Internal loadout system / Starting drills / Bugfixes
This commit is contained in:
@@ -1,10 +1,44 @@
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package io.anuke.mindustry.content;
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import io.anuke.mindustry.game.ContentList;
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import io.anuke.mindustry.type.Loadout;
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public class Loadouts implements ContentList{
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public static Loadout
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basicShard,
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basicFoundation,
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basicNucleus;
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@Override
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public void load(){
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basicShard = new Loadout(
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" ### ",
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" #1# ",
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" ### ",
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" ^ ^ ",
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" ## ## ",
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" C# C# "
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);
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basicFoundation = new Loadout(
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" #### ",
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" #### ",
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" #2## ",
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" #### ",
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" ^ ^ ",
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" ## ## ",
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" C# C# "
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);
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basicNucleus = new Loadout(
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" ##### ",
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" ##### ",
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" ##3## ",
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" ##### ",
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" >#####< ",
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" ^ ^ ^ ^ ",
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"#### ####",
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"C#C# C#C#"
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);
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}
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}
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@@ -116,8 +116,8 @@ public class Zones implements ContentList{
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}};
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frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest", 2)
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.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))
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.core(Blocks.coreFoundation)){{
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.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))){{
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loadout = Loadouts.basicFoundation;
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baseLaunchCost = ItemStack.with(Items.copper, 100);
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startingItems = ItemStack.list(Items.copper, 400);
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conditionWave = 10;
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@@ -186,8 +186,8 @@ public class Zones implements ContentList{
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}};
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}};
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ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)
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.core(Blocks.coreFoundation)){{
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ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)){{
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loadout = Loadouts.basicFoundation;
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baseLaunchCost = ItemStack.with(Items.copper, 200, Items.graphite, 50);
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startingItems = ItemStack.list(Items.copper, 400);
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conditionWave = 20;
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@@ -279,8 +279,8 @@ public class Zones implements ContentList{
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stainedMountains = new Zone("stainedMountains", new MapGenerator("stainedMountains", 2)
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.dist(2.5f, true)
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.decor(new Decoration(Blocks.stainedStone, Blocks.stainedBoulder, 0.01))
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.core(Blocks.coreFoundation)){{
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.decor(new Decoration(Blocks.stainedStone, Blocks.stainedBoulder, 0.01))){{
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loadout = Loadouts.basicFoundation;
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baseLaunchCost = ItemStack.with(Items.copper, 100, Items.lead, 200, Items.silicon, 100);
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startingItems = ItemStack.list(Items.copper, 400, Items.lead, 100);
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conditionWave = 10;
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@@ -354,11 +354,11 @@ public class Zones implements ContentList{
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}};
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impact = new Zone("impact0079", new MapGenerator("impact0079", 2)
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.core(Blocks.coreFoundation)
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.decor(
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new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01),
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new Decoration(Blocks.metalFloor, Blocks.metalFloorDamaged, 0.02)
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).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))){{
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loadout = Loadouts.basicFoundation;
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baseLaunchCost = ItemStack.with(Items.copper, 500, Items.lead, 500, Items.silicon, 100);
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startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 500, Items.silicon, 200);
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itemRequirements = ItemStack.with(Items.silicon, 8000, Items.titanium, 6000, Items.graphite, 4000);
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@@ -437,8 +437,8 @@ public class Zones implements ContentList{
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}};
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}};
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desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift")
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.core(Blocks.coreNucleus).dist(2f)){{
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desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift").dist(2f)){{
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loadout = Loadouts.basicNucleus;
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baseLaunchCost = ItemStack.with(Items.copper, 500);
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startingItems = ItemStack.list(Items.copper, 1500);
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itemRequirements = ItemStack.with(Items.copper, 8000, Items.metaglass, 2000, Items.graphite, 3000);
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@@ -540,8 +540,8 @@ public class Zones implements ContentList{
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*/
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nuclearComplex = new Zone("nuclearComplex", new MapGenerator("nuclearProductionComplex", 1)
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.drops(ItemStack.with(Items.copper, 2000, Items.lead, 1500, Items.silicon, 1000, Items.graphite, 1000, Items.thorium, 200, Items.titanium, 2000, Items.metaglass, 1000))
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.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))
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.core(Blocks.coreNucleus)){{
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.decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{
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loadout = Loadouts.basicNucleus;
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baseLaunchCost = ItemStack.with(Items.copper, 500, Items.lead, 500, Items.silicon, 200, Items.metaglass, 100);
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startingItems = ItemStack.list(Items.copper, 2500, Items.lead, 1500, Items.silicon, 800, Items.metaglass, 400);
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itemRequirements = ItemStack.with(Items.copper, 10000, Items.titanium, 8000, Items.metaglass, 6000, Items.plastanium, 2000);
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