Balancing / Wall renaming
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@@ -19,8 +19,8 @@ public class Recipes implements ContentList{
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new Recipe(defense, DefenseBlocks.copperWall, new ItemStack(Items.copper, 12));
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new Recipe(defense, DefenseBlocks.copperWallLarge, new ItemStack(Items.copper, 12 * 4));
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new Recipe(defense, DefenseBlocks.compositeWall, new ItemStack(Items.densealloy, 12));
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new Recipe(defense, DefenseBlocks.compositeWallLarge, new ItemStack(Items.densealloy, 12 * 4));
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new Recipe(defense, DefenseBlocks.denseAlloyWall, new ItemStack(Items.densealloy, 12));
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new Recipe(defense, DefenseBlocks.denseAlloyWallLarge, new ItemStack(Items.densealloy, 12 * 4));
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new Recipe(defense, DefenseBlocks.door, new ItemStack(Items.densealloy, 12), new ItemStack(Items.silicon, 8));
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new Recipe(defense, DefenseBlocks.doorLarge, new ItemStack(Items.densealloy, 12 * 4), new ItemStack(Items.silicon, 8 * 4));
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@@ -114,10 +114,9 @@ public class DebugBlocks extends BlockList implements ContentList{
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for(int i = 0; i < items.size; i++){
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if(i == 0) continue;
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final int f = i;
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ImageButton button = cont.addImageButton("white", "toggle", 24, () -> {
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ImageButton button = cont.addImageButton("liquid-icon-" + items.get(i).name, "toggle", 24, () -> {
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Call.setLiquidSourceLiquid(null, tile, items.get(f));
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}).size(38, 42).padBottom(-5.1f).group(group).get();
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button.getStyle().imageUpColor = items.get(i).color;
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button.setChecked(entity.source.id == f);
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if(i % 4 == 3){
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@@ -7,7 +7,7 @@ import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.blocks.defense.*;
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public class DefenseBlocks extends BlockList implements ContentList{
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public static Block copperWall, copperWallLarge, compositeWall, compositeWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge,
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public static Block copperWall, copperWallLarge, denseAlloyWall, denseAlloyWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge,
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phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mendProjector, overdriveProjector, forceProjector, shockMine;
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@Override
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@@ -23,11 +23,11 @@ public class DefenseBlocks extends BlockList implements ContentList{
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size = 2;
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}};
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compositeWall = new Wall("composite-wall"){{
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denseAlloyWall = new Wall("dense-alloy-wall"){{
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health = 110 * wallHealthMultiplier;
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}};
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compositeWallLarge = new Wall("composite-wall-large"){{
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denseAlloyWallLarge = new Wall("dense-alloy-wall-large"){{
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health = 110 * wallHealthMultiplier * 4;
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size = 2;
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}};
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@@ -217,10 +217,12 @@ public class TurretBlocks extends BlockList implements ContentList{
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spectre = new DoubleTurret("spectre"){{
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ammoTypes = new AmmoType[]{AmmoTypes.bulletDenseBig, AmmoTypes.bulletPyratiteBig, AmmoTypes.bulletThoriumBig};
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reload = 4f;
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coolantMultiplier = 0.5f;
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maxCoolantUsed = 1.5f;
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restitution = 0.1f;
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ammoUseEffect = ShootFx.shellEjectBig;
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range = 200f;
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inaccuracy = 4f;
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inaccuracy = 3f;
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recoil = 3f;
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xRand = 3f;
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shotWidth = 4f;
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@@ -15,7 +15,7 @@ public class CooledTurret extends Turret{
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/**How much reload is lowered by for each unit of liquid of heat capacity 1.*/
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protected float coolantMultiplier = 1f;
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/**Max coolant used per tick.*/
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protected float maxUsed = 1f;
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protected float maxCoolantUsed = 1f;
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protected Effect coolEffect = BlockFx.fuelburn;
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public CooledTurret(String name){
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@@ -33,7 +33,7 @@ public class CooledTurret extends Turret{
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TurretEntity entity = tile.entity();
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Liquid liquid = entity.liquids.current();
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float used = Math.min(Math.min(entity.liquids.get(liquid), maxUsed * Timers.delta()), Math.max(0, ((reload - entity.reload) / coolantMultiplier) / liquid.heatCapacity));
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float used = Math.min(Math.min(entity.liquids.get(liquid), maxCoolantUsed * Timers.delta()), Math.max(0, ((reload - entity.reload) / coolantMultiplier) / liquid.heatCapacity));
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entity.reload += (used * liquid.heatCapacity) / liquid.heatCapacity;
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entity.liquids.remove(liquid, used);
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