Internal loadout system / Starting drills / Bugfixes

This commit is contained in:
Anuken
2019-02-23 22:31:38 -05:00
parent b6c5f202e4
commit 1ed4e9f5bb
15 changed files with 194 additions and 57 deletions

View File

@@ -1,10 +1,44 @@
package io.anuke.mindustry.content;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.type.Loadout;
public class Loadouts implements ContentList{
public static Loadout
basicShard,
basicFoundation,
basicNucleus;
@Override
public void load(){
basicShard = new Loadout(
" ### ",
" #1# ",
" ### ",
" ^ ^ ",
" ## ## ",
" C# C# "
);
basicFoundation = new Loadout(
" #### ",
" #### ",
" #2## ",
" #### ",
" ^ ^ ",
" ## ## ",
" C# C# "
);
basicNucleus = new Loadout(
" ##### ",
" ##### ",
" ##3## ",
" ##### ",
" >#####< ",
" ^ ^ ^ ^ ",
"#### ####",
"C#C# C#C#"
);
}
}

View File

@@ -116,8 +116,8 @@ public class Zones implements ContentList{
}};
frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest", 2)
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))
.core(Blocks.coreFoundation)){{
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with(Items.copper, 100);
startingItems = ItemStack.list(Items.copper, 400);
conditionWave = 10;
@@ -186,8 +186,8 @@ public class Zones implements ContentList{
}};
}};
ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)
.core(Blocks.coreFoundation)){{
ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with(Items.copper, 200, Items.graphite, 50);
startingItems = ItemStack.list(Items.copper, 400);
conditionWave = 20;
@@ -279,8 +279,8 @@ public class Zones implements ContentList{
stainedMountains = new Zone("stainedMountains", new MapGenerator("stainedMountains", 2)
.dist(2.5f, true)
.decor(new Decoration(Blocks.stainedStone, Blocks.stainedBoulder, 0.01))
.core(Blocks.coreFoundation)){{
.decor(new Decoration(Blocks.stainedStone, Blocks.stainedBoulder, 0.01))){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with(Items.copper, 100, Items.lead, 200, Items.silicon, 100);
startingItems = ItemStack.list(Items.copper, 400, Items.lead, 100);
conditionWave = 10;
@@ -354,11 +354,11 @@ public class Zones implements ContentList{
}};
impact = new Zone("impact0079", new MapGenerator("impact0079", 2)
.core(Blocks.coreFoundation)
.decor(
new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01),
new Decoration(Blocks.metalFloor, Blocks.metalFloorDamaged, 0.02)
).drops(ItemStack.with(Items.copper, 2000, Items.lead, 1500, Items.silicon, 1000, Items.graphite, 2000, Items.pyratite, 2000, Items.titanium, 2000, Items.metaglass, 1000, Items.coal, 2000))){{
loadout = Loadouts.basicFoundation;
baseLaunchCost = ItemStack.with(Items.copper, 500, Items.lead, 500, Items.silicon, 100);
startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 500, Items.silicon, 200);
itemRequirements = ItemStack.with(Items.silicon, 8000, Items.titanium, 6000, Items.graphite, 4000);
@@ -437,8 +437,8 @@ public class Zones implements ContentList{
}};
}};
desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift")
.core(Blocks.coreNucleus).dist(2f)){{
desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift").dist(2f)){{
loadout = Loadouts.basicNucleus;
baseLaunchCost = ItemStack.with(Items.copper, 500);
startingItems = ItemStack.list(Items.copper, 1500);
itemRequirements = ItemStack.with(Items.copper, 8000, Items.metaglass, 2000, Items.graphite, 3000);
@@ -540,8 +540,8 @@ public class Zones implements ContentList{
*/
nuclearComplex = new Zone("nuclearComplex", new MapGenerator("nuclearProductionComplex", 1)
.drops(ItemStack.with(Items.copper, 2000, Items.lead, 1500, Items.silicon, 1000, Items.graphite, 1000, Items.thorium, 200, Items.titanium, 2000, Items.metaglass, 1000))
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))
.core(Blocks.coreNucleus)){{
.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{
loadout = Loadouts.basicNucleus;
baseLaunchCost = ItemStack.with(Items.copper, 500, Items.lead, 500, Items.silicon, 200, Items.metaglass, 100);
startingItems = ItemStack.list(Items.copper, 2500, Items.lead, 1500, Items.silicon, 800, Items.metaglass, 400);
itemRequirements = ItemStack.with(Items.copper, 10000, Items.titanium, 8000, Items.metaglass, 6000, Items.plastanium, 2000);