Removed unused shadow methods; minor tweaks
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@@ -87,6 +87,7 @@ public class Blocks implements ContentList{
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air = new Floor("air"){{
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alwaysReplace = true;
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hasShadow = false;
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}
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public void draw(Tile tile){}
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@@ -735,6 +736,7 @@ public class Blocks implements ContentList{
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shockMine = new ShockMine("shock-mine"){{
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requirements(Category.effect, ItemStack.with(Items.lead, 50, Items.silicon, 25));
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hasShadow = false;
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health = 40;
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damage = 11;
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tileDamage = 7f;
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@@ -1096,7 +1098,7 @@ public class Blocks implements ContentList{
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}};
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unloader = new Unloader("unloader"){{
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requirements(Category.distribution, ItemStack.with(Items.titanium, 50, Items.silicon, 60));
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requirements(Category.effect, ItemStack.with(Items.titanium, 50, Items.silicon, 60));
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speed = 7f;
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}};
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@@ -57,7 +57,7 @@ public class BlockRenderer{
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for(int x = 0; x < world.width(); x++){
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for(int y = 0; y < world.height(); y++){
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Tile tile = world.rawTile(x, y);
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if(tile.block() != Blocks.air){
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if(tile.block().hasShadow){
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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}
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@@ -125,7 +125,11 @@ public class BlockRenderer{
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Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
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for(Tile tile : shadowEvents){
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Draw.color(tile.block() == Blocks.air ? Color.WHITE : shadowColor);
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//clear it first
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Draw.color(Color.WHITE);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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//then draw the shadow
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Draw.color(!tile.block().hasShadow ? Color.WHITE : shadowColor);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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@@ -186,7 +190,6 @@ public class BlockRenderer{
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}
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if(block.expanded || !expanded){
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addRequest(tile, Layer.shadow);
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if(block.layer != null && block.isLayer(tile)){
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addRequest(tile, block.layer);
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@@ -227,9 +230,7 @@ public class BlockRenderer{
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BlockRequest req = requests.get(iterateidx);
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Block block = req.tile.block();
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if(req.layer == Layer.shadow){
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block.drawShadow(req.tile);
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}else if(req.layer == Layer.block){
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if(req.layer == Layer.block){
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block.draw(req.tile);
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if(block.synthetic() && req.tile.getTeam() != player.getTeam()){
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block.drawTeam(req.tile);
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@@ -1,8 +1,6 @@
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package io.anuke.mindustry.graphics;
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public enum Layer{
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/**Drawn under everything.*/
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shadow,
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/**Base block layer.*/
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block,
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/**for placement*/
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@@ -95,6 +95,8 @@ public class Block extends BlockStorage{
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public boolean canOverdrive = true;
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/**Whether the icon region has an outline added.*/
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public boolean outlineIcon = false;
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/**Whether this block has a shadow under it.*/
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public boolean hasShadow = true;
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/**Cost of constructing this block.*/
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public ItemStack[] buildRequirements = new ItemStack[]{};
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@@ -230,10 +232,6 @@ public class Block extends BlockStorage{
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Draw.rect(region, tile.drawx(), tile.drawy(), rotate ? tile.getRotation() * 90 : 0);
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}
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public void drawShadow(Tile tile){
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draw(tile);
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}
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public void drawTeam(Tile tile){
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Draw.color(tile.getTeam().color);
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Draw.rect("block-border", tile.drawx() - size * tilesize/2f + 4, tile.drawy() - size * tilesize/2f + 4);
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@@ -38,11 +38,6 @@ public class BlockPart extends Block{
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//do nothing
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}
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@Override
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public void drawShadow(Tile tile){
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//also do nothing
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}
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@Override
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public boolean isSolidFor(Tile tile){
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return tile.getLinked() == null
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@@ -158,12 +158,6 @@ public class BuildBlock extends Block{
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}
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}
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@Override
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public void drawShadow(Tile tile){
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//don't
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//TODO maybe do
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}
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@Override
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public TileEntity newEntity(){
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return new BuildEntity();
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@@ -19,12 +19,6 @@ public class TreeBlock extends Block{
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@Override
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public void draw(Tile tile){}
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@Override
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public void drawShadow(Tile tile){
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Draw.rect(region, tile.drawx(), tile.drawy(), Mathf.randomSeed(tile.pos(), 0, 4) * 90);
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Draw.rect(region, tile.drawx() - shadowOffset, tile.drawy() - shadowOffset, Mathf.randomSeed(tile.pos(), 0, 4) * 90);
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}
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@Override
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public void drawLayer(Tile tile){
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Draw.rect(region, tile.drawx(), tile.drawy(), Mathf.randomSeed(tile.pos(), 0, 4) * 90);
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