * world.height() && consecutives < 32767*2-1; j++){
Tile nextTile = world.tile(j);
Tile nextTile = world.tile(j % world.width(), j / world.width());;
if(nextTile.discovered() != discovered){
break;
@ -129,7 +130,7 @@ public class NetworkIO{
stream.writeByte(data.cores.size);
for(Tile tile : data.cores){
stream.writeInt(tile.packedPosition());
stream.writeInt(tile.pos());
}
}
@ -298,24 +299,25 @@ public class NetworkIO{
int maxlen = 32;
String host = (headless ? "Server" : players[0].name);
String map = world.getMap().name;
String map = world.getMap() == null ? "None" : world.getMap().name;
host = host.substring(0, Math.min(host.length(), maxlen));
map = map.substring(0, Math.min(map.length(), maxlen));
ByteBuffer buffer = ByteBuffer.allocate(128);
buffer.put((byte) host.getBytes().length);
buffer.put(host.getBytes());
buffer.put((byte) host.getBytes(StandardCharsets.UTF_8).length);
buffer.put(host.getBytes(StandardCharsets.UTF_8));
buffer.put((byte) map.getBytes().length);
buffer.put(map.getBytes());
buffer.put((byte) map.getBytes(StandardCharsets.UTF_8).length);
buffer.put(map.getBytes(StandardCharsets.UTF_8));
buffer.putInt(playerGroup.size());
buffer.putInt(state.wave);
buffer.putInt(Version.build);
buffer.put((byte)Version.type.getBytes().length);
buffer.put(Version.type.getBytes());
buffer.put((byte)Version.type.getBytes(StandardCharsets.UTF_8).length);
buffer.put(Version.type.getBytes(StandardCharsets.UTF_8));
buffer.put((byte)state.mode.ordinal());
return buffer;
}
@ -328,8 +330,8 @@ public class NetworkIO{
byte[] mb = new byte[mlength];
buffer.get(mb);
String host = new String(hb);
String map = new String(mb);
String host = new String(hb, StandardCharsets.UTF_8);
String map = new String(mb, StandardCharsets.UTF_8);
int players = buffer.getInt();
int wave = buffer.getInt();
@ -337,8 +339,9 @@ public class NetworkIO{
byte tlength = buffer.get();
byte[] tb = new byte[tlength];
buffer.get(tb);
String vertype = new String(tb);
String vertype = new String(tb, StandardCharsets.UTF_8);
GameMode mode = GameMode.values()[buffer.get()];
return new Host(host, hostAddress, map, wave, players, version, vertype);
return new Host(host, hostAddress, map, wave, players, version, vertype, mode);
}
}

View File

@ -34,6 +34,7 @@ public class Mech extends UnlockableContent{
public Color trailColorTo = Palette.boostTo;
public int itemCapacity = 30;
public boolean turnCursor = true;
public boolean canHeal = false;
public float weaponOffsetX, weaponOffsetY;
public Weapon weapon = Weapons.blaster;

View File

@ -41,17 +41,10 @@ public class AdminsDialog extends FloatingDialog{
ui.showConfirm("$text.confirm", "$text.confirmunadmin", () -> {
netServer.admins.unAdminPlayer(info.id);
playerGroup.forEach(player -> {
if(player.uuid.equals(info.id)){
if(player != null && player.uuid != null && player.uuid.equals(info.id)){
player.isAdmin = false;
}
});
/*
for(Player player : playerGroup.all()){
if(player.con != null){
player.isAdmin = false;
break;
}
}*/
setup();
});
}).size(h).pad(-14f);

View File

@ -38,10 +38,6 @@ public class FileChooser extends FloatingDialog{
private Consumer<FileHandle> selectListener;
private boolean open;
public FileChooser(String title, boolean open, Consumer<FileHandle> result){
this(title, defaultFilter, open, result);
}
public FileChooser(String title, Predicate<FileHandle> filter, boolean open, Consumer<FileHandle> result){
super(title);
this.open = open;
@ -127,7 +123,7 @@ public class FileChooser extends FloatingDialog{
updateFiles(true);
});
icontable.defaults().height(50).growX().uniform();
icontable.defaults().height(50).growX().padTop(5).uniform();
icontable.add(home);
icontable.add(back);
icontable.add(forward);
@ -202,7 +198,7 @@ public class FileChooser extends FloatingDialog{
//macs are confined to the Downloads/ directory
if(!OS.isMac){
Image upimage = new Image("icon-folder-parent");
TextButton upbutton = new TextButton(".." + directory.toString());
TextButton upbutton = new TextButton(".." + directory.toString(), "clear-toggle");
upbutton.clicked(() -> {
directory = directory.parent();
updateFiles(true);
@ -224,7 +220,7 @@ public class FileChooser extends FloatingDialog{
String filename = file.name();
TextButton button = new TextButton(shorten(filename), "toggle");
TextButton button = new TextButton(shorten(filename), "clear-toggle");
group.add(button);
button.clicked(() -> {

View File

@ -96,11 +96,11 @@ public class JoinDialog extends FloatingDialog{
//why are java lambdas this bad
TextButton[] buttons = {null};
TextButton button = buttons[0] = remote.addButton("[accent]" + server.displayIP(), () -> {
TextButton button = buttons[0] = remote.addButton("[accent]" + server.displayIP(), "clear", () -> {
if(!buttons[0].childrenPressed()){
connect(server.ip, server.port);
}
}).width(targetWidth()).height(150f).pad(4f).get();
}).width(targetWidth()).height(155f).pad(4f).get();
button.getLabel().setWrap(true);
@ -156,10 +156,10 @@ public class JoinDialog extends FloatingDialog{
versionString = Bundles.get("text.server.outdated");
}else if(host.version < Version.build && Version.build != -1){
versionString = Bundles.get("text.server.outdated") + "\n" +
Bundles.format("text.server.version", host.version);
Bundles.format("text.server.version", host.version, "");
}else if(host.version > Version.build && Version.build != -1){
versionString = Bundles.get("text.server.outdated.client") + "\n" +
Bundles.format("text.server.version", host.version);
Bundles.format("text.server.version", host.version, "");
}else{
versionString = Bundles.format("text.server.version", host.version, host.versionType);
}
@ -268,12 +268,13 @@ public class JoinDialog extends FloatingDialog{
if(totalHosts == 0){
local.clear();
}
local.background((Drawable) null);
totalHosts ++;
float w = targetWidth();
local.row();
TextButton button = local.addButton("[accent]" + host.name, () -> connect(host.address, port))
TextButton button = local.addButton("[accent]" + host.name, "clear", () -> connect(host.address, port))
.width(w).height(80f).pad(4f).get();
button.left();
button.row();

View File

@ -161,6 +161,7 @@ public class LoadDialog extends FloatingDialog{
control.saves.importSave(file);
setup();
}catch(IOException e){
e.printStackTrace();
ui.showError(Bundles.format("text.save.import.fail", Strings.parseException(e, false)));
}
}else{

View File

@ -24,9 +24,13 @@ import io.anuke.ucore.scene.Element;
import io.anuke.ucore.scene.Group;
import io.anuke.ucore.scene.actions.Actions;
import io.anuke.ucore.scene.event.Touchable;
import io.anuke.ucore.scene.ui.*;
import io.anuke.ucore.scene.ui.Image;
import io.anuke.ucore.scene.ui.ImageButton;
import io.anuke.ucore.scene.ui.Label;
import io.anuke.ucore.scene.ui.TextButton;
import io.anuke.ucore.scene.ui.layout.Stack;
import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.scene.ui.layout.Unit;
import io.anuke.ucore.util.Bundles;
import io.anuke.ucore.util.Mathf;
@ -347,7 +351,7 @@ public class HudFragment extends Fragment{
if(shown){
shown = false;
blockfrag.toggle(dur, in);
wavetable.actions(Actions.translateBy(0, (wavetable.getHeight() + dsize + 6) - wavetable.getTranslation().y, dur, in));
wavetable.actions(Actions.translateBy(0, (wavetable.getHeight() + Unit.dp.scl(dsize) + Unit.dp.scl(6)) - wavetable.getTranslation().y, dur, in));
infolabel.actions(Actions.translateBy(0, (wavetable.getHeight()) - wavetable.getTranslation().y, dur, in));
}else{
shown = true;

View File

@ -36,9 +36,11 @@ public class PlacementFragment extends Fragment{
Tile hoverTile;
Table blockTable, toggler, topTable;
boolean shown = true;
boolean lastGround;
public PlacementFragment(){
Events.on(WorldLoadGraphicsEvent.class, event -> {
currentCategory = Category.turret;
Group group = toggler.getParent();
toggler.remove();
build(group);
@ -109,13 +111,14 @@ public class PlacementFragment extends Fragment{
frame.table("button-edge-2", top -> {
topTable = top;
top.add(new Table()).growX().update(topTable -> {
if((tileDisplayBlock() == null && lastDisplay == getSelected()) ||
(tileDisplayBlock() != null && lastDisplay == tileDisplayBlock())) return;
if((tileDisplayBlock() == null && lastDisplay == getSelected() && !lastGround) ||
(tileDisplayBlock() != null && lastDisplay == tileDisplayBlock() && lastGround)) return;
topTable.clear();
topTable.top().left().margin(5);
lastDisplay = getSelected();
lastGround = tileDisplayBlock() != null;
if(lastDisplay != null){ //show selected recipe
topTable.table(header -> {
@ -181,7 +184,7 @@ public class PlacementFragment extends Fragment{
categories.addImageButton("icon-" + cat.name(), "clear-toggle", 16*2, () -> {
currentCategory = cat;
rebuildCategory.run();
}).group(group);
}).group(group).update(i -> i.setChecked(currentCategory == cat));
if(cat.ordinal() %2 == 1) categories.row();
}

View File

@ -116,7 +116,7 @@ public class PlayerListFragment extends Fragment{
t.row();
t.addImageButton("icon-admin", "clear-toggle", 14 * 2, () -> {
t.addImageButton("icon-admin", "clear-toggle-partial", 14 * 2, () -> {
if(Net.client()) return;
String id = player.uuid;

View File

@ -161,7 +161,7 @@ public class Block extends BaseBlock {
for(int i = 0; i < tile.entity.power.links.size; i++){
Tile other = world.tile(tile.entity.power.links.get(i));
if(other != null && other.entity != null && other.entity.power != null){
other.entity.power.links.removeValue(tile.packedPosition());
other.entity.power.links.removeValue(tile.pos());
}
}
}
@ -170,7 +170,7 @@ public class Block extends BaseBlock {
out.clear();
for(Tile other : tile.entity.proximity()){
if(other.entity.power != null && !(consumesPower && other.block().consumesPower && !outputsPower && !other.block().outputsPower)
&& !tile.entity.power.links.contains(other.packedPosition())){
&& !tile.entity.power.links.contains(other.pos())){
out.add(other);
}
}
@ -333,10 +333,8 @@ public class Block extends BaseBlock {
public void setBars(){
if(hasPower) bars.add(new BlockBar(BarType.power, true, tile -> tile.entity.power.amount / powerCapacity));
if(hasLiquids)
bars.add(new BlockBar(BarType.liquid, true, tile -> tile.entity.liquids.total() / liquidCapacity));
if(hasItems)
bars.add(new BlockBar(BarType.inventory, true, tile -> (float) tile.entity.items.total() / itemCapacity));
if(hasLiquids) bars.add(new BlockBar(BarType.liquid, true, tile -> tile.entity.liquids.total() / liquidCapacity));
if(hasItems) bars.add(new BlockBar(BarType.inventory, true, tile -> (float) tile.entity.items.total() / itemCapacity));
}
public String name(){
@ -539,16 +537,16 @@ public class Block extends BaseBlock {
public Array<Object> getDebugInfo(Tile tile){
return Array.with(
"block", tile.block().name,
"floor", tile.floor().name,
"x", tile.x,
"y", tile.y,
"entity.name", tile.entity.getClass(),
"entity.x", tile.entity.x,
"entity.y", tile.entity.y,
"entity.id", tile.entity.id,
"entity.items.total", hasItems ? tile.entity.items.total() : null,
"entity.graph", tile.entity.power != null && tile.entity.power.graph != null ? tile.entity.power.graph.getID() : null
"block", tile.block().name,
"floor", tile.floor().name,
"x", tile.x,
"y", tile.y,
"entity.name", tile.entity.getClass(),
"entity.x", tile.entity.x,
"entity.y", tile.entity.y,
"entity.id", tile.entity.id,
"entity.items.total", hasItems ? tile.entity.items.total() : null,
"entity.graph", tile.entity.power != null && tile.entity.power.graph != null ? tile.entity.power.graph.getID() : null
);
}
}

View File

@ -45,9 +45,9 @@ public class Build{
for(int dx = 0; dx < previous.size; dx++){
for(int dy = 0; dy < previous.size; dy++){
int worldx = dx + offsetx + x;
int worldy = dy + offsety + y;
if(!(worldx == x && worldy == y)){
int worldx = dx + offsetx + tile.x;
int worldy = dy + offsety + tile.y;
if(!(worldx == tile.x && worldy == tile.y)){
Tile toplace = world.tile(worldx, worldy);
if(toplace != null){
toplace.setLinked((byte) (dx + offsetx), (byte) (dy + offsety));

View File

@ -0,0 +1,20 @@
package io.anuke.mindustry.world;
/**Methods for a packed position 'struct', contained in an int.*/
public class Pos{
/**Returns packed position from an x/y position. The values must be within short limits.*/
public static int get(int x, int y){
return (((short)x) << 16) | (((short)y) & 0xFFFF);
}
/**Returns the x component of a position.*/
public static short x(int pos){
return (short) (pos >>> 16);
}
/**Returns the y component of a position.*/
public static short y(int pos){
return (short) (pos & 0xFFFF);
}
}

View File

@ -71,8 +71,9 @@ public class Tile implements PosTrait, TargetTrait{
return visibility > 0;
}
public int packedPosition(){
return x + y * world.width();
/**Returns this tile's position as a {@link Pos}.*/
public int pos(){
return Pos.get(x, y);
}
public byte getBlockID(){
@ -104,10 +105,6 @@ public class Tile implements PosTrait, TargetTrait{
return (T) entity;
}
public int id(){
return x + y * world.width();
}
public float worldx(){
return x * tilesize;
}

View File

@ -137,16 +137,16 @@ public class Floor extends Block{
@Override
public void drawNonLayer(Tile tile){
MathUtils.random.setSeed(tile.id());
MathUtils.random.setSeed(tile.pos());
drawEdges(tile, true);
}
@Override
public void draw(Tile tile){
MathUtils.random.setSeed(tile.id());
MathUtils.random.setSeed(tile.pos());
Draw.rect(variantRegions[Mathf.randomSeed(tile.id(), 0, Math.max(0, variantRegions.length - 1))], tile.worldx(), tile.worldy());
Draw.rect(variantRegions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, variantRegions.length - 1))], tile.worldx(), tile.worldy());
if(tile.hasCliffs() && cliffRegions != null){
for(int i = 0; i < 4; i++){

View File

@ -36,14 +36,14 @@ public class OreBlock extends Floor{
@Override
public void draw(Tile tile){
Draw.rect(variantRegions[Mathf.randomSeed(tile.id(), 0, Math.max(0, variantRegions.length - 1))], tile.worldx(), tile.worldy());
Draw.rect(variantRegions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, variantRegions.length - 1))], tile.worldx(), tile.worldy());
drawEdges(tile, false);
}
@Override
public void drawNonLayer(Tile tile){
MathUtils.random.setSeed(tile.id());
MathUtils.random.setSeed(tile.pos());
base.drawEdges(tile, true);
}

View File

@ -19,7 +19,7 @@ public class Rock extends Block{
@Override
public void draw(Tile tile){
if(variants > 0){
Draw.rect(regions[Mathf.randomSeed(tile.id(), 0, Math.max(0, regions.length - 1))], tile.worldx(), tile.worldy());
Draw.rect(regions[Mathf.randomSeed(tile.pos(), 0, Math.max(0, regions.length - 1))], tile.worldx(), tile.worldy());
}else{
Draw.rect(region, tile.worldx(), tile.worldy());
}

View File

@ -4,43 +4,32 @@ import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.type.Item;
import io.anuke.ucore.function.Consumer;
import io.anuke.ucore.function.Supplier;
import io.anuke.ucore.graphics.Draw;
import io.anuke.ucore.scene.style.TextureRegionDrawable;
import io.anuke.ucore.scene.ui.ButtonGroup;
import io.anuke.ucore.scene.ui.ImageButton;
import io.anuke.ucore.scene.ui.layout.Table;
import static io.anuke.mindustry.Vars.*;
import static io.anuke.mindustry.Vars.content;
import static io.anuke.mindustry.Vars.control;
public interface SelectionTrait{
default void buildItemTable(Table table, Supplier<Item> holder, Consumer<Item> consumer){
buildItemTable(table, false, holder, consumer);
}
default void buildItemTable(Table table, boolean nullItem, Supplier<Item> holder, Consumer<Item> consumer){
Array<Item> items = content.items();
ButtonGroup<ImageButton> group = new ButtonGroup<>();
group.setMinCheckCount(0);
Table cont = new Table();
cont.defaults().size(38);
int i = 0;
if(nullItem){
ImageButton button = cont.addImageButton("white", "clear-toggle", 24, () -> consumer.accept(null)).group(group).get();
button.getStyle().imageUp = new TextureRegionDrawable(Draw.region("icon-nullitem"));
button.setChecked(holder.get() == null);
i ++;
}
for(Item item : items){
if(!control.unlocks.isUnlocked(item)) continue;
ImageButton button = cont.addImageButton("white", "clear-toggle", 24, () -> consumer.accept(item))
.group(group).get();
ImageButton button = cont.addImageButton("white", "clear-toggle", 24, () -> {}).group(group).get();
button.changed(() -> consumer.accept(button.isChecked() ? item : null));
button.getStyle().imageUp = new TextureRegionDrawable(item.region);
button.setChecked(holder.get() == item);

View File

@ -83,10 +83,10 @@ public class MendProjector extends Block{
if(other == null) continue;
other = other.target();
if(other.getTeamID() == tile.getTeamID() && !healed.contains(other.packedPosition()) && other.entity != null && other.entity.health < other.entity.maxHealth()){
if(other.getTeamID() == tile.getTeamID() && !healed.contains(other.pos()) && other.entity != null && other.entity.health < other.entity.maxHealth()){
other.entity.healBy(other.entity.maxHealth() * (healPercent + entity.phaseHeat*phaseBoost)/100f);
Effects.effect(BlockFx.healBlockFull, Hue.mix(color, phase, entity.phaseHeat), other.drawx(), other.drawy(), other.block().size);
healed.add(other.packedPosition());
healed.add(other.pos());
}
}
}

View File

@ -85,11 +85,11 @@ public class OverdriveProjector extends Block{
if(other == null) continue;
other = other.target();
if(other.getTeamID() == tile.getTeamID() && !healed.contains(other.packedPosition()) && other.entity != null){
if(other.getTeamID() == tile.getTeamID() && !healed.contains(other.pos()) && other.entity != null){
other.entity.timeScaleDuration = Math.max(other.entity.timeScaleDuration, reload + 1f);
other.entity.timeScale = Math.max(other.entity.timeScale, realBoost);
Effects.effect(BlockFx.overdriveBlockFull, Hue.mix(color, phase, entity.phaseHeat), other.drawx(), other.drawy(), other.block().size);
healed.add(other.packedPosition());
healed.add(other.pos());
}
}
}

View File

@ -15,6 +15,7 @@ import io.anuke.mindustry.graphics.Palette;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Edges;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.meta.BlockGroup;
import io.anuke.ucore.core.Timers;
@ -58,8 +59,8 @@ public class ItemBridge extends Block{
public static void linkItemBridge(Player player, Tile tile, Tile other){
ItemBridgeEntity entity = tile.entity();
ItemBridgeEntity oe = other.entity();
entity.link = other.packedPosition();
oe.incoming.add(tile.packedPosition());
entity.link = other.pos();
oe.incoming.add(tile.pos());
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
@ -68,7 +69,7 @@ public class ItemBridge extends Block{
entity.link = -1;
if(other != null){
ItemBridgeEntity oe = other.entity();
oe.incoming.remove(tile.packedPosition());
oe.incoming.remove(tile.pos());
}
}
@ -90,7 +91,7 @@ public class ItemBridge extends Block{
Call.linkItemBridge(null, last, tile);
}
}
lastPlaced = tile.packedPosition();
lastPlaced = tile.pos();
}
@Override
@ -122,7 +123,7 @@ public class ItemBridge extends Block{
for(int j = 0; j < 4; j++){
Tile other = tile.getNearby(Geometry.d4[j].x * i, Geometry.d4[j].y * i);
if(linkValid(tile, other)){
boolean linked = other.packedPosition() == entity.link;
boolean linked = other.pos() == entity.link;
Draw.color(linked ? Palette.place : Palette.breakInvalid);
Lines.square(other.drawx(), other.drawy(),
@ -139,7 +140,7 @@ public class ItemBridge extends Block{
ItemBridgeEntity entity = tile.entity();
if(linkValid(tile, other)){
if(entity.link == other.packedPosition()){
if(entity.link == other.pos()){
Call.unlinkItemBridge(null, tile, other);
}else{
Call.linkItemBridge(null, tile, other);
@ -254,7 +255,7 @@ public class ItemBridge extends Block{
if(rel == rel2) return false;
}else{
return source.block() instanceof ItemBridge && source.<ItemBridgeEntity>entity().link == tile.packedPosition() && tile.entity.items.total() < itemCapacity;
return source.block() instanceof ItemBridge && source.<ItemBridgeEntity>entity().link == tile.pos() && tile.entity.items.total() < itemCapacity;
}
return tile.entity.items.total() < itemCapacity;
@ -273,9 +274,7 @@ public class ItemBridge extends Block{
while(it.hasNext){
int v = it.next();
int x = v % world.width();
int y = v / world.width();
if(tile.absoluteRelativeTo(x, y) == i){
if(tile.absoluteRelativeTo(Pos.x(v), Pos.y(v)) == i){
return false;
}
}
@ -315,7 +314,7 @@ public class ItemBridge extends Block{
return false;
}
return other.block() == this && (!checkDouble || other.<ItemBridgeEntity>entity().link != tile.packedPosition());
return other.block() == this && (!checkDouble || other.<ItemBridgeEntity>entity().link != tile.pos());
}
public static class ItemBridgeEntity extends TileEntity{

View File

@ -3,6 +3,7 @@ package io.anuke.mindustry.world.blocks.distribution;
import com.badlogic.gdx.utils.IntSet.IntSetIterator;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.Liquid;
import io.anuke.mindustry.world.Pos;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.meta.BlockGroup;
import io.anuke.ucore.core.Timers;
@ -65,9 +66,7 @@ public class LiquidExtendingBridge extends ExtendingItemBridge{
while(it.hasNext){
int v = it.next();
int x = v % world.width();
int y = v / world.width();
if(tile.absoluteRelativeTo(x, y) == i){
if(tile.absoluteRelativeTo(Pos.x(v), Pos.y(v)) == i){
return false;
}
}

View File

@ -0,0 +1,8 @@
package io.anuke.mindustry.world.blocks.distribution;
public class LiquidTank extends LiquidRouter{
public LiquidTank(String name){
super(name);
}
}

View File

@ -225,11 +225,11 @@ public class MassDriver extends Block{
MassDriverEntity entity = tile.entity();
if(entity.link == other.packedPosition()){
if(entity.link == other.pos()){
Call.linkMassDriver(null, tile, -1);
return false;
}else if(other.block() instanceof MassDriver && other.distanceTo(tile) <= range){
Call.linkMassDriver(null, tile, other.packedPosition());
Call.linkMassDriver(null, tile, other.pos());
return false;
}

View File

@ -4,6 +4,7 @@ import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
@ -12,7 +13,6 @@ import io.anuke.mindustry.world.meta.BlockGroup;
import io.anuke.ucore.graphics.Draw;
import io.anuke.ucore.scene.ui.layout.Table;
import io.anuke.ucore.util.Mathf;
import io.anuke.mindustry.gen.Call;
import java.io.DataInput;
import java.io.DataOutput;
@ -40,15 +40,15 @@ public class Sorter extends Block implements SelectionTrait{
@Override
public void playerPlaced(Tile tile){
if(lastItem != null){
threads.runDelay(() -> Call.setSorterItem(null, tile, lastItem));
}
threads.runDelay(() -> Call.setSorterItem(null, tile, lastItem));
}
@Remote(targets = Loc.both, called = Loc.both, forward = true)
public static void setSorterItem(Player player, Tile tile, Item item){
SorterEntity entity = tile.entity();
if(entity != null) entity.sortItem = item;
if(entity != null){
entity.sortItem = item;
}
}
@Override
@ -56,6 +56,7 @@ public class Sorter extends Block implements SelectionTrait{
super.draw(tile);
SorterEntity entity = tile.entity();
if(entity.sortItem == null) return;
Draw.color(entity.sortItem.color);
Draw.rect("blank", tile.worldx(), tile.worldy(), 4f, 4f);
@ -130,16 +131,17 @@ public class Sorter extends Block implements SelectionTrait{
}
public static class SorterEntity extends TileEntity{
public Item sortItem = content.item(0);
public Item sortItem;
@Override
public void writeConfig(DataOutput stream) throws IOException{
stream.writeByte(sortItem.id);
stream.writeByte(sortItem == null ? -1 : sortItem.id);
}
@Override
public void readConfig(DataInput stream) throws IOException{
sortItem = content.items().get(stream.readByte());
byte b = stream.readByte();
sortItem = b == -1 ? null : content.items().get(b);
}
}
}

View File

@ -14,7 +14,7 @@ public class LiquidHeatGenerator extends LiquidGenerator{
public void setStats(){
super.setStats();
stats.add(BlockStat.basePowerGeneration, maxLiquidGenerate * powerPerLiquid * 60f, StatUnit.powerSecond);
stats.add(BlockStat.basePowerGeneration, maxLiquidGenerate * powerPerLiquid * 60f * 0.5f, StatUnit.powerSecond);
}
@Override

View File

@ -134,9 +134,9 @@ public class PowerGraph{
child.entity.power.graph = this;
add(child);
for(Tile next : child.block().getPowerConnections(child, outArray2)){
if(next.entity.power != null && next.entity.power.graph == null && !closedSet.contains(next.packedPosition())){
if(next.entity.power != null && next.entity.power.graph == null && !closedSet.contains(next.pos())){
queue.addLast(next);
closedSet.add(next.packedPosition());
closedSet.add(next.pos());
}
}
}
@ -156,9 +156,9 @@ public class PowerGraph{
child.entity.power.graph = graph;
graph.add(child);
for(Tile next : child.block().getPowerConnections(child, outArray2)){
if(next != tile && next.entity.power != null && next.entity.power.graph == null && !closedSet.contains(next.packedPosition())){
if(next != tile && next.entity.power != null && next.entity.power.graph == null && !closedSet.contains(next.pos())){
queue.addLast(next);
closedSet.add(next.packedPosition());
closedSet.add(next.pos());
}
}
}

View File

@ -47,18 +47,19 @@ public class PowerNode extends PowerBlock{
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void linkPowerNodes(Player player, Tile tile, Tile other){
if(tile.entity.power == null || !((PowerNode)tile.block()).linkValid(tile, other)) return;
if(tile.entity.power == null || !((PowerNode)tile.block()).linkValid(tile, other)
|| tile.entity.power.links.size >= ((PowerNode)tile.block()).maxNodes) return;
TileEntity entity = tile.entity();
if(!entity.power.links.contains(other.packedPosition())){
entity.power.links.add(other.packedPosition());
if(!entity.power.links.contains(other.pos())){
entity.power.links.add(other.pos());
}
if(other.getTeamID() == tile.getTeamID()){
if(!other.entity.power.links.contains(tile.packedPosition())){
other.entity.power.links.add(tile.packedPosition());
if(!other.entity.power.links.contains(tile.pos())){
other.entity.power.links.add(tile.pos());
}
}
@ -67,7 +68,7 @@ public class PowerNode extends PowerBlock{
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void unlinkPowerNodes(Player player, Tile tile, Tile other){
if(tile.entity.power == null) return;
if(tile.entity.power == null || other.entity == null || other.entity.power == null) return;
TileEntity entity = tile.entity();
@ -75,8 +76,8 @@ public class PowerNode extends PowerBlock{
PowerGraph tg = entity.power.graph;
tg.clear();
entity.power.links.removeValue(other.packedPosition());
other.entity.power.links.removeValue(tile.packedPosition());
entity.power.links.removeValue(other.pos());
other.entity.power.links.removeValue(tile.pos());
//reflow from this point, covering all tiles on this side
tg.reflow(tile);
@ -99,14 +100,14 @@ public class PowerNode extends PowerBlock{
if(linkValid(tile, before) && before.block() instanceof PowerNode){
for(Tile near : before.entity.proximity()){
if(near.target() == tile){
lastPlaced = tile.packedPosition();
lastPlaced = tile.pos();
return;
}
}
Call.linkPowerNodes(null, tile, before);
}
lastPlaced = tile.packedPosition();
lastPlaced = tile.pos();
}
@Override
@ -202,7 +203,7 @@ public class PowerNode extends PowerBlock{
for(int i = 0; i < entity.power.links.size; i++){
Tile link = world.tile(entity.power.links.get(i));
if(linkValid(tile, link) && (!(link.block() instanceof PowerNode)
|| ((tile.block().size > link.block().size) || (tile.block().size == link.block().size && tile.id() < link.id())))){
|| ((tile.block().size > link.block().size) || (tile.block().size == link.block().size && tile.pos() < link.pos())))){
drawLaser(tile, link);
}
}
@ -211,7 +212,7 @@ public class PowerNode extends PowerBlock{
}
protected boolean linked(Tile tile, Tile other){
return tile.entity.power.links.contains(other.packedPosition());
return tile.entity.power.links.contains(other.pos());
}
protected boolean linkValid(Tile tile, Tile link){
@ -227,7 +228,7 @@ public class PowerNode extends PowerBlock{
return Vector2.dst(tile.drawx(), tile.drawy(), link.drawx(), link.drawy()) <= Math.max(laserRange * tilesize,
((PowerNode) link.block()).laserRange * tilesize)
+ (link.block().size - 1) * tilesize / 2f + (tile.block().size - 1) * tilesize / 2f &&
(!checkMaxNodes || (oe.power.links.size < ((PowerNode) link.block()).maxNodes || oe.power.links.contains(tile.packedPosition())));
(!checkMaxNodes || (oe.power.links.size < ((PowerNode) link.block()).maxNodes || oe.power.links.contains(tile.pos())));
}else{
return Vector2.dst(tile.drawx(), tile.drawy(), link.drawx(), link.drawy())
<= laserRange * tilesize + (link.block().size - 1) * tilesize;
@ -249,24 +250,9 @@ public class PowerNode extends PowerBlock{
x2 += t2.x;
y2 += t2.y;
float space = Vector2.dst(x1, y1, x2, y2);
float scl = 4f, mag = 2f, tscl = 4f, segscl = 3f;
int segments = Mathf.ceil(space / segscl);
Draw.color(Palette.powerLight);
Lines.stroke(1f);
Lines.beginLine();
for(int i = 0; i < segments + 1; i++){
float f1 = (float)i / segments;
t1.trns(angle1 + 90f, Mathf.lerp(Mathf.sin(tile.entity.id * 124f + Timers.time()/tscl + f1 * space, scl, mag), 0f, Math.abs(f1 - 0.5f)*2f));
Lines.linePoint(x1 + (x2 - x1) * f1 + t1.x, y1 + (y2 - y1) * f1 + t1.y);
}
Lines.endLine();
Draw.color(Palette.powerLight, Palette.power, Mathf.absin(Timers.time(), 8f, 1f));
Lines.stroke(2f);
Lines.line(x1, y1, x2, y2);
}
}

View File

@ -74,7 +74,7 @@ public class Cultivator extends Drill{
Draw.color(bottomColor, plantColorLight, entity.warmup);
random.setSeed(tile.packedPosition());
random.setSeed(tile.pos());
for(int i = 0; i < 12; i++){
float offset = random.nextFloat() * 999999f;
float x = random.range(4f), y = random.range(4f);

View File

@ -51,7 +51,6 @@ public class CoreBlock extends StorageBlock{
update = true;
size = 3;
hasItems = true;
itemCapacity = 2000;
viewRange = 200f;
flags = EnumSet.of(BlockFlag.resupplyPoint, BlockFlag.target);
}
@ -83,8 +82,18 @@ public class CoreBlock extends StorageBlock{
if(entity != null) entity.solid = solid;
}
@Override
public int getMaximumAccepted(Tile tile, Item item){
return itemCapacity * state.teams.get(tile.getTeam()).cores.size;
}
@Override
public void onProximityUpdate(Tile tile) {
for(Tile other : state.teams.get(tile.getTeam()).cores){
if(other != tile){
tile.entity.items = other.entity.items;
}
}
state.teams.get(tile.getTeam()).cores.add(tile);
}
@ -96,6 +105,11 @@ public class CoreBlock extends StorageBlock{
@Override
public void removed(Tile tile){
state.teams.get(tile.getTeam()).cores.remove(tile);
int max = itemCapacity * state.teams.get(tile.getTeam()).cores.size;
for(Item item : content.items()){
tile.entity.items.set(item, Math.min(tile.entity.items.get(item), max));
}
}
@Override
@ -222,7 +236,7 @@ public class CoreBlock extends StorageBlock{
return new CoreEntity();
}
public class CoreEntity extends StorageEntity implements SpawnerTrait{
public class CoreEntity extends TileEntity implements SpawnerTrait{
public Unit currentUnit;
int droneID = -1;
boolean solid = true;

View File

@ -7,6 +7,7 @@ import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.SelectionTrait;
import io.anuke.ucore.graphics.Draw;
@ -17,15 +18,37 @@ import java.io.DataOutput;
import java.io.IOException;
import static io.anuke.mindustry.Vars.content;
import static io.anuke.mindustry.Vars.threads;
public class SortedUnloader extends Unloader implements SelectionTrait{
public class SortedUnloader extends Block implements SelectionTrait{
protected float speed = 1f;
protected final int timerUnload = timers++;
private static Item lastItem;
public SortedUnloader(String name){
super(name);
update = true;
solid = true;
health = 70;
hasItems = true;
configurable = true;
}
@Override
public boolean canDump(Tile tile, Tile to, Item item){
Block block = to.target().block();
return !(block instanceof StorageBlock);
}
@Override
public void setBars(){}
@Override
public void playerPlaced(Tile tile){
threads.runDelay(() -> Call.setSortedUnloaderItem(null, tile, lastItem));
}
@Remote(targets = Loc.both, called = Loc.both, forward = true)
public static void setSortedUnloaderItem(Player player, Tile tile, Item item){
SortedUnloaderEntity entity = tile.entity();
@ -65,7 +88,10 @@ public class SortedUnloader extends Unloader implements SelectionTrait{
@Override
public void buildTable(Tile tile, Table table){
SortedUnloaderEntity entity = tile.entity();
buildItemTable(table, true, () -> entity.sortItem, item -> Call.setSortedUnloaderItem(null, tile, item));
buildItemTable(table, () -> entity.sortItem, item -> {
lastItem = item;
Call.setSortedUnloaderItem(null, tile, item);
});
}
@Override

View File

@ -1,15 +1,10 @@
package io.anuke.mindustry.world.blocks.storage;
import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.entities.Unit;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.BarType;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
import io.anuke.ucore.graphics.Fill;
import static io.anuke.mindustry.Vars.tilesize;
public abstract class StorageBlock extends Block{
@ -18,6 +13,16 @@ public abstract class StorageBlock extends Block{
hasItems = true;
}
@Override
public boolean acceptItem(Item item, Tile tile, Tile source){
return tile.entity.items.get(item) < getMaximumAccepted(tile, item);
}
@Override
public int getMaximumAccepted(Tile tile, Item item){
return itemCapacity;
}
@Override
public void setBars(){
super.setBars();
@ -29,85 +34,6 @@ public abstract class StorageBlock extends Block{
return false;
}
@Override
public void onProximityAdded(Tile tile){
StorageEntity entity = tile.entity();
entity.graph.set(tile);
for(Tile prox : tile.entity.proximity()){
if(prox.block() instanceof StorageBlock){
StorageEntity other = prox.entity();
entity.graph.merge(other.graph);
}
}
}
@Override
public void onProximityRemoved(Tile tile){
StorageEntity entity = tile.entity();
entity.graph.remove(tile);
}
@Override
public void drawSelect(Tile tile){
StorageEntity entity = tile.entity();
if(entity.graph.getTiles().size > 1){
//Shaders.outline.color.set(Palette.accent);
//Graphics.beginShaders(Shaders.outline);
for(Tile other : entity.graph.getTiles()){
Fill.square(other.drawx(), other.drawy(), other.block().size * tilesize);
}
// Draw.color(Color.CLEAR);
//Graphics.endShaders();
//Draw.color();
}
}
@Override
public boolean acceptItem(Item item, Tile tile, Tile source){
StorageEntity entity = tile.entity();
return entity.graph.accept(item);
}
@Override
public int acceptStack(Item item, int amount, Tile tile, Unit source){
StorageEntity entity = tile.entity();
if(acceptItem(item, tile, tile) && hasItems && (source == null || source.getTeam() == tile.getTeam())){
return Math.min(entity.graph.accept(item, amount), amount);
}else{
return 0;
}
}
@Override
public float inventoryScaling(Tile tile){
StorageEntity entity = tile.entity();
return 1f / entity.graph.getTiles().size;
}
@Override
public TileEntity newEntity(){
return new StorageEntity();
}
@Override
public Array<Object> getDebugInfo(Tile tile){
Array<Object> arr = super.getDebugInfo(tile);
StorageEntity entity = tile.entity();
arr.addAll("storage graph", entity.graph.getID(),
"graph capacity", entity.graph.getCapacity(),
"graph tiles", entity.graph.getTiles().size,
"graph item ID", entity.graph.items().getID());
return arr;
}
/**
* Removes an item and returns it. If item is not null, it should return the item.
* Returns null if no items are there.
@ -139,8 +65,4 @@ public abstract class StorageBlock extends Block{
return entity.items.has(item);
}
}
public class StorageEntity extends TileEntity{
public StorageGraph graph = new StorageGraph();
}
}

View File

@ -1,151 +0,0 @@
package io.anuke.mindustry.world.blocks.storage;
import com.badlogic.gdx.utils.IntSet;
import com.badlogic.gdx.utils.ObjectSet;
import com.badlogic.gdx.utils.Queue;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.storage.StorageBlock.StorageEntity;
import io.anuke.mindustry.world.modules.ItemModule;
public class StorageGraph{
private static IntSet closedSet = new IntSet();
private static Queue<Tile> queue = new Queue<>();
private static ObjectSet<ItemModule> itemSet = new ObjectSet<>();
private static int lastID;
private final int id = lastID++;
private ObjectSet<Tile> tiles = new ObjectSet<>();
private ItemModule items = new ItemModule();
private int capacity;
public void set(Tile tile){
items.addAll(tile.entity.items);
items.setID(tile.entity.items.getID());
add(tile);
}
public void add(Tile tile){
if(!tiles.add(tile)) return;
StorageEntity e = tile.entity();
e.graph = this;
capacity += tile.block().itemCapacity;
if(tile.entity.items != null && tile.entity.items.getID() != items.getID()){
items.addAll(tile.entity.items);
}
tile.entity.items = items;
}
public void remove(Tile tile){
if(!tiles.contains(tile)) return;
for(Tile other : tiles){
if(other == tile) continue;
StorageEntity entity = other.entity();
entity.graph = null;
entity.items = new ItemModule();
float fraction = (float)other.block().itemCapacity / capacity;
items.forEach((item, amount) -> {
int added = (int)(fraction * amount);
entity.items.add(item, added);
items.remove(item, added);
});
}
//handle remaining items that didn't get added
Item taken;
while((taken = items.take()) != null){
for(Tile other : tiles){
if(other == tile) continue;
//insert item into first found block
if(other.entity.items.get(taken) < other.block().itemCapacity){
other.entity.items.add(taken, 1);
break;
}
}
}
items.clear();
capacity = 0;
for(Tile other : tile.entity.proximity()){
if(other.block() instanceof StorageBlock && other.<StorageEntity>entity().graph == null){
StorageGraph graph = new StorageGraph();
other.<StorageEntity>entity().graph = graph;
graph.reflow(tile, other);
}
}
}
public void reflow(Tile base, Tile tile){
queue.clear();
queue.addLast(tile);
closedSet.clear();
itemSet.clear();
while(queue.size > 0){
Tile child = queue.removeFirst();
StorageEntity entity = child.entity();
entity.graph = this;
if(!itemSet.add(child.entity.items)) child.entity.items = null;
add(child);
for(Tile next : child.entity.proximity()){
if(next != base && next.block() instanceof StorageBlock && next.<StorageEntity>entity().graph == null && !closedSet.contains(next.packedPosition())){
queue.addLast(next);
closedSet.add(next.packedPosition());
}
}
}
}
public void merge(StorageGraph other){
if(this == other || other == null) return;
itemSet.clear();
for(Tile tile : other.tiles){
if(!itemSet.add(tile.entity.items)){
tile.entity.items = null;
}
}
for(Tile tile : other.tiles){
add(tile);
}
}
public boolean accept(Item item){
return accept(item, 1) == 1;
}
public int accept(Item item, int amount){
return Math.min(capacity - items.get(item), amount);
}
public ObjectSet<Tile> getTiles(){
return tiles;
}
public int getID(){
return id;
}
public int getCapacity(){
return capacity;
}
public ItemModule items(){
return items;
}
}

View File

@ -1,26 +0,0 @@
package io.anuke.mindustry.world.blocks.storage;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
public abstract class Unloader extends Block{
protected final int timerUnload = timers++;
public Unloader(String name){
super(name);
update = true;
solid = true;
health = 70;
hasItems = true;
}
@Override
public boolean canDump(Tile tile, Tile to, Item item){
Block block = to.target().block();
return !(block instanceof StorageBlock);
}
@Override
public void setBars(){}
}

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