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Draw hatching in orange for systems at immediate combat risk
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@ -1,10 +1,13 @@
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## 0.0.7 (not yet released)
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* Systems that are threatened by a neighboring hostile force are now overlaid with orange cross-hatching instead of yellow cross-hatching. Yellow cross-hatching is now used exclusively for systems at risk of collapse due to insufficient garrison.
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* While placing a terraforming project, resources that are currently in surplus are colored green in the production panel, and systems that only provide a single unit of that resource (and provide no other resources) are highlighted green on the map.
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## 0.0.6 (2022-12-04)
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* Added experimental support for custom UI scaling via the `funorb.shatteredplans.client.uiScale` and `funorb.shatteredplans.client.aspectRatio` JVM properties. See the README for more details.
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* Fixed game chat messages being sent as lobby chat messages.
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## 0.0.5 (2022-10-01)
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@ -21,6 +21,7 @@ public final class Drawing {
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public static final int RED = 0xff0000;
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public static final int GREEN = 0x00ff00;
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public static final int YELLOW = 0xffff00;
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public static final int ORANGE = 0xff8000;
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public static int[] screenBuffer;
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public static int width;
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public static int height;
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@ -3082,6 +3082,8 @@ public final class GameView extends AbstractGameView {
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if (owner == this.localPlayer && this.localPlayer != null) {
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if (!this.tacticalAnalysis.isOwnershipPossible(system)) {
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drawSystemHatching(var6, Drawing.RED, this.tacticalAnalysis.getEarliestGuaranteedCollapseWave(system) == 0 ? 192 : 96);
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} else if (this.tacticalAnalysis.isThreatened(system)) {
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drawSystemHatching(var6, Drawing.ORANGE, 192);
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} else if (!this.tacticalAnalysis.isOwnershipGuaranteed(system)) {
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drawSystemHatching(var6, Drawing.YELLOW, this.tacticalAnalysis.getEarliestPossibleCollapseWave(system) == 0 ? 128 : 64);
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}
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