Merge branch 'master' of https://github.com/Anuken/Mindustry into v116

This commit is contained in:
Petr Gašparík
2020-11-23 09:40:59 +01:00
92 changed files with 10491 additions and 10022 deletions
+1
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@@ -24,4 +24,5 @@ assignees: ''
---
*Place an X (no spaces) between the brackets to confirm that you have read the line below.*
- [ ] **I have updated to the latest release (https://github.com/Anuken/Mindustry/releases) to make sure my issue has not been fixed.**
- [ ] **I have searched the closed and open issues to make sure that this problem has not already been reported.**
+8 -1
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@@ -17,7 +17,7 @@ jobs:
java-version: 14
- name: Create artifacts
run: |
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${GITHUB_REF:1}"
./gradlew desktop:dist server:dist core:javadoc -Pbuildversion=${GITHUB_REF:1}
- name: Update docs
run: |
cd ../
@@ -28,6 +28,13 @@ jobs:
git commit -m "Update ${GITHUB_REF:1}"
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/MindustryGame/docs
cd ../Mindustry
- name: Add Arc release
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/Arc ../Arc
cd ../Arc
git tag ${GITHUB_REF}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/Arc ${GITHUB_REF};
cd ../Mindustry
- name: Update F-Droid build string
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
+3 -2
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@@ -18,6 +18,7 @@ jobs:
run: |
git clone --depth=1 --branch=master https://github.com/Anuken/MindustryBuilds ../MindustryBuilds
cd ../MindustryBuilds
git tag ${GITHUB_RUN_NUMBER}
BNUM=$(($GITHUB_RUN_NUMBER + 20000))
git tag ${BNUM}
git config --global user.name "Build Uploader"
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds ${GITHUB_RUN_NUMBER}
git push https://Anuken:${{ secrets.API_TOKEN_GITHUB }}@github.com/Anuken/MindustryBuilds ${BNUM}
+1 -1
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@@ -35,7 +35,7 @@ dependencies{
natives "com.github.Anuken.Arc:natives-box2d-android:${getArcHash()}"
//android dependencies magically disappear during compilation, thanks gradle!
def sdkFile = new File(System.getenv("ANDROID_HOME"), "/platforms/android-29/android.jar")
def sdkFile = new File((String)findSdkDir(), "/platforms/android-29/android.jar")
if(sdkFile.exists()) compileOnly files(sdkFile.absolutePath)
}
@@ -46,7 +46,7 @@ public class AssetsProcess extends BaseProcessor{
String name = Strings.kebabToCamel(split[1]).replace("Medium", "").replace("Icon", "");
if(SourceVersion.isKeyword(name) || name.equals("char")) name += "i";
ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).initializer("(char)" + key).build());
ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).addJavadoc(String.format("\\u%04x", Integer.parseInt(key))).initializer("'" + ((char)Integer.parseInt(key)) + "'").build());
});
ictype.addField(FieldSpec.builder(ParameterizedTypeName.get(ObjectMap.class, String.class, TextureRegionDrawable.class),
@@ -64,7 +64,7 @@ public class AssetsProcess extends BaseProcessor{
int code = val.getInt("code", 0);
iconcAll.append((char)code);
ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).initializer("(char)" + code).build());
ichtype.addField(FieldSpec.builder(char.class, name, Modifier.PUBLIC, Modifier.STATIC, Modifier.FINAL).addJavadoc(String.format("\\u%04x", code)).initializer("'" + ((char)code) + "'").build());
ichinit.addStatement("codes.put($S, $L)", name, code);
ictype.addField(TextureRegionDrawable.class, name + "Small", Modifier.PUBLIC, Modifier.STATIC);
+11
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@@ -99,6 +99,17 @@ allprojects{
return project.ext.mainClassName.substring(0, project.ext.mainClassName.indexOf("desktop") - 1)
}
findSdkDir = {
//null because IntelliJ doesn't get env variables
def v = System.getenv("ANDROID_HOME")
if(v != null) return v
//rootDir is null here, amazing. brilliant.
def file = new File("local.properties")
if(!file.exists()) file = new File("../local.properties")
def props = new Properties().with{p -> p.load(file.newReader()); return p }
return props.get("sdk.dir")
}
generateLocales = {
def output = 'en\n'
def bundles = new File(project(':core').projectDir, 'assets/bundles/')
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+46 -32
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@@ -497,10 +497,10 @@ requirement.produce = Produce {0}
requirement.capture = Capture {0}
launch.text = Launch
research.multiplayer = Only the host can research items.
map.multiplayer = Only the host can view sectors.
uncover = Uncover
configure = Configure Loadout
#TODO
loadout = Loadout
resources = Resources
bannedblocks = Banned Blocks
@@ -508,12 +508,6 @@ addall = Add All
launch.from = Launching From: [accent]{0}
launch.destination = Destination: {0}
configure.invalid = Amount must be a number between 0 and {0}.
zone.unlocked = [lightgray]{0} unlocked.
zone.requirement.complete = Requirement for {0} completed:[lightgray]\n{1}
zone.resources = [lightgray]Resources Detected:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective.survival = Survive
zone.objective.attack = Destroy Enemy Core
add = Add...
boss.health = Guardian Health
@@ -547,8 +541,13 @@ sectors.launch = Launch
sectors.select = Select
sectors.nonelaunch = [lightgray]none (sun)
sectors.rename = Rename Sector
sectors.enemybase = [scarlet]Enemy Base
sectors.vulnerable = [scarlet]Vulnerable
sectors.underattack = [scarlet]Under attack! [accent]{0}% damaged
sectors.survives = [accent]Survives {0} waves
sectors.go = Go
sector.curcapture = Sector Captured
sector.curlost = Sector Lost
sector.missingresources = [scarlet]Insufficient Core Resources
sector.attacked = Sector [accent]{0}[white] under attack!
sector.lost = Sector [accent]{0}[white] lost!
@@ -589,7 +588,7 @@ sector.saltFlats.description = On the outskirts of the desert lie the Salt Flats
sector.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
sector.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
sector.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Titan units. Destroy it. Reclaim that which was lost.
sector.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build Mace units. Destroy it.
sector.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
sector.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
@@ -799,7 +798,6 @@ setting.conveyorpathfinding.name = Conveyor Placement Pathfinding
setting.sensitivity.name = Controller Sensitivity
setting.saveinterval.name = Save Interval
setting.seconds = {0} seconds
setting.blockselecttimeout.name = Block Select Timeout
setting.milliseconds = {0} milliseconds
setting.fullscreen.name = Fullscreen
setting.borderlesswindow.name = Borderless Window[lightgray] (restart may be required)
@@ -808,7 +806,7 @@ setting.smoothcamera.name = Smooth Camera
setting.vsync.name = VSync
setting.pixelate.name = Pixelate
setting.minimap.name = Show Minimap
setting.coreitems.name = Display Core Items (WIP)
setting.coreitems.name = Display Core Items
setting.position.name = Show Player Position
setting.musicvol.name = Music Volume
setting.atmosphere.name = Show Planet Atmosphere
@@ -888,6 +886,8 @@ keybind.menu.name = Menu
keybind.pause.name = Pause
keybind.pause_building.name = Pause/Resume Building
keybind.minimap.name = Minimap
keybind.planet_map.name = Planet Map
keybind.research.name = Research
keybind.chat.name = Chat
keybind.player_list.name = Player List
keybind.console.name = Console
@@ -1012,6 +1012,7 @@ block.resupply-point.name = Resupply Point
block.parallax.name = Parallax
block.cliff.name = Cliff
block.sand-boulder.name = Sand Boulder
block.basalt-boulder.name = Basalt Boulder
block.grass.name = Grass
block.slag.name = Slag
block.space.name = Space
@@ -1234,27 +1235,40 @@ team.derelict.name = derelict
team.green.name = green
team.purple.name = purple
tutorial.next = [lightgray]<Tap to continue>
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse[accent] [[WASD][] to move.\n[accent]Scroll[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.intro.mobile = You have entered the[scarlet] Mindustry Tutorial.[]\nSwipe the screen to move.\n[accent]Pinch with 2 fingers[] to zoom in and out.\nBegin by[accent] mining copper[]. Move close to it, then tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.drill = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\nYou can also select the drill by tapping [accent][[2][] then [accent][[1][] quickly, regardless of which tab is open.\n[accent]Right-click[] to stop building.
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills[] can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
tutorial.blockinfo = Each block has different stats. Each drill can only mine certain ores.\nTo check a block's info and stats,[accent] tap the "?" button while selecting it in the build menu.[]\n\n[accent]Access the Mechanical Drill's stats now.[]
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\nUse the scrollwheel to rotate blocks before placing them.\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
tutorial.turret = Once an item enters your core, it can be used for building.\nKeep in mind that not all items can be used for building.\nItems that are not used for building, such as[accent] coal[] or[accent] scrap[], cannot be put into the core.\nDefensive structures must be built to repel the[lightgray] enemy[].\nBuild a[accent] duo turret[] near your base.
tutorial.drillturret = Duo turrets require[accent] copper ammo[] to shoot.\nPlace a drill near the turret.\nLead conveyors into the turret to supply it with copper.\n\n[accent]Ammo delivered: 0/1
tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
tutorial.unpause = Now press space again to unpause.
tutorial.unpause.mobile = Now press it again to unpause.
tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]
tutorial.deposit = Deposit items into blocks by dragging from your ship to the destination block.\n\n[accent]Deposit your copper back into the core.[]
tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves.[accent] Click[] to shoot.\nBuild more turrets and drills. Mine more copper.
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese obtained resources can then be used to research new technology.\n\n[accent]Press the launch button.
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.mine = Move near the \uf8c4 copper ore and [accent]tap[] it to mine manually.
hint.desktopShoot = [accent][[Left-click][] to shoot.
hint.depositItems = To transfer items, drag from your ship to the core.
hint.respawn = To respawn as a ship, press [accent][[V][].
hint.respawn.mobile = You have switched control a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[]
hint.desktopPause = Press [accent][[Space][] to pause and unpause the game.
hint.placeDrill = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and click on a copper patch to place it.
hint.placeDrill.mobile = Select the \ue85e[accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and tap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
hint.placeConveyor = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
hint.placeConveyor.mobile = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nHold down your finger for a second and drag to place multiple conveyors.
hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemies.\n\nTurrets require ammo - in this case, \uf838copper.\nUse conveyors and drills to supply them.
hint.breaking = [accent]Right-click[] and drag to break blocks.
hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
hint.research = Use the \ue875 [accent]Research[] button to research new technology.
hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
hint.unitControl.mobile = [accent][Double-tap[] to control friendly units or turrets.
hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the bottom right.
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the \ue88c [accent]Menu[].
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
hint.command = Press [accent][[G][] to command nearby units into formation.
hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation.
hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
hint.payloadDrop = Press [accent]][] to drop a payload.
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
hint.generator = \uf879 [accent]Combustion Generators[] burn coal and transmit power to adjacent blocks.\n\nPower transmission range can be extended with \uf87f [accent]Power Nodes[].
item.copper.description = Used in all types of construction and ammunition.
item.copper.details = Copper. Abnormally abundant metal on Serpulo. Structurally weak unless reinforced.
+43 -43
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@@ -20,8 +20,8 @@ gameover = Le base a été détruite.
gameover.pvp = L'équipe[accent] {0}[] a gagnée !
highscore = [accent]Nouveau meilleur score !
copied = Copié.
indev.popup = [accent]v6[] is currently in [accent]alpha[].\n[lightgray]This means:[]\n[scarlet]- The campaign is completely unfinished[]\n- Content is missing\n - Most [scarlet]Unit AI[] does not work properly\n- Many units are unfinished\n- Everything you see is subject to change or removal.\n\nReport bugs or crashes on [accent]Github[].
indev.notready = This part of the game isn't ready yet
indev.popup = [accent]La v6[] est actuellement en [accent]alpha[].\n[lightgray]Cela signifie :[]\n[scarlet]- La campagne est totalement incomplète[]\n- Il manque du contenu\n - La plupart des [scarlet]IA d'unités[] ne fonctionne pas correctement\n- De nombreuses unités ne sont pas terminées\n- Tout ce que vous voyez est susceptible d'être modifié ou supprimé.\n\nMerci de rapporter les bugs/crash sur [accent]Github[].
indev.notready = Cette partie du jeu n'est pas encore prête
load.sound = Son
load.map = Maps
@@ -33,7 +33,7 @@ load.scripts = Scripts
be.update = Une nouvelle version est disponible:
be.update.confirm = Voulez vous la télécharger et recommencer maintenant ?
be.updating = Entrain de mettre à jour...
be.updating = En train de mettre à jour...
be.ignore = Ignorer
be.noupdates = Aucune mise à jour n'as été trouvée.
be.check = Chercher des mises à jour
@@ -52,10 +52,10 @@ schematic.copy.import = Importer du presse-papier
schematic.shareworkshop = Partager sur l'Atelier
schematic.flip = [accent][[{0}][]/[accent][[{1}][]: Retourner Schéma
schematic.saved = Schéma enregistré.
schematic.delete.confirm = Ce Schéma sera totalement éradiqué.
schematic.delete.confirm = Ce Schéma sera définitivement supprimé.
schematic.rename = Renommer Schéma
schematic.info = {0}x{1}, {2} blocks
schematic.disabled = [scarlet]Schematics disabled[]\nYou are not allowed to use schematics on this [accent]map[] or [accent]server.
schematic.disabled = [scarlet] Schémas désactivés ![]\nVous n'êtes pas autorisés à utiliser des schémas sur cette [accent]map[] ou ce [accent]serveur.
stat.wave = Vagues vaincues:[accent] {0}
stat.enemiesDestroyed = Ennemies détruits:[accent] {0}
@@ -508,13 +508,13 @@ error.io = Network I/O error.
error.any = Erreur réseau inconnue.
error.bloom = Échec d'initialisation du flou lumineux.\nVotre appareil peut ne pas le supporter.
weather.rain.name = Rain
weather.snow.name = Snow
weather.sandstorm.name = Sandstorm
weather.sporestorm.name = Sporestorm
weather.fog.name = Fog
weather.rain.name = Pluie
weather.snow.name = Neige
weather.sandstorm.name = Tempête de sable
weather.sporestorm.name = Tempête de spores
weather.fog.name = Brouillard
sectors.unexplored = [lightgray]Unexplored
sectors.unexplored = [lightgray] Inexploré
sectors.resources = Resources:
sectors.production = Production:
sectors.stored = Stored:
@@ -523,10 +523,10 @@ sectors.launch = Launch
sectors.select = Select
sectors.nonelaunch = [lightgray]none (sun)
sectors.rename = Rename Sector
sector.missingresources = [scarlet]Insufficient Core Resources
sector.missingresources = [scarlet]Ressources du noyau insuffisantes
planet.serpulo.name = Serpulo
planet.sun.name = Sun
planet.sun.name = Soleil
sector.groundZero.name = Ground Zero
sector.craters.name = The Craters
@@ -552,8 +552,8 @@ sector.desolateRift.description = An extremely dangerous zone. Plentiful resourc
sector.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
sector.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
settings.language = Langage
settings.data = Game Data
settings.language = Langue
settings.data = Données du jeu
settings.reset = Valeur par défaut.
settings.rebind = Réatttribuer
settings.resetKey = Reset
@@ -927,7 +927,7 @@ unit.fortress.name = Forteresse
unit.nova.name = Nova
unit.pulsar.name = Pulsar
unit.quasar.name = Quasar
unit.crawler.name = Chenille
unit.crawler.name = Rampeur
unit.atrax.name = Atrax
unit.spiroct.name = Spiroct
unit.arkyid.name = Arkyid
@@ -955,18 +955,18 @@ unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
block.resupply-point.name = Resupply Point
block.resupply-point.name = Point de rechargement
block.parallax.name = Parallax
block.cliff.name = Cliff
block.cliff.name = Falaise
block.sand-boulder.name = Sable rocheux
block.grass.name = Herbe
block.slag.name = Slag
block.slag.name = Scories
block.space.name = Space
block.salt.name = Sel
block.salt-wall.name = Salt Wall
block.salt-wall.name = Mur de sel
block.pebbles.name = Cailloux
block.tendrils.name = Vrilles
block.sand-wall.name = Sand Wall
block.sand-wall.name = Mur de sable
block.spore-pine.name = Pin sporifère
block.spore-wall.name = Spore Wall
block.boulder.name = Boulder
@@ -983,11 +983,11 @@ block.scrap-wall-large.name = Grand mur de ferraille
block.scrap-wall-huge.name = Enorme mur de ferraille
block.scrap-wall-gigantic.name = Gigantesque mur de ferraille
block.thruster.name = Propulseur
block.kiln.name = Four a métaverre
block.kiln.name = Four
block.graphite-press.name = Presse à graphite
block.multi-press.name = Multi-Presse
block.constructing = {0}\n[lightgray](En construction)
block.spawn.name = Générateur d'ennemi
block.spawn.name = Générateur d'ennemis
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Fondation
block.core-nucleus.name = Core: Nucleus
@@ -1048,20 +1048,20 @@ block.thorium-wall-large.name = Grand mur en thorium
block.door.name = Porte
block.door-large.name = Grande porte
block.duo.name = Duo
block.scorch.name = Scorch
block.scatter.name = Scatter
block.hail.name = Hail
block.lancer.name = Lancer
block.conveyor.name = Transporteur
block.titanium-conveyor.name = Transporteur en titane
block.plastanium-conveyor.name = Plastanium Conveyor
block.armored-conveyor.name = Armored Conveyor
block.scorch.name = Brûleur
block.scatter.name = Disperseur
block.hail.name = Grêle
block.lancer.name = Lancier
block.conveyor.name = Convoyeur
block.titanium-conveyor.name = Convoyeur en titane
block.plastanium-conveyor.name = Convoyeur en plastanium
block.armored-conveyor.name = Convoyeur cuirassé
block.armored-conveyor.description = Moves items at the same speed as titanium conveyors, but possesses more armor. Does not accept inputs from the sides from anything but other conveyors.
block.junction.name = Junction
block.junction.name = Jonction
block.router.name = Routeur
block.distributor.name = [accent]Distributeur[]
block.sorter.name = Trieur
block.inverted-sorter.name = Inverted Sorter
block.inverted-sorter.name = Trieur inversé
block.message.name = Message
block.illuminator.name = Illuminator
block.illuminator.description = A small, compact, configurable light source. Requires power to function.
@@ -1073,30 +1073,30 @@ block.pulverizer.name = Pulvérisateur
block.cryofluid-mixer.name = Refroidisseur
block.melter.name = Four à Fusion
block.incinerator.name = Incinérateur
block.spore-press.name = Spore presse
block.spore-press.name = Presse à spores
block.separator.name = Séparateur
block.coal-centrifuge.name = Centrifugeuse à charbon
block.power-node.name = Transmetteur énergétique
block.power-node-large.name = Grand transmetteur énergétique
block.surge-tower.name = Tour de surtension
block.diode.name = Battery Diode
block.diode.name = Diode de batterie
block.battery.name = Batterie
block.battery-large.name = Batterie large
block.battery-large.name = Grande batterie
block.combustion-generator.name = Générateur à combustion
block.steam-generator.name = Générateur à turbine
block.differential-generator.name = Générateur différentiel
block.impact-reactor.name = Réacteur à impact
block.mechanical-drill.name = Foreuse mécanique
block.pneumatic-drill.name = Foreuse à vérin
block.pneumatic-drill.name = Foreuse à vérins
block.laser-drill.name = Foreuse Laser
block.water-extractor.name = Extracteur d'eau
block.cultivator.name = Cultivateur
block.conduit.name = Conduit
block.mechanical-pump.name = Pompe Méchanique
block.mechanical-pump.name = Pompe Mécanique
block.item-source.name = Source d'objets
block.item-void.name = Destructeur d'objets
block.liquid-source.name = Source de liquide
block.liquid-void.name = Liquid Void
block.liquid-void.name = Vaporisateur
block.power-void.name = Absorbeur énergétique
block.power-source.name = Puissance infinie
block.unloader.name = Déchargeur
@@ -1105,15 +1105,15 @@ block.wave.name = Vague
block.tsunami.name = Tsunami
block.swarmer.name = Essaim
block.salvo.name = Salve
block.ripple.name = Ripple
block.phase-conveyor.name = Transporteur phasé
block.bridge-conveyor.name = Pont transporteur
block.ripple.name = Percussion
block.phase-conveyor.name = Convoyeur phasé
block.bridge-conveyor.name = Pont
block.plastanium-compressor.name = Compresseur de plastanium
block.pyratite-mixer.name = Mixeur à pyratite
block.blast-mixer.name = Mixeur à explosion
block.solar-panel.name = Panneau solaire
block.solar-panel-large.name = Grand panneau solaire
block.oil-extractor.name = Extracteur de pétrol
block.oil-extractor.name = Extracteur de pétrole
block.repair-point.name = Point de Réparation
block.pulse-conduit.name = Conduit à Impulsion
block.plated-conduit.name = Plated Conduit
+176 -117
View File
@@ -10,7 +10,7 @@ link.dev-builds.description = Niestabilne wersje gry
link.trello.description = Oficjalna tablica Trello z planowanym funkcjami
link.itch.io.description = Strona itch.io z oficjanymi wersjami do pobrania
link.google-play.description = Strona w sklepie Google Play
link.f-droid.description = F-Droid catalogue listing
link.f-droid.description = Wykaz Katalogu F-Droid
link.wiki.description = Oficjana Wiki Mindustry
link.suggestions.description = Zaproponuj nowe funkcje
linkfail = Nie udało się otworzyć linku!\nURL został skopiowany.
@@ -112,12 +112,12 @@ mod.display = [gray]Mod:[orange] {0}
mod.enabled = [lightgray]Włączony
mod.disabled = [scarlet]Wyłączony
mod.disable = Wyłącz
mod.content = Content:
mod.content = Zawartość:
mod.delete.error = Nie udało się usunąć moda. Plik może być w użyciu.
mod.requiresversion = [scarlet]Wymaga gry w wersji co najmniej: [accent]{0}
mod.outdated = [scarlet]Niekompatybilne z wersją v6 (no minGameVersion: 105)
mod.missingdependencies = [scarlet]Brakujące zależności: {0}
mod.erroredcontent = [scarlet]Content Errors
mod.erroredcontent = [scarlet]Błędy Zawartości
mod.errors = Wystąpił błąd podczas ładowania treści.
mod.noerrorplay = [scarlet]Twoje mody zawierają błędy.[] Wyłącz je lub napraw błędy przed rozpoczęciem gry.
mod.nowdisabled = [scarlet]Brakuje zależności dla moda '{0}':[accent] {1}\n[lightgray]Najpierw trzeba ściągnąć te mody.\nMod zostanie automatycznie wyłączony.
@@ -139,8 +139,8 @@ mod.scripts.disable = Twoje urządzenie nie wspiera modów ze skryptami. Musisz
about.button = O Grze
name = Nazwa:
noname = Najpierw wybierz[accent] nazwę gracza[].
planetmap = Planet Map
launchcore = Launch Core
planetmap = Mapa Planety
launchcore = Wystrzel Rdzeń
filename = Nazwa Pliku:
unlocked = Odblokowano nową zawartość!
completed = [accent]Ukończony
@@ -284,15 +284,15 @@ selectschematic = [accent][[{0}][] by wybrać+skopiować
pausebuilding = [accent][[{0}][] by wstrzymać budowę
resumebuilding = [scarlet][[{0}][] by kontynuować budowę
wave = [accent]Fala {0}
wave.cap = [accent]Wave {0}/{1}
wave.cap = [accent]Fala {0}/{1}
wave.waiting = [lightgray]Fala za {0}
wave.waveInProgress = [lightgray]Fala w trakcie
waiting = [lightgray]Oczekiwanie...
waiting.players = Oczekiwanie na graczy...
wave.enemies = Pozostało [lightgray]{0} wrogów
wave.enemy = Pozostał [lightgray]{0} wróg
wave.guardianwarn = Guardian approaching in [accent]{0}[] waves.
wave.guardianwarn.one = Guardian approaching in [accent]{0}[] wave.
wave.guardianwarn = Strażnik nadejdzie za [accent]{0}[] fale.
wave.guardianwarn.one = Strażnik nadejdzie za [accent]{0}[] fale.
loadimage = Załaduj Obraz
saveimage = Zapisz Obraz
unknown = Nieznane
@@ -339,9 +339,9 @@ waves.never = <nigdy>
waves.every = co
waves.waves = fal(e)
waves.perspawn = co pojawienie
waves.shields = shields/wave
waves.shields = tarcze/fala
waves.to = do
waves.guardian = Guardian
waves.guardian = Strażnik
waves.preview = Podgląd
waves.edit = Edytuj...
waves.copy = Kopiuj Do Schowka
@@ -350,9 +350,9 @@ waves.invalid = Nieprawidłowe fale w schowku.
waves.copied = Fale zostały skopiowane.
waves.none = Brak zdefiniowanych wrogów.\nPamiętaj, że puste układy fal zostaną automatycznie zastąpione układem domyślnym.
wavemode.counts = counts
wavemode.totals = totals
wavemode.health = health
wavemode.counts = liczba
wavemode.totals = sumy
wavemode.health = życie
editor.default = [lightgray]<Domyślne>
details = Detale...
@@ -420,7 +420,7 @@ filters.empty = [lightgray]Brak filtrów! Dodaj jeden za pomocą przycisku poni
filter.distort = Zniekształcanie
filter.noise = Szum
filter.enemyspawn = Wybierz spawn przeciwnika
filter.spawnpath = Path To Spawn
filter.spawnpath = Droga Do Spawnu
filter.corespawn = Wybierz rdzeń
filter.median = Mediana
filter.oremedian = Mediana Rud
@@ -479,7 +479,7 @@ requirement.research = Zbadaj {0}
requirement.capture = Zdobądź {0}
bestwave = [lightgray]Najwyższa fala: {0}
launch.text = Wystrzel
research.multiplayer = Only the host can research items.
research.multiplayer = Tylko host może odkrywać przedmoty.
uncover = Odkryj
configure = Skonfiguruj Ładunek
loadout = Loadout
@@ -512,17 +512,17 @@ weather.rain.name = Deszcz
weather.snow.name = Śnieg
weather.sandstorm.name = Burza piaskowa
weather.sporestorm.name = Burza zarodników
weather.fog.name = Fog
weather.fog.name = Mgła
sectors.unexplored = [lightgray]Niezbadane
sectors.resources = Resources:
sectors.production = Production:
sectors.stored = Stored:
sectors.resume = Resume
sectors.launch = Launch
sectors.select = Select
sectors.nonelaunch = [lightgray]none (sun)
sectors.rename = Rename Sector
sectors.resources = Zasoby:
sectors.production = Produkcja:
sectors.stored = Zmagazynowane:
sectors.resume = Kontynuuj
sectors.launch = Wystrzel
sectors.select = Wybierz
sectors.nonelaunch = [lightgray]żaden (słońce)
sectors.rename = Zmień Nazwę Sektora
sector.missingresources = [scarlet]Insufficient Core Resources
planet.serpulo.name = Serpulo
@@ -564,12 +564,12 @@ settings.graphics = Grafika
settings.cleardata = Wyczyść Dane Gry...
settings.clear.confirm = Czy jesteś pewien że chcesz usunąć te dane?\nPo tym nie ma powrotu!
settings.clearall.confirm = [scarlet]UWAGA![]\nTo wykasuje wszystkie dane, włącznie z zapisanymi grami i mapami, ustawienami, i znanymi technologiami.\nKiedy naciśniesz 'ok', gra usunie wszystkie swoje dane i automatycznie wyłączy się.
settings.clearsaves.confirm = Are you sure you want to clear all your saves?
settings.clearsaves = Clear Saves
settings.clearresearch = Clear Research
settings.clearresearch.confirm = Are you sure you want to clear all of your campaign research?
settings.clearcampaignsaves = Clear Campaign Saves
settings.clearcampaignsaves.confirm = Are you sure you want to clear all of your campaign saves?
settings.clearsaves.confirm = Jesteś pewny że chcesz usunąć wszystkie zapisy?
settings.clearsaves = Usuń Zapisy
settings.clearresearch = Usuń Postęp Drzewa Tech.
settings.clearresearch.confirm = Jesteś pewny że chcesz usunąć cały postęp drzewa technologicznego?
settings.clearcampaignsaves = Usuń Zapisy Kampanii
settings.clearcampaignsaves.confirm = Jesteś pewny że chcesz usunąć wszystkie zapisy kampanii?
paused = [accent]< Wstrzymano >
clear = Wyczyść
banned = [scarlet]Zbanowano
@@ -597,16 +597,16 @@ stat.itemsmoved = Prędkość poruszania się
stat.launchtime = Czas pomiędzy wystrzeleniami
stat.shootrange = Zasięg
stat.size = Rozmiar
stat.displaysize = Display Size
stat.displaysize = Wielkość Wyświetlania
stat.liquidcapacity = Pojemność cieczy
stat.powerrange = Zakres mocy
stat.linkrange = Link Range
stat.instructions = Instructions
stat.instructions = Instrukcje
stat.powerconnections = Maksymalna ilość połączeń
stat.poweruse = Zużycie prądu
stat.powerdamage = Moc/Zniszczenia
stat.itemcapacity = Pojemność przedmiotów
stat.memorycapacity = Memory Capacity
stat.memorycapacity = Pojemość Pamięci
stat.basepowergeneration = Podstawowa generacja mocy
stat.productiontime = Czas produkcji
stat.repairtime = Czas pełnej naprawy bloku
@@ -618,36 +618,36 @@ stat.boosteffect = Efekt wzmocnienia
stat.maxunits = Maksymalna ilość jednostek
stat.health = Zdrowie
stat.buildtime = Czas budowy
stat.maxconsecutive = Max Consecutive
stat.maxconsecutive = Maksymalnie Kolejny
stat.buildcost = Koszt budowy
stat.inaccuracy = Niecelność
stat.shots = Strzały
stat.reload = Strzałów/sekundę
stat.reload = Strzałów/Sekundę
stat.ammo = Amunicja
stat.shieldhealth = Shield Health
stat.cooldowntime = Cooldown Time
stat.explosiveness = Explosiveness
stat.basedeflectchance = Base Deflect Chance
stat.lightningchance = Lightning Chance
stat.lightningdamage = Lightning Damage
stat.flammability = Flammability
stat.radioactivity = Radioactivity
stat.heatcapacity = HeatCapacity
stat.viscosity = Viscosity
stat.temperature = Temperature
stat.speed = Speed
stat.buildspeed = Build Speed
stat.minespeed = Mine Speed
stat.minetier = Mine Tier
stat.payloadcapacity = Payload Capacity
stat.commandlimit = Command Limit
stat.abilities = Abilities
stat.shieldhealth = Życie Tarczy
stat.cooldowntime = Czas Odnowienia
stat.explosiveness = Wybuchowość
stat.basedeflectchance = Bazowa Szansa Na Odbicie
stat.lightningchance = Szansa Na Błyskawicę
stat.lightningdamage = Obrażenia Błyskawic
stat.flammability = Palność
stat.radioactivity = Radioaktywność
stat.heatcapacity = Pojemność Cieplna
stat.viscosity = Lepkość
stat.temperature = Temperatura
stat.speed = Prędość
stat.buildspeed = Prędkość Budowy
stat.minespeed = Prędkość Wydobycia
stat.minetier = Stopień Wydobycia
stat.payloadcapacity = Ładowność
stat.commandlimit = Limit Jednostek Zarządanych
stat.abilities = Umiejętności
ability.forcefield = Force Field
ability.repairfield = Repair Field
ability.statusfield = Status Field
ability.unitspawn = {0} Factory
ability.shieldregenfield = Shield Regen Field
ability.forcefield = Pole Mocy
ability.repairfield = Pole Naprawy
ability.statusfield = Pole Statusu
ability.unitspawn = {0} Fabryka
ability.shieldregenfield = Strefa Tarczy Regenerującej
bar.drilltierreq = Wymagane Lepsze Wiertło
bar.noresources = Missing Resources
@@ -671,7 +671,7 @@ bar.progress = Postęp Budowy
bar.input = Wejście
bar.output = Wyjście
units.processorcontrol = [lightgray]Processor Controlled
units.processorcontrol = [lightgray]Procesor Kontrolowany
bullet.damage = [stat]{0}[lightgray] Obrażenia
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
@@ -680,15 +680,15 @@ bullet.homing = [stat]naprowadzający
bullet.shock = [stat]piorunowy
bullet.frag = [stat]fragmentacyjny
bullet.knockback = [stat]{0}[lightgray] odrzut
bullet.pierce = [stat]{0}[lightgray]x pierce
bullet.infinitepierce = [stat]pierce
bullet.pierce = [stat]{0}[lightgray]x przebicia
bullet.infinitepierce = [stat]przebijający
bullet.freezing = [stat]zamrażający
bullet.tarred = [stat]smolny
bullet.multiplier = [stat]{0}[lightgray]x mnożnik amunicji
bullet.reload = [stat]{0}[lightgray]x szybkość ataku
unit.blocks = bloki
unit.blockssquared = blocks²
unit.blockssquared = bloki²
unit.powersecond = jednostek prądu na sekundę
unit.liquidsecond = jednostek płynu na sekundę
unit.itemssecond = przedmiotów na sekundę
@@ -701,7 +701,7 @@ unit.persecond = /sekundę
unit.perminute = /min
unit.timesspeed = x prędkość
unit.percent = %
unit.shieldhealth = shield health
unit.shieldhealth = życie tarczy
unit.items = przedmioty
unit.thousands = tys.
unit.millions = mln
@@ -711,7 +711,7 @@ category.power = Prąd
category.liquids = Płyny
category.items = Przedmioty
category.crafting = Przetwórstwo
category.function = Function
category.function = Funkcja
category.optional = Dodatkowe ulepszenia
setting.landscape.name = Zablokuj tryb panoramiczny
setting.shadows.name = Cienie
@@ -747,19 +747,19 @@ setting.conveyorpathfinding.name = Ustalanie ścieżki przenośników
setting.sensitivity.name = Czułość kontrolera
setting.saveinterval.name = Interwał automatycznego zapisywania
setting.seconds = {0} sekund
setting.blockselecttimeout.name = Block Select Timeout
setting.blockselecttimeout.name = Czas Wyboru Klocka
setting.milliseconds = {0} milisekund
setting.fullscreen.name = Pełny ekran
setting.borderlesswindow.name = Bezramkowe okno[lightgray] (może wymagać restartu)
setting.fps.name = Pokazuj FPS oraz ping
setting.smoothcamera.name = Smooth Camera
setting.smoothcamera.name = Gładka Kamera
setting.vsync.name = Synchronizacja pionowa
setting.pixelate.name = Pikselacja [lightgray](wyłącza animacje)
setting.minimap.name = Pokaż Minimapę
setting.coreitems.name = Display Core Items (WIP)
setting.coreitems.name = Poazuj Przedmoty W Rdzeniu (WIP)
setting.position.name = Pokazuj położenie gracza
setting.musicvol.name = Głośność muzyki
setting.atmosphere.name = Show Planet Atmosphere
setting.atmosphere.name = Pokazuj atmosferę planety
setting.ambientvol.name = Głośność otoczenia
setting.mutemusic.name = Wycisz muzykę
setting.sfxvol.name = Głośność dźwięków
@@ -782,11 +782,11 @@ keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w
category.general.name = Ogólne
category.view.name = Wyświetl
category.multiplayer.name = Wielu graczy
category.blocks.name = Block Select
category.blocks.name = Wybierz Blok
command.attack = Atakuj
command.rally = Zbierz
command.retreat = Wycofaj
command.idle = Idle
command.idle = Nieaktywny
placement.blockselectkeys = \n[lightgray]Klawisz: [{0},
keybind.respawn.name = Respawn
keybind.control.name = Control Unit
@@ -795,12 +795,12 @@ keybind.press = Naciśnij wybrany klawisz...
keybind.press.axis = Naciśnij oś lub klawisz...
keybind.screenshot.name = Zrzut ekranu mapy
keybind.toggle_power_lines.name = Zmień widoczność linii energetycznych
keybind.toggle_block_status.name = Toggle Block Statuses
keybind.toggle_block_status.name = Przełączanie Między Statusami Bloków
keybind.move_x.name = Poruszanie w poziomie
keybind.move_y.name = Poruszanie w pionie
keybind.mouse_move.name = Podążaj Za Myszą
keybind.pan.name = Pan View
keybind.boost.name = Boost
keybind.pan.name = Widok Panoramiczny
keybind.boost.name = Przyspiesz
keybind.schematic_select.name = Wybierz region
keybind.schematic_menu.name = Menu schematów
keybind.schematic_flip_x.name = Obróć schemat horyzontalnie
@@ -827,8 +827,8 @@ keybind.diagonal_placement.name = Budowa po skosie
keybind.pick.name = Wybierz Blok
keybind.break_block.name = Zniszcz Blok
keybind.deselect.name = Odznacz
keybind.pickupCargo.name = Pickup Cargo
keybind.dropCargo.name = Drop Cargo
keybind.pickupCargo.name = Podnieś Ładunek
keybind.dropCargo.name = Opuść Ładunek
keybind.command.name = Command
keybind.shoot.name = Strzelanie
keybind.zoom.name = Przybliżanie
@@ -857,29 +857,29 @@ mode.pvp.name = PvP
mode.pvp.description = Walcz przeciwko innym graczom.\n[gray]Wymaga co najmniej dwóch rdzeni o róźnych kolorach na mapie, aby móc grać w tym trybie
mode.attack.name = Atak
mode.attack.description = Brak fal. Celem jest zniszczenie bazy przeciwnika.\n[gray]Wymaga czerwonego rdzenia na mapie, aby móc grać w tym trybie.
mode.custom = Własny tryb
mode.custom = Własny Tryb
rules.infiniteresources = Nieskończone zasoby
rules.reactorexplosions = Eksplozje reaktorów
rules.schematic = Schematics Allowed
rules.wavetimer = Zegar fal
rules.infiniteresources = Nieskończone Zasoby
rules.reactorexplosions = Eksplozje Reaktorów
rules.schematic = Schematy Są Dozwolone
rules.wavetimer = Zegar Fal
rules.waves = Fale
rules.attack = Tryb ataku
rules.buildai = AI Building
rules.enemyCheat = Nieskończone zasoby komputera-przeciwnika (czerwonego zespołu)
rules.blockhealthmultiplier = Mnożnik życia bloków
rules.blockdamagemultiplier = Block Damage Multiplier
rules.unitbuildspeedmultiplier = Mnożnik prędkości tworzenia jednostek
rules.unithealthmultiplier = Mnożnik życia jednostek
rules.unitdamagemultiplier = Mnożnik obrażeń jednostek
rules.enemycorebuildradius = Zasięg blokady budowy przy rdzeniu wroga:[lightgray] (kratki)
rules.wavespacing = Odstępy między falami:[lightgray] (sek)
rules.buildcostmultiplier = Mnożnik kosztów budowania
rules.buildspeedmultiplier = Mnożnik prędkości budowania
rules.attack = Tryb Ataku
rules.buildai = SI Może Budować
rules.enemyCheat = Nieskończone Zasoby SI (czerwonego zespołu)
rules.blockhealthmultiplier = Mnożnik Życia Bloków
rules.blockdamagemultiplier = Mnożnik Uszkodzeń Bloków
rules.unitbuildspeedmultiplier = Mnożnik Prędkości Tworzenia Jednostek
rules.unithealthmultiplier = Mnożnik Życia Jednostek
rules.unitdamagemultiplier = Mnożnik Obrażeń jednostek
rules.enemycorebuildradius = Zasięg Blokady Budowy Przy Rdzeniu Wroga:[lightgray] (kratki)
rules.wavespacing = Odstępy Między Falami:[lightgray] (sek)
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
rules.buildspeedmultiplier = Mnożnik Prędkości Budowania
rules.deconstructrefundmultiplier = Mnożnik Zwrotu Dekonstrukcji
rules.waitForWaveToEnd = Fale czekają na przeciwników
rules.dropzoneradius = Zasięg strefy zrzutu:[lightgray] (kratki)
rules.unitammo = Units Require Ammo
rules.waitForWaveToEnd = Fale Czekają Na Przeciwników
rules.dropzoneradius = Zasięg Strefy Zrzutu:[lightgray] (kratki)
rules.unitammo = Jednostki Potrzebują Amunicji
rules.title.waves = Fale
rules.title.resourcesbuilding = Zasoby i Budowanie
rules.title.enemy = Przeciwnicy
@@ -887,13 +887,13 @@ rules.title.unit = Jednostki
rules.title.experimental = Eksperymentalne
rules.title.environment = Environment
rules.lighting = Oświetlenie
rules.enemyLights = Enemy Lights
rules.fire = Fire
rules.explosions = Block/Unit Explosion Damage
rules.enemyLights = Wrogowie Emitują Światło
rules.fire = Ogień
rules.explosions = Uszkodzenia Wybuchu Klocka/Jednostki
rules.ambientlight = Otaczające Światło
rules.weather = Weather
rules.weather.frequency = Frequency:
rules.weather.duration = Duration:
rules.weather = Pogoda
rules.weather.frequency = Częstotliwość:
rules.weather.duration = Czas trwania:
content.item.name = Przedmioty
content.liquid.name = Płyny
@@ -955,7 +955,7 @@ unit.reign.name = Reign
unit.vela.name = Vela
unit.corvus.name = Corvus
block.resupply-point.name = Resupply Point
block.resupply-point.name = Punkt Uzupełnienia
block.parallax.name = Parallax
block.cliff.name = Klif
block.sand-boulder.name = Piaskowy Głaz
@@ -1147,28 +1147,28 @@ block.container.name = Kontener
block.launch-pad.name = Wyrzutnia
block.launch-pad-large.name = Duża Wyrzutnia
block.segment.name = Segment
block.command-center.name = Command Center
block.command-center.name = Centrum Dowodzenia
block.ground-factory.name = Fabryka Naziemna
block.air-factory.name = Fabryka Powietrzna
block.naval-factory.name = Fabryka Morska
block.additive-reconstructor.name = Rekonstruktor Addytywny
block.multiplicative-reconstructor.name = Rekonstruktor Multiplikatywny
block.exponential-reconstructor.name = Rekonstruktor Wykładniczy
block.tetrative-reconstructor.name = Tetrative Reconstructor
block.tetrative-reconstructor.name = Rekonstruktor Tetratywny
block.payload-conveyor.name = Przenośnik Masowy
block.payload-router.name = Rozdzielacz Ładunku
block.disassembler.name = Dezasembler
block.silicon-crucible.name = Silicon Crucible
block.disassembler.name = Rozkładacz
block.silicon-crucible.name = Tygiel Krzemu
block.overdrive-dome.name = Kopuła Pola Overdrive
block.switch.name = Switch
block.micro-processor.name = Micro Processor
block.logic-processor.name = Logic Processor
block.hyper-processor.name = Hyper Processor
block.logic-display.name = Logic Display
block.large-logic-display.name = Large Logic Display
block.memory-cell.name = Memory Cell
block.memory-bank.name = Memory Bank
block.switch.name = Przełącznik
block.micro-processor.name = Micro Procesor
block.logic-processor.name = Logiczny Procesor
block.hyper-processor.name = Hyper Procesor
block.logic-display.name = Wyświetlacz Logiczny
block.large-logic-display.name = Duży Wyświetlacz Logiczny
block.memory-cell.name = Komórka Pamięci
block.memory-bank.name = Bank Pamięci
team.blue.name = niebieski
team.crux.name = czerwony
@@ -1219,7 +1219,7 @@ item.pyratite.description = Niesamowicie palny związek używany w zbrojeniu. Ni
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem. Może zostać rozdzielony na jego metale składowe, albo wystrzelony w wrogie jednostki i użyty jako broń.
liquid.oil.description = Używany w do produkcji złożonych materiałów. Może zostać przetworzony na węgiel, lub wystrzelony w wrogów przez wieżyczke.
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu
liquid.cryofluid.description = Obojętna, niekorozyjna ciecz utworzona z wody i tytanu.
block.message.description = Przechowuje wiadomość. Wykorzystywane do komunikacji pomiędzy sojusznikami.
block.graphite-press.description = Kompresuje kawałki węgla w czyste blaszki grafitu.
@@ -1278,7 +1278,7 @@ block.underflow-gate.description = Odwrotność bramy przepełnieniowej, który
block.mass-driver.description = Najlepszy blok do transportu przedmiotów. Zbiera wiele przedmiotów naraz a potem wystrzeliwuje je do kolejnej katapulty masy na bardzo duże odległości.
block.mechanical-pump.description = Tania pompa o niskiej wydajności. Nie wymaga prądu.
block.rotary-pump.description = Zaawansowana pompa. Pompuje więcej cieczy, ale wymaga zasilania.
block.thermal-pump.description = Najlepsza pompa.
block.thermal-pump.description = Najlepsza pompa. Pompuje ogromne ilości cieczy, ale wymaga zasilaina.
block.conduit.description = Podstawowy blok do transportowania cieczy. Używany w połączeniu z pompami i innymi rurami.
block.pulse-conduit.description = Zaawansowany blok do transportowania cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury.
block.plated-conduit.description = Przesyła ciecze z taką samą szybkością co rura tytanowa, ale jest bardziej odporna. Wejściami bocznymi mogą być tylko inne rury.\nWycieka z niej mniej cieczy.
@@ -1332,4 +1332,63 @@ block.cyclone.description = Duża szybkostrzelna wieża.
block.spectre.description = Duże działo dwulufowe, które strzela potężnymi pociskami przebijającymi pancerz w jednostki naziemne i powietrzne.
block.meltdown.description = Duże działo laserowe, które strzela potężnymi wiązkami dalekiego zasięgu. Wymaga chłodzenia.
block.repair-point.description = Bez przerw naprawia najbliższą uszkodzoną jednostkę w jego zasięgu.
block.segment.description = Damages and destroys incoming projectiles. Laser projectiles are not targeted.
block.segment.description = Uszkadza i niszczy wrogie pociskiski poza laserami.
block.parallax.description = Wykorzystuje laser, który przyciąga do siebie wrogów, zadając im obrażenia.
block.tsunami.description = Strzela wielkim strumieniem cieczy we wrogów. Automatycznie gasi ogień, gdy jest podłączony do wody.
block.silicon-crucible.description = Oczyszcza krzem z węgla i piasku wykorzystując piratian. Bardziej efektywny w gorących miejscach.
block.disassembler.description = Oddziela egzotyczne materiały z mieszaniny jaką jest żużel z małą efektywnością. Może wyprodukować tor.
block.overdrive-dome.description = Zwiększa szybkość budynków w zasięgu. Wymaga włókna fazowego oraz krzemu by działać.
block.payload-conveyor.description = Przenosi duże ładunki, takie jak jednostki z fabryk.
block.payload-router.description = Dzieli wejście z przewoźnika masowego i dzieli je w 3 różne strony.
block.command-center.description = Kontroluje zachowanie jednostek paroma różnymi komendami.
block.ground-factory.description = Produkuje jednostki naziemne. Jednostki mogą być do razu wykorzystane lub przeniesone do rekonstrukota by je ulepszyć.
block.air-factory.description = Produkuje jednostki powietrzne. Jednostki mogą być do razu wykorzystane lub przeniesone do rekonstrukota by je ulepszyć.
block.naval-factory.description = Produkuje jednostki morskie. Jednostki mogą być do razu wykorzystane lub przeniesone do rekonstrukota by je ulepszyć.
block.additive-reconstructor.description = Ulepsza wsadzone jednostki do stopnia drugiego.
block.multiplicative-reconstructor.description = Ulepsza wsadzone jednostki do stopnia trzeciego.
block.exponential-reconstructor.description = Ulepsza wsadzone jednostki do stopnia czwartego.
block.tetrative-reconstructor.description = Ulepsza wsadzone jednostki do stopnia piątego i ostatniego.
block.switch.description = Jest Przełączalny. Stan jego może być odczytywany lub kontrolowany przez procesory.
block.micro-processor.description = Uruchamia sekwencję instrukcji logicznych w pętli. Może być wykorzystany do kontroli bloków lub jednostek.
block.logic-processor.description = Uruchamia sekwencję instrukcji logicznych w pętli. Może być wykorzystany do kontroli bloków lub jednostek. Szybszy niż mikro procesor.
block.hyper-processor.description = Uruchamia sekwencję instrukcji logicznych w pętli. Może być wykorzystany do kontroli bloków lub jednostek. Szybszy niż logiczny procesor.
block.memory-cell.description = Przechowuje informacje dla procesora.
block.memory-bank.description = Przechowuje informacje dla procesora. Duża pojemność.
block.logic-display.description = Wyświetla obraz z procesora.
block.large-logic-display.description = Wyświetla obraz z procesora.
block.interplanetary-accelerator.description = Masywna elektromagnetyczna wierza. Przyspiesza rdzeń do prędkości ucieczki by wylądować na innych planetach.
unit.dagger.description = Strzela standardowymi pociskami w najbliższych wrogów.
unit.mace.description = Strzela strumieniami ognia w najbliższych wrogów.
unit.fortress.description = Strzela artylerią dalekiego zasięgu we wrogie jednostki na ziemi.
unit.scepter.description = Strzela salwą naładowanych pocisków we wszystkich przeciwników.
unit.reign.description = Strzela salwą masywnych przebijających pocisków we wszystkich przeciwników.
unit.nova.description = Wystrzeliwuje pioruny, które uszkadzają przeciwników i leczą sojusznicze struktury. Może latać.
unit.pulsar.description = Wystrzeliwuje elektryczne pioruny, które uszkadzają przeciwników i leczą sojusznicze struktury. Może latać.
unit.quasar.description = Wystrzeliwuje wiązki laserowe, które uszkadzają przeciwników i leczą sojusznicze struktury. Może latać. Posiada tarcze.
unit.vela.description = Wystrzeliwuje masywny ciągły laser, który uszkadza przeciwników i leczy sojusznicze struktury. Może latać.
unit.corvus.description = Wystrzeliwuje masywny laserowy błysk, który uszkadza przeciwników i leczy sojusznicze struktury. Może przejść po większości terenu.
unit.crawler.description = Wbiega w przeciwników i dokonuje samozniszczenia powodując dużą eksplozje.
unit.atrax.description = Wystrzeliwuje wyniszczające kule żużlu w cele na ziemi. Może przejść po większości terenu.
unit.spiroct.description = Strzela wyczerpującymi życie laserami we wrogów, naprawiając siebie. Może przejść po większości terenu.
unit.arkyid.description = Strzela dużymi wyczerpującymi życie laserami we wrogów, naprawiając siebie. Może przejść po większości terenu.
unit.toxopid.description = Strzela wielkimi elektrycznymi skupionymi kulami i przebijającymi laserami we wrogów. Może przejść po większości terenu.
unit.flare.description = Strzela standardowymi pociskami we jednostki naziemne.
unit.horizon.description = Upuszcza stos bomb na jednostki naziemne.
unit.zenith.description = Strzela salwą rakiet w każdego pobliskiego wroga.
unit.antumbra.description = Strzela zaporą rakiet w każdego pobliskiego wroga.
unit.eclipse.description = Strzela dwoma przebijającymi laserami i pociskami przeciwlotniczymi we wrogów.
unit.mono.description = Automatycznie wykopuje miedź i ołów i odkłada je do rdzenia.
unit.poly.description = Automatycznie naprawia zniszczone struktury i asystuje w budowie.
unit.mega.description = Automatycznie naprawia zniszczone struktury. Może podnosić małe jednostki i bloki.
unit.quad.description = Upuszcza wielkie bomby na cele na ziemi, które uszkadzają przeciwników i leczą sojusznicze struktury. Może podnosić jednostki naziemne średniej wielkości.
unit.oct.description = Broni wszystkie jednostki tarczą regeneracyjną. Może podnosić większość jednostek naziemnych.
unit.risso.description = Strzela sporą ilością pocisków i rakiet w najbliższych przeciwników.
unit.minke.description = Strzela granatami i standardowymi pociskami w najbliższych przeciwników.
unit.bryde.description = Strzela granatami i rakietami na dużą odległość we wrogów.
unit.sei.description = Strzela dużą ilością rakiet oraz przebijających zbroje pocisków we wrogów
unit.omura.description = Strzela przebijającym superszybkim pociskiem we wrogów ze sporej odległości. Produkuje Błyski (jednostki)
unit.alpha.description = Chroni Rdzeń: Odłamek przed wrogami. Buduje struktury.
unit.beta.description = Chroni Rdzeń: Podstawa przed wrogami. Buduje struktury.
unit.gamma.description = Chroni Rdzeń: Jądro przed wrogami. Buduje struktury.
+101 -49
View File
@@ -17,11 +17,14 @@ linkfail = Linkul nu a putut fi deschis!\nAdresa URL a fost copiată.
screenshot = Captură de ecran salvată la {0}
screenshot.invalid = Harta e prea mare. Se poate să nu existe suficientă memorie pentru captura de ecran.
gameover = Jocul s-a încheiat
gameover.disconnect = Deconectare
gameover.pvp = Echipa [accent] {0}[] este câștigătoare!
gameover.waiting = [accent]Se așteaptă următoarea hartă...
highscore = [accent]Scor maxim nou!
copied = Copiat.
indev.popup = [accent]v6[] este momentan în [accent]beta[].\n[lightgray]Asta înseamnă că:[]\n[scarlet]- Campania este neterminată[]\n- Efectele sonore și muzica sunt neterminate/lipsesc\n- Tot ce vedeți se poate schimba sau poate fi eliminat.\n\nPentru a raporta buguri și crashuri intrați pe [accent]Github[].
indev.popup = [accent]v6[] este momentan în [accent]beta[].\n[lightgray]Asta înseamnă că:[]\n[scarlet]- Campania este neterminată[]\n- Tot ce vedeți se poate schimba sau poate fi eliminat.\n\nPentru a raporta buguri și crashuri intrați pe [accent]Github[].
indev.notready = Această secțiune a jocului nu este gata încă.
indev.campaign = [accent]Ai ajuns la finalul campaniei![]\n\nAi mers cât de departe se poate momentan. Călătoria interplanetară va fi adăugată într-un update viitor.
load.sound = Sunete
load.map = Hărți
@@ -57,6 +60,7 @@ schematic.rename = Redenumește Schema
schematic.info = {0}x{1}, {2} blocuri
schematic.disabled = [scarlet]Schemele sunt dezactivate[]\nNu ai voie să folosești scheme pe această [accent]hartă[] sau [accent]server.
stats = Informații
stat.wave = Valuri Învinse:[accent] {0}
stat.enemiesDestroyed = Inamici Distruși:[accent] {0}
stat.built = Structuri Construite:[accent] {0}
@@ -290,6 +294,7 @@ cancelbuilding = [accent][[{0}][] pt a curăța planul
selectschematic = [accent][[{0}][] pt selectare+copiere
pausebuilding = [accent][[{0}][] pt a face o pauză de la construit
resumebuilding = [scarlet][[{0}][] pt a continua construitul
showui = Interfață ascunsă.\nApasă [accent][[{0}][] pt a vedea interfața.
wave = [accent]Valul {0}
wave.cap = [accent]Valul {0}/{1}
wave.waiting = [lightgray]Val în {0}
@@ -297,6 +302,8 @@ wave.waveInProgress = [lightgray]Val în desfășurare
waiting = [lightgray]În așteptare...
waiting.players = Se așteaptă jucătorii...
wave.enemies = [lightgray]Mai sunt {0} inamici
wave.enemycores = [accent]{0}[lightgray] Nuclee Inamice
wave.enemycore = [accent]{0}[lightgray] Nucleu Inamic
wave.enemy = [lightgray]Mai e {0} inamic
wave.guardianwarn = Gardianul va veni în [accent]{0}[] valuri.
wave.guardianwarn.one = Gardianul va veni într-[accent]un[] val.
@@ -483,13 +490,14 @@ abandon = Abandonează
abandon.text = Zona aceasta și toate resursele ei vor fi cedate inamicului.
locked = Blocat
complete = [lightgray]Finalizat:
requirement.wave = Ajungi la valul {0} în {1}
requirement.core = Distruge Nucleu Inamic în{0}
requirement.wave = Treci de valul {0} în {1}
requirement.core = Distruge Nucleul Inamic din {0}
requirement.research = Cercetează {0}
requirement.produce = Produ {0}
requirement.capture = Capturează {0}
bestwave = [lightgray]Cel Mai Bun Val: {0}
launch.text = Lansează
research.multiplayer = Doar gazda poate cerceta noi tehnologii.
map.multiplayer = Doar gazda poate vedea harta sectoarelor.
uncover = Descoperă
configure = Configurează Încărcarea
@@ -498,6 +506,7 @@ loadout = Încărcare
resources = Resurse
bannedblocks = Blocuri Interzise
addall = Adaugă-le pe toate
launch.from = Lansează Din: [accent]{0}
launch.destination = Destinație: {0}
configure.invalid = Cantitatea trebuie să fie un număr între 0 și {0}.
zone.unlocked = [lightgray]{0} deblocat(ă).
@@ -529,45 +538,67 @@ weather.fog.name = Ceață
sectors.unexplored = [lightgray]Neexplorat
sectors.resources = Resurse:
sectors.production = Producție:
sectors.export = Export:
sectors.time = Timp:
sectors.threat = Amenințare:
sectors.wave = Valul:
sectors.stored = Stocat:
sectors.resume = Revino
sectors.launch = Lansare
sectors.select = Selectează
sectors.nonelaunch = [lightgray]nimic (soarele)
sectors.rename = Redenumește Sectorul
sectors.enemybase = [scarlet]Bază Inamică
sectors.vulnerable = [scarlet]Vulnerabil
sectors.underattack = [scarlet]Sectorul e atacat! [accent]{0}% deteriorat
sectors.survives = [accent]Supraviețuiește {0} valuri
sector.curcapture = Sector Capturat
sector.curlost = Sector Pierdut
sector.missingresources = [scarlet]Resurse din Nucleu Insuficiente
sector.attacked = Sectorul [accent]{0}[white] este atacat!
sector.lost = Ai pierdut sectorul [accent]{0}[white]!
#spațiul lipsă de mai jos e intenționat
sector.captured = Ai capturat sectorul [accent]{0}[white]!
threat.low = Scăzută
threat.medium = Medie
threat.high = Mare
threat.extreme = Extremă
threat.eradication = Eradicare
planets = Planete
planet.serpulo.name = Serpulo
#Spațiu Necesar
planet.sun.name = Soare
#Spațiu Necesar
sector.groundZero.name = Ground Zero
sector.craters.name = The Craters
sector.frozenForest.name = Frozen Forest
sector.ruinousShores.name = Ruinous Shores
sector.stainedMountains.name = Stained Mountains
sector.desolateRift.name = Desolate Rift
sector.nuclearComplex.name = Nuclear Production Complex
sector.overgrowth.name = Overgrowth
sector.tarFields.name = Tar Fields
sector.saltFlats.name = Salt Flats
sector.fungalPass.name = Fungal Pass
#Spațiu
#Absolut
#Necesar
sector.impact0078.name = Impact 0078
sector.groundZero.name = Punctul Zero
sector.craters.name = Craterele
sector.frozenForest.name = Pădurea Glacială
sector.ruinousShores.name = Țărmurile Părăsite
sector.stainedMountains.name = Munții Pătați
sector.desolateRift.name = Riftul Dezolat
sector.nuclearComplex.name = Complexul de Producție Nucleară
sector.overgrowth.name = Supracreșterea
sector.tarFields.name = Câmpurile cu Păcură
sector.saltFlats.name = Podișurile Saline
sector.fungalPass.name = Pasul Fungic
sector.biomassFacility.name = Facilitatea de Sinteză a Biomasei
sector.windsweptIslands.name = Insulele Măturate de Vânt
sector.extractionOutpost.name = Avanpostul de Extracție
sector.planetaryTerminal.name = Terminalul de Lansare Planetară
sector.groundZero.description = Locația optimă pt a începe încă odată. Risc de inamici scăzut. Puține resurse.\nAdună cât de mult plumb și cupru se poate.\nMergi mai departe.
sector.frozenForest.description = Chiar și aici, aproape de munți, sporii s-au împrăștiat. Temperaturile reci nu-i pot reține la infinit.\n\nÎncepe călătoria către electricitate. Construiește generatoare de combustie. Învață să folosești reparatoare.
sector.saltFlats.description = La periferia deșertului stau Salt Flats. Puține resurse pot fi găsite în această locație.\n\nInamicul a ridicat un complex-depozit aici. Distruge-le nucleul. Nu lăsa nimic în urmă.
sector.saltFlats.description = La periferia deșertului stau Podișurile Saline. Puține resurse pot fi găsite în această locație.\n\nInamicul a ridicat un complex-depozit aici. Distruge-le nucleul. Nu lăsa nimic în urmă.
sector.craters.description = Apa s-a acumulat în acest crater, rămășiță a vechilor războaie. Cucerește din nou zona. Adună nisip. Toarnă-l în metasticlă. Pompează apă pt a răci armele și burghiele.
sector.ruinousShores.description = După deșerturi vine țărmul. Odată, locația aceasta a avut un sistem de apărare de coastă. N-a rămas mult din el. Doar structurile de apărare cele mai de bază rămas în picioare, restul fiind redus la fier vechi.\nContinuă expansiunea în afară. Redescoperă tehnologia.
sector.stainedMountains.description = Mai înspre continent sunt munții, încă neatinși de spori.\nExtrage abundentele resurse de titan din zonă. Învață cum să-l folosești.\n\nPrezența inamicului e mai mare aici. Nu le da timp să-și trimită cele mai puternice unități.
sector.overgrowth.description = Zona asta e plină de buruieni, mai aproape de sursa sporilor.\nInamicul și-a stabilit un adăpost aici. Construiește unități Titan. Distruge-o. Cucerește din nou ce s-a pierdut.
sector.overgrowth.description = Această zonă este plină de buruieni, mai aproape de sursa sporilor.\nInamicul și-a stabilit un adăpost aici. Construiește unități Mace. Distruge-o. Cucerește din nou ce s-a pierdut.
sector.tarFields.description = O zonă aflată la periferia unei zone de producție petrolieră, între munți și deșert. Una din puținele zone cu resurse utilizabile de țiței.\nDeși abandonată, zona aceasta are niște forțe inamice periculoase înapropiere. Nu le subestima.\n\n[lightgray]Cercetează tehnologia de procesare a petrolului dacă se poate.
sector.desolateRift.description = O zonă extrem de periculoasă. Multe resurse, dar puțin spațiu. Mare risc de distrugere. Pleacă cât mai curând. Nu te lăsa păcălit de timpul mare dintre atacurile inamice.
sector.nuclearComplex.description = O fostă facilitate pt producerea și procesarea de torium, redusă la ruine.\n[lightgray]Cercetează toriul și multele sale utilizări.\n\nInamicul e prezent aici în mari numere, căutând constând atacatori.
sector.nuclearComplex.description = O fostă facilitate pt producerea și procesarea de toriu, redusă la ruine.\n[lightgray]Cercetează toriul și multele sale utilizări.\n\nInamicul e prezent aici în mari numere, căutând constând atacatori.
sector.fungalPass.description = O zonă de tranziție dintre munții înalți și zonele joase, pline cu spori. O mică bază de recunoaștere a inamicului este localizată aici.\nDistruge-o.\nFolosește unități Dagger și Crawler. Distruge cele 2 nuclee.
settings.language = Limbă
@@ -628,6 +659,8 @@ stat.memorycapacity = Capacitate Memorie
stat.basepowergeneration = Generare Electricitate (Bază)
stat.productiontime = Timp Producție
stat.repairtime = Durată Reparare Bloc
stat.weapons = Arme
stat.bullet = Glonț
stat.speedincrease = Creștere Viteză
stat.range = Rază
stat.drilltier = Minabile
@@ -697,12 +730,14 @@ units.processorcontrol = [lightgray]Controlat de Procesor
bullet.damage = [stat]{0}[lightgray] forță
bullet.splashdamage = [stat]{0}[lightgray] forță explozivă ~[stat] {1}[lightgray] pătrate
bullet.incendiary = [stat]incendiar
bullet.sapping = [stat]atragere inamici
bullet.homing = [stat]cu radar
bullet.shock = [stat]șoc
bullet.frag = [stat]fragil
bullet.knockback = [stat]{0} [lightgray]împingere
bullet.pierce = [stat]{0}[lightgray]x penetrare
bullet.infinitepierce = [stat]penetrare
bullet.healpercent = [stat]{0}[lightgray]% reparare
bullet.freezing = [stat]înghețat
bullet.tarred = [stat]lipicios
bullet.multiplier = [stat]{0}[lightgray]x multiplicator muniție
@@ -770,7 +805,6 @@ setting.conveyorpathfinding.name = Găsirea Drumului la Plasarea Benzii
setting.sensitivity.name = Sensibilitatea Controlului
setting.saveinterval.name = Interval de Salvare
setting.seconds = {0} secunde
setting.blockselecttimeout.name = Selectarea Blocului a Întârziat
setting.milliseconds = {0} millisecunde
setting.fullscreen.name = Ecran Complet
setting.borderlesswindow.name = Fereastră Fără Margine[lightgray] (repornirea poate fi necesară)
@@ -859,6 +893,7 @@ keybind.menu.name = Meniu
keybind.pause.name = Pauză
keybind.pause_building.name = Pauză/Reia Construit
keybind.minimap.name = Minihartă
keybind.planet_map.name = Harta Planetei
keybind.chat.name = Chat
keybind.player_list.name = Listă Jucători
keybind.console.name = Consolă
@@ -922,6 +957,7 @@ content.item.name = Materiale
content.liquid.name = Lichide
content.unit.name = Unități
content.block.name = Blocuri
content.sector.name = Sectoare
item.copper.name = Cupru
item.lead.name = Plumb
@@ -1086,7 +1122,6 @@ block.distributor.name = Distributor
block.block-forge.name = Forjă de Blocuri
block.block-loader.name = Încărcător de Blocuri
block.block-unloader.name = Descărcător de Blocuri
block.sorter.name = Sortator
block.inverted-sorter.name = Sortator Invers
block.message.name = Mesaj
@@ -1186,6 +1221,7 @@ block.payload-router.name = Router în Masă
block.disassembler.name = Dezasamblator
block.silicon-crucible.name = Creuzet de Silicon
block.overdrive-dome.name = Dom de Suprasolicitare
block.interplanetary-accelerator.name = Accelerator Interplanetar
block.switch.name = Întrerupător
block.micro-processor.name = Microprocesor
@@ -1204,27 +1240,40 @@ team.derelict.name = abandonată
team.green.name = verde
team.purple.name = mov
tutorial.next = [lightgray]<Click pt a continua>
tutorial.intro = Bun venit în[scarlet] Tutorialul Mindustry.[]\nFolosește[accent] [[WASD][] ca să te miști.\n[accent]Cu rotița[] poți face harta mai mare sau mai mică.\nÎncepe prin[accent] a mina cupru[]. Apropie-te de el, Apoi apasă pe un minereu de cupru de lângă nucleul tău.\n\n[accent]{0}/{1} cupru
tutorial.intro.mobile = Bun venit în[scarlet] Tutorialul Mindustry.[]\nGlisează pe ecran pt a te mișca.\n[accent]Trage cu 2 degete[] pt face harta mai mare sau mai mică.\nÎncepe prin[accent] a mina cupru[]. Apropie-te de el, Apoi apasă pe un minereu de cupru de lângă nucleul tău.\n\n[accent]{0}/{1} cupru
tutorial.drill = Mineritul manual este ineficient.\n[accent]Burghiele[] pot mina automat.\nDă click pe tabul burghie din colțul din dreapta-jos.\nSelectează[accent] burghiul mecanic[]. Plasează-l pe un minereu de cupru dând click.\nPoți selecta burghiul și apăsând [accent][[2][] apoi rapid [accent][[1][], indiferent de ce tab este deschis.\n[accent]Click-dreapta[] ca să te oprești din a construi.
tutorial.drill.mobile = Mineritul manual este ineficient.\n[accent]Burghiele[] pot mina automat.\nDă click pe tabul burghie din colțul din dreapta-jos.\nSelectează[accent] burghiul mecanic[]. Plasează-l pe un minereu de cupru dând click, apoi apasă pe[accent] bifa[] de mai jos pt a-ți confirma selecția.\nApasă pe[accent] butonul X[] pt a anula plasarea.
tutorial.blockinfo = Fiecare bloc are statistici diferite. Fiecare burghiu poate mina minereuri diferite.\nPt a verifica informațiile despre un bloc,[accent] dă click pe butonul "?" care apare când blocul este selectat din meniu.[]\n\n[accent]Accesează informații despre Burghiul Mecanic.[]
tutorial.conveyor = [accent]Benzile[] se folosesc pt a transporta materiale la nucleu.\nConstruiește o bandă rulantă de la burghiu către nucleu.\n[accent]Ține apăsat pe mouse pt a desena o linie.[]\nȚine[accent] CTRL[] în timp se plasezi o line pt a o plasa diagonal.\nFolosește rotița pt a roti blocurile înainte să le plasezi.\n[accent]Plasează 2 benzi, apoi livrează un material la nucleu.
tutorial.conveyor.mobile = [accent]Benzile[] se folosesc pt a transporta materiale la nucleu.\nConstruiește o bandă rulantă de la burghiu către nucleu.\n[accent] Construiește o linie ținând degetul pe ecran câteva secunde și apoi[] trage într-o direcție.\n\n[accent]Plasează 2 benzi, apoi livrează un material la nucleu.
tutorial.turret = Odată ce un material intră în nucleu, poate fi folosit pt a construi.\nDe reținut că nu toate materialele pot fi folosite pt construit.\nMaterialele care nu sunt folosite pt construit, cum ar fi[accent] cărbunele[] sau[accent] fierul vechi[], nu pot fi puse în nucleu.\nTrebuie să construiești structuri defensive ca să te aperi de[lightgray] inamici[].\nConstruiește [accent]o armă duo[] lângă baza ta.
tutorial.drillturret = Armele Duo au nevoie de[accent] muniție de cupru[] pt a trage.\nPlasează un burghiu lângă armă.\nConstruiește o bandă către armă pt a o alimenta cu muniție de cupru.\n\n[accent]Muniție livrată: 0/1
tutorial.pause = În timpul luptei, poți[accent] da pauză la joc.[]\nPoți planifica construcții în timpul pauzei.\n\n[accent]Apasă pe space pt a da pauză.
tutorial.pause.mobile = În timpul luptei, poți[accent] da pauză la joc.[]\nPoți planifica construcții în timpul pauzei.\n\n[accent]Apasă butonul din colțul din stânga sus pt a da pauză.
tutorial.unpause = Acum apasă space din nou pt a continua.
tutorial.unpause.mobile = Acum apasă-l din nou pt a continua.
tutorial.breaking = Uneori, blocurile trebuie distruse.\n[accent]Ține apăsat pe click dreapta[] pt a distruge toate blocurile dintr-o selecție.[]\n\n[accent]Distruge toate blocurile de fier vechi din stânga nucleului.
tutorial.breaking.mobile = Uneori, blocurile trebuie distruse.\n[accent]Selectează modul deconstrucție[], aopi dă click pe un bloc pt a-l distruge.\nDistruge o zonă ținând apăsat cu degetul pt câteva secunde[] și apoi trăgând într-o direcție.\nApasă bifa de mai jos pt a confirma distrugerea.\n\n[accent]Distruge toate blocurile de fier vechi din stânga nucleului.
tutorial.withdraw = Câteodată a lua materiale direct din blocuri este necesar.\nPt a face asta, [accent]dă click pe un bloc[] cu materiale în el, apoi [accent]dă click pe materialul[] din inventar.\nMai multe materiale pot fi luate [accent]făcând click și ținând apăsat[].\n\n[accent]Ia niște cupru din nucleu.[]
tutorial.deposit = Depozitează materiale înapoi în blocuri trăgând din nava ta către blocul de destinație.\n\n[accent]Depozitează cuprul înapoi în nucleu.[]
tutorial.waves = [lightgray]Inamicul[] se apropie.\n\nApără nucleul timp de 2 valuri.[accent] Click[] pt a trage cu arma.\nConstruiește mai multe arme și burghie. Minează mai mult cupru.
tutorial.waves.mobile = [lightgray]Inamicul[] se apropie.\n\nApără nucleul timp de 2 valuri. Nava ta va trage automat către inamici.\nConstruiește mai multe arme și burghie. Minează mai mult cupru.
tutorial.launch = Odată ce ajungi la un anumit val, poți [accent]lansa nucleul[], lăsându-ți apărările în urmă și[accent] obținând toate resursele din nucleu.[]\nResursele obținute pot fi apoi folosite pt a cerceta noi tehnologii.\n\n[accent]Apasă butonul de lansare.
# A NU SE TRADUCE! NU SUNT GATA!
hint.skip = Skip
hint.desktopMove = Use [accent][[WASD][] to move.
hint.zoom = [accent]Scroll[] to zoom in or out.
hint.mine = Move near the \uf8c4 copper ore and [accent]tap[] it to mine manually.
hint.desktopShoot = [accent][[Left-click][] to shoot.
hint.depositItems = To transfer items, drag from your ship to the core.
hint.respawn = To respawn as a ship, press [accent][[V][].
hint.respawn.mobile = You have switched control a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[]
hint.desktopPause = Press [accent][[Space][] to pause and unpause the game.
hint.placeDrill = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and click on a copper patch to place it.
hint.placeDrill.mobile = Select the \ue85e[accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and tap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
hint.placeConveyor = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
hint.placeConveyor.mobile = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nHold down your finger for a second and drag to place multiple conveyors.
hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemies.\n\nTurrets require ammo - in this case, \uf838copper.\nUse conveyors and drills to supply them.
hint.breaking = [accent]Right-click[] and drag to break blocks.
hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
hint.research = Use the \ue875 [accent]Research[] button to research new technology.
hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
hint.unitControl.mobile = [accent][Double-tap[] to control friendly units or turrets.
hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the bottom right.
hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the \ue88c [accent]Menu[].
hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
hint.command = Press [accent][[G][] to command nearby units into formation.
hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation.
hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
hint.payloadDrop = Press [accent]][] to drop a payload.
hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
item.copper.description = Folosit în tot felul de construcții și muniție.
item.copper.details = Cupru. Metal anormal de abundent pe Serpulo. Structural slab dacă nu este consolidat.
@@ -1237,7 +1286,7 @@ item.coal.description = Folosit extensiv ca combustibil și pt producerea de mat
item.coal.details = Pare să fie materie vegetală fosilizată, formată cu mult înainte de evenimentul însămânțării.
item.titanium.description = Folosit pt structuri transportatoare de lichid, burghie și aeronautică.
item.thorium.description = Folosit în structuri durabile și combustibil nuclear.
item.scrap.description = Topit și rafinat în alte materiale.
item.scrap.description = Folosit in topitoare și pulverizatoare pt a fi rafinat în alte materiale.
item.scrap.details = Rămășițe ale structurilor și unităților vechi..
item.silicon.description = Folosit în producerea energiei solare, electronice complexe și muniție cu radar pt armament.
item.plastanium.description = Folosit pt unitățile militare avansate, ca izolator electric și muniție fragilă.
@@ -1247,11 +1296,13 @@ item.spore-pod.description = Folosită pt a fi convertită în petrol, explozibi
item.spore-pod.details = Spori. Probabil o formă de viață sintetică. Emite gaze toxice altor forme de viață biologică. Nu că ar mai fi rămas prea multe aici.
item.blast-compound.description = Folosit în bombe și muniție explozibilă.
item.pyratite.description = Folosită în armele incendiare și generatoare pe bază de procese de combustie.
liquid.water.description = Folosită pt răcirea mașinăriilor și procesarea deșeurilor.
liquid.slag.description = Rafinată în separatoare înapoi în materialele constituente, sau pulverizată înspre unitățile inamice ca armă.
liquid.oil.description = Folosit în producerea avansată de materialet și ca muniție incendiară.
liquid.cryofluid.description = Folosit ca răcitor în reactoare, arme și fabrici.
block.resupply-point.description = Realimentează unitățile din apropiere cu muniție de cupru. Nu este compatibil cu unitățile care se încarcă din baterii.
block.armored-conveyor.description = Transportă materialele înainte. Nu acceptă materiale de pe lateral decât de la alte benzi.
block.illuminator.description = Emite lumină.
block.message.description = Păstrează un mesaj. Folosit pt comunicarea dintre aliați.
@@ -1393,6 +1444,7 @@ block.memory-cell.description = Stochează informație pt un procesor.
block.memory-bank.description = Stochează informație pt un procesor. Capacitate mare.
block.logic-display.description = Afișează grafica transmisă de un procesor logic.
block.large-logic-display.description = Afișează grafica transmisă de un procesor logic.
block.interplanetary-accelerator.description = Un turn masiv cu o armă railgun electromagnetică. Accelerează nucleele la viteză cosmică pt lansare interplanetară.
unit.dagger.description = Trage cu gloanțe standard către toți inamicii din apropiere.
unit.mace.description = Trage cu jeturi de flacără aprinsă către toți inamicii din apropiere.
@@ -1420,7 +1472,7 @@ unit.mega.description = Repară automat structurile deteriorate. Capabilă să c
unit.quad.description = Aruncă bombe mari peste artileria inamică, reparând structurile aliate și deteriorând inamicii. Capabilă să care unități de artilerie de dimensiuni medii.
unit.oct.description = Protejează aliații din apropiere cu scutul său care se regenerează. Capabilă să care majoritatea unităților de artilerie.
unit.risso.description = Trage un baraj de rachete și gloanțe către toți inamicii din apropiere.
unit.minke.description = Trage cu capsule incendiare și gloanțe standard către artileria inamică din apropiere.
unit.minke.description = Trage cu capsule și gloanțe standard către artileria inamică din apropiere.
unit.bryde.description = Trage cu capsule de artilerie și rachete către inamici pe distanțe lungi.
unit.sei.description = Trage cu un baraj de rachete și gloanțe care penetrează scuturile inamicilor.
unit.omura.description = Trage cu un railgun cu gloanțe care penetrează scuturile inamice pe distanțe lungi. Construiește unități Flare.
+48 -28
View File
@@ -497,6 +497,7 @@ requirement.produce = Произведите {0}
requirement.capture = Захватите {0}
launch.text = Высадка
research.multiplayer = Только хост может исследовать предметы.
map.multiplayer = Только хост может просматривать секторы.
uncover = Раскрыть
configure = Конфигурация выгрузки
@@ -547,8 +548,13 @@ sectors.launch = Высадка
sectors.select = Выбор
sectors.nonelaunch = [lightgray]нет (солнце)
sectors.rename = Переименовать сектор
sectors.enemybase = [scarlet]Вражеская база
sectors.vulnerable = [scarlet]Уязвим
sectors.underattack = [scarlet]Атакован! [accent]{0}% повреждений
sectors.survives = [accent]Продержиться {0} волн(ы)
sector.curcapture = Сектор захвачен
sector.curlost = Сектор потерян
sector.missingresources = [scarlet]Недостаточно ресурсов для высадки
sector.attacked = Сектор [accent]{0}[white] атакован!
sector.lost = Сектор [accent]{0}[white] потерян!
@@ -589,8 +595,8 @@ sector.saltFlats.description = На окраине пустыни лежат с
sector.craters.description = Вода скопилась в этом кратере, реликвии времён старых войн. Восстановите область. Соберите песок. Выплавьте метастекло. Качайте воду для охлаждения турелей и буров.
sector.ruinousShores.description = Мимо пустошей проходит береговая линия. Когда-то здесь располагался массив береговой обороны. Не так много от него осталось. Только самые базовые оборонительные сооружения остались невредимыми, всё остальное превратилось в металлолом.\nПродолжайте экспансию вовне. Переоткройте для себя технологии.
sector.stainedMountains.description = Дальше, вглубь местности, лежат горы, еще не запятнанные спорами.\nИзвлеките изобилие титана в этой области. Научитесь им пользоваться.\n\nВражеское присутствие здесь сильнее. Не дайте им времени для отправки своих сильнейших боевых единиц.
sector.overgrowth.description = Эта заросшая область находится ближе к источнику спор.\nВраг организовал здесь форпост. Постройте боевые единицы «Титан». Уничтожьте его. Верните то, что было потеряно.
sector.tarFields.description = Окраина зоны нефтедобычи, между горами и пустыней. Один из немногих районов с полезными запасами дёгтя.\nХотя эта область заброшенна, в ней поблизости присутствуют некоторые опасные вражеские силы. Не стоит их недооценивать.\n\n[lightgray]Исследуйте технологию переработки нефти, если возможно.
sector.overgrowth.description = Эта заросшая область находится ближе к источнику спор.\nВраг организовал здесь форпост. Постройте боевые единицы «Булава». Уничтожьте его. Верните то, что было потеряно.
sector.tarFields.description = Окраина зоны нефтедобычи, между горами и пустыней. Один из немногих районов с полезными запасами дёгтя.\nХотя эта область заброшена, в ней поблизости присутствуют некоторые опасные вражеские силы. Не стоит их недооценивать.\n\n[lightgray]Исследуйте технологию переработки нефти, если возможно.
sector.desolateRift.description = Чрезвычайно опасная зона. Обилие ресурсов, но мало места. Высокий риск разрушения. Эвакуироваться нужно как можно скорее. Не расслабляйтесь во время больших перерывов между вражескими атаками.
sector.nuclearComplex.description = Бывший завод по производству и переработке тория, превращенный в руины.\n[lightgray]Исследуйте торий и варианты его многочисленного применения.\n\nВраг присутствует здесь в большом числе, постоянно разведывая нападающих.
sector.fungalPass.description = Переходная область между высокими горами и более низкими, покрытыми спорами землями. Здесь расположена небольшая разведывательная база противника.\nУничтожьте ее.\nИспользуйте единицы «Кинжал» и «Ползун». Достаньте до обоих ядер.
@@ -888,6 +894,7 @@ keybind.menu.name = Меню
keybind.pause.name = Пауза
keybind.pause_building.name = Приостановить/возобновить строительство
keybind.minimap.name = Мини-карта
keybind.planet_map.name = Карта планеты
keybind.chat.name = Чат
keybind.player_list.name = Список игроков
keybind.console.name = Консоль
@@ -1234,27 +1241,40 @@ team.derelict.name = Покинутая
team.green.name = Зелёная
team.purple.name = Фиолетовая
tutorial.next = [lightgray]<Нажмите для продолжения>
tutorial.intro = Вы начали[scarlet] обучение по Mindustry.[]\nИспользуйте кнопки [accent][[WASD][] для передвижения.\n[accent]Покрутите колесо мыши[] для приближения или отдаления камеры.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле вашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
tutorial.intro.mobile = Вы начали[scarlet] обучение по Mindustry.[]\nПроведите по экрану, чтобы двигаться.\n[accent]Сведите или разведите 2 пальца[] для изменения масштаба.\nНачните с [accent]добычи меди[]. Приблизьтесь к ней, затем нажмите на медную жилу возле Ввашего ядра, чтобы сделать это.\n\n[accent]{0}/{1} меди
tutorial.drill = Ручная добыча не является эффективной.\n[accent]Буры[] могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[]. Разместите его на медной жиле нажатием.\n[accent]Нажатие по правой кнопке[] прервёт строительство.
tutorial.drill.mobile = Ручная добыча не является эффективной.\n[accent]Буры []могут добывать автоматически.\nНажмите на вкладку с изображением сверла снизу справа.\nВыберите[accent] механический бур[].\nРазместите его на медной жиле нажатием, затем нажмите [accent] белую галку[] ниже, чтобы подтвердить построение выделенного.\nНажмите [accent] кнопку X[], чтобы отменить размещение.
tutorial.blockinfo = Каждый блок имеет разные характеристики. Каждая дрель может добывать определенные руды.\nЧтобы узнать информацию о блоке и о его характеристиках,[accent] нажмите на «?», когда он выбран в меню строительства.[]\n\n[accent]Сейчас, узнайте характеристики механического бура.[]
tutorial.conveyor = [accent]Конвейеры[] используются для транспортировки ресуров в ядро.\nСделайте линию конвейеров от бура к ядру\n[accent]Удерживайте левую кнопку мыши, чтобы разместить в линию.[]\nУдерживайте[accent] CTRL[] при постройке линии блоков, чтобы сделать её диагональной\n\n[accent]Разместите 2 конвейера в линию и доставьте предметы в ядро.
tutorial.conveyor.mobile = [accent]Конвейеры[] используются для транспортировки ресурсов в ядро\nСделайте линию конвейеров от бура к ядру\n[accent]Сделайте линию, удерживая палец несколько секунд в том месте, в котором вы хотите начать линию,[] и перетяните его в нужном направлении. [accent]Разместите 2 конвейера в линию и доставьте предметы в ядро.
tutorial.turret = Как только предмет попадает в ядро, его можно использовать в строительстве.\nИмейте в виду, что не все предметы могут быть использованы в строительстве.\nПредметы, которые нельзя использовать для стоительства, такие как[accent] уголь[] или[accent] металлолом[], не могут быть транспортированы в ядро.\nЗащитные структуры нужно строить для отражения[lightgray] противников[].\nПостройте[accent] двойную турель[] возле вашей базы.
tutorial.drillturret = Двойным турелям нужна [accent]медные боеприпасы[] для стрельбы.\nРазместите бур рядом с турелью.\nПроведите конвейеры к турели, чтобы снабдить её медью.\n\n[accent]Боеприпасов доставлено: 0/1
tutorial.pause = Во время битвы, вы можете[accent] приостановить игру.[]\nВы можете планировать строительство, когда игра стоит на паузе.\n\n[accent]Нажмите ПРОБЕЛ для приостановки игры.
tutorial.pause.mobile = Во время битвы, вы можете[accent] приостановить игру.[]\nВы можете планировать строительство, когда игра стоит на паузе.\n\n[accent]Нажмите кнопку вверху слева, чтобы поставить игру на паузу.
tutorial.unpause = Снова нажмите пробел для снятия паузы.
tutorial.unpause.mobile = Снова нажмите туда для снятия паузы.
tutorial.breaking = Зачастую, блоки приходится разрушать\n[accent]Зажмите ПКМ[], чтобы разрушить блоки в выбранной зоне.[]\n\n[accent]Разрушьте все стены из металлолома слева от вашего ядра.
tutorial.breaking.mobile = Зачастую, блоки приходится разрушать.\n[accent]Выберите режим деконструкции[], после чего нажмите на нужный блок, чтобы разрушить его.\nРазрушьте блоки в выбранной зоне, зажав палец на несколько секунд[], и проведя его в нужном направлении.\nНажмите на галочку, чтобы подтвердить разрушение.\n\n[accent]Разрушьте все стены из металлолома слева от вашего ядра.
tutorial.withdraw = В некоторых ситуациях, необходимо забрать предметы из блоков вручную.\nЧтобы сделать это, [accent]нажмите на блок[], в котором находятся предметы, затем [accent]нажмите на предмет[] в инвентаре.\nМожно забрать несколько предметов [accent]нажатием с зажимом[].\n\n[accent]Заберите немного меди из ядра[]
tutorial.deposit = Положите предметы в блок, перетащив их от своего корабля в нужный блок.\n\n[accent]Перенесите медь обратно в ядро[]
tutorial.waves = [lightgray]Противники[] приближаются.\n\nЗащитите ядро от двух волн. Используйте[accent] левую кнопку мыши[] для стрельбы.\nПостройте больше турелей и буров. Добудьте больше меди.
tutorial.waves.mobile = [lightgray]Противники[] приближаются.\n\nЗащитите ядро от двух волн. Ваш корабль будет автоматически атаковать противника.\nПостройте больше турелей и буров. Добудьте больше меди.
tutorial.launch = Когда вы достигаете определенной волны, вы можете осуществить[accent] запуск ядра[], оставив базу и[accent] перенести ресурсы из ядра.[]\nЭти ресурсы могут быть использованы для изучения новых технологий.\n\n[accent]Нажмите кнопку запуска.
# DO NOT TRANSLATE ANY OF THESE YET! THEY ARE UNFINISHED!
# hint.skip = Skip
# hint.desktopMove = Use [accent][[WASD][] to move.
# hint.zoom = [accent]Scroll[] to zoom in or out.
# hint.mine = Move near the \uf8c4 copper ore and [accent]tap[] it to mine manually.
# hint.desktopShoot = [accent][[Left-click][] to shoot.
# hint.depositItems = To transfer items, drag from your ship to the core.
# hint.respawn = To respawn as a ship, press [accent][[V][].
# hint.respawn.mobile = You have switched control a unit/structure. To respawn as a ship, [accent]tap the avatar in the top left.[]
# hint.desktopPause = Press [accent][[Space][] to pause and unpause the game.
# hint.placeDrill = Select the \ue85e [accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and click on a copper patch to place it.
# hint.placeDrill.mobile = Select the \ue85e[accent]Drill[] tab in the menu at the bottom right, then select a \uf870 [accent]Drill[] and tap on a copper patch to place it.\n\nPress the \ue800 [accent]checkmark[] at the bottom right to confirm.
# hint.placeConveyor = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nClick and drag to place multiple conveyors.\n[accent]Scroll[] to rotate.
# hint.placeConveyor.mobile = Conveyors move items from drills into other blocks. Select a \uf896 [accent]Conveyor[] from the \ue814 [accent]Distribution[] tab.\n\nHold down your finger for a second and drag to place multiple conveyors.
# hint.placeTurret = Place \uf861 [accent]Turrets[] to defend your base from enemies.\n\nTurrets require ammo - in this case, \uf838copper.\nUse conveyors and drills to supply them.
# hint.breaking = [accent]Right-click[] and drag to break blocks.
# hint.breaking.mobile = Activate the \ue817 [accent]hammer[] in the bottom right and tap to break blocks.\n\nHold down your finger for a second and drag to break in a selection.
# hint.research = Use the \ue875 [accent]Research[] button to research new technology.
# hint.research.mobile = Use the \ue875 [accent]Research[] button in the \ue88c [accent]Menu[] to research new technology.
# hint.unitControl = Hold [accent][[L-ctrl][] and [accent]click[] to control friendly units or turrets.
# hint.unitControl.mobile = [accent][Double-tap[] to control friendly units or turrets.
# hint.launch = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the bottom right.
# hint.launch.mobile = Once enough resources are collected, you can [accent]Launch[] by selecting nearby sectors from the \ue827 [accent]Map[] in the \ue88c [accent]Menu[].
# hint.schematicSelect = Hold [accent][[F][] and drag to select blocks to copy and paste.\n\n[accent][[Middle Click][] to copy a single block type.
# hint.conveyorPathfind = Hold [accent][[L-Ctrl][] while dragging conveyors to automatically generate a path.
# hint.conveyorPathfind.mobile = Enable \ue844 [accent]diagonal mode[] and drag conveyors to automatically generate a path.
# hint.boost = Hold [accent][[L-Shift][] to fly over obstacles with your current unit.\n\nOnly a few ground units have boosters.
# hint.command = Press [accent][[G][] to command nearby units into formation.
# hint.command.mobile = [accent][[Double-tap][] your unit to command nearby units into formation.
# hint.payloadPickup = Press [accent][[[] to pick up small blocks or units.
# hint.payloadPickup.mobile = [accent]Tap and hold[] a small block or unit to pick it up.
# hint.payloadDrop = Press [accent]][] to drop a payload.
# hint.payloadDrop.mobile = [accent]Tap and hold[] an empty location to drop a payload there.
# hint.waveFire = [accent]Wave[] turrets with water as ammunition will automatically put out nearby fires.
item.copper.description = Используется во всех типах построек и боеприпасов.
item.copper.details = Медь. Аномально широко распространённый металл на Серпуло. Структурно слабый, если не укреплён.
@@ -1268,7 +1288,7 @@ item.coal.details = Похоже, что это окаменевшее раст
item.titanium.description = Широко используется в транспортировке жидкостей, бурах и авиации.
item.thorium.description = Используется в прочных постройках и как ядерного топлива.
item.scrap.description = Используется в плавильнях и измельчителях для получения других материалов.
item.scrap.details = Остататки старых построек и единиц.
item.scrap.details = Остатки старых построек и единиц.
item.silicon.description = Используется в солнечных панелях, сложной электронике и самонаводящихся боеприпасах для турелей.
item.plastanium.description = Используется в продвинутой авиации, изоляции и осколочных боеприпасах.
item.phase-fabric.description = Используется в продвинутой электронике и самовосстанавливающихся постройках.
@@ -1283,7 +1303,7 @@ liquid.slag.description = Может быть переработан в разд
liquid.oil.description = Используется в производстве продвинутых материалов и как зажигательный боеприпас.
liquid.cryofluid.description = Используется в качестве охлаждающей жидкости для реакторов, турелей и фабрик.
block.resupply-point.description = Снаряжает медными боеприпасами ближайщие боевые единицы. Не совместим с единицами, требующими питания от батареи.
block.resupply-point.description = Снаряжает медными боеприпасами ближайшие боевые единицы. Не совместим с единицами, требующими питания от батареи.
block.armored-conveyor.description = Перемещает предметы вперёд. Не принимает вход по бокам.
block.illuminator.description = Излучает свет.
block.message.description = Сохраняет сообщение для связи между союзниками.
@@ -1341,7 +1361,7 @@ block.router.details = Необходимое зло. Не рекомендуе
block.distributor.description = Равномерно распределяет входящие предметы по 7 выходящим направлениям.
block.overflow-gate.description = Выводит предметы по бокам, только если передний путь заблокирован. Нельзя использовать вплотную к другим затворам или шлюзам.
block.underflow-gate.description = Противоположность избыточного затвора. Выводит предметы вперёд только в том случае, если боковые пути заблокированы. Нельзя использовать вплотную к другим шлюзам или затворам.
block.mass-driver.description = Постройка для дальней транспортировки предметов. Собирает несколько предметов и затем стреляет ими в другуе катапульты.
block.mass-driver.description = Постройка для дальней транспортировки предметов. Собирает несколько предметов и затем стреляет ими в другие катапульты.
block.mechanical-pump.description = Перекачивает и выводит жидкости. Не требует энергию.
block.rotary-pump.description = Перекачивает и выводит жидкости. Требует энергию.
block.thermal-pump.description = Перекачивает и выводит жидкости.
@@ -1368,7 +1388,7 @@ block.solar-panel.description = Обеспечивает небольшое ко
block.solar-panel-large.description = Обеспечивает небольшое количество энергии от солнца. Более эффективный вариант стандартной солнечной панели.
block.thorium-reactor.description = Вырабатывает значительное количество энергии из тория. Требует постоянного охлаждения. Взорвётся с большой силой при недостаточном количестве охлаждающей жидкости.
block.impact-reactor.description = Создаёт огромное количество энергии на пике эффективности. Требуется значительное количество энергии для запуска процесса.
block.mechanical-drill.description = При размещении на соответствующей руде, остоянно выводит предметы в медленном темпе. Способен добывать только базовые ресурсы.
block.mechanical-drill.description = При размещении на соответствующей руде, постоянно выводит предметы в медленном темпе. Способен добывать только базовые ресурсы.
block.pneumatic-drill.description = Улучшенный бур, способный добывать титан. Добывает быстрее, чем механический бур.
block.laser-drill.description = Позволяет добывать еще быстрее с помощью лазерной технологии, но требует энергию. Способен добывать торий.
block.blast-drill.description = Самый продвинутый бур. Требует большое количество энергии.
@@ -1426,7 +1446,7 @@ block.memory-cell.description = Хранит информацию для лог
block.memory-bank.description = Хранит информацию для логического процессора. Большая ёмкость.
block.logic-display.description = Отображает произвольную графику из логического процессора.
block.large-logic-display.description = Отображает произвольную графику из логического процессора.
block.interplanetary-accelerator.description = Массивный рельсотронный ускоритель. Разгоняет ядро до второй космической скорости для межпланетных размещений.
block.interplanetary-accelerator.description = Массивный рельсотронный ускоритель. Ускоряет ядро позволяя преодолеть гравитацию для межпланетного развёртывания
unit.dagger.description = Стреляет стандартными пулями по всем врагам поблизости.
unit.mace.description = Стреляет потоками огня по всем врагам поблизости.
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@@ -317,3 +317,4 @@
63419=legacy-unit-factory-air|block-legacy-unit-factory-air-medium
63418=legacy-unit-factory-ground|block-legacy-unit-factory-ground-medium
63417=interplanetary-accelerator|block-interplanetary-accelerator-medium
63416=basalt-boulder|block-basalt-boulder-medium
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+20 -7
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@@ -1,6 +1,6 @@
"use strict";
const log = function(context, obj){
function log(context, obj){
Vars.mods.scripts.log(context, String(obj))
}
@@ -19,15 +19,28 @@ let modName = "none"
const print = text => log(modName + "/" + scriptName, text);
const extendContent = function(classType, name, params){
return new JavaAdapter(classType, params, name)
//js 'extend(Base, ..., {})' = java 'new Base(...) {}'
function extend(/*Base, ..., def*/){
const Base = arguments[0]
const def = arguments[arguments.length - 1]
//swap order from Base, def, ... to Base, ..., def
const args = [Base, def].concat(Array.from(arguments).splice(1, arguments.length - 2))
//forward constructor arguments to new JavaAdapter
const instance = JavaAdapter.apply(null, args)
//JavaAdapter only overrides functions; set fields too
for(var i in def){
if(typeof(def[i]) != "function"){
instance[i] = def[i]
}
}
return instance
}
const extend = function(classType, params){
return new JavaAdapter(classType, params)
}
//For backwards compatibility, use extend instead
const extendContent = extend;
//these are not sctrictly necessary, but are kept for edge cases
//these are not strictly necessary, but are kept for edge cases
const run = method => new java.lang.Runnable(){run: method}
const boolf = method => new Boolf(){get: method}
const boolp = method => new Boolp(){get: method}
+30 -12
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@@ -2,14 +2,14 @@
"use strict";
const log = function(context, obj){
Vars.mods.getScripts().log(context, String(obj))
function log(context, obj){
Vars.mods.scripts.log(context, String(obj))
}
const readString = path => Vars.mods.getScripts().readString(path)
const readBytes = path => Vars.mods.getScripts().readBytes(path)
const loadMusic = path => Vars.mods.getScripts().loadMusic(path)
const loadSound = path => Vars.mods.getScripts().loadSound(path)
const readString = path => Vars.mods.scripts.readString(path)
const readBytes = path => Vars.mods.scripts.readBytes(path)
const loadMusic = path => Vars.mods.scripts.loadMusic(path)
const loadSound = path => Vars.mods.scripts.loadSound(path)
const readFile = (purpose, ext, cons) => Vars.mods.scripts.readFile(purpose, ext, cons);
const readBinFile = (purpose, ext, cons) => Vars.mods.scripts.readBinFile(purpose, ext, cons);
@@ -21,15 +21,28 @@ let modName = "none"
const print = text => log(modName + "/" + scriptName, text);
const extendContent = function(classType, name, params){
return new JavaAdapter(classType, params, name)
//js 'extend(Base, ..., {})' = java 'new Base(...) {}'
function extend(/*Base, ..., def*/){
const Base = arguments[0]
const def = arguments[arguments.length - 1]
//swap order from Base, def, ... to Base, ..., def
const args = [Base, def].concat(Array.from(arguments).splice(1, arguments.length - 2))
//forward constructor arguments to new JavaAdapter
const instance = JavaAdapter.apply(null, args)
//JavaAdapter only overrides functions; set fields too
for(var i in def){
if(typeof(def[i]) != "function"){
instance[i] = def[i]
}
}
return instance
}
const extend = function(classType, params){
return new JavaAdapter(classType, params)
}
//For backwards compatibility, use extend instead
const extendContent = extend;
//these are not sctrictly necessary, but are kept for edge cases
//these are not strictly necessary, but are kept for edge cases
const run = method => new java.lang.Runnable(){run: method}
const boolf = method => new Boolf(){get: method}
const boolp = method => new Boolp(){get: method}
@@ -73,6 +86,7 @@ importPackage(Packages.mindustry.entities)
importPackage(Packages.mindustry.entities.abilities)
importPackage(Packages.mindustry.entities.bullet)
importPackage(Packages.mindustry.entities.comp)
importPackage(Packages.mindustry.entities.effect)
importPackage(Packages.mindustry.entities.units)
importPackage(Packages.mindustry.game)
importPackage(Packages.mindustry.gen)
@@ -134,6 +148,8 @@ const UnlockEvent = Packages.mindustry.game.EventType.UnlockEvent
const StateChangeEvent = Packages.mindustry.game.EventType.StateChangeEvent
const TileChangeEvent = Packages.mindustry.game.EventType.TileChangeEvent
const GameOverEvent = Packages.mindustry.game.EventType.GameOverEvent
const UnitControlEvent = Packages.mindustry.game.EventType.UnitControlEvent
const PickupEvent = Packages.mindustry.game.EventType.PickupEvent
const TapEvent = Packages.mindustry.game.EventType.TapEvent
const ConfigEvent = Packages.mindustry.game.EventType.ConfigEvent
const DepositEvent = Packages.mindustry.game.EventType.DepositEvent
@@ -142,6 +158,8 @@ const SectorCaptureEvent = Packages.mindustry.game.EventType.SectorCaptureEvent
const PlayerChatEvent = Packages.mindustry.game.EventType.PlayerChatEvent
const ClientPreConnectEvent = Packages.mindustry.game.EventType.ClientPreConnectEvent
const CommandIssueEvent = Packages.mindustry.game.EventType.CommandIssueEvent
const SchematicCreateEvent = Packages.mindustry.game.EventType.SchematicCreateEvent
const SectorLaunchEvent = Packages.mindustry.game.EventType.SectorLaunchEvent
const LaunchItemEvent = Packages.mindustry.game.EventType.LaunchItemEvent
const SectorInvasionEvent = Packages.mindustry.game.EventType.SectorInvasionEvent
const SectorLoseEvent = Packages.mindustry.game.EventType.SectorLoseEvent
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@@ -88,7 +88,7 @@ public class Vars implements Loadable{
/** duration of time between turns in ticks */
public static final float turnDuration = 2 * Time.toMinutes;
/** chance of an invasion per turn, 1 = 100% */
public static final float baseInvasionChance = 1f / 30f;
public static final float baseInvasionChance = 1f / 50f;
/** how many turns have to pass before invasions start */
public static final int invasionGracePeriod = 20;
/** min armor fraction damage; e.g. 0.05 = at least 5% damage */
+91 -4
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@@ -1,5 +1,7 @@
package mindustry.ai;
import arc.*;
import arc.input.*;
import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
@@ -17,16 +19,18 @@ import mindustry.world.*;
import mindustry.world.blocks.defense.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.storage.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import static mindustry.Vars.*;
public class BaseAI{
private static final Vec2 axis = new Vec2(), rotator = new Vec2();
private static final float correctPercent = 0.5f;
private static final float step = 5;
private static final int attempts = 4;
private static final float emptyChance = 0.01f;
private static final int timerStep = 0, timerSpawn = 1;
private static final int timerStep = 0, timerSpawn = 1, timerRefreshPath = 2;
private static final int pathStep = 50;
private static final Seq<Tile> tmpTiles = new Seq<>();
private static int correct = 0, incorrect = 0;
@@ -36,6 +40,13 @@ public class BaseAI{
TeamData data;
Interval timer = new Interval(4);
IntSet path = new IntSet();
IntSet calcPath = new IntSet();
@Nullable Tile calcTile;
boolean calculating, startedCalculating;
int calcCount = 0;
int totalCalcs = 0;
public BaseAI(TeamData data){
this.data = data;
}
@@ -53,8 +64,76 @@ public class BaseAI{
}
}
//refresh path
if(!calculating && (timer.get(timerRefreshPath, 3f * Time.toMinutes) || !startedCalculating) && data.hasCore()){
calculating = true;
startedCalculating = true;
calcPath.clear();
}
//didn't find tile in time
if(calculating && calcCount >= world.width() * world.height()){
calculating = false;
calcCount = 0;
calcPath.clear();
totalCalcs ++;
}
//calculate path for units so schematics are not placed on it
if(calculating){
if(calcTile == null){
Vars.spawner.eachGroundSpawn((x, y) -> calcTile = world.tile(x, y));
if(calcTile == null){
calculating = false;
}
}else{
var field = pathfinder.getField(state.rules.waveTeam, Pathfinder.costGround, Pathfinder.fieldCore);
int[][] weights = field.weights;
for(int i = 0; i < pathStep; i++){
int minCost = Integer.MAX_VALUE;
int cx = calcTile.x, cy = calcTile.y;
boolean foundAny = false;
for(Point2 p : Geometry.d4){
int nx = cx + p.x, ny = cy + p.y;
Tile other = world.tile(nx, ny);
if(other != null && weights[nx][ny] < minCost && weights[nx][ny] != -1){
minCost = weights[nx][ny];
calcTile = other;
foundAny = true;
}
}
//didn't find anything, break out of loop, this will trigger a clear later
if(!foundAny){
calcCount = Integer.MAX_VALUE;
break;
}
calcPath.add(calcTile.pos());
//found the end.
if(calcTile.build instanceof CoreBuild b && b.team == state.rules.defaultTeam){
//clean up calculations and flush results
calculating = false;
calcCount = 0;
path.clear();
path.addAll(calcPath);
calcPath.clear();
calcTile = null;
totalCalcs ++;
break;
}
calcCount ++;
}
}
}
//only schedule when there's something to build.
if(data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
if(totalCalcs > 0 && data.blocks.isEmpty() && timer.get(timerStep, Mathf.lerp(20f, 4f, data.team.rules().aiTier))){
if(!triedWalls){
tryWalls();
triedWalls = true;
@@ -123,6 +202,13 @@ public class BaseAI{
if(!Build.validPlace(tile.block, data.team, realX, realY, tile.rotation)){
return false;
}
Tile wtile = world.tile(realX, realY);
//may intersect AI path
tmpTiles.clear();
if(tile.block.solid && wtile != null && wtile.getLinkedTilesAs(tile.block, tmpTiles).contains(t -> path.contains(t.pos()))){
return false;
}
}
//make sure at least X% of resource requirements are met
@@ -191,7 +277,8 @@ public class BaseAI{
}
}
if(any && Build.validPlace(wall, data.team, tile.x, tile.y, 0)){
tmpTiles.clear();
if(any && Build.validPlace(wall, data.team, tile.x, tile.y, 0) && !tile.getLinkedTilesAs(wall, tmpTiles).contains(t -> path.contains(t.pos()))){
data.blocks.add(new BlockPlan(tile.x, tile.y, (short)0, wall.id, null));
}
}
+1 -5
View File
@@ -19,10 +19,6 @@ public class BuilderAI extends AIController{
@Override
public void updateMovement(){
if(unit.moving()){
unit.lookAt(unit.vel.angle());
}
if(target != null && shouldShoot()){
unit.lookAt(target);
}
@@ -49,7 +45,7 @@ public class BuilderAI extends AIController{
BuildPlan req = unit.buildPlan();
boolean valid =
(req.tile().build instanceof ConstructBuild && req.tile().<ConstructBuild>bc().cblock == req.block) ||
(req.tile() != null && req.tile().build instanceof ConstructBuild && req.tile().<ConstructBuild>bc().cblock == req.block) ||
(req.breaking ?
Build.validBreak(unit.team(), req.x, req.y) :
Build.validPlace(req.block, unit.team(), req.x, req.y, req.rotation));
+10 -4
View File
@@ -39,7 +39,7 @@ public class Blocks implements ContentList{
//environment
air, spawn, cliff, deepwater, water, taintedWater, tar, slag, stone, craters, charr, sand, darksand, dirt, mud, ice, snow, darksandTaintedWater, space,
dacite, stoneWall, dirtWall, sporeWall, iceWall, daciteWall, sporePine, snowPine, pine, shrubs, whiteTree, whiteTreeDead, sporeCluster,
iceSnow, sandWater, darksandWater, duneWall, sandWall, moss, sporeMoss, shale, shaleWall, shaleBoulder, sandBoulder, daciteBoulder, boulder, snowBoulder, grass, salt,
iceSnow, sandWater, darksandWater, duneWall, sandWall, moss, sporeMoss, shale, shaleWall, shaleBoulder, sandBoulder, daciteBoulder, boulder, snowBoulder, basaltBoulder, grass, salt,
metalFloor, metalFloorDamaged, metalFloor2, metalFloor3, metalFloor5, basalt, magmarock, hotrock, snowWall, saltWall,
darkPanel1, darkPanel2, darkPanel3, darkPanel4, darkPanel5, darkPanel6, darkMetal,
pebbles, tendrils,
@@ -415,6 +415,10 @@ public class Blocks implements ContentList{
variants = 2;
}};
basaltBoulder = new Boulder("basalt-boulder"){{
variants = 2;
}};
moss = new Floor("moss"){{
variants = 3;
attributes.set(Attribute.spores, 0.15f);
@@ -1153,7 +1157,7 @@ public class Blocks implements ContentList{
}};
battery = new Battery("battery"){{
requirements(Category.power, with(Items.copper, 4, Items.lead, 20));
requirements(Category.power, with(Items.copper, 5, Items.lead, 20));
consumes.powerBuffered(4000f);
}};
@@ -1354,7 +1358,7 @@ public class Blocks implements ContentList{
//region storage
coreShard = new CoreBlock("core-shard"){{
requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1000, Items.lead, 1000));
requirements(Category.effect, BuildVisibility.editorOnly, with(Items.copper, 1000, Items.lead, 800));
alwaysUnlocked = true;
unitType = UnitTypes.alpha;
@@ -1508,6 +1512,7 @@ public class Blocks implements ContentList{
shootEffect = Fx.shootLiquid;
range = 110f;
health = 250 * size * size;
flags = EnumSet.of(BlockFlag.turret, BlockFlag.extinguisher);
}};
lancer = new ChargeTurret("lancer"){{
@@ -2054,11 +2059,12 @@ public class Blocks implements ContentList{
}};
interplanetaryAccelerator = new Accelerator("interplanetary-accelerator"){{
requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 9000, Items.silicon, 9000, Items.thorium, 9000, Items.titanium, 9000, Items.surgeAlloy, 5000, Items.phaseFabric, 4000));
requirements(Category.effect, BuildVisibility.campaignOnly, with(Items.copper, 16000, Items.silicon, 11000, Items.thorium, 13000, Items.titanium, 12000, Items.surgeAlloy, 6000, Items.phaseFabric, 5000));
researchCostMultiplier = 0.1f;
size = 7;
hasPower = true;
consumes.power(10f);
buildCostMultiplier = 0.5f;
}};
//endregion campaign
+1 -1
View File
@@ -466,7 +466,7 @@ public class TechTree implements ContentList{
node(impact0078, Seq.with(
new SectorComplete(tarFields),
new Research(Items.thorium),
new Research(overdriveProjector)
new Research(coreFoundation)
), () -> {
node(desolateRift, Seq.with(
new SectorComplete(impact0078),
+7 -5
View File
@@ -995,6 +995,7 @@ public class UnitTypes implements ContentList{
shots = 2;
inaccuracy = 5f;
velocityRnd = 0.2f;
shootSound = Sounds.missile;
bullet = new MissileBulletType(3f, 12){{
width = 8f;
@@ -1055,7 +1056,7 @@ public class UnitTypes implements ContentList{
ejectEffect = Fx.casing1;
rotateSpeed = 8f;
bullet = missiles;
shootSound = Sounds.shoot;
shootSound = Sounds.missile;
rotate = true;
occlusion = 6f;
}},
@@ -1066,7 +1067,7 @@ public class UnitTypes implements ContentList{
rotateSpeed = 8f;
ejectEffect = Fx.casing1;
bullet = missiles;
shootSound = Sounds.shoot;
shootSound = Sounds.missile;
rotate = true;
occlusion = 6f;
}},
@@ -1147,7 +1148,7 @@ public class UnitTypes implements ContentList{
y = 27f;
rotateSpeed = 2f;
reload = 9f;
shootSound = Sounds.flame;
shootSound = Sounds.shoot;
occlusion = 7f;
rotate = true;
recoil = 0.5f;
@@ -1249,6 +1250,7 @@ public class UnitTypes implements ContentList{
defaultController = RepairAI::new;
mineTier = 3;
mineSpeed = 4f;
health = 500;
armor = 5f;
speed = 2.5f;
@@ -1692,8 +1694,8 @@ public class UnitTypes implements ContentList{
bullet = new RailBulletType(){{
shootEffect = Fx.railShoot;
speed = 67f;
lifetime = 8f;
length = 500;
updateEffectSeg = 60f;
pierceEffect = Fx.railHit;
updateEffect = Fx.railTrail;
hitEffect = Fx.massiveExplosion;
+2 -16
View File
@@ -44,7 +44,6 @@ import static mindustry.Vars.*;
public class Control implements ApplicationListener, Loadable{
public Saves saves;
public SoundControl sound;
public Tutorial tutorial;
public InputHandler input;
private Interval timer = new Interval(2);
@@ -53,7 +52,6 @@ public class Control implements ApplicationListener, Loadable{
public Control(){
saves = new Saves();
tutorial = new Tutorial();
sound = new SoundControl();
Events.on(StateChangeEvent.class, event -> {
@@ -87,7 +85,6 @@ public class Control implements ApplicationListener, Loadable{
Events.on(ResetEvent.class, event -> {
player.reset();
tutorial.reset();
hiscore = false;
saves.resetSave();
@@ -164,7 +161,7 @@ public class Control implements ApplicationListener, Loadable{
if(state.isCampaign() && !net.client() && !headless){
//save gameover sate immediately
if(saves.getCurrent() != null && !state.rules.tutorial){
if(saves.getCurrent() != null){
saves.getCurrent().save();
}
}
@@ -226,7 +223,7 @@ public class Control implements ApplicationListener, Loadable{
for(TechNode node : TechTree.all){
if(!node.content.unlocked() && node.requirements.length == 0 && !node.objectives.contains(o -> !o.complete())){
node.content.unlocked();
node.content.unlock();
}
}
}
@@ -408,13 +405,6 @@ public class Control implements ApplicationListener, Loadable{
public void init(){
platform.updateRPC();
//just a regular reminder
if(!OS.prop("user.name").equals("anuke") && !OS.hasEnv("iknowwhatimdoing")){
app.post(() -> app.post(() -> {
ui.showStartupInfo("@indev.popup");
}));
}
//display UI scale changed dialog
if(Core.settings.getBool("uiscalechanged", false)){
Core.app.post(() -> Core.app.post(() -> {
@@ -479,10 +469,6 @@ public class Control implements ApplicationListener, Loadable{
if(state.isGame()){
input.update();
if(state.rules.tutorial){
tutorial.update();
}
//auto-update rpc every 5 seconds
if(timer.get(0, 60 * 5)){
platform.updateRPC();
+1 -1
View File
@@ -69,7 +69,7 @@ public class GameState{
}
public boolean isPaused(){
return (is(State.paused) && !net.active()) || (gameOver && !net.active()) || (serverPaused && !isMenu());
return (is(State.paused) && !net.active()) || (gameOver && (!net.active() || isCampaign())) || (serverPaused && !isMenu());
}
public boolean isPlaying(){
+1 -1
View File
@@ -264,7 +264,7 @@ public class Logic implements ApplicationListener{
Events.fire(new SectorCaptureEvent(state.rules.sector));
//save, just in case
if(!headless){
if(!headless && !net.client()){
control.saves.saveSector(state.rules.sector);
}
}
+3 -3
View File
@@ -41,7 +41,7 @@ public class NetServer implements ApplicationListener{
private static final Vec2 vector = new Vec2();
private static final Rect viewport = new Rect();
/** If a player goes away of their server-side coordinates by this distance, they get teleported back. */
private static final float correctDist = 16f;
private static final float correctDist = tilesize * 8f;
public final Administration admins = new Administration();
public final CommandHandler clientCommands = new CommandHandler("/");
@@ -638,12 +638,12 @@ public class NetServer implements ApplicationListener{
Unit unit = player.unit();
long elapsed = Time.timeSinceMillis(con.lastReceivedClientTime);
float maxSpeed = ((player.unit().type.canBoost && player.unit().isFlying()) ? player.unit().type.boostMultiplier : 1f) * player.unit().speed();
float maxSpeed = unit.realSpeed();
if(unit.isGrounded()){
maxSpeed *= unit.floorSpeedMultiplier();
}
float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.1f;
float maxMove = elapsed / 1000f * 60f * maxSpeed * 1.2f;
//ignore the position if the player thinks they're dead, or the unit is wrong
boolean ignorePosition = dead || unit.id != unitID;
+3 -7
View File
@@ -42,6 +42,7 @@ public class UI implements ApplicationListener, Loadable{
public MinimapFragment minimapfrag;
public PlayerListFragment listfrag;
public LoadingFragment loadfrag;
public HintsFragment hints;
public WidgetGroup menuGroup, hudGroup;
@@ -140,12 +141,6 @@ public class UI implements ApplicationListener, Loadable{
}
}
//draw overlay for buttons
if(state.rules.tutorial){
control.tutorial.draw();
Draw.flush();
}
Events.fire(Trigger.uiDrawEnd);
}
@@ -156,6 +151,7 @@ public class UI implements ApplicationListener, Loadable{
menufrag = new MenuFragment();
hudfrag = new HudFragment();
hints = new HintsFragment();
chatfrag = new ChatFragment();
minimapfrag = new MinimapFragment();
listfrag = new PlayerListFragment();
@@ -526,7 +522,7 @@ public class UI implements ApplicationListener, Loadable{
//TODO move?
public static String formatAmount(long number){
public static String formatAmount(int number){
if(number >= 1_000_000_000){
return Strings.fixed(number / 1_000_000_000f, 1) + "[gray]" + Core.bundle.get("unit.billions") + "[]";
}else if(number >= 1_000_000){
+21 -11
View File
@@ -25,6 +25,7 @@ public class Damage{
private static Rect rect = new Rect();
private static Rect hitrect = new Rect();
private static Vec2 tr = new Vec2();
private static Seq<Unit> units = new Seq<>();
private static GridBits bits = new GridBits(30, 30);
private static IntQueue propagation = new IntQueue();
private static IntSet collidedBlocks = new IntSet();
@@ -117,14 +118,16 @@ public class Damage{
Building tile = world.build(cx, cy);
boolean collide = tile != null && collidedBlocks.add(tile.pos());
if(collide && tile.team != team && tile.collide(hitter)){
tile.collision(hitter);
hitter.type.hit(hitter, tile.x, tile.y);
}
if(hitter.damage > 0){
if(collide && tile.team != team && tile.collide(hitter)){
tile.collision(hitter);
hitter.type.hit(hitter, tile.x, tile.y);
}
//try to heal the tile
if(collide && hitter.type.collides(hitter, tile)){
hitter.type.hitTile(hitter, tile, 0f, false);
//try to heal the tile
if(collide && hitter.type.collides(hitter, tile)){
hitter.type.hitTile(hitter, tile, tile.health, false);
}
}
};
@@ -161,20 +164,27 @@ public class Damage{
rect.height += expand * 2;
Cons<Unit> cons = e -> {
if(!e.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)) return;
e.hitbox(hitrect);
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, hitrect.grow(expand * 2));
if(vec != null){
if(vec != null && hitter.damage > 0){
effect.at(vec.x, vec.y);
e.collision(hitter, vec.x, vec.y);
hitter.collision(e, vec.x, vec.y);
}
};
Units.nearbyEnemies(team, rect, cons);
units.clear();
Units.nearbyEnemies(team, rect, u -> {
if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)){
units.add(u);
}
});
units.sort(u -> u.dst2(hitter));
units.each(cons);
}
/**
@@ -12,6 +12,8 @@ import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.ui.*;
import static mindustry.Vars.*;
public class UnitSpawnAbility extends Ability{
public UnitType type;
public float spawnTime = 60f, spawnX, spawnY;
@@ -31,7 +33,7 @@ public class UnitSpawnAbility extends Ability{
@Override
public void update(Unit unit){
timer += Time.delta;
timer += Time.delta * state.rules.unitBuildSpeedMultiplier;
if(timer >= spawnTime && Units.canCreate(unit.team, type)){
float x = unit.x + Angles.trnsx(unit.rotation, spawnY, spawnX), y = unit.y + Angles.trnsy(unit.rotation, spawnY, spawnX);
@@ -1,5 +1,7 @@
package mindustry.entities.bullet;
import arc.math.geom.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
@@ -15,36 +17,54 @@ public class RailBulletType extends BulletType{
/** Multiplier of damage decreased per health pierced. */
public float pierceDamageFactor = 1f;
public float length = 100f;
public float updateEffectSeg = 20f;
public RailBulletType(){
pierceBuilding = true;
pierce = true;
reflectable = false;
hitEffect = Fx.none;
despawnEffect = Fx.none;
collides = false;
lifetime = 1f;
}
@Override
public float range(){
return length;
}
void handle(Bullet b, Posc pos, float initialHealth){
float sub = initialHealth*pierceDamageFactor;
if(sub >= b.damage){
//cause a despawn
b.remove();
if(b.damage <= 0){
b.fdata = Math.min(b.fdata, b.dst(pos));
return;
}
if(b.damage > 0){
pierceEffect.at(pos.getX(), pos.getY(), b.rotation());
hitEffect.at(pos.getX(), pos.getY());
}
//subtract health from each consecutive pierce
b.damage -= Math.min(b.damage, sub);
if(b.damage > 0){
pierceEffect.at(pos.getX(), pos.getY(), b.rotation());
}
hitEffect.at(pos.getX(), pos.getY());
}
@Override
public void update(Bullet b){
if(b.timer(1, 0.9f)){
updateEffect.at(b.x, b.y, b.rotation());
public void init(Bullet b){
super.init(b);
b.fdata = length;
Damage.collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), length, false);
float resultLen = b.fdata;
Vec2 nor = Tmp.v1.set(b.vel).nor();
for(float i = 0; i <= resultLen; i += updateEffectSeg){
updateEffect.at(b.x + nor.x * i, b.y + nor.y * i, b.rotation());
}
}
@@ -519,7 +519,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
public void dumpLiquid(Liquid liquid){
int dump = this.cdump;
if(!net.client() && state.isCampaign()) liquid.unlock();
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) liquid.unlock();
for(int i = 0; i < proximity.size; i++){
incrementDump(proximity.size);
@@ -620,7 +620,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
*/
public void offload(Item item){
int dump = this.cdump;
if(!net.client() && state.isCampaign()) item.unlock();
if(!net.client() && state.isCampaign() && team == state.rules.defaultTeam) item.unlock();
for(int i = 0; i < proximity.size; i++){
incrementDump(proximity.size);
@@ -29,9 +29,14 @@ abstract class CommanderComp implements Entityc, Posc{
transient float minFormationSpeed;
public void update(){
if(controlling.isEmpty()){
formation = null;
}
if(formation != null){
formation.anchor.set(x, y, 0);
formation.updateSlots();
controlling.removeAll(u -> u.dead || !(u.controller() instanceof FormationAI ai && ai.leader == self()));
}
}
@@ -64,6 +69,8 @@ abstract class CommanderComp implements Entityc, Posc{
}
});
if(units.isEmpty()) return;
//sort by hitbox size, then by distance
units.sort(Structs.comps(Structs.comparingFloat(u -> -u.hitSize), Structs.comparingFloat(u -> u.dst2(this))));
units.truncate(type.commandLimit);
@@ -45,7 +45,7 @@ abstract class MinerComp implements Itemsc, Posc, Teamc, Rotc, Drawc{
}
public boolean canMine(){
return type.mineSpeed > 0;
return type.mineSpeed > 0 && type.mineTier >= 0;
}
@Override
-2
View File
@@ -32,8 +32,6 @@ public class Rules{
public boolean attackMode = false;
/** Whether this is the editor gamemode. */
public boolean editor = false;
/** Whether the tutorial is enabled. False by default. */
public boolean tutorial = false;
/** Whether a gameover can happen at all. Set this to false to implement custom gameover conditions. */
public boolean canGameOver = true;
/** Whether reactors can explode and damage other blocks. */
+1 -1
View File
@@ -85,7 +85,7 @@ public class Saves{
lastTimestamp = Time.millis();
}
if(state.isGame() && !state.gameOver && current != null && current.isAutosave() && !state.rules.tutorial){
if(state.isGame() && !state.gameOver && current != null && current.isAutosave()){
time += Time.delta;
if(time > Core.settings.getInt("saveinterval") * 60){
saving = true;
-308
View File
@@ -1,308 +0,0 @@
package mindustry.game;
import arc.*;
import arc.func.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.scene.*;
import arc.scene.ui.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.*;
import static mindustry.Vars.*;
/** Handles tutorial state. */
public class Tutorial{
private static final int mineCopper = 18;
private static final int blocksToBreak = 3, blockOffset = -6;
ObjectSet<String> events = new ObjectSet<>();
ObjectIntMap<Block> blocksPlaced = new ObjectIntMap<>();
int sentence;
public TutorialStage stage = TutorialStage.values()[0];
public Tutorial(){
Events.on(BlockBuildEndEvent.class, event -> {
if(!event.breaking){
blocksPlaced.increment(event.tile.block(), 1);
}
});
Events.on(LineConfirmEvent.class, event -> events.add("lineconfirm"));
Events.on(TurretAmmoDeliverEvent.class, event -> events.add("ammo"));
Events.on(CoreItemDeliverEvent.class, event -> events.add("coreitem"));
Events.on(BlockInfoEvent.class, event -> events.add("blockinfo"));
Events.on(DepositEvent.class, event -> events.add("deposit"));
Events.on(WithdrawEvent.class, event -> events.add("withdraw"));
Events.on(ClientLoadEvent.class, e -> {
for(TutorialStage stage : TutorialStage.values()){
stage.load();
}
});
}
/** update tutorial state, transition if needed */
public void update(){
if(stage.done.get() && !canNext()){
next();
}else{
stage.update();
}
}
/** draw UI overlay */
public void draw(){
if(!Core.scene.hasDialog()){
stage.draw();
}
}
/** Resets tutorial state. */
public void reset(){
stage = TutorialStage.values()[0];
stage.begin();
blocksPlaced.clear();
events.clear();
sentence = 0;
}
/** Goes on to the next tutorial step. */
public void next(){
stage = TutorialStage.values()[Mathf.clamp(stage.ordinal() + 1, 0, TutorialStage.values().length)];
stage.begin();
blocksPlaced.clear();
events.clear();
sentence = 0;
}
public boolean canNext(){
return sentence + 1 < stage.sentences.size;
}
public void nextSentence(){
if(canNext()){
sentence ++;
}
}
public boolean canPrev(){
return sentence > 0;
}
public void prevSentence(){
if(canPrev()){
sentence --;
}
}
public enum TutorialStage{
intro(
line -> Core.bundle.format(line, item(Items.copper), mineCopper),
() -> item(Items.copper) >= mineCopper
),
drill(() -> placed(Blocks.mechanicalDrill, 1)){
void draw(){
outline("category-production");
outline("block-mechanical-drill");
outline("confirmplace");
}
},
blockinfo(() -> event("blockinfo")){
void draw(){
outline("category-production");
outline("block-mechanical-drill");
outline("blockinfo");
}
},
conveyor(() -> placed(Blocks.conveyor, 2) && event("lineconfirm") && event("coreitem")){
void draw(){
outline("category-distribution");
outline("block-conveyor");
}
},
turret(() -> placed(Blocks.duo, 1)){
void draw(){
outline("category-turret");
outline("block-duo");
}
},
drillturret(() -> event("ammo")),
pause(() -> state.isPaused()){
void draw(){
if(mobile){
outline("pause");
}
}
},
unpause(() -> !state.isPaused()){
void draw(){
if(mobile){
outline("pause");
}
}
},
breaking(TutorialStage::blocksBroken){
void begin(){
placeBlocks();
}
void draw(){
if(mobile){
outline("breakmode");
}
}
},
withdraw(() -> event("withdraw")){
void begin(){
state.teams.playerCores().first().items.add(Items.copper, 10);
}
},
deposit(() -> event("deposit")),
waves(() -> state.wave > 2 && state.enemies <= 0 && !spawner.isSpawning()){
void begin(){
state.rules.waveTimer = true;
logic.runWave();
}
void update(){
if(state.wave > 2){
state.rules.waveTimer = false;
}
}
},
launch(() -> false){
void begin(){
state.rules.waveTimer = false;
state.wave = 5;
//end tutorial, never show it again
Events.fire(Trigger.tutorialComplete);
Core.settings.put("playedtutorial", true);
}
void draw(){
outline("waves");
}
},;
protected String line = "";
protected final Func<String, String> text;
protected Seq<String> sentences;
protected final Boolp done;
TutorialStage(Func<String, String> text, Boolp done){
this.text = text;
this.done = done;
}
TutorialStage(Boolp done){
this(line -> line, done);
}
/** displayed tutorial stage text.*/
public String text(){
if(sentences == null){
load();
}
String line = sentences.get(control.tutorial.sentence);
return line.contains("{") ? text.get(line) : line;
}
void load(){
this.line = Core.bundle.has("tutorial." + name() + ".mobile") && mobile ? "tutorial." + name() + ".mobile" : "tutorial." + name();
this.sentences = Seq.select(Core.bundle.get(line).split("\n"), s -> !s.isEmpty());
}
/** called every frame when this stage is active.*/
void update(){
}
/** called when a stage begins.*/
void begin(){
}
/** called when a stage needs to draw itself, usually over highlighted UI elements. */
void draw(){
}
//utility
static void placeBlocks(){
Building core = state.teams.playerCores().first();
for(int i = 0; i < blocksToBreak; i++){
world.tile(core.tile().x + blockOffset, core.tile().y + i).remove();
world.tile(core.tile().x + blockOffset, core.tile().y + i).setBlock(Blocks.scrapWall, state.rules.defaultTeam);
}
}
static boolean blocksBroken(){
Building core = state.teams.playerCores().first();
for(int i = 0; i < blocksToBreak; i++){
if(world.tile(core.tile.x + blockOffset, core.tile.y + i).block() == Blocks.scrapWall){
return false;
}
}
return true;
}
static boolean event(String name){
return control.tutorial.events.contains(name);
}
static boolean placed(Block block, int amount){
return placed(block) >= amount;
}
static int placed(Block block){
return control.tutorial.blocksPlaced.get(block, 0);
}
static int item(Item item){
return state.rules.defaultTeam.data().noCores() ? 0 : state.rules.defaultTeam.core().items.get(item);
}
static boolean toggled(String name){
Element element = Core.scene.findVisible(name);
if(element instanceof Button){
return ((Button)element).isChecked();
}
return false;
}
static void outline(String name){
Element element = Core.scene.findVisible(name);
if(element != null && !toggled(name)){
element.localToStageCoordinates(Tmp.v1.setZero());
float sin = Mathf.sin(11f, Scl.scl(4f));
Lines.stroke(Scl.scl(7f), Pal.place);
Lines.rect(Tmp.v1.x - sin, Tmp.v1.y - sin, element.getWidth() + sin*2, element.getHeight() + sin*2);
float size = Math.max(element.getWidth(), element.getHeight()) + Mathf.absin(11f/2f, Scl.scl(18f));
float angle = Angles.angle(Core.graphics.getWidth()/2f, Core.graphics.getHeight()/2f, Tmp.v1.x + element.getWidth()/2f, Tmp.v1.y + element.getHeight()/2f);
Tmp.v2.trns(angle + 180f, size*1.4f);
float fs = Scl.scl(40f);
float fs2 = Scl.scl(56f);
Draw.color(Pal.gray);
Drawf.tri(Tmp.v1.x + element.getWidth()/2f + Tmp.v2.x, Tmp.v1.y + element.getHeight()/2f + Tmp.v2.y, fs2, fs2, angle);
Draw.color(Pal.place);
Tmp.v2.setLength(Tmp.v2.len() - Scl.scl(4));
Drawf.tri(Tmp.v1.x + element.getWidth()/2f + Tmp.v2.x, Tmp.v1.y + element.getHeight()/2f + Tmp.v2.y, fs, fs, angle);
Draw.reset();
}
}
}
}
+2 -2
View File
@@ -36,7 +36,7 @@ public class Universe{
//update base coverage on capture
Events.on(SectorCaptureEvent.class, e -> {
if(state.isCampaign()){
if(!net.client() && state.isCampaign()){
state.getSector().planet.updateBaseCoverage();
}
});
@@ -215,7 +215,7 @@ public class Universe{
//queue random invasions
if(!sector.isAttacked() && turn > invasionGracePeriod && sector.info.hasSpawns){
//invasion chance depends on # of nearby bases
if(Mathf.chance(baseInvasionChance * sector.near().count(Sector::hasEnemyBase))){
if(Mathf.chance(baseInvasionChance * Math.min(sector.near().count(Sector::hasEnemyBase), 1))){
int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 5) * 5;
//assign invasion-related things
@@ -171,7 +171,7 @@ public class OverlayRenderer{
Draw.reset();
Building tile = world.buildWorld(v.x, v.y);
if(tile != null && tile.interactable(player.team()) && tile.acceptStack(player.unit().item(), player.unit().stack.amount, player.unit()) > 0 && player.within(tile, itemTransferRange)){
if(input.canDropItem() && tile != null && tile.interactable(player.team()) && tile.acceptStack(player.unit().item(), player.unit().stack.amount, player.unit()) > 0 && player.within(tile, itemTransferRange)){
Lines.stroke(3f, Pal.gray);
Lines.square(tile.x, tile.y, tile.block.size * tilesize / 2f + 3 + Mathf.absin(Time.time(), 5f, 1f));
Lines.stroke(1f, Pal.place);
+2
View File
@@ -58,6 +58,8 @@ public enum Binding implements KeyBind{
fullscreen(KeyCode.f11),
pause(KeyCode.space),
minimap(KeyCode.m),
research(KeyCode.b),
planet_map(KeyCode.n),
toggle_menus(KeyCode.c),
screenshot(KeyCode.p),
toggle_power_lines(KeyCode.f5),
+8 -3
View File
@@ -47,6 +47,7 @@ public class DesktopInput extends InputHandler{
@Override
public void buildUI(Group group){
//respawn hints
group.fill(t -> {
t.visible(() -> Core.settings.getBool("hints") && ui.hudfrag.shown && !player.dead() && !player.unit().spawnedByCore() && !(Core.settings.getBool("hints") && lastSchematic != null && !selectRequests.isEmpty()));
t.bottom();
@@ -56,6 +57,7 @@ public class DesktopInput extends InputHandler{
}).margin(6f);
});
//building hints
group.fill(t -> {
t.bottom();
t.visible(() -> {
@@ -74,6 +76,7 @@ public class DesktopInput extends InputHandler{
}).margin(10f);
});
//schematic controls
group.fill(t -> {
t.visible(() -> ui.hudfrag.shown && lastSchematic != null && !selectRequests.isEmpty());
t.bottom();
@@ -234,8 +237,10 @@ public class DesktopInput extends InputHandler{
player.shooting = false;
}
if(state.isGame() && Core.input.keyTap(Binding.minimap) && !scene.hasDialog() && !(scene.getKeyboardFocus() instanceof TextField)){
ui.minimapfrag.toggle();
if(state.isGame() && !scene.hasDialog() && !(scene.getKeyboardFocus() instanceof TextField)){
if(Core.input.keyTap(Binding.minimap)) ui.minimapfrag.toggle();
if(Core.input.keyTap(Binding.planet_map) && state.isCampaign()) ui.planet.toggle();
if(Core.input.keyTap(Binding.research) && state.isCampaign()) ui.research.toggle();
}
if(state.isMenu() || Core.scene.hasDialog()) return;
@@ -480,7 +485,7 @@ public class DesktopInput extends InputHandler{
deleting = true;
}else if(selected != null){
//only begin shooting if there's no cursor event
if(!tileTapped(selected.build) && !tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && !player.unit().activelyBuilding() && !droppingItem &&
if(!tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && !tileTapped(selected.build) && !player.unit().activelyBuilding() && !droppingItem &&
!tryBeginMine(selected) && player.unit().mineTile == null && !Core.scene.hasKeyboard()){
player.shooting = shouldShoot;
}
@@ -1056,6 +1056,10 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
return droppingItem;
}
public boolean canDropItem(){
return droppingItem && !canTapPlayer(Core.input.mouseWorldX(), Core.input.mouseWorldY());
}
public void tryDropItems(@Nullable Building tile, float x, float y){
if(!droppingItem || player.unit().stack.amount <= 0 || canTapPlayer(x, y) || state.isPaused() ){
droppingItem = false;
+1 -1
View File
@@ -252,7 +252,7 @@ public class MobileInput extends InputHandler implements GestureListener{
selectRequests.clear();
mode = none;
block = null;
}).width(155f).margin(12f);
}).width(155f).height(50f).margin(12f);
});
group.fill(t -> {
+8
View File
@@ -302,6 +302,14 @@ public class Maps{
flooronto = Blocks.sand;
block = Blocks.sandBoulder;
}},
new ScatterFilter(){{
flooronto = Blocks.darksand;
block = Blocks.basaltBoulder;
}},
new ScatterFilter(){{
flooronto = Blocks.basalt;
block = Blocks.basaltBoulder;
}},
new ScatterFilter(){{
flooronto = Blocks.dacite;
block = Blocks.daciteBoulder;
@@ -7,7 +7,7 @@ import mindustry.world.*;
import static mindustry.maps.filters.FilterOption.*;
public class ScatterFilter extends GenerateFilter{
protected float chance = 0.014f;
protected float chance = 0.013f;
protected Block flooronto = Blocks.air, floor = Blocks.air, block = Blocks.air;
@Override
@@ -5,6 +5,7 @@ import arc.math.*;
import arc.math.geom.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ai.*;
import mindustry.ai.BaseRegistry.*;
import mindustry.content.*;
import mindustry.game.*;
@@ -146,6 +147,15 @@ public class BaseGenerator{
}
});
}
//clear path for ground units
for(Tile tile : cores){
Astar.pathfind(tile, spawn, t -> t.team() == state.rules.waveTeam && !t.within(tile, 25f * 8) ? 100000 : t.floor().hasSurface() ? 1 : 10, t -> !t.block().isStatic()).each(t -> {
if(t.team() == state.rules.waveTeam && !t.within(tile, 25f * 8)){
t.setBlock(Blocks.air);
}
});
}
}
public void postGenerate(){
@@ -10,7 +10,9 @@ import mindustry.ai.*;
import mindustry.ai.BaseRegistry.*;
import mindustry.content.*;
import mindustry.game.*;
import mindustry.graphics.g3d.PlanetGrid.*;
import mindustry.maps.generators.*;
import mindustry.type.*;
import mindustry.world.*;
import static mindustry.Vars.*;
@@ -59,6 +61,43 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
return (Mathf.pow((float)noise.octaveNoise3D(7, 0.5f, 1f/3f, position.x, position.y, position.z), 2.3f) + waterOffset) / (1f + waterOffset);
}
@Override
public void generateSector(Sector sector){
//these always have bases
if(sector.id == 154 || sector.id == 0){
sector.generateEnemyBase = true;
return;
}
Ptile tile = sector.tile;
boolean any = false;
float poles = Math.abs(tile.v.y);
float noise = Noise.snoise3(tile.v.x, tile.v.y, tile.v.z, 0.001f, 0.58f);
if(noise + poles/7.1 > 0.12 && poles > 0.23){
any = true;
}
if(noise < 0.16){
for(Ptile other : tile.tiles){
var osec = sector.planet.getSector(other);
//no sectors near start sector!
if(
osec.id == sector.planet.startSector || //near starting sector
osec.generateEnemyBase && poles < 0.85 || //near other base
(sector.preset != null && noise < 0.11) //near preset
){
return;
}
}
}
sector.generateEnemyBase = any;
}
@Override
public float getHeight(Vec3 position){
float height = rawHeight(position);
@@ -158,7 +197,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
//check positions on the map to place the player spawn. this needs to be in the corner of the map
Room spawn = null;
Seq<Room> enemies = new Seq<>();
int enemySpawns = rand.chance(0.3) ? 2 : 1;
int enemySpawns = rand.random(1, Math.max((int)(sector.threat * 4), 1));
int offset = rand.nextInt(360);
float length = width/2.55f - rand.random(13, 23);
int angleStep = 5;
@@ -237,7 +276,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
FloatSeq frequencies = new FloatSeq();
for(int i = 0; i < ores.size; i++){
frequencies.add(rand.random(-0.09f, 0.01f) - i * 0.01f);
frequencies.add(rand.random(-0.1f, 0.01f) - i * 0.01f + poles * 0.04f);
}
pass((x, y) -> {
+20 -1
View File
@@ -37,6 +37,7 @@ import mindustry.world.draw.*;
import mindustry.world.meta.*;
import java.lang.reflect.*;
import java.util.*;
@SuppressWarnings("unchecked")
public class ContentParser{
@@ -267,7 +268,13 @@ public class ContentParser{
UnitType unit;
if(locate(ContentType.unit, name) == null){
unit = new UnitType(mod + "-" + name);
unit.constructor = Reflect.cons(resolve(Strings.capitalize(getType(value)), "mindustry.gen"));
var typeVal = value.get("type");
if(typeVal != null && !typeVal.isString()){
throw new RuntimeException("Unit '" + name + "' has an incorrect type. Types must be strings.");
}
unit.constructor = unitType(typeVal);
}else{
unit = locate(ContentType.unit, name);
}
@@ -337,6 +344,18 @@ public class ContentParser{
//ContentType.sector, parser(ContentType.sector, SectorPreset::new)
);
private Prov<Unit> unitType(JsonValue value){
if(value == null) return UnitEntity::create;
return switch(value.asString()){
case "flying" -> UnitEntity::create;
case "mech" -> MechUnit::create;
case "legs" -> LegsUnit::create;
case "naval" -> UnitWaterMove::create;
case "payload" -> PayloadUnit::create;
default -> throw new RuntimeException("Invalid unit type: '" + value + "'. Must be 'flying/mech/legs/naval/payload'.");
};
}
private String getString(JsonValue value, String key){
if(value.has(key)){
return value.getString(key);
+1 -1
View File
@@ -830,7 +830,7 @@ public class Mods implements Loadable{
/** Mod metadata information.*/
public static class ModMeta{
public String name, displayName, author, description, version, main, minGameVersion = "0";
public String name, displayName, author, description, version, main, minGameVersion = "0", repo;
public Seq<String> dependencies = Seq.with();
/** Hidden mods are only server-side or client-side, and do not support adding new content. */
public boolean hidden;
@@ -303,8 +303,6 @@ public class Administration{
public boolean adminPlayer(String id, String usid){
PlayerInfo info = getCreateInfo(id);
if(info.admin && info.adminUsid != null && info.adminUsid.equals(usid)) return false;
info.adminUsid = usid;
info.admin = true;
save();
+1 -1
View File
@@ -98,7 +98,7 @@ public class Sector{
/** @return whether the player has a base here. */
public boolean hasBase(){
return save != null && info.hasCore;
return save != null && info.hasCore && !(Vars.state.isGame() && Vars.state.rules.sector == this && state.gameOver);
}
/** @return whether the enemy has a generated base here. */
+1 -1
View File
@@ -129,7 +129,7 @@ public class Fonts{
glyph.srcX = 0;
glyph.srcY = 0;
glyph.width = size;
glyph.height = size;
glyph.height = (int)((float)region.height / region.width * size);
glyph.u = region.u;
glyph.v = region.v2;
glyph.u2 = region.u2;
+3 -2
View File
@@ -3,6 +3,7 @@ package mindustry.ui;
import arc.graphics.g2d.*;
import arc.scene.ui.*;
import arc.scene.ui.layout.*;
import mindustry.core.*;
import mindustry.type.*;
public class ItemImage extends Stack{
@@ -16,7 +17,7 @@ public class ItemImage extends Stack{
add(new Table(t -> {
t.left().bottom();
t.add(amount + "");
t.add(amount > 1000 ? UI.formatAmount(amount) : amount + "");
t.pack();
}));
}
@@ -38,7 +39,7 @@ public class ItemImage extends Stack{
if(stack.amount != 0){
add(new Table(t -> {
t.left().bottom();
t.add(stack.amount + "").style(Styles.outlineLabel);
t.add(stack.amount > 1000 ? UI.formatAmount(stack.amount) : stack.amount + "").style(Styles.outlineLabel);
t.pack();
}));
}
+8 -1
View File
@@ -26,7 +26,7 @@ public class Styles{
//TODO all these names are inconsistent and not descriptive
public static Drawable black, black9, black8, black6, black3, black5, none, flatDown, flatOver;
public static ButtonStyle defaultb, waveb;
public static TextButtonStyle defaultt, squaret, nodet, cleart, discordt, infot, clearPartialt, clearTogglet, clearToggleMenut, togglet, transt, fullTogglet, logict;
public static TextButtonStyle defaultt, squaret, nodet, cleart, discordt, nonet, infot, clearPartialt, clearTogglet, clearToggleMenut, togglet, transt, fullTogglet, logict;
public static ImageButtonStyle defaulti, nodei, righti, emptyi, emptytogglei, selecti, logici, geni, colori, accenti, cleari, clearFulli, clearPartiali, clearPartial2i, clearTogglei, clearTransi, clearToggleTransi, clearTogglePartiali;
public static ScrollPaneStyle defaultPane, horizontalPane, smallPane;
public static KeybindDialogStyle defaultKeybindDialog;
@@ -86,6 +86,13 @@ public class Styles{
up = buttonOver;
over = buttonDown;
}};
nonet = new TextButtonStyle(){{
font = Fonts.outline;
fontColor = Color.lightGray;
overFontColor = Pal.accent;
disabledFontColor = Color.gray;
up = none;
}};
cleart = new TextButtonStyle(){{
over = flatOver;
font = Fonts.def;
@@ -31,13 +31,13 @@ public class GameOverDialog extends BaseDialog{
}
void rebuild(){
title.setText("@gameover");
title.setText(state.isCampaign() ? "@sector.curlost" : "@gameover");
buttons.clear();
cont.clear();
buttons.margin(10);
if(state.rules.pvp){
if(state.rules.pvp && winner != null){
cont.add(Core.bundle.format("gameover.pvp", winner.localized())).pad(6);
buttons.button("@menu", () -> {
hide();
@@ -499,7 +499,7 @@ public class JoinDialog extends BaseDialog{
}
});
}catch(Throwable e){
Log.err("Failed to fetch communitycommunity servers.");
Log.err("Failed to fetch community servers.");
}
}, t -> {});
}
@@ -116,7 +116,7 @@ public class LaunchLoadoutDialog extends BaseDialog{
selected = s;
update.run();
rebuildItems.run();
}).group(group).pad(4).disabled(!sitems.has(s.requirements())).checked(s == selected).size(200f);
}).group(group).pad(4).checked(s == selected).size(200f);
if(++i % cols == 0){
t.row();
+19 -24
View File
@@ -35,30 +35,28 @@ public class PausedDialog extends BaseDialog{
cont.button("@back", Icon.left, this::hide).name("back");
cont.button("@settings", Icon.settings, ui.settings::show).name("settings");
if(!state.rules.tutorial){
if(!state.isCampaign() && !state.isEditor()){
cont.row();
cont.button("@savegame", Icon.save, save::show);
cont.button("@loadgame", Icon.upload, load::show).disabled(b -> net.active());
}
if(!state.isCampaign() && !state.isEditor()){
cont.row();
cont.button("@hostserver", Icon.host, () -> {
if(net.server() && steam){
platform.inviteFriends();
}else{
if(steam){
ui.host.runHost();
}else{
ui.host.show();
}
}
}).disabled(b -> !((steam && net.server()) || !net.active())).colspan(2).width(dw * 2 + 20f).update(e -> e.setText(net.server() && steam ? "@invitefriends" : "@hostserver"));
cont.button("@savegame", Icon.save, save::show);
cont.button("@loadgame", Icon.upload, load::show).disabled(b -> net.active());
}
cont.row();
cont.button("@hostserver", Icon.host, () -> {
if(net.server() && steam){
platform.inviteFriends();
}else{
if(steam){
ui.host.runHost();
}else{
ui.host.show();
}
}
}).disabled(b -> !((steam && net.server()) || !net.active())).colspan(2).width(dw * 2 + 20f).update(e -> e.setText(net.server() && steam ? "@invitefriends" : "@hostserver"));
cont.row();
cont.button("@quit", Icon.exit, this::showQuitConfirm).colspan(2).width(dw + 20f).update(s -> s.setText(control.saves.getCurrent() != null && control.saves.getCurrent().isAutosave() ? "@save.quit" : "@quit"));
}else{
@@ -95,10 +93,7 @@ public class PausedDialog extends BaseDialog{
}
void showQuitConfirm(){
ui.showConfirm("@confirm", state.rules.tutorial ? "@quit.confirm.tutorial" : "@quit.confirm", () -> {
if(state.rules.tutorial){
Core.settings.put("playedtutorial", true);
}
ui.showConfirm("@confirm", "@quit.confirm", () -> {
wasClient = net.client();
if(net.client()) netClient.disconnectQuietly();
runExitSave();
@@ -112,7 +107,7 @@ public class PausedDialog extends BaseDialog{
return;
}
if(control.saves.getCurrent() == null || !control.saves.getCurrent().isAutosave() || state.rules.tutorial || wasClient){
if(control.saves.getCurrent() == null || !control.saves.getCurrent().isAutosave() || wasClient){
logic.reset();
return;
}
+18 -15
View File
@@ -22,6 +22,7 @@ import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.graphics.g3d.*;
import mindustry.input.*;
import mindustry.maps.*;
import mindustry.type.*;
import mindustry.ui.*;
@@ -60,7 +61,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
shouldPause = true;
keyDown(key -> {
if(key == KeyCode.escape || key == KeyCode.back){
if(key == KeyCode.escape || key == KeyCode.back || key == Core.keybinds.get(Binding.planet_map).key){
if(showing() && newPresets.size > 1){
//clear all except first, which is the last sector.
newPresets.truncate(1);
@@ -134,6 +135,11 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
/** show with no limitations, just as a map. */
@Override
public Dialog show(){
if(net.client()){
ui.showInfo("@map.multiplayer");
return this;
}
mode = look;
selected = hovered = launchSector = null;
launching = false;
@@ -239,6 +245,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
}
Sector findLauncher(Sector to){
Sector launchSector = this.launchSector != null && this.launchSector.hasBase() ? this.launchSector : null;
//directly nearby.
if(to.near().contains(launchSector)) return launchSector;
@@ -671,34 +678,30 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
stable.add(Core.bundle.get("sectors.threat") + " [accent]" + sector.displayThreat()).row();
}
if(sector.isAttacked()){ //TODO localize
//these mechanics are likely to change and as such are not added to the bundle
stable.add("[scarlet]Under attack! [accent]" + (int)(sector.info.damage * 100) + "% damaged");
if(sector.isAttacked()){
stable.add(Core.bundle.format("sectors.underattack", (int)(sector.info.damage * 100)));
stable.row();
if(sector.info.wavesSurvived >= 0 && sector.info.wavesSurvived - sector.info.wavesPassed >= 0 && !sector.isBeingPlayed()){
int toCapture = sector.info.attack || sector.info.winWave <= 1 ? -1 : sector.info.winWave - (sector.info.wave + sector.info.wavesPassed);
boolean plus = (sector.info.wavesSurvived - sector.info.wavesPassed) >= SectorDamage.maxRetWave - 1;
stable.add("[accent]Survives " + Math.min(sector.info.wavesSurvived - sector.info.wavesPassed, toCapture <= 0 ? 200 : 0) +
(plus ? "+" : "") + (toCapture < 0 ? "" : "/" + toCapture) + " waves");
stable.add(Core.bundle.format("sectors.survives", Math.min(sector.info.wavesSurvived - sector.info.wavesPassed, toCapture <= 0 ? 200 : toCapture) +
(plus ? "+" : "") + (toCapture < 0 ? "" : "/" + toCapture)));
stable.row();
}
}else if(sector.hasBase() && sector.near().contains(Sector::hasEnemyBase)){ //TODO localize
stable.add("[scarlet]Vulnerable");
}else if(sector.hasBase() && sector.near().contains(Sector::hasEnemyBase)){
stable.add("@sectors.vulnerable");
stable.row();
}else if(!sector.hasBase() && sector.hasEnemyBase()){ //TODO localize
stable.add("[scarlet]Enemy Base");
}else if(!sector.hasBase() && sector.hasEnemyBase()){
stable.add("@sectors.enemybase");
stable.row();
}
if(sector.save != null && sector.info.resources.any()){
stable.table(t -> {
t.add("@sectors.resources").padRight(4);
int idx = 0;
int max = 5;
for(UnlockableContent c : sector.info.resources){
t.image(c.icon(Cicon.small)).padRight(3).size(Cicon.small.size);
//if(++idx % max == 0) t.row();
}
}).padLeft(10f).fillX().row();
}
@@ -710,8 +713,8 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
}
if((sector.hasBase() && mode == look) || canSelect(sector) || (sector.preset != null && sector.preset.alwaysUnlocked) || debugSelect){
stable.button(mode == select ? "@sectors.select" : sector.hasBase() ? "@sectors.resume" : "@sectors.launch", Icon.play, () -> {
if(state.rules.sector == sector && !state.isMenu()){
stable.button(mode == select ? "@sectors.select" : sector.isBeingPlayed() ? "@sectors.resume" : sector.hasBase() ? "@sectors.go" : "@sectors.launch", Icon.play, () -> {
if(sector.isBeingPlayed()){
//already at this sector
hide();
return;
@@ -21,6 +21,7 @@ import mindustry.game.EventType.*;
import mindustry.game.Objectives.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.input.*;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.ui.layout.*;
@@ -114,6 +115,12 @@ public class ResearchDialog extends BaseDialog{
addCloseButton();
keyDown(key -> {
if(key == Core.keybinds.get(Binding.research).key){
Core.app.post(this::hide);
}
});
buttons.button("@database", Icon.book, () -> {
hide();
ui.database.show();
@@ -169,7 +176,7 @@ public class ResearchDialog extends BaseDialog{
public Dialog show(){
if(net.client()){
ui.showInfo("@research.multiplayer");
return null;
return this;
}
return super.show();
@@ -314,8 +314,6 @@ public class SettingsMenuDialog extends SettingsDialog{
game.sliderPref("saveinterval", 60, 10, 5 * 120, 10, i -> Core.bundle.format("setting.seconds", i));
if(!mobile){
game.sliderPref("blockselecttimeout", 750, 0, 2000, 50, i -> Core.bundle.format("setting.milliseconds", i));
game.checkPref("crashreport", true);
}
@@ -398,7 +396,7 @@ public class SettingsMenuDialog extends SettingsDialog{
graphics.checkPref("blockstatus", false);
graphics.checkPref("playerchat", true);
if(!mobile){
graphics.checkPref("coreitems", false);
graphics.checkPref("coreitems", true);
}
graphics.checkPref("minimap", !mobile);
graphics.checkPref("smoothcamera", true);
@@ -0,0 +1,264 @@
package mindustry.ui.fragments;
import arc.*;
import arc.func.*;
import arc.input.*;
import arc.math.*;
import arc.scene.*;
import arc.scene.actions.*;
import arc.scene.event.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.input.*;
import mindustry.ui.*;
import mindustry.world.*;
import mindustry.world.meta.*;
import static mindustry.Vars.*;
public class HintsFragment extends Fragment{
private static final Boolp isTutorial = () -> Vars.state.rules.sector == SectorPresets.groundZero.sector;
private static final float foutTime = 0.6f;
/** All hints to be displayed in the game. */
public Seq<Hint> hints = Seq.with(DefaultHint.values());
@Nullable Hint current;
Group group = new WidgetGroup();
ObjectSet<String> events = new ObjectSet<>();
ObjectSet<Block> placedBlocks = new ObjectSet<>();
Table last;
@Override
public void build(Group parent){
group.setFillParent(true);
group.touchable = Touchable.childrenOnly;
group.visibility = () -> Core.settings.getBool("hints", true);
group.update(() -> {
if(current != null){
//current got completed
if(current.complete()){
complete();
}else if(!current.show()){ //current became hidden
hide();
}
}else if(hints.size > 0){
//check one hint each frame to see if it should be shown.
Hint hint = hints.find(Hint::show);
if(hint != null && hint.complete()){
hints.remove(hint);
}else if(hint != null){
display(hint);
}
}
});
parent.addChild(group);
checkNext();
Events.on(BlockBuildEndEvent.class, event -> {
if(!event.breaking && event.unit == player.unit()){
placedBlocks.add(event.tile.block());
}
if(event.breaking){
events.add("break");
}
});
Events.on(ResetEvent.class, e -> {
placedBlocks.clear();
events.clear();
});
}
void checkNext(){
if(current != null) return;
hints.removeAll(h -> !h.valid() || h.finished() || (h.show() && h.complete()));
hints.sort(Hint::order);
Hint first = hints.find(Hint::show);
if(first != null){
hints.remove(first);
display(first);
}
}
void display(Hint hint){
if(current != null) return;
group.fill(t -> {
last = t;
t.left();
t.table(Styles.black5, cont -> {
cont.actions(Actions.alpha(0f), Actions.alpha(1f, 1f, Interp.smooth));
cont.margin(6f).add(hint.text()).width(Vars.mobile ? 270f : 400f).left().labelAlign(Align.left).wrap();
});
t.row();
t.button("@hint.skip", Styles.nonet, () -> {
if(current != null){
complete();
}
}).size(100f, 40f).left();
});
this.current = hint;
}
/** Completes and hides the current hint. */
void complete(){
if(current == null) return;
current.finish();
hints.remove(current);
hide();
}
/** Hides the current hint, but does not complete it. */
void hide(){
//hide previous child if found
if(last != null){
last.actions(Actions.parallel(Actions.alpha(0f, foutTime, Interp.smooth), Actions.translateBy(0f, Scl.scl(-200f), foutTime, Interp.smooth)), Actions.remove());
}
//check for next hint to display immediately
current = null;
last = null;
checkNext();
}
public boolean shown(){
return current != null;
}
public enum DefaultHint implements Hint{
desktopMove(visibleDesktop, () -> Core.input.axis(Binding.move_x) != 0 || Core.input.axis(Binding.move_y) != 0),
zoom(visibleDesktop, () -> Core.input.axis(KeyCode.scroll) != 0),
mine(() -> player.unit().canMine() && isTutorial.get(), () -> player.unit().mining()),
placeDrill(isTutorial, () -> ui.hints.placedBlocks.contains(Blocks.mechanicalDrill)),
placeConveyor(isTutorial, () -> ui.hints.placedBlocks.contains(Blocks.conveyor)),
placeTurret(isTutorial, () -> ui.hints.placedBlocks.contains(Blocks.duo)),
breaking(isTutorial, () -> ui.hints.events.contains("break")),
desktopShoot(visibleDesktop, () -> Vars.state.enemies > 0, () -> player.shooting),
depositItems(() -> player.unit().hasItem(), () -> !player.unit().hasItem()),
desktopPause(visibleDesktop, () -> isTutorial.get() && !Vars.net.active(), () -> Core.input.keyTap(Binding.pause)),
research(isTutorial, () -> ui.research.isShown()),
unitControl(() -> state.rules.defaultTeam.data().units.size > 1 && !net.active(), () -> !player.dead() && !player.unit().spawnedByCore),
respawn(visibleMobile, () -> !player.dead() && !player.unit().spawnedByCore, () -> !player.dead() && player.unit().spawnedByCore),
launch(() -> isTutorial.get() && state.rules.sector.isCaptured(), () -> ui.planet.isShown()),
schematicSelect(visibleDesktop, () -> ui.hints.placedBlocks.contains(Blocks.router), () -> Core.input.keyRelease(Binding.schematic_select) || Core.input.keyTap(Binding.pick)),
conveyorPathfind(() -> control.input.block == Blocks.titaniumConveyor, () -> Core.input.keyRelease(Binding.diagonal_placement) || (mobile && Core.settings.getBool("swapdiagonal"))),
boost(visibleDesktop, () -> !player.dead() && player.unit().type.canBoost, () -> Core.input.keyDown(Binding.boost)),
command(() -> state.rules.defaultTeam.data().units.size > 3 && !net.active(), () -> player.unit().isCommanding()),
payloadPickup(() -> !player.unit().dead && player.unit() instanceof Payloadc p && p.payloads().isEmpty(), () -> player.unit() instanceof Payloadc p && p.payloads().any()),
payloadDrop(() -> !player.unit().dead && player.unit() instanceof Payloadc p && p.payloads().any(), () -> player.unit() instanceof Payloadc p && p.payloads().isEmpty()),
waveFire(() -> Groups.fire.size() > 0 && Blocks.wave.unlockedNow(), () -> indexer.getAllied(state.rules.defaultTeam, BlockFlag.extinguisher).size() > 0),
generator(() -> control.input.block == Blocks.combustionGenerator, () -> ui.hints.placedBlocks.contains(Blocks.combustionGenerator)),
;
@Nullable
String text;
int visibility = visibleAll;
Hint[] dependencies = {};
boolean finished, cached;
Boolp complete, shown = () -> true;
DefaultHint(Boolp complete){
this.complete = complete;
}
DefaultHint(int visiblity, Boolp complete){
this(complete);
this.visibility = visiblity;
}
DefaultHint(Boolp shown, Boolp complete){
this(complete);
this.shown = shown;
}
DefaultHint(int visiblity, Boolp shown, Boolp complete){
this(complete);
this.shown = shown;
this.visibility = visiblity;
}
@Override
public boolean finished(){
if(!cached){
cached = true;
finished = Core.settings.getBool(name() + "-hint-done", false);
}
return finished;
}
@Override
public void finish(){
Core.settings.put(name() + "-hint-done", finished = true);
}
@Override
public String text(){
if(text == null){
text = Vars.mobile && Core.bundle.has("hint." + name() + ".mobile") ? Core.bundle.get("hint." + name() + ".mobile") : Core.bundle.get("hint." + name());
if(!Vars.mobile) text = text.replace("tap", "click").replace("Tap", "Click");
}
return text;
}
@Override
public boolean complete(){
return complete.get();
}
@Override
public boolean show(){
return shown.get() && (dependencies.length == 0 || !Structs.contains(dependencies, d -> !d.finished()));
}
@Override
public int order(){
return ordinal();
}
@Override
public boolean valid(){
return (Vars.mobile && (visibility & visibleMobile) != 0) || (!Vars.mobile && (visibility & visibleDesktop) != 0);
}
}
/** Hint interface for defining any sort of message appearing at the left. */
public interface Hint{
int visibleDesktop = 1, visibleMobile = 2, visibleAll = visibleDesktop | visibleMobile;
/** Hint name for preference storage. */
String name();
/** Displayed text. */
String text();
/** @return true if hint objective is complete */
boolean complete();
/** @return whether the hint is ready to be shown */
boolean show();
/** @return order integer, determines priority */
int order();
/** @return whether this hint should be processed, used for platform splits */
boolean valid();
/** finishes the hint - it should not be shown again */
default void finish(){
Core.settings.put(name() + "-hint-done", true);
}
/** @return whether the hint is finished - if true, it should not be shown again */
default boolean finished(){
return Core.settings.getBool(name() + "-hint-done", false);
}
}
}
@@ -53,7 +53,7 @@ public class HudFragment extends Fragment{
int max = 10;
int winWave = state.isCampaign() && state.rules.winWave > 0 ? state.rules.winWave : Integer.MAX_VALUE;
outer:
for(int i = state.wave - 1; i <= Math.min(state.wave + max, winWave); i++){
for(int i = state.wave - 1; i <= Math.min(state.wave + max, winWave - 2); i++){
for(SpawnGroup group : state.rules.spawns){
if(group.effect == StatusEffects.boss && group.getSpawned(i) > 0){
int diff = (i + 2) - state.wave;
@@ -90,25 +90,26 @@ public class HudFragment extends Fragment{
parent.fill(t -> {
t.name = "paused";
t.top().visible(() -> state.isPaused() && shown).touchable = Touchable.disabled;
t.table(Styles.black5, top -> top.add("@paused").style(Styles.outlineLabel).pad(8f)).growX();
t.table(Styles.black5, top -> top.label(() -> state.gameOver && state.isCampaign() ? "@sector.curlost" : "@paused").style(Styles.outlineLabel).pad(8f)).growX();
});
//minimap + position
parent.fill(t -> {
t.name = "minimap/position";
t.visible(() -> Core.settings.getBool("minimap") && !state.rules.tutorial && shown);
t.visible(() -> Core.settings.getBool("minimap") && shown);
//minimap
t.add(new Minimap()).name("minimap");
t.row();
//position
t.label(() -> player.tileX() + "," + player.tileY())
.visible(() -> Core.settings.getBool("position") && !state.rules.tutorial)
.visible(() -> Core.settings.getBool("position"))
.touchable(Touchable.disabled)
.name("position");
t.top().right();
});
//TODO tear this all down
ui.hints.build(parent);
//menu at top left
parent.fill(cont -> {
cont.name = "overlaymarker";
@@ -319,29 +320,6 @@ public class HudFragment extends Fragment{
.update(label -> label.color.set(Color.orange).lerp(Color.scarlet, Mathf.absin(Time.time(), 2f, 1f)))).touchable(Touchable.disabled);
});
//tutorial text
parent.fill(t -> {
t.name = "tutorial";
Runnable resize = () -> {
t.clearChildren();
t.top().right().visible(() -> state.rules.tutorial);
t.stack(new Button(){{
marginLeft(48f);
labelWrap(() -> control.tutorial.stage.text() + (control.tutorial.canNext() ? "\n\n" + Core.bundle.get("tutorial.next") : "")).width(!Core.graphics.isPortrait() ? 400f : 160f).pad(2f);
clicked(() -> control.tutorial.nextSentence());
setDisabled(() -> !control.tutorial.canNext());
}},
new Table(f -> {
f.left().button(Icon.left, Styles.emptyi, () -> {
control.tutorial.prevSentence();
}).width(44f).growY().visible(() -> control.tutorial.canPrev());
}));
};
resize.run();
Events.on(ResizeEvent.class, e -> resize.run());
});
//'saving' indicator
parent.fill(t -> {
t.name = "saving";
@@ -465,7 +443,7 @@ public class HudFragment extends Fragment{
public void showUnlock(UnlockableContent content){
//some content may not have icons... yet
//also don't play in the tutorial to prevent confusion
if(state.isMenu() || state.rules.tutorial) return;
if(state.isMenu()) return;
Sounds.message.play();
@@ -720,19 +698,15 @@ public class HudFragment extends Fragment{
float bw = 40f;
float pad = -20;
t.margin(0);
t.add(new SideBar(() -> player.unit().healthf(), () -> true, true)).width(bw).growY().padRight(pad);
t.image(() -> player.icon()).scaling(Scaling.bounded).grow().maxWidth(54f).with(i -> {
if(mobile){
//on mobile, cause a respawn on tap
i.clicked(() -> {
if(!player.unit().spawnedByCore && !player.dead()){
Call.unitClear(player);
control.input.controlledType = null;
}
});
t.clicked(() -> {
if(!player.dead() && mobile){
Call.unitClear(player);
control.input.controlledType = null;
}
});
t.add(new SideBar(() -> player.unit().healthf(), () -> true, true)).width(bw).growY().padRight(pad);
t.image(() -> player.icon()).scaling(Scaling.bounded).grow().maxWidth(54f);
t.add(new SideBar(() -> player.dead() ? 0f : player.displayAmmo() ? player.unit().ammof() : player.unit().healthf(), () -> !player.displayAmmo(), false)).width(bw).growY().padLeft(pad).update(b -> {
b.color.set(player.displayAmmo() ? player.dead() || player.unit() instanceof BlockUnitc ? Pal.ammo : player.unit().type.ammoType.color : Pal.health);
});
@@ -782,13 +756,11 @@ public class HudFragment extends Fragment{
return builder;
}).growX().pad(8f);
table.touchable(() -> state.rules.waves ? Touchable.enabled : Touchable.disabled);
return table;
}
private boolean canSkipWave(){
return state.rules.waves && ((net.server() || player.admin) || !net.active()) && state.enemies == 0 && !spawner.isSpawning() && !state.rules.tutorial;
return state.rules.waves && ((net.server() || player.admin) || !net.active()) && state.enemies == 0 && !spawner.isSpawning();
}
}
@@ -97,7 +97,7 @@ public class PlacementFragment extends Fragment{
boolean gridUpdate(InputHandler input){
scrollPositions.put(currentCategory, blockPane.getScrollY());
if(Core.input.keyDown(Binding.pick) && player.isBuilder()){ //mouse eyedropper select
if(Core.input.keyTap(Binding.pick) && player.isBuilder()){ //mouse eyedropper select
Building tile = world.buildWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y);
Block tryRecipe = tile == null ? null : tile.block instanceof ConstructBlock ? ((ConstructBuild)tile).cblock : tile.block;
Object tryConfig = tile == null ? null : tile.config();
@@ -145,7 +145,7 @@ public class PlacementFragment extends Fragment{
break;
}
}
}else if(blockSelectEnd || Time.timeSinceMillis(blockSelectSeqMillis) > Core.settings.getInt("blockselecttimeout")){ //1st number of combo, select category
}else if(blockSelectEnd || Time.timeSinceMillis(blockSelectSeqMillis) > 750){ //1st number of combo, select category
//select only visible categories
if(!getUnlockedByCategory(Category.all[i]).isEmpty()){
currentCategory = Category.all[i];
@@ -40,6 +40,7 @@ public class ConstructBlock extends Block{
consumesTap = true;
solidifes = true;
consBlocks[size - 1] = this;
sync = true;
}
/** Returns a ConstructBlock by size. */
@@ -32,8 +32,10 @@ public class Accelerator extends Block{
@Override
public void init(){
itemCapacity = 0;
for(ItemStack stack : launching.requirements){
capacities[stack.item.id] = stack.amount;
itemCapacity += stack.amount;
}
consumes.items(launching.requirements);
super.init();
@@ -46,7 +46,7 @@ public class ItemTurret extends Turret{
public void build(Building tile, Table table){
MultiReqImage image = new MultiReqImage();
content.items().each(i -> filter.get(i) && i.unlockedNow(), item -> image.add(new ReqImage(new ItemImage(item.icon(Cicon.medium)),
() -> tile != null && !((ItemTurretBuild)tile).ammo.isEmpty() && ((ItemEntry)((ItemTurretBuild)tile).ammo.peek()).item == item)));
() -> tile instanceof ItemTurretBuild it && !it.ammo.isEmpty() && ((ItemEntry)it.ammo.peek()).item == item)));
table.add(image).size(8 * 4);
}
@@ -54,7 +54,7 @@ public class ItemTurret extends Turret{
@Override
public boolean valid(Building entity){
//valid when there's any ammo in the turret
return !((ItemTurretBuild)entity).ammo.isEmpty();
return entity instanceof ItemTurretBuild it && !it.ammo.isEmpty();
}
@Override
@@ -139,11 +139,6 @@ public class ItemTurret extends Turret{
//must not be found
ammo.add(new ItemEntry(item, (int)type.ammoMultiplier));
//fire events for the tutorial
if(state.rules.tutorial){
Events.fire(new TurretAmmoDeliverEvent());
}
}
@Override
@@ -96,8 +96,6 @@ public class PointDefenseTurret extends ReloadTurret{
shootSound.at(x + Tmp.v1.x, y + Tmp.v1.y, Mathf.random(0.9f, 1.1f));
reload = 0;
}
}else{
target = null;
}
}
@@ -93,33 +93,34 @@ public class TractorBeamTurret extends BaseTurret{
coolant = 1f + (used * liquid.heatCapacity * coolantMultiplier);
}
any = false;
//look at target
if(target != null && target.within(this, range) && target.team() != team && target.type.flying && efficiency() > 0.01f){
if(target != null && target.within(this, range) && target.team() != team && target.type.flying && efficiency() > 0.02f){
if(!headless){
control.sound.loop(shootSound, this, shootSoundVolume);
}
any = true;
float dest = angleTo(target);
rotation = Angles.moveToward(rotation, dest, rotateSpeed * edelta());
lastX = target.x;
lastY = target.y;
strength = Mathf.lerpDelta(strength, 1f, 0.1f);
if(damage > 0){
target.damageContinuous(damage * efficiency());
}
if(status != StatusEffects.none){
target.apply(status, statusDuration);
}
//shoot when possible
if(Angles.within(rotation, dest, shootCone)){
if(damage > 0){
target.damageContinuous(damage * efficiency());
}
if(status != StatusEffects.none){
target.apply(status, statusDuration);
}
any = true;
target.impulse(Tmp.v1.set(this).sub(target).limit((force + (1f - target.dst(this) / range) * scaledForce) * efficiency() * timeScale));
}
}else{
target = null;
strength = Mathf.lerpDelta(strength, 0, 0.1f);
}
}
@@ -106,6 +106,8 @@ public class StackConveyor extends Block implements Autotiler{
public float cooldown;
public Item lastItem;
boolean proxUpdating = false;
@Override
public void draw(){
Draw.rect(regions[state], x, y, rotdeg());
@@ -168,15 +170,15 @@ public class StackConveyor extends Block implements Autotiler{
//update other conveyor state when this conveyor's state changes
if(state != lastState){
proxUpdating = true;
for(Building near : proximity){
if(near instanceof StackConveyorBuild){
if(!(near instanceof StackConveyorBuild b && b.proxUpdating && b.state != stateUnload)){
near.onProximityUpdate();
for(Building other : near.proximity){
if(!(other instanceof StackConveyorBuild)) other.onProximityUpdate();
}
}
}
proxUpdating = false;
}
}
@Override
@@ -366,10 +366,6 @@ public class CoreBlock extends StorageBlock{
}else{
super.handleItem(source, item);
}
if(state.rules.tutorial){
Events.fire(new CoreItemDeliverEvent());
}
}
}
}
@@ -53,12 +53,15 @@ public class UnitFactory extends UnitBlock{
@Override
public void init(){
capacities = new int[Vars.content.items().size];
itemCapacity = 0;
for(UnitPlan plan : plans){
for(ItemStack stack : plan.requirements){
capacities[stack.item.id] = Math.max(capacities[stack.item.id], stack.amount * 2);
itemCapacity = Math.max(itemCapacity, stack.amount * 2);
}
}
for(int i : capacities){
itemCapacity += i;
}
super.init();
}
+3 -1
View File
@@ -23,7 +23,9 @@ public enum BlockFlag{
/** Any reactor block. */
reactor,
/** Any block that boosts unit capacity. */
unitModifier;
unitModifier,
/** Blocks that extinguishes fires. */
extinguisher;
public final static BlockFlag[] all = values();
}
@@ -0,0 +1,9 @@
- Added tutorial hints (Can be disabled in settings)
- Fixed game crashing on systems without audio devices
- Removed game startup dialog
- Campaign: Balancing of certain preset sectors
- Campaign: Made attacks less frequent
- Campaign: Shifted AI bases toward poles
- Campaign: Increased resource quantities near poles
- Campaign: Fixed sectors being accessible after defeat
- Campaign: Fixed AI builders sometimes blocking ground unit paths
+1 -1
View File
@@ -1,3 +1,3 @@
org.gradle.daemon=true
org.gradle.jvmargs=-Xms256m -Xmx1024m
archash=e327ec0bf805e7ad3cb4d95b242bf8424c487a64
archash=9446f0f01b2a1b25abf870a32bf839bc486b12e3
@@ -405,7 +405,7 @@ public class ServerControl implements ApplicationListener{
info("Path: @", mod.file.path());
info("Description: @", mod.meta.description);
}else{
info("No mod with name '@' found.");
info("No mod with name '@' found.", arg[0]);
}
});
@@ -1008,6 +1008,10 @@ public class ServerControl implements ApplicationListener{
currentLogFile = null;
}
for(String value : values){
text = text.replace(value, "");
}
if(currentLogFile == null){
int i = 0;
while(logFolder.child("log-" + i + ".txt").length() >= maxLogLength){
@@ -1,6 +1,5 @@
package mindustry.server;
import arc.*;
import arc.backend.headless.*;
import arc.files.*;
@@ -86,5 +85,4 @@ public class ServerLauncher implements ApplicationListener{
Events.fire(new ServerLoadEvent());
}
}
@@ -37,7 +37,8 @@ public class ScriptMainGenerator{
getClasses("arc.func"),
getClasses("arc.struct"),
getClasses("arc.scene"),
getClasses("arc.math")
getClasses("arc.math"),
getClasses("arc.audio")
);
classes.addAll(whitelist);
classes.sort(Structs.comparing(Class::getName));