Sector fixes

This commit is contained in:
Anuken
2020-05-16 17:02:43 -04:00
parent 2b46659daf
commit 23b431acae

View File

@@ -109,14 +109,6 @@ public class Control implements ApplicationListener, Loadable{
Effects.shake(5, 6, Core.camera.position.x, Core.camera.position.y);
//the restart dialog can show info for any number of scenarios
Call.onGameOver(event.winner);
//TODO set meta to indicate game over
/*
if(state.rules.zone != null && !net.client()){
//remove zone save on game over
if(saves.getZoneSlot() != null && !state.rules.tutorial){
saves.getZoneSlot().delete();
}
}*/
});
//autohost for pvp maps
@@ -274,10 +266,22 @@ public class Control implements ApplicationListener, Loadable{
//if there is no base, simulate a new game and place the right loadout at the spawn position
if(state.rules.defaultTeam.cores().isEmpty()){
//kill all friendly units, since they should be dead anwyay
for(Unitc unit : Groups.unit){
if(unit.team() == state.rules.defaultTeam){
unit.remove();
}
}
Tile spawn = world.tile(sector.getSpawnPosition());
//TODO PLACE CORRECT LOADOUT
Schematics.placeLoadout(Loadouts.advancedShard, spawn.x, spawn.y);
//set up camera/player locations
player.set(spawn.x * tilesize, spawn.y * tilesize);
camera.position.set(player);
Events.fire(Trigger.newGame);
}