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Merge branch 'master' into master

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Anuken 2019-10-15 18:08:21 -04:00 committed by GitHub
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136 changed files with 14773 additions and 13014 deletions

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@ -4,4 +4,4 @@ about: Suggest an idea for this project
---
Do not make a new issue for feature requests. Instead, post it in #545.
**Do not make a new issue for feature requests!** Instead, post it in #545.

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@ -10,10 +10,10 @@ _[Wiki](https://mindustrygame.github.io/wiki)_
### Building
Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://jenkins.hellomouse.net/job/mindustry/).
Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://github.com/Anuken/MindustryBuilds/releases). Old builds might still be on [jenkins](https://jenkins.hellomouse.net/job/mindustry/).
If you'd rather compile on your own, follow these instructions.
First, make sure you have Java 8 and JDK 8 installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands:
First, make sure you have [Java 8](https://www.java.com/en/download/) and [JDK 8](https://adoptopenjdk.net/) installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands:
#### Windows

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@ -37,6 +37,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{
path = Paths.get(Utils.filer.createResource(StandardLocation.CLASS_OUTPUT, "no", "no")
.toUri().toURL().toString().substring(System.getProperty("os.name").contains("Windows") ? 6 : "file:".length()))
.getParent().getParent().getParent().getParent().getParent().getParent().toString();
path = path.replace("%20", " ");
processSounds("Sounds", path + "/assets/sounds", "io.anuke.arc.audio.Sound");
processSounds("Musics", path + "/assets/music", "io.anuke.arc.audio.Music");

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@ -152,7 +152,7 @@ project(":desktop"){
compile "com.code-disaster.steamworks4j:steamworks4j-server:$steamworksVersion"
compile arcModule("backends:backend-sdl")
compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.2'
compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.1'
}
}

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@ -45,11 +45,11 @@ database = Core Database
savegame = Save Game
loadgame = Load Game
joingame = Join Game
addplayers = Add/Remove Players
customgame = Custom Game
newgame = New Game
none = <none>
minimap = Minimap
position = Position
close = Close
website = Website
quit = Quit
@ -70,6 +70,8 @@ mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very b
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]No mods found!
mods.guide = Modding Guide
mods.report = Report Bug
mod.enabled = [lightgray]Enabled
mod.disabled = [scarlet]Disabled
mod.disable = Disable
@ -77,6 +79,7 @@ mod.enable = Enable
mod.requiresrestart = The game will now close to apply the mod changes.
mod.reloadrequired = [scarlet]Reload Required
mod.import = Import Mod
mod.import.github = Import Github Mod
mod.remove.confirm = This mod will be deleted.
mod.author = [LIGHT_GRAY]Author:[] {0}
mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0}
@ -161,7 +164,6 @@ server.port = Port:
server.addressinuse = Address already in use!
server.invalidport = Invalid port number!
server.error = [crimson]Error hosting server.
save.old = This save is for an older version of the game, and can no longer be used.\n\n[lightgray]Save backwards compatibility will be implemented in the full 4.0 release.
save.new = New Save
save.overwrite = Are you sure you want to overwrite\nthis save slot?
overwrite = Overwrite
@ -215,6 +217,9 @@ quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial c
loading = [accent]Loading...
reloading = [accent]Reloading Mods...
saving = [accent]Saving...
cancelbuilding = [accent][[{0}][] to clear plan
pausebuilding = [accent][[{0}][] to pause building
resumebuilding = [scarlet][[{0}][] to resume building
wave = [accent]Wave {0}
wave.waiting = [lightgray]Wave in {0}
wave.waveInProgress = [lightgray]Wave in progress
@ -375,7 +380,6 @@ campaign = Campaign
load = Load
save = Save
fps = FPS: {0}
tps = TPS: {0}
ping = Ping: {0}ms
language.restart = Please restart your game for the language settings to take effect.
settings = Settings
@ -388,8 +392,10 @@ donate = Donate
abandon = Abandon
abandon.text = This zone and all its resources will be lost to the enemy.
locked = Locked
complete = [lightgray]Reach:
zone.requirement = Wave {0} in zone {1}
complete = [lightgray]Complete:
requirement.wave = Reach Wave {0} in {1}
requirement.core = Destroy Enemy Core in {0}
requirement.unlock = Unlock {0}
resume = Resume Zone:\n[lightgray]{0}
bestwave = [lightgray]Best Wave: {0}
launch = < LAUNCH >
@ -400,11 +406,13 @@ launch.confirm = This will launch all resources in your core.\nYou will not be a
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
uncover = Uncover
configure = Configure Loadout
configure.locked = [lightgray]Unlock configuring loadout: Wave {0}.
bannedblocks = Banned Blocks
addall = Add All
configure.locked = [lightgray]Unlock configuring loadout: {0}.
configure.invalid = Amount must be a number between 0 and {0}.
zone.unlocked = [lightgray]{0} unlocked.
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
zone.requirement.complete = Requirement for {0} completed:[lightgray]\n{1}
zone.config.unlocked = Loadout unlocked:[lightgray]\n{0}
zone.resources = [lightgray]Resources Detected:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective.survival = Survive
@ -465,12 +473,13 @@ settings.cleardata = Clear Game Data...
settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
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.
paused = [accent]< Paused >
clear = Clear
banned = [scarlet]Banned
yes = Yes
no = No
info.title = Info
error.title = [crimson]An error has occured
error.crashtitle = An error has occured
attackpvponly = [scarlet]Only available in Attack/PvP modes
blocks.input = Input
blocks.output = Output
blocks.booster = Booster
@ -555,6 +564,7 @@ category.optional = Optional Enhancements
setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows
setting.linear.name = Linear Filtering
setting.hints.name = Hints
setting.animatedwater.name = Animated Water
setting.animatedshields.name = Animated Shields
setting.antialias.name = Antialias[lightgray] (requires restart)[]
@ -582,9 +592,9 @@ setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart)
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixelate[lightgray] (disables animations)
setting.minimap.name = Show Minimap
setting.position.name = Show Player Position
setting.musicvol.name = Music Volume
setting.ambientvol.name = Ambient Volume
setting.mutemusic.name = Mute Music
@ -594,8 +604,10 @@ setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display Player Bubble Chat
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
public.beta = Note that beta versions of the game cannot make public lobbies.
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
uiscale.cancel = Cancel & Exit
setting.bloom.name = Bloom
@ -609,6 +621,7 @@ command.rally = Rally
command.retreat = Retreat
keybind.gridMode.name = Block Select
keybind.gridModeShift.name = Category Select
keybind.clear_building.name = Clear Building
keybind.press = Press a key...
keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
@ -625,6 +638,7 @@ keybind.zoom_hold.name = Zoom Hold
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
keybind.pause_building.name = Pause/Resume Building
keybind.minimap.name = Minimap
keybind.dash.name = Dash
keybind.chat.name = Chat
@ -833,6 +847,7 @@ block.junction.name = Junction
block.router.name = Router
block.distributor.name = Distributor
block.sorter.name = Sorter
block.inverted-sorter.name = Inverted Sorter
block.message.name = Message
block.overflow-gate.name = Overflow Gate
block.silicon-smelter.name = Silicon Smelter
@ -1054,6 +1069,7 @@ block.junction.description = Acts as a bridge for two crossing conveyor belts. U
block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
block.sorter.description = Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right.
block.inverted-sorter.descriptions = Processes items like a standard sorter, but outputs selected items to the sides instead.
block.router.description = Accepts items, then outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.\n\n[scarlet]Never use next to production inputs, as they will get clogged by output.[]
block.distributor.description = An advanced router. Splits items to up to 7 other directions equally.
block.overflow-gate.description = A combination splitter and router. Only outputs to the left and right if the front path is blocked.

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@ -545,7 +545,6 @@ setting.fullscreen.name = Celá obrazovka
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
setting.fps.name = Ukázat snímky/sekundu
setting.vsync.name = Vertikální synchronizace
setting.lasers.name = Ukázat laser energie
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
setting.minimap.name = Ukázat minimapu
setting.musicvol.name = Hlasitost hudby
@ -557,6 +556,7 @@ setting.crashreport.name = Poslat anonymní spis o zhroucení hry
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

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@ -545,7 +545,6 @@ setting.fullscreen.name = Vollbild
setting.borderlesswindow.name = Randloses Fenster[LIGHT_GRAY] (Neustart teilweise erforderlich)
setting.fps.name = Zeige FPS
setting.vsync.name = VSync
setting.lasers.name = Zeige Stromlaser
setting.pixelate.name = Verpixeln [LIGHT_GRAY](Könnte die Leistung beeinträchtigen)
setting.minimap.name = Zeige die Minimap
setting.musicvol.name = Musiklautstärke
@ -557,6 +556,7 @@ setting.crashreport.name = Anonyme Absturzberichte senden
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Deckkraft
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Chat im Spiel anzeigen
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
uiscale.cancel = Abbrechen & Beenden

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@ -594,6 +594,7 @@ setting.crashreport.name = Enviar informes de fallos anónimos
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Opacidad del Chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility.
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...

File diff suppressed because it is too large Load Diff

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@ -545,7 +545,6 @@ setting.fullscreen.name = Pantaila osoa
setting.borderlesswindow.name = Ertzik gabeko leihoa[lightgray] (berrabiaraztea behar lezake)
setting.fps.name = Erakutsi FPS
setting.vsync.name = VSync
setting.lasers.name = Erakutsi energia laserrak
setting.pixelate.name = Pixelatu[lightgray] (animazioak desgaitzen ditu)
setting.minimap.name = Erakutsi mapatxoa
setting.musicvol.name = Musikaren bolumena
@ -557,6 +556,7 @@ setting.crashreport.name = Bidali kraskatze txosten automatikoak
setting.savecreate.name = Gorde automatikoki
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Txataren opakotasuna
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Erakutsi jolas barneko txata
uiscale.reset = Interfazearen eskala aldatu da.\nSakatu "Ados" eskala hau berresteko.\n[scarlet][accent] {0}[] segundo atzera egin eta irteteko...
uiscale.cancel = Utzi eta irten

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@ -10,17 +10,20 @@ link.trello.description = Trello officiel pour les ajouts futurs
link.itch.io.description = Page itch.io avec lien de téléchargement pour PC
link.google-play.description = Google play store
link.wiki.description = Le wiki officiel de Mindustry
linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié à votre presse papier.
linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié dans votre presse papier.
screenshot = Capture d'écran sauvegardée à {0}
screenshot.invalid = La carte est trop large, il n'y a potentiellement pas assez de mémoire pour la capture d'écran.
gameover = Game over
gameover.pvp = L'équipe [accent] {0}[] a gagnée !
highscore = [accent]Nouveau meilleur score!
load.sound = Sons
load.map = Cartes
load.image = Images
load.content = Contenus
load.system = Système
load.mod = Mods
stat.wave = Vagues vaincues:[accent] {0}
stat.enemiesDestroyed = Ennemis détruits:[accent] {0}
stat.built = Bâtiments construits:[accent] {0}
@ -28,10 +31,12 @@ stat.destroyed = Bâtiments détruits:[accent] {0}
stat.deconstructed = Bâtiments déconstruits:[accent] {0}
stat.delivered = Ressources transférées:
stat.rank = Rang Final: [accent]{0}
launcheditems = [accent]Ressources transférées
launchinfo = [unlaunched][[LANCER] votre noyau pour obtenir les objets indiquées en bleu.
map.delete = Êtes-vous sûr de vouloir supprimer cette carte "[accent]{0}[]"?
level.highscore = Meilleur score: [accent]{0}
level.select = Sélection de niveau
level.select = Sélection du niveau
level.mode = Mode de jeu:
showagain = Ne pas montrer la prochaine fois
coreattack = [scarlet]<La base est attaquée>
@ -40,7 +45,6 @@ database = Base de données
savegame = Sauvegarder la partie
loadgame = Charger la partie
joingame = Rejoindre une partie
addplayers = Ajouter/Enlever des joueurs
customgame = Partie customisée
newgame = Nouvelle partie
none = <vide>
@ -48,18 +52,37 @@ minimap = Minimap
close = Fermer
website = Site Web
quit = Quitter
save.quit = Save & Quit
save.quit = Sauvegarder et Quitter
maps = Cartes
maps.browse = Parcourir les Cartes
maps.browse = Parcourir les cartes
continue = Continuer
maps.none = [lightgray]Aucune carte trouvée!
invalid = Invalide
preparingconfig = Préparation de la Configuration
preparingcontent = Préparation du Contenu
uploadingcontent = Publication du Contenu
uploadingpreviewfile = Publication du Fichier d'Aperçu
committingchanges = Validation des Modifications
preparingconfig = Préparation de la configuration
preparingcontent = Préparation du contenu
uploadingcontent = Publication du contenu
uploadingpreviewfile = Publication du fichier d'aperçu
committingchanges = Validation des modifications
done = Fait
mods.alphainfo = Gardez à l'esprit que les mods sont en alpha et[scarlet] peuvent être très buggés[].\nMerci de signaler les problèmes que vous rencontrez via le Github ou le Discord Mindustry.
mods.alpha = [accent](Alpha)
mods = Mods
mods.none = [LIGHT_GRAY]Aucun mod trouvé!
mods.guide = Guide de Modding
mods.report = Signaler un Bug
mod.enabled = [lightgray]Activé
mod.disabled = [scarlet]Désactivé
mod.disable = Désactiver
mod.enable = Activer
mod.requiresrestart = Le jeu va maintenant s'arrêter pour appliquer les modification du mod.
mod.reloadrequired = [scarlet]Rechargement requis
mod.import = Importer un mod
mod.import.github = Importer un mod Github
mod.remove.confirm = Ce mod sera supprimé.
mod.author = [LIGHT_GRAY]Auteur:[] {0}
mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à jour ou que vous avez désinstallés. Votre sauvegarde risque d'être corrompue. Êtes-vous sûr de vouloir l'importer?\n[lightgray]Mods:\n{0}
about.button = À propos
name = Nom:
noname = Commencer par choisir un[accent] nom de joueur[].
@ -74,21 +97,21 @@ players = {0} joueurs en ligne
players.single = {0} joueur en ligne
server.closing = [accent]Fermeture du serveur...
server.kicked.kick = Vous avez été expulsé du serveur!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.whitelist = Vous n'êtes pas whitelisté ici.
server.kicked.serverClose = Serveur fermé.
server.kicked.vote = Vous avez été expulsé suite à un vote. Au revoir.
server.kicked.clientOutdated = Client obsolète! Mettez à votre jeu à jour!
server.kicked.serverOutdated = Serveur obsolète! Demandez à l'hôte de le mettre à jour!
server.kicked.banned = Vous avez été banni sur ce serveur.
server.kicked.banned = Vous avez été banni de ce serveur.
server.kicked.typeMismatch = Ce serveur n'est pas compatible avec votre version du jeu.
server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libére.
server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libère.
server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau.
server.kicked.nameInUse = Il y a déjà quelqu'un avec\nce nom sur ce serveur.
server.kicked.nameEmpty = Votre nom est invalide.
server.kicked.idInUse = Vous êtes déjà sur ce serveur! Se connecter avec deux comptes n'est pas permis.
server.kicked.customClient = Ce serveur ne supporte pas les versions personnalisées (Custom builds). Téléchargez une version officielle.
server.kicked.gameover = Game over!
server.versions = Votre version:[accent] {0}[]\nLa version du serveur:[accent] {1}[]
server.versions = Votre version:[accent] {0}[]\nVersion du serveur:[accent] {1}[]
host.info = Le bouton [accent]Héberger[] héberge un serveur sur le port [scarlet]6567[]. \nN'importe qui sur le même [lightgray]wifi ou réseau local []devrait voir votre serveur sur leur liste des serveurs.\n\nSi vous voulez que les gens puissent s'y connecter de partout à l'aide de votre IP, [accent]le transfert de port (port forwarding)[] est requis.\n\n[lightgray]Note: Si quelqu'un a des problèmes de connexion à votre partie LAN, vérifiez que vous avez autorisé l'accès à Mindustry sur votre réseau local dans les paramètres de votre pare-feu.
join.info = Ici vous pouvez entrez [accent]l'adresse IP d'un serveur []pour s'y connecter, ou découvrir un serveur en [accent]réseau local[].\nLe multijoueur en LAN ainsi qu'en WAN est supporté.\n\n[lightgray]Note: Il n'y a pas de liste de serveurs globaux automatiques; Si vous voulez vous connectez à quelqu'un par IP, il faudra d'abord demander à l'hébergeur leur IP.
hostserver = Héberger une partie
@ -108,7 +131,7 @@ trace.ip = IP: [accent]{0}
trace.id = ID Unique : [accent]{0}
trace.mobile = Client mobile: [accent]{0}
trace.modclient = Client personnalisé: [accent]{0}
invalidid = ID du client invalide! Veillez soumettre un rapport d'erreur.
invalidid = ID du client invalide! Veuillez soumettre un rapport d'erreur.
server.bans = Bannis
server.bans.none = Aucun joueur banni trouvé!
server.admins = Administrateurs
@ -140,7 +163,6 @@ server.port = Port:
server.addressinuse = Adresse déjà utilisée!
server.invalidport = numéro de port invalide!
server.error = [crimson]Erreur d'hébergement: [accent]{0}
save.old = Cette sauvegarde provient d'une ancienne version du jeu, et ne peut plus être utilisée.\n\n[lightgray]la compatibilité des anciennes sauvegardes sera bientôt ajoutée dans la version 4.0 stable.
save.new = Nouvelle sauvegarde
save.overwrite = Êtes-vous sûr de vouloir\n écraser cette sauvegarde ?
overwrite = Écraser
@ -174,27 +196,29 @@ warning = Avertissement.
confirm = Confirmer
delete = Supprimer
view.workshop = Voir dans le Workshop
workshop.listing = Éditer le listing du Workshop
ok = OK
open = Ouverture
customize = Personaliser
customize = Personnaliser
cancel = Annuler
openlink = Ouvrir le lien
copylink = Copier le lien
back = Retour
data.export = Exporter les Données
data.import = Importer les Données
data.exported = Données Exportées.
data.export = Exporter les données
data.import = Importer les données
data.exported = Données exportées.
data.invalid = Ce ne sont pas des données de jeu valides.
data.import.confirm = L'importation des données externes va effacer[scarlet] toutes[] vos actuelles données de jeu.\n[accent]Ceci ne pourra pas être annulé![]\n\nUne fois les données importées, le jeu quittera immédiatement.
classic.export = Exporter les données Classic
classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre télephone, pour les utiliser dans Mindustry Classic ?
classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre téléphone, pour les utiliser dans Mindustry Classic ?
quit.confirm = Êtes-vous sûr de vouloir quitter?
quit.confirm.tutorial = Êtes-vous sur de ce que vous faites?\nLe tutoriel peut être repris dans [accent]Paramètres->Jeu->Reprendre le tutoriel.[]
loading = [accent]Chargement...
reloading = [accent]Rechargement des Mods...
saving = [accent]Sauvegarde...
wave = [accent]Vague {0}
wave.waiting = [lightgray]Vague dans {0}
wave.waveInProgress = [lightgray]Wave en cours
wave.waveInProgress = [lightgray]Vague en cours
waiting = [lightgray]En attente...
waiting.players = En attente de joueurs...
wave.enemies = [lightgray]{0} Ennemis restants
@ -210,8 +234,13 @@ map.nospawn = Cette carte n'a pas de base pour qu'un joueur puisse y apparaisse!
map.nospawn.pvp = Cette carte n'a pas de base ennemies pour qu'un joueur ennemi y apparaisse! Ajouter au moins une base [SCARLET] non-orange[] dans l'éditeur.
map.nospawn.attack = Cette carte n'a aucune base ennemie à attaquer! Veuillez ajouter une base[SCARLET] rouge[] sur cette carte dans l'éditeur.
map.invalid = Erreur lors du chargement de la carte: carte corrompue ou invalide.
map.publish.error = Erreur de Publication de la Carte: {0}
map.publish.error = Erreur de publication de la carte: {0}
map.update = Mise à jour de la carte
map.load.error = Erreur lors de la récupération des details depuis le workshop: {0}
map.missing = Cette carte a été supprimée ou déplacée.\n[lightgray]Cette carte a été automatiquement retirée du listing du workshop.
map.publish.confirm = Êtes-vous sûr de vouloir publier cette carte?\n\n[lightgray]Assurez-vous daccepter dabord les CGU du Workshop, sinon vos cartes ne seront pas affichées!
map.menu = Sélectionnez ce que vous voulez faire avec cette carte.
map.changelog = Changelog (optionnel):
eula = CGU de Steam
map.publish = Carte publiée.
map.publishing = [accent]Publication de la carte...
@ -240,11 +269,11 @@ waves.to = à
waves.boss = Boss
waves.preview = Prévisualiser
waves.edit = Modifier...
waves.copy = Copier dans le Presse-papiers
waves.load = Coller depuis le Presse-papiers
waves.invalid = Vagues invalides dans le Presse-papiers.
waves.copy = Copier dans le presse-papiers
waves.load = Coller depuis le presse-papiers
waves.invalid = Vagues invalides dans le presse-papiers.
waves.copied = Vagues copiées
waves.none = Aucun enemies définis.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut.
editor.default = [lightgray]<par défaut>
details = Détails...
edit = Modifier...
@ -254,11 +283,11 @@ editor.removeunit = Enlever l'unité
editor.teams = Équipe
editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0}
editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0}
editor.errorimage = Ceci est une image, et non une carte. \n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur.
editor.errorimage = Ceci est une image, et non une carte.\n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur.
editor.errorlegacy = Cette carte est trop ancienne, et utilise un format de carte qui n'est plus supporté.
editor.errornot = Ceci n'est pas un fichier de carte.
editor.errorheader = Le fichier de carte est invalide ou corrompu.
editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde?
editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde?
editor.update = Mettre à jour
editor.randomize = Rendre aléatoire
editor.apply = Appliquer
@ -291,6 +320,7 @@ editor.overwrite = [accent]Attention!\nCeci écrase une carte existante.
editor.overwrite.confirm = [scarlet]Attention![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir l'écraser?
editor.exists = Une carte avec ce nom existe déjà.
editor.selectmap = Sélectionnez une carte:
toolmode.replace = Remplacer
toolmode.replace.description = Dessiner seulement sur les blocs solides.
toolmode.replaceall = Tout remplacer
@ -301,10 +331,11 @@ toolmode.square = Carré
toolmode.square.description = Pinceau carré.
toolmode.eraseores = Effacer les minéraux
toolmode.eraseores.description = Efface seulement les minéraux.
toolmode.fillteams = Remplire les équipes
toolmode.fillteams = Remplir les équipes
toolmode.fillteams.description = Rempli les équipes au lieu des blocs.
toolmode.drawteams = Dessiner les équipes
toolmode.drawteams.description = Dessine les équipes au lieu de blocs.
filters.empty = [lightgray]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous.
filter.distort = Déformation
filter.noise = Bruit
@ -336,6 +367,7 @@ filter.option.floor2 = Sol secondaire
filter.option.threshold2 = Seuil secondaire
filter.option.radius = Rayon
filter.option.percentile = Centile
width = Largeur:
height = Hauteur:
menu = Menu
@ -344,20 +376,22 @@ campaign = Campagne
load = Charger
save = Sauvegarder
fps = FPS: {0}
tps = TPS: {0}
ping = Ping: {0}ms
language.restart = Veuillez redémarrez votre jeu pour le changement de langue prenne effet.
language.restart = Veuillez redémarrez votre jeu pour que le changement de langue prenne effet.
settings = Paramètres
tutorial = Tutoriel
tutorial.retake = Re-Take Tutorial
tutorial.retake = Rejouer le Tutoriel
editor = Éditeur
mapeditor = Éditeur de carte
donate = Faire un\ndon
abandon = Abandonner
abandon.text = Cette zone et toutes ses ressources vont être perdues.
locked = Verrouillé
complete = [lightgray]Compléter:
zone.requirement = Vague {0} dans la zone {1}
requirement.wave = Vague {0} dans {1}
requirement.core = Détruire le Noyau ennemi dans {0}
requirement.unlock = Débloque {0}
resume = Reprendre la partie:\n[lightgray]{0}
bestwave = [lightgray]Meilleur: {0}
launch = < Lancement >
@ -368,58 +402,64 @@ launch.confirm = Cela va transférer toutes les ressources de votre noyau.\nVous
launch.skip.confirm = Si vous passez à la vague suivante, vous ne pourrez pas effectuer le lancement avant les prochaines vagues.
uncover = Découvrir
configure = Modifier les ressources emportées.
configure.locked = [lightgray]Atteignez la vague {0}\npour configurer les ressources emportées.
bannedblocks = Blocs bannis
addall = Ajouter tous
configure.locked = [lightgray]Déloquer la configuration des ressources emportées: {0}.
configure.invalid = Le montant doit être un nombre compris entre 0 et {0}.
zone.unlocked = [lightgray]{0} Débloquée.
zone.requirement.complete = Vague {0} atteinte:\n{1} Exigences de la zone complétées
zone.config.complete = Vague {0} atteinte:\nConfiguration des ressources emportées possible.
zone.requirement.complete = Exigences pour {0} complétées:[lightgray]\n{1}
zone.config.unlocke = Configuration des ressources emportées débloquée:[lightgray]\n{0}
zone.resources = [lightgray]Ressources détectées:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective = [lightgray]Objectif: [accent]{0}
zone.objective.survival = Survivre
zone.objective.attack = Détruire le noyau ennemi
add = Ajouter...
boss.health = Santé du Boss
connectfail = [crimson]Échec de la connexion au serveur :\n\n[accent]{0}
error.unreachable = Serveur injoignable.\nL'adresse IP est correcte?
error.invalidaddress = Adresse invalide.
error.timedout = Délai de connexion dépassé!\nAssurez-vous que l'hôte a autorisé l'accès au port (port forwarding), et que l'adresse soit correcte!
error.mismatch = Erreur de paquet:\nPossible différence de verison entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus recente!
error.mismatch = Erreur de paquet:\nPossible différence de version entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus récente!
error.alreadyconnected = Déjà connecté.
error.mapnotfound = Carte introuvable!
error.io = Erreur de Réseau (I/O)
error.any = Erreur réseau inconnue
error.bloom = Echec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter.
error.bloom = Échec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter.
zone.groundZero.name = Première Bataille
zone.desertWastes.name = Désert Sauvage
zone.craters.name = Les Cratères
zone.frozenForest.name = Forêt Glaciale
zone.ruinousShores.name = Rives en Ruine
zone.stainedMountains.name = Montagnes Tâchetées
zone.stainedMountains.name = Montagnes Tachetées
zone.desolateRift.name = Ravin Abandonné
zone.nuclearComplex.name = Complexe Nucléaire
zone.overgrowth.name = Surcroissance Végétale
zone.overgrowth.name = Friche Végétale
zone.tarFields.name = Champs de Pétrole
zone.saltFlats.name = Marais Salants
zone.impact0078.name = Impact 0078
zone.crags.name = Rochers
zone.fungalPass.name = Passe Fongique
zone.groundZero.description = L'emplacement optimal pour débuter. Faible menace ennemie. Peu de ressources. \nRecueillez autant de plomb et de cuivre que possible.\nRien d'autre à signaler.
zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Aprenez a utiliser les réparateurs.
zone.desertWastes.description = Cette étendue désertique est immense, imprévisibles. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brulez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible.
zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Apprenez a utiliser les réparateurs.
zone.desertWastes.description = Cette étendue désertique est immense, imprévisible. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brûlez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible.
zone.saltFlats.description = Aux abords du désert se trouvent les Marais Salants. Peu de ressources peuvent être trouvées à cet endroit.\n\nL'ennemi y a érigé un stockage de ressources. Éradiquez leur présence.
zone.craters.description = L'eau s'est accumulée dans ce cratère, vestige des guerres anciennes. Récupérez la zone. Recueilliez du sable pour le transformer en verre trempé. Pompez de l'eau pour refroidir les tourelles et les perceuses.
zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavent, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas beaucoup. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie.
zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavant, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas grand chose. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie.
zone.stainedMountains.description = A l'intérieur des terres se trouvent des montagnes, épargnées par les spores. Extrayez le titane qui abonde dans cette région. Apprenez à vous en servir. La menace ennemi se fait plus présente ici. Ne leur donnez pas le temps de rallier leurs puissantes unités.
zone.overgrowth.description = Cette zone est étouffée par la végétation, et proche de la source des spores.\nLennemi a établi une base ici. Construisez des unitées Titan pour le détruire. Reprennez ce qui a été perdu.
zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologie de traitement d'huile.
zone.overgrowth.description = Cette zone est envahie par la végétation, et proche de la source des spores.\nLennemi a établi une base ici. Construisez des unités Titan pour le détruire. Reprenez ce qui a été perdu.
zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologies de traitement du pétrole
zone.desolateRift.description = Une zone extrêmement dangereuse. Ressources abondantes, mais peu d'espace. Fort risque de destruction. Repartez le plus vite possible. Ne vous laissez pas berner par une longue attente entre deux vagues ennemies.
zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, à l'affut constant.
zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, constamment à l'affut.
zone.fungalPass.description = Une zone de transition entre les hautes montagnes et les basses régions infestées de spores. Une petite base de reconnaissance ennemie s'y trouve.\nDétruisez la.\nUtilisez les unités Poignard et Rampeurs. Détruisez les deux noyaux.
zone.impact0078.description = <insérer une description ici>
zone.crags.description = <insérer une description ici>
settings.language = Langue
settings.data = Données du Jeu
settings.reset = Valeurs par Défaut.
settings.reset = Valeurs par Défaut
settings.rebind = Réattribuer
settings.controls = Contrôles
settings.game = Jeu
@ -427,16 +467,15 @@ settings.sound = Son
settings.graphics = Graphismes
settings.cleardata = Effacer les données du jeu...
settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\nAucun retour en arrière n'est possible!
settings.clearall.confirm = [scarlet]ATTENTION![]\nCet action effacera toutes les données, y conpris les sauvegarges, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera.
settings.clearunlocks = Effacer la progression
settings.clearall = Tout effacer
settings.clearall.confirm = [scarlet]ATTENTION![]\nCette action effacera toutes les données, y compris les sauvegardes, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera.
paused = [accent]< Pause >
clear = Effacer
banned = [scarlet]Bannis
yes = Oui
no = Non
info.title = Info
error.title = [crimson]Une erreur s'est produite
error.crashtitle = Une erreur s'est produite
attackpvponly = [scarlet]Seulement disponible dans les modes Attaque et PvP
blocks.input = Input
blocks.output = Output
blocks.booster = Booster
@ -458,20 +497,21 @@ blocks.itemcapacity = Stockage
blocks.basepowergeneration = Taux d'énergie normale
blocks.productiontime = Durée de production
blocks.repairtime = Durée de Réparation Complète du Bloc
blocks.speedincrease = Accéleration
blocks.speedincrease = Accélération
blocks.range = Portée
blocks.drilltier = Forable
blocks.drillspeed = Vitesse de forage de base
blocks.boosteffect = Boost Effect
blocks.boosteffect = Effet du Boost
blocks.maxunits = Unités actives max
blocks.health = Santé
blocks.buildtime = Durée de construction
blocks.buildcost = Coût de Construction
blocks.buildcost = Coût de construction
blocks.inaccuracy = Imprécision
blocks.shots = Tirs
blocks.reload = Tirs/Seconde
blocks.ammo = Munitions
bar.drilltierreq = Foreuse Ameliorée Requise
bar.drilltierreq = Foreuse Améliorée Requise
bar.drillspeed = Vitesse de forage: {0}/s
bar.efficiency = Efficacité: {0}%
bar.powerbalance = Énergie: {0}/s
@ -485,6 +525,7 @@ bar.heat = Chaleur
bar.power = Énergie
bar.progress = Progression de la construction
bar.spawned = Unités: {0}/{1}
bullet.damage = [stat]{0}[lightgray] dégâts
bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs
bullet.incendiary = [stat]incendiaire
@ -496,6 +537,7 @@ bullet.freezing = [stat]gel
bullet.tarred = [stat]goudronné
bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions
bullet.reload = [stat]{0}[lightgray]x vitesse de tir
unit.blocks = blocs
unit.powersecond = énergie/seconde
unit.liquidsecond = unité de liquide/seconde
@ -520,15 +562,15 @@ setting.shadows.name = Ombres
setting.linear.name = Filtrage Linéaire
setting.animatedwater.name = Eau animée
setting.animatedshields.name = Boucliers Animés
setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécéssaire)[]
setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécessaire)[]
setting.indicators.name = Indicateurs Alliés/Ennemis
setting.autotarget.name = Visée automatique
setting.keyboard.name = Controles Sourie+Clavier
setting.keyboard.name = Contrôles Souris+Clavier
setting.touchscreen.name = Commandes d'Écran Tactile
setting.fpscap.name = FPS Max
setting.fpscap.none = Aucun
setting.fpscap.text = {0} FPS
setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécéssaire)[]
setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécessaire)[]
setting.swapdiagonal.name = Autoriser le placement en diagonale
setting.difficulty.training = Entraînement
setting.difficulty.easy = Facile
@ -542,12 +584,11 @@ setting.sensitivity.name = Sensibilité de la manette
setting.saveinterval.name = Intervalle des sauvegardes auto
setting.seconds = {0} secondes
setting.fullscreen.name = Plein Écran
setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut requérir le redémarrage du jeu)
setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut nécessiter le redémarrage du jeu)
setting.fps.name = Afficher FPS
setting.vsync.name = VSync
setting.lasers.name = Afficher les connections Électriques
setting.pixelate.name = Pixeliser[lightgray] (désactive les animations)
setting.minimap.name = Montrer la Minimap
setting.minimap.name = Afficher la Minimap
setting.musicvol.name = Volume Musique
setting.ambientvol.name = Volume Ambiant
setting.mutemusic.name = Couper la Musique
@ -557,12 +598,14 @@ setting.crashreport.name = Envoyer un Rapport de Crash Anonyme
setting.savecreate.name = Sauvegardes Auto
setting.publichost.name = Visibilité de la Partie Publique
setting.chatopacity.name = Opacité du Chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Montrer le Chat
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux parametres d'avant et fermeture dans [accent] {0}[]...
public.confirm = Voulez-vous rendre votre partie publique?\n[lightgray]Ce paramètre peut être changé plus tard dans Paramètres->Jeu->Visibilité de la Partie Publique
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux paramètres d'avant et fermeture dans [accent] {0}[]...
uiscale.cancel = Annuler & Quitter
setting.bloom.name = Flou lumineux
keybind.title = Racourcis Clavier
keybinds.mobile = [scarlet]La plupart des racourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés.
keybind.title = Raccourcis Clavier
keybinds.mobile = [scarlet]La plupart des raccourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés.
category.general.name = Général
category.view.name = Voir
category.multiplayer.name = Multijoueur
@ -580,10 +623,10 @@ keybind.fullscreen.name = Basculer en Plein Écran
keybind.select.name = Sélectionner/Tirer
keybind.diagonal_placement.name = Placement en diagonale
keybind.pick.name = Choisir un bloc
keybind.break_block.name = Suppprimer un bloc
keybind.break_block.name = Supprimer un bloc
keybind.deselect.name = Désélectionner
keybind.shoot.name = Tirer
keybind.zoom_hold.name = Maintenir le zoom
keybind.zoom_hold.name = Maintenir pour zoomer
keybind.zoom.name = Zoom
keybind.menu.name = Menu
keybind.pause.name = Pause
@ -593,6 +636,7 @@ keybind.chat.name = Chat
keybind.player_list.name = Liste des joueurs
keybind.console.name = Console
keybind.rotate.name = Tourner
keybind.rotateplaced.name = Tourner existant (maintenir)
keybind.toggle_menus.name = Cacher/afficher les menus
keybind.chat_history_prev.name = Remonter l'historique du chat
keybind.chat_history_next.name = Descendre l'historique du chat
@ -601,14 +645,16 @@ keybind.drop_unit.name = Larguer l'unité
keybind.zoom_minimap.name = Zoom minimap
mode.help.title = Description des modes de jeu
mode.survival.name = Survie
mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécéssite un point d'apparition pour les ennemis.
mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécessite un point d'apparition pour les ennemis.
mode.sandbox.name = Bac à sable
mode.sandbox.description = Ressources infinies et pas de minuterie pour les vagues.
mode.editor.name = Editeur
mode.pvp.name = PvP
mode.pvp.description = Battez-vous contre d'autres joueurs en local.\n[gray]Requiert aux moins 2 noyaux de couleur différentes dans la carte pour y jouer.
mode.attack.name = Attaque
mode.attack.description = Pas de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un noyaux rouge dans la map pour y jouer.
mode.custom = Règles personnalisées
rules.infiniteresources = Ressources infinies
rules.wavetimer = Minuterie pour les vagues
rules.waves = Vagues
@ -619,9 +665,9 @@ rules.unitbuildspeedmultiplier = Multiplicateur de Vitesse de Construction d'Uni
rules.unithealthmultiplier = Multiplicateur de Santé des Unités
rules.playerhealthmultiplier = Multiplicateur de Santé des Joueurs
rules.playerdamagemultiplier = Multiplicateur des Dégâts Joueurs
rules.unitdamagemultiplier = Multiplicateur des Dégats Unité
rules.unitdamagemultiplier = Multiplicateur des dégâts Unité
rules.enemycorebuildradius = Périmètre de non-construction du noyau ennemi:[lightgray] (blocs)
rules.respawntime = Durée de réaparition:[lightgray] (sec)
rules.respawntime = Durée de réapparition:[lightgray] (sec)
rules.wavespacing = Espacement des vagues:[lightgray] (sec)
rules.buildcostmultiplier = Multiplicateur du prix de construction
rules.buildspeedmultiplier = Multiplicateur du temps de construction
@ -635,6 +681,7 @@ rules.title.resourcesbuilding = Ressources & Construction
rules.title.player = Joueurs
rules.title.enemy = Ennemis
rules.title.unit = Unités
content.item.name = Objets
content.liquid.name = Liquides
content.unit.name = Unités
@ -674,7 +721,7 @@ mech.omega-mech.weapon = Missiles Essaim
mech.omega-mech.ability = Armure
mech.dart-ship.name = Dard
mech.dart-ship.weapon = Mitraillette
mech.javelin-ship.name = Javelin
mech.javelin-ship.name = Javelot
mech.javelin-ship.weapon = Missiles Rafale
mech.javelin-ship.ability = Décharge de Propulseur
mech.trident-ship.name = Trident
@ -696,6 +743,7 @@ mech.buildspeed = [LIGHT_GRAY]Vitesse de Construction: {0}%
liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique: {0}
liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
liquid.temperature = [LIGHT_GRAY]Température: {0}
block.sand-boulder.name = Bloc de Sable
block.grass.name = Herbe
block.salt.name = Sel
@ -706,14 +754,14 @@ block.sandrocks.name = Roches de sable
block.spore-pine.name = Pin Sporifié
block.sporerocks.name = Roche Sporeuse
block.rock.name = Roche
block.snowrock.name = Roches enneigés
block.snowrock.name = Roches enneigées
block.snow-pine.name = Pin enneigé
block.shale.name = Schiste
block.shale-boulder.name = Blocs de Schiste
block.moss.name = Mousse
block.shrubs.name = Arbustes
block.spore-moss.name = Mousse Sporeuse
block.shalerocks.name = Rochets de de Schiste Argileux
block.shalerocks.name = Rochers de Schiste Argileux
block.scrap-wall.name = Mur de Ferraille
block.scrap-wall-large.name = Mur de Ferraille Large
block.scrap-wall-huge.name = Mur de Ferraille Énorme
@ -729,8 +777,8 @@ block.core-foundation.name = Noyau: Fondation
block.core-nucleus.name = Noyau: Épicentre
block.deepwater.name = Eau profonde
block.water.name = Eau
block.tainted-water.name = Eau Teintée
block.darksand-tainted-water.name = Sable Teinté d'Eau Sombre
block.tainted-water.name = Eau Contaminée
block.darksand-tainted-water.name = Sable Sombre Mouillé Contaminé
block.tar.name = Pétrole
block.stone.name = Roche
block.sand.name = Sable
@ -739,7 +787,7 @@ block.ice.name = Glace
block.snow.name = Neige
block.craters.name = Cratères
block.sand-water.name = Sable Mouillé
block.darksand-water.name = Sable Mouillé Sombre
block.darksand-water.name = Sable Sombre Mouillé
block.char.name = Cendre
block.holostone.name = Pierre Holographique
block.ice-snow.name = Neige Gelée
@ -800,9 +848,9 @@ block.melter.name = Four à Fusion
block.incinerator.name = Incinérateur
block.spore-press.name = Presse à Spore
block.separator.name = Séparateur
block.coal-centrifuge.name = Centrifuge à Charbon
block.coal-centrifuge.name = Centrifugeur à Charbon
block.power-node.name = Transmetteur Énergétique
block.power-node-large.name = Gros Transmetteur Énergétique
block.power-node-large.name = Grand Transmetteur Énergétique
block.surge-tower.name = Tour de Surtension
block.battery.name = Batterie
block.battery-large.name = Grande Batterie
@ -817,7 +865,7 @@ block.water-extractor.name = Extracteur d'Eau
block.cultivator.name = Cultivateur
block.dart-mech-pad.name = Reconstructeur de Mécha Dard
block.delta-mech-pad.name = Reconstructeur de Mécha Delta
block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelin
block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelot
block.trident-ship-pad.name = Reconstructeur de Vaisseau Trident
block.glaive-ship-pad.name = Reconstructeur de Vaisseau Glaive
block.omega-mech-pad.name = Reconstructeur de Mécha Oméga
@ -852,7 +900,7 @@ block.ghoul-factory.name = Usine de Bombardiers Goules
block.dagger-factory.name = Usine de Méchas Poignards
block.crawler-factory.name = Usine de Méchas Rampeurs
block.titan-factory.name = Usine de Méchas Titans
block.fortress-factory.name = Usine de Méchas Forteresse
block.fortress-factory.name = Usine de Méchas Forteresses
block.revenant-factory.name = Usine de Combattants Revenants
block.repair-point.name = Point de Réparation
block.pulse-conduit.name = Conduit à Impulsion
@ -908,26 +956,27 @@ unit.lich.name = Liche
unit.reaper.name = Faucheur
tutorial.next = [lightgray]<Appuyez pour continuer>
tutorial.intro = Vous venez de commencer le [scarlet]Tutoriel de Mindustry.[]\nCommence en minant du [accent]cuivre[]. Pour cela, appuyez sur une veine de minerai de cuivre près de votre noyau.\n\n[accent]{0}/{1} cuivre
tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction.
tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]boutton en forme de croix[] pour annuler le placement.
tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction.
tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]bouton en forme de croix[] pour annuler le placement.
tutorial.blockinfo = Chaque bloc a des statistiques différentes. Chaque foreuse ne peut miner que certains minerais.\nPour vérifier les informations et les statistiques d'un bloc, appuyez sur le [accent]bouton "?" tout en le sélectionnant dans le menu de construction.[]\n\n[accent]Maintenant, accédez aux statistiques de la foreuse mécanique.[]
tutorial.conveyor = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent]Maintenez votre souris pour les placer en ligne.[]\nGardez la touche[accent] CTRL[] enfoncé pour pouvoir les placer en diagonale.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et deplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisé pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisés pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourrelle Duo[] non loin de votre noyau.
tutorial.drillturret = Les tourrelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1
tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser.
tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser.
tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et déplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées
tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisée pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisées pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourelle Duo[] non loin de votre noyau.
tutorial.drillturret = Les tourelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1
tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser.
tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser.
tutorial.unpause = Maintenant, appuyez à nouveau sur espace pour continuer à jouer.
tutorial.unpause.mobile = Appuyez à nouveau dessus pour continuer à jouer.
tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le boutton de droite de votre souri[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Selectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplacant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirés en [accent]appuyant pendant quelque secondes[].\n\n[accent]Retirez du cuivre du noyau.[]
tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précedemment dans le noyau.[]
tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues.[accent] Clique[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.launch = Une fois que vous aurez atteind une vague spécifique, vous aurez la possibilité de[accent] faire décoler le noyau[], abandonant vos défenses mais en [accent]sécurisant toutes les ressources de votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement.
tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le bouton droit de votre souris[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Sélectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplaçant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone.
tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirées en [accent]appuyant pendant quelques secondes[].\n\n[accent]Retirez du cuivre du noyau.[]
tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précédemment dans le noyau.[]
tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues.[accent] Cliquez[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.launch = Une fois que vous aurez atteint une vague spécifique, vous aurez la possibilité de[accent] faire décoller le noyau[], abandonnant vos défenses mais [accent]sécurisant toutes les ressources stockées dans votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement.
item.copper.description = Le matériau structurel de base. Utilisé intensivement dans tout les blocs.
item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de trasports de liquides.
item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de transport de liquides.
item.metaglass.description = Un composé de vitre super-résistant. Utilisé largement pour le transport et le stockage de liquides.
item.graphite.description = Du carbone minéralisé, utilisé pour les munitions et lisolation électrique.
item.sand.description = Un matériau commun utilisé largement dans la fonte, à la fois dans l'alliage et comme un flux.
@ -938,150 +987,150 @@ item.scrap.description = Restes de vieilles structures et unités. Contient des
item.silicon.description = Un matériau semi-conducteur extrêmement utile, avec des utilisations dans les panneaux solaires et dans beaucoup d'autre composants électroniques complexes.
item.plastanium.description = Un matériau léger et ductile utilisé dans l'aviation avancée et dans les munitions à fragmentation.
item.phase-fabric.description = Une substance au poids quasiment inexistant utilisé pour l'électronique avancé et la technologie auto-réparatrice.
item.surge-alloy.description = Un alliage avancé avec des propriétés électriques avancées.
item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en huile, explosifs et carburant.
item.surge-alloy.description = Un alliage avancé avec des propriétés électriques uniques.
item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en pétrole, explosifs et carburant.
item.blast-compound.description = Un composé volatile utilisé dans les bombes et les explosifs. Bien qu'il puisse être utilisé comme carburant, ce n'est pas conseillé.
item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires.
liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets.
liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou tout simplement pulvérisé sur les unités ennemies.
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être brûlé, utilisé comme explosif ou comme liquide de refroidissement.
liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis puis enflammé.
liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir deau et de titane. A une capacité d'absorption de chaleur extrêmement élevée. Utilisé intensivement comme liquide de refroidissement.
mech.alpha-mech.description = Le mécha standard. Est basé sur une unité Poignard, avec une armure améliorée et des capacités de construction. Inflige plus de dégâts qu'un vaisseau Dard.
mech.delta-mech.description = Un mécha rapide, avec une armure légère, concu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques.
mech.delta-mech.description = Un mécha rapide, avec une armure légère, conçu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques.
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.omega-mech.description = Un mécha cuirassé et large fait pour les assauts frontaux. Sa compétence lui permet de bloquer 90% des dégâts.
mech.dart-ship.description = Le vaisseau standard. Raisonnablement rapide et léger. Il a néanmoins peu d'attaque et une faible vitesse de minage.
mech.javelin-ship.description = Un vaisseau de frappe qui, bien que lent au départ, peut accélerer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles.
mech.trident-ship.description = Un bombardier lourd, concu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé.
mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Equipé avec un fusil automatique à munitions incendiaires. Est très maniable.
mech.javelin-ship.description = Un vaisseau de frappe éclair qui, bien que lent au départ, peut accélérer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles.
mech.trident-ship.description = Un bombardier lourd, conçu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé.
mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Équipé avec un fusil automatique à munitions incendiaires. Est très maniable.
unit.draug.description = Un drone de minage primitif pas cher à produire. Sacrifiable. Mine automatiquement le cuivre et le plomb dans les environs. Fournit les ressources minées au noyau le plus proche.
unit.spirit.description = Un drone Draug modifié, conçu pour réparer au lieu dexploiter. Répare automatiquement tous les blocs endommagés dans la zone.
unit.phantom.description = Une unité de drone avancée qui vous suit et vous aide à la construction de blocs.
unit.dagger.description = L'unité de sol de base. Coute pas cher à produire. Est écrasant lorsqu'il est utilisé en essaims.
unit.crawler.description = Une unité de sol composée dun cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis.
unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Equipé de deux lance-flammes miniatures de type Brûleur.
unit.fortress.description = Une unité d'artillerie lourde. Equipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies.
unit.dagger.description = L'unité terrestre de base. Coûte peu cher à produire. Implacable lorsqu'il est utilisé en essaims.
unit.crawler.description = Une unité terrestre composée dun cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis.
unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Équipé de deux lance-flammes miniatures de type Brûleur.
unit.fortress.description = Une unité d'artillerie lourde. Équipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies.
unit.eruptor.description = Une unité lourde conçue pour détruire les structures. Tire un flot de scories sur les fortifications ennemies, les faisant fondre et brûler.
unit.wraith.description = Une unité d'interception rapide et de frappe. Cible les générateurs d'énergie.
unit.ghoul.description = Un bombardier lourd de saturation. Déchire a travert les structures ennemies, ciblant les infrastructures critiques.
unit.revenant.description = Un arsenal de missiles lourd et planant.
unit.wraith.description = Une unité d'interception rapide de harcelement. Cible les générateurs d'énergie.
unit.ghoul.description = Un bombardier lourd de barrage. Fend a travers les lignes ennemies, ciblant les infrastructures critiques.
unit.revenant.description = Une plateforme aérienne lançant des missiles lourds.
block.message.description = Enregistre un message. Utilisé pour la communication entre alliés.
block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite pur.
block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement.
block.silicon-smelter.description = Réduit le sable avec du charbon pur. Produit du silicone.
block.kiln.description = Fait fondre le sable et le plomb en verre trempé. Nécessite de petites quantités d'énergie.
block.plastanium-compressor.description = Produit du plastanium à partir d'huile et de titane.
block.plastanium-compressor.description = Produit du plastanium à partir de pétrole et de titane.
block.phase-weaver.description = Produit du tissu phasé à partir de thorium et de grandes quantités de sable. Nécessite des quantités massives d'énergie pour fonctionner.
block.alloy-smelter.description = Produit un alliage superchargé à l'aide de titane, de plomb, de silicone et de cuivre.
block.cryofluidmixer.description = Mélange de leau et de la fine poudre de titane pour former du liquide cryogénique. Indispensable pour l'utilisation du réacteur au thorium.
block.blast-mixer.description = Écrase et mélange les amas de spores avec de la pyratite pour produire un mélange explosif.
block.pyratite-mixer.description = Mélange le charbon, le plomb et le sable en pyratite hautement inflammable.
block.melter.description = Fait fondre la ferraille en scories pour un traitement ultérieur ou une utilisation dans des tourelles Vague.
block.separator.description = Expose la pierre à de l'eau sous pression afin d'obtenir différents minéraux contenus dans la pierre.
block.spore-press.description = Compresses spore pods into oil.
block.pulverizer.description = Écrase la pierre pour en faire du sable. Utile quand il y a un manque de sable naturel.
block.coal-centrifuge.description = Solidifes oil into chunks of coal.
block.incinerator.description = Permet de se débarasser de n'importe quel objet ou liquide en exces .
block.separator.description = Expose la scorie à de l'eau sous pression afin d'obtenir différents minéraux qu'elle contient.
block.spore-press.description = Compresse les glandes de spore sous une pression extrême pour synthétiser du pétrole.
block.pulverizer.description = Écrase la ferraille pour en faire du sable. Utile quand il y a un manque de sable naturel.
block.coal-centrifuge.description = Solidifie le pétrole en blocs de charbon.
block.incinerator.description = Permet de se débarrasser de n'importe quel objet ou liquide en excès.
block.power-void.description = Supprime toute l'énergie allant à l'intérieur. Bac à sable uniquement
block.power-source.description = Produit de l'énergie à l'infini. Bac à sable uniquement.
block.item-source.description = Produit des objets à l'infini. Bac à sable uniquement .
block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur sans utiliser d'énergie. Bac à sable uniquement.
block.liquid-source.description = Source de liquide infinie . Bac à sable uniquement.
block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\nFait du 2 sur 2.
block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies.
block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles.
block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\n2 x 2.
block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.
block.titanium-wall-large.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.\nCouvre plusieurs cases.
block.thorium-wall.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.
block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nFait du 2 sur 2.
block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nCouvre plusieurs cases.
block.phase-wall.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.
block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\nFait du 2 sur 2.
block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\n2 x 2.
block.surge-wall.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .
block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\nFait du 2 sur 2.
block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\n2 x 2.
block.door.description = Une petite porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.
block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\nFait du 2 sur 2.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
block.mend-projector.description = Soigne périodiquement les batiments autour de lui.
block.overdrive-projector.description = Accélère les batiments autour de lui, notamment les foreuses et les convoyeurs.
block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les batiments et les unités à l'intérieur de prendre des dégâts à cause des balles.
block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisble pour l'ennemi.
block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les batiments. Peut être tourné.
block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\n2 x 2.
block.mender.description = Soigne périodiquement les bâtiments autour de lui. Permet de garder les défenses en bon état entre les vagues ennemies.\nPeut utiliser de la Silice pour booster la portée et l'efficacié.
block.mend-projector.description = Une version améliorée du Réparateur. Soigne périodiquement les bâtiments autour de lui.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié.
block.overdrive-projector.description = Accélère les bâtiments autour de lui, notamment les foreuses et les convoyeurs.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié.
block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les bâtiments et les unités à l'intérieur des dégâts.\nSurchauffe si trop de dégâts sont reçus. Peut utiliser du liquide réfrigérant pour éviter la surchauffe. Peut utiliser du tissu phasé pour booster la taille du bouclier.
block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisible pour l'ennemi.
block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les bâtiments. Peut être tourné.
block.titanium-conveyor.description = Convoyeur avancé . Déplace les objets plus rapidement que les convoyeurs standards.
block.junction.description = Agit comme un pont pour deux ligne de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits.
block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou batiment.
block.phase-conveyor.description = convoyeur très avancé . Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance .
block.sorter.description = Trie les articles. Si un article rcorrespond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite.
block.junction.description = Agit comme un pont pour deux lignes de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits.
block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou bâtiment.
block.phase-conveyor.description = convoyeur très avancé. Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance .
block.sorter.description = Trie les articles. Si un article correspond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite.
block.router.description = Accepte les objets depuis une ou plus directions et le renvoie dans n'importe quelle direction. Utile pour séparer une chaîne de convoyeurs en plusieurs.[accent]Le seul et l'Unique[]
block.distributor.description = Un routeur avancé qui sépare les objets jusqu'à 7 autres directions équitablement.
block.overflow-gate.description = C'est la combinaison entre un Routeur et un Diviseur qui peut seulement distribuer à gauche et à droite si le chemin de devant est bloqué.
block.mass-driver.description = Batiment de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance.
block.mass-driver.description = timent de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance.
block.mechanical-pump.description = Une pompe de faible prix pompant lentement, mais ne consomme pas d'énergie.
block.rotary-pump.description = Une pompe avancée qui double sa vitesse en utilisant de l'énergie.
block.thermal-pump.description = La pompe ultime. Trois fois plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave.
block.rotary-pump.description = Une pompe avancée plus rapide mais utilisant de l'énergie.
block.thermal-pump.description = La pompe ultime. Beaucoup plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave.
block.conduit.description = Tuyau basique permettant le transport de liquide . Marche comme un convoyeur mais avec les liquides. Utile si utilisé avec des extracteurs, des pompes ou d'autres conduits.
block.pulse-conduit.description = Tuyau avancé permettant le transport de liquide . Transporte les liquides plus rapidement et en stocke plus que les tuyaux standards.
block.liquid-router.description = Accepte les liquide en une direction et les rejete de tout les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits.
block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des batiments important.
block.liquid-router.description = Accepte les liquides en une direction et les rejette de tous les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits.
block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des bâtiments important.
block.liquid-junction.description = Agit comme une intersection pour deux conduits se croisant.Utile si deux conduits amènent différents liquides à différents endroits.
block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou batiment .
block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou bâtiment .
block.phase-conduit.description = Tuyau très avancé permettant le transport de liquide. Utilise de l'énergie pour téléporter les liquides à un autre tuyau phasé sur une longue distance.
block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés . Jusqu'à quatre sources d'énergie, consommateurs ou transmetteurs peuvent être connectés. Le transmetteur recevra de l'énergie ou le transmettra à n'importe quel batiment adjacent.
block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard et jusqu'à six sources d'énergie, consommateurs ou transmetteurs peuvent être connectés.
block.surge-tower.description = An extremely long-range power node with fewer available connections.
block.battery.description = Stocke l'énergie quand elle est en abondance et le distribue si il y a trop peu d'énergie tant qu'il lui reste de l'énergie.
block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés. Le transmetteur recevra de l'énergie ou la transmettra à n'importe quel bâtiment adjacent.
block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard, connectant d'autant plus de consommateurs ou transmetteurs d'énergie.
block.surge-tower.description = Un transmetteur énergétique de très grande portée mais avec moins de connections disponibles.
block.battery.description = Stocke l'énergie quand elle est en abondance et la redistribue si il y a un deficit d'énergie dans la limite des réserves disponibles.
block.battery-large.description = Stocke bien plus d'énergie qu'une batterie normale.
block.combustion-generator.description = Génère de l'énergie en brûlant du pétrole ou des matériaux inflammables.
block.thermal-generator.description = Génère une grande quantité d'énergie à partir de lave .
block.combustion-generator.description = Génère de l'énergie en brûlant du charbon ou des matériaux inflammables.
block.thermal-generator.description = Génère une grande quantité d'énergie à partir de zone de chaleur .
block.turbine-generator.description = Plus efficace qu'un générateur à combustion, mais requiert de l'eau .
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
block.differential-generator.description = Génère de grande quantité d'energie. Utilise différence de temperature entre le liquide cryogénique et la pyratite brûlante.
block.rtg-generator.description = Un générateur thermo-électrique à radioisotope qui ne demande pas de refroidissement mais produit moins d'énergie qu'un réacteur à Thorium.
block.solar-panel.description = Génère une faible quantité d'énergie .
block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, Mais est aussi bien plus cher à construire.
block.solar-panel.description = Génère une faible quantité d'énergie grace au rayons du soleil.
block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, mais est aussi bien plus cher à construire.
block.thorium-reactor.description = Génère énormément d'énergie à l'aide de la radioactivité du thorium. Requiert néanmoins un refroidissement constant. Explosera violemment en cas de surchauffe.
block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
block.impact-reactor.description = Un générateur avancé, capable de produire une quantité d'énergie gigantesque lorsqu'il atteint son efficacité maximale. Nécessite une quantité significative d'énergie pour lancer le générateur.
block.mechanical-drill.description = Une foreuse de faible coût. Si elle est placée sur à un endroit approprié, produit des matériaux lentement à l'infini.
block.pneumatic-drill.description = Une foreuse amélioré plus rapide et capable de forer des matériaux plus dur grâce à l'usage de vérins à air comprimé.
block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, cela demande néanmoins de l'énergie . Additionnellement, le thorium, un matériau radioactif, peut-être récupéré avec cette foreuse.
block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie .
block.pneumatic-drill.description = Une foreuse améliorée plus rapide et capable de forer des matériaux plus dur comme le titane grâce à l'usage de vérins à air comprimé.
block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, mais requiert de l'énergie . Permet de miner le Thorium, un matériau radioactif.
block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie.
block.water-extractor.description = Extrait l'eau des nappes phréatiques. Utile quand il n'y a pas d'eau à proximité.
block.cultivator.description = Cultive le sol avec de l'eau afin d'obtenir de la biomasse.
block.oil-extractor.description = Utilise une grande quantité d'énergie afin d'extraire du pétrole du sable . Utile quand il n'y a pas de lacs de pétrole à proximité.
block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen.
block.core-shard.description = La première version du noyau. Une fois détruite tout contact avec la région est perdu. Ne laissez pas cela se produire.
block.core-foundation.description = La deuxième version du noyau. Meilleur blindage. Stocke plus de ressources.
block.core-nucleus.description = La troisième et dernière iteraction de la capsule centrale. Extrêmement bien blindée. Stocke des quantités massive de ressources.
block.core-nucleus.description = La troisième et dernière iteration du noyau. Extrêmement bien blindée. Stocke des quantités importante de ressources.
block.vault.description = Stocke un grand nombre d'objets. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le coffre-fort.
block.container.description = Stocke un petit nombre d'objet . Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur.
block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent . Le type d'objet peut être changé en appuyant sur le déchargeur.
block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
block.container.description = Stocke un petit nombre d'objet. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur.
block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent. Le type d'objet peut être changé en appuyant sur le déchargeur.
block.launch-pad.description = Permet de transférer des ressources sans attendre le lancement du noyau.
block.launch-pad-large.description = Une version améliorée de la plateforme de lancement. Stocke plus de ressources et les envoies plus fréquemment.
block.duo.description = Une petite tourelle avec un coût faible.
block.scatter.description = Une tourrelle anti-aérien de taille moyenne. Sprays clumps of lead or scrap flak at enemy units.
block.scatter.description = Une tourelle anti-aérien de taille moyenne. Asperge les ennemis de débris de plomb ou de ferraille.
block.scorch.description = Brûle les ennemis au sol proche de lui. Très efficace a courte portée.
block.hail.description = Une petite tourelle d'artillerie.
block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide.
block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide. Peut éteindre les incendies à portée si de l'eau est disponible.
block.lancer.description = Une tourelle de taille moyenne tirant des rayons chargés en électricité.
block.arc.description = Une petite tourelle tirant des arcs électrques vers les ennemis.
block.swarmer.description = Une tourelle de taille moyenne qui tire des missiles qui se dispersent.
block.arc.description = Une petite tourelle tirant des arcs électriques vers les ennemis.
block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés.
block.salvo.description = Une tourelle de taille moyenne qui tire par salves.
block.fuse.description = Une grande tourelle qui tire de puissants rayons lasers avec une faible portée.
block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs tirs simultanément.
block.cyclone.description = Une grande tourelle tirant rapidement ... très rapidement.
block.spectre.description = Une grande tourelle qui tire deux puissantes balles simultanément.
block.cyclone.description = Une grande tourelle tirant rapidement... très rapidement.
block.spectre.description = Une grande tourelle qui tire deux puissantes balles perce-blindage simultanément.
block.meltdown.description = Une grande tourelle tirant de puissants rayons lasers avec une grande portée.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.command-center.description = Permet de donner des ordres aux unités alliées sur la carte.\nIndique aux unités de se rallier, d'attaquer un noyau ennemi ou de battre en retraite vers le noyau/l'usine. En l'absence de noyau adverse, les unités patrouilleront par défaut autour de la commande d'attaque.
block.draug-factory.description = Produit des drones Draug mineurs.
block.spirit-factory.description = Produit des petits drones qui réparent les batiments et minent des matériaux.
block.spirit-factory.description = Produit des petits drones qui réparent les bâtiments et minent des matériaux.
block.phantom-factory.description = Produit des drones avancés qui sont bien plus efficaces que les drones spirituels.
block.wraith-factory.description = Produit des intercepteurs rapides qui harcèlent l'ennemi.
block.ghoul-factory.description = Produit des bombardiers lourds.
block.revenant-factory.description = Produit des unités terrestres lourdes avec des lasers.
block.dagger-factory.description = Produit des unités terrestres basiques.
block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides.
block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides.
block.titan-factory.description = Produit des unités terrestres avancées et cuirassées.
block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde .
block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde.
block.repair-point.description = Soigne en continu l'unité blessée la plus proche tant qu'elle est à sa portée.
block.dart-mech-pad.description = Fournit la transformation en un mécha d'attaque de base .\nUse by tapping while standing on it.
block.dart-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha d'attaque de base .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.delta-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha rapide mais peu résistant fait pour les stratégies de harcèlement.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les batiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les bâtiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.omega-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha cuirassé et large, fait pour les assauts frontaux .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.javelin-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un intercepteur rapide et puissant avec des armes électriques.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.
block.trident-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un bombardier lourd raisonnablement cuirassé .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus.

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Plein écran
setting.borderlesswindow.name = Fenêtre sans bordure[LIGHT_GRAY] (peut nécessiter un redémarrage)
setting.fps.name = Afficher FPS
setting.vsync.name = VSync
setting.lasers.name = Afficher les rayons des lasers
setting.pixelate.name = Pixélisé [LIGHT_GRAY](peut diminuer les performances)[]
setting.minimap.name = Montrer la minimap
setting.musicvol.name = Volume de la musique
@ -557,6 +556,7 @@ setting.crashreport.name = Envoyer des rapports d'incident anonymement.
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Opacité du tchat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Afficher le tchat en jeu
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer cette échelle.\n[scarlet]Revenir et sortir en[accent] {0}[] réglages...
uiscale.cancel = Annuler et quitter

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Layar Penuh
setting.borderlesswindow.name = Jendela tak Berbatas[LIGHT_GRAY] (bisa membutuhkan restart)
setting.fps.name = Tunjukkan FPS
setting.vsync.name = VSync
setting.lasers.name = Tunjukkan Laser
setting.pixelate.name = Mode Pixel[LIGHT_GRAY] (menonaktifkan animasi)
setting.minimap.name = Tunjukkan Peta kecil
setting.musicvol.name = Volume Musik
@ -557,6 +556,7 @@ setting.crashreport.name = Laporkan Masalah
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Jelas-Beningnya Chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Tunjukkan Chat dalam Permainan
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

View File

@ -1,4 +1,4 @@
credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](Nel caso non te ne sia accorto, la traduzione del gioco non è completa.\n Chi di dovere sta lavorando più velocemente possibile per completarla! Un aiutino non sarebbe male!)
credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
credits = Crediti
contributors = Traduttori e Contributori
discord = Entra nel server discord di mindustry!
@ -10,7 +10,7 @@ link.trello.description = Scheda ufficiale trello per funzionalità pianificate
link.itch.io.description = pagina di itch.io con download per PC e versione web
link.google-play.description = Elenco di Google Play Store
link.wiki.description = wiki ufficiale di Mindustry
linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca.
linkfail = Impossibile aprire il link! L'URL è stato copiato.
screenshot = Screenshot salvato a {0}
screenshot.invalid = Mappa troppo grossa, probabilmente non c'è abbastanza memoria libera.
gameover = Il nucleo è stato distrutto.
@ -25,7 +25,7 @@ stat.wave = Ondate sconfitte:[accent] {0}
stat.enemiesDestroyed = Nemici distrutti:[accent] {0}
stat.built = Costruzioni erette:[accent] {0}
stat.destroyed = Costruzioni distrutte:[accent] {0}
stat.deconstructed = Costruzioni smontate:[accent] {0}
stat.deconstructed = Costruzioni smantellate:[accent] {0}
stat.delivered = Riorse lanciate:
stat.rank = Livello finale: [accent]{0}
launcheditems = [accent]Oggetti lanciati
@ -48,18 +48,18 @@ minimap = Minimappa
close = Chiuso
website = Website
quit = Esci
save.quit = Save & Quit
save.quit = Salva ed esci
maps = Mappe
maps.browse = Browse Maps
maps.browse = Consulta Mappe
continue = Continua
maps.none = [LIGHT_GRAY]Nessuna mappa trovata!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
invalid = Invalido
preparingconfig = Preparo la configurazione
preparingcontent = Preparo il contenuto
uploadingcontent = Carico il contenuto
uploadingpreviewfile = Carico file di anteprima
committingchanges = Applico le modifiche
done = Fatto
about.button = Info
name = Nome:
noname = Scegli un [accent] nome[] prima di unirti.
@ -74,31 +74,31 @@ players = {0} giocatori online
players.single = {0} giocatori online
server.closing = [accent]Chiusura server ...
server.kicked.kick = Sei stato cacciato dal server!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.whitelist = Non sei presente in questa whitelist.
server.kicked.serverClose = Server chiuso.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.vote = Sei stato cacciato su richiesta dei giocatori. Buona giornata.
server.kicked.clientOutdated = Versione del client obsoleta! Aggiorna il tuo gioco!
server.kicked.serverOutdated = Server obsoleto! Chiedi all'host di aggiornare!
server.kicked.banned = Sei bannato da questo server.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.playerLimit = This server is full. Wait for an empty slot.
server.kicked.typeMismatch = Questo server non è comparibile con la tua build.
server.kicked.playerLimit = Questo server è pieno. Attendi che si liberi un posto.
server.kicked.recentKick = Sei stato cacciato di recente.\nAspetta prima di riconnetterti.
server.kicked.nameInUse = C'è già qualcuno con il tuo nome\nsu questo server.
server.kicked.nameInUse = C'è già qualcuno con il tuo nome su questo server.
server.kicked.nameEmpty = Il tuo nome deve contenere almeno un carattere.
server.kicked.idInUse = Sei già su questo server! Non è permesso connettersi con due account.
server.kicked.customClient = Questo server non supporta le build personalizzate. Scarica la versione ufficiale dal sito.
server.kicked.gameover = Game over!
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
host.info = Il pulsante [accent]hos [] ospita un server sulle porte [scarlet]6567[] e [scarlet]656.[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
host.info = Il pulsante [accent]host [] ospita un server sulla porte [scarlet]6567[].[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall.
join.info = Qui è possibile inserire un [accent]IP del server[] a cui connettersi, o scoprire [accent]un server sulla rete locale[] disponibile.\n Sono supportati sia il multiplayer LAN che WAN. \n\n[LIGHT_GRAY]Nota: non esiste un elenco di server globali automatici; se si desidera connettersi a qualcuno tramite IP, è necessario chiedere all'host il proprio IP.
hostserver = Host Server
invitefriends = Invite Friends
hostserver.mobile = Host\nServer
hostserver = Ospita Server
invitefriends = Invita amici
hostserver.mobile = Ospita\nServer
host = Host
hosting = [accent] Apertura del server ...
hosts.refresh = Aggiorna
hosts.discovering = Ricerca partite LAN
hosts.discovering.any = Discovering games
hosts.discovering.any = Ricerca partite
server.refreshing = Aggiornamento del server
hosts.none = [lightgray]Nessuna partita LAN trovata!
host.invalid = [scarlet]Impossibile connettersi all'host.
@ -122,7 +122,7 @@ server.version = [lightgray]Versione: {0}
server.custombuild = [yellow] Costruzione personalizzata
confirmban = Sei sicuro di voler bandire questo giocatore?
confirmkick = Sei sicuro di voler espellere questo giocatore?
confirmvotekick = Are you sure you want to vote-kick this player?
confirmvotekick = Sei sicuro di voler votare per l'espulsione di questo giocatore?
confirmunban = Sei sicuro di voler riammettere questo giocatore?
confirmadmin = Sei sicuro di voler rendere questo giocatore un amministratore?
confirmunadmin = Sei sicuro di voler rimuovere lo stato di amministratore da questo giocatore?
@ -133,7 +133,7 @@ disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.data = Il mondo non si vuole caricare, mi dispiace!
cantconnect = Unable to join game ([accent]{0}[]).
cantconnect = Impossibile unirsi al server ([accent]{0}[]).
connecting = [accent]Connessione in corso ...
connecting.data = [accent]Caricamento dei dati del mondo ...
server.port = Porta:
@ -145,7 +145,7 @@ save.new = Nuovo Salvataggio
save.overwrite = Sei sicuro di voler sovrascrivere questo salvataggio?
overwrite = Sovrascrivi
save.none = Nessun salvataggio trovato!
saveload = [Accent]Salvataggio ...
saveload = [accent]Salvataggio ...
savefail = [crimson]Salvataggio del gioco NON riuscito!
save.delete.confirm = Sei sicuro di voler eliminare questo salvataggio?
save.delete = Elimina
@ -159,7 +159,7 @@ save.rename = Rinomina
save.rename.text = Nuovo nome:
selectslot = Seleziona un salvataggio.
slot = [accent]Slot {0}
editmessage = Edit Message
editmessage = Modifica messaggio
save.corrupted = [orang]Salvataggio corrotto o non valido!
empty = <Vuoto>
on = On
@ -173,7 +173,7 @@ save.playtime = Tempo di gioco: {0}
warning = Attenzione
confirm = Conferma
delete = Elimina
view.workshop = View In Workshop
view.workshop = Vedi nel Workshop
ok = OK
open = Apri
customize = Personalizza
@ -183,17 +183,17 @@ copylink = Copia link
back = Indietro
data.export = Esporta Salvataggio
data.import = Importa Salvataggio
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
data.exported = Dati esportati.
data.invalid = Questi non sono dati di gioco validi.
data.import.confirm = Importare dati di gioco esterni eliminerà[scarlet] tutti[] i tuoi progressi attuali.\n[accent]L'operazione è irreversibile![]\n\nUna volta importati i dati, il gioco si chiuderà immediatamente.
classic.export = Esporta dati classici
classic.export.text = [accent]Mindustry[] ha appena rilasciato un aggiornamento importante.\nSalvataggio Classic (v3.5 build 40) o dati delle mappe è stato ritrovato. Vorresti esportare questi salvatagggi sul tuo telefono per usarli nella Mindustry Classic app?
quit.confirm = Sei sicuro di voler uscire?
quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Impostazioni->Gioco->Ripeti il tutorial.[]
quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Gioca > Tutorial.[]
loading = [accent]Caricamento in corso ...
saving = [accent]Salvando ...
wave = [accent]Ondata {0}
wave.waiting = Ondata tra {0}
wave.waiting = [LIGHT_GRAY]Ondata tra {0}
wave.waveInProgress = [LIGHT_GRAY]Ondata in corso...
waiting = In attesa...
waiting.players = Aspettando giocatori...
@ -210,11 +210,11 @@ map.nospawn = Questa mappa non possiede un nucleo in cui spawnare! Aggiungine un
map.nospawn.pvp = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare.
map.nospawn.attack = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare.
map.invalid = Errore nel caricamento della mappa: file mappa corrotto o non valido.
map.publish.error = Error publishing map: {0}
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
map.publish.error = Errore durante la pubblicazione della mappa:\n{0}
map.publish.confirm = Vuoi pubblicare questa mappa?\n\n[lightgray]Assicurati di aver accettato il Workshop EULA, o le tue mappe non saranno visibili!
eula = Steam EULA
map.publish = Map published.
map.publishing = [accent]Publishing map...
map.publish = Mappa pubblicata.
map.publishing = [accent]Pubblico la mappa...
editor.brush = Pennello
editor.openin = Apri nell'editor
editor.oregen = Generazione dei minerali
@ -222,12 +222,12 @@ editor.oregen.info = Generazione dei minerali:
editor.mapinfo = Informazioni mappa
editor.author = Autore:
editor.description = Descrizione:
editor.nodescription = A map must have a description of at least 4 characters before being published.
editor.nodescription = Una mappa deve avere una descrizione di almeno 4 caratteri per poter essere pubblicata.
editor.waves = Ondate:
editor.rules = Regole:
editor.generation = Generazione:
editor.ingame = Modifica in gioco
editor.publish.workshop = Publish On Workshop
editor.publish.workshop = Pubblica sul Workshop
editor.newmap = Nuova mappa
workshop = Workshop
waves.title = Ondate
@ -246,7 +246,7 @@ waves.invalid = Onde dagli appunti non valide.
waves.copied = Onde copiate.
waves.none = Nessun nemico definiti.\n Nota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
editor.default = [LIGHT_GRAY]<Predefinito>
details = Details...
details = Dettagli...
edit = Modifica...
editor.name = Nome:
editor.spawn = Piazza un'unità
@ -256,7 +256,7 @@ editor.errorload = Errore nel caricamento di:\n[accent]{0}
editor.errorsave = Errore nel salvataggio di:\n[accent]{0}
editor.errorimage = Quella è un'immagine, non una mappa. Non cambiare estensioni sperando che funzioni.\n\n Se vuoi importare una mappa vecchia clicca su "importa una mappa vecchia" nell'editor.
editor.errorlegacy = La mappa è troppo vecchia ed usa un formato che non è più supportato.
editor.errornot = This is not a map file.
editor.errornot = Questo file non è una mappa.
editor.errorheader = Questo file della mappa è invalido o corrotto.
editor.errorname = Questa mappa è senza nome.
editor.update = Aggiorna
@ -280,16 +280,16 @@ editor.importimage.description = Importa immagine esterna terreno
editor.export = Esportazione...
editor.exportfile = Esporta file
editor.exportfile.description = Esporta file mappa
editor.exportimage = Esporta immagine terreno
editor.exportimage = Esporta immagine
editor.exportimage.description = Esporta file immagine mappa
editor.loadimage = Carica\nimmagine
editor.saveimage = Salva\nImmagine
editor.unsaved = [scarlet]Hai modifiche non salvate![]\nSei sicuro di voler uscire?
editor.resizemap = Ridimensiona la mappa
editor.mapname = Nome Mappa:
editor.overwrite = [Accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
editor.overwrite = [accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
editor.overwrite.confirm = [scarlet]Attenzione![] Una mappa con questo nome esiste già. Sei sicuro di volerla sovrascrivere?
editor.exists = A map with this name already exists.
editor.exists = Esiste già una mappa con questo nome.
editor.selectmap = Seleziona una mappa da caricare:
toolmode.replace = Rimpiazzare
toolmode.replace.description = Disegna solo su blocchi solidi.
@ -369,7 +369,7 @@ launch.skip.confirm = Se salti adesso non riuscirai a decollare fino alle ondate
uncover = Svelare
configure = Configura l'equipaggiamento
configure.locked = [LIGHT_GRAY]Arriva all'ondata {0}\nper configurare l'equipaggiamento.
configure.invalid = Amount must be a number between 0 and {0}.
configure.invalid = Il valore dev'essere un numero compresto tra 0 e {0}.
zone.unlocked = [LIGHT_GRAY]{0} sbloccata.
zone.requirement.complete = Ondata {0} raggiunta:\n{1} requisiti di zona soddisfatti.
zone.config.complete = Ondata {0} raggiunta:\nEquipaggiamento personalizzato sbloccato.
@ -420,7 +420,7 @@ zone.crags.description = <inserisci descrizione>
settings.language = Lingua
settings.data = Importa/Esporta salvataggio
settings.reset = Resetta Alle Impostazioni Predefinite
settings.rebind = Reimposta
settings.rebind = Modifica
settings.controls = Controlli
settings.game = Gioco
settings.sound = Suoni
@ -490,10 +490,10 @@ bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray]
bullet.incendiary = [stat]incendiario
bullet.homing = [stat]autoguidato
bullet.shock = [stat]stordente
bullet.frag = [stat]frammentazione
bullet.frag = [stat]a frammentazione
bullet.knockback = [stat]{0}[lightgray] contraccolpo
bullet.freezing = [stat]congelamento
bullet.tarred = [stat]asfaltata
bullet.freezing = [stat]congelante
bullet.tarred = [stat]viscoso
bullet.multiplier = [stat]{0}[lightgray]x moltiplicatore munizioni
bullet.reload = [stat]{0}[lightgray]x ricarica
unit.blocks = blocchi
@ -523,18 +523,18 @@ setting.animatedshields.name = Scudi animati
setting.antialias.name = Antialias[LIGHT_GRAY] (richiede riapertura gioco)[]
setting.indicators.name = Indicatori Alleati
setting.autotarget.name = Mira automatica
setting.keyboard.name = Controlli Mouse+Tastiera
setting.keyboard.name = Tastiera
setting.touchscreen.name = Touchscreen Controls
setting.fpscap.name = Limite FPS
setting.fpscap.none = Niente
setting.fpscap.text = {0} FPS
setting.uiscale.name = Ridimensionamento dell'interfaccia utente[lightgray] (richiede riapertura gioco)[]
setting.swapdiagonal.name = Posizionamento sempre diagonale
setting.difficulty.training = formazione
setting.difficulty.easy = facile
setting.difficulty.normal = medio
setting.difficulty.hard = difficile
setting.difficulty.insane = impossibile
setting.difficulty.training = Allenamento
setting.difficulty.easy = Facile
setting.difficulty.normal = Medio
setting.difficulty.hard = Difficile
setting.difficulty.insane = Impossibile
setting.difficulty.name = Difficoltà:
setting.screenshake.name = Movimento dello schermo
setting.effects.name = Visualizza effetti
@ -545,7 +545,6 @@ setting.fullscreen.name = Schermo Intero
setting.borderlesswindow.name = Schermo senza bordi[LIGHT_GRAY] (potrebbe richiedere riapertura gioco)
setting.fps.name = Mostra FPS
setting.vsync.name = VSync
setting.lasers.name = Mostra Laser Energetici
setting.pixelate.name = Sfocare [LIGHT_GRAY](potrebbe ridure il rendimento)
setting.minimap.name = Mostra minimappa
setting.musicvol.name = Volume Musica
@ -554,9 +553,10 @@ setting.mutemusic.name = Silenzia musica
setting.sfxvol.name = Volume Effetti
setting.mutesound.name = Togli suoni
setting.crashreport.name = Invia rapporti sugli arresti anomali anonimamente
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.savecreate.name = Autosalvataggio
setting.publichost.name = Gioco visibile pubblicamente
setting.chatopacity.name = Opacità chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Mostra Chat in-game
uiscale.reset = La scala dell'interfaccia utente è stata modificata.\nPremere "OK" per confermare questa scala.\n[scarlet] Ripristina ed esci dalle impostazioni [accent] {0}[] impostazioni...
uiscale.cancel = Annulla ed esci
@ -567,33 +567,33 @@ category.general.name = Generale
category.view.name = Visualizzazione
category.multiplayer.name = Multigiocatore
command.attack = Attacca
command.rally = Rally
command.retreat = Torna indietro
command.rally = Guardia
command.retreat = Ritirata
keybind.gridMode.name = Seleziona blocco
keybind.gridModeShift.name = Seleziona categoria
keybind.press = Premi un tasto...
keybind.press.axis = Premi un'asse o un tasto...
keybind.screenshot.name = Screenshot della mappa
keybind.move_x.name = Sposta_x
keybind.move_y.name = Sposta_y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = seleziona
keybind.move_x.name = Muovi orizzontale
keybind.move_y.name = Muovi verticale
keybind.fullscreen.name = Schermo Intero
keybind.select.name = Seleziona
keybind.diagonal_placement.name = Posizionamento diagonale
keybind.pick.name = Scegli Blocco
keybind.break_block.name = Rompi blocco
keybind.deselect.name = Deseleziona
keybind.shoot.name = spara
keybind.zoom_hold.name = attiva zoom
keybind.zoom.name = esegui zoom
keybind.menu.name = menu
keybind.pause.name = pausa
keybind.shoot.name = Spara
keybind.zoom_hold.name = Attiva zoom
keybind.zoom.name = Esegui zoom
keybind.menu.name = Apri Menu
keybind.pause.name = Pausa
keybind.minimap.name = Minimappa
keybind.dash.name = Scatto
keybind.chat.name = Chat
keybind.player_list.name = lista_giocatori
keybind.console.name = console
keybind.player_list.name = Lista dei Giocatori
keybind.console.name = Console
keybind.rotate.name = Ruotare
keybind.toggle_menus.name = Abilita menù
keybind.toggle_menus.name = Mostra/Nascondi HUD
keybind.chat_history_prev.name = Scorri chat vero l'alto
keybind.chat_history_next.name = Scorri chatt verso il basso
keybind.chat_scroll.name = Scorri chat
@ -606,7 +606,7 @@ mode.sandbox.name = Creativa
mode.sandbox.description = Risorse infinite e nessun timer per le ondate.
mode.pvp.name = PvP
mode.pvp.description = Lotta contro altri giocatori.
mode.attack.name = Attacco
mode.attack.name = Schermaglia
mode.attack.description = Obiettivo: Distruggere la base nemica, non ci sono ondate
mode.custom = Regole personalizzate
rules.infiniteresources = Risorse infinite
@ -614,7 +614,7 @@ rules.wavetimer = Timer ondate
rules.waves = Ondate
rules.attack = Modalità attacco
rules.enemyCheat = Infinite Risorse AI
rules.unitdrops = Drops Unità
rules.unitdrops = Generazione Unità
rules.unitbuildspeedmultiplier = Moltiplicatore velocità costruzione unità
rules.unithealthmultiplier = Moltiplicatore vita unità
rules.playerhealthmultiplier = Moltiplicatore vita giocatore
@ -626,7 +626,7 @@ rules.wavespacing = Tempo fra ondate:[LIGHT_GRAY] (secondi)
rules.buildcostmultiplier = Moltiplicatore costo costruzione
rules.buildspeedmultiplier = Moltiplicatore velocità costruzione
rules.waitForWaveToEnd = Ondate aspettano fino a quando l'ondata precedente finisce
rules.dropzoneradius = Raggio di drop:[LIGHT_GRAY] (blocchi)
rules.dropzoneradius = Raggio di generazione:[LIGHT_GRAY] (blocchi)
rules.respawns = Massimo di rigenerazioni per ondata
rules.limitedRespawns = Limite rigenerazioni
rules.title.waves = Ondate
@ -764,8 +764,8 @@ block.dark-panel-5.name = Pannello scuro 5
block.dark-panel-6.name = Pannello scuro 6
block.dark-metal.name = Metallo Scuro
block.ignarock.name = Roccia Ignea
block.hotrock.name = Roccia bollente
block.magmarock.name = Roccia magmatica
block.hotrock.name = Roccia Bollente
block.magmarock.name = Roccia Magmatica
block.cliffs.name = Scogliere
block.copper-wall.name = Muro di rame
block.copper-wall-large.name = Muro grande di rame
@ -783,9 +783,9 @@ block.scatter.name = Cannone a dispersione
block.hail.name = Bombardiere
block.lancer.name = Lanciere
block.conveyor.name = Nastro trasportatore
block.titanium-conveyor.name = Nastro trasportatore avanzato
block.armored-conveyor.name = Armored Conveyor
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.titanium-conveyor.name = Nastro avanzato
block.armored-conveyor.name = Nastro corazzato
block.armored-conveyor.description = Trasporta gli oggetti alla stessa velocità del nastro avanzato, ma è più resistente. Accetta input dai lati solo da altri nastri.
block.junction.name = Incrocio
block.router.name = Distributore
block.distributor.name = Distributore Grande
@ -820,8 +820,8 @@ block.delta-mech-pad.name = Piattaforma del Mech Delta
block.javelin-ship-pad.name = Piattaforma della Nave Giavellotto
block.trident-ship-pad.name = Piattaforma della Nave Tridente
block.glaive-ship-pad.name = Piattaforma della Nave Glaive
block.omega-mech-pad.name = Piattaforma della Nave Omega
block.tau-mech-pad.name = Piattaforma della Nave Tau
block.omega-mech-pad.name = Piattaforma del Mech Omega
block.tau-mech-pad.name = Piattaforma del Mech Tau
block.conduit.name = Condotta
block.mechanical-pump.name = Pompa meccanica
block.item-source.name = Fonte infinita (oggetti)
@ -875,10 +875,10 @@ block.surge-wall-large.name = Muro di Sovratensione Grande
block.cyclone.name = Ciclone
block.fuse.name = Frantume
block.shock-mine.name = Mina Stordente
block.overdrive-projector.name = Generatore di Campo di Overclock
block.overdrive-projector.name = Generatore di Campo di Overdrive
block.force-projector.name = Generatore di Campo di Forza
block.arc.name = Arco Elettrico
block.rtg-generator.name = Generatore Termico ai Radioisotopi
block.rtg-generator.name = Generatore RTG
block.spectre.name = Spettro
block.meltdown.name = Fusione
block.container.name = Contenitore
@ -907,25 +907,25 @@ unit.eradicator.name = Estirpatore
unit.lich.name = Lich
unit.reaper.name = Mietitore
tutorial.next = [lightgray]<Clicca per continuare>
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia [accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame
tutorial.drill = Minare manualmente.\n[accent]Le trivelle []possono scavare automaticamente\nPiazzane una su un minerale di rame.
tutorial.drill.mobile = L'estrazione manuale è inefficiente. \n[accent] Le trivelle [] possono estrarre automaticamente. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento.
tutorial.blockinfo = Ogni blocco ha statistiche diverse. Ogni trivella può estrarre solo determinati minerali. \n Per controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel menu di creazione. []\n\n[accent] Accedi ora alle statistiche della trivella meccanica. []
tutorial.conveyor = [accent] I nastri trasportatori [] sono usati per trasportare oggetti al nocciolo. \n Crea una linea di nastri dalla trivella al nocciolo.
tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia[accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame
tutorial.drill = Ora crea una trivella.\n[accent]Le trivelle []scavano da sole e sono più efficienti. Piazzane una su un minerale di rame.
tutorial.drill.mobile = Ora crea una trivella. \n[accent] Le trivelle []scavano da sole e sono più efficienti. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento.
tutorial.blockinfo = Ogni blocco ha statistiche diverse. Alcuni minerali richiedono trivelle specifiche.\nPer controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel database. []\n\n[accent]Accedi ora alle statistiche della trivella meccanica. []
tutorial.conveyor = [accent]I nastri trasportatori []sono usati per trasportare oggetti al nucleo. \nCrea una linea di nastri dalla trivella al nucleo.
tutorial.conveyor.mobile = [accent] I nastri trasportatori [] sono usati per trasportare oggetti nel nocciolo. \nCrea una linea di nastri trasportatori dalla trivella al nocciolo. \n[accent] Posizionati in una linea tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione. \n\n [accent] {0} / {1} nastri trasportatori disposti in linea \n [accent] 0/1 oggetti consegnati
tutorial.turret = Strutture difensive devono essere costruite per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta a due vicino alla tua base.
tutorial.drillturret = Torrette a due richiedono[accent] munizioni di rame[] per sparare.\n Duo turrets require[accent] copper ammo []to shoot.\nPosiziona una trivella vicino alla torretta per rifornirlo di rame estratto.
tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi spazio per mettere in pausa.
tutorial.turret = Costruisci delle torrette per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta Duo vicino alla tua base.
tutorial.drillturret = La Torretta Duo richiede[accent] munizioni di rame[] per sparare.\nPosiziona una trivella e collega un nastro alla torretta per rifornirla di munizioni con il rame estratto.
tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent]Premi spazio per mettere in pausa.
tutorial.pause.mobile = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi questo pulsante in alto a sinistra per mettere in pausa.
tutorial.unpause = Ora premi di nuovo spazio per annullare la pausa.
tutorial.unpause.mobile = Ora premilo di nuovo per annullare la pausa.
tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent] Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n\n[accent] Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area .
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a romperlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\n Premi il pulsante con il segno di spunta per confermare la rottura. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area.
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi. \n Per fare ciò, [accent] tocca un blocco [] con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPosti multipli possono essere ritirati da [accent] toccando e tenendo premuto []. \n\n[accent] Prelevare un po' di rame dal nucleo. []
tutorial.deposit = Deposita gli oggetti in blocchi trascinandoli dalla tua nave al blocco di destinazione. \n\n[accent] Riporta il rame nel nucleo. []
tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina. \n\n Difendi il tuo nucleo per 2 ondate. Costruisci più torrette.
tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per due ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette e trivelle. Scava più rame
tutorial.launch = Una volta raggiunta un'onda specifica, sei in grado di [accent] decollare con il nucleo [], lasciando indietro le tue difese ed [accent] ottenendo tutte le risorse nel tuo nucleo. [] \n Queste risorse possono quindi essere utilizzate per ricercare nuove tecnologie.\n\n [accent] Premi il pulsante di avvio.
tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent]Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area .
tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a smantellarlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\nPremi il pulsante con il segno di spunta per confermare la rimozione. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area.
tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi.\nPer fare ciò, [accent] tocca un blocco []con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPuoi prelevare più oggetti insieme[accent]tenendo premuto il tasto sinistro del mouse[].\n[accent]Preleva un po' di rame dal nucleo. []
tutorial.deposit = Deposita tutti gli oggetti che trasporti trascinandoli dalla tua nave al blocco di destinazione. \n[accent]Rimetti il rame nel nucleo. []
tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina.\nDifendi il tuo nucleo per 2 ondate. Costruisci più torrette. Puoi sparare tenendo premuto il tasto sinistro del mouse.
tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per 2 ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette.
tutorial.launch = Una volta raggiunta un'ondata specifica, sarai in grado di [accent] decollare con il nucleo [], lasciando la zona e abbandonando le tue difese e le tue strutture\nOtterrai [accent]tutte le risorse nel tuo nucleo[] e potrai quindi usarle per ricercare nuove tecnologie.\n\n [accent]Decolla e conferma per terminare il tutorial.
item.copper.description = Un utile materiale, usato dappertutto
item.lead.description = Un materiale di base, molto usato nei blocchi di trasporto.
item.metaglass.description = Un durissimo composto di vetro. Estensivamente usato per trasporto di liquidi ed immagazzinamento.

View File

@ -48,7 +48,7 @@ minimap = ミニマップ
close = 閉じる
website = ウェブサイト
quit = 終了
save.quit = Save & Quit
save.quit = セーブして終了
maps = マップ
maps.browse = マップを閲覧する
continue = 続ける
@ -173,7 +173,7 @@ save.playtime = プレイ時間: {0}
warning = 警告
confirm = 確認
delete = 削除
view.workshop = View In Workshop
view.workshop = ワークショップを見る
ok = OK
open = 開く
customize = カスタマイズ
@ -222,7 +222,7 @@ editor.oregen.info = 鉱石の生成:
editor.mapinfo = マップ情報
editor.author = 作者:
editor.description = 説明:
editor.nodescription = A map must have a description of at least 4 characters before being published.
editor.nodescription = マップを公開するには、少なくとも4文字以上の説明が必要です。
editor.waves = ウェーブ:
editor.rules = ルール:
editor.generation = 生成:
@ -289,7 +289,7 @@ editor.resizemap = マップをリサイズ
editor.mapname = マップ名:
editor.overwrite = [accent]警告!\nすでに存在するマップを上書きします。
editor.overwrite.confirm = [scarlet]警告![] すでに同じ名前のマップが存在します。上書きしてもよろしいですか?
editor.exists = A map with this name already exists.
editor.exists = すでに同じ名前のマップが存在します。
editor.selectmap = 読み込むマップを選択:
toolmode.replace = 置きかえ
toolmode.replace.description = 固体ブロックのみに描きます。
@ -340,7 +340,7 @@ width = 幅:
height = 高さ:
menu = メニュー
play = プレイ
campaign = 遠征
campaign = プレイ
load = 読み込む
save = 保存
fps = FPS: {0}
@ -354,18 +354,18 @@ editor = エディター
mapeditor = マップエディター
donate = 寄付
abandon = 撤退
abandon.text = このゾーンすべての資源が敵に奪われます。
abandon.text = このゾーンすべての資源が敵に奪われます。
locked = ロック
complete = [lightgray]達成済み:
zone.requirement = ゾーン {1} でウェーブ {0} を達成
resume = 再開ゾーン:\n[lightgray]{0}
bestwave = [lightgray]最高ウェーブ: {0}
launch = < 離脱 >
launch.title = 離脱成功
launch.next = [lightgray]次は ウェーブ {0} で離脱可能です。
launch.unable2 = [scarlet]離脱できません。[]
launch.confirm = すべての資源をコアに搬入し、離脱します。\nもうこの基地には戻ってくることはできません。
launch.skip.confirm = スキップすると、次の離脱可能なウェーブまで離脱できません。
launch = < 発射 >
launch.title = 発射成功
launch.next = [lightgray]次は ウェーブ {0} で発射可能です。
launch.unable2 = [scarlet]発射できません。[]
launch.confirm = すべての資源をコアに搬入し、発射します。\nもうこの基地には戻ってくることはできません。
launch.skip.confirm = スキップすると、次の発射可能なウェーブまで発射できません。
uncover = 開放
configure = 積み荷の設定
configure.locked = [lightgray]ウェーブ {0} を達成すると積み荷を設定できるようになります。
@ -375,14 +375,14 @@ zone.requirement.complete = ウェーブ {0} を達成:\n{1} の開放条件を
zone.config.complete = ウェーブ {0} を達成:\n積み荷の設定が解除されました。
zone.resources = 発見した資源:
zone.objective = [lightgray]目標: [accent]{0}
zone.objective.survival = 生き残
zone.objective.survival = 敵からコアを守り切
zone.objective.attack = 敵のコアを破壊する
add = 追加...
boss.health = ボスのHP
connectfail = [crimson]サーバーへ接続できませんでした:\n\n[accent]{0}
error.unreachable = サーバーに到達できません。\nアドレスは正しいですか?
error.invalidaddress = 無効なアドレスです。
error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。また、このアドレスは無効なアドレスではありません!
error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。
error.mismatch = パケットエラー:\n恐らくクライアント/サーバーのバージョンが一致していません。\nゲームとサーバーが最新版のMindustryかどうかを確認してください!
error.alreadyconnected = すでに接続されています。
error.mapnotfound = マップファイルが見つかりません!
@ -524,7 +524,7 @@ setting.antialias.name = アンチエイリアス[lightgray] (再起動が必要
setting.indicators.name = 敵/味方の方角表示
setting.autotarget.name = オートターゲット
setting.keyboard.name = マウスとキーボード操作
setting.touchscreen.name = Touchscreen Controls
setting.touchscreen.name = タッチスクリーン操作
setting.fpscap.name = 最大FPS
setting.fpscap.none = なし
setting.fpscap.text = {0} FPS
@ -545,7 +545,6 @@ setting.fullscreen.name = フルスクリーン
setting.borderlesswindow.name = 境界の無いウィンドウ[lightgray] (再起動が必要になる場合があります)
setting.fps.name = FPSを表示
setting.vsync.name = VSync
setting.lasers.name = 電力線を表示
setting.pixelate.name = ピクセル化[lightgray] (アニメーションが無効化されます)
setting.minimap.name = ミニマップを表示
setting.musicvol.name = 音楽 音量
@ -557,6 +556,7 @@ setting.crashreport.name = 匿名でクラッシュレポートを送信する
setting.savecreate.name = 自動保存
setting.publichost.name = 誰でもゲームに参加できるようにする
setting.chatopacity.name = チャットの透明度
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = ゲーム内にチャットを表示
uiscale.reset = UIサイズが変更されました。\nこのままでよければ「OK」を押してください。\n[scarlet][accent]{0}[] 秒で元の設定に戻ります...
uiscale.cancel = キャンセル & 終了
@ -784,8 +784,8 @@ block.hail.name = ヘイル
block.lancer.name = ランサー
block.conveyor.name = コンベアー
block.titanium-conveyor.name = チタンコンベアー
block.armored-conveyor.name = Armored Conveyor
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.armored-conveyor.name = 装甲コンベア
block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、ほかのコンベアーからの側面からの入力は受け取ることができません。
block.junction.name = ジャンクション
block.router.name = ルーター
block.distributor.name = ディストリビューター
@ -965,7 +965,7 @@ unit.eruptor.description = 建造物を破壊することに特化したユニ
unit.wraith.description = 高速で突撃攻撃が可能な迎撃ユニットです。
unit.ghoul.description = 重爆撃機です。敵の重要な建造物を優先して破壊します。
unit.revenant.description = 空中からミサイルを発射する重爆撃機です。
block.message.description = Stores a message. Used for communication between allies.
block.message.description = メッセージを保存し、仲間間の通信に使用します。
block.graphite-press.description = 石炭を圧縮し、黒鉛を生成します。
block.multi-press.description = 黒鉛圧縮機のアップグレード版です。水と電力を使用して、より効率的に石炭を圧縮します。
block.silicon-smelter.description = 石炭と砂からシリコンを製造します。
@ -1082,7 +1082,7 @@ block.repair-point.description = 近くの負傷したユニットを修復し
block.dart-mech-pad.description = 機体を基本的な攻撃性能を備えた機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.delta-mech-pad.description = 機体を高速で突撃攻撃に向いた軽装備の機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.tau-mech-pad.description = 機体を味方の建造物やユニットの修復が可能な支援型機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.omega-mech-pad.description = Provides transformation into a heavily-armored missile mech.\nUse by tapping while standing on it.
block.omega-mech-pad.description = 機体をミサイルを搭載した重装甲な機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.javelin-ship-pad.description = 機体を高速で強力な電撃砲を搭載した迎撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.trident-ship-pad.description = 機体を重装備の爆撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。
block.glaive-ship-pad.description = 機体を重装備の大型攻撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。

View File

@ -16,11 +16,14 @@ screenshot.invalid = 맵이 너무 커서 스크린샷을 찍을 메모리가
gameover = 게임 오버
gameover.pvp = [accent]{0}[] 팀이 승리했습니다!
highscore = [accent]최고점수 달성!
load.sound = 소리
load.map =
load.image = 사진
load.content = 컨텐츠
load.system = 시스템
load.mod = 모드
stat.wave = 버틴 단계 수 : [accent]{0}
stat.enemiesDestroyed = 파괴한 적 수 : [accent]{0}
stat.built = 건설한 건물 수 : [accent]{0}
@ -28,7 +31,9 @@ stat.destroyed = 파괴된 건물 수 : [accent]{0}
stat.deconstructed = 파괴한 건물 수 : [accent]{0}
stat.delivered = 획득한 자원 :
stat.rank = 최종 점수: [accent]{0}
launcheditems = [accent]창고
launchinfo = [출격되지 않음][[출격]파랑색으로 표시된 자원들을 획득합니다.
map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까?
level.highscore = 최고 점수 : [accent]{0}
level.select = 맵 선택
@ -40,7 +45,6 @@ database = 코어 기록보관소
savegame = 게임 저장
loadgame = 게임 불러오기
joingame = 서버 접속
addplayers = 플레이어 추가/제거
customgame = 사용자 정의 게임
newgame = 새 게임
none = <없음>
@ -60,16 +64,35 @@ uploadingcontent = 컨텐츠 업로드
uploadingpreviewfile = 미리보기 파일 업로드
committingchanges = 바뀐 점 적용
done = 완료
mods.alphainfo = 현재의 모드는 첫 번째 버전이며, 그리고[scarlet] 버그가 매우 많음을 명심하십시오[].\n만약 버그를 발견할경우 Mindustry 깃허브 또는 디스코드로 제보해주세요.
mods.alpha = [scarlet](Alpha)
mods = 모드
mods.none = [LIGHT_GRAY]모드가 발견되지 않았습니다!
mods.guide = 모드 가이드
mods.report = 버그 신고
mod.enabled = [lightgray]활성화
mod.disabled = [scarlet]비활성화
mod.disable = 비활성화
mod.enable = 활성화
mod.requiresrestart = 모드 변경사항을 적용하기 위해 게임을 종료합니다.
mod.reloadrequired = [scarlet]새로고침 요구됨
mod.import = 모드 추가
mod.import.github = 깃허브 모드 추가
mod.remove.confirm = 모드가 삭제되었습니다.
mod.author = [LIGHT_GRAY]제작자:[] {0}
mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 이 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 것을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0}
about.button = 정보
name = 이름 :
noname = 먼저 [accent] 유저 이름[] 을 설정하세요.
filename = 파일 이름 :
unlocked = 새 건물 잠금 해제됨
unlocked = 대상 정보 기록
completed = [accent]연구됨
techtree = 연구 기록
research.list = [LIGHT_GRAY]연구:
research.list = [LIGHT_GRAY]연구 :
research = 연구
researched = [LIGHT_GRAY]{0}연구됨.
researched = [LIGHT_GRAY]{0}연구 완료.
players = 현재 {0}명 접속중
players.single = 현재 {0}명만 있음.
server.closing = [accent]서버 닫는중...
@ -129,7 +152,7 @@ confirmunadmin = 이 플레이어를 일반 유저로 만들겠습니까?
joingame.title = 게임 참가
joingame.ip = 주소:
disconnect = 서버와 연결이 해제되었습니다.
disconnect.error = Connection error.
disconnect.error = 연결 .
disconnect.closed = 연결이 끊어졌습니다..
disconnect.timeout = 연결 시간 한계 도달..
disconnect.data = 월드 데이터 로딩 실패..
@ -140,7 +163,6 @@ server.port = 포트:
server.addressinuse = 주소가 이미 사용중입니다!
server.invalidport = 포트가 올바르지 않습니다!
server.error = [accent]{0}[crimson]서버를 여는데 오류가 발생했습니다.
save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다.
save.new = 새로 저장
save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까?
overwrite = 덮어쓰기
@ -160,21 +182,22 @@ save.rename.text = 새 이름:
selectslot = 저장슬롯을 선택하십시오.
slot = [accent]{0}번째 슬롯
editmessage = 글 수정하기
save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다! 만약 게임을 업데이트 했다면 이것은 아마 저장 형식 변경일 것이고, 이것은 버그가 [scarlet]아닙니다[].
save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다!
empty = <비어있음>
on = 켜기
off = 끄기
save.autosave = 자동저장: {0}
save.map = : {0}
save.wave = 웨이브 {0}
on = 활성화
off = 비활성화
save.autosave = 자동저장 : {0}
save.map = : {0}
save.wave = {0} 단계
save.mode = 게임모드 : {0}
save.date = 마지막 저장날짜: {0}
save.playtime = 플레이시간: {0}
save.date = 마지막 저장: {0}
save.playtime = 플레이타임 : {0}
warning = 경고.
confirm = 확인
delete = 삭제
view.workshop = 워크샵에서 보기
ok = OK
workshop.listing = 워크샵 목록 편집하기
ok = 확인
open = 열기
customize = 맞춤설정
cancel = 취소
@ -191,7 +214,11 @@ classic.export.text = Mindustry 클래식 (v3.5 build 40)의 세이브파일 또
quit.confirm = 정말로 종료하시겠습니까?
quit.confirm.tutorial = 튜토리얼을 종료하시겠습니까?\n튜토리얼은 [accent]설정 -> 게임 -> 튜토리얼[]에서 다시 해보실 수 있습니다.
loading = [accent]불러오는중...
reloading = [accent]모드 새로고침하는중...
saving = [accent]저장중...
cancelbuilding = [accent][[{0}][] 를 눌러 설계도 초기화
pausebuilding = [accent][[{0}][] 를 눌러 설계모드 진입
resumebuilding = [scarlet][[{0}][] 를 눌러 건설 시작
wave = [accent]웨이브 {0}
wave.waiting = [green]{0}초[]후 웨이브 시작
wave.waveInProgress = [LIGHT_GRAY]웨이브 진행중
@ -211,7 +238,12 @@ map.nospawn.pvp = 이 맵에는 적팀 코어가 없습니다! 에디터에서 [
map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적의 코어가 없습니다! 에디터에서 [ROYAL] 빨강색 팀[] 코어를 맵에 추가하세요.
map.invalid = 파일이 잘못되었거나 손상되어 맵을 열 수 없습니다.
map.publish.error = 맵 업로드 오류 : {0}
map.update = 맵 업데이트
map.load.error = 워크샵 작업 오류 : {0}
map.missing = 해당 맵은 삭제되거나 옮겨졌습니다.\n[lightgray]워크샵 목록은 자동으로 동기화되지 않습니다.
map.publish.confirm = 맵을 업로드 하시겠습니까?\n\n[lightgray]먼저 워크샵 EULA에 동의하시지 않으면 맵이 표시되지 않습니다!
map.menu = 원하는 맵을 선택하세요.
map.changelog = 바뀐 점 (선택성):
eula = 스팀 EULA
map.publish = 맵 업로드 완료!
map.publishing = [accent]맵 업로드 중...
@ -291,6 +323,7 @@ editor.overwrite = [accept]경고!이 명령은 기존 맵을 덮어씌우게
editor.overwrite.confirm = [scarlet]경고![] 이 이름을 가진 맵이 이미 있습니다. 덮어 쓰시겠습니까?
editor.exists = 같은 이름의 맵이 이미 존재합니다.
editor.selectmap = 불러올 맵 선택:
toolmode.replace = 재배치
toolmode.replace.description = 블록을 배치합니다.
toolmode.replaceall = 모두 재배치
@ -305,6 +338,7 @@ toolmode.fillteams = 팀 채우기
toolmode.fillteams.description = 블록 대신 팀 건물로 채웁니다.
toolmode.drawteams = 팀 그리기
toolmode.drawteams.description = 블록 대신 팀 건물을 배치합니다.
filters.empty = [LIGHT_GRAY]필터가 없습니다!! 아래 버튼을 눌러 추가하세요.
filter.distort = 왜곡
filter.noise = 맵 전체에 타일 혹은 블럭 뿌리기
@ -336,16 +370,16 @@ filter.option.floor2 = 2번째 바닥
filter.option.threshold2 = 2번째 한계점
filter.option.radius = 반경
filter.option.percentile = 백분위수
width = 넓이:
height = 높이:
width = 넓이 :
height = 높이 :
menu = 메뉴
play = 플레이
campaign = 캠페인
load = 불러오기
save = 저장
fps = FPS: {0}
tps = TPS: {0}
ping = Ping: {0}ms
fps = FPS : {0}
ping = Ping : 초당 {0}
language.restart = 언어를 변경하려면 게임을 다시시작 해 주세요.
settings = 설정
tutorial = 게임 방법
@ -353,32 +387,38 @@ tutorial.retake = 튜토리얼
editor = 편집기
mapeditor = 맵 편집기
donate = 기부
abandon = 포기
abandon.text = 이 구역의 모든 자원이 적에게 빼앗길 것입니다.
locked = 잠김
complete = [LIGHT_GRAY]완료:
complete = [LIGHT_GRAY]완료 :
zone.requirement = 지역 {1} 에서 단계 {0} 달성
resume = 지역 계속 플레이:\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]최고 점수: {0}
requirement.core = Destroy Enemy Core in {0}
requirement.unlock = Unlock {0}
resume = 현재 진행 중인 지역 :\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]최고 점수 : {0}
launch = < 출격 >
launch.title = 출격 성공
launch.next = [LIGHT_GRAY]다음 출격기회는 {0} 단계에서 나타납니다.
launch.unable2 = [scarlet]출격할 수 없습니다.[]
launch.confirm = 출격하게 되면 모든 자원이 코어로 들어갑니다.\n또한 성공하기 전까지 기지로 돌아갈 수 없습니다.
launch.confirm = 출격하게 되면 코어에 저장된 모든 자원이 창고로 들어갑니다.\n또한 출격한 지역에는 아무것도 남지 않습니다.
launch.skip.confirm = 만약 지금 출격하시지 않고 스킵하신다면, 다음 출격 단계까지 기다려야 합니다.
uncover = 역 개방
uncover = 역 개방
configure = 코어 시작자원 설정
configure.locked = {0} 단계에서 시작자원 설정 잠금이 해제됩니다.
bannedblocks = 금지된 블럭들
addall = 모두 추가
configure.locked = 단계를 지역 {0}에서 달성할 시 시작자원 설정이 해금됩니다.
configure.invalid = 해당 0 과 {0} 사이여야 합니다.
zone.unlocked = [LIGHT_GRAY] 잠금 해제되었습니다!
zone.requirement.complete = 단계 {0} 달성:\n{1} 지역 요구사항이 충족되었습니다!
zone.config.complete = 단계 {0} 달성:\n시작자원 설정 기능이 해금되었습니다!
zone.resources = 자원이 감지되었습니다 :
zone.objective = [lightgray]게임 모드: [accent]{0}
zone.resources = 감지된 자원 목록 :
zone.objective = [lightgray]게임 모드 : [accent]{0}
zone.objective.survival = 생존
zone.objective.attack = 적 코어 파괴
add = 추가...
boss.health = 보스 체력
connectfail = [crimson]{0}[accent] 서버에 연결하지 못했습니다.[]
error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요?
error.invalidaddress = 잘못된 주소입니다.
@ -389,6 +429,7 @@ error.mapnotfound = 맵 파일을 찾을 수 없습니다!
error.io = 네트워크 I/O 오류.
error.any = 알 수 없는 네트워크 오류.
error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n당신의 기기가 이 기능을 지원하지 않는 것일 수도 있습니다.
zone.groundZero.name = 전초기지
zone.desertWastes.name = 쓰레기 사막
zone.craters.name = 크레이터
@ -403,6 +444,7 @@ zone.saltFlats.name = 소금 사막
zone.impact0078.name = Impact 0078
zone.crags.name = 협곡
zone.fungalPass.name = 포자 지대
zone.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지닌 장소입니다. 적은 수준의 위협이 있으며 자원의 양은 적습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n출격합시다!
zone.frozenForest.description = 이 지역도 산과 가까운 지역입니다 포자들이 흩뿌려져 있으며 극한의 추위도 포자룰 막을 수 있을거 같지 않습니다.\n전력을 통해서 모험을 시작하십시오 화력 발전소를 짓고 수리드론을 사용하는 법을 배우십시오.
zone.desertWastes.description = 이 황무지는 끝을 알수 없을 정도로 광활합니다 그리고 십자가 형태의 버려진 구조물이 존재합니다.\n석탄이 존재하며 이를 화력발전에 쓰거나 흑연정제에 쓰십시오.\n\n[lightgray]이 지역에서의 착륙장소는 확실하지 않습니다.
@ -417,6 +459,7 @@ zone.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를
zone.fungalPass.description = 고산지대과 포자지대 사이의 지역입니다. 소규모의 적 정찰기지가 있으니 디거와 크롤러를 이용해 적의 코어를 파괴하십시오.
zone.impact0078.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다.
zone.crags.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다.
settings.language = 언어
settings.data = 게임 데이터
settings.reset = 설정 초기화
@ -471,20 +514,22 @@ blocks.inaccuracy = 오차각
blocks.shots = 발포 횟수
blocks.reload = 재장전
blocks.ammo = 탄약
bar.drilltierreq = 더 좋은 드릴이 요구됨
bar.drillspeed = 채광 속도 : {0}/s
bar.efficiency = 효율성 : {0}%
bar.powerbalance = 전력 : {0}/s
bar.powerstored = 에너지 저장량 : {0}/{1}
bar.powerstored = 총 전력 저장량 : {0}/{1}
bar.poweramount = 전력 저장량 : {0}
bar.poweroutput = 전력 생산량 : {0}/s
bar.items = 최대 120개중 {0}개 중
bar.items = 자원량 : {0}
bar.capacity = 저장공간 : {0}
bar.liquid = 액체
bar.heat = 발열
bar.power = 전력
bar.progress = 생산 진행도
bar.spawned = 최대 {1}기 중 {0}기 생산됨
bullet.damage = [stat]{0}[lightgray] 데미지
bullet.splashdamage = [stat]{0}[lightgray] 범위 데미지 ~[stat] {1}[lightgray] 타일
bullet.incendiary = [stat]방화
@ -496,6 +541,7 @@ bullet.freezing = [stat]동결
bullet.tarred = [stat]타르
bullet.multiplier = [stat]{0}[lightgray]x 탄약 소모율
bullet.reload = [stat]{0}[lightgray]x 사격 속도
unit.blocks = 블록
unit.powersecond = 전력/초
unit.liquidsecond = 액체/초
@ -557,8 +603,9 @@ setting.crashreport.name = 오류 보고서 보내기
setting.savecreate.name = 자동 저장 활성화
setting.publichost.name = 공용 서버 보이기
setting.chatopacity.name = 채팅 투명도
setting.playerchat.name = 인게임 채팅 표시
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
setting.playerchat.name = 채팅 말풍선 표시
public.confirm = 게임을 공개하시겠습니까?\n[lightgray]설정 - 게임 - 게임 서버 공개에서 다시 설정하실 수 있습니다.
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet][accent] {0}[]초 후에 예전 설정으로 되돌리고 게임을 종료합니다...
uiscale.cancel = 취소 & 나가기
setting.bloom.name = 발광 효과
keybind.title = 조작키 설정
@ -593,22 +640,25 @@ keybind.chat.name = 채팅
keybind.player_list.name = 플레이어 목록
keybind.console.name = 콘솔
keybind.rotate.name = 회전
keybind.rotateplaced.name = 기존 회전 (고정)
keybind.toggle_menus.name = 메뉴 보이기/숨기기
keybind.chat_history_prev.name = 이전 채팅기록
keybind.chat_history_next.name = 다음 채팅기록
keybind.chat_scroll.name = 채팅 스크롤
keybind.drop_unit.name = 유닛 드롭
keybind.drop_unit.name = 유닛 처치시 자원획득
keybind.zoom_minimap.name = 미니맵 확대
mode.help.title = 모드 도움말
mode.help.title = 게임모드 도움말
mode.survival.name = 생존
mode.survival.description = 이것은 일반 모드입니다. 제한된 자원을 가지고 자동으로 다음 단계가 시작됩니다.
mode.sandbox.name = 샌드박스
mode.sandbox.description = 무한한 자원을 가지고 자유롭게 다음 단계를 시작할 수 있습니다.
mode.editor.name = 편집기
mode.pvp.name = PvP
mode.pvp.description = 실제 플레이어와 PvP를 합니다. 맵에 적어도 2개의 다른 색상 코어가 있어야 합니다.
mode.attack.name = 공격
mode.attack.description = 적 기지를 파괴하세요. 맵에 빨간팀 코어가 있어야 플레이 가능합니다.
mode.custom = 사용자 정의 규칙
rules.infiniteresources = 무한 자원
rules.wavetimer = 웨이브 타이머
rules.waves = 웨이브
@ -635,6 +685,7 @@ rules.title.resourcesbuilding = 자원 & 건축
rules.title.player = 플레이어들
rules.title.enemy =
rules.title.unit = 유닛
content.item.name = 아이템
content.liquid.name = 액체
content.unit.name = 유닛
@ -696,6 +747,7 @@ mech.buildspeed = [LIGHT_GRAY]건설 속도: {0}%
liquid.heatcapacity = [LIGHT_GRAY]발열 용량: {0}
liquid.viscosity = [LIGHT_GRAY]점도: {0}
liquid.temperature = [LIGHT_GRAY]온도: {0}
block.sand-boulder.name = 사암
block.grass.name = 잔디
block.salt.name = 소금
@ -926,6 +978,7 @@ tutorial.deposit = 자원을 다시 블록에 넣을수도 있습니다.\n\n[acc
tutorial.waves = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 향해 클릭하여 공격할 수 있습니다. 또한, 구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계 동안 코어를 보호하세요.[]
tutorial.waves.mobile = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 자동조준하지만, 원하는 적을 클릭하여 공격하고 싶은 대상을 바꿀 수 있습니다.\n구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계동안 코어를 방어하세요.[]
tutorial.launch = 특정 단계에 도달하면 [accent]출격[]이 가능합니다.\n[accent]출격[]을 하게되면 해당 지역의 코어에 들어있는 자원들을 캠페인의 자원 창고로 보내지만, 해당 지역의 [accent]모든 것들[]은 날라가게 되니 주의하세요.
item.copper.description = 모든 종류의 블록에서 광범위하게 사용되는 자원입니다.
item.lead.description = 쉽게 구할 수 있으며, 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다.
item.metaglass.description = 초강력 유리 화합물. 액체 분배 및 저장에 광범위하게 사용됩니다.\n\n[royal]액체를 활용하기 위한 필수품입니다.
@ -1033,7 +1086,7 @@ block.combustion-generator.description = 인화성 물질을 태워 소량의
block.thermal-generator.description = 건설가능한 열이 있는 타일 위에 건설하면 전력을 생산합니다.\n\n[ROYAL]용암 웅덩이 혹은 열기지대에서 무한정 열을 발산합니다.
block.turbine-generator.description = 화력 발전기보다 효율적이지만, 액체가 추가적으로 필요합니다.\n\n[ROYAL]일반 타일에서 물추출기 1개로 2개가 가동가능합니다.
block.differential-generator.description = 냉각수와 파이라타이트의 온도 차를 이용해 안정적으로 원자로에 버금가는 양의 전기를 생산합니다.
block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 현상 구조체를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다.
block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 메타를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다.
block.solar-panel.description = 태양광으로 극소량의 전기을 생산합니다.
block.solar-panel-large.description = 일반 태양 전지판보다 훨씬 발전량이 많지만, 건축비도 훨씬 비쌉니다.
block.thorium-reactor.description = 토륨을 이용해 막대한 양의 전기를 생산합니다. 지속적인 냉각이 필요하며 냉각제의 양이 부족하면 크게 폭발합니다.\n\n[royal]폭발로 인한 피해를 버틸 수 있는 건물은 없습니다.

View File

@ -1,10 +1,10 @@
credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]
credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] -
credits = Credits
contributors = Vertalers en Medewerkers
discord = Word lid van de Mindustry Discord!
link.discord.description = De officiële Mindustry discord chatroom
link.github.description = Game broncode
link.changelog.description = List of update changes
link.changelog.description = Lijst van Updates
link.dev-builds.description = Onstabiele ontwikkeling builds
link.trello.description = Officiële trello-bord voor geplande functies
link.itch.io.description = itch.io pagina met pc-downloads en webversie
@ -12,15 +12,15 @@ link.google-play.description = Google Play store vermelding
link.wiki.description = Officiële Mindustry wiki
linkfail = Kan link niet openen!\nDe URL is gekopieerd naar je klembord
screenshot = Schermafbeeling opgeslagen in {0}
screenshot.invalid = Map too large, potentially not enough memory for screenshot.
gameover = Game Over
screenshot.invalid = Map is te groot, Mogelijk niet genoeg ruimte op apparaat.
gameover = Spel afgelopen
gameover.pvp = het[accent] {0}[] team heeft gewonnen!
highscore = [accent]Nieuw topscore!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
load.sound = Geluid
load.map = Mappen
load.image = Afbeeldingen
load.content = inhoud
load.system = Systeem
stat.wave = Waves Verslagen:[accent] {0}
stat.enemiesDestroyed = Vijanden Vernietigd:[accent] {0}
stat.built = Gebouwen Gebouwd:[accent] {0}
@ -28,69 +28,58 @@ stat.destroyed = Gebouwen Vernietigd:[accent] {0}
stat.deconstructed = Gebouwen Gesloopt:[accent] {0}
stat.delivered = Middelen Gelanceerd:
stat.rank = Eindrang: [accent]{0}
launcheditems = [accent]Launched Items
launcheditems = [accent]Gelanceerde items
map.delete = Weet je zeker dat je de map wilt verwijderen? "[accent]{0}[]"?
level.highscore = Topscore: [accent]{0}
level.select = Selecteer Level
level.mode = Spelmodus:
showagain = Don't show again next session
coreattack = < Core is under attack! >
showagain = Niet Laten zien in de volgende sessie
coreattack = < Core wordt aangevallen! >
nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent
database = Core Database
savegame = Save Game
loadgame = Load Game
joingame = Join Game
savegame = Opslaan
loadgame = Laden
joingame = Treed toe
addplayers = Add/Remove Players
customgame = Custom Game
newgame = New Game
customgame = Aangepast spel
newgame = Nieuw spel
none = <none>
minimap = Minimap
close = Close
close = Aflsuiten
website = Website
quit = Quit
save.quit = Save & Quit
maps = Maps
maps.browse = Browse Maps
continue = Continue
maps.none = [LIGHT_GRAY]No maps found!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
about.button = About
name = Name:
noname = Pick a[accent] player name[] first.
filename = File Name:
quit = Stoppen
maps = Mappen
continue = Ga door
maps.none = [LIGHT_GRAY]Geen map gevonden!
about.button = Over
name = Naam:
noname = Maak eerst een[accent] Speler naam[].
filename = Bestandsnaam:
unlocked = New content unlocked!
completed = [accent]Completed
techtree = Tech Tree
research.list = [LIGHT_GRAY]Research:
research = Research
researched = [LIGHT_GRAY]{0} researched.
players = {0} players online
players.single = {0} player online
server.closing = [accent]Closing server...
server.kicked.kick = You have been kicked from the server!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.serverClose = Server closed.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Outdated client! Update your game!
server.kicked.serverOutdated = Outdated server! Ask the host to update!
server.kicked.banned = You are banned on this server.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.playerLimit = This server is full. Wait for an empty slot.
server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
server.kicked.nameInUse = There is someone with that name\nalready on this server.
server.kicked.nameEmpty = Your chosen name is invalid.
server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted.
server.kicked.customClient = This server does not support custom builds. Download an official version.
server.kicked.gameover = Game over!
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings.
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.
completed = [accent]Voltooid
techtree = Tech boom
research.list = [LIGHT_GRAY]Onderzoek:
research = Onderzoek
researched = [LIGHT_GRAY]{0} Onderzocht.
players = {0} Spelers online
players.single = {0} Speler online
server.closing = [accent]Server aan het sluiten...
server.kicked.kick = Je bent verwijderd van deze sessie.
server.kicked.serverClose = Server afgesloten...
server.kicked.vote = Je bent ge vote-kicked. Tot ziens.
server.kicked.clientOutdated = Verouderde versie! Update jouw spel!
server.kicked.serverOutdated = Verouderde server! Vraag de host om te upgraden!
server.kicked.banned = Je bent verbannen van deze server.
server.kicked.typeMismatch = Deze server is niet compitabel met jouw bouwtype.
server.kicked.recentKick = Je bent reeds verwijderd.\nWacht voordat je opnieuw verbindt.
server.kicked.nameInUse = Er is al iemand met die naam\nop deze server.
server.kicked.nameEmpty = Je gekozen naam is niet geldig.
server.kicked.idInUse = Je bent al verbonden met deze server! Verbinden met 2 accounts is verboden.
server.kicked.customClient = Deze server ondersteunt geen aangepaste spellen . Download de officiele versie.
server.kicked.gameover = Spel afgelopen
server.versions = Jouw versie:[accent] {0}[]\nServer versie:[accent] {1}[]
host.info = De [accent]host[] knop hosts `een server op port [scarlet]6567[]. \nIedereen op hetzelfde [LIGHT_GRAY]wifi or locaal netwerk[] zou jouw server in hun serverlijst moeten zien.\n\nAls je wilt dan vrienden vanaf overal kunnen meedoen via IP, [accent]port forwarding[] is nodig.\n\n[LIGHT_GRAY]Note: IAls iemand moeilijkheden heeft met het meedoen aan jouw spel, kijk of je Mindustry in je firewall instellingen toegang hebt gegeven to jouw locaal netwerk.
join.info = Hier kan je een [accent]server IP[] invoeren om te verbinden, of om[accent]locale netwerken[] te vinden.\nBeide LAN en WAN multiplayer is ondersteund.\n\n[LIGHT_GRAY]Note: Er is geen automatische globale serverlijst; Als je met iemands IP wil verbinden, Zou je moeten vragen om hun IP.
hostserver = Host Game
invitefriends = Invite Friends
hostserver.mobile = Host\nGame
@ -545,7 +534,6 @@ setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
setting.minimap.name = Show Minimap
setting.musicvol.name = Music Volume
@ -557,6 +545,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance, disables animations)
setting.minimap.name = Show Minimap
setting.musicvol.name = Music Volume
@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

View File

@ -3,7 +3,7 @@ credits = Zasłużeni
contributors = Tłumacze i pomocnicy
discord = Odwiedź nasz serwer Discord!
link.discord.description = Oficjalny serwer Discord Mindustry
link.github.description = Kod Gry
link.github.description = Kod źródłowy gry
link.changelog.description = Informacje o aktualizacjach
link.dev-builds.description = Niestabilne wersje gry
link.trello.description = Oficjalna tablica Trello z planowanym funkcjami
@ -13,7 +13,7 @@ link.wiki.description = Oficjana Wiki Mindustry
linkfail = Nie udało się otworzyć linku!\nURL został skopiowany.
screenshot = Zapisano zdjęcie do {0}
screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje miejsca w pamięci urządzenia.
gameover = Rdzeń został zniszczony.
gameover = Koniec Gry
gameover.pvp = Zwyciężyła drużyna [accent]{0}[]!
highscore = [YELLOW] Nowy rekord!
load.sound = Dźwięki
@ -21,6 +21,7 @@ load.map = Mapy
load.image = Obrazy
load.content = Treść
load.system = System
load.mod = Mody
stat.wave = Fale powstrzymane:[accent] {0}
stat.enemiesDestroyed = Przeciwnicy zniszczeni:[accent] {0}
stat.built = Budynki zbudowane:[accent] {0}
@ -29,38 +30,49 @@ stat.deconstructed = Budynki zrekonstruowane:[accent] {0}
stat.delivered = Surowce wystrzelone:
stat.rank = Ocena: [accent]{0}
launcheditems = [accent]Wystrzelone przedmioty
launchinfo = [unlaunched][[LAUNCH] rdzeń aby uzyskać przedmioty oznaczone na niebiesko.
map.delete = Jesteś pewny, że chcesz usunąć "[accent]{0}[]"?
level.highscore = Rekord: [accent]{0}
level.select = Wybrany poziom
level.mode = Tryb gry:
showagain = Nie pokazuj tego więcej
coreattack = < Rdzeń jest atakowany! >
nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nunicestwienie nadchodzi
nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nnadciąga zniszczenie
database = Centralna baza danych
savegame = Zapisz Grę
loadgame = Wczytaj g
joingame = Gra wieloosobowa
addplayers = Dodaj/Usuń graczy
loadgame = Wczytaj G
joingame = Dołącz Do Gry
addplayers = Dodaj/Usuń Graczy
customgame = Własna Gra
newgame = Nowa Gra
none = <none>
none = <brak>
minimap = Minimapa
close = Zamknij
website = Strona Gry
quit = Wyjdź
save.quit = Save & Quit
save.quit = Zapisz & Wyjdź
maps = Mapy
maps.browse = Browse Maps
maps.browse = Przeglądaj Mapy
continue = Kontynuuj
maps.none = [LIGHT_GRAY]Nie znaleziono żadnych map!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
about.button = O grze
invalid = Nieprawidłowy
preparingconfig = Przygotowywanie Konfiguracji
preparingcontent = Przygotowywanie Zawartości
uploadingcontent = Przesyłanie Zawartości
uploadingpreviewfile = Przesyłanie Pliku Podglądu
committingchanges = Zatwierdzanie Zmian
done = Gotowe
mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry Github lub Discord.
mods.alpha = [scarlet](Alpha)
mods = Mody
mods.none = [LIGHT_GRAY]Nie znaleziono modów!
mod.enabled = [lightgray]Włączony
mod.disabled = [scarlet]Wyłączony
mod.requiresrestart = Gra się wyłączy aby wprowadzić zmiany moda.
mod.import = Importuj Mod
mod.remove.confirm = Ten mod zostanie usunięty.
mod.author = [LIGHT_GRAY]Autor:[] {0}
about.button = O Grze
name = Nazwa:
noname = Najpierw wybierz [accent]nazwę gracza[]
filename = Nazwa Pliku:
@ -74,7 +86,7 @@ players = {0} graczy online
players.single = {0} gracz online
server.closing = [accent] Zamykanie serwera...
server.kicked.kick = Zostałeś wyrzucony z serwera!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.whitelist = Nie ma cię tu na białej liście.
server.kicked.serverClose = Serwer został zamknięty.
server.kicked.vote = Zostałeś wyrzucony z gry. Żegnaj.
server.kicked.clientOutdated = Nieaktualna gra! Zaktualizują ją!
@ -92,17 +104,17 @@ server.versions = Twoja wersja gry:[accent] {0}[]\nWersja gry serwera:[accent] {
host.info = Przycisk [accent]host[] hostuje serwer na porcie [scarlet]6567[] i [scarlet]6568.[]\nKtokolwiek z tym samym [LIGHT_GRAY]wifi lub hotspotem[] powinien zobaczyć twój serwer.\n\nJeśli chcesz, aby każdy z twoim IP mógł dołączyć, [accent]przekierowywanie portów[] jest potrzebne.\n\n[LIGHT_GRAY]Notka:Jeśli ktokolwiek ma problem z dołączeniem do gry, upewnij się, że udostępniłeś Mindustry dostęp do sieci.
join.info = Tutaj możesz wpisać [accent]IP serwera[], aby dołączyć lub wyszukaj [accent]serwery w lokalnej sieci[], do których chcesz dołączyć .\nGra wieloosobowa na LAN i WAN jest wspomagana.\n\n[LIGHT_GRAY]Notka: Nie ma automatycznej listy wszystkich serwerów; jeśli chcesz dołączyć przez IP, musisz zapytać się hosta o IP.
hostserver = Stwórz Serwer
invitefriends = Invite Friends
hostserver.mobile = Hostuj\ng
invitefriends = Zaproś Znajomych
hostserver.mobile = Hostuj\nG
host = Hostuj
hosting = [accent] Otwieranie serwera...
hosts.refresh = Odśwież
hosts.discovering = Wyszukiwanie gier w sieci LAN
hosts.discovering.any = Discovering games
hosts.discovering.any = Wyszukiwanie gier
server.refreshing = Odświeżanie serwera
hosts.none = [lightgray] Brak serwerów w sieci LAN!
host.invalid = [scarlet] Nie można połączyć się z hostem.
trace = Zlokalizuj gracza
trace = Zlokalizuj Gracza
trace.playername = Nazwa gracza: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = Wyjątkowe ID: [accent]{0}
@ -113,16 +125,16 @@ server.bans = Bany
server.bans.none = Nie znaleziono zbanowanych osób!
server.admins = Admini
server.admins.none = Nie znaleziono adminów!
server.add = Dodaj serwer
server.add = Dodaj Serwer
server.delete = Czy na pewno chcesz usunąć ten serwer?
server.edit = Edytuj serwer
server.edit = Edytuj Serwer
server.outdated = [crimson]Przestarzały serwer![]
server.outdated.client = [crimson]Przestarzały klient![]
server.version = [lightgray]Wersja: {0}
server.custombuild = [yellow]Zmodowany klient
confirmban = Jesteś pewny, że chcesz zbanować tego gracza?
confirmkick = Jesteś pewny, że chcesz wyrzucić tego gracza?
confirmvotekick = Are you sure you want to vote-kick this player?
confirmvotekick = Jesteś pewny, że chcesz głosować za wyrzuceniem tego gracza?
confirmunban = Jesteś pewny, że chcesz odbanować tego gracza?
confirmadmin = Jesteś pewny, że chcesz dać rangę admina temu graczowi?
confirmunadmin = Jesteś pewny, że chcesz zabrać rangę admina temu graczowi?
@ -133,7 +145,7 @@ disconnect.error = Błąd połączenia.
disconnect.closed = Połączenie zostało zamknięte.
disconnect.timeout = Przekroczono limit czasu.
disconnect.data = Nie udało się załadować mapy!
cantconnect = Unable to join game ([accent]{0}[]).
cantconnect = Nie można dołączyć do gry ([accent]{0}[]).
connecting = [accent]Łączenie...
connecting.data = [accent]Ładowanie danych świata...
server.port = Port:
@ -153,13 +165,13 @@ save.export = Eksportuj
save.import.invalid = [accent]Zapis gry jest niepoprawny!
save.import.fail = [crimson]Nie udało się zaimportować zapisu: [accent] {0}
save.export.fail = [crimson]Nie można wyeksportować zapisu: [accent] {0}
save.import = Importuj zapis
save.import = Importuj Zapis
save.newslot = Zapisz nazwę:
save.rename = Zmień nazwę
save.rename = Zmień Nazwę
save.rename.text = Nowa nazwa:
selectslot = Wybierz zapis.
slot = [accent]Slot {0}
editmessage = Edit Message
editmessage = Edytuj Wiadomość
save.corrupted = [accent]Zapis gry jest uszkodzony lub nieprawidłowy! Jeżeli aktualizowałeś grę, najprawdopodobniej jest to zmiana w formacie zapisu i [scarlet]nie jest[] to błąd.
empty = <pusto>
on = Włączone
@ -167,26 +179,26 @@ off = Wyłączone
save.autosave = Autozapis: {0}
save.map = Mapa: {0}
save.wave = Fala {0}
save.mode = Gamemode: {0}
save.date = Ostatnio zapisano: {0}
save.mode = Tryb Gry: {0}
save.date = Ostatnio Zapisane: {0}
save.playtime = Czas gry: {0}
warning = Uwaga.
confirm = Potwierdź
delete = Usuń
view.workshop = View In Workshop
ok = Ok
view.workshop = Pokaż w Warsztacie
ok = OK
open = Otwórz
customize = Dostosuj
cancel = Anuluj
openlink = Otwórz link
copylink = Kopiuj link
openlink = Otwórz Link
copylink = Kopiuj Link
back = Wróć
data.export = Eksportuj Dane
data.import = Importuj Dane
data.exported = Dane wyeksportowane.
data.invalid = Nieprawidłowe dane gry.
data.import.confirm = Zaimportowanie zewnętrznych danych usunie[scarlet] wszystkie[] obecne dane gry.\n[accent]Nie można tego cofnąć![]\n\nGdy dane zostaną zimportowane, gra automatycznie się wyłączy.
classic.export = Eksportuj dane wersji klasycznej
classic.export = Eksportuj Dane Wersji Klasycznej
classic.export.text = [accent]Mindustry[] otrzymało ostatnio ważną aktualizację.\nClassic (v3.5 build 40) zapis albo mapa zostały wykryte. Czy chciałbyś eksportować te zapisy do katalogu domowego swojego telefonu, do użycia w aplikacji Mindustry Classic?
quit.confirm = Czy na pewno chcesz wyjść?
quit.confirm.tutorial = Czy jesteś pewien tego co robisz?\nSamouczek może zostać powtórzony w[accent] Opcje->Gra->Powtórz samouczek.[]
@ -199,37 +211,40 @@ waiting = [LIGHT_GRAY]Oczekiwanie...
waiting.players = Oczekiwanie na graczy...
wave.enemies = Pozostało [LIGHT_GRAY]{0} wrogów
wave.enemy = Pozostał [LIGHT_GRAY]{0} wróg
loadimage = Załaduj obraz
saveimage = Zapisz obraz
loadimage = Załaduj Obraz
saveimage = Zapisz Obraz
unknown = Nieznane
custom = Własne
builtin = Wbudowane
map.delete.confirm = Jesteś pewny, że chcesz usunąć tę mapę? Nie będzie można jej przywrócić.
map.random = [accent]Losowa mapa
map.random = [accent]Losowa Mapa
map.nospawn = Ta mapa nie zawiera żadnego rdzenia! Dodaj [ROYAL]niebieski[] rdzeń do tej mapy w edytorze.
map.nospawn.pvp = Ta mapa nie ma żadnego rdzenia przeciwnika, aby mogli się zrespić przeciwnicy! Dodaj[SCARLET] inny niż niebieski[] rdzeń do mapy w edytorze.
map.nospawn.attack = Ta mapa nie ma żadnego rdzenia przeciwnika, aby można było go zaatakować! Dodaj[SCARLET] czerwony[] rdzeń do mapy w edytorze.
map.invalid = Błąd podczas ładowania mapy: uszkodzony lub niepoprawny plik mapy.
map.publish.error = Błąd podczas publikowania mapy: {0}
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
map.update = Aktualizuj Mapę
map.load.error = Błąd podczaj pobierania danych z warsztatu: {0}
map.menu = Wybierz co chcesz zrobić z tą mapą.
map.changelog = Lista Zmian (opcjonalna)
eula = Steam EULA
map.publish = Opublikowano mapę.
map.publishing = [accent]Publikowanie mapy...
editor.brush = Pędzel
editor.openin = Otwórz w edytorze
editor.oregen = Generacja złóż
editor.oregen.info = Generacja złóż:
editor.mapinfo = Informacje o mapie
editor.openin = Otwórz w Edytorze
editor.oregen = Generacja Złóż
editor.oregen.info = Generacja Złóż:
editor.mapinfo = Informacje o Mapie
editor.author = Autor:
editor.description = Opis:
editor.nodescription = A map must have a description of at least 4 characters before being published.
editor.nodescription = Mapa musi posiadać opis o długości co najmniej 4 znaków zanim zostanie opublikowana.
editor.waves = Fale:
editor.rules = Zasady:
editor.generation = Generacja:
editor.ingame = Edytuj w grze
editor.publish.workshop = Opublikuj w Workshop
editor.ingame = Edytuj w Grze
editor.publish.workshop = Opublikuj w Warsztacie
editor.newmap = Nowa Mapa
workshop = Workshop
workshop = Warsztat
waves.title = Fale
waves.remove = Usuń
waves.never = <nigdy>
@ -240,8 +255,8 @@ waves.to = do
waves.boss = Boss
waves.preview = Podgląd
waves.edit = Edytuj...
waves.copy = Kopiuj do schowka
waves.load = Załaduj ze schowka
waves.copy = Kopiuj Do Schowka
waves.load = Załaduj Ze Schowka
waves.invalid = Nieprawidłowe fale w schowku.
waves.copied = Fale zostały skopiowane.
waves.none = Brak zdefiniowanych wrogów.\nPamiętaj, że puste układy fal zostaną automatycznie zastąpione układem domyślnym.
@ -249,8 +264,8 @@ editor.default = [LIGHT_GRAY]<Domyślne>
details = Detale...
edit = Edytuj...
editor.name = Nazwa:
editor.spawn = Stwórz jednostkę
editor.removeunit = Usuń jednostkę
editor.spawn = Stwórz Jednostkę
editor.removeunit = Usuń Jednostkę
editor.teams = Drużyny
editor.errorload = Błąd podczas ładowania pliku:\n[accent]{0}
editor.errorsave = Błąd podczas zapisywania pliku:\n[accent]{0}
@ -263,9 +278,9 @@ editor.update = Aktualizuj
editor.randomize = Losuj
editor.apply = Zastosuj
editor.generate = Generuj
editor.resize = Zmień rozmiar
editor.loadmap = Załaduj mapę
editor.savemap = Zapisz mapę
editor.resize = Zmień Rozmiar
editor.loadmap = Załaduj Mapę
editor.savemap = Zapisz Mapę
editor.saved = Zapisano!
editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'.
editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'.
@ -278,22 +293,22 @@ editor.importfile.description = Importuj zewnętrzny plik mapy
editor.importimage = Importuj Obraz Terenu
editor.importimage.description = Importuj zewnętrzny obraz terenu
editor.export = Eksportuj...
editor.exportfile = Eksportuj plik
editor.exportfile = Eksportuj Plik
editor.exportfile.description = Eksportuj plik mapy
editor.exportimage = Eksportuj Obraz Terenu
editor.exportimage.description = Eksportuj plik obrazu terenu
editor.loadimage = Załaduj obraz
editor.saveimage = Zapisz obraz
editor.loadimage = Załaduj Teren
editor.saveimage = Zapisz Teren
editor.unsaved = [scarlet]Masz niezapisane zmiany![]\nCzy na pewno chcesz wyjść?
editor.resizemap = Zmień rozmiar mapy
editor.mapname = Nazwa mapy:
editor.resizemap = Zmień Rozmiar Mapy
editor.mapname = Nazwa Mapy:
editor.overwrite = [accent]Uwaga!\nSpowoduje to nadpisanie istniejącej mapy.
editor.overwrite.confirm = [scarlet]Uwaga![] Mapa pod tą nazwą już istnieje. Jesteś pewny, że chcesz ją nadpisać?
editor.exists = A map with this name already exists.
editor.overwrite.confirm = [scarlet]Uwaga![] Mapa o tej nazwie już istnieje. Jesteś pewny, że chcesz ją nadpisać?
editor.exists = Mapa o tej nazwie już istnieje.
editor.selectmap = Wybierz mapę do załadowania:
toolmode.replace = Zastąp
toolmode.replace.description = Rysuje tylko na stałych blokach.
toolmode.replaceall = Zastąp wszystko
toolmode.replaceall = Zastąp Wszystko
toolmode.replaceall.description = Zastąp wszystkie bloki na mapie.
toolmode.orthogonal = Prostokątny
toolmode.orthogonal.description = Rysuje tylko prostopadłe linie.
@ -305,15 +320,15 @@ toolmode.fillteams = Wypełń Drużyny
toolmode.fillteams.description = Wypełniaj drużyny zamiast bloków.
toolmode.drawteams = Rysuj Drużyny
toolmode.drawteams.description = Rysuj drużyny zamiast bloków.
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
filter.distort = Zniekształcanie
filter.noise = Szum
filter.median = Mediana
filter.oremedian = Mediana rud
filter.oremedian = Mediana Rud
filter.blend = Wtopienie
filter.defaultores = Domyślne rudy
filter.defaultores = Domyślne Rudy
filter.ore = Ruda
filter.rivernoise = Szum rzeki
filter.rivernoise = Szum Rzeki
filter.mirror = Lustro
filter.clear = Oczyść
filter.option.ignore = Ignoruj
@ -323,7 +338,7 @@ filter.option.scale = Skala
filter.option.chance = Szansa
filter.option.mag = Wielkość
filter.option.threshold = Próg
filter.option.circle-scale = Skala koła
filter.option.circle-scale = Skala Koła
filter.option.octaves = Oktawy
filter.option.falloff = Spadek
filter.option.angle = Kąt
@ -332,8 +347,8 @@ filter.option.floor = Podłoga
filter.option.flooronto = Podłoga Docelowa
filter.option.wall = Ściana
filter.option.ore = Ruda
filter.option.floor2 = Druga podłoga
filter.option.threshold2 = Drugi próg
filter.option.floor2 = Druga Podłoga
filter.option.threshold2 = Drugi Próg
filter.option.radius = Zasięg
filter.option.percentile = Percentyl
width = Szerokość:
@ -351,8 +366,8 @@ settings = Ustawienia
tutorial = Poradnik
tutorial.retake = Ponów Samouczek
editor = Edytor
mapeditor = Edytor map
donate = Wspomóż nas
mapeditor = Edytor Map
donate = Wspomóż Nas
abandon = Opuść
abandon.text = Ta strefa i wszystkie jej surowce będą przejęte przez przeciwników.
locked = Zablokowane
@ -367,7 +382,7 @@ launch.unable2 = [scarlet]WYSTZRZELENIE niedostępne.[]
launch.confirm = Spowoduje to wystrzelenie wszystkich surowców w rdzeniu.\nNie będziesz mógł wrócić do tej bazy.
launch.skip.confirm = Jeśli teraz przejdziesz do kolejnej fali, Nie biędziesz miał możliwości wystrzelenia do czasu pokonania dalszych fal.
uncover = Odkryj
configure = Skonfiguruj ładunek
configure = Skonfiguruj Ładunek
configure.locked = [LIGHT_GRAY]Dotrzyj do fali {0}\nAby skonfigurować ładunek.
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
zone.unlocked = [LIGHT_GRAY]Strefa {0} odblokowana.
@ -404,7 +419,7 @@ zone.impact0078.name = Uderzenie 0078
zone.crags.name = Urwisko
zone.fungalPass.name = Grzybowa Przełęcz
zone.groundZero.description = Optymalna lokalizacja, aby rozpocząć jeszcze raz. Niskie zagrożenie. Niewiele zasobów.\nZbierz jak najwięcej miedzi i ołowiu, tyle ile jest możliwe.\nPrzejdź do następnej strefy jak najszybciej.
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
zone.desertWastes.description = Te pustkowia są rozległe, nieprzewidywalne, i znajdują się na nich opuszczone struktury.\nWęgiel jest obecny w tym regionie. Użyj go do produkcji energii, lub do stworzenia grafitu.\n\n[lightgray]Miejsce lądowania nie jest pewne.
zone.saltFlats.description = Na obrzeżach pustyni spoczywają Solne Równiny. Można tu znaleźć niewiele surowców.\n\nWrogowie zbudowali tu bazę składującą surowce. Zniszcz ich rdżeń. Zniszcz wszystko co stanie ci na drodze.
zone.craters.description = W tym kraterze zebrała się woda. Pozostałość dawnych wojen. Odzyskaj ten teren. Wykop piasek. Wytop metaszkło. Pompuj wodę do działek obronnych i wierteł by je schłodzić
@ -419,20 +434,20 @@ zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Język
settings.data = Dane Gry
settings.reset = Przywróć domyślne
settings.reset = Przywróć Domyślne
settings.rebind = Zmień
settings.controls = Sterowanie
settings.game = Gra
settings.sound = Dźwięk
settings.graphics = Grafika
settings.cleardata = Wyczyść dane gry...
settings.cleardata = Wyczyść Dane Gry...
settings.clear.confirm = Czy jesteś pewien że chcesz usunąć te dane?\nPo tym nie ma powrotu!
settings.clearall.confirm = [scarlet]UWAGA![]\nTo wykasuje wszystkie dane, włącznie z zapisanymi grami i mapami, ustawienami, i znanymi technologiami.\nKiedy naciśniesz 'ok', gra usunie wszystkie swoje dane i automatycznie wyłączy się.
settings.clearunlocks = Wyczyść listę przedmiotów
settings.clearall = Wyczyść wszystko
settings.clearunlocks = Wyczyść Listę Przedmiotów
settings.clearall = Wyczyść Wszystko
paused = [accent]< Wstrzymano >
yes = Jasne!
no = Nie ma mowy!
yes = Tak
no = Nie
info.title = Informacje
error.title = [crimson]Wystąpił błąd
error.crashtitle = Wystąpił błąd
@ -475,7 +490,7 @@ bar.drilltierreq = Wymagane Lepsze Wiertło
bar.drillspeed = Prędkość wiertła: {0}/s
bar.efficiency = Efektywność: {0}%
bar.powerbalance = Moc: {0}
bar.powerstored = Stored: {0}/{1}
bar.powerstored = Zmagazynowano: {0}/{1}
bar.poweramount = Moc: {0}
bar.poweroutput = Wyjście mocy: {0}
bar.items = Przedmiotów: {0}
@ -496,7 +511,7 @@ bullet.freezing = [stat]zamrażający
bullet.tarred = [stat]smolny
bullet.multiplier = [stat]{0}[lightgray]x mnożnik amunicji
bullet.reload = [stat]{0}[lightgray]x szybkość ataku
unit.blocks = Klocki
unit.blocks = bloki
unit.powersecond = jednostek prądu na sekundę
unit.liquidsecond = jednostek płynów na sekundę
unit.itemssecond = przedmiotów na sekundę
@ -520,11 +535,11 @@ setting.shadows.name = Cienie
setting.linear.name = Filtrowanie Liniowe
setting.animatedwater.name = Animowana woda
setting.animatedshields.name = Animowana Tarcza
setting.antialias.name = Antialias[LIGHT_GRAY] (wymaga restartu)[]
setting.antialias.name = Antyaliasing[LIGHT_GRAY] (wymaga restartu)[]
setting.indicators.name = Wskaźniki Przyjaciół
setting.autotarget.name = Automatyczne Celowanie
setting.keyboard.name = Sterowanie Myszka+Klawiatura
setting.touchscreen.name = Touchscreen Controls
setting.keyboard.name = Sterowanie - Myszka+Klawiatura
setting.touchscreen.name = Sterowanie - Ekran Dotykowy
setting.fpscap.name = Maksymalny FPS
setting.fpscap.none = Nieograniczone
setting.fpscap.text = {0} FPS
@ -545,7 +560,6 @@ setting.fullscreen.name = Pełny ekran
setting.borderlesswindow.name = Bezramkowe okno[LIGHT_GRAY] (może wymagać restartu)
setting.fps.name = Pokazuj FPS
setting.vsync.name = Synchronizacja pionowa
setting.lasers.name = Pokaż lasery zasilające
setting.pixelate.name = Pikselacja [LIGHT_GRAY](wyłącza animacje)
setting.minimap.name = Pokaż Minimapę
setting.musicvol.name = Głośność muzyki
@ -555,11 +569,13 @@ setting.sfxvol.name = Głośność dźwięków
setting.mutesound.name = Wycisz dźwięki
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
setting.savecreate.name = Automatyczne tworzenie zapisu
setting.publichost.name = Widoczność gry publicznej
setting.publichost.name = Widoczność Gry Publicznej
setting.chatopacity.name = Przezroczystość czatu
setting.lasersopacity.name = Przezroczystość laserów zasilających
setting.playerchat.name = Wyświetlaj czat w grze
public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej.
uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[]
uiscale.cancel = Anuluj i wyjdź
uiscale.cancel = Anuluj i Wyjdź
setting.bloom.name = Bloom
keybind.title = Zmień
keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w wersji mobilnej. Tylko podstawowe poruszanie się jest wspierane.
@ -567,7 +583,7 @@ category.general.name = Ogólne
category.view.name = Wyświetl
category.multiplayer.name = Multiplayer
command.attack = Atakuj
command.rally = Rally
command.rally = Zbierz
command.retreat = Wycofaj
keybind.gridMode.name = Wybieranie Bloku
keybind.gridModeShift.name = Wybieranie Kategorii
@ -576,7 +592,7 @@ keybind.press.axis = Naciśnij oś lub klawisz...
keybind.screenshot.name = Zrzut ekranu mapy
keybind.move_x.name = Poruszanie w poziomie
keybind.move_y.name = Poruszanie w pionie
keybind.fullscreen.name = Toggle Fullscreen
keybind.fullscreen.name = Przełącz Pełny Ekran
keybind.select.name = Zaznacz
keybind.diagonal_placement.name = Budowa po skosie
keybind.pick.name = Wybierz Blok
@ -603,28 +619,29 @@ mode.help.title = Opis trybów
mode.survival.name = Przeżycie
mode.survival.description = Zwykły tryb. Limitowane surowce i fale przeciwników.
mode.sandbox.name = Piaskownica
mode.sandbox.description = Nieskończone surowce i fale bez odliczania. Dla przedszkolaków!
mode.sandbox.description = Nieskończone surowce i fale bez odliczania.
mode.editor.name = Edytor
mode.pvp.name = PvP
mode.pvp.description = Walcz przeciwko innym graczom.
mode.attack.name = Atak
mode.attack.description = Brak fal, celem jest zniszczenie bazy przeciwnika.
mode.attack.description = Brak fal. Celem jest zniszczenie bazy przeciwnika.
mode.custom = Własny tryb
rules.infiniteresources = Nieskończone zasoby
rules.wavetimer = Zegar fal
rules.waves = Fale
rules.attack = Tryb Ataku
rules.attack = Tryb ataku
rules.enemyCheat = Nieskończone zasoby komputera-przeciwnika (czerwonego zespołu)
rules.unitdrops = Surowce z zniszczonych jednostek
rules.unitbuildspeedmultiplier = Mnożnik Prędkości Tworzenia Jednostek
rules.unithealthmultiplier = Mnożnik Życia Jednostek
rules.playerhealthmultiplier = Mnożnik Życia Gracza
rules.playerdamagemultiplier = Mnożnik Obrażeń Gracza
rules.unitdamagemultiplier = Mnożnik Obrażeń Jednostek
rules.unitdrops = Surowce ze zniszczonych jednostek
rules.unitbuildspeedmultiplier = Mnożnik prędkości tworzenia jednostek
rules.unithealthmultiplier = Mnożnik życia jednostek
rules.playerhealthmultiplier = Mnożnik życia gracza
rules.playerdamagemultiplier = Mnożnik obrażeń gracza
rules.unitdamagemultiplier = Mnożnik obrażeń jednostek
rules.enemycorebuildradius = Zasięg blokady budowy przy rdżeniu wroga:[LIGHT_GRAY] (kratki)
rules.respawntime = Czas Odrodzenia:[LIGHT_GRAY] (sek)
rules.respawntime = Czas odrodzenia:[LIGHT_GRAY] (sek)
rules.wavespacing = Odstępy między falami:[LIGHT_GRAY] (sek)
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
rules.buildspeedmultiplier = Mnożnik Prędkości Budowania
rules.buildcostmultiplier = Mnożnik kosztów budowania
rules.buildspeedmultiplier = Mnożnik prędkości budowania
rules.waitForWaveToEnd = Fale czekają na przeciwników
rules.dropzoneradius = Zasięg strefy zrzutu:[LIGHT_GRAY] (kratki)
rules.respawns = Maksymalna ilośc odrodzeń na falę
@ -650,7 +667,7 @@ item.silicon.name = Krzem
item.plastanium.name = Plastan
item.phase-fabric.name = Włókno Fazowe
item.surge-alloy.name = Elektrum
item.spore-pod.name = Zarodnia
item.spore-pod.name = Kapsuła Zarodników
item.sand.name = Piasek
item.blast-compound.name = Wybuchowy związek
item.pyratite.name = Piratian
@ -703,8 +720,8 @@ block.saltrocks.name = Skały Solne
block.pebbles.name = Kamyczki
block.tendrils.name = Wić
block.sandrocks.name = Skały Piaskowe
block.spore-pine.name = Sosna Zarodkowa
block.sporerocks.name = Skała z Zarodkami
block.spore-pine.name = Sosna Zarodnikowa
block.sporerocks.name = Skała Zarodnikowa
block.rock.name = Skały
block.snowrock.name = Skały śnieżne
block.snow-pine.name = Sosna śniegowa
@ -712,19 +729,19 @@ block.shale.name = Łupek
block.shale-boulder.name = Głaz Łupkowy
block.moss.name = Mech
block.shrubs.name = Krzewy
block.spore-moss.name = Mech z Zarodkami
block.spore-moss.name = Mech Zarodnikowy
block.shalerocks.name = Skały Łupkowe
block.scrap-wall.name = Ściana z Złomu
block.scrap-wall-large.name = Duża Ściana z Złomu
block.scrap-wall-huge.name = Ogromna Ściana z Złomu
block.scrap-wall-gigantic.name = Gigantyczna Ściana z Złomu
block.scrap-wall.name = Ściana ze Złomu
block.scrap-wall-large.name = Duża Ściana ze Złomu
block.scrap-wall-huge.name = Ogromna Ściana ze Złomu
block.scrap-wall-gigantic.name = Gigantyczna Ściana ze Złomu
block.thruster.name = Silnik
block.kiln.name = Wypalarka
block.graphite-press.name = Grafitowa Prasa
block.multi-press.name = Multi-Prasa
block.constructing = {0} [LIGHT_GRAY](Budowa)
block.spawn.name = Spawn wrogów
block.core-shard.name = Rdzeń: Ułamek
block.core-shard.name = Rdzeń: Odłamek
block.core-foundation.name = Rdzeń: Podstawa
block.core-nucleus.name = Rdzeń: Jądro
block.deepwater.name = Głęboka Woda
@ -750,7 +767,7 @@ block.dunerocks.name = Skały wydmowe
block.pine.name = Sosna
block.white-tree-dead.name = Białe Drzewo Martwe
block.white-tree.name = Białe Drzewo
block.spore-cluster.name = Grono Zarodków
block.spore-cluster.name = Skupisko Zarodników
block.metal-floor.name = Metalowa Podłoga
block.metal-floor-2.name = Metalowa Podłoga 2
block.metal-floor-3.name = Metalowa Podłoga 3
@ -768,7 +785,7 @@ block.hotrock.name = Gorący Kamień
block.magmarock.name = Skała magmowa
block.cliffs.name = Klify
block.copper-wall.name = Miedziana Ściana
block.copper-wall-large.name = Duża miedziana ściana
block.copper-wall-large.name = Duża Miedziana Ściana
block.titanium-wall.name = Tytanowa Ściana
block.titanium-wall-large.name = Duża Tytanowa Ściana
block.phase-wall.name = Fazowa Ściana
@ -777,28 +794,28 @@ block.thorium-wall.name = Torowa Ściana
block.thorium-wall-large.name = Duża Torowa Ściana
block.door.name = Drzwi
block.door-large.name = Duże drzwi
block.duo.name = Podwójne działko
block.duo.name = Podwójne Działko
block.scorch.name = Płomień
block.scatter.name = Flak
block.hail.name = Grad
block.lancer.name = Lancer
block.conveyor.name = Przenośnik
block.titanium-conveyor.name = Tytanowy przenośnik
block.armored-conveyor.name = Armored Conveyor
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.titanium-conveyor.name = Przenośnik Tytanowy
block.armored-conveyor.name = Przenośnik Opancerzony
block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością jak Przenośnik Tytanowy, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki.
block.junction.name = Węzeł
block.router.name = Rozdzielacz
block.distributor.name = Dystrybutor
block.sorter.name = Sortownik
block.message.name = Message
block.overflow-gate.name = Brama Przeciwprzepełnieniowa
block.message.name = Wiadomość
block.overflow-gate.name = Brama Przepełnieniowa
block.silicon-smelter.name = Huta Krzemu
block.phase-weaver.name = Fazowa Fabryka
block.pulverizer.name = Rozkruszacz
block.cryofluidmixer.name = Mieszacz Lodocieczy
block.melter.name = Przetapiacz
block.incinerator.name = Spalacz
block.spore-press.name = Prasa Zarodni
block.spore-press.name = Prasa Zarodników
block.separator.name = Rozdzielacz
block.coal-centrifuge.name = Wirówka węglowa
block.power-node.name = Węzeł Prądu
@ -831,11 +848,11 @@ block.power-void.name = Próżnia prądu
block.power-source.name = Nieskończony Prąd
block.unloader.name = Ekstraktor
block.vault.name = Magazyn
block.wave.name = Strumyk
block.wave.name = Strumień
block.swarmer.name = Działo Rojowe
block.salvo.name = Działo Salwowe
block.ripple.name = Działo falowe
block.phase-conveyor.name = Fazowy Transporter
block.ripple.name = Działo Falowe
block.phase-conveyor.name = Transporter Fazowy
block.bridge-conveyor.name = Most Transportowy
block.plastanium-compressor.name = Kompresor Plastanu
block.pyratite-mixer.name = Mieszacz Piratianu
@ -847,13 +864,13 @@ block.command-center.name = Centrum Dowodzenia
block.draug-factory.name = Fabryka Dronów Draug
block.spirit-factory.name = Fabryka Dronów Duch
block.phantom-factory.name = Fabryka Dronów Widmo
block.wraith-factory.name = Fabryka Wojowników Widmo
block.wraith-factory.name = Fabryka Myśliwców Widmo
block.ghoul-factory.name = Fabryka Bombowców Upiór
block.dagger-factory.name = Fabryka Mechów Nóż
block.crawler-factory.name = Fabryka Mechów Pełzacz
block.titan-factory.name = Fabryka Mechów Tytan
block.fortress-factory.name = Fabryka Mechów Forteca
block.revenant-factory.name = Fabryka Wojowników Zjawa
block.revenant-factory.name = Fabryka Krążowników Zjawa
block.repair-point.name = Punkt Napraw
block.pulse-conduit.name = Rura Pulsacyjna
block.phase-conduit.name = Rura Fazowa
@ -870,12 +887,12 @@ block.thermal-generator.name = Generator Termalny
block.alloy-smelter.name = Piec Mieszający
block.mender.name = Naprawiacz
block.mend-projector.name = Projektor Napraw
block.surge-wall.name = Ściana Elektronu
block.surge-wall-large.name = Duża Ściana Elektronu
block.surge-wall.name = Ściana Elektrum
block.surge-wall-large.name = Duża Ściana Elektrum
block.cyclone.name = Cyklon
block.fuse.name = Lont
block.shock-mine.name = Mina
block.overdrive-projector.name = Projektor Nad-prędkości
block.overdrive-projector.name = Projektor Przyśpieszający
block.force-projector.name = Projektor Pola Siłowego
block.arc.name = Piorun
block.rtg-generator.name = Generator RTG
@ -891,21 +908,21 @@ team.orange.name = pomarańczowy
team.derelict.name = szary
team.green.name = zielony
team.purple.name = fioletowy
unit.spirit.name = Duch
unit.draug.name = Draug
unit.phantom.name = Widmo
unit.spirit.name = Dron Naprawczy Duch
unit.draug.name = Dron Wydobywczy Draug
unit.phantom.name = Dron Budowniczy Widmo
unit.dagger.name = Nóż
unit.crawler.name = Pełzak
unit.titan.name = Tytan
unit.ghoul.name = Upiór
unit.wraith.name = Widmo
unit.ghoul.name = Bombowiec Upiór
unit.wraith.name = Myśliwiec Widmo
unit.fortress.name = Forteca
unit.revenant.name = Zjawa
unit.eruptor.name = Roztapiacz
unit.chaos-array.name = Kolejka Chaosu
unit.chaos-array.name = Chaos
unit.eradicator.name = Niszczyciel
unit.lich.name = Obudzony
unit.reaper.name = Żeniec
unit.reaper.name = Żniwiarz
tutorial.next = [lightgray]<Kliknij, aby kontynuować>
tutorial.intro = Wszedłeś do[scarlet] Samouczka Mindustry.[]\nZacznij od[accent] wydobycia miedzi[]. Aby to zrobić, dotknij żyły rudy miedzi w pobliżu rdzenia.\n\n[accent]{0}/{1} miedź
tutorial.drill = Wydobywanie ręczne nie jest efektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nKliknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[]. Umieść go na złożu miedzi, klikając.\n[accent]Kliknij prawym przyciskiem myszy[], aby przestać budować.
@ -935,25 +952,25 @@ item.coal.description = Zwykły i łatwo dostępny materiał energetyczny.
item.titanium.description = Rzadki i bardzo lekki materiał. Używany w bardzo zaawansowanym przewodnictwie, wiertłach i samolotach. Poczuj się jak Tytan!
item.thorium.description = Zwarty i radioaktywny materiał używany w strukturach i paliwie nuklearnym. Nie trzymaj go w rękach!
item.scrap.description = Pozostałości starych budynków i jednostek. Składa się z małej ilości wszystkiego.
item.silicon.description = Niesamowicie przydatny półprzewodnk uźywany w panelach słonecznych i skomplikowanej elektronice. Nie, w Dolinie Krzemowej już nie ma krzemu.
item.silicon.description = Niesamowicie przydatny półprzewodnk. Używany w panelach słonecznych, skomplikowanej elektronice i pociskach samonaprowadzających.
item.plastanium.description = Lekki i plastyczny materiał używany w amunicji odłamkowej i samolotach. Używany też w klockach LEGO (dlatego są niezniszczalne)!
item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej się.
item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej
item.surge-alloy.description = Zaawansowany materiał z niesłychanymi wartościami energetycznymi.
item.spore-pod.description = Używany do wyrobu oleju, materiałów wybuchowych i paliwa.
item.blast-compound.description = Lotny związek używany w pirotechnice. Może być używany jako materiał energetyczny, ale nie polecam, ale i tak warto spróbować.
item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekształcone na olej, materiały wybuchowe i paliwo.
item.blast-compound.description = Niestabilny związek używany w materiałach wybuchowych. Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niewskazane.
item.pyratite.description = Niesamowicie palny związek używany w zbrojeniu. Nielegalny w 9 państwach.
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem. Może zostać rozdzielony na jego metale składowe, albo wystrzelony w wrogie jednostki i użyty jako broń.
liquid.oil.description = Używany w do produkcji złożonych materiałów. Może zostać przetworzony na węgiel, lub wystrzelony w wrogów przez wieżyczke.
liquid.cryofluid.description = Najefektywniejsza ciecz do schładzania budowli.
mech.alpha-mech.description = Standardowy mech. Średnia broń i prędkość, leć potrafi stworzyć trzy małe drony do walki.
mech.delta-mech.description = Szybki i wrażliwy mech stworzony do szybkich ataków i ucieczki. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli.
mech.alpha-mech.description = Standardowy mech. Bazuje na jednostce Nóż, z ulepszonym pancerzem i zdolnością budowania. Zadaje więcej obrażeń niż Strzałka.
mech.delta-mech.description = Szybki, lekko opancerzony mech stworzony do ataków typu uderz i uciekaj. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli.
mech.tau-mech.description = Mech wsparcia. Naprawia budynki drużyny, strzelając w nie. Potrafi wygasić niedalekie pożary i uleczyć bliskich przyjaciół.
mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego zdolność pozwala mu na zablokowanie do 90% obrażeń.
mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale jest kiepski jak chodzi o walkę i kopanie.
mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami.
mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego pancerz pozwala mu na zablokowanie do 90% obrażeń.
mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale posiada małe zdolności ofensywne i niską szybkość wydobywania surowców.
mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami.
mech.trident-ship.description = Ciężki bombowiec, zbudowany do budowy i niszczenia fortyfikacji wroga. Dość dobrze opancerzony.
mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający.
mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający.
unit.draug.description = Prymitywny dron górniczy. Tani w produkcji. Przeznaczony na stracenie. Automatycznie wydobywa miedź i ołów w pobliżu. Dostarcza wydobyte zasoby do najbliższego rdzenia.
unit.spirit.description = Zmodyfikowany dron draug, zaprojektowany do naprawy zamiast do wydobywania. Automatycznie naprawia wszelkie uszkodzone bloki w obszarze.
unit.phantom.description = Zaawansowana jednostka dronów. Podąża za użytkownikiem. Pomaga w budowie bloków.
@ -965,7 +982,7 @@ unit.eruptor.description = Ciężki mech stworzony do niszczenia struktur. Strze
unit.wraith.description = Szybka jednostka, stosuje taktyke uderz-uciekaj Namierza jakiekolwiek źródło prądu.
unit.ghoul.description = Ciężki bombowiec dywanowy. Rozdziera struktury wroga, atakując krytyczną infrastrukturę.
unit.revenant.description = Ciężka, unosząca sie platforma z rakietami.
block.message.description = Stores a message. Used for communication between allies.
block.message.description = Przechowuje wiadomość. Wykorzystywane do komunikacji pomiędzy sojusznikami.
block.graphite-press.description = Kompresuje kawałki węgla w czyste blaszki grafitu.
block.multi-press.description = Ulepszona wersja prasy grafitowej. Używa wody i prądu do kompresowania węgla szybko i efektywnie.
block.silicon-smelter.description = Redukuje piasek za pomocą wysoce czystego węgla w celu wytworzenia krzemu.
@ -978,7 +995,7 @@ block.blast-mixer.description = Kruszy i miesza skupiska zarodników z piratytem
block.pyratite-mixer.description = Miesza węgiel, ołów i piasek tworząc bardzo łatwopalny piratian.
block.melter.description = Przetapia złom na żużel do dalszego przetwarzania lub użycia w wieżyczkach
block.separator.description = Oddziela użyteczne materiały z mieszaniny jaką jest żużel.
block.spore-press.description = Kompresuje kapsułki zarodników w olej.
block.spore-press.description = Kompresuje kapsuły zarodników pod ogromnym ciśnieniem tworząc olej.
block.pulverizer.description = Mieli złom w drobny piasek. Przydatne, gdy brakuje naturalnego piasku.
block.coal-centrifuge.description = Zestala olej w kawałki węgla.
block.incinerator.description = Pozbywa się nadmiaru przedmiotów lub płynu
@ -993,10 +1010,10 @@ block.titanium-wall.description = Umiarkowanie silny blok obronny.\nZapewnia umi
block.titanium-wall-large.description = Umiarkowanie silny blok obronny.\nZapewnia umiarkowaną ochronę przed wrogami.\nObejmuje wiele kratek.
block.thorium-wall.description = Silny blok obronny.\nDobra ochrona przed wrogami.
block.thorium-wall-large.description = Silny blok obronny.\nDobra ochrona przed wrogami.\nObejmuje wiele kratek.
block.phase-wall.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne.
block.phase-wall-large.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne.\nObejmuje wiele kratek.
block.surge-wall.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.
block.surge-wall-large.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
block.phase-wall.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.
block.phase-wall-large.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.\nObejmuje wiele kratek.
block.surge-wall.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.
block.surge-wall-large.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
block.door.description = Małe drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.
block.door-large.description = Duże drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.\nObejmuje wiele kratek.
block.mender.description = Co jakiś czas naprawia bloki w zasięgu. Utrzymuje struktury obronne w dobrym stanie.\nOpcjonalnie używa silikonu do zwiększenia zasięgu i szybkości naprawy.
@ -1008,19 +1025,19 @@ block.conveyor.description = Podstawowy blok transportowy dla przedmiotów. Auto
block.titanium-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Przesyła przedmioty szybciej od zwykłego przenośnika.
block.junction.description = Używany jako most dla dwóch krzyżujących się przenośników. Przydatne w sytuacjach kiedy dwa różne przenośniki transportują różne surowce do różnych miejsc.
block.bridge-conveyor.description = Zaawansowany blok transportujący. Pozwala na przenoszenie przedmiotów nawet do 3 bloków na każdym terenie, przez każdy budynek.
block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii przy teleportacji przedmiotów do podłączonego transportera fazowego na spore odległości.
block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii do teleportacji przedmiotów do połączonego transportera fazowego na spore odległości.
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona
block.mass-driver.description = Najlepszy blok do transportu przedmiotów. Zbiera wiele przedmiotów naraz a potem wystrzeliwuje je do kolejnej katapulty masy na bardzo duże odległości.
block.mechanical-pump.description = Tania pompa o niskiej przepustowości. Nie wymaga prądu.
block.rotary-pump.description = Zaawansowana pompa, dwukrotnie większa przepustowość od mechanicznej pompy. Wymaga prądu.
block.mechanical-pump.description = Tania pompa o niskiej wydajności. Nie wymaga prądu.
block.rotary-pump.description = Zaawansowana pompa. Pompuje więcej cieczy, ale wymaga zasilania.
block.thermal-pump.description = Najlepsza pompa. Trzy razy szybsza od mechanicznej pompy i jedyna, która może wypompować lawę.
block.conduit.description = Podstawowy blok do przenoszenia cieczy. Działa jak transporter, ale na ciecze. Najlepiej używać z ekstraktorami wody, pompami lub innymi rurami.
block.pulse-conduit.description = Zaawansowany blok do przenoszenia cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury.
block.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je do trzech innych kierunków jednakowo. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła na wiele celów.
block.liquid-tank.description = Magazynuje ogromne ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków.
block.conduit.description = Podstawowy blok do transportowania cieczy. Używany w połączeniu z pompami i innymi rurami.
block.pulse-conduit.description = Zaawansowany blok do transportowania cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury.
block.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je po równo do trzech innych kierunków. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła do wielu celów.
block.liquid-tank.description = Magazynuje duże ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków.
block.liquid-junction.description = Działa jak most dla dwóch krzyżujących się rur. Przydatne w sytuacjach, kiedy dwie rury mają różne ciecze do różnych lokacji.
block.bridge-conduit.description = Zaawansowany blok przenoszący ciecze. Pozwala na przenoszenie cieczy nawet do 3 bloków na każdym terenie, przez każdy budynek.
block.phase-conduit.description = Zaawansowany blok do przenoszenia cieczy. Używa prądu, aby przenieść ciecz do połączonego transportera fazowego przez kilka bloków.
@ -1033,17 +1050,17 @@ block.combustion-generator.description = Wytwarza energię poprzez spalanie łat
block.thermal-generator.description = Generuje prąd kiedy jest postawiony na źródłach ciepła.
block.turbine-generator.description = Bardziej wydajny niż generator spalania, ale wymaga dodatkowej wody.
block.differential-generator.description = Generuje duże ilości prądu. Wykorzystuje różnice temperatur pomiędzy Lodocieczą a spalanym Piratianem.
block.rtg-generator.description = Termoelektryczny generator wykorzystujący izotopy promieniotwórcze. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego.
block.rtg-generator.description = Generator wykorzystujący ciepło powstałe z rozpadu izotopów promieniotwórczych. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego.
block.solar-panel.description = Wytwarza małe ilości prądu wykorzystując energię słoneczną.
block.solar-panel-large.description = Wytwarza o wiele więcej prądu niż zwykły panel słoneczny, ale jest o wiele droższy w budowie.
block.thorium-reactor.description = Produkuje bardzo duże ilości prądu z wysoce radioaktywnego toru. Wymaga ciągłego chłodzenia. Silnie eksploduje jeśli nie zostanie dostarczona wystarczająca ilość chłodziwa. Produkcja energii zależy od zapełnienia, produkując bazową ilość energii przy całkowitym zapełnieniu.
block.impact-reactor.description = Zaawansowany generator, zdolny do produkcji ogromnych ilości prądu u szczytu swoich możliwości. Wymaga znacznych ilości energii do rozpoczęcia procesu.
block.mechanical-drill.description = Tanie wiertło. Kiedy położnone na odpowiednich polach, wysyła przedmioty w wolnym tempie.
block.mechanical-drill.description = Tanie wiertło. Kiedy zostanie zbudowane na odpowiednich polach, wydobywa surowce w wolnym tempie.
block.pneumatic-drill.description = Ulepszone wiertło, które jest szybsze i może wykopywać twardsze surowce przy użyciu ciśnienia.
block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Dodatkowo, radioaktywny tor może zostać wydobyty przez to wiertło.
block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Zdolne do wydobywania toru.
block.blast-drill.description = Najlepsze wiertło. Wymaga dużych ilości energii.
block.water-extractor.description = Wydobywa wodę z ziemi. Użyj go, gdy w pobliżu nie ma jeziora.
block.cultivator.description = Uprawia małe skupiska zarodników w gotowe do użytku kapsułki.
block.cultivator.description = Uprawia małe skupiska zarodników i umieszcza je w gotowych do dalszego przetwarzania kapsułach.
block.oil-extractor.description = Używa bardzo dużych ilości energii do ekstrakcji ropy z piasku. Używaj go w sytuacji kiedy nie ma bezpośredniego źródła ropy w okolicy.
block.core-shard.description = Pierwsza wersja rdzenia. Gdy zostaje zniszczony, wszelki kontakt do regionu zostaje utracony. Nie pozwól na to.
block.core-foundation.description = Druga wersja rdzenia. Lepiej opancerzony. Przechowuje więcej surowców.
@ -1056,22 +1073,22 @@ block.launch-pad-large.description = Ulepszona wersja wyrzutni. Magazynuje więc
block.duo.description = Mała, tania wieża. Przydatna przeciwko jednostkom naziemnym.
block.scatter.description = Średniej wielkości wieża przeciwlotnicza. Rozsiewa śruty z ołowiu lub strzępy złomu na jednostki wroga.
block.scorch.description = Spala wszystkich wrogów naziemnych w pobliżu. Bardzo skuteczny z bliskiej odległości.
block.hail.description = Mała wieża artyleryjska, bardzo przydatna, atakuje tylko jednostki naziemne.
block.wave.description = Średniej wielkości szybkostrzelna wieżyczka, która wystrzeliwuje płynne bąbelki. Gasi ogień jeżeli jest w niej woda lub lodociecz
block.lancer.description = Średniej wielkości wieżyczka, która strzela naładowanymi wiązkami elektryczności.
block.arc.description = Mała wieża bliskiego zasięgu, która wystrzeliwuje wiązki tesli losowym łukiem w kierunku wroga.
block.swarmer.description = Średniej wielkości wieżyczka, która strzela rakietami wybuchowymi.
block.salvo.description = Średniej wielkości wieża strzelająca salwami.
block.hail.description = Mała wieża artyleryjska o dużym zasięgu.
block.wave.description = Średniej wielkości wieżyczka, która wystrzeliwuje strumienie cieczy. Automatycznie gasi ogień jeśli zasilana jest wodą.
block.lancer.description = Średniej wielkości wieżyczka, która po naładowaniu, wystrzeliwuje silne wiązki energii.
block.arc.description = Mała wieża bliskiego zasięgu. Wystrzeliwuje wiązki elektryczne w kierunku wroga.
block.swarmer.description = Średniej wielkości wieżyczka, która wystrzeliwuje rakiety samonaprowadzające.
block.salvo.description = Większa, bardziej zaawansowana wersja Podwójnego Działka, strzelająca szybkimi salwami.
block.fuse.description = Duża wieża, która strzela potężnymi wiązkami krótkiego zasięgu.
block.ripple.description = Duża wieża artyleryjska, która strzela jednocześnie kilkoma strzałami.
block.cyclone.description = Duża szybkostrzelna wieża.
block.spectre.description = Duża wieża, która strzela dwoma potężnymi pociskami jednocześnie.
block.meltdown.description = Duża wieża, która strzela potężnymi wiązkami dalekiego zasięgu.
block.spectre.description = Duże działo dwulufowe, które strzela potężnymi pociskami przebijającymi pancerz w jednostki naziemne i powietrzne.
block.meltdown.description = Duże działo laserowe, które strzela potężnymi wiązkami dalekiego zasięgu. Wymaga chłodzenia.
block.command-center.description = Wydaje polecenia ruchu sojuszniczym jednostkom na całej mapie.\nPowoduje patrolowanie jednostek, atakowanie wrogiego rdzenia lub wycofanie się do rdzenia / fabryki. Gdy nie ma rdzenia wroga, jednostki będą domyślnie patrolować pod dowództwem ataku.
block.draug-factory.description = Produkuje drony wydobywcze Draug.
block.spirit-factory.description = Produkuje lekkie drony, które naprawiają bloki.
block.phantom-factory.description = Produkuje zaawansowane drony które pomagają przy budowie.
block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz-uciekaj".
block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz i uciekaj".
block.ghoul-factory.description = Produkuje ciężkie bombowce dywanowe.
block.revenant-factory.description = Produkuje ciężkie jednostki powietrzne z wyrzutniami rakiet.
block.dagger-factory.description = Produkuje podstawowe jednostki lądowe.

View File

@ -560,7 +560,6 @@ setting.fullscreen.name = Tela Cheia
setting.borderlesswindow.name = Janela sem borda[LIGHT_GRAY] (Pode precisar reiniciar)
setting.fps.name = Mostrar FPS
setting.vsync.name = VSync
setting.lasers.name = Mostrar lasers
setting.pixelate.name = Pixelizado [LIGHT_GRAY](Pode diminuir a performace)
setting.minimap.name = Mostrar minimapa
setting.musicvol.name = Volume da Música
@ -572,6 +571,7 @@ setting.crashreport.name = Enviar denuncias de crash anonimas
setting.savecreate.name = Criar salvamentos automaticamente
setting.publichost.name = Visibilidade do jogo público
setting.chatopacity.name = Opacidade do chat
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Mostrar chat em jogo
uiscale.reset = A escala da IU foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] settings...
uiscale.cancel = Cancelar e sair

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Полноэкранный режим
setting.borderlesswindow.name = Безрамочное окно[lightgray] (может потребоваться перезапуск)
setting.fps.name = Показывать FPS
setting.vsync.name = Вертикальная синхронизация
setting.lasers.name = Показывать лазеры энергоснабжения
setting.pixelate.name = Пикселизация[lightgray] (отключает анимации)
setting.minimap.name = Показать миникарту
setting.musicvol.name = Громкость музыки
@ -557,6 +556,7 @@ setting.crashreport.name = Отправлять анонимные отчёты
setting.savecreate.name = Автоматическое создание сохранений
setting.publichost.name = Общедоступность игры
setting.chatopacity.name = Непрозрачность чата
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Отображать облака чата над игроками
uiscale.reset = Масштаб пользовательского интерфейса был изменён.\nНажмите «ОК» для подтверждения этого масштаба.\n[scarlet]Возврат настроек и выход через[accent] {0}[] секунд…
uiscale.cancel = Отменить & Выйти

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Fullskärm
setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart)
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixellera[lightgray] (disables animations)
setting.minimap.name = Visa Minikarta
setting.musicvol.name = Musikvolym
@ -557,6 +556,7 @@ setting.crashreport.name = Skicka Anonyma Krashrapporter
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chattgenomskinlighet
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Visa Chatt
uiscale.reset = UI-skalan har ändrats.\nTryck "OK" för att använda den här skalan.\n[scarlet]Avslutar och återställer om[accent] {0}[] sekunder...
uiscale.cancel = Avbryt och Avsluta

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Tam ekran
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
setting.fps.name = FPS'i goster
setting.vsync.name = VSync
setting.lasers.name = Guc lazerlerini goster
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
setting.minimap.name = Haritayi goster
setting.musicvol.name = Ses yuksekligi
@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart)
setting.fps.name = Show FPS
setting.vsync.name = VSync
setting.lasers.name = Show Power Lasers
setting.pixelate.name = Pixelate[lightgray] (disables animations)
setting.minimap.name = Show Minimap
setting.musicvol.name = Music Volume
@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
uiscale.cancel = Cancel & Exit

View File

@ -551,7 +551,6 @@ setting.fullscreen.name = Повноекранний режим
setting.borderlesswindow.name = Вікно без полів[lightgray] (може потребувати перезапуску)
setting.fps.name = Показувати FPS
setting.vsync.name = Вертикальна синхронізація
setting.lasers.name = Показувати енергію лазерів
setting.pixelate.name = Пікселізація[lightgray] (вимикає анімації)
setting.minimap.name = Показувати міні-мапу
setting.musicvol.name = Гучність музики
@ -563,6 +562,7 @@ setting.crashreport.name = Відсилати анонімні звіти про
setting.savecreate.name = Автоматичне створення збережень
setting.publichost.name = Загальнодоступність гри
setting.chatopacity.name = Непрозорість чату
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = Відображати хмару чата над гравцями
public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[lightgray]Це можна змінити у Налаштування->Гра->Public Game Visibility.
uiscale.reset = Масштаб користувальницького інтерфейсу було змінено.\nНатисніть «ОК» для підтверждення цього масшатабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] …

View File

@ -45,6 +45,7 @@ customgame = 自定义游戏
newgame = 新游戏
none = <无>
minimap = 小地图
position = 位置
close = 关闭
website = 官网
quit = 退出
@ -183,7 +184,7 @@ copylink = 复制链接
back = 返回
data.export = 导出数据
data.import = 导入数据
data.exported = 数据已导
data.exported = 数据已导
data.invalid = 非有效游戏数据。
data.import.confirm = 导入外部游戏数据将覆盖本地[scarlet]全部[]的游戏数据。\n[accent]此操作无法撤销![]\n\n数据导入后将自动退出游戏。
classic.export = 导出老版本数据
@ -545,9 +546,9 @@ setting.fullscreen.name = 全屏
setting.borderlesswindow.name = 无边框窗口[LIGHT_GRAY] (可能需要重启)
setting.fps.name = 显示 FPS
setting.vsync.name = 垂直同步
setting.lasers.name = 显示能量射线
setting.pixelate.name = 像素画面 [LIGHT_GRAY](禁用动画)
setting.minimap.name = 显示小地图
setting.position.name = 显示玩家坐标
setting.musicvol.name = 音乐音量
setting.ambientvol.name = 环境体积
setting.mutemusic.name = 静音
@ -557,6 +558,7 @@ setting.crashreport.name = 发送匿名崩溃报告
setting.savecreate.name = 自动创建存档
setting.publichost.name = 公共游戏旁观
setting.chatopacity.name = 聊天界面透明度
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = 显示游戏内聊天界面
uiscale.reset = UI缩放比例已经改变。\n按下“确定”来确定缩放比例\n[accent]{0}[]秒后[scarlet]退出并恢复设定。
uiscale.cancel = 取消并退出

View File

@ -545,7 +545,6 @@ setting.fullscreen.name = 全螢幕
setting.borderlesswindow.name = 無邊框窗口[LIGHT_GRAY](可能需要重啟)
setting.fps.name = 顯示FPS
setting.vsync.name = 垂直同步
setting.lasers.name = 顯示雷射光束
setting.pixelate.name = 像素化[LIGHT_GRAY](可能降低性能)
setting.minimap.name = 顯示小地圖
setting.musicvol.name = 音樂音量
@ -557,6 +556,7 @@ setting.crashreport.name = 發送匿名崩潰報告
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = 聊天框不透明度
setting.lasersopacity.name = Power Laser Opacity
setting.playerchat.name = 在遊戲中顯示聊天框
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit

View File

@ -78,4 +78,5 @@ itskatt
Agent-Laevain
AzariasB
amrsoll
ねらひかだ
Draco

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@ -45,6 +45,10 @@ public class Vars implements Loadable{
public static final String discordURL = "https://discord.gg/mindustry";
/** URL for sending crash reports to */
public static final String crashReportURL = "http://mins.us.to/report";
/** URL the links to the wiki's modding guide.*/
public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/";
/** URL the links to the wiki's modding guide.*/
public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?template=bug_report.md";
/** list of built-in servers.*/
public static final Array<String> defaultServers = Array.with(/*"mins.us.to"*/);
/** maximum distance between mine and core that supports automatic transferring */
@ -257,7 +261,7 @@ public class Vars implements Loadable{
public static void loadSettings(){
Core.settings.setAppName(appName);
if(steam || "steam".equals(Version.modifier)){
if(steam || (Version.modifier != null && Version.modifier.contains("steam"))){
Core.settings.setDataDirectory(Core.files.local("saves/"));
}

View File

@ -164,6 +164,10 @@ public class BlockIndexer{
}
public TileEntity findTile(Team team, float x, float y, float range, Predicate<Tile> pred){
return findTile(team, x, y, range, pred, false);
}
public TileEntity findTile(Team team, float x, float y, float range, Predicate<Tile> pred, boolean usePriority){
TileEntity closest = null;
float dst = 0;
@ -184,7 +188,7 @@ public class BlockIndexer{
TileEntity e = other.entity;
float ndst = Mathf.dst(x, y, e.x, e.y);
if(ndst < range && (closest == null || ndst < dst)){
if(ndst < range && (closest == null || ndst < dst || (usePriority && closest.block.priority.ordinal() < e.block.priority.ordinal()))){
dst = ndst;
closest = e;
}

View File

@ -9,7 +9,7 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
@ -29,8 +29,6 @@ import io.anuke.mindustry.world.consumers.*;
import io.anuke.mindustry.world.meta.*;
import io.anuke.mindustry.world.modules.*;
import static io.anuke.mindustry.Vars.*;
public class Blocks implements ContentList{
public static Block
@ -58,7 +56,7 @@ public class Blocks implements ContentList{
phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mender, mendProjector, overdriveProjector, forceProjector, shockMine,
//transport
conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, router, overflowGate, massDriver,
conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, invertedSorter, router, overflowGate, massDriver,
//liquids
mechanicalPump, rotaryPump, thermalPump, conduit, pulseConduit, liquidRouter, liquidTank, liquidJunction, bridgeConduit, phaseConduit,
@ -716,23 +714,23 @@ public class Blocks implements ContentList{
//region sandbox
powerVoid = new PowerVoid("power-void"){{
requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with());
alwaysUnlocked = true;
}};
powerSource = new PowerSource("power-source"){{
requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with());
alwaysUnlocked = true;
}};
itemSource = new ItemSource("item-source"){{
requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with());
alwaysUnlocked = true;
}};
itemVoid = new ItemVoid("item-void"){{
requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with());
alwaysUnlocked = true;
}};
liquidSource = new LiquidSource("liquid-source"){{
requirements(Category.liquid, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.liquid, BuildVisibility.sandboxOnly, ItemStack.with());
alwaysUnlocked = true;
}};
message = new MessageBlock("message"){{
@ -745,27 +743,27 @@ public class Blocks implements ContentList{
int wallHealthMultiplier = 4;
scrapWall = new Wall("scrap-wall"){{
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
health = 60 * wallHealthMultiplier;
variants = 5;
}};
scrapWallLarge = new Wall("scrap-wall-large"){{
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
health = 60 * 4 * wallHealthMultiplier;
size = 2;
variants = 4;
}};
scrapWallHuge = new Wall("scrap-wall-huge"){{
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
health = 60 * 9 * wallHealthMultiplier;
size = 3;
variants = 3;
}};
scrapWallGigantic = new Wall("scrap-wall-gigantic"){{
requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with());
requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with());
health = 60 * 16 * wallHealthMultiplier;
size = 4;
}};
@ -935,7 +933,11 @@ public class Blocks implements ContentList{
sorter = new Sorter("sorter"){{
requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2));
}};
invertedSorter = new Sorter("inverted-sorter"){{
requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2));
invert = true;
}};
router = new Router("router"){{
@ -965,12 +967,12 @@ public class Blocks implements ContentList{
//region liquid
mechanicalPump = new Pump("mechanical-pump"){{
requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.lead, 10));
requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.metaglass, 10));
pumpAmount = 0.1f;
}};
rotaryPump = new Pump("rotary-pump"){{
requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.lead, 50, Items.silicon, 20, Items.titanium, 35));
requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35));
pumpAmount = 0.8f;
consumes.power(0.15f);
liquidCapacity = 30f;
@ -979,7 +981,7 @@ public class Blocks implements ContentList{
}};
thermalPump = new Pump("thermal-pump"){{
requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.lead, 65, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.metaglass, 70, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35));
pumpAmount = 1.5f;
consumes.power(0.30f);
liquidCapacity = 40f;
@ -993,13 +995,13 @@ public class Blocks implements ContentList{
}};
pulseConduit = new Conduit("pulse-conduit"){{
requirements(Category.liquid, ItemStack.with(Items.titanium, 1, Items.metaglass, 1));
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 1));
liquidCapacity = 16f;
health = 90;
}};
liquidRouter = new LiquidRouter("liquid-router"){{
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2));
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 2));
liquidCapacity = 20f;
}};
@ -1011,11 +1013,11 @@ public class Blocks implements ContentList{
}};
liquidJunction = new LiquidJunction("liquid-junction"){{
requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2));
requirements(Category.liquid, ItemStack.with(Items.graphite, 2, Items.metaglass, 2));
}};
bridgeConduit = new LiquidExtendingBridge("bridge-conduit"){{
requirements(Category.liquid, ItemStack.with(Items.titanium, 4, Items.metaglass, 4));
requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 8));
range = 4;
hasPower = false;
}};
@ -1083,11 +1085,12 @@ public class Blocks implements ContentList{
size = 2;
}};
differentialGenerator = new SingleTypeGenerator(true, false, "differential-generator"){{
differentialGenerator = new SingleTypeGenerator("differential-generator"){{
requirements(Category.power, ItemStack.with(Items.copper, 70, Items.titanium, 50, Items.lead, 100, Items.silicon, 65, Items.metaglass, 50));
powerProduction = 16f;
itemDuration = 120f;
hasLiquids = true;
hasItems = true;
size = 3;
consumes.item(Items.pyratite).optional(true, false);
@ -1230,7 +1233,7 @@ public class Blocks implements ContentList{
//region storage
coreShard = new CoreBlock("core-shard"){{
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000));
alwaysUnlocked = true;
health = 1100;
@ -1239,7 +1242,7 @@ public class Blocks implements ContentList{
}};
coreFoundation = new CoreBlock("core-foundation"){{
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1500, Items.silicon, 1000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 400, Items.silicon, 3000));
health = 2000;
itemCapacity = 9000;
@ -1247,7 +1250,7 @@ public class Blocks implements ContentList{
}};
coreNucleus = new CoreBlock("core-nucleus"){{
requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 1000));
requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 3000));
health = 4000;
itemCapacity = 13000;
@ -1272,7 +1275,7 @@ public class Blocks implements ContentList{
}};
launchPad = new LaunchPad("launch-pad"){{
requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100));
requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100));
size = 3;
itemCapacity = 100;
launchTime = 60f * 16;
@ -1281,7 +1284,7 @@ public class Blocks implements ContentList{
}};
launchPadLarge = new LaunchPad("launch-pad-large"){{
requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75));
requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75));
size = 4;
itemCapacity = 250;
launchTime = 60f * 14;

View File

@ -31,6 +31,7 @@ public class TechTree implements ContentList{
node(distributor);
node(sorter, () -> {
node(invertedSorter);
node(message);
node(overflowGate);
});

View File

@ -62,7 +62,7 @@ public class UnitTypes implements ContentList{
range = 70f;
itemCapacity = 70;
health = 400;
buildPower = 1f;
buildPower = 0.4f;
engineOffset = 6.5f;
toMine = ObjectSet.with(Items.lead, Items.copper, Items.titanium);
weapon = new Weapon("heal-blaster"){{

View File

@ -1,13 +1,15 @@
package io.anuke.mindustry.content;
import io.anuke.arc.collection.Array;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.maps.generators.MapGenerator;
import io.anuke.mindustry.maps.generators.MapGenerator.Decoration;
import io.anuke.mindustry.maps.zonegen.DesertWastesGenerator;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.maps.generators.*;
import io.anuke.mindustry.maps.generators.MapGenerator.*;
import io.anuke.mindustry.maps.zonegen.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.Block;
import static io.anuke.arc.collection.Array.with;
import static io.anuke.mindustry.content.Items.*;
import static io.anuke.mindustry.type.ItemStack.list;
public class Zones implements ContentList{
public static Zone
@ -20,28 +22,26 @@ public class Zones implements ContentList{
public void load(){
groundZero = new Zone("groundZero", new MapGenerator("groundZero", 1)){{
baseLaunchCost = ItemStack.with(Items.copper, -60);
startingItems = ItemStack.list(Items.copper, 60);
baseLaunchCost = list(copper, -60);
startingItems = list(copper, 60);
alwaysUnlocked = true;
conditionWave = 5;
launchPeriod = 5;
resources = new Item[]{Items.copper, Items.scrap, Items.lead};
resources = with(copper, scrap, lead);
}};
desertWastes = new Zone("desertWastes", new DesertWastesGenerator(260, 260)){{
startingItems = ItemStack.list(Items.copper, 120);
startingItems = list(copper, 120);
conditionWave = 20;
launchPeriod = 10;
loadout = Loadouts.advancedShard;
zoneRequirements = ZoneRequirement.with(groundZero, 20);
blockRequirements = new Block[]{Blocks.combustionGenerator};
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand};
resources = with(copper, lead, coal, sand);
rules = r -> {
r.waves = true;
r.waveTimer = true;
r.launchWaveMultiplier = 3f;
r.waveSpacing = 60 * 50f;
r.spawns = Array.with(
r.spawns = with(
new SpawnGroup(UnitTypes.crawler){{
unitScaling = 3f;
}},
@ -75,96 +75,140 @@ public class Zones implements ContentList{
}}
);
};
requirements = with(
new ZoneWave(groundZero, 20),
new Unlock(Blocks.combustionGenerator)
);
}};
saltFlats = new Zone("saltFlats", new MapGenerator("saltFlats")){{
startingItems = ItemStack.list(Items.copper, 200, Items.silicon, 200, Items.lead, 200);
startingItems = list(copper, 200, Items.silicon, 200, lead, 200);
loadout = Loadouts.basicFoundation;
conditionWave = 10;
launchPeriod = 5;
zoneRequirements = ZoneRequirement.with(desertWastes, 60);
blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.draugFactory, Blocks.door, Blocks.waterExtractor};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand, Items.titanium};
configureObjective = new Launched(this);
resources = with(copper, scrap, lead, coal, sand, titanium);
requirements = with(
new ZoneWave(desertWastes, 60),
new Unlock(Blocks.daggerFactory),
new Unlock(Blocks.draugFactory),
new Unlock(Blocks.door),
new Unlock(Blocks.waterExtractor)
);
}};
frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest", 1)
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with();
startingItems = ItemStack.list(Items.copper, 250);
startingItems = list(copper, 250);
conditionWave = 10;
blockRequirements = new Block[]{Blocks.junction, Blocks.router};
zoneRequirements = ZoneRequirement.with(groundZero, 10);
resources = new Item[]{Items.copper, Items.lead, Items.coal};
resources = with(copper, lead, coal);
requirements = with(
new ZoneWave(groundZero, 10),
new Unlock(Blocks.junction),
new Unlock(Blocks.router)
);
}};
craters = new Zone("craters", new MapGenerator("craters", 1).decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.004))){{
startingItems = ItemStack.list(Items.copper, 100);
startingItems = list(copper, 100);
conditionWave = 10;
zoneRequirements = ZoneRequirement.with(frozenForest, 10);
blockRequirements = new Block[]{Blocks.mender, Blocks.combustionGenerator};
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand, Items.scrap};
resources = with(copper, lead, coal, sand, scrap);
requirements = with(
new ZoneWave(frozenForest, 10),
new Unlock(Blocks.mender),
new Unlock(Blocks.combustionGenerator)
);
}};
ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with();
startingItems = ItemStack.list(Items.copper, 140, Items.lead, 50);
startingItems = list(copper, 140, lead, 50);
conditionWave = 20;
launchPeriod = 20;
zoneRequirements = ZoneRequirement.with(desertWastes, 20, craters, 15);
blockRequirements = new Block[]{Blocks.graphitePress, Blocks.combustionGenerator, Blocks.kiln, Blocks.mechanicalPump};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
resources = with(copper, scrap, lead, coal, sand);
requirements = with(
new ZoneWave(desertWastes, 20),
new ZoneWave(craters, 15),
new Unlock(Blocks.graphitePress),
new Unlock(Blocks.combustionGenerator),
new Unlock(Blocks.kiln),
new Unlock(Blocks.mechanicalPump)
);
}};
stainedMountains = new Zone("stainedMountains", new MapGenerator("stainedMountains", 2)
.decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{
loadout = Loadouts.basicFoundation;
startingItems = ItemStack.list(Items.copper, 200, Items.lead, 50);
startingItems = list(copper, 200, lead, 50);
conditionWave = 10;
launchPeriod = 10;
zoneRequirements = ZoneRequirement.with(frozenForest, 15);
blockRequirements = new Block[]{Blocks.pneumaticDrill, Blocks.powerNode, Blocks.turbineGenerator};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand};
resources = with(copper, scrap, lead, coal, titanium, sand);
requirements = with(
new ZoneWave(frozenForest, 15),
new Unlock(Blocks.pneumaticDrill),
new Unlock(Blocks.powerNode),
new Unlock(Blocks.turbineGenerator)
);
}};
fungalPass = new Zone("fungalPass", new MapGenerator("fungalPass")){{
startingItems = ItemStack.list(Items.copper, 250, Items.lead, 250, Items.metaglass, 100, Items.graphite, 100);
zoneRequirements = ZoneRequirement.with(stainedMountains, 15);
blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.crawlerFactory, Blocks.door, Blocks.siliconSmelter};
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand};
startingItems = list(copper, 250, lead, 250, Items.metaglass, 100, Items.graphite, 100);
resources = with(copper, lead, coal, titanium, sand);
configureObjective = new Launched(this);
requirements = with(
new ZoneWave(stainedMountains, 15),
new Unlock(Blocks.daggerFactory),
new Unlock(Blocks.crawlerFactory),
new Unlock(Blocks.door),
new Unlock(Blocks.siliconSmelter)
);
}};
overgrowth = new Zone("overgrowth", new MapGenerator("overgrowth")){{
startingItems = ItemStack.list(Items.copper, 1500, Items.lead, 1000, Items.silicon, 500, Items.metaglass, 250);
startingItems = list(copper, 1500, lead, 1000, Items.silicon, 500, Items.metaglass, 250);
conditionWave = 12;
launchPeriod = 4;
loadout = Loadouts.basicNucleus;
zoneRequirements = ZoneRequirement.with(craters, 40, fungalPass, 10);
blockRequirements = new Block[]{Blocks.cultivator, Blocks.sporePress, Blocks.titanFactory, Blocks.wraithFactory};
resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium, Items.scrap};
configureObjective = new Launched(this);
resources = with(copper, lead, coal, titanium, sand, thorium, scrap);
requirements = with(
new ZoneWave(craters, 40),
new Launched(fungalPass),
new Unlock(Blocks.cultivator),
new Unlock(Blocks.sporePress),
new Unlock(Blocks.titanFactory),
new Unlock(Blocks.wraithFactory)
);
}};
tarFields = new Zone("tarFields", new MapGenerator("tarFields")
.decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{
loadout = Loadouts.basicFoundation;
startingItems = ItemStack.list(Items.copper, 250, Items.lead, 100);
startingItems = list(copper, 250, lead, 100);
conditionWave = 15;
launchPeriod = 10;
zoneRequirements = ZoneRequirement.with(ruinousShores, 20);
blockRequirements = new Block[]{Blocks.coalCentrifuge, Blocks.conduit, Blocks.wave};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand};
requirements = with(new ZoneWave(ruinousShores, 20));
resources = with(copper, scrap, lead, coal, titanium, thorium, sand);
requirements = with(
new ZoneWave(ruinousShores, 20),
new Unlock(Blocks.coalCentrifuge),
new Unlock(Blocks.conduit),
new Unlock(Blocks.wave)
);
}};
desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift")){{
loadout = Loadouts.basicNucleus;
baseLaunchCost = ItemStack.with();
startingItems = ItemStack.list(Items.copper, 1000, Items.lead, 1000, Items.graphite, 250, Items.titanium, 250, Items.silicon, 250);
startingItems = list(copper, 1000, lead, 1000, Items.graphite, 250, titanium, 250, Items.silicon, 250);
conditionWave = 3;
launchPeriod = 2;
zoneRequirements = ZoneRequirement.with(tarFields, 20);
blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.thoriumReactor};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium};
resources = with(copper, scrap, lead, coal, titanium, sand, thorium);
requirements = with(
new ZoneWave(tarFields, 20),
new Unlock(Blocks.thermalGenerator),
new Unlock(Blocks.thoriumReactor)
);
}};
/*
@ -174,21 +218,23 @@ public class Zones implements ContentList{
startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500);
conditionWave = 3;
launchPeriod = 2;
zoneRequirements = ZoneRequirement.with(stainedMountains, 40);
requirements = with(stainedMountains, 40);
blockRequirements = new Block[]{Blocks.thermalGenerator};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand};
}};*/
nuclearComplex = new Zone("nuclearComplex", new MapGenerator("nuclearProductionComplex", 1)
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{
loadout = Loadouts.basicNucleus;
baseLaunchCost = ItemStack.with();
startingItems = ItemStack.list(Items.copper, 1250, Items.lead, 1500, Items.silicon, 400, Items.metaglass, 250);
startingItems = list(copper, 1250, lead, 1500, Items.silicon, 400, Items.metaglass, 250);
conditionWave = 30;
launchPeriod = 15;
zoneRequirements = ZoneRequirement.with(fungalPass, 8);
blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.laserDrill};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand};
resources = with(copper, scrap, lead, coal, titanium, thorium, sand);
requirements = with(
new Launched(fungalPass),
new Unlock(Blocks.thermalGenerator),
new Unlock(Blocks.laserDrill)
);
}};
/*
@ -198,9 +244,9 @@ public class Zones implements ContentList{
startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500);
conditionWave = 3;
launchPeriod = 2;
zoneRequirements = ZoneRequirement.with(nuclearComplex, 40);
requirements = with(nuclearComplex, 40);
blockRequirements = new Block[]{Blocks.thermalGenerator};
resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium};
resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium};
}};*/
}
}

View File

@ -2,6 +2,8 @@ package io.anuke.mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.audio.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
@ -54,6 +56,9 @@ public class Control implements ApplicationListener, Loadable{
Events.on(StateChangeEvent.class, event -> {
if((event.from == State.playing && event.to == State.menu) || (event.from == State.menu && event.to != State.menu)){
Time.runTask(5f, platform::updateRPC);
for(Sound sound : assets.getAll(Sound.class, new Array<>())){
sound.stop();
}
}
});
@ -146,11 +151,15 @@ public class Control implements ApplicationListener, Loadable{
});
Events.on(ZoneRequireCompleteEvent.class, e -> {
ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", state.wave, e.zone.localizedName));
if(e.objective.display() != null){
ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", e.zoneForMet.localizedName, e.objective.display()));
}
});
Events.on(ZoneConfigureCompleteEvent.class, e -> {
ui.hudfrag.showToast(Core.bundle.format("zone.config.complete", e.zone.configureWave));
if(e.zone.configureObjective.display() != null){
ui.hudfrag.showToast(Core.bundle.format("zone.config.unlocked", e.zone.configureObjective.display()));
}
});
Events.on(Trigger.newGame, () -> {
@ -166,6 +175,12 @@ public class Control implements ApplicationListener, Loadable{
Effects.shake(5f, 5f, core);
});
});
Events.on(UnitDestroyEvent.class, e -> {
if(e.unit instanceof BaseUnit && world.isZone()){
data.unlockContent(((BaseUnit)e.unit).getType());
}
});
}
@Override
@ -401,6 +416,7 @@ public class Control implements ApplicationListener, Loadable{
music.update();
loops.update();
Time.updateGlobal();
if(Core.input.keyTap(Binding.fullscreen)){
boolean full = settings.getBool("fullscreen");

View File

@ -2,7 +2,6 @@ package io.anuke.mindustry.core;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.ObjectSet.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.*;
@ -136,8 +135,7 @@ public class Logic implements ApplicationListener{
public void runWave(){
spawner.spawnEnemies();
state.wave++;
state.wavetime = world.isZone() && world.getZone().isBossWave(state.wave) ? state.rules.waveSpacing * state.rules.bossWaveMultiplier :
world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing;
state.wavetime = world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing;
Events.fire(new WaveEvent());
}
@ -176,12 +174,16 @@ public class Logic implements ApplicationListener{
ui.hudfrag.showLaunch();
}
for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){
for(Tile tile : state.teams.get(defaultTeam).cores){
Effects.effect(Fx.launch, tile);
}
if(world.getZone() != null){
world.getZone().setLaunched();
}
Time.runTask(30f, () -> {
for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){
for(Tile tile : state.teams.get(defaultTeam).cores){
for(Item item : content.items()){
if(tile == null || tile.entity == null || tile.entity.items == null) continue;
data.addItem(item, tile.entity.items.get(item));

View File

@ -94,11 +94,6 @@ public class NetServer implements ApplicationListener{
return;
}
if(admins.isIDBanned(uuid)){
con.kick(KickReason.banned);
return;
}
if(admins.getPlayerLimit() > 0 && playerGroup.size() >= admins.getPlayerLimit()){
con.kick(KickReason.playerLimit);
return;
@ -357,6 +352,11 @@ public class NetServer implements ApplicationListener{
if(currentlyKicking[0] == null){
player.sendMessage("[scarlet]Nobody is being voted on.");
}else{
if(player.isLocal){
player.sendMessage("Local players can't vote. Kick the player yourself instead.");
return;
}
//hosts can vote all they want
if(player.uuid != null && (currentlyKicking[0].voted.contains(player.uuid) || currentlyKicking[0].voted.contains(admins.getInfo(player.uuid).lastIP))){
player.sendMessage("[scarlet]You've already voted. Sit down.");

View File

@ -31,11 +31,16 @@ public interface Platform{
return Array.with();
}
/** Steam: Return external workshop mods to be loaded.*/
default Array<FileHandle> getExternalMods(){
return Array.with();
}
/** Steam: View a map listing on the workshop.*/
default void viewMapListing(Map map){}
/** Steam: View a map listing on the workshop.*/
default void viewMapListing(String mapid){}
/** Steam: View a listing on the workshop.*/
default void viewListing(String mapid){}
/** Steam: View map workshop info, removing the map ID tag if its listing is deleted.
* Also presents the option to update the map. */

View File

@ -238,7 +238,6 @@ public class UI implements ApplicationListener, Loadable{
Core.scene.add(menuGroup);
Core.scene.add(hudGroup);
control.input.getFrag().build(hudGroup);
hudfrag.build(hudGroup);
menufrag.build(menuGroup);
chatfrag.container().build(hudGroup);
@ -284,7 +283,7 @@ public class UI implements ApplicationListener, Loadable{
new Dialog(titleText){{
cont.margin(30).add(dtext).padRight(6f);
TextFieldFilter filter = inumeric ? TextFieldFilter.digitsOnly : (f, c) -> true;
TextField field = cont.addField(def, t -> {}).size(170f, 50f).get();
TextField field = cont.addField(def, t -> {}).size(330f, 50f).get();
field.setFilter((f, c) -> field.getText().length() < textLength && filter.acceptChar(f, c));
buttons.defaults().size(120, 54).pad(4);
buttons.addButton("$ok", () -> {
@ -339,6 +338,7 @@ public class UI implements ApplicationListener, Loadable{
}
public void showException(String text, Throwable exc){
loadfrag.hide();
new Dialog(""){{
String message = Strings.getFinalMesage(exc);

View File

@ -272,6 +272,7 @@ public class World{
}
public void removeBlock(Tile tile){
if(tile == null) return;
tile.link().getLinkedTiles(other -> other.setBlock(Blocks.air));
}

View File

@ -150,7 +150,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
menu.cont.addImageTextButton("$editor.publish.workshop", Icon.linkSmall, () -> {
Map builtin = maps.all().find(m -> m.name().equals(editor.getTags().get("name", "").trim()));
if(editor.getTags().containsKey("steamid") && builtin != null && !builtin.custom){
platform.viewMapListing(editor.getTags().get("steamid"));
platform.viewListing(editor.getTags().get("steamid"));
return;
}

View File

@ -46,7 +46,7 @@ public class MapResizeDialog extends FloatingDialog{
buttons.defaults().size(200f, 50f);
buttons.addButton("$cancel", this::hide);
buttons.addButton("$editor.resize", () -> {
buttons.addButton("$ok", () -> {
cons.accept(width, height);
hide();
});

View File

@ -0,0 +1,6 @@
package io.anuke.mindustry.entities;
public enum TargetPriority{
base,
turret
}

View File

@ -87,7 +87,7 @@ public class Units{
if(team == Team.derelict) return null;
for(Team enemy : state.teams.enemiesOf(team)){
TileEntity entity = indexer.findTile(enemy, x, y, range, pred);
TileEntity entity = indexer.findTile(enemy, x, y, range, pred, true);
if(entity != null){
return entity;
}

View File

@ -20,6 +20,10 @@ public class ArtilleryBulletType extends BasicBulletType{
hitSound = Sounds.explosion;
}
public ArtilleryBulletType(){
this(1f, 1f, "shell");
}
@Override
public void update(io.anuke.mindustry.entities.type.Bullet b){
super.update(b);

View File

@ -22,6 +22,11 @@ public class BasicBulletType extends BulletType{
this.bulletSprite = bulletSprite;
}
/** For mods. */
public BasicBulletType(){
this(1f, 1f, "bullet");
}
@Override
public void load(){
backRegion = Core.atlas.find(bulletSprite + "-back");

View File

@ -17,4 +17,8 @@ public class BombBulletType extends BasicBulletType{
collidesAir = false;
hitSound = Sounds.explosion;
}
public BombBulletType(){
this(1f, 1f, "shell");
}
}

View File

@ -19,6 +19,10 @@ public abstract class FlakBulletType extends BasicBulletType{
bulletHeight = 10f;
}
public FlakBulletType(){
this(1f, 1f);
}
@Override
public void update(Bullet b){
super.update(b);

View File

@ -22,6 +22,10 @@ public class HealBulletType extends BulletType{
collidesTeam = true;
}
public HealBulletType(){
this(1f, 1f);
}
@Override
public boolean collides(Bullet b, Tile tile){
return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f;

View File

@ -3,6 +3,7 @@ package io.anuke.mindustry.entities.bullet;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
@ -13,14 +14,17 @@ import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.*;
public class LiquidBulletType extends BulletType{
Liquid liquid;
@NonNull Liquid liquid;
public LiquidBulletType(Liquid liquid){
public LiquidBulletType(@Nullable Liquid liquid){
super(3.5f, 0);
this.liquid = liquid;
if(liquid != null){
this.liquid = liquid;
this.status = liquid.effect;
}
lifetime = 74f;
status = liquid.effect;
statusDuration = 90f;
despawnEffect = Fx.none;
hitEffect = Fx.hitLiquid;
@ -30,13 +34,17 @@ public class LiquidBulletType extends BulletType{
knockback = 0.55f;
}
public LiquidBulletType(){
this(null);
}
@Override
public float range(){
return speed * lifetime / 2f;
}
@Override
public void update(io.anuke.mindustry.entities.type.Bullet b){
public void update(Bullet b){
super.update(b);
if(liquid.canExtinguish()){
@ -50,7 +58,7 @@ public class LiquidBulletType extends BulletType{
}
@Override
public void draw(io.anuke.mindustry.entities.type.Bullet b){
public void draw(Bullet b){
Draw.color(liquid.color, Color.white, b.fout() / 100f);
Fill.circle(b.x, b.y, 0.5f + b.fout() * 2.5f);

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@ -23,6 +23,10 @@ public class MissileBulletType extends BasicBulletType{
hitSound = Sounds.explosion;
}
public MissileBulletType(){
this(1f, 1f, "missile");
}
@Override
public void update(Bullet b){
super.update(b);

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@ -6,8 +6,8 @@ import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.type.*;
@ -188,6 +188,11 @@ public interface BuilderTrait extends Entity, TeamTrait{
/** Add another build requests to the tail of the queue, if it doesn't exist there yet. */
default void addBuildRequest(BuildRequest place){
addBuildRequest(place, true);
}
/** Add another build requests to the queue, if it doesn't exist there yet. */
default void addBuildRequest(BuildRequest place, boolean tail){
for(BuildRequest request : buildQueue()){
if(request.x == place.x && request.y == place.y){
return;
@ -197,7 +202,11 @@ public interface BuilderTrait extends Entity, TeamTrait{
if(tile != null && tile.entity instanceof BuildEntity){
place.progress = tile.<BuildEntity>entity().progress;
}
buildQueue().addLast(place);
if(tail){
buildQueue().addLast(place);
}else{
buildQueue().addFirst(place);
}
}
/**
@ -258,15 +267,19 @@ public interface BuilderTrait extends Entity, TeamTrait{
/** Class for storing build requests. Can be either a place or remove request. */
class BuildRequest{
public final int x, y, rotation;
public final Block block;
public final boolean breaking;
public int x, y, rotation;
public @Nullable Block block;
public boolean breaking;
public boolean hasConfig;
public int config;
public float progress;
public boolean initialized;
//animation variables
public float animScale = 0f;
public float animInvalid;
/** This creates a build request. */
public BuildRequest(int x, int y, int rotation, Block block){
this.x = x;
@ -285,13 +298,42 @@ public interface BuilderTrait extends Entity, TeamTrait{
this.breaking = true;
}
public BuildRequest(){
}
public Rectangle bounds(Rectangle rect){
if(breaking){
return rect.set(-100f, -100f, 0f, 0f);
}else{
return block.bounds(x, y, rect);
}
}
public BuildRequest set(int x, int y, int rotation, Block block){
this.x = x;
this.y = y;
this.rotation = rotation;
this.block = block;
this.breaking = false;
return this;
}
public float drawx(){
return x*tilesize + block.offset();
}
public float drawy(){
return y*tilesize + block.offset();
}
public BuildRequest configure(int config){
this.config = config;
this.hasConfig = true;
return this;
}
public Tile tile(){
public @Nullable Tile tile(){
return world.tile(x, y);
}

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@ -19,9 +19,7 @@ import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.input.InputHandler.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.net.Administration.*;
import io.anuke.mindustry.net.*;
@ -51,7 +49,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
public String name = "noname";
public @Nullable
String uuid, usid;
public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping;
public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping, isBuilding = true;
public float boostHeat, shootHeat, destructTime;
public boolean achievedFlight;
public Color color = new Color();
@ -357,7 +355,13 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
public void drawOver(){
if(dead) return;
drawMechanics();
if(isBuilding()){
if(!state.isPaused() && isBuilding){
drawBuilding();
}
}else{
drawMining();
}
}
@Override
@ -424,57 +428,17 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
/** Draw all current build requests. Does not draw the beam effect, only the positions. */
public void drawBuildRequests(){
BuildRequest last = null;
if(!isLocal) return;
for(BuildRequest request : buildQueue()){
if(request.progress > 0.01f || (buildRequest() == request && request.initialized && (dst(request.x * tilesize, request.y * tilesize) <= placeDistance || state.isEditor()))) continue;
request.animScale = 1f;
if(request.breaking){
Block block = world.ltile(request.x, request.y).block();
//draw removal request
Lines.stroke(2f, Pal.removeBack);
float rad = Mathf.absin(Time.time(), 7f, 1f) + block.size * tilesize / 2f - 1;
Lines.square(
request.x * tilesize + block.offset(),
request.y * tilesize + block.offset() - 1,
rad);
Draw.color(Pal.remove);
Lines.square(
request.x * tilesize + block.offset(),
request.y * tilesize + block.offset(), rad);
control.input.drawBreaking(request);
}else{
Draw.color();
PlaceDraw draw = PlaceDraw.instance;
draw.scalex = 1;
draw.scaley = 1;
draw.rotation = request.rotation;
if(last == null){
request.block.getPlaceDraw(draw, request.rotation, request.x, request.y, request.rotation);
}else{
request.block.getPlaceDraw(draw, request.rotation, last.x - request.x, last.y - request.y, last.rotation);
}
TextureRegion region = draw.region;
Draw.rect(region,
request.x * tilesize + request.block.offset(), request.y * tilesize + request.block.offset(),
region.getWidth() * 1f * Draw.scl * draw.scalex,
region.getHeight() * 1f * Draw.scl * draw.scaley, request.block.rotate ? draw.rotation * 90 : 0);
Draw.color(Pal.accent);
for(int i = 0; i < 4; i++){
Point2 p = Geometry.d8edge[i];
float offset = -Math.max(request.block.size - 1, 0) / 2f * tilesize;
Draw.rect("block-select", request.x * tilesize + request.block.offset() + offset * p.x, request.y * tilesize + request.block.offset() + offset * p.y, i * 90);
}
Draw.color();
last = request;
request.block.drawRequest(request, control.input.allRequests(),
Build.validPlace(getTeam(), request.x, request.y, request.block, request.rotation));
}
}
@ -485,6 +449,18 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
//region update methods
@Override
public void updateMechanics(){
if(isBuilding){
updateBuilding();
}
//mine only when not building
if(buildRequest() == null){
updateMining();
}
}
@Override
public void update(){
hitTime -= Time.delta();
@ -517,7 +493,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
}
BuildRequest request = buildRequest();
if(isBuilding() && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){
if(isBuilding() && isBuilding && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){
loops.play(Sounds.build, request.tile(), 0.75f);
}
@ -817,6 +793,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
placeQueue.clear();
dead = true;
lastText = null;
isBuilding = true;
textFadeTime = 0f;
target = null;
moveTarget = null;
@ -910,7 +887,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
public void write(DataOutput buffer) throws IOException{
super.writeSave(buffer, !isLocal);
TypeIO.writeStringData(buffer, name);
buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3));
buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3)| (Pack.byteValue(isBuilding) << 4));
buffer.writeInt(Color.rgba8888(color));
buffer.writeByte(mech.id);
buffer.writeInt(mining == null ? noSpawner : mining.pos());
@ -932,6 +909,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
dead = (bools & 2) != 0;
boolean boosting = (bools & 4) != 0;
isTyping = (bools & 8) != 0;
boolean building = (bools & 16) != 0;
color.set(buffer.readInt());
mech = content.getByID(ContentType.mech, buffer.readByte());
int mine = buffer.readInt();
@ -950,6 +928,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{
velocity.y = lastvy;
}else{
mining = world.tile(mine);
isBuilding = building;
isBoosting = boosting;
}

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@ -1,16 +1,19 @@
package io.anuke.mindustry.game;
import io.anuke.arc.files.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.*;
import io.anuke.mindustry.mod.Mods.*;
import io.anuke.mindustry.type.ContentType;
import io.anuke.mindustry.type.*;
/** Base class for a content type that is loaded in {@link io.anuke.mindustry.core.ContentLoader}. */
public abstract class Content{
public abstract class Content implements Comparable<Content>{
public final short id;
/** The mod that loaded this piece of content. */
public @Nullable LoadedMod mod;
/** File that this content was loaded from. */
public @Nullable FileHandle sourceFile;
public Content(){
this.id = (short)Vars.content.getBy(getContentType()).size;
@ -34,6 +37,11 @@ public abstract class Content{
public void load(){
}
@Override
public int compareTo(Content c){
return Integer.compare(id, c.id);
}
@Override
public String toString(){
return getContentType().name() + "#" + id;

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@ -61,11 +61,13 @@ public class EventType{
/** Called when a zone's requirements are met. */
public static class ZoneRequireCompleteEvent{
public final Zone zone, required;
public final Zone zoneMet, zoneForMet;
public final Objective objective;
public ZoneRequireCompleteEvent(Zone zone, Zone required){
this.zone = zone;
this.required = required;
public ZoneRequireCompleteEvent(Zone zoneMet, Zone zoneForMet, Objective objective){
this.zoneMet = zoneMet;
this.zoneForMet = zoneForMet;
this.objective = objective;
}
}
@ -130,7 +132,13 @@ public class EventType{
/** Called when a player deposits items to a block.*/
public static class DepositEvent{
public final Tile tile;
public final Player player;
public DepositEvent(Tile tile, Player player){
this.tile = tile;
this.player = player;
}
}
public static class GameOverEvent{

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@ -91,12 +91,17 @@ public class GlobalData{
state.stats.itemsDelivered.getAndIncrement(item, 0, amount);
}
public boolean hasItems(Array<ItemStack> stacks){
return !stacks.contains(s -> items.get(s.item, 0) < s.amount);
}
public boolean hasItems(ItemStack[] stacks){
for(ItemStack stack : stacks){
if(items.get(stack.item, 0) < stack.amount){
if(!has(stack.item, stack.amount)){
return false;
}
}
return true;
}
@ -107,6 +112,13 @@ public class GlobalData{
modified = true;
}
public void removeItems(Array<ItemStack> stacks){
for(ItemStack stack : stacks){
items.getAndIncrement(stack.item, 0, -stack.amount);
}
modified = true;
}
public boolean has(Item item, int amount){
return items.get(item, 0) >= amount;
}
@ -150,6 +162,7 @@ public class GlobalData{
@SuppressWarnings("unchecked")
public void load(){
items.clear();
unlocked = Core.settings.getObject("unlocks", ObjectMap.class, ObjectMap::new);
for(Item item : Vars.content.items()){
items.put(item, Core.settings.getInt("item-" + item.name, 0));

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@ -0,0 +1,27 @@
package io.anuke.mindustry.game;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.type.*;
/** Defines a specific objective for a game. */
public interface Objective{
/** @return whether this objective is met. */
boolean complete();
/** @return the string displayed when this objective is completed, in imperative form.
* e.g. when the objective is 'complete 10 waves', this would display "complete 10 waves".
* If this objective should not be displayed, should return null.*/
@Nullable String display();
/** Build a display for this zone requirement.*/
default void build(Table table){
}
default Zone zone(){
return this instanceof ZoneObjective ? ((ZoneObjective)this).zone : null;
}
}

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@ -0,0 +1,96 @@
package io.anuke.mindustry.game;
import io.anuke.arc.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
/** Holds objective classes. */
public class Objectives{
//TODO
public static class Wave implements Objective{
public int wave;
public Wave(int wave){
this.wave = wave;
}
protected Wave(){}
@Override
public boolean complete(){
return false;
}
@Override
public String display(){
//TODO
return null;
}
}
public static class Unlock implements Objective{
public @NonNull Block block;
public Unlock(Block block){
this.block = block;
}
protected Unlock(){}
@Override
public boolean complete(){
return block.unlocked();
}
@Override
public String display(){
return Core.bundle.format("requirement.unlock", block.localizedName);
}
}
public static class ZoneWave extends ZoneObjective{
public int wave;
public ZoneWave(Zone zone, int wave){
this.zone = zone;
this.wave = wave;
}
protected ZoneWave(){}
@Override
public boolean complete(){
return zone.bestWave() >= wave;
}
@Override
public String display(){
return Core.bundle.format("requirement.wave", wave, zone.localizedName);
}
}
public static class Launched extends ZoneObjective{
public Launched(Zone zone){
this.zone = zone;
}
protected Launched(){}
@Override
public boolean complete(){
return zone.hasLaunched();
}
@Override
public String display(){
return Core.bundle.format("requirement.core", zone.localizedName);
}
}
public abstract static class ZoneObjective implements Objective{
public @NonNull Zone zone;
}
}

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@ -1,11 +1,11 @@
package io.anuke.mindustry.game;
import io.anuke.annotations.Annotations.Serialize;
import io.anuke.arc.collection.Array;
import io.anuke.mindustry.content.Items;
import io.anuke.mindustry.io.JsonIO;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.type.Zone;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.collection.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
/**
* Defines current rules on how the game should function.
@ -69,6 +69,8 @@ public class Rules{
public boolean tutorial = false;
/** Starting items put in cores */
public Array<ItemStack> loadout = Array.with(ItemStack.with(Items.copper, 100));
/** Blocks that cannot be placed. */
public ObjectSet<Block> bannedBlocks = new ObjectSet<>();
/** Copies this ruleset exactly. Not very efficient at all, do not use often. */
public Rules copy(){

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@ -31,7 +31,11 @@ public abstract class UnlockableContent extends MappableContent{
/** Returns a specific content icon, or the region {contentType}-{name} if not found.*/
public TextureRegion icon(Cicon icon){
if(cicons[icon.ordinal()] == null){
cicons[icon.ordinal()] = Core.atlas.find(getContentType().name() + "-" + name + "-" + icon.name(), Core.atlas.find(getContentType().name() + "-" + name + "-full", Core.atlas.find(getContentType().name() + "-" + name, Core.atlas.find(name))));
cicons[icon.ordinal()] = Core.atlas.find(getContentType().name() + "-" + name + "-" + icon.name(),
Core.atlas.find(getContentType().name() + "-" + name + "-full",
Core.atlas.find(getContentType().name() + "-" + name,
Core.atlas.find(name,
Core.atlas.find(name + "1")))));
}
return cicons[icon.ordinal()];
}

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@ -9,12 +9,10 @@ import io.anuke.arc.graphics.glutils.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.type.base.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.Teams.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.Block.*;
import static io.anuke.arc.Core.camera;
import static io.anuke.mindustry.Vars.*;
@ -30,6 +28,7 @@ public class BlockRenderer implements Disposable{
private int lastCamX, lastCamY, lastRangeX, lastRangeY;
private int requestidx = 0;
private int iterateidx = 0;
private float brokenFade = 0f;
private FrameBuffer shadows = new FrameBuffer(2, 2);
private FrameBuffer fog = new FrameBuffer(2, 2);
private Array<Tile> outArray = new Array<>();
@ -125,13 +124,19 @@ public class BlockRenderer implements Disposable{
}
public void drawBroken(){
if(unitGroups[player.getTeam().ordinal()].all().contains(p -> p instanceof BuilderDrone)){
if(control.input.isPlacing() || control.input.isBreaking()){
brokenFade = Mathf.lerpDelta(brokenFade, 1f, 0.1f);
}else{
brokenFade = Mathf.lerpDelta(brokenFade, 0f, 0.1f);
}
if(brokenFade > 0.001f){
for(BrokenBlock block : state.teams.get(player.getTeam()).brokenBlocks){
Block b = content.block(block.block);
if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset(), block.y * tilesize + b.offset()))) continue;
Draw.alpha(0.5f);
Draw.mixcol(Pal.accent, 0.2f + Mathf.absin(5f, 0.2f));
Draw.alpha(0.53f * brokenFade);
Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime(), 6f, 0.2f));
Draw.rect(b.icon(Cicon.full), block.x * tilesize + b.offset(), block.y * tilesize + b.offset(), b.rotate ? block.rotation * 90 : 0f);
}
Draw.reset();
@ -242,28 +247,34 @@ public class BlockRenderer implements Disposable{
}
public void drawBlocks(Layer stopAt){
int startIdx = iterateidx;
for(; iterateidx < requestidx; iterateidx++){
BlockRequest request = requests.get(iterateidx);
if(iterateidx < requests.size && requests.get(iterateidx).layer.ordinal() > stopAt.ordinal()){
if(request.layer.ordinal() > stopAt.ordinal()){
break;
}
BlockRequest req = requests.get(iterateidx);
Block block = req.tile.block();
if(request.layer == Layer.power){
if(iterateidx - startIdx > 0 && request.tile.pos() == requests.get(iterateidx - 1).tile.pos()){
continue;
}
}
if(req.layer == Layer.block){
block.draw(req.tile);
if(req.tile.entity != null && req.tile.entity.damaged()){
block.drawCracks(req.tile);
Block block = request.tile.block();
if(request.layer == Layer.block){
block.draw(request.tile);
if(request.tile.entity != null && request.tile.entity.damaged()){
block.drawCracks(request.tile);
}
if(block.synthetic() && req.tile.getTeam() != player.getTeam()){
block.drawTeam(req.tile);
if(block.synthetic() && request.tile.getTeam() != player.getTeam()){
block.drawTeam(request.tile);
}
}else if(req.layer == block.layer){
block.drawLayer(req.tile);
}else if(req.layer == block.layer2){
block.drawLayer2(req.tile);
}else if(request.layer == block.layer){
block.drawLayer(request.tile);
}else if(request.layer == block.layer2){
block.drawLayer2(request.tile);
}
}
}
@ -328,7 +339,9 @@ public class BlockRenderer implements Disposable{
@Override
public int compareTo(BlockRequest other){
return layer.compareTo(other.layer);
int compare = layer.compareTo(other.layer);
return (compare != 0) ? compare : Integer.compare(tile.pos(), other.tile.pos());
}
@Override

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@ -25,9 +25,9 @@ public class OverlayRenderer{
public void drawBottom(){
InputHandler input = control.input;
if(!input.isDrawing() || player.isDead()) return;
if(player.isDead()) return;
input.drawOutlined();
input.drawBottom();
}
public void drawTop(){

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@ -12,6 +12,8 @@ public enum Binding implements KeyBind{
select(KeyCode.MOUSE_LEFT),
deselect(KeyCode.MOUSE_RIGHT),
break_block(KeyCode.MOUSE_RIGHT),
clear_building(KeyCode.Q),
pause_building(KeyCode.E),
rotate(new Axis(KeyCode.SCROLL)),
rotateplaced(KeyCode.R),
diagonal_placement(KeyCode.CONTROL_LEFT),

View File

@ -5,15 +5,15 @@ import io.anuke.arc.Graphics.*;
import io.anuke.arc.Graphics.Cursor.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.PlaceUtils.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.world.*;
import static io.anuke.arc.Core.scene;
@ -23,101 +23,77 @@ import static io.anuke.mindustry.input.PlaceMode.*;
public class DesktopInput extends InputHandler{
/** Current cursor type. */
private Cursor cursorType = SystemCursor.arrow;
/** Position where the player started dragging a line. */
private int selectX, selectY;
/** Last known line positions.*/
private int lastLineX, lastLineY;
/** Whether selecting mode is active. */
private PlaceMode mode;
/** Animation scale for line. */
private float selectScale;
/** Selected build request for movement. */
private @Nullable BuildRequest sreq;
/** Whether player is currently deleting removal requests. */
private boolean deleting = false;
private int prevX, prevY, prevRotation;
/** Draws a placement icon for a specific block. */
void drawPlace(int x, int y, Block block, int rotation, int prevX, int prevY, int prevRotation){
if(validPlace(x, y, block, rotation)){
block.getPlaceDraw(placeDraw, rotation, prevX, prevY, prevRotation);
Draw.color();
Draw.mixcol(Pal.accent, 0.12f + Mathf.absin(Time.time(), 8f, 0.35f));
Draw.rect(placeDraw.region, x * tilesize + block.offset(), y * tilesize + block.offset(),
placeDraw.region.getWidth() * selectScale * Draw.scl * placeDraw.scalex,
placeDraw.region.getHeight() * selectScale * Draw.scl * placeDraw.scaley,
block.rotate ? placeDraw.rotation * 90 : 0);
Draw.color(Pal.accent);
for(int i = 0; i < 4; i++){
Point2 p = Geometry.d8edge[i];
float offset = -Math.max(block.size - 1, 0) / 2f * tilesize;
if(i % 2 == 0)
Draw.rect("block-select", x * tilesize + block.offset() + offset * p.x, y * tilesize + block.offset() + offset * p.y, i * 90);
}
Draw.color();
Draw.mixcol();
}else{
Draw.color(Pal.removeBack);
Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset() - 1, block.size * tilesize / 2f - 1);
Draw.color(Pal.remove);
Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset(), block.size * tilesize / 2f - 1);
}
@Override
public void buildUI(Group group){
group.fill(t -> {
t.bottom().update(() -> t.getColor().a = Mathf.lerpDelta(t.getColor().a, player.isBuilding() ? 1f : 0f, 0.15f));
t.visible(() -> Core.settings.getBool("hints"));
t.table(Styles.black6, b -> {
b.defaults().left();
b.label(() -> Core.bundle.format(!player.isBuilding ? "resumebuilding" : "pausebuilding", Core.keybinds.get(Binding.pause_building).key.name())).style(Styles.outlineLabel);
b.row();
b.add(Core.bundle.format("cancelbuilding", Core.keybinds.get(Binding.clear_building).key.name())).style(Styles.outlineLabel);
}).margin(10f);
});
}
@Override
public boolean isDrawing(){
return mode != none || block != null;
}
@Override
public void drawOutlined(){
public void drawTop(){
Lines.stroke(1f);
int cursorX = tileX(Core.input.mouseX());
int cursorY = tileY(Core.input.mouseY());
//draw selection(s)
if(mode == placing && block != null){
prevX = selectX;
prevY = selectY;
prevRotation = rotation;
iterateLine(selectX, selectY, cursorX, cursorY, l -> {
if(l.last && block.rotate){
drawArrow(block, l.x, l.y, l.rotation);
}
drawPlace(l.x, l.y, block, l.rotation, prevX - l.x, prevY - l.y, prevRotation);
prevX = l.x;
prevY = l.y;
prevRotation = l.rotation;
});
}else if(mode == breaking){
NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, selectX, selectY, cursorX, cursorY, false, maxLength, 1f);
NormalizeResult dresult = PlaceUtils.normalizeArea(selectX, selectY, cursorX, cursorY, rotation, false, maxLength);
for(int x = dresult.x; x <= dresult.x2; x++){
for(int y = dresult.y; y <= dresult.y2; y++){
Tile tile = world.ltile(x, y);
if(tile == null || !validBreak(tile.x, tile.y)) continue;
Draw.color(Pal.removeBack);
Lines.square(tile.drawx(), tile.drawy() - 1, tile.block().size * tilesize / 2f - 1);
Draw.color(Pal.remove);
Lines.square(tile.drawx(), tile.drawy(), tile.block().size * tilesize / 2f - 1);
for(int i = 0; i < lineRequests.size; i++){
BuildRequest req = lineRequests.get(i);
if(i == lineRequests.size - 1 && req.block.rotate){
drawArrow(block, req.x, req.y, req.rotation);
}
drawRequest(lineRequests.get(i));
}
Draw.color(Pal.removeBack);
Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y);
Draw.color(Pal.remove);
Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
}else if(mode == breaking){
drawSelection(selectX, selectY, cursorX, cursorY);
}else if(isPlacing()){
if(block.rotate){
drawArrow(block, cursorX, cursorY, rotation);
}
drawPlace(cursorX, cursorY, block, rotation, cursorX, cursorY, rotation);
Draw.color();
drawRequest(cursorX, cursorY, block, rotation);
block.drawPlace(cursorX, cursorY, rotation, validPlace(cursorX, cursorY, block, rotation));
}
if(mode == none && !isPlacing()){
BuildRequest req = getRequest(cursorX, cursorY);
if(req != null){
drawSelected(req.x, req.y, req.breaking ? req.tile().block() : req.block, Pal.accent);
}
}
if(sreq != null){
boolean valid = validPlace(sreq.x, sreq.y, sreq.block, sreq.rotation, sreq);
if(sreq.block.rotate){
drawArrow(sreq.block, sreq.x, sreq.y, sreq.rotation, valid);
}
sreq.block.drawRequest(sreq, allRequests(), valid);
drawSelected(sreq.x, sreq.y, sreq.block, getRequest(sreq.x, sreq.y, sreq.block.size, sreq) != null ? Pal.remove : Pal.accent);
}
Draw.reset();
}
@ -171,6 +147,14 @@ public class DesktopInput extends InputHandler{
rotation = Mathf.mod(rotation + (int)Core.input.axisTap(Binding.rotate), 4);
if(sreq != null){
sreq.rotation = Mathf.mod(sreq.rotation + (int)Core.input.axisTap(Binding.rotate), 4);
}
if(Math.abs((int)Core.input.axisTap(Binding.rotate)) > 0 && isPlacing() && mode == placing){
updateLine(selectX, selectY);
}
Tile cursor = tileAt(Core.input.mouseX(), Core.input.mouseY());
if(cursor != null){
@ -186,6 +170,10 @@ public class DesktopInput extends InputHandler{
cursorType = ui.drillCursor;
}
if(getRequest(cursor.x, cursor.y) != null && mode == none){
cursorType = SystemCursor.hand;
}
if(canTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y)){
cursorType = ui.unloadCursor;
}
@ -202,6 +190,11 @@ public class DesktopInput extends InputHandler{
cursorType = SystemCursor.arrow;
}
@Override
public boolean isBreaking(){
return mode == breaking;
}
void pollInput(){
Tile selected = tileAt(Core.input.mouseX(), Core.input.mouseY());
int cursorX = tileX(Core.input.mouseX());
@ -211,11 +204,46 @@ public class DesktopInput extends InputHandler{
player.setMineTile(null);
}
if(Core.input.keyTap(Binding.clear_building)){
player.clearBuilding();
}
if(sreq != null){
float offset = ((sreq.block.size + 2) % 2) * tilesize / 2f;
float x = Core.input.mouseWorld().x + offset;
float y = Core.input.mouseWorld().y + offset;
sreq.x = (int)(x / tilesize);
sreq.y = (int)(y / tilesize);
}
if(block == null || mode != placing){
lineRequests.clear();
}
if(Core.input.keyTap(Binding.pause_building)){
player.isBuilding = !player.isBuilding;
}
if((cursorX != lastLineX || cursorY != lastLineY) && isPlacing() && mode == placing){
updateLine(selectX, selectY);
lastLineX = cursorX;
lastLineY = cursorY;
}
if(Core.input.keyTap(Binding.select) && !Core.scene.hasMouse()){
BuildRequest req = getRequest(cursorX, cursorY);
if(isPlacing()){
selectX = cursorX;
selectY = cursorY;
lastLineX = cursorX;
lastLineY = cursorY;
mode = placing;
updateLine(selectX, selectY);
}else if(req != null && !req.breaking && mode == none && !req.initialized){
sreq = req;
}else if(req != null && req.breaking){
deleting = true;
}else if(selected != null){
//only begin shooting if there's no cursor event
if(!tileTapped(selected) && !tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && player.buildQueue().size == 0 && !droppingItem &&
@ -225,23 +253,28 @@ public class DesktopInput extends InputHandler{
}else if(!ui.chatfrag.chatOpen()){ //if it's out of bounds, shooting is just fine
player.isShooting = true;
}
}else if(Core.input.keyTap(Binding.deselect) && (block != null || mode != none || player.isBuilding()) &&
!(player.buildRequest() != null && player.buildRequest().breaking && Core.keybinds.get(Binding.deselect) == Core.keybinds.get(Binding.break_block))){
if(block == null){
player.clearBuilding();
}
}else if(Core.input.keyTap(Binding.deselect) && block != null){
block = null;
mode = none;
}else if(Core.input.keyTap(Binding.break_block) && !Core.scene.hasMouse()){
//is recalculated because setting the mode to breaking removes potential multiblock cursor offset
deleting = false;
mode = breaking;
selectX = tileX(Core.input.mouseX());
selectY = tileY(Core.input.mouseY());
}
if (mode == placing && block != null){
if (!overrideLineRotation && !Core.input.keyDown(Binding.diagonal_placement) && (selectX != cursorX || selectY != cursorY) && ((int) Core.input.axisTap(Binding.rotate) != 0)){
if(Core.input.keyDown(Binding.select) && mode == none && !isPlacing() && deleting){
BuildRequest req = getRequest(cursorX, cursorY);
if(req != null && req.breaking){
player.buildQueue().remove(req);
}
}else{
deleting = false;
}
if(mode == placing && block != null){
if(!overrideLineRotation && !Core.input.keyDown(Binding.diagonal_placement) && (selectX != cursorX || selectY != cursorY) && ((int) Core.input.axisTap(Binding.rotate) != 0)){
rotation = ((int)((Angles.angle(selectX, selectY, cursorX, cursorY) + 45) / 90f)) % 4;
overrideLineRotation = true;
}
@ -252,27 +285,24 @@ public class DesktopInput extends InputHandler{
if(Core.input.keyRelease(Binding.break_block) || Core.input.keyRelease(Binding.select)){
if(mode == placing && block != null){ //touch up while placing, place everything in selection
iterateLine(selectX, selectY, cursorX, cursorY, l -> {
rotation = l.rotation;
tryPlaceBlock(l.x, l.y);
});
flushRequests(lineRequests);
lineRequests.clear();
Events.fire(new LineConfirmEvent());
}else if(mode == breaking){ //touch up while breaking, break everything in selection
NormalizeResult result = PlaceUtils.normalizeArea(selectX, selectY, cursorX, cursorY, rotation, false, maxLength);
for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){
for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){
int wx = selectX + x * Mathf.sign(cursorX - selectX);
int wy = selectY + y * Mathf.sign(cursorY - selectY);
tryBreakBlock(wx, wy);
}
}
removeSelection(selectX, selectY, cursorX, cursorY);
}
if(selected != null){
tryDropItems(selected.link(), Core.input.mouseWorld().x, Core.input.mouseWorld().y);
}
if(sreq != null){
if(getRequest(sreq.x, sreq.y, sreq.block.size, sreq) != null){
player.buildQueue().remove(sreq, true);
}
sreq = null;
}
mode = none;
}
}
@ -298,6 +328,7 @@ public class DesktopInput extends InputHandler{
droppingItem = false;
mode = none;
block = null;
sreq = null;
}
}
}

View File

@ -7,8 +7,11 @@ import io.anuke.arc.function.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.input.GestureDetector.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
@ -17,21 +20,26 @@ import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.Teams.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.PlaceUtils.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.fragments.*;
import io.anuke.mindustry.world.*;
import java.util.*;
import static io.anuke.mindustry.Vars.*;
public abstract class InputHandler implements InputProcessor{
public abstract class InputHandler implements InputProcessor, GestureListener{
/** Used for dropping items. */
final static float playerSelectRange = mobile ? 17f : 11f;
/** Maximum line length. */
final static int maxLength = 100;
final static Vector2 stackTrns = new Vector2();
final static Rectangle r1 = new Rectangle(), r2 = new Rectangle();
/** Distance on the back from where items originate. */
final static float backTrns = 3f;
@ -41,9 +49,14 @@ public abstract class InputHandler implements InputProcessor{
public boolean overrideLineRotation;
public int rotation;
public boolean droppingItem;
public Group uiGroup;
protected PlaceDraw placeDraw = new PlaceDraw();
private PlaceLine line = new PlaceLine();
protected GestureDetector detector;
protected PlaceLine line = new PlaceLine();
protected BuildRequest resultreq;
protected BuildRequest brequest = new BuildRequest();
protected Array<BuildRequest> lineRequests = new Array<>();
protected Array<BuildRequest> selectRequests = new Array<>();
//methods to override
@ -92,7 +105,7 @@ public abstract class InputHandler implements InputProcessor{
int[] remaining = {accepted, accepted};
Block block = tile.block();
Events.fire(new DepositEvent());
Core.app.post(() -> Events.fire(new DepositEvent(tile, player)));
for(int i = 0; i < sent; i++){
boolean end = i == sent - 1;
@ -134,6 +147,14 @@ public abstract class InputHandler implements InputProcessor{
tile.block().configured(tile, player, value);
}
public Eachable<BuildRequest> allRequests(){
return cons -> {
for(BuildRequest request : player.buildQueue()) cons.accept(request);
for(BuildRequest request : selectRequests) cons.accept(request);
for(BuildRequest request : lineRequests) cons.accept(request);
};
}
public OverlayFragment getFrag(){
return frag;
}
@ -150,7 +171,11 @@ public abstract class InputHandler implements InputProcessor{
return Core.input.mouseY();
}
public void buildUI(Table table){
public void buildPlacementUI(Table table){
}
public void buildUI(Group group){
}
@ -158,7 +183,7 @@ public abstract class InputHandler implements InputProcessor{
}
public void drawOutlined(){
public void drawBottom(){
}
@ -166,8 +191,217 @@ public abstract class InputHandler implements InputProcessor{
}
public boolean isDrawing(){
return false;
public void drawSelected(int x, int y, Block block, Color color){
Draw.color(color);
for(int i = 0; i < 4; i++){
Point2 p = Geometry.d8edge[i];
float offset = -Math.max(block.size - 1, 0) / 2f * tilesize;
Draw.rect("block-select",
x*tilesize + block.offset() + offset * p.x,
y*tilesize + block.offset() + offset * p.y, i * 90);
}
Draw.reset();
}
public void drawBreaking(BuildRequest request){
if(request.breaking){
drawBreaking(request.x, request.y);
}else{
drawSelected(request.x, request.y, request.tile().block(), Pal.remove);
}
}
public void drawBreaking(int x, int y){
Tile tile = world.ltile(x, y);
if(tile == null) return;
Block block = tile.block();
drawSelected(x, y, block, Pal.remove);
}
/** Returns the selection request that overlaps this position, or null. */
protected BuildRequest getRequest(int x, int y){
return getRequest(x, y, 1, null);
}
/** Returns the selection request that overlaps this position, or null. */
protected BuildRequest getRequest(int x, int y, int size, BuildRequest skip){
float offset = ((size + 1) % 2) * tilesize / 2f;
r2.setSize(tilesize * size);
r2.setCenter(x * tilesize + offset, y * tilesize + offset);
resultreq = null;
Predicate<BuildRequest> test = req -> {
if(req == skip) return false;
Tile other = req.tile();
if(other == null) return false;
if(!req.breaking){
r1.setSize(req.block.size * tilesize);
r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset());
}else{
r1.setSize(other.block().size * tilesize);
r1.setCenter(other.worldx() + other.block().offset(), other.worldy() + other.block().offset());
}
return r2.overlaps(r1);
};
for(BuildRequest req : player.buildQueue()){
if(test.test(req)) return req;
}
for(BuildRequest req : selectRequests){
if(test.test(req)) return req;
}
return null;
}
protected void drawSelection(int x1, int y1, int x2, int y2){
NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, x1, y1, x2, y2, false, maxLength, 1f);
NormalizeResult dresult = PlaceUtils.normalizeArea(x1, y1, x2, y2, rotation, false, maxLength);
for(int x = dresult.x; x <= dresult.x2; x++){
for(int y = dresult.y; y <= dresult.y2; y++){
Tile tile = world.ltile(x, y);
if(tile == null || !validBreak(tile.x, tile.y)) continue;
drawBreaking(tile.x, tile.y);
}
}
Tmp.r1.set(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
Draw.color(Pal.remove);
Lines.stroke(1f);
for(BuildRequest req : player.buildQueue()){
if(req.breaking) continue;
if(req.bounds(Tmp.r2).overlaps(Tmp.r1)){
drawBreaking(req);
}
}
/*
for(BuildRequest req : selectRequests){
if(req.breaking) continue;
if(req.bounds(Tmp.r2).overlaps(Tmp.r1)){
drawBreaking(req);
}
}*/
for(BrokenBlock req : state.teams.get(player.getTeam()).brokenBlocks){
Block block = content.block(req.block);
if(block.bounds(req.x, req.y, Tmp.r2).overlaps(Tmp.r1)){
drawSelected(req.x, req.y, content.block(req.block), Pal.remove);
}
}
Lines.stroke(2f);
Draw.color(Pal.removeBack);
Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y);
Draw.color(Pal.remove);
Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
}
protected void flushSelectRequests(Array<BuildRequest> requests){
for(BuildRequest req : requests){
if(req.block != null && validPlace(req.x, req.y, req.block, req.rotation)){
selectRequests.add(req);
}
}
}
protected void flushRequests(Array<BuildRequest> requests){
for(BuildRequest req : requests){
if(req.block != null && validPlace(req.x, req.y, req.block, req.rotation)){
player.addBuildRequest(req);
}
}
}
protected void drawRequest(BuildRequest request){
drawRequest(request.x, request.y, request.block, request.rotation);
}
/** Draws a placement icon for a specific block. */
protected void drawRequest(int x, int y, Block block, int rotation){
brequest.set(x, y, rotation, block);
brequest.animScale = 1f;
block.drawRequest(brequest, allRequests(), validPlace(x, y, block, rotation));
}
/** Remove everything from the queue in a selection. */
protected void removeSelection(int x1, int y1, int x2, int y2){
removeSelection(x1, y1, x2, y2, false);
}
/** Remove everything from the queue in a selection. */
protected void removeSelection(int x1, int y1, int x2, int y2, boolean flush){
NormalizeResult result = PlaceUtils.normalizeArea(x1, y1, x2, y2, rotation, false, maxLength);
for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){
for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){
int wx = x1 + x * Mathf.sign(x2 - x1);
int wy = y1 + y * Mathf.sign(y2 - y1);
Tile tile = world.ltile(wx, wy);
if(tile == null) continue;
if(!flush){
tryBreakBlock(wx, wy);
}else if(validBreak(tile.x, tile.y) && !selectRequests.contains(r -> r.tile() != null && r.tile().link() == tile)){
selectRequests.add(new BuildRequest(tile.x, tile.y));
}
}
}
//remove build requests
Tmp.r1.set(result.x * tilesize, result.y * tilesize, (result.x2 - result.x) * tilesize, (result.y2 - result.y) * tilesize);
Iterator<BuildRequest> it = player.buildQueue().iterator();
while(it.hasNext()){
BuildRequest req = it.next();
if(!req.breaking && req.bounds(Tmp.r2).overlaps(Tmp.r1)){
it.remove();
}
}
/*
it = selectRequests.iterator();
while(it.hasNext()){
BuildRequest req = it.next();
if(!req.breaking && req.bounds(Tmp.r2).overlaps(Tmp.r1)){
it.remove();
}
}*/
//remove blocks to rebuild
Iterator<BrokenBlock> broken = state.teams.get(player.getTeam()).brokenBlocks.iterator();
while(broken.hasNext()){
BrokenBlock req = broken.next();
Block block = content.block(req.block);
if(block.bounds(req.x, req.y, Tmp.r2).overlaps(Tmp.r1)){
broken.remove();
}
}
}
protected void updateLine(int x1, int y1, int x2, int y2){
lineRequests.clear();
iterateLine(x1, y1, x2, y2, l -> {
rotation = l.rotation;
BuildRequest req = new BuildRequest(l.x, l.y, l.rotation, block);
req.animScale = 1f;
lineRequests.add(req);
});
}
protected void updateLine(int x1, int y1){
updateLine(x1, y1, tileX(getMouseX()), tileY(getMouseY()));
}
/** Handles tile tap events that are not platform specific. */
@ -214,12 +448,13 @@ public abstract class InputHandler implements InputProcessor{
}
}
/*
//clear when the player taps on something else
if(!consumed && !mobile && player.isBuilding() && block == null){
player.clearBuilding();
//player.clearBuilding();
block = null;
return true;
}
}*/
if(!showedInventory){
frag.inv.hide();
@ -288,6 +523,10 @@ public abstract class InputHandler implements InputProcessor{
return block != null;
}
public boolean isBreaking(){
return false;
}
public float mouseAngle(float x, float y){
return Core.input.mouseWorld(getMouseX(), getMouseY()).sub(x, y).angle();
}
@ -301,16 +540,36 @@ public abstract class InputHandler implements InputProcessor{
table.clear();
}
}
if(detector != null){
Core.input.removeProcessor(detector);
}
if(uiGroup != null){
uiGroup.remove();
uiGroup = null;
}
}
public void add(){
Core.input.addProcessor(detector = new GestureDetector(20, 0.5f, 0.4f, 0.15f, this));
Core.input.addProcessor(this);
if(Core.scene != null){
Table table = (Table)Core.scene.find("inputTable");
if(table != null){
table.clear();
buildUI(table);
buildPlacementUI(table);
}
uiGroup = new WidgetGroup();
uiGroup.touchable(Touchable.childrenOnly);
uiGroup.setFillParent(true);
ui.hudGroup.addChild(uiGroup);
buildUI(uiGroup);
frag.add();
}
if(player != null){
player.isBuilding = true;
}
}
@ -356,6 +615,15 @@ public abstract class InputHandler implements InputProcessor{
}
public boolean validPlace(int x, int y, Block type, int rotation){
return validPlace(x, y, type, rotation, null);
}
public boolean validPlace(int x, int y, Block type, int rotation, BuildRequest ignore){
for(BuildRequest req : player.buildQueue()){
if(req != ignore && !req.breaking && req.block.bounds(req.x, req.y, Tmp.r1).overlaps(type.bounds(x, y, Tmp.r2))){
return false;
}
}
return Build.validPlace(player.getTeam(), x, y, type, rotation);
}
@ -407,8 +675,8 @@ public abstract class InputHandler implements InputProcessor{
float angle = Angles.angle(startX, startY, endX, endY);
int baseRotation = rotation;
if (!overrideLineRotation || diagonal){
baseRotation = (startX == endX && startY == endY) ? rotation : ((int)((angle + 45) / 90f)) % 4;
if(!overrideLineRotation || diagonal){
baseRotation = (startX == endX && startY == endY) ? rotation : ((int)((angle + 45) / 90f)) % 4;
}
Tmp.r3.set(-1, -1, 0, 0);
@ -423,7 +691,7 @@ public abstract class InputHandler implements InputProcessor{
Point2 next = i == points.size - 1 ? null : points.get(i + 1);
line.x = point.x;
line.y = point.y;
if (!overrideLineRotation || diagonal){
if(!overrideLineRotation || diagonal){
line.rotation = next != null ? Tile.relativeTo(point.x, point.y, next.x, next.y) : baseRotation;
}else{
line.rotation = rotation;
@ -435,13 +703,6 @@ public abstract class InputHandler implements InputProcessor{
}
}
public static class PlaceDraw{
public int rotation, scalex, scaley;
public TextureRegion region;
public static final PlaceDraw instance = new PlaceDraw();
}
class PlaceLine{
public int x, y, rotation;
public boolean last;

View File

@ -2,12 +2,12 @@ package io.anuke.mindustry.input;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.input.GestureDetector.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
@ -19,7 +19,6 @@ import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.PlaceUtils.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.world.*;
@ -29,17 +28,15 @@ import static io.anuke.mindustry.input.PlaceMode.*;
public class MobileInput extends InputHandler implements GestureListener{
/** Maximum speed the player can pan. */
private static final float maxPanSpeed = 1.3f;
private static Rectangle r1 = new Rectangle(), r2 = new Rectangle();
/** Distance to edge of screen to start panning. */
private final float edgePan = Scl.scl(60f);
//gesture data
private Vector2 vector = new Vector2();
private float lastZoom = -1;
private GestureDetector detector;
/** Position where the player started dragging a line. */
private int lineStartX, lineStartY;
private int lineStartX, lineStartY, lastLineX, lastLineY;
/** Animation scale for line. */
private float lineScale;
@ -49,10 +46,8 @@ public class MobileInput extends InputHandler implements GestureListener{
/** Used for shifting build requests. */
private float shiftDeltaX, shiftDeltaY;
/** List of currently selected tiles to place. */
private Array<PlaceRequest> selection = new Array<>();
/** Place requests to be removed. */
private Array<PlaceRequest> removals = new Array<>();
private Array<BuildRequest> removals = new Array<>();
/** Whether or not the player is currently shifting all placed tiles. */
private boolean selecting;
/** Whether the player is currently in line-place mode. */
@ -62,9 +57,9 @@ public class MobileInput extends InputHandler implements GestureListener{
/** Whether no recipe was available when switching to break mode. */
private Block lastBlock;
/** Last placed request. Used for drawing block overlay. */
private PlaceRequest lastPlaced;
private int prevX, prevY, prevRotation;
private BuildRequest lastPlaced;
/** Down tracking for panning.*/
private boolean down = false;
//region utility methods
@ -99,10 +94,10 @@ public class MobileInput extends InputHandler implements GestureListener{
r2.setSize(block.size * tilesize);
r2.setCenter(x * tilesize + block.offset(), y * tilesize + block.offset());
for(PlaceRequest req : selection){
for(BuildRequest req : selectRequests){
Tile other = req.tile();
if(other == null || req.remove) continue;
if(other == null || req.breaking) continue;
r1.setSize(req.block.size * tilesize);
r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset());
@ -128,16 +123,16 @@ public class MobileInput extends InputHandler implements GestureListener{
}
/** Returns the selection request that overlaps this tile, or null. */
PlaceRequest getRequest(Tile tile){
BuildRequest getRequest(Tile tile){
r2.setSize(tilesize);
r2.setCenter(tile.worldx(), tile.worldy());
for(PlaceRequest req : selection){
for(BuildRequest req : selectRequests){
Tile other = req.tile();
if(other == null) continue;
if(!req.remove){
if(!req.breaking){
r1.setSize(req.block.size * tilesize);
r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset());
@ -156,8 +151,8 @@ public class MobileInput extends InputHandler implements GestureListener{
return null;
}
void removeRequest(PlaceRequest request){
selection.removeValue(request, true);
void removeRequest(BuildRequest request){
selectRequests.removeValue(request, true);
removals.add(request);
}
@ -172,80 +167,8 @@ public class MobileInput extends InputHandler implements GestureListener{
//endregion
//region UI and drawing
void drawRequest(PlaceRequest request, PlaceRequest prev){
Tile tile = request.tile();
if(!request.remove){
if(prev != null){
request.block.getPlaceDraw(placeDraw, request.rotation, prev.x - request.x, prev.y - request.y, prev.rotation);
}else{
request.block.getPlaceDraw(placeDraw, request.rotation, 0, 0, request.rotation);
}
//draw placing request
float offset = request.block.offset();
TextureRegion region = placeDraw.region;
Draw.mixcol(Pal.accent, Mathf.clamp((1f - request.scale) / 0.5f + 0.12f + Mathf.absin(Time.time(), 8f, 0.35f)));
Draw.tint(Color.white, Pal.breakInvalid, request.redness);
Draw.rect(region, tile.worldx() + offset, tile.worldy() + offset,
region.getWidth() * request.scale * Draw.scl * placeDraw.scalex,
region.getHeight() * request.scale * Draw.scl * placeDraw.scaley,
request.block.rotate ? placeDraw.rotation * 90 : 0);
Draw.mixcol(Pal.accent, 1f);
for(int i = 0; i < 4; i++){
Point2 p = Geometry.d8edge[i];
float poffset = -Math.max(request.block.size - 1, 0) / 2f * tilesize;
TextureRegion find = Core.atlas.find("block-select");
if(i % 2 == 0)
Draw.rect("block-select", request.tile().x * tilesize + request.block.offset() + poffset * p.x, request.tile().y * tilesize + request.block.offset() + poffset * p.y,
find.getWidth() * Draw.scl * request.scale, find.getHeight() * Draw.scl * request.scale, i * 90);
}
Draw.color();
}else{
float rad = Math.max((tile.block().size * tilesize / 2f - 1) * request.scale, 1f);
if(rad <= 1.01f) return;
Draw.mixcol();
//draw removing request
Draw.tint(Pal.removeBack);
Lines.square(tile.drawx(), tile.drawy() - 1, rad);
Draw.tint(Pal.remove);
Lines.square(tile.drawx(), tile.drawy(), rad);
}
}
/** Draws a placement icon for a specific block. */
void drawPlace(int x, int y, Block block, int rotation, int prevX, int prevY, int prevRotation){
if(validPlace(x, y, block, rotation) && !checkOverlapPlacement(x, y, block)){
block.getPlaceDraw(placeDraw, rotation, prevX, prevY, prevRotation);
Draw.color();
Draw.rect(placeDraw.region, x * tilesize + block.offset(), y * tilesize + block.offset(),
placeDraw.region.getWidth() * Draw.scl * placeDraw.scalex,
placeDraw.region.getHeight() * Draw.scl * placeDraw.scaley,
block.rotate ? placeDraw.rotation * 90 : 0);
Draw.color(Pal.accent);
for(int i = 0; i < 4; i++){
Point2 p = Geometry.d8edge[i];
float offset = -Math.max(block.size - 1, 0) / 2f * tilesize;
if(i % 2 == 0)
Draw.rect("block-select", x * tilesize + block.offset() + offset * p.x, y * tilesize + block.offset() + offset * p.y, i * 90);
}
Draw.color();
}else{
Draw.color(Pal.removeBack);
Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset() - 1, block.size * tilesize / 2f - 1);
Draw.color(Pal.remove);
Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset(), block.size * tilesize / 2f - 1);
}
}
@Override
public void buildUI(Table table){
public void buildPlacementUI(Table table){
table.addImage().color(Pal.gray).height(4f).colspan(4).growX();
table.row();
table.left().margin(0f).defaults().size(48f);
@ -267,12 +190,12 @@ public class MobileInput extends InputHandler implements GestureListener{
//confirm button
table.addImageButton(Icon.checkSmall, Styles.clearPartiali, () -> {
for(PlaceRequest request : selection){
for(BuildRequest request : selectRequests){
Tile tile = request.tile();
//actually place/break all selected blocks
if(tile != null){
if(!request.remove){
if(!request.breaking){
rotation = request.rotation;
Block before = block;
block = request.block;
@ -285,25 +208,23 @@ public class MobileInput extends InputHandler implements GestureListener{
}
//move all current requests to removal array so they fade out
removals.addAll(selection);
selection.clear();
removals.addAll(selectRequests.find(r -> !r.breaking));
selectRequests.clear();
selecting = false;
}).visible(() -> !selection.isEmpty()).name("confirmplace");
Core.scene.table(t -> {
t.setName("cancelMobile");
t.bottom().left().visible(() -> (player.isBuilding() || block != null || mode == breaking) && !state.is(State.menu));
t.addImageTextButton("$cancel", Icon.cancelSmall, () -> {
player.clearBuilding();
mode = none;
block = null;
}).width(155f);
});
}).visible(() -> !selectRequests.isEmpty()).name("confirmplace");
}
@Override
public boolean isDrawing(){
return selection.size > 0 || removals.size > 0 || lineMode || player.target != null || mode != PlaceMode.none;
public void buildUI(Group group){
group.fill(t -> {
t.bottom().left().visible(() -> (player.isBuilding() || block != null || mode == breaking || !selectRequests.isEmpty()) && !state.is(State.menu));
t.addImageTextButton("$cancel", Icon.cancelSmall, () -> {
player.clearBuilding();
selectRequests.clear();
mode = none;
block = null;
}).width(155f);
});
}
@Override
@ -312,55 +233,58 @@ public class MobileInput extends InputHandler implements GestureListener{
}
@Override
public void drawOutlined(){
public void drawBottom(){
Lines.stroke(1f);
//draw removals
for(PlaceRequest request : removals){
for(BuildRequest request : removals){
Tile tile = request.tile();
if(tile == null) continue;
request.scale = Mathf.lerpDelta(request.scale, 0f, 0.2f);
request.redness = Mathf.lerpDelta(request.redness, 0f, 0.2f);
request.animScale = Mathf.lerpDelta(request.animScale, 0f, 0.2f);
request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0f, 0.2f);
drawRequest(request, null);
if(request.breaking){
drawSelected(request.x, request.y, tile.block(), Pal.remove);
}else{
request.block.drawRequest(request, allRequests(), true);
}
//TODO
//drawRequest(request);
}
PlaceRequest last = null;
//draw list of requests
for(PlaceRequest request : selection){
for(BuildRequest request : selectRequests){
Tile tile = request.tile();
if(tile == null) continue;
if((!request.remove && validPlace(tile.x, tile.y, request.block, request.rotation))
|| (request.remove && validBreak(tile.x, tile.y))){
request.scale = Mathf.lerpDelta(request.scale, 1f, 0.2f);
request.redness = Mathf.lerpDelta(request.redness, 0f, 0.2f);
if((!request.breaking && validPlace(tile.x, tile.y, request.block, request.rotation))
|| (request.breaking && validBreak(tile.x, tile.y))){
request.animScale = Mathf.lerpDelta(request.animScale, 1f, 0.2f);
request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0f, 0.2f);
}else{
request.scale = Mathf.lerpDelta(request.scale, 0.6f, 0.1f);
request.redness = Mathf.lerpDelta(request.redness, 0.9f, 0.2f);
request.animScale = Mathf.lerpDelta(request.animScale, 0.6f, 0.1f);
request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0.9f, 0.2f);
}
Tmp.c1.set(Draw.getMixColor());
if(!request.remove && request == lastPlaced && request.block != null){
if(!request.breaking && request == lastPlaced && request.block != null){
Draw.mixcol();
if(request.block.rotate) drawArrow(request.block, tile.x, tile.y, request.rotation);
}
Draw.mixcol(Tmp.c1, 1f);
drawRequest(request, last);
//Draw.mixcol(Tmp.c1, 1f);
Draw.reset();
drawRequest(request);
//draw last placed request
if(!request.remove && request == lastPlaced && request.block != null){
if(!request.breaking && request == lastPlaced && request.block != null){
Draw.mixcol();
request.block.drawPlace(tile.x, tile.y, rotation, validPlace(tile.x, tile.y, request.block, rotation));
}
last = request;
}
Draw.mixcol();
@ -373,46 +297,16 @@ public class MobileInput extends InputHandler implements GestureListener{
if(mode == placing && block != null){
//draw placing
prevX = lineStartX;
prevY = lineStartY;
prevRotation = rotation;
iterateLine(lineStartX, lineStartY, tileX, tileY, l -> {
if(l.last && block.rotate){
drawArrow(block, l.x, l.y, l.rotation);
}
drawPlace(l.x, l.y, block, l.rotation, prevX - l.x, prevY - l.y, prevRotation);
rotation = l.rotation;
prevX = l.x;
prevY = l.y;
prevRotation = l.rotation;
});
}else if(mode == breaking){
//draw breaking
NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, lineStartX, lineStartY, tileX, tileY, false, maxLength, 1f);
NormalizeResult dresult = PlaceUtils.normalizeArea(lineStartX, lineStartY, tileX, tileY, rotation, false, maxLength);
for(int x = dresult.x; x <= dresult.x2; x++){
for(int y = dresult.y; y <= dresult.y2; y++){
Tile other = world.ltile(x, y);
if(other == null || !validBreak(other.x, other.y)) continue;
Draw.color(Pal.removeBack);
Lines.square(other.drawx(), other.drawy() - 1, other.block().size * tilesize / 2f - 1);
Draw.color(Pal.remove);
Lines.square(other.drawx(), other.drawy(), other.block().size * tilesize / 2f - 1);
for(int i = 0; i < lineRequests.size; i++){
BuildRequest req = lineRequests.get(i);
if(i == lineRequests.size - 1 && req.block.rotate){
drawArrow(block, req.x, req.y, req.rotation);
}
drawRequest(lineRequests.get(i));
}
Draw.color(Pal.removeBack);
Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y);
Draw.color(Pal.remove);
Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y);
}else if(mode == breaking){
drawSelection(lineStartX, lineStartY, tileX, tileY);
}
}
TargetTrait target = player.target;
@ -438,31 +332,33 @@ public class MobileInput extends InputHandler implements GestureListener{
Draw.reset();
}
@Override
protected void drawRequest(BuildRequest request){
if(request.tile() == null) return;
brequest.animScale = request.animScale = Mathf.lerpDelta(request.animScale, 1f, 0.1f);
if(request.breaking){
drawSelected(request.x, request.y, request.tile().block(), Pal.remove);
}else{
drawRequest(request.x, request.y, request.block, request.rotation);
drawSelected(request.x, request.y, request.block, Pal.accent);
}
}
//endregion
//region input events
@Override
public void add(){
Core.input.addProcessor(detector = new GestureDetector(20, 0.5f, 0.4f, 0.15f, this));
super.add();
}
@Override
public void remove(){
super.remove();
if(detector != null){
Core.input.removeProcessor(detector);
}
if(Core.scene != null && Core.scene.find("cancelMobile") != null){
Core.scene.find("cancelMobile").remove();
}
public boolean isBreaking(){
return mode == breaking;
}
@Override
public boolean touchDown(int screenX, int screenY, int pointer, KeyCode button){
if(state.is(State.menu) || player.isDead()) return false;
down = true;
//get tile on cursor
Tile cursor = tileAt(screenX, screenY);
@ -489,44 +385,20 @@ public class MobileInput extends InputHandler implements GestureListener{
public boolean touchUp(int screenX, int screenY, int pointer, KeyCode button){
lastZoom = renderer.getScale();
if(!Core.input.isTouched()){
down = false;
}
//place down a line if in line mode
if(lineMode){
int tileX = tileX(screenX);
int tileY = tileY(screenY);
if(mode == placing && isPlacing()){
iterateLine(lineStartX, lineStartY, tileX, tileY, l -> {
Tile tile = world.tile(l.x, l.y);
if(tile != null && checkOverlapPlacement(tile.x, tile.y, block)){
return;
}
PlaceRequest request = new PlaceRequest(l.x, l.y, block, l.rotation);
request.scale = 1f;
selection.add(request);
});
flushSelectRequests(lineRequests);
Events.fire(new LineConfirmEvent());
}else if(mode == breaking){
//normalize area
NormalizeResult result = PlaceUtils.normalizeArea(lineStartX, lineStartY, tileX, tileY, rotation, false, maxLength);
//break everything in area
for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){
for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){
int wx = lineStartX + x * Mathf.sign(tileX - lineStartX);
int wy = lineStartY + y * Mathf.sign(tileY - lineStartY);
Tile tar = world.ltile(wx, wy);
if(tar == null) continue;
if(!hasRequest(world.tile(tar.x, tar.y)) && validBreak(tar.x, tar.y)){
PlaceRequest request = new PlaceRequest(tar.x, tar.y);
request.scale = 1f;
selection.add(request);
}
}
}
removeSelection(lineStartX, lineStartY, tileX, tileY, true);
}
lineMode = false;
@ -554,11 +426,14 @@ public class MobileInput extends InputHandler implements GestureListener{
//long pressing enables line mode otherwise
lineStartX = cursor.x;
lineStartY = cursor.y;
lastLineX = cursor.x;
lastLineY = cursor.y;
lineMode = true;
if(mode == breaking){
Effects.effect(Fx.tapBlock, cursor.worldx(), cursor.worldy(), 1f);
}else if(block != null){
updateLine(lineStartX, lineStartY, cursor.x, cursor.y);
Effects.effect(Fx.tapBlock, cursor.worldx() + block.offset(), cursor.worldy() + block.offset(), block.size);
}
@ -584,11 +459,11 @@ public class MobileInput extends InputHandler implements GestureListener{
removeRequest(getRequest(cursor));
}else if(mode == placing && isPlacing() && validPlace(cursor.x, cursor.y, block, rotation) && !checkOverlapPlacement(cursor.x, cursor.y, block)){
//add to selection queue if it's a valid place position
selection.add(lastPlaced = new PlaceRequest(cursor.x, cursor.y, block, rotation));
selectRequests.add(lastPlaced = new BuildRequest(cursor.x, cursor.y, rotation, block));
}else if(mode == breaking && validBreak(cursor.link().x, cursor.link().y) && !hasRequest(cursor.link())){
//add to selection queue if it's a valid BREAK position
cursor = cursor.link();
selection.add(new PlaceRequest(cursor.x, cursor.y));
selectRequests.add(new BuildRequest(cursor.x, cursor.y));
}else if(!canTapPlayer(worldx, worldy) && !tileTapped(cursor.link())){
tryBeginMine(cursor);
}
@ -598,12 +473,16 @@ public class MobileInput extends InputHandler implements GestureListener{
@Override
public void update(){
if(state.is(State.menu) || player.isDead()){
selection.clear();
if(state.is(State.menu) ){
selectRequests.clear();
removals.clear();
mode = none;
}
if(player.isDead()){
mode = none;
}
//zoom things
if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && (Core.input.keyDown(Binding.zoom_hold))){
renderer.scaleCamera(Core.input.axisTap(Binding.zoom));
@ -629,8 +508,6 @@ public class MobileInput extends InputHandler implements GestureListener{
if(mode == none){
selecting = false;
lineMode = false;
removals.addAll(selection);
selection.clear();
}
if(lineMode && mode == placing && block == null){
@ -656,7 +533,7 @@ public class MobileInput extends InputHandler implements GestureListener{
lineScale = Mathf.lerpDelta(lineScale, 1f, 0.1f);
//When in line mode, pan when near screen edges automatically
if(Core.input.isTouched(0) && lineMode){
if(Core.input.isTouched(0)){
float screenX = Core.input.mouseX(), screenY = Core.input.mouseY();
float panX = 0, panY = 0;
@ -684,15 +561,24 @@ public class MobileInput extends InputHandler implements GestureListener{
Core.camera.position.x += vector.x;
Core.camera.position.y += vector.y;
}
int lx = tileX(Core.input.mouseX()), ly = tileY(Core.input.mouseY());
if((lastLineX != lx || lastLineY != ly) && isPlacing()){
lastLineX = lx;
lastLineY = ly;
updateLine(lineStartX, lineStartY, lx, ly);
}
}else{
lineRequests.clear();
lineScale = 0f;
}
//remove place requests that have disappeared
for(int i = removals.size - 1; i >= 0; i--){
PlaceRequest request = removals.get(i);
BuildRequest request = removals.get(i);
if(request.scale <= 0.0001f){
if(request.animScale <= 0.0001f){
removals.remove(i);
i--;
}
@ -712,6 +598,8 @@ public class MobileInput extends InputHandler implements GestureListener{
return false;
}
if(!down) return false;
if(selecting){ //pan all requests
shiftDeltaX += deltaX;
shiftDeltaY += deltaY;
@ -720,8 +608,8 @@ public class MobileInput extends InputHandler implements GestureListener{
int shiftedY = (int)(shiftDeltaY / tilesize);
if(Math.abs(shiftedX) > 0 || Math.abs(shiftedY) > 0){
for(PlaceRequest req : selection){
if(req.remove) continue; //don't shift removal requests
for(BuildRequest req : selectRequests){
if(req.breaking) continue; //don't shift removal requests
req.x += shiftedX;
req.y += shiftedY;
}
@ -756,33 +644,4 @@ public class MobileInput extends InputHandler implements GestureListener{
}
//endregion
private class PlaceRequest{
int x, y;
Block block;
int rotation;
boolean remove;
//animation variables
float scale;
float redness;
PlaceRequest(int x, int y, Block block, int rotation){
this.x = x;
this.y = y;
this.block = block;
this.rotation = rotation;
this.remove = false;
}
PlaceRequest(int x, int y){
this.x = x;
this.y = y;
this.remove = true;
}
Tile tile(){
return world.tile(x, y);
}
}
}

View File

@ -8,12 +8,27 @@ import io.anuke.mindustry.game.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import java.io.*;
@SuppressWarnings("unchecked")
public class JsonIO{
private static CustomJson jsonBase = new CustomJson();
private static Json json = new Json(){{
apply(this);
}};
private static Json json = new Json(){
{ apply(this); }
@Override
public void writeValue(Object value, Class knownType, Class elementType){
if(value instanceof MappableContent){
try{
getWriter().value(((MappableContent)value).name);
}catch(IOException e){
throw new RuntimeException(e);
}
}else{
super.writeValue(value, knownType, elementType);
}
}
};
public static String write(Object object){
return json.toJson(object, object.getClass());
@ -66,24 +81,6 @@ public class JsonIO{
}
});
//TODO extremely hacky and disgusting
for(Block block : Vars.content.blocks()){
Class type = block.getClass();
if(type.isAnonymousClass()) type = type.getSuperclass();
json.setSerializer(type, new Serializer<Block>(){
@Override
public void write(Json json, Block object, Class knownType){
json.writeValue(object.name);
}
@Override
public Block read(Json json, JsonValue jsonData, Class type){
return Vars.content.getByName(ContentType.block, jsonData.asString());
}
});
}
json.setSerializer(Block.class, new Serializer<Block>(){
@Override
public void write(Json json, Block object, Class knownType){
@ -96,26 +93,6 @@ public class JsonIO{
}
});
/*
json.setSerializer(TeamData.class, new Serializer<TeamData>(){
@Override
public void write(Json json, TeamData object, Class knownType){
json.writeObjectStart();
json.writeValue("brokenBlocks", object.brokenBlocks.toArray());
json.writeValue("team", object.team.ordinal());
json.writeObjectEnd();
}
@Override
public TeamData read(Json json, JsonValue jsonData, Class type){
long[] blocks = jsonData.get("brokenBlocks").asLongArray();
Team team = Team.all[jsonData.getInt("team", 0)];
TeamData out = new TeamData(team, EnumSet.of(new Team[]{}));
out.brokenBlocks = new LongQueue(blocks);
return out;
}
});*/
json.setSerializer(ItemStack.class, new Serializer<ItemStack>(){
@Override
public void write(Json json, ItemStack object, Class knownType){

View File

@ -257,7 +257,7 @@ public abstract class SaveVersion extends SaveFileReader{
TeamData data = state.teams.get(team);
int blocks = stream.readInt();
for(int j = 0; j < blocks; j++){
data.brokenBlocks.addLast(new BrokenBlock(stream.readShort(), stream.readShort(), stream.readShort(), stream.readShort(), stream.readInt()));
data.brokenBlocks.addLast(new BrokenBlock(stream.readShort(), stream.readShort(), stream.readShort(), content.block(stream.readShort()).id, stream.readInt()));
}
}

View File

@ -2,11 +2,14 @@ package io.anuke.mindustry.mod;
import io.anuke.arc.*;
import io.anuke.arc.audio.*;
import io.anuke.arc.collection.Array;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.reflect.Field;
import io.anuke.arc.util.reflect.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.arc.util.serialization.Json.*;
@ -16,20 +19,35 @@ import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.mod.Mods.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.consumers.*;
import io.anuke.mindustry.world.meta.*;
import java.lang.reflect.*;
@SuppressWarnings("unchecked")
public class ContentParser{
private static final boolean ignoreUnknownFields = true;
private ObjectMap<Class<?>, ContentType> contentTypes = new ObjectMap<>();
private ObjectMap<Class<?>, FieldParser> classParsers = new ObjectMap<Class<?>, FieldParser>(){{
put(BulletType.class, (type, data) -> field(Bullets.class, data));
put(Effect.class, (type, data) -> field(Fx.class, data));
put(StatusEffect.class, (type, data) -> field(StatusEffects.class, data));
put(Loadout.class, (type, data) -> field(Loadouts.class, data));
put(Color.class, (type, data) -> Color.valueOf(data.asString()));
put(BulletType.class, (type, data) -> {
if(data.isString()){
return field(Bullets.class, data);
}
Class<? extends BulletType> bc = data.has("type") ? resolve(data.getString("type"), "io.anuke.mindustry.entities.bullets") : BasicBulletType.class;
data.remove("type");
BulletType result = make(bc);
readFields(result, data);
return result;
});
put(Music.class, (type, data) -> {
if(fieldOpt(Musics.class, data) != null) return fieldOpt(Musics.class, data);
@ -47,17 +65,36 @@ public class ContentParser{
Log.info(Core.assets.get(path));
return Core.assets.get(path);
});
put(Objective.class, (type, data) -> {
Class<? extends Objective> oc = data.has("type") ? resolve(data.getString("type"), "io.anuke.mindustry.game.Objectives") : ZoneWave.class;
data.remove("type");
Objective obj = make(oc);
readFields(obj, data);
return obj;
});
}};
/** Stores things that need to be parsed fully, e.g. reading fields of content.
* This is done to accomodate binding of content names first.*/
private Array<Runnable> reads = new Array<>();
private LoadedMod currentMod;
private Content currentContent;
private Json parser = new Json(){
public <T> T readValue(Class<T> type, Class elementType, JsonValue jsonData){
@Override
public <T> T readValue(Class<T> type, Class elementType, JsonValue jsonData, Class keyType){
T t = internalRead(type, elementType, jsonData, keyType);
if(t != null) checkNullFields(t);
return t;
}
private <T> T internalRead(Class<T> type, Class elementType, JsonValue jsonData, Class keyType){
if(type != null){
if(classParsers.containsKey(type)){
return (T)classParsers.get(type).parse(type, jsonData);
try{
return (T)classParsers.get(type).parse(type, jsonData);
}catch(Exception e){
throw new RuntimeException(e);
}
}
if(Content.class.isAssignableFrom(type)){
@ -65,49 +102,64 @@ public class ContentParser{
String prefix = currentMod != null ? currentMod.name + "-" : "";
T one = (T)Vars.content.getByName(ctype, prefix + jsonData.asString());
if(one != null) return one;
return (T)Vars.content.getByName(ctype, jsonData.asString());
T two = (T)Vars.content.getByName(ctype, jsonData.asString());
if(two != null) return two;
throw new IllegalArgumentException("\"" + jsonData.name + "\": No " + ctype + " found with name '" + jsonData.asString() + "'.");
}
}
return super.readValue(type, elementType, jsonData);
return super.readValue(type, elementType, jsonData, keyType);
}
};
private ObjectMap<ContentType, TypeParser<?>> parsers = ObjectMap.of(
ContentType.block, (TypeParser<Block>)(mod, name, value) -> {
//TODO generate dynamically instead of doing.. this
Class<? extends Block> type = resolve(value.getString("type"),
"io.anuke.mindustry.world",
"io.anuke.mindustry.world.blocks",
"io.anuke.mindustry.world.blocks.defense",
"io.anuke.mindustry.world.blocks.defense.turrets",
"io.anuke.mindustry.world.blocks.distribution",
"io.anuke.mindustry.world.blocks.logic",
"io.anuke.mindustry.world.blocks.power",
"io.anuke.mindustry.world.blocks.production",
"io.anuke.mindustry.world.blocks.sandbox",
"io.anuke.mindustry.world.blocks.storage",
"io.anuke.mindustry.world.blocks.units"
);
readBundle(ContentType.block, name, value);
Block block = type.getDeclaredConstructor(String.class).newInstance(mod + "-" + name);
Block block;
if(Vars.content.getByName(ContentType.block, name) != null){
block = Vars.content.getByName(ContentType.block, name);
if(value.has("type")){
throw new IllegalArgumentException("When overwriting an existing block, you must not re-declared its type. The original type will be used. Block: " + name);
}
}else{
//TODO generate dynamically instead of doing.. this
Class<? extends Block> type = resolve(value.getString("type"),
"io.anuke.mindustry.world",
"io.anuke.mindustry.world.blocks",
"io.anuke.mindustry.world.blocks.defense",
"io.anuke.mindustry.world.blocks.defense.turrets",
"io.anuke.mindustry.world.blocks.distribution",
"io.anuke.mindustry.world.blocks.logic",
"io.anuke.mindustry.world.blocks.power",
"io.anuke.mindustry.world.blocks.production",
"io.anuke.mindustry.world.blocks.sandbox",
"io.anuke.mindustry.world.blocks.storage",
"io.anuke.mindustry.world.blocks.units"
);
block = make(type, mod + "-" + name);
}
currentContent = block;
read(() -> {
if(value.has("consumes")){
for(JsonValue child : value.get("consumes")){
if(child.name.equals("item")){
if(child.isString()){
block.consumes.item(Vars.content.getByName(ContentType.item, child.asString()));
}else{
ItemStack stack = parser.readValue(ItemStack.class, child);
block.consumes.item(stack.item, stack.amount);
}
block.consumes.item(find(ContentType.item, child.asString()));
}else if(child.name.equals("items")){
block.consumes.items(parser.readValue(ItemStack[].class, child));
block.consumes.add((Consume)parser.readValue(ConsumeItems.class, child));
}else if(child.name.equals("liquid")){
LiquidStack stack = parser.readValue(LiquidStack.class, child);
block.consumes.liquid(stack.liquid, stack.amount);
block.consumes.add((Consume)parser.readValue(ConsumeLiquid.class, child));
}else if(child.name.equals("power")){
block.consumes.power(child.asFloat());
if(child.isDouble()){
block.consumes.power(child.asFloat());
}else{
block.consumes.add((Consume)parser.readValue(ConsumePower.class, child));
}
}else if(child.name.equals("powerBuffered")){
block.consumes.powerBuffered(child.asFloat());
}else{
@ -121,20 +173,23 @@ public class ContentParser{
//add research tech node
if(value.has("research")){
TechTree.create(Vars.content.getByName(ContentType.block, value.get("research").asString()), block);
TechTree.create(find(ContentType.block, value.get("research").asString()), block);
}
//make block visible
if(value.has("requirements")){
block.buildVisibility = () -> true;
//make block visible by default if there are requirements and no visibility set
if(value.has("requirements") && block.buildVisibility == BuildVisibility.hidden){
block.buildVisibility = BuildVisibility.shown;
}
});
return block;
},
ContentType.unit, (TypeParser<UnitType>)(mod, name, value) -> {
readBundle(ContentType.unit, name, value);
Class<BaseUnit> type = resolve(value.getString("type"), "io.anuke.mindustry.entities.type.base");
UnitType unit = new UnitType(mod + "-" + name, supply(type));
currentContent = unit;
read(() -> readFields(unit, value, true));
return unit;
@ -145,24 +200,57 @@ public class ContentParser{
ContentType.zone, parser(ContentType.zone, Zone::new)
);
private <T extends Content> T find(ContentType type, String name){
Content c = Vars.content.getByName(type, name);
if(c == null) c = Vars.content.getByName(type, currentMod.name + "-" + name);
if(c == null) throw new IllegalArgumentException("No " + type + " found with name '" + name + "'");
return (T)c;
}
private <T extends Content> TypeParser<T> parser(ContentType type, Function<String, T> constructor){
return (mod, name, value) -> {
T item;
if(Vars.content.getByName(type, name) != null){
item = (T)Vars.content.getByName(type, name);
readBundle(type, name, value);
}else{
readBundle(type, name, value);
item = constructor.get(mod + "-" + name);
}
currentContent = item;
read(() -> readFields(item, value));
return item;
};
}
private void readBundle(ContentType type, String name, JsonValue value){
UnlockableContent cont = Vars.content.getByName(type, name) instanceof UnlockableContent ?
Vars.content.getByName(type, name) : null;
String entryName = cont == null ? type + "." + currentMod.name + "-" + name + "." : type + "." + cont.name + ".";
I18NBundle bundle = Core.bundle;
while(bundle.getParent() != null) bundle = bundle.getParent();
if(value.has("name")){
bundle.getProperties().put(entryName + "name", value.getString("name"));
if(cont != null) cont.localizedName = value.getString("name");
value.remove("name");
}
if(value.has("description")){
bundle.getProperties().put(entryName + "description", value.getString("description"));
if(cont != null) cont.description = value.getString("description");
value.remove("description");
}
}
/** Call to read a content's extra info later.*/
private void read(Runnable run){
Content cont = currentContent;
LoadedMod mod = currentMod;
reads.add(() -> {
this.currentMod = mod;
this.currentContent = cont;
run.run();
});
}
@ -173,7 +261,7 @@ public class ContentParser{
if(!arr.isEmpty()){
Class<?> c = arr.first().getClass();
//get base content class, skipping intermediates
while(!(c.getSuperclass() == Content.class || c.getSuperclass() == UnlockableContent.class || c.getSuperclass() == UnlockableContent.class)){
while(!(c.getSuperclass() == Content.class || c.getSuperclass() == UnlockableContent.class || Modifier.isAbstract(c.getSuperclass().getModifiers()))){
c = c.getSuperclass();
}
@ -183,7 +271,11 @@ public class ContentParser{
}
public void finishParsing(){
reads.each(Runnable::run);
try{
reads.each(Runnable::run);
}catch(Exception e){
Vars.mods.handleError(new ModLoadException("Error occurred parsing content: " + currentContent, currentContent, e), currentMod);
}
reads.clear();
}
@ -192,9 +284,10 @@ public class ContentParser{
* @param name the name of the file without its extension
* @param json the json to parse
* @param type the type of content this is
* @param file file that this content is being parsed from
* @return the content that was parsed
*/
public Content parse(LoadedMod mod, String name, String json, ContentType type) throws Exception{
public Content parse(LoadedMod mod, String name, String json, FileHandle file, ContentType type) throws Exception{
if(contentTypes.isEmpty()){
init();
}
@ -205,12 +298,35 @@ public class ContentParser{
}
currentMod = mod;
boolean exists = Vars.content.getByName(type, name) != null;
Content c = parsers.get(type).parse(mod.name, name, value);
c.mod = mod;
checkNulls(c);
if(!exists){
c.sourceFile = file;
c.mod = mod;
}
return c;
}
private <T> T make(Class<T> type){
try{
java.lang.reflect.Constructor<T> cons = type.getDeclaredConstructor();
cons.setAccessible(true);
return cons.newInstance();
}catch(Exception e){
throw new RuntimeException(e);
}
}
private <T> T make(Class<T> type, String name){
try{
java.lang.reflect.Constructor<T> cons = type.getDeclaredConstructor(String.class);
cons.setAccessible(true);
return cons.newInstance(name);
}catch(Exception e){
throw new RuntimeException(e);
}
}
private <T> Supplier<T> supply(Class<T> type){
try{
java.lang.reflect.Constructor<T> cons = type.getDeclaredConstructor();
@ -243,35 +359,21 @@ public class ContentParser{
private Object fieldOpt(Class<?> type, JsonValue value){
try{
Object b = type.getField(value.asString()).get(null);
if(b == null) return null;
return b;
return type.getField(value.asString()).get(null);
}catch(Exception e){
return null;
}
}
/** Checks all @NonNull fields in this object, recursively.
* Throws an exception if any are null.*/
private void checkNulls(Object object){
checkNulls(object, new ObjectSet<>());
}
private void checkNullFields(Object object){
if(object instanceof Number || object instanceof String) return;
private void checkNulls(Object object, ObjectSet<Object> checked){
checked.add(object);
parser.getFields(object.getClass()).each((name, field) -> {
parser.getFields(object.getClass()).values().toArray().each(field -> {
try{
if(field.field.getType().isPrimitive()) return;
Object obj = field.field.get(object);
if(field.field.isAnnotationPresent(NonNull.class) && field.field.get(object) == null){
throw new RuntimeException("Field '" + name + "' in " + object.getClass().getSimpleName() + " is missing!");
}
if(obj != null && !checked.contains(obj)){
checkNulls(obj, checked);
checked.add(obj);
throw new RuntimeException("'" + field.field.getName() + "' in " + object.getClass().getSimpleName() + " is missing!");
}
}catch(Exception e){
throw new RuntimeException(e);
@ -303,7 +405,7 @@ public class ContentParser{
}
Field field = metadata.field;
try{
field.set(object, parser.readValue(field.getType(), metadata.elementType, child));
field.set(object, parser.readValue(field.getType(), metadata.elementType, child, metadata.keyType));
}catch(ReflectionException ex){
throw new SerializationException("Error accessing field: " + field.getName() + " (" + type.getName() + ")", ex);
}catch(SerializationException ex){
@ -319,18 +421,24 @@ public class ContentParser{
}
/** Tries to resolve a class from a list of potential class names. */
private <T> Class<T> resolve(String base, String... potentials) throws Exception{
private <T> Class<T> resolve(String base, String... potentials){
if(!base.isEmpty() && Character.isLowerCase(base.charAt(0))) base = Strings.capitalize(base);
for(String type : potentials){
try{
return (Class<T>)Class.forName(type + '.' + base);
}catch(Exception ignored){
try{
return (Class<T>)Class.forName(type + '$' + base);
}catch(Exception ignored2){
}
}
}
throw new IllegalArgumentException("Type not found: " + potentials[0]);
throw new IllegalArgumentException("Types not found: " + base + "." + potentials[0]);
}
private interface FieldParser{
Object parse(Class<?> type, JsonValue value);
Object parse(Class<?> type, JsonValue value) throws Exception;
}
private interface TypeParser<T extends Content>{

View File

@ -18,7 +18,6 @@ import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.plugin.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.*;
import java.io.*;
import java.net.*;
@ -48,8 +47,7 @@ public class Mods implements Loadable{
}
/** @return the loaded mod found by class, or null if not found. */
public @Nullable
LoadedMod getMod(Class<? extends Mod> type){
public @Nullable LoadedMod getMod(Class<? extends Mod> type){
return loaded.find(l -> l.mod.getClass() == type);
}
@ -62,7 +60,7 @@ public class Mods implements Loadable{
file.copyTo(dest);
try{
loaded.add(loadMod(file));
loaded.add(loadMod(file, false));
requiresReload = true;
}catch(IOException e){
dest.delete();
@ -77,6 +75,7 @@ public class Mods implements Loadable{
@Override
public void loadAsync(){
if(loaded.isEmpty()) return;
Time.mark();
packer = new PixmapPacker(2048, 2048, Format.RGBA8888, 2, true);
@ -105,11 +104,14 @@ public class Mods implements Loadable{
});
Log.info("Packed {0} images for mod '{1}'.", packed[0], mod.meta.name);
}
Log.info("Time to pack textures: {0}", Time.elapsed());
}
@Override
public void loadSync(){
if(packer == null) return;
Time.mark();
Texture editor = Core.atlas.find("clear-editor").getTexture();
PixmapPacker editorPacker = new PixmapPacker(2048, 2048, Format.RGBA8888, 2, true);
@ -141,6 +143,7 @@ public class Mods implements Loadable{
packer.dispose();
packer = null;
Log.info("Time to update textures: {0}", Time.elapsed());
}
/** Removes a mod file and marks it for requiring a restart. */
@ -164,16 +167,30 @@ public class Mods implements Loadable{
if(!file.extension().equals("jar") && !file.extension().equals("zip") && !(file.isDirectory() && file.child("mod.json").exists())) continue;
try{
LoadedMod mod = loadMod(file);
LoadedMod mod = loadMod(file, false);
if(mod.enabled()){
loaded.add(mod);
}else{
disabled.add(mod);
}
}catch(IllegalArgumentException ignored){
}catch(Exception e){
Log.err("Failed to load plugin file {0}. Skipping.", file);
e.printStackTrace();
Log.err("Failed to load mod file {0}. Skipping.", file);
Log.err(e);
}
}
//load workshop mods now
for(FileHandle file : platform.getExternalMods()){
try{
LoadedMod mod = loadMod(file, true);
if(mod.enabled()){
loaded.add(mod);
}else{
disabled.add(mod);
}
}catch(Exception e){
Log.err("Failed to load mod workshop file {0}. Skipping.", file);
Log.err(e);
}
}
@ -185,11 +202,14 @@ public class Mods implements Loadable{
private void buildFiles(){
for(LoadedMod mod : loaded){
boolean zipFolder = !mod.file.isDirectory() && mod.root.parent() != null;
String parentName = zipFolder ? mod.root.name() : null;
for(FileHandle file : mod.root.list()){
//ignore special folders like bundles or sprites
if(file.isDirectory() && !specialFolders.contains(file.name())){
//TODO calling child/parent on these files will give you gibberish; create wrapper class.
file.walk(f -> tree.addFile(mod.file.isDirectory() ? f.path().substring(1 + mod.file.path().length()) : f.path(), f));
file.walk(f -> tree.addFile(mod.file.isDirectory() ? f.path().substring(1 + mod.file.path().length()) :
zipFolder ? f.path().substring(parentName.length() + 1) : f.path(), f));
}
}
@ -225,9 +245,6 @@ public class Mods implements Loadable{
public void reloadContent(){
//epic memory leak
Core.atlas = new TextureAtlas(Core.files.internal("sprites/sprites.atlas"));
Tex.load();
Tex.loadStyles();
Styles.load();
loaded.clear();
disabled.clear();
load();
@ -244,35 +261,41 @@ public class Mods implements Loadable{
content.init();
content.load();
content.loadColors();
data.load();
requiresReload = false;
}
/** Creates all the content found in mod files. */
public void loadContent(){
for(LoadedMod mod : loaded){
if(mod.root.child("content").exists()){
FileHandle contentRoot = mod.root.child("content");
for(ContentType type : ContentType.all){
FileHandle folder = contentRoot.child(type.name().toLowerCase() + "s");
if(folder.exists()){
for(FileHandle file : folder.list()){
if(file.extension().equals("json")){
try{
//this binds the content but does not load it entirely
Content loaded = parser.parse(mod, file.nameWithoutExtension(), file.readString(), type);
Log.info("[{0}] Loaded '{1}'.", mod.meta.name, loaded);
}catch(Exception e){
throw new RuntimeException("Failed to parse content file '" + file + "' for mod '" + mod.meta.name + "'.", e);
safeRun(mod, () -> {
if(mod.root.child("content").exists()){
FileHandle contentRoot = mod.root.child("content");
for(ContentType type : ContentType.all){
FileHandle folder = contentRoot.child(type.name().toLowerCase() + "s");
if(folder.exists()){
for(FileHandle file : folder.list()){
if(file.extension().equals("json")){
try{
//this binds the content but does not load it entirely
Content loaded = parser.parse(mod, file.nameWithoutExtension(), file.readString("UTF-8"), file, type);
Log.info("[{0}] Loaded '{1}'.", mod.meta.name,
(loaded instanceof UnlockableContent ? ((UnlockableContent)loaded).localizedName : loaded));
}catch(Exception e){
throw new RuntimeException("Failed to parse content file '" + file + "' for mod '" + mod.meta.name + "'.", e);
}
}
}
}
}
}
}
});
}
//this finishes parsing content fields
parser.finishParsing();
//load content for code mods
each(Mod::loadContent);
}
@ -326,13 +349,49 @@ public class Mods implements Loadable{
/** Iterates through each mod with a main class.*/
public void each(Consumer<Mod> cons){
loaded.each(p -> p.mod != null, p -> cons.accept(p.mod));
loaded.each(p -> p.mod != null, p -> safeRun(p, () -> cons.accept(p.mod)));
}
public void handleError(Throwable t, LoadedMod mod){
Array<Throwable> causes = Strings.getCauses(t);
Content content = null;
for(Throwable e : causes){
if(e instanceof ModLoadException && ((ModLoadException) e).content != null){
content = ((ModLoadException) e).content;
}
}
String realCause = "<???>";
for(int i = causes.size -1 ; i >= 0; i--){
if(causes.get(i).getMessage() != null){
realCause = causes.get(i).getMessage();
break;
}
}
if(content != null){
throw new ModLoadException(Strings.format("Error loading '{0}' from mod '{1}' ({2}):\n{3}",
content, mod.meta.name, content.sourceFile.name(), realCause), content, t);
}else{
throw new ModLoadException("Error loading mod " + mod.meta.name, t);
}
}
public void safeRun(LoadedMod mod, Runnable run){
try{
run.run();
}catch(Throwable t){
handleError(t, mod);
}
}
/** Loads a mod file+meta, but does not add it to the list.
* Note that directories can be loaded as mods.*/
private LoadedMod loadMod(FileHandle sourceFile) throws Exception{
private LoadedMod loadMod(FileHandle sourceFile, boolean workshop) throws Exception{
FileHandle zip = sourceFile.isDirectory() ? sourceFile : new ZipFileHandle(sourceFile);
if(zip.list().length == 1 && zip.list()[0].isDirectory()){
zip = zip.list()[0];
}
FileHandle metaf = zip.child("mod.json").exists() ? zip.child("mod.json") : zip.child("plugin.json");
if(!metaf.exists()){
@ -343,6 +402,12 @@ public class Mods implements Loadable{
ModMeta meta = json.fromJson(ModMeta.class, metaf.readString());
String camelized = meta.name.replace(" ", "");
String mainClass = meta.main == null ? camelized.toLowerCase() + "." + camelized + "Mod" : meta.main;
String baseName = meta.name.toLowerCase().replace(" ", "-");
if(loaded.contains(m -> m.name.equals(baseName)) || disabled.contains(m -> m.name.equals(baseName))){
throw new IllegalArgumentException("A mod with the name '" + baseName + "' is already imported.");
}
Mod mainMod;
FileHandle mainFile = zip;
@ -388,6 +453,8 @@ public class Mods implements Loadable{
public final String name;
/** This mod's metadata. */
public final ModMeta meta;
/** The ID of this mod in the workshop.*/
public @Nullable String workshopID;
public LoadedMod(FileHandle file, FileHandle root, Mod mod, ModMeta meta){
this.root = root;
@ -400,6 +467,15 @@ public class Mods implements Loadable{
public boolean enabled(){
return Core.settings.getBool(name + "-enabled", true);
}
@Override
public String toString(){
return "LoadedMod{" +
"file=" + file +
", root=" + root +
", name='" + name + '\'' +
'}';
}
}
/** Plugin metadata information.*/
@ -409,4 +485,22 @@ public class Mods implements Loadable{
/** Hidden mods are only server-side or client-side, and do not support adding new content. */
public boolean hidden;
}
/** Thrown when an error occurs while loading a mod.*/
public static class ModLoadException extends RuntimeException{
public Content content;
public LoadedMod mod;
public ModLoadException(String message, Throwable cause){
super(message, cause);
}
public ModLoadException(String message, @Nullable Content content, Throwable cause){
super(message, cause);
this.content = content;
if(content != null){
this.mod = content.mod;
}
}
}
}

View File

@ -10,7 +10,7 @@ import io.anuke.mindustry.world.blocks.*;
import static io.anuke.mindustry.Vars.content;
public class Item extends UnlockableContent implements Comparable<Item>{
public class Item extends UnlockableContent{
public final Color color;
/** type of the item; used for tabs and core acceptance. default value is {@link ItemType#resource}. */
@ -61,11 +61,6 @@ public class Item extends UnlockableContent implements Comparable<Item>{
return localizedName();
}
@Override
public int compareTo(Item item){
return Integer.compare(id, item.id);
}
@Override
public ContentType getContentType(){
return ContentType.item;

View File

@ -19,6 +19,10 @@ public class ItemStack implements Comparable<ItemStack>{
item = Items.copper;
}
public ItemStack copy(){
return new ItemStack(item, amount);
}
public boolean equals(ItemStack other){
return other != null && other.item == item && other.amount == amount;
}

View File

@ -5,34 +5,32 @@ import io.anuke.arc.collection.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.maps.generators.*;
import io.anuke.mindustry.world.*;
import java.util.*;
import static io.anuke.mindustry.Vars.*;
public class Zone extends UnlockableContent{
public @NonNull Generator generator;
public Block[] blockRequirements = {};
public ZoneRequirement[] zoneRequirements = {};
public Item[] resources = {};
public @NonNull Objective configureObjective = new ZoneWave(this, 15);
public Array<Objective> requirements = new Array<>();
//TODO autogenerate
public Array<Item> resources = new Array<>();
public Consumer<Rules> rules = rules -> {};
public boolean alwaysUnlocked;
public int conditionWave = Integer.MAX_VALUE;
public int configureWave = 15;
public int launchPeriod = 10;
public Loadout loadout = Loadouts.basicShard;
public TextureRegion preview;
protected ItemStack[] baseLaunchCost = {};
protected Array<ItemStack> baseLaunchCost = new Array<>();
protected Array<ItemStack> startingItems = new Array<>();
protected ItemStack[] launchCost = null;
protected Array<ItemStack> launchCost;
private Array<ItemStack> defaultStartingItems = new Array<>();
@ -47,7 +45,7 @@ public class Zone extends UnlockableContent{
@Override
public void load(){
preview = Core.atlas.find("zone-" + name);
preview = Core.atlas.find("zone-" + name, Core.atlas.find(name + "-zone"));
}
public Rules getRules(){
@ -60,35 +58,15 @@ public class Zone extends UnlockableContent{
}
}
public boolean isBossWave(int wave){
return wave % configureWave == 0 && wave > 0;
}
public boolean isLaunchWave(int wave){
return metCondition() && wave % launchPeriod == 0;
}
public boolean canUnlock(){
if(data.isUnlocked(this)){
return true;
}
for(ZoneRequirement other : zoneRequirements){
if(other.zone.bestWave() < other.wave){
return false;
}
}
for(Block other : blockRequirements){
if(!data.isUnlocked(other)){
return false;
}
}
return true;
return data.isUnlocked(this) || !requirements.contains(r -> !r.complete());
}
public ItemStack[] getLaunchCost(){
public Array<ItemStack> getLaunchCost(){
if(launchCost == null){
updateLaunchCost();
}
@ -104,30 +82,54 @@ public class Zone extends UnlockableContent{
defaultStartingItems.each(stack -> startingItems.add(new ItemStack(stack.item, stack.amount)));
}
public boolean hasLaunched(){
return Core.settings.getBool(name + "-launched", false);
}
public void setLaunched(){
updateObjectives(() -> {
Core.settings.put(name + "-launched", true);
data.modified();
});
}
public void updateWave(int wave){
int value = Core.settings.getInt(name + "-wave", 0);
if(value < wave){
Core.settings.put(name + "-wave", wave);
data.modified();
updateObjectives(() -> {
Core.settings.put(name + "-wave", wave);
data.modified();
});
}
}
for(Zone zone : content.zones()){
ZoneRequirement req = Structs.find(zone.zoneRequirements, f -> f.zone == this);
if(req != null && wave == req.wave + 1){
Events.fire(new ZoneRequireCompleteEvent(zone, this));
}
}
public void updateObjectives(Runnable closure){
Array<ZoneObjective> incomplete = content.zones()
.map(z -> z.requirements).<Objective>flatten()
.select(o -> o.zone() == this && !o.complete())
.as(ZoneObjective.class);
if(wave == configureWave + 1){
Events.fire(new ZoneConfigureCompleteEvent(this));
boolean wasConfig = configureObjective.complete();
closure.run();
for(ZoneObjective objective : incomplete){
if(objective.complete()){
Events.fire(new ZoneRequireCompleteEvent(objective.zone, content.zones().find(z -> z.requirements.contains(objective)), objective));
}
}
if(!wasConfig && configureObjective.complete()){
Events.fire(new ZoneConfigureCompleteEvent(this));
}
}
public int bestWave(){
return Core.settings.getInt(name + "-wave", 0);
}
public boolean isCompleted(){
/** @return whether initial conditions to launch are met. */
public boolean isLaunchMet(){
return bestWave() >= conditionWave;
}
@ -152,7 +154,7 @@ public class Zone extends UnlockableContent{
}
stacks.sort();
launchCost = stacks.toArray(ItemStack.class);
launchCost = stacks;
Core.settings.putObject(name + "-starting-items", startingItems);
data.modified();
}
@ -164,13 +166,13 @@ public class Zone extends UnlockableContent{
}
public boolean canConfigure(){
return bestWave() >= configureWave;
return configureObjective.complete();
}
@Override
public void init(){
generator.init(loadout);
Arrays.sort(resources);
resources.sort();
for(ItemStack stack : startingItems){
defaultStartingItems.add(new ItemStack(stack.item, stack.amount));
@ -208,22 +210,4 @@ public class Zone extends UnlockableContent{
return ContentType.zone;
}
public static class ZoneRequirement{
public final Zone zone;
public final int wave;
public ZoneRequirement(Zone zone, int wave){
this.zone = zone;
this.wave = wave;
}
public static ZoneRequirement[] with(Object... objects){
ZoneRequirement[] out = new ZoneRequirement[objects.length / 2];
for(int i = 0; i < objects.length; i += 2){
out[i / 2] = new ZoneRequirement((Zone)objects[i], (Integer)objects[i + 1]);
}
return out;
}
}
}

View File

@ -1,6 +1,7 @@
package io.anuke.mindustry.ui;
import io.anuke.arc.Core;
import io.anuke.arc.util.Strings;
import io.anuke.arc.graphics.Color;
import io.anuke.mindustry.graphics.Pal;
@ -29,7 +30,7 @@ public class Links{
}
public static class LinkEntry{
public final String name, description, link;
public final String name, title, description, link;
public final Color color;
public LinkEntry(String name, String link, Color color){
@ -37,6 +38,9 @@ public class Links{
this.color = color;
this.description = Core.bundle.getNotNull("link." + name + ".description");
this.link = link;
String title = Core.bundle.getOrNull("link." + name + ".title");
this.title = title != null ? title : Strings.capitalize(name.replace("-", " "));
}
}
}

View File

@ -59,7 +59,7 @@ public class AboutDialog extends FloatingDialog{
}).size(h - 5, h);
table.table(inset -> {
inset.add("[accent]" + Strings.capitalize(link.name.replace("-", " "))).growX().left();
inset.add("[accent]" + link.title).growX().left();
inset.row();
inset.labelWrap(link.description).width(w - 100f).color(Color.lightGray).growX();
}).padLeft(8);

View File

@ -1,34 +1,112 @@
package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.graphics.*;
import io.anuke.arc.scene.style.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.content.Items;
import io.anuke.mindustry.game.Rules;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.type.ItemType;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.tilesize;
import static io.anuke.mindustry.Vars.*;
public class CustomRulesDialog extends FloatingDialog{
private Table main;
private Rules rules;
private Supplier<Rules> resetter;
private LoadoutDialog loadoutDialog;
private FloatingDialog banDialog;
public CustomRulesDialog(){
super("$mode.custom");
loadoutDialog = new LoadoutDialog();
banDialog = new FloatingDialog("$bannedblocks");
banDialog.addCloseButton();
banDialog.shown(this::rebuildBanned);
banDialog.buttons.addImageTextButton("$addall", Icon.arrow16Small, () -> {
rules.bannedBlocks.addAll(content.blocks().select(Block::isBuildable));
rebuildBanned();
}).size(180, 64f);
banDialog.buttons.addImageTextButton("$clear", Icon.trash16Small, () -> {
rules.bannedBlocks.clear();
rebuildBanned();
}).size(180, 64f);
setFillParent(true);
shown(this::setup);
addCloseButton();
}
private void rebuildBanned(){
float previousScroll = banDialog.cont.getChildren().isEmpty() ? 0f : ((ScrollPane)banDialog.cont.getChildren().first()).getScrollY();
banDialog.cont.clear();
banDialog.cont.pane(t -> {
t.margin(10f);
if(rules.bannedBlocks.isEmpty()){
t.add("$empty");
}
Array<Block> array = Array.with(rules.bannedBlocks);
array.sort();
int cols = mobile && Core.graphics.isPortrait() ? 1 : mobile ? 2 : 3;
int i = 0;
for(Block block : array){
t.table(Tex.underline, b -> {
b.left().margin(4f);
b.addImage(block.icon(Cicon.medium)).size(Cicon.medium.size).padRight(3);
b.add(block.localizedName).color(Color.lightGray).padLeft(3).growX().left().wrap();
b.addImageButton(Icon.cancelSmall, Styles.clearPartiali, () -> {
rules.bannedBlocks.remove(block);
rebuildBanned();
}).size(70f).pad(-4f).padLeft(0f);
}).size(300f, 70f).padRight(5);
if(++i % cols == 0){
t.row();
}
}
}).get().setScrollYForce(previousScroll);
banDialog.cont.row();
banDialog.cont.addImageTextButton("$add", Icon.addSmall, () -> {
FloatingDialog dialog = new FloatingDialog("$add");
dialog.cont.pane(t -> {
t.left().margin(14f);
int[] i = {0};
content.blocks().each(b -> !rules.bannedBlocks.contains(b) && b.isBuildable(), b -> {
int cols = mobile && Core.graphics.isPortrait() ? 4 : 12;
t.addImageButton(new TextureRegionDrawable(b.icon(Cicon.medium)), Styles.cleari, () -> {
rules.bannedBlocks.add(b);
rebuildBanned();
dialog.hide();
}).size(60f).get().resizeImage(Cicon.medium.size);
if(++i[0] % cols == 0){
t.row();
}
});
});
dialog.addCloseButton();
dialog.show();
}).size(300f, 64f);
}
public void show(Rules rules, Supplier<Rules> resetter){
this.rules = rules;
this.resetter = resetter;
@ -67,27 +145,26 @@ public class CustomRulesDialog extends FloatingDialog{
number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier);
main.addButton("$configure",
() -> loadoutDialog.show(
Blocks.coreShard.itemCapacity,
() -> rules.loadout,
() -> {
rules.loadout.clear();
rules.loadout.add(new ItemStack(Items.copper, 100));
},
() -> {}, () -> {},
item -> item.type == ItemType.material
() -> loadoutDialog.show(Blocks.coreShard.itemCapacity, rules.loadout,
() -> {
rules.loadout.clear();
rules.loadout.add(new ItemStack(Items.copper, 100));
}, () -> {}, () -> {}
)).left().width(300f);
main.row();
main.addButton("$bannedblocks", banDialog::show).left().width(300f);
main.row();
title("$rules.title.player");
number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier);
number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier);
number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier);
title("$rules.title.unit");
check("$rules.unitdrops", b -> rules.unitDrops = b, () -> rules.unitDrops, () -> true);
number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier);
number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier);
number("$rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier);
number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier);
title("$rules.title.enemy");
check("$rules.attack", b -> rules.attackMode = b, () -> rules.attackMode);

View File

@ -2,13 +2,14 @@ package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.collection.ObjectSet.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.style.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
@ -21,10 +22,9 @@ import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.io.SaveIO.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.type.Zone.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.ui.Styles;
import io.anuke.mindustry.ui.TreeLayout.*;
import io.anuke.mindustry.ui.layout.*;
import io.anuke.mindustry.ui.layout.TreeLayout.*;
import static io.anuke.mindustry.Vars.*;
@ -33,13 +33,14 @@ public class DeployDialog extends FloatingDialog{
private ObjectSet<ZoneNode> nodes = new ObjectSet<>();
private ZoneInfoDialog info = new ZoneInfoDialog();
private Rectangle bounds = new Rectangle();
private View view = new View();
public DeployDialog(){
super("", Styles.fullDialog);
ZoneNode root = new ZoneNode(Zones.groundZero, null);
TreeLayout layout = new TreeLayout();
BranchTreeLayout layout = new BranchTreeLayout();
layout.gapBetweenLevels = layout.gapBetweenNodes = Scl.scl(60f);
layout.gapBetweenNodes = Scl.scl(120f);
layout.layout(root);
@ -50,6 +51,51 @@ public class DeployDialog extends FloatingDialog{
buttons.addImageTextButton("$techtree", Icon.tree, () -> ui.tech.show()).size(230f, 64f);
shown(this::setup);
//view input.
addListener(new InputListener(){
@Override
public boolean scrolled(InputEvent event, float x, float y, float amountX, float amountY){
view.setScale(Mathf.clamp(view.getScaleX() - amountY / 40f, 0.25f, 1f));
view.setOrigin(Align.center);
view.setTransform(true);
return true;
}
@Override
public boolean mouseMoved(InputEvent event, float x, float y){
view.requestScroll();
return super.mouseMoved(event, x, y);
}
});
addListener(new ElementGestureListener(){
@Override
public void zoom(InputEvent event, float initialDistance, float distance){
if(view.lastZoom < 0){
view.lastZoom = view.getScaleX();
}
view.setScale(Mathf.clamp(distance / initialDistance * view.lastZoom, 0.25f, 1f));
view.setOrigin(Align.center);
view.setTransform(true);
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){
view.lastZoom = view.getScaleX();
}
@Override
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY){
view.panX += deltaX / view.getScaleX();
view.panY += deltaY / view.getScaleY();
view.moved = true;
view.clamp();
}
});
}
public void setup(){
@ -74,7 +120,7 @@ public class DeployDialog extends FloatingDialog{
update(() -> {
setOrigin(Align.center);
time[0] += Core.graphics.getDeltaTime() * 10f;
setTranslation(Mathf.sin(time[0], 60f, 70f) + panX / 30f, Mathf.cos(time[0], 140f, 80f) + (panY + 200) / 30f);
setTranslation(Mathf.sin(time[0], 60f, 70f) + view.panX / 30f, Mathf.cos(time[0], 140f, 80f) + (view.panY + 200) / 30f);
});
}}.setScaling(Scaling.fit));
@ -129,7 +175,7 @@ public class DeployDialog extends FloatingDialog{
button.defaults().colspan(2);
button.row();
button.add(Core.bundle.format("save.wave", color + slot.getWave()));
button.add(Core.bundle.format("save", color + slot.getWave()));
button.row();
button.label(() -> Core.bundle.format("save.playtime", color + slot.getPlayTime()));
button.row();
@ -144,7 +190,7 @@ public class DeployDialog extends FloatingDialog{
}).width(size).height(50f).padTop(3);
}));
}else{
stack.add(new View());
stack.add(view = new View());
}
stack.add(new ItemsDisplay());
@ -155,26 +201,28 @@ public class DeployDialog extends FloatingDialog{
for(ZoneNode node : nodes){
node.allChildren.clear();
node.allChildren.addAll(node.children);
for(ZoneNode other : new ObjectSetIterator<>(nodes)){
if(Structs.contains(other.zone.zoneRequirements, req -> req.zone == node.zone)){
for(ZoneNode other : nodes){
if(other.zone.requirements.contains(req -> req.zone() == node.zone)){
node.allChildren.add(other);
}
}
}
view.setOrigin(Align.center);
view.setTransform(true);
}
boolean hidden(Zone zone){
for(ZoneRequirement other : zone.zoneRequirements){
if(!data.isUnlocked(other.zone)){
return true;
}
}
return false;
return zone.requirements.contains(o -> o.zone() != null && o.zone().locked());
}
void buildButton(Zone zone, Button button){
button.setDisabled(() -> hidden(zone));
button.clicked(() -> info.show(zone));
button.clicked(() -> {
if(!view.moved){
info.show(zone);
}
});
if(zone.unlocked() && !hidden(zone)){
button.labelWrap(zone.localizedName()).style(Styles.outlineLabel).width(140).growX().get().setAlignment(Align.center);
@ -186,10 +234,9 @@ public class DeployDialog extends FloatingDialog{
}
}
//should be static variables of View, but that's impossible
static float panX = 0, panY = -200;
class View extends Group{
float panX = 0, panY = -200, lastZoom = -1;
boolean moved = false;
{
for(ZoneNode node : nodes){
@ -209,11 +256,7 @@ public class DeployDialog extends FloatingDialog{
addChild(stack);
}
dragged((x, y) -> {
panX += x;
panY += y;
clamp();
});
released(() -> moved = false);
}
void clamp(){
@ -229,9 +272,9 @@ public class DeployDialog extends FloatingDialog{
}
@Override
public void draw(){
public void drawChildren(){
clamp();
float offsetX = panX + width / 2f + x, offsetY = panY + height / 2f + y;
float offsetX = panX + width / 2f, offsetY = panY + height / 2f;
for(ZoneNode node : nodes){
for(ZoneNode child : node.allChildren){
@ -242,7 +285,7 @@ public class DeployDialog extends FloatingDialog{
}
Draw.reset();
super.draw();
super.drawChildren();
}
}
@ -258,7 +301,7 @@ public class DeployDialog extends FloatingDialog{
//this.height /= 2f;
nodes.add(this);
arr.selectFrom(content.zones(), other -> other.zoneRequirements.length > 0 && other.zoneRequirements[0].zone == zone);
arr.selectFrom(content.zones(), other -> other.requirements.size > 0 && other.requirements.first().zone() == zone);
children = new ZoneNode[arr.size];
for(int i = 0; i < children.length; i++){

View File

@ -5,6 +5,7 @@ import io.anuke.arc.graphics.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.ui.*;
@ -69,13 +70,19 @@ public class HostDialog extends FloatingDialog{
player.isAdmin = true;
if(steam){
Core.app.post(() -> Core.settings.getBoolOnce("steampublic", () -> {
Core.app.post(() -> Core.settings.getBoolOnce("steampublic2", () -> {
ui.showCustomConfirm("$setting.publichost.name", "$public.confirm", "$yes", "$no", () -> {
Core.settings.putSave("publichost", true);
platform.updateLobby();
});
}));
}
if(Version.modifier.contains("beta")){
Core.settings.putSave("publichost", false);
platform.updateLobby();
Core.settings.getBoolOnce("betapublic", () -> ui.showInfo("$public.beta"));
}
}catch(IOException e){
ui.showException("$server.error", e);
}

View File

@ -1,6 +1,7 @@
package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.Core;
import io.anuke.arc.collection.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.Log;
@ -14,6 +15,10 @@ import static io.anuke.mindustry.Vars.ui;
public class LanguageDialog extends FloatingDialog{
private Locale lastLocale;
private ObjectMap<Locale, String> displayNames = ObjectMap.of(
Locale.TRADITIONAL_CHINESE, "正體中文",
Locale.SIMPLIFIED_CHINESE, "简体中文"
);
public LanguageDialog(){
super("$settings.language");
@ -30,7 +35,7 @@ public class LanguageDialog extends FloatingDialog{
ButtonGroup<TextButton> group = new ButtonGroup<>();
for(Locale loc : locales){
TextButton button = new TextButton(Strings.capitalize(loc.getDisplayName(loc)), Styles.clearTogglet);
TextButton button = new TextButton(Strings.capitalize(displayNames.get(loc, loc.getDisplayName(loc))), Styles.clearTogglet);
button.clicked(() -> {
if(getLocale().equals(loc)) return;
Core.settings.put("locale", loc.toString());

View File

@ -2,9 +2,7 @@ package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.function.*;
import io.anuke.arc.input.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.game.*;
@ -16,10 +14,12 @@ import static io.anuke.mindustry.Vars.*;
public class LoadoutDialog extends FloatingDialog{
private Runnable hider;
private Supplier<Array<ItemStack>> supplier;
//private Supplier<Array<ItemStack>> supplier;
private Runnable resetter;
private Runnable updater;
private Predicate<Item> filter;
private Array<ItemStack> stacks = new Array<>();
private Array<ItemStack> originalStacks = new Array<>();
//private Predicate<Item> filter;
private Table items;
private int capacity;
@ -33,54 +33,37 @@ public class LoadoutDialog extends FloatingDialog{
}
});
cont.add(items = new Table()).left();
cont.pane(t -> items = t.margin(10f)).left();
shown(this::setup);
hidden(() -> {
originalStacks.selectFrom(stacks, s -> s.amount > 0);
updater.run();
if(hider != null){
hider.run();
}
});
cont.row();
buttons.addImageTextButton("$back", Icon.arrowLeft, this::hide).size(210f, 64f);
cont.addButton("$add", () -> {
FloatingDialog dialog = new FloatingDialog("");
dialog.setFillParent(false);
for(Item item : content.items().select(item -> filter.test(item) && item.type == ItemType.material && supplier.get().find(stack -> stack.item == item) == null)){
TextButton button = dialog.cont.addButton("", Styles.cleart, () -> {
dialog.hide();
supplier.get().add(new ItemStack(item, 0));
updater.run();
setup();
}).size(300f, 36f).get();
button.clearChildren();
button.left();
button.addImage(item.icon(Cicon.small)).size(8 * 3).pad(4);
button.add(item.localizedName);
dialog.cont.row();
}
dialog.show();
}).size(100f, 40).left().disabled(b -> !content.items().contains(item -> filter.test(item) && !supplier.get().contains(stack -> stack.item == item)));
cont.row();
cont.addButton("$settings.reset", () -> {
buttons.addImageTextButton("$settings.reset", Icon.refreshSmall, () -> {
resetter.run();
updater.run();
setup();
}).size(210f, 64f);
cont.row();
cont.addImageTextButton("$back", Icon.arrowLeft, this::hide).size(210f, 64f);
}
public void show(int capacity, Supplier<Array<ItemStack>> supplier, Runnable reseter, Runnable updater, Runnable hider, Predicate<Item> filter){
public void show(int capacity, Array<ItemStack> stacks, Runnable reseter, Runnable updater, Runnable hider){
this.originalStacks = stacks;
this.stacks = stacks.map(ItemStack::copy);
this.stacks.addAll(content.items().select(i -> i.type == ItemType.material &&
!stacks.contains(stack -> stack.item == i)).map(i -> new ItemStack(i, 0)));
this.stacks.sort(Structs.comparingInt(s -> s.item.id));
this.resetter = reseter;
this.supplier = supplier;
this.updater = updater;
this.capacity = capacity;
this.hider = hider;
this.filter = filter;
//this.filter = filter;
show();
}
@ -88,41 +71,54 @@ public class LoadoutDialog extends FloatingDialog{
items.clearChildren();
items.left();
float bsize = 40f;
int step = 50;
for(ItemStack stack : supplier.get()){
items.addButton("x", Styles.clearPartialt, () -> {
supplier.get().remove(stack);
updater.run();
setup();
}).size(bsize);
int i = 0;
items.addButton("-", Styles.clearPartialt, () -> {
stack.amount = Math.max(stack.amount - step, 0);
updater.run();
}).size(bsize);
for(ItemStack stack : stacks){
items.table(Tex.pane, t -> {
t.margin(4).marginRight(8).left();
t.addButton("-", Styles.cleart, () -> {
stack.amount = Math.max(stack.amount - step(stack.amount), 0);
updater.run();
}).size(bsize);
items.addButton("+", Styles.clearPartialt, () -> {
stack.amount = Math.min(stack.amount + step, capacity);
updater.run();
}).size(bsize);
t.addButton("+", Styles.cleart, () -> {
stack.amount = Math.min(stack.amount + step(stack.amount), capacity);
updater.run();
}).size(bsize);
items.addImageButton(Icon.pencilSmaller, Styles.clearPartial2i, () -> ui.showTextInput("$configure", stack.item.localizedName, 10, stack.amount + "", true, str -> {
if(Strings.canParsePostiveInt(str)){
int amount = Strings.parseInt(str);
if(amount >= 0 && amount <= capacity){
stack.amount = amount;
updater.run();
return;
t.addImageButton(Icon.pencilSmaller, Styles.cleari, () -> ui.showTextInput("$configure", stack.item.localizedName, 10, stack.amount + "", true, str -> {
if(Strings.canParsePostiveInt(str)){
int amount = Strings.parseInt(str);
if(amount >= 0 && amount <= capacity){
stack.amount = amount;
updater.run();
return;
}
}
}
ui.showInfo(Core.bundle.format("configure.invalid", capacity));
})).size(bsize);
ui.showInfo(Core.bundle.format("configure.invalid", capacity));
})).size(bsize);
items.addImage(stack.item.icon(Cicon.small)).size(8 * 3).padRight(4).padLeft(4);
items.label(() -> stack.amount + "").left();
t.addImage(stack.item.icon(Cicon.small)).size(8 * 3).padRight(4).padLeft(4);
t.label(() -> stack.amount + "").left().width(90f);
}).pad(2).left().fillX();
items.row();
if(++i % 2 == 0 || (mobile && Core.graphics.isPortrait())){
items.row();
}
}
}
private int step(int amount){
if(amount < 1000){
return 100;
}else if(amount < 2000){
return 200;
}else if(amount < 5000){
return 500;
}else{
return 1000;
}
}
}

View File

@ -3,6 +3,7 @@ package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.io.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.mod.Mods.*;
@ -17,6 +18,41 @@ public class ModsDialog extends FloatingDialog{
public ModsDialog(){
super("$mods");
addCloseButton();
buttons.addImageTextButton("$mods.report", Icon.link,
() -> Core.net.openURI(reportIssueURL))
.size(250f, 64f);
buttons.row();
buttons.addImageTextButton("$mods.guide", Icon.wiki,
() -> Core.net.openURI(modGuideURL))
.size(210f, 64f);
buttons.addImageTextButton("$mod.import.github", Icon.github, () -> {
ui.showTextInput("$mod.import.github", "", 64, "Anuken/ExampleMod", text -> {
ui.loadfrag.show();
Core.net.httpGet("http://api.github.com/repos/" + text + "/zipball/master", loc -> {
Core.net.httpGet(loc.getHeader("Location"), result -> {
try{
Streams.copyStream(result.getResultAsStream(), modDirectory.child(text.replace("/", "") + ".zip").write(false));
Core.app.post(() -> {
try{
mods.reloadContent();
setup();
ui.loadfrag.hide();
}catch(Exception e){
ui.showException(e);
}
});
}catch(Exception e){
ui.showException(e);
}
}, t -> Core.app.post(() -> ui.showException(t)));
}, t -> Core.app.post(() -> ui.showException(t)));
});
}).size(250f, 64f);
shown(this::setup);
hidden(() -> {
@ -60,15 +96,21 @@ public class ModsDialog extends FloatingDialog{
title.add("[accent]" + mod.meta.name + "[lightgray] v" + mod.meta.version + (" | " + Core.bundle.get(mod.enabled() ? "mod.enabled" : "mod.disabled")));
title.add().growX();
title.addButton(mod.enabled() ? "$mod.disable" : "$mod.enable", Styles.cleart, () -> {
title.addImageTextButton(mod.enabled() ? "$mod.disable" : "$mod.enable", mod.enabled() ? Icon.arrowDownSmall : Icon.arrowUpSmall, Styles.cleart, () -> {
mods.setEnabled(mod, !mod.enabled());
setup();
}).height(50f).margin(8f).width(100f);
}).height(50f).margin(8f).width(130f);
title.addImageButton(Icon.trash16Small, Styles.cleari, () -> ui.showConfirm("$confirm", "$mod.remove.confirm", () -> {
mods.removeMod(mod);
setup();
})).size(50f);
title.addImageButton(mod.workshopID != null ? Icon.linkSmall : Icon.trash16Small, Styles.cleari, () -> {
if(mod.workshopID == null){
ui.showConfirm("$confirm", "$mod.remove.confirm", () -> {
mods.removeMod(mod);
setup();
});
}else{
platform.viewListing(mod.workshopID);
}
}).size(50f);
}).growX().left().padTop(-14f).padRight(-14f);
t.row();
@ -104,4 +146,4 @@ public class ModsDialog extends FloatingDialog{
});
}).margin(12f).width(500f);
}
}
}

View File

@ -14,6 +14,7 @@ import io.anuke.arc.scene.ui.TextButton.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
@ -225,7 +226,9 @@ public class SettingsMenuDialog extends SettingsDialog{
game.checkPref("savecreate", true);
if(steam){
game.checkPref("hints", true);
if(steam && !Version.modifier.contains("beta")){
game.checkPref("publichost", false, i -> {
platform.updateLobby();
});
@ -252,6 +255,7 @@ public class SettingsMenuDialog extends SettingsDialog{
});
graphics.sliderPref("fpscap", 240, 15, 245, 5, s -> (s > 240 ? Core.bundle.get("setting.fpscap.none") : Core.bundle.format("setting.fpscap.text", s)));
graphics.sliderPref("chatopacity", 100, 0, 100, 5, s -> s + "%");
graphics.sliderPref("lasersopacity", 100, 0, 100, 5, s -> s + "%");
if(!mobile){
graphics.checkPref("vsync", true, b -> Core.graphics.setVSync(b));
@ -290,6 +294,7 @@ public class SettingsMenuDialog extends SettingsDialog{
graphics.checkPref("effects", true);
graphics.checkPref("playerchat", true);
graphics.checkPref("minimap", !mobile);
graphics.checkPref("position", false);
graphics.checkPref("fps", false);
graphics.checkPref("indicators", true);
graphics.checkPref("animatedwater", false);
@ -297,7 +302,6 @@ public class SettingsMenuDialog extends SettingsDialog{
graphics.checkPref("animatedshields", !mobile);
}
graphics.checkPref("bloom", false, val -> renderer.toggleBloom(val));
graphics.checkPref("lasers", true);
graphics.checkPref("pixelate", false, val -> {
if(val){
Events.fire(Trigger.enablePixelation);

View File

@ -4,6 +4,7 @@ import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.*;
@ -21,7 +22,8 @@ import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.ui.TreeLayout.*;
import io.anuke.mindustry.ui.layout.*;
import io.anuke.mindustry.ui.layout.TreeLayout.*;
import static io.anuke.mindustry.Vars.*;
@ -31,13 +33,14 @@ public class TechTreeDialog extends FloatingDialog{
private TechTreeNode root = new TechTreeNode(TechTree.root, null);
private Rectangle bounds = new Rectangle();
private ItemsDisplay items;
private View view;
public TechTreeDialog(){
super("");
titleTable.remove();
margin(0f).marginBottom(8);
cont.stack(new View(), items = new ItemsDisplay()).grow();
cont.stack(view = new View(), items = new ItemsDisplay()).grow();
shown(() -> {
checkNodes(root);
@ -52,16 +55,57 @@ public class TechTreeDialog extends FloatingDialog{
hide();
ui.database.show();
}).size(210f, 64f);
//scaling/drag input
addListener(new InputListener(){
@Override
public boolean scrolled(InputEvent event, float x, float y, float amountX, float amountY){
view.setScale(Mathf.clamp(view.getScaleX() - amountY / 40f, 0.25f, 1f));
view.setOrigin(Align.center);
view.setTransform(true);
return true;
}
@Override
public boolean mouseMoved(InputEvent event, float x, float y){
view.requestScroll();
return super.mouseMoved(event, x, y);
}
});
addListener(new ElementGestureListener(){
@Override
public void zoom(InputEvent event, float initialDistance, float distance){
if(view.lastZoom < 0){
view.lastZoom = view.getScaleX();
}
view.setScale(Mathf.clamp(distance / initialDistance * view.lastZoom, 0.25f, 1f));
view.setOrigin(Align.center);
view.setTransform(true);
}
@Override
public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){
view.lastZoom = view.getScaleX();
}
@Override
public void pan(InputEvent event, float x, float y, float deltaX, float deltaY){
view.panX += deltaX / view.getScaleX();
view.panY += deltaY / view.getScaleY();
view.moved = true;
view.clamp();
}
});
}
void treeLayout(){
TreeLayout layout = new TreeLayout();
layout.gapBetweenLevels = Scl.scl(60f);
layout.gapBetweenNodes = Scl.scl(40f);
RadialTreeLayout layout = new RadialTreeLayout();
LayoutNode node = new LayoutNode(root, null);
layout.layout(node);
bounds.set(layout.getBounds());
bounds.y += nodeSize*1.5f;
//bounds.y += nodeSize*1.5f;
copyInfo(node);
}
@ -110,7 +154,7 @@ public class TechTreeDialog extends FloatingDialog{
this.parent = parent;
this.width = this.height = nodeSize;
if(node.children != null){
children = Array.with(node.children).select(n -> n.visible).map(t -> new LayoutNode(t, this)).toArray(LayoutNode.class);
children = Array.with(node.children).map(t -> new LayoutNode(t, this)).toArray(LayoutNode.class);
}
}
}
@ -134,7 +178,7 @@ public class TechTreeDialog extends FloatingDialog{
}
class View extends Group{
float panX = 0, panY = -200;
float panX = 0, panY = -200, lastZoom = -1;
boolean moved = false;
ImageButton hoverNode;
Table infoTable = new Table();
@ -146,6 +190,8 @@ public class TechTreeDialog extends FloatingDialog{
ImageButton button = new ImageButton(node.node.block.icon(Cicon.medium), Styles.nodei);
button.visible(() -> node.visible);
button.clicked(() -> {
if(moved) return;
if(mobile){
hoverNode = button;
rebuild();
@ -182,7 +228,6 @@ public class TechTreeDialog extends FloatingDialog{
});
button.touchable(() -> !node.visible ? Touchable.disabled : Touchable.enabled);
button.setUserObject(node.node);
button.tapped(() -> moved = false);
button.setSize(nodeSize);
button.update(() -> {
float offset = (Core.graphics.getHeight() % 2) / 2f;
@ -205,12 +250,9 @@ public class TechTreeDialog extends FloatingDialog{
});
}
dragged((x, y) -> {
moved = true;
panX += x;
panY += y;
clamp();
});
setOrigin(Align.center);
setTransform(true);
released(() -> moved = false);
}
void clamp(){
@ -308,9 +350,9 @@ public class TechTreeDialog extends FloatingDialog{
}
@Override
public void draw(){
public void drawChildren(){
clamp();
float offsetX = panX + width / 2f + x, offsetY = panY + height / 2f + y;
float offsetX = panX + width / 2f, offsetY = panY + height / 2f;
for(TechTreeNode node : nodes){
if(!node.visible) continue;
@ -324,7 +366,7 @@ public class TechTreeDialog extends FloatingDialog{
}
Draw.reset();
super.draw();
super.drawChildren();
}
}
}

View File

@ -1,15 +1,15 @@
package io.anuke.mindustry.ui.dialogs;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Objectives.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.type.Zone.*;
import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.*;
@ -38,8 +38,7 @@ public class ZoneInfoDialog extends FloatingDialog{
if(!zone.unlocked()) return;
ItemStack[] stacks = zone.getLaunchCost();
for(ItemStack stack : stacks){
for(ItemStack stack : zone.getLaunchCost()){
if(stack.amount == 0) continue;
if(i++ % 2 == 0){
@ -62,29 +61,32 @@ public class ZoneInfoDialog extends FloatingDialog{
cont.table(req -> {
req.defaults().left();
if(zone.zoneRequirements.length > 0){
Array<Objective> zones = zone.requirements.select(o -> !(o instanceof Unlock));
if(!zones.isEmpty()){
req.table(r -> {
r.add("$complete").colspan(2).left();
r.row();
for(ZoneRequirement other : zone.zoneRequirements){
for(Objective o : zones){
r.addImage(Icon.terrain).padRight(4);
r.add(Core.bundle.format("zone.requirement", other.wave, other.zone.localizedName())).color(Color.lightGray);
r.addImage(other.zone.bestWave() >= other.wave ? Icon.checkSmall : Icon.cancelSmall, other.zone.bestWave() >= other.wave ? Color.lightGray : Color.scarlet).padLeft(3);
r.add(o.display()).color(Color.lightGray);
r.addImage(o.complete() ? Icon.checkSmall : Icon.cancelSmall, o.complete() ? Color.lightGray : Color.scarlet).padLeft(3);
r.row();
}
});
}
req.row();
Array<Unlock> blocks = zone.requirements.select(o -> o instanceof Unlock).as(Unlock.class);
if(zone.blockRequirements.length > 0){
if(!blocks.isEmpty()){
req.table(r -> {
r.add("$research.list").colspan(2).left();
r.row();
for(Block block : zone.blockRequirements){
r.addImage(block.icon(Cicon.small)).size(8 * 3).padRight(4);
r.add(block.localizedName).color(Color.lightGray);
r.addImage(data.isUnlocked(block) ? Icon.checkSmall : Icon.cancelSmall, data.isUnlocked(block) ? Color.lightGray : Color.scarlet).padLeft(3);
for(Unlock blocko : blocks){
r.addImage(blocko.block.icon(Cicon.small)).size(8 * 3).padRight(5);
r.add(blocko.block.localizedName).color(Color.lightGray).left();
r.addImage(blocko.block.unlocked() ? Icon.checkSmall : Icon.cancelSmall, blocko.block.unlocked() ? Color.lightGray : Color.scarlet).padLeft(3);
r.row();
}
@ -106,7 +108,7 @@ public class ZoneInfoDialog extends FloatingDialog{
t.left();
t.add("$zone.resources").padRight(6);
if(zone.resources.length > 0){
if(zone.resources.size > 0){
t.table(r -> {
t.left();
int i = 0;
@ -135,8 +137,8 @@ public class ZoneInfoDialog extends FloatingDialog{
cont.row();
cont.addButton(zone.canConfigure() ? "$configure" : Core.bundle.format("configure.locked", zone.configureWave),
() -> loadout.show(zone.loadout.core().itemCapacity, zone::getStartingItems, zone::resetStartingItems, zone::updateLaunchCost, rebuildItems, item -> data.getItem(item) > 0 && item.type == ItemType.material)
cont.addButton(zone.canConfigure() ? "$configure" : Core.bundle.format("configure.locked", zone.configureObjective.display()),
() -> loadout.show(zone.loadout.core().itemCapacity, zone.getStartingItems(), zone::resetStartingItems, zone::updateLaunchCost, rebuildItems)
).fillX().pad(3).disabled(b -> !zone.canConfigure());
}
cont.marginRight(12f);
@ -155,7 +157,7 @@ public class ZoneInfoDialog extends FloatingDialog{
hide();
control.playZone(zone);
}
}).minWidth(150f).margin(13f).padTop(5).disabled(b -> zone.locked() ? !zone.canUnlock() : !data.hasItems(zone.getLaunchCost())).uniformY().get();
}).minWidth(200f).margin(13f).padTop(5).disabled(b -> zone.locked() ? !zone.canUnlock() : !data.hasItems(zone.getLaunchCost())).uniformY().get();
button.row();
button.add(iteminfo);

View File

@ -19,15 +19,14 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.net.Packets.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.ui.Styles;
import io.anuke.mindustry.ui.dialogs.*;
import static io.anuke.mindustry.Vars.*;
@ -51,6 +50,7 @@ public class HudFragment extends Fragment{
//menu at top left
parent.fill(cont -> {
cont.setName("overlaymarker");
cont.top().left();
if(mobile){
@ -248,9 +248,16 @@ public class HudFragment extends Fragment{
info.label(() -> ping.get(netClient.getPing())).visible(net::client).left().style(Styles.outlineLabel);
}).top().left();
});
//minimap
parent.fill(t -> t.top().right().add(new Minimap()).visible(() -> Core.settings.getBool("minimap") && !state.rules.tutorial));
parent.fill(t -> {
//minimap
t.add(new Minimap().visible(() -> Core.settings.getBool("minimap") && !state.rules.tutorial));
t.row();
//position
t.label(() -> world.toTile(player.x) + "," + world.toTile(player.y))
.visible(() -> Core.settings.getBool("position") && !state.rules.tutorial);
t.top().right();
});
//spawner warning
parent.fill(t -> {

View File

@ -1,11 +1,12 @@
package io.anuke.mindustry.ui.fragments;
import io.anuke.arc.scene.Group;
import io.anuke.arc.scene.event.Touchable;
import io.anuke.arc.scene.ui.layout.WidgetGroup;
import io.anuke.arc.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.mindustry.*;
/** Fragment for displaying overlays such as block inventories. */
public class OverlayFragment extends Fragment{
public class OverlayFragment{
public final BlockInventoryFragment inv;
public final BlockConfigFragment config;
@ -17,10 +18,9 @@ public class OverlayFragment extends Fragment{
config = new BlockConfigFragment();
}
@Override
public void build(Group parent){
public void add(){
group.setFillParent(true);
parent.addChild(group);
Vars.ui.hudGroup.addChildBefore(Core.scene.find("overlaymarker"), group);
inv.build(group);
config.build(group);

View File

@ -10,6 +10,8 @@ import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.style.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.EventType.*;
@ -17,7 +19,7 @@ import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.Styles;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.*;
@ -74,17 +76,21 @@ public class PlacementFragment extends Fragment{
boolean gridUpdate(InputHandler input){
if(Core.input.keyDown(Binding.pick)){ //mouse eyedropper select
Tile tile = world.tileWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y);
Tile tile = world.ltileWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y);
Block tryRecipe = tile == null ? null : tile.block();
if(tile != null){
tile = tile.link();
Block tryRecipe = tile.block();
if(tryRecipe.isVisible() && unlocked(tryRecipe)){
input.block = tryRecipe;
currentCategory = input.block.category;
return true;
for(BuildRequest req : player.buildQueue()){
if(!req.breaking && req.block.bounds(req.x, req.y, Tmp.r1).contains(Core.input.mouseWorld())){
tryRecipe = req.block;
break;
}
}
if(tryRecipe != null && tryRecipe.isVisible() && unlocked(tryRecipe)){
input.block = tryRecipe;
currentCategory = input.block.category;
return true;
}
}
if(!Core.input.keyDown(Binding.gridMode) || ui.chatfrag.chatOpen()) return false;
@ -151,6 +157,10 @@ public class PlacementFragment extends Fragment{
Color color = state.rules.infiniteResources || (core != null && (core.items.has(block.requirements, state.rules.buildCostMultiplier) || state.rules.infiniteResources)) ? Color.white : Color.gray;
button.forEach(elem -> elem.setColor(color));
button.setChecked(control.input.block == block);
if(state.rules.bannedBlocks.contains(block)){
button.forEach(elem -> elem.setColor(Color.darkGray));
}
});
button.hovered(() -> hovered = block);
@ -226,6 +236,15 @@ public class PlacementFragment extends Fragment{
}
}).growX().left().margin(3);
if(state.rules.bannedBlocks.contains(lastDisplay)){
topTable.row();
topTable.table(b -> {
b.addImage(Icon.cancelSmall).padRight(2).color(Color.scarlet);
b.add("$banned");
b.left();
}).padTop(2).left();
}
}else if(tileDisplayBlock() != null){ //show selected tile
lastDisplay = tileDisplayBlock();
topTable.table(t -> {
@ -250,7 +269,7 @@ public class PlacementFragment extends Fragment{
blocksSelect.margin(4).marginTop(0);
blocksSelect.table(blocks -> blockTable = blocks).grow();
blocksSelect.row();
blocksSelect.table(control.input::buildUI).name("inputTable").growX();
blocksSelect.table(control.input::buildPlacementUI).name("inputTable").growX();
}).fillY().bottom().touchable(Touchable.enabled);
frame.table(categories -> {
categories.defaults().size(50f);
@ -301,7 +320,11 @@ public class PlacementFragment extends Fragment{
returnArray.add(block);
}
}
returnArray.sort((b1, b2) -> -Boolean.compare(unlocked(b1), unlocked(b2)));
returnArray.sort((b1, b2) -> {
int locked = -Boolean.compare(unlocked(b1), unlocked(b2));
if(locked != 0) return locked;
return Boolean.compare(state.rules.bannedBlocks.contains(b1), state.rules.bannedBlocks.contains(b2));
});
return returnArray;
}

View File

@ -1,4 +1,4 @@
package io.anuke.mindustry.ui;
package io.anuke.mindustry.ui.layout;
import io.anuke.arc.collection.*;
import io.anuke.arc.math.geom.*;
@ -6,7 +6,7 @@ import io.anuke.arc.math.geom.*;
/**
* Algorithm taken from <a href="https://github.com/abego/treelayout">TreeLayout</a>.
*/
public class TreeLayout{
public class BranchTreeLayout implements TreeLayout{
public TreeLocation rootLocation = TreeLocation.top;
public TreeAlignment alignment = TreeAlignment.awayFromRoot;
public float gapBetweenLevels = 10;
@ -18,6 +18,7 @@ public class TreeLayout{
private float boundsTop = Float.MAX_VALUE;
private float boundsBottom = Float.MIN_VALUE;
@Override
public void layout(TreeNode root){
firstWalk(root, null);
calcSizeOfLevels(root, 0);
@ -288,20 +289,4 @@ public class TreeLayout{
public enum TreeAlignment{
center, towardsRoot, awayFromRoot
}
public static class TreeNode<T extends TreeNode>{
public float width, height, x, y;
//should be initialized by user
public T[] children;
public T parent;
private float mode, prelim, change, shift;
private int number = -1;
private TreeNode thread, ancestor;
boolean isLeaf(){
return children == null || children.length == 0;
}
}
}

View File

@ -0,0 +1,66 @@
package io.anuke.mindustry.ui.layout;
import io.anuke.arc.collection.*;
import io.anuke.arc.math.*;
public class RadialTreeLayout implements TreeLayout{
private static ObjectSet<TreeNode> visited = new ObjectSet<>();
private static Queue<TreeNode> queue = new Queue<>();
public float startRadius, delta;
@Override
public void layout(TreeNode root){
startRadius = root.height * 2.4f;
delta = root.height * 2.4f;
bfs(root, true);
radialize(root, 0, 360);
}
void radialize(TreeNode root, float from, float to){
int depthOfVertex = root.number;
float theta = from;
float radius = startRadius + (delta * depthOfVertex);
int leavesNumber = bfs(root, false);
for(TreeNode child : root.children){
int lambda = bfs(child, false);
float mi = theta + ((float)lambda / leavesNumber * (to - from));
float x = radius * Mathf.cos((theta + mi) / 2f * Mathf.degRad);
float y = radius * Mathf.sin((theta + mi) / 2f * Mathf.degRad);
child.x = x;
child.y = y;
if(child.children.length > 0) radialize(child, theta, mi);
theta = mi;
}
}
int bfs(TreeNode node, boolean assign){
visited.clear();
queue.clear();
if(assign) node.number = 0;
int leaves = 0;
visited.add(node);
queue.addFirst(node);
while(!queue.isEmpty()){
TreeNode current = queue.removeFirst();
if(current.children.length == 0) leaves++;
for(TreeNode child : current.children){
if(assign) child.number = current.number + 1;
if(!visited.contains(child)){
visited.add(child);
queue.addLast(child);
}
}
}
return leaves;
}
}

View File

@ -0,0 +1,22 @@
package io.anuke.mindustry.ui.layout;
public interface TreeLayout{
void layout(TreeNode root);
class TreeNode<T extends TreeNode>{
public float width, height, x, y;
//should be initialized by user
public T[] children;
public T parent;
//internal stuff
public float mode, prelim, change, shift;
public int number = -1;
public TreeNode thread, ancestor;
public boolean isLeaf(){
return children == null || children.length == 0;
}
}
}

View File

@ -19,11 +19,11 @@ import io.anuke.arc.util.ArcAnnotate.*;
import io.anuke.arc.util.pooling.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.input.InputHandler.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.world.blocks.*;
@ -39,8 +39,6 @@ import static io.anuke.mindustry.Vars.*;
public class Block extends BlockStorage{
public static final int crackRegions = 8, maxCrackSize = 5;
private static final BooleanProvider invisible = () -> false;
/** whether this block has a tile entity that updates */
public boolean update;
/** whether this block has health and can be destroyed */
@ -83,6 +81,8 @@ public class Block extends BlockStorage{
public BlockGroup group = BlockGroup.none;
/** List of block flags. Used for AI indexing. */
public EnumSet<BlockFlag> flags = EnumSet.of();
/** Targeting priority of this block, as seen by enemies.*/
public TargetPriority priority = TargetPriority.base;
/** Whether the block can be tapped and selected to configure. */
public boolean configurable;
/** Whether this block consumes touchDown events when tapped. */
@ -96,6 +96,8 @@ public class Block extends BlockStorage{
public boolean targetable = true;
/** Whether the overdrive core has any effect on this block. */
public boolean canOverdrive = true;
/** Outlined icon color.*/
public Color outlineColor = Color.valueOf("404049");
/** Whether the icon region has an outline added. */
public boolean outlineIcon = false;
/** Whether this block has a shadow under it. */
@ -120,7 +122,9 @@ public class Block extends BlockStorage{
/** Cost of building this block; do not modify directly! */
public float buildCost;
/** Whether this block is visible and can currently be built. */
public BooleanProvider buildVisibility = invisible;
public BuildVisibility buildVisibility = BuildVisibility.hidden;
/** Multiplier for speed of building this block. */
public float buildCostMultiplier = 1f;
/** Whether this block has instant transfer.*/
public boolean instantTransfer = false;
public boolean alwaysUnlocked = false;
@ -151,7 +155,7 @@ public class Block extends BlockStorage{
}
public boolean isBuildable(){
return buildVisibility != invisible;
return buildVisibility != BuildVisibility.hidden && buildVisibility != BuildVisibility.debugOnly;
}
public boolean isStatic(){
@ -384,6 +388,11 @@ public class Block extends BlockStorage{
for(ItemStack stack : requirements){
buildCost += stack.amount * stack.item.cost;
}
buildCost *= buildCostMultiplier;
if(consumes.has(ConsumeType.power)) hasPower = true;
if(consumes.has(ConsumeType.item)) hasItems = true;
if(consumes.has(ConsumeType.liquid)) hasLiquids = true;
setStats();
setBars();
@ -661,17 +670,81 @@ public class Block extends BlockStorage{
}
}
public void getPlaceDraw(PlaceDraw draw, int rotation, int prevX, int prevY, int prevRotation){
draw.region = icon(Cicon.full);
draw.scalex = draw.scaley = 1;
draw.rotation = rotation;
public void drawRequest(BuildRequest req, Eachable<BuildRequest> list, boolean valid){
Draw.reset();
Draw.mixcol(!valid ? Pal.breakInvalid : Color.white, (!valid ? 0.4f : 0.24f) + Mathf.absin(Time.globalTime(), 6f, 0.28f));
Draw.alpha(1f);
drawRequestRegion(req, list);
Draw.reset();
}
public void drawRequestRegion(BuildRequest req, Eachable<BuildRequest> list){
TextureRegion reg = icon(Cicon.full);
Draw.rect(icon(Cicon.full), req.drawx(), req.drawy(),
reg.getWidth() * req.animScale * Draw.scl, reg.getHeight() * req.animScale * Draw.scl,
!rotate ? 0 : req.rotation * 90);
}
@Override
public void createIcons(PixmapPacker out, PixmapPacker editor){
super.createIcons(out, editor);
public void createIcons(PixmapPacker packer, PixmapPacker editor){
super.createIcons(packer, editor);
editor.pack(name + "-icon-editor", Core.atlas.getPixmap((AtlasRegion)icon(Cicon.full)).crop());
if(!synthetic()){
PixmapRegion image = Core.atlas.getPixmap((AtlasRegion)icon(Cicon.full));
color.set(image.getPixel(image.width/2, image.height/2));
}
getGeneratedIcons();
Pixmap last = null;
if(outlineIcon){
final int radius = 4;
PixmapRegion region = Core.atlas.getPixmap(getGeneratedIcons()[getGeneratedIcons().length-1]);
Pixmap out = new Pixmap(region.width, region.height);
Color color = new Color();
for(int x = 0; x < region.width; x++){
for(int y = 0; y < region.height; y++){
region.getPixel(x, y, color);
out.draw(x, y, color);
if(color.a < 1f){
boolean found = false;
outer:
for(int rx = -radius; rx <= radius; rx++){
for(int ry = -radius; ry <= radius; ry++){
if(Structs.inBounds(rx + x, ry + y, region.width, region.height) && Mathf.dst2(rx, ry) <= radius*radius && color.set(region.getPixel(rx + x, ry + y)).a > 0.01f){
found = true;
break outer;
}
}
}
if(found){
out.draw(x, y, outlineColor);
}
}
}
}
last = out;
packer.pack(name, out);
}
if(generatedIcons.length > 1){
Pixmap base = Core.atlas.getPixmap(generatedIcons[0]).crop();
for(int i = 1; i < generatedIcons.length; i++){
if(i == generatedIcons.length - 1 && last != null){
base.drawPixmap(last);
}else{
base.draw(Core.atlas.getPixmap(generatedIcons[i]));
}
}
packer.pack("block-" + name + "-full", base);
generatedIcons = null;
Arrays.fill(cicons, null);
}
}
/** Never use outside of the editor! */
@ -724,12 +797,16 @@ public class Block extends BlockStorage{
return ((size + 1) % 2) * tilesize / 2f;
}
public Rectangle bounds(int x, int y, Rectangle rect){
return rect.setSize(size * tilesize).setCenter(x * tilesize + offset(), y * tilesize + offset());
}
public boolean isMultiblock(){
return size > 1;
}
public boolean isVisible(){
return buildVisibility.get() && !isHidden();
return buildVisibility.visible() && !isHidden();
}
public boolean isFloor(){
@ -746,7 +823,7 @@ public class Block extends BlockStorage{
@Override
public boolean isHidden(){
return !buildVisibility.get();
return !buildVisibility.visible();
}
@Override
@ -755,21 +832,21 @@ public class Block extends BlockStorage{
}
protected void requirements(Category cat, ItemStack[] stacks, boolean unlocked){
requirements(cat, () -> true, stacks);
requirements(cat, BuildVisibility.shown, stacks);
this.alwaysUnlocked = unlocked;
}
protected void requirements(Category cat, ItemStack[] stacks){
requirements(cat, () -> true, stacks);
requirements(cat, BuildVisibility.shown, stacks);
}
/** Sets up requirements. Use only this method to set up requirements. */
protected void requirements(Category cat, BooleanProvider visible, ItemStack[] stacks){
protected void requirements(Category cat, BuildVisibility visible, ItemStack[] stacks){
this.category = cat;
this.requirements = stacks;
this.buildVisibility = visible;
Arrays.sort(requirements, (a, b) -> Integer.compare(a.item.id, b.item.id));
Arrays.sort(requirements, Structs.comparingInt(i -> i.item.id));
}
}

View File

@ -73,6 +73,10 @@ public class Build{
return false;
}
if(state.rules.bannedBlocks.contains(type) && !(state.rules.waves && team == waveTeam)){
return false;
}
if((type.solid || type.solidifes) && Units.anyEntities(x * tilesize + type.offset() - type.size*tilesize/2f, y * tilesize + type.offset() - type.size*tilesize/2f, type.size * tilesize, type.size*tilesize)){
return false;
}

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