diff --git a/.github/ISSUE_TEMPLATE/feature_request.md b/.github/ISSUE_TEMPLATE/feature_request.md index 9185b77882..335d17f26a 100644 --- a/.github/ISSUE_TEMPLATE/feature_request.md +++ b/.github/ISSUE_TEMPLATE/feature_request.md @@ -4,4 +4,4 @@ about: Suggest an idea for this project --- -Do not make a new issue for feature requests. Instead, post it in #545. +**Do not make a new issue for feature requests!** Instead, post it in #545. diff --git a/README.md b/README.md index 279de729a6..4dce34be64 100644 --- a/README.md +++ b/README.md @@ -6,14 +6,14 @@ A sandbox tower defense game written in Java. _[Trello Board](https://trello.com/b/aE2tcUwF/mindustry-40-plans)_ -_[Wiki](http://mindustry.wikia.com/wiki/Mindustry_Wiki)_ +_[Wiki](https://mindustrygame.github.io/wiki)_ ### Building -Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://jenkins.hellomouse.net/job/mindustry/). +Bleeding-edge live builds are generated automatically for every commit. You can see them [here](https://github.com/Anuken/MindustryBuilds/releases). Old builds might still be on [jenkins](https://jenkins.hellomouse.net/job/mindustry/). If you'd rather compile on your own, follow these instructions. -First, make sure you have Java 8 and JDK 8 installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands: +First, make sure you have [Java 8](https://www.java.com/en/download/) and [JDK 8](https://adoptopenjdk.net/) installed. Open a terminal in the root directory, `cd` to the Mindustry folder and run the following commands: #### Windows diff --git a/annotations/src/main/java/io/anuke/annotations/Annotations.java b/annotations/src/main/java/io/anuke/annotations/Annotations.java index e7afef4f9a..6ee59964e9 100644 --- a/annotations/src/main/java/io/anuke/annotations/Annotations.java +++ b/annotations/src/main/java/io/anuke/annotations/Annotations.java @@ -22,20 +22,6 @@ public class Annotations{ public @interface OverrideCallSuper { } - /** Indicates that a method return or field can be null.*/ - @Target({ElementType.METHOD, ElementType.FIELD, ElementType.PARAMETER, ElementType.LOCAL_VARIABLE}) - @Retention(RetentionPolicy.SOURCE) - public @interface Nullable{ - - } - - /** Indicates that a method return or field cannot be null.*/ - @Target({ElementType.METHOD, ElementType.FIELD, ElementType.PARAMETER, ElementType.LOCAL_VARIABLE}) - @Retention(RetentionPolicy.SOURCE) - public @interface NonNull{ - - } - /** Marks a class as serializable. */ @Target(ElementType.TYPE) @Retention(RetentionPolicy.SOURCE) diff --git a/annotations/src/main/java/io/anuke/annotations/AssetsAnnotationProcessor.java b/annotations/src/main/java/io/anuke/annotations/AssetsAnnotationProcessor.java index 9dc159405d..0eb1ce32d4 100644 --- a/annotations/src/main/java/io/anuke/annotations/AssetsAnnotationProcessor.java +++ b/annotations/src/main/java/io/anuke/annotations/AssetsAnnotationProcessor.java @@ -37,6 +37,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{ path = Paths.get(Utils.filer.createResource(StandardLocation.CLASS_OUTPUT, "no", "no") .toUri().toURL().toString().substring(System.getProperty("os.name").contains("Windows") ? 6 : "file:".length())) .getParent().getParent().getParent().getParent().getParent().getParent().toString(); + path = path.replace("%20", " "); processSounds("Sounds", path + "/assets/sounds", "io.anuke.arc.audio.Sound"); processSounds("Musics", path + "/assets/music", "io.anuke.arc.audio.Music"); @@ -139,7 +140,7 @@ public class AssetsAnnotationProcessor extends AbstractProcessor{ loadBegin.addStatement("io.anuke.arc.Core.assets.load("+filename +", "+rtype+".class).loaded = a -> " + name + " = ("+rtype+")a", filepath, filepath.replace(".ogg", ".mp3")); - dispose.addStatement(name + ".dispose()"); + dispose.addStatement("io.anuke.arc.Core.assets.unload(" + filename + ")"); dispose.addStatement(name + " = null"); type.addField(FieldSpec.builder(ClassName.bestGuess(rtype), name, Modifier.STATIC, Modifier.PUBLIC).initializer("new io.anuke.arc.audio.mock.Mock" + rtype.substring(rtype.lastIndexOf(".") + 1)+ "()").build()); }); diff --git a/annotations/src/main/java/io/anuke/annotations/CallSuperAnnotationProcessor.java b/annotations/src/main/java/io/anuke/annotations/CallSuperAnnotationProcessor.java index 1bdc75c786..1a0102a793 100644 --- a/annotations/src/main/java/io/anuke/annotations/CallSuperAnnotationProcessor.java +++ b/annotations/src/main/java/io/anuke/annotations/CallSuperAnnotationProcessor.java @@ -1,32 +1,29 @@ package io.anuke.annotations; -import com.sun.source.util.TreePath; -import com.sun.source.util.Trees; -import com.sun.tools.javac.tree.JCTree; -import com.sun.tools.javac.tree.JCTree.JCExpressionStatement; -import io.anuke.annotations.Annotations.OverrideCallSuper; +import com.sun.source.util.*; +import com.sun.tools.javac.tree.*; +import com.sun.tools.javac.tree.JCTree.*; +import io.anuke.annotations.Annotations.*; import javax.annotation.processing.*; -import javax.lang.model.SourceVersion; -import javax.lang.model.element.Element; -import javax.lang.model.element.TypeElement; -import javax.tools.Diagnostic.Kind; -import java.util.List; -import java.util.Set; +import javax.lang.model.*; +import javax.lang.model.element.*; +import javax.tools.Diagnostic.*; +import java.util.*; -@SupportedAnnotationTypes("java.lang.Override") +@SupportedAnnotationTypes({"java.lang.Override"}) public class CallSuperAnnotationProcessor extends AbstractProcessor{ private Trees trees; @Override - public void init (ProcessingEnvironment pe) { + public void init(ProcessingEnvironment pe){ super.init(pe); trees = Trees.instance(pe); } - public boolean process (Set annotations, RoundEnvironment roundEnv) { - for (Element e : roundEnv.getElementsAnnotatedWith(Override.class)) { - if (e.getAnnotation(OverrideCallSuper.class) != null) return false; + public boolean process(Set annotations, RoundEnvironment roundEnv){ + for(Element e : roundEnv.getElementsAnnotatedWith(Override.class)){ + if(e.getAnnotation(OverrideCallSuper.class) != null) return false; CodeAnalyzerTreeScanner codeScanner = new CodeAnalyzerTreeScanner(); codeScanner.setMethodName(e.getSimpleName().toString()); @@ -34,10 +31,10 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{ TreePath tp = trees.getPath(e.getEnclosingElement()); codeScanner.scan(tp, trees); - if (codeScanner.isCallSuperUsed()) { + if(codeScanner.isCallSuperUsed()){ List list = codeScanner.getMethod().getBody().getStatements(); - if (!doesCallSuper(list, codeScanner.getMethodName())) { + if(!doesCallSuper(list, codeScanner.getMethodName())){ processingEnv.getMessager().printMessage(Kind.ERROR, "Overriding method '" + codeScanner.getMethodName() + "' must explicitly call super method from its parent class.", e); } } @@ -46,12 +43,12 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{ return false; } - private boolean doesCallSuper (List list, String methodName) { - for (Object object : list) { - if (object instanceof JCTree.JCExpressionStatement) { - JCTree.JCExpressionStatement expr = (JCExpressionStatement) object; + private boolean doesCallSuper(List list, String methodName){ + for(Object object : list){ + if(object instanceof JCTree.JCExpressionStatement){ + JCTree.JCExpressionStatement expr = (JCExpressionStatement)object; String exprString = expr.toString(); - if (exprString.startsWith("super." + methodName) && exprString.endsWith(");")) return true; + if(exprString.startsWith("super." + methodName) && exprString.endsWith(");")) return true; } } @@ -59,7 +56,7 @@ public class CallSuperAnnotationProcessor extends AbstractProcessor{ } @Override - public SourceVersion getSupportedSourceVersion () { + public SourceVersion getSupportedSourceVersion(){ return SourceVersion.RELEASE_8; } } diff --git a/build.gradle b/build.gradle index 9411b3544d..1aaf194da3 100644 --- a/build.gradle +++ b/build.gradle @@ -152,7 +152,7 @@ project(":desktop"){ compile "com.code-disaster.steamworks4j:steamworks4j-server:$steamworksVersion" compile arcModule("backends:backend-sdl") - compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.2' + compile 'com.github.MinnDevelopment:java-discord-rpc:v2.0.1' } } diff --git a/core/assets-raw/sprites/blocks/distribution/inverted-sorter.png b/core/assets-raw/sprites/blocks/distribution/inverted-sorter.png new file mode 100644 index 0000000000..d9d4eb609a Binary files /dev/null and b/core/assets-raw/sprites/blocks/distribution/inverted-sorter.png differ diff --git a/core/assets-raw/sprites/blocks/extra/block-select.png b/core/assets-raw/sprites/blocks/extra/block-select.png index f2c77caa2b..559131b263 100644 Binary files a/core/assets-raw/sprites/blocks/extra/block-select.png and b/core/assets-raw/sprites/blocks/extra/block-select.png differ diff --git a/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.9.png b/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.9.png deleted file mode 100644 index 7a3bac9b10..0000000000 Binary files a/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.9.png and /dev/null differ diff --git a/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.png b/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.png new file mode 100644 index 0000000000..b5056d235a Binary files /dev/null and b/core/assets-raw/sprites/ui/scroll-knob-horizontal-black.png differ diff --git a/core/assets-raw/sprites/ui/scroll-knob-vertical-black.9.png b/core/assets-raw/sprites/ui/scroll-knob-vertical-black.9.png deleted file mode 100644 index 17d9dcf726..0000000000 Binary files a/core/assets-raw/sprites/ui/scroll-knob-vertical-black.9.png and /dev/null differ diff --git a/core/assets-raw/sprites/ui/scroll-knob-vertical-black.png b/core/assets-raw/sprites/ui/scroll-knob-vertical-black.png new file mode 100644 index 0000000000..1d1f180358 Binary files /dev/null and b/core/assets-raw/sprites/ui/scroll-knob-vertical-black.png differ diff --git a/core/assets/bundles/bundle.properties b/core/assets/bundles/bundle.properties index a7071576d2..ed582127b5 100644 --- a/core/assets/bundles/bundle.properties +++ b/core/assets/bundles/bundle.properties @@ -22,6 +22,7 @@ load.map = Maps load.image = Images load.content = Content load.system = System +load.mod = Mods stat.wave = Waves Defeated:[accent] {0} stat.enemiesDestroyed = Enemies Destroyed:[accent] {0} @@ -32,6 +33,7 @@ stat.delivered = Resources Launched: stat.rank = Final Rank: [accent]{0} launcheditems = [accent]Launched Items +launchinfo = [unlaunched][[LAUNCH] your core to obtain the items indicated in blue. map.delete = Are you sure you want to delete the map "[accent]{0}[]"? level.highscore = High Score: [accent]{0} level.select = Level Select @@ -43,11 +45,11 @@ database = Core Database savegame = Save Game loadgame = Load Game joingame = Join Game -addplayers = Add/Remove Players customgame = Custom Game newgame = New Game none = minimap = Minimap +position = Position close = Close website = Website quit = Quit @@ -64,6 +66,24 @@ uploadingpreviewfile = Uploading Preview File committingchanges = Comitting Changes done = Done +mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry Github or Discord. +mods.alpha = [accent](Alpha) +mods = Mods +mods.none = [LIGHT_GRAY]No mods found! +mods.guide = Modding Guide +mods.report = Report Bug +mod.enabled = [lightgray]Enabled +mod.disabled = [scarlet]Disabled +mod.disable = Disable +mod.enable = Enable +mod.requiresrestart = The game will now close to apply the mod changes. +mod.reloadrequired = [scarlet]Reload Required +mod.import = Import Mod +mod.import.github = Import Github Mod +mod.remove.confirm = This mod will be deleted. +mod.author = [LIGHT_GRAY]Author:[] {0} +mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0} + about.button = About name = Name: noname = Pick a[accent] player name[] first. @@ -144,7 +164,6 @@ server.port = Port: server.addressinuse = Address already in use! server.invalidport = Invalid port number! server.error = [crimson]Error hosting server. -save.old = This save is for an older version of the game, and can no longer be used.\n\n[lightgray]Save backwards compatibility will be implemented in the full 4.0 release. save.new = New Save save.overwrite = Are you sure you want to overwrite\nthis save slot? overwrite = Overwrite @@ -164,7 +183,7 @@ save.rename.text = New name: selectslot = Select a save. slot = [accent]Slot {0} editmessage = Edit Message -save.corrupted = [accent]Save file corrupted or invalid!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug. +save.corrupted = Save file corrupted or invalid! empty = on = On off = Off @@ -178,6 +197,7 @@ warning = Warning. confirm = Confirm delete = Delete view.workshop = View In Workshop +workshop.listing = Edit Workshop Listing ok = OK open = Open customize = Customize Rules @@ -195,7 +215,11 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic quit.confirm = Are you sure you want to quit? quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] loading = [accent]Loading... +reloading = [accent]Reloading Mods... saving = [accent]Saving... +cancelbuilding = [accent][[{0}][] to clear plan +pausebuilding = [accent][[{0}][] to pause building +resumebuilding = [scarlet][[{0}][] to resume building wave = [accent]Wave {0} wave.waiting = [lightgray]Wave in {0} wave.waveInProgress = [lightgray]Wave in progress @@ -215,7 +239,12 @@ map.nospawn.pvp = This map does not have any enemy cores for player to spawn int map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor. map.invalid = Error loading map: corrupted or invalid map file. map.publish.error = Error publishing map: {0} +map.update = Update Map +map.load.error = Error fetching workshop details: {0} +map.missing = This map has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked from the map. map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.menu = Select what you would like to do with this map. +map.changelog = Changelog (optional): eula = Steam EULA map.publish = Map published. map.publishing = [accent]Publishing map... @@ -351,7 +380,6 @@ campaign = Campaign load = Load save = Save fps = FPS: {0} -tps = TPS: {0} ping = Ping: {0}ms language.restart = Please restart your game for the language settings to take effect. settings = Settings @@ -363,8 +391,10 @@ mapeditor = Map Editor abandon = Abandon abandon.text = This zone and all its resources will be lost to the enemy. locked = Locked -complete = [lightgray]Reach: -zone.requirement = Wave {0} in zone {1} +complete = [lightgray]Complete: +requirement.wave = Reach Wave {0} in {1} +requirement.core = Destroy Enemy Core in {0} +requirement.unlock = Unlock {0} resume = Resume Zone:\n[lightgray]{0} bestwave = [lightgray]Best Wave: {0} launch = < LAUNCH > @@ -375,11 +405,13 @@ launch.confirm = This will launch all resources in your core.\nYou will not be a launch.skip.confirm = If you skip now, you will not be able to launch until later waves. uncover = Uncover configure = Configure Loadout -configure.locked = [lightgray]Unlock configuring loadout: Wave {0}. +bannedblocks = Banned Blocks +addall = Add All +configure.locked = [lightgray]Unlock configuring loadout: {0}. configure.invalid = Amount must be a number between 0 and {0}. zone.unlocked = [lightgray]{0} unlocked. -zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met. -zone.config.complete = Wave {0} reached:\nLoadout config unlocked. +zone.requirement.complete = Requirement for {0} completed:[lightgray]\n{1} +zone.config.unlocked = Loadout unlocked:[lightgray]\n{0} zone.resources = [lightgray]Resources Detected: zone.objective = [lightgray]Objective: [accent]{0} zone.objective.survival = Survive @@ -440,12 +472,13 @@ settings.cleardata = Clear Game Data... settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone! settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit. paused = [accent]< Paused > +clear = Clear +banned = [scarlet]Banned yes = Yes no = No info.title = Info error.title = [crimson]An error has occured error.crashtitle = An error has occured -attackpvponly = [scarlet]Only available in Attack/PvP modes blocks.input = Input blocks.output = Output blocks.booster = Booster @@ -530,6 +563,7 @@ category.optional = Optional Enhancements setting.landscape.name = Lock Landscape setting.shadows.name = Shadows setting.linear.name = Linear Filtering +setting.hints.name = Hints setting.animatedwater.name = Animated Water setting.animatedshields.name = Animated Shields setting.antialias.name = Antialias[lightgray] (requires restart)[] @@ -557,9 +591,9 @@ setting.fullscreen.name = Fullscreen setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart) setting.fps.name = Show FPS setting.vsync.name = VSync -setting.lasers.name = Show Power Lasers setting.pixelate.name = Pixelate[lightgray] (disables animations) setting.minimap.name = Show Minimap +setting.position.name = Show Player Position setting.musicvol.name = Music Volume setting.ambientvol.name = Ambient Volume setting.mutemusic.name = Mute Music @@ -569,7 +603,10 @@ setting.crashreport.name = Send Anonymous Crash Reports setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display Player Bubble Chat +public.confirm = Do you want to make your game public?\n[accent]Anyone will be able to join your games.\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility. +public.beta = Note that beta versions of the game cannot make public lobbies. uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... uiscale.cancel = Cancel & Exit setting.bloom.name = Bloom @@ -583,6 +620,7 @@ command.rally = Rally command.retreat = Retreat keybind.gridMode.name = Block Select keybind.gridModeShift.name = Category Select +keybind.clear_building.name = Clear Building keybind.press = Press a key... keybind.press.axis = Press an axis or key... keybind.screenshot.name = Map Screenshot @@ -599,12 +637,14 @@ keybind.zoom_hold.name = Zoom Hold keybind.zoom.name = Zoom keybind.menu.name = Menu keybind.pause.name = Pause +keybind.pause_building.name = Pause/Resume Building keybind.minimap.name = Minimap keybind.dash.name = Dash keybind.chat.name = Chat keybind.player_list.name = Player list keybind.console.name = Console keybind.rotate.name = Rotate +keybind.rotateplaced.name = Rotate Existing (Hold) keybind.toggle_menus.name = Toggle menus keybind.chat_history_prev.name = Chat history prev keybind.chat_history_next.name = Chat history next @@ -801,11 +841,12 @@ block.lancer.name = Lancer block.conveyor.name = Conveyor block.titanium-conveyor.name = Titanium Conveyor block.armored-conveyor.name = Armored Conveyor -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.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 conveyor belts. block.junction.name = Junction block.router.name = Router block.distributor.name = Distributor block.sorter.name = Sorter +block.inverted-sorter.name = Inverted Sorter block.message.name = Message block.overflow-gate.name = Overflow Gate block.silicon-smelter.name = Silicon Smelter @@ -923,11 +964,11 @@ unit.eradicator.name = Eradicator unit.lich.name = Lich unit.reaper.name = Reaper tutorial.next = [lightgray] -tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. 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.\n[accent]Right-click[] to stop building, and[accent] Hold Ctrl while scrolling[] to zoom in and out. +tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nUse [[WASD] to move.\n[accent] Hold [[Ctrl] while scrolling[] 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.\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.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core. +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 @@ -941,7 +982,7 @@ tutorial.withdraw = In some situations, taking items directly from blocks is nec 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 resources can then be used to research new technology.\n\n[accent]Press the launch button. +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. item.copper.description = The most basic structural material. Used extensively in all types of blocks. item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks. @@ -1027,6 +1068,7 @@ block.junction.description = Acts as a bridge for two crossing conveyor belts. U block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building. block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles. block.sorter.description = Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right. +block.inverted-sorter.descriptions = Processes items like a standard sorter, but outputs selected items to the sides instead. block.router.description = Accepts items, then outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.\n\n[scarlet]Never use next to production inputs, as they will get clogged by output.[] block.distributor.description = An advanced router. Splits items to up to 7 other directions equally. block.overflow-gate.description = A combination splitter and router. Only outputs to the left and right if the front path is blocked. @@ -1067,7 +1109,7 @@ block.core-foundation.description = The second version of the core. Better armor block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources. block.vault.description = Stores a large amount of items of each type. An unloader block can be used to retrieve items from the vault. block.container.description = Stores a small amount of items of each type. An unloader block can be used to retrieve items from the container. -block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping. +block.unloader.description = Unloads items from any nearby non-transportation block. The type of item to be unloaded can be changed by tapping. block.launch-pad.description = Launches batches of items without any need for a core launch. block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently. block.duo.description = A small, cheap turret. Useful against ground units. diff --git a/core/assets/bundles/bundle_cs.properties b/core/assets/bundles/bundle_cs.properties index 4205ec11db..c8210aeefa 100644 --- a/core/assets/bundles/bundle_cs.properties +++ b/core/assets/bundles/bundle_cs.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Celá obrazovka setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart) setting.fps.name = Ukázat snímky/sekundu setting.vsync.name = Vertikální synchronizace -setting.lasers.name = Ukázat laser energie setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance) setting.minimap.name = Ukázat minimapu setting.musicvol.name = Hlasitost hudby @@ -557,6 +556,7 @@ setting.crashreport.name = Poslat anonymní spis o zhroucení hry setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display In-Game Chat uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... uiscale.cancel = Cancel & Exit diff --git a/core/assets/bundles/bundle_de.properties b/core/assets/bundles/bundle_de.properties index 2e8e84ad04..c67d09a7b2 100644 --- a/core/assets/bundles/bundle_de.properties +++ b/core/assets/bundles/bundle_de.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Vollbild setting.borderlesswindow.name = Randloses Fenster[LIGHT_GRAY] (Neustart teilweise erforderlich) setting.fps.name = Zeige FPS setting.vsync.name = VSync -setting.lasers.name = Zeige Stromlaser setting.pixelate.name = Verpixeln [LIGHT_GRAY](Könnte die Leistung beeinträchtigen) setting.minimap.name = Zeige die Minimap setting.musicvol.name = Musiklautstärke @@ -557,6 +556,7 @@ setting.crashreport.name = Anonyme Absturzberichte senden setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Deckkraft +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Chat im Spiel anzeigen uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen... uiscale.cancel = Abbrechen & Beenden @@ -645,7 +645,7 @@ item.lead.name = Blei item.coal.name = Kohle item.graphite.name = Graphit item.titanium.name = Titan -item.thorium.name = Uran +item.thorium.name = Thorium item.silicon.name = Silizium item.plastanium.name = Plastanium item.phase-fabric.name = Phasengewebe @@ -784,7 +784,7 @@ block.hail.name = Streuer block.lancer.name = Lanzer block.conveyor.name = Förderband block.titanium-conveyor.name = Titan-Förderband -block.armored-conveyor.name = Armored Conveyor +block.armored-conveyor.name = Gepanzertes-Förderband 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 = Kreuzung block.router.name = Verteiler @@ -864,7 +864,7 @@ block.bridge-conduit.name = Kanalbrücke block.rotary-pump.name = Rotierende Pumpe block.thorium-reactor.name = Thorium-Reaktor block.mass-driver.name = Massenbeschleuniger -block.blast-drill.name = Sprengbohrer +block.blast-drill.name = Sprengluftbohrer block.thermal-pump.name = Thermische Pumpe block.thermal-generator.name = Thermischer Generator block.alloy-smelter.name = Legierungsschmelze @@ -1014,7 +1014,7 @@ block.router.description = Akzeptiert Materialien aus einer Richtung und leitet block.distributor.description = Ein weiterentwickelter Verteiler, der Materialien in bis zu sieben Richtungen gleichmäßig verteilt. block.overflow-gate.description = Ein Verteiler, der nur Materialien nach links oder rechts ausgibt, falls der Weg gerade aus blockiert ist. block.mass-driver.description = Ultimativer Transportblock. Sammelt mehrere Materialien und schießt sie zu einem verbundenen Massenbeschleuniger über eine große Reichweite. -block.mechanical-pump.description = Eine günstige, langsame Pumpe, die keine Strom benötigt. +block.mechanical-pump.description = Eine günstige, langsame Pumpe, die keinen Strom benötigt. block.rotary-pump.description = Eine fortgeschrittene Pumpe, die mithilfe von Strom doppelt so schnell pumpt. block.thermal-pump.description = Die ultimative Pumpe, dreimal so schnell wie eine mechanische Pumpe und die einzige Pumpe, die Lava fördern kann. block.conduit.description = Standard Flüssigkeits-Transportblock. Funktioniert wie ein Förderband, nur für Flüssigkeiten. Wird am Besten mit Extraktoren, Pumpen oder anderen Kanälen benutzt. diff --git a/core/assets/bundles/bundle_es.properties b/core/assets/bundles/bundle_es.properties index e40888231a..8cdaae1ab9 100644 --- a/core/assets/bundles/bundle_es.properties +++ b/core/assets/bundles/bundle_es.properties @@ -16,11 +16,14 @@ screenshot.invalid = Mapa demasiado grande, no hay suficiente memoria para la ca gameover = Tu núcleo ha sido destruido. gameover.pvp = ¡El equipo[accent] {0}[] ha ganado! highscore = [accent]¡Nueva mejor puntuación! -load.sound = Sounds -load.map = Maps -load.image = Images -load.content = Content -load.system = System + +load.sound = Sonidos +load.map = Mapas +load.image = Imágenes +load.content = Contenido +load.system = Sistema +load.mod = Mods + stat.wave = Oleadas Derrotadas:[accent] {0} stat.enemiesDestroyed = Enemigos Destruidos:[accent] {0} stat.built = Estructuras Construidas:[accent] {0} @@ -28,14 +31,16 @@ stat.destroyed = Estructuras Destruidas:[accent] {0} stat.deconstructed = Estructuras Desconstruidas:[accent] {0} stat.delivered = Recursos Lanzados: stat.rank = Rango final: [accent]{0} + launcheditems = [accent]Recursos Lanzados +launchinfo = [unlaunched][[LAUNCH] tu núcleo core obtenga los objetos indicados en azul. map.delete = ¿Estás seguro que quieres borrar el mapa "[accent]{0}[]"? level.highscore = Puntuación más alta: [accent]{0} level.select = Selección de nivel level.mode = Modo de juego: showagain = No mostrar otra vez en la próxima sesión coreattack = < ¡El núcleo está bajo ataque! > -nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN IMNEDIATAMENTE[] ]\naniquilación inminente +nearpoint = [[ [scarlet]ABANDONA EL PUNTO DE APARICIÓN INMEDIATAMENTE[] ]\naniquilación inminente database = Base de datos del núcleo savegame = Guardar Partida loadgame = Cargar Partida @@ -48,18 +53,34 @@ minimap = Minimapa close = Cerrar website = Sitio web quit = Salir -save.quit = Save & Quit +save.quit = Guardar & Salir maps = Mapas -maps.browse = Browse Maps +maps.browse = Navegar por los Mapas continue = Continuar maps.none = [LIGHT_GRAY]¡No se han encontrado mapas! -invalid = Invalid +invalid = Invalido preparingconfig = Preparing Config preparingcontent = Preparing Content uploadingcontent = Uploading Content uploadingpreviewfile = Uploading Preview File committingchanges = Comitting Changes -done = Done +done = Hecho + +mods.alphainfo = Keep in mind that mods are in alpha, and[scarlet] may be very buggy[].\nReport any issues you find to the Mindustry Github or Discord. +mods.alpha = [accent](Alpha) +mods = Mods +mods.none = [LIGHT_GRAY]No mods found! +mod.enabled = [lightgray]Enabled +mod.disabled = [scarlet]Disabled +mod.disable = Disable +mod.enable = Enable +mod.requiresrestart = The game will now close to apply the mod changes. +mod.reloadrequired = [scarlet]Reload Required +mod.import = Import Mod +mod.remove.confirm = This mod will be deleted. +mod.author = [LIGHT_GRAY]Author:[] {0} +mod.missing = This save contains mods that you have recently updated or no longer have installed. Save corruption may occur. Are you sure you want to load it?\n[lightgray]Mods:\n{0} + about.button = Acerca de name = Nombre: noname = Elige un[accent] nombre de jugador[] primero. @@ -92,9 +113,9 @@ server.versions = Your version:[accent] {0}[]\nVersión del servidor:[accent] {1 host.info = El botón [accent]host[] hostea un servidor en el puerto [scarlet]6567[]. \nCualquier persona en la misma [LIGHT_GRAY]wifi o red local[] debería poder ver tu servidor en la lista de servidores.\n\nSi quieres que cualquier persona se pueda conectar de cualquier lugar por IP, la [accent]asignación de puertos[] es requerida.\n\n[LIGHT_GRAY]Nota: Si alguien experimenta problemas conectándose a tu partida LAN, asegúrate de permitir a Mindustry acceso a tu red local mediante la configuración de tu firewall. join.info = Aquí, puedes escribir la [accent]IP de un server[] para conectarte, o descubrir servidores de [accent]red local[] para conectarte.\nLAN y WAN es soportado para jugar en multijugador.\n\n[LIGHT_GRAY]Nota: No hay una lista automática global de servidores; si quieres conectarte por IP, tendrás que preguntarle al anfitrión por la IP. hostserver = Hostear Servidor -invitefriends = Invite Friends +invitefriends = Invitar Amigos hostserver.mobile = Hostear\nJuego -host = Hostear +host = Servidor hosting = [accent]Abriendo servidor... hosts.refresh = Actualizar hosts.discovering = Descubrir partidas LAN @@ -129,11 +150,11 @@ confirmunadmin = ¿Estás seguro de querer quitar los permisos de administrador joingame.title = Unirse a la partida joingame.ip = IP: disconnect = Desconectado. -disconnect.error = Connection error. -disconnect.closed = Connection closed. +disconnect.error = Error en la conexión. +disconnect.closed = Conexión cerrada. disconnect.timeout = Timed out. disconnect.data = ¡Se ha fallado la carga de datos del mundo! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = No es posible unirse a la partida ([accent]{0}[]). connecting = [accent]Conectando... connecting.data = [accent]Cargando datos del mundo... server.port = Puerto: @@ -159,7 +180,7 @@ save.rename = Renombrar save.rename.text = Nuevo nombre: selectslot = Selecciona un Punto de Guardado. slot = [accent]Casilla {0} -editmessage = Edit Message +editmessage = Editar mensaje save.corrupted = [accent]¡El punto de guardado está corrupto o es inválido!\nSi acabas de actualizar el juego, esto debe ser probablemente un cambio en el formato de guardado y[scarlet] no[] un error. empty = on = Encendido @@ -167,13 +188,14 @@ off = Apagado save.autosave = Autoguardado: {0} save.map = Mapa: {0} save.wave = Oleada {0} -save.mode = Gamemode: {0} +save.mode = ModoJuego: {0} save.date = Última vez guardado: {0} save.playtime = Tiempo de juego: {0} warning = Aviso. confirm = Confirmar delete = Borrar view.workshop = View In Workshop +workshop.listing = Edit Workshop Listing ok = OK open = Abrir customize = Personalizar @@ -181,9 +203,9 @@ cancel = Cancelar openlink = Abrir Enlace copylink = Copiar Enlace back = Atrás -data.export = Export Data -data.import = Import Data -data.exported = Data exported. +data.export = Exportar Datos +data.import = Importar Datos +data.exported = Datos exportados. data.invalid = This isn't valid game data. data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. classic.export = Export Classic Data @@ -191,6 +213,7 @@ classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic quit.confirm = ¿Estás seguro de querer salir de la partida? quit.confirm.tutorial = ¿Estás seguro de que sabes qué estas haciendo?\nSe puede hacer el tutorial de nuevo in[accent] Ajustes->Juego->Volver a hacer tutorial.[] loading = [accent]Cargando... +reloading = [accent]Reloading Mods... saving = [accent]Guardando... wave = [accent]Oleada {0} wave.waiting = Oleada en {0} @@ -211,10 +234,15 @@ map.nospawn.pvp = ¡Este mapa no tiene ningún núcleo enemigo para que aparezca map.nospawn.attack = ¡Este mapa no tiene núcleos para que el jugador ataque! Añade núcleos[SCARLET] red[] a este mapa en el editor. map.invalid = Error cargando el mapa: archivo corrupto o inválido. map.publish.error = Error publishing map: {0} +map.update = Actualizar Mapa +map.load.error = Error fetching workshop details: {0} +map.missing = This map has been deleted or moved.\n[lightgray]The workshop listing has now been automatically un-linked from the map. map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.menu = Select what you would like to do with this map. +map.changelog = Lista de cambios (opcional): eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... +map.publish = Mapa publicado. +map.publishing = [accent]Publicando Mapa... editor.brush = Pincel editor.openin = Abrir en el Editor editor.oregen = Generación de Minerales @@ -246,7 +274,7 @@ waves.invalid = Oleadas inválidaas en el portapapeles. waves.copied = Oleadas copiadas. waves.none = No hay enemigos definidos.\nNótese que las listas de oleadas vacías se sustituirán por la lista por defecto. editor.default = [LIGHT_GRAY] -details = Details... +details = Detalles... edit = Editar... editor.name = Nombre: editor.spawn = Spawn Unit @@ -256,7 +284,7 @@ editor.errorload = Error cargando el archivo:\n[accent]{0} editor.errorsave = Error guardando el archivo:\n[accent]{0} editor.errorimage = Eso es una imagen, no un mapa. No cambies las extensiones del archivo esperando que funcione.\nSi quieres importar un mapa viejo, usa el botón de 'import legacy map' en el editor. editor.errorlegacy = Este mapa es demasiado viejo y usa un formato de mapa que ya no es soportado. -editor.errornot = This is not a map file. +editor.errornot = Esto no es un fichero de mapa. editor.errorheader = Este mapa es inválido o está corrupto. editor.errorname = El mapa no tiene un nombre definido. editor.update = Actualizar @@ -291,6 +319,7 @@ editor.overwrite = [accent]¡Advertencia!\nEsto sobrescribe un mapa ya existente editor.overwrite.confirm = [scarlet]¡Advertencia![] Un mapa con ese nombre ya existe. ¿Estás seguro de querer sobrescribirlo? editor.exists = A map with this name already exists. editor.selectmap = Selecciona un mapa para cargar: + toolmode.replace = Sustituir toolmode.replace.description = Solo dibuja en bloques sólidos. toolmode.replaceall = Sustituir Todo @@ -305,6 +334,7 @@ toolmode.fillteams = Llenar Equipos toolmode.fillteams.description = Llena equipos en vez de bloques. toolmode.drawteams = Dibujar Equipos toolmode.drawteams.description = Dibuja equipos en vez de bloques. + filters.empty = [LIGHT_GRAY]¡No hay filtros! Añade uno con el botón de abajo. filter.distort = Distorsionar filter.noise = Ruido @@ -336,6 +366,7 @@ filter.option.floor2 = Secondary Floor filter.option.threshold2 = Secondary Threshold filter.option.radius = Radio filter.option.percentile = Porcentaje + width = Ancho: height = Alto: menu = Menú @@ -353,6 +384,7 @@ tutorial.retake = Volver a hacer tutorial editor = Editor mapeditor = Editor de Mapa donate = Donar + abandon = Abandonar abandon.text = Esta zona y sus recursos se perderán ante el enemigo. locked = Bloqueado @@ -369,7 +401,7 @@ launch.skip.confirm = Si saltas la oleada ahora, no podrás lanzar recursos hast uncover = Descubrir configure = Configurar carga inicial configure.locked = [LIGHT_GRAY]Alcanza la oleada {0}\npara configurar la carga inicial. -configure.invalid = Amount must be a number between 0 and {0}. +configure.invalid = La cantidad debe estar entre 0 y {0}. zone.unlocked = [LIGHT_GRAY]{0} desbloqueado. zone.requirement.complete = Oleada {0} alcanzada:\nrequerimientos de la zona {1} cumplidos. zone.config.complete = Oleada {0} alcanzada:\nconfiguración de carga inicial desbloqueada. @@ -379,6 +411,7 @@ zone.objective.survival = Sobrevivir zone.objective.attack = Destruir Núcleo Enemigo add = Añadir... boss.health = Salud del Jefe + connectfail = [crimson]Ha fallado la conexión con el servidor: [accent]{0} error.unreachable = Servidor inaccesible. error.invalidaddress = Dirección inválida. @@ -389,6 +422,7 @@ error.mapnotfound = ¡Archivo de mapa no encontrado! error.io = Error I/O de conexión. error.any = Error de red desconocido. error.bloom = Failed to initialize bloom.\nYour device may not support it. + zone.groundZero.name = Terreno Cero zone.desertWastes.name = Ruinas del Desierto zone.craters.name = Los Cráteres @@ -403,6 +437,7 @@ zone.saltFlats.name = Salinas zone.impact0078.name = Impacto 0078 zone.crags.name = Riscos zone.fungalPass.name = Fungal Pass + zone.groundZero.description = La zona óptima para empear una vez más. Riesgo bajo de los enemigos. Pocos recursos.\nConsigue tanto plomo y cobre como puedas.\nSigue avanzando. zone.frozenForest.description = Incluso aquí, cerca de las montañas, las esporas se han expandido. Las temperaturas gélidas no pueden contenerlas para siempre.\n\nEmpieza a investigar sobre energía. Cnstruye generadores de combustión. Aprende a usar reparadores. zone.desertWastes.description = Estas ruinas son vastas, impredecibles y entrecruzadas con sectores de estructuras abandonadas.\nHay carbñon presente en la región. Quémalo para energía, o sintetiza grafito.\n\n[lightgray]La zona de aparición no puede ser garantizada. @@ -415,10 +450,11 @@ zone.tarFields.description = Las afueras de una zona de producción de petróleo zone.desolateRift.description = Una zona extremadamente peligrosa. Tiene muchos recursos pero poco espacio. Riesgo alto de destrucción. Abandona lo antes posible. No te dejes engañar por la gran separación de tiempo entre oleadas enemigas. zone.nuclearComplex.description = Una antigua facilidad para la producción y el procesamiento del torio reducido a ruinas.\n[lightgray]Investiga el torio y sus diversos usos.\n\nEl enemigo está presente en números grandes, constantemente buscando atacantes. zone.fungalPass.description = Una zona transitoria entre alta montaña y zonas más bajas con esporas. Una base enemiga pequeña de reconocimiento se ubica aquí.\nDestrúyela.nUsa Dagas y Orugas. Destruye los dos núcleos. -zone.impact0078.description = -zone.crags.description = +zone.impact0078.description = +zone.crags.description = + settings.language = Idioma -settings.data = Game Data +settings.data = Datos del Juego settings.reset = Reiniciar por los de defecto settings.rebind = Reasignar settings.controls = Controles @@ -427,10 +463,8 @@ settings.sound = Sonido settings.graphics = Gráficos settings.cleardata = Limpiar Datos del Juego... settings.clear.confirm = ¿Estas seguro de querer limpiar estos datos?\n¡Esta acción no puede deshacerse! -settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y keybinds.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente. -settings.clearunlocks = Eliminar Desbloqueos -settings.clearall = Eliminar Todo -paused = Pausado +settings.clearall.confirm = [scarlet]ADVERTENCIA![]\nEsto va a eliminar todos tus datos, incluyendo guardados, mapas, desbloqueos y atajos de teclado.\nUna vez presiones 'ok', el juego va a borrrar todos tus datos y saldrá del juego automáticamente. +paused = [accent] < Pausado > yes = Sí no = No info.title = [accent]Información @@ -466,25 +500,27 @@ blocks.boosteffect = Efecto del Potenciador blocks.maxunits = Máximo de Unidades Activas blocks.health = Vida blocks.buildtime = Tiempo de construcción -blocks.buildcost = Build Cost +blocks.buildcost = Coste de construcción blocks.inaccuracy = Imprecisión blocks.shots = Disparos blocks.reload = Recarga blocks.ammo = Munición + bar.drilltierreq = Se requiere un mejor taladro. bar.drillspeed = Velocidad del Taladro: {0}/s bar.efficiency = Eficiencia: {0}% bar.powerbalance = Energía: {0} -bar.powerstored = Stored: {0}/{1} +bar.powerstored = Almacenados: {0}/{1} bar.poweramount = Energía: {0} bar.poweroutput = Salida de Energía: {0} -bar.items = Items: {0} -bar.capacity = Capacity: {0} +bar.items = Objetos: {0} +bar.capacity = Capacidad: {0} bar.liquid = Líquido bar.heat = Calor bar.power = Energía bar.progress = Progreso de construcción bar.spawned = Unidades: {0}/{1} + bullet.damage = [stat]{0}[lightgray] daño bullet.splashdamage = [stat]{0}[lightgray] daño de área ~[stat] {1}[lightgray] casillas bullet.incendiary = [stat]incendiaria @@ -496,6 +532,7 @@ bullet.freezing = [stat]freezing bullet.tarred = [stat]tarred bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munición bullet.reload = [stat]{0}[lightgray]x recarga + unit.blocks = bloques unit.powersecond = unidades de energía/segundo unit.liquidsecond = unidades de líquido/segundo @@ -504,7 +541,7 @@ unit.liquidunits = unidades de líquido unit.powerunits = unidades de energía unit.degrees = grados unit.seconds = segundos -unit.persecond = /sec +unit.persecond = /seg unit.timesspeed = x velocidad unit.percent = % unit.items = objetos @@ -520,7 +557,7 @@ setting.shadows.name = Sombras setting.linear.name = Linear Filtering setting.animatedwater.name = Agua Animada setting.animatedshields.name = Escudos Animados -setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[] +setting.antialias.name = Antialias[LIGHT_GRAY] (necesita reiniciar)[] setting.indicators.name = Indicadores de Aliados setting.autotarget.name = Auto apuntado setting.keyboard.name = Controles de Ratón+Teclado @@ -528,7 +565,7 @@ setting.touchscreen.name = Touchscreen Controls setting.fpscap.name = Máx FPS setting.fpscap.none = Nada setting.fpscap.text = {0} FPS -setting.uiscale.name = Escala de IU[lightgray] (necesita reinicio)[] +setting.uiscale.name = Escala de IU[lightgray] (necesita reiniciar)[] setting.swapdiagonal.name = Siempre Colocar Diagonalmente setting.difficulty.training = entrenamiento setting.difficulty.easy = fácil @@ -544,7 +581,7 @@ setting.seconds = {0} Segundos setting.fullscreen.name = Pantalla Completa setting.borderlesswindow.name = Ventana sin Bordes[LIGHT_GRAY] (podría requerir un reinicio) setting.fps.name = Mostrar FPS -setting.vsync.name = VSync +setting.vsync.name = SincV setting.lasers.name = Mostrar Energía de los Láseres setting.pixelate.name = Pixelar [LIGHT_GRAY](podría reducir el rendimiento) setting.minimap.name = Mostrar Minimapa @@ -557,11 +594,13 @@ setting.crashreport.name = Enviar informes de fallos anónimos setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Opacidad del Chat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display In-Game Chat +public.confirm = Do you want to make your game public?\n[lightgray]This can be changed later in Settings->Game->Public Game Visibility. uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... -uiscale.cancel = Cancel & Exit +uiscale.cancel = Cancelar & Salir setting.bloom.name = Bloom -keybind.title = Rebind Keys +keybind.title = Cambiar accesos de teclado keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. category.general.name = General category.view.name = Visión @@ -576,7 +615,7 @@ keybind.press.axis = Pulsa un eje o botón... keybind.screenshot.name = Captura de pantalla de Mapa keybind.move_x.name = Mover x keybind.move_y.name = Mover y -keybind.fullscreen.name = Toggle Fullscreen +keybind.fullscreen.name = Intercambiar con Pantalla Completa keybind.select.name = Seleccionar keybind.diagonal_placement.name = Construcción Diagonal keybind.pick.name = Pick Block @@ -593,6 +632,7 @@ keybind.chat.name = Chat keybind.player_list.name = Lista de jugadores keybind.console.name = Consola keybind.rotate.name = Rotar +keybind.rotateplaced.name = Rotate Existing (Hold) keybind.toggle_menus.name = Alternar menús keybind.chat_history_prev.name = Historial de chat anterior keybind.chat_history_next.name = Historial de chat siguiente @@ -604,11 +644,13 @@ mode.survival.name = Supervivencia mode.survival.description = El modo normal. Recursos limitados y oleadas automáticas. mode.sandbox.name = Sandbox mode.sandbox.description = Recursos ilimitados y sin temporizador para las oleadas. +mode.editor.name = Editor mode.pvp.name = PvP mode.pvp.description = Pelea contra otros jugadores localmente. -mode.attack.name = Attack +mode.attack.name = Ataque mode.attack.description = No hay oleadas, el objetivo es destruir la base enemiga. mode.custom = Normas personalizadas + rules.infiniteresources = Recursos Infinitos rules.wavetimer = Temportzador de Oleadas rules.waves = Oleadas @@ -635,6 +677,7 @@ rules.title.resourcesbuilding = Recursos y Construcción rules.title.player = Jugadores rules.title.enemy = Enemigos rules.title.unit = Unidades + content.item.name = Objetos content.liquid.name = Líquidos content.unit.name = Unidades @@ -646,7 +689,7 @@ item.coal.name = Carbón item.graphite.name = Grafito item.titanium.name = Titanio item.thorium.name = Torio -item.silicon.name = Silicona +item.silicon.name = Silicio item.plastanium.name = Plastanio item.phase-fabric.name = Tejido de fase item.surge-alloy.name = Aleación Eléctrica @@ -657,7 +700,7 @@ item.pyratite.name = Pirotita item.metaglass.name = Metacristal item.scrap.name = Chatarra liquid.water.name = Agua -liquid.slag.name = Slag +liquid.slag.name = Escoria liquid.oil.name = Petróleo liquid.cryofluid.name = Criogénico mech.alpha-mech.name = Alpha @@ -696,6 +739,7 @@ mech.buildspeed = [LIGHT_GRAY]Velocidad de Construcción: {0}% liquid.heatcapacity = [LIGHT_GRAY]Capacidad Térmica: {0} liquid.viscosity = [LIGHT_GRAY]Viscosidad: {0} liquid.temperature = [LIGHT_GRAY]Temperatura: {0} + block.sand-boulder.name = Piedra de Arena block.grass.name = Hierba block.salt.name = Sal @@ -792,7 +836,7 @@ block.distributor.name = Distribuidor block.sorter.name = Clasificador block.message.name = Message block.overflow-gate.name = Compuerta de Desborde -block.silicon-smelter.name = Horno para Silicona +block.silicon-smelter.name = Horno para Silicio block.phase-weaver.name = Tejedor de Fase block.pulverizer.name = Pulverizador block.cryofluidmixer.name = Mezclador de Criogénicos @@ -885,8 +929,8 @@ block.container.name = Contenedor block.launch-pad.name = Pad de Lanzamiento block.launch-pad-large.name = Pad de Lanzammiento Grande team.blue.name = Azul -team.crux.name = red -team.sharded.name = orange +team.crux.name = rojo +team.sharded.name = naranja team.orange.name = Naranja team.derelict.name = derelict team.green.name = Verde @@ -926,6 +970,7 @@ tutorial.deposit = Deposita recursos en bloques arrastrándolos de tu nave al bl tutorial.waves = El[LIGHT_GRAY] enemigo[] se acerca.\n\nDefiende tu núcleo por 2 oleadas. Construye más torretas y taladros. Mina más cobre. tutorial.waves.mobile = El[lightgray] enemigo[] se acerca.\n\nDefiende tu núcleo por 2 oleadas. Tu nave disparará automáticamente a los enemigos.\nConstruye más torretas y taladros. Mina más cobre. tutorial.launch = Una vez llegues a cierta oleada, podrás[accent]lanzar el núcleo[], dejando atrás tus defensas y los recursos en tu núcleo.[]\nEstos recursos pueden ser usados para investigar nueva tecnología.\n\n[accent]Pulsa el botón de lanzamiento. + item.copper.description = Un útil material estructural. Usado extensivamente en todo tipo de bloques. item.lead.description = Un material básico. Usado extensivamente en electrónicos y bloques de transferencia de líquidos. item.metaglass.description = Un compuesto muy duro de cristal. Usado extensivamente para almacenamiento y distribución de líquidos. @@ -968,11 +1013,11 @@ unit.revenant.description = Una unidad aérea pesada con misiles. block.message.description = Stores a message. Used for communication between allies. block.graphite-press.description = Comprime carbón en piezas de grafito puro. block.multi-press.description = Una versión mejorada de la prensa de grafito. Utiliza agua y energía para procesar carbón rápida y eficientemente. -block.silicon-smelter.description = Reduce arena con coque de alta pureza para producir silicona. +block.silicon-smelter.description = Reduce la arena con carbón puro. Produce silicio. block.kiln.description = Funde arena y plomo en metacristal. Requiere cantidades pequeñas de energía. block.plastanium-compressor.description = Produce plastanio con aceite y titanio. block.phase-weaver.description = Produce tejido de fase del torio radioactivo y altas cantidades de arena. -block.alloy-smelter.description = Produce "surge alloy" con titanio, plomo, silicona y cobre. +block.alloy-smelter.description = Produce "surge alloy" con titanio, plomo, silicio y cobre. block.cryofluidmixer.description = Combina agua y titanio en líquido criogénico, que es mucho más eficiente para enfriar. block.blast-mixer.description = Usa aceite para transformar pirotita en un objeto menos inflamable pero más explosivo: compuesto explosivo. block.pyratite-mixer.description = Mezcla carbón, plomo y arena en pirotita altamente inflamable. @@ -999,7 +1044,7 @@ block.surge-wall.description = El bloque defensivo más fuerte.\nTiene una peque block.surge-wall-large.description = El bloque defensivo más fuerte.\nTiene una pequeña probabilidad de disparar rayos al atacante.\nOcupa múltiplies casillas. block.door.description = Una puerta pequeña que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella. block.door-large.description = Una puerta grande que puede ser abierta y cerrada tocándola.\nSi está abirta, los enemigos pueden moverse y disparar a través de ella.\nOcupa múltiples casillas. -block.mender.description = Repara bloques cercanos periódicamente. Mantiene a las defensas reparadas entre oleadas.Puede usar silicona opcionalmente para mejorar el alcance y la eficiencia. +block.mender.description = Repara bloques cercanos periódicamente. Mantiene a las defensas reparadas entre oleadas. Puede usar silicio opcionalmente para mejorar el alcance y la eficiencia. block.mend-projector.description = Regenera edificios cercanos periódcamente. block.overdrive-projector.description = Aumenta la velocidad de edificios cercanos como taladros y transportadores. block.force-projector.description = Crea un área de fuerza hexagonal alrededor de él, protegiendo edificios y unidades dentro de él del daño de las balas. diff --git a/core/assets/bundles/bundle_et.properties b/core/assets/bundles/bundle_et.properties index 41a5139272..d8550c1f38 100644 --- a/core/assets/bundles/bundle_et.properties +++ b/core/assets/bundles/bundle_et.properties @@ -1,1088 +1,1112 @@ -credits.text = [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] poolt loodud +credits.text = Autor: [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] credits = Tegijad contributors = Tõlkijad ja panustajad -discord = Liituge Mindustry Discordi serveriga! -link.discord.description = Mindustry ametlik Discordi server -link.github.description = Github mängu koodiga -link.changelog.description = List of update changes -link.dev-builds.description = Selle mängu pooleli olevad versioonid -link.trello.description = Ametlik Trello leht plaanitud funktsioonide listiga -link.itch.io.description = itch.io leht selle mängu arvuti versioonidega -link.google-play.description = Mindustry Google play's -link.wiki.description = Ametlik Mindustry wiki -linkfail = Linki ebaõnnestus avada!\nAadress kopeeriti -screenshot = Kuvatõmme salvestati {0} -screenshot.invalid = Maailm liiga suur, tõenäoliselt pole piisavalt mälu salvestamiseks -gameover = Mäng Läbi -gameover.pvp = [accent] {0}[] tiim võitis! +discord = Liitu Mindustry Discordi serveriga! +link.discord.description = Ametlik Discordi server +link.github.description = Mängu lähtekood +link.changelog.title = Versioonid +link.changelog.description = Uuenduste nimekiri versioonide kaupa +link.dev-builds.title = Arendusversioonid +link.dev-builds.description = Arendusversioonide ajalugu +link.trello.description = Plaanitud uuenduste nimekiri +link.itch.io.description = Kõik PC-platvormide versioonid +link.google-play.title = Google Play +link.google-play.description = Androidi versioon Google Play poes +link.wiki.title = Viki +link.wiki.description = Mängu ametlik viki +linkfail = Lingi avamine ebaõnnestus!\nVeebiaadress kopeeriti. +screenshot = Kuvatõmmis salvestati: {0} +screenshot.invalid = Maailm on liiga suur: kuvatõmmise salvestamiseks ei pruugi olla piisavalt mälu. +gameover = Mäng läbi! +gameover.pvp = Võistkond[accent] {0}[] võitis! highscore = [accent]Uus rekord! -load.sound = Sounds -load.map = Maps -load.image = Images -load.content = Content -load.system = System -stat.wave = Raund:[accent] {0} + +load.sound = Helid +load.map = Maailmad +load.image = Pildid +load.content = Sisu +load.system = Süsteem + +stat.wave = Lahingulaineid läbitud:[accent] {0} stat.enemiesDestroyed = Vaenlasi hävitatud:[accent] {0} -stat.built = Ehitisi ehitatud:[accent] {0} -stat.destroyed = Ehitisi hävitatud:[accent] {0} -stat.deconstructed = Ehitisi lahtivõetud:[accent] {0} -stat.delivered = Materjale kaasa võetud: -stat.rank = Lõplik Hinne: [accent]{0} -launcheditems = [accent]Kaasa võetud materjalid -map.delete = Kas oled kindel, et soovid kustutada "[accent]{0}[]". +stat.built = Ehitisi konstrueeritud:[accent] {0} +stat.destroyed = Ehitisi hävinenud:[accent] {0} +stat.deconstructed = Ehitisi dekonstrueeritud:[accent] {0} +stat.delivered = Kaasavõetud ressursid: +stat.rank = Hinne:[accent] {0} + +launcheditems = [accent]Kaasavõetud ressursid +map.delete = Kas oled kindel, et soovid kustutada\nmaailma "[accent]{0}[]"? level.highscore = Rekord: [accent]{0} -level.select = Taseme valik -level.mode = Mänguviisi valik: -showagain = Ära näita järgmine kord -coreattack = < TUUMA RÜNNATAKSE! >\nMAYDAY MAYDAY -nearpoint = [[ [scarlet]LAHKU VAENLASTE LANGEMISE ALALT VIIVITAMATA[] ]\npeatselt hävinemine -database = Tuuma Andmebaas -savegame = Salvesta -loadgame = Lae Mäng -joingame = Liitu -addplayers = Lisa/Eemalda Mängijaid -customgame = Kohandatud Mäng -newgame = Uus Mäng +level.select = Taseme valimine +level.mode = Mänguviis: +showagain = Ära järgmine kord näita +coreattack = < Tuumik on rünnaku all! > +nearpoint = [[ [scarlet]LAHKU VAENLASTE MAANDUMISE ALALT[] ]\nVaenlaste maandumisel hävib siin kõik. +database = Andmebaas +savegame = Salvesta mäng +loadgame = Lae mäng +joingame = Liitu mänguga +addplayers = Lisa/Eemalda mängijaid +customgame = Kohandatud mäng +newgame = Uus mäng none = minimap = Kaart -close = Sule -website = Website -quit = Lahku -save.quit = Save & Quit +close = Sulge +website = Veebileht +quit = Välju +save.quit = Salvesta ja välju maps = Maailmad -maps.browse = Browse Maps +maps.browse = Sirvi maailmu continue = Jätka -maps.none = [LIGHT_GRAY]Ühtegi maailma ei leitud! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done +maps.none = [lightgray]Ühtegi maailma ei leitud! +invalid = Kehtetu +preparingconfig = Konfiguratsiooni ettevalmistamine +preparingcontent = Sisu ettevalmistamine +uploadingcontent = Sisu üleslaadimine +uploadingpreviewfile = Eelvaate faili üleslaadimine +committingchanges = Muudatuste teostamine +done = Valmis + about.button = Info name = Nimi: -noname = Valige[accent] nimi[] kõigepealt. -filename = Faili Nimi: -unlocked = Said lahti uue sisu! -completed = [accent]Tehtud -techtree = Uurimuspuu -research.list = [LIGHT_GRAY]Uuring: +noname = Valige kõigepealt [accent]nimi[]. +filename = Failinimi: +unlocked = Uus sisu! +completed = [accent]Olemas +techtree = Uurimispuu +research.list = [lightgray]Vajalikud uuringud: research = Uuri -researched = [LIGHT_GRAY]{0} uuritud. -players = {0} mängijat mängus -players.single = {0} mängija mängus +researched = [lightgray]{0} uuritud. +players = {0} mängijat +players.single = {0} mängija server.closing = [accent]Serveri sulgemine... server.kicked.kick = Sind visati serverist välja! -server.kicked.whitelist = You are not whitelisted here. -server.kicked.serverClose = Server suletud. -server.kicked.vote = You have been vote-kicked. Goodbye. -server.kicked.clientOutdated = Aegunud versioon! Uuenda oma mängu! -server.kicked.serverOutdated = Aegunud server! Palu omanikul serverit uuendada! -server.kicked.banned = Sul on keeld seal mängida. -server.kicked.typeMismatch = This server is not compatible with your build type. -server.kicked.playerLimit = This server is full. Wait for an empty slot. -server.kicked.recentKick = Sind visati hiljuti välja.\nOota natuke enne uuesti proovimist. -server.kicked.nameInUse = Keegi sellise nimega\non juba seal serveris. +server.kicked.whitelist = Sa ei ole selle serveri lubatud mängijate nimekirjas. +server.kicked.serverClose = Server suleti. +server.kicked.vote = Sind hääletati mängust välja. Hüvasti! +server.kicked.clientOutdated = Aegunud versioon. Uuenda mängu! +server.kicked.serverOutdated = Aegunud server. Palu omanikul serverit uuendada! +server.kicked.banned = Sulle on keelatud selles serveris mängida. +server.kicked.typeMismatch = See server ei ühildu sinu platvormiga. +server.kicked.playerLimit = Selle serveri mängijate limiit on täis. Oota, kuni koht vabaneb. +server.kicked.recentKick = Sind visati hiljuti mängust välja.\nOota enne uuesti proovimist. +server.kicked.nameInUse = Sama nimega mängija on juba selles serveris.\nVali uus nimi. server.kicked.nameEmpty = Sinu valitud nimi ei sobi. -server.kicked.idInUse = Sa juba oled selles serveris! Kahe kasutajaga liitumine on keelatud. +server.kicked.idInUse = Sa juba mängid selles serveris! Teist korda liitumine on keelatud. server.kicked.customClient = See server ei luba modifitseeritud mängu versioone. Lae alla ametlik versioon. server.kicked.gameover = Mäng läbi! -server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[] -host.info = [accent]Hosti[] nupp avab serveri pordil [scarlet]6567[]. \nIgaüks samas [LIGHT_GRAY]wifis või kohtvõrgus[] peaks nägema sinu serverit enda serverite nimekirjas.\n\nKui sa tahad, et inimesed saaksid kõikjalt IP aadressi abil liituda, [accent]portide edasisuunamine[] on vajalik.\n\n[LIGHT_GRAY]Märkus: Kui kellelgi on probleeme sinu LAN-mänguga liitumisel, siis tee kindlaks, et sul on Mindustry lubatud oma kohtvõrgus tulemüüri seadetes. -join.info = Siin saad lisada [accent]serveri IP aadressi[] millega liituda, või leida [accent]kohtvõrgu[] servereid millega liituda.\nNii LAN kui ka WAN mitmikmängu toetatakse.\n\n[LIGHT_GRAY]Märkus: Ei ole olemas automaatset üldist serverite listi; kui sa tahad kellegagi liituda IP-aadressiga on sul vaja omaniku IP-aadressi. -hostserver = Hosti Mäng -invitefriends = Invite Friends -hostserver.mobile = Hosti\nMäng +server.versions = Sinu versioon:[accent] {0}[]\nServeri versioon:[accent] {1}[] +host.info = [accent]Hosti[] nupp avab serveri,\nkasutades porti [scarlet]6567[]. \nSamas [lightgray]kohtvõrgus[] olevad mängijad peaksid nägema sinu serverit enda serverite nimekirjas.\n\nKui sa tahad, et ka väljaspool kohtvõrku olevad mängijad saaksid serveriga ühineda, siis on vajalik\n[accent]portide edasisuunamine[].\n\n[lightgray]Märkus: Kui kellelgi on probleeme sinu kohtvõrgus avatud serveriga liitumisel, siis tee kindlaks, et tulemüüri sätetes on Mindustry'l lubatud pääseda ligi kohtvõrgule. +join.info = Siin saad lisada [accent]IP-aadressi serverile[], millega soovid liituda, või leida [accent]kohtvõrgus[] olevaid servereid.\nMäng toetab nii LAN- kui ka WAN-mitmikmängu.\n\n[lightgray]Märkus: Ei ole olemas automaatset serverite nimekirja. Kui sa soovid liituda mänguga IP kaudu, on sul vaja teada serveri IP-aadressi. +hostserver = Hosti mitmikmäng +invitefriends = Kutsu sõpru +hostserver.mobile = Hosti\nmäng host = Hosti hosting = [accent]Serveri avamine... hosts.refresh = Värskenda -hosts.discovering = LAN mängude otsimine -hosts.discovering.any = Discovering games +hosts.discovering = Kohtvõrgu mängude otsimine +hosts.discovering.any = Mängude otsimine server.refreshing = Serveri värskendamine -hosts.none = [lightgray]Kohalikke mänge ei leitud! +hosts.none = [lightgray]Kohtvõrgus mänge ei leitud. host.invalid = [scarlet]Serveriga ei saa ühendust. trace = Jälita mängijat trace.playername = Mängija nimi: [accent]{0} trace.ip = IP: [accent]{0} -trace.id = Isiklik ID: [accent]{0} -trace.mobile = Telefoni Versioon: [accent]{0} -trace.modclient = Modifitseeritud: [accent]{0} -invalidid = Kehtetu kasutaja ID! Saada veateade. +trace.id = Mängija ID: [accent]{0} +trace.mobile = Mobiilne versioon: [accent]{0} +trace.modclient = Modifitseeritud versioon: [accent]{0} +invalidid = Kehtetu mängija ID! Saada veateade! server.bans = Keelatud mängijad server.bans.none = Keelatud mängijaid ei leitud! server.admins = Administraatorid server.admins.none = Administraatoreid ei leitud! -server.add = Lisa Server -server.delete = Oled kindel, et soovid serveri kustutada? -server.edit = Kohanda Serverit -server.outdated = [crimson]Aegunud Server![] -server.outdated.client = [crimson]Aegunud Versioon[] -server.version = [lightgray]Versioon: {0} {1} -server.custombuild = [yellow]Kohandatud Versioon -confirmban = Oled kindel, et soovid mängjale anda keelu siin mängida? -confirmkick = Oled kindel, et soovid mängijat välja visata? -confirmvotekick = Are you sure you want to vote-kick this player? -confirmunban = Oled kindel, et soovid sellel mängijal siin uuesti lubada mängida? -confirmadmin = Oled kindel, et soovid mängijale adminstraatori õigused anda? -confirmunadmin = Oled kindel, et soovid mängijalt adminstraatori õigused ära võtta? -joingame.title = Liitu Mänguga +server.add = Lisa server +server.delete = Oled kindel, et soovid serveri\nnimekirjast kustutada? +server.edit = Kohanda serverit +server.outdated = [crimson]Aegunud server![] +server.outdated.client = [crimson]Aegunud versioon![] +server.version = [lightgray]v{0} {1} +server.custombuild = [yellow]Kohandatud versioon +confirmban = Oled kindel, et soovid keelata sellel mängjal siin mängida? +confirmkick = Oled kindel, et soovid selle mängija välja visata? +confirmvotekick = Oled kindel, et soovid selle mängija mängust välja hääletada? +confirmunban = Oled kindel, et soovid lubada sellel mängijal siin uuesti mängida? +confirmadmin = Oled kindel, et soovid anda sellele mängijale adminstraatori õigused? +confirmunadmin = Oled kindel, et soovid sellelt mängijalt adminstraatori õigused ära võtta? +joingame.title = Liitu mänguga joingame.ip = Aadress: -disconnect = Lahti ühendatud. -disconnect.error = Connection error. -disconnect.closed = Connection closed. -disconnect.timeout = Timed out. -disconnect.data = Ebaõnnestus maailma andmeid alla laadida! -cantconnect = Unable to join game ([accent]{0}[]). +disconnect = Ühendus katkestatud. +disconnect.error = Ühenduse viga. +disconnect.closed = Ühendus on suletud. +disconnect.timeout = Ühendus aegus. +disconnect.data = Maailma andmete allalaadimine ebaõnnestus! +cantconnect = Mänguga ei saanud liituda ([accent]{0}[]). connecting = [accent]Ühendamine... -connecting.data = [accent]Laen maailma andmeid alla... +connecting.data = [accent]Maailma andmete allalaadimine... server.port = Port: -server.addressinuse = Aadress on juba kasutuses! -server.invalidport = Kehtetu pordi number! -server.error = [crimson]Viga serverit käivitades: [accent]{0} -save.old = See salvestus on mõeldud mängu vanemale versioonile.\n\n[LIGHT_GRAY]Vanemate salvestuste kasutamist lisatakse kui mängu versioon täielik 4.0 välja tuleb. -save.new = Uus Salvestus -save.overwrite = Oled kindel, et soovid selle salvestuse asendada? +server.addressinuse = Aadress on juba kasutusel! +server.invalidport = Ebasobiv pordi number! +server.error = [crimson]Viga serveri hostimisel. +save.old = See salvestis on mängu vanemast versioonist ning seda ei saa enam kasutada.\n\n[lightgray]Vanemate salvestuste kasutamise toetus lisatakse mängu täisversioonis 4.0. +save.new = Uus salvestis +save.overwrite = Oled kindel, et soovid selle salvestise asendada? overwrite = Asenda save.none = Salvestisi ei leitud! saveload = [accent]Salvestamine... savefail = Salvestamine ebaõnnestus! -save.delete.confirm = Oled kindel, et seda kustutada soovid?? +save.delete.confirm = Oled kindel, et soovid selle salvestise kustutada? save.delete = Kustuta save.export = Ekspordi -save.import.invalid = [accent]See salvestus on kehtetu! -save.import.fail = [crimson]Ebaõnnestus salvestust importida: [accent]{0} -save.export.fail = [crimson]Ebaõnnestus salvestust eksportida: [accent]{0} -save.import = Impordi Salvestus -save.newslot = Salvestuse Nimi: +save.import.invalid = [accent]See salvestis on kehtetu! +save.import.fail = [crimson]Salvestise importimine ebaõnnestus: [accent]{0} +save.export.fail = [crimson]Salvestise eksportimine ebaõnnestus: [accent]{0} +save.import = Impordi +save.newslot = Salvestise nimi: save.rename = Nimeta ümber save.rename.text = Uus nimi: -selectslot = Vali salvestus. -slot = [accent]Koht {0} -editmessage = Edit Message -save.corrupted = [accent]See salvestus on ära rikutud!\nKui sa just uuendasid mängu, siis on probleem tõenäoliselt kasutatavate salvestuste formaadi muutus ja [scarlet]mitte[] koodi viga. +selectslot = Vali salvestis. +slot = [accent]Pesa {0} +editmessage = Redigeeri sõnumit +save.corrupted = [accent]See salvestis on rikutud või ebasobiv!\nKui sa uuendasid mängu, siis on probleem tõenäoliselt salvestiste formaadi muutuses ja tegemist [scarlet]ei ole[] veaga mängu koodis. empty = on = Sees off = Väljas -save.autosave = Automaatne salvestamine: {0} +save.autosave = Automaatsalvestus: {0} save.map = Maailm: {0} -save.wave = Raund {0} -save.mode = Gamemode: {0} -save.date = Viimati Salvestatud: {0} +save.wave = Lahingulaine {0} +save.mode = Mänguviis: {0} +save.date = Viimati salvestatud: {0} save.playtime = Mänguaeg: {0} -warning = Hoiatus. +warning = Hoiatus confirm = Kinnita delete = Kustuta -view.workshop = View In Workshop +view.workshop = Vaata Workshop'is ok = OK open = Ava -customize = Kohanda +customize = Kohanda reegleid cancel = Tühista -openlink = Ava Link -copylink = Kopeeri Link +openlink = Ava link +copylink = Kopeeri link back = Tagasi -data.export = Export Data -data.import = Import Data -data.exported = Data exported. -data.invalid = This isn't valid game data. -data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. -classic.export = Export Classic Data -classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app? -quit.confirm = Oled kindel, et soovid lahkuda? -quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] +data.export = Ekspordi mänguandmed +data.import = Impordi mänguandmed +data.exported = Mänguandmed eksporditud. +data.invalid = Need ei ole sobivad mänguandmed. +data.import.confirm = Mänguandmete importimine kustutab\n[scarlet] kõik[] sinu praegused mänguandmed.\n[accent]Seda ei saa tagasi võtta![]\n\nKui mänguandmed on imporditud,\nsiis mäng sulgub kohe. +classic.export = Ekspordi Classic-mänguandmed +classic.export.text = [accent]Mindustry[] on äsja saanud suure uuenduse.\nTuvastatud on Classic- (v3.5 build 40) mänguandmed. Kas sa tahaksid need mänguandmed oma seadme kodukausta kopeerida, et neid Mindustry Classic rakenduses kasutada? +quit.confirm = Oled kindel, et soovid väljuda? +quit.confirm.tutorial = Oled kindel, et soovid õpetuse lõpetada?\nÕpetust saab uuesti läbida:\n[accent]Mängi -> Õpetus[]. loading = [accent]Laadimine... saving = [accent]Salvestamine... -wave = [accent]Raund {0} -wave.waiting = [LIGHT_GRAY]Raund {0} sekundi pärast -wave.waveInProgress = [LIGHT_GRAY]Raund käib -waiting = [LIGHT_GRAY]Ootan... +wave = [accent]Lahingulaine {0} +wave.waiting = [lightgray]Järgmine laine\nalgab: {0} +wave.waveInProgress = [lightgray]Toimub lahingulaine +waiting = [lightgray]Ootan... waiting.players = Ootan mängijaid... -wave.enemies = [LIGHT_GRAY]{0} Vastast Alles -wave.enemy = [LIGHT_GRAY]{0} Vastane Alles -loadimage = Lae Pilt -saveimage = Salvesta Pilt -unknown = Tundmatu -custom = Custom -builtin = Sisseehitatud -map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone! -map.random = [accent]Random Map -map.nospawn = This map does not have any cores for the player to spawn in! Add a[ROYAL] blue[] core to this map in the editor. -map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] non-blue[] cores to this map in the editor. -map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor. -map.invalid = Error loading map: corrupted or invalid map file. -map.publish.error = Error publishing map: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! -eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... -editor.brush = Brush -editor.openin = Open In Editor -editor.oregen = Ore Generation -editor.oregen.info = Ore Generation: -editor.mapinfo = Maailma Info +wave.enemies = [lightgray]{0} vaenlast alles +wave.enemy = [lightgray]{0} vaenlane alles +loadimage = Lae pilt +saveimage = Salvesta pilt +unknown = +custom = Mängija loodud +builtin = Sisse-ehitatud +map.delete.confirm = Oled kindel, et soovid maailma kustutada? Seda ei saa tagasi võtta! +map.random = [accent]Suvaline maailm +map.nospawn = Selles maailmas ei ole mängijate tuumikuid!\nLisa redaktoris sellele maailmale[accent] oranž[] tuumik. +map.nospawn.pvp = Selles maailmas ei ole piisavalt mängijate tuumikuid!\nLisa redaktoris sellele maailmale[SCARLET] mitte-oranže[] tuumikuid. +map.nospawn.attack = Selles maailmas ei ole mängijate poolt rünnatavaid vaenlaste tuumikuid!\nLisa redaktoris sellele maailmale[SCARLET] punaseid[] tuumikuid. +map.invalid = Viga maailma laadimisel: ebasobiv või riknenud fail. +map.publish.error = Viga maailma avaldamisel: {0} +map.publish.confirm = Oled kindel, et soovid selle maailma üles laadida?\n\n[lightgray]Veendu, et oled nõustunud Workshop'i kasutustingimustega. Vastasel juhul ei saa sinu maailma üles laadida. +eula = Steam'i kasutustingimused +map.publish = Maailm on üles laaditud. +map.publishing = [accent]Maailma üleslaadimine... +editor.brush = Pintsel +editor.openin = Ava redaktoris +editor.oregen = Maakide genereerimine +editor.oregen.info = Maakide genereerimine: +editor.mapinfo = Üldinfo editor.author = Autor: editor.description = Kirjeldus: -editor.nodescription = A map must have a description of at least 4 characters before being published. -editor.waves = Raundid: -editor.rules = Rules: -editor.generation = Generation: -editor.ingame = Edit In-Game -editor.publish.workshop = Publish On Workshop -editor.newmap = New Map +editor.nodescription = Maailmal peab enne avaldamist olema vähemalt 4 tähemärgi pikkune kirjeldus. +editor.waves = Lahingulained: +editor.rules = Reeglid: +editor.generation = Genereerimine: +editor.ingame = Redigeeri mängus +editor.publish.workshop = Avalda Workshop'is +editor.newmap = Uus maailm workshop = Workshop -waves.title = Raundid +waves.title = Lahingulained waves.remove = Eemalda -waves.never = +waves.never = -- waves.every = iga -waves.waves = Raund(id) -waves.perspawn = per spawn +waves.waves = laine järel +waves.perspawn = laine kohta waves.to = kuni waves.boss = Boss -waves.preview = Preview +waves.preview = Eelvaade waves.edit = Muuda... -waves.copy = Copy to Clipboard -waves.load = Load from Clipboard -waves.invalid = Invalid waves in clipboard. -waves.copied = Raundid kopeeritud. -waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout. -editor.default = [LIGHT_GRAY] -details = Details... +waves.copy = Kopeeri puhvrisse +waves.load = Lae puhvrist +waves.invalid = Puhvrist laeti vigane lahingulainete informatsioon. +waves.copied = Lahingulainete informatsioon kopeeriti puhvrisse. +waves.none = Vaenlased on täpsustamata.\n[accent]Märkus: Tühjad lahingulained asendatakse automaatselt[]\n[accent]vaikimisi lahingulainetega. +editor.default = [lightgray] +details = Üksikasjad... edit = Muuda... editor.name = Nimi: -editor.spawn = Spawn Unit -editor.removeunit = Remove Unit -editor.teams = Tiimid -editor.errorload = Error loading file:\n[accent]{0} -editor.errorsave = Error saving file:\n[accent]{0} -editor.errorimage = That's an image, not a map. Don't go around changing extensions expecting it to work.\n\nIf you want to import a legacy map, use the 'import legacy map' button in the editor. -editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported. -editor.errornot = This is not a map file. -editor.errorheader = This map file is either not valid or corrupt. +editor.spawn = Tekita väeüksus +editor.removeunit = Eemalda väeüksus +editor.teams = Võistkonnad +editor.errorload = Viga faili laadimisel. +editor.errorsave = Viga faili salvestamisel. +editor.errorimage = See on pildifail, mitte maailmafail.\n\nKui soovid importida Classic- (3.5/build 40) maailma, vajuta redaktoris nupule 'Impordi Classic-maailm'. +editor.errorlegacy = See maailmafail on liiga vana ja kasutab iganenud formaati, mida enam ei toetata. +editor.errornot = See ei ole maailmafail. +editor.errorheader = See maailmafail on ebasobiv või riknenud. editor.errorname = Maailma nime pole täpsustatud. editor.update = Uuenda -editor.randomize = Randomize -editor.apply = Apply +editor.randomize = Juhuslikusta +editor.apply = Kinnita editor.generate = Genereeri -editor.resize = Resize -editor.loadmap = Lae Maailm -editor.savemap = Salvesta maailm +editor.resize = Suurus +editor.loadmap = Lae maailm +editor.savemap = Salvesta editor.saved = Salvestatud! -editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. -editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. -editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists! +editor.save.noname = Su maailmal ei ole nime! Anna maailmale nimi, vajutades menüüs nupule "Üldinfo". +editor.save.overwrite = Sinu maailm kirjutaks üle sisse-ehitatud maailma! Anna maailmale teistsugune nimi, vajutades menüüs nupule "Üldinfo". +editor.import.exists = [scarlet]Importimine ebaõnnestus:[] sisse-ehitatud maailm nimega "{0}" on juba olemas! editor.import = Impordi... -editor.importmap = Impordi Maailm -editor.importmap.description = Import an already existing map -editor.importfile = Impordi Fail -editor.importfile.description = Import an external map file -editor.importimage = Import Legacy Image -editor.importimage.description = Import an external map image file +editor.importmap = Impordi maailm +editor.importmap.description = Impordi olemasolev maailm +editor.importfile = Impordi fail +editor.importfile.description = Impordi maailmafail +editor.importimage = Impordi Classic-maailm +editor.importimage.description = Impordi piltformaadis maailmafail editor.export = Ekspordi... -editor.exportfile = Ekspordi Fail -editor.exportfile.description = Ekspordi maailma fail -editor.exportimage = Export Terrain Image -editor.exportimage.description = Export a map image file -editor.loadimage = Import Terrain -editor.saveimage = Export Terrain -editor.unsaved = [scarlet]You have unsaved changes![]\nAre you sure you want to exit? -editor.resizemap = Resize Map -editor.mapname = Map Name: -editor.overwrite = [accent]Warning!\nThis overwrites an existing map. -editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it? -editor.exists = A map with this name already exists. -editor.selectmap = Select a map to load: -toolmode.replace = Replace -toolmode.replace.description = Draws only on solid blocks. -toolmode.replaceall = Replace All -toolmode.replaceall.description = Replace all blocks in map. -toolmode.orthogonal = Orthogonal -toolmode.orthogonal.description = Draws only orthogonal lines. -toolmode.square = Square -toolmode.square.description = Square brush. -toolmode.eraseores = Erase Ores -toolmode.eraseores.description = Erase only ores. -toolmode.fillteams = Fill Teams -toolmode.fillteams.description = Fill teams instead of blocks. -toolmode.drawteams = Draw Teams -toolmode.drawteams.description = Draw teams instead of blocks. -filters.empty = [LIGHT_GRAY]No filters! Add one with the button below. -filter.distort = Distort -filter.noise = Noise -filter.median = Median -filter.oremedian = Ore Median -filter.blend = Blend -filter.defaultores = Default Ores +editor.exportfile = Ekspordi fail +editor.exportfile.description = Ekspordi maailmafail +editor.exportimage = Ekspordi maastik +editor.exportimage.description = Ekspordi piltformaadis maailmafail +editor.loadimage = Impordi maastik +editor.saveimage = Ekspordi maastik +editor.unsaved = [scarlet]Sul on salvestamata muudatusi![]\nOled kindel, et soovid väljuda? +editor.resizemap = Muuda maailma suurust +editor.mapname = Maailma nimi: +editor.overwrite = [accent]Hoiatus!\nSee asendab olemasoleva maailma. +editor.overwrite.confirm = [scarlet]Hoiatus![] Sellise nimega maailm on juba olemas. Oled kindel, et soovid selle asendada? +editor.exists = Sellise nimega maailm on juba olemas. +editor.selectmap = Vali laetav maailm: + +toolmode.replace = Asenda +toolmode.replace.description = Joonista ainult tahkete blokkide peale. +toolmode.replaceall = Asenda kõik +toolmode.replaceall.description = Asenda kõik blokid selles maailmas. +toolmode.orthogonal = Ortogonaalne +toolmode.orthogonal.description = Joonista ainult täisnurkselt ristuvaid jooni. +toolmode.square = Ruudukujuline +toolmode.square.description = Joonista ruudukujulise pintsliga. +toolmode.eraseores = Kustuta maake +toolmode.eraseores.description = Kustuta ainult maake. +toolmode.fillteams = Täida võistkondi +toolmode.fillteams.description = Täida blokkide asemel võistkondi. +toolmode.drawteams = Joonista võistkondi +toolmode.drawteams.description = Joonista blokkide asemel võistkondi. + +filters.empty = [lightgray]Filtrid puuduvad! Lisa filtreid alloleva nupuga. +filter.distort = Moonutamine +filter.noise = Müra +filter.median = Mediaan +filter.oremedian = Maakide mediaan +filter.blend = Segustamine +filter.defaultores = Vaikimisi maagid filter.ore = Maak -filter.rivernoise = River Noise -filter.mirror = Mirror -filter.clear = Clear -filter.option.ignore = Ignore -filter.scatter = Scatter -filter.terrain = Terrain -filter.option.scale = Scale -filter.option.chance = Chance -filter.option.mag = Magnitude -filter.option.threshold = Threshold -filter.option.circle-scale = Circle Scale -filter.option.octaves = Octaves -filter.option.falloff = Falloff -filter.option.angle = Angle -filter.option.block = Plokk +filter.rivernoise = Jõed +filter.mirror = Peegeldamine +filter.clear = Kustutamine +filter.option.ignore = Eira +filter.scatter = Puistamine +filter.terrain = Maastik +filter.option.scale = Ulatus +filter.option.chance = Tõenäosus +filter.option.mag = Suurusjärk +filter.option.threshold = Lävi +filter.option.circle-scale = Ringjoone ulatus +filter.option.octaves = Oktaav +filter.option.falloff = Filter +filter.option.angle = Nurk +filter.option.block = Blokk filter.option.floor = Põrand -filter.option.flooronto = Target Floor +filter.option.flooronto = Asendatav põrand filter.option.wall = Sein filter.option.ore = Maak -filter.option.floor2 = Teine Korrus -filter.option.threshold2 = Secondary Threshold -filter.option.radius = Radius -filter.option.percentile = Percentile +filter.option.floor2 = Teine põrand +filter.option.threshold2 = Teine lävi +filter.option.radius = Raadius +filter.option.percentile = Protsentiil + width = Laius: height = Kõrgus: menu = Menüü play = Mängi -campaign = Campaign +campaign = Kampaania load = Lae save = Salvesta fps = FPS: {0} tps = TPS: {0} ping = Ping: {0}ms -language.restart = Please restart your game for the language settings to take effect. +language.restart = Keelesätete muudatuste jõustumiseks [accent]taaskäivita[] mäng. settings = Sätted tutorial = Õpetus -tutorial.retake = Re-Take Tutorial -editor = Editor -mapeditor = Map Editor +tutorial.retake = Korda õpetust +editor = Redaktor +mapeditor = Maailmaredaktor donate = Anneta -abandon = Abandon -abandon.text = This zone and all its resources will be lost to the enemy. -locked = Locked -complete = [LIGHT_GRAY]Reach: -zone.requirement = Wave {0} in zone {1} -resume = Resume Zone:\n[LIGHT_GRAY]{0} -bestwave = [LIGHT_GRAY]Best Wave: {0} -launch = < LAUNCH > -launch.title = Launch Successful -launch.next = [LIGHT_GRAY]next opportunity at wave {0} -launch.unable2 = [scarlet]Unable to LAUNCH.[] -launch.confirm = This will launch all resources in your core.\nYou will not be able to return to this base. -launch.skip.confirm = If you skip now, you will not be able to launch until later waves. -uncover = Uncover -configure = Configure Loadout -configure.locked = [LIGHT_GRAY]Unlock configuring loadout: Wave {0}. -configure.invalid = Amount must be a number between 0 and {0}. -zone.unlocked = [LIGHT_GRAY]{0} unlocked. -zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met. -zone.config.complete = Wave {0} reached:\nLoadout config unlocked. -zone.resources = Resources Detected: -zone.objective = [lightgray]Objective: [accent]{0} -zone.objective.survival = Survive -zone.objective.attack = Destroy Enemy Core + +abandon = Loobu +abandon.text = See piirkond koos kõigi ressurssidega loovutatakse vaenlasele. +locked = Lukus +complete = [lightgray]Eesmärgid: +zone.requirement = {0} lahingulainet piirkonnas "{1}" +resume = Jätka piirkonnas:\n[lightgray]{0} +bestwave = [lightgray]Parim lahingulaine: {0} +launch = < LENDUTÕUS > +launch.title = Lendutõus +launch.next = [lightgray]Järgmine võimalus on {0}. laine järel +launch.unable2 = [scarlet]Ei saa LENDU TÕUSTA.[] +launch.confirm = Lendu tõusmisel võetakse kaasa\nkõik tuumikus olevad ressursid.\n[accent]Sellesse baasi ei ole võimalik tagasi tulla. +launch.skip.confirm = Kui jätad praegu lendu tõusmata, siis saad seda teha alles hilisemate lahingulainete järel. +uncover = Ava +configure = Muuda varustust +configure.locked = [lightgray]Varustuse muutmine avaneb\n {0}. lahingulaine järel. +configure.invalid = Arv peab olema 0 ja {0} vahel. +zone.unlocked = [lightgray]{0} avatud. +zone.requirement.complete = Jõudsid lahingulaineni {0}:\nPiirkonna "{1}" nõuded täidetud. +zone.config.complete = Jõudsid lahingulaineni {0}:\nVarustuse muutmine avatud. +zone.resources = Ressursid: +zone.objective = [lightgray]Eesmärk: [accent]{0} +zone.objective.survival = Ellujäämine +zone.objective.attack = Hävita vaenlaste tuumik add = Lisa... -boss.health = Bossi Elud -connectfail = [crimson]Failed to connect to server:\n\n[accent]{0} -error.unreachable = Server unreachable.\nIs the address spelled correctly? -error.invalidaddress = Invalid address. -error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct! -error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry! -error.alreadyconnected = Already connected. -error.mapnotfound = Map file not found! -error.io = Network I/O error. -error.any = Unknown network error. -error.bloom = Failed to initialize bloom.\nYour device may not support it. -zone.groundZero.name = Ground Zero -zone.desertWastes.name = Desert Wastes -zone.craters.name = The Craters -zone.frozenForest.name = Frozen Forest -zone.ruinousShores.name = Ruinous Shores -zone.stainedMountains.name = Stained Mountains -zone.desolateRift.name = Desolate Rift -zone.nuclearComplex.name = Nuclear Production Complex -zone.overgrowth.name = Overgrowth -zone.tarFields.name = Tar Fields -zone.saltFlats.name = Salt Flats -zone.impact0078.name = Impact 0078 -zone.crags.name = Crags -zone.fungalPass.name = Fungal Pass -zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed. -zone.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -zone.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. -zone.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. -zone.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. -zone.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. -zone.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. -zone.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. -zone.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. -zone.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. +boss.health = Bossi elud + +connectfail = [crimson]Ühenduse viga:\n\n[accent]{0} +error.unreachable = Server ei ole kättesaadav.\nKas serveri aadress on õigesti sisestatud? +error.invalidaddress = Vale aadress. +error.timedout = Ühendus aegus!\nVeendu, et host on pordid edasi suunanud ja et serveri aadress on õigesti sisestatud! +error.mismatch = Andmepaketi viga!\nVõimalik, et kliendi ja serveri versioonid on erinevad.\nVeendu, et nii sinul kui ka hostil on Mindustry uusim versioon! +error.alreadyconnected = Ühendus on juba loodud. +error.mapnotfound = Maailmafaili ei leitud! +error.io = Võrgu sisend-väljundi viga. +error.any = Teadmata viga võrgus. +error.bloom = Bloom-efekti lähtestamine ebaõnnestus.\nSinu seade ei pruugi seda efekti toetada. + +zone.groundZero.name = Nullpunkt +zone.desertWastes.name = Kõrbestunud tühermaa +zone.craters.name = Kraatrid +zone.frozenForest.name = Jäätunud mets +zone.ruinousShores.name = Rüüstatud kaldad +zone.stainedMountains.name = Rikutud mägismaa +zone.desolateRift.name = Mahajäetud rift +zone.nuclearComplex.name = Tuumajõujaam +zone.overgrowth.name = Kinnikasvanud võsa +zone.tarFields.name = Tõrvaväljad +zone.saltFlats.name = Soolaväljad +zone.impact0078.name = Kokkupõrge 0078 +zone.crags.name = Kaljurünkad +zone.fungalPass.name = Seenekuru + +zone.groundZero.description = Optimaalne asukoht alustamiseks.\nMadal ohutase. Vähesel määral ressursse.\nKogu kokku nii palju vaske ja pliid kui võimalik. +zone.frozenForest.description = Spoorid on levinud isegi mägede lähedale. Jäised temperatuurid ei suuda neid igavesti eemal hoida.\n\nAlusta esimeste katsetustega energia tootmises. Ehita põlemisgeneraatoreid.\nÕpi oma ehitisi parandama. +zone.desertWastes.description = Need tühermaad on üüratud ja ettearvamatud. Siin-seal leidub mahajäetud ja räsitud tööstushooneid.\n\nSelles piirkonnas leidub sütt. Töötle seda grafiidiks või põleta energia saamiseks.\n\n[lightgray]Maandumispaik ei ole kindlaks määratud. +zone.saltFlats.description = Kõrbe äärealadel laiuvad soolaväljad. Sellel alal leidub üksikuid ressursse.\n\nVaenlased on ehitanud siia ressursside hoidla. Hävita nende tuumik. Tee kõik maatasa. +zone.craters.description = Kunagiste sõdade käigus tekkinud kraatrisse on nüüdseks kogunenud vesi. Taasta see piirkond. Kogu liiva. Sulata see metaklaasiks. Kahurite ja puuride jahutamiseks pumpa vett. +zone.ruinousShores.description = Peale tühermaad algab rannajoon. Kunagi asus siin rannakaitsekompleks. Sellest ei ole palju alles. Kõigest põhilisemad kaitseehitised on jäänud puutumata. Teistest hoonetest on alles vaid varemed.\nJätka kaugemale arenemist. Taasavasta tehnoloogiaid. +zone.stainedMountains.description = Kaugemal sisemaal laiuvad mäed, mis on veel spooridest puutumata.\nKaevanda selles piirkonnas külluslikult leiduvat titaani. Õpi seda kasutama.\n\nVaenlasi on siin üpris palju. Ära anna neile aega oma tugevaimate väeüksuste teele saatmiseks. +zone.overgrowth.description = See ala on võsastunud ja asub spooride allika lähedal.\nVaenlased on siin eelpostil. Hävita see. Ehita kalevite väeüksuseid. Taasta see, mis läks kunagi kaduma. +zone.tarFields.description = Mägede ja kõrbe vahel asuvad naftatootmistsooni äärealad. Üks väheseid tõrvavarude piirkondi.\nEhkki see koht on mahajäetud, leidub selle läheduses ohtlikke vaenlasi. Ära alahinda neid.\n\n[lightgray]Võimaluse korral uuri nafta töötlemise tehnoloogiaid. +zone.desolateRift.description = Äärmiselt ohtlik piirkond. Külluslikult ressursse, kuid vähe ruumi. Suur hävinemisoht. Lahku võimalikult kiiresti. Vaenlaste rünnakute vaheline pikk aeg on petlik! +zone.nuclearComplex.description = Endine tooriumi tootmise ja töötlemise rajatis, millest on nüüdseks alles vaid varemed.\n[lightgray]Uuri tooriumit ja selle laialdaseid kasutusvõimalusi.\n\nVaenlaseid on siin palju ning nad jälgivad pidevalt sissetungijaid. +zone.fungalPass.description = Üleminekuala kõrgete mägede ja madalamate, spooridega ülekülvatud maade vahel. Siin asub väike vaenlaste luurebaas.\nHävita see.\nKasuta soldatite ja plahvatajate väeüksuseid. Hävita kaks vaenlaste tuumikut. zone.impact0078.description = zone.crags.description = + settings.language = Keel -settings.data = Game Data -settings.reset = Reset to Defaults -settings.rebind = Rebind -settings.controls = Controls +settings.data = Mänguandmed +settings.reset = Vaikimisi sätted +settings.rebind = Muuda +settings.controls = Juhtnupud settings.game = Mäng settings.sound = Heli -settings.graphics = Graphics -settings.cleardata = Clear Game Data... -settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone! -settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit. -settings.clearunlocks = Clear Unlocks -settings.clearall = Clear All -paused = [accent]< Paused > +settings.graphics = Graafika +settings.cleardata = Kustuta mänguandmed... +settings.clear.confirm = Oled kindel, et soovid olemasolevad\nsätted kustutada?\n[accent]Seda ei saa tagasi võtta! +settings.clearall.confirm = [scarlet]HOIATUS![]\nKustutatakse kõik andmed, sealhulgas salvestised, maailmad, kampaania saavutused\nja juhtnuppude sätted.\n[accent]Vajutades nupule "OK", kustutatakse\nkõik andmed ja seejärel mäng sulgub.[] +settings.clearunlocks = Kustuta kampaania saavutused +settings.clearall = Kustuta kõik +paused = [accent]< Paus > yes = Jah no = Ei info.title = Info -error.title = [crimson]An error has occured -error.crashtitle = An error has occured -attackpvponly = [scarlet]Only available in Attack/PvP modes +error.title = [crimson]Viga +error.crashtitle = Viga +attackpvponly = [scarlet]Saadaval ainult mänguviisidega "Rünnak" ja "Versus" blocks.input = Sisend blocks.output = Väljund -blocks.booster = Booster -block.unknown = [LIGHT_GRAY]??? -blocks.powercapacity = Power Capacity -blocks.powershot = Power/Shot -blocks.damage = Damage -blocks.targetsair = Targets Air -blocks.targetsground = Targets Ground -blocks.itemsmoved = Move Speed -blocks.launchtime = Time Between Launches -blocks.shootrange = Range +blocks.booster = Kiirendaja +block.unknown = [lightgray]??? +blocks.powercapacity = Energiamahtuvus +blocks.powershot = Energia ühikut/lasu kohta +blocks.damage = Hävituspunkte +blocks.targetsair = Sihib õhku +blocks.targetsground = Sihib maapinnale +blocks.itemsmoved = Transportimise kiirus +blocks.launchtime = Aeg lendutõusude vahel +blocks.shootrange = Ulatus blocks.size = Suurus -blocks.liquidcapacity = Liquid Capacity -blocks.powerrange = Energia Ulatus -blocks.poweruse = Energia Kasutus -blocks.powerdamage = Power/Damage -blocks.itemcapacity = Item Capacity -blocks.basepowergeneration = Base Power Generation -blocks.productiontime = Production Time -blocks.repairtime = Block Full Repair Time -blocks.speedincrease = Speed Increase +blocks.liquidcapacity = Vedelike mahutavus +blocks.powerrange = Energia ulatus +blocks.poweruse = Energiatarve +blocks.powerdamage = Energiatarve hävituspunkti kohta +blocks.itemcapacity = Ressursside mahutavus +blocks.basepowergeneration = Energiatootlus +blocks.productiontime = Tootmisaeg +blocks.repairtime = Täieliku parandamise aeg +blocks.speedincrease = Kiiruse suurenemine blocks.range = Ulatus -blocks.drilltier = Drillables -blocks.drillspeed = Base Drill Speed -blocks.boosteffect = Boost Effect -blocks.maxunits = Max Active Units -blocks.health = Health -blocks.buildtime = Build Time -blocks.buildcost = Build Cost -blocks.inaccuracy = Inaccuracy -blocks.shots = Shots -blocks.reload = Shots/Second +blocks.drilltier = Kaevandatav +blocks.drillspeed = Puurimise kiirus +blocks.boosteffect = Kiirendaja mõju +blocks.maxunits = Maks. aktiivseid väeüksuseid +blocks.health = Elud +blocks.buildtime = Ehitamise aeg +blocks.buildcost = Ehitamise maksumus +blocks.inaccuracy = Ebatäpsus +blocks.shots = Laske +blocks.reload = Lasku/s blocks.ammo = Laskemoon -bar.drilltierreq = Better Drill Required -bar.drillspeed = Drill Speed: {0}/s -bar.efficiency = Efficiency: {0}% -bar.powerbalance = Power: {0}/s -bar.powerstored = Stored: {0}/{1} -bar.poweramount = Power: {0} -bar.poweroutput = Power Output: {0} -bar.items = Items: {0} -bar.capacity = Capacity: {0} + +bar.drilltierreq = Nõuab paremat puuri +bar.drillspeed = Puurimise kiirus: {0}/s +bar.efficiency = Kasutegur: {0}% +bar.powerbalance = Bilanss: {0}/s +bar.powerstored = Puhver: {0}/{1} +bar.poweramount = Laeng: {0} +bar.poweroutput = Tootlus: {0} +bar.items = Ressursse: {0} +bar.capacity = Mahutavus: {0} bar.liquid = Vedelik bar.heat = Kuumus bar.power = Energia -bar.progress = Build Progress -bar.spawned = Units: {0}/{1} -bullet.damage = [stat]{0}[lightgray] damage -bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles -bullet.incendiary = [stat]incendiary -bullet.homing = [stat]homing -bullet.shock = [stat]shock -bullet.frag = [stat]frag -bullet.knockback = [stat]{0}[lightgray] knockback -bullet.freezing = [stat]freezing -bullet.tarred = [stat]tarred -bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier -bullet.reload = [stat]{0}[lightgray]x fire rate -unit.blocks = blocks -unit.powersecond = power units/second -unit.liquidsecond = liquid units/second -unit.itemssecond = items/second -unit.liquidunits = liquid units -unit.powerunits = power units -unit.degrees = degrees -unit.seconds = sek +bar.progress = Edenemine +bar.spawned = Väeüksuseid: {0}/{1} + +bullet.damage = [stat]{0}[lightgray] hävituspunkti +bullet.splashdamage = [stat]{0}[lightgray] hävituspunkti ~[stat] {1}[lightgray] blokki +bullet.incendiary = [stat]süttiv +bullet.homing = [stat]isesihtiv +bullet.shock = [stat]elektriseeriv +bullet.frag = [stat]kildpomm +bullet.knockback = [stat]{0}[lightgray]x tagasilöögi kordaja +bullet.freezing = [stat]jäätav +bullet.tarred = [stat]leekisüütav +bullet.multiplier = [stat]{0}[lightgray]x laskemoona kordaja +bullet.reload = [stat]{0}[lightgray]x tulistamise kiirus + +unit.blocks = blokki +unit.powersecond = energiaühikut/s +unit.liquidsecond = vedelikuühikut/s +unit.itemssecond = ressursiühikut/s +unit.liquidunits = vedelikuühikut +unit.powerunits = energiaühikut +unit.degrees = kraadi +unit.seconds = s unit.persecond = /s unit.timesspeed = x kiirus unit.percent = % -unit.items = asjad -category.general = Üldine +unit.items = ressursiühikut +category.general = Üldinfo category.power = Energia category.liquids = Vedelikud -category.items = Asjad +category.items = Ressursid category.crafting = Sisend/Väljund category.shooting = Tulistamine -category.optional = Optional Enhancements -setting.landscape.name = Lock Landscape +category.optional = Valikulised täiustused +setting.landscape.name = Lukusta horisontaalpaigutus setting.shadows.name = Varjud -setting.linear.name = Linear Filtering -setting.animatedwater.name = Animeeritud Vesi -setting.animatedshields.name = Animeeritud Kilbid -setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[] -setting.indicators.name = Enemy/Ally Indicators -setting.autotarget.name = Auto-Target -setting.keyboard.name = Mouse+Keyboard Controls -setting.touchscreen.name = Touchscreen Controls -setting.fpscap.name = Max FPS -setting.fpscap.none = None -setting.fpscap.text = {0} FPS -setting.uiscale.name = UI Scaling[lightgray] (require restart)[] -setting.swapdiagonal.name = Always Diagonal Placement +setting.linear.name = Lineaarne tekstuurivastendus +setting.animatedwater.name = Animeeritud vesi +setting.animatedshields.name = Animeeritud kilbid +setting.antialias.name = Sakitõrje[lightgray] (vajab mängu taaskäivitamist)[] +setting.indicators.name = Vaenlaste/Liitlaste osutid +setting.autotarget.name = Automaatne sihtimine +setting.keyboard.name = Hiire ja klaviatuuri juhtnupud +setting.touchscreen.name = Puuteekraani juhtimine +setting.fpscap.name = Maks. arv kaadreid/s +setting.fpscap.none = Puudub +setting.fpscap.text = {0} kaadrit/s +setting.uiscale.name = Kasutajaliidese suurus[lightgray] (vajab mängu taaskäivitamist)[] +setting.swapdiagonal.name = Paiguta alati diagonaalselt setting.difficulty.training = Treening setting.difficulty.easy = Lihtne -setting.difficulty.normal = Normaalne +setting.difficulty.normal = Keskmine setting.difficulty.hard = Raske -setting.difficulty.insane = Insane -setting.difficulty.name = Difficulty: -setting.screenshake.name = Screen Shake -setting.effects.name = Display Effects -setting.sensitivity.name = Controller Sensitivity -setting.saveinterval.name = Save Interval -setting.seconds = {0} Sekundit +setting.difficulty.insane = Hullumeelne +setting.difficulty.name = Raskusaste: +setting.screenshake.name = Ekraani värisemine +setting.effects.name = Näita visuaalefekte +setting.sensitivity.name = Kontrolleri tundlikkus +setting.saveinterval.name = Salvestamise intervall +setting.seconds = {0} sekundit setting.fullscreen.name = Täisekraan -setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart) -setting.fps.name = Show FPS -setting.vsync.name = VSync -setting.lasers.name = Näita Energia Lasereid -setting.pixelate.name = Pixelate[LIGHT_GRAY] (disables animations) -setting.minimap.name = Näita Kaarti -setting.musicvol.name = Heli tase -setting.ambientvol.name = Ambient Volume +setting.borderlesswindow.name = Äärteta ekraan[lightgray] (võib vajada mängu taaskäivitamist) +setting.fps.name = Näita kaadrite arvu sekundis +setting.vsync.name = Vertikaalne sünkroonimine +setting.lasers.name = Näita energiasõlmede vahelisi ühendusi +setting.pixelate.name = Piksel-efekt[lightgray] (lülitab animatsioonid välja) +setting.minimap.name = Näita kaarti +setting.musicvol.name = Muusika helitugevus +setting.ambientvol.name = Taustahelide tugevus setting.mutemusic.name = Vaigista muusika -setting.sfxvol.name = SFX Volume -setting.mutesound.name = Mute Sound -setting.crashreport.name = Send Anonymous Crash Reports -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility -setting.chatopacity.name = Chat Opacity -setting.playerchat.name = Display In-Game Chat -uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... -uiscale.cancel = Cancel & Exit -setting.bloom.name = Bloom -keybind.title = Rebind Keys -keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. -category.general.name = General -category.view.name = View -category.multiplayer.name = Multiplayer +setting.sfxvol.name = Heliefektide tugevus +setting.mutesound.name = Vaigista heli +setting.crashreport.name = Saada automaatseid veateateid +setting.savecreate.name = Loo automaatseid salvestisi +setting.publichost.name = Avaliku mängu nähtavus +setting.chatopacity.name = Vestlusakna läbipaistmatus +setting.playerchat.name = Näita mängusisest vestlusakent +uiscale.reset = Kasutajaliidese suurust on muudetud.\nVajuta nupule "OK", et uus suurus kinnitada.\n[scarlet]Esialgne suurus taastatakse[accent] {0}[] sekundi pärast... +uiscale.cancel = Tühista ja välju +setting.bloom.name = Bloom-efekt +keybind.title = Muuda juhtnuppe +keybinds.mobile = [scarlet]Enamik kuvatud juhtnuppudest ei ole kasutusel mobiilsetel seadmetel. Toetatakse vaid lihtsaid liikumisega seotud juhtnuppe. +category.general.name = Mäng +category.view.name = Kaamera ja kasutajaliides +category.multiplayer.name = Mitmikmäng command.attack = Ründa -command.rally = Rally command.retreat = Põgene -keybind.gridMode.name = Block Select -keybind.gridModeShift.name = Category Select +command.rally = Patrulli +keybind.gridMode.name = Bloki kiirvalimine +keybind.gridModeShift.name = Kategooria kiirvalimine keybind.press = Vajuta klahvi... -keybind.press.axis = Press an axis or key... -keybind.screenshot.name = Map Screenshot -keybind.move_x.name = Move x -keybind.move_y.name = Move y -keybind.fullscreen.name = Toggle Fullscreen -keybind.select.name = Select/Shoot -keybind.diagonal_placement.name = Diagonal Placement -keybind.pick.name = Pick Block -keybind.break_block.name = Break Block -keybind.deselect.name = Deselect -keybind.shoot.name = Shoot -keybind.zoom_hold.name = Zoom Hold -keybind.zoom.name = Zoom +keybind.press.axis = Liiguta juhtkangi või vajuta klahvi... +keybind.screenshot.name = Kuvatõmmis +keybind.move_x.name = Liigu X-teljel +keybind.move_y.name = Liigu Y-teljel +keybind.fullscreen.name = Täisekraan +keybind.select.name = Vali/Tulista +keybind.diagonal_placement.name = Diagonaalne paigutamine +keybind.pick.name = Vali blokk +keybind.break_block.name = Hävita blokk +keybind.deselect.name = Tühista valik +keybind.shoot.name = Tulista +keybind.zoom_hold.name = Suumimise režiim +keybind.zoom.name = Muuda suumi keybind.menu.name = Menüü keybind.pause.name = Paus -keybind.minimap.name = Minimap -keybind.dash.name = Dash -keybind.chat.name = Chat -keybind.player_list.name = Player list -keybind.console.name = Console -keybind.rotate.name = Rotate -keybind.toggle_menus.name = Toggle menus -keybind.chat_history_prev.name = Chat history prev -keybind.chat_history_next.name = Chat history next -keybind.chat_scroll.name = Chat scroll -keybind.drop_unit.name = Drop Unit -keybind.zoom_minimap.name = Zoom minimap -mode.help.title = Description of modes -mode.survival.name = Survival -mode.survival.description = The normal mode. Limited resources and automatic incoming waves. +keybind.minimap.name = Kaart +keybind.dash.name = Söösta +keybind.chat.name = Vestle +keybind.player_list.name = Mängijate nimekiri +keybind.console.name = Konsool +keybind.rotate.name = Pööra blokki +keybind.toggle_menus.name = Näita/Peida menüüd +keybind.chat_history_prev.name = Vestlusaken: eelmine +keybind.chat_history_next.name = Vestlusaken: järgmine +keybind.chat_scroll.name = Vestlusaken: kerimine +keybind.drop_unit.name = Heida väeüksus +keybind.zoom_minimap.name = Suumi kaarti +mode.help.title = Mänguviiside kirjeldused +mode.survival.name = Ellujäämine +mode.survival.description = Tavaline mänguviis. Piiratud ressursid. Lahingulainetena lähenevad vaenlased. mode.sandbox.name = Liivakast -mode.sandbox.description = Infinite resources and no timer for waves. -mode.pvp.name = PvP -mode.pvp.description = Fight against other players locally. -mode.attack.name = Attack -mode.attack.description = Destroy the enemy's base. No waves. -mode.custom = Kohandatud Reeglid -rules.infiniteresources = Infinite Resources -rules.wavetimer = Wave Timer -rules.waves = Raundi -rules.attack = Attack Mode -rules.enemyCheat = Infinite AI (Red Team) Resources -rules.unitdrops = Unit Drops -rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier -rules.unithealthmultiplier = Unit Health Multiplier -rules.playerhealthmultiplier = Player Health Multiplier -rules.playerdamagemultiplier = Player Damage Multiplier -rules.unitdamagemultiplier = Unit Damage Multiplier -rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles) -rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec) -rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec) -rules.buildcostmultiplier = Build Cost Multiplier -rules.buildspeedmultiplier = Build Speed Multiplier -rules.waitForWaveToEnd = Waves wait for enemies -rules.dropzoneradius = Drop Zone Radius:[LIGHT_GRAY] (tiles) -rules.respawns = Max respawns per wave -rules.limitedRespawns = Limit Respawns -rules.title.waves = Raundid -rules.title.respawns = Respawns -rules.title.resourcesbuilding = Resources & Building +mode.sandbox.description = Lõputult ressursse. Lahingulainetel puudub taimer. +mode.editor.name = Redaktor +mode.pvp.name = Versus +mode.pvp.description = Võitle teiste mängijate vastu. +mode.attack.name = Rünnak +mode.attack.description = Hävita vaenlaste baas. Lahingulaineid ei ole. +mode.custom = Reeglid + +rules.infiniteresources = Lõputult ressursse +rules.wavetimer = Kasuta taimerit +rules.waves = Kasuta lahingulaineid +rules.attack = Mänguviis "Rünnak" +rules.enemyCheat = [scarlet]Vaenlastel[] on lõputult ressursse +rules.unitdrops = Väeüksuste heitmine lubatud +rules.unitbuildspeedmultiplier = Väeüksuste tootmiskiiruse kordaja +rules.unithealthmultiplier = Väeüksuste elude kordaja +rules.playerhealthmultiplier = Mängija elude kordaja +rules.playerdamagemultiplier = Mängija hävitusvõime kordaja +rules.unitdamagemultiplier = Väeüksuste hävitusvõime kordaja +rules.enemycorebuildradius = Vaenlaste tuumiku ehitistevaba ala raadius:[lightgray] (ühik) +rules.respawntime = Elluärkamise aeg:[lightgray] (sekund) +rules.wavespacing = Aeg lainete vahel:[lightgray] (sekund) +rules.buildcostmultiplier = Ehitamise maksumuse kordaja +rules.buildspeedmultiplier = Ehitamise kiiruse kordaja +rules.waitForWaveToEnd = Järgmine laine ootab eelmise laine lõpuni +rules.dropzoneradius = Maandumisala raadius:[lightgray] (ühik) +rules.respawns = Maks. arv elluärkamisi laine kohta +rules.limitedRespawns = Piira elluärkamisi +rules.title.waves = Lahingulained +rules.title.respawns = Elluärkamised +rules.title.resourcesbuilding = Ressursid ja ehitamine rules.title.player = Mängijad -rules.title.enemy = Vastased -rules.title.unit = Units -content.item.name = Asjad +rules.title.enemy = Vaenlased +rules.title.unit = Väeüksused + +content.item.name = Ressursid content.liquid.name = Vedelikud -content.unit.name = Units -content.block.name = Plokid -content.mech.name = Mechs +content.unit.name = Väeüksused +content.block.name = Konstruktsioonid +content.mech.name = Mehhaanid item.copper.name = Vask item.lead.name = Plii item.coal.name = Süsi item.graphite.name = Grafiit -item.titanium.name = Titaanium +item.titanium.name = Titaan item.thorium.name = Toorium -item.silicon.name = Silikoon -item.plastanium.name = Plastaanium -item.phase-fabric.name = Faasriie -item.surge-alloy.name = Surge Alloy -item.spore-pod.name = Spore Pod +item.silicon.name = Räni +item.plastanium.name = Plastium +item.phase-fabric.name = Faaskangas +item.surge-alloy.name = Voogsulam +item.spore-pod.name = Spoorikobar item.sand.name = Liiv -item.blast-compound.name = Blast Compound -item.pyratite.name = Pyratite -item.metaglass.name = Metaglass -item.scrap.name = Scrap +item.blast-compound.name = Lõhkeaine +item.pyratite.name = Püratiit +item.metaglass.name = Metaklaas +item.scrap.name = Vanametall liquid.water.name = Vesi -liquid.slag.name = Slag +liquid.slag.name = Räbu liquid.oil.name = Nafta -liquid.cryofluid.name = Cryofluid -mech.alpha-mech.name = Alpha -mech.alpha-mech.weapon = Heavy Repeater -mech.alpha-mech.ability = Regeneration +liquid.cryofluid.name = Krüovedelik +mech.alpha-mech.name = Alfa +mech.alpha-mech.weapon = Raskekahur +mech.alpha-mech.ability = Isetaastumine mech.delta-mech.name = Delta -mech.delta-mech.weapon = Arc Generator -mech.delta-mech.ability = Discharge +mech.delta-mech.weapon = Elektrikahur +mech.delta-mech.ability = Laviinläbilöök mech.tau-mech.name = Tau -mech.tau-mech.weapon = Restruct Laser -mech.tau-mech.ability = Repair Burst -mech.omega-mech.name = Omega -mech.omega-mech.weapon = Swarm Missiles -mech.omega-mech.ability = Armored Configuration -mech.dart-ship.name = Dart -mech.dart-ship.weapon = Repeater -mech.javelin-ship.name = Javelin -mech.javelin-ship.weapon = Burst Missiles -mech.javelin-ship.ability = Discharge Booster -mech.trident-ship.name = Trident -mech.trident-ship.weapon = Bomb Bay -mech.glaive-ship.name = Glaive -mech.glaive-ship.weapon = Flame Repeater -item.explosiveness = [LIGHT_GRAY]Explosiveness: {0}% -item.flammability = [LIGHT_GRAY]Flammability: {0}% -item.radioactivity = [LIGHT_GRAY]Radioactivity: {0}% -unit.health = [LIGHT_GRAY]Health: {0} -unit.speed = [LIGHT_GRAY]Speed: {0} -mech.weapon = [LIGHT_GRAY]Weapon: {0} -mech.health = [LIGHT_GRAY]Health: {0} -mech.itemcapacity = [LIGHT_GRAY]Item Capacity: {0} -mech.minespeed = [LIGHT_GRAY]Mining Speed: {0}% -mech.minepower = [LIGHT_GRAY]Mining Power: {0} -mech.ability = [LIGHT_GRAY]Ability: {0} -mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}% -liquid.heatcapacity = [LIGHT_GRAY]Heat Capacity: {0} -liquid.viscosity = [LIGHT_GRAY]Viscosity: {0} -liquid.temperature = [LIGHT_GRAY]Temperature: {0} -block.sand-boulder.name = Sand Boulder -block.grass.name = Grass -block.salt.name = Salt -block.saltrocks.name = Salt Rocks -block.pebbles.name = Pebbles -block.tendrils.name = Tendrils -block.sandrocks.name = Sand Rocks -block.spore-pine.name = Spore Pine -block.sporerocks.name = Spore Rocks -block.rock.name = Kivi -block.snowrock.name = Lumekivi -block.snow-pine.name = Snow Pine -block.shale.name = Shale -block.shale-boulder.name = Shale Boulder -block.moss.name = Moss -block.shrubs.name = Shrubs -block.spore-moss.name = Spore Moss -block.shalerocks.name = Shale Rocks -block.scrap-wall.name = Scrap Wall -block.scrap-wall-large.name = Large Scrap Wall -block.scrap-wall-huge.name = Huge Scrap Wall -block.scrap-wall-gigantic.name = Gigantic Scrap Wall -block.thruster.name = Thruster -block.kiln.name = Kiln -block.graphite-press.name = Graphite Press -block.multi-press.name = Multi-Press -block.constructing = {0} [LIGHT_GRAY](Constructing) -block.spawn.name = Enemy Spawn -block.core-shard.name = Core: Shard -block.core-foundation.name = Core: Foundation -block.core-nucleus.name = Core: Nucleus -block.deepwater.name = Deep Water -block.water.name = Water -block.tainted-water.name = Tainted Water -block.darksand-tainted-water.name = Dark Sand Tainted Water -block.tar.name = Tar -block.stone.name = Stone -block.sand.name = Sand -block.darksand.name = Dark Sand -block.ice.name = Ice -block.snow.name = Snow -block.craters.name = Craters -block.sand-water.name = Sand water -block.darksand-water.name = Dark Sand Water -block.char.name = Char -block.holostone.name = Holo stone -block.ice-snow.name = Ice Snow -block.rocks.name = Rocks -block.icerocks.name = Ice rocks -block.snowrocks.name = Snow Rocks -block.dunerocks.name = Dune Rocks -block.pine.name = Pine -block.white-tree-dead.name = White Tree Dead -block.white-tree.name = White Tree -block.spore-cluster.name = Spore Cluster -block.metal-floor.name = Metal Floor 1 -block.metal-floor-2.name = Metal Floor 2 -block.metal-floor-3.name = Metal Floor 3 -block.metal-floor-5.name = Metal Floor 4 -block.metal-floor-damaged.name = Metal Floor Damaged -block.dark-panel-1.name = Dark Panel 1 -block.dark-panel-2.name = Dark Panel 2 -block.dark-panel-3.name = Dark Panel 3 -block.dark-panel-4.name = Dark Panel 4 -block.dark-panel-5.name = Dark Panel 5 -block.dark-panel-6.name = Dark Panel 6 -block.dark-metal.name = Dark Metal -block.ignarock.name = Igna Rock -block.hotrock.name = Hot Rock -block.magmarock.name = Magma Rock -block.cliffs.name = Cliffs -block.copper-wall.name = Copper Wall -block.copper-wall-large.name = Large Copper Wall -block.titanium-wall.name = Titanium Wall -block.titanium-wall-large.name = Large Titanium Wall -block.phase-wall.name = Phase Wall -block.phase-wall-large.name = Large Phase Wall -block.thorium-wall.name = Thorium Wall -block.thorium-wall-large.name = Large Thorium Wall -block.door.name = Door -block.door-large.name = Large Door -block.duo.name = Duo -block.scorch.name = Scorch -block.scatter.name = Scatter -block.hail.name = Hail -block.lancer.name = Lancer -block.conveyor.name = Conveyor -block.titanium-conveyor.name = Titanium Conveyor -block.armored-conveyor.name = Armored Conveyor -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.router.name = Router -block.distributor.name = Distributor -block.sorter.name = Sorter -block.message.name = Message -block.overflow-gate.name = Overflow Gate -block.silicon-smelter.name = Silicon Smelter -block.phase-weaver.name = Phase Weaver -block.pulverizer.name = Pulverizer -block.cryofluidmixer.name = Cryofluid Mixer -block.melter.name = Melter -block.incinerator.name = Incinerator -block.spore-press.name = Spore Press -block.separator.name = Separator -block.coal-centrifuge.name = Coal Centrifuge -block.power-node.name = Power Node -block.power-node-large.name = Large Power Node -block.surge-tower.name = Surge Tower -block.battery.name = Battery -block.battery-large.name = Large Battery -block.combustion-generator.name = Combustion Generator -block.turbine-generator.name = Turbine Generator -block.differential-generator.name = Differential Generator -block.impact-reactor.name = Impact Reactor -block.mechanical-drill.name = Mechanical Drill -block.pneumatic-drill.name = Pneumatic Drill -block.laser-drill.name = Laser Drill -block.water-extractor.name = Water Extractor -block.cultivator.name = Cultivator -block.dart-mech-pad.name = Alpha Mech Pad -block.delta-mech-pad.name = Delta Mech Pad -block.javelin-ship-pad.name = Javelin Ship Pad -block.trident-ship-pad.name = Trident Ship Pad -block.glaive-ship-pad.name = Glaive Ship Pad -block.omega-mech-pad.name = Omega Mech Pad -block.tau-mech-pad.name = Tau Mech Pad -block.conduit.name = Conduit -block.mechanical-pump.name = Mechanical Pump -block.item-source.name = Item Source -block.item-void.name = Item Void -block.liquid-source.name = Liquid Source -block.power-void.name = Power Void -block.power-source.name = Power Infinite -block.unloader.name = Unloader -block.vault.name = Vault -block.wave.name = Laine -block.swarmer.name = Swarmer -block.salvo.name = Salvo -block.ripple.name = Ripple -block.phase-conveyor.name = Phase Conveyor -block.bridge-conveyor.name = Bridge Conveyor -block.plastanium-compressor.name = Plastanium Compressor -block.pyratite-mixer.name = Pyratite Mixer -block.blast-mixer.name = Blast Mixer -block.solar-panel.name = Solar Panel -block.solar-panel-large.name = Large Solar Panel -block.oil-extractor.name = Oil Extractor -block.command-center.name = Command Center -block.draug-factory.name = Draug Miner Drone Factory -block.spirit-factory.name = Spirit Drone Factory -block.phantom-factory.name = Phantom Drone Factory -block.wraith-factory.name = Wraith Fighter Factory -block.ghoul-factory.name = Ghoul Bomber Factory -block.dagger-factory.name = Dagger Mech Factory -block.crawler-factory.name = Crawler Mech Factory -block.titan-factory.name = Titan Mech Factory -block.fortress-factory.name = Fortress Mech Factory -block.revenant-factory.name = Revenant Fighter Factory -block.repair-point.name = Repair Point -block.pulse-conduit.name = Pulse Conduit -block.phase-conduit.name = Phase Conduit -block.liquid-router.name = Liquid Router -block.liquid-tank.name = Liquid Tank -block.liquid-junction.name = Liquid Junction -block.bridge-conduit.name = Bridge Conduit -block.rotary-pump.name = Rotary Pump -block.thorium-reactor.name = Thorium Reactor -block.mass-driver.name = Mass Driver -block.blast-drill.name = Airblast Drill -block.thermal-pump.name = Thermal Pump -block.thermal-generator.name = Thermal Generator -block.alloy-smelter.name = Alloy Smelter -block.mender.name = Mender -block.mend-projector.name = Mend Projector -block.surge-wall.name = Surge Wall -block.surge-wall-large.name = Large Surge Wall -block.cyclone.name = Cyclone -block.fuse.name = Fuse -block.shock-mine.name = Shock Mine -block.overdrive-projector.name = Overdrive Projector -block.force-projector.name = Force Projector -block.arc.name = Arc -block.rtg-generator.name = RTG Generator -block.spectre.name = Spectre -block.meltdown.name = Meltdown -block.container.name = Container -block.launch-pad.name = Launch Pad -block.launch-pad-large.name = Large Launch Pad +mech.tau-mech.weapon = Paranduslaser +mech.tau-mech.ability = Parandusimpulss +mech.omega-mech.name = Oomega +mech.omega-mech.weapon = Raketiparv +mech.omega-mech.ability = Soomuskate +mech.dart-ship.name = Ahti +mech.dart-ship.weapon = Automaatkahur +mech.javelin-ship.name = Sulev +mech.javelin-ship.weapon = Raketiheitja +mech.javelin-ship.ability = Elekterkiirendus +mech.trident-ship.name = Lembitu +mech.trident-ship.weapon = Pommiheitja +mech.glaive-ship.name = Vambola +mech.glaive-ship.weapon = Kuulipildur +item.explosiveness = [lightgray]Plahvatusohtlikkus: {0}% +item.flammability = [lightgray]Tuleohtlikkus: {0}% +item.radioactivity = [lightgray]Radioaktiivsus: {0}% +unit.health = [lightgray]Elud: {0} +unit.speed = [lightgray]Kiirus: {0} +mech.weapon = [lightgray]Relv: {0} +mech.health = [lightgray]Elud: {0} +mech.itemcapacity = [lightgray]Ressursside mahutavus: {0} +mech.minespeed = [lightgray]Kaevandamise kiirus: {0}% +mech.minepower = [lightgray]Kaevandamise võimsus: {0}x +mech.ability = [lightgray]Lisavõime: {0} +mech.buildspeed = [lightgray]Ehitamise kiirus: {0}% +liquid.heatcapacity = [lightgray]Soojusmahtuvus: {0} +liquid.viscosity = [lightgray]Viskoossus: {0} +liquid.temperature = [lightgray]Temperatuur: {0} + +block.sand-boulder.name = Liivakamakas +block.grass.name = Rohi +block.salt.name = Sool +block.saltrocks.name = Kristallsool +block.pebbles.name = Kruus +block.tendrils.name = Kombitsad +block.sandrocks.name = Liivakivid +block.spore-pine.name = Spoorine puu +block.sporerocks.name = Spoorkivid +block.rock.name = Kivikamakas +block.snowrock.name = Lumine kivikamakas +block.snow-pine.name = Lumine puu +block.shale.name = Savikilt +block.shale-boulder.name = Kivikamakas +block.moss.name = Sammal +block.shrubs.name = Põõsad +block.spore-moss.name = Spoorsammal +block.shalerocks.name = Savikildad +block.scrap-wall.name = Vanametallist sein +block.scrap-wall-large.name = Suur vanametallist sein +block.scrap-wall-huge.name = Tohutu vanametallist sein +block.scrap-wall-gigantic.name = Hiiglaslik vanametallist sein +block.thruster.name = Põtkur +block.kiln.name = Klaasisulatusahi +block.graphite-press.name = Grafiidipress +block.multi-press.name = Multipress +block.constructing = {0} [lightgray](Ehitamine) +block.spawn.name = Vaenlaste maandumisala +block.core-shard.name = Tuumik: Osake +block.core-foundation.name = Tuumik: Arenenud +block.core-nucleus.name = Tuumik: Täielik +block.deepwater.name = Sügav vesi +block.water.name = Vesi +block.tainted-water.name = Riknenud vesi +block.darksand-tainted-water.name = Riknenud vesi tumedal liival +block.tar.name = Tõrv +block.stone.name = Kivi +block.sand.name = Liiv +block.darksand.name = Tume liiv +block.ice.name = Jää +block.snow.name = Lumi +block.craters.name = Kraatrid +block.sand-water.name = Vesi liival +block.darksand-water.name = Vesi tumedal liival +block.char.name = Puusüsi +block.holostone.name = Helendav kivi +block.ice-snow.name = Jäine lumi +block.rocks.name = Kivid +block.icerocks.name = Jäised kivid +block.snowrocks.name = Lumised kivid +block.dunerocks.name = Luitekivid +block.pine.name = Puu +block.white-tree-dead.name = Surnud valgepuu +block.white-tree.name = Valgepuu +block.spore-cluster.name = Spoorikobarad +block.metal-floor.name = Metallpõrand 1 +block.metal-floor-2.name = Metallpõrand 2 +block.metal-floor-3.name = Metallpõrand 3 +block.metal-floor-5.name = Metallpõrand 4 +block.metal-floor-damaged.name = Kahjustunud metallpõrand +block.dark-panel-1.name = Tume paneel 1 +block.dark-panel-2.name = Tume paneel 2 +block.dark-panel-3.name = Tume paneel 3 +block.dark-panel-4.name = Tume paneel 4 +block.dark-panel-5.name = Tume paneel 5 +block.dark-panel-6.name = Tume paneel 6 +block.dark-metal.name = Tume metall +block.ignarock.name = Tardkivim +block.hotrock.name = Kuumad kivid +block.magmarock.name = Magmakivim +block.cliffs.name = Rahnud +block.copper-wall.name = Vasksein +block.copper-wall-large.name = Suur vasksein +block.titanium-wall.name = Titaansein +block.titanium-wall-large.name = Suur titaansein +block.phase-wall.name = Faassein +block.phase-wall-large.name = Suur faassein +block.thorium-wall.name = Tooriumsein +block.thorium-wall-large.name = Suur tooriumsein +block.door.name = Uks +block.door-large.name = Suur uks +block.duo.name = Kaksikkahur +block.scorch.name = Leegiheitja +block.scatter.name = Turmtuli +block.hail.name = Kauglaskur +block.lancer.name = Kvantlaser +block.conveyor.name = Konveier +block.titanium-conveyor.name = Titaankonveier +block.armored-conveyor.name = Soomuskonveier +block.armored-conveyor.description = Transpordib ressursse sama kiiresti kui titaankonveier, kuid on soomuskattega ja vastupidavam. Võtab külgedelt sisendina vastu ainult konveierite väljundeid. +block.junction.name = Ristmik +block.router.name = Jaotur +block.distributor.name = Suur jaotur +block.sorter.name = Sorteerija +block.message.name = Sõnum +block.overflow-gate.name = Ülevooluvärav +block.silicon-smelter.name = Ränisulatusahi +block.phase-weaver.name = Faaskangakuduja +block.pulverizer.name = Metallijahvataja +block.cryofluidmixer.name = Krüosegisti +block.melter.name = Metallisulataja +block.incinerator.name = Tuhastusahi +block.spore-press.name = Spooripress +block.separator.name = Räbueraldaja +block.coal-centrifuge.name = Söetsentrifuug +block.power-node.name = Energiasõlm +block.power-node-large.name = Suur energiasõlm +block.surge-tower.name = Energiatorn +block.battery.name = Aku +block.battery-large.name = Suur aku +block.combustion-generator.name = Põlemisgeneraator +block.turbine-generator.name = Aurugeneraator +block.differential-generator.name = Diferentseeriv generaator +block.impact-reactor.name = Impulssreaktor +block.mechanical-drill.name = Harilik puur +block.pneumatic-drill.name = Pneumaatiline puur +block.laser-drill.name = Laserpuur +block.water-extractor.name = Puurkaev +block.cultivator.name = Inkubaator +block.dart-mech-pad.name = Alfa morfoosjaam +block.delta-mech-pad.name = Delta morfoosjaam +block.javelin-ship-pad.name = Sulevi morfoosjaam +block.trident-ship-pad.name = Lembitu morfoosjaam +block.glaive-ship-pad.name = Vambola morfoosjaam +block.omega-mech-pad.name = Oomega morfoosjaam +block.tau-mech-pad.name = Tau morfoosjaam +block.conduit.name = Toru +block.mechanical-pump.name = Harilik pump +block.item-source.name = Ressursiallikas +block.item-void.name = Ressursisuue +block.liquid-source.name = Vedelikuallikas +block.power-void.name = Maandaja +block.power-source.name = Energiaallikas +block.unloader.name = Mahalaadija +block.vault.name = Suur hoidla +block.wave.name = Prits +block.swarmer.name = Parvpildur +block.salvo.name = Krempelpaugutaja +block.ripple.name = Tähesadu +block.phase-conveyor.name = Faaskonveier +block.bridge-conveyor.name = Sildkonveier +block.plastanium-compressor.name = Plastiumipress +block.pyratite-mixer.name = Püratiidisegisti +block.blast-mixer.name = Lõhkeainete segisti +block.solar-panel.name = Päikesepaneel +block.solar-panel-large.name = Suur päikesepaneel +block.oil-extractor.name = Naftapuur +block.command-center.name = Juhtimiskeskus +block.draug-factory.name = Kaevandusdroonide tehas +block.spirit-factory.name = Parandusdroonide tehas +block.phantom-factory.name = Ehitusdroonide tehas +block.wraith-factory.name = Hävitajate tehas +block.ghoul-factory.name = Pommitajate tehas +block.dagger-factory.name = Soldatite tehas +block.crawler-factory.name = Plahvatajate tehas +block.titan-factory.name = Kalevite tehas +block.fortress-factory.name = Koljatite tehas +block.revenant-factory.name = Ülestõusnute tehas +block.repair-point.name = Parandusjaam +block.pulse-conduit.name = Titaantoru +block.phase-conduit.name = Faastoru +block.liquid-router.name = Torujaotur +block.liquid-tank.name = Mahuti +block.liquid-junction.name = Toruristmik +block.bridge-conduit.name = Torusild +block.rotary-pump.name = Labapump +block.thorium-reactor.name = Tooriumreaktor +block.mass-driver.name = EM-katapult +block.blast-drill.name = Plahvatuspuur +block.thermal-pump.name = Termopump +block.thermal-generator.name = Termogeneraator +block.alloy-smelter.name = Voogsulatusahi +block.mender.name = Parandaja +block.mend-projector.name = Parandusväli +block.surge-wall.name = Voogsein +block.surge-wall-large.name = Suur voogsein +block.cyclone.name = Tuulispask +block.fuse.name = Välkkahur +block.shock-mine.name = Miin +block.overdrive-projector.name = Kiirkäiguväli +block.force-projector.name = Kaitseväli +block.arc.name = Elektrikahur +block.rtg-generator.name = RT-generaator +block.spectre.name = Kõmmutaja +block.meltdown.name = Valguskiir +block.container.name = Hoidla +block.launch-pad.name = Stardiplatvorm +block.launch-pad-large.name = Suur stardiplatvorm team.blue.name = sinine -team.crux.name = red -team.sharded.name = orange +team.crux.name = punane +team.sharded.name = killustunud team.orange.name = oranž -team.derelict.name = derelict +team.derelict.name = unustatud team.green.name = roheline team.purple.name = lilla -unit.spirit.name = Spirit Drone -unit.draug.name = Draug Miner Drone -unit.phantom.name = Phantom Drone -unit.dagger.name = Dagger -unit.crawler.name = Crawler -unit.titan.name = Titan -unit.ghoul.name = Ghoul Bomber -unit.wraith.name = Wraith Fighter -unit.fortress.name = Fortress -unit.revenant.name = Revenant -unit.eruptor.name = Eruptor -unit.chaos-array.name = Chaos Array -unit.eradicator.name = Eradicator -unit.lich.name = Lich -unit.reaper.name = Reaper -tutorial.next = [lightgray] -tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. 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.\nPlace one on a copper vein. -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. -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]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered -tutorial.turret = Defensive structures must be built to repel the[LIGHT_GRAY] enemy[].\nBuild a duo turret near your base. -tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill next to the turret to supply it with mined copper. -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[LIGHT_GRAY] enemy[] approaches.\n\nDefend your core for 2 waves. Build more turrets. -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 resources can then be used to research new technology.\n\n[accent]Press the launch button. -item.copper.description = A useful structure material. Used extensively in all types of blocks. -item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks. -item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage. -item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation. -item.sand.description = A common material that is used extensively in smelting, both in alloying and as a flux. -item.coal.description = A common and readily available fuel. -item.titanium.description = A rare super-light metal used extensively in liquid transportation, drills and aircraft. -item.thorium.description = A dense, radioactive metal used as structural support and nuclear fuel. -item.scrap.description = Leftover remnants of old structures and units. Contains trace amounts of many different metals. -item.silicon.description = An extremely useful semiconductor, with applications in solar panels and many complex electronics. -item.plastanium.description = A light, ductile material used in advanced aircraft and fragmentation ammunition. -item.phase-fabric.description = A near-weightless substance used in advanced electronics and self-repairing technology. -item.surge-alloy.description = An advanced alloy with unique electrical properties. -item.spore-pod.description = Used for conversion into oil, explosives and fuel. -item.blast-compound.description = A volatile compound used in bombs and explosives. While it can burned as fuel, this is not advised. -item.pyratite.description = An extremely flammable substance used in incendiary weapons. -liquid.water.description = Sageli kasutatud jahutamiseks ja jäätme töötluseks. -liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon. -liquid.oil.description = Seda saab põleteda, õhku lasta või kasutada jahutamiseks. -liquid.cryofluid.description = Kõige efektiivsem vedelik asjade maha jahutamiseks. -mech.alpha-mech.description = The standard mech. Has decent speed and damage output. -mech.delta-mech.description = A fast, lightly-armored mech made for hit-and-run attacks. Does little damage against structures, but can kill large groups of enemy units very quickly with its arc lightning weapons. -mech.tau-mech.description = The support mech. Heals allied blocks by shooting at them. Can heal allies in a radius with its repair ability. -mech.omega-mech.description = A bulky and well-armored mech, made for front-line assaults. Its armor ability can block up to 90% of incoming damage. -mech.dart-ship.description = The standard ship. Reasonably fast and light, but has little offensive capability and low mining speed. -mech.javelin-ship.description = A hit-and-run strike ship. While initially slow, it can accelerate to great speeds and fly by enemy outposts, dealing large amounts of damage with its lightning ability and missiles. -mech.trident-ship.description = A heavy bomber. Reasonably well armored. -mech.glaive-ship.description = A large, well-armored gunship. Equipped with an incendiary repeater. Good acceleration and maximum speed. -unit.draug.description = A primitive mining drone. Cheap to produce. Expendable. Automatically mines copper and lead in the vicinity. Delivers mined resources to the closest core. -unit.spirit.description = The starter drone unit. Spawns in the core by default. Automatically mines ores and repairs blocks. -unit.phantom.description = An advanced drone unit. Automatically mines ores and repairs blocks. Significantly more effective than a spirit drone. -unit.dagger.description = A basic ground unit. Useful in swarms. -unit.crawler.description = A ground unit consisting of a stripped-down frame with high explosives strapped on top. Not particular durable. Explodes on contact with enemies. -unit.titan.description = An advanced, armored ground unit. Attacks both ground and air targets. -unit.fortress.description = A heavy artillery ground unit. -unit.eruptor.description = A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire. -unit.wraith.description = A fast, hit-and-run interceptor unit. -unit.ghoul.description = A heavy carpet bomber. -unit.revenant.description = A heavy, hovering missile array. -block.message.description = Stores a message. Used for communication between allies. -block.graphite-press.description = Compresses chunks of coal into pure sheets of graphite. -block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently. -block.silicon-smelter.description = Reduces sand with highly pure coal in order to produce silicon. -block.kiln.description = Smelts sand and lead into metaglass. Requires small amounts of power. -block.plastanium-compressor.description = Produces plastanium from oil and titanium. -block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand. -block.alloy-smelter.description = Produces surge alloy from titanium, lead, silicon and copper. -block.cryofluidmixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling. -block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound. -block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite. -block.melter.description = Melts down scrap into slag for further processing or usage in turrets. -block.separator.description = Extracts useful minerals from slag. -block.spore-press.description = Compresses spore pods into oil. -block.pulverizer.description = Crushes scrap into sand. Useful when there is a lack of natural sand. -block.coal-centrifuge.description = Solidifes oil into chunks of coal. -block.incinerator.description = Gets rid of any excess item or liquid. -block.power-void.description = Hävitab kõik materjalid, mis sinna lähevad. Ainult liivakastis. -block.power-source.description = Annab välja lõpmatult elektrit. Ainult liivakastis. -block.item-source.description = Annab välja lõpmatult materjale. Ainult liivakastis. -block.item-void.description = Hävitab kõik materjalid, mis sinna lähevad elektrit kasutamata. Ainult liivakastis. -block.liquid-source.description = Annab välja lõpmatult vedelikke. Ainult liivakastis. -block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves. -block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles. -block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies. -block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = A strong defensive block.\nGood protection from enemies. -block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles. -block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful. -block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles. -block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker. -block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles. -block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through. -block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles. -block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency. -block.mend-projector.description = Periodically heals blocks in its vicinity. -block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors. -block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets. -block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy. -block.conveyor.description = Basic item transport block. Moves items forward and automatically deposits them into turrets or crafters. Rotatable. -block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors. -block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations. -block.bridge-conveyor.description = Arenenud transpordi ehitis. Lubab transportida materjale üle iga pinnase ja ehitise 3 ruudu kaugusele. -block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles. -block.sorter.description = Sorts items. If an item matches the selection, it is allowed to pass. Otherwise, the item is outputted to the left and right. -block.router.description = Võtab vastu materjale ühest suunast ja annab neid võrdselt välja kolmes suunas. Kasulik ühest allikast tulevate materjalide jagamisel mitmeks. -block.distributor.description = Arenenud jagaja, mis jagab materjale kuni 7 suunas. -block.overflow-gate.description = A combination splitter and router that only outputs to the left and right if the front path is blocked. -block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range. -block.mechanical-pump.description = Odav ja aeglane pump, mis ei vaja elektrit. -block.rotary-pump.description = Kahekordistab kiiruse kasutades elektrit. -block.thermal-pump.description = Ülim pump. -block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits. -block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits. -block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets. -block.liquid-tank.description = Hoiustab suure hulga vedelikke. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks. -block.liquid-junction.description = Töötab kui sild kahele ristuvale torule. Kasulik situatsioonides kui kaks erinevat toru viivad kahte erinevat vedelikku eri kohtadesse. -block.bridge-conduit.description = Arenenud vedeliku transport. Lubab transportida vedelikke üle iga pinnase ja ehitise 3 ruudu kaugusele. -block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles. -block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks. -block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes. -block.surge-tower.description = An extremely long-range power node with fewer available connections. -block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left. -block.battery-large.description = Stores much more power than a regular battery. -block.combustion-generator.description = Generates power by burning oil or flammable materials. -block.thermal-generator.description = Generates power when placed in hot locations. -block.turbine-generator.description = More efficient than a combustion generator, but requires additional water. -block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. -block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor. -block.solar-panel.description = Provides a small amount of power from the sun. -block.solar-panel-large.description = Provides much better power supply than a standard solar panel, but is also much more expensive to build. -block.thorium-reactor.description = Generates huge amounts of power from highly radioactive thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied. Power output depends on fullness, with base power generated at full capacity. -block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process. -block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely. -block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure. -block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill. -block.blast-drill.description = The ultimate drill. Requires large amounts of power. -block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby. -block.cultivator.description = Cultivates tiny concentrations of spores into industry-ready pods. -block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby. -block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen. -block.core-foundation.description = The second version of the core. Better armored. Stores more resources. -block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources. -block.vault.description = Stores a large amount of items of each type. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault. -block.container.description = Stores a small amount of items of each type. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container. -block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader. -block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished. -block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently. -block.duo.description = A small, cheap turret. Useful against ground units. -block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units. -block.scorch.description = Burns any ground enemies close to it. Highly effective at close range. -block.hail.description = A small artillery turret. -block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles. -block.lancer.description = A medium-sized turret which shoots charged electricity beams. -block.arc.description = A small close-range turret which shoots electricity in a random arc towards the enemy. -block.swarmer.description = A medium-sized turret which shoots burst missiles. -block.salvo.description = A medium-sized turret which fires shots in salvos. -block.fuse.description = A large turret which shoots powerful short-range beams. -block.ripple.description = A large artillery turret which fires several shots simultaneously. -block.cyclone.description = A large rapid fire turret. -block.spectre.description = A large turret which shoots two powerful bullets at once. -block.meltdown.description = A large turret which shoots powerful long-range beams. -block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command. -block.draug-factory.description = Produces Draug mining drones. -block.spirit-factory.description = Produces light drones which mine ore and repair blocks. -block.phantom-factory.description = Produces advanced drone units which are significantly more effective than a spirit drone. -block.wraith-factory.description = Produces fast, hit-and-run interceptor units. -block.ghoul-factory.description = Produces heavy carpet bombers. -block.revenant-factory.description = Produces heavy laser air units. -block.dagger-factory.description = Produces basic ground units. -block.crawler-factory.description = Produces fast self-destructing swarm units. -block.titan-factory.description = Produces advanced, armored ground units. -block.fortress-factory.description = Produces heavy artillery ground units. -block.repair-point.description = Continuously heals the closest damaged unit in its vicinity. -block.dart-mech-pad.description = Provides transformation into a basic attack mech.\nUse by tapping while standing on it. -block.delta-mech-pad.description = Leave your current vessel and change into a fast, lightly-armored mech made for hit-and-run attacks.\nUse the pad by double tapping while standing on it. -block.tau-mech-pad.description = Leave your current vessel and change into a support mech which can heal friendly buildings and units.\nUse the pad by double tapping while standing on it. -block.omega-mech-pad.description = Leave your current vessel and change into a bulky and well-armored mech, made for front-line assaults.\nUse the pad by double tapping while standing on it. -block.javelin-ship-pad.description = Leave your current vessel and change into a strong and fast interceptor with lightning weapons.\nUse the pad by double tapping while standing on it. -block.trident-ship-pad.description = Leave your current vessel and change into a reasonably well armored heavy bomber.\nUse the pad by double tapping while standing on it. -block.glaive-ship-pad.description = Leave your current vessel and change into a large, well-armored gunship.\nUse the pad by double tapping while standing on it. +unit.spirit.name = Parandusdroon +unit.draug.name = Kaevandusdroon +unit.phantom.name = Ehitusdroon +unit.dagger.name = Soldat +unit.crawler.name = Plahvataja +unit.titan.name = Kalev +unit.ghoul.name = Pommitaja +unit.wraith.name = Hävitaja +unit.fortress.name = Koljat +unit.revenant.name = Ülestõusnu +unit.eruptor.name = Tulesülgaja +unit.chaos-array.name = Peninukk +unit.eradicator.name = Luupainaja +unit.lich.name = Tulihänd +unit.reaper.name = Vanapagan +tutorial.next = [lightgray] +tutorial.intro = Alustasid[accent] Mindustry mänguõpetusega[].\n[accent]Tuumikust[] väljub sinu [accent]lendmehhaan Ahti[]. Alusta[accent] vase kaevandamisest[]. Selleks liigu tuumiku lähedal asuva vasemaagi juurde ja vajuta sellele.\n\n[accent]{0}/{1} vaske kaevandatud +tutorial.drill = Käsitsi kaevandamine ei ole tõhus.\n[accent]Puurid []kaevandavad automaatselt.\nVajuta all paremas nurgas asuvale puuride nupule.\nVali[accent] harilik puur[]. Aseta üks puur vasemaagile, kasutades [accent]vasakut hiireklikki[].\n[accent]Parem hiireklikk[] peatab ehitamise. [accent]Hoia Ctrl-klahvi ja libista rullikut[], et suumida sisse ja välja. +tutorial.drill.mobile = Käsitsi kaevandamine ei ole tõhus.\n[accent]Puurid []kaevandavad automaatselt.\nVajuta all paremas nurgas asuvale puuride nupule.\nVali[accent] harilik puur[].\nAseta üks puur vasemaagile, , vajutades sellele, ning seejärel vajuta allpool olevale[accent] linnukesele[] valiku kinnitamiseks.\nPaigutuse tühistamiseks vajuta [accent]"X"-nupule[]. +tutorial.blockinfo = Igal konstruktsioonil on erinevad omadused. Iga puuriga on võimalik kaevandada vaid kindlaid maake.\nBloki teabe ja omaduste kuvamiseks vali see menüüst ning vajuta seejärel [accent]"?"-nupule.[]\n\n[accent]Vaata hariliku puuri omadusi.[] +tutorial.conveyor = [accent]Konveiereid[] kasutatakse ressursside vedamiseks tuumikusse.\nMoodusta konveieritest rada puurist tuumikuni.\nRaja moodustamiseks [accent]vajuta vasak hiireklikk alla ja lohista soovitud suunas.[]\nHoia all[accent] Ctrl-klahvi[], et paigutada rada diagonaalselt.\n\n[accent]Aseta paar konveierit ja transpordi ressursid tuumikusse. +tutorial.conveyor.mobile = [accent]Konveiereid[] kasutatakse ressursside vedamiseks tuumikusse.\nMoodusta konveieritest rada puurist tuumikuni.\n[accent] Raja moodustamiseks hoia sõrme mõni sekund all[] ning lohista soovitud suunas.\n\n[accent]Aseta paar konveierit ja transpordi ressursid tuumikusse. +tutorial.turret = Tuumikusse veetud ressursse saab kasutada ehitamiseks.\nPea meeles, et mitte kõiki ressursse ei saa kasutada ehitamiseks.\nRessursse, mida ehitamiseks kasutada ei saa, näiteks[accent] süsi[] või[accent] vanametall[], ei saa ka tuumikusse hoiule panna.\n[scarlet]Vaenlaste tõrjumiseks[] tuleb ehitada kaitsvaid konstruktsioone.\n[accent]Ehita oma baasi lähedale kaksikkahur. +tutorial.drillturret = Kaksikkahurid vajavad tulistamiseks[accent] vasest laskemoona[].\nAseta kaksikkahuri kõrvale puur ja suuna konveierid kahurini, et varustada seda kaevandatud vasega.\n\n[accent]Laskemoona tarnitud: 0/1 +tutorial.pause = Lahingu ajal on võimalik[accent] mängu käik peatada.[]\nPausi ajal on võimalik ehitustööd ootele valmis panna. Pausilt naastes täidetakse need tööd kohe.\n\nMängu peatamiseks vajuta [accent]tühikut. +tutorial.pause.mobile = Lahingu ajal on võimalik[accent] mängu käik peatada.[]\nPausi ajal on võimalik ehitustööd ootele valmis panna. Pausilt naastes täidetakse need tööd kohe.\n\n[accent]Mängu peatamiseks vajuta üleval vasakus nurgas olevale pausinupule. +tutorial.unpause = Nüüd vajuta uuesti tühikut, et mängu naasta. +tutorial.unpause.mobile = Nüüd vajuta seda nuppu uuesti, et mängu naasta. +tutorial.breaking = Sageli on vaja blokke hävitada.\n[accent]Hoia all paremat hiireklahvi[], et hävitada kõik valitud blokid.[]\n\n[accent]Hävita kõik tuumikust vasakule jäävad vanametalli blokid, valides need korraga. +tutorial.breaking.mobile = Sageli on vaja blokke hävitada.\n[accent]Vali alt paremast nurgast blokkide hävitamise režiim[] ning seejärel vajuta blokile, mida soovid hävitada.\nMitme bloki hävitamiseks hoia sõrme mõni sekund all ning lohista üle blokkide.\nVajuta linnukesele, et kinnitada hävitusprotsess.\n\n[accent]Hävita kõik tuumikust vasakule jäävad vanametalli blokid, valides need korraga. +tutorial.withdraw = Mõnikord on vaja ressursse otse mehhaanile kaasa võtta.\nSelleks [accent]vajuta blokile[], milles on ressursid, ja seejärel[accent] vajuta inventaris kuvatud ressursile[].\n[accent]Vajutades ja hoides[] on võimalik ressursse kaasa võtta hulgi.\n\n[accent]Võta tuumikust kaasa vaske.[] +tutorial.deposit = Ressursside mahalaadimiseks lohista ressursid oma mehhaanilt sihtblokini.\n\n[accent]Pane vask tagasi tuumikusse.[] +tutorial.waves = [scarlet]Vaenlane[] läheneb.\n\nKaitse oma tuumikut kahe lahingulaine vältel.[accent] Kliki hiirega[], et oma mehhaanist tulistada.\n[accent]Kaevanda juurde vaske. Ehita uusi puure ja kahureid. +tutorial.waves.mobile = [scarlet]Vaenlane[] läheneb.\n\nKaitse oma tuumikut kahe lahingulaine vältel. Sinu mehhaan tulistab vaenlaseid automaatselt.\n[accent]Kaevanda juurde vaske. Ehita uusi puure ja kahureid. +tutorial.launch = Kui oled kindla arvu lahingulaineid vastu pidanud, on sul võimalik[accent] tuumikuga lendu tõusta[], jättes maha kõik muud ehitised ja[accent] võttes kaasa kõik tuumikus olevad ressursid.[]\nNeid ressursse saab kasutada uute [accent]tehnoloogiate uurimiseks[].\n\n[accent]Vajuta lendu tõusmise nuppu. + +item.copper.description = Peamine materjal, mida kasutatakse igat tüüpi konstruktsioonide ehitamiseks. +item.lead.description = Peamine materjal, mida kasutatakse vedelike transportimise konstruktsioonide ja elektroonikaga seotud konstruktsioonide ehitamiseks. +item.metaglass.description = Ülitugev klaasiühend, mida kasutatakse vedelike transportimise ja hoiustamise konstruktsioonide ehitamiseks. +item.graphite.description = Töödeldud süsinik, mida kasutatakse laskemoona tootmisel ja elektrilise isoleerainena. +item.sand.description = Levinud materjal, mida kasutatakse metallurgias toorainena ja sulamite koostisena. +item.coal.description = Kivistunud taimne mass, mis tekkis ammu enne spooride levimist. Kasutatakse kütusena ja teiste materjalide tootmisel. +item.titanium.description = Haruldane ja imekerge metall, mida kasutatakse puuride, mehhaanide ja vedelike transportimise konstruktsioonide ehitamiseks. +item.thorium.description = Tihke radioaktiivne metall, mida kasutatakse tuumkütusena ja tugevate konstruktsioonide ehitamisel. +item.scrap.description = Vanaaegsete ehitiste ja mahajäetud väeüksuste jäänused, mis sisaldavad väheses koguses erinevaid metalle. +item.silicon.description = Pooljuht, mida kasutatakse päikesepaneelides, keerukates elektroonikaseadmetes ja isejuhtivates rakketides. +item.plastanium.description = Kerge plastiline materjal, mida kasutatakse täiustatud lendmehhaanide ja kildpommide valmistamiseks. +item.phase-fabric.description = Peaaegu kaalutu materjal, mida kasutatakse keerukates elektroonikaseadmetes ja isetaastuvates tehnoloogiates. +item.surge-alloy.description = Täiustatud sulam, millel on ainulaadsed elektrilised omadused. +item.spore-pod.description = Sünteetiline spooride kogum, mis on toodetud atmosfääris leiduvatest kontsentratsioonidest tööstustlikel eesmärkidel. Kasutatakse kütusena, tehisnafta tootmiseks ja lõhkeainete koostisosana. +item.blast-compound.description = Pommides kasutatav ebastabiilne komponent, mis on sünteesitud spoorikobaratest ja teistest lenduvatest ühenditest. Kütusena kasutamine pole soovitatav. +item.pyratite.description = Süüterelvades kasutatav eriti tuleohtlik aine. +liquid.water.description = Kõige kasulikum vedelik, mida kasutatakse masinate jahutamiseks ja tööstuslike jäätmete töötlemisel. +liquid.slag.description = Erinevate sulametallide segu. Võimalik eraldada koostisesse kuuluvateks mineraalideks või kasutada relvana, pihustades seda vaenlase väeüksustele. +liquid.oil.description = Keerukate materjalide tootmisel kasutatav vedelik. Võimalik muundada söeks või kasutada relvana, pihustades seda vaenlase väeüksustele. +liquid.cryofluid.description = Inertne mittesöövitav vedelik, mis saadakse veest ja titaanist. Suure soojusmahtuvusega. Kasutatakse masinate jahutamiseks. +mech.alpha-mech.description = Standardne maapealne mehhaan. Põhineb soldatite väeüksusel, millel on täiustatud soomuskate ja suurem ehitusvõimekus. Suurema kahjuvõimega kui standardne lendmehhaan. +mech.delta-mech.description = Kiire ja kergelt soomustatud maapealne mehhaan, mis on loodud äkkrünnakuteks. Konstruktsioone kahjustab vähe, kuid on oma elektrirelvadega suuteline kiiresti hävitama suuremaid vaenlaste väeüksusi. +mech.tau-mech.description = Tugifunktsioonidega maapealne mehhaan. Parandab liitlaste ehitisi, tulistades neid. Parandab liitlaste mehhaane teatud raadiuses enda ümber. +mech.omega-mech.description = Tugev ja hästi soomustatud maapealne mehhaan frontaalrünnakuteks. Soomuskate kaitseb mehhaani kuni 90% ulatuses. +mech.dart-ship.description = Standardne lendmehhaan. Võrdlemisi kiire ja kerge, kuid madala kahjuvõimega ja madala kaevandamise kiirusega. +mech.javelin-ship.description = Äkkrünnakuteks loodud lendmehhaan. Kuigi hoovõtt on aeglane, saavutab see suure kiiruse ja teeb vaenlastele suuresti kahju, kasutades elektrirelvi\nja rakette. +mech.trident-ship.description = Pommitajast lendmehhaan, millega on võimalik paremini ehitisi konstrueerida ja samas vaenlase kaitserajatisi hävitada. Küllaltki hästi soomustatud. +mech.glaive-ship.description = Tugev ja hästi soomustatud lendmehhaan. Relvastatud leegitseva kuulipilduriga. Väga manööverdusvõimeline. +unit.draug.description = Algeline droon, mis on mõeldud kaevandamiseks. Odav toota, kuid kulukas ülal pidada. Kaevandab automaatselt vaske ja pliid ning transpordib ressursse lähimasse tuumikusse. +unit.spirit.description = Modifitseeritud kaevandusdroon, mis on mõeldud ehitiste automaatseks parandamiseks. +unit.phantom.description = Täiustatud droon, mis järgneb oma liitlastele ja abistab konstruktsioonide ehitamisel. +unit.dagger.description = Kõige elementaarsem maapealne väeüksus, mida on odav toota. Suured parved käivad vaenlastele üle jõu. +unit.crawler.description = Maapealne väeüksus, mis koosneb lihtsast kerest, millele on kinnitatud lõhkeained. Pole eriti vastupidav. Plahvatab kokkupuutel vaenlasega. +unit.titan.description = Täiustatud ja soomustatud maapealne väeüksus. Ründab nii maapealseid kui ka õhus olevaid sihtmärke. Varustatud kahe miniatuurse leegiheitjaga. +unit.fortress.description = Tugev maapealne väeüksus, mis on relvastatud kahe modifitseeritud kauglaskuriga. Need võimaldavad hõlpsasti rünnata kaugel asuvaid vaenlasi ja nende väeüksusi. +unit.eruptor.description = Tugev maapealne väeüksus, mis on loodud konstruktsioonide hävitamiseks. Pritsib vaenlase ehitisi kuuma räbuga, mis sulatab need ning süütab ümbritsevad lenduvad osakesed. +unit.wraith.description = Kiiresti lendav väeüksus, mis sihib generaatoreid. +unit.ghoul.description = Tugev ja lendav lauspommitav väeüksus. Sööstab vaenlaste ja nende ehitiste kohal, sihtides infrastruktuuri kõige olulisemaid osi. +unit.revenant.description = Vastupidav ja lendav väeüksus raketimassiiviga. +block.message.description = Hoiab endas liitlastele olulist sõnumit. +block.graphite-press.description = Surub söekamakaid õhukesteks grafiidilehtedeks. +block.multi-press.description = Grafiidipressi täiustatud versioon, mis kasutab vett ja energiat kiiremaks ja tõhusamaks töötlemiseks. +block.silicon-smelter.description = Toodab räni, redutseerides liiva puhta söega. +block.kiln.description = Sulatab liiva ja plii metaklaasiks. Väike energiatarve. +block.plastanium-compressor.description = Toodab naftast ja titaanist plastiumit. +block.phase-weaver.description = Sünteesib faaskangast radioaktiivsest tooriumist ja liivast. Tohutu energiatarve. +block.alloy-smelter.description = Kombineerib titaaniumi, plii, räni ja vase voogsulamiks. +block.cryofluidmixer.description = Toodab krüovedelikku, segades kokku vee ja peene titaanpulbri. Hädavajalik tooriumreaktori toimimiseks. +block.blast-mixer.description = Purustab spoorikobaraid ja segab neid püratiidiga, et toota lõhkeainet. +block.pyratite-mixer.description = Segab söe, plii ja liiva tuleohtlikuks püratiidiks. +block.melter.description = Sulatab vanametalli räbuks, mida saab kas edasi töödelda või kasutada pritskahurites. +block.separator.description = Eraldab räbu selle koostisesse kuuluvateks mineraalideks. Väljastab jahenenud saadused. +block.spore-press.description = Sünteesib naftat, surudes spoorikobaraid suure rõhu all. +block.pulverizer.description = Purustab vanametalli peeneks liivaks. +block.coal-centrifuge.description = Tahkestab nafta söeks. +block.incinerator.description = Hävitab iga sellesse siseneva ressursi ja vedeliku. +block.power-void.description = Nullib kogu energia. Olemas ainult mänguviisis "Liivakast". +block.power-source.description = Väljastab piiramatult energiat. Olemas ainult mänguviisis "Liivakast". +block.item-source.description = Väljastab piiramatult ressursse. Olemas ainult mänguviisis "Liivakast". +block.item-void.description = Hävitab kõik ressursid. Olemas ainult mänguviisis "Liivakast". +block.liquid-source.description = Väljastab piiramatult vedelikke. Olemas ainult mänguviisis "Liivakast". +block.copper-wall.description = Odav kaitsekonstruktsioon.\nKasulik tuumiku ja kahurite kaitsmiseks esimeste lahingulainete ajal. +block.copper-wall-large.description = Odav kaitsekonstruktsioon.\nKasulik tuumiku ja kahurite kaitsmiseks esimeste lahingulainete ajal.\nUlatub üle mitme bloki. +block.titanium-wall.description = Mõõdukalt tugev kaitsekonstruktsioon.\nPakub keskmist kaitset vaenlaste eest. +block.titanium-wall-large.description = Mõõdukalt tugev kaitsekonstruktsioon.\nPakub keskmist kaitset vaenlaste eest.\nUlatub üle mitme bloki. +block.thorium-wall.description = Tugev kaitsekonstruktsioon.\nPakub head kaitset vaenlaste eest. +block.thorium-wall-large.description = Tugev kaitsekonstruktsioon.\nPakub head kaitset vaenlaste eest.\nUlatub üle mitme bloki. +block.phase-wall.description = Tugev kaitsekonstruktsioon, mis on kaetud erilise faaskangapõhise peegeldava ühendiga. Pakub kaitset peaaegu kõiki tüüpi kuulide ja mürskude eest. +block.phase-wall-large.description = Tugev kaitsekonstruktsioon, mis on kaetud erilise faaskangapõhise peegeldava ühendiga. Pakub kaitset peaaegu kõiki tüüpi kuulide ja mürskude eest.\nUlatub üle mitme bloki. +block.surge-wall.description = Äärmiselt tugev kaitsekonstruktsioon.\nKuulidega kokkupõrkel neelab energiat, vabastades seda suvalistel hetkedel. +block.surge-wall-large.description = Äärmiselt tugev kaitsekonstruktsioon.\nKuulidega kokkupõrkel neelab energiat, vabastades seda suvalistel hetkedel.\nUlatub üle mitme bloki. +block.door.description = Väike uks, mida saab avada ja sulgeda sellele vajutades. +block.door-large.description = Suur uks, mida saab avada ja sulgeda sellele vajutades.\nUlatub üle mitme bloki. +block.mender.description = Parandab perioodiliselt enda ümber olevaid konstruktsioone, hoides neid lahingulainete järel töökorras ja tervena. Ulatuse ja efektiivsuse parendamiseks on võimalik kasutada räni. +block.mend-projector.description = Parandaja täiustatud versioon, mille mõjuala on suurem. Parandab enda ümber olevaid konstruktsioone. Ulatuse ja efektiivsuse parendamiseks on võimalik kasutada faaskangast. +block.overdrive-projector.description = Suurendab enda ümber olevate konstruktsioonide kiirust. Ulatuse ja efektiivsuse parendamiseks on võimalik kasutada faaskangast. +block.force-projector.description = Tekitab enda ümber kuusnurkse energiavälja, mis kaitseb ehitisi ja väeüksuseid. Liigse koormuse korral kuumeneb üle. Ülekuumenemise korral on võimalik kasutada jahutusvedelikke. Mõjuala suurendamiseks on võimalik kasutada faaskangast. +block.shock-mine.description = Peaaegu nähtamatu miin, mis lõhkeb, kui vaenlane sellele astub. +block.conveyor.description = Peamine vahend ressursside transportimiseks. Liigutab ressursse edasi ja hoiustab neid sobilikesse ehitistesse automaatselt. Pööratav. +block.titanium-conveyor.description = Täiustatud konveier, mis liigutab ressursse kiiremini kui tavaline konveier. +block.junction.description = Toimib kui sild samal tasapinnal ristuvate konveierite vahel. Kasulik olukordades, kus kaks konveierit kannavad erinevaid ressursse erinevatesse kohtadesse. +block.bridge-conveyor.description = Spetsiaalne konveier, mis liigutab ressursse üle maastiku ja ehitiste kuni 3 bloki ulatuses. +block.phase-conveyor.description = Täiustatud konveier, mis kasutab energiat ressursside teleportimiseks järgmise samasuguse konveierini üle mitme bloki. +block.sorter.description = Sorteerib ressursse. Kui sisenev ressurss vastab valitud ressursile, siis liigub see otse edasi. Vastasel juhul väljastatakse ressurss vasakule või paremale. +block.router.description = Jaotab ressursse kuni kolmes väljuvas suunas võrdselt. Kasulik olukordades, kus ressursse on vaja korraga saata mitmesse kohta.\n\n[scarlet]Ära kasuta neid tootmismasinate sisendite kõrval, kuna väljund ummistab sisendi.[] +block.distributor.description = Täiustatud jaotur, mis suunab ressursse kuni seitsmes väljuvas suunas võrdselt. +block.overflow-gate.description = Eriline jaotur, mis väljastab vasakule ja paremale ainult siis, kui selle ees olev rada on blokeeritud. +block.mass-driver.description = Ülim ressursside transportimise vahend. Tulistab ressursse pika vahemaa taga asuva vastuvõtva katapuldini. Vajab töötamiseks energiat. +block.mechanical-pump.description = Odav ja aeglane pump, mis ei vaja töötamiseks energiat. +block.rotary-pump.description = Täiustatud pump, mis pumpab paremini kui harilik pump, kuid vajab töötamiseks energiat. +block.thermal-pump.description = Ülim pump, mis vajab töötamiseks palju energiat. +block.conduit.description = Vedelike transportimise vahend, mis liigutab vedelikke edasi. Kasutatakse koos pumpade ja teiste torudega. +block.pulse-conduit.description = Täiustatud toru, mis transpordib ja hoiustab vedelikke kiiremini kui algeline toru. +block.liquid-router.description = Jaotab vedelikke kuni kolmes väljuvas suunas võrdselt. Selle jaoturiga on võimalik teatud koguses ka vedelikku hoiustada. Kasulik olukordades, kus vedelikke on vaja korraga saata mitmesse kohta. +block.liquid-tank.description = Hoiustab suures koguses vedelikke. Kasuta puhvrite loomiseks juhul, kui ressursside nõudlus pole püsiv, või ettevaatusabinõuna tähtsate konstruktsioonide jahutussüsteemides. +block.liquid-junction.description = Toimib kui sild samal tasapinnal ristuvate torude vahel. Kasulik olukordades, kus kaks toru kannavad erinevaid vedelikke erinevatesse kohtadesse. +block.bridge-conduit.description = Spetsiaalne toru, mis liigutab vedelikke üle maastiku ja ehitiste kuni 3 bloki ulatuses. +block.phase-conduit.description = Täiustatud toru, mis kasutab energiat vedelike teleportimiseks järgmise samasuguse toruni üle mitme bloki. +block.power-node.description = Edastab energiat ühendatud sõlmpunktidesse. Sõlmed varustavad energiaga kõiki piisavalt lähedal asuvaid ja sõlmega ühenduses olevaid konstruktsioone. +block.power-node-large.description = Täiustatud energiasõlm, mis on suurema ulatuse ja suurema võimalike ühenduste arvuga. +block.surge-tower.description = Kaugeleulatuv energiasõlm, mis on väiksema võimalike ühenduste arvuga. +block.battery.description = Salvestab energiat puhvrina positiivse energiabilansi ehk ülejäägi korral. Negatiivse energiabilansi ehk defitsiidi korral laetakse salvestatud energiat maha. +block.battery-large.description = Salvestab rohkem energiat kui tavaline aku. +block.combustion-generator.description = Toodab energiat süttivate materjalide, näiteks söe, põletamisel. +block.thermal-generator.description = Toodab energiat kuumades piirkondades. +block.turbine-generator.description = Täiustatud põlemisgeneraator. Tõhusam kui põlemisgeneraator, kuid vajab auru tootmiseks lisanduvat vett. +block.differential-generator.description = Tekitab suurel hulgal energiat. Kasutab ära krüovedeliku ja põleva püratiidi temperatuuride erinevust. +block.rtg-generator.description = Töökindel generaator, mis kasutab radioaktiivsete ühendite lagunemisel eralduvat soojust, et toota sellest aeglasel kiirusel energiat. +block.solar-panel.description = Toodab vähesel määral energiat päikesekiirgusest. +block.solar-panel-large.description = Tavalise päikesepaneeli märkimisväärselt tõhusam versioon. +block.thorium-reactor.description = Toodab tooriumist märkimisväärsel hulgal elektrit. Vajab pidevat jahutamist. Plahvatab ägedalt, kui jahutusvedelikku tarnitakse liiga vähe. +block.impact-reactor.description = Täiustatud generaator, mis on võimeline tootma tohutul hulgal energiat maksimaalse efektiivsusega. Protsessi käivitamiseks on vaja märkimisväärset energiaimpulssi. +block.mechanical-drill.description = Odav puur, mis kaevab ressursse aeglasel kiirusel kuitahes kaua. Ainult põhiressursside kaevandamiseks. +block.pneumatic-drill.description = Täiustatud puur, mis suudab kaevandada titaani. Kaevandab kiiremini kui harilik puur. +block.laser-drill.description = Lasertehnoloogia võimaldab puurida veelgi kiiremini kui pneumaatiline puur. Puur vajab energiat. Võimaldab kaevandada tooriumi. +block.blast-drill.description = Ülim puur, mis vajab töötamiseks suurel hulgal energiat. +block.water-extractor.description = Puurib sügavale ja pumpab põhjavett. Kasutatakse kohtades, kus pinnavett ei leidu. +block.cultivator.description = Kultiveerib atmosfääris madalas kontsentratsioonis leiduvaid spoore tööstuses kasutatavateks spoorikobarateks. +block.oil-extractor.description = Kasutab suures koguses energiat, liiva ja vett nafta puurimiseks. +block.core-shard.description = Tuumiku esimene versioon. Tuumiku hävides kaob ühendus piirkonnaga. +block.core-foundation.description = Tuumiku teine versioon. Tugevam. Hoiustab rohkem ressursse. +block.core-nucleus.description = Tuumiku kolmas ja viimane versioon. Ülimalt tugev. Hoiustab massiivsel hulgal ressursse. +block.vault.description = Hoiustab suurt hulka igat tüüpi ressursse. Hoidlast ressursside kättesaamiseks kasutatakse mahalaadijat. +block.container.description = Hoiustab väikest hulka igat tüüpi ressursse. Hoidlast ressursside kättesaamiseks kasutatakse mahalaadijat. +block.unloader.description = Transpordib ressursse tuumikust ja hoidlatest konveieritele või külgnevatesse ehitistesse. Mahalaetava ressursi tüüpi saab valida mahalaadijale vajutades. +block.launch-pad.description = Saadab ressursse tagasi emalaeva, ilma et oleks vaja tuumikuga lendu tõusta. +block.launch-pad-large.description = Täiustatud stardiplatvorm, mis hoiustab rohkem ressursse ja millelt saadetakse ressursse sagedamini emalaeva. +block.duo.description = Väike ja odav kahur, mis on kasulik maapealsete väeüksuste tõrjumiseks. +block.scatter.description = Õhutõrjekahur, mis tulistab pliid või vanametalli lendavate väeüksuste pihta. +block.scorch.description = Heidab tuld maapealsetele väeüksustele. Eriti efektiivne lähedal asuvate väeüksuste tõrjumiseks. +block.hail.description = Väike ja kaugele sihtiv kahur. +block.wave.description = Keskmise suurusega kahur, mis pritsib vedelikke. Veega varustades kustutab leeke. +block.lancer.description = Keskmise suurusega maapealsete väeüksuste vastane laserkahur, mis tulistab võimsaid energiakiiri. +block.arc.description = Väike kahur, mis tulistab elektriga. +block.swarmer.description = Keskmise suurusega raketikahur, mis ründab nii lendavaid kui ka maapealseid üksuseid. Raketid on isesihtivad. +block.salvo.description = Täiustatud versioon kaksikkahurist, mis tulistab korraga rohkem kuule. +block.fuse.description = Suur lähedale sihtiv energiakahur, mis tulistab kolm läbilõikavat energiakiirt. +block.ripple.description = Äärmiselt võimas kahur, mis tulistab mürske kobaratena kaugete vahemaade taha. +block.cyclone.description = Suur lendavate ja maapealsete väeüksuste vastane kahur, mis tulistab plahvatavaid mürske. +block.spectre.description = Massiivne kaheraudne kahur, mis tulistab soomuskatteid läbistavaid mürske nii lendavate kui ka maapealsete väeüksuste pihta. +block.meltdown.description = Massiivne laserkahur, mis tekitab püsiva energiakiire. Vajab töötamiseks jahutusvedelikku. +block.command-center.description = Jagab liitlaste väeüksustele käske. Kohustab väeüksusi vaenlase tuumikut ründama, põgenema või patrullima. Kui vaenlaste tuumikut ei ole, siis vaikimisi antakse väeüksustele käsk oodata vaenlaste väeüksuste lähenemist ja rünnata. +block.draug-factory.description = Toodab kaevandusdroone. Kaevandusdroonid on mõeldud baasressursside automaatseks kaevandamiseks. +block.spirit-factory.description = Toodab parandusdroone. Parandusdroonid on mõeldud ehitiste automaatseks parandamiseks. +block.phantom-factory.description = Toodab ehitusdroone. Ehitusdroonid järgnevad oma liitlastele ja abistavad konstruktsioonide ehitamisel. +block.wraith-factory.description = Toodab hävitajate väeüksuseid. Hävitajad on kiiresti lendavad väeüksused. +block.ghoul-factory.description = Toodab pommitajate väeüksuseid. Pommitajad on tugevad ja lendavad lauspommitavad väeüksused. +block.revenant-factory.description = Toodab ülestõusnute väeüksuseid. Ülestõusnud on vastupidavad ja lendavad väeüksused raketimassiiviga. +block.dagger-factory.description = Toodab soldatite väeüksuseid. Soldatid on kõige elementaarsemad maapealsed väeüksused. +block.crawler-factory.description = Toodab plahvatajate väeüksuseid. Plahvatajad on maapealsed väeüksused, mis koosnevad lihtsast kerest, millele on kinnitatud lõhkeained. +block.titan-factory.description = Toodab kalevite väeüksuseid. Kalevid on maapealsed väeüksused, mis on relvastatud kahe miniatuurse leegiheitjaga. +block.fortress-factory.description = Toodab koljatite väeüksuseid. Koljatid on tugevad maapealsed väeüksused, mis on relvastatud kahe modifitseeritud kauglaskuriga. +block.repair-point.description = Parandab kõige lähemal asuvat liitlaste väeüksust. +block.dart-mech-pad.description = Võimaldab läbida metamorfoosi standardseks maapealseks mehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.delta-mech-pad.description = Võimaldab läbida metamorfoosi kiireks ja kergelt soomustatud maapealseks mehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.tau-mech-pad.description = Võimaldab läbida metamorfoosi tugifunktsioonidega maapealseks mehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.omega-mech-pad.description = Võimaldab läbida metamorfoosi tugevaks ja hästi soomustatud maapealseks mehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.javelin-ship-pad.description = Võimaldab läbida metamorfoosi äkkrünnakuteks loodud lendmehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.trident-ship-pad.description = Võimaldab läbida metamorfoosi pommitajast lendmehhaaniks, millega on võimalik paremini ehitisi konstrueerida.\nSelleks seisa jaama kohal ja vajuta jaamale. +block.glaive-ship-pad.description = Võimaldab läbida metamorfoosi tugevaks ja hästi soomustatud lendmehhaaniks.\nSelleks seisa jaama kohal ja vajuta jaamale. \ No newline at end of file diff --git a/core/assets/bundles/bundle_eu.properties b/core/assets/bundles/bundle_eu.properties index 239532b6f1..9c715e252a 100644 --- a/core/assets/bundles/bundle_eu.properties +++ b/core/assets/bundles/bundle_eu.properties @@ -48,18 +48,18 @@ minimap = Mapatxoa close = Itxi website = Webgunea quit = Irten -save.quit = Save & Quit +save.quit = Gorde eta irten maps = Mapak -maps.browse = Browse Maps +maps.browse = Arakatu mapak continue = Jarraitu maps.none = [lightgray]Ez da maparik aurkitu! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done +invalid = Baliogabea +preparingconfig = Konfigurazioa prestatzen +preparingcontent = Edukia prestatzen +uploadingcontent = Edukia igotzen +uploadingpreviewfile = Aurrebista fitxategia igotzen +committingchanges = Aldaketak aplikatzen +done = Egina about.button = Honi buruz name = Izena: noname = Hautatu[accent] jokalari-izena[] aurretik. @@ -74,14 +74,14 @@ players = {0} jokalari konektatuta players.single = Jokalari {0} konektatuta server.closing = [accent]Zerbitzaria ixten... server.kicked.kick = Zerbitzaritik kanporatu zaituzte! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = Ez zaude hemengo zerrenda zurian. server.kicked.serverClose = Zerbitzaria itxita. server.kicked.vote = Botoen bidez kanporatu zaituzte. Agur. server.kicked.clientOutdated = Bezero zaharkitua! Eguneratu zure jolasa! server.kicked.serverOutdated = Zerbitzari zaharkitua! Eskatu ostalariari eguneratzeko! server.kicked.banned = Zerbitzari honetan debekatuta zaude. server.kicked.typeMismatch = Zerbitzari hau ez da zure konpilazio motarekin bateragarria. -server.kicked.playerLimit = This server is full. Wait for an empty slot. +server.kicked.playerLimit = Zerbitzari hau beteta dago. Itxaron zirrikitu bat libratu arte. server.kicked.recentKick = Duela gutxi kanporatu zaituzte.\nItxaron berriro konektatzeko. server.kicked.nameInUse = Badago izen bereko beste norbait\nzerbitzari honetan jada. server.kicked.nameEmpty = Aukeratu duzun izena baliogabea da. @@ -92,13 +92,13 @@ server.versions = Zure bertsioa:[accent] {0}[]\nZerbitzariaren bertsioa:[accent] host.info = [accent]Ostalaria[] botoiak zerbitzari bat abiatzen du [scarlet]6567[] atakan.\n[lightgray]wifi edo sare lokal[] berean dagoen edonor zure zerbitzaria ikusi ahal beharko luke.\n\nJendea edonondik IP-a erabilita konektatu ahal izatea nahi baduzu, [accent]ataka birbidaltzea[] ezinbestekoa da.\n\n[lightgray]Oharra: Inork zure sare lokalean partidara elkartzeko arazoak baditu, egiaztatu Mindustry-k baimena duela sare lokalera elkartzeko suebakiaren ezarpenetan. Kontuan izan sare publiko batzuk ez dutela zerbitzarien bilaketa baimentzen. join.info = Hemen, konektatzeko [accent]zerbitzari baten IP-a[] sartu dezakezu konektatzeko, edo [accent]sare lokaleko[] zerbitzariak bilatu.\nLAN zein WAN sareetan onartzen dira hainbat jokalarien partidak .\n\n[lightgray]Oharra: Ez dago zerbitzarien zerrenda global automatikorik, beste inorekin IP bidez konektatu nahi baduzu, ostalariari bere IP helbidea eskatu beharko diozu. hostserver = Ostatatu hainbat jokalarien partida -invitefriends = Invite Friends +invitefriends = Gonbidatu lagunak hostserver.mobile = Ostatatu\npartida host = Ostatatu hosting = [accent]Zerbitzaria irekitzen... hosts.refresh = Freskatu hosts.discovering = LAN partidak bilatzen -hosts.discovering.any = Discovering games +hosts.discovering.any = Partidak bilatzen server.refreshing = Zerbitzaria freskatzen hosts.none = [lightgray]Ez da partida lokalik aurkitu! host.invalid = [scarlet]Ezin da ostalarira konektatu. @@ -122,7 +122,7 @@ server.version = [gray]v{0} {1} server.custombuild = [yellow]Konpilazio pertsonalizatua confirmban = Ziur jokalari hau debekatu nahi duzula? confirmkick = Ziur jokalari hau kanporatu nahi duzula? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmvotekick = Ziur hokalari hau botatzearen alde bozkaytu nahi duzula? confirmunban = Ziur jokalari hau debekatzeari utzi nahi nahi diozula? confirmadmin = Ziur jokalari hau admin bihurtu nahi duzula? confirmunadmin = Ziur jokalari honi admin eskubidea kendu nahi diozula? @@ -133,7 +133,7 @@ disconnect.error = Konexio errorea. disconnect.closed = Konexioa itxita. disconnect.timeout = Denbor-muga agortuta. disconnect.data = Huts egin du munduaren datuak eskuratzean! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = Ezin izan da partidara elkartu ([accent]{0}[]). connecting = [accent]Konektatzen... connecting.data = [accent]Munduaren datuak kargatzen... server.port = Ataka: @@ -159,7 +159,7 @@ save.rename = Aldatu izena save.rename.text = Gordetako partida berria: selectslot = Hautatu gordetako partida bat. slot = [accent]{0}. tartea -editmessage = Edit Message +editmessage = Editatu mezua save.corrupted = [accent]Gordetako partidaren fitxategia hondatuta dago edo baliogabea da!\nBerriki eguneratu baduzu jolasa, gordetzeko formatuan aldaketaren bat izan daiteke eta [scarlet]ez[] akats bat. empty = on = Piztuta @@ -167,13 +167,13 @@ off = Itzalita save.autosave = Gordetze automatikoa: {0} save.map = Mapa: {0} save.wave = {0}. bolada -save.mode = Gamemode: {0} +save.mode = Jolas-modua: {0} save.date = Azkenekoz gordeta: {0} save.playtime = Jolastua: {0} warning = Abisua. confirm = Baieztatu delete = Ezabatu -view.workshop = View In Workshop +view.workshop = Ikusi lantegian ok = Ados open = Ireki customize = Aldatu arauak @@ -210,10 +210,10 @@ map.nospawn = Mapa honek ez du muinik jokalaria sortu dadin! Gehitu muin [accent map.nospawn.pvp = Mapa honek ez du etsaien muinik jokalaria sortu dadin! Gehitu [SCARLET]laranja ez den[] muinen bat edo batzuk mapa honi editorean. map.nospawn.attack = Mapa honek ez du etsaien muinik jokalariak eraso dezan! Gehitu muin [SCARLET]gorriak[] mapa honi editorean. map.invalid = Errorea mapa kargatzean: Mapa-fitxategi baliogabe edo hondatua. -map.publish.error = Error publishing map: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.publish.error = Errorea mapa argitaratzean: {0} +map.publish.confirm = Ziur mapa hau argitaratu nahi duzula?\n\n[lightgray]Ziurtatu aurretik lantegiaren erabilera arauekin bat zatozela, bestela zure mapak ez dira agertuko! eula = Steam EULA -map.publish = Map published. +map.publish = Mapa argitaratuta. map.publishing = [accent]Publishing map... editor.brush = Brotxa editor.openin = Ireki editorean @@ -222,14 +222,14 @@ editor.oregen.info = Mea sorrera: editor.mapinfo = Mapa info editor.author = Egilea: editor.description = Deskripzioa: -editor.nodescription = A map must have a description of at least 4 characters before being published. +editor.nodescription = Mapek deskripzio bat izan behar dute argitaratu aurretik, gutxienez 4 karakteretakoa. editor.waves = Boladak: editor.rules = Arauak: editor.generation = Sorrarazi: editor.ingame = Editatu jolasean -editor.publish.workshop = Publish On Workshop +editor.publish.workshop = Argitaratu lantegian editor.newmap = Mapa berria -workshop = Workshop +workshop = Lantegia waves.title = Boladak waves.remove = Kendu waves.never = @@ -246,7 +246,7 @@ waves.invalid = Bolada baliogabeak arbelean. waves.copied = Boladak kopiatuta. waves.none = Ez da etsairik zehaztu.\nKontuan izan bolada hutsak lehenetsitako diseinuarekin ordeztuko direla. editor.default = [lightgray] -details = Details... +details = Xehetasunak... edit = Editatu... editor.name = Izena: editor.spawn = Sortu unitatea @@ -256,7 +256,7 @@ editor.errorload = Errorea fitxategia kargatzen:\n[accent]{0} editor.errorsave = Errorea fitxategia gordetzen:\n[accent]{0} editor.errorimage = Hori irudi bat da, ez mapa bat. Ez aldatu luzapena funtzionatuko duelakoan.\n\nMapa zahar bat inportatu nahi baduzu, erabili 'inportatu mapa zaharra' botoia editorean. editor.errorlegacy = Mapa hau zaharregia da, eta jada onartzen ez den formatu zahar bat darabil. -editor.errornot = This is not a map file. +editor.errornot = Hau ez da mapa-fitxategi bat. editor.errorheader = Mapa hau hondatuta dago edo baliogabea da. editor.errorname = Mapak ez du zehaztutako izenik. Gordetako partida bat kargatzen saiatu zara? editor.update = Eguneratu @@ -289,7 +289,7 @@ editor.resizemap = Aldatu maparen neurria editor.mapname = Maparen izena: editor.overwrite = [accent]Abisua!\nHonek badagoen mapa bat gainidatziko du. editor.overwrite.confirm = [scarlet]Abisua![] Badago izen bereko beste mapa bat. Ziur gainidatzi nahi duzula? -editor.exists = A map with this name already exists. +editor.exists = Badago izen bereko beste mapa bat. editor.selectmap = Hautatu mapa kargatzeko: toolmode.replace = Ordeztu toolmode.replace.description = Marraztu bloke zurrunak bakarrik. @@ -369,7 +369,7 @@ launch.skip.confirm = Orain ez eginez gero, geroagoko beste bolada batera itxaro uncover = Estalgabetu configure = Konfiguratu zuzkidura configure.locked = [lightgray]Zuzkiduraren konfigurazioa desblokeatzeko: {0} bolada. -configure.invalid = Amount must be a number between 0 and {0}. +configure.invalid = Kopurua 0 eta {0} bitarteko zenbaki bat izan behar da. zone.unlocked = [lightgray]{0} desblokeatuta. zone.requirement.complete = {0}. boladara iritsia:\n{1} Eremuaren betebeharra beteta. zone.config.complete = {0}. boladara iritsia:\nZuzkiduraren konfigurazioa desblokeatuta. @@ -466,7 +466,7 @@ blocks.boosteffect = Indartze-efektua blocks.maxunits = Gehieneko unitate aktiboak blocks.health = Osasuna blocks.buildtime = Eraikitze-denbora -blocks.buildcost = Build Cost +blocks.buildcost = Eraikitze-kostua blocks.inaccuracy = Zehazgabetasuna blocks.shots = Tiroak blocks.reload = Tiroak/segundoko @@ -475,11 +475,11 @@ bar.drilltierreq = Zulagailu hobea behar da bar.drillspeed = Ustiatze-abiadura: {0}/s bar.efficiency = Eraginkortasuna: {0}% bar.powerbalance = Energia: {0}/s -bar.powerstored = Stored: {0}/{1} +bar.powerstored = Bilduta: {0}/{1} bar.poweramount = Energia: {0} bar.poweroutput = Energia irteera: {0} bar.items = Elementuak: {0} -bar.capacity = Capacity: {0} +bar.capacity = Edukiera: {0} bar.liquid = Likidoa bar.heat = Beroa bar.power = Energia @@ -524,7 +524,7 @@ setting.antialias.name = Antialias[lightgray] (berrabiarazi behar da)[] setting.indicators.name = Etsai/Aliatu adierazleak setting.autotarget.name = Punteria automatikoa setting.keyboard.name = Sagu+Teklatu kontrolak -setting.touchscreen.name = Touchscreen Controls +setting.touchscreen.name = Ukitze-pantailaren kontrolak setting.fpscap.name = Max FPS setting.fpscap.none = Bat ere ez setting.fpscap.text = {0} FPS @@ -545,7 +545,6 @@ setting.fullscreen.name = Pantaila osoa setting.borderlesswindow.name = Ertzik gabeko leihoa[lightgray] (berrabiaraztea behar lezake) setting.fps.name = Erakutsi FPS setting.vsync.name = VSync -setting.lasers.name = Erakutsi energia laserrak setting.pixelate.name = Pixelatu[lightgray] (animazioak desgaitzen ditu) setting.minimap.name = Erakutsi mapatxoa setting.musicvol.name = Musikaren bolumena @@ -555,8 +554,9 @@ setting.sfxvol.name = Efektuen bolumena setting.mutesound.name = Isilarazi soinua setting.crashreport.name = Bidali kraskatze txosten automatikoak setting.savecreate.name = Gorde automatikoki -setting.publichost.name = Public Game Visibility +setting.publichost.name = Partidaren ikusgaitasun publikoa setting.chatopacity.name = Txataren opakotasuna +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Erakutsi jolas barneko txata uiscale.reset = Interfazearen eskala aldatu da.\nSakatu "Ados" eskala hau berresteko.\n[scarlet][accent] {0}[] segundo atzera egin eta irteteko... uiscale.cancel = Utzi eta irten @@ -567,7 +567,7 @@ category.general.name = Orokorra category.view.name = Bistaratzea category.multiplayer.name = Hainbat jokalari command.attack = Eraso -command.rally = Rally +command.rally = Batu command.retreat = Erretreta keybind.gridMode.name = Bloke-hautua keybind.gridModeShift.name = Kategoria-hautua @@ -588,7 +588,7 @@ keybind.zoom.name = Zoom keybind.menu.name = Menua keybind.pause.name = Pausatu keybind.minimap.name = Mapatxoa -keybind.dash.name = Dash +keybind.dash.name = Arrapalada keybind.chat.name = Txata keybind.player_list.name = Jokalarien zerrenda keybind.console.name = Kontsola @@ -613,7 +613,7 @@ rules.infiniteresources = Baliabide amaigabeak rules.wavetimer = Boladen denboragailua rules.waves = Boladak rules.attack = Eraso modua -rules.enemyCheat = AI-k (talde gorriak) baliabide amaigabeak ditu +rules.enemyCheat = IA-k (talde gorriak) baliabide amaigabeak ditu rules.unitdrops = Unitate-sorrerak rules.unitbuildspeedmultiplier = Unitateen sorrerarako abiadura-biderkatzailea rules.unithealthmultiplier = Unitateen osasun-biderkatzailea @@ -784,13 +784,13 @@ block.hail.name = Txingor block.lancer.name = Lantzari block.conveyor.name = Garraio-zinta block.titanium-conveyor.name = Titaniozko garraio-zinta -block.armored-conveyor.name = Armored Conveyor -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.armored-conveyor.name = Blindatutako garraio-zinta +block.armored-conveyor.description = Titaniozko garraio-zinten abiadura berean darmatza elementuak, baina bildaje hobea du. Ez du onartzen albotik kargatzea ez bada beste garraio-zinta batetik. block.junction.name = Lotunea block.router.name = Bideratzailea block.distributor.name = Banatzailea block.sorter.name = Antolatzailea -block.message.name = Message +block.message.name = Mezua block.overflow-gate.name = Gainezkatze atea block.silicon-smelter.name = Silizio galdategia block.phase-weaver.name = Fase ehulea @@ -902,8 +902,8 @@ unit.wraith.name = Iratxo ehiza-hegazkina unit.fortress.name = Gotorleku unit.revenant.name = Mamu unit.eruptor.name = Sumendi -unit.chaos-array.name = Chaos Array -unit.eradicator.name = Eradicator +unit.chaos-array.name = Kaos +unit.eradicator.name = Ezerezle unit.lich.name = Litxe unit.reaper.name = Segalaria tutorial.next = [lightgray] @@ -949,7 +949,7 @@ liquid.cryofluid.description = Ur eta titanioz egindako likido bizigabe eta ez k mech.alpha-mech.description = Kontrolerako meka arrunta. Daga unitatean oinarritutakoa, blindaje hobetua eta eraikitze gaitasunek. Dardo ontzi batek baino kalte gehiago eragiten du. mech.delta-mech.description = Jo eta ihes motako erasoetarako egindako meka azkar eta zertxobait blindatua. Estrukturei kalte gutxi eragiten die, baina etsaien talde handiak azkar deuseztatu ditzake bere tximista arku armekin. mech.tau-mech.description = Mantenu meka. Blokea aliatuak osatzen ditu urrunetik. Bere konpontze gaitasun erradio barruko aliatuak sendatzen ditu. -mech.omega-mech.description = meka handikote eta ondo blindatua, lehen lerroko erasoetarako egina. Bere blindajeak jasotako kaltearen %90 arte gelditu dezake. +mech.omega-mech.description = Meka handikote eta ondo blindatua, lehen lerroko erasoetarako egina. Bere blindajeak jasotako kaltearen %90 arte gelditu dezake. mech.dart-ship.description = Kontrol ontzi arrunta. Nahiko azkar eta arina, baina erasorako gaitasun eta ustiatzeko abiadura txikia gutxi du. mech.javelin-ship.description = Jo eta iheserako eraso ontzia. Hasieran motela bada ere, abiadura oso azkarretara arte azeleratu dezake eta etsaien base aitzindarietara hegaz egin, kalte nabarmena eragin dezake bere tximista eta misilekin. mech.trident-ship.description = Bonbari astuna, eraikuntzarako eta etsaiaren babesak suntsitzeko egina. Nahiko ondo blindatua. @@ -965,11 +965,11 @@ unit.eruptor.description = Estrukturak behera botatzeko diseinatutako meka astun unit.wraith.description = Jo eta iheseko unitate harrapari azkarra. Energia sorgailuak ditu xede. unit.ghoul.description = Azal bonbaketari astuna. Etsaiaren estrukturak urratzen ditu, azpiegitura kritikoa xede duela. unit.revenant.description = Misil planeatzailedun tramankulu astuna. -block.message.description = Stores a message. Used for communication between allies. +block.message.description = Mezu bat gordetzen du. Aliatuen arteko komunikaziorako erabilia. block.graphite-press.description = Ikatz puskak zanpatzen ditu grafito hutsezko xaflak sortuz. block.multi-press.description = Grafito prentsaren bertsio hobetu bat. Ura eta energia behar ditu ikatza azkar eta eraginkorki prozesatzeko. block.silicon-smelter.description = Hondarra eta ikatz hutsa txikitzen ditu silizioa sortzeko. -block.kiln.description = Jondarra eta beruna galdatzen ditu metabeira izeneko konposatua sortzeko. Energia apur bat behar du jarduteko. +block.kiln.description = Hondarra eta beruna galdatzen ditu metabeira izeneko konposatua sortzeko. Energia apur bat behar du jarduteko. block.plastanium-compressor.description = Plastanioa ekoizten du olioa eta titanioa erabiliz. block.phase-weaver.description = Fasezko ehuna sintetizatzen du torio erradioaktiboa eta hondarra erabiliz. Energia kopurua handia behar du jarduteko. block.alloy-smelter.description = Titanioa, beruna, silizioa eta kobrea konbinatzen ditu tirain aleazioa ekoizteko. @@ -1059,7 +1059,7 @@ block.scorch.description = Inguruko lurreko etsaiak kiskaltzen ditu. Oso eragink block.hail.description = Irismen luzeko kanoiteria dorre txikia. block.wave.description = Neurri ertaineko dorrea. Likido jarioak isurtzen dizkie etsaiei. Suak automatikoki itzaltzen ditu ura hornitzen bazaio. block.lancer.description = Lurreko unitateen aurkako laser dorre ertaina. Energia izpi indartsuak kargatu eta jaurtitzen ditu. -block.arc.description = irismen hurbileko dorre elektriko txikia. Elektrizitate arkuak jaurtitzen dizkie etsaiei. +block.arc.description = Irismen hurbileko dorre elektriko txikia. Elektrizitate arkuak jaurtitzen dizkie etsaiei. block.swarmer.description = Misil dorre ertaina. Lurrezko zein airezko etsaiak erasotzen ditu. Misil gidatuak jaurtitzen ditu. block.salvo.description = Duo dorrearen bertsio handiago eta aurreratuago bat. Tiro-segida azkarrak botatzen dizkie etsaiei. block.fuse.description = Irismen hurbileko energia dorre handia. Hiru izpi zulatzaile isurtzen dizkie inguruko etsaiei. diff --git a/core/assets/bundles/bundle_fr.properties b/core/assets/bundles/bundle_fr.properties index d3ca00c607..1c1b8b6184 100644 --- a/core/assets/bundles/bundle_fr.properties +++ b/core/assets/bundles/bundle_fr.properties @@ -10,17 +10,20 @@ link.trello.description = Trello officiel pour les ajouts futurs link.itch.io.description = Page itch.io avec lien de téléchargement pour PC link.google-play.description = Google play store link.wiki.description = Le wiki officiel de Mindustry -linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié à votre presse papier. +linkfail = Erreur lors de l'ouverture du lien !\nL'URL a été copié dans votre presse papier. screenshot = Capture d'écran sauvegardée à {0} screenshot.invalid = La carte est trop large, il n'y a potentiellement pas assez de mémoire pour la capture d'écran. gameover = Game over gameover.pvp = L'équipe [accent] {0}[] a gagnée ! highscore = [accent]Nouveau meilleur score! + load.sound = Sons load.map = Cartes load.image = Images load.content = Contenus load.system = Système +load.mod = Mods + stat.wave = Vagues vaincues:[accent] {0} stat.enemiesDestroyed = Ennemis détruits:[accent] {0} stat.built = Bâtiments construits:[accent] {0} @@ -28,10 +31,12 @@ stat.destroyed = Bâtiments détruits:[accent] {0} stat.deconstructed = Bâtiments déconstruits:[accent] {0} stat.delivered = Ressources transférées: stat.rank = Rang Final: [accent]{0} + launcheditems = [accent]Ressources transférées +launchinfo = [unlaunched][[LANCER] votre noyau pour obtenir les objets indiquées en bleu. map.delete = Êtes-vous sûr de vouloir supprimer cette carte "[accent]{0}[]"? level.highscore = Meilleur score: [accent]{0} -level.select = Sélection de niveau +level.select = Sélection du niveau level.mode = Mode de jeu: showagain = Ne pas montrer la prochaine fois coreattack = [scarlet] @@ -40,7 +45,6 @@ database = Base de données savegame = Sauvegarder la partie loadgame = Charger la partie joingame = Rejoindre une partie -addplayers = Ajouter/Enlever des joueurs customgame = Partie customisée newgame = Nouvelle partie none = @@ -48,18 +52,37 @@ minimap = Minimap close = Fermer website = Site Web quit = Quitter -save.quit = Save & Quit +save.quit = Sauvegarder et Quitter maps = Cartes -maps.browse = Parcourir les Cartes +maps.browse = Parcourir les cartes continue = Continuer maps.none = [lightgray]Aucune carte trouvée! invalid = Invalide -preparingconfig = Préparation de la Configuration -preparingcontent = Préparation du Contenu -uploadingcontent = Publication du Contenu -uploadingpreviewfile = Publication du Fichier d'Aperçu -committingchanges = Validation des Modifications +preparingconfig = Préparation de la configuration +preparingcontent = Préparation du contenu +uploadingcontent = Publication du contenu +uploadingpreviewfile = Publication du fichier d'aperçu +committingchanges = Validation des modifications done = Fait + +mods.alphainfo = Gardez à l'esprit que les mods sont en alpha et[scarlet] peuvent être très buggés[].\nMerci de signaler les problèmes que vous rencontrez via le Github ou le Discord Mindustry. +mods.alpha = [accent](Alpha) +mods = Mods +mods.none = [LIGHT_GRAY]Aucun mod trouvé! +mods.guide = Guide de Modding +mods.report = Signaler un Bug +mod.enabled = [lightgray]Activé +mod.disabled = [scarlet]Désactivé +mod.disable = Désactiver +mod.enable = Activer +mod.requiresrestart = Le jeu va maintenant s'arrêter pour appliquer les modification du mod. +mod.reloadrequired = [scarlet]Rechargement requis +mod.import = Importer un mod +mod.import.github = Importer un mod Github +mod.remove.confirm = Ce mod sera supprimé. +mod.author = [LIGHT_GRAY]Auteur:[] {0} +mod.missing = Cette sauvegarde contient des mods que vous avez récemment mis à jour ou que vous avez désinstallés. Votre sauvegarde risque d'être corrompue. Êtes-vous sûr de vouloir l'importer?\n[lightgray]Mods:\n{0} + about.button = À propos name = Nom: noname = Commencer par choisir un[accent] nom de joueur[]. @@ -74,21 +97,21 @@ players = {0} joueurs en ligne players.single = {0} joueur en ligne server.closing = [accent]Fermeture du serveur... server.kicked.kick = Vous avez été expulsé du serveur! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = Vous n'êtes pas whitelisté ici. server.kicked.serverClose = Serveur fermé. server.kicked.vote = Vous avez été expulsé suite à un vote. Au revoir. server.kicked.clientOutdated = Client obsolète! Mettez à votre jeu à jour! server.kicked.serverOutdated = Serveur obsolète! Demandez à l'hôte de le mettre à jour! -server.kicked.banned = Vous avez été banni sur ce serveur. +server.kicked.banned = Vous avez été banni de ce serveur. server.kicked.typeMismatch = Ce serveur n'est pas compatible avec votre version du jeu. -server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libére. +server.kicked.playerLimit = Ce serveur est plein. Veuillez attendre qu'une place se libère. server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau. server.kicked.nameInUse = Il y a déjà quelqu'un avec\nce nom sur ce serveur. server.kicked.nameEmpty = Votre nom est invalide. server.kicked.idInUse = Vous êtes déjà sur ce serveur! Se connecter avec deux comptes n'est pas permis. server.kicked.customClient = Ce serveur ne supporte pas les versions personnalisées (Custom builds). Téléchargez une version officielle. server.kicked.gameover = Game over! -server.versions = Votre version:[accent] {0}[]\nLa version du serveur:[accent] {1}[] +server.versions = Votre version:[accent] {0}[]\nVersion du serveur:[accent] {1}[] host.info = Le bouton [accent]Héberger[] héberge un serveur sur le port [scarlet]6567[]. \nN'importe qui sur le même [lightgray]wifi ou réseau local []devrait voir votre serveur sur leur liste des serveurs.\n\nSi vous voulez que les gens puissent s'y connecter de partout à l'aide de votre IP, [accent]le transfert de port (port forwarding)[] est requis.\n\n[lightgray]Note: Si quelqu'un a des problèmes de connexion à votre partie LAN, vérifiez que vous avez autorisé l'accès à Mindustry sur votre réseau local dans les paramètres de votre pare-feu. join.info = Ici vous pouvez entrez [accent]l'adresse IP d'un serveur []pour s'y connecter, ou découvrir un serveur en [accent]réseau local[].\nLe multijoueur en LAN ainsi qu'en WAN est supporté.\n\n[lightgray]Note: Il n'y a pas de liste de serveurs globaux automatiques; Si vous voulez vous connectez à quelqu'un par IP, il faudra d'abord demander à l'hébergeur leur IP. hostserver = Héberger une partie @@ -108,7 +131,7 @@ trace.ip = IP: [accent]{0} trace.id = ID Unique : [accent]{0} trace.mobile = Client mobile: [accent]{0} trace.modclient = Client personnalisé: [accent]{0} -invalidid = ID du client invalide! Veillez soumettre un rapport d'erreur. +invalidid = ID du client invalide! Veuillez soumettre un rapport d'erreur. server.bans = Bannis server.bans.none = Aucun joueur banni trouvé! server.admins = Administrateurs @@ -140,7 +163,6 @@ server.port = Port: server.addressinuse = Adresse déjà utilisée! server.invalidport = numéro de port invalide! server.error = [crimson]Erreur d'hébergement: [accent]{0} -save.old = Cette sauvegarde provient d'une ancienne version du jeu, et ne peut plus être utilisée.\n\n[lightgray]la compatibilité des anciennes sauvegardes sera bientôt ajoutée dans la version 4.0 stable. save.new = Nouvelle sauvegarde save.overwrite = Êtes-vous sûr de vouloir\n écraser cette sauvegarde ? overwrite = Écraser @@ -174,27 +196,29 @@ warning = Avertissement. confirm = Confirmer delete = Supprimer view.workshop = Voir dans le Workshop +workshop.listing = Éditer le listing du Workshop ok = OK open = Ouverture -customize = Personaliser +customize = Personnaliser cancel = Annuler openlink = Ouvrir le lien copylink = Copier le lien back = Retour -data.export = Exporter les Données -data.import = Importer les Données -data.exported = Données Exportées. +data.export = Exporter les données +data.import = Importer les données +data.exported = Données exportées. data.invalid = Ce ne sont pas des données de jeu valides. data.import.confirm = L'importation des données externes va effacer[scarlet] toutes[] vos actuelles données de jeu.\n[accent]Ceci ne pourra pas être annulé![]\n\nUne fois les données importées, le jeu quittera immédiatement. classic.export = Exporter les données Classic -classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre télephone, pour les utiliser dans Mindustry Classic ? +classic.export.text = [accent]Mindustry[] vient d'avoir une mise à jour majeure.\nDes sauvegardes et/ou des cartes de la version Classic (v3.5 build 40) ont été détectées. Souhaitez-vous exporter ces sauvegardes dans le dossier accueil de votre téléphone, pour les utiliser dans Mindustry Classic ? quit.confirm = Êtes-vous sûr de vouloir quitter? quit.confirm.tutorial = Êtes-vous sur de ce que vous faites?\nLe tutoriel peut être repris dans [accent]Paramètres->Jeu->Reprendre le tutoriel.[] loading = [accent]Chargement... +reloading = [accent]Rechargement des Mods... saving = [accent]Sauvegarde... wave = [accent]Vague {0} wave.waiting = [lightgray]Vague dans {0} -wave.waveInProgress = [lightgray]Wave en cours +wave.waveInProgress = [lightgray]Vague en cours waiting = [lightgray]En attente... waiting.players = En attente de joueurs... wave.enemies = [lightgray]{0} Ennemis restants @@ -210,8 +234,13 @@ map.nospawn = Cette carte n'a pas de base pour qu'un joueur puisse y apparaisse! map.nospawn.pvp = Cette carte n'a pas de base ennemies pour qu'un joueur ennemi y apparaisse! Ajouter au moins une base [SCARLET] non-orange[] dans l'éditeur. map.nospawn.attack = Cette carte n'a aucune base ennemie à attaquer! Veuillez ajouter une base[SCARLET] rouge[] sur cette carte dans l'éditeur. map.invalid = Erreur lors du chargement de la carte: carte corrompue ou invalide. -map.publish.error = Erreur de Publication de la Carte: {0} +map.publish.error = Erreur de publication de la carte: {0} +map.update = Mise à jour de la carte +map.load.error = Erreur lors de la récupération des details depuis le workshop: {0} +map.missing = Cette carte a été supprimée ou déplacée.\n[lightgray]Cette carte a été automatiquement retirée du listing du workshop. map.publish.confirm = Êtes-vous sûr de vouloir publier cette carte?\n\n[lightgray]Assurez-vous d’accepter d’abord les CGU du Workshop, sinon vos cartes ne seront pas affichées! +map.menu = Sélectionnez ce que vous voulez faire avec cette carte. +map.changelog = Changelog (optionnel): eula = CGU de Steam map.publish = Carte publiée. map.publishing = [accent]Publication de la carte... @@ -240,11 +269,11 @@ waves.to = à waves.boss = Boss waves.preview = Prévisualiser waves.edit = Modifier... -waves.copy = Copier dans le Presse-papiers -waves.load = Coller depuis le Presse-papiers -waves.invalid = Vagues invalides dans le Presse-papiers. +waves.copy = Copier dans le presse-papiers +waves.load = Coller depuis le presse-papiers +waves.invalid = Vagues invalides dans le presse-papiers. waves.copied = Vagues copiées -waves.none = Aucun enemies définis.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut. +waves.none = Aucun ennemi défini.\nNotez que les vagues vides seront automatiquement remplacées par une vague générée par défaut. editor.default = [lightgray] details = Détails... edit = Modifier... @@ -254,11 +283,11 @@ editor.removeunit = Enlever l'unité editor.teams = Équipe editor.errorload = Erreur lors du chargement du fichier:\n[accent]{0} editor.errorsave = Erreur lors de la sauvegarde du fichier:\n[accent]{0} -editor.errorimage = Ceci est une image, et non une carte. \n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur. +editor.errorimage = Ceci est une image, et non une carte.\n\nSi vous voulez importer une carte provenant de la version 3.5 (build 40), utilisez le bouton 'importer une carte obsolète (image)' dans l'éditeur. editor.errorlegacy = Cette carte est trop ancienne, et utilise un format de carte qui n'est plus supporté. editor.errornot = Ceci n'est pas un fichier de carte. editor.errorheader = Le fichier de carte est invalide ou corrompu. -editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde? +editor.errorname = La carte n'a pas de nom, essayez vous de charger une sauvegarde? editor.update = Mettre à jour editor.randomize = Rendre aléatoire editor.apply = Appliquer @@ -291,6 +320,7 @@ editor.overwrite = [accent]Attention!\nCeci écrase une carte existante. editor.overwrite.confirm = [scarlet]Attention![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir l'écraser? editor.exists = Une carte avec ce nom existe déjà. editor.selectmap = Sélectionnez une carte: + toolmode.replace = Remplacer toolmode.replace.description = Dessiner seulement sur les blocs solides. toolmode.replaceall = Tout remplacer @@ -301,10 +331,11 @@ toolmode.square = Carré toolmode.square.description = Pinceau carré. toolmode.eraseores = Effacer les minéraux toolmode.eraseores.description = Efface seulement les minéraux. -toolmode.fillteams = Remplire les équipes +toolmode.fillteams = Remplir les équipes toolmode.fillteams.description = Rempli les équipes au lieu des blocs. toolmode.drawteams = Dessiner les équipes toolmode.drawteams.description = Dessine les équipes au lieu de blocs. + filters.empty = [lightgray]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous. filter.distort = Déformation filter.noise = Bruit @@ -336,6 +367,7 @@ filter.option.floor2 = Sol secondaire filter.option.threshold2 = Seuil secondaire filter.option.radius = Rayon filter.option.percentile = Centile + width = Largeur: height = Hauteur: menu = Menu @@ -344,20 +376,22 @@ campaign = Campagne load = Charger save = Sauvegarder fps = FPS: {0} -tps = TPS: {0} ping = Ping: {0}ms -language.restart = Veuillez redémarrez votre jeu pour le changement de langue prenne effet. +language.restart = Veuillez redémarrez votre jeu pour que le changement de langue prenne effet. settings = Paramètres tutorial = Tutoriel -tutorial.retake = Re-Take Tutorial +tutorial.retake = Rejouer le Tutoriel editor = Éditeur mapeditor = Éditeur de carte donate = Faire un\ndon + abandon = Abandonner abandon.text = Cette zone et toutes ses ressources vont être perdues. locked = Verrouillé complete = [lightgray]Compléter: -zone.requirement = Vague {0} dans la zone {1} +requirement.wave = Vague {0} dans {1} +requirement.core = Détruire le Noyau ennemi dans {0} +requirement.unlock = Débloque {0} resume = Reprendre la partie:\n[lightgray]{0} bestwave = [lightgray]Meilleur: {0} launch = < Lancement > @@ -368,58 +402,64 @@ launch.confirm = Cela va transférer toutes les ressources de votre noyau.\nVous launch.skip.confirm = Si vous passez à la vague suivante, vous ne pourrez pas effectuer le lancement avant les prochaines vagues. uncover = Découvrir configure = Modifier les ressources emportées. -configure.locked = [lightgray]Atteignez la vague {0}\npour configurer les ressources emportées. +bannedblocks = Blocs bannis +addall = Ajouter tous +configure.locked = [lightgray]Déloquer la configuration des ressources emportées: {0}. configure.invalid = Le montant doit être un nombre compris entre 0 et {0}. zone.unlocked = [lightgray]{0} Débloquée. -zone.requirement.complete = Vague {0} atteinte:\n{1} Exigences de la zone complétées -zone.config.complete = Vague {0} atteinte:\nConfiguration des ressources emportées possible. +zone.requirement.complete = Exigences pour {0} complétées:[lightgray]\n{1} +zone.config.unlocke = Configuration des ressources emportées débloquée:[lightgray]\n{0} zone.resources = [lightgray]Ressources détectées: -zone.objective = [lightgray]Objective: [accent]{0} +zone.objective = [lightgray]Objectif: [accent]{0} zone.objective.survival = Survivre zone.objective.attack = Détruire le noyau ennemi add = Ajouter... boss.health = Santé du Boss + connectfail = [crimson]Échec de la connexion au serveur :\n\n[accent]{0} error.unreachable = Serveur injoignable.\nL'adresse IP est correcte? error.invalidaddress = Adresse invalide. error.timedout = Délai de connexion dépassé!\nAssurez-vous que l'hôte a autorisé l'accès au port (port forwarding), et que l'adresse soit correcte! -error.mismatch = Erreur de paquet:\nPossible différence de verison entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus recente! +error.mismatch = Erreur de paquet:\nPossible différence de version entre le client et le serveur .\nVérifiez que vous et l'hôte avez la version de Mindustry la plus récente! error.alreadyconnected = Déjà connecté. error.mapnotfound = Carte introuvable! error.io = Erreur de Réseau (I/O) error.any = Erreur réseau inconnue -error.bloom = Echec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter. +error.bloom = Échec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter. + zone.groundZero.name = Première Bataille zone.desertWastes.name = Désert Sauvage zone.craters.name = Les Cratères zone.frozenForest.name = Forêt Glaciale zone.ruinousShores.name = Rives en Ruine -zone.stainedMountains.name = Montagnes Tâchetées +zone.stainedMountains.name = Montagnes Tachetées zone.desolateRift.name = Ravin Abandonné zone.nuclearComplex.name = Complexe Nucléaire -zone.overgrowth.name = Surcroissance Végétale +zone.overgrowth.name = Friche Végétale zone.tarFields.name = Champs de Pétrole zone.saltFlats.name = Marais Salants zone.impact0078.name = Impact 0078 zone.crags.name = Rochers zone.fungalPass.name = Passe Fongique + zone.groundZero.description = L'emplacement optimal pour débuter. Faible menace ennemie. Peu de ressources. \nRecueillez autant de plomb et de cuivre que possible.\nRien d'autre à signaler. -zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Aprenez a utiliser les réparateurs. -zone.desertWastes.description = Cette étendue désertique est immense, imprévisibles. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brulez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible. +zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des générateurs a combustion. Apprenez a utiliser les réparateurs. +zone.desertWastes.description = Cette étendue désertique est immense, imprévisible. On y croise des structures abandonnées.\nLe charbon est présent dans la région. Brûlez-le pour générer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible. zone.saltFlats.description = Aux abords du désert se trouvent les Marais Salants. Peu de ressources peuvent être trouvées à cet endroit.\n\nL'ennemi y a érigé un stockage de ressources. Éradiquez leur présence. zone.craters.description = L'eau s'est accumulée dans ce cratère, vestige des guerres anciennes. Récupérez la zone. Recueilliez du sable pour le transformer en verre trempé. Pompez de l'eau pour refroidir les tourelles et les perceuses. -zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavent, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas beaucoup. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie. +zone.ruinousShores.description = Passé les contrées désertiques, c'est le rivage. Auparavant, cet endroit a abrité un réseau de défense côtière. Il n'en reste pas grand chose. Seules les structures de défense les plus élémentaires sont restées indemnes, tout le reste étant réduit à néant.\nÉtendez vous. Redécouvrez la technologie. zone.stainedMountains.description = A l'intérieur des terres se trouvent des montagnes, épargnées par les spores. Extrayez le titane qui abonde dans cette région. Apprenez à vous en servir. La menace ennemi se fait plus présente ici. Ne leur donnez pas le temps de rallier leurs puissantes unités. -zone.overgrowth.description = Cette zone est étouffée par la végétation, et proche de la source des spores.\nL’ennemi a établi une base ici. Construisez des unitées Titan pour le détruire. Reprennez ce qui a été perdu. -zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologie de traitement d'huile. +zone.overgrowth.description = Cette zone est envahie par la végétation, et proche de la source des spores.\nL’ennemi a établi une base ici. Construisez des unités Titan pour le détruire. Reprenez ce qui a été perdu. +zone.tarFields.description = La périphérie d'une zone de puits pétroliers, entre montagnes et désert. Une des rares zones disposant de réserves de Pétrole utilisables. Bien qu'abandonnée, cette zone compte des forces ennemies dangereuses à proximité. Ne les sous-estimez pas.\n\n[lightgray]Si possible, recherchez les technologies de traitement du pétrole zone.desolateRift.description = Une zone extrêmement dangereuse. Ressources abondantes, mais peu d'espace. Fort risque de destruction. Repartez le plus vite possible. Ne vous laissez pas berner par une longue attente entre deux vagues ennemies. -zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, à l'affut constant. +zone.nuclearComplex.description = Une ancienne installation de production et traitement de thorium réduite en ruines.\n[lightgray]Faites des recherches sur le thorium et ses nombreuses utilisations.\n\nL'ennemi est présent ici en grand nombre, constamment à l'affut. zone.fungalPass.description = Une zone de transition entre les hautes montagnes et les basses régions infestées de spores. Une petite base de reconnaissance ennemie s'y trouve.\nDétruisez la.\nUtilisez les unités Poignard et Rampeurs. Détruisez les deux noyaux. zone.impact0078.description = zone.crags.description = + settings.language = Langue settings.data = Données du Jeu -settings.reset = Valeurs par Défaut. +settings.reset = Valeurs par Défaut settings.rebind = Réattribuer settings.controls = Contrôles settings.game = Jeu @@ -427,16 +467,15 @@ settings.sound = Son settings.graphics = Graphismes settings.cleardata = Effacer les données du jeu... settings.clear.confirm = Êtes-vous sûr d'effacer ces données ?\nAucun retour en arrière n'est possible! -settings.clearall.confirm = [scarlet]ATTENTION![]\nCet action effacera toutes les données, y conpris les sauvegarges, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera. -settings.clearunlocks = Effacer la progression -settings.clearall = Tout effacer +settings.clearall.confirm = [scarlet]ATTENTION![]\nCette action effacera toutes les données, y compris les sauvegardes, les cartes, la progression et la configuration des touches.\nUne fois que vous aurez pressé 'ok' le jeu effacera TOUTES les données et se fermera. paused = [accent]< Pause > +clear = Effacer +banned = [scarlet]Bannis yes = Oui no = Non info.title = Info error.title = [crimson]Une erreur s'est produite error.crashtitle = Une erreur s'est produite -attackpvponly = [scarlet]Seulement disponible dans les modes Attaque et PvP blocks.input = Input blocks.output = Output blocks.booster = Booster @@ -458,20 +497,21 @@ blocks.itemcapacity = Stockage blocks.basepowergeneration = Taux d'énergie normale blocks.productiontime = Durée de production blocks.repairtime = Durée de Réparation Complète du Bloc -blocks.speedincrease = Accéleration +blocks.speedincrease = Accélération blocks.range = Portée blocks.drilltier = Forable blocks.drillspeed = Vitesse de forage de base -blocks.boosteffect = Boost Effect +blocks.boosteffect = Effet du Boost blocks.maxunits = Unités actives max blocks.health = Santé blocks.buildtime = Durée de construction -blocks.buildcost = Coût de Construction +blocks.buildcost = Coût de construction blocks.inaccuracy = Imprécision blocks.shots = Tirs blocks.reload = Tirs/Seconde blocks.ammo = Munitions -bar.drilltierreq = Foreuse Ameliorée Requise + +bar.drilltierreq = Foreuse Améliorée Requise bar.drillspeed = Vitesse de forage: {0}/s bar.efficiency = Efficacité: {0}% bar.powerbalance = Énergie: {0}/s @@ -485,6 +525,7 @@ bar.heat = Chaleur bar.power = Énergie bar.progress = Progression de la construction bar.spawned = Unités: {0}/{1} + bullet.damage = [stat]{0}[lightgray] dégâts bullet.splashdamage = [stat]{0}[lightgray] dégâts de zone ~[stat] {1}[lightgray] blocs bullet.incendiary = [stat]incendiaire @@ -496,6 +537,7 @@ bullet.freezing = [stat]gel bullet.tarred = [stat]goudronné bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions bullet.reload = [stat]{0}[lightgray]x vitesse de tir + unit.blocks = blocs unit.powersecond = énergie/seconde unit.liquidsecond = unité de liquide/seconde @@ -520,15 +562,15 @@ setting.shadows.name = Ombres setting.linear.name = Filtrage Linéaire setting.animatedwater.name = Eau animée setting.animatedshields.name = Boucliers Animés -setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécéssaire)[] +setting.antialias.name = Antialias[lightgray] (redémarrage du jeu nécessaire)[] setting.indicators.name = Indicateurs Alliés/Ennemis setting.autotarget.name = Visée automatique -setting.keyboard.name = Controles Sourie+Clavier +setting.keyboard.name = Contrôles Souris+Clavier setting.touchscreen.name = Commandes d'Écran Tactile setting.fpscap.name = FPS Max setting.fpscap.none = Aucun setting.fpscap.text = {0} FPS -setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécéssaire)[] +setting.uiscale.name = Échelle de l'interface[lightgray] (redémarrage du jeu nécessaire)[] setting.swapdiagonal.name = Autoriser le placement en diagonale setting.difficulty.training = Entraînement setting.difficulty.easy = Facile @@ -542,12 +584,11 @@ setting.sensitivity.name = Sensibilité de la manette setting.saveinterval.name = Intervalle des sauvegardes auto setting.seconds = {0} secondes setting.fullscreen.name = Plein Écran -setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut requérir le redémarrage du jeu) +setting.borderlesswindow.name = Fenêtre sans bords (Borderless)[lightgray] (peut nécessiter le redémarrage du jeu) setting.fps.name = Afficher FPS setting.vsync.name = VSync -setting.lasers.name = Afficher les connections Électriques setting.pixelate.name = Pixeliser[lightgray] (désactive les animations) -setting.minimap.name = Montrer la Minimap +setting.minimap.name = Afficher la Minimap setting.musicvol.name = Volume Musique setting.ambientvol.name = Volume Ambiant setting.mutemusic.name = Couper la Musique @@ -557,12 +598,14 @@ setting.crashreport.name = Envoyer un Rapport de Crash Anonyme setting.savecreate.name = Sauvegardes Auto setting.publichost.name = Visibilité de la Partie Publique setting.chatopacity.name = Opacité du Chat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Montrer le Chat -uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux parametres d'avant et fermeture dans [accent] {0}[]... +public.confirm = Voulez-vous rendre votre partie publique?\n[lightgray]Ce paramètre peut être changé plus tard dans Paramètres->Jeu->Visibilité de la Partie Publique +uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer.\n[scarlet]Rétablissement aux paramètres d'avant et fermeture dans [accent] {0}[]... uiscale.cancel = Annuler & Quitter setting.bloom.name = Flou lumineux -keybind.title = Racourcis Clavier -keybinds.mobile = [scarlet]La plupart des racourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés. +keybind.title = Raccourcis Clavier +keybinds.mobile = [scarlet]La plupart des raccourcis claviers ne sont pas fonctionnels sur mobile. Seuls les mouvements basiques sont supportés. category.general.name = Général category.view.name = Voir category.multiplayer.name = Multijoueur @@ -580,10 +623,10 @@ keybind.fullscreen.name = Basculer en Plein Écran keybind.select.name = Sélectionner/Tirer keybind.diagonal_placement.name = Placement en diagonale keybind.pick.name = Choisir un bloc -keybind.break_block.name = Suppprimer un bloc +keybind.break_block.name = Supprimer un bloc keybind.deselect.name = Désélectionner keybind.shoot.name = Tirer -keybind.zoom_hold.name = Maintenir le zoom +keybind.zoom_hold.name = Maintenir pour zoomer keybind.zoom.name = Zoom keybind.menu.name = Menu keybind.pause.name = Pause @@ -593,6 +636,7 @@ keybind.chat.name = Chat keybind.player_list.name = Liste des joueurs keybind.console.name = Console keybind.rotate.name = Tourner +keybind.rotateplaced.name = Tourner existant (maintenir) keybind.toggle_menus.name = Cacher/afficher les menus keybind.chat_history_prev.name = Remonter l'historique du chat keybind.chat_history_next.name = Descendre l'historique du chat @@ -601,14 +645,16 @@ keybind.drop_unit.name = Larguer l'unité keybind.zoom_minimap.name = Zoom minimap mode.help.title = Description des modes de jeu mode.survival.name = Survie -mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécéssite un point d'apparition pour les ennemis. +mode.survival.description = Le mode normal. Ressources limitées et vagues automatiques.\n[gray]Nécessite un point d'apparition pour les ennemis. mode.sandbox.name = Bac à sable mode.sandbox.description = Ressources infinies et pas de minuterie pour les vagues. +mode.editor.name = Editeur mode.pvp.name = PvP mode.pvp.description = Battez-vous contre d'autres joueurs en local.\n[gray]Requiert aux moins 2 noyaux de couleur différentes dans la carte pour y jouer. mode.attack.name = Attaque mode.attack.description = Pas de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un noyaux rouge dans la map pour y jouer. mode.custom = Règles personnalisées + rules.infiniteresources = Ressources infinies rules.wavetimer = Minuterie pour les vagues rules.waves = Vagues @@ -619,9 +665,9 @@ rules.unitbuildspeedmultiplier = Multiplicateur de Vitesse de Construction d'Uni rules.unithealthmultiplier = Multiplicateur de Santé des Unités rules.playerhealthmultiplier = Multiplicateur de Santé des Joueurs rules.playerdamagemultiplier = Multiplicateur des Dégâts Joueurs -rules.unitdamagemultiplier = Multiplicateur des Dégats Unité +rules.unitdamagemultiplier = Multiplicateur des dégâts Unité rules.enemycorebuildradius = Périmètre de non-construction du noyau ennemi:[lightgray] (blocs) -rules.respawntime = Durée de réaparition:[lightgray] (sec) +rules.respawntime = Durée de réapparition:[lightgray] (sec) rules.wavespacing = Espacement des vagues:[lightgray] (sec) rules.buildcostmultiplier = Multiplicateur du prix de construction rules.buildspeedmultiplier = Multiplicateur du temps de construction @@ -635,6 +681,7 @@ rules.title.resourcesbuilding = Ressources & Construction rules.title.player = Joueurs rules.title.enemy = Ennemis rules.title.unit = Unités + content.item.name = Objets content.liquid.name = Liquides content.unit.name = Unités @@ -674,7 +721,7 @@ mech.omega-mech.weapon = Missiles Essaim mech.omega-mech.ability = Armure mech.dart-ship.name = Dard mech.dart-ship.weapon = Mitraillette -mech.javelin-ship.name = Javelin +mech.javelin-ship.name = Javelot mech.javelin-ship.weapon = Missiles Rafale mech.javelin-ship.ability = Décharge de Propulseur mech.trident-ship.name = Trident @@ -696,6 +743,7 @@ mech.buildspeed = [LIGHT_GRAY]Vitesse de Construction: {0}% liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique: {0} liquid.viscosity = [LIGHT_GRAY]Viscosité: {0} liquid.temperature = [LIGHT_GRAY]Température: {0} + block.sand-boulder.name = Bloc de Sable block.grass.name = Herbe block.salt.name = Sel @@ -706,14 +754,14 @@ block.sandrocks.name = Roches de sable block.spore-pine.name = Pin Sporifié block.sporerocks.name = Roche Sporeuse block.rock.name = Roche -block.snowrock.name = Roches enneigés +block.snowrock.name = Roches enneigées block.snow-pine.name = Pin enneigé block.shale.name = Schiste block.shale-boulder.name = Blocs de Schiste block.moss.name = Mousse block.shrubs.name = Arbustes block.spore-moss.name = Mousse Sporeuse -block.shalerocks.name = Rochets de de Schiste Argileux +block.shalerocks.name = Rochers de Schiste Argileux block.scrap-wall.name = Mur de Ferraille block.scrap-wall-large.name = Mur de Ferraille Large block.scrap-wall-huge.name = Mur de Ferraille Énorme @@ -729,8 +777,8 @@ block.core-foundation.name = Noyau: Fondation block.core-nucleus.name = Noyau: Épicentre block.deepwater.name = Eau profonde block.water.name = Eau -block.tainted-water.name = Eau Teintée -block.darksand-tainted-water.name = Sable Teinté d'Eau Sombre +block.tainted-water.name = Eau Contaminée +block.darksand-tainted-water.name = Sable Sombre Mouillé Contaminé block.tar.name = Pétrole block.stone.name = Roche block.sand.name = Sable @@ -739,7 +787,7 @@ block.ice.name = Glace block.snow.name = Neige block.craters.name = Cratères block.sand-water.name = Sable Mouillé -block.darksand-water.name = Sable Mouillé Sombre +block.darksand-water.name = Sable Sombre Mouillé block.char.name = Cendre block.holostone.name = Pierre Holographique block.ice-snow.name = Neige Gelée @@ -800,9 +848,9 @@ block.melter.name = Four à Fusion block.incinerator.name = Incinérateur block.spore-press.name = Presse à Spore block.separator.name = Séparateur -block.coal-centrifuge.name = Centrifuge à Charbon +block.coal-centrifuge.name = Centrifugeur à Charbon block.power-node.name = Transmetteur Énergétique -block.power-node-large.name = Gros Transmetteur Énergétique +block.power-node-large.name = Grand Transmetteur Énergétique block.surge-tower.name = Tour de Surtension block.battery.name = Batterie block.battery-large.name = Grande Batterie @@ -817,7 +865,7 @@ block.water-extractor.name = Extracteur d'Eau block.cultivator.name = Cultivateur block.dart-mech-pad.name = Reconstructeur de Mécha Dard block.delta-mech-pad.name = Reconstructeur de Mécha Delta -block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelin +block.javelin-ship-pad.name = Reconstructeur de Vaisseau Javelot block.trident-ship-pad.name = Reconstructeur de Vaisseau Trident block.glaive-ship-pad.name = Reconstructeur de Vaisseau Glaive block.omega-mech-pad.name = Reconstructeur de Mécha Oméga @@ -852,7 +900,7 @@ block.ghoul-factory.name = Usine de Bombardiers Goules block.dagger-factory.name = Usine de Méchas Poignards block.crawler-factory.name = Usine de Méchas Rampeurs block.titan-factory.name = Usine de Méchas Titans -block.fortress-factory.name = Usine de Méchas Forteresse +block.fortress-factory.name = Usine de Méchas Forteresses block.revenant-factory.name = Usine de Combattants Revenants block.repair-point.name = Point de Réparation block.pulse-conduit.name = Conduit à Impulsion @@ -908,26 +956,27 @@ unit.lich.name = Liche unit.reaper.name = Faucheur tutorial.next = [lightgray] tutorial.intro = Vous venez de commencer le [scarlet]Tutoriel de Mindustry.[]\nCommence en minant du [accent]cuivre[]. Pour cela, appuyez sur une veine de minerai de cuivre près de votre noyau.\n\n[accent]{0}/{1} cuivre -tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction. -tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSelectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]boutton en forme de croix[] pour annuler le placement. +tutorial.drill = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nCliquez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[]. Placez-la sur une veine de cuivre en cliquant.\n[accent]Faite un clique-droit[] pour arrêter la construction. +tutorial.drill.mobile = Miner manuellement est inefficace.\n[accent]Les foreuses []peuvent miner pour vous.\nAppuyez sur l'onglet des foreuses en bas à droite.\nSélectionnez la [accent]foreuse mécanique[].\nPlacez-la sur une veine de cuivre en y appuyant, puis en touchant la[accent] coche[] pour confirmer votre placement.\nAppuyez sur le [accent]bouton en forme de croix[] pour annuler le placement. tutorial.blockinfo = Chaque bloc a des statistiques différentes. Chaque foreuse ne peut miner que certains minerais.\nPour vérifier les informations et les statistiques d'un bloc, appuyez sur le [accent]bouton "?" tout en le sélectionnant dans le menu de construction.[]\n\n[accent]Maintenant, accédez aux statistiques de la foreuse mécanique.[] tutorial.conveyor = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent]Maintenez votre souris pour les placer en ligne.[]\nGardez la touche[accent] CTRL[] enfoncé pour pouvoir les placer en diagonale.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées -tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et deplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées -tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisé pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisés pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourrelle Duo[] non loin de votre noyau. -tutorial.drillturret = Les tourrelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1 -tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser. -tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des batiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser. +tutorial.conveyor.mobile = [accent]Les convoyeurs[] sont utilisés pour transporter des objets au noyau.\nFaite une ligne de convoyeurs de la foreuse jusqu'au noyau.\n[accent] Maintenez votre doigt enfoncé[] et déplacez-le pour former une ligne.\n\n[accent]{0}/{1} convoyeurs placé en ligne\n[accent]0/1 ressources acheminées +tutorial.turret = Une fois qu'une ressource rentre dans votre noyau, elle peut être utilisée pour la construction.\nGardez à l'esprit que certaines ressources ne peuvent pas être utilisées pour la construction.\nCes ressources, tel que[accent] le charbon[] ou[accent] la ferraille[], ne peuvent pas rentrer dans votre noyau.\nDes structures défensives doivent être construites pour repousser l'[lightgray] ennemi[].\nConstruisez une [accent]tourelle Duo[] non loin de votre noyau. +tutorial.drillturret = Les tourelles Duo ont besoin de[accent] munitions en cuivre []pour tirer.\nPlacez une foreuse près de la tourelle.\nA l'aide de convoyeurs, alimentez la tourelle en cuivre.\n\n[accent]Munitions livrées: 0/1 +tutorial.pause = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur la barre espace pour pauser. +tutorial.pause.mobile = Pendant les batailles, vous pouvez mettre [accent]le jeu en pause.[]\nVous pouvez placer des bâtiments à construire tout en étant en pause.\n\n[accent]Appuyez sur ce bouton en haut à gauche pour pauser. tutorial.unpause = Maintenant, appuyez à nouveau sur espace pour continuer à jouer. tutorial.unpause.mobile = Appuyez à nouveau dessus pour continuer à jouer. -tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le boutton de droite de votre souri[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone. -tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Selectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplacant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone. -tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirés en [accent]appuyant pendant quelque secondes[].\n\n[accent]Retirez du cuivre du noyau.[] -tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précedemment dans le noyau.[] -tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues.[accent] Clique[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. -tutorial.launch = Une fois que vous aurez atteind une vague spécifique, vous aurez la possibilité de[accent] faire décoler le noyau[], abandonant vos défenses mais en [accent]sécurisant toutes les ressources de votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement. +tutorial.breaking = Les blocs doivent souvent être détruits.\n[accent]Gardez enfoncé le bouton droit de votre souris[] pour détruire tous les blocs en une sélection.[]\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone. +tutorial.breaking.mobile = Les blocs doivent souvent être détruits.\n[accent]Sélectionnez le mode de déconstruction[], puis appuyez sur un bloc pour commencer à le détruire.\nDétruisez une zone en maintenant votre doigt appuyé pendant quelques secondes[] et en le déplaçant dans une direction.\nAppuyez sur le bouton coche pour confirmer.\n\n[accent]Détruisez tous les blocs de ferraille situés à gauche de votre noyau à l'aide de la sélection de zone. +tutorial.withdraw = Dans certaines situations, il est nécessaire de prendre des éléments directement à partir de blocs.\nPour faire cela, [accent]appuyez sur un bloc[] qui contient des ressources, puis [accent]appuyez sur une ressource[] dans son inventaire.\nPlusieurs ressources peuvent être retirées en [accent]appuyant pendant quelques secondes[].\n\n[accent]Retirez du cuivre du noyau.[] +tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser de votre vaisseau vers le bloc de destination.\n\n[accent]Déposez le cuivre récupéré précédemment dans le noyau.[] +tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues.[accent] Cliquez[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. +tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDéfendez le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre. +tutorial.launch = Une fois que vous aurez atteint une vague spécifique, vous aurez la possibilité de[accent] faire décoller le noyau[], abandonnant vos défenses mais [accent]sécurisant toutes les ressources stockées dans votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement. + item.copper.description = Le matériau structurel de base. Utilisé intensivement dans tout les blocs. -item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de trasports de liquides. +item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de transport de liquides. item.metaglass.description = Un composé de vitre super-résistant. Utilisé largement pour le transport et le stockage de liquides. item.graphite.description = Du carbone minéralisé, utilisé pour les munitions et l’isolation électrique. item.sand.description = Un matériau commun utilisé largement dans la fonte, à la fois dans l'alliage et comme un flux. @@ -938,150 +987,150 @@ item.scrap.description = Restes de vieilles structures et unités. Contient des item.silicon.description = Un matériau semi-conducteur extrêmement utile, avec des utilisations dans les panneaux solaires et dans beaucoup d'autre composants électroniques complexes. item.plastanium.description = Un matériau léger et ductile utilisé dans l'aviation avancée et dans les munitions à fragmentation. item.phase-fabric.description = Une substance au poids quasiment inexistant utilisé pour l'électronique avancé et la technologie auto-réparatrice. -item.surge-alloy.description = Un alliage avancé avec des propriétés électriques avancées. -item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en huile, explosifs et carburant. +item.surge-alloy.description = Un alliage avancé avec des propriétés électriques uniques. +item.spore-pod.description = Une gousse de spores synthétiques, synthétisées à partir de concentrations atmosphériques à des fins industrielles. Utilisé pour la conversion en pétrole, explosifs et carburant. item.blast-compound.description = Un composé volatile utilisé dans les bombes et les explosifs. Bien qu'il puisse être utilisé comme carburant, ce n'est pas conseillé. item.pyratite.description = Une substance extrêmement inflammable utilisée dans les armes incendiaires. liquid.water.description = Le liquide le plus utile. Couramment utilisé pour le refroidissement et le traitement des déchets. liquid.slag.description = Différents types de métaux en fusion mélangés. Peut être séparé en ses minéraux constitutifs ou tout simplement pulvérisé sur les unités ennemies. -liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être brûlé, utilisé comme explosif ou comme liquide de refroidissement. +liquid.oil.description = Un liquide utilisé dans la production de matériaux avancés. Peut être transformé en charbon ou pulvérisé sur les ennemis puis enflammé. liquid.cryofluid.description = Un liquide inerte, non corrosif, créé à partir d’eau et de titane. A une capacité d'absorption de chaleur extrêmement élevée. Utilisé intensivement comme liquide de refroidissement. mech.alpha-mech.description = Le mécha standard. Est basé sur une unité Poignard, avec une armure améliorée et des capacités de construction. Inflige plus de dégâts qu'un vaisseau Dard. -mech.delta-mech.description = Un mécha rapide, avec une armure légère, concu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques. +mech.delta-mech.description = Un mécha rapide, avec une armure légère, conçu pour les attaques de frappe. Il inflige, par contre, peu de dégâts aux structures. Néanmoins il peut tuer de grand groupes d'ennemis très rapidement avec ses arcs électriques. mech.tau-mech.description = Un mécha de support. Soigne les blocs alliés en tirant dessus. Il peut aussi éteindre les feux et soigner ses alliés en zone avec sa compétence. mech.omega-mech.description = Un mécha cuirassé et large fait pour les assauts frontaux. Sa compétence lui permet de bloquer 90% des dégâts. mech.dart-ship.description = Le vaisseau standard. Raisonnablement rapide et léger. Il a néanmoins peu d'attaque et une faible vitesse de minage. -mech.javelin-ship.description = Un vaisseau de frappe qui, bien que lent au départ, peut accélerer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles. -mech.trident-ship.description = Un bombardier lourd, concu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé. -mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Equipé avec un fusil automatique à munitions incendiaires. Est très maniable. +mech.javelin-ship.description = Un vaisseau de frappe éclair qui, bien que lent au départ, peut accélérer pour atteindre de très grandes vitesses et voler jusqu'aux avant-postes ennemis, faisant d'énormes dégâts avec ses arc électriques obtenus à vitesse maximum et ses missiles. +mech.trident-ship.description = Un bombardier lourd, conçu pour la construction et pour la destruction des fortifications ennemies. Assez bien blindé. +mech.glaive-ship.description = Un grand vaisseau de combat cuirassé. Équipé avec un fusil automatique à munitions incendiaires. Est très maniable. unit.draug.description = Un drone de minage primitif pas cher à produire. Sacrifiable. Mine automatiquement le cuivre et le plomb dans les environs. Fournit les ressources minées au noyau le plus proche. unit.spirit.description = Un drone Draug modifié, conçu pour réparer au lieu d’exploiter. Répare automatiquement tous les blocs endommagés dans la zone. unit.phantom.description = Une unité de drone avancée qui vous suit et vous aide à la construction de blocs. -unit.dagger.description = L'unité de sol de base. Coute pas cher à produire. Est écrasant lorsqu'il est utilisé en essaims. -unit.crawler.description = Une unité de sol composée d’un cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis. -unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Equipé de deux lance-flammes miniatures de type Brûleur. -unit.fortress.description = Une unité d'artillerie lourde. Equipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies. +unit.dagger.description = L'unité terrestre de base. Coûte peu cher à produire. Implacable lorsqu'il est utilisé en essaims. +unit.crawler.description = Une unité terrestre composée d’un cadre dépouillé sur lequel sont fixés des explosifs puissants. Pas particulièrement durable. Explose au contact des ennemis. +unit.titan.description = Une unité terrestre avancée et blindée. Attaque les cibles aériennes et terrestres. Équipé de deux lance-flammes miniatures de type Brûleur. +unit.fortress.description = Une unité d'artillerie lourde. Équipé de deux canons de type Grêle modifiés pour l'assaut à longue portée contre les structures et les unités ennemies. unit.eruptor.description = Une unité lourde conçue pour détruire les structures. Tire un flot de scories sur les fortifications ennemies, les faisant fondre et brûler. -unit.wraith.description = Une unité d'interception rapide et de frappe. Cible les générateurs d'énergie. -unit.ghoul.description = Un bombardier lourd de saturation. Déchire a travert les structures ennemies, ciblant les infrastructures critiques. -unit.revenant.description = Un arsenal de missiles lourd et planant. +unit.wraith.description = Une unité d'interception rapide de harcelement. Cible les générateurs d'énergie. +unit.ghoul.description = Un bombardier lourd de barrage. Fend a travers les lignes ennemies, ciblant les infrastructures critiques. +unit.revenant.description = Une plateforme aérienne lançant des missiles lourds. block.message.description = Enregistre un message. Utilisé pour la communication entre alliés. block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite pur. block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement. block.silicon-smelter.description = Réduit le sable avec du charbon pur. Produit du silicone. block.kiln.description = Fait fondre le sable et le plomb en verre trempé. Nécessite de petites quantités d'énergie. -block.plastanium-compressor.description = Produit du plastanium à partir d'huile et de titane. +block.plastanium-compressor.description = Produit du plastanium à partir de pétrole et de titane. block.phase-weaver.description = Produit du tissu phasé à partir de thorium et de grandes quantités de sable. Nécessite des quantités massives d'énergie pour fonctionner. block.alloy-smelter.description = Produit un alliage superchargé à l'aide de titane, de plomb, de silicone et de cuivre. block.cryofluidmixer.description = Mélange de l’eau et de la fine poudre de titane pour former du liquide cryogénique. Indispensable pour l'utilisation du réacteur au thorium. block.blast-mixer.description = Écrase et mélange les amas de spores avec de la pyratite pour produire un mélange explosif. block.pyratite-mixer.description = Mélange le charbon, le plomb et le sable en pyratite hautement inflammable. block.melter.description = Fait fondre la ferraille en scories pour un traitement ultérieur ou une utilisation dans des tourelles Vague. -block.separator.description = Expose la pierre à de l'eau sous pression afin d'obtenir différents minéraux contenus dans la pierre. -block.spore-press.description = Compresses spore pods into oil. -block.pulverizer.description = Écrase la pierre pour en faire du sable. Utile quand il y a un manque de sable naturel. -block.coal-centrifuge.description = Solidifes oil into chunks of coal. -block.incinerator.description = Permet de se débarasser de n'importe quel objet ou liquide en exces . +block.separator.description = Expose la scorie à de l'eau sous pression afin d'obtenir différents minéraux qu'elle contient. +block.spore-press.description = Compresse les glandes de spore sous une pression extrême pour synthétiser du pétrole. +block.pulverizer.description = Écrase la ferraille pour en faire du sable. Utile quand il y a un manque de sable naturel. +block.coal-centrifuge.description = Solidifie le pétrole en blocs de charbon. +block.incinerator.description = Permet de se débarrasser de n'importe quel objet ou liquide en excès. block.power-void.description = Supprime toute l'énergie allant à l'intérieur. Bac à sable uniquement block.power-source.description = Produit de l'énergie à l'infini. Bac à sable uniquement. block.item-source.description = Produit des objets à l'infini. Bac à sable uniquement . block.item-void.description = Désintègre n'importe quel objet qui va à l'intérieur sans utiliser d'énergie. Bac à sable uniquement. block.liquid-source.description = Source de liquide infinie . Bac à sable uniquement. block.copper-wall.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues. -block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\nFait du 2 sur 2. -block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies. -block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles. +block.copper-wall-large.description = Un bloc défensif à faible coût.\nUtile pour protéger la base et les tourelles dans les premières lors des premières vagues.\n2 x 2. +block.titanium-wall.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis. +block.titanium-wall-large.description = Un bloc défensif standard.\nProcure une protection modérée contre les ennemis.\nCouvre plusieurs cases. block.thorium-wall.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis. -block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nFait du 2 sur 2. +block.thorium-wall-large.description = Un bloc défensif puissant.\nProcure une très bonne protection contre les ennemis.\nCouvre plusieurs cases. block.phase-wall.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes. -block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\nFait du 2 sur 2. +block.phase-wall-large.description = Moins puissant qu'un mur en Thorium mais déviera les balles sauf si elles sont trop puissantes.\n2 x 2. block.surge-wall.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis . -block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\nFait du 2 sur 2. +block.surge-wall-large.description = Le plus puissant bloc défensif .\nA une faible chance de créer des éclairs vers les ennemis .\n2 x 2. block.door.description = Une petite porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers. -block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\nFait du 2 sur 2. -block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency. -block.mend-projector.description = Soigne périodiquement les batiments autour de lui. -block.overdrive-projector.description = Accélère les batiments autour de lui, notamment les foreuses et les convoyeurs. -block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les batiments et les unités à l'intérieur de prendre des dégâts à cause des balles. -block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisble pour l'ennemi. -block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les batiments. Peut être tourné. +block.door-large.description = Une large porte pouvant être ouverte et fermée en appuyant dessus.\nSi elle est ouverte les ennemis peuvent tirer et passer à travers.\n2 x 2. +block.mender.description = Soigne périodiquement les bâtiments autour de lui. Permet de garder les défenses en bon état entre les vagues ennemies.\nPeut utiliser de la Silice pour booster la portée et l'efficacié. +block.mend-projector.description = Une version améliorée du Réparateur. Soigne périodiquement les bâtiments autour de lui.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié. +block.overdrive-projector.description = Accélère les bâtiments autour de lui, notamment les foreuses et les convoyeurs.\nPeut utiliser du tissu phasé pour booster la portée et l'efficacié. +block.force-projector.description = Crée un champ de force hexagonal autour de lui qui protège les bâtiments et les unités à l'intérieur des dégâts.\nSurchauffe si trop de dégâts sont reçus. Peut utiliser du liquide réfrigérant pour éviter la surchauffe. Peut utiliser du tissu phasé pour booster la taille du bouclier. +block.shock-mine.description = Blesse les ennemis qui marchent dessus. Quasiment invisible pour l'ennemi. +block.conveyor.description = Convoyeur basique servant à transporter des objets. Les objets déplacés en avant sont automatiquement déposés dans les tourelles ou les bâtiments. Peut être tourné. block.titanium-conveyor.description = Convoyeur avancé . Déplace les objets plus rapidement que les convoyeurs standards. -block.junction.description = Agit comme un pont pour deux ligne de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits. -block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou batiment. -block.phase-conveyor.description = convoyeur très avancé . Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance . -block.sorter.description = Trie les articles. Si un article rcorrespond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite. +block.junction.description = Agit comme un pont pour deux lignes de convoyeurs se croisant. Utile lorsque deux différents convoyeurs déplacent différents matériaux à différents endroits. +block.bridge-conveyor.description = bloc de transport avancé permettant de traverser jusqu'à 3 blocs de n'importe quel terrain ou bâtiment. +block.phase-conveyor.description = convoyeur très avancé. Utilise de l'énergie pour téléporter des objets à un convoyeur phasé connecté jusqu'à une longue distance . +block.sorter.description = Trie les articles. Si un article correspond à la sélection, il peut passer. Autrement, l'article est distribué vers la gauche ou la droite. block.router.description = Accepte les objets depuis une ou plus directions et le renvoie dans n'importe quelle direction. Utile pour séparer une chaîne de convoyeurs en plusieurs.[accent]Le seul et l'Unique[] block.distributor.description = Un routeur avancé qui sépare les objets jusqu'à 7 autres directions équitablement. block.overflow-gate.description = C'est la combinaison entre un Routeur et un Diviseur qui peut seulement distribuer à gauche et à droite si le chemin de devant est bloqué. -block.mass-driver.description = Batiment de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance. +block.mass-driver.description = bâtiment de transport d'objet [accent]ultime[]. Collecte un grand nombre d'objets puis les tire à un autre transporteur de masse sur une très longue distance. block.mechanical-pump.description = Une pompe de faible prix pompant lentement, mais ne consomme pas d'énergie. -block.rotary-pump.description = Une pompe avancée qui double sa vitesse en utilisant de l'énergie. -block.thermal-pump.description = La pompe ultime. Trois fois plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave. +block.rotary-pump.description = Une pompe avancée plus rapide mais utilisant de l'énergie. +block.thermal-pump.description = La pompe ultime. Beaucoup plus rapide qu'une pompe mécanique et la seule pompe capable de récupérer de la lave. block.conduit.description = Tuyau basique permettant le transport de liquide . Marche comme un convoyeur mais avec les liquides. Utile si utilisé avec des extracteurs, des pompes ou d'autres conduits. block.pulse-conduit.description = Tuyau avancé permettant le transport de liquide . Transporte les liquides plus rapidement et en stocke plus que les tuyaux standards. -block.liquid-router.description = Accepte les liquide en une direction et les rejete de tout les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits. -block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des batiments important. +block.liquid-router.description = Accepte les liquides en une direction et les rejette de tous les côtés équitablement. Peut aussi stocker une certaine quantité de liquide. Utile pour envoyer un liquide à plusieurs endroits. +block.liquid-tank.description = Stocke une grande quantité de liquides . Utile pour réguler la sortie quand la demande est inconstante ou comme sécurité pour refroidir des bâtiments important. block.liquid-junction.description = Agit comme une intersection pour deux conduits se croisant.Utile si deux conduits amènent différents liquides à différents endroits. -block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou batiment . +block.bridge-conduit.description = Bloc de transport de liquide avancé. Permet le transport de liquides jusqu'à 3 blocs de n'importe quel terrain ou bâtiment . block.phase-conduit.description = Tuyau très avancé permettant le transport de liquide. Utilise de l'énergie pour téléporter les liquides à un autre tuyau phasé sur une longue distance. -block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés . Jusqu'à quatre sources d'énergie, consommateurs ou transmetteurs peuvent être connectés. Le transmetteur recevra de l'énergie ou le transmettra à n'importe quel batiment adjacent. -block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard et jusqu'à six sources d'énergie, consommateurs ou transmetteurs peuvent être connectés. -block.surge-tower.description = An extremely long-range power node with fewer available connections. -block.battery.description = Stocke l'énergie quand elle est en abondance et le distribue si il y a trop peu d'énergie tant qu'il lui reste de l'énergie. +block.power-node.description = Transmet l'énergie aux transmetteurs énergétiques connectés. Le transmetteur recevra de l'énergie ou la transmettra à n'importe quel bâtiment adjacent. +block.power-node-large.description = Possède un rayon plus grand que le transmetteur énergétique standard, connectant d'autant plus de consommateurs ou transmetteurs d'énergie. +block.surge-tower.description = Un transmetteur énergétique de très grande portée mais avec moins de connections disponibles. +block.battery.description = Stocke l'énergie quand elle est en abondance et la redistribue si il y a un deficit d'énergie dans la limite des réserves disponibles. block.battery-large.description = Stocke bien plus d'énergie qu'une batterie normale. -block.combustion-generator.description = Génère de l'énergie en brûlant du pétrole ou des matériaux inflammables. -block.thermal-generator.description = Génère une grande quantité d'énergie à partir de lave . +block.combustion-generator.description = Génère de l'énergie en brûlant du charbon ou des matériaux inflammables. +block.thermal-generator.description = Génère une grande quantité d'énergie à partir de zone de chaleur . block.turbine-generator.description = Plus efficace qu'un générateur à combustion, mais requiert de l'eau . -block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. +block.differential-generator.description = Génère de grande quantité d'energie. Utilise différence de temperature entre le liquide cryogénique et la pyratite brûlante. block.rtg-generator.description = Un générateur thermo-électrique à radioisotope qui ne demande pas de refroidissement mais produit moins d'énergie qu'un réacteur à Thorium. -block.solar-panel.description = Génère une faible quantité d'énergie . -block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, Mais est aussi bien plus cher à construire. +block.solar-panel.description = Génère une faible quantité d'énergie grace au rayons du soleil. +block.solar-panel-large.description = Génère bien plus d'énergie qu'un panneau solaire standard, mais est aussi bien plus cher à construire. block.thorium-reactor.description = Génère énormément d'énergie à l'aide de la radioactivité du thorium. Requiert néanmoins un refroidissement constant. Explosera violemment en cas de surchauffe. -block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process. +block.impact-reactor.description = Un générateur avancé, capable de produire une quantité d'énergie gigantesque lorsqu'il atteint son efficacité maximale. Nécessite une quantité significative d'énergie pour lancer le générateur. block.mechanical-drill.description = Une foreuse de faible coût. Si elle est placée sur à un endroit approprié, produit des matériaux lentement à l'infini. -block.pneumatic-drill.description = Une foreuse amélioré plus rapide et capable de forer des matériaux plus dur grâce à l'usage de vérins à air comprimé. -block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, cela demande néanmoins de l'énergie . Additionnellement, le thorium, un matériau radioactif, peut-être récupéré avec cette foreuse. -block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie . +block.pneumatic-drill.description = Une foreuse améliorée plus rapide et capable de forer des matériaux plus dur comme le titane grâce à l'usage de vérins à air comprimé. +block.laser-drill.description = Permet de forer bien plus vite grâce à la technologie laser, mais requiert de l'énergie . Permet de miner le Thorium, un matériau radioactif. +block.blast-drill.description = La Foreuse ultime . Demande une grande quantité d'énergie. block.water-extractor.description = Extrait l'eau des nappes phréatiques. Utile quand il n'y a pas d'eau à proximité. block.cultivator.description = Cultive le sol avec de l'eau afin d'obtenir de la biomasse. block.oil-extractor.description = Utilise une grande quantité d'énergie afin d'extraire du pétrole du sable . Utile quand il n'y a pas de lacs de pétrole à proximité. -block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen. +block.core-shard.description = La première version du noyau. Une fois détruite tout contact avec la région est perdu. Ne laissez pas cela se produire. block.core-foundation.description = La deuxième version du noyau. Meilleur blindage. Stocke plus de ressources. -block.core-nucleus.description = La troisième et dernière iteraction de la capsule centrale. Extrêmement bien blindée. Stocke des quantités massive de ressources. +block.core-nucleus.description = La troisième et dernière iteration du noyau. Extrêmement bien blindée. Stocke des quantités importante de ressources. block.vault.description = Stocke un grand nombre d'objets. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le coffre-fort. -block.container.description = Stocke un petit nombre d'objet . Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur. -block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent . Le type d'objet peut être changé en appuyant sur le déchargeur. -block.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished. -block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently. +block.container.description = Stocke un petit nombre d'objet. Utile pour réguler le flux d'objet quand la demande de matériaux est inconstante.un [lightgray] déchargeur[] peut être utilisé pour récupérer des objets depuis le conteneur. +block.unloader.description = Décharge des objets depuis des conteneurs, coffres-forts ou de la base sur un convoyeur ou directement dans un bloc adjacent. Le type d'objet peut être changé en appuyant sur le déchargeur. +block.launch-pad.description = Permet de transférer des ressources sans attendre le lancement du noyau. +block.launch-pad-large.description = Une version améliorée de la plateforme de lancement. Stocke plus de ressources et les envoies plus fréquemment. block.duo.description = Une petite tourelle avec un coût faible. -block.scatter.description = Une tourrelle anti-aérien de taille moyenne. Sprays clumps of lead or scrap flak at enemy units. +block.scatter.description = Une tourelle anti-aérien de taille moyenne. Asperge les ennemis de débris de plomb ou de ferraille. block.scorch.description = Brûle les ennemis au sol proche de lui. Très efficace a courte portée. block.hail.description = Une petite tourelle d'artillerie. -block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide. +block.wave.description = Une tourelle de taille moyenne tirant rapidement des bulles de liquide. Peut éteindre les incendies à portée si de l'eau est disponible. block.lancer.description = Une tourelle de taille moyenne tirant des rayons chargés en électricité. -block.arc.description = Une petite tourelle tirant des arcs électrques vers les ennemis. -block.swarmer.description = Une tourelle de taille moyenne qui tire des missiles qui se dispersent. +block.arc.description = Une petite tourelle tirant des arcs électriques vers les ennemis. +block.swarmer.description = Une tourelle de taille moyenne attaquant les ennemis terrestres et aériens à l'aide de missiles autoguidés. block.salvo.description = Une tourelle de taille moyenne qui tire par salves. block.fuse.description = Une grande tourelle qui tire de puissants rayons lasers avec une faible portée. block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs tirs simultanément. -block.cyclone.description = Une grande tourelle tirant rapidement ... très rapidement. -block.spectre.description = Une grande tourelle qui tire deux puissantes balles simultanément. +block.cyclone.description = Une grande tourelle tirant rapidement... très rapidement. +block.spectre.description = Une grande tourelle qui tire deux puissantes balles perce-blindage simultanément. block.meltdown.description = Une grande tourelle tirant de puissants rayons lasers avec une grande portée. -block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command. +block.command-center.description = Permet de donner des ordres aux unités alliées sur la carte.\nIndique aux unités de se rallier, d'attaquer un noyau ennemi ou de battre en retraite vers le noyau/l'usine. En l'absence de noyau adverse, les unités patrouilleront par défaut autour de la commande d'attaque. block.draug-factory.description = Produit des drones Draug mineurs. -block.spirit-factory.description = Produit des petits drones qui réparent les batiments et minent des matériaux. +block.spirit-factory.description = Produit des petits drones qui réparent les bâtiments et minent des matériaux. block.phantom-factory.description = Produit des drones avancés qui sont bien plus efficaces que les drones spirituels. block.wraith-factory.description = Produit des intercepteurs rapides qui harcèlent l'ennemi. block.ghoul-factory.description = Produit des bombardiers lourds. block.revenant-factory.description = Produit des unités terrestres lourdes avec des lasers. block.dagger-factory.description = Produit des unités terrestres basiques. -block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides. +block.crawler-factory.description = Produit des unités d'essaims autodestructeurs rapides. block.titan-factory.description = Produit des unités terrestres avancées et cuirassées. -block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde . +block.fortress-factory.description = Produit des unités terrestres d'artillerie lourde. block.repair-point.description = Soigne en continu l'unité blessée la plus proche tant qu'elle est à sa portée. -block.dart-mech-pad.description = Fournit la transformation en un mécha d'attaque de base .\nUse by tapping while standing on it. +block.dart-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha d'attaque de base .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. block.delta-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha rapide mais peu résistant fait pour les stratégies de harcèlement.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. -block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les batiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. +block.tau-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha de support qui peut soigner les bâtiments et unités alliées.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. block.omega-mech-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un mécha cuirassé et large, fait pour les assauts frontaux .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. block.javelin-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un intercepteur rapide et puissant avec des armes électriques.\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. block.trident-ship-pad.description = Quitte ton mécha ou ton vaisseau actuel pour un bombardier lourd raisonnablement cuirassé .\nUtilisez le reconstructeur en double cliquant dessus lorsque vous êtes dessus. diff --git a/core/assets/bundles/bundle_fr_BE.properties b/core/assets/bundles/bundle_fr_BE.properties index c8f6705117..63c8e1e3da 100644 --- a/core/assets/bundles/bundle_fr_BE.properties +++ b/core/assets/bundles/bundle_fr_BE.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Plein écran setting.borderlesswindow.name = Fenêtre sans bordure[LIGHT_GRAY] (peut nécessiter un redémarrage) setting.fps.name = Afficher FPS setting.vsync.name = VSync -setting.lasers.name = Afficher les rayons des lasers setting.pixelate.name = Pixélisé [LIGHT_GRAY](peut diminuer les performances)[] setting.minimap.name = Montrer la minimap setting.musicvol.name = Volume de la musique @@ -557,6 +556,7 @@ setting.crashreport.name = Envoyer des rapports d'incident anonymement. setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Opacité du tchat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Afficher le tchat en jeu uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer cette échelle.\n[scarlet]Revenir et sortir en[accent] {0}[] réglages... uiscale.cancel = Annuler et quitter diff --git a/core/assets/bundles/bundle_in_ID.properties b/core/assets/bundles/bundle_in_ID.properties index 3bcca3a7c8..6fffc0d1b4 100644 --- a/core/assets/bundles/bundle_in_ID.properties +++ b/core/assets/bundles/bundle_in_ID.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Layar Penuh setting.borderlesswindow.name = Jendela tak Berbatas[LIGHT_GRAY] (bisa membutuhkan restart) setting.fps.name = Tunjukkan FPS setting.vsync.name = VSync -setting.lasers.name = Tunjukkan Laser setting.pixelate.name = Mode Pixel[LIGHT_GRAY] (menonaktifkan animasi) setting.minimap.name = Tunjukkan Peta kecil setting.musicvol.name = Volume Musik @@ -557,6 +556,7 @@ setting.crashreport.name = Laporkan Masalah setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Jelas-Beningnya Chat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Tunjukkan Chat dalam Permainan uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... uiscale.cancel = Cancel & Exit diff --git a/core/assets/bundles/bundle_it.properties b/core/assets/bundles/bundle_it.properties index bace89f989..1f4dcd4947 100644 --- a/core/assets/bundles/bundle_it.properties +++ b/core/assets/bundles/bundle_it.properties @@ -1,4 +1,4 @@ -credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](Nel caso non te ne sia accorto, la traduzione del gioco non è completa.\n Chi di dovere sta lavorando più velocemente possibile per completarla! Un aiutino non sarebbe male!) +credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] credits = Crediti contributors = Traduttori e Contributori discord = Entra nel server discord di mindustry! @@ -10,7 +10,7 @@ link.trello.description = Scheda ufficiale trello per funzionalità pianificate link.itch.io.description = pagina di itch.io con download per PC e versione web link.google-play.description = Elenco di Google Play Store link.wiki.description = wiki ufficiale di Mindustry -linkfail = Impossibile aprire il link! L'URL è stato copiato nella tua bacheca. +linkfail = Impossibile aprire il link! L'URL è stato copiato. screenshot = Screenshot salvato a {0} screenshot.invalid = Mappa troppo grossa, probabilmente non c'è abbastanza memoria libera. gameover = Il nucleo è stato distrutto. @@ -25,7 +25,7 @@ stat.wave = Ondate sconfitte:[accent] {0} stat.enemiesDestroyed = Nemici distrutti:[accent] {0} stat.built = Costruzioni erette:[accent] {0} stat.destroyed = Costruzioni distrutte:[accent] {0} -stat.deconstructed = Costruzioni smontate:[accent] {0} +stat.deconstructed = Costruzioni smantellate:[accent] {0} stat.delivered = Riorse lanciate: stat.rank = Livello finale: [accent]{0} launcheditems = [accent]Oggetti lanciati @@ -48,18 +48,18 @@ minimap = Minimappa close = Chiuso website = Website quit = Esci -save.quit = Save & Quit +save.quit = Salva ed esci maps = Mappe -maps.browse = Browse Maps +maps.browse = Consulta Mappe continue = Continua maps.none = [LIGHT_GRAY]Nessuna mappa trovata! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done +invalid = Invalido +preparingconfig = Preparo la configurazione +preparingcontent = Preparo il contenuto +uploadingcontent = Carico il contenuto +uploadingpreviewfile = Carico file di anteprima +committingchanges = Applico le modifiche +done = Fatto about.button = Info name = Nome: noname = Scegli un [accent] nome[] prima di unirti. @@ -74,31 +74,31 @@ players = {0} giocatori online players.single = {0} giocatori online server.closing = [accent]Chiusura server ... server.kicked.kick = Sei stato cacciato dal server! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = Non sei presente in questa whitelist. server.kicked.serverClose = Server chiuso. -server.kicked.vote = You have been vote-kicked. Goodbye. +server.kicked.vote = Sei stato cacciato su richiesta dei giocatori. Buona giornata. server.kicked.clientOutdated = Versione del client obsoleta! Aggiorna il tuo gioco! server.kicked.serverOutdated = Server obsoleto! Chiedi all'host di aggiornare! server.kicked.banned = Sei bannato da questo server. -server.kicked.typeMismatch = This server is not compatible with your build type. -server.kicked.playerLimit = This server is full. Wait for an empty slot. +server.kicked.typeMismatch = Questo server non è comparibile con la tua build. +server.kicked.playerLimit = Questo server è pieno. Attendi che si liberi un posto. server.kicked.recentKick = Sei stato cacciato di recente.\nAspetta prima di riconnetterti. -server.kicked.nameInUse = C'è già qualcuno con il tuo nome\nsu questo server. +server.kicked.nameInUse = C'è già qualcuno con il tuo nome su questo server. server.kicked.nameEmpty = Il tuo nome deve contenere almeno un carattere. server.kicked.idInUse = Sei già su questo server! Non è permesso connettersi con due account. server.kicked.customClient = Questo server non supporta le build personalizzate. Scarica la versione ufficiale dal sito. server.kicked.gameover = Game over! server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[] -host.info = Il pulsante [accent]hos [] ospita un server sulle porte [scarlet]6567[] e [scarlet]656.[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall. +host.info = Il pulsante [accent]host [] ospita un server sulla porte [scarlet]6567[].[] Chiunque sulla stessa [LIGHT_GRAY]connessione wifi o rete locale[] dovrebbe essere in grado di vedere il proprio server nel proprio elenco server.\n\n Se vuoi che le persone siano in grado di connettersi ovunque tramite IP, è richiesto il [accent]port forwarding[]. \n\n[LIGHT_GRAY]Nota: se qualcuno sta riscontrando problemi durante la connessione al gioco LAN, assicurati di aver consentito a Mindustry di accedere alla rete locale nelle impostazioni del firewall. join.info = Qui è possibile inserire un [accent]IP del server[] a cui connettersi, o scoprire [accent]un server sulla rete locale[] disponibile.\n Sono supportati sia il multiplayer LAN che WAN. \n\n[LIGHT_GRAY]Nota: non esiste un elenco di server globali automatici; se si desidera connettersi a qualcuno tramite IP, è necessario chiedere all'host il proprio IP. -hostserver = Host Server -invitefriends = Invite Friends -hostserver.mobile = Host\nServer +hostserver = Ospita Server +invitefriends = Invita amici +hostserver.mobile = Ospita\nServer host = Host hosting = [accent] Apertura del server ... hosts.refresh = Aggiorna hosts.discovering = Ricerca partite LAN -hosts.discovering.any = Discovering games +hosts.discovering.any = Ricerca partite server.refreshing = Aggiornamento del server hosts.none = [lightgray]Nessuna partita LAN trovata! host.invalid = [scarlet]Impossibile connettersi all'host. @@ -122,7 +122,7 @@ server.version = [lightgray]Versione: {0} server.custombuild = [yellow] Costruzione personalizzata confirmban = Sei sicuro di voler bandire questo giocatore? confirmkick = Sei sicuro di voler espellere questo giocatore? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmvotekick = Sei sicuro di voler votare per l'espulsione di questo giocatore? confirmunban = Sei sicuro di voler riammettere questo giocatore? confirmadmin = Sei sicuro di voler rendere questo giocatore un amministratore? confirmunadmin = Sei sicuro di voler rimuovere lo stato di amministratore da questo giocatore? @@ -133,7 +133,7 @@ disconnect.error = Connection error. disconnect.closed = Connection closed. disconnect.timeout = Timed out. disconnect.data = Il mondo non si vuole caricare, mi dispiace! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = Impossibile unirsi al server ([accent]{0}[]). connecting = [accent]Connessione in corso ... connecting.data = [accent]Caricamento dei dati del mondo ... server.port = Porta: @@ -145,7 +145,7 @@ save.new = Nuovo Salvataggio save.overwrite = Sei sicuro di voler sovrascrivere questo salvataggio? overwrite = Sovrascrivi save.none = Nessun salvataggio trovato! -saveload = [Accent]Salvataggio ... +saveload = [accent]Salvataggio ... savefail = [crimson]Salvataggio del gioco NON riuscito! save.delete.confirm = Sei sicuro di voler eliminare questo salvataggio? save.delete = Elimina @@ -159,7 +159,7 @@ save.rename = Rinomina save.rename.text = Nuovo nome: selectslot = Seleziona un salvataggio. slot = [accent]Slot {0} -editmessage = Edit Message +editmessage = Modifica messaggio save.corrupted = [orang]Salvataggio corrotto o non valido! empty = on = On @@ -173,7 +173,7 @@ save.playtime = Tempo di gioco: {0} warning = Attenzione confirm = Conferma delete = Elimina -view.workshop = View In Workshop +view.workshop = Vedi nel Workshop ok = OK open = Apri customize = Personalizza @@ -183,17 +183,17 @@ copylink = Copia link back = Indietro data.export = Esporta Salvataggio data.import = Importa Salvataggio -data.exported = Data exported. -data.invalid = This isn't valid game data. -data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. +data.exported = Dati esportati. +data.invalid = Questi non sono dati di gioco validi. +data.import.confirm = Importare dati di gioco esterni eliminerà[scarlet] tutti[] i tuoi progressi attuali.\n[accent]L'operazione è irreversibile![]\n\nUna volta importati i dati, il gioco si chiuderà immediatamente. classic.export = Esporta dati classici classic.export.text = [accent]Mindustry[] ha appena rilasciato un aggiornamento importante.\nSalvataggio Classic (v3.5 build 40) o dati delle mappe è stato ritrovato. Vorresti esportare questi salvatagggi sul tuo telefono per usarli nella Mindustry Classic app? quit.confirm = Sei sicuro di voler uscire? -quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Impostazioni->Gioco->Ripeti il tutorial.[] +quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Gioca > Tutorial.[] loading = [accent]Caricamento in corso ... saving = [accent]Salvando ... wave = [accent]Ondata {0} -wave.waiting = Ondata tra {0} +wave.waiting = [LIGHT_GRAY]Ondata tra {0} wave.waveInProgress = [LIGHT_GRAY]Ondata in corso... waiting = In attesa... waiting.players = Aspettando giocatori... @@ -210,11 +210,11 @@ map.nospawn = Questa mappa non possiede un nucleo in cui spawnare! Aggiungine un map.nospawn.pvp = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare. map.nospawn.attack = Questa mappa non ha un nucleo nemico! Aggiungi un [SCARLET]nucleo rosso[] nell'editor per poter giocare. map.invalid = Errore nel caricamento della mappa: file mappa corrotto o non valido. -map.publish.error = Error publishing map: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.publish.error = Errore durante la pubblicazione della mappa:\n{0} +map.publish.confirm = Vuoi pubblicare questa mappa?\n\n[lightgray]Assicurati di aver accettato il Workshop EULA, o le tue mappe non saranno visibili! eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... +map.publish = Mappa pubblicata. +map.publishing = [accent]Pubblico la mappa... editor.brush = Pennello editor.openin = Apri nell'editor editor.oregen = Generazione dei minerali @@ -222,12 +222,12 @@ editor.oregen.info = Generazione dei minerali: editor.mapinfo = Informazioni mappa editor.author = Autore: editor.description = Descrizione: -editor.nodescription = A map must have a description of at least 4 characters before being published. +editor.nodescription = Una mappa deve avere una descrizione di almeno 4 caratteri per poter essere pubblicata. editor.waves = Ondate: editor.rules = Regole: editor.generation = Generazione: editor.ingame = Modifica in gioco -editor.publish.workshop = Publish On Workshop +editor.publish.workshop = Pubblica sul Workshop editor.newmap = Nuova mappa workshop = Workshop waves.title = Ondate @@ -246,7 +246,7 @@ waves.invalid = Onde dagli appunti non valide. waves.copied = Onde copiate. waves.none = Nessun nemico definiti.\n Nota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita. editor.default = [LIGHT_GRAY] -details = Details... +details = Dettagli... edit = Modifica... editor.name = Nome: editor.spawn = Piazza un'unità @@ -256,7 +256,7 @@ editor.errorload = Errore nel caricamento di:\n[accent]{0} editor.errorsave = Errore nel salvataggio di:\n[accent]{0} editor.errorimage = Quella è un'immagine, non una mappa. Non cambiare estensioni sperando che funzioni.\n\n Se vuoi importare una mappa vecchia clicca su "importa una mappa vecchia" nell'editor. editor.errorlegacy = La mappa è troppo vecchia ed usa un formato che non è più supportato. -editor.errornot = This is not a map file. +editor.errornot = Questo file non è una mappa. editor.errorheader = Questo file della mappa è invalido o corrotto. editor.errorname = Questa mappa è senza nome. editor.update = Aggiorna @@ -280,16 +280,16 @@ editor.importimage.description = Importa immagine esterna terreno editor.export = Esportazione... editor.exportfile = Esporta file editor.exportfile.description = Esporta file mappa -editor.exportimage = Esporta immagine terreno +editor.exportimage = Esporta immagine editor.exportimage.description = Esporta file immagine mappa editor.loadimage = Carica\nimmagine editor.saveimage = Salva\nImmagine editor.unsaved = [scarlet]Hai modifiche non salvate![]\nSei sicuro di voler uscire? editor.resizemap = Ridimensiona la mappa editor.mapname = Nome Mappa: -editor.overwrite = [Accent]Attenzione!\nQuesto sovrascrive una mappa esistente. +editor.overwrite = [accent]Attenzione!\nQuesto sovrascrive una mappa esistente. editor.overwrite.confirm = [scarlet]Attenzione![] Una mappa con questo nome esiste già. Sei sicuro di volerla sovrascrivere? -editor.exists = A map with this name already exists. +editor.exists = Esiste già una mappa con questo nome. editor.selectmap = Seleziona una mappa da caricare: toolmode.replace = Rimpiazzare toolmode.replace.description = Disegna solo su blocchi solidi. @@ -369,7 +369,7 @@ launch.skip.confirm = Se salti adesso non riuscirai a decollare fino alle ondate uncover = Svelare configure = Configura l'equipaggiamento configure.locked = [LIGHT_GRAY]Arriva all'ondata {0}\nper configurare l'equipaggiamento. -configure.invalid = Amount must be a number between 0 and {0}. +configure.invalid = Il valore dev'essere un numero compresto tra 0 e {0}. zone.unlocked = [LIGHT_GRAY]{0} sbloccata. zone.requirement.complete = Ondata {0} raggiunta:\n{1} requisiti di zona soddisfatti. zone.config.complete = Ondata {0} raggiunta:\nEquipaggiamento personalizzato sbloccato. @@ -420,7 +420,7 @@ zone.crags.description = settings.language = Lingua settings.data = Importa/Esporta salvataggio settings.reset = Resetta Alle Impostazioni Predefinite -settings.rebind = Reimposta +settings.rebind = Modifica settings.controls = Controlli settings.game = Gioco settings.sound = Suoni @@ -490,10 +490,10 @@ bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] bullet.incendiary = [stat]incendiario bullet.homing = [stat]autoguidato bullet.shock = [stat]stordente -bullet.frag = [stat]frammentazione +bullet.frag = [stat]a frammentazione bullet.knockback = [stat]{0}[lightgray] contraccolpo -bullet.freezing = [stat]congelamento -bullet.tarred = [stat]asfaltata +bullet.freezing = [stat]congelante +bullet.tarred = [stat]viscoso bullet.multiplier = [stat]{0}[lightgray]x moltiplicatore munizioni bullet.reload = [stat]{0}[lightgray]x ricarica unit.blocks = blocchi @@ -523,18 +523,18 @@ setting.animatedshields.name = Scudi animati setting.antialias.name = Antialias[LIGHT_GRAY] (richiede riapertura gioco)[] setting.indicators.name = Indicatori Alleati setting.autotarget.name = Mira automatica -setting.keyboard.name = Controlli Mouse+Tastiera +setting.keyboard.name = Tastiera setting.touchscreen.name = Touchscreen Controls setting.fpscap.name = Limite FPS setting.fpscap.none = Niente setting.fpscap.text = {0} FPS setting.uiscale.name = Ridimensionamento dell'interfaccia utente[lightgray] (richiede riapertura gioco)[] setting.swapdiagonal.name = Posizionamento sempre diagonale -setting.difficulty.training = formazione -setting.difficulty.easy = facile -setting.difficulty.normal = medio -setting.difficulty.hard = difficile -setting.difficulty.insane = impossibile +setting.difficulty.training = Allenamento +setting.difficulty.easy = Facile +setting.difficulty.normal = Medio +setting.difficulty.hard = Difficile +setting.difficulty.insane = Impossibile setting.difficulty.name = Difficoltà: setting.screenshake.name = Movimento dello schermo setting.effects.name = Visualizza effetti @@ -545,7 +545,6 @@ setting.fullscreen.name = Schermo Intero setting.borderlesswindow.name = Schermo senza bordi[LIGHT_GRAY] (potrebbe richiedere riapertura gioco) setting.fps.name = Mostra FPS setting.vsync.name = VSync -setting.lasers.name = Mostra Laser Energetici setting.pixelate.name = Sfocare [LIGHT_GRAY](potrebbe ridure il rendimento) setting.minimap.name = Mostra minimappa setting.musicvol.name = Volume Musica @@ -554,9 +553,10 @@ setting.mutemusic.name = Silenzia musica setting.sfxvol.name = Volume Effetti setting.mutesound.name = Togli suoni setting.crashreport.name = Invia rapporti sugli arresti anomali anonimamente -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility +setting.savecreate.name = Autosalvataggio +setting.publichost.name = Gioco visibile pubblicamente setting.chatopacity.name = Opacità chat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Mostra Chat in-game uiscale.reset = La scala dell'interfaccia utente è stata modificata.\nPremere "OK" per confermare questa scala.\n[scarlet] Ripristina ed esci dalle impostazioni [accent] {0}[] impostazioni... uiscale.cancel = Annulla ed esci @@ -567,33 +567,33 @@ category.general.name = Generale category.view.name = Visualizzazione category.multiplayer.name = Multigiocatore command.attack = Attacca -command.rally = Rally -command.retreat = Torna indietro +command.rally = Guardia +command.retreat = Ritirata keybind.gridMode.name = Seleziona blocco keybind.gridModeShift.name = Seleziona categoria keybind.press = Premi un tasto... keybind.press.axis = Premi un'asse o un tasto... keybind.screenshot.name = Screenshot della mappa -keybind.move_x.name = Sposta_x -keybind.move_y.name = Sposta_y -keybind.fullscreen.name = Toggle Fullscreen -keybind.select.name = seleziona +keybind.move_x.name = Muovi orizzontale +keybind.move_y.name = Muovi verticale +keybind.fullscreen.name = Schermo Intero +keybind.select.name = Seleziona keybind.diagonal_placement.name = Posizionamento diagonale keybind.pick.name = Scegli Blocco keybind.break_block.name = Rompi blocco keybind.deselect.name = Deseleziona -keybind.shoot.name = spara -keybind.zoom_hold.name = attiva zoom -keybind.zoom.name = esegui zoom -keybind.menu.name = menu -keybind.pause.name = pausa +keybind.shoot.name = Spara +keybind.zoom_hold.name = Attiva zoom +keybind.zoom.name = Esegui zoom +keybind.menu.name = Apri Menu +keybind.pause.name = Pausa keybind.minimap.name = Minimappa keybind.dash.name = Scatto keybind.chat.name = Chat -keybind.player_list.name = lista_giocatori -keybind.console.name = console +keybind.player_list.name = Lista dei Giocatori +keybind.console.name = Console keybind.rotate.name = Ruotare -keybind.toggle_menus.name = Abilita menù +keybind.toggle_menus.name = Mostra/Nascondi HUD keybind.chat_history_prev.name = Scorri chat vero l'alto keybind.chat_history_next.name = Scorri chatt verso il basso keybind.chat_scroll.name = Scorri chat @@ -606,7 +606,7 @@ mode.sandbox.name = Creativa mode.sandbox.description = Risorse infinite e nessun timer per le ondate. mode.pvp.name = PvP mode.pvp.description = Lotta contro altri giocatori. -mode.attack.name = Attacco +mode.attack.name = Schermaglia mode.attack.description = Obiettivo: Distruggere la base nemica, non ci sono ondate mode.custom = Regole personalizzate rules.infiniteresources = Risorse infinite @@ -614,7 +614,7 @@ rules.wavetimer = Timer ondate rules.waves = Ondate rules.attack = Modalità attacco rules.enemyCheat = Infinite Risorse AI -rules.unitdrops = Drops Unità +rules.unitdrops = Generazione Unità rules.unitbuildspeedmultiplier = Moltiplicatore velocità costruzione unità rules.unithealthmultiplier = Moltiplicatore vita unità rules.playerhealthmultiplier = Moltiplicatore vita giocatore @@ -626,7 +626,7 @@ rules.wavespacing = Tempo fra ondate:[LIGHT_GRAY] (secondi) rules.buildcostmultiplier = Moltiplicatore costo costruzione rules.buildspeedmultiplier = Moltiplicatore velocità costruzione rules.waitForWaveToEnd = Ondate aspettano fino a quando l'ondata precedente finisce -rules.dropzoneradius = Raggio di drop:[LIGHT_GRAY] (blocchi) +rules.dropzoneradius = Raggio di generazione:[LIGHT_GRAY] (blocchi) rules.respawns = Massimo di rigenerazioni per ondata rules.limitedRespawns = Limite rigenerazioni rules.title.waves = Ondate @@ -764,8 +764,8 @@ block.dark-panel-5.name = Pannello scuro 5 block.dark-panel-6.name = Pannello scuro 6 block.dark-metal.name = Metallo Scuro block.ignarock.name = Roccia Ignea -block.hotrock.name = Roccia bollente -block.magmarock.name = Roccia magmatica +block.hotrock.name = Roccia Bollente +block.magmarock.name = Roccia Magmatica block.cliffs.name = Scogliere block.copper-wall.name = Muro di rame block.copper-wall-large.name = Muro grande di rame @@ -783,9 +783,9 @@ block.scatter.name = Cannone a dispersione block.hail.name = Bombardiere block.lancer.name = Lanciere block.conveyor.name = Nastro trasportatore -block.titanium-conveyor.name = Nastro trasportatore avanzato -block.armored-conveyor.name = Armored Conveyor -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.titanium-conveyor.name = Nastro avanzato +block.armored-conveyor.name = Nastro corazzato +block.armored-conveyor.description = Trasporta gli oggetti alla stessa velocità del nastro avanzato, ma è più resistente. Accetta input dai lati solo da altri nastri. block.junction.name = Incrocio block.router.name = Distributore block.distributor.name = Distributore Grande @@ -820,8 +820,8 @@ block.delta-mech-pad.name = Piattaforma del Mech Delta block.javelin-ship-pad.name = Piattaforma della Nave Giavellotto block.trident-ship-pad.name = Piattaforma della Nave Tridente block.glaive-ship-pad.name = Piattaforma della Nave Glaive -block.omega-mech-pad.name = Piattaforma della Nave Omega -block.tau-mech-pad.name = Piattaforma della Nave Tau +block.omega-mech-pad.name = Piattaforma del Mech Omega +block.tau-mech-pad.name = Piattaforma del Mech Tau block.conduit.name = Condotta block.mechanical-pump.name = Pompa meccanica block.item-source.name = Fonte infinita (oggetti) @@ -875,10 +875,10 @@ block.surge-wall-large.name = Muro di Sovratensione Grande block.cyclone.name = Ciclone block.fuse.name = Frantume block.shock-mine.name = Mina Stordente -block.overdrive-projector.name = Generatore di Campo di Overclock +block.overdrive-projector.name = Generatore di Campo di Overdrive block.force-projector.name = Generatore di Campo di Forza block.arc.name = Arco Elettrico -block.rtg-generator.name = Generatore Termico ai Radioisotopi +block.rtg-generator.name = Generatore RTG block.spectre.name = Spettro block.meltdown.name = Fusione block.container.name = Contenitore @@ -907,25 +907,25 @@ unit.eradicator.name = Estirpatore unit.lich.name = Lich unit.reaper.name = Mietitore tutorial.next = [lightgray] -tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia [accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame -tutorial.drill = Minare manualmente.\n[accent]Le trivelle []possono scavare automaticamente\nPiazzane una su un minerale di rame. -tutorial.drill.mobile = L'estrazione manuale è inefficiente. \n[accent] Le trivelle [] possono estrarre automaticamente. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento. -tutorial.blockinfo = Ogni blocco ha statistiche diverse. Ogni trivella può estrarre solo determinati minerali. \n Per controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel menu di creazione. []\n\n[accent] Accedi ora alle statistiche della trivella meccanica. [] -tutorial.conveyor = [accent] I nastri trasportatori [] sono usati per trasportare oggetti al nocciolo. \n Crea una linea di nastri dalla trivella al nocciolo. +tutorial.intro = Sei entrato nel[scarlet] Tutorial di Mindustry.[]\nInizia[accent] scavando rame[]. Clicca un minerale di rame vicino al tuo nucleo per farlo.\n\n[accent]{0}/{1} rame +tutorial.drill = Ora crea una trivella.\n[accent]Le trivelle []scavano da sole e sono più efficienti. Piazzane una su un minerale di rame. +tutorial.drill.mobile = Ora crea una trivella. \n[accent] Le trivelle []scavano da sole e sono più efficienti. \n Toccare la scheda della trivella in basso a destra. \n Selezionare la trivella meccanica [accent] []. \n Posizionarlo su una vena di rame toccando, quindi premere il segno di spunta [accent] [] in basso per confermare la selezione. \n Premere il tasto X [accent] [] per annullare il posizionamento. +tutorial.blockinfo = Ogni blocco ha statistiche diverse. Alcuni minerali richiedono trivelle specifiche.\nPer controllare le informazioni e le statistiche di un blocco, [accent] tocca "?" mentre lo selezioni nel database. []\n\n[accent]Accedi ora alle statistiche della trivella meccanica. [] +tutorial.conveyor = [accent]I nastri trasportatori []sono usati per trasportare oggetti al nucleo. \nCrea una linea di nastri dalla trivella al nucleo. tutorial.conveyor.mobile = [accent] I nastri trasportatori [] sono usati per trasportare oggetti nel nocciolo. \nCrea una linea di nastri trasportatori dalla trivella al nocciolo. \n[accent] Posizionati in una linea tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione. \n\n [accent] {0} / {1} nastri trasportatori disposti in linea \n [accent] 0/1 oggetti consegnati -tutorial.turret = Strutture difensive devono essere costruite per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta a due vicino alla tua base. -tutorial.drillturret = Torrette a due richiedono[accent] munizioni di rame[] per sparare.\n Duo turrets require[accent] copper ammo []to shoot.\nPosiziona una trivella vicino alla torretta per rifornirlo di rame estratto. -tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi spazio per mettere in pausa. +tutorial.turret = Costruisci delle torrette per respingere il nemico [LIGHT_GRAY] []. \nCostruisci una torretta Duo vicino alla tua base. +tutorial.drillturret = La Torretta Duo richiede[accent] munizioni di rame[] per sparare.\nPosiziona una trivella e collega un nastro alla torretta per rifornirla di munizioni con il rame estratto. +tutorial.pause = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent]Premi spazio per mettere in pausa. tutorial.pause.mobile = Durante la battaglia, puoi mettere in pausa il gioco [accent]. []\nPuoi disporre gli edifici mentre sei in pausa. \n\n[accent] Premi questo pulsante in alto a sinistra per mettere in pausa. tutorial.unpause = Ora premi di nuovo spazio per annullare la pausa. tutorial.unpause.mobile = Ora premilo di nuovo per annullare la pausa. -tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent] Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n\n[accent] Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area . -tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a romperlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\n Premi il pulsante con il segno di spunta per confermare la rottura. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area. -tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi. \n Per fare ciò, [accent] tocca un blocco [] con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPosti multipli possono essere ritirati da [accent] toccando e tenendo premuto []. \n\n[accent] Prelevare un po' di rame dal nucleo. [] -tutorial.deposit = Deposita gli oggetti in blocchi trascinandoli dalla tua nave al blocco di destinazione. \n\n[accent] Riporta il rame nel nucleo. [] -tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina. \n\n Difendi il tuo nucleo per 2 ondate. Costruisci più torrette. -tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per due ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette e trivelle. Scava più rame -tutorial.launch = Una volta raggiunta un'onda specifica, sei in grado di [accent] decollare con il nucleo [], lasciando indietro le tue difese ed [accent] ottenendo tutte le risorse nel tuo nucleo. [] \n Queste risorse possono quindi essere utilizzate per ricercare nuove tecnologie.\n\n [accent] Premi il pulsante di avvio. +tutorial.breaking = I blocchi spesso devono essere distrutti. \n [accent]Tieni premuto il tasto destro del mouse [] per distruggere tutti i blocchi in una selezione. []\n[accent]Distruggi tutti i blocchi di scarto a sinistra del tuo core usando la selezione dell'area . +tutorial.breaking.mobile = I blocchi spesso devono essere distrutti. \n [accent] Seleziona la modalità di decostruzione [], quindi tocca un blocco per iniziare a smantellarlo. \n Distruggi un'area tenendo premuto il dito per alcuni secondi [] e trascinando in una direzione.\nPremi il pulsante con il segno di spunta per confermare la rimozione. \n\n [accent] Distruggi tutti i blocchi di scarto a sinistra del tuo nucleo usando la selezione dell'area. +tutorial.withdraw = In alcune situazioni, è necessario prendere gli oggetti direttamente dai blocchi.\nPer fare ciò, [accent] tocca un blocco []con oggetti al suo interno, quindi [accent] tocca l'oggetto [] nell'inventario. \nPuoi prelevare più oggetti insieme[accent]tenendo premuto il tasto sinistro del mouse[].\n[accent]Preleva un po' di rame dal nucleo. [] +tutorial.deposit = Deposita tutti gli oggetti che trasporti trascinandoli dalla tua nave al blocco di destinazione. \n[accent]Rimetti il rame nel nucleo. [] +tutorial.waves = Il nemico [LIGHT_GRAY] si avvicina.\nDifendi il tuo nucleo per 2 ondate. Costruisci più torrette. Puoi sparare tenendo premuto il tasto sinistro del mouse. +tutorial.waves.mobile = Il [lightgray] nemico si avvicina.\n\n Difendi il nucleo per 2 ondate. La tua nave sparerà automaticamente contro i nemici.\nCostruisci più torrette. +tutorial.launch = Una volta raggiunta un'ondata specifica, sarai in grado di [accent] decollare con il nucleo [], lasciando la zona e abbandonando le tue difese e le tue strutture\nOtterrai [accent]tutte le risorse nel tuo nucleo[] e potrai quindi usarle per ricercare nuove tecnologie.\n\n [accent]Decolla e conferma per terminare il tutorial. item.copper.description = Un utile materiale, usato dappertutto item.lead.description = Un materiale di base, molto usato nei blocchi di trasporto. item.metaglass.description = Un durissimo composto di vetro. Estensivamente usato per trasporto di liquidi ed immagazzinamento. diff --git a/core/assets/bundles/bundle_ja.properties b/core/assets/bundles/bundle_ja.properties index 4ab893b67c..a07fdd0ac6 100644 --- a/core/assets/bundles/bundle_ja.properties +++ b/core/assets/bundles/bundle_ja.properties @@ -21,6 +21,7 @@ load.map = マップ load.image = 画像 load.content = コンテンツ load.system = システム +load.mod = MOD stat.wave = 防衛したウェーブ:[accent] {0} stat.enemiesDestroyed = 敵による破壊数:[accent] {0} stat.built = 建設した建造物数:[accent] {0} @@ -29,6 +30,7 @@ stat.deconstructed = 解体した建造物数:[accent] {0} stat.delivered = 獲得した資源: stat.rank = 最終ランク: [accent]{0} launcheditems = [accent]回収したアイテム +launchedinfo = [unlaunched][[LAUNCH]青い項目がコア受け取ます map.delete = マップ "[accent]{0}[]" を削除してもよろしいですか? level.highscore = ハイスコア: [accent]{0} level.select = レベル選択 @@ -48,7 +50,7 @@ minimap = ミニマップ close = 閉じる website = ウェブサイト quit = 終了 -save.quit = Save & Quit +save.quit = セーブして終了 maps = マップ maps.browse = マップを閲覧する continue = 続ける @@ -60,6 +62,20 @@ uploadingcontent = コンテンツをアップロードしています uploadingpreviewfile = プレビューファイルをアップロードしています committingchanges = 変更を適応中 done = 完了 +mods.alphainfo = モードは実験的です,覚えておいてください。 [scarlet] エラーが含まれている可能性があります[]。\n 発見した問題をMindustry Githubに報告してください. +mods.alpha = [accent](Alpha) +mods = Mods +mods.none = [LIGHT_GRAY]MOD見つかりませんでした! +mod.enabled = [lightgray]Enabled +mod.disabled = [scarlet]Disabled +mod.disable = 可能にしません +mod.enable = 可能にする +mod.requiresrestart = このモードをインストールするため, このゲームは再起動します +mod.reloadrequired = [scarlet]リロード必須 +mod.import = モードをインポート +mod.remove.confirm = このモードを削除されます +mod.author = [LIGHT_GRAY]著者:[] {0} +mod.missing = このセーブ には、アップグレードされた可能性があるMODS、またはここに存在しないMODSが必要です。 メモリのセーブを保存する! ロードしてもよろしいですか?\n[lightgray]MODS:\n{0} about.button = 情報 name = 名前: noname = [accent]プレイヤー名[]を入力してください。 @@ -173,7 +189,7 @@ save.playtime = プレイ時間: {0} warning = 警告 confirm = 確認 delete = 削除 -view.workshop = View In Workshop +view.workshop = ワークショップを見る ok = OK open = 開く customize = カスタマイズ @@ -222,7 +238,7 @@ editor.oregen.info = 鉱石の生成: editor.mapinfo = マップ情報 editor.author = 作者: editor.description = 説明: -editor.nodescription = A map must have a description of at least 4 characters before being published. +editor.nodescription = マップを公開するには、少なくとも4文字以上の説明が必要です。 editor.waves = ウェーブ: editor.rules = ルール: editor.generation = 生成: @@ -289,7 +305,7 @@ editor.resizemap = マップをリサイズ editor.mapname = マップ名: editor.overwrite = [accent]警告!\nすでに存在するマップを上書きします。 editor.overwrite.confirm = [scarlet]警告![] すでに同じ名前のマップが存在します。上書きしてもよろしいですか? -editor.exists = A map with this name already exists. +editor.exists = すでに同じ名前のマップが存在します。 editor.selectmap = 読み込むマップを選択: toolmode.replace = 置きかえ toolmode.replace.description = 固体ブロックのみに描きます。 @@ -340,7 +356,7 @@ width = 幅: height = 高さ: menu = メニュー play = プレイ -campaign = 遠征 +campaign = プレイ load = 読み込む save = 保存 fps = FPS: {0} @@ -354,18 +370,18 @@ editor = エディター mapeditor = マップエディター donate = 寄付 abandon = 撤退 -abandon.text = このゾーンとすべての資源が敵に奪われます。 +abandon.text = このゾーンのすべての資源が敵に奪われます。 locked = ロック complete = [lightgray]達成済み: zone.requirement = ゾーン {1} でウェーブ {0} を達成 resume = 再開ゾーン:\n[lightgray]{0} bestwave = [lightgray]最高ウェーブ: {0} -launch = < 離脱 > -launch.title = 離脱成功 -launch.next = [lightgray]次は ウェーブ {0} で離脱可能です。 -launch.unable2 = [scarlet]離脱できません。[] -launch.confirm = すべての資源をコアに搬入し、離脱します。\nもうこの基地には戻ってくることはできません。 -launch.skip.confirm = スキップすると、次の離脱可能なウェーブまで離脱できません。 +launch = < 発射 > +launch.title = 発射成功 +launch.next = [lightgray]次は ウェーブ {0} で発射可能です。 +launch.unable2 = [scarlet]発射できません。[] +launch.confirm = すべての資源をコアに搬入し、発射します。\nもうこの基地には戻ってくることはできません。 +launch.skip.confirm = スキップすると、次の発射可能なウェーブまで発射できません。 uncover = 開放 configure = 積み荷の設定 configure.locked = [lightgray]ウェーブ {0} を達成すると積み荷を設定できるようになります。 @@ -375,14 +391,14 @@ zone.requirement.complete = ウェーブ {0} を達成:\n{1} の開放条件を zone.config.complete = ウェーブ {0} を達成:\n積み荷の設定が解除されました。 zone.resources = 発見した資源: zone.objective = [lightgray]目標: [accent]{0} -zone.objective.survival = 生き残る +zone.objective.survival = 敵からコアを守り切る zone.objective.attack = 敵のコアを破壊する add = 追加... boss.health = ボスのHP connectfail = [crimson]サーバーへ接続できませんでした:\n\n[accent]{0} error.unreachable = サーバーに到達できません。\nアドレスは正しいですか? error.invalidaddress = 無効なアドレスです。 -error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。また、このアドレスは無効なアドレスではありません! +error.timedout = タイムアウトしました!\nホストがポート開放されているかを確認してください。 error.mismatch = パケットエラー:\n恐らくクライアント/サーバーのバージョンが一致していません。\nゲームとサーバーが最新版のMindustryかどうかを確認してください! error.alreadyconnected = すでに接続されています。 error.mapnotfound = マップファイルが見つかりません! @@ -524,7 +540,7 @@ setting.antialias.name = アンチエイリアス[lightgray] (再起動が必要 setting.indicators.name = 敵/味方の方角表示 setting.autotarget.name = オートターゲット setting.keyboard.name = マウスとキーボード操作 -setting.touchscreen.name = Touchscreen Controls +setting.touchscreen.name = タッチスクリーン操作 setting.fpscap.name = 最大FPS setting.fpscap.none = なし setting.fpscap.text = {0} FPS @@ -545,7 +561,6 @@ setting.fullscreen.name = フルスクリーン setting.borderlesswindow.name = 境界の無いウィンドウ[lightgray] (再起動が必要になる場合があります) setting.fps.name = FPSを表示 setting.vsync.name = VSync -setting.lasers.name = 電力線を表示 setting.pixelate.name = ピクセル化[lightgray] (アニメーションが無効化されます) setting.minimap.name = ミニマップを表示 setting.musicvol.name = 音楽 音量 @@ -557,6 +572,7 @@ setting.crashreport.name = 匿名でクラッシュレポートを送信する setting.savecreate.name = 自動保存 setting.publichost.name = 誰でもゲームに参加できるようにする setting.chatopacity.name = チャットの透明度 +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = ゲーム内にチャットを表示 uiscale.reset = UIサイズが変更されました。\nこのままでよければ「OK」を押してください。\n[scarlet][accent]{0}[] 秒で元の設定に戻ります... uiscale.cancel = キャンセル & 終了 @@ -784,8 +800,8 @@ block.hail.name = ヘイル block.lancer.name = ランサー block.conveyor.name = コンベアー block.titanium-conveyor.name = チタンコンベアー -block.armored-conveyor.name = Armored Conveyor -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.armored-conveyor.name = 装甲コンベア +block.armored-conveyor.description = チタンコンベアーと同じ速度でアイテムを輸送することができ、耐久性に優れています。\nまた、ほかのコンベアーからの側面からの入力は受け取ることができません。 block.junction.name = ジャンクション block.router.name = ルーター block.distributor.name = ディストリビューター @@ -965,7 +981,7 @@ unit.eruptor.description = 建造物を破壊することに特化したユニ unit.wraith.description = 高速で突撃攻撃が可能な迎撃ユニットです。 unit.ghoul.description = 重爆撃機です。敵の重要な建造物を優先して破壊します。 unit.revenant.description = 空中からミサイルを発射する重爆撃機です。 -block.message.description = Stores a message. Used for communication between allies. +block.message.description = メッセージを保存し、仲間間の通信に使用します。 block.graphite-press.description = 石炭を圧縮し、黒鉛を生成します。 block.multi-press.description = 黒鉛圧縮機のアップグレード版です。水と電力を使用して、より効率的に石炭を圧縮します。 block.silicon-smelter.description = 石炭と砂からシリコンを製造します。 @@ -1082,7 +1098,7 @@ block.repair-point.description = 近くの負傷したユニットを修復し block.dart-mech-pad.description = 機体を基本的な攻撃性能を備えた機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。 block.delta-mech-pad.description = 機体を高速で突撃攻撃に向いた軽装備の機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。 block.tau-mech-pad.description = 機体を味方の建造物やユニットの修復が可能な支援型機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。 -block.omega-mech-pad.description = Provides transformation into a heavily-armored missile mech.\nUse by tapping while standing on it. +block.omega-mech-pad.description = 機体をミサイルを搭載した重装甲な機体に乗り換えます。\n整備台に乗ってタップすることで使用できます。 block.javelin-ship-pad.description = 機体を高速で強力な電撃砲を搭載した迎撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。 block.trident-ship-pad.description = 機体を重装備の爆撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。 block.glaive-ship-pad.description = 機体を重装備の大型攻撃機に乗り換えます。\n整備台に乗ってタップすることで使用できます。 diff --git a/core/assets/bundles/bundle_ko.properties b/core/assets/bundles/bundle_ko.properties index c3a679fba3..2a9b87e76b 100644 --- a/core/assets/bundles/bundle_ko.properties +++ b/core/assets/bundles/bundle_ko.properties @@ -16,11 +16,14 @@ screenshot.invalid = 맵이 너무 커서 스크린샷을 찍을 메모리가 gameover = 게임 오버 gameover.pvp = [accent]{0}[] 팀이 승리했습니다! highscore = [accent]최고점수 달성! + load.sound = 소리 load.map = 맵 load.image = 사진 load.content = 컨텐츠 load.system = 시스템 +load.mod = 모드 + stat.wave = 버틴 단계 수 : [accent]{0} stat.enemiesDestroyed = 파괴한 적 수 : [accent]{0} stat.built = 건설한 건물 수 : [accent]{0} @@ -28,7 +31,9 @@ stat.destroyed = 파괴된 건물 수 : [accent]{0} stat.deconstructed = 파괴한 건물 수 : [accent]{0} stat.delivered = 획득한 자원 : stat.rank = 최종 점수: [accent]{0} + launcheditems = [accent]창고 +launchinfo = [출격되지 않음][[출격]파랑색으로 표시된 자원들을 획득합니다. map.delete = 정말로 "[accent]{0}[]" 맵을 삭제하시겠습니까? level.highscore = 최고 점수 : [accent]{0} level.select = 맵 선택 @@ -40,7 +45,6 @@ database = 코어 기록보관소 savegame = 게임 저장 loadgame = 게임 불러오기 joingame = 서버 접속 -addplayers = 플레이어 추가/제거 customgame = 사용자 정의 게임 newgame = 새 게임 none = <없음> @@ -60,16 +64,35 @@ uploadingcontent = 컨텐츠 업로드 uploadingpreviewfile = 미리보기 파일 업로드 committingchanges = 바뀐 점 적용 done = 완료 + +mods.alphainfo = 현재의 모드는 첫 번째 버전이며, 그리고[scarlet] 버그가 매우 많음을 명심하십시오[].\n만약 버그를 발견할경우 Mindustry 깃허브 또는 디스코드로 제보해주세요. +mods.alpha = [scarlet](Alpha) +mods = 모드 +mods.none = [LIGHT_GRAY]모드가 발견되지 않았습니다! +mods.guide = 모드 가이드 +mods.report = 버그 신고 +mod.enabled = [lightgray]활성화 +mod.disabled = [scarlet]비활성화 +mod.disable = 비활성화 +mod.enable = 활성화 +mod.requiresrestart = 모드 변경사항을 적용하기 위해 게임을 종료합니다. +mod.reloadrequired = [scarlet]새로고침 요구됨 +mod.import = 모드 추가 +mod.import.github = 깃허브 모드 추가 +mod.remove.confirm = 모드가 삭제되었습니다. +mod.author = [LIGHT_GRAY]제작자:[] {0} +mod.missing = 이 세이브파일에는 설치하지 않은 모드 혹은 이 버전에 속해있지 않은 데이터가 포함되어 있습니다. 이 것을 불러올 경우 세이브파일의 데이터가 손상될 수 있습니다. 정말로 이 파일을 불러오시겠습니까?\n[lightgray]모드 :\n{0} + about.button = 정보 name = 이름 : noname = 먼저 [accent] 유저 이름[] 을 설정하세요. filename = 파일 이름 : -unlocked = 새 건물 잠금 해제됨 +unlocked = 대상 정보 기록됨 completed = [accent]연구됨 techtree = 연구 기록 -research.list = [LIGHT_GRAY]연구: +research.list = [LIGHT_GRAY]연구 : research = 연구 -researched = [LIGHT_GRAY]{0}연구됨. +researched = [LIGHT_GRAY]{0}연구 완료. players = 현재 {0}명 접속중 players.single = 현재 {0}명만 있음. server.closing = [accent]서버 닫는중... @@ -129,7 +152,7 @@ confirmunadmin = 이 플레이어를 일반 유저로 만들겠습니까? joingame.title = 게임 참가 joingame.ip = 주소: disconnect = 서버와 연결이 해제되었습니다. -disconnect.error = Connection error. +disconnect.error = 연결 . disconnect.closed = 연결이 끊어졌습니다.. disconnect.timeout = 연결 시간 한계 도달.. disconnect.data = 월드 데이터 로딩 실패.. @@ -140,7 +163,6 @@ server.port = 포트: server.addressinuse = 주소가 이미 사용중입니다! server.invalidport = 포트가 올바르지 않습니다! server.error = [accent]{0}[crimson]서버를 여는데 오류가 발생했습니다. -save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다. save.new = 새로 저장 save.overwrite = 이 저장 슬롯을 덮어씌우겠습니까? overwrite = 덮어쓰기 @@ -160,21 +182,22 @@ save.rename.text = 새 이름: selectslot = 저장슬롯을 선택하십시오. slot = [accent]{0}번째 슬롯 editmessage = 글 수정하기 -save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다! 만약 게임을 업데이트 했다면 이것은 아마 저장 형식 변경일 것이고, 이것은 버그가 [scarlet]아닙니다[]. +save.corrupted = [accent]세이브 파일이 손상되었거나 잘못된 파일입니다! empty = <비어있음> -on = 켜기 -off = 끄기 -save.autosave = 자동저장: {0} -save.map = 맵: {0} -save.wave = 웨이브 {0} +on = 활성화 +off = 비활성화 +save.autosave = 자동저장 : {0} +save.map = 맵 : {0} +save.wave = {0} 단계 save.mode = 게임모드 : {0} -save.date = 마지막 저장날짜: {0} -save.playtime = 플레이시간: {0} +save.date = 마지막 저장일 : {0} +save.playtime = 플레이타임 : {0} warning = 경고. confirm = 확인 delete = 삭제 view.workshop = 워크샵에서 보기 -ok = OK +workshop.listing = 워크샵 목록 편집하기 +ok = 확인 open = 열기 customize = 맞춤설정 cancel = 취소 @@ -191,7 +214,11 @@ classic.export.text = Mindustry 클래식 (v3.5 build 40)의 세이브파일 또 quit.confirm = 정말로 종료하시겠습니까? quit.confirm.tutorial = 튜토리얼을 종료하시겠습니까?\n튜토리얼은 [accent]설정 -> 게임 -> 튜토리얼[]에서 다시 해보실 수 있습니다. loading = [accent]불러오는중... +reloading = [accent]모드 새로고침하는중... saving = [accent]저장중... +cancelbuilding = [accent][[{0}][] 를 눌러 설계도 초기화 +pausebuilding = [accent][[{0}][] 를 눌러 설계모드 진입 +resumebuilding = [scarlet][[{0}][] 를 눌러 건설 시작 wave = [accent]웨이브 {0} wave.waiting = [green]{0}초[]후 웨이브 시작 wave.waveInProgress = [LIGHT_GRAY]웨이브 진행중 @@ -211,7 +238,12 @@ map.nospawn.pvp = 이 맵에는 적팀 코어가 없습니다! 에디터에서 [ map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적의 코어가 없습니다! 에디터에서 [ROYAL] 빨강색 팀[] 코어를 맵에 추가하세요. map.invalid = 파일이 잘못되었거나 손상되어 맵을 열 수 없습니다. map.publish.error = 맵 업로드 오류 : {0} +map.update = 맵 업데이트 +map.load.error = 워크샵 작업 오류 : {0} +map.missing = 해당 맵은 삭제되거나 옮겨졌습니다.\n[lightgray]워크샵 목록은 자동으로 동기화되지 않습니다. map.publish.confirm = 맵을 업로드 하시겠습니까?\n\n[lightgray]먼저 워크샵 EULA에 동의하시지 않으면 맵이 표시되지 않습니다! +map.menu = 원하는 맵을 선택하세요. +map.changelog = 바뀐 점 (선택성): eula = 스팀 EULA map.publish = 맵 업로드 완료! map.publishing = [accent]맵 업로드 중... @@ -291,6 +323,7 @@ editor.overwrite = [accept]경고!이 명령은 기존 맵을 덮어씌우게 editor.overwrite.confirm = [scarlet]경고![] 이 이름을 가진 맵이 이미 있습니다. 덮어 쓰시겠습니까? editor.exists = 같은 이름의 맵이 이미 존재합니다. editor.selectmap = 불러올 맵 선택: + toolmode.replace = 재배치 toolmode.replace.description = 블록을 배치합니다. toolmode.replaceall = 모두 재배치 @@ -305,6 +338,7 @@ toolmode.fillteams = 팀 채우기 toolmode.fillteams.description = 블록 대신 팀 건물로 채웁니다. toolmode.drawteams = 팀 그리기 toolmode.drawteams.description = 블록 대신 팀 건물을 배치합니다. + filters.empty = [LIGHT_GRAY]필터가 없습니다!! 아래 버튼을 눌러 추가하세요. filter.distort = 왜곡 filter.noise = 맵 전체에 타일 혹은 블럭 뿌리기 @@ -336,16 +370,16 @@ filter.option.floor2 = 2번째 바닥 filter.option.threshold2 = 2번째 한계점 filter.option.radius = 반경 filter.option.percentile = 백분위수 -width = 넓이: -height = 높이: + +width = 넓이 : +height = 높이 : menu = 메뉴 play = 플레이 campaign = 캠페인 load = 불러오기 save = 저장 -fps = FPS: {0} -tps = TPS: {0} -ping = Ping: {0}ms +fps = FPS : {0} +ping = Ping : 초당 {0} language.restart = 언어를 변경하려면 게임을 다시시작 해 주세요. settings = 설정 tutorial = 게임 방법 @@ -353,32 +387,38 @@ tutorial.retake = 튜토리얼 editor = 편집기 mapeditor = 맵 편집기 donate = 기부 + abandon = 포기 abandon.text = 이 구역의 모든 자원이 적에게 빼앗길 것입니다. locked = 잠김 -complete = [LIGHT_GRAY]완료: +complete = [LIGHT_GRAY]완료 : zone.requirement = 지역 {1} 에서 단계 {0} 달성 -resume = 지역 계속 플레이:\n[LIGHT_GRAY]{0} -bestwave = [LIGHT_GRAY]최고 점수: {0} +requirement.core = Destroy Enemy Core in {0} +requirement.unlock = Unlock {0} +resume = 현재 진행 중인 지역 :\n[LIGHT_GRAY]{0} +bestwave = [LIGHT_GRAY]최고 점수 : {0} launch = < 출격 > launch.title = 출격 성공 launch.next = [LIGHT_GRAY]다음 출격기회는 {0} 단계에서 나타납니다. launch.unable2 = [scarlet]출격할 수 없습니다.[] -launch.confirm = 출격하게 되면 모든 자원이 코어로 들어갑니다.\n또한 성공하기 전까지 기지로 돌아갈 수 없습니다. +launch.confirm = 출격하게 되면 코어에 저장된 모든 자원이 창고로 들어갑니다.\n또한 출격한 지역에는 아무것도 남지 않습니다. launch.skip.confirm = 만약 지금 출격하시지 않고 스킵하신다면, 다음 출격 단계까지 기다려야 합니다. -uncover = 구역 개방 +uncover = 지역 개방 configure = 코어 시작자원 설정 -configure.locked = {0} 단계에서 시작자원 설정 잠금이 해제됩니다. +bannedblocks = 금지된 블럭들 +addall = 모두 추가 +configure.locked = 단계를 지역 {0}에서 달성할 시 시작자원 설정이 해금됩니다. configure.invalid = 해당 0 과 {0} 사이여야 합니다. zone.unlocked = [LIGHT_GRAY] 잠금 해제되었습니다! zone.requirement.complete = 단계 {0} 달성:\n{1} 지역 요구사항이 충족되었습니다! zone.config.complete = 단계 {0} 달성:\n시작자원 설정 기능이 해금되었습니다! -zone.resources = 자원이 감지되었습니다 : -zone.objective = [lightgray]게임 모드: [accent]{0} +zone.resources = 감지된 자원 목록 : +zone.objective = [lightgray]게임 모드 : [accent]{0} zone.objective.survival = 생존 zone.objective.attack = 적 코어 파괴 add = 추가... boss.health = 보스 체력 + connectfail = [crimson]{0}[accent] 서버에 연결하지 못했습니다.[] error.unreachable = 서버에 연결하지 못했습니다.\n서버 주소가 정확히 입력되었나요? error.invalidaddress = 잘못된 주소입니다. @@ -389,6 +429,7 @@ error.mapnotfound = 맵 파일을 찾을 수 없습니다! error.io = 네트워크 I/O 오류. error.any = 알 수 없는 네트워크 오류. error.bloom = 블룸 그래픽 효과를 적용하지 못했습니다.\n당신의 기기가 이 기능을 지원하지 않는 것일 수도 있습니다. + zone.groundZero.name = 전초기지 zone.desertWastes.name = 쓰레기 사막 zone.craters.name = 크레이터 @@ -403,6 +444,7 @@ zone.saltFlats.name = 소금 사막 zone.impact0078.name = Impact 0078 zone.crags.name = 협곡 zone.fungalPass.name = 포자 지대 + zone.groundZero.description = 이 장소는 다시 시작하기에 최적의 환경을 지닌 장소입니다. 적은 수준의 위협이 있으며 자원의 양은 적습니다.\n가능한 한 많은 양의 구리와 납을 수집하십시오.\n출격합시다! zone.frozenForest.description = 이 지역도 산과 가까운 지역입니다 포자들이 흩뿌려져 있으며 극한의 추위도 포자룰 막을 수 있을거 같지 않습니다.\n전력을 통해서 모험을 시작하십시오 화력 발전소를 짓고 수리드론을 사용하는 법을 배우십시오. zone.desertWastes.description = 이 황무지는 끝을 알수 없을 정도로 광활합니다 그리고 십자가 형태의 버려진 구조물이 존재합니다.\n석탄이 존재하며 이를 화력발전에 쓰거나 흑연정제에 쓰십시오.\n\n[lightgray]이 지역에서의 착륙장소는 확실하지 않습니다. @@ -417,6 +459,7 @@ zone.nuclearComplex.description = 과거 토륨의 생산, 연구와 처리를 zone.fungalPass.description = 고산지대과 포자지대 사이의 지역입니다. 소규모의 적 정찰기지가 있으니 디거와 크롤러를 이용해 적의 코어를 파괴하십시오. zone.impact0078.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다. zone.crags.description = [ROYAL]죄송합니다. 아직 설명이 준비되지 않았습니다. + settings.language = 언어 settings.data = 게임 데이터 settings.reset = 설정 초기화 @@ -471,20 +514,22 @@ blocks.inaccuracy = 오차각 blocks.shots = 발포 횟수 blocks.reload = 재장전 blocks.ammo = 탄약 + bar.drilltierreq = 더 좋은 드릴이 요구됨 bar.drillspeed = 채광 속도 : {0}/s bar.efficiency = 효율성 : {0}% bar.powerbalance = 전력 : {0}/s -bar.powerstored = 에너지 저장량 : {0}/{1} +bar.powerstored = 총 전력 저장량 : {0}/{1} bar.poweramount = 전력 저장량 : {0} bar.poweroutput = 전력 생산량 : {0}/s -bar.items = 최대 120개중 {0}개 중 +bar.items = 자원량 : {0} bar.capacity = 저장공간 : {0} bar.liquid = 액체 bar.heat = 발열 bar.power = 전력 bar.progress = 생산 진행도 bar.spawned = 최대 {1}기 중 {0}기 생산됨 + bullet.damage = [stat]{0}[lightgray] 데미지 bullet.splashdamage = [stat]{0}[lightgray] 범위 데미지 ~[stat] {1}[lightgray] 타일 bullet.incendiary = [stat]방화 @@ -496,6 +541,7 @@ bullet.freezing = [stat]동결 bullet.tarred = [stat]타르 bullet.multiplier = [stat]{0}[lightgray]x 탄약 소모율 bullet.reload = [stat]{0}[lightgray]x 사격 속도 + unit.blocks = 블록 unit.powersecond = 전력/초 unit.liquidsecond = 액체/초 @@ -557,8 +603,9 @@ setting.crashreport.name = 오류 보고서 보내기 setting.savecreate.name = 자동 저장 활성화 setting.publichost.name = 공용 서버 보이기 setting.chatopacity.name = 채팅 투명도 -setting.playerchat.name = 인게임 채팅 표시 -uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... +setting.playerchat.name = 채팅 말풍선 표시 +public.confirm = 게임을 공개하시겠습니까?\n[lightgray]설정 - 게임 - 게임 서버 공개에서 다시 설정하실 수 있습니다. +uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet][accent] {0}[]초 후에 예전 설정으로 되돌리고 게임을 종료합니다... uiscale.cancel = 취소 & 나가기 setting.bloom.name = 발광 효과 keybind.title = 조작키 설정 @@ -593,22 +640,25 @@ keybind.chat.name = 채팅 keybind.player_list.name = 플레이어 목록 keybind.console.name = 콘솔 keybind.rotate.name = 회전 +keybind.rotateplaced.name = 기존 회전 (고정) keybind.toggle_menus.name = 메뉴 보이기/숨기기 keybind.chat_history_prev.name = 이전 채팅기록 keybind.chat_history_next.name = 다음 채팅기록 keybind.chat_scroll.name = 채팅 스크롤 -keybind.drop_unit.name = 유닛 드롭 +keybind.drop_unit.name = 유닛 처치시 자원획득 keybind.zoom_minimap.name = 미니맵 확대 -mode.help.title = 모드 도움말 +mode.help.title = 게임모드 도움말 mode.survival.name = 생존 mode.survival.description = 이것은 일반 모드입니다. 제한된 자원을 가지고 자동으로 다음 단계가 시작됩니다. mode.sandbox.name = 샌드박스 mode.sandbox.description = 무한한 자원을 가지고 자유롭게 다음 단계를 시작할 수 있습니다. +mode.editor.name = 편집기 mode.pvp.name = PvP mode.pvp.description = 실제 플레이어와 PvP를 합니다. 맵에 적어도 2개의 다른 색상 코어가 있어야 합니다. mode.attack.name = 공격 mode.attack.description = 적 기지를 파괴하세요. 맵에 빨간팀 코어가 있어야 플레이 가능합니다. mode.custom = 사용자 정의 규칙 + rules.infiniteresources = 무한 자원 rules.wavetimer = 웨이브 타이머 rules.waves = 웨이브 @@ -635,6 +685,7 @@ rules.title.resourcesbuilding = 자원 & 건축 rules.title.player = 플레이어들 rules.title.enemy = 적 rules.title.unit = 유닛 + content.item.name = 아이템 content.liquid.name = 액체 content.unit.name = 유닛 @@ -696,6 +747,7 @@ mech.buildspeed = [LIGHT_GRAY]건설 속도: {0}% liquid.heatcapacity = [LIGHT_GRAY]발열 용량: {0} liquid.viscosity = [LIGHT_GRAY]점도: {0} liquid.temperature = [LIGHT_GRAY]온도: {0} + block.sand-boulder.name = 사암 block.grass.name = 잔디 block.salt.name = 소금 @@ -926,6 +978,7 @@ tutorial.deposit = 자원을 다시 블록에 넣을수도 있습니다.\n\n[acc tutorial.waves = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 향해 클릭하여 공격할 수 있습니다. 또한, 구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계 동안 코어를 보호하세요.[] tutorial.waves.mobile = [LIGHT_GRAY]적[]이 접근합니다.\n당신의 기체는 적을 자동조준하지만, 원하는 적을 클릭하여 공격하고 싶은 대상을 바꿀 수 있습니다.\n구리를 더 캐내고 포탑을 더 지어서 방어를 강화하세요.\n\n[accent]2단계동안 코어를 방어하세요.[] tutorial.launch = 특정 단계에 도달하면 [accent]출격[]이 가능합니다.\n[accent]출격[]을 하게되면 해당 지역의 코어에 들어있는 자원들을 캠페인의 자원 창고로 보내지만, 해당 지역의 [accent]모든 것들[]은 날라가게 되니 주의하세요. + item.copper.description = 모든 종류의 블록에서 광범위하게 사용되는 자원입니다. item.lead.description = 쉽게 구할 수 있으며, 전자 및 액체 수송 블록에서 광범위하게 사용되는 자원입니다. item.metaglass.description = 초강력 유리 화합물. 액체 분배 및 저장에 광범위하게 사용됩니다.\n\n[royal]액체를 활용하기 위한 필수품입니다. @@ -1033,7 +1086,7 @@ block.combustion-generator.description = 인화성 물질을 태워 소량의 block.thermal-generator.description = 건설가능한 열이 있는 타일 위에 건설하면 전력을 생산합니다.\n\n[ROYAL]용암 웅덩이 혹은 열기지대에서 무한정 열을 발산합니다. block.turbine-generator.description = 화력 발전기보다 효율적이지만, 액체가 추가적으로 필요합니다.\n\n[ROYAL]일반 타일에서 물추출기 1개로 2개가 가동가능합니다. block.differential-generator.description = 냉각수와 파이라타이트의 온도 차를 이용해 안정적으로 원자로에 버금가는 양의 전기를 생산합니다. -block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 현상 구조체를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다. +block.rtg-generator.description = 방사성동위원소 열전기 발전기\n토륨또는 메타를 사용하며, 냉각이 필요없는 발전을 하지만 토륨 원자로에 비해 발전량이 매우 적습니다. block.solar-panel.description = 태양광으로 극소량의 전기을 생산합니다. block.solar-panel-large.description = 일반 태양 전지판보다 훨씬 발전량이 많지만, 건축비도 훨씬 비쌉니다. block.thorium-reactor.description = 토륨을 이용해 막대한 양의 전기를 생산합니다. 지속적인 냉각이 필요하며 냉각제의 양이 부족하면 크게 폭발합니다.\n\n[royal]폭발로 인한 피해를 버틸 수 있는 건물은 없습니다. diff --git a/core/assets/bundles/bundle_nl.properties b/core/assets/bundles/bundle_nl.properties index b342c715d6..d133d0bddb 100644 --- a/core/assets/bundles/bundle_nl.properties +++ b/core/assets/bundles/bundle_nl.properties @@ -1,10 +1,10 @@ -credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] +credits.text = Gemaakt door [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[] - credits = Credits contributors = Vertalers en Medewerkers discord = Word lid van de Mindustry Discord! link.discord.description = De officiële Mindustry discord chatroom link.github.description = Game broncode -link.changelog.description = List of update changes +link.changelog.description = Lijst van Updates link.dev-builds.description = Onstabiele ontwikkeling builds link.trello.description = Officiële trello-bord voor geplande functies link.itch.io.description = itch.io pagina met pc-downloads en webversie @@ -12,15 +12,15 @@ link.google-play.description = Google Play store vermelding link.wiki.description = Officiële Mindustry wiki linkfail = Kan link niet openen!\nDe URL is gekopieerd naar je klembord screenshot = Schermafbeeling opgeslagen in {0} -screenshot.invalid = Map too large, potentially not enough memory for screenshot. -gameover = Game Over +screenshot.invalid = Map is te groot, Mogelijk niet genoeg ruimte op apparaat. +gameover = Spel afgelopen gameover.pvp = het[accent] {0}[] team heeft gewonnen! highscore = [accent]Nieuw topscore! -load.sound = Sounds -load.map = Maps -load.image = Images -load.content = Content -load.system = System +load.sound = Geluid +load.map = Mappen +load.image = Afbeeldingen +load.content = inhoud +load.system = Systeem stat.wave = Waves Verslagen:[accent] {0} stat.enemiesDestroyed = Vijanden Vernietigd:[accent] {0} stat.built = Gebouwen Gebouwd:[accent] {0} @@ -28,69 +28,58 @@ stat.destroyed = Gebouwen Vernietigd:[accent] {0} stat.deconstructed = Gebouwen Gesloopt:[accent] {0} stat.delivered = Middelen Gelanceerd: stat.rank = Eindrang: [accent]{0} -launcheditems = [accent]Launched Items +launcheditems = [accent]Gelanceerde items map.delete = Weet je zeker dat je de map wilt verwijderen? "[accent]{0}[]"? level.highscore = Topscore: [accent]{0} level.select = Selecteer Level level.mode = Spelmodus: -showagain = Don't show again next session -coreattack = < Core is under attack! > +showagain = Niet Laten zien in de volgende sessie +coreattack = < Core wordt aangevallen! > nearpoint = [[ [scarlet]LEAVE DROP POINT IMMEDIATELY[] ]\nannihilation imminent database = Core Database -savegame = Save Game -loadgame = Load Game -joingame = Join Game +savegame = Opslaan +loadgame = Laden +joingame = Treed toe addplayers = Add/Remove Players -customgame = Custom Game -newgame = New Game +customgame = Aangepast spel +newgame = Nieuw spel none = minimap = Minimap -close = Close +close = Aflsuiten website = Website -quit = Quit -save.quit = Save & Quit -maps = Maps -maps.browse = Browse Maps -continue = Continue -maps.none = [LIGHT_GRAY]No maps found! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done -about.button = About -name = Name: -noname = Pick a[accent] player name[] first. -filename = File Name: +quit = Stoppen +maps = Mappen +continue = Ga door +maps.none = [LIGHT_GRAY]Geen map gevonden! +about.button = Over +name = Naam: +noname = Maak eerst een[accent] Speler naam[]. +filename = Bestandsnaam: unlocked = New content unlocked! -completed = [accent]Completed -techtree = Tech Tree -research.list = [LIGHT_GRAY]Research: -research = Research -researched = [LIGHT_GRAY]{0} researched. -players = {0} players online -players.single = {0} player online -server.closing = [accent]Closing server... -server.kicked.kick = You have been kicked from the server! -server.kicked.whitelist = You are not whitelisted here. -server.kicked.serverClose = Server closed. -server.kicked.vote = You have been vote-kicked. Goodbye. -server.kicked.clientOutdated = Outdated client! Update your game! -server.kicked.serverOutdated = Outdated server! Ask the host to update! -server.kicked.banned = You are banned on this server. -server.kicked.typeMismatch = This server is not compatible with your build type. -server.kicked.playerLimit = This server is full. Wait for an empty slot. -server.kicked.recentKick = You have been kicked recently.\nWait before connecting again. -server.kicked.nameInUse = There is someone with that name\nalready on this server. -server.kicked.nameEmpty = Your chosen name is invalid. -server.kicked.idInUse = You are already on this server! Connecting with two accounts is not permitted. -server.kicked.customClient = This server does not support custom builds. Download an official version. -server.kicked.gameover = Game over! -server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[] -host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [LIGHT_GRAY]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[LIGHT_GRAY]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. -join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[LIGHT_GRAY]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP. +completed = [accent]Voltooid +techtree = Tech boom +research.list = [LIGHT_GRAY]Onderzoek: +research = Onderzoek +researched = [LIGHT_GRAY]{0} Onderzocht. +players = {0} Spelers online +players.single = {0} Speler online +server.closing = [accent]Server aan het sluiten... +server.kicked.kick = Je bent verwijderd van deze sessie. +server.kicked.serverClose = Server afgesloten... +server.kicked.vote = Je bent ge vote-kicked. Tot ziens. +server.kicked.clientOutdated = Verouderde versie! Update jouw spel! +server.kicked.serverOutdated = Verouderde server! Vraag de host om te upgraden! +server.kicked.banned = Je bent verbannen van deze server. +server.kicked.typeMismatch = Deze server is niet compitabel met jouw bouwtype. +server.kicked.recentKick = Je bent reeds verwijderd.\nWacht voordat je opnieuw verbindt. +server.kicked.nameInUse = Er is al iemand met die naam\nop deze server. +server.kicked.nameEmpty = Je gekozen naam is niet geldig. +server.kicked.idInUse = Je bent al verbonden met deze server! Verbinden met 2 accounts is verboden. +server.kicked.customClient = Deze server ondersteunt geen aangepaste spellen . Download de officiele versie. +server.kicked.gameover = Spel afgelopen +server.versions = Jouw versie:[accent] {0}[]\nServer versie:[accent] {1}[] +host.info = De [accent]host[] knop hosts `een server op port [scarlet]6567[]. \nIedereen op hetzelfde [LIGHT_GRAY]wifi or locaal netwerk[] zou jouw server in hun serverlijst moeten zien.\n\nAls je wilt dan vrienden vanaf overal kunnen meedoen via IP, [accent]port forwarding[] is nodig.\n\n[LIGHT_GRAY]Note: IAls iemand moeilijkheden heeft met het meedoen aan jouw spel, kijk of je Mindustry in je firewall instellingen toegang hebt gegeven to jouw locaal netwerk. +join.info = Hier kan je een [accent]server IP[] invoeren om te verbinden, of om[accent]locale netwerken[] te vinden.\nBeide LAN en WAN multiplayer is ondersteund.\n\n[LIGHT_GRAY]Note: Er is geen automatische globale serverlijst; Als je met iemands IP wil verbinden, Zou je moeten vragen om hun IP. hostserver = Host Game invitefriends = Invite Friends hostserver.mobile = Host\nGame @@ -545,7 +534,6 @@ setting.fullscreen.name = Fullscreen setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart) setting.fps.name = Show FPS setting.vsync.name = VSync -setting.lasers.name = Show Power Lasers setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance) setting.minimap.name = Show Minimap setting.musicvol.name = Music Volume @@ -557,6 +545,7 @@ setting.crashreport.name = Send Anonymous Crash Reports setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display In-Game Chat uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... uiscale.cancel = Cancel & Exit diff --git a/core/assets/bundles/bundle_nl_BE.properties b/core/assets/bundles/bundle_nl_BE.properties index 08335fbdd5..1151996f3c 100644 --- a/core/assets/bundles/bundle_nl_BE.properties +++ b/core/assets/bundles/bundle_nl_BE.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Fullscreen setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart) setting.fps.name = Show FPS setting.vsync.name = VSync -setting.lasers.name = Show Power Lasers setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance, disables animations) setting.minimap.name = Show Minimap setting.musicvol.name = Music Volume @@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display In-Game Chat uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... uiscale.cancel = Cancel & Exit diff --git a/core/assets/bundles/bundle_pl.properties b/core/assets/bundles/bundle_pl.properties index cd93643188..8f1a734b96 100644 --- a/core/assets/bundles/bundle_pl.properties +++ b/core/assets/bundles/bundle_pl.properties @@ -3,7 +3,7 @@ credits = Zasłużeni contributors = Tłumacze i pomocnicy discord = Odwiedź nasz serwer Discord! link.discord.description = Oficjalny serwer Discord Mindustry -link.github.description = Kod Gry +link.github.description = Kod źródłowy gry link.changelog.description = Informacje o aktualizacjach link.dev-builds.description = Niestabilne wersje gry link.trello.description = Oficjalna tablica Trello z planowanym funkcjami @@ -13,7 +13,7 @@ link.wiki.description = Oficjana Wiki Mindustry linkfail = Nie udało się otworzyć linku!\nURL został skopiowany. screenshot = Zapisano zdjęcie do {0} screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje miejsca w pamięci urządzenia. -gameover = Rdzeń został zniszczony. +gameover = Koniec Gry gameover.pvp = Zwyciężyła drużyna [accent]{0}[]! highscore = [YELLOW] Nowy rekord! load.sound = Dźwięki @@ -21,6 +21,7 @@ load.map = Mapy load.image = Obrazy load.content = Treść load.system = System +load.mod = Mody stat.wave = Fale powstrzymane:[accent] {0} stat.enemiesDestroyed = Przeciwnicy zniszczeni:[accent] {0} stat.built = Budynki zbudowane:[accent] {0} @@ -29,38 +30,49 @@ stat.deconstructed = Budynki zrekonstruowane:[accent] {0} stat.delivered = Surowce wystrzelone: stat.rank = Ocena: [accent]{0} launcheditems = [accent]Wystrzelone przedmioty +launchinfo = [unlaunched][[LAUNCH] rdzeń aby uzyskać przedmioty oznaczone na niebiesko. map.delete = Jesteś pewny, że chcesz usunąć "[accent]{0}[]"? level.highscore = Rekord: [accent]{0} level.select = Wybrany poziom level.mode = Tryb gry: showagain = Nie pokazuj tego więcej coreattack = < Rdzeń jest atakowany! > -nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nunicestwienie nadchodzi +nearpoint = [[ [scarlet]OPUŚĆ PUNKT ZRZUTU NATYCHMIAST[] ]\nnadciąga zniszczenie database = Centralna baza danych savegame = Zapisz Grę -loadgame = Wczytaj grę -joingame = Gra wieloosobowa -addplayers = Dodaj/Usuń graczy +loadgame = Wczytaj Grę +joingame = Dołącz Do Gry +addplayers = Dodaj/Usuń Graczy customgame = Własna Gra newgame = Nowa Gra -none = +none = minimap = Minimapa close = Zamknij website = Strona Gry quit = Wyjdź -save.quit = Save & Quit +save.quit = Zapisz & Wyjdź maps = Mapy -maps.browse = Browse Maps +maps.browse = Przeglądaj Mapy continue = Kontynuuj maps.none = [LIGHT_GRAY]Nie znaleziono żadnych map! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done -about.button = O grze +invalid = Nieprawidłowy +preparingconfig = Przygotowywanie Konfiguracji +preparingcontent = Przygotowywanie Zawartości +uploadingcontent = Przesyłanie Zawartości +uploadingpreviewfile = Przesyłanie Pliku Podglądu +committingchanges = Zatwierdzanie Zmian +done = Gotowe +mods.alphainfo = Pamiętaj, że mody są wersji alpha, i[scarlet] mogą być pełne błędów[].\nZgłaszaj wszystkie znalezione problemy na Mindustry Github lub Discord. +mods.alpha = [scarlet](Alpha) +mods = Mody +mods.none = [LIGHT_GRAY]Nie znaleziono modów! +mod.enabled = [lightgray]Włączony +mod.disabled = [scarlet]Wyłączony +mod.requiresrestart = Gra się wyłączy aby wprowadzić zmiany moda. +mod.import = Importuj Mod +mod.remove.confirm = Ten mod zostanie usunięty. +mod.author = [LIGHT_GRAY]Autor:[] {0} +about.button = O Grze name = Nazwa: noname = Najpierw wybierz [accent]nazwę gracza[] filename = Nazwa Pliku: @@ -74,7 +86,7 @@ players = {0} graczy online players.single = {0} gracz online server.closing = [accent] Zamykanie serwera... server.kicked.kick = Zostałeś wyrzucony z serwera! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = Nie ma cię tu na białej liście. server.kicked.serverClose = Serwer został zamknięty. server.kicked.vote = Zostałeś wyrzucony z gry. Żegnaj. server.kicked.clientOutdated = Nieaktualna gra! Zaktualizują ją! @@ -92,17 +104,17 @@ server.versions = Twoja wersja gry:[accent] {0}[]\nWersja gry serwera:[accent] { host.info = Przycisk [accent]host[] hostuje serwer na porcie [scarlet]6567[] i [scarlet]6568.[]\nKtokolwiek z tym samym [LIGHT_GRAY]wifi lub hotspotem[] powinien zobaczyć twój serwer.\n\nJeśli chcesz, aby każdy z twoim IP mógł dołączyć, [accent]przekierowywanie portów[] jest potrzebne.\n\n[LIGHT_GRAY]Notka:Jeśli ktokolwiek ma problem z dołączeniem do gry, upewnij się, że udostępniłeś Mindustry dostęp do sieci. join.info = Tutaj możesz wpisać [accent]IP serwera[], aby dołączyć lub wyszukaj [accent]serwery w lokalnej sieci[], do których chcesz dołączyć .\nGra wieloosobowa na LAN i WAN jest wspomagana.\n\n[LIGHT_GRAY]Notka: Nie ma automatycznej listy wszystkich serwerów; jeśli chcesz dołączyć przez IP, musisz zapytać się hosta o IP. hostserver = Stwórz Serwer -invitefriends = Invite Friends -hostserver.mobile = Hostuj\ngrę +invitefriends = Zaproś Znajomych +hostserver.mobile = Hostuj\nGrę host = Hostuj hosting = [accent] Otwieranie serwera... hosts.refresh = Odśwież hosts.discovering = Wyszukiwanie gier w sieci LAN -hosts.discovering.any = Discovering games +hosts.discovering.any = Wyszukiwanie gier server.refreshing = Odświeżanie serwera hosts.none = [lightgray] Brak serwerów w sieci LAN! host.invalid = [scarlet] Nie można połączyć się z hostem. -trace = Zlokalizuj gracza +trace = Zlokalizuj Gracza trace.playername = Nazwa gracza: [accent]{0} trace.ip = IP: [accent]{0} trace.id = Wyjątkowe ID: [accent]{0} @@ -113,16 +125,16 @@ server.bans = Bany server.bans.none = Nie znaleziono zbanowanych osób! server.admins = Admini server.admins.none = Nie znaleziono adminów! -server.add = Dodaj serwer +server.add = Dodaj Serwer server.delete = Czy na pewno chcesz usunąć ten serwer? -server.edit = Edytuj serwer +server.edit = Edytuj Serwer server.outdated = [crimson]Przestarzały serwer![] server.outdated.client = [crimson]Przestarzały klient![] server.version = [lightgray]Wersja: {0} server.custombuild = [yellow]Zmodowany klient confirmban = Jesteś pewny, że chcesz zbanować tego gracza? confirmkick = Jesteś pewny, że chcesz wyrzucić tego gracza? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmvotekick = Jesteś pewny, że chcesz głosować za wyrzuceniem tego gracza? confirmunban = Jesteś pewny, że chcesz odbanować tego gracza? confirmadmin = Jesteś pewny, że chcesz dać rangę admina temu graczowi? confirmunadmin = Jesteś pewny, że chcesz zabrać rangę admina temu graczowi? @@ -133,7 +145,7 @@ disconnect.error = Błąd połączenia. disconnect.closed = Połączenie zostało zamknięte. disconnect.timeout = Przekroczono limit czasu. disconnect.data = Nie udało się załadować mapy! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = Nie można dołączyć do gry ([accent]{0}[]). connecting = [accent]Łączenie... connecting.data = [accent]Ładowanie danych świata... server.port = Port: @@ -153,13 +165,13 @@ save.export = Eksportuj save.import.invalid = [accent]Zapis gry jest niepoprawny! save.import.fail = [crimson]Nie udało się zaimportować zapisu: [accent] {0} save.export.fail = [crimson]Nie można wyeksportować zapisu: [accent] {0} -save.import = Importuj zapis +save.import = Importuj Zapis save.newslot = Zapisz nazwę: -save.rename = Zmień nazwę +save.rename = Zmień Nazwę save.rename.text = Nowa nazwa: selectslot = Wybierz zapis. slot = [accent]Slot {0} -editmessage = Edit Message +editmessage = Edytuj Wiadomość save.corrupted = [accent]Zapis gry jest uszkodzony lub nieprawidłowy! Jeżeli aktualizowałeś grę, najprawdopodobniej jest to zmiana w formacie zapisu i [scarlet]nie jest[] to błąd. empty = on = Włączone @@ -167,26 +179,26 @@ off = Wyłączone save.autosave = Autozapis: {0} save.map = Mapa: {0} save.wave = Fala {0} -save.mode = Gamemode: {0} -save.date = Ostatnio zapisano: {0} +save.mode = Tryb Gry: {0} +save.date = Ostatnio Zapisane: {0} save.playtime = Czas gry: {0} warning = Uwaga. confirm = Potwierdź delete = Usuń -view.workshop = View In Workshop -ok = Ok +view.workshop = Pokaż w Warsztacie +ok = OK open = Otwórz customize = Dostosuj cancel = Anuluj -openlink = Otwórz link -copylink = Kopiuj link +openlink = Otwórz Link +copylink = Kopiuj Link back = Wróć data.export = Eksportuj Dane data.import = Importuj Dane data.exported = Dane wyeksportowane. data.invalid = Nieprawidłowe dane gry. data.import.confirm = Zaimportowanie zewnętrznych danych usunie[scarlet] wszystkie[] obecne dane gry.\n[accent]Nie można tego cofnąć![]\n\nGdy dane zostaną zimportowane, gra automatycznie się wyłączy. -classic.export = Eksportuj dane wersji klasycznej +classic.export = Eksportuj Dane Wersji Klasycznej classic.export.text = [accent]Mindustry[] otrzymało ostatnio ważną aktualizację.\nClassic (v3.5 build 40) zapis albo mapa zostały wykryte. Czy chciałbyś eksportować te zapisy do katalogu domowego swojego telefonu, do użycia w aplikacji Mindustry Classic? quit.confirm = Czy na pewno chcesz wyjść? quit.confirm.tutorial = Czy jesteś pewien tego co robisz?\nSamouczek może zostać powtórzony w[accent] Opcje->Gra->Powtórz samouczek.[] @@ -199,37 +211,40 @@ waiting = [LIGHT_GRAY]Oczekiwanie... waiting.players = Oczekiwanie na graczy... wave.enemies = Pozostało [LIGHT_GRAY]{0} wrogów wave.enemy = Pozostał [LIGHT_GRAY]{0} wróg -loadimage = Załaduj obraz -saveimage = Zapisz obraz +loadimage = Załaduj Obraz +saveimage = Zapisz Obraz unknown = Nieznane custom = Własne builtin = Wbudowane map.delete.confirm = Jesteś pewny, że chcesz usunąć tę mapę? Nie będzie można jej przywrócić. -map.random = [accent]Losowa mapa +map.random = [accent]Losowa Mapa map.nospawn = Ta mapa nie zawiera żadnego rdzenia! Dodaj [ROYAL]niebieski[] rdzeń do tej mapy w edytorze. map.nospawn.pvp = Ta mapa nie ma żadnego rdzenia przeciwnika, aby mogli się zrespić przeciwnicy! Dodaj[SCARLET] inny niż niebieski[] rdzeń do mapy w edytorze. map.nospawn.attack = Ta mapa nie ma żadnego rdzenia przeciwnika, aby można było go zaatakować! Dodaj[SCARLET] czerwony[] rdzeń do mapy w edytorze. map.invalid = Błąd podczas ładowania mapy: uszkodzony lub niepoprawny plik mapy. map.publish.error = Błąd podczas publikowania mapy: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.update = Aktualizuj Mapę +map.load.error = Błąd podczaj pobierania danych z warsztatu: {0} +map.menu = Wybierz co chcesz zrobić z tą mapą. +map.changelog = Lista Zmian (opcjonalna) eula = Steam EULA map.publish = Opublikowano mapę. map.publishing = [accent]Publikowanie mapy... editor.brush = Pędzel -editor.openin = Otwórz w edytorze -editor.oregen = Generacja złóż -editor.oregen.info = Generacja złóż: -editor.mapinfo = Informacje o mapie +editor.openin = Otwórz w Edytorze +editor.oregen = Generacja Złóż +editor.oregen.info = Generacja Złóż: +editor.mapinfo = Informacje o Mapie editor.author = Autor: editor.description = Opis: -editor.nodescription = A map must have a description of at least 4 characters before being published. +editor.nodescription = Mapa musi posiadać opis o długości co najmniej 4 znaków zanim zostanie opublikowana. editor.waves = Fale: editor.rules = Zasady: editor.generation = Generacja: -editor.ingame = Edytuj w grze -editor.publish.workshop = Opublikuj w Workshop +editor.ingame = Edytuj w Grze +editor.publish.workshop = Opublikuj w Warsztacie editor.newmap = Nowa Mapa -workshop = Workshop +workshop = Warsztat waves.title = Fale waves.remove = Usuń waves.never = @@ -240,8 +255,8 @@ waves.to = do waves.boss = Boss waves.preview = Podgląd waves.edit = Edytuj... -waves.copy = Kopiuj do schowka -waves.load = Załaduj ze schowka +waves.copy = Kopiuj Do Schowka +waves.load = Załaduj Ze Schowka 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. @@ -249,8 +264,8 @@ editor.default = [LIGHT_GRAY] details = Detale... edit = Edytuj... editor.name = Nazwa: -editor.spawn = Stwórz jednostkę -editor.removeunit = Usuń jednostkę +editor.spawn = Stwórz Jednostkę +editor.removeunit = Usuń Jednostkę editor.teams = Drużyny editor.errorload = Błąd podczas ładowania pliku:\n[accent]{0} editor.errorsave = Błąd podczas zapisywania pliku:\n[accent]{0} @@ -263,9 +278,9 @@ editor.update = Aktualizuj editor.randomize = Losuj editor.apply = Zastosuj editor.generate = Generuj -editor.resize = Zmień rozmiar -editor.loadmap = Załaduj mapę -editor.savemap = Zapisz mapę +editor.resize = Zmień Rozmiar +editor.loadmap = Załaduj Mapę +editor.savemap = Zapisz Mapę editor.saved = Zapisano! editor.save.noname = Twoja mapa nie ma nazwy! Ustaw ją w 'Informacjach o mapie'. editor.save.overwrite = Ta mapa nadpisze wbudowaną mapę! Ustaw inną nazwę w 'Informacjach o mapie'. @@ -278,22 +293,22 @@ editor.importfile.description = Importuj zewnętrzny plik mapy editor.importimage = Importuj Obraz Terenu editor.importimage.description = Importuj zewnętrzny obraz terenu editor.export = Eksportuj... -editor.exportfile = Eksportuj plik +editor.exportfile = Eksportuj Plik editor.exportfile.description = Eksportuj plik mapy editor.exportimage = Eksportuj Obraz Terenu editor.exportimage.description = Eksportuj plik obrazu terenu -editor.loadimage = Załaduj obraz -editor.saveimage = Zapisz obraz +editor.loadimage = Załaduj Teren +editor.saveimage = Zapisz Teren editor.unsaved = [scarlet]Masz niezapisane zmiany![]\nCzy na pewno chcesz wyjść? -editor.resizemap = Zmień rozmiar mapy -editor.mapname = Nazwa mapy: +editor.resizemap = Zmień Rozmiar Mapy +editor.mapname = Nazwa Mapy: editor.overwrite = [accent]Uwaga!\nSpowoduje to nadpisanie istniejącej mapy. -editor.overwrite.confirm = [scarlet]Uwaga![] Mapa pod tą nazwą już istnieje. Jesteś pewny, że chcesz ją nadpisać? -editor.exists = A map with this name already exists. +editor.overwrite.confirm = [scarlet]Uwaga![] Mapa o tej nazwie już istnieje. Jesteś pewny, że chcesz ją nadpisać? +editor.exists = Mapa o tej nazwie już istnieje. editor.selectmap = Wybierz mapę do załadowania: toolmode.replace = Zastąp toolmode.replace.description = Rysuje tylko na stałych blokach. -toolmode.replaceall = Zastąp wszystko +toolmode.replaceall = Zastąp Wszystko toolmode.replaceall.description = Zastąp wszystkie bloki na mapie. toolmode.orthogonal = Prostokątny toolmode.orthogonal.description = Rysuje tylko prostopadłe linie. @@ -305,15 +320,15 @@ toolmode.fillteams = Wypełń Drużyny toolmode.fillteams.description = Wypełniaj drużyny zamiast bloków. toolmode.drawteams = Rysuj Drużyny toolmode.drawteams.description = Rysuj drużyny zamiast bloków. -filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej. +filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej. filter.distort = Zniekształcanie filter.noise = Szum filter.median = Mediana -filter.oremedian = Mediana rud +filter.oremedian = Mediana Rud filter.blend = Wtopienie -filter.defaultores = Domyślne rudy +filter.defaultores = Domyślne Rudy filter.ore = Ruda -filter.rivernoise = Szum rzeki +filter.rivernoise = Szum Rzeki filter.mirror = Lustro filter.clear = Oczyść filter.option.ignore = Ignoruj @@ -323,7 +338,7 @@ filter.option.scale = Skala filter.option.chance = Szansa filter.option.mag = Wielkość filter.option.threshold = Próg -filter.option.circle-scale = Skala koła +filter.option.circle-scale = Skala Koła filter.option.octaves = Oktawy filter.option.falloff = Spadek filter.option.angle = Kąt @@ -332,8 +347,8 @@ filter.option.floor = Podłoga filter.option.flooronto = Podłoga Docelowa filter.option.wall = Ściana filter.option.ore = Ruda -filter.option.floor2 = Druga podłoga -filter.option.threshold2 = Drugi próg +filter.option.floor2 = Druga Podłoga +filter.option.threshold2 = Drugi Próg filter.option.radius = Zasięg filter.option.percentile = Percentyl width = Szerokość: @@ -351,8 +366,8 @@ settings = Ustawienia tutorial = Poradnik tutorial.retake = Ponów Samouczek editor = Edytor -mapeditor = Edytor map -donate = Wspomóż nas +mapeditor = Edytor Map +donate = Wspomóż Nas abandon = Opuść abandon.text = Ta strefa i wszystkie jej surowce będą przejęte przez przeciwników. locked = Zablokowane @@ -367,7 +382,7 @@ launch.unable2 = [scarlet]WYSTZRZELENIE niedostępne.[] launch.confirm = Spowoduje to wystrzelenie wszystkich surowców w rdzeniu.\nNie będziesz mógł wrócić do tej bazy. launch.skip.confirm = Jeśli teraz przejdziesz do kolejnej fali, Nie biędziesz miał możliwości wystrzelenia do czasu pokonania dalszych fal. uncover = Odkryj -configure = Skonfiguruj ładunek +configure = Skonfiguruj Ładunek configure.locked = [LIGHT_GRAY]Dotrzyj do fali {0}\nAby skonfigurować ładunek. configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}. zone.unlocked = [LIGHT_GRAY]Strefa {0} odblokowana. @@ -404,7 +419,7 @@ zone.impact0078.name = Uderzenie 0078 zone.crags.name = Urwisko zone.fungalPass.name = Grzybowa Przełęcz zone.groundZero.description = Optymalna lokalizacja, aby rozpocząć jeszcze raz. Niskie zagrożenie. Niewiele zasobów.\nZbierz jak najwięcej miedzi i ołowiu, tyle ile jest możliwe.\nPrzejdź do następnej strefy jak najszybciej. -zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy. +zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy. zone.desertWastes.description = Te pustkowia są rozległe, nieprzewidywalne, i znajdują się na nich opuszczone struktury.\nWęgiel jest obecny w tym regionie. Użyj go do produkcji energii, lub do stworzenia grafitu.\n\n[lightgray]Miejsce lądowania nie jest pewne. zone.saltFlats.description = Na obrzeżach pustyni spoczywają Solne Równiny. Można tu znaleźć niewiele surowców.\n\nWrogowie zbudowali tu bazę składującą surowce. Zniszcz ich rdżeń. Zniszcz wszystko co stanie ci na drodze. zone.craters.description = W tym kraterze zebrała się woda. Pozostałość dawnych wojen. Odzyskaj ten teren. Wykop piasek. Wytop metaszkło. Pompuj wodę do działek obronnych i wierteł by je schłodzić @@ -419,20 +434,20 @@ zone.impact0078.description = zone.crags.description = settings.language = Język settings.data = Dane Gry -settings.reset = Przywróć domyślne +settings.reset = Przywróć Domyślne settings.rebind = Zmień settings.controls = Sterowanie settings.game = Gra settings.sound = Dźwięk settings.graphics = Grafika -settings.cleardata = Wyczyść dane gry... +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.clearunlocks = Wyczyść listę przedmiotów -settings.clearall = Wyczyść wszystko +settings.clearunlocks = Wyczyść Listę Przedmiotów +settings.clearall = Wyczyść Wszystko paused = [accent]< Wstrzymano > -yes = Jasne! -no = Nie ma mowy! +yes = Tak +no = Nie info.title = Informacje error.title = [crimson]Wystąpił błąd error.crashtitle = Wystąpił błąd @@ -475,7 +490,7 @@ bar.drilltierreq = Wymagane Lepsze Wiertło bar.drillspeed = Prędkość wiertła: {0}/s bar.efficiency = Efektywność: {0}% bar.powerbalance = Moc: {0} -bar.powerstored = Stored: {0}/{1} +bar.powerstored = Zmagazynowano: {0}/{1} bar.poweramount = Moc: {0} bar.poweroutput = Wyjście mocy: {0} bar.items = Przedmiotów: {0} @@ -496,7 +511,7 @@ 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 = Klocki +unit.blocks = bloki unit.powersecond = jednostek prądu na sekundę unit.liquidsecond = jednostek płynów na sekundę unit.itemssecond = przedmiotów na sekundę @@ -520,11 +535,11 @@ setting.shadows.name = Cienie setting.linear.name = Filtrowanie Liniowe setting.animatedwater.name = Animowana woda setting.animatedshields.name = Animowana Tarcza -setting.antialias.name = Antialias[LIGHT_GRAY] (wymaga restartu)[] +setting.antialias.name = Antyaliasing[LIGHT_GRAY] (wymaga restartu)[] setting.indicators.name = Wskaźniki Przyjaciół setting.autotarget.name = Automatyczne Celowanie -setting.keyboard.name = Sterowanie Myszka+Klawiatura -setting.touchscreen.name = Touchscreen Controls +setting.keyboard.name = Sterowanie - Myszka+Klawiatura +setting.touchscreen.name = Sterowanie - Ekran Dotykowy setting.fpscap.name = Maksymalny FPS setting.fpscap.none = Nieograniczone setting.fpscap.text = {0} FPS @@ -545,7 +560,6 @@ setting.fullscreen.name = Pełny ekran setting.borderlesswindow.name = Bezramkowe okno[LIGHT_GRAY] (może wymagać restartu) setting.fps.name = Pokazuj FPS setting.vsync.name = Synchronizacja pionowa -setting.lasers.name = Pokaż lasery zasilające setting.pixelate.name = Pikselacja [LIGHT_GRAY](wyłącza animacje) setting.minimap.name = Pokaż Minimapę setting.musicvol.name = Głośność muzyki @@ -555,11 +569,13 @@ setting.sfxvol.name = Głośność dźwięków setting.mutesound.name = Wycisz dźwięki setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry setting.savecreate.name = Automatyczne tworzenie zapisu -setting.publichost.name = Widoczność gry publicznej +setting.publichost.name = Widoczność Gry Publicznej setting.chatopacity.name = Przezroczystość czatu +setting.lasersopacity.name = Przezroczystość laserów zasilających setting.playerchat.name = Wyświetlaj czat w grze +public.confirm = Czy chcesz ustawić swoją grę jako publiczną?\n[lightgray]Można to później zmienić w Ustawienia->Gra->Widoczność Gry Publicznej. uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[] -uiscale.cancel = Anuluj i wyjdź +uiscale.cancel = Anuluj i Wyjdź setting.bloom.name = Bloom keybind.title = Zmień keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w wersji mobilnej. Tylko podstawowe poruszanie się jest wspierane. @@ -567,7 +583,7 @@ category.general.name = Ogólne category.view.name = Wyświetl category.multiplayer.name = Multiplayer command.attack = Atakuj -command.rally = Rally +command.rally = Zbierz command.retreat = Wycofaj keybind.gridMode.name = Wybieranie Bloku keybind.gridModeShift.name = Wybieranie Kategorii @@ -576,7 +592,7 @@ keybind.press.axis = Naciśnij oś lub klawisz... keybind.screenshot.name = Zrzut ekranu mapy keybind.move_x.name = Poruszanie w poziomie keybind.move_y.name = Poruszanie w pionie -keybind.fullscreen.name = Toggle Fullscreen +keybind.fullscreen.name = Przełącz Pełny Ekran keybind.select.name = Zaznacz keybind.diagonal_placement.name = Budowa po skosie keybind.pick.name = Wybierz Blok @@ -603,28 +619,29 @@ mode.help.title = Opis trybów mode.survival.name = Przeżycie mode.survival.description = Zwykły tryb. Limitowane surowce i fale przeciwników. mode.sandbox.name = Piaskownica -mode.sandbox.description = Nieskończone surowce i fale bez odliczania. Dla przedszkolaków! +mode.sandbox.description = Nieskończone surowce i fale bez odliczania. +mode.editor.name = Edytor mode.pvp.name = PvP mode.pvp.description = Walcz przeciwko innym graczom. mode.attack.name = Atak -mode.attack.description = Brak fal, celem jest zniszczenie bazy przeciwnika. +mode.attack.description = Brak fal. Celem jest zniszczenie bazy przeciwnika. mode.custom = Własny tryb rules.infiniteresources = Nieskończone zasoby rules.wavetimer = Zegar fal rules.waves = Fale -rules.attack = Tryb Ataku +rules.attack = Tryb ataku rules.enemyCheat = Nieskończone zasoby komputera-przeciwnika (czerwonego zespołu) -rules.unitdrops = Surowce z zniszczonych jednostek -rules.unitbuildspeedmultiplier = Mnożnik Prędkości Tworzenia Jednostek -rules.unithealthmultiplier = Mnożnik Życia Jednostek -rules.playerhealthmultiplier = Mnożnik Życia Gracza -rules.playerdamagemultiplier = Mnożnik Obrażeń Gracza -rules.unitdamagemultiplier = Mnożnik Obrażeń Jednostek +rules.unitdrops = Surowce ze zniszczonych jednostek +rules.unitbuildspeedmultiplier = Mnożnik prędkości tworzenia jednostek +rules.unithealthmultiplier = Mnożnik życia jednostek +rules.playerhealthmultiplier = Mnożnik życia gracza +rules.playerdamagemultiplier = Mnożnik obrażeń gracza +rules.unitdamagemultiplier = Mnożnik obrażeń jednostek rules.enemycorebuildradius = Zasięg blokady budowy przy rdżeniu wroga:[LIGHT_GRAY] (kratki) -rules.respawntime = Czas Odrodzenia:[LIGHT_GRAY] (sek) +rules.respawntime = Czas odrodzenia:[LIGHT_GRAY] (sek) rules.wavespacing = Odstępy między falami:[LIGHT_GRAY] (sek) -rules.buildcostmultiplier = Mnożnik Kosztów Budowania -rules.buildspeedmultiplier = Mnożnik Prędkości Budowania +rules.buildcostmultiplier = Mnożnik kosztów budowania +rules.buildspeedmultiplier = Mnożnik prędkości budowania rules.waitForWaveToEnd = Fale czekają na przeciwników rules.dropzoneradius = Zasięg strefy zrzutu:[LIGHT_GRAY] (kratki) rules.respawns = Maksymalna ilośc odrodzeń na falę @@ -650,7 +667,7 @@ item.silicon.name = Krzem item.plastanium.name = Plastan item.phase-fabric.name = Włókno Fazowe item.surge-alloy.name = Elektrum -item.spore-pod.name = Zarodnia +item.spore-pod.name = Kapsuła Zarodników item.sand.name = Piasek item.blast-compound.name = Wybuchowy związek item.pyratite.name = Piratian @@ -703,8 +720,8 @@ block.saltrocks.name = Skały Solne block.pebbles.name = Kamyczki block.tendrils.name = Wić block.sandrocks.name = Skały Piaskowe -block.spore-pine.name = Sosna Zarodkowa -block.sporerocks.name = Skała z Zarodkami +block.spore-pine.name = Sosna Zarodnikowa +block.sporerocks.name = Skała Zarodnikowa block.rock.name = Skały block.snowrock.name = Skały śnieżne block.snow-pine.name = Sosna śniegowa @@ -712,19 +729,19 @@ block.shale.name = Łupek block.shale-boulder.name = Głaz Łupkowy block.moss.name = Mech block.shrubs.name = Krzewy -block.spore-moss.name = Mech z Zarodkami +block.spore-moss.name = Mech Zarodnikowy block.shalerocks.name = Skały Łupkowe -block.scrap-wall.name = Ściana z Złomu -block.scrap-wall-large.name = Duża Ściana z Złomu -block.scrap-wall-huge.name = Ogromna Ściana z Złomu -block.scrap-wall-gigantic.name = Gigantyczna Ściana z Złomu +block.scrap-wall.name = Ściana ze Złomu +block.scrap-wall-large.name = Duża Ściana ze Złomu +block.scrap-wall-huge.name = Ogromna Ściana ze Złomu +block.scrap-wall-gigantic.name = Gigantyczna Ściana ze Złomu block.thruster.name = Silnik block.kiln.name = Wypalarka block.graphite-press.name = Grafitowa Prasa block.multi-press.name = Multi-Prasa block.constructing = {0} [LIGHT_GRAY](Budowa) block.spawn.name = Spawn wrogów -block.core-shard.name = Rdzeń: Ułamek +block.core-shard.name = Rdzeń: Odłamek block.core-foundation.name = Rdzeń: Podstawa block.core-nucleus.name = Rdzeń: Jądro block.deepwater.name = Głęboka Woda @@ -750,7 +767,7 @@ block.dunerocks.name = Skały wydmowe block.pine.name = Sosna block.white-tree-dead.name = Białe Drzewo Martwe block.white-tree.name = Białe Drzewo -block.spore-cluster.name = Grono Zarodków +block.spore-cluster.name = Skupisko Zarodników block.metal-floor.name = Metalowa Podłoga block.metal-floor-2.name = Metalowa Podłoga 2 block.metal-floor-3.name = Metalowa Podłoga 3 @@ -768,7 +785,7 @@ block.hotrock.name = Gorący Kamień block.magmarock.name = Skała magmowa block.cliffs.name = Klify block.copper-wall.name = Miedziana Ściana -block.copper-wall-large.name = Duża miedziana ściana +block.copper-wall-large.name = Duża Miedziana Ściana block.titanium-wall.name = Tytanowa Ściana block.titanium-wall-large.name = Duża Tytanowa Ściana block.phase-wall.name = Fazowa Ściana @@ -777,28 +794,28 @@ block.thorium-wall.name = Torowa Ściana block.thorium-wall-large.name = Duża Torowa Ściana block.door.name = Drzwi block.door-large.name = Duże drzwi -block.duo.name = Podwójne działko +block.duo.name = Podwójne Działko block.scorch.name = Płomień block.scatter.name = Flak block.hail.name = Grad block.lancer.name = Lancer block.conveyor.name = Przenośnik -block.titanium-conveyor.name = Tytanowy przenośnik -block.armored-conveyor.name = Armored Conveyor -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.titanium-conveyor.name = Przenośnik Tytanowy +block.armored-conveyor.name = Przenośnik Opancerzony +block.armored-conveyor.description = Przesyła przedmioty z taką samą szybkością jak Przenośnik Tytanowy, ale jest bardziej odporny. Wejściami bocznymi mogą być tylko inne przenośniki. block.junction.name = Węzeł block.router.name = Rozdzielacz block.distributor.name = Dystrybutor block.sorter.name = Sortownik -block.message.name = Message -block.overflow-gate.name = Brama Przeciwprzepełnieniowa +block.message.name = Wiadomość +block.overflow-gate.name = Brama Przepełnieniowa block.silicon-smelter.name = Huta Krzemu block.phase-weaver.name = Fazowa Fabryka block.pulverizer.name = Rozkruszacz block.cryofluidmixer.name = Mieszacz Lodocieczy block.melter.name = Przetapiacz block.incinerator.name = Spalacz -block.spore-press.name = Prasa Zarodni +block.spore-press.name = Prasa Zarodników block.separator.name = Rozdzielacz block.coal-centrifuge.name = Wirówka węglowa block.power-node.name = Węzeł Prądu @@ -831,11 +848,11 @@ block.power-void.name = Próżnia prądu block.power-source.name = Nieskończony Prąd block.unloader.name = Ekstraktor block.vault.name = Magazyn -block.wave.name = Strumyk +block.wave.name = Strumień block.swarmer.name = Działo Rojowe block.salvo.name = Działo Salwowe -block.ripple.name = Działo falowe -block.phase-conveyor.name = Fazowy Transporter +block.ripple.name = Działo Falowe +block.phase-conveyor.name = Transporter Fazowy block.bridge-conveyor.name = Most Transportowy block.plastanium-compressor.name = Kompresor Plastanu block.pyratite-mixer.name = Mieszacz Piratianu @@ -847,13 +864,13 @@ block.command-center.name = Centrum Dowodzenia block.draug-factory.name = Fabryka Dronów Draug block.spirit-factory.name = Fabryka Dronów Duch block.phantom-factory.name = Fabryka Dronów Widmo -block.wraith-factory.name = Fabryka Wojowników Widmo +block.wraith-factory.name = Fabryka Myśliwców Widmo block.ghoul-factory.name = Fabryka Bombowców Upiór block.dagger-factory.name = Fabryka Mechów Nóż block.crawler-factory.name = Fabryka Mechów Pełzacz block.titan-factory.name = Fabryka Mechów Tytan block.fortress-factory.name = Fabryka Mechów Forteca -block.revenant-factory.name = Fabryka Wojowników Zjawa +block.revenant-factory.name = Fabryka Krążowników Zjawa block.repair-point.name = Punkt Napraw block.pulse-conduit.name = Rura Pulsacyjna block.phase-conduit.name = Rura Fazowa @@ -870,12 +887,12 @@ block.thermal-generator.name = Generator Termalny block.alloy-smelter.name = Piec Mieszający block.mender.name = Naprawiacz block.mend-projector.name = Projektor Napraw -block.surge-wall.name = Ściana Elektronu -block.surge-wall-large.name = Duża Ściana Elektronu +block.surge-wall.name = Ściana Elektrum +block.surge-wall-large.name = Duża Ściana Elektrum block.cyclone.name = Cyklon block.fuse.name = Lont block.shock-mine.name = Mina -block.overdrive-projector.name = Projektor Nad-prędkości +block.overdrive-projector.name = Projektor Przyśpieszający block.force-projector.name = Projektor Pola Siłowego block.arc.name = Piorun block.rtg-generator.name = Generator RTG @@ -891,21 +908,21 @@ team.orange.name = pomarańczowy team.derelict.name = szary team.green.name = zielony team.purple.name = fioletowy -unit.spirit.name = Duch -unit.draug.name = Draug -unit.phantom.name = Widmo +unit.spirit.name = Dron Naprawczy Duch +unit.draug.name = Dron Wydobywczy Draug +unit.phantom.name = Dron Budowniczy Widmo unit.dagger.name = Nóż unit.crawler.name = Pełzak unit.titan.name = Tytan -unit.ghoul.name = Upiór -unit.wraith.name = Widmo +unit.ghoul.name = Bombowiec Upiór +unit.wraith.name = Myśliwiec Widmo unit.fortress.name = Forteca unit.revenant.name = Zjawa unit.eruptor.name = Roztapiacz -unit.chaos-array.name = Kolejka Chaosu +unit.chaos-array.name = Chaos unit.eradicator.name = Niszczyciel unit.lich.name = Obudzony -unit.reaper.name = Żeniec +unit.reaper.name = Żniwiarz tutorial.next = [lightgray] tutorial.intro = Wszedłeś do[scarlet] Samouczka Mindustry.[]\nZacznij od[accent] wydobycia miedzi[]. Aby to zrobić, dotknij żyły rudy miedzi w pobliżu rdzenia.\n\n[accent]{0}/{1} miedź tutorial.drill = Wydobywanie ręczne nie jest efektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nKliknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[]. Umieść go na złożu miedzi, klikając.\n[accent]Kliknij prawym przyciskiem myszy[], aby przestać budować. @@ -935,25 +952,25 @@ item.coal.description = Zwykły i łatwo dostępny materiał energetyczny. item.titanium.description = Rzadki i bardzo lekki materiał. Używany w bardzo zaawansowanym przewodnictwie, wiertłach i samolotach. Poczuj się jak Tytan! item.thorium.description = Zwarty i radioaktywny materiał używany w strukturach i paliwie nuklearnym. Nie trzymaj go w rękach! item.scrap.description = Pozostałości starych budynków i jednostek. Składa się z małej ilości wszystkiego. -item.silicon.description = Niesamowicie przydatny półprzewodnk uźywany w panelach słonecznych i skomplikowanej elektronice. Nie, w Dolinie Krzemowej już nie ma krzemu. +item.silicon.description = Niesamowicie przydatny półprzewodnk. Używany w panelach słonecznych, skomplikowanej elektronice i pociskach samonaprowadzających. item.plastanium.description = Lekki i plastyczny materiał używany w amunicji odłamkowej i samolotach. Używany też w klockach LEGO (dlatego są niezniszczalne)! -item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej się. +item.phase-fabric.description = Niewiarygodnie lekkie włókno używane w zaawansowanej elektronice i technologii samo-naprawiającej item.surge-alloy.description = Zaawansowany materiał z niesłychanymi wartościami energetycznymi. -item.spore-pod.description = Używany do wyrobu oleju, materiałów wybuchowych i paliwa. -item.blast-compound.description = Lotny związek używany w pirotechnice. Może być używany jako materiał energetyczny, ale nie polecam, ale i tak warto spróbować. +item.spore-pod.description = Syntetyczne zarodniki, które mogą być przekształcone na olej, materiały wybuchowe i paliwo. +item.blast-compound.description = Niestabilny związek używany w materiałach wybuchowych. Powstaje podczas syntezy z zarodników i innych lotnych substancji. Używanie go jako materiał energetyczny jest niewskazane. item.pyratite.description = Niesamowicie palny związek używany w zbrojeniu. Nielegalny w 9 państwach. 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 = Najefektywniejsza ciecz do schładzania budowli. -mech.alpha-mech.description = Standardowy mech. Średnia broń i prędkość, leć potrafi stworzyć trzy małe drony do walki. -mech.delta-mech.description = Szybki i wrażliwy mech stworzony do szybkich ataków i ucieczki. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli. +mech.alpha-mech.description = Standardowy mech. Bazuje na jednostce Nóż, z ulepszonym pancerzem i zdolnością budowania. Zadaje więcej obrażeń niż Strzałka. +mech.delta-mech.description = Szybki, lekko opancerzony mech stworzony do ataków typu uderz i uciekaj. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli. mech.tau-mech.description = Mech wsparcia. Naprawia budynki drużyny, strzelając w nie. Potrafi wygasić niedalekie pożary i uleczyć bliskich przyjaciół. -mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego zdolność pozwala mu na zablokowanie do 90% obrażeń. -mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale jest kiepski jak chodzi o walkę i kopanie. -mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami. +mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego pancerz pozwala mu na zablokowanie do 90% obrażeń. +mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale posiada małe zdolności ofensywne i niską szybkość wydobywania surowców. +mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami. mech.trident-ship.description = Ciężki bombowiec, zbudowany do budowy i niszczenia fortyfikacji wroga. Dość dobrze opancerzony. -mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający. +mech.glaive-ship.description = Duży, uzbrojony statek. Dobra prędkość i przyspieszenie. Wyposażony w karabin zapalający. unit.draug.description = Prymitywny dron górniczy. Tani w produkcji. Przeznaczony na stracenie. Automatycznie wydobywa miedź i ołów w pobliżu. Dostarcza wydobyte zasoby do najbliższego rdzenia. unit.spirit.description = Zmodyfikowany dron draug, zaprojektowany do naprawy zamiast do wydobywania. Automatycznie naprawia wszelkie uszkodzone bloki w obszarze. unit.phantom.description = Zaawansowana jednostka dronów. Podąża za użytkownikiem. Pomaga w budowie bloków. @@ -965,7 +982,7 @@ unit.eruptor.description = Ciężki mech stworzony do niszczenia struktur. Strze unit.wraith.description = Szybka jednostka, stosuje taktyke uderz-uciekaj Namierza jakiekolwiek źródło prądu. unit.ghoul.description = Ciężki bombowiec dywanowy. Rozdziera struktury wroga, atakując krytyczną infrastrukturę. unit.revenant.description = Ciężka, unosząca sie platforma z rakietami. -block.message.description = Stores a message. Used for communication between allies. +block.message.description = Przechowuje wiadomość. Wykorzystywane do komunikacji pomiędzy sojusznikami. block.graphite-press.description = Kompresuje kawałki węgla w czyste blaszki grafitu. block.multi-press.description = Ulepszona wersja prasy grafitowej. Używa wody i prądu do kompresowania węgla szybko i efektywnie. block.silicon-smelter.description = Redukuje piasek za pomocą wysoce czystego węgla w celu wytworzenia krzemu. @@ -978,7 +995,7 @@ block.blast-mixer.description = Kruszy i miesza skupiska zarodników z piratytem block.pyratite-mixer.description = Miesza węgiel, ołów i piasek tworząc bardzo łatwopalny piratian. block.melter.description = Przetapia złom na żużel do dalszego przetwarzania lub użycia w wieżyczkach block.separator.description = Oddziela użyteczne materiały z mieszaniny jaką jest żużel. -block.spore-press.description = Kompresuje kapsułki zarodników w olej. +block.spore-press.description = Kompresuje kapsuły zarodników pod ogromnym ciśnieniem tworząc olej. block.pulverizer.description = Mieli złom w drobny piasek. Przydatne, gdy brakuje naturalnego piasku. block.coal-centrifuge.description = Zestala olej w kawałki węgla. block.incinerator.description = Pozbywa się nadmiaru przedmiotów lub płynu @@ -993,10 +1010,10 @@ block.titanium-wall.description = Umiarkowanie silny blok obronny.\nZapewnia umi block.titanium-wall-large.description = Umiarkowanie silny blok obronny.\nZapewnia umiarkowaną ochronę przed wrogami.\nObejmuje wiele kratek. block.thorium-wall.description = Silny blok obronny.\nDobra ochrona przed wrogami. block.thorium-wall-large.description = Silny blok obronny.\nDobra ochrona przed wrogami.\nObejmuje wiele kratek. -block.phase-wall.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne. -block.phase-wall-large.description = Nie tak silny jak ściana toru, ale odbije pociski, chyba że będą zbyt potężne.\nObejmuje wiele kratek. -block.surge-wall.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego. -block.surge-wall-large.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek. +block.phase-wall.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków. +block.phase-wall-large.description = Ściana pokryta specjalną mieszanką opartą o Włókna Fazowe, która odbija większość pocisków.\nObejmuje wiele kratek. +block.surge-wall.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego. +block.surge-wall-large.description = Ekstremalnie wytrzymały blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek. block.door.description = Małe drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie. block.door-large.description = Duże drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.\nObejmuje wiele kratek. block.mender.description = Co jakiś czas naprawia bloki w zasięgu. Utrzymuje struktury obronne w dobrym stanie.\nOpcjonalnie używa silikonu do zwiększenia zasięgu i szybkości naprawy. @@ -1008,19 +1025,19 @@ block.conveyor.description = Podstawowy blok transportowy dla przedmiotów. Auto block.titanium-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Przesyła przedmioty szybciej od zwykłego przenośnika. block.junction.description = Używany jako most dla dwóch krzyżujących się przenośników. Przydatne w sytuacjach kiedy dwa różne przenośniki transportują różne surowce do różnych miejsc. block.bridge-conveyor.description = Zaawansowany blok transportujący. Pozwala na przenoszenie przedmiotów nawet do 3 bloków na każdym terenie, przez każdy budynek. -block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii przy teleportacji przedmiotów do podłączonego transportera fazowego na spore odległości. +block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii do teleportacji przedmiotów do połączonego transportera fazowego na spore odległości. block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki. block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów. block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków. block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona 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 przepustowości. Nie wymaga prądu. -block.rotary-pump.description = Zaawansowana pompa, dwukrotnie większa przepustowość od mechanicznej pompy. Wymaga prądu. +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. Trzy razy szybsza od mechanicznej pompy i jedyna, która może wypompować lawę. -block.conduit.description = Podstawowy blok do przenoszenia cieczy. Działa jak transporter, ale na ciecze. Najlepiej używać z ekstraktorami wody, pompami lub innymi rurami. -block.pulse-conduit.description = Zaawansowany blok do przenoszenia cieczy. Transportuje je szybciej i magazynuje więcej niż standardowe rury. -block.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je do trzech innych kierunków jednakowo. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła na wiele celów. -block.liquid-tank.description = Magazynuje ogromne ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków. +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.liquid-router.description = Akceptuje płyny z jednego kierunku i wyprowadza je po równo do trzech innych kierunków. Może również przechowywać pewną ilość płynu. Przydatne do dzielenia płynów z jednego źródła do wielu celów. +block.liquid-tank.description = Magazynuje duże ilości cieczy. Użyj go do stworzenia buforu, gdy występuje różne zapotrzebowanie na materiały lub jako zabezpieczenie dla chłodzenia ważnych bloków. block.liquid-junction.description = Działa jak most dla dwóch krzyżujących się rur. Przydatne w sytuacjach, kiedy dwie rury mają różne ciecze do różnych lokacji. block.bridge-conduit.description = Zaawansowany blok przenoszący ciecze. Pozwala na przenoszenie cieczy nawet do 3 bloków na każdym terenie, przez każdy budynek. block.phase-conduit.description = Zaawansowany blok do przenoszenia cieczy. Używa prądu, aby przenieść ciecz do połączonego transportera fazowego przez kilka bloków. @@ -1033,17 +1050,17 @@ block.combustion-generator.description = Wytwarza energię poprzez spalanie łat block.thermal-generator.description = Generuje prąd kiedy jest postawiony na źródłach ciepła. block.turbine-generator.description = Bardziej wydajny niż generator spalania, ale wymaga dodatkowej wody. block.differential-generator.description = Generuje duże ilości prądu. Wykorzystuje różnice temperatur pomiędzy Lodocieczą a spalanym Piratianem. -block.rtg-generator.description = Termoelektryczny generator wykorzystujący izotopy promieniotwórcze. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego. +block.rtg-generator.description = Generator wykorzystujący ciepło powstałe z rozpadu izotopów promieniotwórczych. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego. block.solar-panel.description = Wytwarza małe ilości prądu wykorzystując energię słoneczną. block.solar-panel-large.description = Wytwarza o wiele więcej prądu niż zwykły panel słoneczny, ale jest o wiele droższy w budowie. block.thorium-reactor.description = Produkuje bardzo duże ilości prądu z wysoce radioaktywnego toru. Wymaga ciągłego chłodzenia. Silnie eksploduje jeśli nie zostanie dostarczona wystarczająca ilość chłodziwa. Produkcja energii zależy od zapełnienia, produkując bazową ilość energii przy całkowitym zapełnieniu. block.impact-reactor.description = Zaawansowany generator, zdolny do produkcji ogromnych ilości prądu u szczytu swoich możliwości. Wymaga znacznych ilości energii do rozpoczęcia procesu. -block.mechanical-drill.description = Tanie wiertło. Kiedy położnone na odpowiednich polach, wysyła przedmioty w wolnym tempie. +block.mechanical-drill.description = Tanie wiertło. Kiedy zostanie zbudowane na odpowiednich polach, wydobywa surowce w wolnym tempie. block.pneumatic-drill.description = Ulepszone wiertło, które jest szybsze i może wykopywać twardsze surowce przy użyciu ciśnienia. -block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Dodatkowo, radioaktywny tor może zostać wydobyty przez to wiertło. +block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Zdolne do wydobywania toru. block.blast-drill.description = Najlepsze wiertło. Wymaga dużych ilości energii. block.water-extractor.description = Wydobywa wodę z ziemi. Użyj go, gdy w pobliżu nie ma jeziora. -block.cultivator.description = Uprawia małe skupiska zarodników w gotowe do użytku kapsułki. +block.cultivator.description = Uprawia małe skupiska zarodników i umieszcza je w gotowych do dalszego przetwarzania kapsułach. block.oil-extractor.description = Używa bardzo dużych ilości energii do ekstrakcji ropy z piasku. Używaj go w sytuacji kiedy nie ma bezpośredniego źródła ropy w okolicy. block.core-shard.description = Pierwsza wersja rdzenia. Gdy zostaje zniszczony, wszelki kontakt do regionu zostaje utracony. Nie pozwól na to. block.core-foundation.description = Druga wersja rdzenia. Lepiej opancerzony. Przechowuje więcej surowców. @@ -1056,22 +1073,22 @@ block.launch-pad-large.description = Ulepszona wersja wyrzutni. Magazynuje więc block.duo.description = Mała, tania wieża. Przydatna przeciwko jednostkom naziemnym. block.scatter.description = Średniej wielkości wieża przeciwlotnicza. Rozsiewa śruty z ołowiu lub strzępy złomu na jednostki wroga. block.scorch.description = Spala wszystkich wrogów naziemnych w pobliżu. Bardzo skuteczny z bliskiej odległości. -block.hail.description = Mała wieża artyleryjska, bardzo przydatna, atakuje tylko jednostki naziemne. -block.wave.description = Średniej wielkości szybkostrzelna wieżyczka, która wystrzeliwuje płynne bąbelki. Gasi ogień jeżeli jest w niej woda lub lodociecz -block.lancer.description = Średniej wielkości wieżyczka, która strzela naładowanymi wiązkami elektryczności. -block.arc.description = Mała wieża bliskiego zasięgu, która wystrzeliwuje wiązki tesli losowym łukiem w kierunku wroga. -block.swarmer.description = Średniej wielkości wieżyczka, która strzela rakietami wybuchowymi. -block.salvo.description = Średniej wielkości wieża strzelająca salwami. +block.hail.description = Mała wieża artyleryjska o dużym zasięgu. +block.wave.description = Średniej wielkości wieżyczka, która wystrzeliwuje strumienie cieczy. Automatycznie gasi ogień jeśli zasilana jest wodą. +block.lancer.description = Średniej wielkości wieżyczka, która po naładowaniu, wystrzeliwuje silne wiązki energii. +block.arc.description = Mała wieża bliskiego zasięgu. Wystrzeliwuje wiązki elektryczne w kierunku wroga. +block.swarmer.description = Średniej wielkości wieżyczka, która wystrzeliwuje rakiety samonaprowadzające. +block.salvo.description = Większa, bardziej zaawansowana wersja Podwójnego Działka, strzelająca szybkimi salwami. block.fuse.description = Duża wieża, która strzela potężnymi wiązkami krótkiego zasięgu. block.ripple.description = Duża wieża artyleryjska, która strzela jednocześnie kilkoma strzałami. block.cyclone.description = Duża szybkostrzelna wieża. -block.spectre.description = Duża wieża, która strzela dwoma potężnymi pociskami jednocześnie. -block.meltdown.description = Duża wieża, która strzela potężnymi wiązkami dalekiego zasięgu. +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.command-center.description = Wydaje polecenia ruchu sojuszniczym jednostkom na całej mapie.\nPowoduje patrolowanie jednostek, atakowanie wrogiego rdzenia lub wycofanie się do rdzenia / fabryki. Gdy nie ma rdzenia wroga, jednostki będą domyślnie patrolować pod dowództwem ataku. block.draug-factory.description = Produkuje drony wydobywcze Draug. block.spirit-factory.description = Produkuje lekkie drony, które naprawiają bloki. block.phantom-factory.description = Produkuje zaawansowane drony które pomagają przy budowie. -block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz-uciekaj". +block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz i uciekaj". block.ghoul-factory.description = Produkuje ciężkie bombowce dywanowe. block.revenant-factory.description = Produkuje ciężkie jednostki powietrzne z wyrzutniami rakiet. block.dagger-factory.description = Produkuje podstawowe jednostki lądowe. diff --git a/core/assets/bundles/bundle_pt_BR.properties b/core/assets/bundles/bundle_pt_BR.properties index bacda43305..23d54036fe 100644 --- a/core/assets/bundles/bundle_pt_BR.properties +++ b/core/assets/bundles/bundle_pt_BR.properties @@ -4,7 +4,7 @@ contributors = Tradutores e contribuidores discord = Junte-se ao Discord do Mindustry! (Lá nós falamos em inglês) link.discord.description = O discord oficial do Mindustry link.github.description = Código fonte do jogo. -link.changelog.description = List of update changes +link.changelog.description = Lista de mudanças da atualização link.dev-builds.description = Desenvolvimentos Instáveis link.trello.description = Trello Oficial para Updates Planejados link.itch.io.description = Pagina da Itch.io com os Downloads @@ -14,13 +14,15 @@ linkfail = Falha ao abrir o link\nO Url foi copiado screenshot = Screenshot salvo para {0} screenshot.invalid = Mapa grande demais, Potencialmente sem memória suficiente para captura. gameover = O núcleo foi destruído. -gameover.pvp = O time[accent] {0}[] É vitorioso! +gameover.pvp = O time[accent] {0}[] ganhou! highscore = [YELLOW]Novo recorde! + load.sound = Sons load.map = Mapas load.image = Imagens load.content = Conteúdo load.system = Sistema + stat.wave = Hordas derrotadas:[accent] {0} stat.enemiesDestroyed = Inimigos Destruídos:[accent] {0} stat.built = Construções construídas:[accent] {0} @@ -29,6 +31,7 @@ stat.deconstructed = Construções desconstruídas:[accent] {0} stat.delivered = Recursos lançados: stat.rank = Rank Final: [accent]{0} launcheditems = [accent]Itens lançados + map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"? level.highscore = Melhor\npontuação: [accent] {0} level.select = Seleção de Fase @@ -41,28 +44,29 @@ savegame = Salvar Jogo loadgame = Carregar Jogo joingame = Entrar no Jogo addplayers = Adicionar/Remover Jogador -customgame = Jogo Customizado +customgame = Jogo Customi-/nzado newgame = Novo Jogo none = minimap = Mini-Mapa close = Fechar -website = Website +website = Site quit = Sair -save.quit = Save & Quit +save.quit = Salvar e sair maps = Mapas -maps.browse = Browse Maps +maps.browse = Pesquisar mapas continue = Continuar maps.none = [LIGHT_GRAY]Nenhum Mapa Encontrado! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done +invalid = Inválido +preparingconfig = Preparando configuração +preparingcontent = Preparando conteúdo +uploadingcontent = Fazendo upload do conteúdo +uploadingpreviewfile = Fazendo upload do arquivo de pré visualização +committingchanges = Enviando mudanças +done = Feito + about.button = Sobre name = Nome: -noname = Pegue[accent] um nome[] primeiro. +noname = Escolha[accent] um nome[] primeiro. filename = Nome do arquivo: unlocked = Novo bloco Desbloqueado! completed = [accent]Completado @@ -74,31 +78,31 @@ players = {0} Jogadores Ativos players.single = {0} Jogador Ativo server.closing = [accent]Fechando servidor... server.kicked.kick = Voce foi expulso do servidor! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = Você não está na lista branca do servidor. server.kicked.serverClose = Servidor Fechado. -server.kicked.vote = Você foi expulso desse servidor. Tchau. +server.kicked.vote = Você foi expulso desse servidor. Adeus. server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo! server.kicked.serverOutdated = Servidor desatualiado! Peça ao dono para atualizar! server.kicked.banned = Você foi banido do servidor. server.kicked.typeMismatch = Este servidor não é compatível com a sua versão. -server.kicked.playerLimit = This server is full. Wait for an empty slot. -server.kicked.recentKick = Voce foi banido recentemente.\nEspere para conectar de novo. -server.kicked.nameInUse = Este nome já esta sendo usado\nneste servidor. -server.kicked.nameEmpty = Voce deve ter pelo menos uma letra ou número. -server.kicked.idInUse = Voce ja está neste servidor! Conectar com duas contas não é permitido. -server.kicked.customClient = Este servidor não suporta construções customizadas. Baixe a versão original. +server.kicked.playerLimit = Este servidor está cheio. Espere por uma vaga. +server.kicked.recentKick = Voce foi expulso recentemente.\nEspere para conectar de novo. +server.kicked.nameInUse = Este nome já está sendo usado\nneste servidor. +server.kicked.nameEmpty = Você deve ter pelo menos uma letra ou número no nome. +server.kicked.idInUse = Você ja está neste servidor! Conectar com duas contas não é permitido. +server.kicked.customClient = Este servidor não suporta versões customizadas. Baixe a versão original. server.kicked.gameover = Fim de jogo! server.versions = Sua versão:[accent] {0}[]\nVersão do servidor:[accent] {1}[] -host.info = The [accent]Hospedar[]Botão Hopeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [LIGHT_GRAY]Wi-fi Ou Internet local[] Pode ver este servidor na lista de servidores.\n\nSe voce quer poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é requerido.\n\n[LIGHT_GRAY]Note: Se alguem esta com problemas em conectar no seu servidor lan, Tenha certeza que deixou mindustry Acessar sua internet local nas configurações de firewall -join.info = Aqui, Você pode entar em um [accent]IP De servidor[] Para conectar, Ou descobrir [accent]Servidores[] Da rede local.\nAmbos os servidores LAN e WAN São suportados.\n\n[LIGHT_GRAY]Note: Não tem uma lista de servidores automaticos; Se você quer conectar ao IP de alguem, Você precisa pedir o IP Ao Rosteador. +host.info = The [accent]Hospedar[]Botão Hospeda um servidor no Host[scarlet]6567[] e [scarlet]6568.[]\nQualquer um no [LIGHT_GRAY]Wi-fi Ou Internet local[] Pode ver este servidor na lista de servidores.\n\nSe voce quer poder entrar em qualquer servidor em seu ip, [accent]port forwarding[] é requerido.\n\n[LIGHT_GRAY]Note: Se alguem esta com problemas em conectar no seu servidor lan, Tenha certeza que deixou mindustry Acessar sua internet local nas configurações de firewall +join.info = Aqui, você pode entar em um [accent]IP de servidor[] para conectar, ou descobrir [accent]servidores[] da rede local.\nAmbos os servidores LAN e WAN são suportados.\n\n[LIGHT_GRAY]Note: Não há uma lista de servidores automáticos; Se você quer conectar ao IP de alguém, você precisa pedir o IP ao anfitrião. hostserver = Hospedar servidor -invitefriends = Invite Friends +invitefriends = Convidar amigos hostserver.mobile = Hospedar\nJogo host = Hospedar -hosting = [accent]Abrindo server... +hosting = [accent]Abrindo servidor... hosts.refresh = Atualizar hosts.discovering = Descobrindo jogos em lan -hosts.discovering.any = Discovering games +hosts.discovering.any = Descobrindo jogos server.refreshing = Atualizando servidor hosts.none = [lightgray]Nenhum jogo lan encontrado! host.invalid = [scarlet]Não foi possivel Hospedar. @@ -106,7 +110,7 @@ trace = Traçar jogador trace.playername = Nome do jogador: [accent]{0} trace.ip = IP: [accent]{0} trace.id = ID unico: [accent]{0} -trace.mobile = Mobile Client: [accent]{0} +trace.mobile = Cliente móvel: [accent]{0} trace.modclient = Cliente Customizado: [accent]{0} invalidid = ID do cliente invalido! Reporte o bug. server.bans = Banidos @@ -119,45 +123,45 @@ server.edit = Editar servidor server.outdated = [crimson]Servidor desatualizado![] server.outdated.client = [crimson]Cliente desatualizado![] server.version = [lightgray]Versão: {0} -server.custombuild = [yellow]Construção customizada +server.custombuild = [yellow]Versão customizada confirmban = Certeza que quer banir este jogador? confirmkick = Certeza que quer expulsar o jogador? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmvotekick = Você tem certeza de que quer votar para expulsar este jogador? confirmunban = Certeza que quer desbanir este jogador? confirmadmin = Certeza que quer fazer este jogador um administrador? confirmunadmin = Certeza que quer remover o estatus de adminstrador deste jogador? joingame.title = Entrar no jogo joingame.ip = IP: disconnect = Desconectado. -disconnect.error = Connection error. -disconnect.closed = Connection closed. -disconnect.timeout = Timed out. +disconnect.error = Erro de conexão. +disconnect.closed = Conexão fechada. +disconnect.timeout = Tempo esgotado. disconnect.data = Falha ao abrir os dados do mundo! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = Impossível conectar ([accent]{0}[]). connecting = [accent]Conectando... connecting.data = [accent]Carregando dados do mundo... server.port = Porte: server.addressinuse = Senha em uso! server.invalidport = Numero de porta invalido! server.error = [crimson]Erro ao hospedar o servidor: [accent]{0} -save.old = Este save é para uma versão antiga do jogo, E não pode ser usado.\n\n[LIGHT_GRAY]Salvar Versões antigas vai ser Implementado Na versão 4.0 completa -save.new = Novo Save -save.overwrite = Você tem certeza que quer salvar sobre este slot? +save.old = Este save é para uma versão antiga do jogo, e não pode ser usado.\n\n[LIGHT_GRAY]Salvar versões antigas vai ser implementado na versão 4.0 completa +save.new = Novo salvamento +save.overwrite = Você tem certeza que quer sobrescrever este salvamento? overwrite = Salvar sobre -save.none = Nenhum save encontrado! +save.none = Nenhum salvamento encontrado! saveload = [accent]Salvando... savefail = Falha ao salvar jogo! -save.delete.confirm = Certeza que quer deletar este save? +save.delete.confirm = Certeza que quer deletar este salvamento? save.delete = Deletar save.export = Exportar save -save.import.invalid = [accent]Este save é invalido! -save.import.fail = [crimson]Falha ao importar save: [accent]{0} -save.export.fail = [crimson]Falha ao Exportar save: [accent]{0} -save.import = Importar save -save.newslot = Nome do save: +save.import.invalid = [accent]Este salvamento é inválido! +save.import.fail = [crimson]Falha ao importar salvamento: [accent]{0} +save.export.fail = [crimson]Falha ao exportar salvamento: [accent]{0} +save.import = Importar salvamento +save.newslot = Nome do salvamento: save.rename = Renomear save.rename.text = Novo jogo: -selectslot = Selecione um slot para salvar. +selectslot = Selecione um lugar para salvar. slot = [accent]Slot {0} editmessage = Edit Message save.corrupted = [accent]Arquivo corrompido ou inválido! @@ -173,23 +177,23 @@ save.playtime = Tempo De Jogo: {0} warning = Aviso. confirm = Confirmar delete = Excluir -view.workshop = View In Workshop +view.workshop = Ver na oficina ok = OK open = Abrir -customize = Customize +customize = Customizar cancel = Cancelar openlink = Abrir Link copylink = Copiar link back = Voltar -data.export = Exportar Data -data.import = Importar Data -data.exported = Data exportada. -data.invalid = Isso não é daa de jogo válida. -data.import.confirm = Importal data externa irá deletar[scarlet] toda[] sua data atual.\n[accent]Isso não pode ser desfeito![]\n\nQuando sua data é importada, seu jogo ira sair imediatamente. -classic.export = Exportar data classica -classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app? +data.export = Exportar dados +data.import = Importar dados +data.exported = Dados exportados. +data.invalid = Estes dados de jogo não são válidos. +data.import.confirm = Importar dados externos irá deletar[scarlet] todos[] os seus dados atuais.\n[accent]Isso não pode ser desfeito![]\n\nQuando sua data é importada, seu jogo ira sair imediatamente. +classic.export = Exportar dados clássicos +classic.export.text = [accent]Mindustry[] acabou de ter uma grande atualização.\nForam detectados salvamentos ou mapas na versão clássica (v3.5 build 40). Você gostaria de exportar estes salvamentos para a pasta inicial do seu celular, para usar no Mindustry Classic? quit.confirm = Você tem certeza que quer sair? -quit.confirm.tutorial = Você tem certeza você sabe oque Você esta fazendo?\nO tutorial pode ser refeito nas [accent] Configurações->Jogo->Refazer Tutorial.[] +quit.confirm.tutorial = Você tem certeza você sabe o que você esta fazendo?\nO tutorial pode ser refeito nas [accent] Configurações->Jogo->Refazer Tutorial.[] loading = [accent]Carregando... saving = [accent]Salvando... wave = [accent]Horda {0} @@ -197,24 +201,24 @@ wave.waiting = Horda em {0} wave.waveInProgress = [LIGHT_GRAY]Horda Em Progresso waiting = Aguardando... waiting.players = Esperando por jogadores... -wave.enemies = [LIGHT_GRAY]{0} Inimigos Restantes -wave.enemy = [LIGHT_GRAY]{0} Inimigo Restante -loadimage = Carregar\nImagem -saveimage = Salvar\nImagem +wave.enemies = [LIGHT_GRAY]{0} inimigos restantes +wave.enemy = [LIGHT_GRAY]{0} inimigo restante +loadimage = Carregar\nimagem +saveimage = Salvar\nimagem unknown = Desconhecido custom = Customizado -builtin = Built-In +builtin = Embutido map.delete.confirm = Certeza que quer deletar este mapa? Isto não pode ser desfeito! map.random = [accent]Mapa aleatório -map.nospawn = Esse mapa não contém um [yellow]núcleo[] para o jogador Nascer! [ROYAL]blue[] Coloque um [yellow]núcleo[] no editor de mapa. +map.nospawn = Este mapa não possui nenhum núcleo para o jogador nascer! Adicione um núcleo[accent] amarelo[] para este mapa no editor. map.nospawn.pvp = Esse mapa não tem núcleos inimigos para os jogadores nascerem! Adicione[SCARLET] Núcleos vermelhos[] no mapa no editor. -map.nospawn.attack = Esse mapa não tem nenhum núcleos enimigos para o jogador atacar! coloque[SCARLET] Núcleos[] vermelhos no editor. +map.nospawn.attack = Esse mapa não tem nenhum núcleo inimigo para o jogador atacar! coloque[SCARLET] Núcleos[] vermelhos no editor. map.invalid = Erro ao carregar o mapa: Arquivo de mapa invalido ou corrupto. -map.publish.error = Error publishing map: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! -eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... +map.publish.error = Erro ao publicar o mapa: {0} +map.publish.confirm = Você tem certeza de que quer publicar este mapa?\n\n[lightgray]Tenha certeza de que você concorda com o EULA da oficina primeiro, ou seus mapas não serão mostrados! +eula = EULA do Steam +map.publish = Mapa publicado. +map.publishing = [accent]Publicando mapa... editor.brush = Pincel editor.openin = Abrir no Editor editor.oregen = Geração de minério @@ -222,14 +226,14 @@ editor.oregen.info = Geração de minério: editor.mapinfo = Informação do mapa editor.author = Autor: editor.description = Descrição: -editor.nodescription = A map must have a description of at least 4 characters before being published. -editor.waves = Ondas: +editor.nodescription = Um mapa deve ter uma descrição de no mínimo 4 caracteres antes de ser publicado. +editor.waves = Hordas: editor.rules = Regras: -editor.generation = Generation: +editor.generation = Geração: editor.ingame = Editar em jogo -editor.publish.workshop = Publish On Workshop +editor.publish.workshop = Publicar na oficina editor.newmap = Novo mapa -workshop = Workshop +workshop = Oficina waves.title = Hordas waves.remove = Remover waves.never = @@ -238,38 +242,38 @@ waves.waves = Hordas(s) waves.perspawn = por spawn waves.to = para waves.boss = Chefe -waves.preview = Prever +waves.preview = Pré visualizar waves.edit = Editar... waves.copy = Copiar para área de transferência -waves.load = carregar da área de transferência +waves.load = Carregar da área de transferência waves.invalid = Hordas inválidas na área de transferência. waves.copied = Hordas copiadas. -waves.none = Sem hordas definidas.\nNote que layouts vazios de ondas serão automaticamente substituídos pelo layout padrão. +waves.none = Sem hordas definidas.\nNote que layouts vazios de hordas serão automaticamente substituídos pelo layout padrão. editor.default = [LIGHT_GRAY] -details = Details... +details = Detalhes... edit = Editar... editor.name = Nome: editor.spawn = Criar unidade editor.removeunit = Remover unidade -editor.teams = Time -editor.errorload = Erro carregando arquivo:\n[accent]{0} -editor.errorsave = Erro salvando arquivo:\n[accent]{0} -editor.errorimage = Isso é uma imagem, Não um mapa. Não vá por aí mudando extensões esperando que funcione.\n\nSe você quer importar um mapa legacy, Use o botão 'Importar mapa legacy'no editor. +editor.teams = Times +editor.errorload = Erro ao carregar arquivo:\n[accent]{0} +editor.errorsave = Erro ao salvar arquivo:\n[accent]{0} +editor.errorimage = Isso é uma imagem, não um mapa. Não vá por aí mudando extensões esperando que funcione.\n\nSe você quer importar um mapa legacy, Use o botão 'Importar mapa legacy'no editor. editor.errorlegacy = Esse mapa é velho demais, E usa um formato de mapa legacy que não é mais suportado. -editor.errornot = This is not a map file. +editor.errornot = Este não é um arquivo de mapa. editor.errorheader = Este arquivo de mapa não é mais válido ou está corrompido. -editor.errorname = Mapa não tem nome definido. +editor.errorname = O mapa não tem nome definido. editor.update = Atualizar -editor.randomize = Randomizar +editor.randomize = Aleatorizar editor.apply = Aplicar editor.generate = Gerar -editor.resize = Redimen\n sionar -editor.loadmap = Carregar\nMapa -editor.savemap = Salvar\nMapa +editor.resize = Redimen-\nsionar +editor.loadmap = Carregar\nmapa +editor.savemap = Salvar\nmapa editor.saved = Salvo! editor.save.noname = Seu mapa não tem um nome! Coloque um no menu de "Informação do mapa" -editor.save.overwrite = O seu mapa Substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa" -editor.import.exists = [scarlet]Não foi possivel importar:[] Um mapa Construído chamado '{0}' Já existe! +editor.save.overwrite = O seu mapa substitui um mapa já construído! Coloque um nome diferente no menu "Informação do mapa" +editor.import.exists = [scarlet]Não foi possivel importar:[] Um mapa construído chamado '{0}' Já existe! editor.import = Importar... editor.importmap = Importar Mapa editor.importmap.description = Importar um mapa existente @@ -282,41 +286,43 @@ editor.exportfile = Exportar arquivo editor.exportfile.description = Exportar um arquivo de mapa editor.exportimage = Exportar imagem de terreno editor.exportimage.description = Exportar um arquivo de imagem de mapa -editor.loadimage = Carregar\n Imagem +editor.loadimage = Carregar\nImagem editor.saveimage = Salvar\nImagem editor.unsaved = [scarlet]Você tem alterações não salvas![]\nTem certeza que quer sair? editor.resizemap = Redimensionar Mapa editor.mapname = Nome do Mapa: -editor.overwrite = [accent]Aviso!\nIsso Subistitui um mapa existente. +editor.overwrite = [accent]Aviso!\nIsso Substitui um mapa existente. editor.overwrite.confirm = [scarlet]Aviso![] Um mapa com esse nome já existe. Tem certeza que deseja substituir? -editor.exists = A map with this name already exists. +editor.exists = Já existe um mapa com este nome. editor.selectmap = Selecione uma mapa para carregar: + toolmode.replace = Substituir -toolmode.replace.description = Draws only on solid blocks. +toolmode.replace.description = Desenha apenas em blocos sólidos. toolmode.replaceall = Substituir tudo -toolmode.replaceall.description = Substitui todos os blocos no mapa -toolmode.orthogonal = Orthogonal -toolmode.orthogonal.description = Draws only orthogonal lines. +toolmode.replaceall.description = Substituir todos os blocos no mapa +toolmode.orthogonal = Linha reta +toolmode.orthogonal.description = Desenha apenas linhas retas. toolmode.square = Square -toolmode.square.description = Square brush. +toolmode.square.description = Pincel quadrado. toolmode.eraseores = Apagar minérios toolmode.eraseores.description = Apaga apenas minérios. -toolmode.fillteams = Fill Teams -toolmode.fillteams.description = Fill teams instead of blocks. -toolmode.drawteams = Draw Teams -toolmode.drawteams.description = Draw teams instead of blocks. +toolmode.fillteams = Encher times +toolmode.fillteams.description = Muda o time do qual todos os blocos pertencem. +toolmode.drawteams = Desenhar times +toolmode.drawteams.description = Muda o time do qual o bloco pertence. + filters.empty = [LIGHT_GRAY]Sem filtro! Adicione um usando o botão abaixo. filter.distort = Distorcedor -filter.noise = Ruído -filter.median = Median -filter.oremedian = Ore Median -filter.blend = Blend -filter.defaultores = Default Ores +filter.noise = Geração aleatória +filter.median = Mediano +filter.oremedian = Minério Mediano +filter.blend = Misturar +filter.defaultores = Minérios padrão filter.ore = Minério -filter.rivernoise = Ruído para rios -filter.mirror = Mirror -filter.clear = Clear -filter.option.ignore = Ignore +filter.rivernoise = Geração aleatória de rios +filter.mirror = Espelhar +filter.clear = Excluir +filter.option.ignore = Ignorar filter.scatter = Dispersão filter.terrain = Terreno filter.option.scale = Escala @@ -326,97 +332,103 @@ filter.option.threshold = Margem filter.option.circle-scale = Escala de círculo filter.option.octaves = Oitavas filter.option.falloff = Caída -filter.option.angle = Angle +filter.option.angle = Ângulo filter.option.block = Bloco filter.option.floor = Chão -filter.option.flooronto = Target Floor +filter.option.flooronto = Chão alvo filter.option.wall = Parede filter.option.ore = Minério filter.option.floor2 = Chão secundário filter.option.threshold2 = Margem secundária -filter.option.radius = Radius -filter.option.percentile = Percentil +filter.option.radius = Raio +filter.option.percentile = Percentual + width = Largura: height = Altura: menu = Menu play = Jogar -campaign = Campanha +campaign = Campa-/nnha load = Carregar save = Salvar fps = FPS: {0} tps = TPS: {0} ping = Ping: {0}ms -language.restart = Por favor Reinicie seu jogo para a tradução tomar efeito. -settings = Configurações +language.restart = Por favor, reinicie seu jogo para a tradução tomar efeito. +settings = Configu-/nrações tutorial = Tutorial tutorial.retake = Refazer Tutorial editor = Editor mapeditor = Editor de mapa donate = Doar + abandon = Abandonar abandon.text = Esta zona e todos os seus recursos serão perdidos para o inimigo. locked = Trancado complete = [LIGHT_GRAY]Completo: -zone.requirement = Onda {0} Na zona {1} +zone.requirement = Horda {0} Na zona {1} resume = Resumir Zona:\n[LIGHT_GRAY]{0} bestwave = [LIGHT_GRAY]Melhor: {0} launch = Lançar launch.title = Lançamento feito com sucesso -launch.next = [LIGHT_GRAY]próxima oportunidade na onda {0} -launch.unable2 = [scarlet]Unable to LAUNCH.[] +launch.next = [LIGHT_GRAY]Próxima oportunidade na Horda {0} +launch.unable2 = [scarlet]Impossível lançar.[] launch.confirm = Isto vai lançar todos os seus recursos no seu núcleo.\nVoce não será capaz de retornar para esta base. -launch.skip.confirm = Se você pular a onda agora, você não será capaz de lançar até ondas mais avançadas. +launch.skip.confirm = Se você pular a horda agora, você não será capaz de lançar até hordas mais avançadas. uncover = Descobrir configure = Configurar carregamento -configure.locked = [LIGHT_GRAY]Alcançe a onda {0}\npara Configurar o Loadout. -configure.invalid = Amount must be a number between 0 and {0}. +configure.locked = [LIGHT_GRAY]Alcançe a horda {0}\npara configurar o carregamento. +configure.invalid = A quantidade deve ser um número entre 0 e {0}. zone.unlocked = [LIGHT_GRAY]{0} Desbloqueado. -zone.requirement.complete = Onda {0} alcançada:\n{1} Requerimentos da zona alcançada. -zone.config.complete = Onda {0} Alcançada:\nLoadout config desbloqueado. +zone.requirement.complete = Horda {0} alcançada:\n{1} Requerimentos da zona alcançada. +zone.config.complete = Horda {0} Alcançada:\nConfiguração do carregamento desbloqueado. zone.resources = Recursos detectados: zone.objective = [lightgray]Objetivo: [accent]{0} zone.objective.survival = Sobreviver zone.objective.attack = Destruir o núcleo inimigo add = Adicionar... boss.health = Saúde do chefe + connectfail = [crimson]Falha ao entrar no servidor: [accent]{0} -error.unreachable = Servidor inalcançavel. -error.invalidaddress = Endereço invalido. -error.timedout = Desconectado!\nTenha certeza que o Rosteador tenha feito Port forwading, E que o indereço esteja correto! -error.mismatch = Erro de pacote:\nPossivel versão do cliente/Servidor incompatibilidade.\nTenha certeza que você e o host tenham a ultima versão! +error.unreachable = Servidor inalcançável. +error.invalidaddress = Endereço inválido. +error.timedout = Desconectado!\nTenha certeza que o anfitrião tenha feito redirecionamento de portas e que o endereço esteja correto! +error.mismatch = Erro de pacote:\nPossivel incompatibilidade com a versão do cliente/servidor.\nTenha certeza que você e o anfitrião tenham a última versão! error.alreadyconnected = Já conectado. error.mapnotfound = Arquivo de mapa não encontrado! error.io = Erro I/O de internet. error.any = Erro de rede desconhecido. -error.bloom = Failed to initialize bloom.\nYour device may not support it. +error.bloom = Falha ao inicializar bloom.\nSeu dispositivo talvez não o suporte. + zone.groundZero.name = Marco zero -zone.desertWastes.name = Perdas do Deserto +zone.desertWastes.name = Ruínas do Deserto zone.craters.name = As crateras zone.frozenForest.name = Floresta congelada zone.ruinousShores.name = Costas Ruinosas zone.stainedMountains.name = Montanhas manchadas zone.desolateRift.name = Fenda desolada -zone.nuclearComplex.name = Complexo de construção nuclear -zone.overgrowth.name = SobreCrescido -zone.tarFields.name = Campos de Tar +zone.nuclearComplex.name = Complexo de Produção Nuclear +zone.overgrowth.name = Crescimento excessivo +zone.tarFields.name = Campos de Piche zone.saltFlats.name = Planícies de sal zone.impact0078.name = Impacto 0078 zone.crags.name = Penhascos -zone.fungalPass.name = Passagem de fungos +zone.fungalPass.name = Passagem Fúngica + zone.groundZero.description = Uma ótima localização para começar de novo. Baixa ameaça inimiga. Poucos recursos.\nColete o máximo de chumbo e cobre possível.\nContinue! zone.frozenForest.description = Até aqui, perto das montanhas, os esporos se espalharam. As baixas temperaturas não podem contê-los para sempre.\n\nComeçe a busca por energia. Construa geradores à combustão. Aprenda a usar os reparadores (menders). -zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCarvão está presente na região. O queime por energia, ou sintetize grafite.\n\n[lightgray]Esse local de pouso não pode ser garantido. -zone.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -zone.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. -zone.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. -zone.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. -zone.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build dagger units. Destroy it. Reclaim that which was lost. -zone.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. -zone.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. -zone.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. -zone.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. +zone.desertWastes.description = Estas ruínas são vastas, imprevisíveis, e cruzadas por estruturas abandonadas.\nCarvão está presente na região. O queime por energia, ou sintetize grafite.\n\n[lightgray]Este local de pouso não pode ser garantido. +zone.saltFlats.description = Nos arredores do deserto estão as Planícies de Sal. Poucos recursos podem ser encontrados neste lugar.\n\nO inimigo ergueu um complexo de armazenamento aqui. Erradique seu núcleo. Não deixe nada de pé. +zone.craters.description = Água se acumulou nesta cratera, relíquia de guerras antigas. Recupere a área. Colete areia. Derreta metavidro. Bombeie água para resfriar torretas e brocas. +zone.ruinousShores.description = Depois das ruínas está o litoral. Uma vez, este local abrigou uma matriz de defesa costeira. Não restou muito disso. Apenas as estruturas de defesa mais básicas restaram ilesas, todo o resto se reduziu a sucata.\nContinue a expansão para fora. Redescubra a tecnologia. +zone.stainedMountains.description = Mais para o interior estão as montanhas, ainda intocadas por esporos.\nExtraia o titânio abundante nesta área. Aprenda como usá-lo.\n\nA presença inimiga é maior aqui. Não os dê tempo de enviar suas tropas mais fortes. +zone.overgrowth.description = Esta área tem crescimento excessivo, mais perto da fonte de esporos.\nO inimgo estabeleceu um posto avançado aqui. Construa unidades dagger. Destrua-o. Recupere o que sobrou. +zone.tarFields.description = Nos arredores de uma zona de produção de petróleo, entre as montanhas e o deserto. Uma das poucas áreas com reservas utilizáveis de piche.\nApesar de abandonada, esta área possui perigosas forças inimigas por perto. Não as subestime.\n\n[lightgray]Pesquise tecnologias de processamento de petróleo se possível. +zone.desolateRift.description = Uma zona extremamente perigosa. Recursos abundantes, porém pouco espaço. Alto risco de destruição. Saia o mais rápido possível. Não seja enganado pelo longo espaço de tempo entre os ataques inimigos. +zone.nuclearComplex.description = Uma antiga instalação para produção e processamento de tório, reduzido a ruínas.\n[lightgray]Pesquise o tório e seus muitos usos.\n\nO inimigo está presente aqui em grandes números, constantemente à procura de atacantes. +zone.fungalPass.description = Uma area de transição entre montanhas altas e baixas, terras cheias de esporos. Uma pequena base de reconhecimento inimiga está localizada aqui.\nDestrua-a.\nUse as unidades crawler e dagger. Destrua os dois núcleos. zone.impact0078.description = zone.crags.description = + settings.language = Linguagem settings.data = Dados do jogo settings.reset = Restaurar Padrões @@ -436,7 +448,7 @@ no = Não info.title = [accent]Informação error.title = [crimson]Ocorreu um Erro. error.crashtitle = Ocorreu um Erro -attackpvponly = [scarlet]Only available in Attack/PvP modes +attackpvponly = [scarlet]Apenas disponivel em modo de ataque/JVJ blocks.input = Entrada blocks.output = Saida blocks.booster = Booster @@ -459,43 +471,46 @@ blocks.basepowergeneration = Geração de poder base blocks.productiontime = Tempo de produção blocks.repairtime = Tempo de reparo total do bloco blocks.speedincrease = Aumento de velocidade -blocks.range = Distancia -blocks.drilltier = Furaveis +blocks.range = Distância +blocks.drilltier = Furáveis blocks.drillspeed = Velocidade da broca base blocks.boosteffect = Efeito do Boost -blocks.maxunits = Maximo de unidades ativas +blocks.maxunits = Máximo de unidades ativas blocks.health = Saúde blocks.buildtime = Tempo de construção -blocks.buildcost = Build Cost +blocks.buildcost = Custo de construção blocks.inaccuracy = Imprecisão blocks.shots = Tiros -blocks.reload = Recarregar +blocks.reload = Tiros por segundo blocks.ammo = Munição + bar.drilltierreq = Broca melhor necessária. bar.drillspeed = Velocidade da broca: {0}/s bar.efficiency = Eficiência: {0}% bar.powerbalance = Energia: {0} -bar.powerstored = Stored: {0}/{1} +bar.powerstored = Armazenada: {0}/{1} bar.poweramount = Energia: {0} bar.poweroutput = Saída de energia: {0} bar.items = Itens: {0} -bar.capacity = Capacity: {0} +bar.capacity = Capacidade: {0} bar.liquid = Liquido bar.heat = Aquecimento bar.power = Poder bar.progress = Progresso da construção bar.spawned = Unidades: {0}/{1} + bullet.damage = [stat]{0}[lightgray] dano -bullet.splashdamage = [stat]{0}[lightgray] Dano em area ~[stat] {1}[lightgray] Blocos -bullet.incendiary = [stat]incendiario +bullet.splashdamage = [stat]{0}[lightgray] Dano em área ~[stat] {1}[lightgray] Blocos +bullet.incendiary = [stat]Incendiário bullet.homing = [stat]Guiado bullet.shock = [stat]Choque -bullet.frag = [stat]fragmento -bullet.knockback = [stat]{0}[lightgray] Impulso +bullet.frag = [stat]Fragmentação +bullet.knockback = [stat]{0}[lightgray]Impulso bullet.freezing = [stat]Congelamento -bullet.tarred = [stat]tarred -bullet.multiplier = [stat]{0}[lightgray]x Multiplicador de munição -bullet.reload = [stat]{0}[lightgray]x recarregar +bullet.tarred = [stat]Grudento +bullet.multiplier = [stat]{0}[lightgray]x multiplicador de munição +bullet.reload = [stat]{0}[lightgray]x cadência de tiro + unit.blocks = Blocos unit.powersecond = Unidades de energia/segundo unit.liquidsecond = Unidades de líquido/segundo @@ -504,7 +519,7 @@ unit.liquidunits = Unidades de liquido unit.powerunits = Unidades de energia unit.degrees = Graus unit.seconds = segundos -unit.persecond = /sec +unit.persecond = por segundo unit.timesspeed = x Velocidade unit.percent = % unit.items = itens @@ -517,18 +532,18 @@ category.shooting = Atirando category.optional = Melhoras opcionais setting.landscape.name = Travar panorama setting.shadows.name = Sombras -setting.linear.name = Linear Filtering +setting.linear.name = Filtragem linear setting.animatedwater.name = Água animada setting.animatedshields.name = Escudos animados -setting.antialias.name = Antialias[LIGHT_GRAY] (Requer recomeço)[] +setting.antialias.name = Filtro suavizante[LIGHT_GRAY] (reinicialização requerida)[] setting.indicators.name = Indicador de aliados setting.autotarget.name = Alvo automatico -setting.keyboard.name = Mouse+Keyboard Controls -setting.touchscreen.name = Touchscreen Controls -setting.fpscap.name = FPS Maximo +setting.keyboard.name = Controles de mouse e teclado +setting.touchscreen.name = Controles de Touchscreen +setting.fpscap.name = FPS Máximo setting.fpscap.none = Nenhum setting.fpscap.text = {0} FPS -setting.uiscale.name = UI Scaling[lightgray] (require restart)[] +setting.uiscale.name = Escala da IU[lightgray] (reinicialização requerida)[] setting.swapdiagonal.name = Sempre colocação diagnoal setting.difficulty.training = Treinamento setting.difficulty.easy = Fácil @@ -542,10 +557,9 @@ setting.sensitivity.name = Sensibilidade do Controle setting.saveinterval.name = Intervalo de autosalvamento setting.seconds = {0} Segundos setting.fullscreen.name = Tela Cheia -setting.borderlesswindow.name = Janela sem borda[LIGHT_GRAY] (Pode precisar reeiniciar) +setting.borderlesswindow.name = Janela sem borda[LIGHT_GRAY] (Pode precisar reiniciar) setting.fps.name = Mostrar FPS setting.vsync.name = VSync -setting.lasers.name = Mostrar lasers setting.pixelate.name = Pixelizado [LIGHT_GRAY](Pode diminuir a performace) setting.minimap.name = Mostrar minimapa setting.musicvol.name = Volume da Música @@ -554,20 +568,21 @@ setting.mutemusic.name = Desligar Música setting.sfxvol.name = Volume de Efeitos setting.mutesound.name = Desligar Som setting.crashreport.name = Enviar denuncias de crash anonimas -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility +setting.savecreate.name = Criar salvamentos automaticamente +setting.publichost.name = Visibilidade do jogo público setting.chatopacity.name = Opacidade do chat +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Mostrar chat em jogo -uiscale.reset = A escala da interface do usuário foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] settings... -uiscale.cancel = Cancel & Exit +uiscale.reset = A escala da IU foi mudada.\nPressione "OK" para confirmar esta escala.\n[scarlet]Revertendo e saindo em[accent] {0}[] settings... +uiscale.cancel = Cancelar e sair setting.bloom.name = Bloom keybind.title = Refazer teclas -keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. +keybinds.mobile = [scarlet]A maior parte das teclas aqui não são funcionais em dispositivos móveis. Apenas movimento básico é suportado. category.general.name = Geral category.view.name = Ver category.multiplayer.name = Multijogador command.attack = Atacar -command.rally = Rally +command.rally = Reunir command.retreat = Recuar keybind.gridMode.name = Seleção de blocos keybind.gridModeShift.name = Seleção de categoria @@ -576,7 +591,7 @@ keybind.press.axis = Pressione uma Axis ou tecla... keybind.screenshot.name = Captura do mapa keybind.move_x.name = mover_x keybind.move_y.name = mover_y -keybind.fullscreen.name = Toggle Fullscreen +keybind.fullscreen.name = Alterar tela cheia keybind.select.name = selecionar keybind.diagonal_placement.name = Colocação diagonal keybind.pick.name = Pegar bloco @@ -587,7 +602,7 @@ keybind.zoom_hold.name = segurar_zoom keybind.zoom.name = Zoom keybind.menu.name = Menu keybind.pause.name = Pausar -keybind.minimap.name = Minimap +keybind.minimap.name = Minimapa keybind.dash.name = Correr keybind.chat.name = Conversa keybind.player_list.name = Lista_de_jogadores @@ -598,21 +613,21 @@ keybind.chat_history_prev.name = Historico do chat anterior keybind.chat_history_next.name = Historico do proximo chat keybind.chat_scroll.name = Rolar chat keybind.drop_unit.name = Soltar unidade -keybind.zoom_minimap.name = Zoom minimap +keybind.zoom_minimap.name = Zoom do minimapa mode.help.title = Descrição dos modos -mode.survival.name = Sobrevivencia -mode.survival.description = O modo normal. Recursos limitados E Ondas automaticass. -mode.sandbox.name = Caixa de areia -mode.sandbox.description = Recursos infinitos E sem tempo para Ataques. -mode.pvp.name = PvP +mode.survival.name = Sobrevivência +mode.survival.description = O modo normal. Recursos limitados e hordas automáticas. +mode.sandbox.name = Sandbox +mode.sandbox.description = Recursos infinitos e sem tempo para ataques. +mode.pvp.name = JXJ mode.pvp.description = Lutar contra outros jogadores locais. mode.attack.name = Ataque -mode.attack.description = Sem hordas, Com o objetivo de destruir a base inimiga. +mode.attack.description = Sem hordas, com o objetivo de destruir a base inimiga. mode.custom = Regras personalizadas rules.infiniteresources = Recursos infinitos rules.wavetimer = Tempo de horda rules.waves = Hordas -rules.attack = Attack Mode +rules.attack = Modo de ataque rules.enemyCheat = Recursos de IA Infinitos rules.unitdrops = Unidade solta rules.unitbuildspeedmultiplier = Multiplicador de velocidade de criação de unidade @@ -626,7 +641,7 @@ rules.wavespacing = Espaço entre hordas:[LIGHT_GRAY] (seg) rules.buildcostmultiplier = Multiplicador de custo de construção rules.buildspeedmultiplier = Multiplicador de velocidade de construção rules.waitForWaveToEnd = hordas esperam inimigos -rules.dropzoneradius = Zona de soltá:[LIGHT_GRAY] (blocos) +rules.dropzoneradius = Raio da zona de spawn:[LIGHT_GRAY] (blocos) rules.respawns = Respawn maximos por horda rules.limitedRespawns = Respawn limitados rules.title.waves = Hordas @@ -647,43 +662,43 @@ item.graphite.name = Grafite item.titanium.name = Titânio item.thorium.name = Urânio item.silicon.name = Sílicio -item.plastanium.name = Plastanio -item.phase-fabric.name = Fabrica fase +item.plastanium.name = Plastânio +item.phase-fabric.name = Tecido de fase item.surge-alloy.name = Liga de surto -item.spore-pod.name = Pod de esporos +item.spore-pod.name = Cápsula de esporos item.sand.name = Areia item.blast-compound.name = Composto de explosão item.pyratite.name = Piratita item.metaglass.name = Metavidro item.scrap.name = Sucata liquid.water.name = Água -liquid.slag.name = Slag +liquid.slag.name = Escória liquid.oil.name = Petróleo liquid.cryofluid.name = Crio Fluido mech.alpha-mech.name = Alfa mech.alpha-mech.weapon = Repetidor pesado -mech.alpha-mech.ability = Onda de drones +mech.alpha-mech.ability = Regeneração mech.delta-mech.name = Delta mech.delta-mech.weapon = Gerador Arc mech.delta-mech.ability = Descarga mech.tau-mech.name = Tau -mech.tau-mech.weapon = Laser restruturador +mech.tau-mech.weapon = Laser reestruturador mech.tau-mech.ability = Tiro reparador mech.omega-mech.name = Omega -mech.omega-mech.weapon = Onda de missies +mech.omega-mech.weapon = Enxame de mísseis mech.omega-mech.ability = Configuração Armadurada mech.dart-ship.name = Dardo mech.dart-ship.weapon = Repetidor mech.javelin-ship.name = Javelin -mech.javelin-ship.weapon = Ondas de misseis +mech.javelin-ship.weapon = Mísseis explosivos mech.javelin-ship.ability = Acelerador de explosão mech.trident-ship.name = Tridente mech.trident-ship.weapon = Carga de bombas mech.glaive-ship.name = Glaive mech.glaive-ship.weapon = Repetidor de fogo -item.explosiveness = [LIGHT_GRAY]Explosividade: {0} +item.explosiveness = [LIGHT_GRAY]Explosibilidade: {0} item.flammability = [LIGHT_GRAY]Inflamabilidade: {0} -item.radioactivity = [LIGHT_GRAY]RadioAtividade: {0} +item.radioactivity = [LIGHT_GRAY]Radioatividade: {0} unit.health = [LIGHT_GRAY]Vida: {0} unit.speed = [LIGHT_GRAY]Velocidade: {0} mech.weapon = [LIGHT_GRAY]Arma: {0} @@ -696,30 +711,30 @@ mech.buildspeed = [LIGHT_GRAY]Velocidade de construção: {0}% liquid.heatcapacity = [LIGHT_GRAY]Capacidade de aquecimento: {0} liquid.viscosity = [LIGHT_GRAY]Viscosidade: {0} liquid.temperature = [LIGHT_GRAY]Temperatura: {0} -block.sand-boulder.name = Sand Boulder +block.sand-boulder.name = Pedregulho de areia block.grass.name = Grama block.salt.name = Sal block.saltrocks.name = Pedras De Sal -block.pebbles.name = Pebbles -block.tendrils.name = Tendrils +block.pebbles.name = Pedrinhas +block.tendrils.name = Gavinhas block.sandrocks.name = Pedras de areia block.spore-pine.name = Pinheiro de esporo block.sporerocks.name = Pedras de esporo -block.rock.name = Pedra -block.snowrock.name = Pedra de gelo -block.snow-pine.name = Snow Pine +block.rock.name = Rocha +block.snowrock.name = Rocha com neve +block.snow-pine.name = Pinheiro com neve block.shale.name = Xisto block.shale-boulder.name = Pedra de xisto block.moss.name = Musgo -block.shrubs.name = Shrubs +block.shrubs.name = Arbusto block.spore-moss.name = Musgo de esporos -block.shalerocks.name = Pedas de xisto -block.scrap-wall.name = Parede de sucata -block.scrap-wall-large.name = Parede de sucata grande -block.scrap-wall-huge.name = Parede de sucata Maior -block.scrap-wall-gigantic.name = Muro de sucata gigante +block.shalerocks.name = Rohas de xisto +block.scrap-wall.name = Muro de sucata +block.scrap-wall-large.name = Muro grande de sucata +block.scrap-wall-huge.name = Muro enorme de sucata +block.scrap-wall-gigantic.name = Muro gigante de sucata block.thruster.name = Propulsor -block.kiln.name = Kiln +block.kiln.name = Forno para metavidro block.graphite-press.name = Prensa de grafite block.multi-press.name = Multi-Prensa block.constructing = {0}\n[LIGHT_GRAY](Construindo) @@ -727,19 +742,19 @@ block.spawn.name = Spawn dos inimigos block.core-shard.name = Fragmento do núcleo block.core-foundation.name = Fundação do núcleo block.core-nucleus.name = Núcleo do núcleo -block.deepwater.name = água funda +block.deepwater.name = Água profunda block.water.name = Água block.tainted-water.name = Água contaminada -block.darksand-tainted-water.name = Água contaminada de areia escura -block.tar.name = Tar +block.darksand-tainted-water.name = Água contaminada sobre areia escura +block.tar.name = Piche block.stone.name = Pedra block.sand.name = Areia block.darksand.name = Areia escura block.ice.name = Gelo block.snow.name = Neve block.craters.name = Crateras -block.sand-water.name = Água de areia -block.darksand-water.name = Água de areia escura +block.sand-water.name = Água sobre areia +block.darksand-water.name = Água sobre areia escura block.char.name = Char block.holostone.name = Pedra holo block.ice-snow.name = Gelo de neve @@ -750,7 +765,7 @@ block.dunerocks.name = Rochas da duna block.pine.name = Pinheiro block.white-tree-dead.name = Árvore branca morta block.white-tree.name = Árvore branca -block.spore-cluster.name = Grupo de esporos +block.spore-cluster.name = Aglomerado de esporos block.metal-floor.name = Chão de metal block.metal-floor-2.name = Chão de metal 2 block.metal-floor-3.name = Chão de metal 3 @@ -763,13 +778,13 @@ block.dark-panel-4.name = Painel escuro 4 block.dark-panel-5.name = Painel escuro 5 block.dark-panel-6.name = Painel escuro 6 block.dark-metal.name = Metal escuro -block.ignarock.name = Rocha igna +block.ignarock.name = Rocha ígnea block.hotrock.name = Rocha quente block.magmarock.name = Rocha de magma block.cliffs.name = Colinas block.copper-wall.name = Parede de Cobre block.copper-wall-large.name = Parede de Cobre Grande -block.titanium-wall.name = Parede de titanio +block.titanium-wall.name = Parede de titânio block.titanium-wall-large.name = Parede de titânio grande block.phase-wall.name = Parede de fase block.phase-wall-large.name = Parde de fase grande @@ -784,13 +799,13 @@ block.hail.name = Granizo block.lancer.name = Lançador block.conveyor.name = Esteira block.titanium-conveyor.name = Esteira de Titânio -block.armored-conveyor.name = Armored Conveyor -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.armored-conveyor.name = Esteira Armadurada +block.armored-conveyor.description = Move os itens com a mesma velocidade das esteiras de titânio, mas tem mais armadura. Não aceita itens dos lados de nada além de outras esteiras. block.junction.name = Junção block.router.name = Roteador block.distributor.name = Distribuidor block.sorter.name = Ordenador -block.message.name = Message +block.message.name = Mensagem block.overflow-gate.name = Portão Sobrecarregado block.silicon-smelter.name = Fundidora de silicio block.phase-weaver.name = Palheta de fase @@ -806,7 +821,7 @@ block.power-node-large.name = Célula de energia Grande block.surge-tower.name = Torre de surto block.battery.name = Bateria block.battery-large.name = Bateria Grande -block.combustion-generator.name = Gerador de combustão +block.combustion-generator.name = Gerador a combustão block.turbine-generator.name = Gerador de Turbina block.differential-generator.name = Gerador diferencial block.impact-reactor.name = Reator De Impacto @@ -824,11 +839,11 @@ block.omega-mech-pad.name = Controle da armadura Omega block.tau-mech-pad.name = Controle da armadura Tau block.conduit.name = Cano block.mechanical-pump.name = Bomba Mecânica -block.item-source.name = Fonte do item -block.item-void.name = Item Vazio -block.liquid-source.name = Fonte de água -block.power-void.name = Poder Vazio -block.power-source.name = Poder Infinito +block.item-source.name = Criador de itens +block.item-void.name = Destruidor de itens +block.liquid-source.name = Criador de líquidos +block.power-void.name = Anulador de energia +block.power-source.name = Criador de energia block.unloader.name = Descarregador block.vault.name = Cofre block.wave.name = Onda @@ -842,7 +857,7 @@ block.pyratite-mixer.name = Misturador de Piratita block.blast-mixer.name = Misturador de Explosão block.solar-panel.name = Painel Solar block.solar-panel-large.name = Painel Solar Grande -block.oil-extractor.name = Extrator de Óleo +block.oil-extractor.name = Extrator de petróleo block.command-center.name = Centro de comando block.draug-factory.name = Fábrica de drone de mineração Draug block.spirit-factory.name = Fábrica de drone de reparo Spirit @@ -855,37 +870,37 @@ block.titan-factory.name = Fábrica de mech titan block.fortress-factory.name = Fábrica de mech Fortress block.revenant-factory.name = Fábrica de lutadores Revenant block.repair-point.name = Ponto de Reparo -block.pulse-conduit.name = Conduto de Pulso -block.phase-conduit.name = Conduto de Fase +block.pulse-conduit.name = Cano de Pulso +block.phase-conduit.name = Cano de Fase block.liquid-router.name = Roteador de Líquido block.liquid-tank.name = Tanque de Líquido block.liquid-junction.name = Junção de Líquido -block.bridge-conduit.name = Conduto-Ponte -block.rotary-pump.name = Bomba Rotatoria -block.thorium-reactor.name = Reator de Tório +block.bridge-conduit.name = Cano Ponte +block.rotary-pump.name = Bomba Rotatória +block.thorium-reactor.name = Reator a Tório block.mass-driver.name = Drive de Massa block.blast-drill.name = Broca de Explosão -block.thermal-pump.name = Cano térmico +block.thermal-pump.name = Bomba térmica block.thermal-generator.name = Gerador Térmico block.alloy-smelter.name = Fundidora de Liga block.mender.name = Reparador -block.mend-projector.name = Projetor mend -block.surge-wall.name = Parede de Surge -block.surge-wall-large.name = Parede de Surge grande +block.mend-projector.name = Projetor de reparo +block.surge-wall.name = Parede de liga de surto +block.surge-wall-large.name = Parede de liga de surto grande block.cyclone.name = Ciclone block.fuse.name = Fundir block.shock-mine.name = Mina de Choque -block.overdrive-projector.name = Projetor Overdrive -block.force-projector.name = Projetor Force -block.arc.name = Arc -block.rtg-generator.name = Gerador RTG -block.spectre.name = Espectra +block.overdrive-projector.name = Projetor de sobrecarga +block.force-projector.name = Projetor de campo de força +block.arc.name = Arco Elétrico +block.rtg-generator.name = Gerador GTR +block.spectre.name = Espectro block.meltdown.name = Fusão block.container.name = Contâiner block.launch-pad.name = Plataforma de lançamento block.launch-pad-large.name = Plataforma de lançamento grande team.blue.name = Azul -team.crux.name = red +team.crux.name = Vermelho team.sharded.name = orange team.orange.name = Laranja team.derelict.name = derelict @@ -912,99 +927,100 @@ tutorial.drill = Minerar manualmente é ineficiente.\n[accent]Brocas []podem min tutorial.drill.mobile = Minerar manualmente é ineficiente.\n[accent]Brocas []podem minerar automaticamente.\nToque na aba de brocas no canto inferior direito.\nSelecione a[accent] broca mecânica[].\nToque em um veio de cobre para colocá-la, então pressione a[accent] marca de verificação[] abaixo para confirmar sua seleção.\nPressione o[accent] botão "X"[] para cancelar o posicionamento. tutorial.blockinfo = Cada bloco tem diferentes status. Cada broca pode extrair certos minérios.\nPara checar as informações e os status de um bloco,[accent] toque o botão "?" enquanto o seleciona no menu de construção.[]\n\n[accent]Acesse os status da broca mecânica agora.[] tutorial.conveyor = [accent]Esteiras[] São usadas para transportar itens até o núcleo.\nFaça uma linha de Esteiras da mineradora até o núcleo. -tutorial.conveyor.mobile = [accent]Esteiras[] são usadas para transportar itens até o núcleo.\nFaça uma linha de esteiras da broca até o núcleo.\n[accent] Coloque uma linha segurando por alguns segundos[] e arrastando em uma direção.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered -tutorial.turret = Estruturas defensivas devem ser construidas para repelir[LIGHT_GRAY] O inimigo[].\nConstrua uma torre dupla perto de sua base. -tutorial.drillturret = Torres duplas precisam de[accent] Cobre como munição []Para atirar.\nColoque uma broca próxima à torre para carregá-la com o cobre minerado. -tutorial.pause = Durante uma batalha, você pode[accent] pausar o jogo.[]\nVoce pode enfileirar construções enquanto o jogo está pausado.\n\n[accent]Pressione a barra de espaço para pausar. -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 = O[LIGHT_GRAY] Inimigo[] se aproxima.\n\nDefenda seu núcleo por 2 ondas. Construa mais torres. -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 resources can then be used to research new technology.\n\n[accent]Press the launch button. -item.copper.description = Um material de estrutura util. Usado extensivamente em Maioria dos blocos. -item.lead.description = Material de começo basico. usado intensivamente em Blocos de transporte de liquidos e eletronicos. -item.metaglass.description = Composto de vidro super-Resistente. Extensivamente usado Para distribuição de líquido e armazem. -item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation. -item.sand.description = Um material comum Que é usado intensivamente em derretimento, Tanto em ligas como fluxo. -item.coal.description = Combustivel pronto. -item.titanium.description = Um Material raro super leve, metal usado intensivamente na transportação de líquidos, Brocas e Aeronaves. +tutorial.conveyor.mobile = [accent]Esteiras[] são usadas para transportar itens até o núcleo.\nFaça uma linha de esteiras da broca até o núcleo.\n[accent] Coloque uma linha segurando por alguns segundos[] e arrastando em uma direção.\n\n[accent]{0}/{1} esteiras colocadas em linha\n[accent]0/1 itens entregues +tutorial.turret = Estruturas defensivas devem ser construidas para repelir[LIGHT_GRAY] o inimigo[].\nConstrua uma torre dupla perto de sua base. +tutorial.drillturret = Torretas duplas precisam de[accent] cobre[] como munição para atirar.\nColoque uma broca próxima à torre para carregá-la com o cobre minerado. +tutorial.pause = Durante uma batalha, você pode[accent] pausar o jogo.[]\nVocê pode enfileirar construções enquanto o jogo está pausado.\n\n[accent]Pressione a barra de espaço para pausar. +tutorial.pause.mobile = Durante uma batalha, você pode[accent] pausar o jogo.[]\nVocê pode enfileirar construções enquanto o jogo está pausado.\n\n[accent]Pressione este botão no canto superior direito para pausar. +tutorial.unpause = Agora pressione novamente a barra de espaço para despausar. +tutorial.unpause.mobile = Agora pressione novamente para despausar. +tutorial.breaking = Blocos precisam frequentemente ser destruídos.\n[accent]Segure e arraste o botão direito[] para destruir todos os blocos em uma seleção.[]\n\n[accent]Destrua todos esses blocos de sucata à esquerda do seu núcleo usando a seleção em área. +tutorial.breaking.mobile = Blocos precisam frequentemente ser destruídos.\n[accent]Selecione o modo de destruição (ícone de martelo)[], e toque em um bloco para começar a quebrar.\nDestrua uma área segurando seu dedo por alguns segundos[] e arrastando em uma direção.\nPressione o botão de "visto" para confirmar a destruição.\n\n[accent]Destrua todos esses blocos de sucata à esquerda do seu núcleo usando a seleção em área. +tutorial.withdraw = Em algumas situações é necessário pegar itens diretamente do bloco.\nPara fazer isto, [accent]toque em um bloco[] com itens e [accent]toque no item[] no inventário.\nMúltiplos itens podem ser removidos [accent]ao segurar[].\n\n[accent]Tire um pouco de cobre do núcleo.[] +tutorial.deposit = Deposite itens em blocos arrastando da sua nave até o bloco.\n\n[accent]Deposite seu cobre de volta no núcleo.[] +tutorial.waves = O[LIGHT_GRAY] inimigo[] se aproxima.\n\nDefenda seu núcleo por 2 hordas. Construa mais torretas. +tutorial.waves.mobile = O[lightgray] inimigo[] se aproxima.\n\nDefenda seu núcleo por 2 hordas. Seu drone vai atirar nos inimigos automaticamente.\nConstrua mais torretas e brocas. Minere mais cobre. +tutorial.launch = Quando você atinge uma horda específica, Você é capaz de[accent] lançar o núcleo[], deixando suas defesas para trás e[accent] obtendo todos os recursos em seu núcleo.[]\nEstes recursos podem ser usados para pesquisar novas tecnologias.\n\n[accent]Pressione o botão lançar. + +item.copper.description = O material mais básico. Usado em todos os tipos de blocos. +item.lead.description = Material de começo basico. usado extensivamente em blocos de transporte de líquidos e eletrônicos. +item.metaglass.description = Composto de vidro super resistente. Extensivamente usado para distribuição e armazenagem de líquidos. +item.graphite.description = Carbono mineralizado, usado como munição e para isolação elétrica. +item.sand.description = Um material comum que é usado extensivamente em derretimento, tanto em ligas como em fluxo. +item.coal.description = Matéria vegetal fossilizada, formada muito depois de semeada. Usado extensivamente para produção de combustível e recursos. +item.titanium.description = Um material raro super leve usado extensivamente no transporte de líquidos, em brocas e drones aéreos. item.thorium.description = Um metal denso e radioativo, Usado como suporte material e combustivel nuclear. -item.scrap.description = Pedaços remanescentes de estruturas e unidades destruidas.. Contem traços de diferentes metais. -item.silicon.description = Condutor extremamente importante,Com aplicação em paneis solares e dispositivos complexos. -item.plastanium.description = Leve, Material dutil Usado em aeronaves Avançadas E munição de fragmentação. -item.phase-fabric.description = Uma substancia quase sem peso Usado em eletronica avançada E tecnologia de auto-reparo. -item.surge-alloy.description = Uma liga com propriedades unicas eletricas. -item.spore-pod.description = Usado em conversão para oleo, Combustivel e explosivos. -item.blast-compound.description = Um composto volátil usado em bombas em bombas em explosivos. Enquanto pode ser queimado como combustivel, Isso não é recomendado. -item.pyratite.description = Substância extremamente inflamavel usado em armas incendiarias. -liquid.water.description = Comumente usado em resfriamento e no processo de perda. -liquid.slag.description = Vários metais derretidos misturados juntos. POde ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma. -liquid.oil.description = Pode ser queimado, explodido ou usado como resfriador. -liquid.cryofluid.description = A maneira mais eficiente de resfriar qualquer coisa. +item.scrap.description = Pedaços remanescentes de estruturas e unidades destruidas. Contem traços de diferentes metais. +item.silicon.description = Condutor extremamente importante, com aplicação em paineis solares e dispositivos complexos. +item.plastanium.description = Material leve e maleável usado em drones aéreos avançados e como munição de fragmentação. +item.phase-fabric.description = Uma substância quase sem peso usada em eletrônica avançada e tecnologia de auto-reparo. +item.surge-alloy.description = Uma liga avançada com propriedades elétricas únicas. +item.spore-pod.description = Uma cápsula de esporos sintéticos, sintetizada de concentrações atmosféricas para propósitos industriais. Usada para conversão em petróleo, explosivos e combustíveis. +item.blast-compound.description = Um composto instável usado em bombas e em explosivos. Sintetizado de cápsulas de esporos e outras substâncias voláteis. Uso como combustível não é recomendado. +item.pyratite.description = Substância extremamente inflamável usada em armas incendiárias. +liquid.water.description = O líquido mais útil, comumente usado em resfriamento de máquinas e no processamento de lixo. Dá pra beber, também. +liquid.slag.description = Vários metais derretidos misturados juntos. Pode ser separado em seus minerais constituentes, ou jogado nas unidades inimigas como uma arma. +liquid.oil.description = Um líquido usado na produção de materias avançados. Pode ser convertido em carvão como combustível, ou pulverizado e incendiado como arma. +liquid.cryofluid.description = A maneira mais eficiente de resfriar qualquer coisa, até seu corpo quando está calor, mas não faça isto. mech.alpha-mech.description = A Armadura padrão. Tem uma saida de dano e velocidade decente; Pode criar até 3 drones Para capacidades ofensivas aumentadas. -mech.delta-mech.description = Uma armadura rápida, De baixa durabilidade Feita para ataques rápidos. Da pouco dano as estruturas, Mas pode matar grandes grupos de unidades inimigas muito rapidamente Com sua arma ARC. +mech.delta-mech.description = Uma armadura rápida, de baixa durabilidade, feita para ataques rápidos. Dá pouco dano às estruturas, mas pode matar grandes grupos de unidades inimigas muito rapidamente com sua arma ARC. mech.tau-mech.description = A armadura de suporte. Conserta blocos aliados Atirando neles. Pode extinguir o fogo e consertar aliados em uma distancia Com sua habilidade de consertar. mech.omega-mech.description = Uma armadura volumosa e bem armadurada, Feita para assaltos da primeira linha. Sua habilidade de armadura Pode bloquear 90% de dano. -mech.dart-ship.description = Nave padrão. Consideravelmente leve e rapido, Tem pouca capacidade ofensiva E baixa velocidade de mineração. -mech.javelin-ship.description = Uma nave de espinhos de atacar e correr. Quando inicialmente lento, pode acelerar a altas velocidades e voar até bases inimigas, Dando altas quantidades de dano Com seus raios e habilidades. +mech.dart-ship.description = Nave padrão. Consideravelmente leve e rapido, Tem pouca capacidade ofensiva e baixa velocidade de mineração. +mech.javelin-ship.description = Uma nave de ataque hit-and-run (atacar e correr). Quando inicialmente lento, pode acelerar a altas velocidades e voar até bases inimigas, dando altas quantidades de dano com seus raios e mísseis. mech.trident-ship.description = Um bombardeiro pesado. Consideravelmente bem armadurado. -mech.glaive-ship.description = Uma nave armada, bem armadurada. Com um repetidor incendario equipado. Boa aceleração e maxima velocidade. -unit.draug.description = Um drone de mineração primitivo. Barato para produzir. Descartável. Minera automáticamente cobre e chumbo nas proximidades. Entrega os recursos minerados para o núcleo mais próximo. -unit.spirit.description = A unidade de drone inicial. Ele nasce no núcleo por padrão. Minera minérios automaticamente, Coleta itens e repara blocos. -unit.phantom.description = Uma unidade de drone avançada. Minera minérios automaticamente, Coleta itens e repara blocos automaticamente. Significantemente mais efetiva. -unit.dagger.description = Unidade terrestre basica, Forte em grupos. -unit.crawler.description = A ground unit consisting of a stripped-down frame with high explosives strapped on top. Not particular durable. Explodes on contact with enemies. -unit.titan.description = Uma unidade armadurada terrestre avançada. Usa carbide como munição. Ataca ambas as unidades de Aereas e terrestres. -unit.fortress.description = Uma unidade pesada de artilharia terrestre. -unit.eruptor.description = A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire. -unit.wraith.description = Uma unidade rapida, Interceptadora de bater e correr. -unit.ghoul.description = Um bombardeiro pesado. Usa composto de explosão Ou piratite como munição. -unit.revenant.description = A heavy, hovering missile array. -block.message.description = Stores a message. Used for communication between allies. -block.graphite-press.description = Compresses chunks of coal into pure sheets of graphite. -block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently. -block.silicon-smelter.description = Reduz areia com carvão puro. Para fazer silicio. -block.kiln.description = Derrete chumbo e areia em Metavidro. Requer pequenas quantidades de energia. -block.plastanium-compressor.description = Produz plastânio usando óleo e titânio. -block.phase-weaver.description = Produz tecido de fase de torio radioativo e grandes quantidades de areia. -block.alloy-smelter.description = Produz liga de surto com titânio, chumbo, silicio e cobre. -block.cryofluidmixer.description = Combina água e titânio em crio-fluido que é mais eficiente em esfriar. -block.blast-mixer.description = Usa óleo para Transformar piratita em composto de explosão menos inflamavel mas mais explosivo -block.pyratite-mixer.description = Mistura carvão, Cobre e areia em piratita altamente inflamável -block.melter.description = Aquece pedra em altas temperaturas para fazer slag. -block.separator.description = Separa slag em seus minerais componentes, oferece o resultado refriado. -block.spore-press.description = Comprimi pods de esporos em óleo. -block.pulverizer.description = Esmaga pedra em areia. Util quando esta em falta de areia natural. -block.coal-centrifuge.description = Solidifes oil into chunks of coal. +mech.glaive-ship.description = Uma nave armada, bem armadurada. Com um repetidor incendario equipado. Boa aceleração e máxima velocidade. +unit.draug.description = Um drone de mineração primitivo. Barato para produzir. Descartável. Minera automaticamente cobre e chumbo nas proximidades. Entrega os recursos minerados para o núcleo mais próximo. +unit.spirit.description = Um drone draug modificado, desenhado para reparo em vez de mineração. Automaticamente conserta qualquer bloco danificado na área. +unit.phantom.description = Um drone avançado. Segue usuários. Ajuda na construção de blocos. +unit.dagger.description = A mais básica armadura terrestre. Barato para produzir. Esmagadora quando usada em enxames. +unit.crawler.description = Uma unidade terrestre que consiste em um despojado quadro com grandes explosivos amarrados no topo. Não particularmente durável. Explode no contato com inimigos. +unit.titan.description = Uma avançada unidade terrestre armadurada. Ataca alvos aéreos e terrestres. Equipada com dois pequenos lança chamas. +unit.fortress.description = Uma armadura de artilharia pesada. Equipada com dois canhões tipo granizo modificados para assalto de longa distância em estruturas e unidades inimigas. +unit.eruptor.description = Uma unidade pesada desenhada para derrubar estruturas. Atira um monte de escória nas fortificações inimigas, derretendo e colocando-as em chamas. +unit.wraith.description = Uma rápida, unidade interceptadora hit-and-run (atacar e correr). Mira em geradores de energia. +unit.ghoul.description = Um bombardeiro pesado. Rompe estruturas inimigas, mirando em infraestrutura crítica. +unit.revenant.description = Uma matriz de mísseis pesada e flutuante. +block.message.description = Armazena uma mensagem. Usado para comunicação entre aliados. +block.graphite-press.description = Comprime pedaços de carvão em lâminas de grafite puro. +block.multi-press.description = Uma versão melhorada da prensa de grafite. Usa água e energia para processar carvão rápida e eficientemente. +block.silicon-smelter.description = Reduz areia com carvão puro. Produz silício silicio. +block.kiln.description = Derrete chumbo e areia no composto conhecido como metavidro. Requer pequenas quantidades de energia. +block.plastanium-compressor.description = Produz plastânio usando petróleo e titânio. +block.phase-weaver.description = Produz tecido de fase usando tório radioativo e areia. Requer massivas quantidades de energia para funcionar. +block.alloy-smelter.description = Combina titânio, chumbo, silicio e cobre para produzir liga de surto. +block.cryofluidmixer.description = Mistura água e pó fino de titânio para produzir criofluido. Essencial para o uso do reator a tório. +block.blast-mixer.description = Quebra e mistura aglomerados de esporos com piratita para produzir composto de explosão. +block.pyratite-mixer.description = Mistura carvão, cobre e areia em piratita altamente inflamável +block.melter.description = Derrete sucata em escória para processamento posterior ou uso em torretas. +block.separator.description = Separa escória em seus minerais componentes, oferece o resultado refriado. +block.spore-press.description = Comprime cápsulas de esporos em petróleo. +block.pulverizer.description = Esmaga sucata em areia. Util quando esta em falta de areia natural. +block.coal-centrifuge.description = Solidifica petróleo em carvão. block.incinerator.description = Se livra de itens em excesso ou liquidos. block.power-void.description = Destroi qualquer energia que entre dentro. Apenas caixa de areia. block.power-source.description = Infinitivamente da energia. Apenas caixa de areia. block.item-source.description = Infinivamente da itens. Apenas caixa de areia. block.item-void.description = Destroi qualquer item que entre sem requerir energia. Apenas caixa de areia. block.liquid-source.description = Infinitivamente da Liquidos. Apenas caixa de areia. -block.copper-wall.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torres no começo. -block.copper-wall-large.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torres no começo.\nOcupa multiplos espaços. -block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies. -block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = A strong defensive block.\nBoa proteção contra inimigos. -block.thorium-wall-large.description = Um bloco grande e defensivo.\nBoa proteção contra inimigos.\nOcupa multiplos espaços. -block.phase-wall.description = Não tão forte quanto a parede de torio Mas vai defletir balas a menos que seja muito forte. -block.phase-wall-large.description = Não tão forte quanto a parde de torio mas vai defletir balas a menos que seja muito forte.\nOcupa multiplos espaços. -block.surge-wall.description = O bloco defensivo mais forte.\nQue tem uma pequena chance de lancar um raio Contra o atacante. -block.surge-wall-large.description = O bloco defensivo mais forte.\nQue tem uma pequena chance de lancar um raio Contra o atacante.\nOcupa multiplos espaços -block.door.description = Uma pequena porta que pode ser aberta o fechada quando voce clica.\nSe aberta, Os inimigos podem atirar e passar. -block.door-large.description = Uma grande porta que pode ser aberta o fechada quando voce clica.\nSe aberta, Os inimigos podem atirar e passar..\nOcupa multiplos espaços. -block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency. -block.mend-projector.description = Periodicamente conserta as construções. -block.overdrive-projector.description = Aumenta a velocidade de unidades proximas de geradores e esteiras. +block.copper-wall.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torretas no começo. +block.copper-wall-large.description = Um bloco defensivo e barato.\nUtil para proteger o núcleo e torretas no começo.\nOcupa múltiplos blocos. +block.titanium-wall.description = Um bloco defensivo moderadamente forte.\nProvidencia defesa moderada contra inimigos. +block.titanium-wall-large.description = Um bloco defensivo moderadamente forte.\nProvidencia defesa moderada contra inimigos.\nOcupa múltiplos blocos. +block.thorium-wall.description = Um bloco defensivo forte.\nBoa proteção contra inimigos. +block.thorium-wall-large.description = Um bloco grande e defensivo.\nBoa proteção contra inimigos.\nOcupa multiplos blocos. +block.phase-wall.description = Um muro revestido com um composto especial baseado em tecido de fase. Desvia a maioria das balas no impacto. +block.phase-wall-large.description = Um muro revestido com um composto especial baseado em tecido de fase. Desvia a maioria das balas no impacto.\nSOcupa múltiplos blocos. +block.surge-wall.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-s aleatoriamente. +block.surge-wall-large.description = Um bloco defensivo extremamente durável.\nSe carrega com eletricidade no contato com as balas, soltando-s aleatoriamente.\nOcupa multiplos blocos. +block.door.description = Uma pequeda porta. Pode ser aberta e fechada ao tocar. +block.door-large.description = Uma grande porta. Pode ser aberta e fechada ao tocar.\nOcupa múltiplos blocos. +block.mender.description = Periodicamente repara blocos vizinhos. Mantem as defesas reparadas em e entre ondas.\nPode usar silício para aumentar o alcance e a eficiência. +block.mend-projector.description = Uma versão melhorada do reparador. Repara blocos vizinhos.\nPode usar tecido de fase para aumentar o alcance e a eficiência. +block.overdrive-projector.description = Aumenta a velocidade de construções vizinhas.\nPode usar tecido de fase para aumentar o alcance e a eficiência. block.force-projector.description = Cria um campo de forca hexagonal em volta de si mesmo, Protegendo construções e unidades dentro de dano por balas. block.shock-mine.description = Danifica inimigos em cima da mina. Quase invisivel ao inimigo. -block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente Em torres ou construtores. Rotacionavel. +block.conveyor.description = Bloco de transporte de item basico. Move os itens a frente e os deposita automaticamente em torretas ou construtores. Rotacionavel. block.titanium-conveyor.description = Bloco de transporte de item avançado. Move itens mais rapidos que esteiras padrões. block.junction.description = Funciona como uma ponte Para duas esteiras que estejam se cruzando. Util em situações que tenha duas esteiras diferentes carregando materiais diferentes para lugares diferentes. block.bridge-conveyor.description = Bloco de transporte de itens avancado. Possibilita o transporte de itens acima de 3 blocos de construção ou paredes. @@ -1014,22 +1030,22 @@ block.router.description = Aceita itens de uma direção e os divide em 3 direç block.distributor.description = Um roteador avancada que espalhas os itens em 7 outras direções igualmente. block.overflow-gate.description = Uma combinação de roteador e divisor Que apenas manda para a esquerda e Direita se a frente estiver bloqueada. block.mass-driver.description = Bloco de transporte de itens supremo. Coleta itens severos e atira eles em outro mass driver de uma longa distancia. -block.mechanical-pump.description = Uma bomba barata mais saida de liquidos lenta, Sem consumo de energia. -block.rotary-pump.description = Uma bomba avancada que duplica a velocidade da saida de liquida usando energia. -block.thermal-pump.description = A melhor bomba. Trez vezes mais rapida que a bomba mecanica e a unica bomba capaz de pegar lava. -block.conduit.description = Bloco de transporte de liquido basico. Funciona como a esteira, Mas com liquidos. Melhor usado com extratores, Bombas ou condutos. -block.pulse-conduit.description = Bloco avancado de transporte de liquido. Transporta liquidos mais rapido E armazena mais que os condutos padrões. -block.liquid-router.description = Aceita liquidos de uma direcão e os joga em 3 direções igualmente. Pode armazenar uma certa quantidade de liquido. Util para espalhar liquidosd a fonte para multiplos alvos. +block.mechanical-pump.description = Uma bomba barata com baixa saída de líquidos, mas sem consumo de energia. +block.rotary-pump.description = Uma bomba avançada. Bombeia mais líquido, mas requer energia. +block.thermal-pump.description = A bomba final. +block.conduit.description = Bloco básico de transporte de líquidos. Move líquidos para a frente. Usado em conjunto com bombas e outros canos. +block.pulse-conduit.description = Bloco avancado de transporte de liquido. Transporta liquidos mais rápido e armazena mais que os canos padrões. +block.liquid-router.description = Aceita liquidos de uma direcão e os joga em 3 direções igualmente. Pode armazenar uma certa quantidade de liquido. Util para espalhar liquidos de uma fonte para multiplos alvos. block.liquid-tank.description = Armazena grandes quantidades de liquido. Use quando a demanda de materiais não for constante ou para guardar itens para resfriar blocos vitais. -block.liquid-junction.description = Age como uma ponte para dois canos que se cruzam. Util em situações que tem dois condutos carregando liquidos diferentes até localizações diferentes. +block.liquid-junction.description = Age como uma ponte para dois canos que se cruzam. Útil em situações em que há dois cano carregando liquidos diferentes até localizações diferentes. block.bridge-conduit.description = Bloco de transporte de liquidos avancados. Possibilita o transporte de liquido sobre 3 blocos acima de construções ou paredes -block.phase-conduit.description = Bloco avancado de transporte de liquido. Usa energia para teleportar liquidos conduto de fase sobre uma distancia severa. -block.power-node.description = Transmite poder em nodos. Maximo de 4 fontes de energia, sinks ou nodos podem ser conectados. Os nodos vão receber energia de ou dar energia para qualquer bloco adjacente. -block.power-node-large.description = Tem um raio maior que o nodo de energia e pode conectar até 6 fontes de energia, sinks ou nodos. -block.surge-tower.description = An extremely long-range power node with fewer available connections. -block.battery.description = Guarda energia sempre que tiver em abundancia e da energia sempre que precisar enquanto tiver capacidade. -block.battery-large.description = Guarda muito mais energia que uma beteria comum -block.combustion-generator.description = Gera poder usando combustivel ou oleo. +block.phase-conduit.description = Bloco avancado de transporte de liquido. Usa energia para teleportar liquidos para outro cano de fase em uma grande distância. +block.power-node.description = Transmite energia para células conectadas. A célula vai receber energia ou alimentar qualquer bloco adjacente. +block.power-node-large.description = Uma célula de energia avançada com maior alcance e mais conexões. +block.surge-tower.description = Uma célula de energia com um extremo alcance mas com menos conexões disponíveis. +block.battery.description = Armazena energia em tempos de energia excedente. Libera energia em tempos de déficit. +block.battery-large.description = Guarda muito mais energia que uma beteria comum. +block.combustion-generator.description = Gera energia usando combustível ou petróleo. block.thermal-generator.description = Gera uma quantidade grande de energia usando lava. block.turbine-generator.description = Mais eficiente que o gerador de Combustão, Mas requer agua adicional. block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. @@ -1045,17 +1061,17 @@ block.blast-drill.description = A melhor mineradora. Requer muita energia. block.water-extractor.description = Extrai água do chão. Use quando não tive nenhum lago proximo block.cultivator.description = Cultiva o solo com agua para pegar bio materia. block.oil-extractor.description = Usa altas quantidades de energia Para extrair oleo da areia. Use quando não tiver fontes de oleo por perto -block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen. -block.core-foundation.description = The second version of the core. Better armored. Stores more resources. -block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources. +block.core-shard.description = Primeira iteração da cápsula do núcleo. Uma vez destruida, o controle da região inteira é perdido. Não deixe isso acontecer. +block.core-foundation.description = A segunda versão do núcleo. Melhor armadura. Guarda mais recursos. +block.core-nucleus.description = A terceira e ultima iteração do núcleo. Extremamente bem armadurada. Guarda quantidades massivas de recursos. block.vault.description = Carrega uma alta quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[LIGHT_GRAY] Descarregador[] pode ser usado para recuperar esses itens do container. block.container.description = Carrega uma baixa quantidade de itens. Usado para criar fontes Quando não tem uma necessidade constante de materiais. Um[LIGHT_GRAY] Descarregador[] pode ser usado para recuperar esses itens do container. block.unloader.description = Descarrega itens de um container, Descarrega em uma esteira ou diretamente em um bloco adjacente. O tipo de item que pode ser descarregado pode ser mudado clicando no descarregador. -block.launch-pad.description = Lança montes de itens sem qualquer necessidade de um lançamento de nucleo. Não completo. -block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently. +block.launch-pad.description = Lança montes de itens sem qualquer necessidade de um lançamento de núcleo. +block.launch-pad-large.description = Uma versão melhorada da plataforma de lançamento. Guarda mais itens. Lança mais frequentemente. block.duo.description = Uma torre pequena e barata. -block.scatter.description = A medium-sized anti-air turret. Sprays clumps of lead or scrap flak at enemy units. -block.scorch.description = Burns any ground enemies close to it. Highly effective at close range. +block.scatter.description = Uma torre anti aerea media. Joga montes de cobre ou sucata aos inimigos. +block.scorch.description = Queima qualquer inimigo terrestre próximo. Altamente efetivo a curta distncia. block.hail.description = Uma pequena torre de artilharia. block.wave.description = Uma torre que Tamanho medio que atira bolhas. block.lancer.description = Uma torre de Tamanho-Medio que atira raios de eletricidade. @@ -1067,11 +1083,11 @@ block.ripple.description = Uma grande torre que atira simultaneamente. block.cyclone.description = Uma grande torre de tiro rapido. block.spectre.description = Uma grande torre que da dois tiros poderosos ao mesmo tempo. block.meltdown.description = Uma grande torre que atira dois raios poderosos ao mesmo tempo. -block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command. -block.draug-factory.description = Produces Draug mining drones. -block.spirit-factory.description = Produz drones leves que mineram e reparam blocos. -block.phantom-factory.description = Produz unidades de drone avancadas Que são significativamente mais efetivos que um drone spirit. -block.wraith-factory.description = produz unidades interceptor de ataque rapido. +block.command-center.description = Emite comandos de movimento para unidades aliadas através do mapa.\nFaz unidades se reagruparem, atacarem um núcleo inimigo ou recuar para o núcleo/fábrica. Quando não há nucleo inimigo, unidades vão ficar perto da área de spawn dos inimigos sob o comando atacar. +block.draug-factory.description = Produz drones de mineração drawg. +block.spirit-factory.description = produz drones Spirit de reparo estrutural. +block.phantom-factory.description = Produz drones de construção avançados. +block.wraith-factory.description = Produz unidades rápidas hit-and-run (atacar e correr) block.ghoul-factory.description = Produz bombardeiros pesados. block.revenant-factory.description = Produz unidades laser, pesadas e terrestres. block.dagger-factory.description = Produz unidades terrestres. diff --git a/core/assets/bundles/bundle_se.properties b/core/assets/bundles/bundle_se.properties index 7c3a20a924..90329f5052 100644 --- a/core/assets/bundles/bundle_se.properties +++ b/core/assets/bundles/bundle_se.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Fullskärm setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart) setting.fps.name = Show FPS setting.vsync.name = VSync -setting.lasers.name = Show Power Lasers setting.pixelate.name = Pixellera[lightgray] (disables animations) setting.minimap.name = Visa Minikarta setting.musicvol.name = Musikvolym @@ -557,6 +556,7 @@ setting.crashreport.name = Skicka Anonyma Krashrapporter setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chattgenomskinlighet +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Visa Chatt uiscale.reset = UI-skalan har ändrats.\nTryck "OK" för att använda den här skalan.\n[scarlet]Avslutar och återställer om[accent] {0}[] sekunder... uiscale.cancel = Avbryt och Avsluta diff --git a/core/assets/bundles/bundle_tk.properties b/core/assets/bundles/bundle_tk.properties index 9406b7e9fc..ad48272f7d 100644 --- a/core/assets/bundles/bundle_tk.properties +++ b/core/assets/bundles/bundle_tk.properties @@ -545,7 +545,6 @@ setting.fullscreen.name = Tam ekran setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart) setting.fps.name = FPS'i goster setting.vsync.name = VSync -setting.lasers.name = Guc lazerlerini goster setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance) setting.minimap.name = Haritayi goster setting.musicvol.name = Ses yuksekligi @@ -557,6 +556,7 @@ setting.crashreport.name = Send Anonymous Crash Reports setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Display In-Game Chat uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... uiscale.cancel = Cancel & Exit diff --git a/core/assets/bundles/bundle_tr.properties b/core/assets/bundles/bundle_tr.properties index 715ca2e128..f8b6e902b7 100644 --- a/core/assets/bundles/bundle_tr.properties +++ b/core/assets/bundles/bundle_tr.properties @@ -16,11 +16,13 @@ screenshot.invalid = Harita çok büyük, ekran görüntüsü için potansiyel o gameover = Kaybettin gameover.pvp = [accent] {0}[] Takımı kazandı! highscore = [accent]Yeni rekor! + load.sound = Sesler load.map = Haritalar load.image = Resimler load.content = İçerik load.system = Sistem + stat.wave = Yenilen Dalgalar:[accent] {0} stat.enemiesDestroyed = Yok Edilen Düşmanlar:[accent] {0} stat.built = İnşa Edilen Yapılar:[accent] {0} @@ -28,15 +30,16 @@ stat.destroyed = Yok Edilen Yapılar:[accent] {0} stat.deconstructed = Yıkılan Yapılar:[accent] {0} stat.delivered = Gönderilen Kaynaklar: stat.rank = Rütbe: [accent]{0} + launcheditems = [accent]Gönderilen Kaynaklar -map.delete = "[accent]{0}[]"Haritasını silmek istediğine emin misin? +map.delete = "[accent]{0}[]" haritasını silmek istediğine emin misin? level.highscore = Rekor: [accent]{0} level.select = Seviye Seçimi level.mode = Oyun Modu: showagain = Bir daha gösterme -coreattack = < Çekirdek saldırı altında! > +coreattack = < Merkez saldırı altında! > nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi -database = Çekirdek Veritabanı +database = Ana Veritabanı savegame = Oyunu Kaydet loadgame = Oyunu Yükle joingame = Oyuna Katıl @@ -48,25 +51,26 @@ minimap = Harita close = Kapat website = Website quit = Çık -save.quit = Save & Quit +save.quit = Kaydet & Çık maps = Haritalar maps.browse = Haritaları gör continue = Devam et maps.none = [lightgray]Harita Bulunamadı! -invalid = Invalid +invalid = Geçersiz preparingconfig = Yapılandırma Hazırlanıyor preparingcontent = İçerik Hazırlanıyor uploadingcontent = İçerik Yükleniyor uploadingpreviewfile = Önizleme Dosyası Yükleniyor committingchanges = Değişiklikler Uygulanıyor -done = Bittti +done = Bitti + about.button = Hakkında name = İsim: noname = Bir[accent] kullanıcı adı[] seçmelisin. filename = Dosya Adı: unlocked = Yeni içerik açıldı! completed = [accent]Tamamlandı -techtree = Yetenek Ağacı +techtree = Teknoloji Ağacı research.list = [lightgray]Araştırmalar: research = Araştır researched = [lightgray]{0} Araştırıldı. @@ -92,13 +96,13 @@ server.versions = Kullandığın surum:[accent] {0}[]\nSunucunun sürümü:[acce host.info = [accent]host[], [scarlet]6567[] portunda bir sunucuya ev sahipliği yapıyor. \nAynı [lightgray]wifi veya yerel ağdaki[] herkes sunucu listelerinde senin sunucunu görebiliyor olmalı.\n\nEğer diğerlerinin herhangi bir yerden IP ile bağlanabilmesini istiyorsan [accent]port yönlendirmesi[] gerekli.\n\n[lightgray]Not: Eğer birisi senin yerel ağ oyununa katılmakta sorun yaşıyorsa güvenlik duvarı ayarlarında Mindustry'ye yerel ağ bağlantısı izni verdiğinden emin olun. Halka açık ağların zaman zaman sunucu aramaya engel olduğunu unutmayın. join.info = Burada, bağlanmak istediğin sunucunun [accent]IP[] adresini girebilir veya [accent]yerel ağ[] sunucularını görebilirsin..\nHem yerel ağ hem de geniş alan ağı çoklu oyuncu için destekleniyor.\n\n[lightgray]Not: Otomatik bir global sunucu listesi yok; eğer birisine IP adresi kullanarak bağlanmak istiyorsan IP adresini istemelisin. hostserver = Çok Oyunculu Oyun Aç -invitefriends = Invite Friends +invitefriends = Arkadaşlarını Davet Et hostserver.mobile = Oyun\nKur host = Kur hosting = [accent]Sunucu açılıyor... hosts.refresh = Yenile hosts.discovering = Yerel ağ oyunu aranıyor -hosts.discovering.any = Discovering games +hosts.discovering.any = Oyun aranıyor server.refreshing = Sunucu yenileniyor hosts.none = [lightgray]Yerel oyun bulunamadı! host.invalid = [scarlet]Kurucuya bağlanılamıyor. @@ -120,9 +124,9 @@ server.outdated = [crimson]Güncel Olmayan Sunucu![] server.outdated.client = [crimson]Güncel Olmayan Sürüm![] server.version = [gray]v{0} {1} server.custombuild = [yellow]Özel Sürüm -confirmban = Bu kullanıcıyı yasaklamak istediğine emin misin?confirmkick = Bu kullanıcıyı atmak istediğine emin misin? -confirmkick = Are you sure you want to kick this player? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmban = Bu kullanıcıyı yasaklamak istediğine emin misin? +confirmkick = Bu kullanıcıyı atmak istediğine emin misin? +confirmvotekick = Bu kullanıcıyı oylayıp atmak istediğinize emin misiniz? confirmunban = Bu kullanıcının yasağını kaldırmak istediğine emin misin? confirmadmin = Bu kullanıcıyı bir yönetici yapmak istediğine emin misin? confirmunadmin = Bu kullanıcının yönetici yetkilerini almak istediğine istediğine emin misin? @@ -133,7 +137,7 @@ disconnect.error = Bağlantı hatası. disconnect.closed = Bağlantı kapatıldı. disconnect.timeout = Zaman aşımı. disconnect.data = Dünya verisi yüklenemedi! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = Oyuna girilemiyor ([accent]{0}[]). connecting = [accent]Bağlanılıyor... connecting.data = [accent]Dünya verisi yükleniyor... server.port = Port: @@ -159,7 +163,7 @@ save.rename = Yeniden isimlendir save.rename.text = Yeni isim: selectslot = Bir kayıt seçin. slot = [accent]Slot {0} -editmessage = Edit Message +editmessage = Mesajı Düzenle save.corrupted = [accent]Kayıt dosyası bozuk veya geçersiz!\nEğer oyununuzu kısa süre öce güncellediyseniz bu, kayıt formatındaki bir değişiklik. Bir hata [scarlet]değil[]. empty = on = Aç @@ -173,8 +177,8 @@ save.playtime = Oynama süresi: {0} warning = Uyarı. confirm = Doğrula delete = Sil -view.workshop = View In Workshop -ok = OK +view.workshop = Workshop'da görüntüle +ok = Tamam open = Aç customize = Kuralları Özelleştir cancel = İptal @@ -186,100 +190,100 @@ data.import = Veriyi İçe Aktar data.exported = Veri dışa aktarıldı. data.invalid = Bu oyun verisi geçerli değil. data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. -classic.export = Export Classic Data -classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app? -quit.confirm = Are you sure you want to quit? -quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] -loading = [accent]Loading... -saving = [accent]Saving... -wave = [accent]Wave {0} -wave.waiting = [lightgray]Wave in {0} -wave.waveInProgress = [lightgray]Wave in progress -waiting = [lightgray]Waiting... -waiting.players = Waiting for players... -wave.enemies = [lightgray]{0} Enemies Remaining -wave.enemy = [lightgray]{0} Enemy Remaining -loadimage = Load Image -saveimage = Save Image -unknown = Unknown -custom = Custom -builtin = Built-In -map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone! -map.random = [accent]Random Map +classic.export = Klasik Verileri Dışa Aktar +classic.export.text = [accent]Mindustry'e[] büyük bir update olmuştur.\nKlasik (v3.5 build 40) kayıt ya da harita bulunmuştur. Bu kayıtları Mindustry Classic uygulamasında kullanmak için telefonunuzun dosyalarına çıkartmak ister misiniz? +quit.confirm = Çıkmak istediğinize emin misiniz? +quit.confirm.tutorial = Ne yaptığınıza emin misiniz?\nÖğreticiyi [accent] Ayarlar->Oyun->Öğreticiyi Yeniden Al'dan[] tekrar yapabilirsiniz. +loading = [accent]Yükleniyor... +saving = [accent]Kayıt ediliyor... +wave = [accent]Dalga {0} +wave.waiting = [lightgray]{0} saniye içinde dalga +wave.waveInProgress = [lightgray]Dalga gerçekleşiyor +waiting = [lightgray]Bekleniliyor... +waiting.players = Oyuncular için bekleniliyor... +wave.enemies = [lightgray]{0} Tane Düşman Kaldı +wave.enemy = [lightgray]{0} Tane Düşman Kaldı +loadimage = Resim Aç +saveimage = Resim Kaydet +unknown = Bilinmeyen +custom = Özel +builtin = Yerleşik +map.delete.confirm = Bu haritayı silmek istediğinizden emin misiniz? Bunu geri alamazsınız! +map.random = [accent]Rastgele Harita map.nospawn = This map does not have any cores for the player to spawn in! Add a[accent] orange[] core to this map in the editor. map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] non-orange[] cores to this map in the editor. map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor. -map.invalid = Error loading map: corrupted or invalid map file. +map.invalid = Haritayı açarken hata oldu: bozulmuş ya da geçersiz harita dosyası.- map.publish.error = Error publishing map: {0} map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... -editor.brush = Brush -editor.openin = Open In Editor -editor.oregen = Ore Generation -editor.oregen.info = Ore Generation: -editor.mapinfo = Map Info -editor.author = Author: -editor.description = Description: -editor.nodescription = A map must have a description of at least 4 characters before being published. -editor.waves = Waves: -editor.rules = Rules: -editor.generation = Generation: -editor.ingame = Edit In-Game -editor.publish.workshop = Publish On Workshop -editor.newmap = New Map -workshop = Workshop -waves.title = Waves -waves.remove = Remove -waves.never = -waves.every = every -waves.waves = wave(s) +map.publish = Harita yayınlandı. +map.publishing = [accent]Harita yayınlanıyor... +editor.brush = Fırça +editor.openin = Düzenleyici'de Aç +editor.oregen = Maden Oluşumu +editor.oregen.info = Maden Oluşumu: +editor.mapinfo = Harita Bilgileri +editor.author = Yapımcı: +editor.description = Açıklama: +editor.nodescription = Haritanın en az 4 harflik bir açıklaması olması gerekiyor. +editor.waves = Dalgalar: +editor.rules = Kularlar: +editor.generation = Oluşum: +editor.ingame = Oyun içinde düzenle +editor.publish.workshop = Workshop'da Yayınla +editor.newmap = Yeni Harita +workshop = Workshop- +waves.title = Dalgalar +waves.remove = Kaldır +waves.never = +waves.every = her +waves.waves = dalga(lar) waves.perspawn = per spawn -waves.to = to +waves.to = doğru waves.boss = Boss -waves.preview = Preview -waves.edit = Edit... -waves.copy = Copy to Clipboard -waves.load = Load from Clipboard -waves.invalid = Invalid waves in clipboard. -waves.copied = Waves copied. -waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout. -editor.default = [lightgray] -details = Details... -edit = Edit... -editor.name = Name: -editor.spawn = Spawn Unit -editor.removeunit = Remove Unit -editor.teams = Teams -editor.errorload = Error loading file:\n[accent]{0} -editor.errorsave = Error saving file:\n[accent]{0} -editor.errorimage = That's an image, not a map. Don't go around changing extensions expecting it to work.\n\nIf you want to import a legacy map, use the 'import legacy map' button in the editor. +waves.preview = Öngörünüm +waves.edit = Düzenle... +waves.copy = Clipboard'dan kopyala +waves.load = Clipboard'dan yükle +waves.invalid = Clipboard'da geçersiz dalga sayısı var. +waves.copied = Dalgalar kopyalandı. +waves.none = Düşman bulunamadı.\nNote that empty wave layouts will automatically be replaced with the default layout. +editor.default = [lightgray] +details = Detaylar... +edit = Düzenle... +editor.name = İsim: +editor.spawn = Eleman Oluştur +editor.removeunit = Eleman Kaldır +editor.teams = Takımlar +editor.errorload = Dosya yüklerken hata oluştu:\n[accent]{0} +editor.errorsave = Dosya kaydederken hata oluştu:\n[accent]{0} +editor.errorimage = That's an image, not a map.\n\nIf you want to import a 3.5/build 40 map, use the 'Import Legacy Map' button in the editor. editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported. -editor.errornot = This is not a map file. -editor.errorheader = This map file is either not valid or corrupt. -editor.errorname = Map has no name defined. Are you trying to load a save file? -editor.update = Update -editor.randomize = Randomize -editor.apply = Apply -editor.generate = Generate -editor.resize = Resize -editor.loadmap = Load Map -editor.savemap = Save Map -editor.saved = Saved! -editor.save.noname = Your map does not have a name! Set one in the 'map info' menu. -editor.save.overwrite = Your map overwrites a built-in map! Pick a different name in the 'map info' menu. -editor.import.exists = [scarlet]Unable to import:[] a built-in map named '{0}' already exists! -editor.import = Import... -editor.importmap = Import Map -editor.importmap.description = Import an already existing map -editor.importfile = Import File -editor.importfile.description = Import an external map file -editor.importimage = Import Legacy Image -editor.importimage.description = Import an external map image file -editor.export = Export... -editor.exportfile = Export File -editor.exportfile.description = Export a map file +editor.errornot = Bu bir harita dosyası değil. +editor.errorheader = Bu harita dosyası geçerli değil ya da bozuk. +editor.errorname = Haritanın ismi yok. Bir kayıt dosyası mı yüklemeye çalışıyorsun? +editor.update = Güncelle +editor.randomize = Rastgele Yap +editor.apply = Uygula +editor.generate = Oluştur +editor.resize = Yeniden Boyutlandır +editor.loadmap = Harita Yükle +editor.savemap = Harita Kaydet +editor.saved = Kaydedildi! +editor.save.noname = Haritanın bir ismi yok! 'Harita bilgileri' menüsünden bir isim seç. +editor.save.overwrite = Haritan bir yerleşik haritayla örtüşüyor! 'Harita bilgileri' menüsünden farklı bir isim seç. +editor.import.exists = [scarlet]İçeri aktarılamadı:[] '{0}' isminde zaten bir yerleşik harita var! +editor.import = İçeri Aktar... +editor.importmap = Haritayı İçeri Aktar +editor.importmap.description = Var olan bir haritayı içeri aktar +editor.importfile = Dosyayı İçeri Aktar +editor.importfile.description = Dışarıdaki bir harita dosyasını içeriye aktar +editor.importimage = Eski Haritayı İçeri Aktar +editor.importimage.description = Dışarıdaki bir resim-harita dosyasını içeriye aktar +editor.export = Dışarı Aktar... +editor.exportfile = Dosyayı Dışarı Aktar +editor.exportfile.description = Harita dosyasını dışarıya aktar editor.exportimage = Export Terrain Image editor.exportimage.description = Export a map image file editor.loadimage = Import Terrain @@ -291,13 +295,14 @@ editor.overwrite = [accent]Warning!\nThis overwrites an existing map. editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it? editor.exists = A map with this name already exists. editor.selectmap = Select a map to load: -toolmode.replace = Replace + +toolmode.replace = Değiştir toolmode.replace.description = Draws only on solid blocks. -toolmode.replaceall = Replace All +toolmode.replaceall = Hepsini Değiştir toolmode.replaceall.description = Replace all blocks in map. -toolmode.orthogonal = Orthogonal +toolmode.orthogonal = Dikey toolmode.orthogonal.description = Draws only orthogonal lines. -toolmode.square = Square +toolmode.square = Kare toolmode.square.description = Square brush. toolmode.eraseores = Erase Ores toolmode.eraseores.description = Erase only ores. @@ -305,14 +310,15 @@ toolmode.fillteams = Fill Teams toolmode.fillteams.description = Fill teams instead of blocks. toolmode.drawteams = Draw Teams toolmode.drawteams.description = Draw teams instead of blocks. + filters.empty = [lightgray]No filters! Add one with the button below. filter.distort = Distort filter.noise = Noise filter.median = Median filter.oremedian = Ore Median filter.blend = Blend -filter.defaultores = Default Ores -filter.ore = Ore +filter.defaultores = Varsayılan Madenler +filter.ore = Maden filter.rivernoise = River Noise filter.mirror = Mirror filter.clear = Clear @@ -327,35 +333,37 @@ filter.option.circle-scale = Circle Scale filter.option.octaves = Octaves filter.option.falloff = Falloff filter.option.angle = Angle -filter.option.block = Block -filter.option.floor = Floor +filter.option.block = Blok +filter.option.floor = Zemin filter.option.flooronto = Target Floor -filter.option.wall = Wall -filter.option.ore = Ore +filter.option.wall = Duvar +filter.option.ore = Maden filter.option.floor2 = Secondary Floor filter.option.threshold2 = Secondary Threshold filter.option.radius = Radius filter.option.percentile = Percentile -width = Width: -height = Height: -menu = Menu -play = Play -campaign = Campaign -load = Load -save = Save + +width = Eni: +height = Boyu: +menu = Menü +play = Oyna +campaign = Başla +load = Yükle +save = Kaydet fps = FPS: {0} tps = TPS: {0} ping = Ping: {0}ms -language.restart = Please restart your game for the language settings to take effect. -settings = Settings -tutorial = Tutorial -tutorial.retake = Re-Take Tutorial -editor = Editor -mapeditor = Map Editor -donate = Donate -abandon = Abandon -abandon.text = This zone and all its resources will be lost to the enemy. -locked = Locked +language.restart = Dil ayarlarının çalışması için lütfen oyunu yeniden başlatın. +settings = Ayarlar +tutorial = Öğretici +tutorial.retake = Öğreticiyi Yeniden Al +editor = Düzenleyici +mapeditor = Harita Düzenleyicisi +donate = Bağış Yap + +abandon = Terk Et +abandon.text = Burası ve bütün kaynakları düşmana kaybedilecek. +locked = Kilitli complete = [lightgray]Reach: zone.requirement = Wave {0} in zone {1} resume = Resume Zone:\n[lightgray]{0} @@ -365,8 +373,8 @@ launch.title = Launch Successful launch.next = [lightgray]next opportunity at wave {0} launch.unable2 = [scarlet]Unable to LAUNCH.[] launch.confirm = This will launch all resources in your core.\nYou will not be able to return to this base. -launch.skip.confirm = If you skip now, you will not be able to launch until later waves. -uncover = Uncover +launch.skip.confirm = Eğer şimdi geçerseniz, +uncover = Aç configure = Configure Loadout configure.locked = [lightgray]Unlock configuring loadout: Wave {0}. configure.invalid = Amount must be a number between 0 and {0}. @@ -375,13 +383,14 @@ zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met. zone.config.complete = Wave {0} reached:\nLoadout config unlocked. 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 = Boss Health +zone.objective.survival = Hayatta Kal +zone.objective.attack = Düşman Merkezini Yok Et +add = Ekle... +boss.health = Boss Canı + connectfail = [crimson]Connection error:\n\n[accent]{0} error.unreachable = Server unreachable.\nIs the address spelled correctly? -error.invalidaddress = Invalid address. +error.invalidaddress = Geçersiz adres. error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct! error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry! error.alreadyconnected = Already connected. @@ -389,6 +398,7 @@ error.mapnotfound = Map file not found! error.io = Network I/O error. error.any = Unknown network error. error.bloom = Failed to initialize bloom.\nYour device may not support it. + zone.groundZero.name = Ground Zero zone.desertWastes.name = Desert Wastes zone.craters.name = The Craters @@ -403,6 +413,7 @@ zone.saltFlats.name = Salt Flats zone.impact0078.name = Impact 0078 zone.crags.name = Crags zone.fungalPass.name = Fungal Pass + zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed. @@ -417,74 +428,77 @@ zone.nuclearComplex.description = A former facility for the production and proce zone.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. zone.impact0078.description = zone.crags.description = -settings.language = Language -settings.data = Game Data + +settings.language = Dil +settings.data = Oyun Verisi settings.reset = Reset to Defaults settings.rebind = Rebind -settings.controls = Controls -settings.game = Game -settings.sound = Sound -settings.graphics = Graphics -settings.cleardata = Clear Game Data... -settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone! +settings.controls = Kontroller +settings.game = Oyun +settings.sound = Ses +settings.graphics = Grafikler +settings.cleardata = Oyun Verisini Sil... +settings.clear.confirm = Verileri silmek istediğinizden emin misiniz?\nBunu geri alamazsınız! settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit. settings.clearunlocks = Clear Unlocks -settings.clearall = Clear All -paused = [accent]< Paused > -yes = Yes -no = No -info.title = Info -error.title = [crimson]An error has occured -error.crashtitle = An error has occured +settings.clearall = Hepsini Sil +paused = [accent]< Durduruldu > +yes = Evet +no = Hayır +info.title = Bilgi +error.title = [crimson]Bir hata oldu +error.crashtitle = Bir hata oldu attackpvponly = [scarlet]Only available in Attack/PvP modes -blocks.input = Input -blocks.output = Output +blocks.input = Giriş +blocks.output = Çıkış blocks.booster = Booster block.unknown = [lightgray]??? blocks.powercapacity = Power Capacity blocks.powershot = Power/Shot -blocks.damage = Damage -blocks.targetsair = Targets Air -blocks.targetsground = Targets Ground -blocks.itemsmoved = Move Speed -blocks.launchtime = Time Between Launches -blocks.shootrange = Range -blocks.size = Size -blocks.liquidcapacity = Liquid Capacity -blocks.powerrange = Power Range -blocks.poweruse = Power Use -blocks.powerdamage = Power/Damage -blocks.itemcapacity = Item Capacity -blocks.basepowergeneration = Base Power Generation -blocks.productiontime = Production Time -blocks.repairtime = Block Full Repair Time -blocks.speedincrease = Speed Increase -blocks.range = Range -blocks.drilltier = Drillables -blocks.drillspeed = Base Drill Speed -blocks.boosteffect = Boost Effect -blocks.maxunits = Max Active Units -blocks.health = Health -blocks.buildtime = Build Time -blocks.buildcost = Build Cost -blocks.inaccuracy = Inaccuracy -blocks.shots = Shots -blocks.reload = Shots/Second -blocks.ammo = Ammo -bar.drilltierreq = Better Drill Required +blocks.damage = Hasar +blocks.targetsair = Havayı Hedefler +blocks.targetsground = Yeri Hedefler +blocks.itemsmoved = Hareket Hızı +blocks.launchtime = Fırlatmalar Arasındaki Süre +blocks.shootrange = Menzil +blocks.size = Boyut +blocks.liquidcapacity = Sıvı Kapasitesi +blocks.powerrange = Enerji Menzili +blocks.poweruse = Enerji Kullanımı +blocks.powerdamage = Enerji/Hasar +blocks.itemcapacity = Eşya Kapasitesi +blocks.basepowergeneration = Zemin Enerji Üretimi +blocks.productiontime = Üretim Süresi +blocks.repairtime = Full Tamir Süresi +blocks.speedincrease = Hız Artışı +blocks.range = Menzil +blocks.drilltier = Matkaplanabilenler +blocks.drillspeed = Zemin Matkap Hızı +blocks.boosteffect = Hızlandırma Efekti +blocks.maxunits = Maksimum Aktif Unitler +blocks.health = Can +blocks.buildtime = İnşaat Süresi +blocks.buildcost = İnşaat Fiyatı +blocks.inaccuracy = Yanlış Atış İhtimali +blocks.shots = Atışlar +blocks.reload = Atışlar/Sn +blocks.ammo = Mermi + +bar.drilltierreq = Daha İyi Matkap Gerekli bar.drillspeed = Drill Speed: {0}/s bar.efficiency = Efficiency: {0}% -bar.powerbalance = Power: {0}/s -bar.powerstored = Stored: {0}/{1} -bar.poweramount = Power: {0} -bar.poweroutput = Power Output: {0} -bar.items = Items: {0} -bar.capacity = Capacity: {0} -bar.liquid = Liquid -bar.heat = Heat -bar.power = Power +bar.powerbalance = Enerji: {0}/sn +bar.powerstored = Enerji Deposu: {0}/{1} +bar.poweramount = Enerji: {0} +bar.poweroutput = Enerji Üretimi: {0} +bar.items = Eşyalar: {0} +bar.capacity = Kapasite: {0} +bar.liquid = Sıvı +bar.heat = Isı +bar.power = Enerji bar.progress = Build Progress -bar.spawned = Units: {0}/{1} +bar.spawned = Unitler: {0}/{1} + bullet.damage = [stat]{0}[lightgray] damage bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles bullet.incendiary = [stat]incendiary @@ -496,82 +510,84 @@ bullet.freezing = [stat]freezing bullet.tarred = [stat]tarred bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier bullet.reload = [stat]{0}[lightgray]x fire rate -unit.blocks = blocks -unit.powersecond = power units/second -unit.liquidsecond = liquid units/second -unit.itemssecond = items/second -unit.liquidunits = liquid units -unit.powerunits = power units -unit.degrees = degrees -unit.seconds = seconds -unit.persecond = /sec -unit.timesspeed = x speed + +unit.blocks = bloklar +unit.powersecond = enerji birimi/saniye +unit.liquidsecond = sıvı birimi/saniye +unit.itemssecond = eşya/saniye +unit.liquidunits = sıvı birimi +unit.powerunits = enerji birimi +unit.degrees = derece +unit.seconds = saniye +unit.persecond = /sn +unit.timesspeed = x hız unit.percent = % -unit.items = items -category.general = General -category.power = Power -category.liquids = Liquids -category.items = Items -category.crafting = Input/Output +unit.items = eşya +category.general = Genel +category.power = Enerji +category.liquids = Sıvılar +category.items = Eşyalar +category.crafting = Giriş/Çıkış category.shooting = Shooting category.optional = Optional Enhancements setting.landscape.name = Lock Landscape -setting.shadows.name = Shadows +setting.shadows.name = Gölgeler setting.linear.name = Linear Filtering -setting.animatedwater.name = Animated Water -setting.animatedshields.name = Animated Shields +setting.animatedwater.name = Animasyonlu Su +setting.animatedshields.name = Animasyonlu Kalkanlar setting.antialias.name = Antialias[lightgray] (requires restart)[] setting.indicators.name = Enemy/Ally Indicators setting.autotarget.name = Auto-Target -setting.keyboard.name = Mouse+Keyboard Controls +setting.keyboard.name = Fare+Klavye Kontrolleri setting.touchscreen.name = Touchscreen Controls -setting.fpscap.name = Max FPS -setting.fpscap.none = None +setting.fpscap.name = Maksimum FPS +setting.fpscap.none = Limitsiz setting.fpscap.text = {0} FPS setting.uiscale.name = UI Scaling[lightgray] (require restart)[] setting.swapdiagonal.name = Always Diagonal Placement -setting.difficulty.training = Training -setting.difficulty.easy = Easy +setting.difficulty.training = Eğitim +setting.difficulty.easy = Kolay setting.difficulty.normal = Normal -setting.difficulty.hard = Hard -setting.difficulty.insane = Insane -setting.difficulty.name = Difficulty: +setting.difficulty.hard = Zor +setting.difficulty.insane = Çılgın +setting.difficulty.name = Zorluk: setting.screenshake.name = Screen Shake setting.effects.name = Display Effects setting.sensitivity.name = Controller Sensitivity setting.saveinterval.name = Save Interval -setting.seconds = {0} Seconds -setting.fullscreen.name = Fullscreen -setting.borderlesswindow.name = Borderless Window[lightgray] (may require restart) -setting.fps.name = Show FPS +setting.seconds = {0} Saniye +setting.fullscreen.name = Tam Ekran +setting.borderlesswindow.name = Kenarsız Pencere[lightgray] (yeniden açmak gerekebilir) +setting.fps.name = FPS Göster setting.vsync.name = VSync -setting.lasers.name = Show Power Lasers -setting.pixelate.name = Pixelate[lightgray] (disables animations) -setting.minimap.name = Show Minimap -setting.musicvol.name = Music Volume -setting.ambientvol.name = Ambient Volume -setting.mutemusic.name = Mute Music -setting.sfxvol.name = SFX Volume -setting.mutesound.name = Mute Sound +setting.lasers.name = Enerji Işınlarını Göster +setting.pixelate.name = Pixelle[lightgray] (animasyonları kapatır) +setting.minimap.name = Harita Göster +setting.musicvol.name = Müzik +setting.ambientvol.name = Etraf Sesi +setting.mutemusic.name = Müziği Kapat +setting.sfxvol.name = Oyun Sesi +setting.mutesound.name = Sesi Kapat setting.crashreport.name = Send Anonymous Crash Reports setting.savecreate.name = Auto-Create Saves setting.publichost.name = Public Game Visibility setting.chatopacity.name = Chat Opacity -setting.playerchat.name = Display In-Game Chat +setting.lasersopacity.name = Enerji Lazeri Opaklığı +setting.playerchat.name = Oyun-içi Konuşmayı Göster uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds... -uiscale.cancel = Cancel & Exit +uiscale.cancel = İptal Et ve Çık setting.bloom.name = Bloom keybind.title = Rebind Keys keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. -category.general.name = General +category.general.name = Genel category.view.name = View -category.multiplayer.name = Multiplayer -command.attack = Attack -command.rally = Rally -command.retreat = Retreat +category.multiplayer.name = Çok Oyunculu +command.attack = Saldır +command.rally = Toplan +command.retreat = Geri Çekil keybind.gridMode.name = Block Select keybind.gridModeShift.name = Category Select -keybind.press = Press a key... +keybind.press = Bir tuşa basın... keybind.press.axis = Press an axis or key... keybind.screenshot.name = Map Screenshot keybind.move_x.name = Move x @@ -579,20 +595,20 @@ keybind.move_y.name = Move y keybind.fullscreen.name = Toggle Fullscreen keybind.select.name = Select/Shoot keybind.diagonal_placement.name = Diagonal Placement -keybind.pick.name = Pick Block -keybind.break_block.name = Break Block -keybind.deselect.name = Deselect -keybind.shoot.name = Shoot +keybind.pick.name = Blok Seç +keybind.break_block.name = Blok Kır +keybind.deselect.name = Seçimleri Kaldır +keybind.shoot.name = Ateş Et keybind.zoom_hold.name = Zoom Hold keybind.zoom.name = Zoom -keybind.menu.name = Menu -keybind.pause.name = Pause +keybind.menu.name = Menü +keybind.pause.name = Durdur keybind.minimap.name = Minimap keybind.dash.name = Dash -keybind.chat.name = Chat -keybind.player_list.name = Player list -keybind.console.name = Console -keybind.rotate.name = Rotate +keybind.chat.name = Konuş +keybind.player_list.name = Oyuncu Listesi +keybind.console.name = Konsol +keybind.rotate.name = Döndür keybind.toggle_menus.name = Toggle menus keybind.chat_history_prev.name = Chat history prev keybind.chat_history_next.name = Chat history next @@ -600,19 +616,21 @@ keybind.chat_scroll.name = Chat scroll keybind.drop_unit.name = Drop Unit keybind.zoom_minimap.name = Zoom minimap mode.help.title = Description of modes -mode.survival.name = Survival +mode.survival.name = Hayatta Kalma mode.survival.description = The normal mode. Limited resources and automatic incoming waves.\n[gray]Requires enemy spawns in the map to play. -mode.sandbox.name = Sandbox -mode.sandbox.description = Infinite resources and no timer for waves. +mode.sandbox.name = Yaratıcı +mode.sandbox.description = Sonsuz kaynaklar ve dalgalar için zamanlayıcı yok. +mode.editor.name = Düzenleyici mode.pvp.name = PvP mode.pvp.description = Fight against other players locally.\n[gray]Requires at least 2 differently-colored cores in the map to play. -mode.attack.name = Attack +mode.attack.name = Saldırı mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play. -mode.custom = Custom Rules -rules.infiniteresources = Infinite Resources -rules.wavetimer = Wave Timer -rules.waves = Waves -rules.attack = Attack Mode +mode.custom = Özel Kurallar + +rules.infiniteresources = Sınırsız Kaynaklar +rules.wavetimer = Dalga Zamanlayıcısı +rules.waves = Dalgalar +rules.attack = Saldırı Modu rules.enemyCheat = Infinite AI (Red Team) Resources rules.unitdrops = Unit Drops rules.unitbuildspeedmultiplier = Unit Production Speed Multiplier @@ -627,38 +645,39 @@ rules.buildcostmultiplier = Build Cost Multiplier rules.buildspeedmultiplier = Build Speed Multiplier rules.waitForWaveToEnd = Waves wait for enemies rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles) -rules.respawns = Max respawns per wave -rules.limitedRespawns = Limit Respawns -rules.title.waves = Waves -rules.title.respawns = Respawns -rules.title.resourcesbuilding = Resources & Building -rules.title.player = Players -rules.title.enemy = Enemies -rules.title.unit = Units -content.item.name = Items -content.liquid.name = Liquids -content.unit.name = Units -content.block.name = Blocks -content.mech.name = Mechs -item.copper.name = Copper -item.lead.name = Lead -item.coal.name = Coal -item.graphite.name = Graphite -item.titanium.name = Titanium -item.thorium.name = Thorium -item.silicon.name = Silicon -item.plastanium.name = Plastanium -item.phase-fabric.name = Phase Fabric -item.surge-alloy.name = Surge Alloy -item.spore-pod.name = Spore Pod -item.sand.name = Sand -item.blast-compound.name = Blast Compound -item.pyratite.name = Pyratite -item.metaglass.name = Metaglass -item.scrap.name = Scrap -liquid.water.name = Water -liquid.slag.name = Slag -liquid.oil.name = Oil +rules.respawns = Dalga Başına Maksimum Tekrar Canlanmalar +rules.limitedRespawns = Tekrar Canlanma Limiti +rules.title.waves = Dalgalar +rules.title.respawns = Tekrar Canlanmalar +rules.title.resourcesbuilding = Kaynaklar & İnşa +rules.title.player = Oyuncular +rules.title.enemy = Düşmanlar +rules.title.unit = Unitler + +content.item.name = Eşyalar +content.liquid.name = Sıvılar +content.unit.name = Unitler +content.block.name = Bloklar +content.mech.name = Mekanikler +item.copper.name = Bakır +item.lead.name = Kurşun +item.coal.name = Kömür +item.graphite.name = Grafit +item.titanium.name = Titanyum +item.thorium.name = Toryum +item.silicon.name = Silikon +item.plastanium.name = Plastanyum +item.phase-fabric.name = Faz Kumaş +item.surge-alloy.name = Dalgalanma Alaşımı +item.spore-pod.name = Spor Tübü +item.sand.name = Kum +item.blast-compound.name = Patlayıcı Bileşik +item.pyratite.name = Pirratit +item.metaglass.name = Metacam +item.scrap.name = Hurda +liquid.water.name = Su +liquid.slag.name = Cüruf +liquid.oil.name = Petrol liquid.cryofluid.name = Cryofluid mech.alpha-mech.name = Alpha mech.alpha-mech.weapon = Heavy Repeater @@ -681,156 +700,157 @@ mech.trident-ship.name = Trident mech.trident-ship.weapon = Bomb Bay mech.glaive-ship.name = Glaive mech.glaive-ship.weapon = Flame Repeater -item.explosiveness = [lightgray]Explosiveness: {0}% -item.flammability = [lightgray]Flammability: {0}% -item.radioactivity = [lightgray]Radioactivity: {0}% -unit.health = [lightgray]Health: {0} -unit.speed = [lightgray]Speed: {0} -mech.weapon = [lightgray]Weapon: {0} -mech.health = [lightgray]Health: {0} -mech.itemcapacity = [lightgray]Item Capacity: {0} -mech.minespeed = [lightgray]Mining Speed: {0}% -mech.minepower = [lightgray]Mining Power: {0} -mech.ability = [lightgray]Ability: {0} +item.explosiveness = [lightgray]Patlama: {0}% +item.flammability = [lightgray]Yanıcılık: {0}% +item.radioactivity = [lightgray]Radyoaktivite: {0}% +unit.health = [lightgray]Can: {0} +unit.speed = [lightgray]Hız: {0} +mech.weapon = [lightgray]Silah: {0} +mech.health = [lightgray]Can: {0} +mech.itemcapacity = [lightgray]Eşya Kapasitesi: {0} +mech.minespeed = [lightgray]Kazma Hızı: {0}% +mech.minepower = [lightgray]Kazma Gücü: {0} +mech.ability = [lightgray]Kabiliyet: {0} mech.buildspeed = [lightgray]Building Speed: {0}% liquid.heatcapacity = [lightgray]Heat Capacity: {0} liquid.viscosity = [lightgray]Viscosity: {0} liquid.temperature = [lightgray]Temperature: {0} -block.sand-boulder.name = Sand Boulder -block.grass.name = Grass -block.salt.name = Salt -block.saltrocks.name = Salt Rocks -block.pebbles.name = Pebbles + +block.sand-boulder.name = Kum Kaya Parçaları +block.grass.name = Çimen +block.salt.name = Tuz +block.saltrocks.name = Tuz Taşları +block.pebbles.name = Çakıl Taşları block.tendrils.name = Tendrils -block.sandrocks.name = Sand Rocks -block.spore-pine.name = Spore Pine -block.sporerocks.name = Spore Rocks -block.rock.name = Rock -block.snowrock.name = Snow Rock -block.snow-pine.name = Snow Pine +block.sandrocks.name = Kum Kayaları +block.spore-pine.name = Spor Çamı +block.sporerocks.name = Spor Kayaları +block.rock.name = Kaya +block.snowrock.name = Karlı Kaya +block.snow-pine.name = Karlı Çam block.shale.name = Shale block.shale-boulder.name = Shale Boulder -block.moss.name = Moss +block.moss.name = Yosun block.shrubs.name = Shrubs -block.spore-moss.name = Spore Moss +block.spore-moss.name = Spor Yos block.shalerocks.name = Shale Rocks -block.scrap-wall.name = Scrap Wall -block.scrap-wall-large.name = Large Scrap Wall -block.scrap-wall-huge.name = Huge Scrap Wall -block.scrap-wall-gigantic.name = Gigantic Scrap Wall -block.thruster.name = Thruster -block.kiln.name = Kiln -block.graphite-press.name = Graphite Press -block.multi-press.name = Multi-Press -block.constructing = {0} [lightgray](Constructing) +block.scrap-wall.name = Hurda Duvar +block.scrap-wall-large.name = Büyük Hurda Duvar +block.scrap-wall-huge.name = Dev Hurda Duvar +block.scrap-wall-gigantic.name = Devasa Hurda Duvar +block.thruster.name = İticiler +block.kiln.name = Tuğla Ocağı +block.graphite-press.name = Grafit Basıcısı +block.multi-press.name = Çoklu-Basıcı +block.constructing = {0} [lightgray](İnşaat Ediliyor) block.spawn.name = Enemy Spawn -block.core-shard.name = Core: Shard -block.core-foundation.name = Core: Foundation -block.core-nucleus.name = Core: Nucleus -block.deepwater.name = Deep Water -block.water.name = Water -block.tainted-water.name = Tainted Water -block.darksand-tainted-water.name = Dark Sand Tainted Water -block.tar.name = Tar -block.stone.name = Stone -block.sand.name = Sand -block.darksand.name = Dark Sand -block.ice.name = Ice -block.snow.name = Snow -block.craters.name = Craters -block.sand-water.name = Sand water -block.darksand-water.name = Dark Sand Water -block.char.name = Char +block.core-shard.name = Merkez: Shard +block.core-foundation.name = Merkez: Foundation +block.core-nucleus.name = Merkez: Nucleus +block.deepwater.name = Derin Su +block.water.name = Su +block.tainted-water.name = Lekeli Su +block.darksand-tainted-water.name = Kara Kum Lekeli Su +block.tar.name = Katran +block.stone.name = Taş +block.sand.name = Kum +block.darksand.name = Kara Kum +block.ice.name = Buz +block.snow.name = Kar +block.craters.name = Kraterler +block.sand-water.name = Kumlu Su +block.darksand-water.name = Siyah Kumlu Su +block.char.name = Kömür block.holostone.name = Holo stone block.ice-snow.name = Ice Snow -block.rocks.name = Rocks +block.rocks.name = Kayalar block.icerocks.name = Ice rocks block.snowrocks.name = Snow Rocks block.dunerocks.name = Dune Rocks block.pine.name = Pine -block.white-tree-dead.name = White Tree Dead -block.white-tree.name = White Tree -block.spore-cluster.name = Spore Cluster -block.metal-floor.name = Metal Floor 1 -block.metal-floor-2.name = Metal Floor 2 -block.metal-floor-3.name = Metal Floor 3 -block.metal-floor-5.name = Metal Floor 4 -block.metal-floor-damaged.name = Metal Floor Damaged -block.dark-panel-1.name = Dark Panel 1 -block.dark-panel-2.name = Dark Panel 2 -block.dark-panel-3.name = Dark Panel 3 -block.dark-panel-4.name = Dark Panel 4 -block.dark-panel-5.name = Dark Panel 5 -block.dark-panel-6.name = Dark Panel 6 -block.dark-metal.name = Dark Metal +block.white-tree-dead.name = Ölmüş Beyaz Ağaç +block.white-tree.name = Beyaz Ağaç +block.spore-cluster.name = Spor Kümesi +block.metal-floor.name = Metal Zemin 1 +block.metal-floor-2.name = Metal Zemin 2 +block.metal-floor-3.name = Metal Zemin 3 +block.metal-floor-5.name = Metal Zemin 4 +block.metal-floor-damaged.name = Hasarlı Metal Zemin +block.dark-panel-1.name = Kara Panel 1 +block.dark-panel-2.name = Kara Panel 2 +block.dark-panel-3.name = Kara Panel 3 +block.dark-panel-4.name = Kara Panel 4 +block.dark-panel-5.name = Kara Panel 5 +block.dark-panel-6.name = Kara Panel 6 +block.dark-metal.name = Kara Metal block.ignarock.name = Igna Rock -block.hotrock.name = Hot Rock -block.magmarock.name = Magma Rock +block.hotrock.name = Sıcak Kaya +block.magmarock.name = Magma Kayası block.cliffs.name = Cliffs -block.copper-wall.name = Copper Wall -block.copper-wall-large.name = Large Copper Wall -block.titanium-wall.name = Titanium Wall -block.titanium-wall-large.name = Large Titanium Wall -block.phase-wall.name = Phase Wall -block.phase-wall-large.name = Large Phase Wall -block.thorium-wall.name = Thorium Wall -block.thorium-wall-large.name = Large Thorium Wall -block.door.name = Door -block.door-large.name = Large Door +block.copper-wall.name = Bakır Duvar +block.copper-wall-large.name = Büyük Bakır Duvar +block.titanium-wall.name = Titanyum Duvar +block.titanium-wall-large.name = Büyük Titanyum Duvar +block.phase-wall.name = Faz Duvar +block.phase-wall-large.name = Büyük Faz Duvar +block.thorium-wall.name = Thoryum Duvar +block.thorium-wall-large.name = Büyük Thoryum Duvar +block.door.name = Kapı +block.door-large.name = Büyük Kapı block.duo.name = Duo block.scorch.name = Scorch block.scatter.name = Scatter block.hail.name = Hail block.lancer.name = Lancer -block.conveyor.name = Conveyor -block.titanium-conveyor.name = Titanium Conveyor -block.armored-conveyor.name = Armored Conveyor +block.conveyor.name = Konveyör +block.titanium-conveyor.name = Titanyum Konveyör +block.armored-conveyor.name = Zırhlı Konveyör 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.router.name = Router -block.distributor.name = Distributor -block.sorter.name = Sorter -block.message.name = Message -block.overflow-gate.name = Overflow Gate -block.silicon-smelter.name = Silicon Smelter -block.phase-weaver.name = Phase Weaver -block.pulverizer.name = Pulverizer -block.cryofluidmixer.name = Cryofluid Mixer -block.melter.name = Melter -block.incinerator.name = Incinerator -block.spore-press.name = Spore Press -block.separator.name = Separator -block.coal-centrifuge.name = Coal Centrifuge -block.power-node.name = Power Node -block.power-node-large.name = Large Power Node -block.surge-tower.name = Surge Tower -block.battery.name = Battery -block.battery-large.name = Large Battery -block.combustion-generator.name = Combustion Generator -block.turbine-generator.name = Steam Generator -block.differential-generator.name = Differential Generator -block.impact-reactor.name = Impact Reactor -block.mechanical-drill.name = Mechanical Drill -block.pneumatic-drill.name = Pneumatic Drill -block.laser-drill.name = Laser Drill -block.water-extractor.name = Water Extractor -block.cultivator.name = Cultivator -block.dart-mech-pad.name = Alpha Mech Pad +block.junction.name = Kavşak +block.router.name = Yönlendirici +block.distributor.name = Dağıtıcı +block.sorter.name = Ayıklayıcı +block.message.name = Mesaj +block.overflow-gate.name = Taşma Geçiti +block.silicon-smelter.name = Silikon Isıtıcısı +block.phase-weaver.name = Faz Dokumacı +block.pulverizer.name = Pulvarizör +block.cryofluidmixer.name = Cryofluid Mikseri +block.melter.name = Eritici +block.incinerator.name = Yakıcı +block.spore-press.name = Spor Basıcısı +block.separator.name = Ayırıcı +block.coal-centrifuge.name = Kömür Santrifüjü +block.power-node.name = Enerji Noktası +block.power-node-large.name = Büyük Enerji Noktası +block.surge-tower.name = Dalgalanma Kulesi +block.battery.name = Batarya +block.battery-large.name = Büyük Batarya +block.combustion-generator.name = Yanma Jeneratörü +block.turbine-generator.name = Buhar Jeneratörü +block.differential-generator.name = Diferansiyel Jeneratör +block.impact-reactor.name = Patlama Reaktörü +block.mechanical-drill.name = Mekanik Matkap +block.pneumatic-drill.name = Hava Basınçlı Matkap +block.laser-drill.name = Lazer Matkap +block.water-extractor.name = Su Çıkarıcı +block.cultivator.name = Ekici +block.dart-mech-pad.name = Alpha block.delta-mech-pad.name = Delta Mech Pad block.javelin-ship-pad.name = Javelin Ship Pad block.trident-ship-pad.name = Trident Ship Pad block.glaive-ship-pad.name = Glaive Ship Pad block.omega-mech-pad.name = Omega Mech Pad block.tau-mech-pad.name = Tau Mech Pad -block.conduit.name = Conduit -block.mechanical-pump.name = Mechanical Pump -block.item-source.name = Item Source -block.item-void.name = Item Void -block.liquid-source.name = Liquid Source -block.power-void.name = Power Void -block.power-source.name = Power Infinite -block.unloader.name = Unloader -block.vault.name = Vault +block.conduit.name = Boru +block.mechanical-pump.name = Mekanik Pompa +block.item-source.name = Sonsuz Eşya Kaynağı +block.item-void.name = Eşya Yokedici +block.liquid-source.name = Sonsuz Sıvı Kaynağı +block.power-void.name = Enerji Yokedici +block.power-source.name = Sonsuz Enerji Kaynağı +block.unloader.name = Boşaltıcı +block.vault.name = Depo block.wave.name = Wave block.swarmer.name = Swarmer block.salvo.name = Salvo @@ -840,10 +860,10 @@ block.bridge-conveyor.name = Bridge Conveyor block.plastanium-compressor.name = Plastanium Compressor block.pyratite-mixer.name = Pyratite Mixer block.blast-mixer.name = Blast Mixer -block.solar-panel.name = Solar Panel -block.solar-panel-large.name = Large Solar Panel -block.oil-extractor.name = Oil Extractor -block.command-center.name = Command Center +block.solar-panel.name = Güneş Paneli +block.solar-panel-large.name = Büyük Güneş Paneli +block.oil-extractor.name = Petrol Çıkarıcı +block.command-center.name = Komut Merkezi block.draug-factory.name = Draug Miner Drone Factory block.spirit-factory.name = Spirit Repair Drone Factory block.phantom-factory.name = Phantom Builder Drone Factory @@ -857,19 +877,19 @@ block.revenant-factory.name = Revenant Fighter Factory block.repair-point.name = Repair Point block.pulse-conduit.name = Pulse Conduit block.phase-conduit.name = Phase Conduit -block.liquid-router.name = Liquid Router -block.liquid-tank.name = Liquid Tank -block.liquid-junction.name = Liquid Junction -block.bridge-conduit.name = Bridge Conduit -block.rotary-pump.name = Rotary Pump -block.thorium-reactor.name = Thorium Reactor +block.liquid-router.name = Sıvı Yönlendiricisi +block.liquid-tank.name = Sıvı Tankı +block.liquid-junction.name = Sıvı Kavşağı +block.bridge-conduit.name = Köprülü Boru +block.rotary-pump.name = Rotary Pompa +block.thorium-reactor.name = Toryum Reaktörü block.mass-driver.name = Mass Driver block.blast-drill.name = Airblast Drill -block.thermal-pump.name = Thermal Pump -block.thermal-generator.name = Thermal Generator -block.alloy-smelter.name = Alloy Smelter -block.mender.name = Mender -block.mend-projector.name = Mend Projector +block.thermal-pump.name = Termal Pompa +block.thermal-generator.name = Termal Jeneratör +block.alloy-smelter.name = Alaşım Karıştırıcısı +block.mender.name = Tamirci +block.mend-projector.name = Büyük Tamirci block.surge-wall.name = Surge Wall block.surge-wall-large.name = Large Surge Wall block.cyclone.name = Cyclone @@ -878,19 +898,19 @@ block.shock-mine.name = Shock Mine block.overdrive-projector.name = Overdrive Projector block.force-projector.name = Force Projector block.arc.name = Arc -block.rtg-generator.name = RTG Generator +block.rtg-generator.name = RTG Jeneratör block.spectre.name = Spectre block.meltdown.name = Meltdown block.container.name = Container block.launch-pad.name = Launch Pad block.launch-pad-large.name = Large Launch Pad -team.blue.name = blue -team.crux.name = red -team.sharded.name = orange -team.orange.name = orange +team.blue.name = mavi +team.crux.name = kırmızı +team.sharded.name = turuncu +team.orange.name = turuncu team.derelict.name = derelict -team.green.name = green -team.purple.name = purple +team.green.name = yeşil +team.purple.name = mor unit.spirit.name = Spirit Repair Drone unit.draug.name = Draug Miner Drone unit.phantom.name = Phantom Builder Drone @@ -906,14 +926,14 @@ unit.chaos-array.name = Chaos Array unit.eradicator.name = Eradicator unit.lich.name = Lich unit.reaper.name = Reaper -tutorial.next = [lightgray] -tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. 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.\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.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered -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]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered -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.next = [lightgray] +tutorial.intro = [scarlet]Mindustry öğreticisine hoş geldiniz.[]\n[accent]Bakır kazarak[] başlayınız. Bunu yapmak için merkezinize yakın bir bakır madenine dokunun.\n\n[accent]{0}/{1} bakır +tutorial.drill = Manuel olarak kazmak verimsizdir.\n[accent]Matkaplar []otomatikman kazabilir.\nSağ alttaki matkap sekmesine tıklayınız.\n[accent]Mekanik matkabı[] seçiniz. Tıklayarak bir bakır madenine yerleştiriniz.\n Yapımı durdurmak için [accent]sağ tıklayın[] ve yakınlaştırmak ve uzaklaştırmak için [accent]CTRL basılı tutarak tekerleği kaydırın[]. +tutorial.drill.mobile = Manuel olarak kazmak verimsizdir.\n[accent]Matkaplar []otomatikman kazabilir.\nSağ alttaki matkap sekmesine dokununuz.\n[accent]Mekanik matkabı[] seçiniz. \nDokunarak bir bakır madenine yerleştiriniz, sonra seçiminizi onaylamak için alttaki [accent] tik düğmesine[] basınız.\nYerleştirmenizi iptal etmek için [accent] X butonuna[] basınız. +tutorial.blockinfo = Her bloğun farklı istatistikleri vardır. Her matkap sadece belirli madenleri kazabilir.\nBir bloğun bilgi ve istastiklerine bakmak için,[accent] yapım menüsünde seçerken "?" tuşuna dokununuz.[]\n\n[accent]Şimdi Mekanik Matkap'ın istatistiklerine erişiniz.[] +tutorial.conveyor = [accent]Konveyörler[] merkeze eşyaları ulaştırmak için kullanılır.\nMatkaptan merkeze konveyörlerden oluşan bir sıra yapınız.\n[accent]Bir sıra halinde yerleştirmek için farenizi basılı tutunuz.[]\nÇaprazlama bir yol konveyör yerleştirmek için [accent]CTRL[] tuşunu basılı tutunuz.\n\n[accent]Sıra aracı ile 2 konveyör yerleştirin, sonra bir eşyayı merkeze götürün. +tutorial.conveyor.mobile = [accent]Konveyörler[] merkeze eşyaları ulaştırmak için kullanılır.\nMatkaptan merkeze konveyörlerden oluşan bir sıra yapınız.\n[accent] Bir sıra halinde yerleştirmek için parmağınızı birkaç saniye basılı tutup[] bir yöne çekin.\n\n[accent]Sıra aracı ile 2 konveyör yerleştirin, sonra bir eşyayı merkeze götürün. +tutorial.turret = Bir eşya merkezinize girdiğinde, inşa için kullanılabilir.\nHer eşyaların sadece inşa için kullanılmadığını aklınızda tutunuz.\nİnşa için kullanılmayan eşyalar,[accent] kömür[] ya da[accent] hurda[] gibileri merkeze konulamaz.\n[lightgray]Düşmanı[] püskürtmek için savunma yapıları inşa edilmelidir.\nÜssünüze yakın bir yerde [accent] duo kulesi[] inşa ediniz. 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. @@ -926,27 +946,28 @@ tutorial.deposit = Deposit items into blocks by dragging from your ship to the d 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 resources can then be used to research new technology.\n\n[accent]Press the launch button. -item.copper.description = The most basic structural material. Used extensively in all types of blocks. -item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks. -item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage. -item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation. -item.sand.description = A common material that is used extensively in smelting, both in alloying and as a flux. -item.coal.description = Fossilized plant matter, formed long before the seeding event. Used extensively for fuel and resource production. -item.titanium.description = A rare super-light metal used extensively in liquid transportation, drills and aircraft. -item.thorium.description = A dense, radioactive metal used as structural support and nuclear fuel. -item.scrap.description = Leftover remnants of old structures and units. Contains trace amounts of many different metals. -item.silicon.description = An extremely useful semiconductor. Applications in solar panels, complex electronics and homing turret ammunition. -item.plastanium.description = A light, ductile material used in advanced aircraft and fragmentation ammunition. -item.phase-fabric.description = A near-weightless substance used in advanced electronics and self-repairing technology. -item.surge-alloy.description = An advanced alloy with unique electrical properties. -item.spore-pod.description = A pod of synthetic spores, synthesized from atmospheric concentrations for industrial purposes. Used for conversion into oil, explosives and fuel. -item.blast-compound.description = An unstable compound used in bombs and explosives. Synthesized from spore pods and other volatile substances. Use as fuel is not advised. -item.pyratite.description = An extremely flammable substance used in incendiary weapons. -liquid.water.description = The most useful liquid. Commonly used for cooling machines and waste processing. -liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon. -liquid.oil.description = A liquid used in advanced material production. Can be converted into coal as fuel, or sprayed and set on fire as a weapon. -liquid.cryofluid.description = An inert, non-corrosive liquid created from water and titanium. Has extremely high heat capacity. Extensively used as coolant. -mech.alpha-mech.description = The standard control mech. Based on a Dagger unit, with upgraded armor and building capabilities. Has more damage output than a Dart ship. + +item.copper.description = En basit materyal. Her türlü blokda kullanılır. +item.lead.description = Basit bir materyal. Elektronikte ve sıvı taşımada kullanılır. +item.metaglass.description = Süper sert camdan bir bileşim. Sıvı dağıtım ve depolama için yaygın olarak kullanılır. +item.graphite.description = Mineralize karbon. Mermi ve elektrik yalıtımında kullanılır. +item.sand.description = Hem alaşımda hem de akı halinde eritme işlemlerinde kullanılan bir malzeme. +item.coal.description = Fosilleşmiş bitki maddesi, tohumlama olayından çok önce oluşmuş. Yaygın olarak yakıt ve kaynak üretimi için kullanılır. +item.titanium.description = Yaygın olarak sıvı taşımacılığında, matkaplarda ve uçaklarda kullanılan nadir bir süper-hafif metal. +item.thorium.description = Yapısal destek ve nükleer yakıt olarak kullanılan yoğun, radyoaktif bir metal. +item.scrap.description = Eski yapılar ve birimlerin kalıntıları. Birçok farklı metalden eser miktarları içerir. +item.silicon.description = Kullanışlı bir yarı iletken. Güneş panellerinde, elektronikler ve hedef taret cephanesi için kullanılır. +item.plastanium.description = Gelişmiş uçak ve parçalama için kullanılan hafif, sünek bir malzeme. +item.phase-fabric.description = Gelişmiş elektronik ve kendi kendini tamir eden teknolojide kullanılan ağırlıksız bir madde. +item.surge-alloy.description = Elektriksel özelliklere sahip gelişmiş bir alaşım. +item.spore-pod.description = Endüstriyel amaçlar için atmosferik konsantrasyonlardan sentezlenen sentetik sporların bir kapsülü. Yağ, patlayıcı ve yakıt haline dönüştürmek için kullanılır. +item.blast-compound.description = Bomba ve patlayıcılarda kullanılan dengesiz bir bileşim. Spor kapsülleri ve diğer uçucu maddelerden sentezlenir. Yakıt olarak tavsiye edilmez. +item.pyratite.description = Yakıcı silahlarda kullanılan son derece yanıcı bir madde. +liquid.water.description = En kullanışlı sıvı. Makineleri soğutmak ve atık işlenmesi için kullanılır. +liquid.slag.description = Çeşitli tipte erimiş metallerin birbirine karışımı. Kurucu minerallerine ayrılabilir veya düşmanlara silah olarak püskürtülebilir. +liquid.oil.description = İleri seviye malzeme üretiminde kullanılan bir sıvıdır. Yakıt olarak kömür haline getirilebilir veya bir silah olarak püskürtülerek ateşe verilebilir. +liquid.cryofluid.description = Su ve titanyumdan oluşturulan aşındırıcı olmayan bir sıvı. Son derece yüksek ısı kapasitesine sahiptir. Soğutucu olarak yaygın olarak kullanılır. +mech.alpha-mech.description = Standart kontrol mekaniği. Yükseltilmiş zırh ve inşaat kabiliyetine sahip bir Dagger ünitesine dayanır. Dart gemisinden daha fazla hasara sahiptir. mech.delta-mech.description = A fast, lightly-armored mech made for hit-and-run attacks. Does little damage against structures, but can kill large groups of enemy units very quickly with its arc lightning weapons. mech.tau-mech.description = The support mech. Heals allied blocks by shooting at them. Can heal allies in a radius with its repair ability. mech.omega-mech.description = A bulky and well-armored mech, made for front-line assaults. Its armor can block up to 90% of incoming damage. @@ -965,44 +986,44 @@ unit.eruptor.description = A heavy mech designed to take down structures. Fires unit.wraith.description = A fast, hit-and-run interceptor unit. Targets power generators. unit.ghoul.description = A heavy carpet bomber. Rips through enemy structures, targeting critical infrastructure. unit.revenant.description = A heavy, hovering missile array. -block.message.description = Stores a message. Used for communication between allies. -block.graphite-press.description = Compresses chunks of coal into pure sheets of graphite. -block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently. -block.silicon-smelter.description = Reduces sand with pure coal. Produces silicon. -block.kiln.description = Smelts sand and lead into the compound known as metaglass. Requires small amounts of power to run. -block.plastanium-compressor.description = Produces plastanium from oil and titanium. -block.phase-weaver.description = Synthesizes phase fabric from radioactive thorium and sand. Requires massive amounts of power to function. -block.alloy-smelter.description = Combines titanium, lead, silicon and copper to produce surge alloy. -block.cryofluidmixer.description = Mixes water and fine titanium powder into cryofluid. Essential for thorium reactor usage. -block.blast-mixer.description = Crushes and mixes clusters of spores with pyratite to produce blast compound. -block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite. -block.melter.description = Melts down scrap into slag for further processing or usage in wave turrets. -block.separator.description = Separates slag into its mineral components. Outputs the cooled result. -block.spore-press.description = Compresses spore pods under extreme pressure to synthesize oil. -block.pulverizer.description = Crushes scrap into fine sand. -block.coal-centrifuge.description = Solidifes oil into chunks of coal. -block.incinerator.description = Vaporizes any excess item or liquid it receives. -block.power-void.description = Voids all power inputted into it. Sandbox only. -block.power-source.description = Infinitely outputs power. Sandbox only. -block.item-source.description = Infinitely outputs items. Sandbox only. -block.item-void.description = Destroys any items. Sandbox only. -block.liquid-source.description = Infinitely outputs liquids. Sandbox only. -block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves. -block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles. -block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies. -block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = A strong defensive block.\nDecent protection from enemies. -block.thorium-wall-large.description = A strong defensive block.\nDecent protection from enemies.\nSpans multiple tiles. -block.phase-wall.description = A wall coated with special phase-based reflective compound. Deflects most bullets upon impact. -block.phase-wall-large.description = A wall coated with special phase-based reflective compound. Deflects most bullets upon impact.\nSpans multiple tiles. -block.surge-wall.description = An extremely durable defensive block.\nBuilds up charge on bullet contact, releasing it randomly. -block.surge-wall-large.description = An extremely durable defensive block.\nBuilds up charge on bullet contact, releasing it randomly.\nSpans multiple tiles. -block.door.description = A small door. Can be opened or closed by tapping. -block.door-large.description = A large door. Can be opened and closed by tapping.\nSpans multiple tiles. -block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency. -block.mend-projector.description = An upgraded version of the Mender. Repairs blocks in its vicinity.\nOptionally uses phase fabric to boost range and efficiency. -block.overdrive-projector.description = Increases the speed of nearby buildings.\nOptionally uses phase fabric to boost range and efficiency. -block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage.\nOverheats if too much damage is sustained. Optionally uses coolant to prevent overheating. Phase fabric can be used to increase shield size. +block.message.description = Bir mesajı saklar. Müttefikler arasındaki haberleşmede kullanılır. +block.graphite-press.description = Kömür parçalarını saf grafit tabakalarına sıkıştırır. +block.multi-press.description = Grafit baskı makinesinin yükseltilmiş versiyonu. Kömürün hızlı ve verimli bir şekilde işlenmesi için su ve enerji kullanır. +block.silicon-smelter.description = Saf kömürle kumu azaltır. Silikon üretir. +block.kiln.description = Kum ve kurşunu eritir ve metaglass olarak bilinen bileşiği oluşturur. Çalıştırmak için az miktarda enerji gerektirir. +block.plastanium-compressor.description = Petrol ve titanyumdan plastanyum üretir. +block.phase-weaver.description = Faz kumaşını radyoaktif toryum ve kumdan sentezler. İşlev için büyük miktarda güç gerektirir. +block.alloy-smelter.description = Dalgalanma alaşımı üretmek için titanyum, kurşun, silikon ve bakırı birleştirir. +block.cryofluidmixer.description = Su ve titanyum tozunu cryofluid'e karıştırır. Toryum reaktörü kullanımı için önemlidir. +block.blast-mixer.description = Patlayıcı bileşiği üretmek için spor kümelerini pirratit ile ezer ve karıştırır. +block.pyratite-mixer.description = Kömür, kurşun ve kumu ile çok yanıcı olan pirratite üretir. +block.melter.description = Silah olarak kullanım veya daha çok işleme için hurdayı cürufta eritir. +block.separator.description = Cürufu mineral bileşenlerine ayırır. Soğutulmuş sonucu çıkarır. +block.spore-press.description = Yağı çıkartmak için aşırı basınç altında spor tüplerini sıkıştırır. +block.pulverizer.description = Hurdaları ince kuma ezer. +block.coal-centrifuge.description = Yağı kömür parçalarına katılaştırır. +block.incinerator.description = Alınan fazlalıkları veya sıvıları buharlaştırır (yok eder). +block.power-void.description = İçine konan enerjiyi yok eder. Sadece Yaratıcı Modda. +block.power-source.description = Sonsuz enerji verir. Sadece Yaratıcı Modda. +block.item-source.description = Seçilen eşyadan sonsuz verir. Sadece Yaratıcı Modda. +block.item-void.description = Verilen eşyaları yok eder. Sadece Yaratıcı Modda. +block.liquid-source.description = Seçilen sıvıyı sonsuz verir. Sadece Yaratıcı Modda. +block.copper-wall.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve silahları korumak için kullanışlıdır. +block.copper-wall-large.description = Ucuz bir savunma bloğu.\nİlk birkaç dalgada merkezi ve silahları korumak için kullanışlıdır.\nBirçok blok alan kaplar. +block.titanium-wall.description = Orta derecede güçlü savunma bloğu.\nDüşmanlardan orta derecede koruma sağlar. +block.titanium-wall-large.description = Orta derecede güçlü savunma bloğu.\nDüşmanlardan orta derecede koruma sağlar.\nBirçok blok alan kaplar. +block.thorium-wall.description = Güçlü bir savunma bloğu.\nDüşmanlardan iyi korunma sağlar. +block.thorium-wall-large.description = Güçlü bir savunma bloğu.\nDüşmanlardan iyi korunma sağlar.\nBirçok blok alan kaplar. +block.phase-wall.description = Özel faz bazlı yansıtıcı bileşik ile kaplanmış bir duvar. Çoğu mermi çarpma anında saptırır. +block.phase-wall-large.description = Özel faz bazlı yansıtıcı bileşik ile kaplanmış bir duvar. Çoğu mermi çarpma anında saptırır.\nBirçok blok alan kaplar. +block.surge-wall.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü yükseltir ve rastgele serbest bırakır. +block.surge-wall-large.description = Son derece dayanıklı bir savunma bloğu.\nMermi temasıyla yükü yükseltir ve rastgele serbest bırakır.\nBirçok blok alan kaplar. +block.door.description = Küçük bir kapı. Dokunarak açılabilir veya kapatılabilir. +block.door-large.description = Büyük bir kapı. Dokunarak açılabilir veya kapatılabilir.\nBirçok blok alan kaplar. +block.mender.description = Çevresindeki blokları periyodik olarak tamir eder. Savunmaları dalgalar arasında tamir eder.\nİsteğe bağlı olarak menzili ve verimi arttırmak için silikon kullanın. +block.mend-projector.description = Mender'ın yükseltilmiş bir versiyonu. Çevresindeki blokları onarır. İsteğe bağlı olarak menzili ve verimliliği artırmak için faz kumaşı kullanılır. +block.overdrive-projector.description = Yakındaki binaların hızını artırır.\nİsteğe bağlı olarak bir dizi ve verimliliğini artırmak için faz kumaş kullanır. +block.force-projector.description = Kendi etrafında altıgen güç alanı oluşturur. Çok fazla zarar gördüğünde aşırı ısınır ve kapanır. İsteğe bağlı olarak aşırı ısınmasını önlemek için soğutma sıvısı kullanılabilir. Faz kumaş koruyucu boyutunu artırmak için kullanılabilir. block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy. block.conveyor.description = Basic item transport block. Moves items forward and automatically deposits them into blocks. Rotatable. block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors. @@ -1034,7 +1055,7 @@ block.thermal-generator.description = Generates power when placed in hot locatio block.turbine-generator.description = An advanced combustion generator. More efficient, but requires additional water for generating steam. block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. block.rtg-generator.description = A simple, reliable generator. Uses the heat of decaying radioactive compounds to produce energy at a slow rate. -block.solar-panel.description = Provides a small amount of power from the sun. +block.solar-panel.description = Güneşten küçük bir enerji üretir. block.solar-panel-large.description = A significantly more efficient version of the standard solar panel. block.thorium-reactor.description = Generates significant amounts of power from thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied. Power output depends on fullness, with base power generated at full capacity. block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process. diff --git a/core/assets/bundles/bundle_uk_UA.properties b/core/assets/bundles/bundle_uk_UA.properties index 442aa9e8a6..6220fc49c8 100644 --- a/core/assets/bundles/bundle_uk_UA.properties +++ b/core/assets/bundles/bundle_uk_UA.properties @@ -560,7 +560,6 @@ setting.fullscreen.name = Повноекранний режим setting.borderlesswindow.name = Вікно без полів[lightgray] (може потребувати перезапуску) setting.fps.name = Показувати FPS setting.vsync.name = Вертикальна синхронізація -setting.lasers.name = Показувати енергію лазерів setting.pixelate.name = Пікселізація[lightgray] (вимикає анімації) setting.minimap.name = Показувати міні-мапу setting.musicvol.name = Гучність музики @@ -572,6 +571,7 @@ setting.crashreport.name = Відсилати анонімні звіти про setting.savecreate.name = Автоматичне створення збережень setting.publichost.name = Загальнодоступність гри setting.chatopacity.name = Непрозорість чату +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = Відображати хмару чата над гравцями public.confirm = Ви хочете зробити цю гру загальнодоступною?\n[lightgray]Це можна змінити у Налаштування->Гра->Public Game Visibility. uiscale.reset = Масштаб користувальницького інтерфейсу було змінено.\nНатисніть «ОК» для підтверждення цього масшатабу.\n[scarlet]Повернення налаштувань і вихід через[accent] {0}[] … diff --git a/core/assets/bundles/bundle_zh_CN.properties b/core/assets/bundles/bundle_zh_CN.properties index 048ecf55e3..248c7bc7ee 100644 --- a/core/assets/bundles/bundle_zh_CN.properties +++ b/core/assets/bundles/bundle_zh_CN.properties @@ -16,11 +16,14 @@ screenshot.invalid = 地图太大,可能没有足够的内存用于截图。 gameover = 你的核心被摧毁了! gameover.pvp = [accent] {0}[]队获胜! highscore = [accent]新纪录! + load.sound = 音乐加载中 load.map = 地图加载中 load.image = 图片加载中 load.content = 内容加载中 load.system = 系统加载中 +load.mod = 模组加载中 + stat.wave = 战胜的波数:[accent]{0} stat.enemiesDestroyed = 消灭的敌人:[accent]{0} stat.built = 建造的建筑:[accent]{0} @@ -28,6 +31,7 @@ stat.destroyed = 摧毁的建筑:[accent]{0} stat.deconstructed = 拆除的建筑:[accent]{0} stat.delivered = 发射的资源: stat.rank = 最终等级:[accent]{0} + launcheditems = [accent]发射的资源 map.delete = 确定要删除 "[accent]{0}[]" 地图吗? level.highscore = 最高分:[accent]{0} @@ -45,6 +49,7 @@ customgame = 自定义游戏 newgame = 新游戏 none = <无> minimap = 小地图 +position = 位置 close = 关闭 website = 官网 quit = 退出 @@ -60,6 +65,25 @@ uploadingcontent = 正在上传内容 uploadingpreviewfile = 正在上传预览文件 committingchanges = 提交更改 done = 已完成 + +mods.alphainfo = 请注意在测试版本中的模组[scarlet]可能有缺陷[]。\n在 Mindustry Github 或 Discord上报告你发现的问题。 +mods.alpha = [accent](测试版) +mods = 模组 +mods.none = [LIGHT_GRAY]无模组! +mods.guide = 模组教程 +mods.report = 报告 Bug +mod.enabled = [lightgray]已启用 +mod.disabled = [scarlet]已禁用 +mod.disable = 禁用 +mod.enable = 启用 +mod.requiresrestart = 需要重启使模组生效。 +mod.reloadrequired = [scarlet]需要重启 +mod.import = 导入模组 +mod.import.github = 导入 Github 模组 +mod.remove.confirm = 此模组将被删除。 +mod.author = [LIGHT_GRAY]作者:[] {0} +mod.missing = 此存档包含更新后的模组或不再使用的模组。存档可能会损坏。确定要加载它吗?\n[lightgray]模组:\n{0} + about.button = 关于 name = 名字: noname = 先取一个[accent]玩家名[]。 @@ -183,7 +207,7 @@ copylink = 复制链接 back = 返回 data.export = 导出数据 data.import = 导入数据 -data.exported = 数据已导入。 +data.exported = 数据已导出。 data.invalid = 非有效游戏数据。 data.import.confirm = 导入外部游戏数据将覆盖本地[scarlet]全部[]的游戏数据。\n[accent]此操作无法撤销![]\n\n数据导入后将自动退出游戏。 classic.export = 导出老版本数据 @@ -191,7 +215,11 @@ classic.export.text = [accent]Mindustry []已经有了一个重要的更新。\n quit.confirm = 确定退出? quit.confirm.tutorial = 你确定要跳过教程?\n教程可以通过[accent]设置->游戏->重新游玩教程[]来再次游玩。 loading = [accent]加载中…… +reloading = [accent]重载模组中…… saving = [accent]保存中…… +cancelbuilding = [accent][[{0}][]来清除规划 +pausebuilding = [accent][[{0}][]来暂停建造 +resumebuilding = [scarlet][[{0}][]来恢复建造 wave = [accent]波次{0} wave.waiting = [LIGHT_GRAY]下一波将在{0}秒后到来 wave.waveInProgress = [LIGHT_GRAY]波次进行中 @@ -210,8 +238,13 @@ map.nospawn = 这个地图没有核心!请在编辑器中添加一个[ROYAL] map.nospawn.pvp = 这个地图没有敌人的核心!请在编辑器中添加一个[ROYAL]敌方[]的核心。 map.nospawn.attack = 这个地图没有敌人的核心!请在编辑中向地图添加一个[SCARLET]敌方[]的核心。 map.invalid = 地图载入错误:地图文件可能已经损坏。 +map.update = 更新地图 +map.load.error = 获取创意工坊详细信息时出错:{0} map.publish.error = 地图上传错误:{0} +map.missing = 地图已被删除或移动。\n[lightgray]链接已在创意工坊中被删除。 map.publish.confirm = 确定上传此地图?\n\n[lightgray]确定你同意 Steam 创意工坊的最终用户许可协议,否则你的地图将不会被展示! +map.menu = 选择要对此地图执行的操作。 +map.changelog = 更改日志(可选): eula = Steam 最终用户许可协议 map.publish = 地图已上传。 map.publishing = [accent]地图上传中…… @@ -291,6 +324,7 @@ editor.overwrite = [accent]警告!\n这将会覆盖一个已经存在的地图 editor.overwrite.confirm = [scarlet]警告![]存在同名地图。你确定你想要覆盖? editor.exists = 已经存在同名地图。 editor.selectmap = 选择一个地图加载: + toolmode.replace = 替换 toolmode.replace.description = 仅在实心块上绘制。 toolmode.replaceall = 全部替换 @@ -305,6 +339,7 @@ toolmode.fillteams = 填充团队 toolmode.fillteams.description = 填充团队而不是方块。 toolmode.drawteams = 绘制团队 toolmode.drawteams.description = 绘制团队而不是方块。 + filters.empty = [LIGHT_GRAY]没有筛选器!用下方的按钮添加一个。 filter.distort = 扭曲程度 filter.noise = 波动程度 @@ -336,6 +371,7 @@ filter.option.floor2 = 二重地面 filter.option.threshold2 = 二重阈值 filter.option.radius = 半径大小 filter.option.percentile = 百分比 + width = 宽度: height = 高度: menu = 菜单 @@ -343,8 +379,7 @@ play = 开始游戏 campaign = 战役模式 load = 载入游戏 save = 保存 -fps = FPS:{0} -tps = TPS:{0} +fps = 帧数:{0} ping = 延迟:{0}毫秒 language.restart = 为了使语言设置生效请重启游戏。 settings = 设置 @@ -353,11 +388,14 @@ tutorial.retake = 重新游玩教程 editor = 编辑器 mapeditor = 地图编辑器 donate = 打赏 + abandon = 放弃 abandon.text = 这个区域及其资源会被敌人重置。 locked = 已锁定 complete = [LIGHT_GRAY]完成: zone.requirement = 在{1}中达到{0}波 +requirement.core = 在{0}中摧毁敌方核心 +requirement.unlock = 解锁{0} resume = 暂停:\n[LIGHT_GRAY]{0} bestwave = [LIGHT_GRAY]最高波次:{0} launch = < 发射 > @@ -368,7 +406,9 @@ launch.confirm = 您将发射核心中所有资源。\n此地图将重置。 launch.skip.confirm = 如果你现在跳过,在后来的波次前你将无法发射。 uncover = 解锁 configure = 设定发射资源数量 -configure.locked = [LIGHT_GRAY]到达第 {0} 波\n才能设定发射资源。 +bannedblocks = 禁用方块 +addall = 添加所有 +configure.locked = [LIGHT_GRAY]到达第{0}波\n才能设定发射资源。 configure.invalid = 数量必须是0到{0}之间的数字。 zone.unlocked = [LIGHT_GRAY]{0} 已解锁。 zone.requirement.complete = 已达到第{0}波。\n达到解锁{1}的需求。 @@ -379,8 +419,9 @@ zone.objective.survival = 生存 zone.objective.attack = 摧毁敌方核心 add = 添加…… boss.health = BOSS 生命值 + connectfail = [crimson]服务器连接失败:[accent]{0} -error.unreachable = 服务器无法访问。 +error.unreachable = 服务器无法访问。\n确定输对地址了吗? error.invalidaddress = 地址无效。 error.timedout = 连接超时!\n确保服务器设置了端口转发,并且地址正确! error.mismatch = 不匹配。\n可能是客户端/服务器版本不匹配。\n请确保客户端和服务器都是最新的版本! @@ -389,6 +430,7 @@ error.mapnotfound = 找不到地图文件! error.io = 网络 I/O 错误。 error.any = 未知网络错误。 error.bloom = 未能初始化特效。\n您的设备可能不支持它。 + zone.groundZero.name = 零号地区 zone.desertWastes.name = 荒芜沙漠 zone.craters.name = 陨石带 @@ -403,6 +445,7 @@ zone.saltFlats.name = 盐碱荒滩 zone.impact0078.name = 0078号冲击 zone.crags.name = 悬崖 zone.fungalPass.name = 真菌通道 + zone.groundZero.description = 重新开始的最佳位置。这儿敌人威胁很小,资源少。\n尽可能收集多的铅和铜。\n行动。 zone.frozenForest.description = 即使在这里,靠近山脉的地方,孢子也已经扩散。寒冷的温度不可能永远容纳它们。\n\n此行动须投入电力。建造燃烧发电机并学会使用修理者。 zone.desertWastes.description = 这些废料规模巨大,难以预测,并且与废弃的结构交错在一起。\n此地区有煤矿存在,燃烧它以获取动力或合成石墨。\n\n[lightgray]无法保证此着陆位置。 @@ -417,6 +460,7 @@ zone.nuclearComplex.description = 以前生产和加工钍的设施已变成废 zone.fungalPass.description = 介于高山和低矮孢子丛生的土地之间的过渡地带。这里有一个小型的敌方侦察基地。\n侦察它。\n使用尖刀和爬行者单位来摧毁两个核心。 zone.impact0078.description = <在此处插入说明> zone.crags.description = <在此处插入说明> + settings.language = 语言 settings.data = 游戏数据 settings.reset = 恢复默认 @@ -428,15 +472,14 @@ settings.graphics = 图像 settings.cleardata = 清除游戏数据…… settings.clear.confirm = 您确定要清除数据吗?\n这个操作无法撤销! settings.clearall.confirm = [scarlet]警告![]\n这将清除所有数据,包括存档、地图、解锁和绑定键。\n按「是」后,游戏将删除所有数据并自动退出。 -settings.clearunlocks = 清除解锁的科技 -settings.clearall = 清除所有数据 -paused = 暂停 +paused = [accent]< 暂停 > +clear = 清除 +banned = [scarlet]已禁止 yes = 是 no = 否 info.title = [accent]详情 error.title = [crimson]发生了一个错误 error.crashtitle = 发生了一个错误 -attackpvponly = [scarlet]只在攻击/PVP模式中可用 blocks.input = 输入 blocks.output = 输出 blocks.booster = 加成物品/液体 @@ -468,9 +511,10 @@ blocks.health = 生命值 blocks.buildtime = 建造时间 blocks.buildcost = 建造花费 blocks.inaccuracy = 误差 -blocks.shots = 每秒发射数 -blocks.reload = 重新装弹 +blocks.shots = 发射数 +blocks.reload = 每秒发射数 blocks.ammo = 子弹 + bar.drilltierreq = 需要更好的钻头 bar.drillspeed = 挖掘速度:{0}/s bar.efficiency = 效率:{0}% @@ -485,6 +529,7 @@ bar.heat = 热量 bar.power = 电力 bar.progress = 制造进度 bar.spawned = 单位数量:{0}/{1} + bullet.damage = [stat]{0}[lightgray] 伤害 bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~[stat] {1}[lightgray] 格 bullet.incendiary = [stat] 燃烧 @@ -496,6 +541,7 @@ bullet.freezing = [stat] 冰冻 bullet.tarred = [stat] 减速 bullet.multiplier = [stat]{0}[lightgray]x 子弹数量 bullet.reload = [stat]{0}[lightgray]x 装弹 + unit.blocks = 方块 unit.powersecond = 能量单位/秒 unit.liquidsecond = 液体单位/秒 @@ -518,6 +564,7 @@ category.optional = 可选的增强物品 setting.landscape.name = 锁定横屏 setting.shadows.name = 影子 setting.linear.name = 抗锯齿 +setting.hints.name = 提示 setting.animatedwater.name = 流动的水 setting.animatedshields.name = 动态画面 setting.antialias.name = 抗锯齿[LIGHT_GRAY](需要重新启动)[] @@ -545,9 +592,9 @@ setting.fullscreen.name = 全屏 setting.borderlesswindow.name = 无边框窗口[LIGHT_GRAY] (可能需要重启) setting.fps.name = 显示 FPS setting.vsync.name = 垂直同步 -setting.lasers.name = 显示能量射线 setting.pixelate.name = 像素画面 [LIGHT_GRAY](禁用动画) setting.minimap.name = 显示小地图 +setting.position.name = 显示玩家坐标 setting.musicvol.name = 音乐音量 setting.ambientvol.name = 环境体积 setting.mutemusic.name = 静音 @@ -557,7 +604,10 @@ setting.crashreport.name = 发送匿名崩溃报告 setting.savecreate.name = 自动创建存档 setting.publichost.name = 公共游戏旁观 setting.chatopacity.name = 聊天界面透明度 +setting.lasersopacity.name = 能量激光不透明度 setting.playerchat.name = 显示游戏内聊天界面 +public.confirm = 确定开启旁观?\n[lightgray]可在设置->游戏->公共游戏旁观中修改。 +public.beta = 请注意,测试版的游戏不能公共旁观。 uiscale.reset = UI缩放比例已经改变。\n按下“确定”来确定缩放比例\n[accent]{0}[]秒后[scarlet]退出并恢复设定。 uiscale.cancel = 取消并退出 setting.bloom.name = 特效 @@ -567,10 +617,11 @@ category.general.name = 普通 category.view.name = 查看 category.multiplayer.name = 多人 command.attack = 攻击 -command.rally = Rally +command.rally = 集合 command.retreat = 撤退 keybind.gridMode.name = 选择块 keybind.gridModeShift.name = 选择类别 +keybind.clear_building.name = 清除建筑 keybind.press = 按一下键…… keybind.press.axis = 按一下轴或键…… keybind.screenshot.name = 地图截图 @@ -587,28 +638,32 @@ keybind.zoom_hold.name = 保持缩放 keybind.zoom.name = 缩放 keybind.menu.name = 菜单 keybind.pause.name = 暂停 +keybind.pause_building.name = 暂停/继续建造 keybind.minimap.name = 小地图 keybind.dash.name = 冲刺 keybind.chat.name = 聊天 keybind.player_list.name = 玩家列表 keybind.console.name = 控制台 keybind.rotate.name = 旋转 +keybind.rotateplaced.name = 旋转全部(长按) keybind.toggle_menus.name = 切换菜单 keybind.chat_history_prev.name = 前面的聊天记录 keybind.chat_history_next.name = 后面的聊天记录 keybind.chat_scroll.name = 聊天记录滚动 -keybind.drop_unit.name = 掉落单位 +keybind.drop_unit.name = 释放单位 keybind.zoom_minimap.name = 小地图缩放 mode.help.title = 模式说明 mode.survival.name = 生存 -mode.survival.description = 正常的游戏模式,有限的资源和自动波次。 +mode.survival.description = 正常的游戏模式,有限的资源和自动波次。\n[gray]需要敌人出生点。 mode.sandbox.name = 沙盒 mode.sandbox.description = 无限的资源,不会自动生成敌人。 +mode.editor.name = 编辑 mode.pvp.name = PvP -mode.pvp.description = 和本地玩家对战。 +mode.pvp.description = 和本地玩家对战。\n[gray]需要不同队伍的核心。 mode.attack.name = 攻击 -mode.attack.description = 没有波数,但是有摧毁敌人基地的任务。 +mode.attack.description = 没有波数,但是有摧毁敌人基地的任务。\n[gray]需要姨妈红队核心。 mode.custom = 自定义模式 + rules.infiniteresources = 无限资源 rules.wavetimer = 波次计时器 rules.waves = 波次 @@ -635,6 +690,7 @@ rules.title.resourcesbuilding = 资源和建造 rules.title.player = 玩家 rules.title.enemy = 敌人 rules.title.unit = 单位 + content.item.name = 物品 content.liquid.name = 液体 content.unit.name = 部队 @@ -696,6 +752,7 @@ mech.buildspeed = [LIGHT_GRAY]建造速度:{0}% liquid.heatcapacity = [LIGHT_GRAY]热容量:{0} liquid.viscosity = [LIGHT_GRAY]粘度:{0} liquid.temperature = [LIGHT_GRAY]温度:{0} + block.sand-boulder.name = 沙砂巨石 block.grass.name = 草地 block.salt.name = 盐碱地 @@ -926,6 +983,7 @@ tutorial.deposit = 将物品从机甲拖向方块来放下物品。\n\n[accent] tutorial.waves = [lightgray]敌人[]来了。\n\n保护核心,防御2波攻击。造更多的炮塔。[accent]点击[]以射击。\n建造更多的炮塔和钻头,并采更多的矿。 tutorial.waves.mobile = [lightgray]敌人[]来了。\n\n保护核心,防御2波攻击。造更多的炮塔。你的机甲将对敌人自动开火。\n建造更多的炮塔和钻头,并采更多的矿。 tutorial.launch = 特定波次中,你可以[accent]发射核心[],[accent]携带核心中所有资源[]离开所有的建筑。\n资源可用来研究科技。\n\n[accent]点击发射按钮。 + item.copper.description = 一种有用的结构材料。在各种类型的方块中广泛使用。 item.lead.description = 一种基本的起始材料。广泛用于电子设备和液体运输。 item.metaglass.description = 一种超级强硬的复合玻璃。通常用来传送和收藏液体。 diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index b61fc23823..ea52df5c4c 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -1,10 +1,10 @@ credits.text = 由[ROYAL]Anuken[]製作 - [SKY]anukendev@gmail.com[] -credits = 致謝名單 +credits = 感謝名單 contributors = 翻譯員和貢獻者 discord = 加入 Mindustry 的 Discord 聊天室! link.discord.description = 官方 Mindustry Discord 聊天室 link.github.description = 遊戲原始碼 -link.changelog.description = List of update changes +link.changelog.description = 遊戲更新清單 link.dev-builds.description = 開發中版本 link.trello.description = 官方 Trello 功能規劃看板 link.itch.io.description = itch.io 電腦版下載與網頁版 @@ -16,17 +16,17 @@ screenshot.invalid = 地圖太大了,可能沒有足夠的內存用於截圖 gameover = 遊戲結束 gameover.pvp = [accent]{0}[]隊獲勝! highscore = [accent]新的高分紀錄! -load.sound = Sounds -load.map = Maps -load.image = Images -load.content = Content -load.system = System +load.sound = 音效載入中 +load.map = 地圖載入中 +load.image = 圖片載入中 +load.content = 內容載入中 +load.system = 系統載入中 stat.wave = 打敗的波次:[accent]{0} stat.enemiesDestroyed = 摧毀的敵人:[accent]{0} stat.built = 建設的建築:[accent]{0} stat.destroyed = 摧毀的建築:[accent]{0} -stat.deconstructed = 移除的建築:[accent]{0} -stat.delivered = 發射的資源: +stat.deconstructed = 拆除的建築:[accent]{0} +stat.delivered = 發射的核心資源: stat.rank = 最終排名:[accent]{0} launcheditems = [accent]發射了的物品 map.delete = 確認要刪除「[accent]{0}[]」地圖嗎? @@ -46,20 +46,20 @@ newgame = 新遊戲 none = 〈沒有〉 minimap = 小地圖 close = 關閉 -website = Website +website = 網頁 quit = 退出 -save.quit = Save & Quit +save.quit = 儲存與離開 maps = 地圖 -maps.browse = Browse Maps +maps.browse = 瀏覽地圖 continue = 繼續 maps.none = [LIGHT_GRAY]找不到地圖! -invalid = Invalid -preparingconfig = Preparing Config -preparingcontent = Preparing Content -uploadingcontent = Uploading Content -uploadingpreviewfile = Uploading Preview File -committingchanges = Comitting Changes -done = Done +invalid = 無效 +preparingconfig = 配置準備中 +preparingcontent = 內容準備中 +uploadingcontent = 內容上傳中 +uploadingpreviewfile = 上傳預覽文件 +committingchanges = 提交變更 +done = 完成 about.button = 關於 name = 名稱: noname = 先選擇一個[accent]玩家名稱[]。 @@ -74,31 +74,31 @@ players = {0}個線上玩家 players.single = {0}個線上玩家 server.closing = [accent]正在關閉伺服器…… server.kicked.kick = 您已被踢出伺服器! -server.kicked.whitelist = You are not whitelisted here. +server.kicked.whitelist = 您不在這裡的白名單內. server.kicked.serverClose = 伺服器已關閉。 -server.kicked.vote = You have been vote-kicked. Goodbye. +server.kicked.vote = 您已被投票踢出伺服器,再見。 server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲! server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服主更新伺服器! server.kicked.banned = 您已經從這個伺服器被封禁。 -server.kicked.typeMismatch = This server is not compatible with your build type. -server.kicked.playerLimit = This server is full. Wait for an empty slot. +server.kicked.typeMismatch = 該伺服器與您的構建類型不兼容。 +server.kicked.playerLimit = 該伺服器已滿。等待一個空位置。 server.kicked.recentKick = 您已經從伺服器被踢除。\n請稍後再進行連線。 server.kicked.nameInUse = 伺服器中已經\n有人有相同的名稱了。 server.kicked.nameEmpty = 你的名稱必須至少包含一個字母或數字。 server.kicked.idInUse = 你已經在伺服器中!不允許用兩個賬號。 server.kicked.customClient = 這個伺服器不支持自訂客戶端,請下載官方版本。 server.kicked.gameover = 遊戲結束! -server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[] +server.versions = 您的遊戲版本:[accent] {0}[]\n伺服器遊戲版本:[accent] {1}[] host.info = 目前伺服器監聽於連接埠[scarlet]6567[]。\n所有跟您在同一個[LIGHT_GRAY]網路或區域網路[]環境的玩家應該能在他們的伺服器清單中找到您的伺服器。\n\n如果您希望網際網路上的玩家透過IP 位址連線到您的伺服器,您必須設定[accent]連接埠轉發[]。\n\n[LIGHT_GRAY]注意:如果區域網路內有玩家無法連線至您的伺服器,請務必確認您已於防火牆設定中開放Mindustry存取您的區域網路。 join.info = 您可以在此輸入欲連線的[accent]伺服器的IP位址[],或尋找[accent]區域網路[]內的伺服器。目前支援區域網路與網際網路連線。\n\n[LIGHT_GRAY]注意:這裡沒有網際網路伺服器清單,如果您想透過IP位址連線到某人的伺服器,您必須向他們詢問IP位址。 hostserver = 建立伺服器 -invitefriends = Invite Friends +invitefriends = 邀請好友 hostserver.mobile = 建立\n伺服器 host = 建立 hosting = [accent]伺服器啟動中…… hosts.refresh = 刷新 hosts.discovering = 搜尋區域網路遊戲 -hosts.discovering.any = Discovering games +hosts.discovering.any = 發現的遊戲 server.refreshing = 刷新伺服器 hosts.none = [lightgray]找不到區域網路伺服器! host.invalid = [scarlet]無法連線至伺服器。 @@ -122,18 +122,18 @@ server.version = [lightgray]版本:{0} server.custombuild = [yellow]自訂組建 confirmban = 您確定要封禁該玩家嗎? confirmkick = 您確定要踢出該玩家嗎? -confirmvotekick = Are you sure you want to vote-kick this player? +confirmvotekick = 您確定要投票剔除該名玩家嗎? confirmunban = 您確定要解除封禁該玩家嗎? confirmadmin = 您確定要提升這個玩家為管理員嗎? confirmunadmin = 您確定要解除這個玩家的管理員嗎? joingame.title = 加入遊戲 joingame.ip = IP位址: disconnect = 已中斷連線。 -disconnect.error = Connection error. -disconnect.closed = Connection closed. -disconnect.timeout = Timed out. +disconnect.error = 連線錯誤。 +disconnect.closed = 連線關閉。 +disconnect.timeout = 連線超時。 disconnect.data = 無法載入地圖資料! -cantconnect = Unable to join game ([accent]{0}[]). +cantconnect = 無法加入遊戲 ([accent]{0}[]). connecting = [accent]連線中…… connecting.data = [accent]正在載入地圖資料…… server.port = 連接埠: @@ -159,7 +159,7 @@ save.rename = 重新命名 save.rename.text = 新名稱: selectslot = 選取一個存檔。 slot = [accent]存檔{0} -editmessage = Edit Message +editmessage = 編輯訊息 save.corrupted = [accent]此存檔無效或已損毀!\n如果你剛剛升級了遊戲,那麼這可能是因為存檔格式改變了而[scarlet]不是[]錯誤。 empty = 〈空白〉 on = 開啟 @@ -167,13 +167,13 @@ off = 關閉 save.autosave = 自動存檔:{0} save.map = 地圖:{0} save.wave = 波次:{0} -save.mode = Gamemode: {0} +save.mode = 遊戲模式: {0} save.date = 最後存檔時間:{0} save.playtime = 遊玩時間:{0} warning = 警告。 confirm = 確認 delete = 刪除 -view.workshop = View In Workshop +view.workshop = 在工作坊中查看 ok = 確定 open = 開啟 customize = 自訂 @@ -181,20 +181,20 @@ cancel = 取消 openlink = 開啟連結 copylink = 複製連結 back = 返回 -data.export = Export Data -data.import = Import Data -data.exported = Data exported. -data.invalid = This isn't valid game data. -data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately. -classic.export = Export Classic Data -classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app? +data.export = 匯出數據 +data.import = 匯入數據 +data.exported = 數據已匯出. +data.invalid = 這不是有效的遊戲資料。 +data.import.confirm = 導入外部數據將刪除您當前[scarlet]所有的[]遊戲數據,\n[accent]這個動作不能撤銷![]\n\n匯入數據後,您的遊戲將立即退出。 +classic.export = 匯出 Classic 數據 +classic.export.text = [accent]Mindustry[]剛剛進行了重大更新。\n檢測到 Classic (v3.5 build 40) 存檔或地圖資料。您是否要將這些存檔匯出到手機的主文件夾中,以便在Mindustry Classic應用中使用? quit.confirm = 您確定要退出嗎? -quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[] +quit.confirm.tutorial = 您確定您知道自己在做什麼嗎?\n該教學可以在[accent] 設定->遊戲[] 選項中重置教學。 loading = [accent]載入中…… saving = [accent]儲存中…… wave = [accent]第{0}波 wave.waiting = 將於{0}秒後抵達 -wave.waveInProgress = [LIGHT_GRAY]波正在進行中 +wave.waveInProgress = 第[LIGHT_GRAY]波正在進行中 waiting = 等待中…… waiting.players = 等待玩家中…… wave.enemies = [LIGHT_GRAY]剩下{0}敵人 @@ -210,26 +210,26 @@ map.nospawn = 這個地圖沒有核心!請在編輯器中添加一個[ROYAL] map.nospawn.pvp = 這個地圖沒有核心讓敵人重生!請在編輯器中添加一個[SCARLET]紅色[]的核心。 map.nospawn.attack = 這個地圖沒有敵人核心讓可以攻擊!請在編輯器中添加一個[SCARLET]紅色[]的核心。 map.invalid = 地圖載入錯誤:地圖可能已經損壞。 -map.publish.error = Error publishing map: {0} -map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up! +map.publish.error = 發布地圖時出現錯誤: {0} +map.publish.confirm = 您確定要發布此地圖嗎?\n\n[lightgray]首先請先確定您同意Steam工坊 EULA協定,否則您的地圖將不會顯示! eula = Steam EULA -map.publish = Map published. -map.publishing = [accent]Publishing map... +map.publish = 地圖發佈完成. +map.publishing = [accent]地圖發佈中... editor.brush = 粉刷 editor.openin = 在編輯器中開啟 -editor.oregen = 礦石產生 -editor.oregen.info = 礦石產生: +editor.oregen = 礦石生成 +editor.oregen.info = 礦石生成: editor.mapinfo = 地圖資訊 editor.author = 作者: editor.description = 描述: -editor.nodescription = A map must have a description of at least 4 characters before being published. +editor.nodescription = 在地圖發佈前必須有至少四個字以上的敘述。 editor.waves = 波次: editor.rules = 規則: -editor.generation = Generation: +editor.generation = 篩選器: editor.ingame = 在遊戲中編輯 -editor.publish.workshop = Publish On Workshop -editor.newmap = New Map -workshop = Workshop +editor.publish.workshop = 在工作坊上發佈 +editor.newmap = 新地圖 +workshop = 工作坊 waves.title = 波次 waves.remove = 移除 waves.never = 〈從來沒有〉 @@ -244,9 +244,9 @@ waves.copy = 複製到剪貼板 waves.load = 從剪貼板加載 waves.invalid = 剪貼板中的波次無效。 waves.copied = 波次已被複製。 -waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout. +waves.none = 無自定義敵人.\n請注意,空佈局將自動替換為預設佈局。 editor.default = [LIGHT_GRAY]〈默認〉 -details = Details... +details = 詳情…… edit = 編輯…… editor.name = 名稱: editor.spawn = 重生單位 @@ -256,7 +256,7 @@ editor.errorload = 加載文件時出錯:\n[accent]{0} editor.errorsave = 保存文件時出錯:\n[accent]{0} editor.errorimage = 這是一個圖像檔,而不是地圖。不要更改副檔名使它可用。\n\n如果要匯入地形圖像檔,請使用編輯器中的「匯入地形圖像檔」按鈕。 editor.errorlegacy = 此地圖太舊,並使用不支持的舊地圖格式。 -editor.errornot = This is not a map file. +editor.errornot = 這不是一個地圖檔案。 editor.errorheader = 此地圖檔案無效或已損壞。 editor.errorname = 地圖沒有定義名稱。 editor.update = 更新 @@ -289,58 +289,58 @@ editor.resizemap = 調整地圖大小 editor.mapname = 地圖名稱: editor.overwrite = [accent]警告!這將會覆蓋現有的地圖。 editor.overwrite.confirm = [scarlet]警告![]同名地圖存在,確定要覆蓋現有地圖? -editor.exists = A map with this name already exists. +editor.exists = 具有該名稱的地圖已經存在。 editor.selectmap = 選取要載入的地圖: -toolmode.replace = Replace -toolmode.replace.description = Draws only on solid blocks. -toolmode.replaceall = Replace All -toolmode.replaceall.description = Replace all blocks in map. -toolmode.orthogonal = Orthogonal -toolmode.orthogonal.description = Draws only orthogonal lines. -toolmode.square = Square -toolmode.square.description = Square brush. -toolmode.eraseores = Erase Ores -toolmode.eraseores.description = Erase only ores. -toolmode.fillteams = Fill Teams -toolmode.fillteams.description = Fill teams instead of blocks. +toolmode.replace = 取代 +toolmode.replace.description = 僅繪製在實體方塊上。 +toolmode.replaceall = 全部取代 +toolmode.replaceall.description = 取代地圖中的所有方塊。 +toolmode.orthogonal = 正交 +toolmode.orthogonal.description = 僅繪製在正交線上。 +toolmode.square = 正方形 +toolmode.square.description = 正方形筆刷. +toolmode.eraseores = 清除礦物 +toolmode.eraseores.description = 僅清除礦物。 +toolmode.fillteams = 填充團隊 +toolmode.fillteams.description = 填充團隊而不是方塊。 toolmode.drawteams = Draw Teams -toolmode.drawteams.description = Draw teams instead of blocks. +toolmode.drawteams.description = 繪製團隊而不是方塊。 filters.empty = [LIGHT_GRAY]沒有過濾器!使用下面的按鈕添加一個。 -filter.distort = 歪曲 -filter.noise = 噪聲 -filter.median = Median -filter.oremedian = Ore Median -filter.blend = Blend -filter.defaultores = Default Ores +filter.distort = 扭曲 +filter.noise = 雜訊 +filter.median = 平均數 +filter.oremedian = 礦石平均數 +filter.blend = 混合 +filter.defaultores = 預設礦石 filter.ore = 礦石 -filter.rivernoise = 河流噪聲 -filter.mirror = Mirror -filter.clear = Clear -filter.option.ignore = Ignore +filter.rivernoise = 河流雜訊 +filter.mirror = 鏡射 +filter.clear = 清除 +filter.option.ignore = 忽略 filter.scatter = 分散 filter.terrain = 地形 filter.option.scale = 比例 filter.option.chance = 機會 filter.option.mag = 大小 -filter.option.threshold = 閾 +filter.option.threshold = 閾值 filter.option.circle-scale = 圓形比例 filter.option.octaves = 倍頻 filter.option.falloff = 衰減 -filter.option.angle = Angle +filter.option.angle = 角度 filter.option.block = 方塊 filter.option.floor = 地板 -filter.option.flooronto = Target Floor +filter.option.flooronto = 目標地板 filter.option.wall = 牆 filter.option.ore = 礦石 filter.option.floor2 = 次要地板 -filter.option.threshold2 = 次要閾 +filter.option.threshold2 = 次要閾值 filter.option.radius = 半徑 filter.option.percentile = 百分比 width = 寬度: height = 長度: menu = 主選單 -play = 開始 -campaign = Campaign +play = 開始遊戲 +campaign = 戰役 load = 載入 save = 儲存 fps = FPS:{0} @@ -349,7 +349,7 @@ ping = 延遲:{0}ms language.restart = 請重新啟動遊戲以使選取的語言生效。 settings = 設定 tutorial = 教學 -tutorial.retake = Re-Take Tutorial +tutorial.retake = 重置教學 editor = 地圖編輯器 mapeditor = 地圖編輯器 donate = 贊助 @@ -363,62 +363,62 @@ bestwave = [LIGHT_GRAY]高分:{0} launch = 發射 launch.title = 發射成功 launch.next = [LIGHT_GRAY]下次的機會於波次{0} -launch.unable2 = [scarlet]Unable to LAUNCH.[] +launch.unable2 = [scarlet]無法發射核心。[] launch.confirm = 這將發射核心中的所有資源。\n你將無法返回這個基地。 -launch.skip.confirm = If you skip now, you will not be able to launch until later waves. +launch.skip.confirm = 如果您現在跳過,您將無法發射核心直到下一次的可發射波數。 uncover = 揭露 configure = 配置裝載 configure.locked = [LIGHT_GRAY]到達波次{0}\n以配置裝載。 -configure.invalid = Amount must be a number between 0 and {0}. +configure.invalid = 數值必須介於 0 到 {0}。 zone.unlocked = [LIGHT_GRAY]{0}已解鎖。 zone.requirement.complete = 到達波次{0}:\n滿足{1}區域要求。 zone.config.complete = 到達波次{0}:\n裝載配置已解鎖。 zone.resources = 檢測到的資源: -zone.objective = [lightgray]Objective: [accent]{0} -zone.objective.survival = Survive -zone.objective.attack = Destroy Enemy Core +zone.objective = [lightgray]目標: [accent]{0} +zone.objective.survival = 生存 +zone.objective.attack = 摧毀敵人核心 add = 新增…… boss.health = 頭目血量 connectfail = [crimson]無法連線到伺服器:[accent]{0} error.unreachable = 無法到達伺服器。 error.invalidaddress = 無效地址。 error.timedout = 超時連接!\n確保伺服器設置了連接埠轉發,並且地址正確! -error.mismatch = 包裹錯誤:\n客戶端/伺服器版本可能不匹配。 n確保客戶端和伺服器有最新版本的Mindustry! +error.mismatch = 封包錯誤:\n客戶端/伺服器版本可能不匹配。\n確保客戶端和伺服器有最新版本的Mindustry! error.alreadyconnected = 已連接。 error.mapnotfound = 找不到地圖! error.io = 網絡輸入輸出錯誤。 error.any = 未知網絡錯誤。 -error.bloom = Failed to initialize bloom.\nYour device may not support it. -zone.groundZero.name = 歸零地 +error.bloom = 初始化特效失敗.\n您的設備可能不支援它 +zone.groundZero.name = 零號地區 zone.desertWastes.name = 沙漠荒原 zone.craters.name = 隕石坑 zone.frozenForest.name = 冰凍森林 -zone.ruinousShores.name = 毀滅海岸 -zone.stainedMountains.name = 染山 -zone.desolateRift.name = 荒涼的裂痕 +zone.ruinousShores.name = 廢墟海岸 +zone.stainedMountains.name = 髒污山脈 +zone.desolateRift.name = 荒涼裂谷 zone.nuclearComplex.name = 核生產綜合體 -zone.overgrowth.name = 增生 +zone.overgrowth.name = 過度生長 zone.tarFields.name = 焦油田 -zone.saltFlats.name = Salt Flats -zone.impact0078.name = Impact 0078 -zone.crags.name = Crags -zone.fungalPass.name = Fungal Pass -zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on. -zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The fridgid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders. -zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed. -zone.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing. -zone.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. -zone.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. -zone.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. -zone.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build dagger units. Destroy it. Reclaim that which was lost. -zone.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. -zone.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. -zone.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. -zone.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. -zone.impact0078.description = -zone.crags.description = +zone.saltFlats.name = 鹽沼 +zone.impact0078.name = 衝擊 0078 +zone.crags.name = 岩壁 +zone.fungalPass.name = 真菌通行證 +zone.groundZero.description = 再次開始的最佳位置。敵人威脅度低。資源很少。\n盡可能的收集更多的鉛和銅。\n繼續前進。 +zone.frozenForest.description = 即使在這裡更靠近山脈,孢子也已經擴散了。寒冷的溫度不可能永遠容納它們。\n\n開始在能源勇於嘗試。建造燃燒發電機。學會使用修補。 +zone.desertWastes.description = 這些廢料規模巨大的,難以預測的,並且與廢棄的結構交錯在一起。\n此地區存在著煤炭。燃燒它以獲得能源或合成石墨。\n\n[lightgray]無法保證此地圖的著陸位置。 +zone.saltFlats.description = 鹽沼位於沙漠的郊區。在這裡幾乎找不到多少資源\n\n敵人在這裡建立了一個資源倉庫。剷除敵人的核心。別留下任何東西。 +zone.craters.description = 水累積在這個火山口中心了,這是一場舊戰爭的遺跡。開墾該地區,收集沙子,用來燒製玻璃。用機械泵抽水來加速砲塔和鑽頭。 +zone.ruinousShores.description = 穿過荒地,就是海岸線。曾經,這個地點設有海防陣線。現在所剩的並不多。只有最基本的防禦結構沒有被破壞,其他的一切都成了廢品。\n繼續向外擴張。繼續研究科技。 +zone.stainedMountains.description = 內陸的更深處是群山,還未被孢子所污染。\n在該區域提取豐富的鈦,並學習如何使用它們。\n\n這裡的存在著更為強大的敵人。不要給他們時間派出最強的部隊。 +zone.overgrowth.description = 這個地區靠近孢子的來源,因此已經生長過度了。\n敵人在這裡建立了哨所。建立泰坦單位。破壞它,並取回遺失的東西。 +zone.tarFields.description = 位於山脈和沙漠之間的產油區的郊區是少數幾個有可用石油儲量的地區之一。\n雖然被遺棄了,該地區附近還是有著一些危險的敵人。不要小看它們。\n\n[lightgray]如果可能的話,研究石油加工技術。 +zone.desolateRift.description = 一個非常危險的區域。資源豐富,但空間很小。高破壞風險。請盡快離開。不要被敵人攻擊之間的長時間間隔所迷惑。 +zone.nuclearComplex.description = 以前生產和加工釷的設施已變成廢墟。\n[lightgray]研究釷及其多種用途。\n\n敵人人數眾多,不斷的偵查入侵者。 +zone.fungalPass.description = 高山與低地之間被孢子纏繞的過渡區域。一個小的敵人偵察基地位於這裡。\n破壞它。\n使用匕首和爬行機甲單位來摧毀兩個核心。 +zone.impact0078.description = <在此處輸入敘述> +zone.crags.description = <在此輸入說明> settings.language = 語言 -settings.data = Game Data +settings.data = 遊戲數據 settings.reset = 重設為預設設定 settings.rebind = 重新綁定 settings.controls = 操作 @@ -436,14 +436,14 @@ no = 否 info.title = [accent]資訊 error.title = [crimson]發生錯誤 error.crashtitle = 發生錯誤 -attackpvponly = [scarlet]Only available in Attack/PvP modes +attackpvponly = [scarlet]僅在攻擊/PvP模式下可用 blocks.input = 輸入 blocks.output = 輸出 blocks.booster = 加速器 block.unknown = [LIGHT_GRAY]??? blocks.powercapacity = 蓄電量 blocks.powershot = 能量/射擊 -blocks.damage = Damage +blocks.damage = 傷害 blocks.targetsair = 攻擊空中目標 blocks.targetsground = 攻擊地面 blocks.itemsmoved = 移動速度 @@ -466,20 +466,20 @@ blocks.boosteffect = 提升效應 blocks.maxunits = 最大活躍單位 blocks.health = 耐久度 blocks.buildtime = 建設時間 -blocks.buildcost = Build Cost +blocks.buildcost = 建造成本 blocks.inaccuracy = 誤差 blocks.shots = 射擊數 blocks.reload = 重裝彈藥 blocks.ammo = 彈藥 -bar.drilltierreq = Better Drill Required +bar.drilltierreq = 需要更好的鑽頭 bar.drillspeed = 鑽頭速度:{0}/秒 bar.efficiency = 效率:{0}% bar.powerbalance = 能量變化:{0} -bar.powerstored = Stored: {0}/{1} +bar.powerstored = 能量存量: {0}/{1} bar.poweramount = 能量:{0} bar.poweroutput = 能量輸出:{0} bar.items = 物品:{0} -bar.capacity = Capacity: {0} +bar.capacity = 容量: {0} bar.liquid = 液體 bar.heat = 熱 bar.power = 能量 @@ -489,7 +489,7 @@ bullet.damage = [stat]{0}[lightgray]傷害 bullet.splashdamage = [stat]{0}[lightgray]範圍傷害 ~[stat] {1}[lightgray]格 bullet.incendiary = [stat]燃燒 bullet.homing = [stat]追踪 -bullet.shock = [stat]休克 +bullet.shock = [stat]暈眩 bullet.frag = [stat]碎片 bullet.knockback = [stat]{0}[lightgray]擊退 bullet.freezing = [stat]冷凍 @@ -518,17 +518,17 @@ category.optional = 可選的強化 setting.landscape.name = 鎖定景觀 setting.shadows.name = 陰影 setting.linear.name = 線性過濾 -setting.animatedwater.name = 動畫水 -setting.animatedshields.name = 動畫力牆 -setting.antialias.name = 消除鋸齒[LIGHT_GRAY](需要重啟)[] +setting.animatedwater.name = 水動畫 +setting.animatedshields.name = 護盾動畫 +setting.antialias.name = 消除鋸齒[LIGHT_GRAY](需要重啟遊戲)[] setting.indicators.name = 盟友指標 setting.autotarget.name = 自動射擊 -setting.keyboard.name = Mouse+Keyboard Controls -setting.touchscreen.name = Touchscreen Controls +setting.keyboard.name = 滑鼠+鍵盤控制 +setting.touchscreen.name = 觸控螢幕控制 setting.fpscap.name = 最大FPS setting.fpscap.none = 没有 setting.fpscap.text = {0}FPS -setting.uiscale.name = UI Scaling[lightgray] (require restart)[] +setting.uiscale.name = UI縮放[lightgray] (需要重啟遊戲)[] setting.swapdiagonal.name = 始終對角線放置 setting.difficulty.training = 訓練 setting.difficulty.easy = 簡單 @@ -542,27 +542,27 @@ setting.sensitivity.name = 控制器靈敏度 setting.saveinterval.name = 自動存檔間隔 setting.seconds = {0}秒 setting.fullscreen.name = 全螢幕 -setting.borderlesswindow.name = 無邊框窗口[LIGHT_GRAY](可能需要重啟) +setting.borderlesswindow.name = 無邊框窗口[LIGHT_GRAY](可能需要重啟遊戲) setting.fps.name = 顯示FPS setting.vsync.name = 垂直同步 -setting.lasers.name = 顯示雷射光束 setting.pixelate.name = 像素化[LIGHT_GRAY](可能降低性能) setting.minimap.name = 顯示小地圖 setting.musicvol.name = 音樂音量 -setting.ambientvol.name = Ambient Volume +setting.ambientvol.name = 環境音量 setting.mutemusic.name = 靜音 setting.sfxvol.name = 音效音量 setting.mutesound.name = 靜音 setting.crashreport.name = 發送匿名崩潰報告 -setting.savecreate.name = Auto-Create Saves -setting.publichost.name = Public Game Visibility +setting.savecreate.name = 自動建立存檔 +setting.publichost.name = 公開遊戲可見度 setting.chatopacity.name = 聊天框不透明度 +setting.lasersopacity.name = Power Laser Opacity setting.playerchat.name = 在遊戲中顯示聊天框 -uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings... -uiscale.cancel = Cancel & Exit -setting.bloom.name = Bloom +uiscale.reset = UI縮放已變更\n按下"確定"確認這個比例\n[scarlet][accent] {0}[] 秒後...退出並還原設定 +uiscale.cancel = 取消並退出 +setting.bloom.name = 特效 keybind.title = 重新綁定按鍵 -keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported. +keybinds.mobile = [scarlet]此處的大多數快捷鍵在移動設備上均不起作用。僅支援基本移動。 category.general.name = 一般 category.view.name = 查看 category.multiplayer.name = 多人 @@ -571,12 +571,12 @@ command.rally = Rally command.retreat = 撤退 keybind.gridMode.name = 方塊選取 keybind.gridModeShift.name = 類別選取 -keybind.press = 按一下鍵…… -keybind.press.axis = 按一下軸心或鍵…… +keybind.press = 按一下按鍵…… +keybind.press.axis = 按一下軸向或按鍵…… keybind.screenshot.name = 地圖截圖 keybind.move_x.name = 水平移動 keybind.move_y.name = 垂直移動 -keybind.fullscreen.name = Toggle Fullscreen +keybind.fullscreen.name = 全螢幕切換 keybind.select.name = 選取 keybind.diagonal_placement.name = 對角線放置 keybind.pick.name = 選擇方塊 @@ -612,7 +612,7 @@ mode.custom = 自訂規則 rules.infiniteresources = 無限資源 rules.wavetimer = 波次時間 rules.waves = 波次 -rules.attack = Attack Mode +rules.attack = 攻擊模式 rules.enemyCheat = 電腦無限資源 rules.unitdrops = 單位掉落 rules.unitbuildspeedmultiplier = 單位建設速度倍數 @@ -654,7 +654,7 @@ item.spore-pod.name = 孢子莢 item.sand.name = 沙 item.blast-compound.name = 爆炸混合物 item.pyratite.name = 硫 -item.metaglass.name = 金屬玻璃 +item.metaglass.name = 強化玻璃 item.scrap.name = 廢料 liquid.water.name = 水 liquid.slag.name = 礦渣 @@ -668,7 +668,7 @@ mech.delta-mech.weapon = 電弧生成機 mech.delta-mech.ability = 放電 mech.tau-mech.name = 牛頭機甲 mech.tau-mech.weapon = 重構激光 -mech.tau-mech.ability = 修复陣 +mech.tau-mech.ability = 修復陣 mech.omega-mech.name = 奧米伽 mech.omega-mech.weapon = 導彈群 mech.omega-mech.ability = 裝甲配置 @@ -692,22 +692,22 @@ mech.itemcapacity = [LIGHT_GRAY]物品容量:{0} mech.minespeed = [LIGHT_GRAY]採礦速度:{0} mech.minepower = [LIGHT_GRAY]採礦力度:{0} mech.ability = [LIGHT_GRAY]能力:{0} -mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}% +mech.buildspeed = [LIGHT_GRAY]建造速度: {0}% liquid.heatcapacity = [LIGHT_GRAY]熱容量:{0} liquid.viscosity = [LIGHT_GRAY]粘性:{0} liquid.temperature = [LIGHT_GRAY]温度:{0} -block.sand-boulder.name = Sand Boulder +block.sand-boulder.name = 沙礫 block.grass.name = 草 block.salt.name = 鹽 block.saltrocks.name = 鹽岩 block.pebbles.name = 卵石 block.tendrils.name = 卷鬚 block.sandrocks.name = 沙岩 -block.spore-pine.name = 孢子鬆 +block.spore-pine.name = 孢子松 block.sporerocks.name = 孢子岩 block.rock.name = 岩石 block.snowrock.name = 雪巖 -block.snow-pine.name = Snow Pine +block.snow-pine.name = 雪松 block.shale.name = 頁岩 block.shale-boulder.name = 頁岩巨石 block.moss.name = 苔蘚 @@ -748,7 +748,7 @@ block.icerocks.name = 冰岩 block.snowrocks.name = 雪巖 block.dunerocks.name = 沙丘岩 block.pine.name = 松樹 -block.white-tree-dead.name = 死了的白樹 +block.white-tree-dead.name = 枯萎白樹 block.white-tree.name = 白樹 block.spore-cluster.name = 孢子簇 block.metal-floor.name = 金屬地板 @@ -784,13 +784,12 @@ block.hail.name = 冰雹炮 block.lancer.name = 藍瑟炮 block.conveyor.name = 輸送帶 block.titanium-conveyor.name = 鈦輸送帶 -block.armored-conveyor.name = Armored Conveyor -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 = 樞紐 +block.armored-conveyor.name = 裝甲輸送帶 +block.armored-conveyor.description = 以與鈦傳送帶相同的速度移動物品,但擁有更多防禦。除其他傳送帶外,不接受任何資源從側面輸入。 block.router.name = 分配器 block.distributor.name = 大型分配器 block.sorter.name = 分類器 -block.message.name = Message +block.message.name = 訊息 block.overflow-gate.name = 溢流器 block.silicon-smelter.name = 煉矽廠 block.phase-weaver.name = 相織布編織器 @@ -836,15 +835,15 @@ block.swarmer.name = 群炮 block.salvo.name = 齊射炮 block.ripple.name = 波紋炮 block.phase-conveyor.name = 相織傳送帶 -block.bridge-conveyor.name = 傳送帶橋 +block.bridge-conveyor.name = 輸送帶橋 block.plastanium-compressor.name = 塑料壓縮機 block.pyratite-mixer.name = 硫混合器 block.blast-mixer.name = 爆炸混合器 block.solar-panel.name = 太陽能板 block.solar-panel-large.name = 大型太陽能板 block.oil-extractor.name = 石油鑽井 -block.command-center.name = Command Center -block.draug-factory.name = Draug Miner Drone Factory +block.command-center.name = 命令中心 +block.draug-factory.name = 幽靈採礦機工廠 block.spirit-factory.name = 輕型無人機工廠 block.phantom-factory.name = 幻影無人機工廠 block.wraith-factory.name = 怨靈戰鬥機工廠 @@ -858,7 +857,7 @@ block.repair-point.name = 維修點 block.pulse-conduit.name = 脈衝管線 block.phase-conduit.name = 相織管線 block.liquid-router.name = 液體分配器 -block.liquid-tank.name = 液體儲罐 +block.liquid-tank.name = 液體儲存罐 block.liquid-junction.name = 液體連接點 block.bridge-conduit.name = 管線橋 block.rotary-pump.name = 迴旋泵 @@ -876,23 +875,23 @@ block.cyclone.name = 氣旋炮 block.fuse.name = 融合炮 block.shock-mine.name = 休克地雷 block.overdrive-projector.name = 超速投影器 -block.force-projector.name = 力牆投影器 +block.force-projector.name = 護盾投影器 block.arc.name = 電弧 block.rtg-generator.name = 放射性同位素熱發電機 block.spectre.name = 幽靈炮 block.meltdown.name = 熔毀炮 block.container.name = 容器 -block.launch-pad.name = 發射台 +block.launch-pad.name = 小型發射台 block.launch-pad-large.name = 大型發射台 team.blue.name = 藍 -team.crux.name = red -team.sharded.name = orange -team.orange.name = 橙 -team.derelict.name = derelict +team.crux.name = 紅 +team.sharded.name = 黃 +team.orange.name = 橘 +team.derelict.name = 灰 team.green.name = 綠 team.purple.name = 紫 unit.spirit.name = 輕型無人機 -unit.draug.name = Draug Miner Drone +unit.draug.name = 幽靈礦工無人機 unit.phantom.name = 幻影無人機 unit.dagger.name = 匕首 unit.crawler.name = 爬行 @@ -906,30 +905,30 @@ unit.chaos-array.name = 混沌陣 unit.eradicator.name = 消除者 unit.lich.name = 巫妖 unit.reaper.name = 收割者 -tutorial.next = [lightgray] -tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper +tutorial.next = [lightgray]<按下以繼續> +tutorial.intro = 您已進入[scarlet] Mindustry 教學。[]\n從[accent] 挖掘銅礦[]開始吧。點擊靠近您核心的銅礦脈。\n\n[accent]{0}/{1} 個銅礦 tutorial.drill = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅脈上放置一個鑽頭。 -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.drill.mobile = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n點選右下角的鑽頭選項\n選擇[accent]機械鑽頭[].\n通過點擊將其放置在銅礦上,然後按下下方的[accent]確認標誌[]確認您的選擇\n按下[accent] X 按鈕[] 取消放置. +tutorial.blockinfo = 每個方塊都有不同的屬性。每個鑽頭只能開採特定的礦石。\n查看方塊的資訊和屬性,[accent]在建造目錄時按下"?"鈕。[]\n\n[accent]立即訪問機械鑽頭的屬性資料。[] tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。 -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]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered +tutorial.conveyor.mobile = [accent]輸送帶[]能夠將物品運輸到核心。\製作一條從鑽頭開始到核心的輸送帶。\n[accent]長按數秒[]並向一個方向拖動來放置直線。\n\n[accent]{0}/{1} 條輸送帶\n[accent]0/1 交付的物品 tutorial.turret = 防禦建築是必須的以擊退[LIGHT_GRAY]敵人[]。\n於核心附近建造一個雙炮。 tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。 -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.pause = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按空白鍵暫停遊戲。 +tutorial.pause.mobile = 在戰鬥中,你可以[accent]暫停遊戲。[]\n您可以在暫停時規劃建築物並加入建造序列。\n\n[accent]按左上角的此按鈕暫停。 +tutorial.unpause = 現在再次按空格鍵即可取消暫停。 +tutorial.unpause.mobile = 現在再次按空格鍵即可取消暫停。 +tutorial.breaking = 方塊經常需要被銷毀。\n[accent]按住右鍵[]破壞選擇中的所有方塊。[]\n\n[accent]使用區域選擇銷毀核心左側的所有廢料方塊。 +tutorial.breaking.mobile = 方塊經常需要被銷毀。\n[accent]選擇解構模式[],然後點擊一個方塊開始破壞它。\n按住手指幾秒鐘以破壞區域[]並向一個方向拖動。\n按下複選標記按鈕以確認破壞。\n\n[accent]使用區域選擇銷毀核心左側的所有廢料方塊。 +tutorial.withdraw = 在某些情況下,直接從方塊中取出物品是必要的。\n去做這個, [accent]點擊有物品的方塊[],然後[accent]點擊在方框中的物品[]。\n可以通過[accent]點擊或常按[]來取出物品。\n\n[accent]從核心中取出一些銅。[] +tutorial.deposit = 通過將物品從船上拖到目標方塊,將物品放入放塊中。\n\n[accent]將您的銅放到核心中。[] tutorial.waves = [LIGHT_GRAY]敵人[]來臨。\n\n防衛核心2波。建造更多的砲塔以防衛。 -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 resources can then be used to research new technology.\n\n[accent]Press the launch button. +tutorial.waves.mobile = [lightgray]敵人[]接近。\n\n保護核心抵抗兩波攻擊。您的飛船將自動向敵人開火。\n建造更多的砲塔和鑽頭。開採更多的銅。 +tutorial.launch = 一旦您達到特定的波數, 您就可以[accent] 發射核心[],放棄防禦並[accent]獲取核心中的所有資源。[]\n這些資源可以用於研究新科技。\n\n[accent]按下發射按鈕。 item.copper.description = 一種有用的結構材料。在各種類型的方塊中廣泛使用。 item.lead.description = 一種基本的起始材料。被廣泛用於電子設備和運輸液體方塊。 item.metaglass.description = 一種超級強硬玻璃混合物。廣泛用於液體分配和存儲。 -item.graphite.description = Mineralized carbon, used for ammunition and electrical insulation. +item.graphite.description = 礦化碳,用於彈藥和電氣絕緣。 item.sand.description = 一種常見的材料,廣泛用於冶煉,包括製作合金和助熔劑。 item.coal.description = 一種常見並容易獲得的燃料。 item.titanium.description = 一種罕見的超輕金屬,被廣泛運用於運輸液體、鑽頭和飛機。 @@ -943,66 +942,66 @@ item.spore-pod.description = 用於轉化為石油、爆炸物和燃料。 item.blast-compound.description = 一種用於炸彈和炸藥的揮發性混合物。雖然它可以作為燃料燃燒,但不建議這樣做。 item.pyratite.description = 一種在燃燒武器中使用的極易燃物質。 liquid.water.description = 常用於冷卻機器和廢物處理。 -liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon. +liquid.slag.description = 各種不同類型的熔融金屬混合在一起的液體。可以被分解成其所組成之礦物,或作為武器射向敵方單位。 liquid.oil.description = 可以燃燒、爆炸或用作冷卻劑。 -liquid.cryofluid.description = 冷卻東西最有效的液體。 +liquid.cryofluid.description = 冷卻機器最有效的液體。 mech.alpha-mech.description = 標準的機甲。具有不錯的速度和傷害輸出;可以製造多達3架無人機以提高進攻能力。 -mech.delta-mech.description = 一种快速、轻铠的机甲,是用於打了就跑的攻擊。对结构造成的伤害很小,但可以用弧形闪电武器很快杀死大量敌方机组。 -mech.tau-mech.description = 支援機甲。射擊友好方塊以治療它們。可以使用它的修復能力熄滅火焰並治療一定範圍內的友軍。 +mech.delta-mech.description = 一種快速、輕裝甲的機甲,是用於打了就跑的攻擊。對結構造成的傷害很小,但可以用弧形閃電武器很快殺死大量敵方機組。 +mech.tau-mech.description = 支援機甲。射擊友方方塊以修復它們。可以使用它的修復能力熄滅火焰並治療一定範圍內的友軍。 mech.omega-mech.description = 一種笨重、裝甲重的機甲,用於在前線突擊。它的裝甲能力可以阻擋高達90%的傷害。 mech.dart-ship.description = 標準飛船。快速、輕便,但有低的攻擊能力和慢的採礦速度。 mech.javelin-ship.description = 一種打了就跑的侵襲船。雖然最初很慢,但它可以加速到很快的速度,並飛過敵人的前哨站,利用其閃電能力和導彈造成大量的傷害。 -mech.trident-ship.description = 一种重型轰炸机。有比較厚的装甲。 +mech.trident-ship.description = 一種重型轟炸機。有比較厚的裝甲。 mech.glaive-ship.description = 一種大型、裝甲厚的武裝直升機。配備燃燒機關槍。有優秀的加速能力與最快的速度。 -unit.draug.description = A primitive mining drone. Cheap to produce. Expendable. Automatically mines copper and lead in the vicinity. Delivers mined resources to the closest core. +unit.draug.description = 原始的採礦無人機。生產便宜。消耗品。自動在附近開採銅和鉛。將開採的資源交給最接近的核心。 unit.spirit.description = 起始的無人機。默認在核心產生。自動挖掘礦石、收集物品和修理方塊。 unit.phantom.description = 一種高級的無人機。自動挖掘礦石、收集物品和修理方塊。比輕型無人機明顯更有效。 unit.dagger.description = 一種基本的地面單位。最好一群地使用。 -unit.crawler.description = A ground unit consisting of a stripped-down frame with high explosives strapped on top. Not particular durable. Explodes on contact with enemies. +unit.crawler.description = 一種地面單位,由精簡的機架組成,頂部綁有炸藥。不是特別耐用。與敵人接觸時爆炸。 unit.titan.description = 一種高級的具有裝甲的地面單位。使用碳化物作為彈藥。攻擊地面單位和空中單位。 unit.fortress.description = 一種具有重型大砲的地面單位。 -unit.eruptor.description = A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire. +unit.eruptor.description = 設計用於拆除建築物的重型機械。向敵人的防禦工事發射一道爐渣,融化它們,並點燃周圍可燃物。 unit.wraith.description = 一種快速、打了就跑的攔截機。 unit.ghoul.description = 一種重型的鋪蓋性的轟炸機。使用爆炸化合物或黃鐵礦作為彈藥。 -unit.revenant.description = A heavy, hovering missile array. -block.message.description = Stores a message. Used for communication between allies. -block.graphite-press.description = Compresses chunks of coal into pure sheets of graphite. -block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently. +unit.revenant.description = 重型的盤旋導彈陣列。 +block.message.description = 儲存一條消息。用於盟友之間的交流。 +block.graphite-press.description = 將煤炭壓縮成石墨。 +block.multi-press.description = 石墨壓縮機的升級版。利用水和電力快速高效地處理煤炭。 block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。 block.kiln.description = 將沙子和鉛熔煉成金屬玻璃。需要少量能量。 block.plastanium-compressor.description = 使用油和鈦以生產塑料。 block.phase-weaver.description = 使用放射性的釷和大量的沙子以生產相織布。 block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。 -block.cryofluidmixer.description = 合水和鈦成冷卻效率更高的冷凍液。 +block.cryofluidmixer.description = 混合水和鈦形成冷卻效率更高的冷凍液。 block.blast-mixer.description = 使用油將硫變成比較不易燃但更具爆炸性的爆炸混合器。 block.pyratite-mixer.description = 混合煤、鉛和沙子成為易燃的硫。 block.melter.description = 將石頭加熱到很高的溫度以獲得熔岩。 block.separator.description = 將石頭暴露在水壓下以獲得石頭中的各種礦物質。 block.spore-press.description = 將孢子莢壓縮成油。 block.pulverizer.description = 將石頭壓成沙子。當缺少天然沙子時有用。 -block.coal-centrifuge.description = Solidifes oil into chunks of coal. +block.coal-centrifuge.description = 將石油凝固成煤礦。 block.incinerator.description = 清除任何多餘的物品或液體。 block.power-void.description = 銷毀所有輸入的能量。僅限沙盒。 -block.power-source.description = 不限地輸出能量。僅限沙盒。 -block.item-source.description = 不限地輸出物品。僅限沙盒。 +block.power-source.description = 無限輸出能量。僅限沙盒。 +block.item-source.description = 無限輸出物品。僅限沙盒。 block.item-void.description = 不使用能量銷毀任何進入它的物品。僅限沙盒。 -block.liquid-source.description = 不限地輸出液體。僅限沙盒。 -block.copper-wall.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔。 -block.copper-wall-large.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔\n佔據多個方塊。 -block.titanium-wall.description = A moderately strong defensive block.\nProvides moderate protection from enemies. -block.titanium-wall-large.description = A moderately strong defensive block.\nProvides moderate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = 一種堅強的防衛方塊。\n良好地防衛敵人。 +block.liquid-source.description = 無限輸出液體。僅限沙盒。 +block.copper-wall.description = 一種便宜的防禦方塊。\n用於前幾波防衛核心和砲塔。 +block.copper-wall-large.description = 一種便宜的防禦方塊。\n用於前幾波防禦核心和砲塔\n佔據多個方塊。 +block.titanium-wall.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。 +block.titanium-wall-large.description = 一個中等強度的防禦方塊。\n提供對敵人的適度保護。\n跨越多個區塊。 +block.thorium-wall.description = 一種堅強的防禦方塊。\n良好地防禦。 block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。 block.phase-wall.description = 沒有釷牆那麼強但會使不太強的子彈偏離。 block.phase-wall-large.description = 沒有釷牆那麼強但會使不太強的子彈偏離。\n佔據多個方塊。 -block.surge-wall.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。 -block.surge-wall-large.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。\n佔據多個方塊。 +block.surge-wall.description = 最強的防禦方塊。\n有低機率對攻擊者觸發閃電。 +block.surge-wall-large.description = 最強的防衛方塊。\n有低機率對攻擊者觸發閃電。\n佔據多個方塊。 block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。 block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。 -block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency. +block.mender.description = 定期修復附近的建築物。在每一波之間保持防禦力的修復。\n可選擇使用矽來提高範圍和效率。 block.mend-projector.description = 定期修復附近的建築物。 block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。 -block.force-projector.description = 在自身周圍形成一個六角形力場,保護內部的建築物和單位免受子彈的傷害。 +block.force-projector.description = 在自身周圍形成一個六角形能量力場護盾,保護內部的建築物和單位免受子彈的傷害。 block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。 block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。 block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。 @@ -1013,49 +1012,49 @@ block.sorter.description = 對物品進行分類。如果物品與所選種類 block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。 用於將物品從一個來源分割為多個目標。 block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。 block.overflow-gate.description = 分離器和分配器的組合。如果前面被擋住,則向從左邊和右邊輸出物品。 -block.mass-driver.description = 終極物品運輸方塊。收集幾件物品,然後將它們射向另一個長距離的質量驅動器。 +block.mass-driver.description = 終極物品運輸方塊。收集大量物品,然後將它們射向另一個質量驅動器。 block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。 block.rotary-pump.description = 高級的泵,透過使用能量使輸出速度加倍。 block.thermal-pump.description = 終極泵。輸出速度是機械泵的三倍並且是唯一能夠抽熔岩的泵。 -block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是液體用的。最適用於提取器、泵或其他管線。 +block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是是液體用的。最適用於提取器、泵或其他管線。 block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。 block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。 block.liquid-tank.description = 存儲大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。 block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。 block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。 block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。 -block.power-node.description = 將能量傳輸到連接的節點。最多可連接四個能量來源、接收或節點。節點將從任何相鄰方塊接收能量或向其供能量。 -block.power-node-large.description = 範圍大於能量節點,最多可連接六個能量來源、接收或節點。 -block.surge-tower.description = An extremely long-range power node with fewer available connections. +block.power-node.description = 將能量傳輸到相連的節點。該節點將從任何相鄰方塊接收能量或向任何相鄰方塊供應能量。 +block.power-node-large.description = 具有更大範圍和更多連接的高級電源節點。 +block.surge-tower.description = 具有兩個可用連接的超遠程能量節點。 block.battery.description = 有能量剩餘時,存儲電力並在能量短缺時提供能量。 block.battery-large.description = 比普通電池存儲更多的能量。 block.combustion-generator.description = 透過燃燒油或可燃物品以產生能量。 block.thermal-generator.description = 使用熔岩產生大量的能量。 block.turbine-generator.description = 比燃燒發電機更有效,但需要水以操作。 -block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite. +block.differential-generator.description = 產生大量能量。利用冷卻液和燃燒的硫之間的溫差產生大量的能量。 block.rtg-generator.description = 一種放射性同位素熱發電機,不需要冷卻,但比釷反應堆產生的能量少。 block.solar-panel.description = 透過太陽產生少量的能量。 block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。 block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。 -block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process. +block.impact-reactor.description = 先進的發電機,能夠以峰值效率產生大量功率。需要大量的電源輸入才能啟動該過程。 block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。 block.pneumatic-drill.description = 一種改進的鑽頭。它挖掘更快,能夠利用氣壓挖掘更硬的材料。 block.laser-drill.description = 通過激光技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。 block.blast-drill.description = 終極的鑽頭。需要大量能量。 -block.water-extractor.description = 從地下提取水。當附近沒有湖泊時使用它。 +block.water-extractor.description = 從地下提取水。當附近沒有湖泊時可以使用它。 block.cultivator.description = 用水培養土壤以獲得生物物質。 block.oil-extractor.description = 使用大量的能量從沙子中提取油。當附近沒有直接的石油來源時使用它。 -block.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen. -block.core-foundation.description = The second version of the core. Better armored. Stores more resources. -block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources. +block.core-shard.description = 核心第一代。一旦被摧毀,與該地區的所有聯繫都將失去。不要讓這種情況發生。 +block.core-foundation.description = 核心第二代。有更好的裝甲。可以存儲更多資源。 +block.core-nucleus.description = 核心第三代,也是最後一代。裝甲非常好。可以存儲大量資源。 block.vault.description = 存儲大量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從存儲庫提取物品。 block.container.description = 存儲少量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從容器提取物品。 block.unloader.description = 將物品從容器、存儲庫或核心卸載到傳輸帶上或直接卸載到相鄰的方塊中。透過點擊卸載器來更改要卸載的物品類型。 -block.launch-pad.description = 無需從核心發射即可發射物品。未完成。 -block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently. +block.launch-pad.description = 無需經過核心即可直接發射物品。 +block.launch-pad-large.description = 發射台的進階版。可存儲更多物品。更快的發射速度。 block.duo.description = 一種小而便宜的砲塔。 block.scatter.description = 一種中型防空砲塔。向敵方單位噴射鉛塊或碎片。 -block.scorch.description = Burns any ground enemies close to it. Highly effective at close range. +block.scorch.description = 燃燒所有靠近它的地面敵人。近距離效果很好。 block.hail.description = 一種小型火砲。 block.wave.description = 一種可以快速射出液體氣泡的中型砲塔。 block.lancer.description = 一種射出電子束的中型砲塔。 @@ -1067,22 +1066,22 @@ block.ripple.description = 一種一次射出幾發子彈的大型火砲。 block.cyclone.description = 一種快速射擊的大型砲塔。 block.spectre.description = 一種一次射出兩顆強大的子彈的大型砲塔。 block.meltdown.description = 一種射出強大的遠程光束的大型砲塔。 -block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command. -block.draug-factory.description = Produces Draug mining drones. +block.command-center.description = 向地圖上的盟軍發出移動命令。\n使單位巡邏,攻擊敵人的核心或撤退到核心/工廠。當沒有敵人核心時,部隊將默認在攻擊命令下進行巡邏。 +block.draug-factory.description = 生產幽靈採礦無人機 block.spirit-factory.description = 生產輕型無人機,用於開採礦石和修復方塊。 block.phantom-factory.description = 生產高級的無人機,比輕型無人機明顯更有效。 block.wraith-factory.description = 生產快速、打了就跑的攔截機單位。 block.ghoul-factory.description = 生產重型鋪蓋轟炸機。 block.revenant-factory.description = 生產重型激光地面單位。 -block.dagger-factory.description = 產生基本地面單位。 -block.crawler-factory.description = Produces fast self-destructing swarm units. +block.dagger-factory.description = 生產基本地面單位。 +block.crawler-factory.description = 生產快速的自爆部隊。 block.titan-factory.description = 生產具有裝甲的高級地面單位。 block.fortress-factory.description = 生產重型火砲地面單位。 block.repair-point.description = 持續治療附近最近的受損單位。 -block.dart-mech-pad.description = Provides transformation into a basic attack mech.\nUse by tapping while standing on it. -block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊墊以使用它。 -block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊墊以使用它。 -block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊墊以使用它。 -block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊墊以使用它。 -block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊墊以使用它。 -block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊墊以使用它。 +block.dart-mech-pad.description = 提供轉換為基本攻擊機制的能力。\n站在上面的時候按下它使用。 +block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊船墊以使用它。 +block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊船墊以使用它。 +block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊船墊以使用它。 +block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊船墊以使用它。 +block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊船墊以使用它。 +block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊船墊以使用它。 diff --git a/core/assets/contributors b/core/assets/contributors index 72684ac274..cff8b843f1 100644 --- a/core/assets/contributors +++ b/core/assets/contributors @@ -29,6 +29,8 @@ BeefEX Lorex laohuaji233 Spico The Spirit Guy +TunacanGamer +kemalinanc13 Zachary Fenr1r Jaiun Lee @@ -78,4 +80,5 @@ itskatt Agent-Laevain AzariasB amrsoll +ねらひかだ Draco diff --git a/core/assets/sounds/thruster.ogg b/core/assets/sounds/thruster.ogg index d8e7efb086..cba59f95ab 100644 Binary files a/core/assets/sounds/thruster.ogg and b/core/assets/sounds/thruster.ogg differ diff --git a/core/assets/sprites/block_colors.png b/core/assets/sprites/block_colors.png index 0816c37507..c8615955a6 100644 Binary files a/core/assets/sprites/block_colors.png and b/core/assets/sprites/block_colors.png differ diff --git a/core/assets/sprites/sprites.atlas b/core/assets/sprites/sprites.atlas index 06acf2f5d6..f9cbd723c2 100644 --- a/core/assets/sprites/sprites.atlas +++ b/core/assets/sprites/sprites.atlas @@ -4,688 +4,506 @@ size: 2048,2048 format: RGBA8888 filter: Nearest,Nearest repeat: none -force-projector - rotate: false - xy: 521, 478 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -force-projector-icon-full - rotate: false - xy: 521, 478 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 force-projector-top rotate: false - xy: 489, 380 + xy: 651, 752 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -mend-projector - rotate: false - xy: 1676, 1595 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -mend-projector-icon-full - rotate: false - xy: 1676, 1595 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 mend-projector-top rotate: false - xy: 1742, 1591 + xy: 1177, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -mender - rotate: false - xy: 1443, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -mender-icon-full - rotate: false - xy: 1443, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 mender-top rotate: false - xy: 1443, 871 + xy: 1993, 1169 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -overdrive-projector - rotate: false - xy: 1874, 1591 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -overdrive-projector-icon-full - rotate: false - xy: 1874, 1591 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 overdrive-projector-top rotate: false - xy: 1940, 1591 + xy: 1309, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 shock-mine rotate: false - xy: 1425, 429 + xy: 1111, 668 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-arrow rotate: false - xy: 1103, 886 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -bridge-conveyor - rotate: false - xy: 1103, 716 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -bridge-conveyor-icon-full - rotate: false - xy: 1103, 716 + xy: 817, 416 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-conveyor-bridge rotate: false - xy: 1137, 991 + xy: 853, 512 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-conveyor-end rotate: false - xy: 1137, 957 + xy: 887, 512 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 center rotate: false - xy: 1137, 923 + xy: 853, 478 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-0-0 rotate: false - xy: 1037, 376 + xy: 797, 1736 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -armored-conveyor-icon-full +block-armored-conveyor-full rotate: false - xy: 1037, 376 + xy: 797, 1736 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-0-1 rotate: false - xy: 1071, 376 + xy: 1599, 1121 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-0-2 rotate: false - xy: 1033, 342 + xy: 1721, 1243 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-0-3 rotate: false - xy: 1033, 308 + xy: 1599, 1087 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-1-0 rotate: false - xy: 1067, 342 + xy: 1599, 1053 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-1-1 rotate: false - xy: 1067, 308 + xy: 1599, 1019 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-1-2 rotate: false - xy: 1033, 274 + xy: 1599, 985 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-1-3 rotate: false - xy: 1067, 274 + xy: 1599, 951 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-2-0 rotate: false - xy: 1029, 240 + xy: 1599, 917 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-2-1 rotate: false - xy: 1029, 206 + xy: 1599, 883 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-2-2 rotate: false - xy: 1063, 240 + xy: 1599, 849 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-2-3 rotate: false - xy: 1063, 206 + xy: 1599, 815 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-3-0 rotate: false - xy: 1037, 172 + xy: 1599, 781 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-3-1 rotate: false - xy: 1037, 138 + xy: 1775, 1369 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-3-2 rotate: false - xy: 1037, 104 + xy: 1775, 1335 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-3-3 rotate: false - xy: 1037, 70 + xy: 1775, 1301 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-4-0 rotate: false - xy: 1037, 36 + xy: 1809, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-4-1 rotate: false - xy: 1071, 172 + xy: 1809, 1339 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-4-2 rotate: false - xy: 1071, 138 + xy: 1843, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 armored-conveyor-4-3 rotate: false - xy: 1071, 104 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -conveyor-0-0 - rotate: false - xy: 1239, 939 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -conveyor-icon-full - rotate: false - xy: 1239, 939 + xy: 1809, 1305 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-0-1 rotate: false - xy: 1205, 905 + xy: 919, 395 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-0-2 rotate: false - xy: 1171, 871 + xy: 919, 361 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-0-3 rotate: false - xy: 1341, 1007 + xy: 919, 327 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-1-0 rotate: false - xy: 1307, 973 + xy: 919, 293 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-1-1 rotate: false - xy: 1273, 939 + xy: 955, 489 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-1-2 rotate: false - xy: 1239, 905 + xy: 989, 489 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-1-3 rotate: false - xy: 1205, 871 + xy: 955, 455 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-2-0 rotate: false - xy: 1171, 837 + xy: 989, 455 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-2-1 rotate: false - xy: 1375, 1007 + xy: 953, 421 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-2-2 rotate: false - xy: 1341, 973 + xy: 953, 387 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-2-3 rotate: false - xy: 1307, 939 + xy: 987, 421 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-3-0 rotate: false - xy: 1273, 905 + xy: 953, 353 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-3-1 rotate: false - xy: 1239, 871 + xy: 987, 387 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-3-2 rotate: false - xy: 1205, 837 + xy: 953, 319 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-3-3 rotate: false - xy: 1171, 803 + xy: 987, 353 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-4-0 rotate: false - xy: 1409, 1007 + xy: 987, 319 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-4-1 rotate: false - xy: 1375, 973 + xy: 953, 285 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-4-2 rotate: false - xy: 1341, 939 + xy: 987, 285 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conveyor-4-3 rotate: false - xy: 1307, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -titanium-conveyor-0-0 - rotate: false - xy: 1101, 274 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -titanium-conveyor-icon-full - rotate: false - xy: 1101, 274 + xy: 1516, 761 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-0-1 rotate: false - xy: 1097, 240 + xy: 1667, 1125 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-0-2 rotate: false - xy: 1097, 206 + xy: 1667, 1091 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-0-3 rotate: false - xy: 1105, 172 + xy: 1667, 1057 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-1-0 rotate: false - xy: 1105, 138 + xy: 1667, 1023 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-1-1 rotate: false - xy: 1105, 104 + xy: 1667, 989 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-1-2 rotate: false - xy: 1105, 70 + xy: 1667, 955 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-1-3 rotate: false - xy: 1105, 36 + xy: 1667, 921 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-2-0 rotate: false - xy: 1123, 2 + xy: 1667, 887 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-2-1 rotate: false - xy: 1135, 360 + xy: 1667, 853 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-2-2 rotate: false - xy: 1135, 326 + xy: 1667, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-2-3 rotate: false - xy: 1135, 292 + xy: 1667, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-3-0 rotate: false - xy: 1169, 360 + xy: 1701, 1107 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-3-1 rotate: false - xy: 1169, 326 + xy: 1701, 1073 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-3-2 rotate: false - xy: 1169, 292 + xy: 1701, 1039 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-3-3 rotate: false - xy: 1203, 361 + xy: 1701, 1005 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-4-0 rotate: false - xy: 1203, 327 + xy: 1701, 971 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-4-1 rotate: false - xy: 1237, 361 + xy: 1701, 937 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-4-2 rotate: false - xy: 1203, 293 + xy: 1701, 903 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-conveyor-4-3 rotate: false - xy: 1237, 327 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -distributor - rotate: false - xy: 525, 118 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -distributor-icon-full - rotate: false - xy: 525, 118 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -junction - rotate: false - xy: 1349, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -junction-icon-full - rotate: false - xy: 1349, 667 + xy: 1701, 869 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 mass-driver-base rotate: false - xy: 651, 750 + xy: 852, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -overflow-gate - rotate: false - xy: 1187, 497 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -overflow-gate-icon-full - rotate: false - xy: 1187, 497 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-conveyor - rotate: false - xy: 1255, 531 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-conveyor-icon-full - rotate: false - xy: 1255, 531 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 phase-conveyor-arrow rotate: false - xy: 1289, 565 + xy: 1781, 1165 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-conveyor-bridge rotate: false - xy: 1323, 599 + xy: 1713, 1141 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-conveyor-end rotate: false - xy: 1187, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -router - rotate: false - xy: 1289, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -router-icon-full - rotate: false - xy: 1289, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -sorter - rotate: false - xy: 1459, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -sorter-icon-full - rotate: false - xy: 1459, 429 + xy: 1747, 1131 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -699,707 +517,511 @@ blast-drill index: -1 blast-drill-rim rotate: false - xy: 526, 1595 + xy: 323, 1392 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 blast-drill-rotator rotate: false - xy: 453, 1392 + xy: 526, 1595 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 blast-drill-top rotate: false - xy: 163, 1031 + xy: 453, 1392 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 drill-top rotate: false - xy: 591, 52 + xy: 1111, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 turbine-generator-liquid rotate: false - xy: 591, 52 + xy: 1111, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 laser-drill rotate: false - xy: 685, 184 + xy: 749, 946 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 laser-drill-rim rotate: false - xy: 583, 1436 + xy: 749, 848 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 laser-drill-rotator rotate: false - xy: 681, 1436 + xy: 749, 750 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 laser-drill-top rotate: false - xy: 609, 1338 + xy: 749, 652 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 mechanical-drill rotate: false - xy: 1412, 1557 + xy: 1309, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 mechanical-drill-rotator rotate: false - xy: 1544, 1595 + xy: 1045, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 mechanical-drill-top rotate: false - xy: 1610, 1595 + xy: 1111, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 oil-extractor rotate: false - xy: 749, 1142 + xy: 852, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 oil-extractor-liquid rotate: false - xy: 749, 946 + xy: 950, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 oil-extractor-rotator rotate: false - xy: 749, 848 + xy: 950, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 oil-extractor-top rotate: false - xy: 749, 750 + xy: 1048, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 pneumatic-drill rotate: false - xy: 1214, 1491 + xy: 1309, 1163 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 pneumatic-drill-rotator rotate: false - xy: 1346, 1491 + xy: 1375, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 pneumatic-drill-top rotate: false - xy: 1412, 1491 + xy: 1045, 833 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 water-extractor rotate: false - xy: 913, 823 + xy: 1441, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 water-extractor-liquid rotate: false - xy: 913, 757 + xy: 1441, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 water-extractor-rotator rotate: false - xy: 979, 757 + xy: 1441, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 water-extractor-top rotate: false - xy: 913, 691 + xy: 1441, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 block-border rotate: false - xy: 1103, 988 + xy: 1877, 1339 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 block-middle rotate: false - xy: 1103, 954 + xy: 627, 12 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 block-select rotate: false - xy: 1103, 920 + xy: 1244, 675 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-liquid rotate: false - xy: 1205, 973 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -message - rotate: false - xy: 1443, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -message-icon-full - rotate: false - xy: 1443, 837 + xy: 885, 410 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 place-arrow rotate: false - xy: 717, 554 + xy: 1048, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 rubble-1-0 rotate: false - xy: 1808, 1459 + xy: 1177, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 rubble-1-1 rotate: false - xy: 1874, 1459 + xy: 1243, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 rubble-2-0 rotate: false - xy: 1940, 1459 + xy: 1309, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 rubble-2-1 rotate: false - xy: 723, 96 + xy: 1375, 1163 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 rubble-3-0 rotate: false - xy: 783, 260 + xy: 1244, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 rubble-3-1 rotate: false - xy: 783, 260 + xy: 1244, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 rubble-4-0 rotate: false - xy: 293, 742 + xy: 423, 742 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 rubble-4-1 rotate: false - xy: 293, 742 + xy: 423, 742 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 -bridge-conduit - rotate: false - xy: 1103, 852 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -bridge-conduit-icon-full - rotate: false - xy: 1103, 852 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 bridge-conduit-arrow rotate: false - xy: 1103, 818 + xy: 817, 382 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-conveyor-arrow rotate: false - xy: 1103, 818 + xy: 817, 382 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-conduit-bridge rotate: false - xy: 1103, 784 + xy: 817, 348 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 bridge-conduit-end rotate: false - xy: 1103, 750 + xy: 817, 314 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom rotate: false - xy: 1137, 753 + xy: 921, 497 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-0 rotate: false - xy: 1137, 719 + xy: 851, 444 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-1 rotate: false - xy: 1171, 1007 + xy: 851, 410 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-2 rotate: false - xy: 1205, 1007 + xy: 885, 444 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-3 rotate: false - xy: 1205, 1007 + xy: 885, 444 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-4 rotate: false - xy: 1205, 1007 + xy: 885, 444 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-6 rotate: false - xy: 1205, 1007 + xy: 885, 444 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-bottom-5 rotate: false - xy: 1171, 973 + xy: 851, 376 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-0 rotate: false - xy: 1171, 939 + xy: 851, 342 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-1 rotate: false - xy: 1273, 1007 + xy: 885, 376 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-2 rotate: false - xy: 1239, 973 + xy: 885, 342 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-3 rotate: false - xy: 1205, 939 + xy: 851, 308 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-3 rotate: false - xy: 1205, 939 + xy: 851, 308 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-4 rotate: false - xy: 1171, 905 + xy: 885, 308 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-5 rotate: false - xy: 1307, 1007 + xy: 921, 463 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 conduit-top-6 rotate: false - xy: 1273, 973 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-junction - rotate: false - xy: 1417, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-junction-icon-full - rotate: false - xy: 1417, 667 + xy: 919, 429 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-router-bottom rotate: false - xy: 1213, 633 + xy: 1670, 679 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-router-liquid rotate: false - xy: 1281, 633 + xy: 1670, 645 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-router-top rotate: false - xy: 1315, 633 + xy: 1823, 1169 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-tank-bottom rotate: false - xy: 651, 1240 + xy: 754, 1632 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 liquid-tank-liquid rotate: false - xy: 651, 1044 + xy: 754, 1534 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 liquid-tank-top rotate: false - xy: 651, 946 + xy: 779, 1436 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -mechanical-pump - rotate: false - xy: 1443, 973 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -mechanical-pump-icon-full - rotate: false - xy: 1443, 973 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-conduit - rotate: false - xy: 1255, 565 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-conduit-icon-full - rotate: false - xy: 1255, 565 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 phase-conduit-arrow rotate: false - xy: 1289, 599 + xy: 1679, 1167 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-conduit-bridge rotate: false - xy: 1187, 463 + xy: 1713, 1175 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-conduit-end rotate: false - xy: 1221, 497 + xy: 1747, 1165 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-0 rotate: false - xy: 1221, 429 + xy: 1815, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-1 rotate: false - xy: 1255, 463 + xy: 1849, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-2 rotate: false - xy: 1289, 497 + xy: 1883, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-4 rotate: false - xy: 1323, 531 + xy: 1917, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-5 rotate: false - xy: 1357, 565 + xy: 1951, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-top-6 rotate: false - xy: 1391, 599 + xy: 1985, 1135 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -rotary-pump - rotate: false - xy: 1676, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -rotary-pump-icon-full - rotate: false - xy: 1676, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thermal-pump - rotate: false - xy: 881, 162 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -thermal-pump-icon-full - rotate: false - xy: 881, 162 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -dart-mech-pad - rotate: false - xy: 393, 58 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -dart-mech-pad-icon-full - rotate: false - xy: 393, 58 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -delta-mech-pad - rotate: false - xy: 459, 118 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -delta-mech-pad-icon-full - rotate: false - xy: 459, 118 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -glaive-ship-pad - rotate: false - xy: 685, 282 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -glaive-ship-pad-icon-full - rotate: false - xy: 685, 282 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -javelin-ship-pad - rotate: false - xy: 1280, 1623 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -javelin-ship-pad-icon-full - rotate: false - xy: 1280, 1623 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -omega-mech-pad - rotate: false - xy: 749, 652 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -omega-mech-pad-icon-full - rotate: false - xy: 749, 652 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -tau-mech-pad - rotate: false - xy: 913, 1219 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -tau-mech-pad-icon-full - rotate: false - xy: 913, 1219 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -trident-ship-pad - rotate: false - xy: 913, 1021 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -trident-ship-pad-icon-full - rotate: false - xy: 913, 1021 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 battery rotate: false - xy: 1071, 70 + xy: 1843, 1339 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -battery-icon-full +block-battery-full rotate: false - xy: 1071, 70 + xy: 1843, 1339 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -1411,282 +1033,114 @@ battery-large orig: 96, 96 offset: 0, 0 index: -1 -battery-large-icon-full +block-battery-large-full rotate: false xy: 293, 384 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -combustion-generator - rotate: false - xy: 1137, 821 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -combustion-generator-icon-full - rotate: false - xy: 1137, 821 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 combustion-generator-top rotate: false - xy: 1137, 787 + xy: 887, 478 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -differential-generator - rotate: false - xy: 656, 1534 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -differential-generator-icon-full - rotate: false - xy: 656, 1534 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 differential-generator-liquid rotate: false - xy: 293, 188 + xy: 651, 1142 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 differential-generator-top rotate: false - xy: 391, 384 + xy: 651, 1044 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 impact-reactor rotate: false - xy: 1888, 1787 + xy: 219, 1262 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-bottom rotate: false - xy: 1498, 1661 + xy: 349, 1262 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-light rotate: false - xy: 1758, 1657 + xy: 479, 1262 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-plasma-0 rotate: false - xy: 1888, 1657 + xy: 293, 1132 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-plasma-1 rotate: false - xy: 163, 251 + xy: 293, 1002 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-plasma-2 rotate: false - xy: 155, 121 + xy: 423, 1132 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 impact-reactor-plasma-3 rotate: false - xy: 219, 1262 + xy: 293, 872 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 -power-node - rotate: false - xy: 1255, 497 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -power-node-icon-full - rotate: false - xy: 1255, 497 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -power-node-large - rotate: false - xy: 1478, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -power-node-large-icon-full - rotate: false - xy: 1478, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 power-source rotate: false - xy: 1289, 531 + xy: 1781, 1131 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -power-void - rotate: false - xy: 1357, 599 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -power-void-icon-full - rotate: false - xy: 1357, 599 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -rtg-generator - rotate: false - xy: 1742, 1459 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -rtg-generator-icon-full - rotate: false - xy: 1742, 1459 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 rtg-generator-top rotate: false - xy: 1323, 463 + xy: 1985, 1101 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -solar-panel - rotate: false - xy: 1459, 463 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -solar-panel-icon-full - rotate: false - xy: 1459, 463 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -solar-panel-large - rotate: false - xy: 881, 260 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -solar-panel-large-icon-full - rotate: false - xy: 881, 260 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -surge-tower - rotate: false - xy: 969, 1351 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -surge-tower-icon-full - rotate: false - xy: 969, 1351 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thermal-generator - rotate: false - xy: 979, 1219 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thermal-generator-icon-full - rotate: false - xy: 979, 1219 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thorium-reactor - rotate: false - xy: 754, 1632 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -thorium-reactor-icon-full - rotate: false - xy: 754, 1632 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 thorium-reactor-center rotate: false - xy: 754, 1534 + xy: 1342, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 thorium-reactor-lights rotate: false - xy: 779, 1436 + xy: 877, 1461 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -turbine-generator - rotate: false - xy: 979, 1021 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -turbine-generator-icon-full - rotate: false - xy: 979, 1021 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 turbine-generator-top rotate: false - xy: 913, 955 + xy: 1375, 767 size: 64, 64 orig: 64, 64 offset: 0, 0 @@ -1698,7 +1152,7 @@ alloy-smelter orig: 96, 96 offset: 0, 0 index: -1 -alloy-smelter-icon-full +block-alloy-smelter-full rotate: false xy: 1, 1 size: 96, 96 @@ -1713,27 +1167,13 @@ alloy-smelter-top offset: 0, 0 index: -1 blast-mixer - rotate: false - xy: 651, 586 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -blast-mixer-icon-full - rotate: false - xy: 651, 586 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -coal-centrifuge rotate: false xy: 295, 24 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -coal-centrifuge-icon-full +block-blast-mixer-full rotate: false xy: 295, 24 size: 64, 64 @@ -1742,455 +1182,175 @@ coal-centrifuge-icon-full index: -1 cryofluidmixer-bottom rotate: false - xy: 847, 942 + xy: 913, 801 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 cryofluidmixer-liquid rotate: false - xy: 847, 810 + xy: 979, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 cryofluidmixer-top rotate: false - xy: 847, 744 + xy: 913, 735 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 cultivator rotate: false - xy: 847, 678 + xy: 979, 801 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 cultivator-middle rotate: false - xy: 1016, 1549 + xy: 979, 735 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 cultivator-top rotate: false - xy: 877, 1493 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -graphite-press - rotate: false - xy: 1148, 1557 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -graphite-press-icon-full - rotate: false - xy: 1148, 1557 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -incinerator - rotate: false - xy: 1375, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -incinerator-icon-full - rotate: false - xy: 1375, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-source - rotate: false - xy: 1417, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-source-icon-full - rotate: false - xy: 1417, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-void - rotate: false - xy: 1315, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-void-icon-full - rotate: false - xy: 1315, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -kiln - rotate: false - xy: 1214, 1557 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -kiln-icon-full - rotate: false - xy: 1214, 1557 + xy: 1045, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 kiln-top rotate: false - xy: 1346, 1623 + xy: 1111, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 silicon-smelter-top rotate: false - xy: 1346, 1623 + xy: 1111, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -liquid-source - rotate: false - xy: 1383, 633 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-source-icon-full - rotate: false - xy: 1383, 633 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -melter - rotate: false - xy: 1443, 939 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -melter-icon-full - rotate: false - xy: 1443, 939 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -multi-press - rotate: false - xy: 749, 1240 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -multi-press-icon-full - rotate: false - xy: 749, 1240 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 phase-weaver rotate: false - xy: 1676, 1529 + xy: 1045, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 phase-weaver-bottom rotate: false - xy: 1742, 1525 + xy: 1111, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 phase-weaver-weave rotate: false - xy: 1874, 1525 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -plastanium-compressor - rotate: false - xy: 1940, 1525 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -plastanium-compressor-icon-full - rotate: false - xy: 1940, 1525 + xy: 1177, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 plastanium-compressor-top rotate: false - xy: 1148, 1491 + xy: 1243, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 pulverizer rotate: false - xy: 1221, 395 + xy: 1815, 1101 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulverizer-rotator rotate: false - xy: 1289, 463 + xy: 1849, 1101 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pump-liquid rotate: false - xy: 1323, 497 + xy: 1883, 1101 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -pyratite-mixer - rotate: false - xy: 1544, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -pyratite-mixer-icon-full - rotate: false - xy: 1544, 1463 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -separator - rotate: false - xy: 1471, 1397 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -separator-icon-full - rotate: false - xy: 1471, 1397 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 separator-liquid rotate: false - xy: 1537, 1397 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -silicon-smelter - rotate: false - xy: 1603, 1397 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -silicon-smelter-icon-full - rotate: false - xy: 1603, 1397 + xy: 1309, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press rotate: false - xy: 1801, 1393 + xy: 1177, 767 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press-frame0 rotate: false - xy: 1867, 1393 + xy: 1243, 833 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press-frame1 rotate: false - xy: 1933, 1393 + xy: 1309, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press-frame2 rotate: false - xy: 979, 1417 + xy: 1375, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press-liquid rotate: false - xy: 913, 1417 + xy: 1243, 767 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spore-press-top rotate: false - xy: 903, 1351 + xy: 1309, 833 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -container - rotate: false - xy: 1098, 1689 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -container-icon-full - rotate: false - xy: 1098, 1689 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -core-foundation - rotate: false - xy: 163, 381 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -core-foundation-icon-full - rotate: false - xy: 163, 381 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -core-nucleus - rotate: false - xy: 1, 999 - size: 160, 160 - orig: 160, 160 - offset: 0, 0 - index: -1 -core-nucleus-icon-full - rotate: false - xy: 1, 999 - size: 160, 160 - orig: 160, 160 - offset: 0, 0 - index: -1 -core-shard - rotate: false - xy: 293, 286 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -core-shard-icon-full - rotate: false - xy: 293, 286 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -launch-pad - rotate: false - xy: 707, 1338 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -launch-pad-icon-full - rotate: false - xy: 707, 1338 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -launch-pad-large - rotate: false - xy: 349, 1262 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -launch-pad-large-icon-full - rotate: false - xy: 349, 1262 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -unloader - rotate: false - xy: 1271, 327 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -unloader-icon-full - rotate: false - xy: 1271, 327 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -vault - rotate: false - xy: 852, 1559 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -vault-icon-full - rotate: false - xy: 852, 1559 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 arc-heat rotate: false - xy: 877, 1459 + xy: 609, 1262 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 block-1 rotate: false - xy: 1071, 36 + xy: 1877, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 block-2 rotate: false - xy: 717, 488 + xy: 1073, 1493 size: 64, 64 orig: 64, 64 offset: 0, 0 @@ -2204,567 +1364,329 @@ block-3 index: -1 block-4 rotate: false - xy: 163, 901 + xy: 163, 1031 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 hail-heat rotate: false - xy: 609, 1296 + xy: 1557, 1001 size: 40, 40 orig: 40, 40 offset: 0, 0 index: -1 lancer-heat rotate: false - xy: 1412, 1623 + xy: 1243, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 meltdown-heat rotate: false - xy: 293, 1132 + xy: 293, 742 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 ripple-heat rotate: false - xy: 783, 456 + xy: 1146, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 salvo-heat rotate: false - xy: 855, 96 + xy: 1111, 833 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 salvo-panel-left rotate: false - xy: 723, 30 + xy: 1177, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 salvo-panel-right rotate: false - xy: 789, 30 + xy: 1243, 965 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 scorch-heat rotate: false - xy: 1425, 531 + xy: 1021, 387 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 wave-liquid rotate: false - xy: 1045, 1219 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -command-center - rotate: false - xy: 950, 1615 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -command-center-icon-full - rotate: false - xy: 950, 1615 + xy: 1441, 767 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 crawler-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 dagger-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 draug-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 phantom-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 spirit-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 wraith-factory rotate: false - xy: 847, 1140 + xy: 913, 867 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 crawler-factory-top rotate: false - xy: 847, 1008 + xy: 979, 933 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 dagger-factory-top rotate: false - xy: 1009, 1483 + xy: 1045, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 draug-factory-top rotate: false - xy: 525, 52 + xy: 1045, 1163 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 fortress-factory rotate: false - xy: 489, 282 + xy: 651, 654 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 fortress-factory-top rotate: false - xy: 619, 478 + xy: 749, 1240 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 ghoul-factory-top rotate: false - xy: 619, 478 + xy: 749, 1240 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 titan-factory-top rotate: false - xy: 619, 478 + xy: 749, 1240 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 ghoul-factory rotate: false - xy: 587, 184 + xy: 749, 1044 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 phantom-factory-top rotate: false - xy: 1544, 1529 + xy: 1375, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 rally-point rotate: false - xy: 1610, 1463 + xy: 1111, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 repair-point-base rotate: false - xy: 1391, 565 + xy: 1951, 1101 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 revenant-factory rotate: false - xy: 423, 1132 + xy: 423, 872 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 revenant-factory-top rotate: false - xy: 423, 1002 + xy: 293, 612 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 spirit-factory-top rotate: false - xy: 1735, 1393 + xy: 1375, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 titan-factory rotate: false - xy: 805, 1338 + xy: 975, 1461 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 wraith-factory-top rotate: false - xy: 1045, 1087 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -copper-wall - rotate: false - xy: 1273, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -copper-wall-icon-full - rotate: false - xy: 1273, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -copper-wall-large - rotate: false - xy: 1016, 1615 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -copper-wall-large-icon-full - rotate: false - xy: 1016, 1615 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -door - rotate: false - xy: 1341, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -door-icon-full - rotate: false - xy: 1341, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -door-large - rotate: false - xy: 591, 118 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -door-large-icon-full - rotate: false - xy: 591, 118 + xy: 1045, 701 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 door-large-open rotate: false - xy: 657, 118 + xy: 1111, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 door-open rotate: false - xy: 1307, 803 + xy: 1568, 679 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -phase-wall - rotate: false - xy: 1221, 463 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-wall-icon-full - rotate: false - xy: 1221, 463 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -phase-wall-large - rotate: false - xy: 1610, 1529 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -phase-wall-large-icon-full - rotate: false - xy: 1610, 1529 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -scrap-wall-gigantic - rotate: false - xy: 423, 872 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -scrap-wall-gigantic-icon-full - rotate: false - xy: 423, 872 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -scrap-wall-huge1 - rotate: false - xy: 783, 162 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -scrap-wall-huge-icon-full - rotate: false - xy: 783, 162 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 scrap-wall-huge2 rotate: false - xy: 881, 456 + xy: 1244, 1559 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 scrap-wall-huge3 rotate: false - xy: 881, 358 + xy: 1342, 1657 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 scrap-wall-large1 rotate: false - xy: 1141, 1425 + xy: 1375, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 scrap-wall-large2 rotate: false - xy: 1207, 1425 + xy: 1111, 767 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 scrap-wall-large3 rotate: false - xy: 1273, 1425 + xy: 1177, 833 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 scrap-wall-large4 rotate: false - xy: 1339, 1425 + xy: 1243, 899 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -scrap-wall1 - rotate: false - xy: 1357, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -scrap-wall-icon-full - rotate: false - xy: 1357, 429 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 scrap-wall2 rotate: false - xy: 1391, 463 + xy: 1021, 353 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 scrap-wall3 rotate: false - xy: 1425, 497 + xy: 1021, 319 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 scrap-wall4 rotate: false - xy: 1357, 395 + xy: 1021, 285 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 scrap-wall5 rotate: false - xy: 1357, 395 + xy: 1021, 285 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -surge-wall - rotate: false - xy: 1021, 1 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -surge-wall-icon-full - rotate: false - xy: 1021, 1 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -surge-wall-large - rotate: false - xy: 1035, 1351 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -surge-wall-large-icon-full - rotate: false - xy: 1035, 1351 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thorium-wall - rotate: false - xy: 1101, 308 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -thorium-wall-icon-full - rotate: false - xy: 1101, 308 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -thorium-wall-large - rotate: false - xy: 913, 1153 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thorium-wall-large-icon-full - rotate: false - xy: 913, 1153 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -thruster - rotate: false - xy: 293, 482 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -thruster-icon-full - rotate: false - xy: 293, 482 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -titanium-wall - rotate: false - xy: 1271, 361 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -titanium-wall-icon-full - rotate: false - xy: 1271, 361 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -titanium-wall-large - rotate: false - xy: 979, 1087 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -titanium-wall-large-icon-full - rotate: false - xy: 979, 1087 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 bullet rotate: false - xy: 979, 347 + xy: 913, 681 size: 52, 52 orig: 52, 52 offset: 0, 0 index: -1 bullet-back rotate: false - xy: 979, 293 + xy: 967, 681 size: 52, 52 orig: 52, 52 offset: 0, 0 index: -1 casing rotate: false - xy: 903, 1423 + xy: 847, 660 size: 8, 16 orig: 8, 16 offset: 0, 0 @@ -2778,35 +1700,35 @@ circle-shadow index: -1 error rotate: false - xy: 1087, 460 + xy: 1497, 1453 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 laser rotate: false - xy: 387, 40 + xy: 1039, 685 size: 4, 48 orig: 4, 48 offset: 0, 0 index: -1 laser-end rotate: false - xy: 759, 1770 + xy: 489, 208 size: 72, 72 orig: 72, 72 offset: 0, 0 index: -1 minelaser rotate: false - xy: 1131, 206 + xy: 155, 301 size: 4, 48 orig: 4, 48 offset: 0, 0 index: -1 minelaser-end rotate: false - xy: 950, 1681 + xy: 651, 580 size: 72, 72 orig: 72, 72 offset: 0, 0 @@ -2820,91 +1742,91 @@ missile index: -1 missile-back rotate: false - xy: 2006, 1535 + xy: 1599, 1155 size: 36, 36 orig: 36, 36 offset: 0, 0 index: -1 scale_marker rotate: false - xy: 459, 184 + xy: 1469, 1553 size: 4, 4 orig: 4, 4 offset: 0, 0 index: -1 scorch1 rotate: false - xy: 1461, 1257 + xy: 2019, 1067 size: 28, 100 orig: 28, 100 offset: 0, 0 index: -1 scorch2 rotate: false - xy: 1461, 1155 + xy: 1735, 1029 size: 28, 100 orig: 28, 100 offset: 0, 0 index: -1 scorch3 rotate: false - xy: 1491, 1257 + xy: 1765, 1029 size: 28, 100 orig: 28, 100 offset: 0, 0 index: -1 scorch4 rotate: false - xy: 1491, 1155 + xy: 1735, 927 size: 28, 100 orig: 28, 100 offset: 0, 0 index: -1 scorch5 rotate: false - xy: 1521, 1257 + xy: 1765, 927 size: 28, 100 orig: 28, 100 offset: 0, 0 index: -1 shell rotate: false - xy: 2006, 1497 + xy: 1641, 1197 size: 36, 36 orig: 36, 36 offset: 0, 0 index: -1 shell-back rotate: false - xy: 2006, 1459 + xy: 1683, 1239 size: 36, 36 orig: 36, 36 offset: 0, 0 index: -1 shot rotate: false - xy: 1459, 599 + xy: 863, 274 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 transfer rotate: false - xy: 1137, 206 + xy: 155, 251 size: 4, 48 orig: 4, 48 offset: 0, 0 index: -1 transfer-arrow rotate: false - xy: 1237, 293 + xy: 1701, 835 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 transfer-end rotate: false - xy: 1024, 1681 + xy: 759, 1770 size: 72, 72 orig: 72, 72 offset: 0, 0 @@ -2918,266 +1840,2303 @@ white index: -1 arc rotate: false - xy: 609, 1262 + xy: 1045, 1361 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -arc-icon-full +block-arc-full rotate: false - xy: 797, 1736 + xy: 1843, 1305 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -blast-drill-icon-full +block-blast-drill-full rotate: false - xy: 323, 1392 + xy: 163, 901 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 -char-icon-full +block-bridge-conduit-full rotate: false - xy: 1137, 889 + xy: 1911, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -cliffs-icon-full +bridge-conduit rotate: false - xy: 1137, 855 + xy: 1911, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -conduit-icon-full +block-bridge-conveyor-full rotate: false - xy: 1239, 1007 + xy: 1877, 1305 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -cracks-1-0 +bridge-conveyor rotate: false - xy: 1239, 837 + xy: 1877, 1305 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -cracks-1-1 +block-char-full rotate: false - xy: 1205, 803 + xy: 1911, 1339 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -cracks-1-2 +block-cliffs-full rotate: false - xy: 1171, 769 + xy: 1945, 1373 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -cracks-1-3 +block-coal-centrifuge-full rotate: false - xy: 1409, 973 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -cracks-1-4 - rotate: false - xy: 1375, 939 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -cracks-1-5 - rotate: false - xy: 1341, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -cracks-1-6 - rotate: false - xy: 1307, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -cracks-1-7 - rotate: false - xy: 1273, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -cracks-2-0 - rotate: false - xy: 1164, 1689 + xy: 563, 216 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-1 +coal-centrifuge rotate: false - xy: 1230, 1689 + xy: 563, 216 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-2 +block-combustion-generator-full rotate: false - xy: 1296, 1689 + xy: 1911, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +combustion-generator + rotate: false + xy: 1911, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-command-center-full + rotate: false + xy: 361, 24 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-3 +command-center rotate: false - xy: 1362, 1689 + xy: 361, 24 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-4 +block-conduit-full rotate: false - xy: 1428, 1689 + xy: 1945, 1339 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-container-full + rotate: false + xy: 1139, 1493 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-5 +container rotate: false - xy: 393, 124 + xy: 1139, 1493 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-6 +block-conveyor-full rotate: false - xy: 847, 1272 + xy: 1979, 1373 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +conveyor-0-0 + rotate: false + xy: 1979, 1373 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-copper-wall-full + rotate: false + xy: 1945, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +copper-wall + rotate: false + xy: 1945, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-copper-wall-large-full + rotate: false + xy: 629, 216 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-2-7 +copper-wall-large rotate: false - xy: 847, 1206 + xy: 629, 216 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -cracks-3-0 +block-core-foundation-full + rotate: false + xy: 163, 771 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +core-foundation + rotate: false + xy: 163, 771 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +block-core-nucleus-full + rotate: false + xy: 1, 999 + size: 160, 160 + orig: 160, 160 + offset: 0, 0 + index: -1 +core-nucleus + rotate: false + xy: 1, 999 + size: 160, 160 + orig: 160, 160 + offset: 0, 0 + index: -1 +block-core-shard-full + rotate: false + xy: 293, 286 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +core-shard + rotate: false + xy: 293, 286 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-craters-full + rotate: false + xy: 1979, 1339 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-crawler-factory-full + rotate: false + xy: 1205, 1493 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-cryofluidmixer-full + rotate: false + xy: 695, 216 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-cultivator-full + rotate: false + xy: 1271, 1493 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-cyclone-full rotate: false xy: 656, 1632 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-1 +block-dagger-factory-full + rotate: false + xy: 1337, 1493 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-dark-metal-full + rotate: false + xy: 2013, 1373 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-1-full + rotate: false + xy: 1979, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-2-full + rotate: false + xy: 2013, 1339 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-3-full + rotate: false + xy: 2013, 1305 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-4-full + rotate: false + xy: 1775, 1267 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-5-full + rotate: false + xy: 1809, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dark-panel-6-full + rotate: false + xy: 1843, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-darksand-full + rotate: false + xy: 1877, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-darksand-tainted-water-full + rotate: false + xy: 1911, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-darksand-water-full + rotate: false + xy: 1945, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-dart-mech-pad-full + rotate: false + xy: 427, 24 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +dart-mech-pad + rotate: false + xy: 427, 24 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-deepwater-full + rotate: false + xy: 1979, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-delta-mech-pad-full + rotate: false + xy: 847, 1272 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +delta-mech-pad + rotate: false + xy: 847, 1272 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-differential-generator-full rotate: false xy: 553, 1164 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-2 +differential-generator + rotate: false + xy: 553, 1164 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-distributor-full + rotate: false + xy: 847, 1206 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +distributor + rotate: false + xy: 847, 1206 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-door-full + rotate: false + xy: 2013, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +door + rotate: false + xy: 2013, 1271 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-door-large-full + rotate: false + xy: 847, 1140 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +door-large + rotate: false + xy: 847, 1140 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-draug-factory-full + rotate: false + xy: 847, 1074 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-dunerocks-full + rotate: false + xy: 563, 182 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-duo-full + rotate: false + xy: 597, 182 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-force-projector-full rotate: false xy: 553, 1066 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-3 +force-projector + rotate: false + xy: 553, 1066 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-fortress-factory-full rotate: false xy: 553, 968 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-4 +block-fuse-full rotate: false xy: 553, 870 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-5 +block-ghoul-factory-full rotate: false xy: 553, 772 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-6 +block-glaive-ship-pad-full rotate: false xy: 553, 674 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cracks-3-7 +glaive-ship-pad + rotate: false + xy: 553, 674 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-graphite-press-full + rotate: false + xy: 847, 1008 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +graphite-press + rotate: false + xy: 847, 1008 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-grass-full + rotate: false + xy: 631, 182 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-hail-full + rotate: false + xy: 665, 182 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-holostone-full + rotate: false + xy: 699, 182 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-hotrock-full + rotate: false + xy: 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32 + offset: 0, 0 + index: -1 +solar-panel + rotate: false + xy: 793, 552 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-solar-panel-large-full + rotate: false + xy: 393, 90 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +solar-panel-large + rotate: false + xy: 393, 90 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-sorter-full + rotate: false + xy: 717, 518 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +sorter + rotate: false + xy: 717, 518 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-spawn-full + rotate: false + xy: 717, 484 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-spectre-full rotate: false xy: 1108, 1755 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 -cracks-4-3 +block-spirit-factory-full + rotate: false + xy: 1233, 1361 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-spore-cluster-full + rotate: false + xy: 1557, 1043 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + 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+thermal-generator + rotate: false + xy: 761, 216 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-thermal-pump-full + rotate: false + xy: 521, 478 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +thermal-pump + rotate: false + xy: 521, 478 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-thorium-reactor-full + rotate: false + xy: 489, 380 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +thorium-reactor + rotate: false + xy: 489, 380 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-thorium-wall-full + rotate: false + xy: 783, 348 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +thorium-wall + rotate: false + xy: 783, 348 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-thorium-wall-large-full + rotate: false + xy: 493, 76 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +thorium-wall-large + rotate: false + xy: 493, 76 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +block-thruster-full rotate: false xy: 1238, 1755 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 +thruster + rotate: false + xy: 1238, 1755 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +block-titan-factory-full + rotate: false + xy: 489, 282 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +block-titanium-conveyor-full + rotate: false + xy: 783, 314 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +titanium-conveyor-0-0 + rotate: false + xy: 783, 314 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-titanium-wall-full + rotate: false + xy: 819, 518 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +titanium-wall + rotate: false + xy: 819, 518 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-titanium-wall-large-full + rotate: false + xy: 493, 10 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +titanium-wall-large + rotate: false + xy: 493, 10 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 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32 + orig: 32, 32 + offset: 0, 0 + index: -1 +cracks-1-5 + rotate: false + xy: 1618, 747 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +cracks-1-6 + rotate: false + xy: 1618, 713 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +cracks-1-7 + rotate: false + xy: 1534, 689 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +cracks-2-0 + rotate: false + xy: 913, 1131 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-1 + rotate: false + xy: 979, 1197 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-2 + rotate: false + xy: 913, 1065 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-3 + rotate: false + xy: 979, 1131 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-4 + rotate: false + xy: 913, 999 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-5 + rotate: false + xy: 979, 1065 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-6 + rotate: false + xy: 913, 933 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-2-7 + rotate: false + xy: 979, 999 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +cracks-3-0 + rotate: false + xy: 587, 380 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-1 + rotate: false + xy: 587, 282 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-2 + rotate: false + xy: 685, 380 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-3 + rotate: false + xy: 685, 282 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-4 + rotate: false + xy: 583, 1436 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-5 + rotate: false + xy: 681, 1436 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-6 + rotate: false + xy: 609, 1338 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-3-7 + rotate: false + xy: 707, 1338 + size: 96, 96 + orig: 96, 96 + offset: 0, 0 + index: -1 +cracks-4-0 + rotate: false + xy: 1758, 1787 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +cracks-4-1 + rotate: false + xy: 1888, 1787 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +cracks-4-2 + rotate: false + xy: 1498, 1661 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 +cracks-4-3 + rotate: false + xy: 1628, 1661 + size: 128, 128 + orig: 128, 128 + offset: 0, 0 + index: -1 cracks-4-4 rotate: false - xy: 1368, 1755 + xy: 1758, 1657 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 cracks-4-5 rotate: false - xy: 1498, 1791 + xy: 1888, 1657 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 cracks-4-6 rotate: false - xy: 1628, 1791 + xy: 163, 251 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 cracks-4-7 rotate: false - xy: 1758, 1787 + xy: 155, 121 size: 128, 128 orig: 128, 128 offset: 0, 0 @@ -3238,1794 +4197,1185 @@ cracks-5-7 orig: 160, 160 offset: 0, 0 index: -1 -craters-icon-full - rotate: false - xy: 1239, 803 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -crawler-factory-icon-full - rotate: false - xy: 847, 1074 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -cryofluidmixer-icon-full - rotate: false - xy: 847, 876 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -cultivator-icon-full - rotate: false - xy: 950, 1549 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 cyclone rotate: false - xy: 99, 1 + xy: 651, 1240 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -cyclone-icon-full - rotate: false - xy: 197, 23 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -dagger-factory-icon-full - rotate: false - xy: 943, 1483 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -dark-metal-icon-full - rotate: false - xy: 1205, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-1-icon-full - rotate: false - xy: 1171, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-2-icon-full - rotate: false - xy: 1409, 939 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-3-icon-full - rotate: false - xy: 1375, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-4-icon-full - rotate: false - xy: 1341, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-5-icon-full - rotate: false - xy: 1307, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -dark-panel-6-icon-full - rotate: false - xy: 1273, 803 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -darksand-icon-full - rotate: false - xy: 1239, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -darksand-tainted-water-icon-full - rotate: false - xy: 1205, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -darksand-water-icon-full - rotate: false - xy: 1409, 905 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -deepwater-icon-full - rotate: false - xy: 1375, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -draug-factory-icon-full - rotate: false - xy: 459, 52 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -dunerocks-icon-full - rotate: false - xy: 1273, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 duo rotate: false - xy: 1239, 735 + xy: 1602, 679 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -duo-icon-full - rotate: false - xy: 1409, 871 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -fortress-factory-icon-full - rotate: false - xy: 489, 184 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 fuse rotate: false - xy: 587, 380 + xy: 749, 1142 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -fuse-icon-full - rotate: false - xy: 587, 282 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -ghoul-factory-icon-full - rotate: false - xy: 685, 380 - size: 96, 96 - orig: 96, 96 - offset: 0, 0 - index: -1 -grass-icon-full - rotate: false - xy: 1375, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 hail rotate: false - xy: 1341, 803 + xy: 1534, 655 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -hail-icon-full +item-blast-compound-large rotate: false - xy: 1307, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -holostone-icon-full - rotate: false - xy: 1273, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -hotrock-icon-full - rotate: false - xy: 1409, 837 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -ice-icon-full - rotate: false - xy: 1375, 803 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -ice-snow-icon-full - rotate: false - xy: 1341, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -icerocks-icon-full - rotate: false - xy: 1307, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -ignarock-icon-full - rotate: false - xy: 1409, 803 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -impact-reactor-icon-full - rotate: false - xy: 1628, 1661 - size: 128, 128 - orig: 128, 128 + xy: 1557, 959 + size: 40, 40 + orig: 40, 40 offset: 0, 0 index: -1 item-blast-compound-medium rotate: false - xy: 583, 1410 - size: 24, 24 - orig: 24, 24 + xy: 1602, 645 + size: 32, 32 + orig: 32, 32 offset: 0, 0 index: -1 item-blast-compound-small rotate: false - xy: 583, 1392 - size: 16, 16 - orig: 16, 16 - offset: 0, 0 - index: -1 -item-blast-compound-xlarge - rotate: false - xy: 1161, 1083 - size: 40, 40 - orig: 40, 40 - offset: 0, 0 - index: -1 -item-blast-compound-xxlarge - rotate: false - xy: 1137, 394 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -item-coal-medium - rotate: false - xy: 847, 652 + xy: 2019, 1531 size: 24, 24 orig: 24, 24 offset: 0, 0 index: -1 -item-coal-small - rotate: false - xy: 155, 103 - size: 16, 16 - orig: 16, 16 - offset: 0, 0 - index: -1 -item-coal-xlarge - rotate: false - xy: 1203, 1083 - size: 40, 40 - orig: 40, 40 - offset: 0, 0 - index: -1 -item-coal-xxlarge - rotate: false - xy: 1101, 1367 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -item-copper-medium - rotate: false - xy: 873, 652 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -item-copper-small - rotate: false - xy: 852, 1541 - size: 16, 16 - orig: 16, 16 - offset: 0, 0 - index: -1 -item-copper-xlarge - rotate: false - xy: 1245, 1083 - size: 40, 40 - orig: 40, 40 - offset: 0, 0 - index: -1 -item-copper-xxlarge - rotate: false - xy: 1151, 1375 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -item-graphite-medium - rotate: false - xy: 1934, 1923 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -item-graphite-small - rotate: false - xy: 723, 166 - size: 16, 16 - orig: 16, 16 - offset: 0, 0 - index: -1 -item-graphite-xlarge - rotate: false - xy: 1287, 1083 - size: 40, 40 - orig: 40, 40 - offset: 0, 0 - index: -1 -item-graphite-xxlarge - rotate: false - xy: 1201, 1375 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -item-lead-medium - rotate: false - xy: 521, 586 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -item-lead-small - rotate: false - xy: 913, 557 - size: 16, 16 - orig: 16, 16 - offset: 0, 0 - index: -1 -item-lead-xlarge - rotate: false - 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+ offset: 0, 0 + index: -1 +item-titanium-large + rotate: false + xy: 1691, 1277 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +item-titanium-medium + rotate: false + xy: 1633, 849 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-titanium-small + rotate: false + xy: 1761, 875 + size: 24, 24 + orig: 24, 24 + offset: 0, 0 + index: -1 +item-titanium-tiny + rotate: false + xy: 2027, 1235 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + index: -1 +item-titanium-xlarge + rotate: false + xy: 1847, 1457 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +lancer + rotate: false + xy: 1177, 1163 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 -sporerocks-icon-full +liquid-cryofluid-large rotate: false - xy: 1455, 1057 + xy: 1733, 1277 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +liquid-cryofluid-medium + rotate: false + xy: 1633, 781 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -stone-icon-full +liquid-cryofluid-small rotate: false - xy: 987, 1 + 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false + xy: 1599, 1193 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +liquid-slag-medium + rotate: false + xy: 1891, 1169 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -tar-icon-full +liquid-slag-small rotate: false - xy: 1089, 2 + xy: 2012, 1923 + size: 24, 24 + orig: 24, 24 + offset: 0, 0 + index: -1 +liquid-slag-tiny + rotate: false + xy: 2027, 1217 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + index: -1 +liquid-slag-xlarge + rotate: false + xy: 1997, 1457 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +liquid-water-large + rotate: false + xy: 1641, 1235 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +liquid-water-medium + rotate: false + xy: 1959, 1169 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -tendrils-icon-full +liquid-water-small rotate: false - xy: 1101, 342 - size: 32, 32 - orig: 32, 32 + xy: 1735, 823 + size: 24, 24 + orig: 24, 24 offset: 0, 0 index: -1 -titan-factory-icon-full +liquid-water-tiny rotate: false - xy: 852, 1657 + xy: 1795, 1077 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + index: -1 +liquid-water-xlarge + rotate: false + xy: 1997, 1407 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +mass-driver + rotate: false + xy: 805, 1338 size: 96, 96 orig: 96, 96 offset: 0, 0 index: -1 -unit-icon-chaos-array +mech-alpha-mech-full rotate: false - xy: 423, 612 - size: 128, 128 - orig: 128, 128 - offset: 0, 0 - index: -1 -unit-icon-crawler - rotate: false - xy: 1411, 1175 + xy: 1507, 1345 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 -unit-icon-dagger +mech-dart-ship-full rotate: false - xy: 1411, 1125 + xy: 1507, 1295 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 -unit-icon-eradicator +mech-delta-mech-full rotate: false - xy: 1, 99 - size: 152, 124 - orig: 152, 124 - offset: 0, 0 - index: -1 -unit-icon-eruptor - rotate: false - xy: 979, 955 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -unit-icon-fortress - rotate: false - xy: 913, 889 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -unit-icon-titan - rotate: false - xy: 979, 889 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -water-extractor-icon-full - rotate: false - xy: 979, 823 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -water-icon-full - rotate: false - xy: 1305, 361 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -wave - rotate: false - xy: 979, 691 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -wave-icon-full - rotate: false - xy: 1045, 1285 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -white-tree-dead-icon-full - rotate: false - xy: 1, 1403 - size: 320, 320 - orig: 320, 320 - offset: 0, 0 - index: -1 -white-tree-icon-full - rotate: false - xy: 323, 1725 - size: 320, 320 - orig: 320, 320 - offset: 0, 0 - index: -1 -wraith-factory-icon-full - rotate: false - xy: 1045, 1153 - size: 64, 64 - orig: 64, 64 - offset: 0, 0 - index: -1 -item-blast-compound - rotate: false - xy: 1341, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-coal - rotate: false - xy: 1409, 769 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-copper - rotate: false - xy: 1375, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-graphite - rotate: false - xy: 1409, 735 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-lead - rotate: false - xy: 1145, 685 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-metaglass - rotate: false - xy: 1179, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-phase-fabric - rotate: false - xy: 1213, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-plastanium - rotate: false - xy: 1247, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-pyratite - rotate: false - xy: 1281, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-sand - rotate: false - xy: 1315, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-scrap - rotate: false - xy: 1349, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-silicon - rotate: false - xy: 1383, 701 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-spore-pod - rotate: false - xy: 1179, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-surge-alloy - rotate: false - xy: 1213, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-thorium - rotate: false - xy: 1247, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -item-titanium - rotate: false - xy: 1281, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-cryofluid - rotate: false - xy: 1383, 667 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-oil - rotate: false - xy: 1179, 633 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-slag - rotate: false - xy: 1349, 633 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -liquid-water - rotate: false - xy: 1417, 633 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -alpha-mech - rotate: false - xy: 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0, 0 - index: -1 -tau-mech - rotate: false - xy: 979, 459 - size: 56, 56 - orig: 56, 56 - offset: 0, 0 - index: -1 -tau-mech-base - rotate: false - xy: 1411, 1275 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -tau-mech-leg - rotate: false - xy: 1411, 1225 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -dart-ship - rotate: false - xy: 1037, 510 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -glaive-ship +mech-glaive-ship-full rotate: false xy: 526, 1537 size: 56, 56 orig: 56, 56 offset: 0, 0 index: -1 +mech-javelin-ship-full + rotate: false + xy: 1507, 1195 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +mech-omega-mech-full + rotate: false + xy: 1176, 709 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +mech-tau-mech-full + rotate: false + xy: 1498, 1603 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +mech-trident-ship-full + rotate: false + xy: 584, 1537 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +meltdown + 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1755, 1233 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-lead + rotate: false + xy: 1789, 1233 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-metaglass + rotate: false + xy: 1823, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-phase-fabric + rotate: false + xy: 1857, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-plastanium + rotate: false + xy: 1891, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-pyratite + rotate: false + xy: 1925, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-sand + rotate: false + xy: 1959, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-scrap + rotate: false + xy: 1993, 1237 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-silicon + rotate: false + xy: 1637, 1159 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-spore-pod + rotate: false + xy: 1633, 1087 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-surge-alloy + rotate: false + xy: 1633, 1019 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-thorium + rotate: false + xy: 1633, 951 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +item-titanium + rotate: false + xy: 1633, 883 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +liquid-cryofluid + rotate: false + xy: 1633, 815 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +liquid-oil + rotate: false + xy: 1652, 747 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +liquid-slag + rotate: false + xy: 1857, 1169 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +liquid-water + rotate: false + xy: 1925, 1169 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +alpha-mech + rotate: false + xy: 923, 631 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +alpha-mech-base + rotate: false + xy: 923, 581 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +alpha-mech-leg + rotate: false + xy: 973, 631 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +delta-mech + rotate: false + xy: 1519, 1503 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +delta-mech-base + rotate: false + xy: 1569, 1503 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +delta-mech-leg + rotate: false + xy: 1619, 1503 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +omega-mech + rotate: false + xy: 1234, 709 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +omega-mech-armor + rotate: false + xy: 1243, 1163 + size: 64, 64 + orig: 64, 64 + offset: 0, 0 + index: -1 +omega-mech-base + rotate: false + xy: 1556, 1603 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +omega-mech-leg + rotate: false + xy: 1292, 709 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +tau-mech + rotate: false + xy: 1672, 1603 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 +tau-mech-base + rotate: false + xy: 1507, 895 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +tau-mech-leg + rotate: false + xy: 1507, 845 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +dart-ship + rotate: false + xy: 1469, 1503 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +glaive-ship + rotate: false + xy: 1440, 1559 + size: 56, 56 + orig: 56, 56 + offset: 0, 0 + index: -1 javelin-ship rotate: false - xy: 1261, 1325 + xy: 1847, 1407 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 javelin-ship-shield rotate: false - xy: 1211, 1275 + xy: 1897, 1457 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 trident-ship rotate: false - xy: 979, 401 + xy: 1408, 709 size: 56, 56 orig: 56, 56 offset: 0, 0 index: -1 blank rotate: false - xy: 1110, 1022 + xy: 913, 678 size: 1, 1 orig: 1, 1 offset: 0, 0 @@ -5039,77 +5389,77 @@ circle index: -1 shape-3 rotate: false - xy: 1045, 1022 + xy: 1111, 702 size: 63, 63 orig: 63, 63 offset: 0, 0 index: -1 chaos-array rotate: false - xy: 163, 771 + xy: 1368, 1755 size: 128, 128 orig: 128, 128 offset: 0, 0 index: -1 chaos-array-base 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rotate: false - xy: 657, 52 + xy: 1177, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 eruptor-base rotate: false - xy: 1082, 1615 + xy: 1045, 1097 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 eruptor-leg rotate: false - xy: 1082, 1549 + xy: 1111, 1163 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 fortress rotate: false - xy: 1075, 1483 + xy: 1177, 1229 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 fortress-base rotate: false - xy: 1148, 1623 + xy: 1243, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 titan-base rotate: false - xy: 1148, 1623 + xy: 1243, 1295 size: 64, 64 orig: 64, 64 offset: 0, 0 index: -1 fortress-leg rotate: false - xy: 1214, 1623 + xy: 1045, 1031 size: 64, 64 orig: 64, 64 offset: 0, 0 @@ -5200,21 +5550,21 @@ lich index: -1 phantom rotate: false - xy: 971, 575 + xy: 1614, 1603 size: 56, 56 orig: 56, 56 offset: 0, 0 index: -1 power-cell rotate: false - xy: 979, 517 + xy: 1350, 709 size: 56, 56 orig: 56, 56 offset: 0, 0 index: -1 reaper rotate: 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revenant-missiles-equip rotate: false - xy: 1211, 1125 + xy: 1507, 1095 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 shockgun-equip rotate: false - xy: 1311, 1175 + xy: 1507, 1045 size: 48, 48 orig: 48, 48 offset: 0, 0 index: -1 swarmer-equip rotate: false - xy: 1411, 1325 + xy: 1507, 945 size: 48, 48 orig: 48, 48 offset: 0, 0 @@ -7989,20 +8339,27 @@ incinerator-icon-editor orig: 32, 32 offset: 0, 0 index: -1 -item-source-icon-editor +inverted-sorter-icon-editor rotate: false xy: 1311, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 -item-void-icon-editor +item-source-icon-editor rotate: false xy: 1345, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 +item-void-icon-editor + rotate: false + xy: 1379, 819 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 javelin-ship-pad-icon-editor rotate: false xy: 1735, 853 @@ -8012,7 +8369,7 @@ javelin-ship-pad-icon-editor index: -1 junction-icon-editor rotate: false - xy: 1379, 819 + xy: 1413, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8054,21 +8411,21 @@ launch-pad-large-icon-editor index: -1 liquid-junction-icon-editor rotate: false - xy: 1413, 819 + xy: 1447, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-router-icon-editor rotate: false - xy: 1447, 819 + xy: 1481, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 liquid-source-icon-editor rotate: false - xy: 1481, 819 + xy: 1515, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8096,7 +8453,7 @@ mechanical-drill-icon-editor index: -1 mechanical-pump-icon-editor rotate: false - xy: 1515, 819 + xy: 1549, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8110,7 +8467,7 @@ meltdown-icon-editor index: -1 melter-icon-editor rotate: false - xy: 1549, 819 + xy: 1583, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8124,14 +8481,14 @@ mend-projector-icon-editor index: -1 mender-icon-editor rotate: false - xy: 1583, 819 + xy: 1617, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 message-icon-editor rotate: false - xy: 1617, 819 + xy: 1651, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8166,14 +8523,14 @@ overdrive-projector-icon-editor index: -1 overflow-gate-icon-editor rotate: false - xy: 1651, 819 + xy: 1685, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pebbles-icon-editor rotate: false - xy: 1685, 819 + xy: 1719, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8187,21 +8544,21 @@ phantom-factory-icon-editor index: -1 phase-conduit-icon-editor rotate: false - xy: 1719, 819 + xy: 1753, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-conveyor-icon-editor rotate: false - xy: 1753, 819 + xy: 1787, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 phase-wall-icon-editor rotate: false - xy: 1787, 819 + xy: 1821, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8243,7 +8600,7 @@ pneumatic-drill-icon-editor index: -1 power-node-icon-editor rotate: false - xy: 1821, 819 + xy: 1855, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8257,28 +8614,28 @@ power-node-large-icon-editor index: -1 power-source-icon-editor rotate: false - xy: 1855, 819 + xy: 1889, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 power-void-icon-editor rotate: false - xy: 1889, 819 + xy: 1923, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulse-conduit-icon-editor rotate: false - xy: 1923, 819 + xy: 1957, 819 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 pulverizer-icon-editor rotate: false - xy: 1957, 819 + xy: 717, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8292,7 +8649,7 @@ pyratite-mixer-icon-editor index: -1 repair-point-icon-editor rotate: false - xy: 717, 785 + xy: 717, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8320,7 +8677,7 @@ rock-icon-editor index: -1 rocks-icon-editor rotate: false - xy: 717, 751 + xy: 751, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8334,7 +8691,7 @@ rotary-pump-icon-editor index: -1 router-icon-editor rotate: false - xy: 751, 785 + xy: 717, 717 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8348,7 +8705,7 @@ rtg-generator-icon-editor index: -1 saltrocks-icon-editor rotate: false - xy: 717, 717 + xy: 785, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8362,14 +8719,14 @@ salvo-icon-editor index: -1 sand-boulder-icon-editor rotate: false - xy: 785, 785 + xy: 751, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 sandrocks-icon-editor rotate: false - xy: 751, 751 + xy: 717, 683 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8383,7 +8740,7 @@ scatter-icon-editor index: -1 scorch-icon-editor rotate: false - xy: 717, 683 + xy: 819, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8404,7 +8761,7 @@ scrap-wall-huge-icon-editor index: -1 scrap-wall-icon-editor rotate: false - xy: 819, 785 + xy: 785, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8425,28 +8782,28 @@ separator-icon-editor index: -1 shale-boulder-icon-editor rotate: false - xy: 785, 751 + xy: 751, 717 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 shalerocks-icon-editor rotate: false - xy: 751, 717 + xy: 717, 649 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 shock-mine-icon-editor rotate: false - xy: 717, 649 + xy: 853, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 shrubs-icon-editor rotate: false - xy: 853, 785 + xy: 819, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8460,7 +8817,7 @@ silicon-smelter-icon-editor index: -1 snow-icon-editor rotate: false - xy: 819, 751 + xy: 785, 717 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8481,14 +8838,14 @@ snowrock-icon-editor index: -1 snowrocks-icon-editor rotate: false - xy: 785, 717 + xy: 751, 683 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 solar-panel-icon-editor rotate: false - xy: 751, 683 + xy: 717, 615 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8502,14 +8859,14 @@ solar-panel-large-icon-editor index: -1 sorter-icon-editor rotate: false - xy: 717, 615 + xy: 887, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 spawn-icon-editor rotate: false - xy: 887, 785 + xy: 853, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8551,7 +8908,7 @@ spore-press-icon-editor index: -1 sporerocks-icon-editor rotate: false - xy: 853, 751 + xy: 819, 717 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8565,7 +8922,7 @@ surge-tower-icon-editor index: -1 surge-wall-icon-editor rotate: false - xy: 819, 717 + xy: 785, 683 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8593,7 +8950,7 @@ tau-mech-pad-icon-editor index: -1 tendrils-icon-editor rotate: false - xy: 785, 683 + xy: 751, 649 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8621,7 +8978,7 @@ thorium-reactor-icon-editor index: -1 thorium-wall-icon-editor rotate: false - xy: 751, 649 + xy: 717, 581 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8649,14 +9006,14 @@ titan-factory-icon-editor index: -1 titanium-conveyor-icon-editor rotate: false - xy: 717, 581 + xy: 921, 785 size: 32, 32 orig: 32, 32 offset: 0, 0 index: -1 titanium-wall-icon-editor rotate: false - xy: 921, 785 + xy: 887, 751 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8684,7 +9041,7 @@ turbine-generator-icon-editor index: -1 unloader-icon-editor rotate: false - xy: 887, 751 + xy: 853, 717 size: 32, 32 orig: 32, 32 offset: 0, 0 @@ -8733,6 +9090,10025 @@ wraith-factory-icon-editor index: -1 sprites4.png +size: 2048,1024 +format: RGBA8888 +filter: Nearest,Nearest +repeat: none +bar + rotate: false + xy: 967, 262 + size: 27, 36 + split: 9, 9, 9, 9 + orig: 27, 36 + offset: 0, 0 + index: -1 +bar-top + rotate: false + xy: 967, 300 + size: 27, 36 + split: 9, 10, 9, 10 + orig: 27, 36 + offset: 0, 0 + index: -1 +block-alloy-smelter-large + rotate: false + xy: 301, 683 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +block-alloy-smelter-medium + rotate: false + xy: 2009, 941 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-alloy-smelter-small + rotate: false + xy: 2023, 575 + size: 24, 24 + orig: 24, 24 + offset: 0, 0 + index: -1 +block-alloy-smelter-tiny + rotate: false + xy: 2023, 505 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + index: -1 +block-alloy-smelter-xlarge + rotate: false + xy: 1, 670 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +block-arc-large + rotate: false + xy: 301, 641 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +block-arc-medium + rotate: false + xy: 2009, 907 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-arc-small + rotate: false + xy: 2023, 549 + size: 24, 24 + orig: 24, 24 + offset: 0, 0 + index: -1 +block-arc-tiny + rotate: false + xy: 338, 1 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + index: -1 +block-arc-xlarge + rotate: false + xy: 259, 928 + size: 48, 48 + orig: 48, 48 + offset: 0, 0 + index: -1 +block-armored-conveyor-large + rotate: false + xy: 343, 683 + size: 40, 40 + orig: 40, 40 + offset: 0, 0 + index: -1 +block-armored-conveyor-medium + rotate: false + xy: 2009, 873 + size: 32, 32 + orig: 32, 32 + offset: 0, 0 + index: -1 +block-armored-conveyor-small + rotate: false + xy: 2023, 523 + size: 24, 24 + orig: 24, 24 + offset: 0, 0 + index: -1 +block-armored-conveyor-tiny + rotate: false + xy: 356, 1 + size: 16, 16 + orig: 16, 16 + offset: 0, 0 + 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index: -1 -titanium-wall-large-icon-medium - rotate: false - xy: 437, 322 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -titanium-wall-large-icon-small - rotate: false - xy: 625, 337 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -trident-ship-pad-icon-large - rotate: false - xy: 1437, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -trident-ship-pad-icon-medium - rotate: false - xy: 437, 288 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -trident-ship-pad-icon-small - rotate: false - xy: 619, 311 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -turbine-generator-icon-large - rotate: false - xy: 1487, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -turbine-generator-icon-medium - rotate: false - xy: 437, 254 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -turbine-generator-icon-small - rotate: false - xy: 619, 285 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -underline - rotate: false - xy: 301, 551 - size: 36, 27 - split: 12, 12, 12, 12 - orig: 36, 27 - offset: 0, 0 - index: -1 -underline-2 - rotate: false - xy: 377, 638 - size: 36, 27 - split: 12, 12, 12, 12 - orig: 36, 27 - offset: 0, 0 - index: -1 -underline-disabled - rotate: false - xy: 415, 667 - size: 36, 27 - split: 12, 12, 12, 12 - orig: 36, 27 - offset: 0, 0 - index: -1 -underline-red - rotate: false - xy: 453, 696 - size: 36, 27 - split: 12, 12, 12, 12 - orig: 36, 27 - offset: 0, 0 - index: -1 -unloader-icon-large - rotate: false - xy: 1537, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -unloader-icon-medium - rotate: false - xy: 437, 220 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -unloader-icon-small - rotate: false - xy: 657, 369 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -vault-icon-large - rotate: false - xy: 1587, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -vault-icon-medium - rotate: false - xy: 437, 186 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -vault-icon-small - rotate: false - xy: 651, 343 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -water-extractor-icon-large - rotate: false - xy: 1637, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -water-extractor-icon-medium - rotate: false - xy: 437, 152 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -water-extractor-icon-small - rotate: false - xy: 799, 431 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -water-icon-large - rotate: false - xy: 1687, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -water-icon-medium - rotate: false - xy: 437, 118 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -water-icon-small - rotate: false - xy: 799, 405 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -wave-icon-large - rotate: false - xy: 1737, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -wave-icon-medium - rotate: false - xy: 437, 84 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -wave-icon-small - rotate: false - xy: 825, 445 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -white-tree-dead-icon-large - rotate: false - xy: 1787, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -white-tree-dead-icon-medium - rotate: false - xy: 437, 50 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -white-tree-dead-icon-small - rotate: false - xy: 825, 419 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -white-tree-icon-large - rotate: false - xy: 1837, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -white-tree-icon-medium - rotate: false - xy: 437, 16 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -white-tree-icon-small - rotate: false - xy: 851, 445 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 -whiteui - rotate: false - xy: 1919, 720 - size: 3, 3 - orig: 3, 3 - offset: 0, 0 - index: -1 -window-empty - rotate: false - xy: 535, 158 - size: 27, 61 - split: 4, 4, 2, 2 - orig: 27, 61 - offset: 0, 0 - index: -1 -wraith-factory-icon-large - rotate: false - xy: 1887, 725 - size: 48, 48 - orig: 48, 48 - offset: 0, 0 - index: -1 -wraith-factory-icon-medium - rotate: false - xy: 475, 521 - size: 32, 32 - orig: 32, 32 - offset: 0, 0 - index: -1 -wraith-factory-icon-small - rotate: false - xy: 851, 419 - size: 24, 24 - orig: 24, 24 - offset: 0, 0 - index: -1 diff --git a/core/assets/sprites/sprites.png b/core/assets/sprites/sprites.png index ed2ea1d911..400aa6aa85 100644 Binary files a/core/assets/sprites/sprites.png and b/core/assets/sprites/sprites.png differ diff --git a/core/assets/sprites/sprites3.png b/core/assets/sprites/sprites3.png index c77a57be15..840793ca6f 100644 Binary files a/core/assets/sprites/sprites3.png and b/core/assets/sprites/sprites3.png differ diff --git a/core/assets/sprites/sprites4.png b/core/assets/sprites/sprites4.png index 9c08c17bf7..20a3e8fd6c 100644 Binary files a/core/assets/sprites/sprites4.png and b/core/assets/sprites/sprites4.png differ diff --git a/core/assets/sprites/sprites5.png b/core/assets/sprites/sprites5.png index 861b83349a..9c08c17bf7 100644 Binary files a/core/assets/sprites/sprites5.png and b/core/assets/sprites/sprites5.png differ diff --git a/core/src/io/anuke/mindustry/ClientLauncher.java b/core/src/io/anuke/mindustry/ClientLauncher.java index fe15d49d88..3234b1f9c5 100644 --- a/core/src/io/anuke/mindustry/ClientLauncher.java +++ b/core/src/io/anuke/mindustry/ClientLauncher.java @@ -2,6 +2,8 @@ package io.anuke.mindustry; import io.anuke.arc.*; import io.anuke.arc.assets.*; +import io.anuke.arc.assets.loaders.*; +import io.anuke.arc.audio.*; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; @@ -13,6 +15,7 @@ import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.maps.*; +import io.anuke.mindustry.mod.*; import io.anuke.mindustry.net.Net; import static io.anuke.arc.Core.*; @@ -40,9 +43,15 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform batch = new SpriteBatch(); assets = new AssetManager(); assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader()); + + tree = new FileTree(); + assets.setLoader(Sound.class, new SoundLoader(tree)); + assets.setLoader(Music.class, new MusicLoader(tree)); + assets.load("sprites/error.png", Texture.class); atlas = TextureAtlas.blankAtlas(); Vars.net = new Net(platform.getNet()); + mods = new Mods(); UI.loadSystemCursors(); @@ -71,6 +80,8 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform add(netServer = new NetServer()); add(netClient = new NetClient()); + assets.load(mods); + assets.loadRun("contentinit", ContentLoader.class, () -> { content.init(); content.load(); @@ -108,6 +119,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform listener.init(); } super.resize(graphics.getWidth(), graphics.getHeight()); + mods.each(Mod::init); finished = true; Events.fire(new ClientLoadEvent()); } @@ -182,7 +194,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform if(assets.getCurrentLoading() != null){ String name = assets.getCurrentLoading().fileName.toLowerCase(); - String key = name.contains("content") ? "content" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system"; + String key = name.contains("content") ? "content" : name.contains("mod") ? "mods" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system"; font.draw(bundle.get("load." + key, ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f - height / 2f - Scl.scl(10f), Align.center); } } diff --git a/core/src/io/anuke/mindustry/Vars.java b/core/src/io/anuke/mindustry/Vars.java index 24807883d1..2d8f4f83c0 100644 --- a/core/src/io/anuke/mindustry/Vars.java +++ b/core/src/io/anuke/mindustry/Vars.java @@ -18,19 +18,21 @@ import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.input.*; import io.anuke.mindustry.maps.*; +import io.anuke.mindustry.mod.*; import io.anuke.mindustry.net.Net; -import io.anuke.mindustry.plugin.*; import io.anuke.mindustry.world.blocks.defense.ForceProjector.*; import java.nio.charset.*; import java.util.*; -import static io.anuke.arc.Core.settings; +import static io.anuke.arc.Core.*; @SuppressWarnings("unchecked") public class Vars implements Loadable{ /** Whether to load locales.*/ public static boolean loadLocales = true; + /** Maximum number of broken blocks. TODO implement or remove.*/ + public static final int maxBrokenBlocks = 256; /** IO buffer size. */ public static final int bufferSize = 8192; /** global charset, since Android doesn't support the Charsets class */ @@ -43,6 +45,10 @@ public class Vars implements Loadable{ public static final String discordURL = "https://discord.gg/mindustry"; /** URL for sending crash reports to */ public static final String crashReportURL = "http://mins.us.to/report"; + /** URL the links to the wiki's modding guide.*/ + public static final String modGuideURL = "https://mindustrygame.github.io/wiki/modding/"; + /** URL the links to the wiki's modding guide.*/ + public static final String reportIssueURL = "https://github.com/Anuken/Mindustry/issues/new?template=bug_report.md"; /** list of built-in servers.*/ public static final Array defaultServers = Array.with(/*"mins.us.to"*/); /** maximum distance between mine and core that supports automatic transferring */ @@ -120,8 +126,8 @@ public class Vars implements Loadable{ public static FileHandle tmpDirectory; /** data subdirectory used for saves */ public static FileHandle saveDirectory; - /** data subdirectory used for plugins */ - public static FileHandle pluginDirectory; + /** data subdirectory used for mods */ + public static FileHandle modDirectory; /** map file extension */ public static final String mapExtension = "msav"; /** save file extension */ @@ -130,6 +136,7 @@ public class Vars implements Loadable{ /** list of all locales that can be switched to */ public static Locale[] locales; + public static FileTree tree; public static Net net; public static ContentLoader content; public static GameState state; @@ -138,7 +145,7 @@ public class Vars implements Loadable{ public static DefaultWaves defaultWaves; public static LoopControl loops; public static Platform platform = new Platform(){}; - public static Plugins plugins; + public static Mods mods; public static World world; public static Maps maps; @@ -193,6 +200,9 @@ public class Vars implements Loadable{ Version.init(); + if(tree == null) tree = new FileTree(); + if(mods == null) mods = new Mods(); + content = new ContentLoader(); loops = new LoopControl(); defaultWaves = new DefaultWaves(); @@ -240,15 +250,18 @@ public class Vars implements Loadable{ mapPreviewDirectory = dataDirectory.child("previews/"); saveDirectory = dataDirectory.child("saves/"); tmpDirectory = dataDirectory.child("tmp/"); - pluginDirectory = dataDirectory.child("plugins/"); + modDirectory = dataDirectory.child("mods/"); + modDirectory.mkdirs(); + + mods.load(); maps.load(); } public static void loadSettings(){ Core.settings.setAppName(appName); - if(steam){ + if(steam || (Version.modifier != null && Version.modifier.contains("steam"))){ Core.settings.setDataDirectory(Core.files.local("saves/")); } diff --git a/core/src/io/anuke/mindustry/ai/BlockIndexer.java b/core/src/io/anuke/mindustry/ai/BlockIndexer.java index b57e364d91..0fdbbb7c5e 100644 --- a/core/src/io/anuke/mindustry/ai/BlockIndexer.java +++ b/core/src/io/anuke/mindustry/ai/BlockIndexer.java @@ -164,6 +164,10 @@ public class BlockIndexer{ } public TileEntity findTile(Team team, float x, float y, float range, Predicate pred){ + return findTile(team, x, y, range, pred, false); + } + + public TileEntity findTile(Team team, float x, float y, float range, Predicate pred, boolean usePriority){ TileEntity closest = null; float dst = 0; @@ -184,7 +188,7 @@ public class BlockIndexer{ TileEntity e = other.entity; float ndst = Mathf.dst(x, y, e.x, e.y); - if(ndst < range && (closest == null || ndst < dst)){ + if(ndst < range && (closest == null || ndst < dst || (usePriority && closest.block.priority.ordinal() < e.block.priority.ordinal()))){ dst = ndst; closest = e; } diff --git a/core/src/io/anuke/mindustry/ai/Pathfinder.java b/core/src/io/anuke/mindustry/ai/Pathfinder.java index 104669fd58..03ca073a08 100644 --- a/core/src/io/anuke/mindustry/ai/Pathfinder.java +++ b/core/src/io/anuke/mindustry/ai/Pathfinder.java @@ -6,6 +6,7 @@ import io.anuke.arc.collection.*; import io.anuke.arc.function.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.async.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.*; @@ -32,7 +33,8 @@ public class Pathfinder implements Runnable{ /** handles task scheduling on the update thread. */ private TaskQueue queue = new TaskQueue(); /** current pathfinding thread */ - private @Nullable Thread thread; + private @Nullable + Thread thread; public Pathfinder(){ Events.on(WorldLoadEvent.class, event -> { @@ -92,7 +94,11 @@ public class Pathfinder implements Runnable{ int x = tile.x, y = tile.y; - tile.getLinkedTiles(t -> tiles[t.x][t.y] = packTile(t)); + tile.getLinkedTiles(t -> { + if(Structs.inBounds(t.x, t.y, tiles)){ + tiles[t.x][t.y] = packTile(t); + } + }); //can't iterate through array so use the map, which should not lead to problems for(PathData[] arr : pathMap){ diff --git a/core/src/io/anuke/mindustry/ai/WaveSpawner.java b/core/src/io/anuke/mindustry/ai/WaveSpawner.java index daf4e7b00a..b4dadcd59a 100644 --- a/core/src/io/anuke/mindustry/ai/WaveSpawner.java +++ b/core/src/io/anuke/mindustry/ai/WaveSpawner.java @@ -48,7 +48,7 @@ public class WaveSpawner{ for(SpawnGroup group : state.rules.spawns){ int spawned = group.getUnitsSpawned(state.wave - 1); - if(group.type.isFlying){ + if(group.type.flying){ float spread = margin / 1.5f; eachFlyerSpawn((spawnX, spawnY) -> { diff --git a/core/src/io/anuke/mindustry/content/Blocks.java b/core/src/io/anuke/mindustry/content/Blocks.java index f70da4817a..130d56d369 100644 --- a/core/src/io/anuke/mindustry/content/Blocks.java +++ b/core/src/io/anuke/mindustry/content/Blocks.java @@ -9,7 +9,7 @@ import io.anuke.arc.util.*; import io.anuke.mindustry.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.bullet.*; -import io.anuke.mindustry.entities.type.Bullet; +import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; @@ -29,8 +29,6 @@ import io.anuke.mindustry.world.consumers.*; import io.anuke.mindustry.world.meta.*; import io.anuke.mindustry.world.modules.*; -import static io.anuke.mindustry.Vars.*; - public class Blocks implements ContentList{ public static Block @@ -58,7 +56,7 @@ public class Blocks implements ContentList{ phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mender, mendProjector, overdriveProjector, forceProjector, shockMine, //transport - conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, router, overflowGate, massDriver, + conveyor, titaniumConveyor, armoredConveyor, distributor, junction, itemBridge, phaseConveyor, sorter, invertedSorter, router, overflowGate, massDriver, //liquids mechanicalPump, rotaryPump, thermalPump, conduit, pulseConduit, liquidRouter, liquidTank, liquidJunction, bridgeConduit, phaseConduit, @@ -716,23 +714,23 @@ public class Blocks implements ContentList{ //region sandbox powerVoid = new PowerVoid("power-void"){{ - requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with()); alwaysUnlocked = true; }}; powerSource = new PowerSource("power-source"){{ - requirements(Category.power, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.power, BuildVisibility.sandboxOnly, ItemStack.with()); alwaysUnlocked = true; }}; itemSource = new ItemSource("item-source"){{ - requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with()); alwaysUnlocked = true; }}; itemVoid = new ItemVoid("item-void"){{ - requirements(Category.distribution, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.distribution, BuildVisibility.sandboxOnly, ItemStack.with()); alwaysUnlocked = true; }}; liquidSource = new LiquidSource("liquid-source"){{ - requirements(Category.liquid, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.liquid, BuildVisibility.sandboxOnly, ItemStack.with()); alwaysUnlocked = true; }}; message = new MessageBlock("message"){{ @@ -745,27 +743,27 @@ public class Blocks implements ContentList{ int wallHealthMultiplier = 4; scrapWall = new Wall("scrap-wall"){{ - requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with()); health = 60 * wallHealthMultiplier; variants = 5; }}; scrapWallLarge = new Wall("scrap-wall-large"){{ - requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with()); health = 60 * 4 * wallHealthMultiplier; size = 2; variants = 4; }}; scrapWallHuge = new Wall("scrap-wall-huge"){{ - requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with()); health = 60 * 9 * wallHealthMultiplier; size = 3; variants = 3; }}; scrapWallGigantic = new Wall("scrap-wall-gigantic"){{ - requirements(Category.defense, () -> state.rules.infiniteResources, ItemStack.with()); + requirements(Category.defense, BuildVisibility.sandboxOnly, ItemStack.with()); health = 60 * 16 * wallHealthMultiplier; size = 4; }}; @@ -781,7 +779,7 @@ public class Blocks implements ContentList{ }}; copperWallLarge = new Wall("copper-wall-large"){{ - requirements(Category.defense, ItemStack.mult(copperWall.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(copperWall.requirements, 4)); health = 80 * 4 * wallHealthMultiplier; size = 2; }}; @@ -792,7 +790,7 @@ public class Blocks implements ContentList{ }}; titaniumWallLarge = new Wall("titanium-wall-large"){{ - requirements(Category.defense, ItemStack.mult(titaniumWall.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(titaniumWall.requirements, 4)); health = 110 * wallHealthMultiplier * 4; size = 2; }}; @@ -803,7 +801,7 @@ public class Blocks implements ContentList{ }}; thoriumWallLarge = new Wall("thorium-wall-large"){{ - requirements(Category.defense, ItemStack.mult(thoriumWall.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(thoriumWall.requirements, 4)); health = 200 * wallHealthMultiplier * 4; size = 2; }}; @@ -814,7 +812,7 @@ public class Blocks implements ContentList{ }}; phaseWallLarge = new DeflectorWall("phase-wall-large"){{ - requirements(Category.defense, ItemStack.mult(phaseWall.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(phaseWall.requirements, 4)); health = 150 * 4 * wallHealthMultiplier; size = 2; }}; @@ -825,7 +823,7 @@ public class Blocks implements ContentList{ }}; surgeWallLarge = new SurgeWall("surge-wall-large"){{ - requirements(Category.defense, ItemStack.mult(surgeWall.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(surgeWall.requirements, 4)); health = 230 * 4 * wallHealthMultiplier; size = 2; }}; @@ -836,7 +834,7 @@ public class Blocks implements ContentList{ }}; doorLarge = new Door("door-large"){{ - requirements(Category.defense, ItemStack.mult(door.buildRequirements, 4)); + requirements(Category.defense, ItemStack.mult(door.requirements, 4)); openfx = Fx.dooropenlarge; closefx = Fx.doorcloselarge; health = 100 * 4 * wallHealthMultiplier; @@ -935,7 +933,11 @@ public class Blocks implements ContentList{ sorter = new Sorter("sorter"){{ requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2)); + }}; + invertedSorter = new Sorter("inverted-sorter"){{ + requirements(Category.distribution, ItemStack.with(Items.lead, 2, Items.copper, 2)); + invert = true; }}; router = new Router("router"){{ @@ -965,12 +967,12 @@ public class Blocks implements ContentList{ //region liquid mechanicalPump = new Pump("mechanical-pump"){{ - requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.lead, 10)); + requirements(Category.liquid, ItemStack.with(Items.copper, 15, Items.metaglass, 10)); pumpAmount = 0.1f; }}; rotaryPump = new Pump("rotary-pump"){{ - requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.lead, 50, Items.silicon, 20, Items.titanium, 35)); + requirements(Category.liquid, ItemStack.with(Items.copper, 70, Items.metaglass, 50, Items.silicon, 20, Items.titanium, 35)); pumpAmount = 0.8f; consumes.power(0.15f); liquidCapacity = 30f; @@ -979,7 +981,7 @@ public class Blocks implements ContentList{ }}; thermalPump = new Pump("thermal-pump"){{ - requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.lead, 65, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35)); + requirements(Category.liquid, ItemStack.with(Items.copper, 80, Items.metaglass, 70, Items.silicon, 30, Items.titanium, 40, Items.thorium, 35)); pumpAmount = 1.5f; consumes.power(0.30f); liquidCapacity = 40f; @@ -993,13 +995,13 @@ public class Blocks implements ContentList{ }}; pulseConduit = new Conduit("pulse-conduit"){{ - requirements(Category.liquid, ItemStack.with(Items.titanium, 1, Items.metaglass, 1)); + requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 1)); liquidCapacity = 16f; health = 90; }}; liquidRouter = new LiquidRouter("liquid-router"){{ - requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2)); + requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 2)); liquidCapacity = 20f; }}; @@ -1011,11 +1013,11 @@ public class Blocks implements ContentList{ }}; liquidJunction = new LiquidJunction("liquid-junction"){{ - requirements(Category.liquid, ItemStack.with(Items.titanium, 2, Items.metaglass, 2)); + requirements(Category.liquid, ItemStack.with(Items.graphite, 2, Items.metaglass, 2)); }}; bridgeConduit = new LiquidExtendingBridge("bridge-conduit"){{ - requirements(Category.liquid, ItemStack.with(Items.titanium, 4, Items.metaglass, 4)); + requirements(Category.liquid, ItemStack.with(Items.graphite, 4, Items.metaglass, 8)); range = 4; hasPower = false; }}; @@ -1083,11 +1085,12 @@ public class Blocks implements ContentList{ size = 2; }}; - differentialGenerator = new SingleTypeGenerator(true, false, "differential-generator"){{ + differentialGenerator = new SingleTypeGenerator("differential-generator"){{ requirements(Category.power, ItemStack.with(Items.copper, 70, Items.titanium, 50, Items.lead, 100, Items.silicon, 65, Items.metaglass, 50)); powerProduction = 16f; itemDuration = 120f; hasLiquids = true; + hasItems = true; size = 3; consumes.item(Items.pyratite).optional(true, false); @@ -1194,7 +1197,7 @@ public class Blocks implements ContentList{ rotateSpeed = 1.4f; attribute = Attribute.water; - consumes.power(0.90f); + consumes.power(1f); }}; cultivator = new Cultivator("cultivator"){{ @@ -1230,7 +1233,7 @@ public class Blocks implements ContentList{ //region storage coreShard = new CoreBlock("core-shard"){{ - requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1000)); + requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000)); alwaysUnlocked = true; health = 1100; @@ -1239,7 +1242,7 @@ public class Blocks implements ContentList{ }}; coreFoundation = new CoreBlock("core-foundation"){{ - requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 1500, Items.silicon, 1000)); + requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 400, Items.silicon, 3000)); health = 2000; itemCapacity = 9000; @@ -1247,7 +1250,7 @@ public class Blocks implements ContentList{ }}; coreNucleus = new CoreBlock("core-nucleus"){{ - requirements(Category.effect, () -> false, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 1000)); + requirements(Category.effect, BuildVisibility.debugOnly, ItemStack.with(Items.titanium, 4000, Items.silicon, 2000, Items.surgealloy, 3000)); health = 4000; itemCapacity = 13000; @@ -1272,7 +1275,7 @@ public class Blocks implements ContentList{ }}; launchPad = new LaunchPad("launch-pad"){{ - requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100)); + requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.copper, 250, Items.silicon, 75, Items.lead, 100)); size = 3; itemCapacity = 100; launchTime = 60f * 16; @@ -1281,7 +1284,7 @@ public class Blocks implements ContentList{ }}; launchPadLarge = new LaunchPad("launch-pad-large"){{ - requirements(Category.effect, () -> world.isZone(), ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75)); + requirements(Category.effect, BuildVisibility.campaignOnly, ItemStack.with(Items.titanium, 200, Items.silicon, 150, Items.lead, 250, Items.plastanium, 75)); size = 4; itemCapacity = 250; launchTime = 60f * 14; @@ -1315,7 +1318,8 @@ public class Blocks implements ContentList{ requirements(Category.turret, ItemStack.with(Items.copper, 85, Items.lead, 45)); ammo( Items.scrap, Bullets.flakScrap, - Items.lead, Bullets.flakLead + Items.lead, Bullets.flakLead, + Items.metaglass, Bullets.flakGlass ); reload = 18f; range = 170f; @@ -1558,6 +1562,7 @@ public class Blocks implements ContentList{ cyclone = new ItemTurret("cyclone"){{ requirements(Category.turret, ItemStack.with(Items.copper, 200, Items.titanium, 125, Items.plastanium, 80)); ammo( + Items.metaglass, Bullets.flakGlass, Items.blastCompound, Bullets.flakExplosive, Items.plastanium, Bullets.flakPlastic, Items.surgealloy, Bullets.flakSurge @@ -1631,28 +1636,28 @@ public class Blocks implements ContentList{ produceTime = 2500; size = 2; maxSpawn = 1; - consumes.power(1.1f); + consumes.power(1.2f); consumes.items(); }}; spiritFactory = new UnitFactory("spirit-factory"){{ requirements(Category.units, ItemStack.with(Items.metaglass, 45, Items.lead, 55, Items.silicon, 45)); type = UnitTypes.spirit; - produceTime = 3500; + produceTime = 4000; size = 2; - maxSpawn = 2; - consumes.power(0.80f); - consumes.items(new ItemStack(Items.silicon, 15), new ItemStack(Items.lead, 15)); + maxSpawn = 1; + consumes.power(1.2f); + consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 30)); }}; phantomFactory = new UnitFactory("phantom-factory"){{ - requirements(Category.units, ItemStack.with(Items.titanium, 45, Items.thorium, 40, Items.lead, 55, Items.silicon, 105)); + requirements(Category.units, ItemStack.with(Items.titanium, 50, Items.thorium, 60, Items.lead, 65, Items.silicon, 105)); type = UnitTypes.phantom; - produceTime = 3650; + produceTime = 4400; size = 2; - maxSpawn = 2; - consumes.power(2f); - consumes.items(new ItemStack(Items.silicon, 30), new ItemStack(Items.lead, 20), new ItemStack(Items.titanium, 10)); + maxSpawn = 1; + consumes.power(2.5f); + consumes.items(new ItemStack(Items.silicon, 50), new ItemStack(Items.lead, 30), new ItemStack(Items.titanium, 20)); }}; commandCenter = new CommandCenter("command-center"){{ diff --git a/core/src/io/anuke/mindustry/content/Bullets.java b/core/src/io/anuke/mindustry/content/Bullets.java index dad4758000..ac18c8a2b0 100644 --- a/core/src/io/anuke/mindustry/content/Bullets.java +++ b/core/src/io/anuke/mindustry/content/Bullets.java @@ -8,11 +8,9 @@ import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.bullet.*; import io.anuke.mindustry.entities.effect.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.entities.type.Bullet; import io.anuke.mindustry.game.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.world.*; -import io.anuke.mindustry.world.blocks.*; import static io.anuke.mindustry.Vars.*; @@ -23,7 +21,7 @@ public class Bullets implements ContentList{ artilleryDense, arilleryPlastic, artilleryPlasticFrag, artilleryHoming, artlleryIncendiary, artilleryExplosive, artilleryUnit, //flak - flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, + flakScrap, flakLead, flakPlastic, flakExplosive, flakSurge, flakGlass, glassFrag, //missiles missileExplosive, missileIncendiary, missileSurge, missileJavelin, missileSwarm, missileRevenant, @@ -39,7 +37,7 @@ public class Bullets implements ContentList{ waterShot, cryoShot, slagShot, oilShot, //environment, misc. - fireball, basicFlame, pyraFlame, driverBolt, healBullet, frag, eruptorShot, + fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig, frag, eruptorShot, //bombs bombExplosive, bombIncendiary, bombOil; @@ -57,7 +55,7 @@ public class Bullets implements ContentList{ splashDamage = 33f; }}; - artilleryPlasticFrag = new BasicBulletType(2.5f, 7, "bullet"){{ + artilleryPlasticFrag = new BasicBulletType(2.5f, 10, "bullet"){{ bulletWidth = 10f; bulletHeight = 12f; bulletShrink = 1f; @@ -134,6 +132,16 @@ public class Bullets implements ContentList{ frontColor = Pal.bulletYellow; }}; + glassFrag = new BasicBulletType(3f, 6, "bullet"){{ + bulletWidth = 5f; + bulletHeight = 12f; + bulletShrink = 1f; + lifetime = 20f; + backColor = Pal.gray; + frontColor = Color.white; + despawnEffect = Fx.none; + }}; + flakLead = new FlakBulletType(4.2f, 3){{ lifetime = 60f; ammoMultiplier = 4f; @@ -157,8 +165,23 @@ public class Bullets implements ContentList{ splashDamageRadius = 24f; }}; + flakGlass = new FlakBulletType(4f, 3){{ + lifetime = 70f; + ammoMultiplier = 5f; + shootEffect = Fx.shootSmall; + reloadMultiplier = 0.8f; + bulletWidth = 6f; + bulletHeight = 8f; + hitEffect = Fx.flakExplosion; + splashDamage = 30f; + splashDamageRadius = 26f; + fragBullet = glassFrag; + fragBullets = 6; + }}; + flakPlastic = new FlakBulletType(4f, 6){{ splashDamageRadius = 50f; + splashDamage = 25f; fragBullet = artilleryPlasticFrag; fragBullets = 6; hitEffect = Fx.plasticExplosion; @@ -376,43 +399,13 @@ public class Bullets implements ContentList{ statusDuration = 10f; }}; - healBullet = new BulletType(5.2f, 13){ - float healPercent = 3f; + healBullet = new HealBulletType(5.2f, 13){{ + healPercent = 3f; + }}; - { - shootEffect = Fx.shootHeal; - smokeEffect = Fx.hitLaser; - hitEffect = Fx.hitLaser; - despawnEffect = Fx.hitLaser; - collidesTeam = true; - } - - @Override - public boolean collides(Bullet b, Tile tile){ - return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f; - } - - @Override - public void draw(Bullet b){ - Draw.color(Pal.heal); - Lines.stroke(2f); - Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f); - Draw.color(Color.white); - Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f); - Draw.reset(); - } - - @Override - public void hitTile(Bullet b, Tile tile){ - super.hit(b); - tile = tile.link(); - - if(tile.entity != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){ - Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size); - tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth()); - } - } - }; + healBulletBig = new HealBulletType(5.2f, 15){{ + healPercent = 5.5f; + }}; fireball = new BulletType(1f, 4){ { diff --git a/core/src/io/anuke/mindustry/content/Fx.java b/core/src/io/anuke/mindustry/content/Fx.java index a507f62261..47efe39e66 100644 --- a/core/src/io/anuke/mindustry/content/Fx.java +++ b/core/src/io/anuke/mindustry/content/Fx.java @@ -11,7 +11,6 @@ import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.type.Item.*; import static io.anuke.mindustry.Vars.tilesize; @@ -552,7 +551,7 @@ public class Fx implements ContentList{ float length = 20f * e.finpow(); float size = 7f * e.fout(); - Draw.rect(((Item)e.data).icon(Icon.large), e.x + Angles.trnsx(e.rotation, length), e.y + Angles.trnsy(e.rotation, length), size, size); + Draw.rect(((Item)e.data).icon(Cicon.medium), e.x + Angles.trnsx(e.rotation, length), e.y + Angles.trnsy(e.rotation, length), size, size); }); diff --git a/core/src/io/anuke/mindustry/content/Mechs.java b/core/src/io/anuke/mindustry/content/Mechs.java index 57dcf5afd3..b9dd4c80c9 100644 --- a/core/src/io/anuke/mindustry/content/Mechs.java +++ b/core/src/io/anuke/mindustry/content/Mechs.java @@ -220,7 +220,7 @@ public class Mechs implements ContentList{ dart = new Mech("dart-ship", true){ { drillPower = 1; - mineSpeed = 0.9f; + mineSpeed = 3f; speed = 0.5f; drag = 0.09f; health = 200f; diff --git a/core/src/io/anuke/mindustry/content/TechTree.java b/core/src/io/anuke/mindustry/content/TechTree.java index 7e5f7411bc..21ca9ff84b 100644 --- a/core/src/io/anuke/mindustry/content/TechTree.java +++ b/core/src/io/anuke/mindustry/content/TechTree.java @@ -13,6 +13,7 @@ public class TechTree implements ContentList{ @Override public void load(){ + TechNode.context = null; all = new Array<>(); root = node(coreShard, () -> { @@ -30,6 +31,7 @@ public class TechTree implements ContentList{ node(distributor); node(sorter, () -> { + node(invertedSorter); node(message); node(overflowGate); }); @@ -302,19 +304,24 @@ public class TechTree implements ContentList{ }); } - private TechNode node(Block block, Runnable children){ - ItemStack[] requirements = new ItemStack[block.buildRequirements.length]; + private static TechNode node(Block block, Runnable children){ + ItemStack[] requirements = new ItemStack[block.requirements.length]; for(int i = 0; i < requirements.length; i++){ - requirements[i] = new ItemStack(block.buildRequirements[i].item, 30 + block.buildRequirements[i].amount * 6); + requirements[i] = new ItemStack(block.requirements[i].item, 30 + block.requirements[i].amount * 6); } return new TechNode(block, requirements, children); } - private TechNode node(Block block){ + private static TechNode node(Block block){ return node(block, () -> {}); } + public static void create(Block parent, Block block){ + TechNode.context = all.find(t -> t.block == parent); + node(block, () -> {}); + } + public static class TechNode{ static TechNode context; @@ -322,19 +329,22 @@ public class TechTree implements ContentList{ public final ItemStack[] requirements; public final Array children = new Array<>(); - TechNode(Block block, ItemStack[] requirements, Runnable children){ - if(context != null){ - context.children.add(this); + TechNode(TechNode ccontext, Block block, ItemStack[] requirements, Runnable children){ + if(ccontext != null){ + ccontext.children.add(this); } this.block = block; this.requirements = requirements; - TechNode last = context; context = this; children.run(); - context = last; + context = ccontext; all.add(this); } + + TechNode(Block block, ItemStack[] requirements, Runnable children){ + this(context, block, requirements, children); + } } } diff --git a/core/src/io/anuke/mindustry/content/UnitTypes.java b/core/src/io/anuke/mindustry/content/UnitTypes.java index 6c4e54398f..c472d9de93 100644 --- a/core/src/io/anuke/mindustry/content/UnitTypes.java +++ b/core/src/io/anuke/mindustry/content/UnitTypes.java @@ -17,8 +17,8 @@ public class UnitTypes implements ContentList{ @Override public void load(){ - draug = new UnitType("draug", Draug.class, Draug::new){{ - isFlying = true; + draug = new UnitType("draug", Draug::new){{ + flying = true; drag = 0.01f; speed = 0.3f; maxVelocity = 1.2f; @@ -32,13 +32,13 @@ public class UnitTypes implements ContentList{ }}; }}; - spirit = new UnitType("spirit", Spirit.class, Spirit::new){{ - isFlying = true; + spirit = new UnitType("spirit", Spirit::new){{ + flying = true; drag = 0.01f; - speed = 0.4f; + speed = 0.42f; maxVelocity = 1.6f; range = 50f; - health = 60; + health = 100; engineSize = 1.8f; engineOffset = 5.7f; weapon = new Weapon("heal-blaster"){{ @@ -48,22 +48,21 @@ public class UnitTypes implements ContentList{ roundrobin = true; ejectEffect = Fx.none; recoil = 2f; - bullet = Bullets.healBullet; + bullet = Bullets.healBulletBig; shootSound = Sounds.pew; }}; }}; - phantom = new UnitType("phantom", Phantom.class, Phantom::new){{ - isFlying = true; + phantom = new UnitType("phantom", Phantom::new){{ + flying = true; drag = 0.01f; mass = 2f; speed = 0.45f; maxVelocity = 1.9f; range = 70f; itemCapacity = 70; - health = 220; - buildPower = 0.9f; - minePower = 1.1f; + health = 400; + buildPower = 0.4f; engineOffset = 6.5f; toMine = ObjectSet.with(Items.lead, Items.copper, Items.titanium); weapon = new Weapon("heal-blaster"){{ @@ -77,7 +76,7 @@ public class UnitTypes implements ContentList{ }}; }}; - dagger = new UnitType("dagger", Dagger.class, Dagger::new){{ + dagger = new UnitType("dagger", Dagger::new){{ maxVelocity = 1.1f; speed = 0.2f; drag = 0.4f; @@ -93,7 +92,7 @@ public class UnitTypes implements ContentList{ }}; }}; - crawler = new UnitType("crawler", Crawler.class, Crawler::new){{ + crawler = new UnitType("crawler", Crawler::new){{ maxVelocity = 1.27f; speed = 0.285f; drag = 0.4f; @@ -124,7 +123,7 @@ public class UnitTypes implements ContentList{ }}; }}; - titan = new UnitType("titan", Titan.class, Titan::new){{ + titan = new UnitType("titan", Titan::new){{ maxVelocity = 0.8f; speed = 0.22f; drag = 0.4f; @@ -146,7 +145,7 @@ public class UnitTypes implements ContentList{ }}; }}; - fortress = new UnitType("fortress", Fortress.class, Fortress::new){{ + fortress = new UnitType("fortress", Fortress::new){{ maxVelocity = 0.78f; speed = 0.15f; drag = 0.4f; @@ -168,7 +167,7 @@ public class UnitTypes implements ContentList{ }}; }}; - eruptor = new UnitType("eruptor", Eruptor.class, Eruptor::new){{ + eruptor = new UnitType("eruptor", Eruptor::new){{ maxVelocity = 0.81f; speed = 0.16f; drag = 0.4f; @@ -190,7 +189,7 @@ public class UnitTypes implements ContentList{ }}; }}; - chaosArray = new UnitType("chaos-array", Dagger.class, Dagger::new){{ + chaosArray = new UnitType("chaos-array", Dagger::new){{ maxVelocity = 0.68f; speed = 0.12f; drag = 0.4f; @@ -214,7 +213,7 @@ public class UnitTypes implements ContentList{ }}; }}; - eradicator = new UnitType("eradicator", Dagger.class, Dagger::new){{ + eradicator = new UnitType("eradicator", Dagger::new){{ maxVelocity = 0.68f; speed = 0.12f; drag = 0.4f; @@ -239,12 +238,12 @@ public class UnitTypes implements ContentList{ }}; }}; - wraith = new UnitType("wraith", Wraith.class, Wraith::new){{ + wraith = new UnitType("wraith", Wraith::new){{ speed = 0.3f; maxVelocity = 1.9f; drag = 0.01f; mass = 1.5f; - isFlying = true; + flying = true; health = 75; engineOffset = 5.5f; range = 140f; @@ -258,13 +257,13 @@ public class UnitTypes implements ContentList{ }}; }}; - ghoul = new UnitType("ghoul", Ghoul.class, Ghoul::new){{ + ghoul = new UnitType("ghoul", Ghoul::new){{ health = 220; speed = 0.2f; maxVelocity = 1.4f; mass = 3f; drag = 0.01f; - isFlying = true; + flying = true; targetAir = false; engineOffset = 7.8f; range = 140f; @@ -282,7 +281,7 @@ public class UnitTypes implements ContentList{ }}; }}; - revenant = new UnitType("revenant", Revenant.class, Revenant::new){{ + revenant = new UnitType("revenant", Revenant::new){{ health = 1000; mass = 5f; hitsize = 20f; @@ -291,7 +290,7 @@ public class UnitTypes implements ContentList{ drag = 0.01f; range = 80f; shootCone = 40f; - isFlying = true; + flying = true; rotateWeapon = true; engineOffset = 12f; engineSize = 3f; @@ -313,7 +312,7 @@ public class UnitTypes implements ContentList{ }}; }}; - lich = new UnitType("lich", Revenant.class, Revenant::new){{ + lich = new UnitType("lich", Revenant::new){{ health = 6000; mass = 20f; hitsize = 40f; @@ -322,7 +321,7 @@ public class UnitTypes implements ContentList{ drag = 0.02f; range = 80f; shootCone = 20f; - isFlying = true; + flying = true; rotateWeapon = true; engineOffset = 21; engineSize = 5.3f; @@ -346,7 +345,7 @@ public class UnitTypes implements ContentList{ }}; }}; - reaper = new UnitType("reaper", Revenant.class, Revenant::new){{ + reaper = new UnitType("reaper", Revenant::new){{ health = 11000; mass = 30f; hitsize = 56f; @@ -355,7 +354,7 @@ public class UnitTypes implements ContentList{ drag = 0.02f; range = 80f; shootCone = 30f; - isFlying = true; + flying = true; rotateWeapon = true; engineOffset = 40; engineSize = 7.3f; diff --git a/core/src/io/anuke/mindustry/content/Zones.java b/core/src/io/anuke/mindustry/content/Zones.java index ca7013fa3f..90794dd80e 100644 --- a/core/src/io/anuke/mindustry/content/Zones.java +++ b/core/src/io/anuke/mindustry/content/Zones.java @@ -1,13 +1,15 @@ package io.anuke.mindustry.content; -import io.anuke.arc.collection.Array; -import io.anuke.mindustry.game.ContentList; -import io.anuke.mindustry.game.SpawnGroup; -import io.anuke.mindustry.maps.generators.MapGenerator; -import io.anuke.mindustry.maps.generators.MapGenerator.Decoration; -import io.anuke.mindustry.maps.zonegen.DesertWastesGenerator; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.Objectives.*; +import io.anuke.mindustry.maps.generators.*; +import io.anuke.mindustry.maps.generators.MapGenerator.*; +import io.anuke.mindustry.maps.zonegen.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.world.Block; + +import static io.anuke.arc.collection.Array.with; +import static io.anuke.mindustry.content.Items.*; +import static io.anuke.mindustry.type.ItemStack.list; public class Zones implements ContentList{ public static Zone @@ -20,28 +22,26 @@ public class Zones implements ContentList{ public void load(){ groundZero = new Zone("groundZero", new MapGenerator("groundZero", 1)){{ - baseLaunchCost = ItemStack.with(Items.copper, -60); - startingItems = ItemStack.list(Items.copper, 60); + baseLaunchCost = list(copper, -60); + startingItems = list(copper, 60); alwaysUnlocked = true; conditionWave = 5; launchPeriod = 5; - resources = new Item[]{Items.copper, Items.scrap, Items.lead}; + resources = with(copper, scrap, lead); }}; desertWastes = new Zone("desertWastes", new DesertWastesGenerator(260, 260)){{ - startingItems = ItemStack.list(Items.copper, 120); + startingItems = list(copper, 120); conditionWave = 20; launchPeriod = 10; loadout = Loadouts.advancedShard; - zoneRequirements = ZoneRequirement.with(groundZero, 20); - blockRequirements = new Block[]{Blocks.combustionGenerator}; - resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand}; + resources = with(copper, lead, coal, sand); rules = r -> { r.waves = true; r.waveTimer = true; r.launchWaveMultiplier = 3f; r.waveSpacing = 60 * 50f; - r.spawns = Array.with( + r.spawns = with( new SpawnGroup(UnitTypes.crawler){{ unitScaling = 3f; }}, @@ -75,96 +75,140 @@ public class Zones implements ContentList{ }} ); }; + requirements = with( + new ZoneWave(groundZero, 20), + new Unlock(Blocks.combustionGenerator) + ); }}; saltFlats = new Zone("saltFlats", new MapGenerator("saltFlats")){{ - startingItems = ItemStack.list(Items.copper, 200, Items.silicon, 200, Items.lead, 200); + startingItems = list(copper, 200, Items.silicon, 200, lead, 200); loadout = Loadouts.basicFoundation; conditionWave = 10; launchPeriod = 5; - zoneRequirements = ZoneRequirement.with(desertWastes, 60); - blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.draugFactory, Blocks.door, Blocks.waterExtractor}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand, Items.titanium}; + configureObjective = new Launched(this); + resources = with(copper, scrap, lead, coal, sand, titanium); + requirements = with( + new ZoneWave(desertWastes, 60), + new Unlock(Blocks.daggerFactory), + new Unlock(Blocks.draugFactory), + new Unlock(Blocks.door), + new Unlock(Blocks.waterExtractor) + ); }}; frozenForest = new Zone("frozenForest", new MapGenerator("frozenForest", 1) .decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.02))){{ loadout = Loadouts.basicFoundation; - baseLaunchCost = ItemStack.with(); - startingItems = ItemStack.list(Items.copper, 250); + startingItems = list(copper, 250); conditionWave = 10; - blockRequirements = new Block[]{Blocks.junction, Blocks.router}; - zoneRequirements = ZoneRequirement.with(groundZero, 10); - resources = new Item[]{Items.copper, Items.lead, Items.coal}; + resources = with(copper, lead, coal); + requirements = with( + new ZoneWave(groundZero, 10), + new Unlock(Blocks.junction), + new Unlock(Blocks.router) + ); }}; craters = new Zone("craters", new MapGenerator("craters", 1).decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.004))){{ - startingItems = ItemStack.list(Items.copper, 100); + startingItems = list(copper, 100); conditionWave = 10; - zoneRequirements = ZoneRequirement.with(frozenForest, 10); - blockRequirements = new Block[]{Blocks.mender, Blocks.combustionGenerator}; - resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.sand, Items.scrap}; + resources = with(copper, lead, coal, sand, scrap); + requirements = with( + new ZoneWave(frozenForest, 10), + new Unlock(Blocks.mender), + new Unlock(Blocks.combustionGenerator) + ); }}; ruinousShores = new Zone("ruinousShores", new MapGenerator("ruinousShores", 1)){{ loadout = Loadouts.basicFoundation; - baseLaunchCost = ItemStack.with(); - startingItems = ItemStack.list(Items.copper, 140, Items.lead, 50); + startingItems = list(copper, 140, lead, 50); conditionWave = 20; launchPeriod = 20; - zoneRequirements = ZoneRequirement.with(desertWastes, 20, craters, 15); - blockRequirements = new Block[]{Blocks.graphitePress, Blocks.combustionGenerator, Blocks.kiln, Blocks.mechanicalPump}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand}; + resources = with(copper, scrap, lead, coal, sand); + requirements = with( + new ZoneWave(desertWastes, 20), + new ZoneWave(craters, 15), + new Unlock(Blocks.graphitePress), + new Unlock(Blocks.combustionGenerator), + new Unlock(Blocks.kiln), + new Unlock(Blocks.mechanicalPump) + ); }}; stainedMountains = new Zone("stainedMountains", new MapGenerator("stainedMountains", 2) .decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{ loadout = Loadouts.basicFoundation; - startingItems = ItemStack.list(Items.copper, 200, Items.lead, 50); + startingItems = list(copper, 200, lead, 50); conditionWave = 10; launchPeriod = 10; - zoneRequirements = ZoneRequirement.with(frozenForest, 15); - blockRequirements = new Block[]{Blocks.pneumaticDrill, Blocks.powerNode, Blocks.turbineGenerator}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand}; + resources = with(copper, scrap, lead, coal, titanium, sand); + requirements = with( + new ZoneWave(frozenForest, 15), + new Unlock(Blocks.pneumaticDrill), + new Unlock(Blocks.powerNode), + new Unlock(Blocks.turbineGenerator) + ); }}; fungalPass = new Zone("fungalPass", new MapGenerator("fungalPass")){{ - startingItems = ItemStack.list(Items.copper, 250, Items.lead, 250, Items.metaglass, 100, Items.graphite, 100); - zoneRequirements = ZoneRequirement.with(stainedMountains, 15); - blockRequirements = new Block[]{Blocks.daggerFactory, Blocks.crawlerFactory, Blocks.door, Blocks.siliconSmelter}; - resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand}; + startingItems = list(copper, 250, lead, 250, Items.metaglass, 100, Items.graphite, 100); + resources = with(copper, lead, coal, titanium, sand); + configureObjective = new Launched(this); + requirements = with( + new ZoneWave(stainedMountains, 15), + new Unlock(Blocks.daggerFactory), + new Unlock(Blocks.crawlerFactory), + new Unlock(Blocks.door), + new Unlock(Blocks.siliconSmelter) + ); }}; overgrowth = new Zone("overgrowth", new MapGenerator("overgrowth")){{ - startingItems = ItemStack.list(Items.copper, 1500, Items.lead, 1000, Items.silicon, 500, Items.metaglass, 250); + startingItems = list(copper, 1500, lead, 1000, Items.silicon, 500, Items.metaglass, 250); conditionWave = 12; launchPeriod = 4; loadout = Loadouts.basicNucleus; - zoneRequirements = ZoneRequirement.with(craters, 40, fungalPass, 10); - blockRequirements = new Block[]{Blocks.cultivator, Blocks.sporePress, Blocks.titanFactory, Blocks.wraithFactory}; - resources = new Item[]{Items.copper, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium, Items.scrap}; + configureObjective = new Launched(this); + resources = with(copper, lead, coal, titanium, sand, thorium, scrap); + requirements = with( + new ZoneWave(craters, 40), + new Launched(fungalPass), + new Unlock(Blocks.cultivator), + new Unlock(Blocks.sporePress), + new Unlock(Blocks.titanFactory), + new Unlock(Blocks.wraithFactory) + ); }}; tarFields = new Zone("tarFields", new MapGenerator("tarFields") .decor(new Decoration(Blocks.shale, Blocks.shaleBoulder, 0.02))){{ loadout = Loadouts.basicFoundation; - startingItems = ItemStack.list(Items.copper, 250, Items.lead, 100); + startingItems = list(copper, 250, lead, 100); conditionWave = 15; launchPeriod = 10; - zoneRequirements = ZoneRequirement.with(ruinousShores, 20); - blockRequirements = new Block[]{Blocks.coalCentrifuge, Blocks.conduit, Blocks.wave}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand}; + requirements = with(new ZoneWave(ruinousShores, 20)); + resources = with(copper, scrap, lead, coal, titanium, thorium, sand); + requirements = with( + new ZoneWave(ruinousShores, 20), + new Unlock(Blocks.coalCentrifuge), + new Unlock(Blocks.conduit), + new Unlock(Blocks.wave) + ); }}; desolateRift = new Zone("desolateRift", new MapGenerator("desolateRift")){{ loadout = Loadouts.basicNucleus; - baseLaunchCost = ItemStack.with(); - startingItems = ItemStack.list(Items.copper, 1000, Items.lead, 1000, Items.graphite, 250, Items.titanium, 250, Items.silicon, 250); + startingItems = list(copper, 1000, lead, 1000, Items.graphite, 250, titanium, 250, Items.silicon, 250); conditionWave = 3; launchPeriod = 2; - zoneRequirements = ZoneRequirement.with(tarFields, 20); - blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.thoriumReactor}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.sand, Items.thorium}; + resources = with(copper, scrap, lead, coal, titanium, sand, thorium); + requirements = with( + new ZoneWave(tarFields, 20), + new Unlock(Blocks.thermalGenerator), + new Unlock(Blocks.thoriumReactor) + ); }}; /* @@ -174,21 +218,23 @@ public class Zones implements ContentList{ startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500); conditionWave = 3; launchPeriod = 2; - zoneRequirements = ZoneRequirement.with(stainedMountains, 40); + requirements = with(stainedMountains, 40); blockRequirements = new Block[]{Blocks.thermalGenerator}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand}; + resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.sand}; }};*/ nuclearComplex = new Zone("nuclearComplex", new MapGenerator("nuclearProductionComplex", 1) .decor(new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01))){{ loadout = Loadouts.basicNucleus; - baseLaunchCost = ItemStack.with(); - startingItems = ItemStack.list(Items.copper, 1250, Items.lead, 1500, Items.silicon, 400, Items.metaglass, 250); + startingItems = list(copper, 1250, lead, 1500, Items.silicon, 400, Items.metaglass, 250); conditionWave = 30; launchPeriod = 15; - zoneRequirements = ZoneRequirement.with(fungalPass, 8); - blockRequirements = new Block[]{Blocks.thermalGenerator, Blocks.laserDrill}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium, Items.sand}; + resources = with(copper, scrap, lead, coal, titanium, thorium, sand); + requirements = with( + new Launched(fungalPass), + new Unlock(Blocks.thermalGenerator), + new Unlock(Blocks.laserDrill) + ); }}; /* @@ -198,9 +244,9 @@ public class Zones implements ContentList{ startingItems = ItemStack.list(Items.copper, 2000, Items.lead, 2000, Items.graphite, 500, Items.titanium, 500, Items.silicon, 500); conditionWave = 3; launchPeriod = 2; - zoneRequirements = ZoneRequirement.with(nuclearComplex, 40); + requirements = with(nuclearComplex, 40); blockRequirements = new Block[]{Blocks.thermalGenerator}; - resources = new Item[]{Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium}; + resources = Array.with(Items.copper, Items.scrap, Items.lead, Items.coal, Items.titanium, Items.thorium}; }};*/ } } diff --git a/core/src/io/anuke/mindustry/core/ContentLoader.java b/core/src/io/anuke/mindustry/core/ContentLoader.java index a919233c2e..77ed6f219f 100644 --- a/core/src/io/anuke/mindustry/core/ContentLoader.java +++ b/core/src/io/anuke/mindustry/core/ContentLoader.java @@ -11,6 +11,7 @@ import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; import static io.anuke.arc.Core.files; +import static io.anuke.mindustry.Vars.mods; /** * Loads all game content. @@ -41,6 +42,14 @@ public class ContentLoader{ new LegacyColorMapper(), }; + /** Clears all initialized content.*/ + public void clear(){ + contentNameMap = new ObjectMap[ContentType.values().length]; + contentMap = new Array[ContentType.values().length]; + initialization = new ObjectSet<>(); + loaded = false; + } + /** Creates all content types. */ public void createContent(){ if(loaded){ @@ -57,20 +66,11 @@ public class ContentLoader{ list.load(); } - for(ContentType type : ContentType.values()){ - - for(Content c : contentMap[type.ordinal()]){ - if(c instanceof MappableContent){ - String name = ((MappableContent)c).name; - if(contentNameMap[type.ordinal()].containsKey(name)){ - throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + name + "')"); - } - contentNameMap[type.ordinal()].put(name, (MappableContent)c); - } - } + if(mods != null){ + mods.loadContent(); } - //set up ID mapping + //check up ID mapping, make sure it's linear for(Array arr : contentMap){ for(int i = 0; i < arr.size; i++){ int id = arr.get(i).id; @@ -109,6 +109,7 @@ public class ContentLoader{ for(ContentType type : ContentType.values()){ for(Content content : contentMap[type.ordinal()]){ + //TODO catch error and display it per mod callable.accept(content); } } @@ -138,6 +139,14 @@ public class ContentLoader{ public void handleContent(Content content){ contentMap[content.getContentType().ordinal()].add(content); + + } + + public void handleMappableContent(MappableContent content){ + if(contentNameMap[content.getContentType().ordinal()].containsKey(content.name)){ + throw new IllegalArgumentException("Two content objects cannot have the same name! (issue: '" + content.name + "')"); + } + contentNameMap[content.getContentType().ordinal()].put(content.name, content); } public void setTemporaryMapper(MappableContent[][] temporaryMapper){ diff --git a/core/src/io/anuke/mindustry/core/Control.java b/core/src/io/anuke/mindustry/core/Control.java index 75519d1d08..08302458d2 100644 --- a/core/src/io/anuke/mindustry/core/Control.java +++ b/core/src/io/anuke/mindustry/core/Control.java @@ -2,6 +2,8 @@ package io.anuke.mindustry.core; import io.anuke.arc.*; import io.anuke.arc.assets.*; +import io.anuke.arc.audio.*; +import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.input.*; @@ -54,6 +56,9 @@ public class Control implements ApplicationListener, Loadable{ Events.on(StateChangeEvent.class, event -> { if((event.from == State.playing && event.to == State.menu) || (event.from == State.menu && event.to != State.menu)){ Time.runTask(5f, platform::updateRPC); + for(Sound sound : assets.getAll(Sound.class, new Array<>())){ + sound.stop(); + } } }); @@ -91,6 +96,7 @@ public class Control implements ApplicationListener, Loadable{ hiscore = true; world.getMap().setHighScore(state.wave); } + Sounds.wave.play(); }); @@ -145,11 +151,15 @@ public class Control implements ApplicationListener, Loadable{ }); Events.on(ZoneRequireCompleteEvent.class, e -> { - ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", state.wave, e.zone.localizedName)); + if(e.objective.display() != null){ + ui.hudfrag.showToast(Core.bundle.format("zone.requirement.complete", e.zoneForMet.localizedName, e.objective.display())); + } }); Events.on(ZoneConfigureCompleteEvent.class, e -> { - ui.hudfrag.showToast(Core.bundle.format("zone.config.complete", e.zone.configureWave)); + if(e.zone.configureObjective.display() != null){ + ui.hudfrag.showToast(Core.bundle.format("zone.config.unlocked", e.zone.configureObjective.display())); + } }); Events.on(Trigger.newGame, () -> { @@ -165,6 +175,12 @@ public class Control implements ApplicationListener, Loadable{ Effects.shake(5f, 5f, core); }); }); + + Events.on(UnitDestroyEvent.class, e -> { + if(e.unit instanceof BaseUnit && world.isZone()){ + data.unlockContent(((BaseUnit)e.unit).getType()); + } + }); } @Override @@ -388,7 +404,10 @@ public class Control implements ApplicationListener, Loadable{ saves.update(); //update and load any requested assets - assets.update(); + try{ + assets.update(); + }catch(Exception ignored){ + } input.updateState(); @@ -397,6 +416,7 @@ public class Control implements ApplicationListener, Loadable{ music.update(); loops.update(); + Time.updateGlobal(); if(Core.input.keyTap(Binding.fullscreen)){ boolean full = settings.getBool("fullscreen"); diff --git a/core/src/io/anuke/mindustry/core/FileTree.java b/core/src/io/anuke/mindustry/core/FileTree.java new file mode 100644 index 0000000000..e6d7e78086 --- /dev/null +++ b/core/src/io/anuke/mindustry/core/FileTree.java @@ -0,0 +1,34 @@ +package io.anuke.mindustry.core; + +import io.anuke.arc.*; +import io.anuke.arc.assets.loaders.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.files.*; + +/** Handles files in a modded context. */ +public class FileTree implements FileHandleResolver{ + private ObjectMap files = new ObjectMap<>(); + + public void addFile(String path, FileHandle f){ + files.put(path, f); + } + + /** Gets an asset file.*/ + public FileHandle get(String path){ + if(files.containsKey(path)){ + return files.get(path); + }else{ + return Core.files.internal(path); + } + } + + /** Clears all mod files.*/ + public void clear(){ + files.clear(); + } + + @Override + public FileHandle resolve(String fileName){ + return get(fileName); + } +} diff --git a/core/src/io/anuke/mindustry/core/Logic.java b/core/src/io/anuke/mindustry/core/Logic.java index 9a198f9812..d4fe3a4dc6 100644 --- a/core/src/io/anuke/mindustry/core/Logic.java +++ b/core/src/io/anuke/mindustry/core/Logic.java @@ -2,7 +2,6 @@ package io.anuke.mindustry.core; import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; -import io.anuke.arc.collection.ObjectSet.*; import io.anuke.arc.util.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.core.GameState.*; @@ -16,6 +15,7 @@ import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.*; import io.anuke.mindustry.world.blocks.BuildBlock.*; +import io.anuke.mindustry.world.blocks.power.*; import static io.anuke.mindustry.Vars.*; @@ -31,19 +31,24 @@ public class Logic implements ApplicationListener{ public Logic(){ Events.on(WaveEvent.class, event -> { + for(Player p : playerGroup.all()){ + p.respawns = state.rules.respawns; + } + if(world.isZone()){ world.getZone().updateWave(state.wave); } - for (Player p : playerGroup.all()) { - p.respawns = state.rules.respawns; - } }); Events.on(BlockDestroyEvent.class, event -> { //blocks that get broken are appended to the team's broken block queue Tile tile = event.tile; Block block = tile.block(); + //skip null entities or nukes, for obvious reasons + if(tile.entity == null || tile.block() instanceof NuclearReactor) return; + if(block instanceof BuildBlock){ + BuildEntity entity = tile.entity(); //update block to reflect the fact that something was being constructed @@ -56,7 +61,33 @@ public class Logic implements ApplicationListener{ } TeamData data = state.teams.get(tile.getTeam()); - data.brokenBlocks.addFirst(BrokenBlock.get(tile.x, tile.y, tile.rotation(), block.id)); + + //remove existing blocks that have been placed here. + //painful O(n) iteration + copy + for(int i = 0; i < data.brokenBlocks.size; i++){ + BrokenBlock b = data.brokenBlocks.get(i); + if(b.x == tile.x && b.y == tile.y){ + data.brokenBlocks.removeIndex(i); + break; + } + } + + data.brokenBlocks.addFirst(new BrokenBlock(tile.x, tile.y, tile.rotation(), block.id, tile.entity.config())); + }); + + Events.on(BlockBuildEndEvent.class, event -> { + if(!event.breaking){ + TeamData data = state.teams.get(event.team); + + //painful O(n) iteration + copy + for(int i = 0; i < data.brokenBlocks.size; i++){ + BrokenBlock b = data.brokenBlocks.get(i); + if(b.x == event.tile.x && b.y == event.tile.y){ + data.brokenBlocks.removeIndex(i); + break; + } + } + } }); } @@ -104,8 +135,7 @@ public class Logic implements ApplicationListener{ public void runWave(){ spawner.spawnEnemies(); state.wave++; - state.wavetime = world.isZone() && world.getZone().isBossWave(state.wave) ? state.rules.waveSpacing * state.rules.bossWaveMultiplier : - world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing; + state.wavetime = world.isZone() && world.getZone().isLaunchWave(state.wave) ? state.rules.waveSpacing * state.rules.launchWaveMultiplier : state.rules.waveSpacing; Events.fire(new WaveEvent()); } @@ -144,13 +174,18 @@ public class Logic implements ApplicationListener{ ui.hudfrag.showLaunch(); } - for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){ + for(Tile tile : state.teams.get(defaultTeam).cores){ Effects.effect(Fx.launch, tile); } + if(world.getZone() != null){ + world.getZone().setLaunched(); + } + Time.runTask(30f, () -> { - for(Tile tile : new ObjectSetIterator<>(state.teams.get(defaultTeam).cores)){ + for(Tile tile : state.teams.get(defaultTeam).cores){ for(Item item : content.items()){ + if(tile == null || tile.entity == null || tile.entity.items == null) continue; data.addItem(item, tile.entity.items.get(item)); } world.removeBlock(tile); diff --git a/core/src/io/anuke/mindustry/core/NetClient.java b/core/src/io/anuke/mindustry/core/NetClient.java index 619ebcbe94..911bb4ada4 100644 --- a/core/src/io/anuke/mindustry/core/NetClient.java +++ b/core/src/io/anuke/mindustry/core/NetClient.java @@ -76,6 +76,7 @@ public class NetClient implements ApplicationListener{ ConnectPacket c = new ConnectPacket(); c.name = player.name; + c.mods = mods.getModStrings(); c.mobile = mobile; c.versionType = Version.type; c.color = Color.rgba8888(player.color); @@ -235,7 +236,7 @@ public class NetClient implements ApplicationListener{ netClient.disconnectQuietly(); state.set(State.menu); logic.reset(); - ui.showText("$disconnect", reason); + ui.showText("$disconnect", reason, Align.left); ui.loadfrag.hide(); } @@ -329,6 +330,11 @@ public class NetClient implements ApplicationListener{ @Remote(variants = Variant.one, priority = PacketPriority.low, unreliable = true) public static void onStateSnapshot(float waveTime, int wave, int enemies, short coreDataLen, byte[] coreData){ try{ + if(wave > state.wave){ + state.wave = wave; + Events.fire(new WaveEvent()); + } + state.wavetime = waveTime; state.wave = wave; state.enemies = enemies; diff --git a/core/src/io/anuke/mindustry/core/NetServer.java b/core/src/io/anuke/mindustry/core/NetServer.java index cc65655b88..6bae988f24 100644 --- a/core/src/io/anuke/mindustry/core/NetServer.java +++ b/core/src/io/anuke/mindustry/core/NetServer.java @@ -94,16 +94,28 @@ public class NetServer implements ApplicationListener{ return; } - if(admins.isIDBanned(uuid)){ - con.kick(KickReason.banned); - return; - } - if(admins.getPlayerLimit() > 0 && playerGroup.size() >= admins.getPlayerLimit()){ con.kick(KickReason.playerLimit); return; } + Array extraMods = packet.mods.copy(); + Array missingMods = mods.getIncompatibility(extraMods); + + if(!extraMods.isEmpty() || !missingMods.isEmpty()){ + //can't easily be localized since kick reasons can't have formatted text with them + StringBuilder result = new StringBuilder("[accent]Incompatible mods![]\n\n"); + if(!missingMods.isEmpty()){ + result.append("Missing:[lightgray]\n").append("> ").append(missingMods.toString("\n> ")); + result.append("[]\n"); + } + + if(!extraMods.isEmpty()){ + result.append("Unnecessary mods:[lightgray]\n").append("> ").append(extraMods.toString("\n> ")); + } + con.kick(result.toString()); + } + if(!admins.isWhitelisted(packet.uuid, packet.usid)){ info.adminUsid = packet.usid; info.lastName = packet.name; @@ -200,6 +212,11 @@ public class NetServer implements ApplicationListener{ registerCommands(); } + @Override + public void init(){ + mods.each(mod -> mod.registerClientCommands(clientCommands)); + } + private void registerCommands(){ clientCommands.register("help", "[page]", "Lists all commands.", (args, player) -> { if(args.length > 0 && !Strings.canParseInt(args[0])){ @@ -262,7 +279,7 @@ public class NetServer implements ApplicationListener{ } boolean checkPass(){ - if(votes >= votesRequired() && target.isAdded() && target.con.isConnected()){ + if(votes >= votesRequired()){ Call.sendMessage(Strings.format("[orange]Vote passed.[scarlet] {0}[orange] will be banned from the server for {1} minutes.", target.name, (kickDuration/60))); target.getInfo().lastKicked = Time.millis() + kickDuration*1000; playerGroup.all().each(p -> p.uuid != null && p.uuid.equals(target.uuid), p -> p.con.kick(KickReason.vote)); @@ -335,6 +352,11 @@ public class NetServer implements ApplicationListener{ if(currentlyKicking[0] == null){ player.sendMessage("[scarlet]Nobody is being voted on."); }else{ + if(player.isLocal){ + player.sendMessage("Local players can't vote. Kick the player yourself instead."); + return; + } + //hosts can vote all they want if(player.uuid != null && (currentlyKicking[0].voted.contains(player.uuid) || currentlyKicking[0].voted.contains(admins.getInfo(player.uuid).lastIP))){ player.sendMessage("[scarlet]You've already voted. Sit down."); diff --git a/core/src/io/anuke/mindustry/core/Platform.java b/core/src/io/anuke/mindustry/core/Platform.java index a689bbbd02..bfedda548c 100644 --- a/core/src/io/anuke/mindustry/core/Platform.java +++ b/core/src/io/anuke/mindustry/core/Platform.java @@ -31,11 +31,20 @@ public interface Platform{ return Array.with(); } + /** Steam: Return external workshop mods to be loaded.*/ + default Array getExternalMods(){ + return Array.with(); + } + /** Steam: View a map listing on the workshop.*/ default void viewMapListing(Map map){} - /** Steam: View a map listing on the workshop.*/ - default void viewMapListing(String mapid){} + /** Steam: View a listing on the workshop.*/ + default void viewListing(String mapid){} + + /** Steam: View map workshop info, removing the map ID tag if its listing is deleted. + * Also presents the option to update the map. */ + default void viewMapListingInfo(Map map){} /** Steam: Open workshop for maps.*/ default void openWorkshop(){} diff --git a/core/src/io/anuke/mindustry/core/Renderer.java b/core/src/io/anuke/mindustry/core/Renderer.java index c6652e3327..c358c846a4 100644 --- a/core/src/io/anuke/mindustry/core/Renderer.java +++ b/core/src/io/anuke/mindustry/core/Renderer.java @@ -18,12 +18,10 @@ import io.anuke.mindustry.entities.effect.*; import io.anuke.mindustry.entities.effect.GroundEffectEntity.*; import io.anuke.mindustry.entities.traits.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.entities.type.EffectEntity; -import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.input.*; -import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.defense.ForceProjector.*; import static io.anuke.arc.Core.*; @@ -240,6 +238,8 @@ public class Renderer implements ApplicationListener{ blocks.drawBlocks(Layer.block); blocks.drawFog(); + blocks.drawBroken(); + Draw.shader(Shaders.blockbuild, true); blocks.drawBlocks(Layer.placement); Draw.shader(); @@ -308,7 +308,7 @@ public class Renderer implements ApplicationListener{ float fract = landTime / Fx.coreLand.lifetime; TileEntity entity = player.getClosestCore(); - TextureRegion reg = entity.block.icon(Block.Icon.full); + TextureRegion reg = entity.block.icon(Cicon.full); float scl = Scl.scl(4f) / camerascale; float s = reg.getWidth() * Draw.scl * scl * 4f * fract; diff --git a/core/src/io/anuke/mindustry/core/UI.java b/core/src/io/anuke/mindustry/core/UI.java index ca5dafb8ed..57ad4cccda 100644 --- a/core/src/io/anuke/mindustry/core/UI.java +++ b/core/src/io/anuke/mindustry/core/UI.java @@ -68,6 +68,7 @@ public class UI implements ApplicationListener, Loadable{ public DeployDialog deploy; public TechTreeDialog tech; public MinimapDialog minimap; + public ModsDialog mods; public Cursor drillCursor, unloadCursor; @@ -108,6 +109,7 @@ public class UI implements ApplicationListener, Loadable{ ClickListener.clicked = () -> Sounds.press.play(); Colors.put("accent", Pal.accent); + Colors.put("unlaunched", Color.valueOf("8982ed")); Colors.put("highlight", Pal.accent.cpy().lerp(Color.white, 0.3f)); Colors.put("stat", Pal.stat); loadExtraCursors(); @@ -222,6 +224,7 @@ public class UI implements ApplicationListener, Loadable{ deploy = new DeployDialog(); tech = new TechTreeDialog(); minimap = new MinimapDialog(); + mods = new ModsDialog(); Group group = Core.scene.root; @@ -235,7 +238,6 @@ public class UI implements ApplicationListener, Loadable{ Core.scene.add(menuGroup); Core.scene.add(hudGroup); - control.input.getFrag().build(hudGroup); hudfrag.build(hudGroup); menufrag.build(menuGroup); chatfrag.container().build(hudGroup); @@ -281,7 +283,7 @@ public class UI implements ApplicationListener, Loadable{ new Dialog(titleText){{ cont.margin(30).add(dtext).padRight(6f); TextFieldFilter filter = inumeric ? TextFieldFilter.digitsOnly : (f, c) -> true; - TextField field = cont.addField(def, t -> {}).size(170f, 50f).get(); + TextField field = cont.addField(def, t -> {}).size(330f, 50f).get(); field.setFilter((f, c) -> field.getText().length() < textLength && filter.acceptChar(f, c)); buttons.defaults().size(120, 54).pad(4); buttons.addButton("$ok", () -> { @@ -336,6 +338,7 @@ public class UI implements ApplicationListener, Loadable{ } public void showException(String text, Throwable exc){ + loadfrag.hide(); new Dialog(""){{ String message = Strings.getFinalMesage(exc); @@ -358,11 +361,15 @@ public class UI implements ApplicationListener, Loadable{ } public void showText(String titleText, String text){ + showText(titleText, text, Align.center); + } + + public void showText(String titleText, String text, int align){ new Dialog(titleText){{ cont.row(); cont.addImage().width(400f).pad(2).colspan(2).height(4f).color(Pal.accent); cont.row(); - cont.add(text).width(400f).wrap().get().setAlignment(Align.center, Align.center); + cont.add(text).width(400f).wrap().get().setAlignment(align, align); cont.row(); buttons.addButton("$ok", this::hide).size(90, 50).pad(4); }}.show(); @@ -410,6 +417,34 @@ public class UI implements ApplicationListener, Loadable{ dialog.show(); } + + public void showCustomConfirm(String title, String text, String yes, String no, Runnable confirmed){ + FloatingDialog dialog = new FloatingDialog(title); + dialog.cont.add(text).width(500f).wrap().pad(4f).get().setAlignment(Align.center, Align.center); + dialog.buttons.defaults().size(200f, 54f).pad(2f); + dialog.setFillParent(false); + dialog.buttons.addButton(no, dialog::hide); + dialog.buttons.addButton(yes, () -> { + dialog.hide(); + confirmed.run(); + }); + dialog.keyDown(KeyCode.ESCAPE, dialog::hide); + dialog.keyDown(KeyCode.BACK, dialog::hide); + dialog.show(); + } + + public void showOkText(String title, String text, Runnable confirmed){ + FloatingDialog dialog = new FloatingDialog(title); + dialog.cont.add(text).width(500f).wrap().pad(4f).get().setAlignment(Align.center, Align.center); + dialog.buttons.defaults().size(200f, 54f).pad(2f); + dialog.setFillParent(false); + dialog.buttons.addButton("$ok", () -> { + dialog.hide(); + confirmed.run(); + }); + dialog.show(); + } + public String formatAmount(int number){ if(number >= 1000000){ return Strings.fixed(number / 1000000f, 1) + "[gray]mil[]"; diff --git a/core/src/io/anuke/mindustry/core/World.java b/core/src/io/anuke/mindustry/core/World.java index 26e0441e8a..6491a639e4 100644 --- a/core/src/io/anuke/mindustry/core/World.java +++ b/core/src/io/anuke/mindustry/core/World.java @@ -1,11 +1,11 @@ package io.anuke.mindustry.core; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.core.GameState.*; import io.anuke.mindustry.game.EventType.*; @@ -82,7 +82,8 @@ public class World{ return height()*tilesize; } - public @Nullable Tile tile(int pos){ + public @Nullable + Tile tile(int pos){ return tiles == null ? null : tile(Pos.x(pos), Pos.y(pos)); } @@ -271,6 +272,7 @@ public class World{ } public void removeBlock(Tile tile){ + if(tile == null) return; tile.link().getLinkedTiles(other -> other.setBlock(Blocks.air)); } diff --git a/core/src/io/anuke/mindustry/editor/MapEditorDialog.java b/core/src/io/anuke/mindustry/editor/MapEditorDialog.java index abf08d50ef..88fe62e604 100644 --- a/core/src/io/anuke/mindustry/editor/MapEditorDialog.java +++ b/core/src/io/anuke/mindustry/editor/MapEditorDialog.java @@ -15,6 +15,7 @@ import io.anuke.arc.scene.style.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.core.GameState.*; @@ -23,7 +24,7 @@ import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.io.*; import io.anuke.mindustry.maps.*; -import io.anuke.mindustry.ui.Styles; +import io.anuke.mindustry.ui.*; import io.anuke.mindustry.ui.dialogs.*; import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.*; @@ -147,13 +148,19 @@ public class MapEditorDialog extends Dialog implements Disposable{ if(steam){ menu.cont.addImageTextButton("$editor.publish.workshop", Icon.linkSmall, () -> { - if(editor.getTags().containsKey("steamid")){ - platform.viewMapListing(editor.getTags().get("steamid")); + Map builtin = maps.all().find(m -> m.name().equals(editor.getTags().get("name", "").trim())); + if(editor.getTags().containsKey("steamid") && builtin != null && !builtin.custom){ + platform.viewListing(editor.getTags().get("steamid")); return; } Map map = save(); + if(editor.getTags().containsKey("steamid") && map != null){ + platform.viewMapListingInfo(map); + return; + } + if(map == null) return; if(map.tags.get("description", "").length() < 4){ @@ -167,7 +174,7 @@ public class MapEditorDialog extends Dialog implements Disposable{ } platform.publishMap(map); - }).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> b.setText(editor.getTags().containsKey("steamid") ? "$view.workshop" : "$editor.publish.workshop")); + }).padTop(-3).size(swidth * 2f + 10, 60f).update(b -> b.setText(editor.getTags().containsKey("steamid") ? editor.getTags().get("author").equals(player.name) ? "$workshop.listing" : "$view.workshop" : "$editor.publish.workshop")); menu.cont.row(); } @@ -208,14 +215,6 @@ public class MapEditorDialog extends Dialog implements Disposable{ return; } - Vector2 v = pane.stageToLocalCoordinates(Core.input.mouse()); - - if(v.x >= 0 && v.y >= 0 && v.x <= pane.getWidth() && v.y <= pane.getHeight()){ - Core.scene.setScrollFocus(pane); - }else{ - Core.scene.setScrollFocus(null); - } - if(Core.scene != null && Core.scene.getKeyboardFocus() == this){ doInput(); } @@ -287,7 +286,7 @@ public class MapEditorDialog extends Dialog implements Disposable{ }); } - public Map save(){ + public @Nullable Map save(){ boolean isEditor = state.rules.editor; state.rules.editor = false; String name = editor.getTags().get("name", "").trim(); @@ -681,6 +680,11 @@ public class MapEditorDialog extends Dialog implements Disposable{ pane = new ScrollPane(content); pane.setFadeScrollBars(false); pane.setOverscroll(true, false); + pane.exited(() -> { + if(pane.hasScroll()){ + Core.scene.setScrollFocus(view); + } + }); ButtonGroup group = new ButtonGroup<>(); int i = 0; @@ -698,7 +702,7 @@ public class MapEditorDialog extends Dialog implements Disposable{ }); for(Block block : blocksOut){ - TextureRegion region = block.icon(Block.Icon.medium); + TextureRegion region = block.icon(Cicon.medium); if(!Core.atlas.isFound(region)) continue; diff --git a/core/src/io/anuke/mindustry/editor/MapGenerateDialog.java b/core/src/io/anuke/mindustry/editor/MapGenerateDialog.java index 7acee240e7..dd1f77811e 100644 --- a/core/src/io/anuke/mindustry/editor/MapGenerateDialog.java +++ b/core/src/io/anuke/mindustry/editor/MapGenerateDialog.java @@ -388,7 +388,7 @@ public class MapGenerateDialog extends FloatingDialog{ GenTile tile = buffer1[px][py]; color = MapIO.colorFor(content.block(tile.floor), content.block(tile.block), content.block(tile.ore), Team.derelict); } - pixmap.drawPixel(px, pixmap.getHeight() - 1 - py, color); + pixmap.draw(px, pixmap.getHeight() - 1 - py, color); } } diff --git a/core/src/io/anuke/mindustry/editor/MapInfoDialog.java b/core/src/io/anuke/mindustry/editor/MapInfoDialog.java index 084258120a..b2b942250b 100644 --- a/core/src/io/anuke/mindustry/editor/MapInfoDialog.java +++ b/core/src/io/anuke/mindustry/editor/MapInfoDialog.java @@ -59,18 +59,25 @@ public class MapInfoDialog extends FloatingDialog{ t.row(); t.add("$editor.rules").padRight(8).left(); - t.addButton("$edit", () -> ruleInfo.show(Vars.state.rules, () -> Vars.state.rules = new Rules())).left().width(200f); + t.addButton("$edit", () -> { + ruleInfo.show(Vars.state.rules, () -> Vars.state.rules = new Rules()); + hide(); + }).left().width(200f); t.row(); t.add("$editor.waves").padRight(8).left(); - t.addButton("$edit", waveInfo::show).left().width(200f); + t.addButton("$edit", () -> { + waveInfo.show(); + hide(); + }).left().width(200f); t.row(); t.add("$editor.generation").padRight(8).left(); - t.addButton("$edit", - () -> generate.show(Vars.maps.readFilters(editor.getTags().get("genfilters", "")), - filters -> editor.getTags().put("genfilters", JsonIO.write(filters))) - ).left().width(200f); + t.addButton("$edit", () -> { + generate.show(Vars.maps.readFilters(editor.getTags().get("genfilters", "")), + filters -> editor.getTags().put("genfilters", JsonIO.write(filters))); + hide(); + }).left().width(200f); name.change(); description.change(); diff --git a/core/src/io/anuke/mindustry/editor/MapResizeDialog.java b/core/src/io/anuke/mindustry/editor/MapResizeDialog.java index 4639faf878..3284feda19 100644 --- a/core/src/io/anuke/mindustry/editor/MapResizeDialog.java +++ b/core/src/io/anuke/mindustry/editor/MapResizeDialog.java @@ -46,7 +46,7 @@ public class MapResizeDialog extends FloatingDialog{ buttons.defaults().size(200f, 50f); buttons.addButton("$cancel", this::hide); - buttons.addButton("$editor.resize", () -> { + buttons.addButton("$ok", () -> { cons.accept(width, height); hide(); }); diff --git a/core/src/io/anuke/mindustry/editor/MapView.java b/core/src/io/anuke/mindustry/editor/MapView.java index 2e06352e49..c637e9b6f2 100644 --- a/core/src/io/anuke/mindustry/editor/MapView.java +++ b/core/src/io/anuke/mindustry/editor/MapView.java @@ -56,10 +56,16 @@ public class MapView extends Element implements GestureListener{ public boolean mouseMoved(InputEvent event, float x, float y){ mousex = x; mousey = y; + requestScroll(); return false; } + @Override + public void enter(InputEvent event, float x, float y, int pointer, Element fromActor){ + requestScroll(); + } + @Override public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button){ if(pointer != 0){ diff --git a/core/src/io/anuke/mindustry/editor/WaveInfoDialog.java b/core/src/io/anuke/mindustry/editor/WaveInfoDialog.java index f36a9f759e..aba7fa135d 100644 --- a/core/src/io/anuke/mindustry/editor/WaveInfoDialog.java +++ b/core/src/io/anuke/mindustry/editor/WaveInfoDialog.java @@ -140,7 +140,7 @@ public class WaveInfoDialog extends FloatingDialog{ t.margin(0).defaults().pad(3).padLeft(5f).growX().left(); t.addButton(b -> { b.left(); - b.addImage(group.type.iconRegion).size(30f).padRight(3); + b.addImage(group.type.icon(Cicon.medium)).size(32f).padRight(3); b.add(group.type.localizedName).color(Pal.accent); }, () -> showUpdate(group)).pad(-6f).padBottom(0f); @@ -221,7 +221,7 @@ public class WaveInfoDialog extends FloatingDialog{ for(UnitType type : content.units()){ dialog.cont.addButton(t -> { t.left(); - t.addImage(type.iconRegion).size(40f).padRight(2f); + t.addImage(type.icon(Cicon.medium)).size(40f).padRight(2f); t.add(type.localizedName); }, () -> { lastType = type; @@ -253,7 +253,7 @@ public class WaveInfoDialog extends FloatingDialog{ for(int j = 0; j < spawned.length; j++){ if(spawned[j] > 0){ UnitType type = content.getByID(ContentType.unit, j); - table.addImage(type.iconRegion).size(30f).padRight(4); + table.addImage(type.icon(Cicon.medium)).size(8f * 4f).padRight(4); table.add(spawned[j] + "x").color(Color.lightGray).padRight(6); table.row(); } diff --git a/core/src/io/anuke/mindustry/entities/TargetPriority.java b/core/src/io/anuke/mindustry/entities/TargetPriority.java new file mode 100644 index 0000000000..47b0213de3 --- /dev/null +++ b/core/src/io/anuke/mindustry/entities/TargetPriority.java @@ -0,0 +1,6 @@ +package io.anuke.mindustry.entities; + +public enum TargetPriority{ + base, + turret +} diff --git a/core/src/io/anuke/mindustry/entities/Units.java b/core/src/io/anuke/mindustry/entities/Units.java index a624282042..c9d0073998 100644 --- a/core/src/io/anuke/mindustry/entities/Units.java +++ b/core/src/io/anuke/mindustry/entities/Units.java @@ -20,6 +20,7 @@ public class Units{ private static float cdist; private static boolean boolResult; + /** @return whether this player can interact with a specific tile. if either of these are null, returns true.*/ public static boolean canInteract(Player player, Tile tile){ return player == null || tile == null || tile.interactable(player.getTeam()); } @@ -86,7 +87,7 @@ public class Units{ if(team == Team.derelict) return null; for(Team enemy : state.teams.enemiesOf(team)){ - TileEntity entity = indexer.findTile(enemy, x, y, range, pred); + TileEntity entity = indexer.findTile(enemy, x, y, range, pred, true); if(entity != null){ return entity; } diff --git a/core/src/io/anuke/mindustry/entities/bullet/ArtilleryBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/ArtilleryBulletType.java index 81da65344d..1bc00443c6 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/ArtilleryBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/ArtilleryBulletType.java @@ -20,6 +20,10 @@ public class ArtilleryBulletType extends BasicBulletType{ hitSound = Sounds.explosion; } + public ArtilleryBulletType(){ + this(1f, 1f, "shell"); + } + @Override public void update(io.anuke.mindustry.entities.type.Bullet b){ super.update(b); diff --git a/core/src/io/anuke/mindustry/entities/bullet/BasicBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/BasicBulletType.java index 8f54b58995..bf20c811ab 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/BasicBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/BasicBulletType.java @@ -22,6 +22,11 @@ public class BasicBulletType extends BulletType{ this.bulletSprite = bulletSprite; } + /** For mods. */ + public BasicBulletType(){ + this(1f, 1f, "bullet"); + } + @Override public void load(){ backRegion = Core.atlas.find(bulletSprite + "-back"); diff --git a/core/src/io/anuke/mindustry/entities/bullet/BombBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/BombBulletType.java index bf2e5ecd43..55c0a3b87d 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/BombBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/BombBulletType.java @@ -17,4 +17,8 @@ public class BombBulletType extends BasicBulletType{ collidesAir = false; hitSound = Sounds.explosion; } + + public BombBulletType(){ + this(1f, 1f, "shell"); + } } diff --git a/core/src/io/anuke/mindustry/entities/bullet/FlakBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/FlakBulletType.java index 3669909097..c6e2928b28 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/FlakBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/FlakBulletType.java @@ -19,6 +19,10 @@ public abstract class FlakBulletType extends BasicBulletType{ bulletHeight = 10f; } + public FlakBulletType(){ + this(1f, 1f); + } + @Override public void update(Bullet b){ super.update(b); diff --git a/core/src/io/anuke/mindustry/entities/bullet/HealBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/HealBulletType.java new file mode 100644 index 0000000000..95dbef7b63 --- /dev/null +++ b/core/src/io/anuke/mindustry/entities/bullet/HealBulletType.java @@ -0,0 +1,54 @@ +package io.anuke.mindustry.entities.bullet; + +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.entities.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.graphics.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.*; + +public class HealBulletType extends BulletType{ + protected float healPercent = 3f; + + public HealBulletType(float speed, float damage){ + super(speed, damage); + + shootEffect = Fx.shootHeal; + smokeEffect = Fx.hitLaser; + hitEffect = Fx.hitLaser; + despawnEffect = Fx.hitLaser; + collidesTeam = true; + } + + public HealBulletType(){ + this(1f, 1f); + } + + @Override + public boolean collides(Bullet b, Tile tile){ + return tile.getTeam() != b.getTeam() || tile.entity.healthf() < 1f; + } + + @Override + public void draw(Bullet b){ + Draw.color(Pal.heal); + Lines.stroke(2f); + Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f); + Draw.color(Color.white); + Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f); + Draw.reset(); + } + + @Override + public void hitTile(Bullet b, Tile tile){ + super.hit(b); + tile = tile.link(); + + if(tile.entity != null && tile.getTeam() == b.getTeam() && !(tile.block() instanceof BuildBlock)){ + Effects.effect(Fx.healBlockFull, Pal.heal, tile.drawx(), tile.drawy(), tile.block().size); + tile.entity.healBy(healPercent / 100f * tile.entity.maxHealth()); + } + } +} diff --git a/core/src/io/anuke/mindustry/entities/bullet/LiquidBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/LiquidBulletType.java index 186ea47425..7d53a852ec 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/LiquidBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/LiquidBulletType.java @@ -3,6 +3,7 @@ package io.anuke.mindustry.entities.bullet; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.geom.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.effect.*; @@ -13,14 +14,17 @@ import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.*; public class LiquidBulletType extends BulletType{ - Liquid liquid; + @NonNull Liquid liquid; - public LiquidBulletType(Liquid liquid){ + public LiquidBulletType(@Nullable Liquid liquid){ super(3.5f, 0); - this.liquid = liquid; + + if(liquid != null){ + this.liquid = liquid; + this.status = liquid.effect; + } lifetime = 74f; - status = liquid.effect; statusDuration = 90f; despawnEffect = Fx.none; hitEffect = Fx.hitLiquid; @@ -30,13 +34,17 @@ public class LiquidBulletType extends BulletType{ knockback = 0.55f; } + public LiquidBulletType(){ + this(null); + } + @Override public float range(){ return speed * lifetime / 2f; } @Override - public void update(io.anuke.mindustry.entities.type.Bullet b){ + public void update(Bullet b){ super.update(b); if(liquid.canExtinguish()){ @@ -50,7 +58,7 @@ public class LiquidBulletType extends BulletType{ } @Override - public void draw(io.anuke.mindustry.entities.type.Bullet b){ + public void draw(Bullet b){ Draw.color(liquid.color, Color.white, b.fout() / 100f); Fill.circle(b.x, b.y, 0.5f + b.fout() * 2.5f); diff --git a/core/src/io/anuke/mindustry/entities/bullet/MissileBulletType.java b/core/src/io/anuke/mindustry/entities/bullet/MissileBulletType.java index 06d05d1110..aee06f9e31 100644 --- a/core/src/io/anuke/mindustry/entities/bullet/MissileBulletType.java +++ b/core/src/io/anuke/mindustry/entities/bullet/MissileBulletType.java @@ -23,6 +23,10 @@ public class MissileBulletType extends BasicBulletType{ hitSound = Sounds.explosion; } + public MissileBulletType(){ + this(1f, 1f, "missile"); + } + @Override public void update(Bullet b){ super.update(b); diff --git a/core/src/io/anuke/mindustry/entities/effect/ItemTransfer.java b/core/src/io/anuke/mindustry/entities/effect/ItemTransfer.java index 69bf90833a..0d8ab641ff 100644 --- a/core/src/io/anuke/mindustry/entities/effect/ItemTransfer.java +++ b/core/src/io/anuke/mindustry/entities/effect/ItemTransfer.java @@ -47,10 +47,8 @@ public class ItemTransfer extends TimedEntity implements DrawTrait{ @Remote(called = Loc.server) public static void transferItemTo(Item item, int amount, float x, float y, Tile tile){ if(tile == null || tile.entity == null || tile.entity.items == null) return; - if(!Units.canInteract(player, tile)) return; for(int i = 0; i < Mathf.clamp(amount / 3, 1, 8); i++){ - Time.run(i * 3, () -> create(item, x, y, tile, () -> { - })); + Time.run(i * 3, () -> create(item, x, y, tile, () -> {})); } tile.entity.items.add(item, amount); } diff --git a/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java b/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java index e9536abbf8..7fe7aea771 100644 --- a/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java +++ b/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java @@ -1,12 +1,12 @@ package io.anuke.mindustry.entities.traits; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.Queue; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; @@ -104,7 +104,11 @@ public interface BuilderTrait extends Entity, TeamTrait{ if(current.breaking){ entity.deconstruct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier); }else{ - entity.construct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier); + if(entity.construct(unit, core, 1f / entity.buildCost * Time.delta() * getBuildPower(tile) * state.rules.buildSpeedMultiplier)){ + if(current.hasConfig){ + Call.onTileConfig(null, tile, current.config); + } + } } current.progress = entity.progress; @@ -184,6 +188,11 @@ public interface BuilderTrait extends Entity, TeamTrait{ /** Add another build requests to the tail of the queue, if it doesn't exist there yet. */ default void addBuildRequest(BuildRequest place){ + addBuildRequest(place, true); + } + + /** Add another build requests to the queue, if it doesn't exist there yet. */ + default void addBuildRequest(BuildRequest place, boolean tail){ for(BuildRequest request : buildQueue()){ if(request.x == place.x && request.y == place.y){ return; @@ -193,14 +202,19 @@ public interface BuilderTrait extends Entity, TeamTrait{ if(tile != null && tile.entity instanceof BuildEntity){ place.progress = tile.entity().progress; } - buildQueue().addLast(place); + if(tail){ + buildQueue().addLast(place); + }else{ + buildQueue().addFirst(place); + } } /** * Return the build requests currently active, or the one at the top of the queue. * May return null. */ - default @Nullable BuildRequest buildRequest(){ + default @Nullable + BuildRequest buildRequest(){ return buildQueue().size == 0 ? null : buildQueue().first(); } @@ -253,13 +267,19 @@ public interface BuilderTrait extends Entity, TeamTrait{ /** Class for storing build requests. Can be either a place or remove request. */ class BuildRequest{ - public final int x, y, rotation; - public final Block block; - public final boolean breaking; + public int x, y, rotation; + public @Nullable Block block; + public boolean breaking; + public boolean hasConfig; + public int config; public float progress; public boolean initialized; + //animation variables + public float animScale = 0f; + public float animInvalid; + /** This creates a build request. */ public BuildRequest(int x, int y, int rotation, Block block){ this.x = x; @@ -278,7 +298,42 @@ public interface BuilderTrait extends Entity, TeamTrait{ this.breaking = true; } - public Tile tile(){ + public BuildRequest(){ + + } + + public Rectangle bounds(Rectangle rect){ + if(breaking){ + return rect.set(-100f, -100f, 0f, 0f); + }else{ + return block.bounds(x, y, rect); + } + } + + public BuildRequest set(int x, int y, int rotation, Block block){ + this.x = x; + this.y = y; + this.rotation = rotation; + this.block = block; + this.breaking = false; + return this; + } + + public float drawx(){ + return x*tilesize + block.offset(); + } + + public float drawy(){ + return y*tilesize + block.offset(); + } + + public BuildRequest configure(int config){ + this.config = config; + this.hasConfig = true; + return this; + } + + public @Nullable Tile tile(){ return world.tile(x, y); } diff --git a/core/src/io/anuke/mindustry/entities/traits/DamageTrait.java b/core/src/io/anuke/mindustry/entities/traits/DamageTrait.java index 3f009687d6..fdb41472e8 100644 --- a/core/src/io/anuke/mindustry/entities/traits/DamageTrait.java +++ b/core/src/io/anuke/mindustry/entities/traits/DamageTrait.java @@ -1,5 +1,11 @@ package io.anuke.mindustry.entities.traits; +import io.anuke.mindustry.entities.type.*; + public interface DamageTrait{ float damage(); + + default void killed(Entity other){ + + } } diff --git a/core/src/io/anuke/mindustry/entities/traits/KillerTrait.java b/core/src/io/anuke/mindustry/entities/traits/KillerTrait.java new file mode 100644 index 0000000000..17efa31c40 --- /dev/null +++ b/core/src/io/anuke/mindustry/entities/traits/KillerTrait.java @@ -0,0 +1,5 @@ +package io.anuke.mindustry.entities.traits; + +public interface KillerTrait{ + void killed(Entity other); +} diff --git a/core/src/io/anuke/mindustry/entities/type/BaseUnit.java b/core/src/io/anuke/mindustry/entities/type/BaseUnit.java index 006a679daa..369170e560 100644 --- a/core/src/io/anuke/mindustry/entities/type/BaseUnit.java +++ b/core/src/io/anuke/mindustry/entities/type/BaseUnit.java @@ -6,6 +6,7 @@ import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; @@ -93,7 +94,8 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{ } } - public @Nullable Tile getSpawner(){ + public @Nullable + Tile getSpawner(){ return world.tile(spawner); } @@ -234,7 +236,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{ @Override public TextureRegion getIconRegion(){ - return type.iconRegion; + return type.icon(Cicon.full); } @Override @@ -263,7 +265,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{ @Override public boolean isFlying(){ - return type.isFlying; + return type.flying; } @Override diff --git a/core/src/io/anuke/mindustry/entities/type/Bullet.java b/core/src/io/anuke/mindustry/entities/type/Bullet.java index 97051a2faa..a1f4831f66 100644 --- a/core/src/io/anuke/mindustry/entities/type/Bullet.java +++ b/core/src/io/anuke/mindustry/entities/type/Bullet.java @@ -134,6 +134,13 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool return 1f; } + @Override + public void killed(Entity other){ + if(owner instanceof KillerTrait){ + ((KillerTrait)owner).killed(other); + } + } + @Override public void absorb(){ supressCollision = true; diff --git a/core/src/io/anuke/mindustry/entities/type/DestructibleEntity.java b/core/src/io/anuke/mindustry/entities/type/DestructibleEntity.java index 350a47f9cf..1db9308eef 100644 --- a/core/src/io/anuke/mindustry/entities/type/DestructibleEntity.java +++ b/core/src/io/anuke/mindustry/entities/type/DestructibleEntity.java @@ -15,8 +15,12 @@ public abstract class DestructibleEntity extends SolidEntity implements HealthTr @Override public void collision(SolidTrait other, float x, float y){ if(other instanceof DamageTrait){ + boolean wasDead = isDead(); onHit(other); damage(((DamageTrait)other).damage()); + if(!wasDead && isDead()){ + ((DamageTrait)other).killed(this); + } } } diff --git a/core/src/io/anuke/mindustry/entities/type/Player.java b/core/src/io/anuke/mindustry/entities/type/Player.java index 9f35158043..82ac867e05 100644 --- a/core/src/io/anuke/mindustry/entities/type/Player.java +++ b/core/src/io/anuke/mindustry/entities/type/Player.java @@ -10,6 +10,7 @@ import io.anuke.arc.math.geom.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.pooling.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; @@ -18,9 +19,7 @@ import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.traits.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; -import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.input.*; -import io.anuke.mindustry.input.InputHandler.*; import io.anuke.mindustry.io.*; import io.anuke.mindustry.net.Administration.*; import io.anuke.mindustry.net.*; @@ -48,8 +47,9 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ public float baseRotation; public float pointerX, pointerY; public String name = "noname"; - public @Nullable String uuid, usid; - public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping; + public @Nullable + String uuid, usid; + public boolean isAdmin, isTransferring, isShooting, isBoosting, isMobile, isTyping, isBuilding = true; public float boostHeat, shootHeat, destructTime; public boolean achievedFlight; public Color color = new Color(); @@ -158,7 +158,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ @Override public TextureRegion getIconRegion(){ - return mech.iconRegion; + return mech.icon(Cicon.full); } @Override @@ -279,7 +279,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ public void drawShadow(float offsetX, float offsetY){ float scl = mech.flying ? 1f : boostHeat / 2f; - Draw.rect(mech.iconRegion, x + offsetX * scl, y + offsetY * scl, rotation - 90); + Draw.rect(getIconRegion(), x + offsetX * scl, y + offsetY * scl, rotation - 90); } @Override @@ -355,7 +355,13 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ public void drawOver(){ if(dead) return; - drawMechanics(); + if(isBuilding()){ + if(!state.isPaused() && isBuilding){ + drawBuilding(); + } + }else{ + drawMining(); + } } @Override @@ -422,57 +428,17 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ /** Draw all current build requests. Does not draw the beam effect, only the positions. */ public void drawBuildRequests(){ - BuildRequest last = null; + if(!isLocal) return; + for(BuildRequest request : buildQueue()){ if(request.progress > 0.01f || (buildRequest() == request && request.initialized && (dst(request.x * tilesize, request.y * tilesize) <= placeDistance || state.isEditor()))) continue; + request.animScale = 1f; if(request.breaking){ - Block block = world.ltile(request.x, request.y).block(); - - //draw removal request - Lines.stroke(2f, Pal.removeBack); - - float rad = Mathf.absin(Time.time(), 7f, 1f) + block.size * tilesize / 2f - 1; - Lines.square( - request.x * tilesize + block.offset(), - request.y * tilesize + block.offset() - 1, - rad); - - Draw.color(Pal.remove); - - Lines.square( - request.x * tilesize + block.offset(), - request.y * tilesize + block.offset(), rad); + control.input.drawBreaking(request); }else{ - Draw.color(); - PlaceDraw draw = PlaceDraw.instance; - - draw.scalex = 1; - draw.scaley = 1; - draw.rotation = request.rotation; - - if(last == null){ - request.block.getPlaceDraw(draw, request.rotation, request.x, request.y, request.rotation); - }else{ - request.block.getPlaceDraw(draw, request.rotation, last.x - request.x, last.y - request.y, last.rotation); - } - - TextureRegion region = draw.region; - - Draw.rect(region, - request.x * tilesize + request.block.offset(), request.y * tilesize + request.block.offset(), - region.getWidth() * 1f * Draw.scl * draw.scalex, - region.getHeight() * 1f * Draw.scl * draw.scaley, request.block.rotate ? draw.rotation * 90 : 0); - - Draw.color(Pal.accent); - for(int i = 0; i < 4; i++){ - Point2 p = Geometry.d8edge[i]; - float offset = -Math.max(request.block.size - 1, 0) / 2f * tilesize; - Draw.rect("block-select", request.x * tilesize + request.block.offset() + offset * p.x, request.y * tilesize + request.block.offset() + offset * p.y, i * 90); - } - Draw.color(); - - last = request; + request.block.drawRequest(request, control.input.allRequests(), + Build.validPlace(getTeam(), request.x, request.y, request.block, request.rotation)); } } @@ -483,6 +449,18 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ //region update methods + @Override + public void updateMechanics(){ + if(isBuilding){ + updateBuilding(); + } + + //mine only when not building + if(buildRequest() == null){ + updateMining(); + } + } + @Override public void update(){ hitTime -= Time.delta(); @@ -515,7 +493,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ } BuildRequest request = buildRequest(); - if(isBuilding() && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){ + if(isBuilding() && isBuilding && request.tile() != null && (request.tile().withinDst(x, y, placeDistance) || state.isEditor())){ loops.play(Sounds.build, request.tile(), 0.75f); } @@ -815,6 +793,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ placeQueue.clear(); dead = true; lastText = null; + isBuilding = true; textFadeTime = 0f; target = null; moveTarget = null; @@ -908,7 +887,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ public void write(DataOutput buffer) throws IOException{ super.writeSave(buffer, !isLocal); TypeIO.writeStringData(buffer, name); - buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3)); + buffer.writeByte(Pack.byteValue(isAdmin) | (Pack.byteValue(dead) << 1) | (Pack.byteValue(isBoosting) << 2) | (Pack.byteValue(isTyping) << 3)| (Pack.byteValue(isBuilding) << 4)); buffer.writeInt(Color.rgba8888(color)); buffer.writeByte(mech.id); buffer.writeInt(mining == null ? noSpawner : mining.pos()); @@ -930,6 +909,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ dead = (bools & 2) != 0; boolean boosting = (bools & 4) != 0; isTyping = (bools & 8) != 0; + boolean building = (bools & 16) != 0; color.set(buffer.readInt()); mech = content.getByID(ContentType.mech, buffer.readByte()); int mine = buffer.readInt(); @@ -948,6 +928,7 @@ public class Player extends Unit implements BuilderMinerTrait, ShooterTrait{ velocity.y = lastvy; }else{ mining = world.tile(mine); + isBuilding = building; isBoosting = boosting; } diff --git a/core/src/io/anuke/mindustry/entities/type/TileEntity.java b/core/src/io/anuke/mindustry/entities/type/TileEntity.java index 30aa8b9cb7..5fa2ea9aae 100644 --- a/core/src/io/anuke/mindustry/entities/type/TileEntity.java +++ b/core/src/io/anuke/mindustry/entities/type/TileEntity.java @@ -7,6 +7,7 @@ import io.anuke.arc.collection.ObjectSet; import io.anuke.arc.math.geom.Point2; import io.anuke.arc.math.geom.Vector2; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.entities.EntityGroup; import io.anuke.mindustry.entities.traits.HealthTrait; import io.anuke.mindustry.entities.traits.TargetTrait; @@ -230,6 +231,11 @@ public class TileEntity extends BaseEntity implements TargetTrait, HealthTrait{ return proximity; } + /** Tile configuration. Defaults to 0. Used for block rebuilding. */ + public int config(){ + return 0; + } + @Override public void removed(){ if(sound != null){ diff --git a/core/src/io/anuke/mindustry/entities/type/Unit.java b/core/src/io/anuke/mindustry/entities/type/Unit.java index 63289f53e1..618c733f3a 100644 --- a/core/src/io/anuke/mindustry/entities/type/Unit.java +++ b/core/src/io/anuke/mindustry/entities/type/Unit.java @@ -1,6 +1,5 @@ package io.anuke.mindustry.entities.type; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; @@ -9,6 +8,7 @@ import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.effect.*; @@ -216,10 +216,14 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ float cx = x - fsize/2f, cy = y - fsize/2f; for(Team team : Team.all){ - avoid(unitGroups[team.ordinal()].intersect(cx, cy, fsize, fsize)); + if(team != getTeam() || !(this instanceof Player)){ + avoid(unitGroups[team.ordinal()].intersect(cx, cy, fsize, fsize)); + } } - avoid(playerGroup.intersect(cx, cy, fsize, fsize)); + if(!(this instanceof Player)){ + avoid(playerGroup.intersect(cx, cy, fsize, fsize)); + } velocity.add(moveVector.x / mass() * Time.delta(), moveVector.y / mass() * Time.delta()); } @@ -227,7 +231,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ float radScl = 1.5f; for(Unit en : arr){ - if(en.isFlying() != isFlying()) continue; + if(en.isFlying() != isFlying() || (en instanceof Player && en.getTeam() != getTeam())) continue; float dst = dst(en); float scl = Mathf.clamp(1f - dst / (getSize()/(radScl*2f) + en.getSize()/(radScl*2f))); moveVector.add(Tmp.v1.set((x - en.x) * scl, (y - en.y) * scl).limit(0.4f)); @@ -403,7 +407,7 @@ public abstract class Unit extends DestructibleEntity implements SaveTrait, Targ float size = (itemSize + Mathf.absin(Time.time(), 5f, 1f)) * itemtime; Draw.mixcol(Pal.accent, Mathf.absin(Time.time(), 5f, 0.5f)); - Draw.rect(item.item.icon(Item.Icon.large), + Draw.rect(item.item.icon(Cicon.medium), x + Angles.trnsx(rotation + 180f, backTrns), y + Angles.trnsy(rotation + 180f, backTrns), size, size, rotation); diff --git a/core/src/io/anuke/mindustry/entities/type/base/BaseDrone.java b/core/src/io/anuke/mindustry/entities/type/base/BaseDrone.java index 2821a00832..a6a4d0dbfa 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/BaseDrone.java +++ b/core/src/io/anuke/mindustry/entities/type/base/BaseDrone.java @@ -2,7 +2,6 @@ package io.anuke.mindustry.entities.type.base; import io.anuke.arc.math.Mathf; import io.anuke.arc.math.geom.Geometry; -import io.anuke.mindustry.entities.type.FlyingUnit; import io.anuke.mindustry.entities.units.*; import io.anuke.mindustry.world.Tile; import io.anuke.mindustry.world.meta.BlockFlag; diff --git a/core/src/io/anuke/mindustry/entities/type/base/BuilderDrone.java b/core/src/io/anuke/mindustry/entities/type/base/BuilderDrone.java index 21649dbf07..06a3ceb60d 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/BuilderDrone.java +++ b/core/src/io/anuke/mindustry/entities/type/base/BuilderDrone.java @@ -1,23 +1,19 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.arc.Core; -import io.anuke.arc.Events; -import io.anuke.arc.collection.IntIntMap; -import io.anuke.arc.collection.Queue; -import io.anuke.arc.math.Mathf; +import io.anuke.arc.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.math.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.Vars; -import io.anuke.mindustry.entities.EntityGroup; -import io.anuke.mindustry.entities.traits.BuilderTrait; -import io.anuke.mindustry.entities.traits.TargetTrait; +import io.anuke.mindustry.*; +import io.anuke.mindustry.entities.*; +import io.anuke.mindustry.entities.traits.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.entities.units.UnitState; -import io.anuke.mindustry.game.EventType.BuildSelectEvent; -import io.anuke.mindustry.game.Teams.TeamData; -import io.anuke.mindustry.gen.BrokenBlock; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.BuildBlock; -import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity; +import io.anuke.mindustry.entities.units.*; +import io.anuke.mindustry.game.EventType.*; +import io.anuke.mindustry.game.Teams.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.*; +import io.anuke.mindustry.world.blocks.BuildBlock.*; import java.io.*; @@ -45,7 +41,7 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{ BuildEntity entity = (BuildEntity)target; TileEntity core = getClosestCore(); - if(isBuilding() && entity == null && isRebuild()){ + if(isBuilding() && entity == null && canRebuild()){ target = world.tile(buildRequest().x, buildRequest().y); circle(placeDistance * 0.7f); target = null; @@ -100,9 +96,9 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{ incDrones(playerTarget); TargetTrait prev = target; target = playerTarget; - float dst = 90f + (id % 4)*30; + float dst = 90f + (id % 10)*3; float tdst = dst(target); - float scale = (Mathf.lerp(1f, 0.77f, 1f - Mathf.clamp((tdst - dst) / dst))); + float scale = (Mathf.lerp(1f, 0.2f, 1f - Mathf.clamp((tdst - dst) / dst))); circle(dst); velocity.scl(scale); target = prev; @@ -151,9 +147,8 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{ } } - boolean isRebuild(){ - //disabled until further notice, reason being that it's too annoying when playing enemies and too broken for ally use - return false; //Vars.state.rules.enemyCheat && team == waveTeam; + boolean canRebuild(){ + return true; } @Override @@ -188,13 +183,14 @@ public class BuilderDrone extends BaseDrone implements BuilderTrait{ } } - if(isRebuild() && !isBuilding()){ + if(timer.get(timerTarget, 80) && Units.closestEnemy(getTeam(), x, y, 100f, u -> !(u instanceof BaseDrone)) == null && !isBuilding()){ TeamData data = Vars.state.teams.get(team); if(!data.brokenBlocks.isEmpty()){ - long block = data.brokenBlocks.removeLast(); - - placeQueue.addFirst(new BuildRequest(BrokenBlock.x(block), BrokenBlock.y(block), BrokenBlock.rotation(block), content.block(BrokenBlock.block(block)))); - setState(build); + BrokenBlock block = data.brokenBlocks.removeLast(); + if(Build.validPlace(getTeam(), block.x, block.y, content.block(block.block), block.rotation)){ + placeQueue.addFirst(new BuildRequest(block.x, block.y, block.rotation, content.block(block.block)).configure(block.config)); + setState(build); + } } } } diff --git a/core/src/io/anuke/mindustry/entities/type/base/Crawler.java b/core/src/io/anuke/mindustry/entities/type/base/Crawler.java index f3c12c9604..44da8bea5f 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Crawler.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Crawler.java @@ -1,6 +1,4 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.GroundUnit; - public class Crawler extends GroundUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/base/Dagger.java b/core/src/io/anuke/mindustry/entities/type/base/Dagger.java index 13bf6021c9..09a39daaa7 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Dagger.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Dagger.java @@ -1,7 +1,5 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.GroundUnit; - public class Dagger extends GroundUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/base/Eruptor.java b/core/src/io/anuke/mindustry/entities/type/base/Eruptor.java index dfbfe9db39..4c86371811 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Eruptor.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Eruptor.java @@ -1,6 +1,4 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.GroundUnit; - public class Eruptor extends GroundUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/FlyingUnit.java b/core/src/io/anuke/mindustry/entities/type/base/FlyingUnit.java similarity index 96% rename from core/src/io/anuke/mindustry/entities/type/FlyingUnit.java rename to core/src/io/anuke/mindustry/entities/type/base/FlyingUnit.java index 4b67274cb4..8a7e04dbcf 100644 --- a/core/src/io/anuke/mindustry/entities/type/FlyingUnit.java +++ b/core/src/io/anuke/mindustry/entities/type/base/FlyingUnit.java @@ -1,4 +1,4 @@ -package io.anuke.mindustry.entities.type; +package io.anuke.mindustry.entities.type.base; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; @@ -8,6 +8,7 @@ import io.anuke.arc.util.*; import io.anuke.mindustry.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.bullet.*; +import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.entities.units.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.world.*; @@ -15,7 +16,7 @@ import io.anuke.mindustry.world.meta.*; import static io.anuke.mindustry.Vars.*; -public abstract class FlyingUnit extends BaseUnit{ +public class FlyingUnit extends BaseUnit{ protected float[] weaponAngles = {0,0}; protected final UnitState @@ -36,6 +37,10 @@ public abstract class FlyingUnit extends BaseUnit{ if(target == null) targetClosestEnemyFlag(BlockFlag.producer); if(target == null) targetClosestEnemyFlag(BlockFlag.turret); + + if(target == null && isCommanded() && getCommand() != UnitCommand.attack){ + onCommand(getCommand()); + } } if(getClosestSpawner() == null && getSpawner() != null && target == null){ diff --git a/core/src/io/anuke/mindustry/entities/type/base/Fortress.java b/core/src/io/anuke/mindustry/entities/type/base/Fortress.java index 992948fa79..c4f36dba69 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Fortress.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Fortress.java @@ -1,6 +1,4 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.GroundUnit; - public class Fortress extends GroundUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/base/Ghoul.java b/core/src/io/anuke/mindustry/entities/type/base/Ghoul.java index bc1f6a5317..0c4294645a 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Ghoul.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Ghoul.java @@ -1,7 +1,5 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.FlyingUnit; - public class Ghoul extends FlyingUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/GroundUnit.java b/core/src/io/anuke/mindustry/entities/type/base/GroundUnit.java similarity index 98% rename from core/src/io/anuke/mindustry/entities/type/GroundUnit.java rename to core/src/io/anuke/mindustry/entities/type/base/GroundUnit.java index ddb33a2662..c35c6c1528 100644 --- a/core/src/io/anuke/mindustry/entities/type/GroundUnit.java +++ b/core/src/io/anuke/mindustry/entities/type/base/GroundUnit.java @@ -1,4 +1,4 @@ -package io.anuke.mindustry.entities.type; +package io.anuke.mindustry.entities.type.base; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; @@ -9,6 +9,7 @@ import io.anuke.mindustry.*; import io.anuke.mindustry.ai.Pathfinder.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.bullet.*; +import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.entities.units.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.*; @@ -18,7 +19,7 @@ import io.anuke.mindustry.world.meta.*; import static io.anuke.mindustry.Vars.*; -public abstract class GroundUnit extends BaseUnit{ +public class GroundUnit extends BaseUnit{ protected static Vector2 vec = new Vector2(); protected float walkTime; diff --git a/core/src/io/anuke/mindustry/entities/type/base/Revenant.java b/core/src/io/anuke/mindustry/entities/type/base/Revenant.java index 03233dbb5d..393c134891 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Revenant.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Revenant.java @@ -4,7 +4,6 @@ import io.anuke.arc.graphics.g2d.Draw; import io.anuke.arc.math.Angles; import io.anuke.arc.math.Mathf; import io.anuke.mindustry.entities.Units; -import io.anuke.mindustry.entities.type.FlyingUnit; public class Revenant extends FlyingUnit{ diff --git a/core/src/io/anuke/mindustry/entities/type/base/Titan.java b/core/src/io/anuke/mindustry/entities/type/base/Titan.java index 1ac30593ac..9324d4d215 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Titan.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Titan.java @@ -1,7 +1,5 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.GroundUnit; - public class Titan extends GroundUnit{ } diff --git a/core/src/io/anuke/mindustry/entities/type/base/Wraith.java b/core/src/io/anuke/mindustry/entities/type/base/Wraith.java index 9123ffcb8d..c8923e309f 100644 --- a/core/src/io/anuke/mindustry/entities/type/base/Wraith.java +++ b/core/src/io/anuke/mindustry/entities/type/base/Wraith.java @@ -1,7 +1,5 @@ package io.anuke.mindustry.entities.type.base; -import io.anuke.mindustry.entities.type.FlyingUnit; - public class Wraith extends FlyingUnit{ } diff --git a/core/src/io/anuke/mindustry/game/Cicon.java b/core/src/io/anuke/mindustry/game/Cicon.java new file mode 100644 index 0000000000..eccc436c1e --- /dev/null +++ b/core/src/io/anuke/mindustry/game/Cicon.java @@ -0,0 +1,23 @@ +package io.anuke.mindustry.game; + +import java.util.*; + +/** Defines sizes of a content's preview icon. */ +public enum Cicon{ + /** Full size. */ + full(0), + tiny(8 * 2), + small(8 * 3), + medium(8 * 4), + large(8 * 5), + xlarge(8 * 6); + + public static final Cicon[] all = values(); + public static final Cicon[] scaled = Arrays.copyOfRange(all, 1, all.length); + + public final int size; + + Cicon(int size){ + this.size = size; + } +} diff --git a/core/src/io/anuke/mindustry/game/Content.java b/core/src/io/anuke/mindustry/game/Content.java index f75a4495fb..0c03f47eff 100644 --- a/core/src/io/anuke/mindustry/game/Content.java +++ b/core/src/io/anuke/mindustry/game/Content.java @@ -1,12 +1,19 @@ package io.anuke.mindustry.game; -import io.anuke.mindustry.Vars; -import io.anuke.mindustry.type.ContentType; +import io.anuke.arc.files.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.*; +import io.anuke.mindustry.mod.Mods.*; +import io.anuke.mindustry.type.*; /** Base class for a content type that is loaded in {@link io.anuke.mindustry.core.ContentLoader}. */ -public abstract class Content{ +public abstract class Content implements Comparable{ public final short id; + /** The mod that loaded this piece of content. */ + public @Nullable LoadedMod mod; + /** File that this content was loaded from. */ + public @Nullable FileHandle sourceFile; public Content(){ this.id = (short)Vars.content.getBy(getContentType()).size; @@ -30,6 +37,11 @@ public abstract class Content{ public void load(){ } + @Override + public int compareTo(Content c){ + return Integer.compare(id, c.id); + } + @Override public String toString(){ return getContentType().name() + "#" + id; diff --git a/core/src/io/anuke/mindustry/game/EventType.java b/core/src/io/anuke/mindustry/game/EventType.java index 5be7008c1a..c526a5359c 100644 --- a/core/src/io/anuke/mindustry/game/EventType.java +++ b/core/src/io/anuke/mindustry/game/EventType.java @@ -1,6 +1,6 @@ package io.anuke.mindustry.game; -import io.anuke.annotations.Annotations.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.entities.traits.BuilderTrait; import io.anuke.mindustry.entities.type.*; @@ -61,11 +61,13 @@ public class EventType{ /** Called when a zone's requirements are met. */ public static class ZoneRequireCompleteEvent{ - public final Zone zone, required; + public final Zone zoneMet, zoneForMet; + public final Objective objective; - public ZoneRequireCompleteEvent(Zone zone, Zone required){ - this.zone = zone; - this.required = required; + public ZoneRequireCompleteEvent(Zone zoneMet, Zone zoneForMet, Objective objective){ + this.zoneMet = zoneMet; + this.zoneForMet = zoneForMet; + this.objective = objective; } } @@ -83,6 +85,10 @@ public class EventType{ } + public static class ContentReloadEvent{ + + } + public static class DisposeEvent{ } @@ -126,7 +132,13 @@ public class EventType{ /** Called when a player deposits items to a block.*/ public static class DepositEvent{ - + public final Tile tile; + public final Player player; + + public DepositEvent(Tile tile, Player player){ + this.tile = tile; + this.player = player; + } } public static class GameOverEvent{ @@ -195,7 +207,8 @@ public class EventType{ public static class BlockBuildEndEvent{ public final Tile tile; public final Team team; - public final @Nullable Player player; + public final @Nullable + Player player; public final boolean breaking; public BlockBuildEndEvent(Tile tile, @Nullable Player player, Team team, boolean breaking){ diff --git a/core/src/io/anuke/mindustry/game/GlobalData.java b/core/src/io/anuke/mindustry/game/GlobalData.java index a782dc3f07..5ef1ae09fb 100644 --- a/core/src/io/anuke/mindustry/game/GlobalData.java +++ b/core/src/io/anuke/mindustry/game/GlobalData.java @@ -91,12 +91,17 @@ public class GlobalData{ state.stats.itemsDelivered.getAndIncrement(item, 0, amount); } + public boolean hasItems(Array stacks){ + return !stacks.contains(s -> items.get(s.item, 0) < s.amount); + } + public boolean hasItems(ItemStack[] stacks){ for(ItemStack stack : stacks){ - if(items.get(stack.item, 0) < stack.amount){ + if(!has(stack.item, stack.amount)){ return false; } } + return true; } @@ -107,6 +112,13 @@ public class GlobalData{ modified = true; } + public void removeItems(Array stacks){ + for(ItemStack stack : stacks){ + items.getAndIncrement(stack.item, 0, -stack.amount); + } + modified = true; + } + public boolean has(Item item, int amount){ return items.get(item, 0) >= amount; } @@ -150,6 +162,7 @@ public class GlobalData{ @SuppressWarnings("unchecked") public void load(){ + items.clear(); unlocked = Core.settings.getObject("unlocks", ObjectMap.class, ObjectMap::new); for(Item item : Vars.content.items()){ items.put(item, Core.settings.getInt("item-" + item.name, 0)); diff --git a/core/src/io/anuke/mindustry/game/MappableContent.java b/core/src/io/anuke/mindustry/game/MappableContent.java index 3253975085..785113d2b8 100644 --- a/core/src/io/anuke/mindustry/game/MappableContent.java +++ b/core/src/io/anuke/mindustry/game/MappableContent.java @@ -1,10 +1,13 @@ package io.anuke.mindustry.game; +import io.anuke.mindustry.*; + public abstract class MappableContent extends Content{ public final String name; public MappableContent(String name){ this.name = name; + Vars.content.handleMappableContent(this); } @Override diff --git a/core/src/io/anuke/mindustry/game/MusicControl.java b/core/src/io/anuke/mindustry/game/MusicControl.java index a582babaca..7b5c314a95 100644 --- a/core/src/io/anuke/mindustry/game/MusicControl.java +++ b/core/src/io/anuke/mindustry/game/MusicControl.java @@ -1,11 +1,11 @@ package io.anuke.mindustry.game; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.audio.*; import io.anuke.arc.collection.*; import io.anuke.arc.math.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.core.GameState.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; @@ -22,7 +22,8 @@ public class MusicControl{ public Array darkMusic = Array.with(); private Music lastRandomPlayed; private Interval timer = new Interval(); - private @Nullable Music current; + private @Nullable + Music current; private float fade; private boolean silenced; diff --git a/core/src/io/anuke/mindustry/game/Objective.java b/core/src/io/anuke/mindustry/game/Objective.java new file mode 100644 index 0000000000..dcd1146a10 --- /dev/null +++ b/core/src/io/anuke/mindustry/game/Objective.java @@ -0,0 +1,27 @@ +package io.anuke.mindustry.game; + +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.game.Objectives.*; +import io.anuke.mindustry.type.*; + +/** Defines a specific objective for a game. */ +public interface Objective{ + + /** @return whether this objective is met. */ + boolean complete(); + + /** @return the string displayed when this objective is completed, in imperative form. + * e.g. when the objective is 'complete 10 waves', this would display "complete 10 waves". + * If this objective should not be displayed, should return null.*/ + @Nullable String display(); + + /** Build a display for this zone requirement.*/ + default void build(Table table){ + + } + + default Zone zone(){ + return this instanceof ZoneObjective ? ((ZoneObjective)this).zone : null; + } +} diff --git a/core/src/io/anuke/mindustry/game/Objectives.java b/core/src/io/anuke/mindustry/game/Objectives.java new file mode 100644 index 0000000000..340346bc13 --- /dev/null +++ b/core/src/io/anuke/mindustry/game/Objectives.java @@ -0,0 +1,96 @@ +package io.anuke.mindustry.game; + +import io.anuke.arc.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; + +/** Holds objective classes. */ +public class Objectives{ + + //TODO + public static class Wave implements Objective{ + public int wave; + + public Wave(int wave){ + this.wave = wave; + } + + protected Wave(){} + + @Override + public boolean complete(){ + return false; + } + + @Override + public String display(){ + //TODO + return null; + } + } + + public static class Unlock implements Objective{ + public @NonNull Block block; + + public Unlock(Block block){ + this.block = block; + } + + protected Unlock(){} + + @Override + public boolean complete(){ + return block.unlocked(); + } + + @Override + public String display(){ + return Core.bundle.format("requirement.unlock", block.localizedName); + } + } + + public static class ZoneWave extends ZoneObjective{ + public int wave; + + public ZoneWave(Zone zone, int wave){ + this.zone = zone; + this.wave = wave; + } + + protected ZoneWave(){} + + @Override + public boolean complete(){ + return zone.bestWave() >= wave; + } + + @Override + public String display(){ + return Core.bundle.format("requirement.wave", wave, zone.localizedName); + } + } + + public static class Launched extends ZoneObjective{ + + public Launched(Zone zone){ + this.zone = zone; + } + + protected Launched(){} + + @Override + public boolean complete(){ + return zone.hasLaunched(); + } + + @Override + public String display(){ + return Core.bundle.format("requirement.core", zone.localizedName); + } + } + + public abstract static class ZoneObjective implements Objective{ + public @NonNull Zone zone; + } +} diff --git a/core/src/io/anuke/mindustry/game/Rules.java b/core/src/io/anuke/mindustry/game/Rules.java index 0d85482976..94cf4225ad 100644 --- a/core/src/io/anuke/mindustry/game/Rules.java +++ b/core/src/io/anuke/mindustry/game/Rules.java @@ -1,11 +1,11 @@ package io.anuke.mindustry.game; -import io.anuke.annotations.Annotations.Serialize; -import io.anuke.arc.collection.Array; -import io.anuke.mindustry.content.Items; -import io.anuke.mindustry.io.JsonIO; -import io.anuke.mindustry.type.ItemStack; -import io.anuke.mindustry.type.Zone; +import io.anuke.annotations.Annotations.*; +import io.anuke.arc.collection.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.io.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; /** * Defines current rules on how the game should function. @@ -69,6 +69,8 @@ public class Rules{ public boolean tutorial = false; /** Starting items put in cores */ public Array loadout = Array.with(ItemStack.with(Items.copper, 100)); + /** Blocks that cannot be placed. */ + public ObjectSet bannedBlocks = new ObjectSet<>(); /** Copies this ruleset exactly. Not very efficient at all, do not use often. */ public Rules copy(){ diff --git a/core/src/io/anuke/mindustry/game/Saves.java b/core/src/io/anuke/mindustry/game/Saves.java index 74046d2fa4..ff22a74210 100644 --- a/core/src/io/anuke/mindustry/game/Saves.java +++ b/core/src/io/anuke/mindustry/game/Saves.java @@ -7,6 +7,7 @@ import io.anuke.arc.files.*; import io.anuke.arc.graphics.*; import io.anuke.arc.util.*; import io.anuke.arc.util.async.*; +import io.anuke.mindustry.*; import io.anuke.mindustry.core.GameState.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.io.*; @@ -253,6 +254,17 @@ public class Saves{ return meta.map; } + public void cautiousLoad(Runnable run){ + Array mods = Array.with(getMods()); + mods.removeAll(Vars.mods.getModStrings()); + + if(!mods.isEmpty()){ + ui.showConfirm("$warning", Core.bundle.format("mod.missing", mods.toString("\n")), run); + }else{ + run.run(); + } + } + public String getName(){ return Core.settings.getString("save-" + index + "-name", "untitled"); } @@ -262,6 +274,10 @@ public class Saves{ Core.settings.save(); } + public String[] getMods(){ + return meta.mods; + } + public Zone getZone(){ return meta == null || meta.rules == null ? null : meta.rules.zone; } diff --git a/core/src/io/anuke/mindustry/game/Teams.java b/core/src/io/anuke/mindustry/game/Teams.java index be4d1a7e2c..45f5daf070 100644 --- a/core/src/io/anuke/mindustry/game/Teams.java +++ b/core/src/io/anuke/mindustry/game/Teams.java @@ -1,9 +1,8 @@ package io.anuke.mindustry.game; -import io.anuke.annotations.Annotations.Struct; import io.anuke.arc.collection.*; -import io.anuke.mindustry.Vars; -import io.anuke.mindustry.world.Tile; +import io.anuke.mindustry.*; +import io.anuke.mindustry.world.*; /** Class for various team-based utilities. */ public class Teams{ @@ -52,7 +51,7 @@ public class Teams{ public final ObjectSet cores = new ObjectSet<>(); public final EnumSet enemies; public final Team team; - public LongQueue brokenBlocks = new LongQueue(); + public Queue brokenBlocks = new Queue<>(); public TeamData(Team team, EnumSet enemies){ this.team = team; @@ -62,8 +61,16 @@ public class Teams{ /** Represents a block made by this team that was destroyed somewhere on the map. * This does not include deconstructed blocks.*/ - @Struct - public class BrokenBlockStruct{ - public short x, y, rotation, block; + public static class BrokenBlock{ + public final short x, y, rotation, block; + public final int config; + + public BrokenBlock(short x, short y, short rotation, short block, int config){ + this.x = x; + this.y = y; + this.rotation = rotation; + this.block = block; + this.config = config; + } } } diff --git a/core/src/io/anuke/mindustry/game/UnlockableContent.java b/core/src/io/anuke/mindustry/game/UnlockableContent.java index 24edd13949..9b1986b9c9 100644 --- a/core/src/io/anuke/mindustry/game/UnlockableContent.java +++ b/core/src/io/anuke/mindustry/game/UnlockableContent.java @@ -1,9 +1,10 @@ package io.anuke.mindustry.game; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.Vars; +import io.anuke.annotations.Annotations.*; +import io.anuke.arc.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.*; /** Base interface for an unlockable content type. */ public abstract class UnlockableContent extends MappableContent{ @@ -11,6 +12,8 @@ public abstract class UnlockableContent extends MappableContent{ public String localizedName; /** Localized description. May be null. */ public String description; + /** Icons by Cicon ID.*/ + protected TextureRegion[] cicons = new TextureRegion[Cicon.all.length]; public UnlockableContent(String name){ super(name); @@ -19,10 +22,28 @@ public abstract class UnlockableContent extends MappableContent{ this.description = Core.bundle.getOrNull(getContentType() + "." + name + ".description"); } + /** Generate any special icons for this content. Called asynchronously.*/ + @CallSuper + public void createIcons(PixmapPacker out, PixmapPacker editor){ + + } + + /** Returns a specific content icon, or the region {contentType}-{name} if not found.*/ + public TextureRegion icon(Cicon icon){ + if(cicons[icon.ordinal()] == null){ + cicons[icon.ordinal()] = Core.atlas.find(getContentType().name() + "-" + name + "-" + icon.name(), + Core.atlas.find(getContentType().name() + "-" + name + "-full", + Core.atlas.find(getContentType().name() + "-" + name, + Core.atlas.find(name, + Core.atlas.find(name + "1"))))); + } + return cicons[icon.ordinal()]; + } + /** Returns the localized name of this content. */ public abstract String localizedName(); - public abstract TextureRegion getContentIcon(); + //public abstract TextureRegion getContentIcon(); /** This should show all necessary info about this content in the specified table. */ public abstract void displayInfo(Table table); diff --git a/core/src/io/anuke/mindustry/graphics/BlockRenderer.java b/core/src/io/anuke/mindustry/graphics/BlockRenderer.java index ab9af0d674..1b9f821e92 100644 --- a/core/src/io/anuke/mindustry/graphics/BlockRenderer.java +++ b/core/src/io/anuke/mindustry/graphics/BlockRenderer.java @@ -2,14 +2,16 @@ package io.anuke.mindustry.graphics; import io.anuke.arc.*; import io.anuke.arc.collection.*; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.Texture.TextureFilter; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.Texture.*; import io.anuke.arc.graphics.g2d.*; -import io.anuke.arc.graphics.glutils.FrameBuffer; +import io.anuke.arc.graphics.glutils.*; +import io.anuke.arc.math.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.content.Blocks; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; -import io.anuke.mindustry.game.Team; +import io.anuke.mindustry.game.Teams.*; import io.anuke.mindustry.world.*; import static io.anuke.arc.Core.camera; @@ -26,6 +28,7 @@ public class BlockRenderer implements Disposable{ private int lastCamX, lastCamY, lastRangeX, lastRangeY; private int requestidx = 0; private int iterateidx = 0; + private float brokenFade = 0f; private FrameBuffer shadows = new FrameBuffer(2, 2); private FrameBuffer fog = new FrameBuffer(2, 2); private Array outArray = new Array<>(); @@ -120,6 +123,26 @@ public class BlockRenderer implements Disposable{ Draw.shader(); } + public void drawBroken(){ + if(control.input.isPlacing() || control.input.isBreaking()){ + brokenFade = Mathf.lerpDelta(brokenFade, 1f, 0.1f); + }else{ + brokenFade = Mathf.lerpDelta(brokenFade, 0f, 0.1f); + } + + if(brokenFade > 0.001f){ + for(BrokenBlock block : state.teams.get(player.getTeam()).brokenBlocks){ + Block b = content.block(block.block); + if(!camera.bounds(Tmp.r1).grow(tilesize * 2f).overlaps(Tmp.r2.setSize(b.size * tilesize).setCenter(block.x * tilesize + b.offset(), block.y * tilesize + b.offset()))) continue; + + Draw.alpha(0.53f * brokenFade); + Draw.mixcol(Color.white, 0.2f + Mathf.absin(Time.globalTime(), 6f, 0.2f)); + Draw.rect(b.icon(Cicon.full), block.x * tilesize + b.offset(), block.y * tilesize + b.offset(), b.rotate ? block.rotation * 90 : 0f); + } + Draw.reset(); + } + } + public void drawShadows(){ if(!shadowEvents.isEmpty()){ Draw.flush(); @@ -224,28 +247,34 @@ public class BlockRenderer implements Disposable{ } public void drawBlocks(Layer stopAt){ - + int startIdx = iterateidx; for(; iterateidx < requestidx; iterateidx++){ + BlockRequest request = requests.get(iterateidx); - if(iterateidx < requests.size && requests.get(iterateidx).layer.ordinal() > stopAt.ordinal()){ + if(request.layer.ordinal() > stopAt.ordinal()){ break; } - BlockRequest req = requests.get(iterateidx); - Block block = req.tile.block(); + if(request.layer == Layer.power){ + if(iterateidx - startIdx > 0 && request.tile.pos() == requests.get(iterateidx - 1).tile.pos()){ + continue; + } + } - if(req.layer == Layer.block){ - block.draw(req.tile); - if(req.tile.entity != null && req.tile.entity.damaged()){ - block.drawCracks(req.tile); + Block block = request.tile.block(); + + if(request.layer == Layer.block){ + block.draw(request.tile); + if(request.tile.entity != null && request.tile.entity.damaged()){ + block.drawCracks(request.tile); } - if(block.synthetic() && req.tile.getTeam() != player.getTeam()){ - block.drawTeam(req.tile); + if(block.synthetic() && request.tile.getTeam() != player.getTeam()){ + block.drawTeam(request.tile); } - }else if(req.layer == block.layer){ - block.drawLayer(req.tile); - }else if(req.layer == block.layer2){ - block.drawLayer2(req.tile); + }else if(request.layer == block.layer){ + block.drawLayer(request.tile); + }else if(request.layer == block.layer2){ + block.drawLayer2(request.tile); } } } @@ -310,7 +339,9 @@ public class BlockRenderer implements Disposable{ @Override public int compareTo(BlockRequest other){ - return layer.compareTo(other.layer); + int compare = layer.compareTo(other.layer); + + return (compare != 0) ? compare : Integer.compare(tile.pos(), other.tile.pos()); } @Override diff --git a/core/src/io/anuke/mindustry/graphics/MenuRenderer.java b/core/src/io/anuke/mindustry/graphics/MenuRenderer.java index 0fcd5b82d3..d6d3bcbd97 100644 --- a/core/src/io/anuke/mindustry/graphics/MenuRenderer.java +++ b/core/src/io/anuke/mindustry/graphics/MenuRenderer.java @@ -14,6 +14,7 @@ import io.anuke.arc.util.noise.RidgedPerlin; import io.anuke.arc.util.noise.Simplex; import io.anuke.mindustry.content.Blocks; import io.anuke.mindustry.content.UnitTypes; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.UnitType; import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.Floor; @@ -252,7 +253,9 @@ public class MenuRenderer implements Disposable{ private void drawFlyers(){ Draw.color(0f, 0f, 0f, 0.4f); - float size = Math.max(flyerType.iconRegion.getWidth(), flyerType.iconRegion.getHeight()) * Draw.scl * 1.6f; + TextureRegion icon = flyerType.icon(Cicon.full); + + float size = Math.max(icon.getWidth(), icon.getHeight()) * Draw.scl * 1.6f; flyers((x, y) -> { Draw.rect(flyerType.region, x - 12f, y - 13f, flyerRot - 90); diff --git a/core/src/io/anuke/mindustry/graphics/MinimapRenderer.java b/core/src/io/anuke/mindustry/graphics/MinimapRenderer.java index 629ed54791..92c8497b26 100644 --- a/core/src/io/anuke/mindustry/graphics/MinimapRenderer.java +++ b/core/src/io/anuke/mindustry/graphics/MinimapRenderer.java @@ -106,7 +106,7 @@ public class MinimapRenderer implements Disposable{ public void updateAll(){ for(int x = 0; x < world.width(); x++){ for(int y = 0; y < world.height(); y++){ - pixmap.drawPixel(x, pixmap.getHeight() - 1 - y, colorFor(world.tile(x, y))); + pixmap.draw(x, pixmap.getHeight() - 1 - y, colorFor(world.tile(x, y))); } } texture.draw(pixmap, 0, 0); @@ -114,7 +114,7 @@ public class MinimapRenderer implements Disposable{ public void update(Tile tile){ int color = colorFor(world.tile(tile.x, tile.y)); - pixmap.drawPixel(tile.x, pixmap.getHeight() - 1 - tile.y, color); + pixmap.draw(tile.x, pixmap.getHeight() - 1 - tile.y, color); Pixmaps.drawPixel(texture, tile.x, pixmap.getHeight() - 1 - tile.y, color); } diff --git a/core/src/io/anuke/mindustry/graphics/OverlayRenderer.java b/core/src/io/anuke/mindustry/graphics/OverlayRenderer.java index 97b74f881f..3c91d89a58 100644 --- a/core/src/io/anuke/mindustry/graphics/OverlayRenderer.java +++ b/core/src/io/anuke/mindustry/graphics/OverlayRenderer.java @@ -1,22 +1,18 @@ package io.anuke.mindustry.graphics; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.Lines; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.math.geom.Rectangle; -import io.anuke.arc.math.geom.Vector2; -import io.anuke.arc.util.Time; -import io.anuke.arc.util.Tmp; -import io.anuke.mindustry.Vars; -import io.anuke.mindustry.content.Blocks; -import io.anuke.mindustry.entities.Units; -import io.anuke.mindustry.entities.type.Player; -import io.anuke.mindustry.game.Team; -import io.anuke.mindustry.input.InputHandler; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.world.Tile; +import io.anuke.arc.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.math.*; +import io.anuke.arc.math.geom.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.entities.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.input.*; +import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.*; @@ -29,9 +25,9 @@ public class OverlayRenderer{ public void drawBottom(){ InputHandler input = control.input; - if(!input.isDrawing() || player.isDead()) return; + if(player.isDead()) return; - input.drawOutlined(); + input.drawBottom(); } public void drawTop(){ @@ -112,6 +108,13 @@ public class OverlayRenderer{ if(tile != null && tile.block() != Blocks.air && tile.getTeam() == player.getTeam()){ tile.block().drawSelect(tile); + + if(Core.input.keyDown(Binding.rotateplaced) && tile.block().rotate){ + control.input.drawArrow(tile.block(), tile.x, tile.y, tile.rotation(), true); + Draw.color(Pal.accent, 0.3f + Mathf.absin(4f, 0.2f)); + Fill.square(tile.drawx(), tile.drawy(), tile.block().size * tilesize/2f); + Draw.color(); + } } } @@ -119,7 +122,7 @@ public class OverlayRenderer{ if(input.isDroppingItem()){ Vector2 v = Core.input.mouseWorld(input.getMouseX(), input.getMouseY()); float size = 8; - Draw.rect(player.item().item.icon(Item.Icon.large), v.x, v.y, size, size); + Draw.rect(player.item().item.icon(Cicon.medium), v.x, v.y, size, size); Draw.color(Pal.accent); Lines.circle(v.x, v.y, 6 + Mathf.absin(Time.time(), 5f, 1f)); Draw.reset(); diff --git a/core/src/io/anuke/mindustry/graphics/Shaders.java b/core/src/io/anuke/mindustry/graphics/Shaders.java index 2c2316c07d..04c887caa9 100644 --- a/core/src/io/anuke/mindustry/graphics/Shaders.java +++ b/core/src/io/anuke/mindustry/graphics/Shaders.java @@ -1,17 +1,18 @@ package io.anuke.mindustry.graphics; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.Core; import io.anuke.arc.graphics.Color; import io.anuke.arc.graphics.g2d.TextureRegion; import io.anuke.arc.graphics.glutils.Shader; import io.anuke.arc.scene.ui.layout.Scl; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.Time; public class Shaders{ public static Shadow shadow; public static BlockBuild blockbuild; - public static @Nullable Shield shield; + public static @Nullable + Shield shield; public static UnitBuild build; public static FogShader fog; public static MenuShader menu; diff --git a/core/src/io/anuke/mindustry/input/Binding.java b/core/src/io/anuke/mindustry/input/Binding.java index 1eb5da1875..90309b74ad 100644 --- a/core/src/io/anuke/mindustry/input/Binding.java +++ b/core/src/io/anuke/mindustry/input/Binding.java @@ -12,7 +12,10 @@ public enum Binding implements KeyBind{ select(KeyCode.MOUSE_LEFT), deselect(KeyCode.MOUSE_RIGHT), break_block(KeyCode.MOUSE_RIGHT), + clear_building(KeyCode.Q), + pause_building(KeyCode.E), rotate(new Axis(KeyCode.SCROLL)), + rotateplaced(KeyCode.R), diagonal_placement(KeyCode.CONTROL_LEFT), pick(KeyCode.MOUSE_MIDDLE), dash(KeyCode.SHIFT_LEFT), diff --git a/core/src/io/anuke/mindustry/input/DesktopInput.java b/core/src/io/anuke/mindustry/input/DesktopInput.java index acef76ac47..575ee5c134 100644 --- a/core/src/io/anuke/mindustry/input/DesktopInput.java +++ b/core/src/io/anuke/mindustry/input/DesktopInput.java @@ -5,15 +5,15 @@ import io.anuke.arc.Graphics.*; import io.anuke.arc.Graphics.Cursor.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; -import io.anuke.arc.math.geom.*; +import io.anuke.arc.scene.*; import io.anuke.arc.scene.ui.*; -import io.anuke.arc.util.*; -import io.anuke.mindustry.content.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.core.GameState.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.game.EventType.*; +import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; -import io.anuke.mindustry.input.PlaceUtils.*; -import io.anuke.mindustry.net.Net; +import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.*; import static io.anuke.arc.Core.scene; @@ -23,101 +23,77 @@ import static io.anuke.mindustry.input.PlaceMode.*; public class DesktopInput extends InputHandler{ /** Current cursor type. */ private Cursor cursorType = SystemCursor.arrow; - /** Position where the player started dragging a line. */ private int selectX, selectY; + /** Last known line positions.*/ + private int lastLineX, lastLineY; /** Whether selecting mode is active. */ private PlaceMode mode; /** Animation scale for line. */ private float selectScale; + /** Selected build request for movement. */ + private @Nullable BuildRequest sreq; + /** Whether player is currently deleting removal requests. */ + private boolean deleting = false; - private int prevX, prevY, prevRotation; - - /** Draws a placement icon for a specific block. */ - void drawPlace(int x, int y, Block block, int rotation, int prevX, int prevY, int prevRotation){ - if(validPlace(x, y, block, rotation)){ - block.getPlaceDraw(placeDraw, rotation, prevX, prevY, prevRotation); - - Draw.color(); - Draw.mixcol(Pal.accent, 0.12f + Mathf.absin(Time.time(), 8f, 0.35f)); - Draw.rect(placeDraw.region, x * tilesize + block.offset(), y * tilesize + block.offset(), - placeDraw.region.getWidth() * selectScale * Draw.scl * placeDraw.scalex, - placeDraw.region.getHeight() * selectScale * Draw.scl * placeDraw.scaley, - block.rotate ? placeDraw.rotation * 90 : 0); - - Draw.color(Pal.accent); - for(int i = 0; i < 4; i++){ - Point2 p = Geometry.d8edge[i]; - float offset = -Math.max(block.size - 1, 0) / 2f * tilesize; - if(i % 2 == 0) - Draw.rect("block-select", x * tilesize + block.offset() + offset * p.x, y * tilesize + block.offset() + offset * p.y, i * 90); - } - Draw.color(); - Draw.mixcol(); - }else{ - Draw.color(Pal.removeBack); - Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset() - 1, block.size * tilesize / 2f - 1); - Draw.color(Pal.remove); - Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset(), block.size * tilesize / 2f - 1); - } + @Override + public void buildUI(Group group){ + group.fill(t -> { + t.bottom().update(() -> t.getColor().a = Mathf.lerpDelta(t.getColor().a, player.isBuilding() ? 1f : 0f, 0.15f)); + t.visible(() -> Core.settings.getBool("hints")); + t.table(Styles.black6, b -> { + b.defaults().left(); + b.label(() -> Core.bundle.format(!player.isBuilding ? "resumebuilding" : "pausebuilding", Core.keybinds.get(Binding.pause_building).key.name())).style(Styles.outlineLabel); + b.row(); + b.add(Core.bundle.format("cancelbuilding", Core.keybinds.get(Binding.clear_building).key.name())).style(Styles.outlineLabel); + }).margin(10f); + }); } @Override - public boolean isDrawing(){ - return mode != none || block != null; - } - - @Override - public void drawOutlined(){ + public void drawTop(){ Lines.stroke(1f); int cursorX = tileX(Core.input.mouseX()); int cursorY = tileY(Core.input.mouseY()); //draw selection(s) if(mode == placing && block != null){ - prevX = selectX; - prevY = selectY; - prevRotation = rotation; - - iterateLine(selectX, selectY, cursorX, cursorY, l -> { - if(l.last && block.rotate){ - drawArrow(block, l.x, l.y, l.rotation); - } - drawPlace(l.x, l.y, block, l.rotation, prevX - l.x, prevY - l.y, prevRotation); - - prevX = l.x; - prevY = l.y; - prevRotation = l.rotation; - }); - - }else if(mode == breaking){ - NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, selectX, selectY, cursorX, cursorY, false, maxLength, 1f); - NormalizeResult dresult = PlaceUtils.normalizeArea(selectX, selectY, cursorX, cursorY, rotation, false, maxLength); - - for(int x = dresult.x; x <= dresult.x2; x++){ - for(int y = dresult.y; y <= dresult.y2; y++){ - Tile tile = world.ltile(x, y); - if(tile == null || !validBreak(tile.x, tile.y)) continue; - - Draw.color(Pal.removeBack); - Lines.square(tile.drawx(), tile.drawy() - 1, tile.block().size * tilesize / 2f - 1); - Draw.color(Pal.remove); - Lines.square(tile.drawx(), tile.drawy(), tile.block().size * tilesize / 2f - 1); + for(int i = 0; i < lineRequests.size; i++){ + BuildRequest req = lineRequests.get(i); + if(i == lineRequests.size - 1 && req.block.rotate){ + drawArrow(block, req.x, req.y, req.rotation); } + drawRequest(lineRequests.get(i)); } - - Draw.color(Pal.removeBack); - Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y); - Draw.color(Pal.remove); - Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y); + }else if(mode == breaking){ + drawSelection(selectX, selectY, cursorX, cursorY); }else if(isPlacing()){ if(block.rotate){ drawArrow(block, cursorX, cursorY, rotation); } - drawPlace(cursorX, cursorY, block, rotation, cursorX, cursorY, rotation); + Draw.color(); + drawRequest(cursorX, cursorY, block, rotation); block.drawPlace(cursorX, cursorY, rotation, validPlace(cursorX, cursorY, block, rotation)); } + if(mode == none && !isPlacing()){ + BuildRequest req = getRequest(cursorX, cursorY); + if(req != null){ + drawSelected(req.x, req.y, req.breaking ? req.tile().block() : req.block, Pal.accent); + } + } + + if(sreq != null){ + boolean valid = validPlace(sreq.x, sreq.y, sreq.block, sreq.rotation, sreq); + if(sreq.block.rotate){ + drawArrow(sreq.block, sreq.x, sreq.y, sreq.rotation, valid); + } + + sreq.block.drawRequest(sreq, allRequests(), valid); + + drawSelected(sreq.x, sreq.y, sreq.block, getRequest(sreq.x, sreq.y, sreq.block.size, sreq) != null ? Pal.remove : Pal.accent); + } + Draw.reset(); } @@ -171,6 +147,14 @@ public class DesktopInput extends InputHandler{ rotation = Mathf.mod(rotation + (int)Core.input.axisTap(Binding.rotate), 4); + if(sreq != null){ + sreq.rotation = Mathf.mod(sreq.rotation + (int)Core.input.axisTap(Binding.rotate), 4); + } + + if(Math.abs((int)Core.input.axisTap(Binding.rotate)) > 0 && isPlacing() && mode == placing){ + updateLine(selectX, selectY); + } + Tile cursor = tileAt(Core.input.mouseX(), Core.input.mouseY()); if(cursor != null){ @@ -186,9 +170,17 @@ public class DesktopInput extends InputHandler{ cursorType = ui.drillCursor; } + if(getRequest(cursor.x, cursor.y) != null && mode == none){ + cursorType = SystemCursor.hand; + } + if(canTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y)){ cursorType = ui.unloadCursor; } + + if(!isPlacing() && Math.abs(Core.input.axisTap(Binding.rotate)) > 0 && Core.input.keyDown(Binding.rotateplaced) && cursor.block().rotate){ + Call.rotateBlock(player, cursor, Core.input.axisTap(Binding.rotate) > 0); + } } if(!Core.scene.hasMouse()){ @@ -198,6 +190,11 @@ public class DesktopInput extends InputHandler{ cursorType = SystemCursor.arrow; } + @Override + public boolean isBreaking(){ + return mode == breaking; + } + void pollInput(){ Tile selected = tileAt(Core.input.mouseX(), Core.input.mouseY()); int cursorX = tileX(Core.input.mouseX()); @@ -207,11 +204,46 @@ public class DesktopInput extends InputHandler{ player.setMineTile(null); } + if(Core.input.keyTap(Binding.clear_building)){ + player.clearBuilding(); + } + + if(sreq != null){ + float offset = ((sreq.block.size + 2) % 2) * tilesize / 2f; + float x = Core.input.mouseWorld().x + offset; + float y = Core.input.mouseWorld().y + offset; + sreq.x = (int)(x / tilesize); + sreq.y = (int)(y / tilesize); + } + + if(block == null || mode != placing){ + lineRequests.clear(); + } + + if(Core.input.keyTap(Binding.pause_building)){ + player.isBuilding = !player.isBuilding; + } + + if((cursorX != lastLineX || cursorY != lastLineY) && isPlacing() && mode == placing){ + updateLine(selectX, selectY); + lastLineX = cursorX; + lastLineY = cursorY; + } + if(Core.input.keyTap(Binding.select) && !Core.scene.hasMouse()){ + BuildRequest req = getRequest(cursorX, cursorY); + if(isPlacing()){ selectX = cursorX; selectY = cursorY; + lastLineX = cursorX; + lastLineY = cursorY; mode = placing; + updateLine(selectX, selectY); + }else if(req != null && !req.breaking && mode == none && !req.initialized){ + sreq = req; + }else if(req != null && req.breaking){ + deleting = true; }else if(selected != null){ //only begin shooting if there's no cursor event if(!tileTapped(selected) && !tryTapPlayer(Core.input.mouseWorld().x, Core.input.mouseWorld().y) && player.buildQueue().size == 0 && !droppingItem && @@ -221,23 +253,28 @@ public class DesktopInput extends InputHandler{ }else if(!ui.chatfrag.chatOpen()){ //if it's out of bounds, shooting is just fine player.isShooting = true; } - }else if(Core.input.keyTap(Binding.deselect) && (block != null || mode != none || player.isBuilding()) && - !(player.buildRequest() != null && player.buildRequest().breaking && Core.keybinds.get(Binding.deselect) == Core.keybinds.get(Binding.break_block))){ - if(block == null){ - player.clearBuilding(); - } - + }else if(Core.input.keyTap(Binding.deselect) && block != null){ block = null; mode = none; }else if(Core.input.keyTap(Binding.break_block) && !Core.scene.hasMouse()){ //is recalculated because setting the mode to breaking removes potential multiblock cursor offset + deleting = false; mode = breaking; selectX = tileX(Core.input.mouseX()); selectY = tileY(Core.input.mouseY()); } - if (mode == placing && block != null){ - if (!overrideLineRotation && !Core.input.keyDown(Binding.diagonal_placement) && (selectX != cursorX || selectY != cursorY) && ((int) Core.input.axisTap(Binding.rotate) != 0)){ + if(Core.input.keyDown(Binding.select) && mode == none && !isPlacing() && deleting){ + BuildRequest req = getRequest(cursorX, cursorY); + if(req != null && req.breaking){ + player.buildQueue().remove(req); + } + }else{ + deleting = false; + } + + if(mode == placing && block != null){ + if(!overrideLineRotation && !Core.input.keyDown(Binding.diagonal_placement) && (selectX != cursorX || selectY != cursorY) && ((int) Core.input.axisTap(Binding.rotate) != 0)){ rotation = ((int)((Angles.angle(selectX, selectY, cursorX, cursorY) + 45) / 90f)) % 4; overrideLineRotation = true; } @@ -248,27 +285,24 @@ public class DesktopInput extends InputHandler{ if(Core.input.keyRelease(Binding.break_block) || Core.input.keyRelease(Binding.select)){ if(mode == placing && block != null){ //touch up while placing, place everything in selection - iterateLine(selectX, selectY, cursorX, cursorY, l -> { - rotation = l.rotation; - tryPlaceBlock(l.x, l.y); - }); + flushRequests(lineRequests); + lineRequests.clear(); Events.fire(new LineConfirmEvent()); }else if(mode == breaking){ //touch up while breaking, break everything in selection - NormalizeResult result = PlaceUtils.normalizeArea(selectX, selectY, cursorX, cursorY, rotation, false, maxLength); - for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){ - for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){ - int wx = selectX + x * Mathf.sign(cursorX - selectX); - int wy = selectY + y * Mathf.sign(cursorY - selectY); - - tryBreakBlock(wx, wy); - } - } + removeSelection(selectX, selectY, cursorX, cursorY); } if(selected != null){ tryDropItems(selected.link(), Core.input.mouseWorld().x, Core.input.mouseWorld().y); } + if(sreq != null){ + if(getRequest(sreq.x, sreq.y, sreq.block.size, sreq) != null){ + player.buildQueue().remove(sreq, true); + } + sreq = null; + } + mode = none; } } @@ -294,6 +328,7 @@ public class DesktopInput extends InputHandler{ droppingItem = false; mode = none; block = null; + sreq = null; } } } diff --git a/core/src/io/anuke/mindustry/input/InputHandler.java b/core/src/io/anuke/mindustry/input/InputHandler.java index caa89ffc56..4e7650e8ca 100644 --- a/core/src/io/anuke/mindustry/input/InputHandler.java +++ b/core/src/io/anuke/mindustry/input/InputHandler.java @@ -7,8 +7,11 @@ import io.anuke.arc.function.*; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.input.*; +import io.anuke.arc.input.GestureDetector.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; +import io.anuke.arc.scene.*; +import io.anuke.arc.scene.event.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; import io.anuke.mindustry.content.*; @@ -17,21 +20,26 @@ import io.anuke.mindustry.entities.effect.*; import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.EventType.*; +import io.anuke.mindustry.game.Teams.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; +import io.anuke.mindustry.input.PlaceUtils.*; import io.anuke.mindustry.net.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.fragments.*; import io.anuke.mindustry.world.*; +import java.util.*; + import static io.anuke.mindustry.Vars.*; -public abstract class InputHandler implements InputProcessor{ +public abstract class InputHandler implements InputProcessor, GestureListener{ /** Used for dropping items. */ final static float playerSelectRange = mobile ? 17f : 11f; /** Maximum line length. */ final static int maxLength = 100; final static Vector2 stackTrns = new Vector2(); + final static Rectangle r1 = new Rectangle(), r2 = new Rectangle(); /** Distance on the back from where items originate. */ final static float backTrns = 3f; @@ -41,9 +49,14 @@ public abstract class InputHandler implements InputProcessor{ public boolean overrideLineRotation; public int rotation; public boolean droppingItem; + public Group uiGroup; - protected PlaceDraw placeDraw = new PlaceDraw(); - private PlaceLine line = new PlaceLine(); + protected GestureDetector detector; + protected PlaceLine line = new PlaceLine(); + protected BuildRequest resultreq; + protected BuildRequest brequest = new BuildRequest(); + protected Array lineRequests = new Array<>(); + protected Array selectRequests = new Array<>(); //methods to override @@ -57,6 +70,20 @@ public abstract class InputHandler implements InputProcessor{ player.clearItem(); } + @Remote(targets = Loc.both, called = Loc.server, forward = true, unreliable = true) + public static void rotateBlock(Player player, Tile tile, boolean direction){ + if(net.server() && !Units.canInteract(player, tile)){ + throw new ValidateException(player, "Player cannot drop an item."); + } + + tile.rotation(Mathf.mod(tile.rotation() + Mathf.sign(direction), 4)); + + if(tile.entity != null){ + tile.entity.updateProximity(); + tile.entity.noSleep(); + } + } + @Remote(targets = Loc.both, forward = true, called = Loc.server) public static void transferInventory(Player player, Tile tile){ if(player == null || player.timer == null || !player.timer.get(Player.timerTransfer, 40)) return; @@ -78,7 +105,7 @@ public abstract class InputHandler implements InputProcessor{ int[] remaining = {accepted, accepted}; Block block = tile.block(); - Events.fire(new DepositEvent()); + Core.app.post(() -> Events.fire(new DepositEvent(tile, player))); for(int i = 0; i < sent; i++){ boolean end = i == sent - 1; @@ -114,6 +141,20 @@ public abstract class InputHandler implements InputProcessor{ tile.block().tapped(tile, player); } + @Remote(targets = Loc.both, called = Loc.both, forward = true) + public static void onTileConfig(Player player, Tile tile, int value){ + if(tile == null || !Units.canInteract(player, tile)) return; + tile.block().configured(tile, player, value); + } + + public Eachable allRequests(){ + return cons -> { + for(BuildRequest request : player.buildQueue()) cons.accept(request); + for(BuildRequest request : selectRequests) cons.accept(request); + for(BuildRequest request : lineRequests) cons.accept(request); + }; + } + public OverlayFragment getFrag(){ return frag; } @@ -130,7 +171,11 @@ public abstract class InputHandler implements InputProcessor{ return Core.input.mouseY(); } - public void buildUI(Table table){ + public void buildPlacementUI(Table table){ + + } + + public void buildUI(Group group){ } @@ -138,7 +183,7 @@ public abstract class InputHandler implements InputProcessor{ } - public void drawOutlined(){ + public void drawBottom(){ } @@ -146,8 +191,217 @@ public abstract class InputHandler implements InputProcessor{ } - public boolean isDrawing(){ - return false; + public void drawSelected(int x, int y, Block block, Color color){ + Draw.color(color); + for(int i = 0; i < 4; i++){ + Point2 p = Geometry.d8edge[i]; + float offset = -Math.max(block.size - 1, 0) / 2f * tilesize; + Draw.rect("block-select", + x*tilesize + block.offset() + offset * p.x, + y*tilesize + block.offset() + offset * p.y, i * 90); + } + Draw.reset(); + } + + public void drawBreaking(BuildRequest request){ + if(request.breaking){ + drawBreaking(request.x, request.y); + }else{ + drawSelected(request.x, request.y, request.tile().block(), Pal.remove); + } + } + + public void drawBreaking(int x, int y){ + Tile tile = world.ltile(x, y); + if(tile == null) return; + Block block = tile.block(); + + drawSelected(x, y, block, Pal.remove); + } + + /** Returns the selection request that overlaps this position, or null. */ + protected BuildRequest getRequest(int x, int y){ + return getRequest(x, y, 1, null); + } + + /** Returns the selection request that overlaps this position, or null. */ + protected BuildRequest getRequest(int x, int y, int size, BuildRequest skip){ + float offset = ((size + 1) % 2) * tilesize / 2f; + r2.setSize(tilesize * size); + r2.setCenter(x * tilesize + offset, y * tilesize + offset); + resultreq = null; + + Predicate test = req -> { + if(req == skip) return false; + Tile other = req.tile(); + + if(other == null) return false; + + if(!req.breaking){ + r1.setSize(req.block.size * tilesize); + r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset()); + }else{ + r1.setSize(other.block().size * tilesize); + r1.setCenter(other.worldx() + other.block().offset(), other.worldy() + other.block().offset()); + } + + return r2.overlaps(r1); + }; + + for(BuildRequest req : player.buildQueue()){ + if(test.test(req)) return req; + } + + for(BuildRequest req : selectRequests){ + if(test.test(req)) return req; + } + + return null; + } + + protected void drawSelection(int x1, int y1, int x2, int y2){ + NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, x1, y1, x2, y2, false, maxLength, 1f); + NormalizeResult dresult = PlaceUtils.normalizeArea(x1, y1, x2, y2, rotation, false, maxLength); + + for(int x = dresult.x; x <= dresult.x2; x++){ + for(int y = dresult.y; y <= dresult.y2; y++){ + Tile tile = world.ltile(x, y); + if(tile == null || !validBreak(tile.x, tile.y)) continue; + + drawBreaking(tile.x, tile.y); + } + } + + Tmp.r1.set(result.x, result.y, result.x2 - result.x, result.y2 - result.y); + + Draw.color(Pal.remove); + Lines.stroke(1f); + + for(BuildRequest req : player.buildQueue()){ + if(req.breaking) continue; + if(req.bounds(Tmp.r2).overlaps(Tmp.r1)){ + drawBreaking(req); + } + } + + /* + for(BuildRequest req : selectRequests){ + if(req.breaking) continue; + if(req.bounds(Tmp.r2).overlaps(Tmp.r1)){ + drawBreaking(req); + } + }*/ + + for(BrokenBlock req : state.teams.get(player.getTeam()).brokenBlocks){ + Block block = content.block(req.block); + if(block.bounds(req.x, req.y, Tmp.r2).overlaps(Tmp.r1)){ + drawSelected(req.x, req.y, content.block(req.block), Pal.remove); + } + } + + Lines.stroke(2f); + + Draw.color(Pal.removeBack); + Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y); + Draw.color(Pal.remove); + Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y); + } + + protected void flushSelectRequests(Array requests){ + for(BuildRequest req : requests){ + if(req.block != null && validPlace(req.x, req.y, req.block, req.rotation)){ + selectRequests.add(req); + } + } + } + + protected void flushRequests(Array requests){ + for(BuildRequest req : requests){ + if(req.block != null && validPlace(req.x, req.y, req.block, req.rotation)){ + player.addBuildRequest(req); + } + } + } + + protected void drawRequest(BuildRequest request){ + drawRequest(request.x, request.y, request.block, request.rotation); + } + + /** Draws a placement icon for a specific block. */ + protected void drawRequest(int x, int y, Block block, int rotation){ + brequest.set(x, y, rotation, block); + brequest.animScale = 1f; + block.drawRequest(brequest, allRequests(), validPlace(x, y, block, rotation)); + } + + /** Remove everything from the queue in a selection. */ + protected void removeSelection(int x1, int y1, int x2, int y2){ + removeSelection(x1, y1, x2, y2, false); + } + + /** Remove everything from the queue in a selection. */ + protected void removeSelection(int x1, int y1, int x2, int y2, boolean flush){ + NormalizeResult result = PlaceUtils.normalizeArea(x1, y1, x2, y2, rotation, false, maxLength); + for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){ + for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){ + int wx = x1 + x * Mathf.sign(x2 - x1); + int wy = y1 + y * Mathf.sign(y2 - y1); + + Tile tile = world.ltile(wx, wy); + + if(tile == null) continue; + + if(!flush){ + tryBreakBlock(wx, wy); + }else if(validBreak(tile.x, tile.y) && !selectRequests.contains(r -> r.tile() != null && r.tile().link() == tile)){ + selectRequests.add(new BuildRequest(tile.x, tile.y)); + } + } + } + + //remove build requests + Tmp.r1.set(result.x * tilesize, result.y * tilesize, (result.x2 - result.x) * tilesize, (result.y2 - result.y) * tilesize); + + Iterator it = player.buildQueue().iterator(); + while(it.hasNext()){ + BuildRequest req = it.next(); + if(!req.breaking && req.bounds(Tmp.r2).overlaps(Tmp.r1)){ + it.remove(); + } + } + + /* + it = selectRequests.iterator(); + while(it.hasNext()){ + BuildRequest req = it.next(); + if(!req.breaking && req.bounds(Tmp.r2).overlaps(Tmp.r1)){ + it.remove(); + } + }*/ + + //remove blocks to rebuild + Iterator broken = state.teams.get(player.getTeam()).brokenBlocks.iterator(); + while(broken.hasNext()){ + BrokenBlock req = broken.next(); + Block block = content.block(req.block); + if(block.bounds(req.x, req.y, Tmp.r2).overlaps(Tmp.r1)){ + broken.remove(); + } + } + } + + protected void updateLine(int x1, int y1, int x2, int y2){ + lineRequests.clear(); + iterateLine(x1, y1, x2, y2, l -> { + rotation = l.rotation; + BuildRequest req = new BuildRequest(l.x, l.y, l.rotation, block); + req.animScale = 1f; + lineRequests.add(req); + }); + } + + protected void updateLine(int x1, int y1){ + updateLine(x1, y1, tileX(getMouseX()), tileY(getMouseY())); } /** Handles tile tap events that are not platform specific. */ @@ -194,12 +448,13 @@ public abstract class InputHandler implements InputProcessor{ } } + /* //clear when the player taps on something else if(!consumed && !mobile && player.isBuilding() && block == null){ - player.clearBuilding(); + //player.clearBuilding(); block = null; return true; - } + }*/ if(!showedInventory){ frag.inv.hide(); @@ -268,6 +523,10 @@ public abstract class InputHandler implements InputProcessor{ return block != null; } + public boolean isBreaking(){ + return false; + } + public float mouseAngle(float x, float y){ return Core.input.mouseWorld(getMouseX(), getMouseY()).sub(x, y).angle(); } @@ -281,16 +540,36 @@ public abstract class InputHandler implements InputProcessor{ table.clear(); } } + if(detector != null){ + Core.input.removeProcessor(detector); + } + if(uiGroup != null){ + uiGroup.remove(); + uiGroup = null; + } } public void add(){ + Core.input.addProcessor(detector = new GestureDetector(20, 0.5f, 0.4f, 0.15f, this)); Core.input.addProcessor(this); if(Core.scene != null){ Table table = (Table)Core.scene.find("inputTable"); if(table != null){ table.clear(); - buildUI(table); + buildPlacementUI(table); } + + uiGroup = new WidgetGroup(); + uiGroup.touchable(Touchable.childrenOnly); + uiGroup.setFillParent(true); + ui.hudGroup.addChild(uiGroup); + buildUI(uiGroup); + + frag.add(); + } + + if(player != null){ + player.isBuilding = true; } } @@ -336,6 +615,15 @@ public abstract class InputHandler implements InputProcessor{ } public boolean validPlace(int x, int y, Block type, int rotation){ + return validPlace(x, y, type, rotation, null); + } + + public boolean validPlace(int x, int y, Block type, int rotation, BuildRequest ignore){ + for(BuildRequest req : player.buildQueue()){ + if(req != ignore && !req.breaking && req.block.bounds(req.x, req.y, Tmp.r1).overlaps(type.bounds(x, y, Tmp.r2))){ + return false; + } + } return Build.validPlace(player.getTeam(), x, y, type, rotation); } @@ -352,15 +640,19 @@ public abstract class InputHandler implements InputProcessor{ player.addBuildRequest(new BuildRequest(tile.x, tile.y)); } - void drawArrow(Block block, int x, int y, int rotation){ - Draw.color(!validPlace(x, y, block, rotation) ? Pal.removeBack : Pal.accentBack); + public void drawArrow(Block block, int x, int y, int rotation){ + drawArrow(block, x, y, rotation, validPlace(x, y, block, rotation)); + } + + public void drawArrow(Block block, int x, int y, int rotation, boolean valid){ + Draw.color(!valid ? Pal.removeBack : Pal.accentBack); Draw.rect(Core.atlas.find("place-arrow"), x * tilesize + block.offset(), y * tilesize + block.offset() - 1, Core.atlas.find("place-arrow").getWidth() * Draw.scl, Core.atlas.find("place-arrow").getHeight() * Draw.scl, rotation * 90 - 90); - Draw.color(!validPlace(x, y, block, rotation) ? Pal.remove : Pal.accent); + Draw.color(!valid ? Pal.remove : Pal.accent); Draw.rect(Core.atlas.find("place-arrow"), x * tilesize + block.offset(), y * tilesize + block.offset(), @@ -383,8 +675,8 @@ public abstract class InputHandler implements InputProcessor{ float angle = Angles.angle(startX, startY, endX, endY); int baseRotation = rotation; - if (!overrideLineRotation || diagonal){ - baseRotation = (startX == endX && startY == endY) ? rotation : ((int)((angle + 45) / 90f)) % 4; + if(!overrideLineRotation || diagonal){ + baseRotation = (startX == endX && startY == endY) ? rotation : ((int)((angle + 45) / 90f)) % 4; } Tmp.r3.set(-1, -1, 0, 0); @@ -399,7 +691,7 @@ public abstract class InputHandler implements InputProcessor{ Point2 next = i == points.size - 1 ? null : points.get(i + 1); line.x = point.x; line.y = point.y; - if (!overrideLineRotation || diagonal){ + if(!overrideLineRotation || diagonal){ line.rotation = next != null ? Tile.relativeTo(point.x, point.y, next.x, next.y) : baseRotation; }else{ line.rotation = rotation; @@ -411,13 +703,6 @@ public abstract class InputHandler implements InputProcessor{ } } - public static class PlaceDraw{ - public int rotation, scalex, scaley; - public TextureRegion region; - - public static final PlaceDraw instance = new PlaceDraw(); - } - class PlaceLine{ public int x, y, rotation; public boolean last; diff --git a/core/src/io/anuke/mindustry/input/MobileInput.java b/core/src/io/anuke/mindustry/input/MobileInput.java index a5e8ec603f..30872343a9 100644 --- a/core/src/io/anuke/mindustry/input/MobileInput.java +++ b/core/src/io/anuke/mindustry/input/MobileInput.java @@ -2,12 +2,12 @@ package io.anuke.mindustry.input; import io.anuke.arc.*; import io.anuke.arc.collection.*; -import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; -import io.anuke.arc.input.*; import io.anuke.arc.input.GestureDetector.*; +import io.anuke.arc.input.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; +import io.anuke.arc.scene.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; import io.anuke.mindustry.content.*; @@ -19,7 +19,6 @@ import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; -import io.anuke.mindustry.input.PlaceUtils.*; import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.*; @@ -29,17 +28,15 @@ import static io.anuke.mindustry.input.PlaceMode.*; public class MobileInput extends InputHandler implements GestureListener{ /** Maximum speed the player can pan. */ private static final float maxPanSpeed = 1.3f; - private static Rectangle r1 = new Rectangle(), r2 = new Rectangle(); /** Distance to edge of screen to start panning. */ private final float edgePan = Scl.scl(60f); //gesture data private Vector2 vector = new Vector2(); private float lastZoom = -1; - private GestureDetector detector; /** Position where the player started dragging a line. */ - private int lineStartX, lineStartY; + private int lineStartX, lineStartY, lastLineX, lastLineY; /** Animation scale for line. */ private float lineScale; @@ -49,10 +46,8 @@ public class MobileInput extends InputHandler implements GestureListener{ /** Used for shifting build requests. */ private float shiftDeltaX, shiftDeltaY; - /** List of currently selected tiles to place. */ - private Array selection = new Array<>(); /** Place requests to be removed. */ - private Array removals = new Array<>(); + private Array removals = new Array<>(); /** Whether or not the player is currently shifting all placed tiles. */ private boolean selecting; /** Whether the player is currently in line-place mode. */ @@ -62,9 +57,9 @@ public class MobileInput extends InputHandler implements GestureListener{ /** Whether no recipe was available when switching to break mode. */ private Block lastBlock; /** Last placed request. Used for drawing block overlay. */ - private PlaceRequest lastPlaced; - - private int prevX, prevY, prevRotation; + private BuildRequest lastPlaced; + /** Down tracking for panning.*/ + private boolean down = false; //region utility methods @@ -99,10 +94,10 @@ public class MobileInput extends InputHandler implements GestureListener{ r2.setSize(block.size * tilesize); r2.setCenter(x * tilesize + block.offset(), y * tilesize + block.offset()); - for(PlaceRequest req : selection){ + for(BuildRequest req : selectRequests){ Tile other = req.tile(); - if(other == null || req.remove) continue; + if(other == null || req.breaking) continue; r1.setSize(req.block.size * tilesize); r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset()); @@ -128,16 +123,16 @@ public class MobileInput extends InputHandler implements GestureListener{ } /** Returns the selection request that overlaps this tile, or null. */ - PlaceRequest getRequest(Tile tile){ + BuildRequest getRequest(Tile tile){ r2.setSize(tilesize); r2.setCenter(tile.worldx(), tile.worldy()); - for(PlaceRequest req : selection){ + for(BuildRequest req : selectRequests){ Tile other = req.tile(); if(other == null) continue; - if(!req.remove){ + if(!req.breaking){ r1.setSize(req.block.size * tilesize); r1.setCenter(other.worldx() + req.block.offset(), other.worldy() + req.block.offset()); @@ -156,8 +151,8 @@ public class MobileInput extends InputHandler implements GestureListener{ return null; } - void removeRequest(PlaceRequest request){ - selection.removeValue(request, true); + void removeRequest(BuildRequest request){ + selectRequests.removeValue(request, true); removals.add(request); } @@ -172,80 +167,8 @@ public class MobileInput extends InputHandler implements GestureListener{ //endregion //region UI and drawing - void drawRequest(PlaceRequest request, PlaceRequest prev){ - Tile tile = request.tile(); - - if(!request.remove){ - if(prev != null){ - request.block.getPlaceDraw(placeDraw, request.rotation, prev.x - request.x, prev.y - request.y, prev.rotation); - }else{ - request.block.getPlaceDraw(placeDraw, request.rotation, 0, 0, request.rotation); - } - - //draw placing request - float offset = request.block.offset(); - TextureRegion region = placeDraw.region; - - Draw.mixcol(Pal.accent, Mathf.clamp((1f - request.scale) / 0.5f + 0.12f + Mathf.absin(Time.time(), 8f, 0.35f))); - Draw.tint(Color.white, Pal.breakInvalid, request.redness); - - Draw.rect(region, tile.worldx() + offset, tile.worldy() + offset, - region.getWidth() * request.scale * Draw.scl * placeDraw.scalex, - region.getHeight() * request.scale * Draw.scl * placeDraw.scaley, - request.block.rotate ? placeDraw.rotation * 90 : 0); - - Draw.mixcol(Pal.accent, 1f); - for(int i = 0; i < 4; i++){ - Point2 p = Geometry.d8edge[i]; - float poffset = -Math.max(request.block.size - 1, 0) / 2f * tilesize; - TextureRegion find = Core.atlas.find("block-select"); - if(i % 2 == 0) - Draw.rect("block-select", request.tile().x * tilesize + request.block.offset() + poffset * p.x, request.tile().y * tilesize + request.block.offset() + poffset * p.y, - find.getWidth() * Draw.scl * request.scale, find.getHeight() * Draw.scl * request.scale, i * 90); - } - Draw.color(); - }else{ - float rad = Math.max((tile.block().size * tilesize / 2f - 1) * request.scale, 1f); - - if(rad <= 1.01f) return; - Draw.mixcol(); - //draw removing request - Draw.tint(Pal.removeBack); - Lines.square(tile.drawx(), tile.drawy() - 1, rad); - Draw.tint(Pal.remove); - Lines.square(tile.drawx(), tile.drawy(), rad); - } - } - - /** Draws a placement icon for a specific block. */ - void drawPlace(int x, int y, Block block, int rotation, int prevX, int prevY, int prevRotation){ - if(validPlace(x, y, block, rotation) && !checkOverlapPlacement(x, y, block)){ - block.getPlaceDraw(placeDraw, rotation, prevX, prevY, prevRotation); - - Draw.color(); - Draw.rect(placeDraw.region, x * tilesize + block.offset(), y * tilesize + block.offset(), - placeDraw.region.getWidth() * Draw.scl * placeDraw.scalex, - placeDraw.region.getHeight() * Draw.scl * placeDraw.scaley, - block.rotate ? placeDraw.rotation * 90 : 0); - - Draw.color(Pal.accent); - for(int i = 0; i < 4; i++){ - Point2 p = Geometry.d8edge[i]; - float offset = -Math.max(block.size - 1, 0) / 2f * tilesize; - if(i % 2 == 0) - Draw.rect("block-select", x * tilesize + block.offset() + offset * p.x, y * tilesize + block.offset() + offset * p.y, i * 90); - } - Draw.color(); - }else{ - Draw.color(Pal.removeBack); - Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset() - 1, block.size * tilesize / 2f - 1); - Draw.color(Pal.remove); - Lines.square(x * tilesize + block.offset(), y * tilesize + block.offset(), block.size * tilesize / 2f - 1); - } - } - @Override - public void buildUI(Table table){ + public void buildPlacementUI(Table table){ table.addImage().color(Pal.gray).height(4f).colspan(4).growX(); table.row(); table.left().margin(0f).defaults().size(48f); @@ -267,12 +190,12 @@ public class MobileInput extends InputHandler implements GestureListener{ //confirm button table.addImageButton(Icon.checkSmall, Styles.clearPartiali, () -> { - for(PlaceRequest request : selection){ + for(BuildRequest request : selectRequests){ Tile tile = request.tile(); //actually place/break all selected blocks if(tile != null){ - if(!request.remove){ + if(!request.breaking){ rotation = request.rotation; Block before = block; block = request.block; @@ -285,25 +208,23 @@ public class MobileInput extends InputHandler implements GestureListener{ } //move all current requests to removal array so they fade out - removals.addAll(selection); - selection.clear(); + removals.addAll(selectRequests.find(r -> !r.breaking)); + selectRequests.clear(); selecting = false; - }).visible(() -> !selection.isEmpty()).name("confirmplace"); - - Core.scene.table(t -> { - t.setName("cancelMobile"); - t.bottom().left().visible(() -> (player.isBuilding() || block != null || mode == breaking) && !state.is(State.menu)); - t.addImageTextButton("$cancel", Icon.cancelSmall, () -> { - player.clearBuilding(); - mode = none; - block = null; - }).width(155f); - }); + }).visible(() -> !selectRequests.isEmpty()).name("confirmplace"); } @Override - public boolean isDrawing(){ - return selection.size > 0 || removals.size > 0 || lineMode || player.target != null || mode != PlaceMode.none; + public void buildUI(Group group){ + group.fill(t -> { + t.bottom().left().visible(() -> (player.isBuilding() || block != null || mode == breaking || !selectRequests.isEmpty()) && !state.is(State.menu)); + t.addImageTextButton("$cancel", Icon.cancelSmall, () -> { + player.clearBuilding(); + selectRequests.clear(); + mode = none; + block = null; + }).width(155f); + }); } @Override @@ -312,55 +233,58 @@ public class MobileInput extends InputHandler implements GestureListener{ } @Override - public void drawOutlined(){ + public void drawBottom(){ Lines.stroke(1f); //draw removals - for(PlaceRequest request : removals){ + for(BuildRequest request : removals){ Tile tile = request.tile(); if(tile == null) continue; - request.scale = Mathf.lerpDelta(request.scale, 0f, 0.2f); - request.redness = Mathf.lerpDelta(request.redness, 0f, 0.2f); + request.animScale = Mathf.lerpDelta(request.animScale, 0f, 0.2f); + request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0f, 0.2f); - drawRequest(request, null); + if(request.breaking){ + drawSelected(request.x, request.y, tile.block(), Pal.remove); + }else{ + request.block.drawRequest(request, allRequests(), true); + } + //TODO + //drawRequest(request); } - PlaceRequest last = null; - //draw list of requests - for(PlaceRequest request : selection){ + for(BuildRequest request : selectRequests){ Tile tile = request.tile(); if(tile == null) continue; - if((!request.remove && validPlace(tile.x, tile.y, request.block, request.rotation)) - || (request.remove && validBreak(tile.x, tile.y))){ - request.scale = Mathf.lerpDelta(request.scale, 1f, 0.2f); - request.redness = Mathf.lerpDelta(request.redness, 0f, 0.2f); + if((!request.breaking && validPlace(tile.x, tile.y, request.block, request.rotation)) + || (request.breaking && validBreak(tile.x, tile.y))){ + request.animScale = Mathf.lerpDelta(request.animScale, 1f, 0.2f); + request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0f, 0.2f); }else{ - request.scale = Mathf.lerpDelta(request.scale, 0.6f, 0.1f); - request.redness = Mathf.lerpDelta(request.redness, 0.9f, 0.2f); + request.animScale = Mathf.lerpDelta(request.animScale, 0.6f, 0.1f); + request.animInvalid = Mathf.lerpDelta(request.animInvalid, 0.9f, 0.2f); } Tmp.c1.set(Draw.getMixColor()); - if(!request.remove && request == lastPlaced && request.block != null){ + if(!request.breaking && request == lastPlaced && request.block != null){ Draw.mixcol(); if(request.block.rotate) drawArrow(request.block, tile.x, tile.y, request.rotation); } - Draw.mixcol(Tmp.c1, 1f); - drawRequest(request, last); + //Draw.mixcol(Tmp.c1, 1f); + Draw.reset(); + drawRequest(request); //draw last placed request - if(!request.remove && request == lastPlaced && request.block != null){ + if(!request.breaking && request == lastPlaced && request.block != null){ Draw.mixcol(); request.block.drawPlace(tile.x, tile.y, rotation, validPlace(tile.x, tile.y, request.block, rotation)); } - - last = request; } Draw.mixcol(); @@ -373,46 +297,16 @@ public class MobileInput extends InputHandler implements GestureListener{ if(mode == placing && block != null){ //draw placing - - prevX = lineStartX; - prevY = lineStartY; - prevRotation = rotation; - - iterateLine(lineStartX, lineStartY, tileX, tileY, l -> { - if(l.last && block.rotate){ - drawArrow(block, l.x, l.y, l.rotation); - } - drawPlace(l.x, l.y, block, l.rotation, prevX - l.x, prevY - l.y, prevRotation); - - rotation = l.rotation; - prevX = l.x; - prevY = l.y; - prevRotation = l.rotation; - }); - }else if(mode == breaking){ - //draw breaking - NormalizeDrawResult result = PlaceUtils.normalizeDrawArea(Blocks.air, lineStartX, lineStartY, tileX, tileY, false, maxLength, 1f); - NormalizeResult dresult = PlaceUtils.normalizeArea(lineStartX, lineStartY, tileX, tileY, rotation, false, maxLength); - - for(int x = dresult.x; x <= dresult.x2; x++){ - for(int y = dresult.y; y <= dresult.y2; y++){ - Tile other = world.ltile(x, y); - if(other == null || !validBreak(other.x, other.y)) continue; - - Draw.color(Pal.removeBack); - Lines.square(other.drawx(), other.drawy() - 1, other.block().size * tilesize / 2f - 1); - Draw.color(Pal.remove); - Lines.square(other.drawx(), other.drawy(), other.block().size * tilesize / 2f - 1); + for(int i = 0; i < lineRequests.size; i++){ + BuildRequest req = lineRequests.get(i); + if(i == lineRequests.size - 1 && req.block.rotate){ + drawArrow(block, req.x, req.y, req.rotation); } + drawRequest(lineRequests.get(i)); } - - Draw.color(Pal.removeBack); - Lines.rect(result.x, result.y - 1, result.x2 - result.x, result.y2 - result.y); - Draw.color(Pal.remove); - Lines.rect(result.x, result.y, result.x2 - result.x, result.y2 - result.y); - + }else if(mode == breaking){ + drawSelection(lineStartX, lineStartY, tileX, tileY); } - } TargetTrait target = player.target; @@ -438,31 +332,33 @@ public class MobileInput extends InputHandler implements GestureListener{ Draw.reset(); } + @Override + protected void drawRequest(BuildRequest request){ + if(request.tile() == null) return; + brequest.animScale = request.animScale = Mathf.lerpDelta(request.animScale, 1f, 0.1f); + + if(request.breaking){ + drawSelected(request.x, request.y, request.tile().block(), Pal.remove); + }else{ + drawRequest(request.x, request.y, request.block, request.rotation); + drawSelected(request.x, request.y, request.block, Pal.accent); + } + } + //endregion //region input events @Override - public void add(){ - Core.input.addProcessor(detector = new GestureDetector(20, 0.5f, 0.4f, 0.15f, this)); - super.add(); - } - - @Override - public void remove(){ - super.remove(); - if(detector != null){ - Core.input.removeProcessor(detector); - } - - if(Core.scene != null && Core.scene.find("cancelMobile") != null){ - Core.scene.find("cancelMobile").remove(); - } + public boolean isBreaking(){ + return mode == breaking; } @Override public boolean touchDown(int screenX, int screenY, int pointer, KeyCode button){ if(state.is(State.menu) || player.isDead()) return false; + down = true; + //get tile on cursor Tile cursor = tileAt(screenX, screenY); @@ -489,44 +385,20 @@ public class MobileInput extends InputHandler implements GestureListener{ public boolean touchUp(int screenX, int screenY, int pointer, KeyCode button){ lastZoom = renderer.getScale(); + if(!Core.input.isTouched()){ + down = false; + } + //place down a line if in line mode if(lineMode){ int tileX = tileX(screenX); int tileY = tileY(screenY); if(mode == placing && isPlacing()){ - iterateLine(lineStartX, lineStartY, tileX, tileY, l -> { - Tile tile = world.tile(l.x, l.y); - if(tile != null && checkOverlapPlacement(tile.x, tile.y, block)){ - return; - } - - PlaceRequest request = new PlaceRequest(l.x, l.y, block, l.rotation); - request.scale = 1f; - selection.add(request); - }); + flushSelectRequests(lineRequests); Events.fire(new LineConfirmEvent()); }else if(mode == breaking){ - //normalize area - NormalizeResult result = PlaceUtils.normalizeArea(lineStartX, lineStartY, tileX, tileY, rotation, false, maxLength); - - //break everything in area - for(int x = 0; x <= Math.abs(result.x2 - result.x); x++){ - for(int y = 0; y <= Math.abs(result.y2 - result.y); y++){ - int wx = lineStartX + x * Mathf.sign(tileX - lineStartX); - int wy = lineStartY + y * Mathf.sign(tileY - lineStartY); - - Tile tar = world.ltile(wx, wy); - - if(tar == null) continue; - - if(!hasRequest(world.tile(tar.x, tar.y)) && validBreak(tar.x, tar.y)){ - PlaceRequest request = new PlaceRequest(tar.x, tar.y); - request.scale = 1f; - selection.add(request); - } - } - } + removeSelection(lineStartX, lineStartY, tileX, tileY, true); } lineMode = false; @@ -554,11 +426,14 @@ public class MobileInput extends InputHandler implements GestureListener{ //long pressing enables line mode otherwise lineStartX = cursor.x; lineStartY = cursor.y; + lastLineX = cursor.x; + lastLineY = cursor.y; lineMode = true; if(mode == breaking){ Effects.effect(Fx.tapBlock, cursor.worldx(), cursor.worldy(), 1f); }else if(block != null){ + updateLine(lineStartX, lineStartY, cursor.x, cursor.y); Effects.effect(Fx.tapBlock, cursor.worldx() + block.offset(), cursor.worldy() + block.offset(), block.size); } @@ -584,11 +459,11 @@ public class MobileInput extends InputHandler implements GestureListener{ removeRequest(getRequest(cursor)); }else if(mode == placing && isPlacing() && validPlace(cursor.x, cursor.y, block, rotation) && !checkOverlapPlacement(cursor.x, cursor.y, block)){ //add to selection queue if it's a valid place position - selection.add(lastPlaced = new PlaceRequest(cursor.x, cursor.y, block, rotation)); + selectRequests.add(lastPlaced = new BuildRequest(cursor.x, cursor.y, rotation, block)); }else if(mode == breaking && validBreak(cursor.link().x, cursor.link().y) && !hasRequest(cursor.link())){ //add to selection queue if it's a valid BREAK position cursor = cursor.link(); - selection.add(new PlaceRequest(cursor.x, cursor.y)); + selectRequests.add(new BuildRequest(cursor.x, cursor.y)); }else if(!canTapPlayer(worldx, worldy) && !tileTapped(cursor.link())){ tryBeginMine(cursor); } @@ -598,12 +473,16 @@ public class MobileInput extends InputHandler implements GestureListener{ @Override public void update(){ - if(state.is(State.menu) || player.isDead()){ - selection.clear(); + if(state.is(State.menu) ){ + selectRequests.clear(); removals.clear(); mode = none; } + if(player.isDead()){ + mode = none; + } + //zoom things if(Math.abs(Core.input.axisTap(Binding.zoom)) > 0 && (Core.input.keyDown(Binding.zoom_hold))){ renderer.scaleCamera(Core.input.axisTap(Binding.zoom)); @@ -629,8 +508,6 @@ public class MobileInput extends InputHandler implements GestureListener{ if(mode == none){ selecting = false; lineMode = false; - removals.addAll(selection); - selection.clear(); } if(lineMode && mode == placing && block == null){ @@ -656,7 +533,7 @@ public class MobileInput extends InputHandler implements GestureListener{ lineScale = Mathf.lerpDelta(lineScale, 1f, 0.1f); //When in line mode, pan when near screen edges automatically - if(Core.input.isTouched(0) && lineMode){ + if(Core.input.isTouched(0)){ float screenX = Core.input.mouseX(), screenY = Core.input.mouseY(); float panX = 0, panY = 0; @@ -684,15 +561,24 @@ public class MobileInput extends InputHandler implements GestureListener{ Core.camera.position.x += vector.x; Core.camera.position.y += vector.y; } + + int lx = tileX(Core.input.mouseX()), ly = tileY(Core.input.mouseY()); + + if((lastLineX != lx || lastLineY != ly) && isPlacing()){ + lastLineX = lx; + lastLineY = ly; + updateLine(lineStartX, lineStartY, lx, ly); + } }else{ + lineRequests.clear(); lineScale = 0f; } //remove place requests that have disappeared for(int i = removals.size - 1; i >= 0; i--){ - PlaceRequest request = removals.get(i); + BuildRequest request = removals.get(i); - if(request.scale <= 0.0001f){ + if(request.animScale <= 0.0001f){ removals.remove(i); i--; } @@ -712,6 +598,8 @@ public class MobileInput extends InputHandler implements GestureListener{ return false; } + if(!down) return false; + if(selecting){ //pan all requests shiftDeltaX += deltaX; shiftDeltaY += deltaY; @@ -720,8 +608,8 @@ public class MobileInput extends InputHandler implements GestureListener{ int shiftedY = (int)(shiftDeltaY / tilesize); if(Math.abs(shiftedX) > 0 || Math.abs(shiftedY) > 0){ - for(PlaceRequest req : selection){ - if(req.remove) continue; //don't shift removal requests + for(BuildRequest req : selectRequests){ + if(req.breaking) continue; //don't shift removal requests req.x += shiftedX; req.y += shiftedY; } @@ -756,33 +644,4 @@ public class MobileInput extends InputHandler implements GestureListener{ } //endregion - - private class PlaceRequest{ - int x, y; - Block block; - int rotation; - boolean remove; - - //animation variables - float scale; - float redness; - - PlaceRequest(int x, int y, Block block, int rotation){ - this.x = x; - this.y = y; - this.block = block; - this.rotation = rotation; - this.remove = false; - } - - PlaceRequest(int x, int y){ - this.x = x; - this.y = y; - this.remove = true; - } - - Tile tile(){ - return world.tile(x, y); - } - } } diff --git a/core/src/io/anuke/mindustry/io/JsonIO.java b/core/src/io/anuke/mindustry/io/JsonIO.java index 15f1e18476..c9adc28482 100644 --- a/core/src/io/anuke/mindustry/io/JsonIO.java +++ b/core/src/io/anuke/mindustry/io/JsonIO.java @@ -1,21 +1,34 @@ package io.anuke.mindustry.io; -import io.anuke.arc.collection.*; import io.anuke.arc.util.serialization.*; import io.anuke.arc.util.serialization.Json.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.game.*; -import io.anuke.mindustry.game.Teams.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; +import java.io.*; + @SuppressWarnings("unchecked") public class JsonIO{ private static CustomJson jsonBase = new CustomJson(); - private static Json json = new Json(){{ - apply(this); - }}; + private static Json json = new Json(){ + { apply(this); } + + @Override + public void writeValue(Object value, Class knownType, Class elementType){ + if(value instanceof MappableContent){ + try{ + getWriter().value(((MappableContent)value).name); + }catch(IOException e){ + throw new RuntimeException(e); + } + }else{ + super.writeValue(value, knownType, elementType); + } + } + }; public static String write(Object object){ return json.toJson(object, object.getClass()); @@ -68,24 +81,6 @@ public class JsonIO{ } }); - //TODO extremely hacky and disgusting - for(Block block : Vars.content.blocks()){ - Class type = block.getClass(); - if(type.isAnonymousClass()) type = type.getSuperclass(); - - json.setSerializer(type, new Serializer(){ - @Override - public void write(Json json, Block object, Class knownType){ - json.writeValue(object.name); - } - - @Override - public Block read(Json json, JsonValue jsonData, Class type){ - return Vars.content.getByName(ContentType.block, jsonData.asString()); - } - }); - } - json.setSerializer(Block.class, new Serializer(){ @Override public void write(Json json, Block object, Class knownType){ @@ -98,25 +93,6 @@ public class JsonIO{ } }); - json.setSerializer(TeamData.class, new Serializer(){ - @Override - public void write(Json json, TeamData object, Class knownType){ - json.writeObjectStart(); - json.writeValue("brokenBlocks", object.brokenBlocks.toArray()); - json.writeValue("team", object.team.ordinal()); - json.writeObjectEnd(); - } - - @Override - public TeamData read(Json json, JsonValue jsonData, Class type){ - long[] blocks = jsonData.get("brokenBlocks").asLongArray(); - Team team = Team.all[jsonData.getInt("team", 0)]; - TeamData out = new TeamData(team, EnumSet.of(new Team[]{})); - out.brokenBlocks = new LongQueue(blocks); - return out; - } - }); - json.setSerializer(ItemStack.class, new Serializer(){ @Override public void write(Json json, ItemStack object, Class knownType){ diff --git a/core/src/io/anuke/mindustry/io/MapIO.java b/core/src/io/anuke/mindustry/io/MapIO.java index eb462724b2..7d14c210d9 100644 --- a/core/src/io/anuke/mindustry/io/MapIO.java +++ b/core/src/io/anuke/mindustry/io/MapIO.java @@ -81,8 +81,8 @@ public class MapIO{ super.setBlock(type); int c = colorFor(Blocks.air, block(), Blocks.air, getTeam()); if(c != black){ - walls.drawPixel(x, floors.getHeight() - 1 - y, c); - floors.drawPixel(x, floors.getHeight() - 1 - y + 1, shade); + walls.draw(x, floors.getHeight() - 1 - y, c); + floors.draw(x, floors.getHeight() - 1 - y + 1, shade); } } @@ -112,9 +112,9 @@ public class MapIO{ @Override public Tile create(int x, int y, int floorID, int overlayID, int wallID){ if(overlayID != 0){ - floors.drawPixel(x, floors.getHeight() - 1 - y, colorFor(Blocks.air, Blocks.air, content.block(overlayID), Team.derelict)); + floors.draw(x, floors.getHeight() - 1 - y, colorFor(Blocks.air, Blocks.air, content.block(overlayID), Team.derelict)); }else{ - floors.drawPixel(x, floors.getHeight() - 1 - y, colorFor(content.block(floorID), Blocks.air, Blocks.air, Team.derelict)); + floors.draw(x, floors.getHeight() - 1 - y, colorFor(content.block(floorID), Blocks.air, Blocks.air, Team.derelict)); } if(content.block(overlayID) == Blocks.spawn){ map.spawns ++; @@ -136,7 +136,7 @@ public class MapIO{ for(int x = 0; x < pixmap.getWidth(); x++){ for(int y = 0; y < pixmap.getHeight(); y++){ Tile tile = tiles[x][y]; - pixmap.drawPixel(x, pixmap.getHeight() - 1 - y, colorFor(tile.floor(), tile.block(), tile.overlay(), tile.getTeam())); + pixmap.draw(x, pixmap.getHeight() - 1 - y, colorFor(tile.floor(), tile.block(), tile.overlay(), tile.getTeam())); } } return pixmap; diff --git a/core/src/io/anuke/mindustry/io/SaveIO.java b/core/src/io/anuke/mindustry/io/SaveIO.java index cb79c0222d..8a6035363a 100644 --- a/core/src/io/anuke/mindustry/io/SaveIO.java +++ b/core/src/io/anuke/mindustry/io/SaveIO.java @@ -5,8 +5,7 @@ import io.anuke.arc.files.FileHandle; import io.anuke.arc.util.io.CounterInputStream; import io.anuke.arc.util.io.FastDeflaterOutputStream; import io.anuke.mindustry.Vars; -import io.anuke.mindustry.io.versions.Save1; -import io.anuke.mindustry.io.versions.Save2; +import io.anuke.mindustry.io.versions.*; import io.anuke.mindustry.world.WorldContext; import java.io.*; @@ -19,7 +18,7 @@ public class SaveIO{ /** Format header. This is the string 'MSAV' in ASCII. */ public static final byte[] header = {77, 83, 65, 86}; public static final IntMap versions = new IntMap<>(); - public static final Array versionArray = Array.with(new Save1(), new Save2()); + public static final Array versionArray = Array.with(new Save1(), new Save2(), new Save3()); static{ for(SaveVersion version : versionArray){ diff --git a/core/src/io/anuke/mindustry/io/SaveMeta.java b/core/src/io/anuke/mindustry/io/SaveMeta.java index 429c82561d..4759b955ab 100644 --- a/core/src/io/anuke/mindustry/io/SaveMeta.java +++ b/core/src/io/anuke/mindustry/io/SaveMeta.java @@ -15,6 +15,7 @@ public class SaveMeta{ public int wave; public Rules rules; public StringMap tags; + public String[] mods; public SaveMeta(int version, long timestamp, long timePlayed, int build, String map, int wave, Rules rules, StringMap tags){ this.version = version; @@ -25,5 +26,6 @@ public class SaveMeta{ this.wave = wave; this.rules = rules; this.tags = tags; + this.mods = JsonIO.read(String[].class, tags.get("mods", "[]")); } } diff --git a/core/src/io/anuke/mindustry/io/SaveVersion.java b/core/src/io/anuke/mindustry/io/SaveVersion.java index 53524d4625..f1fceb5ce3 100644 --- a/core/src/io/anuke/mindustry/io/SaveVersion.java +++ b/core/src/io/anuke/mindustry/io/SaveVersion.java @@ -6,7 +6,7 @@ import io.anuke.arc.util.io.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.traits.*; import io.anuke.mindustry.game.*; -import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.game.Teams.*; import io.anuke.mindustry.maps.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; @@ -16,7 +16,7 @@ import java.io.*; import static io.anuke.mindustry.Vars.*; public abstract class SaveVersion extends SaveFileReader{ - public final int version; + public int version; //HACK stores the last read build of the save file, valid after read meta call protected int lastReadBuild; @@ -66,6 +66,7 @@ public abstract class SaveVersion extends SaveFileReader{ "wavetime", state.wavetime, "stats", JsonIO.write(state.stats), "rules", JsonIO.write(state.rules), + "mods", JsonIO.write(mods.getModStrings().toArray(String.class)), "width", world.width(), "height", world.height() ).merge(tags)); @@ -80,6 +81,7 @@ public abstract class SaveVersion extends SaveFileReader{ state.rules = JsonIO.read(Rules.class, map.get("rules", "{}")); if(state.rules.spawns.isEmpty()) state.rules.spawns = defaultWaves.get(); lastReadBuild = map.getInt("build", -1); + String[] mods = JsonIO.read(String[].class, map.get("mods", "[]")); Map worldmap = maps.byName(map.get("mapname", "\\\\\\")); world.setMap(worldmap == null ? new Map(StringMap.of( @@ -206,6 +208,21 @@ public abstract class SaveVersion extends SaveFileReader{ } public void writeEntities(DataOutput stream) throws IOException{ + //write team data with entities. + Array data = state.teams.getActive(); + stream.writeInt(data.size); + for(TeamData team : data){ + stream.writeInt(team.team.ordinal()); + stream.writeInt(team.brokenBlocks.size); + for(BrokenBlock block : team.brokenBlocks){ + stream.writeShort(block.x); + stream.writeShort(block.y); + stream.writeShort(block.rotation); + stream.writeShort(block.block); + stream.writeInt(block.config); + } + } + //write entity chunk int groups = 0; @@ -234,6 +251,16 @@ public abstract class SaveVersion extends SaveFileReader{ } public void readEntities(DataInput stream) throws IOException{ + int teamc = stream.readInt(); + for(int i = 0; i < teamc; i++){ + Team team = Team.all[stream.readInt()]; + TeamData data = state.teams.get(team); + int blocks = stream.readInt(); + for(int j = 0; j < blocks; j++){ + data.brokenBlocks.addLast(new BrokenBlock(stream.readShort(), stream.readShort(), stream.readShort(), content.block(stream.readShort()).id, stream.readInt())); + } + } + byte groups = stream.readByte(); for(int i = 0; i < groups; i++){ @@ -290,17 +317,4 @@ public abstract class SaveVersion extends SaveFileReader{ } } } - - /** sometimes it's necessary to remap IDs after the content header is read.*/ - public void remapContent(){ - for(Team team : Team.all){ - if(state.teams.isActive(team)){ - LongQueue queue = state.teams.get(team).brokenBlocks; - for(int i = 0; i < queue.size; i++){ - //remap broken block IDs - queue.set(i, BrokenBlock.block(queue.get(i), content.block(BrokenBlock.block(queue.get(i))).id)); - } - } - } - } } diff --git a/core/src/io/anuke/mindustry/io/versions/LegacyTypeTable.java b/core/src/io/anuke/mindustry/io/versions/LegacyTypeTable.java index 9af7e9f785..19168c9802 100644 --- a/core/src/io/anuke/mindustry/io/versions/LegacyTypeTable.java +++ b/core/src/io/anuke/mindustry/io/versions/LegacyTypeTable.java @@ -118,7 +118,7 @@ public class LegacyTypeTable{ public static Supplier[] getTable(int build){ if(build == -1 || build == 81){ - //return most recent one since that's probably is; not guaranteed + //return most recent one since that's probably it; not guaranteed return build81Table; }else if(build == 80){ return build80Table; diff --git a/core/src/io/anuke/mindustry/io/versions/Save1.java b/core/src/io/anuke/mindustry/io/versions/Save1.java index 545ae99eb2..554bf7c94a 100644 --- a/core/src/io/anuke/mindustry/io/versions/Save1.java +++ b/core/src/io/anuke/mindustry/io/versions/Save1.java @@ -1,16 +1,14 @@ package io.anuke.mindustry.io.versions; -import io.anuke.arc.function.Supplier; -import io.anuke.mindustry.entities.traits.SaveTrait; -import io.anuke.mindustry.io.SaveVersion; +import io.anuke.arc.function.*; +import io.anuke.mindustry.entities.traits.*; -import java.io.DataInput; -import java.io.IOException; +import java.io.*; -public class Save1 extends SaveVersion{ +public class Save1 extends Save2{ public Save1(){ - super(1); + version = 1; } @Override diff --git a/core/src/io/anuke/mindustry/io/versions/Save2.java b/core/src/io/anuke/mindustry/io/versions/Save2.java index 66d61964c5..4fb9954b0c 100644 --- a/core/src/io/anuke/mindustry/io/versions/Save2.java +++ b/core/src/io/anuke/mindustry/io/versions/Save2.java @@ -1,9 +1,35 @@ package io.anuke.mindustry.io.versions; -import io.anuke.mindustry.io.SaveVersion; +import io.anuke.mindustry.entities.traits.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.io.*; +import io.anuke.mindustry.type.*; + +import java.io.*; + +import static io.anuke.mindustry.Vars.content; public class Save2 extends SaveVersion{ + public Save2(){ super(2); } + + @Override + public void readEntities(DataInput stream) throws IOException{ + byte groups = stream.readByte(); + + for(int i = 0; i < groups; i++){ + int amount = stream.readInt(); + for(int j = 0; j < amount; j++){ + //TODO throw exception on read fail + readChunk(stream, true, in -> { + byte typeid = in.readByte(); + byte version = in.readByte(); + SaveTrait trait = (SaveTrait)content.getByID(ContentType.typeid, typeid).constructor.get(); + trait.readSave(in, version); + }); + } + } + } } diff --git a/core/src/io/anuke/mindustry/io/versions/Save3.java b/core/src/io/anuke/mindustry/io/versions/Save3.java new file mode 100644 index 0000000000..c418a1bf46 --- /dev/null +++ b/core/src/io/anuke/mindustry/io/versions/Save3.java @@ -0,0 +1,9 @@ +package io.anuke.mindustry.io.versions; + +import io.anuke.mindustry.io.*; + +public class Save3 extends SaveVersion{ + public Save3(){ + super(3); + } +} diff --git a/core/src/io/anuke/mindustry/maps/Maps.java b/core/src/io/anuke/mindustry/maps/Maps.java index 71e5924960..72d1b17b77 100644 --- a/core/src/io/anuke/mindustry/maps/Maps.java +++ b/core/src/io/anuke/mindustry/maps/Maps.java @@ -70,7 +70,7 @@ public class Maps{ * Does not add this map to the map list. */ public Map loadInternalMap(String name){ - FileHandle file = Core.files.internal("maps/" + name + "." + mapExtension); + FileHandle file = tree.get("maps/" + name + "." + mapExtension); try{ return MapIO.createMap(file, false); diff --git a/core/src/io/anuke/mindustry/maps/filters/FilterOption.java b/core/src/io/anuke/mindustry/maps/filters/FilterOption.java index 7874f85c5b..038819b122 100644 --- a/core/src/io/anuke/mindustry/maps/filters/FilterOption.java +++ b/core/src/io/anuke/mindustry/maps/filters/FilterOption.java @@ -8,20 +8,20 @@ import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.ui.dialogs.*; import io.anuke.mindustry.world.*; -import io.anuke.mindustry.world.Block.*; import io.anuke.mindustry.world.blocks.*; import static io.anuke.mindustry.Vars.updateEditorOnChange; public abstract class FilterOption{ - public static final Predicate floorsOnly = b -> (b instanceof Floor && !(b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Icon.full)); - public static final Predicate wallsOnly = b -> (!b.synthetic() && !(b instanceof Floor)) && Core.atlas.isFound(b.icon(Icon.full)); - public static final Predicate floorsOptional = b -> b == Blocks.air || ((b instanceof Floor && !(b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Icon.full))); - public static final Predicate wallsOptional = b -> b == Blocks.air || ((!b.synthetic() && !(b instanceof Floor)) && Core.atlas.isFound(b.icon(Icon.full))); - public static final Predicate wallsOresOptional = b -> b == Blocks.air || (((!b.synthetic() && !(b instanceof Floor)) || (b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Icon.full))); - public static final Predicate oresOnly = b -> b instanceof OverlayFloor && Core.atlas.isFound(b.icon(Icon.full)); + public static final Predicate floorsOnly = b -> (b instanceof Floor && !(b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Cicon.full)); + public static final Predicate wallsOnly = b -> (!b.synthetic() && !(b instanceof Floor)) && Core.atlas.isFound(b.icon(Cicon.full)); + public static final Predicate floorsOptional = b -> b == Blocks.air || ((b instanceof Floor && !(b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Cicon.full))); + public static final Predicate wallsOptional = b -> b == Blocks.air || ((!b.synthetic() && !(b instanceof Floor)) && Core.atlas.isFound(b.icon(Cicon.full))); + public static final Predicate wallsOresOptional = b -> b == Blocks.air || (((!b.synthetic() && !(b instanceof Floor)) || (b instanceof OverlayFloor)) && Core.atlas.isFound(b.icon(Cicon.full))); + public static final Predicate oresOnly = b -> b instanceof OverlayFloor && Core.atlas.isFound(b.icon(Cicon.full)); public static final Predicate anyOptional = b -> floorsOnly.test(b) || wallsOnly.test(b) || oresOnly.test(b) || b == Blocks.air; public abstract void build(Table table); @@ -76,15 +76,15 @@ public abstract class FilterOption{ @Override public void build(Table table){ - table.addButton(b -> b.addImage(supplier.get().icon(Icon.small)).update(i -> ((TextureRegionDrawable)i.getDrawable()) - .setRegion(supplier.get() == Blocks.air ? Core.atlas.find("icon-none") : supplier.get().icon(Icon.small))).size(8 * 3), () -> { + table.addButton(b -> b.addImage(supplier.get().icon(Cicon.small)).update(i -> ((TextureRegionDrawable)i.getDrawable()) + .setRegion(supplier.get() == Blocks.air ? Core.atlas.find("icon-none") : supplier.get().icon(Cicon.small))).size(8 * 3), () -> { FloatingDialog dialog = new FloatingDialog(""); dialog.setFillParent(false); int i = 0; for(Block block : Vars.content.blocks()){ if(!filter.test(block)) continue; - dialog.cont.addImage(block == Blocks.air ? Core.atlas.find("icon-none-small") : block.icon(Icon.medium)).size(8 * 4).pad(3).get().clicked(() -> { + dialog.cont.addImage(block == Blocks.air ? Core.atlas.find("icon-none-small") : block.icon(Cicon.medium)).size(8 * 4).pad(3).get().clicked(() -> { consumer.accept(block); dialog.hide(); changed.run(); diff --git a/core/src/io/anuke/mindustry/mod/ContentParser.java b/core/src/io/anuke/mindustry/mod/ContentParser.java new file mode 100644 index 0000000000..47da9edd4b --- /dev/null +++ b/core/src/io/anuke/mindustry/mod/ContentParser.java @@ -0,0 +1,448 @@ +package io.anuke.mindustry.mod; + +import io.anuke.arc.*; +import io.anuke.arc.audio.*; +import io.anuke.arc.collection.Array; +import io.anuke.arc.collection.*; +import io.anuke.arc.files.*; +import io.anuke.arc.function.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.arc.util.*; +import io.anuke.arc.util.reflect.Field; +import io.anuke.arc.util.reflect.*; +import io.anuke.arc.util.serialization.*; +import io.anuke.arc.util.serialization.Json.*; +import io.anuke.mindustry.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.entities.Effects.*; +import io.anuke.mindustry.entities.bullet.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.Objectives.*; +import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.mod.Mods.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.consumers.*; +import io.anuke.mindustry.world.meta.*; + +import java.lang.reflect.*; + +@SuppressWarnings("unchecked") +public class ContentParser{ + private static final boolean ignoreUnknownFields = true; + private ObjectMap, ContentType> contentTypes = new ObjectMap<>(); + private ObjectMap, FieldParser> classParsers = new ObjectMap, FieldParser>(){{ + put(Effect.class, (type, data) -> field(Fx.class, data)); + put(StatusEffect.class, (type, data) -> field(StatusEffects.class, data)); + put(Loadout.class, (type, data) -> field(Loadouts.class, data)); + put(Color.class, (type, data) -> Color.valueOf(data.asString())); + put(BulletType.class, (type, data) -> { + if(data.isString()){ + return field(Bullets.class, data); + } + Class bc = data.has("type") ? resolve(data.getString("type"), "io.anuke.mindustry.entities.bullets") : BasicBulletType.class; + data.remove("type"); + BulletType result = make(bc); + readFields(result, data); + return result; + }); + put(Music.class, (type, data) -> { + if(fieldOpt(Musics.class, data) != null) return fieldOpt(Musics.class, data); + + String path = "music/" + data.asString() + (Vars.ios ? ".mp3" : ".ogg"); + Core.assets.load(path, Music.class); + Core.assets.finishLoadingAsset(path); + return Core.assets.get(path); + }); + put(Sound.class, (type, data) -> { + if(fieldOpt(Sounds.class, data) != null) return fieldOpt(Sounds.class, data); + + String path = "sounds/" + data.asString() + (Vars.ios ? ".mp3" : ".ogg"); + Core.assets.load(path, Sound.class); + Core.assets.finishLoadingAsset(path); + Log.info(Core.assets.get(path)); + return Core.assets.get(path); + }); + put(Objective.class, (type, data) -> { + Class oc = data.has("type") ? resolve(data.getString("type"), "io.anuke.mindustry.game.Objectives") : ZoneWave.class; + data.remove("type"); + Objective obj = make(oc); + readFields(obj, data); + return obj; + }); + }}; + /** Stores things that need to be parsed fully, e.g. reading fields of content. + * This is done to accomodate binding of content names first.*/ + private Array reads = new Array<>(); + private LoadedMod currentMod; + private Content currentContent; + + private Json parser = new Json(){ + @Override + public T readValue(Class type, Class elementType, JsonValue jsonData, Class keyType){ + T t = internalRead(type, elementType, jsonData, keyType); + if(t != null) checkNullFields(t); + return t; + } + + private T internalRead(Class type, Class elementType, JsonValue jsonData, Class keyType){ + if(type != null){ + if(classParsers.containsKey(type)){ + try{ + return (T)classParsers.get(type).parse(type, jsonData); + }catch(Exception e){ + throw new RuntimeException(e); + } + } + + if(Content.class.isAssignableFrom(type)){ + ContentType ctype = contentTypes.getThrow(type, () -> new IllegalArgumentException("No content type for class: " + type.getSimpleName())); + String prefix = currentMod != null ? currentMod.name + "-" : ""; + T one = (T)Vars.content.getByName(ctype, prefix + jsonData.asString()); + if(one != null) return one; + T two = (T)Vars.content.getByName(ctype, jsonData.asString()); + + if(two != null) return two; + throw new IllegalArgumentException("\"" + jsonData.name + "\": No " + ctype + " found with name '" + jsonData.asString() + "'."); + } + } + + return super.readValue(type, elementType, jsonData, keyType); + } + }; + + private ObjectMap> parsers = ObjectMap.of( + ContentType.block, (TypeParser)(mod, name, value) -> { + readBundle(ContentType.block, name, value); + + Block block; + + if(Vars.content.getByName(ContentType.block, name) != null){ + block = Vars.content.getByName(ContentType.block, name); + + if(value.has("type")){ + throw new IllegalArgumentException("When overwriting an existing block, you must not re-declared its type. The original type will be used. Block: " + name); + } + }else{ + //TODO generate dynamically instead of doing.. this + Class type = resolve(value.getString("type"), + "io.anuke.mindustry.world", + "io.anuke.mindustry.world.blocks", + "io.anuke.mindustry.world.blocks.defense", + "io.anuke.mindustry.world.blocks.defense.turrets", + "io.anuke.mindustry.world.blocks.distribution", + "io.anuke.mindustry.world.blocks.logic", + "io.anuke.mindustry.world.blocks.power", + "io.anuke.mindustry.world.blocks.production", + "io.anuke.mindustry.world.blocks.sandbox", + "io.anuke.mindustry.world.blocks.storage", + "io.anuke.mindustry.world.blocks.units" + ); + + block = make(type, mod + "-" + name); + } + + currentContent = block; + read(() -> { + if(value.has("consumes")){ + for(JsonValue child : value.get("consumes")){ + if(child.name.equals("item")){ + block.consumes.item(find(ContentType.item, child.asString())); + }else if(child.name.equals("items")){ + block.consumes.add((Consume)parser.readValue(ConsumeItems.class, child)); + }else if(child.name.equals("liquid")){ + block.consumes.add((Consume)parser.readValue(ConsumeLiquid.class, child)); + }else if(child.name.equals("power")){ + if(child.isDouble()){ + block.consumes.power(child.asFloat()); + }else{ + block.consumes.add((Consume)parser.readValue(ConsumePower.class, child)); + } + }else if(child.name.equals("powerBuffered")){ + block.consumes.powerBuffered(child.asFloat()); + }else{ + throw new IllegalArgumentException("Unknown consumption type: '" + child.name + "' for block '" + block.name + "'."); + } + } + value.remove("consumes"); + } + + readFields(block, value, true); + + //add research tech node + if(value.has("research")){ + TechTree.create(find(ContentType.block, value.get("research").asString()), block); + } + + //make block visible by default if there are requirements and no visibility set + if(value.has("requirements") && block.buildVisibility == BuildVisibility.hidden){ + block.buildVisibility = BuildVisibility.shown; + } + }); + + return block; + }, + ContentType.unit, (TypeParser)(mod, name, value) -> { + readBundle(ContentType.unit, name, value); + + Class type = resolve(value.getString("type"), "io.anuke.mindustry.entities.type.base"); + UnitType unit = new UnitType(mod + "-" + name, supply(type)); + currentContent = unit; + read(() -> readFields(unit, value, true)); + + return unit; + }, + ContentType.item, parser(ContentType.item, Item::new), + ContentType.liquid, parser(ContentType.liquid, Liquid::new), + ContentType.mech, parser(ContentType.mech, Mech::new), + ContentType.zone, parser(ContentType.zone, Zone::new) + ); + + private T find(ContentType type, String name){ + Content c = Vars.content.getByName(type, name); + if(c == null) c = Vars.content.getByName(type, currentMod.name + "-" + name); + if(c == null) throw new IllegalArgumentException("No " + type + " found with name '" + name + "'"); + return (T)c; + } + + private TypeParser parser(ContentType type, Function constructor){ + return (mod, name, value) -> { + T item; + if(Vars.content.getByName(type, name) != null){ + item = (T)Vars.content.getByName(type, name); + readBundle(type, name, value); + }else{ + readBundle(type, name, value); + item = constructor.get(mod + "-" + name); + } + currentContent = item; + read(() -> readFields(item, value)); + return item; + }; + } + + private void readBundle(ContentType type, String name, JsonValue value){ + UnlockableContent cont = Vars.content.getByName(type, name) instanceof UnlockableContent ? + Vars.content.getByName(type, name) : null; + + String entryName = cont == null ? type + "." + currentMod.name + "-" + name + "." : type + "." + cont.name + "."; + I18NBundle bundle = Core.bundle; + while(bundle.getParent() != null) bundle = bundle.getParent(); + + if(value.has("name")){ + bundle.getProperties().put(entryName + "name", value.getString("name")); + if(cont != null) cont.localizedName = value.getString("name"); + value.remove("name"); + } + + if(value.has("description")){ + bundle.getProperties().put(entryName + "description", value.getString("description")); + if(cont != null) cont.description = value.getString("description"); + value.remove("description"); + } + } + + /** Call to read a content's extra info later.*/ + private void read(Runnable run){ + Content cont = currentContent; + LoadedMod mod = currentMod; + reads.add(() -> { + this.currentMod = mod; + this.currentContent = cont; + run.run(); + }); + } + + private void init(){ + for(ContentType type : ContentType.all){ + Array arr = Vars.content.getBy(type); + if(!arr.isEmpty()){ + Class c = arr.first().getClass(); + //get base content class, skipping intermediates + while(!(c.getSuperclass() == Content.class || c.getSuperclass() == UnlockableContent.class || Modifier.isAbstract(c.getSuperclass().getModifiers()))){ + c = c.getSuperclass(); + } + + contentTypes.put(c, type); + } + } + } + + public void finishParsing(){ + try{ + reads.each(Runnable::run); + }catch(Exception e){ + Vars.mods.handleError(new ModLoadException("Error occurred parsing content: " + currentContent, currentContent, e), currentMod); + } + reads.clear(); + } + + /** + * Parses content from a json file. + * @param name the name of the file without its extension + * @param json the json to parse + * @param type the type of content this is + * @param file file that this content is being parsed from + * @return the content that was parsed + */ + public Content parse(LoadedMod mod, String name, String json, FileHandle file, ContentType type) throws Exception{ + if(contentTypes.isEmpty()){ + init(); + } + + JsonValue value = parser.fromJson(null, json); + if(!parsers.containsKey(type)){ + throw new SerializationException("No parsers for content type '" + type + "'"); + } + + currentMod = mod; + boolean exists = Vars.content.getByName(type, name) != null; + Content c = parsers.get(type).parse(mod.name, name, value); + if(!exists){ + c.sourceFile = file; + c.mod = mod; + } + return c; + } + + private T make(Class type){ + try{ + java.lang.reflect.Constructor cons = type.getDeclaredConstructor(); + cons.setAccessible(true); + return cons.newInstance(); + }catch(Exception e){ + throw new RuntimeException(e); + } + } + + private T make(Class type, String name){ + try{ + java.lang.reflect.Constructor cons = type.getDeclaredConstructor(String.class); + cons.setAccessible(true); + return cons.newInstance(name); + }catch(Exception e){ + throw new RuntimeException(e); + } + } + + private Supplier supply(Class type){ + try{ + java.lang.reflect.Constructor cons = type.getDeclaredConstructor(); + return () -> { + try{ + return cons.newInstance(); + }catch(Exception e){ + throw new RuntimeException(e); + } + }; + }catch(Exception e){ + throw new RuntimeException(e); + } + } + + private Object field(Class type, JsonValue value){ + return field(type, value.asString()); + } + + /** Gets a field from a static class by name, throwing a descriptive exception if not found. */ + private Object field(Class type, String name){ + try{ + Object b = type.getField(name).get(null); + if(b == null) throw new IllegalArgumentException(type.getSimpleName() + ": not found: '" + name + "'"); + return b; + }catch(Exception e){ + throw new RuntimeException(e); + } + } + + private Object fieldOpt(Class type, JsonValue value){ + try{ + return type.getField(value.asString()).get(null); + }catch(Exception e){ + return null; + } + } + + private void checkNullFields(Object object){ + if(object instanceof Number || object instanceof String) return; + + parser.getFields(object.getClass()).values().toArray().each(field -> { + try{ + if(field.field.getType().isPrimitive()) return; + + if(field.field.isAnnotationPresent(NonNull.class) && field.field.get(object) == null){ + throw new RuntimeException("'" + field.field.getName() + "' in " + object.getClass().getSimpleName() + " is missing!"); + } + }catch(Exception e){ + throw new RuntimeException(e); + } + }); + } + + private void readFields(Object object, JsonValue jsonMap, boolean stripType){ + if(stripType) jsonMap.remove("type"); + readFields(object, jsonMap); + } + + private void readFields(Object object, JsonValue jsonMap){ + Class type = object.getClass(); + ObjectMap fields = parser.getFields(type); + for(JsonValue child = jsonMap.child; child != null; child = child.next){ + FieldMetadata metadata = fields.get(child.name().replace(" ", "_")); + if(metadata == null){ + if(ignoreUnknownFields){ + if(!child.name.equals("research")){ + Log.err("{0}: Ignoring unknown field: " + child.name + " (" + type.getName() + ")", object); + } + continue; + }else{ + SerializationException ex = new SerializationException("Field not found: " + child.name + " (" + type.getName() + ")"); + ex.addTrace(child.trace()); + throw ex; + } + } + Field field = metadata.field; + try{ + field.set(object, parser.readValue(field.getType(), metadata.elementType, child, metadata.keyType)); + }catch(ReflectionException ex){ + throw new SerializationException("Error accessing field: " + field.getName() + " (" + type.getName() + ")", ex); + }catch(SerializationException ex){ + ex.addTrace(field.getName() + " (" + type.getName() + ")"); + throw ex; + }catch(RuntimeException runtimeEx){ + SerializationException ex = new SerializationException(runtimeEx); + ex.addTrace(child.trace()); + ex.addTrace(field.getName() + " (" + type.getName() + ")"); + throw ex; + } + } + } + + /** Tries to resolve a class from a list of potential class names. */ + private Class resolve(String base, String... potentials){ + if(!base.isEmpty() && Character.isLowerCase(base.charAt(0))) base = Strings.capitalize(base); + + for(String type : potentials){ + try{ + return (Class)Class.forName(type + '.' + base); + }catch(Exception ignored){ + try{ + return (Class)Class.forName(type + '$' + base); + }catch(Exception ignored2){ + } + } + } + throw new IllegalArgumentException("Types not found: " + base + "." + potentials[0]); + } + + private interface FieldParser{ + Object parse(Class type, JsonValue value) throws Exception; + } + + private interface TypeParser{ + T parse(String mod, String name, JsonValue value) throws Exception; + } + +} diff --git a/core/src/io/anuke/mindustry/mod/Mod.java b/core/src/io/anuke/mindustry/mod/Mod.java new file mode 100644 index 0000000000..5ee0f699c4 --- /dev/null +++ b/core/src/io/anuke/mindustry/mod/Mod.java @@ -0,0 +1,32 @@ +package io.anuke.mindustry.mod; + +import io.anuke.arc.files.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.*; + +public class Mod{ + /** @return the config file for this plugin, as the file 'mods/[plugin-name]/config.json'.*/ + public FileHandle getConfig(){ + return Vars.mods.getConfig(this); + } + + /** Called after all plugins have been created and commands have been registered.*/ + public void init(){ + + } + + /** Create any content needed here. */ + public void loadContent(){ + + } + + /** Register any commands to be used on the server side, e.g. from the console. */ + public void registerServerCommands(CommandHandler handler){ + + } + + /** Register any commands to be used on the client side, e.g. sent from an in-game player.. */ + public void registerClientCommands(CommandHandler handler){ + + } +} diff --git a/core/src/io/anuke/mindustry/mod/Mods.java b/core/src/io/anuke/mindustry/mod/Mods.java new file mode 100644 index 0000000000..21a5aa4073 --- /dev/null +++ b/core/src/io/anuke/mindustry/mod/Mods.java @@ -0,0 +1,506 @@ +package io.anuke.mindustry.mod; + +import io.anuke.arc.*; +import io.anuke.arc.assets.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.files.*; +import io.anuke.arc.function.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.Pixmap.*; +import io.anuke.arc.graphics.Texture.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.graphics.g2d.TextureAtlas.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.arc.util.*; +import io.anuke.arc.util.io.*; +import io.anuke.arc.util.serialization.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.plugin.*; +import io.anuke.mindustry.type.*; + +import java.io.*; +import java.net.*; + +import static io.anuke.mindustry.Vars.*; + +public class Mods implements Loadable{ + private Json json = new Json(); + private ContentParser parser = new ContentParser(); + private ObjectMap> bundles = new ObjectMap<>(); + private ObjectSet specialFolders = ObjectSet.with("bundles", "sprites"); + + private int totalSprites; + private PixmapPacker packer; + + private Array loaded = new Array<>(); + private Array disabled = new Array<>(); + private ObjectMap, ModMeta> metas = new ObjectMap<>(); + private boolean requiresReload; + + /** Returns a file named 'config.json' in a special folder for the specified plugin. + * Call this in init(). */ + public FileHandle getConfig(Mod mod){ + ModMeta load = metas.get(mod.getClass()); + if(load == null) throw new IllegalArgumentException("Mod is not loaded yet (or missing)!"); + return modDirectory.child(load.name).child("config.json"); + } + + /** @return the loaded mod found by class, or null if not found. */ + public @Nullable LoadedMod getMod(Class type){ + return loaded.find(l -> l.mod.getClass() == type); + } + + /** Imports an external mod file.*/ + public void importMod(FileHandle file) throws IOException{ + FileHandle dest = modDirectory.child(file.name()); + if(dest.exists()){ + throw new IOException("A mod with the same filename already exists!"); + } + + file.copyTo(dest); + try{ + loaded.add(loadMod(file, false)); + requiresReload = true; + }catch(IOException e){ + dest.delete(); + throw e; + }catch(Throwable t){ + dest.delete(); + throw new IOException(t); + } + } + + /** Repacks all in-game sprites. */ + @Override + public void loadAsync(){ + if(loaded.isEmpty()) return; + Time.mark(); + + packer = new PixmapPacker(2048, 2048, Format.RGBA8888, 2, true); + + for(LoadedMod mod : loaded){ + int[] packed = {0}; + boolean[] failed = {false}; + mod.root.child("sprites").walk(file -> { + if(failed[0]) return; + if(file.extension().equals("png")){ + try(InputStream stream = file.read()){ + byte[] bytes = Streams.copyStreamToByteArray(stream, Math.max((int)file.length(), 512)); + Pixmap pixmap = new Pixmap(bytes, 0, bytes.length); + packer.pack(mod.name + "-" + file.nameWithoutExtension(), pixmap); + pixmap.dispose(); + packed[0] ++; + totalSprites ++; + }catch(IOException e){ + failed[0] = true; + Core.app.post(() -> { + Log.err("Error packing images for mod: {0}", mod.meta.name); + e.printStackTrace(); + if(!headless) ui.showException(e); + }); + } + } + }); + Log.info("Packed {0} images for mod '{1}'.", packed[0], mod.meta.name); + } + + Log.info("Time to pack textures: {0}", Time.elapsed()); + } + + @Override + public void loadSync(){ + if(packer == null) return; + Time.mark(); + + Texture editor = Core.atlas.find("clear-editor").getTexture(); + PixmapPacker editorPacker = new PixmapPacker(2048, 2048, Format.RGBA8888, 2, true); + + for(AtlasRegion region : Core.atlas.getRegions()){ + if(region.getTexture() == editor){ + editorPacker.pack(region.name, Core.atlas.getPixmap(region).crop()); + } + } + + //get textures packed + if(totalSprites > 0){ + TextureFilter filter = Core.settings.getBool("linear") ? TextureFilter.Linear : TextureFilter.Nearest; + + packer.updateTextureAtlas(Core.atlas, filter, filter, false); + //generate new icons + for(Array arr : content.getContentMap()){ + arr.each(c -> { + if(c instanceof UnlockableContent && c.mod != null){ + UnlockableContent u = (UnlockableContent)c; + u.createIcons(packer, editorPacker); + } + }); + } + + editorPacker.updateTextureAtlas(Core.atlas, filter, filter, false); + packer.updateTextureAtlas(Core.atlas, filter, filter, false); + } + + packer.dispose(); + packer = null; + Log.info("Time to update textures: {0}", Time.elapsed()); + } + + /** Removes a mod file and marks it for requiring a restart. */ + public void removeMod(LoadedMod mod){ + if(mod.file.isDirectory()){ + mod.file.deleteDirectory(); + }else{ + mod.file.delete(); + } + loaded.remove(mod); + requiresReload = true; + } + + public boolean requiresReload(){ + return requiresReload; + } + + /** Loads all mods from the folder, but does call any methods on them.*/ + public void load(){ + for(FileHandle file : modDirectory.list()){ + if(!file.extension().equals("jar") && !file.extension().equals("zip") && !(file.isDirectory() && file.child("mod.json").exists())) continue; + + try{ + LoadedMod mod = loadMod(file, false); + if(mod.enabled()){ + loaded.add(mod); + }else{ + disabled.add(mod); + } + }catch(Exception e){ + Log.err("Failed to load mod file {0}. Skipping.", file); + Log.err(e); + } + } + + //load workshop mods now + for(FileHandle file : platform.getExternalMods()){ + try{ + LoadedMod mod = loadMod(file, true); + if(mod.enabled()){ + loaded.add(mod); + }else{ + disabled.add(mod); + } + }catch(Exception e){ + Log.err("Failed to load mod workshop file {0}. Skipping.", file); + Log.err(e); + } + } + + //sort mods to make sure servers handle them properly. + loaded.sort(Structs.comparing(m -> m.name)); + + buildFiles(); + } + + private void buildFiles(){ + for(LoadedMod mod : loaded){ + boolean zipFolder = !mod.file.isDirectory() && mod.root.parent() != null; + String parentName = zipFolder ? mod.root.name() : null; + for(FileHandle file : mod.root.list()){ + //ignore special folders like bundles or sprites + if(file.isDirectory() && !specialFolders.contains(file.name())){ + //TODO calling child/parent on these files will give you gibberish; create wrapper class. + file.walk(f -> tree.addFile(mod.file.isDirectory() ? f.path().substring(1 + mod.file.path().length()) : + zipFolder ? f.path().substring(parentName.length() + 1) : f.path(), f)); + } + } + + //load up bundles. + FileHandle folder = mod.root.child("bundles"); + if(folder.exists()){ + for(FileHandle file : folder.list()){ + if(file.name().startsWith("bundle") && file.extension().equals("properties")){ + String name = file.nameWithoutExtension(); + bundles.getOr(name, Array::new).add(file); + } + } + } + } + + //add new keys to each bundle + I18NBundle bundle = Core.bundle; + while(bundle != null){ + String str = bundle.getLocale().toString(); + String locale = "bundle" + (str.isEmpty() ? "" : "_" + str); + for(FileHandle file : bundles.getOr(locale, Array::new)){ + try{ + PropertiesUtils.load(bundle.getProperties(), file.reader()); + }catch(Exception e){ + throw new RuntimeException("Error loading bundle: " + file + "/" + locale, e); + } + } + bundle = bundle.getParent(); + } + } + + /** Reloads all mod content. How does this even work? I refuse to believe that it functions correctly.*/ + public void reloadContent(){ + //epic memory leak + Core.atlas = new TextureAtlas(Core.files.internal("sprites/sprites.atlas")); + loaded.clear(); + disabled.clear(); + load(); + buildFiles(); + Musics.dispose(); + Sounds.dispose(); + Musics.load(); + Sounds.load(); + Core.assets.finishLoading(); + content.clear(); + content.createContent(); + loadAsync(); + loadSync(); + content.init(); + content.load(); + content.loadColors(); + data.load(); + requiresReload = false; + } + + /** Creates all the content found in mod files. */ + public void loadContent(){ + for(LoadedMod mod : loaded){ + safeRun(mod, () -> { + if(mod.root.child("content").exists()){ + FileHandle contentRoot = mod.root.child("content"); + for(ContentType type : ContentType.all){ + FileHandle folder = contentRoot.child(type.name().toLowerCase() + "s"); + if(folder.exists()){ + for(FileHandle file : folder.list()){ + if(file.extension().equals("json")){ + try{ + //this binds the content but does not load it entirely + Content loaded = parser.parse(mod, file.nameWithoutExtension(), file.readString("UTF-8"), file, type); + Log.info("[{0}] Loaded '{1}'.", mod.meta.name, + (loaded instanceof UnlockableContent ? ((UnlockableContent)loaded).localizedName : loaded)); + }catch(Exception e){ + throw new RuntimeException("Failed to parse content file '" + file + "' for mod '" + mod.meta.name + "'.", e); + } + } + } + } + } + } + }); + } + + //this finishes parsing content fields + parser.finishParsing(); + + //load content for code mods + each(Mod::loadContent); + } + + /** @return all loaded mods. */ + public Array all(){ + return loaded; + } + + /** @return all disabled mods. */ + public Array disabled(){ + return disabled; + } + + /** @return a list of mod names only, without versions. */ + public Array getModNames(){ + return loaded.select(l -> !l.meta.hidden).map(l -> l.name + ":" + l.meta.version); + } + + /** @return a list of mods and versions, in the format name:version. */ + public Array getModStrings(){ + return loaded.select(l -> !l.meta.hidden).map(l -> l.name + ":" + l.meta.version); + } + + /** Makes a mod enabled or disabled. shifts it.*/ + public void setEnabled(LoadedMod mod, boolean enabled){ + if(mod.enabled() != enabled){ + Core.settings.putSave(mod.name + "-enabled", enabled); + requiresReload = true; + if(!enabled){ + loaded.remove(mod); + disabled.add(mod); + }else{ + loaded.add(mod); + disabled.remove(mod); + } + } + } + + /** @return the mods that the client is missing. + * The inputted array is changed to contain the extra mods that the client has but the server doesn't.*/ + public Array getIncompatibility(Array out){ + Array mods = getModStrings(); + Array result = mods.copy(); + for(String mod : mods){ + if(out.remove(mod)){ + result.remove(mod); + } + } + return result; + } + + /** Iterates through each mod with a main class.*/ + public void each(Consumer cons){ + loaded.each(p -> p.mod != null, p -> safeRun(p, () -> cons.accept(p.mod))); + } + + public void handleError(Throwable t, LoadedMod mod){ + Array causes = Strings.getCauses(t); + Content content = null; + for(Throwable e : causes){ + if(e instanceof ModLoadException && ((ModLoadException) e).content != null){ + content = ((ModLoadException) e).content; + } + } + + String realCause = ""; + for(int i = causes.size -1 ; i >= 0; i--){ + if(causes.get(i).getMessage() != null){ + realCause = causes.get(i).getMessage(); + break; + } + } + + if(content != null){ + throw new ModLoadException(Strings.format("Error loading '{0}' from mod '{1}' ({2}):\n{3}", + content, mod.meta.name, content.sourceFile.name(), realCause), content, t); + }else{ + throw new ModLoadException("Error loading mod " + mod.meta.name, t); + } + } + + public void safeRun(LoadedMod mod, Runnable run){ + try{ + run.run(); + }catch(Throwable t){ + handleError(t, mod); + } + } + + /** Loads a mod file+meta, but does not add it to the list. + * Note that directories can be loaded as mods.*/ + private LoadedMod loadMod(FileHandle sourceFile, boolean workshop) throws Exception{ + FileHandle zip = sourceFile.isDirectory() ? sourceFile : new ZipFileHandle(sourceFile); + if(zip.list().length == 1 && zip.list()[0].isDirectory()){ + zip = zip.list()[0]; + } + + FileHandle metaf = zip.child("mod.json").exists() ? zip.child("mod.json") : zip.child("plugin.json"); + if(!metaf.exists()){ + Log.warn("Mod {0} doesn't have a 'mod.json'/'plugin.json' file, skipping.", sourceFile); + throw new IllegalArgumentException("No mod.json found."); + } + + ModMeta meta = json.fromJson(ModMeta.class, metaf.readString()); + String camelized = meta.name.replace(" ", ""); + String mainClass = meta.main == null ? camelized.toLowerCase() + "." + camelized + "Mod" : meta.main; + String baseName = meta.name.toLowerCase().replace(" ", "-"); + + if(loaded.contains(m -> m.name.equals(baseName)) || disabled.contains(m -> m.name.equals(baseName))){ + throw new IllegalArgumentException("A mod with the name '" + baseName + "' is already imported."); + } + + Mod mainMod; + + FileHandle mainFile = zip; + String[] path = (mainClass.replace('.', '/') + ".class").split("/"); + for(String str : path){ + if(!str.isEmpty()){ + mainFile = mainFile.child(str); + } + } + + //make sure the main class exists before loading it; if it doesn't just don't put it there + if(mainFile.exists()){ + //other platforms don't have standard java class loaders + if(!headless && Version.build != -1){ + throw new IllegalArgumentException("Java class mods are currently unsupported outside of custom builds."); + } + + URLClassLoader classLoader = new URLClassLoader(new URL[]{sourceFile.file().toURI().toURL()}, ClassLoader.getSystemClassLoader()); + Class main = classLoader.loadClass(mainClass); + metas.put(main, meta); + mainMod = (Mod)main.getDeclaredConstructor().newInstance(); + }else{ + mainMod = null; + } + + //all plugins are hidden implicitly + if(mainMod instanceof Plugin){ + meta.hidden = true; + } + + return new LoadedMod(sourceFile, zip, mainMod, meta); + } + + /** Represents a plugin that has been loaded from a jar file.*/ + public static class LoadedMod{ + /** The location of this mod's zip file/folder on the disk. */ + public final FileHandle file; + /** The root zip file; points to the contents of this mod. In the case of folders, this is the same as the mod's file. */ + public final FileHandle root; + /** The mod's main class; may be null. */ + public final @Nullable Mod mod; + /** Internal mod name. Used for textures. */ + public final String name; + /** This mod's metadata. */ + public final ModMeta meta; + /** The ID of this mod in the workshop.*/ + public @Nullable String workshopID; + + public LoadedMod(FileHandle file, FileHandle root, Mod mod, ModMeta meta){ + this.root = root; + this.file = file; + this.mod = mod; + this.meta = meta; + this.name = meta.name.toLowerCase().replace(" ", "-"); + } + + public boolean enabled(){ + return Core.settings.getBool(name + "-enabled", true); + } + + @Override + public String toString(){ + return "LoadedMod{" + + "file=" + file + + ", root=" + root + + ", name='" + name + '\'' + + '}'; + } + } + + /** Plugin metadata information.*/ + public static class ModMeta{ + public String name, author, description, version, main; + public String[] dependencies = {}; //TODO implement + /** Hidden mods are only server-side or client-side, and do not support adding new content. */ + public boolean hidden; + } + + /** Thrown when an error occurs while loading a mod.*/ + public static class ModLoadException extends RuntimeException{ + public Content content; + public LoadedMod mod; + + public ModLoadException(String message, Throwable cause){ + super(message, cause); + } + + public ModLoadException(String message, @Nullable Content content, Throwable cause){ + super(message, cause); + this.content = content; + if(content != null){ + this.mod = content.mod; + } + } + } +} diff --git a/core/src/io/anuke/mindustry/net/CrashSender.java b/core/src/io/anuke/mindustry/net/CrashSender.java index cc29071615..332371ff58 100644 --- a/core/src/io/anuke/mindustry/net/CrashSender.java +++ b/core/src/io/anuke/mindustry/net/CrashSender.java @@ -3,6 +3,7 @@ package io.anuke.mindustry.net; import io.anuke.arc.*; import io.anuke.arc.Net.*; import io.anuke.arc.collection.*; +import io.anuke.arc.files.*; import io.anuke.arc.function.*; import io.anuke.arc.util.*; import io.anuke.arc.util.io.*; @@ -13,11 +14,10 @@ import io.anuke.mindustry.*; import io.anuke.mindustry.game.*; import java.io.*; -import java.nio.file.Files; -import java.nio.file.*; import java.text.*; import java.util.*; -import static io.anuke.mindustry.Vars.*; + +import static io.anuke.mindustry.Vars.net; public class CrashSender{ @@ -26,7 +26,7 @@ public class CrashSender{ exception.printStackTrace(); //don't create crash logs for custom builds, as it's expected - if(Version.build == -1) return; + if(Version.build == -1 || (System.getProperty("user.name").equals("anuke") && "release".equals(Version.modifier))) return; //attempt to load version regardless if(Version.number == 0){ @@ -52,9 +52,8 @@ public class CrashSender{ try{ File file = new File(OS.getAppDataDirectoryString(Vars.appName), "crashes/crash-report-" + new SimpleDateFormat("MM_dd_yyyy_HH_mm_ss").format(new Date()) + ".txt"); - Files.createDirectories(Paths.get(OS.getAppDataDirectoryString(Vars.appName), "crashes")); - Files.write(file.toPath(), parseException(exception).getBytes()); - + new FileHandle(OS.getAppDataDirectoryString(Vars.appName)).child("crashes").mkdirs(); + new FileHandle(file).writeString(parseException(exception)); writeListener.accept(file); }catch(Throwable e){ e.printStackTrace(); @@ -94,12 +93,15 @@ public class CrashSender{ ex(() -> value.addChild("versionNumber", new JsonValue(Version.number))); ex(() -> value.addChild("versionModifier", new JsonValue(Version.modifier))); ex(() -> value.addChild("build", new JsonValue(Version.build))); + ex(() -> value.addChild("revision", new JsonValue(Version.revision))); ex(() -> value.addChild("net", new JsonValue(fn))); ex(() -> value.addChild("server", new JsonValue(fs))); ex(() -> value.addChild("players", new JsonValue(Vars.playerGroup.size()))); ex(() -> value.addChild("state", new JsonValue(Vars.state.getState().name()))); ex(() -> value.addChild("os", new JsonValue(System.getProperty("os.name") + "x" + (OS.is64Bit ? "64" : "32")))); ex(() -> value.addChild("trace", new JsonValue(parseException(exception)))); + ex(() -> value.addChild("javaVersion", new JsonValue(System.getProperty("java.version")))); + ex(() -> value.addChild("javaArch", new JsonValue(System.getProperty("sun.arch.data.model")))); boolean[] sent = {false}; @@ -142,8 +144,7 @@ public class CrashSender{ private static void ex(Runnable r){ try{ r.run(); - }catch(Throwable t){ - t.printStackTrace(); + }catch(Throwable ignored){ } } } diff --git a/core/src/io/anuke/mindustry/net/Net.java b/core/src/io/anuke/mindustry/net/Net.java index eddd19c1e6..6cb22a7794 100644 --- a/core/src/io/anuke/mindustry/net/Net.java +++ b/core/src/io/anuke/mindustry/net/Net.java @@ -1,10 +1,10 @@ package io.anuke.mindustry.net; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.function.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.pooling.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.net.Packets.*; @@ -21,7 +21,8 @@ public class Net{ private boolean server; private boolean active; private boolean clientLoaded; - private @Nullable StreamBuilder currentStream; + private @Nullable + StreamBuilder currentStream; private final Array packetQueue = new Array<>(); private final ObjectMap, Consumer> clientListeners = new ObjectMap<>(); diff --git a/core/src/io/anuke/mindustry/net/NetConnection.java b/core/src/io/anuke/mindustry/net/NetConnection.java index a6bea925ba..f0d37b2e9f 100644 --- a/core/src/io/anuke/mindustry/net/NetConnection.java +++ b/core/src/io/anuke/mindustry/net/NetConnection.java @@ -1,7 +1,7 @@ package io.anuke.mindustry.net; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.net.Administration.*; @@ -15,7 +15,8 @@ import static io.anuke.mindustry.Vars.netServer; public abstract class NetConnection{ public final String address; public boolean mobile, modclient; - public @Nullable Player player; + public @Nullable + Player player; /** ID of last recieved client snapshot. */ public int lastRecievedClientSnapshot = -1; @@ -48,7 +49,7 @@ public abstract class NetConnection{ /** Kick with an arbitrary reason. */ public void kick(String reason){ - Log.info("Kicking connection {0}; Reason: {1}", address, reason); + Log.info("Kicking connection {0}; Reason: {1}", address, reason.replace("\n", " ")); if(player != null && player.uuid != null){ PlayerInfo info = netServer.admins.getInfo(player.uuid); diff --git a/core/src/io/anuke/mindustry/net/Packets.java b/core/src/io/anuke/mindustry/net/Packets.java index 117c9348c4..760728d945 100644 --- a/core/src/io/anuke/mindustry/net/Packets.java +++ b/core/src/io/anuke/mindustry/net/Packets.java @@ -1,6 +1,7 @@ package io.anuke.mindustry.net; import io.anuke.arc.Core; +import io.anuke.arc.collection.*; import io.anuke.arc.util.serialization.Base64Coder; import io.anuke.mindustry.game.Version; import io.anuke.mindustry.io.TypeIO; @@ -65,6 +66,7 @@ public class Packets{ public static class ConnectPacket implements Packet{ public int version; public String versionType; + public Array mods; public String name, uuid, usid; public boolean mobile; public int color; @@ -78,6 +80,10 @@ public class Packets{ buffer.put(mobile ? (byte)1 : 0); buffer.putInt(color); buffer.put(Base64Coder.decode(uuid)); + buffer.putInt(mods.size); + for(int i = 0; i < mods.size; i++){ + TypeIO.writeString(buffer, mods.get(i)); + } } @Override @@ -91,6 +97,11 @@ public class Packets{ byte[] idbytes = new byte[8]; buffer.get(idbytes); uuid = new String(Base64Coder.encode(idbytes)); + int totalMods = buffer.getInt(); + mods = new Array<>(totalMods); + for(int i = 0; i < totalMods; i++){ + mods.add(TypeIO.readString(buffer)); + } } } diff --git a/core/src/io/anuke/mindustry/plugin/Plugin.java b/core/src/io/anuke/mindustry/plugin/Plugin.java index e94ad6a7ae..d3f4da04da 100644 --- a/core/src/io/anuke/mindustry/plugin/Plugin.java +++ b/core/src/io/anuke/mindustry/plugin/Plugin.java @@ -1,28 +1,7 @@ package io.anuke.mindustry.plugin; -import io.anuke.arc.files.*; -import io.anuke.arc.util.*; -import io.anuke.mindustry.*; +import io.anuke.mindustry.mod.*; -public abstract class Plugin{ +public abstract class Plugin extends Mod{ - /** @return the config file for this plugin, as the file 'plugins/[plugin-name]/config.json'.*/ - public FileHandle getConfig(){ - return Vars.plugins.getConfig(this); - } - - /** Called after all plugins have been created and commands have been registered.*/ - public void init(){ - - } - - /** Register any commands to be used on the server side, e.g. from the console. */ - public void registerServerCommands(CommandHandler handler){ - - } - - /** Register any commands to be used on the client side, e.g. sent from an in-game player.. */ - public void registerClientCommands(CommandHandler handler){ - - } } diff --git a/core/src/io/anuke/mindustry/plugin/Plugins.java b/core/src/io/anuke/mindustry/plugin/Plugins.java deleted file mode 100644 index 946ec00f4f..0000000000 --- a/core/src/io/anuke/mindustry/plugin/Plugins.java +++ /dev/null @@ -1,93 +0,0 @@ -package io.anuke.mindustry.plugin; - -import io.anuke.annotations.Annotations.*; -import io.anuke.arc.collection.*; -import io.anuke.arc.files.*; -import io.anuke.arc.function.*; -import io.anuke.arc.util.*; -import io.anuke.mindustry.io.*; - -import java.net.*; - -import static io.anuke.mindustry.Vars.pluginDirectory; - -public class Plugins{ - private Array loaded = new Array<>(); - private ObjectMap, PluginMeta> metas = new ObjectMap<>(); - - /** Returns a file named 'config.json' in a special folder for the specified plugin. - * Call this in init(). */ - public FileHandle getConfig(Plugin plugin){ - PluginMeta load = metas.get(plugin.getClass()); - if(load == null) throw new IllegalArgumentException("Plugin is not loaded yet (or missing)!"); - return pluginDirectory.child(load.name).child("config.json"); - } - - /** @return the loaded plugin found by class, or null if not found. */ - public @Nullable LoadedPlugin getPlugin(Class type){ - return loaded.find(l -> l.plugin.getClass() == type); - } - - /** Loads all plugins from the folder, but does call any methods on them.*/ - public void load(){ - for(FileHandle file : pluginDirectory.list()){ - if(!file.extension().equals("jar")) continue; - - try{ - loaded.add(loadPlugin(file)); - }catch(IllegalArgumentException ignored){ - }catch(Exception e){ - Log.err("Failed to load plugin file {0}. Skipping.", file); - e.printStackTrace(); - } - } - } - - /** @return all loaded plugins. */ - public Array all(){ - return loaded; - } - - /** Iterates through each plugin.*/ - public void each(Consumer cons){ - loaded.each(p -> cons.accept(p.plugin)); - } - - private LoadedPlugin loadPlugin(FileHandle jar) throws Exception{ - FileHandle zip = new ZipFileHandle(jar); - - FileHandle metaf = zip.child("plugin.json"); - if(!metaf.exists()){ - Log.warn("Plugin {0} doesn't have a 'plugin.json' file, skipping.", jar); - throw new IllegalArgumentException(); - } - - PluginMeta meta = JsonIO.read(PluginMeta.class, metaf.readString()); - - URLClassLoader classLoader = new URLClassLoader(new URL[]{jar.file().toURI().toURL()}, ClassLoader.getSystemClassLoader()); - Class main = classLoader.loadClass(meta.main); - metas.put(main, meta); - return new LoadedPlugin(jar, zip, (Plugin)main.getDeclaredConstructor().newInstance(), meta); - } - - /** Represents a plugin that has been loaded from a jar file.*/ - public static class LoadedPlugin{ - public final FileHandle jarFile; - public final FileHandle zipRoot; - public final Plugin plugin; - public final PluginMeta meta; - - public LoadedPlugin(FileHandle jarFile, FileHandle zipRoot, Plugin plugin, PluginMeta meta){ - this.zipRoot = zipRoot; - this.jarFile = jarFile; - this.plugin = plugin; - this.meta = meta; - } - } - - /** Plugin metadata information.*/ - public static class PluginMeta{ - public String name, author, main, description; - public String version; - } -} diff --git a/core/src/io/anuke/mindustry/type/ContentType.java b/core/src/io/anuke/mindustry/type/ContentType.java index 31ddcf35d2..f6b980a5d5 100644 --- a/core/src/io/anuke/mindustry/type/ContentType.java +++ b/core/src/io/anuke/mindustry/type/ContentType.java @@ -13,5 +13,7 @@ public enum ContentType{ effect, zone, loadout, - typeid + typeid; + + public static final ContentType[] all = values(); } diff --git a/core/src/io/anuke/mindustry/type/Item.java b/core/src/io/anuke/mindustry/type/Item.java index 19ca42e7b4..4950f32c10 100644 --- a/core/src/io/anuke/mindustry/type/Item.java +++ b/core/src/io/anuke/mindustry/type/Item.java @@ -3,7 +3,6 @@ package io.anuke.mindustry.type; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; -import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.ui.*; @@ -11,9 +10,8 @@ import io.anuke.mindustry.world.blocks.*; import static io.anuke.mindustry.Vars.content; -public class Item extends UnlockableContent implements Comparable{ +public class Item extends UnlockableContent{ public final Color color; - private TextureRegion[] regions; /** type of the item; used for tabs and core acceptance. default value is {@link ItemType#resource}. */ public ItemType type = ItemType.resource; @@ -39,17 +37,8 @@ public class Item extends UnlockableContent implements Comparable{ this.description = Core.bundle.getOrNull("item." + this.name + ".description"); } - @Override - public void load(){ - regions = new TextureRegion[Icon.values().length]; - for(int i = 0; i < regions.length; i++){ - Icon icon = Icon.values()[i]; - regions[i] = Core.atlas.find(icon == Icon.large ? "item-" + name : "item-" + name + "-" + icon.name()); - } - } - - public TextureRegion icon(Icon icon){ - return regions[icon.ordinal()]; + public Item(String name){ + this(name, new Color(Color.black)); } @Override @@ -67,40 +56,16 @@ public class Item extends UnlockableContent implements Comparable{ return Core.bundle.get("item." + this.name + ".name"); } - @Override - public TextureRegion getContentIcon(){ - return icon(Icon.large); - } - @Override public String toString(){ return localizedName(); } - @Override - public int compareTo(Item item){ - return Integer.compare(id, item.id); - } - @Override public ContentType getContentType(){ return ContentType.item; } - public enum Icon{ - small(8 * 2), - medium(8 * 3), - large(8 * 4), - xlarge(8 * 5), - xxlarge(8 * 6); - - public final int size; - - Icon(int size){ - this.size = size; - } - } - /** Allocates a new array containing all items that generate ores. */ public static Array getAllOres(){ return content.blocks().select(b -> b instanceof OreBlock).map(b -> ((Floor)b).itemDrop); diff --git a/core/src/io/anuke/mindustry/type/ItemStack.java b/core/src/io/anuke/mindustry/type/ItemStack.java index 027a30ae36..4ea87f5605 100644 --- a/core/src/io/anuke/mindustry/type/ItemStack.java +++ b/core/src/io/anuke/mindustry/type/ItemStack.java @@ -5,7 +5,7 @@ import io.anuke.mindustry.content.Items; public class ItemStack implements Comparable{ public Item item; - public int amount; + public int amount = 1; public ItemStack(Item item, int amount){ if(item == null) item = Items.copper; @@ -19,6 +19,10 @@ public class ItemStack implements Comparable{ item = Items.copper; } + public ItemStack copy(){ + return new ItemStack(item, amount); + } + public boolean equals(ItemStack other){ return other != null && other.item == item && other.amount == amount; } diff --git a/core/src/io/anuke/mindustry/type/Liquid.java b/core/src/io/anuke/mindustry/type/Liquid.java index bb3a0f363a..816e430c9c 100644 --- a/core/src/io/anuke/mindustry/type/Liquid.java +++ b/core/src/io/anuke/mindustry/type/Liquid.java @@ -1,12 +1,11 @@ package io.anuke.mindustry.type; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.content.StatusEffects; -import io.anuke.mindustry.game.UnlockableContent; -import io.anuke.mindustry.ui.ContentDisplay; +import io.anuke.arc.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.ui.*; public class Liquid extends UnlockableContent{ public final Color color; @@ -25,8 +24,6 @@ public class Liquid extends UnlockableContent{ public Color flameColor = Color.valueOf("ffb763"); /** The associated status effect. */ public StatusEffect effect = StatusEffects.none; - /** Displayed icon. TODO fix it by removing autogen, draw icons manually */ - public TextureRegion iconRegion; public Liquid(String name, Color color){ super(name); @@ -34,13 +31,13 @@ public class Liquid extends UnlockableContent{ this.description = Core.bundle.getOrNull("liquid." + name + ".description"); } - public boolean canExtinguish(){ - return flammability < 0.1f && temperature <= 0.5f; + /** For modding only.*/ + public Liquid(String name){ + this(name, new Color(Color.black)); } - @Override - public void load(){ - iconRegion = Core.atlas.find("liquid-" + name); + public boolean canExtinguish(){ + return flammability < 0.1f && temperature <= 0.5f; } @Override @@ -53,11 +50,6 @@ public class Liquid extends UnlockableContent{ return Core.bundle.get("liquid." + this.name + ".name"); } - @Override - public TextureRegion getContentIcon(){ - return iconRegion; - } - @Override public String toString(){ return localizedName(); diff --git a/core/src/io/anuke/mindustry/type/LiquidStack.java b/core/src/io/anuke/mindustry/type/LiquidStack.java index c4dcda7568..a861525778 100644 --- a/core/src/io/anuke/mindustry/type/LiquidStack.java +++ b/core/src/io/anuke/mindustry/type/LiquidStack.java @@ -9,6 +9,11 @@ public class LiquidStack{ this.amount = amount; } + /** serialization only*/ + protected LiquidStack(){ + + } + @Override public String toString(){ return "LiquidStack{" + diff --git a/core/src/io/anuke/mindustry/type/Mech.java b/core/src/io/anuke/mindustry/type/Mech.java index 1acea9eb77..2f9e64a9b4 100644 --- a/core/src/io/anuke/mindustry/type/Mech.java +++ b/core/src/io/anuke/mindustry/type/Mech.java @@ -33,7 +33,7 @@ public class Mech extends UnlockableContent{ public float weaponOffsetX, weaponOffsetY, engineOffset = 5f, engineSize = 2.5f; public Weapon weapon; - public TextureRegion baseRegion, legRegion, region, iconRegion; + public TextureRegion baseRegion, legRegion, region; public Mech(String name, boolean flying){ super(name); @@ -41,6 +41,10 @@ public class Mech extends UnlockableContent{ this.description = Core.bundle.get("mech." + name + ".description"); } + public Mech(String name){ + this(name, false); + } + public String localizedName(){ return Core.bundle.get("mech." + name + ".name"); } @@ -90,11 +94,6 @@ public class Mech extends UnlockableContent{ ContentDisplay.displayMech(table, this); } - @Override - public TextureRegion getContentIcon(){ - return iconRegion; - } - @Override public ContentType getContentType(){ return ContentType.mech; @@ -109,7 +108,6 @@ public class Mech extends UnlockableContent{ } region = Core.atlas.find(name); - iconRegion = Core.atlas.find("mech-icon-" + name); } @Override diff --git a/core/src/io/anuke/mindustry/type/UnitType.java b/core/src/io/anuke/mindustry/type/UnitType.java index a32590c1fd..1c75e27a08 100644 --- a/core/src/io/anuke/mindustry/type/UnitType.java +++ b/core/src/io/anuke/mindustry/type/UnitType.java @@ -6,6 +6,7 @@ import io.anuke.arc.collection.*; import io.anuke.arc.function.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.*; @@ -13,8 +14,8 @@ import io.anuke.mindustry.gen.*; import io.anuke.mindustry.ui.*; public class UnitType extends UnlockableContent{ - public final TypeID typeID; - public final Supplier constructor; + public @NonNull TypeID typeID; + public @NonNull Supplier constructor; public float health = 60; public float hitsize = 7f; @@ -25,7 +26,7 @@ public class UnitType extends UnlockableContent{ public float baseRotateSpeed = 0.1f; public float shootCone = 15f; public float mass = 1f; - public boolean isFlying; + public boolean flying; public boolean targetAir = true; public boolean rotateWeapon = false; public float drag = 0.1f; @@ -34,15 +35,24 @@ public class UnitType extends UnlockableContent{ public int itemCapacity = 30; public ObjectSet toMine = ObjectSet.with(Items.lead, Items.copper); public float buildPower = 0.3f, minePower = 0.7f; - public Weapon weapon; + public @NonNull Weapon weapon; public float weaponOffsetY, engineOffset = 6f, engineSize = 2f; public ObjectSet immunities = new ObjectSet<>(); public Sound deathSound = Sounds.bang; - public TextureRegion iconRegion, legRegion, baseRegion, region; + public TextureRegion legRegion, baseRegion, region; - public UnitType(String name, Class type, Supplier mainConstructor){ + public UnitType(String name, Supplier mainConstructor){ + this(name); + create(mainConstructor); + } + + public UnitType(String name){ super(name); + this.description = Core.bundle.getOrNull("unit." + name + ".description"); + } + + public void create(Supplier mainConstructor){ this.constructor = mainConstructor; this.description = Core.bundle.getOrNull("unit." + name + ".description"); this.typeID = new TypeID(name, mainConstructor); @@ -58,15 +68,9 @@ public class UnitType extends UnlockableContent{ return Core.bundle.get("unit." + name + ".name"); } - @Override - public TextureRegion getContentIcon(){ - return iconRegion; - } - @Override public void load(){ weapon.load(); - iconRegion = Core.atlas.find("unit-icon-" + name, Core.atlas.find(name)); region = Core.atlas.find(name); legRegion = Core.atlas.find(name + "-leg"); baseRegion = Core.atlas.find(name + "-base"); diff --git a/core/src/io/anuke/mindustry/type/Weapon.java b/core/src/io/anuke/mindustry/type/Weapon.java index 980859c01d..de70c5f3d3 100644 --- a/core/src/io/anuke/mindustry/type/Weapon.java +++ b/core/src/io/anuke/mindustry/type/Weapon.java @@ -6,6 +6,7 @@ import io.anuke.arc.audio.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; @@ -25,7 +26,7 @@ public class Weapon{ protected static float minPlayerDist = 20f; protected static int sequenceNum = 0; /** bullet shot */ - public BulletType bullet; + public @NonNull BulletType bullet; /** shell ejection effect */ public Effect ejectEffect = Fx.none; /** weapon reload in frames */ diff --git a/core/src/io/anuke/mindustry/type/Zone.java b/core/src/io/anuke/mindustry/type/Zone.java index 8bfd5a0ebf..19e11aa3be 100644 --- a/core/src/io/anuke/mindustry/type/Zone.java +++ b/core/src/io/anuke/mindustry/type/Zone.java @@ -5,33 +5,32 @@ import io.anuke.arc.collection.*; import io.anuke.arc.function.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.scene.ui.layout.*; -import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.Objectives.*; import io.anuke.mindustry.maps.generators.*; -import io.anuke.mindustry.world.*; - -import java.util.*; import static io.anuke.mindustry.Vars.*; public class Zone extends UnlockableContent{ - public final Generator generator; - public Block[] blockRequirements = {}; - public ZoneRequirement[] zoneRequirements = {}; - public Item[] resources = {}; + public @NonNull Generator generator; + public @NonNull Objective configureObjective = new ZoneWave(this, 15); + public Array requirements = new Array<>(); + //TODO autogenerate + public Array resources = new Array<>(); + public Consumer rules = rules -> {}; public boolean alwaysUnlocked; public int conditionWave = Integer.MAX_VALUE; - public int configureWave = 15; public int launchPeriod = 10; public Loadout loadout = Loadouts.basicShard; public TextureRegion preview; - protected ItemStack[] baseLaunchCost = {}; + protected Array baseLaunchCost = new Array<>(); protected Array startingItems = new Array<>(); - protected ItemStack[] launchCost = null; + protected Array launchCost; private Array defaultStartingItems = new Array<>(); @@ -40,9 +39,13 @@ public class Zone extends UnlockableContent{ this.generator = generator; } + public Zone(String name){ + this(name, new MapGenerator(name)); + } + @Override public void load(){ - preview = Core.atlas.find("zone-" + name); + preview = Core.atlas.find("zone-" + name, Core.atlas.find(name + "-zone")); } public Rules getRules(){ @@ -55,35 +58,15 @@ public class Zone extends UnlockableContent{ } } - public boolean isBossWave(int wave){ - return wave % configureWave == 0 && wave > 0; - } - public boolean isLaunchWave(int wave){ return metCondition() && wave % launchPeriod == 0; } public boolean canUnlock(){ - if(data.isUnlocked(this)){ - return true; - } - - for(ZoneRequirement other : zoneRequirements){ - if(other.zone.bestWave() < other.wave){ - return false; - } - } - - for(Block other : blockRequirements){ - if(!data.isUnlocked(other)){ - return false; - } - } - - return true; + return data.isUnlocked(this) || !requirements.contains(r -> !r.complete()); } - public ItemStack[] getLaunchCost(){ + public Array getLaunchCost(){ if(launchCost == null){ updateLaunchCost(); } @@ -99,30 +82,54 @@ public class Zone extends UnlockableContent{ defaultStartingItems.each(stack -> startingItems.add(new ItemStack(stack.item, stack.amount))); } + public boolean hasLaunched(){ + return Core.settings.getBool(name + "-launched", false); + } + + public void setLaunched(){ + updateObjectives(() -> { + Core.settings.put(name + "-launched", true); + data.modified(); + }); + } + public void updateWave(int wave){ int value = Core.settings.getInt(name + "-wave", 0); + if(value < wave){ - Core.settings.put(name + "-wave", wave); - data.modified(); + updateObjectives(() -> { + Core.settings.put(name + "-wave", wave); + data.modified(); + }); + } + } - for(Zone zone : content.zones()){ - ZoneRequirement req = Structs.find(zone.zoneRequirements, f -> f.zone == this); - if(req != null && wave == req.wave + 1){ - Events.fire(new ZoneRequireCompleteEvent(zone, this)); - } - } + public void updateObjectives(Runnable closure){ + Array incomplete = content.zones() + .map(z -> z.requirements).flatten() + .select(o -> o.zone() == this && !o.complete()) + .as(ZoneObjective.class); - if(wave == configureWave + 1){ - Events.fire(new ZoneConfigureCompleteEvent(this)); + boolean wasConfig = configureObjective.complete(); + + closure.run(); + for(ZoneObjective objective : incomplete){ + if(objective.complete()){ + Events.fire(new ZoneRequireCompleteEvent(objective.zone, content.zones().find(z -> z.requirements.contains(objective)), objective)); } } + + if(!wasConfig && configureObjective.complete()){ + Events.fire(new ZoneConfigureCompleteEvent(this)); + } } public int bestWave(){ return Core.settings.getInt(name + "-wave", 0); } - public boolean isCompleted(){ + /** @return whether initial conditions to launch are met. */ + public boolean isLaunchMet(){ return bestWave() >= conditionWave; } @@ -147,7 +154,7 @@ public class Zone extends UnlockableContent{ } stacks.sort(); - launchCost = stacks.toArray(ItemStack.class); + launchCost = stacks; Core.settings.putObject(name + "-starting-items", startingItems); data.modified(); } @@ -159,13 +166,13 @@ public class Zone extends UnlockableContent{ } public boolean canConfigure(){ - return bestWave() >= configureWave; + return configureObjective.complete(); } @Override public void init(){ generator.init(loadout); - Arrays.sort(resources); + resources.sort(); for(ItemStack stack : startingItems){ defaultStartingItems.add(new ItemStack(stack.item, stack.amount)); @@ -193,11 +200,6 @@ public class Zone extends UnlockableContent{ public void displayInfo(Table table){ } - @Override - public TextureRegion getContentIcon(){ - return null; - } - @Override public String localizedName(){ return Core.bundle.get("zone." + name + ".name"); @@ -208,22 +210,4 @@ public class Zone extends UnlockableContent{ return ContentType.zone; } - public static class ZoneRequirement{ - public final Zone zone; - public final int wave; - - public ZoneRequirement(Zone zone, int wave){ - this.zone = zone; - this.wave = wave; - } - - public static ZoneRequirement[] with(Object... objects){ - ZoneRequirement[] out = new ZoneRequirement[objects.length / 2]; - for(int i = 0; i < objects.length; i += 2){ - out[i / 2] = new ZoneRequirement((Zone)objects[i], (Integer)objects[i + 1]); - } - return out; - } - } - } diff --git a/core/src/io/anuke/mindustry/ui/Bar.java b/core/src/io/anuke/mindustry/ui/Bar.java index 3937a950ff..56c17befae 100644 --- a/core/src/io/anuke/mindustry/ui/Bar.java +++ b/core/src/io/anuke/mindustry/ui/Bar.java @@ -41,6 +41,10 @@ public class Bar extends Element{ } + public void reset(float value){ + this.value = lastValue = blink = value; + } + public void set(Supplier name, FloatProvider fraction, Color color){ this.fraction = fraction; this.lastValue = fraction.get(); diff --git a/core/src/io/anuke/mindustry/ui/ContentDisplay.java b/core/src/io/anuke/mindustry/ui/ContentDisplay.java index afab2468c6..8245047e0f 100644 --- a/core/src/io/anuke/mindustry/ui/ContentDisplay.java +++ b/core/src/io/anuke/mindustry/ui/ContentDisplay.java @@ -1,15 +1,14 @@ package io.anuke.mindustry.ui; -import io.anuke.arc.Core; -import io.anuke.arc.collection.Array; -import io.anuke.arc.collection.OrderedMap; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.arc.util.Strings; -import io.anuke.mindustry.graphics.Pal; +import io.anuke.arc.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Block.Icon; +import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.meta.*; public class ContentDisplay{ @@ -19,7 +18,7 @@ public class ContentDisplay{ table.table(title -> { int size = 8 * 6; - title.addImage(block.icon(Icon.large)).size(size); + title.addImage(block.icon(Cicon.xlarge)).size(size); title.add("[accent]" + block.localizedName).padLeft(5); }); @@ -67,7 +66,7 @@ public class ContentDisplay{ public static void displayItem(Table table, Item item){ table.table(title -> { - title.addImage(item.getContentIcon()).size(8 * 6); + title.addImage(item.icon(Cicon.xlarge)).size(8 * 6); title.add("[accent]" + item.localizedName()).padLeft(5); }); @@ -98,7 +97,7 @@ public class ContentDisplay{ public static void displayLiquid(Table table, Liquid liquid){ table.table(title -> { - title.addImage(liquid.getContentIcon()).size(8 * 6); + title.addImage(liquid.icon(Cicon.xlarge)).size(8 * 6); title.add("[accent]" + liquid.localizedName()).padLeft(5); }); @@ -132,7 +131,7 @@ public class ContentDisplay{ public static void displayMech(Table table, Mech mech){ table.table(title -> { - title.addImage(mech.getContentIcon()).size(8 * 6); + title.addImage(mech.icon(Cicon.xlarge)).size(8 * 6); title.add("[accent]" + mech.localizedName()).padLeft(5); }); table.left().defaults().left(); @@ -180,7 +179,7 @@ public class ContentDisplay{ public static void displayUnit(Table table, UnitType unit){ table.table(title -> { - title.addImage(unit.getContentIcon()).size(8 * 6); + title.addImage(unit.icon(Cicon.xlarge)).size(8 * 6); title.add("[accent]" + unit.localizedName()).padLeft(5); }); diff --git a/core/src/io/anuke/mindustry/ui/ItemImage.java b/core/src/io/anuke/mindustry/ui/ItemImage.java index b2f790570b..22edaedd75 100644 --- a/core/src/io/anuke/mindustry/ui/ItemImage.java +++ b/core/src/io/anuke/mindustry/ui/ItemImage.java @@ -1,11 +1,10 @@ package io.anuke.mindustry.ui; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.scene.ui.Image; -import io.anuke.arc.scene.ui.layout.Stack; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.type.Item.Icon; -import io.anuke.mindustry.type.ItemStack; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.scene.ui.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.type.*; public class ItemImage extends Stack{ @@ -25,7 +24,7 @@ public class ItemImage extends Stack{ } public ItemImage(ItemStack stack){ - add(new Image(stack.item.icon(Icon.large))); + add(new Image(stack.item.icon(Cicon.medium))); if(stack.amount != 0){ Table t = new Table().left().bottom(); diff --git a/core/src/io/anuke/mindustry/ui/ItemsDisplay.java b/core/src/io/anuke/mindustry/ui/ItemsDisplay.java index 81f0732c81..5e820ba459 100644 --- a/core/src/io/anuke/mindustry/ui/ItemsDisplay.java +++ b/core/src/io/anuke/mindustry/ui/ItemsDisplay.java @@ -1,22 +1,17 @@ package io.anuke.mindustry.ui; -import io.anuke.arc.collection.ObjectIntMap; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.scene.ui.layout.Table; +import io.anuke.arc.graphics.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.core.GameState.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.type.Item.Icon; -import io.anuke.mindustry.type.ItemType; +import io.anuke.mindustry.type.*; -import java.text.NumberFormat; -import java.util.Locale; - -import static io.anuke.mindustry.Vars.content; -import static io.anuke.mindustry.Vars.data; +import static io.anuke.mindustry.Vars.*; /** Displays a list of items, e.g. launched items.*/ public class ItemsDisplay extends Table{ - private static final NumberFormat format = NumberFormat.getNumberInstance(Locale.getDefault()); + private StringBuilder builder = new StringBuilder(); public ItemsDisplay(){ rebuild(); @@ -29,17 +24,26 @@ public class ItemsDisplay extends Table{ table(Tex.button,t -> { t.margin(10).marginLeft(15).marginTop(15f); - t.add("$launcheditems").colspan(3).left().padBottom(5); + t.label(() -> state.is(State.menu) ? "$launcheditems" : "$launchinfo").colspan(3).padBottom(4).left().colspan(3).width(210f).wrap(); t.row(); - ObjectIntMap items = data.items(); for(Item item : content.items()){ if(item.type == ItemType.material && data.isUnlocked(item)){ - t.label(() -> format.format(items.get(item, 0))).left(); - t.addImage(item.icon(Icon.medium)).size(8 * 3).padLeft(4).padRight(4); + t.label(() -> format(item)).left(); + t.addImage(item.icon(Cicon.small)).size(8 * 3).padLeft(4).padRight(4); t.add(item.localizedName()).color(Color.lightGray).left(); t.row(); } } }); } + + private String format(Item item){ + builder.setLength(0); + builder.append(ui.formatAmount(data.items().get(item, 0))); + if(!state.is(State.menu) && !state.teams.get(player.getTeam()).cores.isEmpty() && state.teams.get(player.getTeam()).cores.first().entity != null && state.teams.get(player.getTeam()).cores.first().entity.items.get(item) > 0){ + builder.append(" [unlaunched]+ "); + builder.append(ui.formatAmount(state.teams.get(player.getTeam()).cores.first().entity.items.get(item))); + } + return builder.toString(); + } } diff --git a/core/src/io/anuke/mindustry/ui/Links.java b/core/src/io/anuke/mindustry/ui/Links.java index cdb91c8655..9f0fec6e86 100644 --- a/core/src/io/anuke/mindustry/ui/Links.java +++ b/core/src/io/anuke/mindustry/ui/Links.java @@ -1,6 +1,7 @@ package io.anuke.mindustry.ui; import io.anuke.arc.Core; +import io.anuke.arc.util.Strings; import io.anuke.arc.graphics.Color; import io.anuke.mindustry.graphics.Pal; @@ -29,7 +30,7 @@ public class Links{ } public static class LinkEntry{ - public final String name, description, link; + public final String name, title, description, link; public final Color color; public LinkEntry(String name, String link, Color color){ @@ -37,6 +38,9 @@ public class Links{ this.color = color; this.description = Core.bundle.getNotNull("link." + name + ".description"); this.link = link; + + String title = Core.bundle.getOrNull("link." + name + ".title"); + this.title = title != null ? title : Strings.capitalize(name.replace("-", " ")); } } } diff --git a/core/src/io/anuke/mindustry/ui/LiquidDisplay.java b/core/src/io/anuke/mindustry/ui/LiquidDisplay.java index 993cf48863..160ab843c7 100644 --- a/core/src/io/anuke/mindustry/ui/LiquidDisplay.java +++ b/core/src/io/anuke/mindustry/ui/LiquidDisplay.java @@ -5,6 +5,7 @@ import io.anuke.arc.scene.ui.Image; import io.anuke.arc.scene.ui.layout.Stack; import io.anuke.arc.scene.ui.layout.Table; import io.anuke.arc.util.Strings; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.Liquid; import io.anuke.mindustry.world.meta.StatUnit; @@ -20,7 +21,7 @@ public class LiquidDisplay extends Table{ this.perSecond = perSecond; add(new Stack(){{ - add(new Image(liquid.getContentIcon())); + add(new Image(liquid.icon(Cicon.medium))); if(amount != 0){ Table t = new Table().left().bottom(); diff --git a/core/src/io/anuke/mindustry/ui/Minimap.java b/core/src/io/anuke/mindustry/ui/Minimap.java index 16acc67a57..d4cba3bc33 100644 --- a/core/src/io/anuke/mindustry/ui/Minimap.java +++ b/core/src/io/anuke/mindustry/ui/Minimap.java @@ -91,8 +91,8 @@ public class Minimap extends Table{ Element e = Core.scene.hit(Core.input.mouseX(), Core.input.mouseY(), true); if(e != null && e.isDescendantOf(this)){ - Core.scene.setScrollFocus(this); - }else if(Core.scene.getScrollFocus() == this){ + requestScroll(); + }else if(hasScroll()){ Core.scene.setScrollFocus(null); } }); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/AboutDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/AboutDialog.java index 00c0ac0835..a8e5212307 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/AboutDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/AboutDialog.java @@ -59,7 +59,7 @@ public class AboutDialog extends FloatingDialog{ }).size(h - 5, h); table.table(inset -> { - inset.add("[accent]" + Strings.capitalize(link.name.replace("-", " "))).growX().left(); + inset.add("[accent]" + link.title).growX().left(); inset.row(); inset.labelWrap(link.description).width(w - 100f).color(Color.lightGray).growX(); }).padLeft(8); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/CustomRulesDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/CustomRulesDialog.java index 58cf4cb4eb..dc5b208123 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/CustomRulesDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/CustomRulesDialog.java @@ -1,34 +1,112 @@ package io.anuke.mindustry.ui.dialogs; +import io.anuke.arc.*; +import io.anuke.arc.collection.*; import io.anuke.arc.function.*; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.scene.ui.layout.Table; +import io.anuke.arc.graphics.*; +import io.anuke.arc.scene.style.*; +import io.anuke.arc.scene.ui.*; +import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; import io.anuke.mindustry.*; -import io.anuke.mindustry.content.Blocks; -import io.anuke.mindustry.content.Items; -import io.anuke.mindustry.game.Rules; -import io.anuke.mindustry.graphics.Pal; -import io.anuke.mindustry.type.ItemStack; -import io.anuke.mindustry.type.ItemType; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.graphics.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.ui.*; +import io.anuke.mindustry.world.*; -import static io.anuke.mindustry.Vars.tilesize; +import static io.anuke.mindustry.Vars.*; public class CustomRulesDialog extends FloatingDialog{ private Table main; private Rules rules; private Supplier resetter; private LoadoutDialog loadoutDialog; + private FloatingDialog banDialog; public CustomRulesDialog(){ super("$mode.custom"); loadoutDialog = new LoadoutDialog(); + banDialog = new FloatingDialog("$bannedblocks"); + banDialog.addCloseButton(); + + banDialog.shown(this::rebuildBanned); + banDialog.buttons.addImageTextButton("$addall", Icon.arrow16Small, () -> { + rules.bannedBlocks.addAll(content.blocks().select(Block::isBuildable)); + rebuildBanned(); + }).size(180, 64f); + + banDialog.buttons.addImageTextButton("$clear", Icon.trash16Small, () -> { + rules.bannedBlocks.clear(); + rebuildBanned(); + }).size(180, 64f); + setFillParent(true); shown(this::setup); addCloseButton(); } + private void rebuildBanned(){ + float previousScroll = banDialog.cont.getChildren().isEmpty() ? 0f : ((ScrollPane)banDialog.cont.getChildren().first()).getScrollY(); + banDialog.cont.clear(); + banDialog.cont.pane(t -> { + t.margin(10f); + + if(rules.bannedBlocks.isEmpty()){ + t.add("$empty"); + } + + Array array = Array.with(rules.bannedBlocks); + array.sort(); + + int cols = mobile && Core.graphics.isPortrait() ? 1 : mobile ? 2 : 3; + int i = 0; + + for(Block block : array){ + t.table(Tex.underline, b -> { + b.left().margin(4f); + b.addImage(block.icon(Cicon.medium)).size(Cicon.medium.size).padRight(3); + b.add(block.localizedName).color(Color.lightGray).padLeft(3).growX().left().wrap(); + + b.addImageButton(Icon.cancelSmall, Styles.clearPartiali, () -> { + rules.bannedBlocks.remove(block); + rebuildBanned(); + }).size(70f).pad(-4f).padLeft(0f); + }).size(300f, 70f).padRight(5); + + if(++i % cols == 0){ + t.row(); + } + } + }).get().setScrollYForce(previousScroll); + banDialog.cont.row(); + banDialog.cont.addImageTextButton("$add", Icon.addSmall, () -> { + FloatingDialog dialog = new FloatingDialog("$add"); + dialog.cont.pane(t -> { + t.left().margin(14f); + int[] i = {0}; + content.blocks().each(b -> !rules.bannedBlocks.contains(b) && b.isBuildable(), b -> { + int cols = mobile && Core.graphics.isPortrait() ? 4 : 12; + t.addImageButton(new TextureRegionDrawable(b.icon(Cicon.medium)), Styles.cleari, () -> { + rules.bannedBlocks.add(b); + rebuildBanned(); + dialog.hide(); + }).size(60f).get().resizeImage(Cicon.medium.size); + + if(++i[0] % cols == 0){ + t.row(); + } + }); + }); + + dialog.addCloseButton(); + dialog.show(); + }).size(300f, 64f); + } + public void show(Rules rules, Supplier resetter){ this.rules = rules; this.resetter = resetter; @@ -42,6 +120,8 @@ public class CustomRulesDialog extends FloatingDialog{ main.addButton("$settings.reset", () -> { rules = resetter.get(); setup(); + requestKeyboard(); + requestScroll(); }).size(300f, 50f); main.left().defaults().fillX().left().pad(5); main.row(); @@ -65,27 +145,26 @@ public class CustomRulesDialog extends FloatingDialog{ number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier); main.addButton("$configure", - () -> loadoutDialog.show( - Blocks.coreShard.itemCapacity, - () -> rules.loadout, - () -> { - rules.loadout.clear(); - rules.loadout.add(new ItemStack(Items.copper, 100)); - }, - () -> {}, () -> {}, - item -> item.type == ItemType.material + () -> loadoutDialog.show(Blocks.coreShard.itemCapacity, rules.loadout, + () -> { + rules.loadout.clear(); + rules.loadout.add(new ItemStack(Items.copper, 100)); + }, () -> {}, () -> {} )).left().width(300f); main.row(); + main.addButton("$bannedblocks", banDialog::show).left().width(300f); + main.row(); + title("$rules.title.player"); - number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier); number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier); + number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier); title("$rules.title.unit"); check("$rules.unitdrops", b -> rules.unitDrops = b, () -> rules.unitDrops, () -> true); - number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier); number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier); number("$rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier); + number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier); title("$rules.title.enemy"); check("$rules.attack", b -> rules.attackMode = b, () -> rules.attackMode); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/DatabaseDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/DatabaseDialog.java index 3381b029f2..4c25761cb4 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/DatabaseDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/DatabaseDialog.java @@ -10,8 +10,7 @@ import io.anuke.arc.scene.ui.layout.Table; import io.anuke.arc.util.Time; import io.anuke.mindustry.Vars; import io.anuke.mindustry.core.GameState.State; -import io.anuke.mindustry.game.Content; -import io.anuke.mindustry.game.UnlockableContent; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.Pal; import io.anuke.mindustry.type.ContentType; @@ -56,7 +55,7 @@ public class DatabaseDialog extends FloatingDialog{ for(int i = 0; i < array.size; i++){ UnlockableContent unlock = (UnlockableContent)array.get(i); - Image image = unlocked(unlock) ? new Image(unlock.getContentIcon()) : new Image(Icon.lockedSmall, Pal.gray); + Image image = unlocked(unlock) ? new Image(unlock.icon(Cicon.medium)) : new Image(Icon.lockedSmall, Pal.gray); list.add(image).size(8*4).pad(3); ClickListener listener = new ClickListener(); image.addListener(listener); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/DeployDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/DeployDialog.java index 1ba3c9ca82..c92097077a 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/DeployDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/DeployDialog.java @@ -2,13 +2,14 @@ package io.anuke.mindustry.ui.dialogs; import io.anuke.arc.*; import io.anuke.arc.collection.*; -import io.anuke.arc.collection.ObjectSet.*; import io.anuke.arc.function.*; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.input.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.scene.*; +import io.anuke.arc.scene.event.*; import io.anuke.arc.scene.style.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; @@ -21,10 +22,9 @@ import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.io.SaveIO.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.type.Zone.*; import io.anuke.mindustry.ui.*; -import io.anuke.mindustry.ui.Styles; -import io.anuke.mindustry.ui.TreeLayout.*; +import io.anuke.mindustry.ui.layout.*; +import io.anuke.mindustry.ui.layout.TreeLayout.*; import static io.anuke.mindustry.Vars.*; @@ -33,13 +33,14 @@ public class DeployDialog extends FloatingDialog{ private ObjectSet nodes = new ObjectSet<>(); private ZoneInfoDialog info = new ZoneInfoDialog(); private Rectangle bounds = new Rectangle(); + private View view = new View(); public DeployDialog(){ super("", Styles.fullDialog); ZoneNode root = new ZoneNode(Zones.groundZero, null); - TreeLayout layout = new TreeLayout(); + BranchTreeLayout layout = new BranchTreeLayout(); layout.gapBetweenLevels = layout.gapBetweenNodes = Scl.scl(60f); layout.gapBetweenNodes = Scl.scl(120f); layout.layout(root); @@ -50,6 +51,51 @@ public class DeployDialog extends FloatingDialog{ buttons.addImageTextButton("$techtree", Icon.tree, () -> ui.tech.show()).size(230f, 64f); shown(this::setup); + + //view input. + + addListener(new InputListener(){ + @Override + public boolean scrolled(InputEvent event, float x, float y, float amountX, float amountY){ + view.setScale(Mathf.clamp(view.getScaleX() - amountY / 40f, 0.25f, 1f)); + view.setOrigin(Align.center); + view.setTransform(true); + return true; + } + + @Override + public boolean mouseMoved(InputEvent event, float x, float y){ + view.requestScroll(); + return super.mouseMoved(event, x, y); + } + }); + + addListener(new ElementGestureListener(){ + @Override + public void zoom(InputEvent event, float initialDistance, float distance){ + if(view.lastZoom < 0){ + view.lastZoom = view.getScaleX(); + } + + view.setScale(Mathf.clamp(distance / initialDistance * view.lastZoom, 0.25f, 1f)); + view.setOrigin(Align.center); + view.setTransform(true); + } + + @Override + public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){ + view.lastZoom = view.getScaleX(); + } + + @Override + public void pan(InputEvent event, float x, float y, float deltaX, float deltaY){ + view.panX += deltaX / view.getScaleX(); + view.panY += deltaY / view.getScaleY(); + view.moved = true; + view.clamp(); + } + }); + } public void setup(){ @@ -74,7 +120,7 @@ public class DeployDialog extends FloatingDialog{ update(() -> { setOrigin(Align.center); time[0] += Core.graphics.getDeltaTime() * 10f; - setTranslation(Mathf.sin(time[0], 60f, 70f) + panX / 30f, Mathf.cos(time[0], 140f, 80f) + (panY + 200) / 30f); + setTranslation(Mathf.sin(time[0], 60f, 70f) + view.panX / 30f, Mathf.cos(time[0], 140f, 80f) + (view.panY + 200) / 30f); }); }}.setScaling(Scaling.fit)); @@ -103,19 +149,21 @@ public class DeployDialog extends FloatingDialog{ } TextButton button = Elements.newButton(Core.bundle.format("resume", slot.getZone().localizedName()), Styles.squaret, () -> { - hide(); - ui.loadAnd(() -> { - logic.reset(); - net.reset(); - try{ - control.saves.getZoneSlot().load(); - state.set(State.playing); - }catch(SaveException e){ //make sure to handle any save load errors! - e.printStackTrace(); - if(control.saves.getZoneSlot() != null) control.saves.getZoneSlot().delete(); - Core.app.post(() -> ui.showInfo("$save.corrupted")); - show(); - } + control.saves.getZoneSlot().cautiousLoad(() -> { + hide(); + ui.loadAnd(() -> { + logic.reset(); + net.reset(); + try{ + slot.load(); + state.set(State.playing); + }catch(SaveException e){ //make sure to handle any save load errors! + e.printStackTrace(); + if(control.saves.getZoneSlot() != null) control.saves.getZoneSlot().delete(); + Core.app.post(() -> ui.showInfo("$save.corrupted")); + show(); + } + }); }); }); @@ -127,7 +175,7 @@ public class DeployDialog extends FloatingDialog{ button.defaults().colspan(2); button.row(); - button.add(Core.bundle.format("save.wave", color + slot.getWave())); + button.add(Core.bundle.format("save", color + slot.getWave())); button.row(); button.label(() -> Core.bundle.format("save.playtime", color + slot.getPlayTime())); button.row(); @@ -142,7 +190,7 @@ public class DeployDialog extends FloatingDialog{ }).width(size).height(50f).padTop(3); })); }else{ - stack.add(new View()); + stack.add(view = new View()); } stack.add(new ItemsDisplay()); @@ -153,26 +201,28 @@ public class DeployDialog extends FloatingDialog{ for(ZoneNode node : nodes){ node.allChildren.clear(); node.allChildren.addAll(node.children); - for(ZoneNode other : new ObjectSetIterator<>(nodes)){ - if(Structs.contains(other.zone.zoneRequirements, req -> req.zone == node.zone)){ + for(ZoneNode other : nodes){ + if(other.zone.requirements.contains(req -> req.zone() == node.zone)){ node.allChildren.add(other); } } } + + view.setOrigin(Align.center); + view.setTransform(true); } boolean hidden(Zone zone){ - for(ZoneRequirement other : zone.zoneRequirements){ - if(!data.isUnlocked(other.zone)){ - return true; - } - } - return false; + return zone.requirements.contains(o -> o.zone() != null && o.zone().locked()); } void buildButton(Zone zone, Button button){ button.setDisabled(() -> hidden(zone)); - button.clicked(() -> info.show(zone)); + button.clicked(() -> { + if(!view.moved){ + info.show(zone); + } + }); if(zone.unlocked() && !hidden(zone)){ button.labelWrap(zone.localizedName()).style(Styles.outlineLabel).width(140).growX().get().setAlignment(Align.center); @@ -184,10 +234,9 @@ public class DeployDialog extends FloatingDialog{ } } - //should be static variables of View, but that's impossible - static float panX = 0, panY = -200; - class View extends Group{ + float panX = 0, panY = -200, lastZoom = -1; + boolean moved = false; { for(ZoneNode node : nodes){ @@ -207,11 +256,7 @@ public class DeployDialog extends FloatingDialog{ addChild(stack); } - dragged((x, y) -> { - panX += x; - panY += y; - clamp(); - }); + released(() -> moved = false); } void clamp(){ @@ -227,9 +272,9 @@ public class DeployDialog extends FloatingDialog{ } @Override - public void draw(){ + public void drawChildren(){ clamp(); - float offsetX = panX + width / 2f + x, offsetY = panY + height / 2f + y; + float offsetX = panX + width / 2f, offsetY = panY + height / 2f; for(ZoneNode node : nodes){ for(ZoneNode child : node.allChildren){ @@ -240,7 +285,7 @@ public class DeployDialog extends FloatingDialog{ } Draw.reset(); - super.draw(); + super.drawChildren(); } } @@ -256,7 +301,7 @@ public class DeployDialog extends FloatingDialog{ //this.height /= 2f; nodes.add(this); - arr.selectFrom(content.zones(), other -> other.zoneRequirements.length > 0 && other.zoneRequirements[0].zone == zone); + arr.selectFrom(content.zones(), other -> other.requirements.size > 0 && other.requirements.first().zone() == zone); children = new ZoneNode[arr.size]; for(int i = 0; i < children.length; i++){ diff --git a/core/src/io/anuke/mindustry/ui/dialogs/FileChooser.java b/core/src/io/anuke/mindustry/ui/dialogs/FileChooser.java index b7faca0abe..75b260594b 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/FileChooser.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/FileChooser.java @@ -216,7 +216,9 @@ public class FileChooser extends FloatingDialog{ String filename = file.name(); - TextButton button = new TextButton(shorten(filename), Styles.clearTogglet); + TextButton button = new TextButton(filename, Styles.clearTogglet); + button.getLabel().setWrap(false); + button.getLabel().setEllipsis(true); group.add(button); button.clicked(() -> { diff --git a/core/src/io/anuke/mindustry/ui/dialogs/GameOverDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/GameOverDialog.java index 02d967ac26..1e8bcfad87 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/GameOverDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/GameOverDialog.java @@ -2,11 +2,10 @@ package io.anuke.mindustry.ui.dialogs; import io.anuke.arc.*; import io.anuke.mindustry.core.GameState.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.Stats.*; -import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.type.Item.*; import static io.anuke.mindustry.Vars.*; @@ -69,7 +68,7 @@ public class GameOverDialog extends FloatingDialog{ if(state.stats.itemsDelivered.get(item, 0) > 0){ t.table(items -> { items.add(" [LIGHT_GRAY]" + state.stats.itemsDelivered.get(item, 0)); - items.addImage(item.icon(Icon.medium)).size(8 * 3).pad(4); + items.addImage(item.icon(Cicon.small)).size(8 * 3).pad(4); }).left(); t.row(); } diff --git a/core/src/io/anuke/mindustry/ui/dialogs/HostDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/HostDialog.java index a7e82e0c75..92a69ddcc3 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/HostDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/HostDialog.java @@ -5,6 +5,7 @@ import io.anuke.arc.graphics.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.util.*; import io.anuke.mindustry.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.ui.*; @@ -67,6 +68,21 @@ public class HostDialog extends FloatingDialog{ try{ net.host(Vars.port); player.isAdmin = true; + + if(steam){ + Core.app.post(() -> Core.settings.getBoolOnce("steampublic2", () -> { + ui.showCustomConfirm("$setting.publichost.name", "$public.confirm", "$yes", "$no", () -> { + Core.settings.putSave("publichost", true); + platform.updateLobby(); + }); + })); + } + + if(Version.modifier.contains("beta")){ + Core.settings.putSave("publichost", false); + platform.updateLobby(); + Core.settings.getBoolOnce("betapublic", () -> ui.showInfo("$public.beta")); + } }catch(IOException e){ ui.showException("$server.error", e); } diff --git a/core/src/io/anuke/mindustry/ui/dialogs/JoinDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/JoinDialog.java index 1570f5bcbb..d6d579a787 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/JoinDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/JoinDialog.java @@ -38,7 +38,9 @@ public class JoinDialog extends FloatingDialog{ addCloseButton(); buttons.add().growX(); - buttons.addButton("?", () -> ui.showInfo("$join.info")).size(60f, 64f); + if(!steam){ + buttons.addButton("?", () -> ui.showInfo("$join.info")).size(60f, 64f); + } add = new FloatingDialog("$joingame.title"); add.cont.add("$joingame.ip").padRight(5f).left(); @@ -87,7 +89,9 @@ public class JoinDialog extends FloatingDialog{ refreshLocal(); refreshRemote(); - Core.app.post(() -> Core.settings.getBoolOnce("joininfo", () -> ui.showInfo("$join.info"))); + if(!steam){ + Core.app.post(() -> Core.settings.getBoolOnce("joininfo", () -> ui.showInfo("$join.info"))); + } }); onResize(this::setup); @@ -198,11 +202,13 @@ public class JoinDialog extends FloatingDialog{ }else if(host.version > Version.build && Version.build != -1){ versionString = Core.bundle.get("server.outdated.client") + "\n" + Core.bundle.format("server.version", host.version, ""); + }else if(host.version == Version.build && Version.type.equals(host.versionType)){ + //not important + versionString = ""; }else{ versionString = Core.bundle.format("server.version", host.version, host.versionType); } - content.table(t -> { t.add("[lightgray]" + host.name + " " + versionString).width(targetWidth() - 10f).left().get().setEllipsis(true); t.row(); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/LanguageDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/LanguageDialog.java index 487f2fa372..bfe98b9ce8 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/LanguageDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/LanguageDialog.java @@ -1,6 +1,7 @@ package io.anuke.mindustry.ui.dialogs; import io.anuke.arc.Core; +import io.anuke.arc.collection.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.Table; import io.anuke.arc.util.Log; @@ -14,6 +15,10 @@ import static io.anuke.mindustry.Vars.ui; public class LanguageDialog extends FloatingDialog{ private Locale lastLocale; + private ObjectMap displayNames = ObjectMap.of( + Locale.TRADITIONAL_CHINESE, "正體中文", + Locale.SIMPLIFIED_CHINESE, "简体中文" + ); public LanguageDialog(){ super("$settings.language"); @@ -30,7 +35,7 @@ public class LanguageDialog extends FloatingDialog{ ButtonGroup group = new ButtonGroup<>(); for(Locale loc : locales){ - TextButton button = new TextButton(Strings.capitalize(loc.getDisplayName(loc)), Styles.clearTogglet); + TextButton button = new TextButton(Strings.capitalize(displayNames.get(loc, loc.getDisplayName(loc))), Styles.clearTogglet); button.clicked(() -> { if(getLocale().equals(loc)) return; Core.settings.put("locale", loc.toString()); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/LoadDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/LoadDialog.java index 279731417e..815a5b6516 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/LoadDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/LoadDialog.java @@ -168,8 +168,6 @@ public class LoadDialog extends FloatingDialog{ slots.row(); - if(ios) return; - slots.addImageTextButton("$save.import", Icon.add, () -> { platform.showFileChooser(true, saveExtension, file -> { if(SaveIO.isSaveValid(file)){ @@ -188,22 +186,23 @@ public class LoadDialog extends FloatingDialog{ } public void runLoadSave(SaveSlot slot){ - hide(); - ui.paused.hide(); - - ui.loadAnd(() -> { - try{ - net.reset(); - slot.load(); - state.rules.editor = false; - state.rules.zone = null; - state.set(State.playing); - }catch(SaveException e){ - Log.err(e); - state.set(State.menu); - logic.reset(); - ui.showErrorMessage("$save.corrupted"); - } + slot.cautiousLoad(() -> { + ui.loadAnd(() -> { + hide(); + ui.paused.hide(); + try{ + net.reset(); + slot.load(); + state.rules.editor = false; + state.rules.zone = null; + state.set(State.playing); + }catch(SaveException e){ + Log.err(e); + state.set(State.menu); + logic.reset(); + ui.showErrorMessage("$save.corrupted"); + } + }); }); } diff --git a/core/src/io/anuke/mindustry/ui/dialogs/LoadoutDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/LoadoutDialog.java index ca5302f4f5..fc5b560678 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/LoadoutDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/LoadoutDialog.java @@ -2,11 +2,10 @@ package io.anuke.mindustry.ui.dialogs; import io.anuke.arc.*; import io.anuke.arc.collection.*; -import io.anuke.arc.function.*; import io.anuke.arc.input.*; -import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; @@ -15,10 +14,12 @@ import static io.anuke.mindustry.Vars.*; public class LoadoutDialog extends FloatingDialog{ private Runnable hider; - private Supplier> supplier; + //private Supplier> supplier; private Runnable resetter; private Runnable updater; - private Predicate filter; + private Array stacks = new Array<>(); + private Array originalStacks = new Array<>(); + //private Predicate filter; private Table items; private int capacity; @@ -32,54 +33,37 @@ public class LoadoutDialog extends FloatingDialog{ } }); - cont.add(items = new Table()).left(); + cont.pane(t -> items = t.margin(10f)).left(); shown(this::setup); hidden(() -> { + originalStacks.selectFrom(stacks, s -> s.amount > 0); + updater.run(); if(hider != null){ hider.run(); } }); - cont.row(); + buttons.addImageTextButton("$back", Icon.arrowLeft, this::hide).size(210f, 64f); - cont.addButton("$add", () -> { - FloatingDialog dialog = new FloatingDialog(""); - dialog.setFillParent(false); - for(Item item : content.items().select(item -> filter.test(item) && item.type == ItemType.material && supplier.get().find(stack -> stack.item == item) == null)){ - TextButton button = dialog.cont.addButton("", Styles.cleart, () -> { - dialog.hide(); - supplier.get().add(new ItemStack(item, 0)); - updater.run(); - setup(); - }).size(300f, 36f).get(); - button.clearChildren(); - button.left(); - button.addImage(item.icon(Item.Icon.medium)).size(8 * 3).pad(4); - button.add(item.localizedName); - dialog.cont.row(); - } - dialog.show(); - }).size(100f, 40).left().disabled(b -> !content.items().contains(item -> filter.test(item) && !supplier.get().contains(stack -> stack.item == item))); - - cont.row(); - cont.addButton("$settings.reset", () -> { + buttons.addImageTextButton("$settings.reset", Icon.refreshSmall, () -> { resetter.run(); updater.run(); setup(); }).size(210f, 64f); - - cont.row(); - cont.addImageTextButton("$back", Icon.arrowLeft, this::hide).size(210f, 64f); } - public void show(int capacity, Supplier> supplier, Runnable reseter, Runnable updater, Runnable hider, Predicate filter){ + public void show(int capacity, Array stacks, Runnable reseter, Runnable updater, Runnable hider){ + this.originalStacks = stacks; + this.stacks = stacks.map(ItemStack::copy); + this.stacks.addAll(content.items().select(i -> i.type == ItemType.material && + !stacks.contains(stack -> stack.item == i)).map(i -> new ItemStack(i, 0))); + this.stacks.sort(Structs.comparingInt(s -> s.item.id)); this.resetter = reseter; - this.supplier = supplier; this.updater = updater; this.capacity = capacity; this.hider = hider; - this.filter = filter; + //this.filter = filter; show(); } @@ -87,41 +71,54 @@ public class LoadoutDialog extends FloatingDialog{ items.clearChildren(); items.left(); float bsize = 40f; - int step = 50; - for(ItemStack stack : supplier.get()){ - items.addButton("x", Styles.clearPartialt, () -> { - supplier.get().remove(stack); - updater.run(); - setup(); - }).size(bsize); + int i = 0; - items.addButton("-", Styles.clearPartialt, () -> { - stack.amount = Math.max(stack.amount - step, 0); - updater.run(); - }).size(bsize); + for(ItemStack stack : stacks){ + items.table(Tex.pane, t -> { + t.margin(4).marginRight(8).left(); + t.addButton("-", Styles.cleart, () -> { + stack.amount = Math.max(stack.amount - step(stack.amount), 0); + updater.run(); + }).size(bsize); - items.addButton("+", Styles.clearPartialt, () -> { - stack.amount = Math.min(stack.amount + step, capacity); - updater.run(); - }).size(bsize); + t.addButton("+", Styles.cleart, () -> { + stack.amount = Math.min(stack.amount + step(stack.amount), capacity); + updater.run(); + }).size(bsize); - items.addImageButton(Icon.pencilSmaller, Styles.clearPartial2i, () -> ui.showTextInput("$configure", stack.item.localizedName, 10, stack.amount + "", true, str -> { - if(Strings.canParsePostiveInt(str)){ - int amount = Strings.parseInt(str); - if(amount >= 0 && amount <= capacity){ - stack.amount = amount; - updater.run(); - return; + t.addImageButton(Icon.pencilSmaller, Styles.cleari, () -> ui.showTextInput("$configure", stack.item.localizedName, 10, stack.amount + "", true, str -> { + if(Strings.canParsePostiveInt(str)){ + int amount = Strings.parseInt(str); + if(amount >= 0 && amount <= capacity){ + stack.amount = amount; + updater.run(); + return; + } } - } - ui.showInfo(Core.bundle.format("configure.invalid", capacity)); - })).size(bsize); + ui.showInfo(Core.bundle.format("configure.invalid", capacity)); + })).size(bsize); - items.addImage(stack.item.icon(Item.Icon.medium)).size(8 * 3).padRight(4).padLeft(4); - items.label(() -> stack.amount + "").left(); + t.addImage(stack.item.icon(Cicon.small)).size(8 * 3).padRight(4).padLeft(4); + t.label(() -> stack.amount + "").left().width(90f); + }).pad(2).left().fillX(); - items.row(); + + if(++i % 2 == 0 || (mobile && Core.graphics.isPortrait())){ + items.row(); + } + } + } + + private int step(int amount){ + if(amount < 1000){ + return 100; + }else if(amount < 2000){ + return 200; + }else if(amount < 5000){ + return 500; + }else{ + return 1000; } } } diff --git a/core/src/io/anuke/mindustry/ui/dialogs/MapPlayDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/MapPlayDialog.java index b3da2b2f3f..de6dccaefe 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/MapPlayDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/MapPlayDialog.java @@ -1,10 +1,10 @@ package io.anuke.mindustry.ui.dialogs; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.maps.*; @@ -15,7 +15,8 @@ import static io.anuke.mindustry.Vars.*; public class MapPlayDialog extends FloatingDialog{ CustomRulesDialog dialog = new CustomRulesDialog(); Rules rules; - @NonNull Gamemode selectedGamemode = Gamemode.survival; + @NonNull + Gamemode selectedGamemode = Gamemode.survival; Map lastMap; public MapPlayDialog(){ diff --git a/core/src/io/anuke/mindustry/ui/dialogs/MapsDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/MapsDialog.java index f8a7e36a97..968cb0983f 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/MapsDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/MapsDialog.java @@ -43,7 +43,7 @@ public class MapsDialog extends FloatingDialog{ void setup(){ buttons.clearChildren(); - if(Core.graphics.isPortrait() && !ios){ + if(Core.graphics.isPortrait()){ buttons.addImageTextButton("$back", Icon.arrowLeft, this::hide).size(210f*2f, 64f).colspan(2); buttons.row(); }else{ @@ -67,55 +67,54 @@ public class MapsDialog extends FloatingDialog{ }); }).size(210f, 64f); - if(!ios){ - buttons.addImageTextButton("$editor.importmap", Icon.load, () -> { - platform.showFileChooser(true, mapExtension, file -> { - ui.loadAnd(() -> { - maps.tryCatchMapError(() -> { - if(MapIO.isImage(file)){ - ui.showErrorMessage("$editor.errorimage"); - return; - } + buttons.addImageTextButton("$editor.importmap", Icon.load, () -> { + platform.showFileChooser(true, mapExtension, file -> { + ui.loadAnd(() -> { + maps.tryCatchMapError(() -> { + if(MapIO.isImage(file)){ + ui.showErrorMessage("$editor.errorimage"); + return; + } - Map map = MapIO.createMap(file, true); + Map map = MapIO.createMap(file, true); - //when you attempt to import a save, it will have no name, so generate one - String name = map.tags.getOr("name", () -> { - String result = "unknown"; - int number = 0; - while(maps.byName(result + number++) != null); - return result + number; - }); - - //this will never actually get called, but it remains just in case - if(name == null){ - ui.showErrorMessage("$editor.errorname"); - return; - } - - Map conflict = maps.all().find(m -> m.name().equals(name)); - - if(conflict != null && !conflict.custom){ - ui.showInfo(Core.bundle.format("editor.import.exists", name)); - }else if(conflict != null){ - ui.showConfirm("$confirm", "$editor.overwrite.confirm", () -> { - maps.tryCatchMapError(() -> { - maps.removeMap(conflict); - maps.importMap(map.file); - setup(); - }); - }); - }else{ - maps.importMap(map.file); - setup(); - } - + //when you attempt to import a save, it will have no name, so generate one + String name = map.tags.getOr("name", () -> { + String result = "unknown"; + int number = 0; + while(maps.byName(result + number++) != null); + return result + number; }); + + //this will never actually get called, but it remains just in case + if(name == null){ + ui.showErrorMessage("$editor.errorname"); + return; + } + + Map conflict = maps.all().find(m -> m.name().equals(name)); + + if(conflict != null && !conflict.custom){ + ui.showInfo(Core.bundle.format("editor.import.exists", name)); + }else if(conflict != null){ + ui.showConfirm("$confirm", "$editor.overwrite.confirm", () -> { + maps.tryCatchMapError(() -> { + maps.removeMap(conflict); + maps.importMap(map.file); + setup(); + }); + }); + }else{ + maps.importMap(map.file); + setup(); + } + }); }); - }).size(210f, 64f); - } + }); + }).size(210f, 64f); + cont.clear(); diff --git a/core/src/io/anuke/mindustry/ui/dialogs/ModsDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/ModsDialog.java new file mode 100644 index 0000000000..f003cdc2f2 --- /dev/null +++ b/core/src/io/anuke/mindustry/ui/dialogs/ModsDialog.java @@ -0,0 +1,149 @@ +package io.anuke.mindustry.ui.dialogs; + +import io.anuke.arc.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.util.*; +import io.anuke.arc.util.io.*; +import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.graphics.*; +import io.anuke.mindustry.mod.Mods.*; +import io.anuke.mindustry.ui.*; + +import java.io.*; + +import static io.anuke.mindustry.Vars.*; + +public class ModsDialog extends FloatingDialog{ + + public ModsDialog(){ + super("$mods"); + addCloseButton(); + + buttons.addImageTextButton("$mods.report", Icon.link, + () -> Core.net.openURI(reportIssueURL)) + .size(250f, 64f); + + buttons.row(); + + buttons.addImageTextButton("$mods.guide", Icon.wiki, + () -> Core.net.openURI(modGuideURL)) + .size(210f, 64f); + + buttons.addImageTextButton("$mod.import.github", Icon.github, () -> { + ui.showTextInput("$mod.import.github", "", 64, "Anuken/ExampleMod", text -> { + ui.loadfrag.show(); + Core.net.httpGet("http://api.github.com/repos/" + text + "/zipball/master", loc -> { + Core.net.httpGet(loc.getHeader("Location"), result -> { + try{ + Streams.copyStream(result.getResultAsStream(), modDirectory.child(text.replace("/", "") + ".zip").write(false)); + Core.app.post(() -> { + try{ + mods.reloadContent(); + setup(); + ui.loadfrag.hide(); + }catch(Exception e){ + ui.showException(e); + } + }); + }catch(Exception e){ + ui.showException(e); + } + }, t -> Core.app.post(() -> ui.showException(t))); + }, t -> Core.app.post(() -> ui.showException(t))); + }); + }).size(250f, 64f); + + shown(this::setup); + + hidden(() -> { + if(mods.requiresReload()){ + ui.loadAnd("$reloading", () -> { + mods.reloadContent(); + }); + } + }); + + shown(() -> Core.app.post(() -> { + Core.settings.getBoolOnce("modsalpha", () -> { + ui.showText("$mods", "$mods.alphainfo"); + }); + })); + } + + void setup(){ + cont.clear(); + cont.defaults().width(520f).pad(4); + cont.add("$mod.reloadrequired").visible(mods::requiresReload).center().get().setAlignment(Align.center); + cont.row(); + if(!(mods.all().isEmpty() && mods.disabled().isEmpty())){ + cont.pane(table -> { + table.margin(10f).top(); + Array all = Array.withArrays(mods.all(), mods.disabled()); + + boolean anyDisabled = false; + for(LoadedMod mod : all){ + if(!mod.enabled() && !anyDisabled && mods.all().size > 0){ + anyDisabled = true; + table.row(); + table.addImage().growX().height(4f).pad(6f).color(Pal.gray); + } + + table.table(Styles.black6, t -> { + t.defaults().pad(2).left().top(); + t.margin(14f).left(); + t.table(title -> { + title.left(); + title.add("[accent]" + mod.meta.name + "[lightgray] v" + mod.meta.version + (" | " + Core.bundle.get(mod.enabled() ? "mod.enabled" : "mod.disabled"))); + title.add().growX(); + + title.addImageTextButton(mod.enabled() ? "$mod.disable" : "$mod.enable", mod.enabled() ? Icon.arrowDownSmall : Icon.arrowUpSmall, Styles.cleart, () -> { + mods.setEnabled(mod, !mod.enabled()); + setup(); + }).height(50f).margin(8f).width(130f); + + title.addImageButton(mod.workshopID != null ? Icon.linkSmall : Icon.trash16Small, Styles.cleari, () -> { + if(mod.workshopID == null){ + ui.showConfirm("$confirm", "$mod.remove.confirm", () -> { + mods.removeMod(mod); + setup(); + }); + }else{ + platform.viewListing(mod.workshopID); + } + }).size(50f); + }).growX().left().padTop(-14f).padRight(-14f); + + t.row(); + if(mod.meta.author != null){ + t.add(Core.bundle.format("mod.author", mod.meta.author)); + t.row(); + } + if(mod.meta.description != null){ + t.labelWrap("[lightgray]" + mod.meta.description).growX(); + t.row(); + } + + }).width(500f); + table.row(); + } + }); + + }else{ + cont.table(Styles.black6, t -> t.add("$mods.none")).height(80f); + } + + cont.row(); + + cont.addImageTextButton("$mod.import", Icon.add, () -> { + platform.showFileChooser(true, "zip", file -> { + try{ + mods.importMod(file); + setup(); + }catch(IOException e){ + ui.showException(e); + e.printStackTrace(); + } + }); + }).margin(12f).width(500f); + } +} diff --git a/core/src/io/anuke/mindustry/ui/dialogs/SettingsMenuDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/SettingsMenuDialog.java index 58139cd3ed..06b1c605a3 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/SettingsMenuDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/SettingsMenuDialog.java @@ -14,6 +14,7 @@ import io.anuke.arc.scene.ui.TextButton.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; import io.anuke.mindustry.core.GameState.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; @@ -225,7 +226,9 @@ public class SettingsMenuDialog extends SettingsDialog{ game.checkPref("savecreate", true); - if(steam){ + game.checkPref("hints", true); + + if(steam && !Version.modifier.contains("beta")){ game.checkPref("publichost", false, i -> { platform.updateLobby(); }); @@ -250,8 +253,9 @@ public class SettingsMenuDialog extends SettingsDialog{ } return s + "%"; }); - graphics.sliderPref("fpscap", 240, 5, 245, 5, s -> (s > 240 ? Core.bundle.get("setting.fpscap.none") : Core.bundle.format("setting.fpscap.text", s))); + graphics.sliderPref("fpscap", 240, 15, 245, 5, s -> (s > 240 ? Core.bundle.get("setting.fpscap.none") : Core.bundle.format("setting.fpscap.text", s))); graphics.sliderPref("chatopacity", 100, 0, 100, 5, s -> s + "%"); + graphics.sliderPref("lasersopacity", 100, 0, 100, 5, s -> s + "%"); if(!mobile){ graphics.checkPref("vsync", true, b -> Core.graphics.setVSync(b)); @@ -290,6 +294,7 @@ public class SettingsMenuDialog extends SettingsDialog{ graphics.checkPref("effects", true); graphics.checkPref("playerchat", true); graphics.checkPref("minimap", !mobile); + graphics.checkPref("position", false); graphics.checkPref("fps", false); graphics.checkPref("indicators", true); graphics.checkPref("animatedwater", false); @@ -297,7 +302,6 @@ public class SettingsMenuDialog extends SettingsDialog{ graphics.checkPref("animatedshields", !mobile); } graphics.checkPref("bloom", false, val -> renderer.toggleBloom(val)); - graphics.checkPref("lasers", true); graphics.checkPref("pixelate", false, val -> { if(val){ Events.fire(Trigger.enablePixelation); @@ -317,6 +321,10 @@ public class SettingsMenuDialog extends SettingsDialog{ tex.setFilter(filter, filter); } } + + if(!mobile){ + Core.settings.put("swapdiagonal", false); + } } private void back(){ diff --git a/core/src/io/anuke/mindustry/ui/dialogs/TechTreeDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/TechTreeDialog.java index 21e5f76ce2..b34b4935eb 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/TechTreeDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/TechTreeDialog.java @@ -4,6 +4,7 @@ import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.input.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.scene.*; @@ -15,14 +16,14 @@ import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.content.TechTree.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; -import io.anuke.mindustry.ui.Styles; -import io.anuke.mindustry.ui.TreeLayout.*; -import io.anuke.mindustry.world.*; +import io.anuke.mindustry.ui.layout.*; +import io.anuke.mindustry.ui.layout.TreeLayout.*; import static io.anuke.mindustry.Vars.*; @@ -32,13 +33,14 @@ public class TechTreeDialog extends FloatingDialog{ private TechTreeNode root = new TechTreeNode(TechTree.root, null); private Rectangle bounds = new Rectangle(); private ItemsDisplay items; + private View view; public TechTreeDialog(){ super(""); titleTable.remove(); margin(0f).marginBottom(8); - cont.stack(new View(), items = new ItemsDisplay()).grow(); + cont.stack(view = new View(), items = new ItemsDisplay()).grow(); shown(() -> { checkNodes(root); @@ -53,16 +55,57 @@ public class TechTreeDialog extends FloatingDialog{ hide(); ui.database.show(); }).size(210f, 64f); + + //scaling/drag input + + addListener(new InputListener(){ + @Override + public boolean scrolled(InputEvent event, float x, float y, float amountX, float amountY){ + view.setScale(Mathf.clamp(view.getScaleX() - amountY / 40f, 0.25f, 1f)); + view.setOrigin(Align.center); + view.setTransform(true); + return true; + } + + @Override + public boolean mouseMoved(InputEvent event, float x, float y){ + view.requestScroll(); + return super.mouseMoved(event, x, y); + } + }); + + addListener(new ElementGestureListener(){ + @Override + public void zoom(InputEvent event, float initialDistance, float distance){ + if(view.lastZoom < 0){ + view.lastZoom = view.getScaleX(); + } + + view.setScale(Mathf.clamp(distance / initialDistance * view.lastZoom, 0.25f, 1f)); + view.setOrigin(Align.center); + view.setTransform(true); + } + + @Override + public void touchUp(InputEvent event, float x, float y, int pointer, KeyCode button){ + view.lastZoom = view.getScaleX(); + } + + @Override + public void pan(InputEvent event, float x, float y, float deltaX, float deltaY){ + view.panX += deltaX / view.getScaleX(); + view.panY += deltaY / view.getScaleY(); + view.moved = true; + view.clamp(); + } + }); } void treeLayout(){ - TreeLayout layout = new TreeLayout(); - layout.gapBetweenLevels = Scl.scl(60f); - layout.gapBetweenNodes = Scl.scl(40f); + RadialTreeLayout layout = new RadialTreeLayout(); LayoutNode node = new LayoutNode(root, null); layout.layout(node); - bounds.set(layout.getBounds()); - bounds.y += nodeSize*1.5f; + //bounds.y += nodeSize*1.5f; copyInfo(node); } @@ -111,7 +154,7 @@ public class TechTreeDialog extends FloatingDialog{ this.parent = parent; this.width = this.height = nodeSize; if(node.children != null){ - children = Array.with(node.children).select(n -> n.visible).map(t -> new LayoutNode(t, this)).toArray(LayoutNode.class); + children = Array.with(node.children).map(t -> new LayoutNode(t, this)).toArray(LayoutNode.class); } } } @@ -135,7 +178,7 @@ public class TechTreeDialog extends FloatingDialog{ } class View extends Group{ - float panX = 0, panY = -200; + float panX = 0, panY = -200, lastZoom = -1; boolean moved = false; ImageButton hoverNode; Table infoTable = new Table(); @@ -144,9 +187,11 @@ public class TechTreeDialog extends FloatingDialog{ infoTable.touchable(Touchable.enabled); for(TechTreeNode node : nodes){ - ImageButton button = new ImageButton(node.node.block.icon(Block.Icon.medium), Styles.nodei); + ImageButton button = new ImageButton(node.node.block.icon(Cicon.medium), Styles.nodei); button.visible(() -> node.visible); button.clicked(() -> { + if(moved) return; + if(mobile){ hoverNode = button; rebuild(); @@ -183,14 +228,13 @@ public class TechTreeDialog extends FloatingDialog{ }); button.touchable(() -> !node.visible ? Touchable.disabled : Touchable.enabled); button.setUserObject(node.node); - button.tapped(() -> moved = false); button.setSize(nodeSize); button.update(() -> { float offset = (Core.graphics.getHeight() % 2) / 2f; button.setPosition(node.x + panX + width / 2f, node.y + panY + height / 2f + offset, Align.center); button.getStyle().up = !locked(node.node) ? Tex.buttonOver : !data.hasItems(node.node.requirements) ? Tex.buttonRed : Tex.button; ((TextureRegionDrawable)button.getStyle().imageUp) - .setRegion(node.visible ? node.node.block.icon(Block.Icon.medium) : Core.atlas.find("icon-locked")); + .setRegion(node.visible ? node.node.block.icon(Cicon.medium) : Core.atlas.find("icon-locked")); button.getImage().setColor(!locked(node.node) ? Color.white : Color.gray); }); addChild(button); @@ -206,12 +250,9 @@ public class TechTreeDialog extends FloatingDialog{ }); } - dragged((x, y) -> { - moved = true; - panX += x; - panY += y; - clamp(); - }); + setOrigin(Align.center); + setTransform(true); + released(() -> moved = false); } void clamp(){ @@ -277,7 +318,7 @@ public class TechTreeDialog extends FloatingDialog{ for(ItemStack req : node.requirements){ t.table(list -> { list.left(); - list.addImage(req.item.icon(Item.Icon.medium)).size(8 * 3).padRight(3); + list.addImage(req.item.icon(Cicon.small)).size(8 * 3).padRight(3); list.add(req.item.localizedName()).color(Color.lightGray); list.label(() -> " " + Math.min(data.getItem(req.item), req.amount) + " / " + req.amount) .update(l -> l.setColor(data.has(req.item, req.amount) ? Color.lightGray : Color.scarlet)); @@ -309,9 +350,9 @@ public class TechTreeDialog extends FloatingDialog{ } @Override - public void draw(){ + public void drawChildren(){ clamp(); - float offsetX = panX + width / 2f + x, offsetY = panY + height / 2f + y; + float offsetX = panX + width / 2f, offsetY = panY + height / 2f; for(TechTreeNode node : nodes){ if(!node.visible) continue; @@ -325,7 +366,7 @@ public class TechTreeDialog extends FloatingDialog{ } Draw.reset(); - super.draw(); + super.drawChildren(); } } } diff --git a/core/src/io/anuke/mindustry/ui/dialogs/ZoneInfoDialog.java b/core/src/io/anuke/mindustry/ui/dialogs/ZoneInfoDialog.java index 910f4516af..9e0441a412 100644 --- a/core/src/io/anuke/mindustry/ui/dialogs/ZoneInfoDialog.java +++ b/core/src/io/anuke/mindustry/ui/dialogs/ZoneInfoDialog.java @@ -1,15 +1,15 @@ package io.anuke.mindustry.ui.dialogs; import io.anuke.arc.*; +import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.Objectives.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.type.Zone.*; -import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.*; @@ -38,14 +38,13 @@ public class ZoneInfoDialog extends FloatingDialog{ if(!zone.unlocked()) return; - ItemStack[] stacks = zone.getLaunchCost(); - for(ItemStack stack : stacks){ + for(ItemStack stack : zone.getLaunchCost()){ if(stack.amount == 0) continue; if(i++ % 2 == 0){ iteminfo.row(); } - iteminfo.addImage(stack.item.icon(Item.Icon.medium)).size(8 * 3).padRight(1); + iteminfo.addImage(stack.item.icon(Cicon.small)).size(8 * 3).padRight(1); iteminfo.add(stack.amount + "").color(Color.lightGray).padRight(5); } }; @@ -62,29 +61,32 @@ public class ZoneInfoDialog extends FloatingDialog{ cont.table(req -> { req.defaults().left(); - if(zone.zoneRequirements.length > 0){ + Array zones = zone.requirements.select(o -> !(o instanceof Unlock)); + + if(!zones.isEmpty()){ req.table(r -> { r.add("$complete").colspan(2).left(); r.row(); - for(ZoneRequirement other : zone.zoneRequirements){ + for(Objective o : zones){ r.addImage(Icon.terrain).padRight(4); - r.add(Core.bundle.format("zone.requirement", other.wave, other.zone.localizedName())).color(Color.lightGray); - r.addImage(other.zone.bestWave() >= other.wave ? Icon.checkSmall : Icon.cancelSmall, other.zone.bestWave() >= other.wave ? Color.lightGray : Color.scarlet).padLeft(3); + r.add(o.display()).color(Color.lightGray); + r.addImage(o.complete() ? Icon.checkSmall : Icon.cancelSmall, o.complete() ? Color.lightGray : Color.scarlet).padLeft(3); r.row(); } }); } req.row(); + Array blocks = zone.requirements.select(o -> o instanceof Unlock).as(Unlock.class); - if(zone.blockRequirements.length > 0){ + if(!blocks.isEmpty()){ req.table(r -> { r.add("$research.list").colspan(2).left(); r.row(); - for(Block block : zone.blockRequirements){ - r.addImage(block.icon(Block.Icon.small)).size(8 * 3).padRight(4); - r.add(block.localizedName).color(Color.lightGray); - r.addImage(data.isUnlocked(block) ? Icon.checkSmall : Icon.cancelSmall, data.isUnlocked(block) ? Color.lightGray : Color.scarlet).padLeft(3); + for(Unlock blocko : blocks){ + r.addImage(blocko.block.icon(Cicon.small)).size(8 * 3).padRight(5); + r.add(blocko.block.localizedName).color(Color.lightGray).left(); + r.addImage(blocko.block.unlocked() ? Icon.checkSmall : Icon.cancelSmall, blocko.block.unlocked() ? Color.lightGray : Color.scarlet).padLeft(3); r.row(); } @@ -106,12 +108,12 @@ public class ZoneInfoDialog extends FloatingDialog{ t.left(); t.add("$zone.resources").padRight(6); - if(zone.resources.length > 0){ + if(zone.resources.size > 0){ t.table(r -> { t.left(); int i = 0; for(Item item : zone.resources){ - r.addImage(item.icon(Item.Icon.medium)).size(8 * 3); + r.addImage(item.icon(Cicon.small)).size(8 * 3); if(++i % 4 == 0){ r.row(); } @@ -135,8 +137,8 @@ public class ZoneInfoDialog extends FloatingDialog{ cont.row(); - cont.addButton(zone.canConfigure() ? "$configure" : Core.bundle.format("configure.locked", zone.configureWave), - () -> loadout.show(zone.loadout.core().itemCapacity, zone::getStartingItems, zone::resetStartingItems, zone::updateLaunchCost, rebuildItems, item -> data.getItem(item) > 0 && item.type == ItemType.material) + cont.addButton(zone.canConfigure() ? "$configure" : Core.bundle.format("configure.locked", zone.configureObjective.display()), + () -> loadout.show(zone.loadout.core().itemCapacity, zone.getStartingItems(), zone::resetStartingItems, zone::updateLaunchCost, rebuildItems) ).fillX().pad(3).disabled(b -> !zone.canConfigure()); } cont.marginRight(12f); @@ -155,7 +157,7 @@ public class ZoneInfoDialog extends FloatingDialog{ hide(); control.playZone(zone); } - }).minWidth(150f).margin(13f).padTop(5).disabled(b -> zone.locked() ? !zone.canUnlock() : !data.hasItems(zone.getLaunchCost())).uniformY().get(); + }).minWidth(200f).margin(13f).padTop(5).disabled(b -> zone.locked() ? !zone.canUnlock() : !data.hasItems(zone.getLaunchCost())).uniformY().get(); button.row(); button.add(iteminfo); diff --git a/core/src/io/anuke/mindustry/ui/fragments/BlockInventoryFragment.java b/core/src/io/anuke/mindustry/ui/fragments/BlockInventoryFragment.java index 44f063b6e4..316990d8bf 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/BlockInventoryFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/BlockInventoryFragment.java @@ -1,32 +1,27 @@ package io.anuke.mindustry.ui.fragments; -import io.anuke.annotations.Annotations.Loc; -import io.anuke.annotations.Annotations.Remote; +import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; -import io.anuke.arc.collection.IntSet; -import io.anuke.arc.function.BooleanProvider; -import io.anuke.arc.function.Supplier; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.input.KeyCode; -import io.anuke.arc.math.Interpolation; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.math.geom.Vector2; -import io.anuke.arc.scene.Element; -import io.anuke.arc.scene.Group; -import io.anuke.arc.scene.actions.Actions; +import io.anuke.arc.collection.*; +import io.anuke.arc.function.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.input.*; +import io.anuke.arc.math.*; +import io.anuke.arc.math.geom.*; +import io.anuke.arc.scene.*; +import io.anuke.arc.scene.actions.*; import io.anuke.arc.scene.event.*; -import io.anuke.arc.scene.ui.Image; -import io.anuke.arc.scene.ui.layout.Stack; -import io.anuke.arc.scene.ui.layout.Table; +import io.anuke.arc.scene.ui.*; +import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.core.GameState.State; +import io.anuke.mindustry.core.GameState.*; import io.anuke.mindustry.entities.*; -import io.anuke.mindustry.entities.type.Player; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.type.Item.Icon; -import io.anuke.mindustry.world.Tile; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.*; @@ -140,7 +135,7 @@ public class BlockInventoryFragment extends Fragment{ HandCursorListener l = new HandCursorListener(); l.setEnabled(canPick); - Element image = itemImage(item.icon(Icon.xlarge), () -> { + Element image = itemImage(item.icon(Cicon.xlarge), () -> { if(tile == null || tile.entity == null){ return ""; } diff --git a/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java b/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java index 5196a97119..7250099b78 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/HudFragment.java @@ -19,15 +19,14 @@ import io.anuke.arc.util.*; import io.anuke.mindustry.core.GameState.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.input.*; import io.anuke.mindustry.net.Packets.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; -import io.anuke.mindustry.ui.Styles; import io.anuke.mindustry.ui.dialogs.*; import static io.anuke.mindustry.Vars.*; @@ -51,6 +50,7 @@ public class HudFragment extends Fragment{ //menu at top left parent.fill(cont -> { + cont.setName("overlaymarker"); cont.top().left(); if(mobile){ @@ -187,10 +187,10 @@ public class HudFragment extends Fragment{ FloatingDialog dialog = new FloatingDialog("$editor.spawn"); int i = 0; for(UnitType type : content.getBy(ContentType.unit)){ - dialog.cont.addImageButton(Tex.whiteui, 48, () -> { + dialog.cont.addImageButton(Tex.whiteui, 8 * 6f, () -> { Call.spawnUnitEditor(player, type); dialog.hide(); - }).get().getStyle().imageUp = new TextureRegionDrawable(type.iconRegion); + }).get().getStyle().imageUp = new TextureRegionDrawable(type.icon(Cicon.xlarge)); if(++i % 4 == 0) dialog.cont.row(); } dialog.addCloseButton(); @@ -248,9 +248,16 @@ public class HudFragment extends Fragment{ info.label(() -> ping.get(netClient.getPing())).visible(net::client).left().style(Styles.outlineLabel); }).top().left(); }); - - //minimap - parent.fill(t -> t.top().right().add(new Minimap()).visible(() -> Core.settings.getBool("minimap") && !state.rules.tutorial)); + + parent.fill(t -> { + //minimap + t.add(new Minimap().visible(() -> Core.settings.getBool("minimap") && !state.rules.tutorial)); + t.row(); + //position + t.label(() -> world.toTile(player.x) + "," + world.toTile(player.y)) + .visible(() -> Core.settings.getBool("position") && !state.rules.tutorial); + t.top().right(); + }); //spawner warning parent.fill(t -> { @@ -421,7 +428,7 @@ 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(content.getContentIcon() == null || state.is(State.menu) || state.rules.tutorial) return; + if(state.is(State.menu) || state.rules.tutorial) return; Sounds.message.play(); @@ -441,10 +448,10 @@ public class HudFragment extends Fragment{ Table in = new Table(); //create texture stack for displaying - Image image = new Image(content.getContentIcon()); + Image image = new Image(content.icon(Cicon.xlarge)); image.setScaling(Scaling.fit); - in.add(image).size(48f).pad(2); + in.add(image).size(8 * 6).pad(2); //add to table table.add(in).padRight(8); @@ -495,7 +502,7 @@ public class HudFragment extends Fragment{ //if there's space, add it if(esize < cap){ - Image image = new Image(content.getContentIcon()); + Image image = new Image(content.icon(Cicon.medium)); image.setScaling(Scaling.fit); lastUnlockLayout.add(image); diff --git a/core/src/io/anuke/mindustry/ui/fragments/LoadingFragment.java b/core/src/io/anuke/mindustry/ui/fragments/LoadingFragment.java index ad29b50afa..12fbccc5a7 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/LoadingFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/LoadingFragment.java @@ -38,6 +38,7 @@ public class LoadingFragment extends Fragment{ } public void setProgress(FloatProvider progress){ + bar.reset(0f); bar.visible(true); bar.set(() -> ((int)(progress.get() * 100) + "%"), progress, Pal.accent); } diff --git a/core/src/io/anuke/mindustry/ui/fragments/MenuFragment.java b/core/src/io/anuke/mindustry/ui/fragments/MenuFragment.java index 946723983a..b4a0a2078b 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/MenuFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/MenuFragment.java @@ -65,7 +65,7 @@ public class MenuFragment extends Fragment{ parent.fill(c -> c.bottom().right().addButton("", Styles.discordt, ui.discord::show).size(84, 45)); } - String versionText = "[#ffffffba]" + ((Version.build == -1) ? "[#fc8140aa]custom build" : (Version.type.equals("official") ? Version.modifier : Version.type) + " build " + Version.build); + String versionText = "[#ffffffba]" + ((Version.build == -1) ? "[#fc8140aa]custom build" : (Version.type.equals("official") ? Version.modifier : Version.type) + " build " + Version.build + (Version.revision == 0 ? "" : "." + Version.revision)); parent.fill((x, y, w, h) -> { Texture logo = Core.assets.get("sprites/logo.png"); @@ -161,8 +161,8 @@ public class MenuFragment extends Fragment{ new Buttoni("$loadgame", Icon.loadSmall, ui.load::show), new Buttoni("$tutorial", Icon.infoSmall, control::playTutorial) ), - new Buttoni("$editor", Icon.editorSmall, ui.maps::show), - steam ? new Buttoni("$workshop", Icon.saveSmall, platform::openWorkshop) : null, + new Buttoni("$editor", Icon.editorSmall, ui.maps::show), steam ? new Buttoni("$workshop", Icon.saveSmall, platform::openWorkshop) : null, + new Buttoni(Core.bundle.get("mods") + "\n" + Core.bundle.get("mods.alpha"), Icon.wikiSmall, ui.mods::show), new Buttoni("$settings", Icon.toolsSmall, ui.settings::show), new Buttoni("$about.button", Icon.infoSmall, ui.about::show), new Buttoni("$quit", Icon.exitSmall, Core.app::exit) diff --git a/core/src/io/anuke/mindustry/ui/fragments/OverlayFragment.java b/core/src/io/anuke/mindustry/ui/fragments/OverlayFragment.java index c2e3ccd086..c2387d1b23 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/OverlayFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/OverlayFragment.java @@ -1,11 +1,12 @@ package io.anuke.mindustry.ui.fragments; -import io.anuke.arc.scene.Group; -import io.anuke.arc.scene.event.Touchable; -import io.anuke.arc.scene.ui.layout.WidgetGroup; +import io.anuke.arc.*; +import io.anuke.arc.scene.event.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.*; /** Fragment for displaying overlays such as block inventories. */ -public class OverlayFragment extends Fragment{ +public class OverlayFragment{ public final BlockInventoryFragment inv; public final BlockConfigFragment config; @@ -17,10 +18,9 @@ public class OverlayFragment extends Fragment{ config = new BlockConfigFragment(); } - @Override - public void build(Group parent){ + public void add(){ group.setFillParent(true); - parent.addChild(group); + Vars.ui.hudGroup.addChildBefore(Core.scene.find("overlaymarker"), group); inv.build(group); config.build(group); diff --git a/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java b/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java index 548ae1aee9..ac6cfe8edf 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/PlacementFragment.java @@ -10,13 +10,16 @@ import io.anuke.arc.scene.event.*; import io.anuke.arc.scene.style.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.input.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.ui.Styles; +import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.*; @@ -73,17 +76,21 @@ public class PlacementFragment extends Fragment{ boolean gridUpdate(InputHandler input){ if(Core.input.keyDown(Binding.pick)){ //mouse eyedropper select - Tile tile = world.tileWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y); + Tile tile = world.ltileWorld(Core.input.mouseWorld().x, Core.input.mouseWorld().y); + Block tryRecipe = tile == null ? null : tile.block(); - if(tile != null){ - tile = tile.link(); - Block tryRecipe = tile.block(); - if(tryRecipe.isVisible() && unlocked(tryRecipe)){ - input.block = tryRecipe; - currentCategory = input.block.buildCategory; - return true; + for(BuildRequest req : player.buildQueue()){ + if(!req.breaking && req.block.bounds(req.x, req.y, Tmp.r1).contains(Core.input.mouseWorld())){ + tryRecipe = req.block; + break; } } + + if(tryRecipe != null && tryRecipe.isVisible() && unlocked(tryRecipe)){ + input.block = tryRecipe; + currentCategory = input.block.category; + return true; + } } if(!Core.input.keyDown(Binding.gridMode) || ui.chatfrag.chatOpen()) return false; @@ -92,7 +99,7 @@ public class PlacementFragment extends Fragment{ for(KeyCode key : inputCatGrid){ if(Core.input.keyDown(key)){ input.block = getByCategory(Category.all[i]).first(); - currentCategory = input.block.buildCategory; + currentCategory = input.block.category; } i++; } @@ -143,13 +150,17 @@ public class PlacementFragment extends Fragment{ } }).size(46f).group(group).name("block-" + block.name).get(); - button.getStyle().imageUp = new TextureRegionDrawable(block.icon(Block.Icon.medium)); + button.getStyle().imageUp = new TextureRegionDrawable(block.icon(Cicon.medium)); button.update(() -> { //color unplacable things gray TileEntity core = player.getClosestCore(); - Color color = state.rules.infiniteResources || (core != null && (core.items.has(block.buildRequirements, state.rules.buildCostMultiplier) || state.rules.infiniteResources)) ? Color.white : Color.gray; + Color color = state.rules.infiniteResources || (core != null && (core.items.has(block.requirements, state.rules.buildCostMultiplier) || state.rules.infiniteResources)) ? Color.white : Color.gray; button.forEach(elem -> elem.setColor(color)); button.setChecked(control.input.block == block); + + if(state.rules.bannedBlocks.contains(block)){ + button.forEach(elem -> elem.setColor(Color.darkGray)); + } }); button.hovered(() -> hovered = block); @@ -189,7 +200,7 @@ public class PlacementFragment extends Fragment{ topTable.table(header -> { header.left(); - header.add(new Image(lastDisplay.icon(Block.Icon.medium))).size(8 * 4); + header.add(new Image(lastDisplay.icon(Cicon.medium))).size(8 * 4); header.labelWrap(() -> !unlocked(lastDisplay) ? Core.bundle.get("block.unknown") : lastDisplay.localizedName) .left().width(190f).padLeft(5); header.add().growX(); @@ -205,10 +216,10 @@ public class PlacementFragment extends Fragment{ topTable.table(req -> { req.top().left(); - for(ItemStack stack : lastDisplay.buildRequirements){ + for(ItemStack stack : lastDisplay.requirements){ req.table(line -> { line.left(); - line.addImage(stack.item.icon(Item.Icon.small)).size(8 * 2); + line.addImage(stack.item.icon(Cicon.small)).size(8 * 2); line.add(stack.item.localizedName()).color(Color.lightGray).padLeft(2).left(); line.labelWrap(() -> { TileEntity core = player.getClosestCore(); @@ -225,6 +236,15 @@ public class PlacementFragment extends Fragment{ } }).growX().left().margin(3); + if(state.rules.bannedBlocks.contains(lastDisplay)){ + topTable.row(); + topTable.table(b -> { + b.addImage(Icon.cancelSmall).padRight(2).color(Color.scarlet); + b.add("$banned"); + b.left(); + }).padTop(2).left(); + } + }else if(tileDisplayBlock() != null){ //show selected tile lastDisplay = tileDisplayBlock(); topTable.table(t -> { @@ -249,7 +269,7 @@ public class PlacementFragment extends Fragment{ blocksSelect.margin(4).marginTop(0); blocksSelect.table(blocks -> blockTable = blocks).grow(); blocksSelect.row(); - blocksSelect.table(control.input::buildUI).name("inputTable").growX(); + blocksSelect.table(control.input::buildPlacementUI).name("inputTable").growX(); }).fillY().bottom().touchable(Touchable.enabled); frame.table(categories -> { categories.defaults().size(50f); @@ -296,11 +316,15 @@ public class PlacementFragment extends Fragment{ Array getByCategory(Category cat){ returnArray.clear(); for(Block block : content.blocks()){ - if(block.buildCategory == cat && block.isVisible()){ + if(block.category == cat && block.isVisible()){ returnArray.add(block); } } - returnArray.sort((b1, b2) -> -Boolean.compare(unlocked(b1), unlocked(b2))); + returnArray.sort((b1, b2) -> { + int locked = -Boolean.compare(unlocked(b1), unlocked(b2)); + if(locked != 0) return locked; + return Boolean.compare(state.rules.bannedBlocks.contains(b1), state.rules.bannedBlocks.contains(b2)); + }); return returnArray; } diff --git a/core/src/io/anuke/mindustry/ui/fragments/PlayerListFragment.java b/core/src/io/anuke/mindustry/ui/fragments/PlayerListFragment.java index b9fd089a1c..e590b910e7 100644 --- a/core/src/io/anuke/mindustry/ui/fragments/PlayerListFragment.java +++ b/core/src/io/anuke/mindustry/ui/fragments/PlayerListFragment.java @@ -87,7 +87,7 @@ public class PlayerListFragment extends Fragment{ } }; table.margin(8); - table.add(new Image(user.mech.getContentIcon()).setScaling(Scaling.none)).grow(); + table.add(new Image(user.getIconRegion()).setScaling(Scaling.none)).grow(); button.add(table).size(h); button.labelWrap("[#" + user.color.toString().toUpperCase() + "]" + user.name).width(170f).pad(10); diff --git a/core/src/io/anuke/mindustry/ui/TreeLayout.java b/core/src/io/anuke/mindustry/ui/layout/BranchTreeLayout.java similarity index 95% rename from core/src/io/anuke/mindustry/ui/TreeLayout.java rename to core/src/io/anuke/mindustry/ui/layout/BranchTreeLayout.java index 7e373ba231..5f3f4b6932 100644 --- a/core/src/io/anuke/mindustry/ui/TreeLayout.java +++ b/core/src/io/anuke/mindustry/ui/layout/BranchTreeLayout.java @@ -1,4 +1,4 @@ -package io.anuke.mindustry.ui; +package io.anuke.mindustry.ui.layout; import io.anuke.arc.collection.*; import io.anuke.arc.math.geom.*; @@ -6,7 +6,7 @@ import io.anuke.arc.math.geom.*; /** * Algorithm taken from TreeLayout. */ -public class TreeLayout{ +public class BranchTreeLayout implements TreeLayout{ public TreeLocation rootLocation = TreeLocation.top; public TreeAlignment alignment = TreeAlignment.awayFromRoot; public float gapBetweenLevels = 10; @@ -18,6 +18,7 @@ public class TreeLayout{ private float boundsTop = Float.MAX_VALUE; private float boundsBottom = Float.MIN_VALUE; + @Override public void layout(TreeNode root){ firstWalk(root, null); calcSizeOfLevels(root, 0); @@ -288,20 +289,4 @@ public class TreeLayout{ public enum TreeAlignment{ center, towardsRoot, awayFromRoot } - - public static class TreeNode{ - public float width, height, x, y; - - //should be initialized by user - public T[] children; - public T parent; - - private float mode, prelim, change, shift; - private int number = -1; - private TreeNode thread, ancestor; - - boolean isLeaf(){ - return children == null || children.length == 0; - } - } } \ No newline at end of file diff --git a/core/src/io/anuke/mindustry/ui/layout/RadialTreeLayout.java b/core/src/io/anuke/mindustry/ui/layout/RadialTreeLayout.java new file mode 100644 index 0000000000..b8aad3d3c4 --- /dev/null +++ b/core/src/io/anuke/mindustry/ui/layout/RadialTreeLayout.java @@ -0,0 +1,66 @@ +package io.anuke.mindustry.ui.layout; + +import io.anuke.arc.collection.*; +import io.anuke.arc.math.*; + +public class RadialTreeLayout implements TreeLayout{ + private static ObjectSet visited = new ObjectSet<>(); + private static Queue queue = new Queue<>(); + + public float startRadius, delta; + + @Override + public void layout(TreeNode root){ + startRadius = root.height * 2.4f; + delta = root.height * 2.4f; + + bfs(root, true); + radialize(root, 0, 360); + } + + void radialize(TreeNode root, float from, float to){ + int depthOfVertex = root.number; + float theta = from; + float radius = startRadius + (delta * depthOfVertex); + + int leavesNumber = bfs(root, false); + for(TreeNode child : root.children){ + int lambda = bfs(child, false); + float mi = theta + ((float)lambda / leavesNumber * (to - from)); + + float x = radius * Mathf.cos((theta + mi) / 2f * Mathf.degRad); + float y = radius * Mathf.sin((theta + mi) / 2f * Mathf.degRad); + + child.x = x; + child.y = y; + + if(child.children.length > 0) radialize(child, theta, mi); + theta = mi; + } + } + + int bfs(TreeNode node, boolean assign){ + visited.clear(); + queue.clear(); + if(assign) node.number = 0; + int leaves = 0; + + visited.add(node); + queue.addFirst(node); + + while(!queue.isEmpty()){ + TreeNode current = queue.removeFirst(); + if(current.children.length == 0) leaves++; + + for(TreeNode child : current.children){ + if(assign) child.number = current.number + 1; + if(!visited.contains(child)){ + visited.add(child); + queue.addLast(child); + } + } + } + + return leaves; + } +} diff --git a/core/src/io/anuke/mindustry/ui/layout/TreeLayout.java b/core/src/io/anuke/mindustry/ui/layout/TreeLayout.java new file mode 100644 index 0000000000..8b905e051d --- /dev/null +++ b/core/src/io/anuke/mindustry/ui/layout/TreeLayout.java @@ -0,0 +1,22 @@ +package io.anuke.mindustry.ui.layout; + +public interface TreeLayout{ + void layout(TreeNode root); + + class TreeNode{ + public float width, height, x, y; + + //should be initialized by user + public T[] children; + public T parent; + + //internal stuff + public float mode, prelim, change, shift; + public int number = -1; + public TreeNode thread, ancestor; + + public boolean isLeaf(){ + return children == null || children.length == 0; + } + } +} diff --git a/core/src/io/anuke/mindustry/world/Block.java b/core/src/io/anuke/mindustry/world/Block.java index 28296cc44a..83b367e10d 100644 --- a/core/src/io/anuke/mindustry/world/Block.java +++ b/core/src/io/anuke/mindustry/world/Block.java @@ -15,15 +15,15 @@ import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.scene.ui.layout.*; import io.anuke.arc.util.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.arc.util.pooling.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.effect.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.entities.type.Bullet; import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; -import io.anuke.mindustry.input.InputHandler.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.blocks.*; @@ -39,8 +39,6 @@ import static io.anuke.mindustry.Vars.*; public class Block extends BlockStorage{ public static final int crackRegions = 8, maxCrackSize = 5; - private static final BooleanProvider invisible = () -> false; - /** whether this block has a tile entity that updates */ public boolean update; /** whether this block has health and can be destroyed */ @@ -83,6 +81,8 @@ public class Block extends BlockStorage{ public BlockGroup group = BlockGroup.none; /** List of block flags. Used for AI indexing. */ public EnumSet flags = EnumSet.of(); + /** Targeting priority of this block, as seen by enemies.*/ + public TargetPriority priority = TargetPriority.base; /** Whether the block can be tapped and selected to configure. */ public boolean configurable; /** Whether this block consumes touchDown events when tapped. */ @@ -96,6 +96,8 @@ public class Block extends BlockStorage{ public boolean targetable = true; /** Whether the overdrive core has any effect on this block. */ public boolean canOverdrive = true; + /** Outlined icon color.*/ + public Color outlineColor = Color.valueOf("404049"); /** Whether the icon region has an outline added. */ public boolean outlineIcon = false; /** Whether this block has a shadow under it. */ @@ -114,13 +116,15 @@ public class Block extends BlockStorage{ public float idleSoundVolume = 0.5f; /** Cost of constructing this block. */ - public ItemStack[] buildRequirements = new ItemStack[]{}; + public ItemStack[] requirements = new ItemStack[]{}; /** Category in place menu. */ - public Category buildCategory = Category.distribution; + public Category category = Category.distribution; /** Cost of building this block; do not modify directly! */ public float buildCost; /** Whether this block is visible and can currently be built. */ - public BooleanProvider buildVisibility = invisible; + public BuildVisibility buildVisibility = BuildVisibility.hidden; + /** Multiplier for speed of building this block. */ + public float buildCostMultiplier = 1f; /** Whether this block has instant transfer.*/ public boolean instantTransfer = false; public boolean alwaysUnlocked = false; @@ -129,7 +133,6 @@ public class Block extends BlockStorage{ protected Array cacheRegionStrings = new Array<>(); protected Array tempTiles = new Array<>(); - protected TextureRegion[] icons = new TextureRegion[Icon.values().length]; protected TextureRegion[] generatedIcons; protected TextureRegion[] variantRegions, editorVariantRegions; protected TextureRegion region, editorIcon; @@ -152,7 +155,7 @@ public class Block extends BlockStorage{ } public boolean isBuildable(){ - return buildVisibility != invisible; + return buildVisibility != BuildVisibility.hidden && buildVisibility != BuildVisibility.debugOnly; } public boolean isStatic(){ @@ -315,7 +318,10 @@ public class Block extends BlockStorage{ }); tempTiles.sort(Structs.comparingFloat(t -> t.dst2(tile))); if(!tempTiles.isEmpty()){ - Call.linkPowerNodes(null, tempTiles.first(), tile); + Tile toLink = tempTiles.first(); + if(!toLink.entity.power.links.contains(tile.pos())){ + toLink.configure(tile.pos()); + } } } } @@ -359,11 +365,6 @@ public class Block extends BlockStorage{ return localizedName; } - @Override - public TextureRegion getContentIcon(){ - return icon(Icon.medium); - } - @Override public void displayInfo(Table table){ ContentDisplay.displayBlock(table, this); @@ -384,9 +385,14 @@ public class Block extends BlockStorage{ } buildCost = 0f; - for(ItemStack stack : buildRequirements){ + for(ItemStack stack : requirements){ buildCost += stack.amount * stack.item.cost; } + buildCost *= buildCostMultiplier; + + if(consumes.has(ConsumeType.power)) hasPower = true; + if(consumes.has(ConsumeType.item)) hasItems = true; + if(consumes.has(ConsumeType.liquid)) hasLiquids = true; setStats(); setBars(); @@ -433,6 +439,11 @@ public class Block extends BlockStorage{ } + /** Called when arbitrary configuration is applied to a tile. */ + public void configured(Tile tile, @Nullable Player player, int value){ + + } + /** Returns whether or not a hand cursor should be shown over this block. */ public Cursor getCursor(Tile tile){ return configurable ? SystemCursor.hand : SystemCursor.arrow; @@ -485,7 +496,7 @@ public class Block extends BlockStorage{ stats.add(BlockStat.health, health, StatUnit.none); if(isBuildable()){ stats.add(BlockStat.buildTime, buildCost / 60, StatUnit.seconds); - stats.add(BlockStat.buildCost, new ItemListValue(false, buildRequirements)); + stats.add(BlockStat.buildCost, new ItemListValue(false, requirements)); } consumes.display(stats); @@ -623,7 +634,7 @@ public class Block extends BlockStorage{ } public TextureRegion getDisplayIcon(Tile tile){ - return icon(Icon.medium); + return icon(Cicon.medium); } public void display(Tile tile, Table table){ @@ -659,18 +670,81 @@ public class Block extends BlockStorage{ } } - public TextureRegion icon(Icon icon){ - if(icons[icon.ordinal()] == null){ - icons[icon.ordinal()] = Core.atlas.find(name + "-icon-" + icon.name(), icon == Icon.full ? - getGeneratedIcons()[0] : Core.atlas.find(name + "-icon-full", getGeneratedIcons()[0])); - } - return icons[icon.ordinal()]; + public void drawRequest(BuildRequest req, Eachable list, boolean valid){ + Draw.reset(); + Draw.mixcol(!valid ? Pal.breakInvalid : Color.white, (!valid ? 0.4f : 0.24f) + Mathf.absin(Time.globalTime(), 6f, 0.28f)); + Draw.alpha(1f); + drawRequestRegion(req, list); + Draw.reset(); } - public void getPlaceDraw(PlaceDraw draw, int rotation, int prevX, int prevY, int prevRotation){ - draw.region = icon(Icon.full); - draw.scalex = draw.scaley = 1; - draw.rotation = rotation; + public void drawRequestRegion(BuildRequest req, Eachable list){ + TextureRegion reg = icon(Cicon.full); + Draw.rect(icon(Cicon.full), req.drawx(), req.drawy(), + reg.getWidth() * req.animScale * Draw.scl, reg.getHeight() * req.animScale * Draw.scl, + !rotate ? 0 : req.rotation * 90); + } + + @Override + public void createIcons(PixmapPacker packer, PixmapPacker editor){ + super.createIcons(packer, editor); + + editor.pack(name + "-icon-editor", Core.atlas.getPixmap((AtlasRegion)icon(Cicon.full)).crop()); + + if(!synthetic()){ + PixmapRegion image = Core.atlas.getPixmap((AtlasRegion)icon(Cicon.full)); + color.set(image.getPixel(image.width/2, image.height/2)); + } + + getGeneratedIcons(); + + Pixmap last = null; + + if(outlineIcon){ + final int radius = 4; + PixmapRegion region = Core.atlas.getPixmap(getGeneratedIcons()[getGeneratedIcons().length-1]); + Pixmap out = new Pixmap(region.width, region.height); + Color color = new Color(); + for(int x = 0; x < region.width; x++){ + for(int y = 0; y < region.height; y++){ + + region.getPixel(x, y, color); + out.draw(x, y, color); + if(color.a < 1f){ + boolean found = false; + outer: + for(int rx = -radius; rx <= radius; rx++){ + for(int ry = -radius; ry <= radius; ry++){ + if(Structs.inBounds(rx + x, ry + y, region.width, region.height) && Mathf.dst2(rx, ry) <= radius*radius && color.set(region.getPixel(rx + x, ry + y)).a > 0.01f){ + found = true; + break outer; + } + } + } + if(found){ + out.draw(x, y, outlineColor); + } + } + } + } + last = out; + + packer.pack(name, out); + } + + if(generatedIcons.length > 1){ + Pixmap base = Core.atlas.getPixmap(generatedIcons[0]).crop(); + for(int i = 1; i < generatedIcons.length; i++){ + if(i == generatedIcons.length - 1 && last != null){ + base.drawPixmap(last); + }else{ + base.draw(Core.atlas.getPixmap(generatedIcons[i])); + } + } + packer.pack("block-" + name + "-full", base); + generatedIcons = null; + Arrays.fill(cicons, null); + } } /** Never use outside of the editor! */ @@ -705,7 +779,7 @@ public class Block extends BlockStorage{ public TextureRegion[] variantRegions(){ if(variantRegions == null){ - variantRegions = new TextureRegion[]{icon(Icon.full)}; + variantRegions = new TextureRegion[]{icon(Cicon.full)}; } return variantRegions; } @@ -723,12 +797,16 @@ public class Block extends BlockStorage{ return ((size + 1) % 2) * tilesize / 2f; } + public Rectangle bounds(int x, int y, Rectangle rect){ + return rect.setSize(size * tilesize).setCenter(x * tilesize + offset(), y * tilesize + offset()); + } + public boolean isMultiblock(){ return size > 1; } public boolean isVisible(){ - return buildVisibility.get() && !isHidden(); + return buildVisibility.visible() && !isHidden(); } public boolean isFloor(){ @@ -745,7 +823,7 @@ public class Block extends BlockStorage{ @Override public boolean isHidden(){ - return !buildVisibility.get(); + return !buildVisibility.visible(); } @Override @@ -754,35 +832,21 @@ public class Block extends BlockStorage{ } protected void requirements(Category cat, ItemStack[] stacks, boolean unlocked){ - requirements(cat, () -> true, stacks); + requirements(cat, BuildVisibility.shown, stacks); this.alwaysUnlocked = unlocked; } protected void requirements(Category cat, ItemStack[] stacks){ - requirements(cat, () -> true, stacks); + requirements(cat, BuildVisibility.shown, stacks); } /** Sets up requirements. Use only this method to set up requirements. */ - protected void requirements(Category cat, BooleanProvider visible, ItemStack[] stacks){ - this.buildCategory = cat; - this.buildRequirements = stacks; + protected void requirements(Category cat, BuildVisibility visible, ItemStack[] stacks){ + this.category = cat; + this.requirements = stacks; this.buildVisibility = visible; - Arrays.sort(buildRequirements, (a, b) -> Integer.compare(a.item.id, b.item.id)); + Arrays.sort(requirements, Structs.comparingInt(i -> i.item.id)); } - public enum Icon{ - //these are stored in the UI atlases - small(8 * 3), - medium(8 * 4), - large(8 * 6), - /** uses whatever the size of the block is. this is always stored in the main game atlas! */ - full(0); - - public final int size; - - Icon(int size){ - this.size = size; - } - } } diff --git a/core/src/io/anuke/mindustry/world/BlockStorage.java b/core/src/io/anuke/mindustry/world/BlockStorage.java index 920dba6c3e..984858a5ef 100644 --- a/core/src/io/anuke/mindustry/world/BlockStorage.java +++ b/core/src/io/anuke/mindustry/world/BlockStorage.java @@ -3,7 +3,7 @@ package io.anuke.mindustry.world; import io.anuke.arc.collection.Array; import io.anuke.arc.math.Mathf; import io.anuke.arc.math.geom.Vector2; -import io.anuke.arc.util.Time; +import io.anuke.arc.util.*; import io.anuke.mindustry.Vars; import io.anuke.mindustry.content.Fx; import io.anuke.mindustry.entities.Effects; @@ -91,11 +91,11 @@ public abstract class BlockStorage extends UnlockableContent{ } public boolean acceptItem(Item item, Tile tile, Tile source){ - return consumes.itemFilters[item.id] && tile.entity.items.get(item) < getMaximumAccepted(tile, item); + return consumes.itemFilters.get(item.id) && tile.entity.items.get(item) < getMaximumAccepted(tile, item); } public boolean acceptLiquid(Tile tile, Tile source, Liquid liquid, float amount){ - return hasLiquids && tile.entity.liquids.get(liquid) + amount < liquidCapacity && consumes.liquidfilters[liquid.id]; + return hasLiquids && tile.entity.liquids.get(liquid) + amount < liquidCapacity && consumes.liquidfilters.get(liquid.id); } public void handleLiquid(Tile tile, Tile source, Liquid liquid, float amount){ diff --git a/core/src/io/anuke/mindustry/world/Build.java b/core/src/io/anuke/mindustry/world/Build.java index bb08372000..7d1441314f 100644 --- a/core/src/io/anuke/mindustry/world/Build.java +++ b/core/src/io/anuke/mindustry/world/Build.java @@ -73,6 +73,10 @@ public class Build{ return false; } + if(state.rules.bannedBlocks.contains(type) && !(state.rules.waves && team == waveTeam)){ + return false; + } + if((type.solid || type.solidifes) && Units.anyEntities(x * tilesize + type.offset() - type.size*tilesize/2f, y * tilesize + type.offset() - type.size*tilesize/2f, type.size * tilesize, type.size*tilesize)){ return false; } diff --git a/core/src/io/anuke/mindustry/world/Edges.java b/core/src/io/anuke/mindustry/world/Edges.java index dc9586aca0..623dd1d434 100644 --- a/core/src/io/anuke/mindustry/world/Edges.java +++ b/core/src/io/anuke/mindustry/world/Edges.java @@ -50,10 +50,14 @@ public class Edges{ } public static Tile getFacingEdge(Tile tile, Tile other){ - if(!tile.block().isMultiblock()) return tile; - int size = tile.block().size; - return world.tile(tile.x + Mathf.clamp(other.x - tile.x, -(size - 1) / 2, (size / 2)), - tile.y + Mathf.clamp(other.y - tile.y, -(size - 1) / 2, (size / 2))); + return getFacingEdge(tile.block, tile.x, tile.y, other); + } + + public static Tile getFacingEdge(Block block, int tilex, int tiley, Tile other){ + if(!block.isMultiblock()) return world.tile(tilex, tiley); + int size = block.size; + return world.tile(tilex + Mathf.clamp(other.x - tilex, -(size - 1) / 2, (size / 2)), + tiley + Mathf.clamp(other.y - tiley, -(size - 1) / 2, (size / 2))); } public static Vector2[] getPixelPolygon(float radius){ diff --git a/core/src/io/anuke/mindustry/world/Tile.java b/core/src/io/anuke/mindustry/world/Tile.java index 2d0583da98..c5526e5c23 100644 --- a/core/src/io/anuke/mindustry/world/Tile.java +++ b/core/src/io/anuke/mindustry/world/Tile.java @@ -8,6 +8,7 @@ import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.traits.*; import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.game.*; +import io.anuke.mindustry.gen.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.blocks.*; import io.anuke.mindustry.world.modules.*; @@ -87,6 +88,11 @@ public class Tile implements Position, TargetTrait{ return -1; } + /** Configure a tile with the current, local player. */ + public void configure(int value){ + Call.onTileConfig(player, this, value); + } + @SuppressWarnings("unchecked") public T entity(){ return (T)entity; diff --git a/core/src/io/anuke/mindustry/world/blocks/Autotiler.java b/core/src/io/anuke/mindustry/world/blocks/Autotiler.java new file mode 100644 index 0000000000..3256a47178 --- /dev/null +++ b/core/src/io/anuke/mindustry/world/blocks/Autotiler.java @@ -0,0 +1,96 @@ +package io.anuke.mindustry.world.blocks; + +import io.anuke.arc.function.*; +import io.anuke.arc.math.*; +import io.anuke.arc.math.geom.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; +import io.anuke.mindustry.world.*; + +import java.util.*; + +public interface Autotiler{ + class AutotilerHolder{ + static final int[] blendresult = new int[3]; + static final BuildRequest[] directionals = new BuildRequest[4]; + } + + default @Nullable int[] getTiling(BuildRequest req, Eachable list){ + if(req.tile() == null) return null; + BuildRequest[] directionals = AutotilerHolder.directionals; + + Arrays.fill(directionals, null); + list.each(other -> { + if(other.breaking || other == req) return; + + int i = 0; + for(Point2 point : Geometry.d4){ + int x = req.x + point.x, y = req.y + point.y; + if(x >= other.x -(other.block.size - 1) / 2 && x <= other.x + (other.block.size / 2) && y >= other.y -(other.block.size - 1) / 2 && y <= other.y + (other.block.size / 2)){ + directionals[i] = other; + } + i++; + } + }); + + return buildBlending(req.tile(), req.rotation, directionals); + } + + default int[] buildBlending(Tile tile, int rotation, BuildRequest[] directional){ + int[] blendresult = AutotilerHolder.blendresult; + blendresult[0] = 0; + blendresult[1] = blendresult[2] = 1; + int num = + (blends(tile, rotation, directional, 2) && blends(tile, rotation, directional, 1) && blends(tile, rotation, directional, 3)) ? 0 : + (blends(tile, rotation, directional, 1) && blends(tile, rotation, directional, 3)) ? 1 : + (blends(tile, rotation, directional, 1) && blends(tile, rotation, directional, 2)) ? 2 : + (blends(tile, rotation, directional, 3) && blends(tile, rotation, directional, 2)) ? 3 : + blends(tile, rotation, directional, 1) ? 4 : + blends(tile, rotation, directional, 3) ? 5 : + -1; + transformCase(num, blendresult); + return blendresult; + } + + default void transformCase(int num, int[] bits){ + if(num == 0){ + bits[0] = 3; + }else if(num == 1){ + bits[0] = 4; + }else if(num == 2){ + bits[0] = 2; + }else if(num == 3){ + bits[0] = 2; + bits[2] = -1; + }else if(num == 4){ + bits[0] = 1; + bits[2] = -1; + }else if(num == 5){ + bits[0] = 1; + } + } + + default boolean blends(Tile tile, int rotation, @Nullable BuildRequest[] directional, int direction){ + int realDir = Mathf.mod(rotation - direction, 4); + if(directional != null && directional[realDir] != null){ + BuildRequest req = directional[realDir]; + if(blends(tile, rotation, req.x, req.y, req.rotation, req.block)){ + return true; + } + } + return blends(tile, rotation, direction); + } + + default boolean blends(Tile tile, int rotation, int direction){ + Tile other = tile.getNearby(Mathf.mod(rotation - direction, 4)); + if(other != null) other = other.link(); + return other != null && blends(tile, rotation, other.x, other.y, other.rotation(), other.block()); + } + + default boolean lookingAt(Tile tile, int rotation, int otherx, int othery, int otherrot, Block otherblock){ + return (Point2.equals(tile.x + Geometry.d4(rotation).x, tile.y + Geometry.d4(rotation).y, otherx, othery) + || (!otherblock.rotate || Point2.equals(otherx + Geometry.d4(otherrot).x, othery + Geometry.d4(otherrot).y, tile.x, tile.y))); + } + + boolean blends(Tile tile, int rotation, int otherx, int othery, int otherrot, Block otherblock); +} diff --git a/core/src/io/anuke/mindustry/world/blocks/BuildBlock.java b/core/src/io/anuke/mindustry/world/blocks/BuildBlock.java index a78445b81e..37c3ccc6fa 100644 --- a/core/src/io/anuke/mindustry/world/blocks/BuildBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/BuildBlock.java @@ -1,26 +1,24 @@ package io.anuke.mindustry.world.blocks; import io.anuke.annotations.Annotations.*; -import io.anuke.arc.Core; -import io.anuke.arc.Events; -import io.anuke.arc.Graphics.Cursor; -import io.anuke.arc.Graphics.Cursor.SystemCursor; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.math.Mathf; -import io.anuke.mindustry.content.Fx; -import io.anuke.mindustry.entities.Effects; -import io.anuke.mindustry.entities.effect.RubbleDecal; -import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest; +import io.anuke.arc.*; +import io.anuke.arc.Graphics.*; +import io.anuke.arc.Graphics.Cursor.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.math.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.entities.*; +import io.anuke.mindustry.entities.effect.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.game.EventType.BlockBuildEndEvent; -import io.anuke.mindustry.game.Team; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; -import io.anuke.mindustry.type.ItemStack; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.modules.ItemModule; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.modules.*; import java.io.*; @@ -92,7 +90,7 @@ public class BuildBlock extends Block{ @Override public TextureRegion getDisplayIcon(Tile tile){ BuildEntity entity = tile.entity(); - return (entity.cblock == null ? entity.previous : entity.cblock).icon(Icon.full); + return (entity.cblock == null ? entity.previous : entity.cblock).icon(Cicon.full); } @Override @@ -112,8 +110,8 @@ public class BuildBlock extends Block{ //if the target is constructible, begin constructing if(entity.cblock != null){ - player.clearBuilding(); - player.addBuildRequest(new BuildRequest(tile.x, tile.y, tile.rotation(), entity.cblock)); + //player.clearBuilding(); + player.addBuildRequest(new BuildRequest(tile.x, tile.y, tile.rotation(), entity.cblock), false); } } @@ -137,8 +135,8 @@ public class BuildBlock extends Block{ if(entity.previous == null) return; - if(Core.atlas.isFound(entity.previous.icon(Icon.full))){ - Draw.rect(entity.previous.icon(Icon.full), tile.drawx(), tile.drawy(), entity.previous.rotate ? tile.rotation() * 90 : 0); + if(Core.atlas.isFound(entity.previous.icon(Cicon.full))){ + Draw.rect(entity.previous.icon(Cicon.full), tile.drawx(), tile.drawy(), entity.previous.rotate ? tile.rotation() * 90 : 0); } } @@ -172,7 +170,8 @@ public class BuildBlock extends Block{ * The recipe of the block that is being constructed. * If there is no recipe for this block, as is the case with rocks, 'previous' is used. */ - public @Nullable Block cblock; + public @Nullable + Block cblock; public float progress = 0; public float buildCost; @@ -186,16 +185,16 @@ public class BuildBlock extends Block{ private float[] accumulator; private float[] totalAccumulator; - public void construct(Unit builder, @Nullable TileEntity core, float amount){ + public boolean construct(Unit builder, @Nullable TileEntity core, float amount){ if(cblock == null){ kill(); - return; + return false; } float maxProgress = core == null ? amount : checkRequired(core.items, amount, false); - for(int i = 0; i < cblock.buildRequirements.length; i++){ - int reqamount = Math.round(state.rules.buildCostMultiplier * cblock.buildRequirements[i].amount); + for(int i = 0; i < cblock.requirements.length; i++){ + int reqamount = Math.round(state.rules.buildCostMultiplier * cblock.requirements[i].amount); accumulator[i] += Math.min(reqamount * maxProgress, reqamount - totalAccumulator[i] + 0.00001f); //add min amount progressed to the accumulator totalAccumulator[i] = Math.min(totalAccumulator[i] + reqamount * maxProgress, reqamount); } @@ -210,14 +209,16 @@ public class BuildBlock extends Block{ if(progress >= 1f || state.rules.infiniteResources){ Call.onConstructFinish(tile, cblock, builderID, tile.rotation(), builder.getTeam()); + return true; } + return false; } public void deconstruct(Unit builder, @Nullable TileEntity core, float amount){ float deconstructMultiplier = 0.5f; if(cblock != null){ - ItemStack[] requirements = cblock.buildRequirements; + ItemStack[] requirements = cblock.requirements; if(requirements.length != accumulator.length || totalAccumulator.length != requirements.length){ setDeconstruct(previous); } @@ -254,15 +255,15 @@ public class BuildBlock extends Block{ private float checkRequired(ItemModule inventory, float amount, boolean remove){ float maxProgress = amount; - for(int i = 0; i < cblock.buildRequirements.length; i++){ - int sclamount = Math.round(state.rules.buildCostMultiplier * cblock.buildRequirements[i].amount); + for(int i = 0; i < cblock.requirements.length; i++){ + int sclamount = Math.round(state.rules.buildCostMultiplier * cblock.requirements[i].amount); int required = (int)(accumulator[i]); //calculate items that are required now - if(inventory.get(cblock.buildRequirements[i].item) == 0 && sclamount != 0){ + if(inventory.get(cblock.requirements[i].item) == 0 && sclamount != 0){ maxProgress = 0f; }else if(required > 0){ //if this amount is positive... //calculate how many items it can actually use - int maxUse = Math.min(required, inventory.get(cblock.buildRequirements[i].item)); + int maxUse = Math.min(required, inventory.get(cblock.requirements[i].item)); //get this as a fraction float fraction = maxUse / (float)required; @@ -273,7 +274,7 @@ public class BuildBlock extends Block{ //remove stuff that is actually used if(remove){ - inventory.remove(cblock.buildRequirements[i].item, maxUse); + inventory.remove(cblock.requirements[i].item, maxUse); } } //else, no items are required yet, so just keep going @@ -289,8 +290,8 @@ public class BuildBlock extends Block{ public void setConstruct(Block previous, Block block){ this.cblock = block; this.previous = previous; - this.accumulator = new float[block.buildRequirements.length]; - this.totalAccumulator = new float[block.buildRequirements.length]; + this.accumulator = new float[block.requirements.length]; + this.totalAccumulator = new float[block.requirements.length]; this.buildCost = block.buildCost * state.rules.buildCostMultiplier; } @@ -299,8 +300,8 @@ public class BuildBlock extends Block{ this.progress = 1f; if(previous.buildCost >= 0.01f){ this.cblock = previous; - this.accumulator = new float[previous.buildRequirements.length]; - this.totalAccumulator = new float[previous.buildRequirements.length]; + this.accumulator = new float[previous.requirements.length]; + this.totalAccumulator = new float[previous.requirements.length]; this.buildCost = previous.buildCost * state.rules.buildCostMultiplier; }else{ this.buildCost = 20f; //default no-requirement build cost is 20 diff --git a/core/src/io/anuke/mindustry/world/blocks/Floor.java b/core/src/io/anuke/mindustry/world/blocks/Floor.java index dbd0218a4f..86fc8b5ea1 100644 --- a/core/src/io/anuke/mindustry/world/blocks/Floor.java +++ b/core/src/io/anuke/mindustry/world/blocks/Floor.java @@ -1,19 +1,17 @@ package io.anuke.mindustry.world.blocks; -import io.anuke.arc.Core; -import io.anuke.arc.collection.Array; -import io.anuke.arc.collection.IntSet; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.math.geom.Geometry; -import io.anuke.arc.math.geom.Point2; +import io.anuke.arc.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.graphics.g2d.TextureAtlas.*; +import io.anuke.arc.math.*; +import io.anuke.arc.math.geom.*; import io.anuke.mindustry.content.*; -import io.anuke.mindustry.entities.Effects.Effect; +import io.anuke.mindustry.entities.Effects.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Tile; +import io.anuke.mindustry.world.*; import static io.anuke.mindustry.Vars.tilesize; @@ -57,7 +55,7 @@ public class Floor extends Block{ protected byte eq = 0; protected Array blenders = new Array<>(); protected IntSet blended = new IntSet(); - protected TextureRegion edgeRegion, edgierRegion; + protected TextureRegion edgeRegion; public Floor(String name){ super(name); @@ -85,7 +83,38 @@ public class Floor extends Block{ } region = variantRegions[0]; edgeRegion = Core.atlas.find("edge"); - edgierRegion = Core.atlas.find("edgier"); + } + + @Override + public void createIcons(PixmapPacker out, PixmapPacker editor){ + super.createIcons(out, editor); + editor.pack("editor-" + name, Core.atlas.getPixmap((AtlasRegion)icon(Cicon.full)).crop()); + + if(blendGroup != this){ + return; + } + + if(variants > 0){ + for(int i = 0; i < variants; i++){ + String rname = name + (i + 1); + editor.pack("editor-" + rname, Core.atlas.getPixmap(rname).crop()); + } + } + + Color color = new Color(); + Color color2 = new Color(); + PixmapRegion image = Core.atlas.getPixmap((AtlasRegion)generateIcons()[0]); + PixmapRegion edge = Core.atlas.getPixmap("edge-stencil"); + Pixmap result = new Pixmap(edge.width, edge.height); + + for(int x = 0; x < edge.width; x++){ + for(int y = 0; y < edge.height; y++){ + edge.getPixel(x, y, color); + result.draw(x, y, color.mul(color2.set(image.getPixel(x % image.width, y % image.height)))); + } + } + + out.pack(name + "-edge", result); } @Override @@ -182,10 +211,6 @@ public class Floor extends Block{ return true; } - boolean eq(int i){ - return (eq & (1 << Mathf.mod(i, 8))) != 0; - } - TextureRegion edge(Floor block, int x, int y){ return block.edges()[x][2 - y]; } diff --git a/core/src/io/anuke/mindustry/world/blocks/ItemSelection.java b/core/src/io/anuke/mindustry/world/blocks/ItemSelection.java index 9c6932eb4a..391638355f 100644 --- a/core/src/io/anuke/mindustry/world/blocks/ItemSelection.java +++ b/core/src/io/anuke/mindustry/world/blocks/ItemSelection.java @@ -5,9 +5,10 @@ import io.anuke.arc.function.*; import io.anuke.arc.scene.style.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.ui.Styles; +import io.anuke.mindustry.ui.*; import static io.anuke.mindustry.Vars.*; @@ -29,7 +30,7 @@ public class ItemSelection{ ImageButton button = cont.addImageButton(Tex.whiteui, Styles.clearToggleTransi, 24, () -> control.input.frag.config.hideConfig()).group(group).get(); button.changed(() -> consumer.accept(button.isChecked() ? item : null)); - button.getStyle().imageUp = new TextureRegionDrawable(item.icon(Item.Icon.medium)); + button.getStyle().imageUp = new TextureRegionDrawable(item.icon(Cicon.small)); button.update(() -> button.setChecked(holder.get() == item)); if(i++ % 4 == 3){ diff --git a/core/src/io/anuke/mindustry/world/blocks/OreBlock.java b/core/src/io/anuke/mindustry/world/blocks/OreBlock.java index b4ee4078f8..cf4d45524c 100644 --- a/core/src/io/anuke/mindustry/world/blocks/OreBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/OreBlock.java @@ -1,7 +1,13 @@ package io.anuke.mindustry.world.blocks; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.world.Tile; +import io.anuke.annotations.Annotations.*; +import io.anuke.arc.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; + +import static io.anuke.mindustry.Vars.tilesize; /**An overlay ore for a specific item type.*/ public class OreBlock extends OverlayFloor{ @@ -14,9 +20,60 @@ public class OreBlock extends OverlayFloor{ this.color.set(ore.color); } + /** For mod use only!*/ + public OreBlock(String name){ + super(name); + variants = 3; + } + + public void setup(Item ore){ + this.localizedName = ore.localizedName(); + this.itemDrop = ore; + this.color.set(ore.color); + } + + @Override + @OverrideCallSuper + public void createIcons(PixmapPacker out, PixmapPacker editor){ + for(int i = 0; i < variants; i++){ + Pixmap image = new Pixmap(32, 32); + PixmapRegion shadow = Core.atlas.getPixmap(itemDrop.name + (i + 1)); + + int offset = image.getWidth() / tilesize - 1; + Color color = new Color(); + + for(int x = 0; x < image.getWidth(); x++){ + for(int y = offset; y < image.getHeight(); y++){ + shadow.getPixel(x, y - offset, color); + + if(color.a > 0.001f){ + color.set(0, 0, 0, 0.3f); + image.draw(x, y, color); + } + } + } + + image.draw(shadow); + + out.pack(name + (i + 1), image); + editor.pack("editor-" + name + (i + 1), image); + + if(i == 0){ + editor.pack("editor-block-" + name + "-full", image); + out.pack("block-" + name + "-full", image); + } + } + } + @Override public void init(){ super.init(); + + if(itemDrop != null){ + setup(itemDrop); + }else{ + throw new IllegalArgumentException(name + " must have an item drop!"); + } } @Override diff --git a/core/src/io/anuke/mindustry/world/blocks/RespawnBlock.java b/core/src/io/anuke/mindustry/world/blocks/RespawnBlock.java index c3813bd66a..8171535184 100644 --- a/core/src/io/anuke/mindustry/world/blocks/RespawnBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/RespawnBlock.java @@ -20,7 +20,7 @@ public class RespawnBlock{ Draw.reset(); if(player != null){ - TextureRegion region = to.iconRegion; + TextureRegion region = player.getIconRegion(); Draw.color(0f, 0f, 0f, 0.4f * progress); Draw.rect("circle-shadow", tile.drawx(), tile.drawy(), region.getWidth() / 3f, region.getWidth() / 3f); diff --git a/core/src/io/anuke/mindustry/world/blocks/defense/Wall.java b/core/src/io/anuke/mindustry/world/blocks/defense/Wall.java index 3062883588..66972be035 100644 --- a/core/src/io/anuke/mindustry/world/blocks/defense/Wall.java +++ b/core/src/io/anuke/mindustry/world/blocks/defense/Wall.java @@ -16,6 +16,7 @@ public class Wall extends Block{ solid = true; destructible = true; group = BlockGroup.walls; + buildCostMultiplier = 5f; } @Override diff --git a/core/src/io/anuke/mindustry/world/blocks/defense/turrets/ItemTurret.java b/core/src/io/anuke/mindustry/world/blocks/defense/turrets/ItemTurret.java index 5fb442c4d8..b48b36303f 100644 --- a/core/src/io/anuke/mindustry/world/blocks/defense/turrets/ItemTurret.java +++ b/core/src/io/anuke/mindustry/world/blocks/defense/turrets/ItemTurret.java @@ -7,6 +7,7 @@ import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.bullet.*; import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; @@ -44,7 +45,7 @@ public class ItemTurret extends CooledTurret{ @Override public void build(Tile tile, Table table){ MultiReqImage image = new MultiReqImage(); - content.items().each(i -> filter.test(i) && (!world.isZone() || data.isUnlocked(i)), item -> image.add(new ReqImage(new ItemImage(item.icon(Item.Icon.large)), + content.items().each(i -> filter.test(i) && (!world.isZone() || data.isUnlocked(i)), item -> image.add(new ReqImage(new ItemImage(item.icon(Cicon.medium)), () -> tile.entity != null && !((ItemTurretEntity)tile.entity).ammo.isEmpty() && ((ItemEntry)tile.entity().ammo.peek()).item == item))); table.add(image).size(8 * 4); diff --git a/core/src/io/anuke/mindustry/world/blocks/defense/turrets/Turret.java b/core/src/io/anuke/mindustry/world/blocks/defense/turrets/Turret.java index 948161dfd1..8a124ea3cc 100644 --- a/core/src/io/anuke/mindustry/world/blocks/defense/turrets/Turret.java +++ b/core/src/io/anuke/mindustry/world/blocks/defense/turrets/Turret.java @@ -72,6 +72,7 @@ public abstract class Turret extends Block{ public Turret(String name){ super(name); + priority = TargetPriority.turret; update = true; solid = true; layer = Layer.turret; diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/ArmoredConveyor.java b/core/src/io/anuke/mindustry/world/blocks/distribution/ArmoredConveyor.java index 08ae878b5a..3bad2c3945 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/ArmoredConveyor.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/ArmoredConveyor.java @@ -1,6 +1,6 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.arc.math.*; +import io.anuke.arc.math.geom.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; @@ -16,11 +16,8 @@ public class ArmoredConveyor extends Conveyor{ } @Override - protected boolean blends(Tile tile, int direction){ - Tile other = tile.getNearby(Mathf.mod(tile.rotation() - direction, 4)); - if(other != null) other = other.link(); - - return other != null && other.block().outputsItems() - && ((tile.getNearby(tile.rotation()) == other) || ((!other.block().rotate && Edges.getFacingEdge(other, tile).relativeTo(tile) == tile.rotation()) || (other.block().rotate && other.getNearby(other.rotation()) == tile))); + public boolean blends(Tile tile, int rotation, int otherx, int othery, int otherrot, Block otherblock){ + return otherblock.outputsItems() && (Point2.equals(tile.x + Geometry.d4(rotation).x, tile.y + Geometry.d4(rotation).y, otherx, othery) + || ((!otherblock.rotate && Edges.getFacingEdge(otherblock, otherx, othery, tile).relativeTo(tile) == tile.rotation()) || Point2.equals(otherx + Geometry.d4(otherrot).x, othery + Geometry.d4(otherrot).y, tile.x, tile.y))); } } diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/Conduit.java b/core/src/io/anuke/mindustry/world/blocks/distribution/Conduit.java index 6064d6483d..f8f4394482 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/Conduit.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/Conduit.java @@ -1,16 +1,17 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.math.Mathf; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.type.Liquid; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.LiquidBlock; -import io.anuke.mindustry.world.modules.LiquidModule; +import io.anuke.arc.*; +import io.anuke.arc.function.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.math.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.*; +import io.anuke.mindustry.world.modules.*; -public class Conduit extends LiquidBlock{ +public class Conduit extends LiquidBlock implements Autotiler{ protected final int timerFlow = timers++; protected TextureRegion[] topRegions = new TextureRegion[7]; @@ -39,29 +40,33 @@ public class Conduit extends LiquidBlock{ super.onProximityUpdate(tile); ConduitEntity entity = tile.entity(); - entity.blendbits = 0; - entity.blendrot = 0; - - if(blends(tile, 2) && blends(tile, 1) && blends(tile, 3)){ - entity.blendbits = 3; - }else if(blends(tile, 1) && blends(tile, 3)){ - entity.blendbits = 6; - }else if(blends(tile, 1) && blends(tile, 2)){ - entity.blendbits = 2; - }else if(blends(tile, 3) && blends(tile, 2)){ - entity.blendbits = 4; - }else if(blends(tile, 1)){ - entity.blendbits = 5; - }else if(blends(tile, 3)){ - entity.blendbits = 1; - } + int[] bits = buildBlending(tile, tile.rotation(), null); + entity.blendbits = bits[0]; } - private boolean blends(Tile tile, int direction){ - Tile other = tile.getNearby(Mathf.mod(tile.rotation() - direction, 4)); - if(other != null) other = other.link(); + @Override + public void drawRequestRegion(BuildRequest req, Eachable list){ + int[] bits = getTiling(req, list); - return other != null && other.block().hasLiquids && other.block().outputsLiquid && ((tile.getNearby(tile.rotation()) == other) || (!other.block().rotate || other.getNearby(other.rotation()) == tile)); + if(bits == null) return; + + Draw.colorl(0.34f); + Draw.alpha(0.5f); + Draw.rect(botRegions[bits[0]], req.drawx(), req.drawy(), req.rotation * 90); + Draw.color(); + + + Draw.rect(topRegions[bits[0]], req.drawx(), req.drawy(), req.rotation * 90); + } + + @Override + public void transformCase(int num, int[] bits){ + bits[0] = num == 0 ? 3 : num == 1 ? 6 : num == 2 ? 2 : num == 3 ? 4 : num == 4 ? 5 : num == 5 ? 1 : 0; + } + + @Override + public boolean blends(Tile tile, int rotation, int otherx, int othery, int otherrot, Block otherblock){ + return otherblock.hasLiquids && otherblock.outputsLiquid && lookingAt(tile, rotation, otherx, othery, otherrot, otherblock); } @Override @@ -113,7 +118,6 @@ public class Conduit extends LiquidBlock{ public static class ConduitEntity extends TileEntity{ public float smoothLiquid; - byte blendbits; - int blendrot; + int blendbits; } } diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/Conveyor.java b/core/src/io/anuke/mindustry/world/blocks/distribution/Conveyor.java index 39c7e4d96b..c643eef9d1 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/Conveyor.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/Conveyor.java @@ -2,23 +2,26 @@ package io.anuke.mindustry.world.blocks.distribution; import io.anuke.arc.*; import io.anuke.arc.collection.*; +import io.anuke.arc.function.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; +import io.anuke.mindustry.entities.traits.BuilderTrait.*; import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; -import io.anuke.mindustry.input.InputHandler.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.*; import io.anuke.mindustry.world.meta.*; import java.io.*; import static io.anuke.mindustry.Vars.*; -public class Conveyor extends Block{ +public class Conveyor extends Block implements Autotiler{ private static final float itemSpace = 0.4f; private static final float minmove = 1f / (Short.MAX_VALUE - 2); private static ItemPos drawpos = new ItemPos(); @@ -26,6 +29,8 @@ public class Conveyor extends Block{ private static ItemPos pos2 = new ItemPos(); private final Vector2 tr1 = new Vector2(); private final Vector2 tr2 = new Vector2(); + private final int[] blendresult = new int[3]; + private final BuildRequest[] directionals = new BuildRequest[4]; private TextureRegion[][] regions = new TextureRegion[7][4]; @@ -89,55 +94,25 @@ public class Conveyor extends Block{ super.onProximityUpdate(tile); ConveyorEntity entity = tile.entity(); - entity.blendbits = 0; - entity.blendsclx = entity.blendscly = 1; - - if(blends(tile, 2) && blends(tile, 1) && blends(tile, 3)){ - entity.blendbits = 3; - }else if(blends(tile, 1) && blends(tile, 3)){ - entity.blendbits = 4; - }else if(blends(tile, 1) && blends(tile, 2)){ - entity.blendbits = 2; - }else if(blends(tile, 3) && blends(tile, 2)){ - entity.blendbits = 2; - entity.blendscly = -1; - }else if(blends(tile, 1)){ - entity.blendbits = 1; - entity.blendscly = -1; - }else if(blends(tile, 3)){ - entity.blendbits = 1; - } + int[] bits = buildBlending(tile, tile.rotation(), null); + entity.blendbits = bits[0]; + entity.blendsclx = bits[1]; + entity.blendscly = bits[2]; } @Override - public void getPlaceDraw(PlaceDraw draw, int rotation, int prevX, int prevY, int prevRotation){ - draw.rotation = rotation; - draw.scalex = draw.scaley = 1; + public void drawRequestRegion(BuildRequest req, Eachable list){ + int[] bits = getTiling(req, list); - int blendbits = 0; + if(bits == null) return; - if(blends(rotation, 1, prevX, prevY, prevRotation)){ - blendbits = 1; - draw.scaley = -1; - }else if(blends(rotation, 3, prevX, prevY, prevRotation)){ - blendbits = 1; - } - - draw.rotation = rotation; - draw.region = regions[blendbits][0]; + TextureRegion region = regions[bits[0]][0]; + Draw.rect(region, req.drawx(), req.drawy(), region.getWidth() * bits[1] * Draw.scl, region.getHeight() * bits[2] * Draw.scl, req.rotation * 90); } - protected boolean blends(int rotation, int offset, int prevX, int prevY, int prevRotation){ - Point2 left = Geometry.d4(rotation - offset); - return left.equals(prevX, prevY) && prevRotation == Mathf.mod(rotation + offset, 4); - } - - protected boolean blends(Tile tile, int direction){ - Tile other = tile.getNearby(Mathf.mod(tile.rotation() - direction, 4)); - if(other != null) other = other.link(); - - return other != null && other.block().outputsItems() - && ((tile.getNearby(tile.rotation()) == other) || (!other.block().rotate || other.getNearby(other.rotation()) == tile)); + @Override + public boolean blends(Tile tile, int rotation, int otherx, int othery, int otherrot, Block otherblock){ + return otherblock.outputsItems() && lookingAt(tile, rotation, otherx, othery, otherrot, otherblock); } @Override @@ -161,7 +136,7 @@ public class Conveyor extends Block{ tr1.trns(rotation * 90, tilesize, 0); tr2.trns(rotation * 90, -tilesize / 2f, pos.x * tilesize / 2f); - Draw.rect(pos.item.icon(Item.Icon.medium), + Draw.rect(pos.item.icon(Cicon.medium), (tile.x * tilesize + tr1.x * pos.y + tr2.x), (tile.y * tilesize + tr1.y * pos.y + tr2.y), itemSize, itemSize); } diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/ItemBridge.java b/core/src/io/anuke/mindustry/world/blocks/distribution/ItemBridge.java index 417e067ecd..46acbc1420 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/ItemBridge.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/ItemBridge.java @@ -1,6 +1,5 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.collection.IntSet.*; @@ -9,9 +8,7 @@ import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; @@ -43,24 +40,20 @@ public class ItemBridge extends Block{ group = BlockGroup.transportation; } - @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void linkItemBridge(Player player, Tile tile, Tile other){ - if(!Units.canInteract(player, tile)) return; + @Override + public void configured(Tile tile, Player player, int value){ ItemBridgeEntity entity = tile.entity(); - ItemBridgeEntity oe = other.entity(); - entity.link = other.pos(); - oe.incoming.add(tile.pos()); - } - @Remote(targets = Loc.both, called = Loc.server, forward = true) - public static void unlinkItemBridge(Player player, Tile tile, Tile other){ - if(!Units.canInteract(player, tile)) return; - ItemBridgeEntity entity = tile.entity(); - entity.link = -1; - if(other != null){ - ItemBridgeEntity oe = other.entity(); + if(world.tile(entity.link) != null && world.tile(entity.link).entity instanceof ItemBridgeEntity){ + ItemBridgeEntity oe = world.tile(entity.link).entity(); oe.incoming.remove(tile.pos()); } + + entity.link = value; + + if(world.tile(value) != null && world.tile(value).entity instanceof ItemBridgeEntity){ + ((ItemBridgeEntity)world.tile(value).entity).incoming.add(tile.pos()); + } } @Override @@ -76,7 +69,7 @@ public class ItemBridge extends Block{ public void playerPlaced(Tile tile){ Tile link = findLink(tile.x, tile.y); if(linkValid(tile, link)){ - Call.linkItemBridge(null, link, tile); + link.configure(tile.pos()); } lastPlaced = tile.pos(); @@ -148,9 +141,9 @@ public class ItemBridge extends Block{ if(linkValid(tile, other)){ if(entity.link == other.pos()){ - Call.unlinkItemBridge(null, tile, other); + tile.configure(Pos.invalid); }else{ - Call.linkItemBridge(null, tile, other); + tile.configure(other.pos()); } return false; } @@ -175,7 +168,6 @@ public class ItemBridge extends Block{ Tile other = world.tile(entity.link); if(!linkValid(tile, other)){ - entity.link = Pos.invalid; tryDump(tile); entity.uptime = 0f; }else{ @@ -364,6 +356,11 @@ public class ItemBridge extends Block{ public float time2; public float cycleSpeed = 1f; + @Override + public int config(){ + return link; + } + @Override public void write(DataOutput stream) throws IOException{ super.write(stream); diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/MassDriver.java b/core/src/io/anuke/mindustry/world/blocks/distribution/MassDriver.java index 060f6562b8..c5ada69c89 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/MassDriver.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/MassDriver.java @@ -1,6 +1,5 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.g2d.*; @@ -12,7 +11,6 @@ import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.Effects.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; @@ -45,11 +43,17 @@ public class MassDriver extends Block{ outlineIcon = true; } + /* @Remote(targets = Loc.both, called = Loc.server, forward = true) public static void linkMassDriver(Player player, Tile tile, int position){ if(!Units.canInteract(player, tile)) return; MassDriverEntity entity = tile.entity(); entity.link = position; + }*/ + + @Override + public void configured(Tile tile, Player player, int value){ + tile.entity().link = value; } @Override @@ -192,10 +196,10 @@ public class MassDriver extends Block{ MassDriverEntity entity = tile.entity(); if(entity.link == other.pos()){ - Call.linkMassDriver(null, tile, -1); + tile.configure(-1); return false; }else if(other.block() instanceof MassDriver && other.dst(tile) <= range && other.getTeam() == tile.getTeam()){ - Call.linkMassDriver(null, tile, other.pos()); + tile.configure(other.pos()); return false; } @@ -228,8 +232,8 @@ public class MassDriver extends Block{ int maxTransfer = Math.min(entity.items.get(content.item(i)), ((MassDriver)tile.block()).itemCapacity - totalUsed); data.items[i] = maxTransfer; totalUsed += maxTransfer; + entity.items.remove(content.item(i), maxTransfer); } - entity.items.clear(); float angle = tile.angleTo(target); @@ -310,6 +314,11 @@ public class MassDriver extends Block{ ((MassDriver)block).handlePayload(this, bullet, data); } + @Override + public int config(){ + return link; + } + @Override public void write(DataOutput stream) throws IOException{ super.write(stream); diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/Sorter.java b/core/src/io/anuke/mindustry/world/blocks/distribution/Sorter.java index 962ad03841..b6c9c7831b 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/Sorter.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/Sorter.java @@ -1,17 +1,15 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.annotations.Annotations.*; -import io.anuke.arc.Core; +import io.anuke.arc.*; import io.anuke.arc.graphics.g2d.*; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.*; +import io.anuke.arc.math.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.gen.Call; -import io.anuke.mindustry.type.Item; +import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; -import io.anuke.mindustry.world.blocks.ItemSelection; -import io.anuke.mindustry.world.meta.BlockGroup; +import io.anuke.mindustry.world.blocks.*; +import io.anuke.mindustry.world.meta.*; import java.io.*; @@ -19,6 +17,7 @@ import static io.anuke.mindustry.Vars.content; public class Sorter extends Block{ private static Item lastItem; + protected boolean invert; public Sorter(String name){ super(name); @@ -37,16 +36,14 @@ public class Sorter extends Block{ @Override public void playerPlaced(Tile tile){ - Core.app.post(() -> Call.setSorterItem(null, tile, lastItem)); + if(lastItem != null){ + Core.app.post(() -> tile.configure(lastItem.id)); + } } - @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void setSorterItem(Player player, Tile tile, Item item){ - if(!Units.canInteract(player, tile)) return; - SorterEntity entity = tile.entity(); - if(entity != null){ - entity.sortItem = item; - } + @Override + public void configured(Tile tile, Player player, int value){ + tile.entity().sortItem = content.item(value); } @Override @@ -86,7 +83,7 @@ public class Sorter extends Block{ if(dir == -1) return null; Tile to; - if(item == entity.sortItem){ + if((item == entity.sortItem) != invert){ //prevent 3-chains if(isSame(dest, source) && isSame(dest, dest.getNearby(dir))){ return null; @@ -109,12 +106,10 @@ public class Sorter extends Block{ }else{ if(dest.rotation() == 0){ to = a; - if(flip) - dest.rotation((byte)1); + if(flip) dest.rotation((byte)1); }else{ to = b; - if(flip) - dest.rotation((byte)0); + if(flip) dest.rotation((byte)0); } } } @@ -127,7 +122,7 @@ public class Sorter extends Block{ SorterEntity entity = tile.entity(); ItemSelection.buildItemTable(table, () -> entity.sortItem, item -> { lastItem = item; - Call.setSorterItem(null, tile, item); + tile.configure(item == null ? -1 : item.id); }); } @@ -138,7 +133,12 @@ public class Sorter extends Block{ public class SorterEntity extends TileEntity{ - Item sortItem; + @Nullable Item sortItem; + + @Override + public int config(){ + return sortItem == null ? -1 : sortItem.id; + } @Override public byte version(){ diff --git a/core/src/io/anuke/mindustry/world/blocks/power/ItemLiquidGenerator.java b/core/src/io/anuke/mindustry/world/blocks/power/ItemLiquidGenerator.java index d32813791d..5af8ba1e9c 100644 --- a/core/src/io/anuke/mindustry/world/blocks/power/ItemLiquidGenerator.java +++ b/core/src/io/anuke/mindustry/world/blocks/power/ItemLiquidGenerator.java @@ -1,24 +1,20 @@ package io.anuke.mindustry.world.blocks.power; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.util.Time; -import io.anuke.mindustry.content.Fx; -import io.anuke.mindustry.entities.Effects; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.type.Liquid; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.consumers.ConsumeItemFilter; -import io.anuke.mindustry.world.consumers.ConsumeLiquidFilter; -import io.anuke.mindustry.world.meta.BlockStat; -import io.anuke.mindustry.world.meta.StatUnit; +import io.anuke.arc.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.math.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.content.*; +import io.anuke.mindustry.entities.*; +import io.anuke.mindustry.entities.Effects.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.consumers.*; +import io.anuke.mindustry.world.meta.*; -import static io.anuke.mindustry.Vars.content; -import static io.anuke.mindustry.Vars.tilesize; +import static io.anuke.mindustry.Vars.*; /** * Power generation block which can use items, liquids or both as input sources for power production. @@ -33,17 +29,26 @@ public class ItemLiquidGenerator extends PowerGenerator{ /** Maximum liquid used per frame. */ protected float maxLiquidGenerate = 0.4f; - protected Effects.Effect generateEffect = Fx.generatespark; - protected Effects.Effect explodeEffect = Fx.generatespark; + protected Effect generateEffect = Fx.generatespark; + protected Effect explodeEffect = Fx.generatespark; protected Color heatColor = Color.valueOf("ff9b59"); protected TextureRegion topRegion, liquidRegion; protected boolean randomlyExplode = true; + protected boolean defaults = false; public ItemLiquidGenerator(boolean hasItems, boolean hasLiquids, String name){ super(name); this.hasItems = hasItems; this.hasLiquids = hasLiquids; + setDefaults(); + } + + public ItemLiquidGenerator(String name){ + super(name); + } + + protected void setDefaults(){ if(hasItems){ consumes.add(new ConsumeItemFilter(item -> getItemEfficiency(item) >= minItemEfficiency)).update(false).optional(true, false); } @@ -51,6 +56,16 @@ public class ItemLiquidGenerator extends PowerGenerator{ if(hasLiquids){ consumes.add(new ConsumeLiquidFilter(liquid -> getLiquidEfficiency(liquid) >= minLiquidEfficiency, maxLiquidGenerate)).update(false).optional(true, false); } + + defaults = true; + } + + @Override + public void init(){ + if(!defaults){ + setDefaults(); + } + super.init(); } @Override diff --git a/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java b/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java index 6cf2d7a41e..453b4032c5 100644 --- a/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java +++ b/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java @@ -1,6 +1,5 @@ package io.anuke.mindustry.world.blocks.power; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.function.*; @@ -9,9 +8,7 @@ import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; import io.anuke.arc.math.geom.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.*; @@ -36,7 +33,7 @@ public class PowerNode extends PowerBlock{ consumesPower = false; outputsPower = false; } - +/* @Remote(targets = Loc.both, called = Loc.server, forward = true) public static void linkPowerNodes(Player player, Tile tile, Tile other){ if(tile.entity == null || other == null || tile.entity.power == null || !((PowerNode)tile.block()).linkValid(tile, other) @@ -82,6 +79,47 @@ public class PowerNode extends PowerBlock{ } } + */ + + @Override + public void configured(Tile tile, Player player, int value){ + TileEntity entity = tile.entity; + Tile other = world.tile(value); + boolean contains = entity.power.links.contains(value), valid = other != null && other.entity != null && other.entity.power != null; + + if(contains){ + //unlink + entity.power.links.removeValue(value); + if(valid) other.entity.power.links.removeValue(tile.pos()); + + PowerGraph newgraph = new PowerGraph(); + + //reflow from this point, covering all tiles on this side + newgraph.reflow(tile); + + if(valid && other.entity.power.graph != newgraph){ + //create new graph for other end + PowerGraph og = new PowerGraph(); + //reflow from other end + og.reflow(other); + } + }else if(linkValid(tile, other) && valid && entity.power.links.size < maxNodes){ + + if(!entity.power.links.contains(other.pos())){ + entity.power.links.add(other.pos()); + } + + if(other.getTeamID() == tile.getTeamID()){ + + if(!other.entity.power.links.contains(tile.pos())){ + other.entity.power.links.add(tile.pos()); + } + } + + entity.power.graph.add(other.entity.power.graph); + } + } + @Override public void load(){ super.load(); @@ -122,7 +160,11 @@ public class PowerNode extends PowerBlock{ }); tempTiles.sort(Structs.comparingFloat(t -> t.dst2(tile))); - tempTiles.each(valid, other -> Call.linkPowerNodes(null, tile, other)); + tempTiles.each(valid, other -> { + if(!tile.entity.power.links.contains(other.pos())){ + tile.configure(other.pos()); + } + }); super.placed(tile); } @@ -169,11 +211,7 @@ public class PowerNode extends PowerBlock{ Tile result = other; if(linkValid(tile, other)){ - if(linked(tile, other)){ - Call.unlinkPowerNodes(null, tile, result); - }else if(entity.power.links.size < maxNodes){ - Call.linkPowerNodes(null, tile, result); - } + tile.configure(other.pos()); return false; } return true; @@ -237,15 +275,18 @@ public class PowerNode extends PowerBlock{ @Override public void drawLayer(Tile tile){ - if(!Core.settings.getBool("lasers")) return; + if(Core.settings.getInt("lasersopacity") == 0) return; TileEntity entity = tile.entity(); for(int i = 0; i < entity.power.links.size; i++){ Tile link = world.tile(entity.power.links.get(i)); - if(linkValid(tile, link) && (link.pos() < tile.pos() || !(link.block() instanceof PowerNode) || !Core.camera.bounds(Tmp.r1).contains(link.drawx(), link.drawy()))){ - drawLaser(tile, link); - } + + if(!linkValid(tile, link)) continue; + + if(link.block() instanceof PowerNode && !(link.pos() < tile.pos())) continue; + + drawLaser(tile, link); } Draw.reset(); @@ -280,6 +321,11 @@ public class PowerNode extends PowerBlock{ } protected void drawLaser(Tile tile, Tile target){ + int opacityPercentage = Core.settings.getInt("lasersopacity"); + if(opacityPercentage == 0) return; + + float opacity = opacityPercentage / 100f; + float x1 = tile.drawx(), y1 = tile.drawy(), x2 = target.drawx(), y2 = target.drawy(); @@ -295,7 +341,8 @@ public class PowerNode extends PowerBlock{ float fract = 1f-tile.entity.power.graph.getSatisfaction(); Draw.color(Color.white, Pal.powerLight, fract*0.86f + Mathf.absin(3f, 0.1f)); - Drawf.laser(laser, laserEnd, x1, y1, x2, y2, 0.3f); + Draw.alpha(opacity); + Drawf.laser(laser, laserEnd, x1, y1, x2, y2, 0.25f); Draw.color(); } diff --git a/core/src/io/anuke/mindustry/world/blocks/power/SingleTypeGenerator.java b/core/src/io/anuke/mindustry/world/blocks/power/SingleTypeGenerator.java index 72c0ec9e4b..231533fc8c 100644 --- a/core/src/io/anuke/mindustry/world/blocks/power/SingleTypeGenerator.java +++ b/core/src/io/anuke/mindustry/world/blocks/power/SingleTypeGenerator.java @@ -5,8 +5,9 @@ import io.anuke.mindustry.type.Liquid; public class SingleTypeGenerator extends ItemLiquidGenerator{ - public SingleTypeGenerator(boolean hasItems, boolean hasLiquids, String name){ - super(hasItems, hasLiquids, name); + public SingleTypeGenerator(String name){ + super(name); + defaults = true; } @Override diff --git a/core/src/io/anuke/mindustry/world/blocks/production/Drill.java b/core/src/io/anuke/mindustry/world/blocks/production/Drill.java index 0c94887a66..5cf1aca2d0 100644 --- a/core/src/io/anuke/mindustry/world/blocks/production/Drill.java +++ b/core/src/io/anuke/mindustry/world/blocks/production/Drill.java @@ -10,6 +10,7 @@ import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.Effects.*; import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.type.*; @@ -143,9 +144,9 @@ public class Drill extends Block{ float width = drawPlaceText(Core.bundle.formatFloat("bar.drillspeed", 60f / (drillTime + hardnessDrillMultiplier * returnItem.hardness) * returnCount, 2), x, y, valid); float dx = x * tilesize + offset() - width/2f - 4f, dy = y * tilesize + offset() + size * tilesize / 2f + 5; Draw.mixcol(Color.darkGray, 1f); - Draw.rect(returnItem.icon(Item.Icon.large), dx, dy - 1); + Draw.rect(returnItem.icon(Cicon.small), dx, dy - 1); Draw.reset(); - Draw.rect(returnItem.icon(Item.Icon.large), dx, dy); + Draw.rect(returnItem.icon(Cicon.small), dx, dy); }else{ Tile to = tile.getLinkedTilesAs(this, tempTiles).find(t -> t.drop() != null && t.drop().hardness > tier); Item item = to == null ? null : to.drop(); @@ -162,9 +163,9 @@ public class Drill extends Block{ if(entity.dominantItem != null){ float dx = tile.drawx() - size * tilesize/2f, dy = tile.drawy() + size * tilesize/2f; Draw.mixcol(Color.darkGray, 1f); - Draw.rect(entity.dominantItem.icon(Item.Icon.large), dx, dy); + Draw.rect(entity.dominantItem.icon(Cicon.small), dx, dy - 1); Draw.reset(); - Draw.rect(entity.dominantItem.icon(Item.Icon.medium), dx, dy); + Draw.rect(entity.dominantItem.icon(Cicon.small), dx, dy); } } diff --git a/core/src/io/anuke/mindustry/world/blocks/sandbox/ItemSource.java b/core/src/io/anuke/mindustry/world/blocks/sandbox/ItemSource.java index 793bfb8442..8611eb18b7 100644 --- a/core/src/io/anuke/mindustry/world/blocks/sandbox/ItemSource.java +++ b/core/src/io/anuke/mindustry/world/blocks/sandbox/ItemSource.java @@ -1,19 +1,13 @@ package io.anuke.mindustry.world.blocks.sandbox; -import io.anuke.annotations.Annotations.Loc; -import io.anuke.annotations.Annotations.Remote; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.*; -import io.anuke.mindustry.entities.type.Player; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.gen.Call; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.ItemSelection; -import io.anuke.mindustry.world.meta.BlockGroup; +import io.anuke.arc.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.*; +import io.anuke.mindustry.world.meta.*; import java.io.*; @@ -31,18 +25,16 @@ public class ItemSource extends Block{ configurable = true; } - @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void setItemSourceItem(Player player, Tile tile, Item item){ - if(!Units.canInteract(player, tile)) return; - ItemSourceEntity entity = tile.entity(); - if(entity != null){ - entity.outputItem = item; - } + @Override + public void configured(Tile tile, Player player, int value){ + tile.entity().outputItem = content.item(value); } @Override public void playerPlaced(Tile tile){ - Core.app.post(() -> Call.setItemSourceItem(null, tile, lastItem)); + if(lastItem != null){ + Core.app.post(() -> tile.configure(lastItem.id)); + } } @Override @@ -83,7 +75,7 @@ public class ItemSource extends Block{ ItemSourceEntity entity = tile.entity(); ItemSelection.buildItemTable(table, () -> entity.outputItem, item -> { lastItem = item; - Call.setItemSourceItem(null, tile, item); + tile.configure(item == null ? -1 : item.id); }); } @@ -100,6 +92,11 @@ public class ItemSource extends Block{ public class ItemSourceEntity extends TileEntity{ Item outputItem; + @Override + public int config(){ + return outputItem == null ? -1 : outputItem.id; + } + @Override public void write(DataOutput stream) throws IOException{ super.write(stream); diff --git a/core/src/io/anuke/mindustry/world/blocks/sandbox/LiquidSource.java b/core/src/io/anuke/mindustry/world/blocks/sandbox/LiquidSource.java index f9ea932a90..26177da5a0 100644 --- a/core/src/io/anuke/mindustry/world/blocks/sandbox/LiquidSource.java +++ b/core/src/io/anuke/mindustry/world/blocks/sandbox/LiquidSource.java @@ -1,27 +1,22 @@ package io.anuke.mindustry.world.blocks.sandbox; -import io.anuke.annotations.Annotations.Loc; -import io.anuke.annotations.Annotations.Remote; -import io.anuke.arc.Core; -import io.anuke.arc.collection.Array; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.scene.style.TextureRegionDrawable; -import io.anuke.arc.scene.ui.ButtonGroup; -import io.anuke.arc.scene.ui.ImageButton; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.*; -import io.anuke.mindustry.entities.type.Player; -import io.anuke.mindustry.entities.type.TileEntity; +import io.anuke.arc.*; +import io.anuke.arc.collection.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.scene.style.*; +import io.anuke.arc.scene.ui.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; -import io.anuke.mindustry.type.Liquid; +import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Tile; +import io.anuke.mindustry.world.*; import java.io.*; -import static io.anuke.mindustry.Vars.content; -import static io.anuke.mindustry.Vars.control; +import static io.anuke.mindustry.Vars.*; public class LiquidSource extends Block{ private static Liquid lastLiquid; @@ -38,7 +33,9 @@ public class LiquidSource extends Block{ @Override public void playerPlaced(Tile tile){ - if(lastLiquid != null) Core.app.post(() -> Call.setLiquidSourceLiquid(null, tile, lastLiquid)); + if(lastLiquid != null){ + Core.app.post(() -> tile.configure(lastLiquid.id)); + } } @Override @@ -87,11 +84,11 @@ public class LiquidSource extends Block{ final int f = i; ImageButton button = cont.addImageButton(Tex.clear, Styles.clearToggleTransi, 24, () -> control.input.frag.config.hideConfig()).size(38).group(group).get(); button.changed(() -> { - Call.setLiquidSourceLiquid(null, tile, button.isChecked() ? items.get(f) : null); + tile.configure(button.isChecked() ? items.get(f).id : -1); control.input.frag.config.hideConfig(); lastLiquid = items.get(f); }); - button.getStyle().imageUp = new TextureRegionDrawable(items.get(i).iconRegion); + button.getStyle().imageUp = new TextureRegionDrawable(items.get(i).icon(Cicon.medium)); button.setChecked(entity.source == items.get(i)); if(i % 4 == 3){ @@ -107,15 +104,18 @@ public class LiquidSource extends Block{ return new LiquidSourceEntity(); } - @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void setLiquidSourceLiquid(Player player, Tile tile, Liquid liquid){ - if(!Units.canInteract(player, tile)) return; - LiquidSourceEntity entity = tile.entity(); - if(entity != null) entity.source = liquid; + @Override + public void configured(Tile tile, Player player, int value){ + tile.entity().source = content.liquid(value); } class LiquidSourceEntity extends TileEntity{ - public Liquid source = null; + public @Nullable Liquid source = null; + + @Override + public int config(){ + return source == null ? -1 : source.id; + } @Override public void write(DataOutput stream) throws IOException{ diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java b/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java index cdb2ce0d70..045003a545 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java @@ -3,7 +3,6 @@ package io.anuke.mindustry.world.blocks.storage; import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; -import io.anuke.arc.collection.ObjectSet.*; import io.anuke.arc.function.*; import io.anuke.arc.graphics.g2d.*; import io.anuke.arc.math.*; @@ -157,7 +156,7 @@ public class CoreBlock extends StorageBlock{ tile.entity.items.set(item, Math.min(tile.entity.items.get(item), max)); } - for(Tile other : new ObjectSetIterator<>(state.teams.get(tile.getTeam()).cores)){ + for(Tile other : state.teams.get(tile.getTeam()).cores){ other.block().onProximityUpdate(other); } } diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java b/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java index 28566f1ca7..aa177b1caf 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java @@ -1,6 +1,6 @@ package io.anuke.mindustry.world.blocks.storage; -import io.anuke.annotations.Annotations.*; +import io.anuke.arc.util.ArcAnnotate.*; import io.anuke.mindustry.entities.type.TileEntity; import io.anuke.mindustry.type.Item; import io.anuke.mindustry.world.Block; @@ -75,6 +75,7 @@ public abstract class StorageBlock extends Block{ } public class StorageBlockEntity extends TileEntity{ - protected @Nullable Tile linkedCore; + protected @Nullable + Tile linkedCore; } } diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java b/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java index 0adf1fdc8f..9488337209 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java @@ -1,16 +1,13 @@ package io.anuke.mindustry.world.blocks.storage; -import io.anuke.annotations.Annotations.*; -import io.anuke.arc.Core; -import io.anuke.arc.graphics.Color; +import io.anuke.arc.*; +import io.anuke.arc.graphics.*; import io.anuke.arc.graphics.g2d.*; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.*; +import io.anuke.arc.scene.ui.layout.*; import io.anuke.mindustry.entities.type.*; -import io.anuke.mindustry.gen.Call; -import io.anuke.mindustry.type.Item; +import io.anuke.mindustry.type.*; import io.anuke.mindustry.world.*; -import io.anuke.mindustry.world.blocks.ItemSelection; +import io.anuke.mindustry.world.blocks.*; import java.io.*; @@ -44,20 +41,20 @@ public class Unloader extends Block{ @Override public void playerPlaced(Tile tile){ - Core.app.post(() -> Call.setSortedUnloaderItem(null, tile, lastItem)); + if(lastItem != null){ + Core.app.post(() -> tile.configure(lastItem.id)); + } } - @Remote(targets = Loc.both, called = Loc.both, forward = true) - public static void setSortedUnloaderItem(Player player, Tile tile, Item item){ - if(!Units.canInteract(player, tile)) return; - SortedUnloaderEntity entity = tile.entity(); - entity.items.clear(); - entity.sortItem = item; + @Override + public void configured(Tile tile, Player player, int value){ + tile.entity.items.clear(); + tile.entity().sortItem = content.item(value); } @Override public void update(Tile tile){ - SortedUnloaderEntity entity = tile.entity(); + UnloaderEntity entity = tile.entity(); if(tile.entity.timer.get(timerUnload, speed / entity.timeScale) && tile.entity.items.total() == 0){ for(Tile other : tile.entity.proximity()){ @@ -109,7 +106,7 @@ public class Unloader extends Block{ public void draw(Tile tile){ super.draw(tile); - SortedUnloaderEntity entity = tile.entity(); + UnloaderEntity entity = tile.entity(); Draw.color(entity.sortItem == null ? Color.clear : entity.sortItem.color); Fill.square(tile.worldx(), tile.worldy(), 1f); @@ -118,21 +115,26 @@ public class Unloader extends Block{ @Override public void buildTable(Tile tile, Table table){ - SortedUnloaderEntity entity = tile.entity(); + UnloaderEntity entity = tile.entity(); ItemSelection.buildItemTable(table, () -> entity.sortItem, item -> { lastItem = item; - Call.setSortedUnloaderItem(null, tile, item); + tile.configure(item == null ? -1 : item.id); }); } @Override public TileEntity newEntity(){ - return new SortedUnloaderEntity(); + return new UnloaderEntity(); } - public static class SortedUnloaderEntity extends TileEntity{ + public static class UnloaderEntity extends TileEntity{ public Item sortItem = null; + @Override + public int config(){ + return sortItem == null ? -1 : sortItem.id; + } + @Override public void write(DataOutput stream) throws IOException{ super.write(stream); diff --git a/core/src/io/anuke/mindustry/world/blocks/units/CommandCenter.java b/core/src/io/anuke/mindustry/world/blocks/units/CommandCenter.java index a748a20a5e..01487f6b44 100644 --- a/core/src/io/anuke/mindustry/world/blocks/units/CommandCenter.java +++ b/core/src/io/anuke/mindustry/world/blocks/units/CommandCenter.java @@ -1,6 +1,5 @@ package io.anuke.mindustry.world.blocks.units; -import io.anuke.annotations.Annotations.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.graphics.*; @@ -13,9 +12,8 @@ import io.anuke.mindustry.entities.*; import io.anuke.mindustry.entities.Effects.*; import io.anuke.mindustry.entities.type.*; import io.anuke.mindustry.entities.units.*; -import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; -import io.anuke.mindustry.gen.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.graphics.*; import io.anuke.mindustry.ui.*; import io.anuke.mindustry.world.*; @@ -95,7 +93,7 @@ public class CommandCenter extends Block{ Table buttons = new Table(); for(UnitCommand cmd : UnitCommand.all){ - buttons.addImageButton(Core.atlas.drawable("icon-command-" + cmd.name() + "-small"), Styles.clearToggleTransi, () -> Call.onCommandCenterSet(player, tile, cmd)) + buttons.addImageButton(Core.atlas.drawable("icon-command-" + cmd.name() + "-small"), Styles.clearToggleTransi, () -> tile.configure(cmd.ordinal())) .size(44).group(group).update(b -> b.setChecked(entity.command == cmd)); } table.add(buttons); @@ -103,10 +101,9 @@ public class CommandCenter extends Block{ table.label(() -> entity.command.localized()).style(Styles.outlineLabel).center().growX().get().setAlignment(Align.center); } - @Remote(called = Loc.server, forward = true, targets = Loc.both) - public static void onCommandCenterSet(Player player, Tile tile, UnitCommand command){ - if(player == null || tile == null || !Units.canInteract(player, tile)) return; - + @Override + public void configured(Tile tile, Player player, int value){ + UnitCommand command = UnitCommand.all[value]; Effects.effect(((CommandCenter)tile.block()).effect, tile); for(Tile center : indexer.getAllied(tile.getTeam(), BlockFlag.comandCenter)){ @@ -133,6 +130,11 @@ public class CommandCenter extends Block{ public class CommandCenterEntity extends TileEntity{ public UnitCommand command = UnitCommand.attack; + @Override + public int config(){ + return command.ordinal(); + } + @Override public void write(DataOutput stream) throws IOException{ super.write(stream); diff --git a/core/src/io/anuke/mindustry/world/blocks/units/UnitFactory.java b/core/src/io/anuke/mindustry/world/blocks/units/UnitFactory.java index 9de6fc9235..35caf17d9c 100644 --- a/core/src/io/anuke/mindustry/world/blocks/units/UnitFactory.java +++ b/core/src/io/anuke/mindustry/world/blocks/units/UnitFactory.java @@ -10,6 +10,7 @@ import io.anuke.mindustry.Vars; import io.anuke.mindustry.content.Fx; import io.anuke.mindustry.entities.Effects; import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.gen.Call; import io.anuke.mindustry.graphics.Pal; @@ -121,7 +122,7 @@ public class UnitFactory extends Block{ @Override public void draw(Tile tile){ UnitFactoryEntity entity = tile.entity(); - TextureRegion region = type.iconRegion; + TextureRegion region = type.icon(Cicon.full); Draw.rect(name, tile.drawx(), tile.drawy()); @@ -190,6 +191,11 @@ public class UnitFactory extends Block{ return entity.spawned < maxSpawn; } + @Override + public boolean shouldConsume(Tile tile){ + return canProduce(tile); + } + public static class UnitFactoryEntity extends TileEntity{ float buildTime; float time; diff --git a/core/src/io/anuke/mindustry/world/consumers/Consume.java b/core/src/io/anuke/mindustry/world/consumers/Consume.java index be5d0d6af8..2e176cc670 100644 --- a/core/src/io/anuke/mindustry/world/consumers/Consume.java +++ b/core/src/io/anuke/mindustry/world/consumers/Consume.java @@ -1,5 +1,6 @@ package io.anuke.mindustry.world.consumers; +import io.anuke.arc.collection.*; import io.anuke.arc.scene.ui.layout.Table; import io.anuke.mindustry.entities.type.TileEntity; import io.anuke.mindustry.world.Tile; @@ -17,7 +18,7 @@ public abstract class Consume{ * Apply a filter to items accepted. * This should set all item IDs that are present in the filter to true. */ - public void applyItemFilter(boolean[] filter){ + public void applyItemFilter(Bits filter){ } @@ -25,7 +26,7 @@ public abstract class Consume{ * Apply a filter to liquids accepted. * This should set all liquid IDs that are present in the filter to true. */ - public void applyLiquidFilter(boolean[] filter){ + public void applyLiquidFilter(Bits filter){ } diff --git a/core/src/io/anuke/mindustry/world/consumers/ConsumeItemFilter.java b/core/src/io/anuke/mindustry/world/consumers/ConsumeItemFilter.java index 81503037f0..57133c66ea 100644 --- a/core/src/io/anuke/mindustry/world/consumers/ConsumeItemFilter.java +++ b/core/src/io/anuke/mindustry/world/consumers/ConsumeItemFilter.java @@ -1,28 +1,29 @@ package io.anuke.mindustry.world.consumers; -import io.anuke.arc.function.Predicate; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.type.Item.Icon; +import io.anuke.arc.collection.*; +import io.anuke.arc.function.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.type.*; import io.anuke.mindustry.ui.*; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.meta.BlockStat; -import io.anuke.mindustry.world.meta.BlockStats; -import io.anuke.mindustry.world.meta.values.ItemFilterValue; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.meta.*; +import io.anuke.mindustry.world.meta.values.*; import static io.anuke.mindustry.Vars.*; public class ConsumeItemFilter extends Consume{ - public final Predicate filter; + public final @NonNull Predicate filter; public ConsumeItemFilter(Predicate item){ this.filter = item; } @Override - public void applyItemFilter(boolean[] arr){ - content.items().each(filter, item -> arr[item.id] = true); + public void applyItemFilter(Bits arr){ + content.items().each(filter, item -> arr.set(item.id)); } @Override @@ -33,7 +34,7 @@ public class ConsumeItemFilter extends Consume{ @Override public void build(Tile tile, Table table){ MultiReqImage image = new MultiReqImage(); - content.items().each(i -> filter.test(i) && (!world.isZone() || data.isUnlocked(i)), item -> image.add(new ReqImage(new ItemImage(item.icon(Icon.large), 1), () -> tile.entity != null && tile.entity.items != null && tile.entity.items.has(item)))); + content.items().each(i -> filter.test(i) && (!world.isZone() || data.isUnlocked(i)), item -> image.add(new ReqImage(new ItemImage(item.icon(Cicon.medium), 1), () -> tile.entity != null && tile.entity.items != null && tile.entity.items.has(item)))); table.add(image).size(8 * 4); } diff --git a/core/src/io/anuke/mindustry/world/consumers/ConsumeItems.java b/core/src/io/anuke/mindustry/world/consumers/ConsumeItems.java index 96f38e4aa3..f6b047bf6f 100644 --- a/core/src/io/anuke/mindustry/world/consumers/ConsumeItems.java +++ b/core/src/io/anuke/mindustry/world/consumers/ConsumeItems.java @@ -1,27 +1,32 @@ package io.anuke.mindustry.world.consumers; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.type.Item.Icon; -import io.anuke.mindustry.type.ItemStack; -import io.anuke.mindustry.ui.ItemImage; -import io.anuke.mindustry.ui.ReqImage; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.meta.BlockStat; -import io.anuke.mindustry.world.meta.BlockStats; -import io.anuke.mindustry.world.meta.values.ItemListValue; +import io.anuke.arc.collection.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.ui.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.meta.*; +import io.anuke.mindustry.world.meta.values.*; public class ConsumeItems extends Consume{ - public final ItemStack[] items; + public final @NonNull ItemStack[] items; public ConsumeItems(ItemStack[] items){ this.items = items; } + /** Mods.*/ + protected ConsumeItems(){ + this(new ItemStack[]{}); + } + @Override - public void applyItemFilter(boolean[] filter){ + public void applyItemFilter(Bits filter){ for(ItemStack stack : items){ - filter[stack.item.id] = true; + filter.set(stack.item.id); } } @@ -33,7 +38,7 @@ public class ConsumeItems extends Consume{ @Override public void build(Tile tile, Table table){ for(ItemStack stack : items){ - table.add(new ReqImage(new ItemImage(stack.item.icon(Icon.large), stack.amount), () -> tile.entity != null && tile.entity.items != null && tile.entity.items.has(stack.item, stack.amount))).size(8 * 4).padRight(5); + table.add(new ReqImage(new ItemImage(stack.item.icon(Cicon.medium), stack.amount), () -> tile.entity != null && tile.entity.items != null && tile.entity.items.has(stack.item, stack.amount))).size(8 * 4).padRight(5); } } diff --git a/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquid.java b/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquid.java index 943e7da6b2..2774849cb5 100644 --- a/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquid.java +++ b/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquid.java @@ -1,29 +1,35 @@ package io.anuke.mindustry.world.consumers; -import io.anuke.arc.scene.ui.layout.Table; -import io.anuke.mindustry.entities.type.TileEntity; -import io.anuke.mindustry.type.Liquid; -import io.anuke.mindustry.ui.ReqImage; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.meta.BlockStat; -import io.anuke.mindustry.world.meta.BlockStats; +import io.anuke.arc.collection.*; +import io.anuke.arc.scene.ui.layout.*; +import io.anuke.arc.util.ArcAnnotate.*; +import io.anuke.mindustry.entities.type.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.ui.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.meta.*; public class ConsumeLiquid extends ConsumeLiquidBase{ - public final Liquid liquid; + public final @NonNull Liquid liquid; public ConsumeLiquid(Liquid liquid, float amount){ super(amount); this.liquid = liquid; } + protected ConsumeLiquid(){ + this(null, 0f); + } + @Override - public void applyLiquidFilter(boolean[] filter){ - filter[liquid.id] = true; + public void applyLiquidFilter(Bits filter){ + filter.set(liquid.id); } @Override public void build(Tile tile, Table table){ - table.add(new ReqImage(liquid.getContentIcon(), () -> valid(tile.entity))).size(8 * 4); + table.add(new ReqImage(liquid.icon(Cicon.medium), () -> valid(tile.entity))).size(8 * 4); } @Override diff --git a/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquidFilter.java b/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquidFilter.java index 04c2efd3ae..3f2ff4ced7 100644 --- a/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquidFilter.java +++ b/core/src/io/anuke/mindustry/world/consumers/ConsumeLiquidFilter.java @@ -1,9 +1,10 @@ package io.anuke.mindustry.world.consumers; -import io.anuke.arc.collection.Array; +import io.anuke.arc.collection.*; import io.anuke.arc.function.Predicate; import io.anuke.arc.scene.ui.layout.Table; import io.anuke.mindustry.entities.type.TileEntity; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.Liquid; import io.anuke.mindustry.ui.MultiReqImage; import io.anuke.mindustry.ui.ReqImage; @@ -23,15 +24,15 @@ public class ConsumeLiquidFilter extends ConsumeLiquidBase{ } @Override - public void applyLiquidFilter(boolean[] arr){ - content.liquids().each(filter, item -> arr[item.id] = true); + public void applyLiquidFilter(Bits arr){ + content.liquids().each(filter, item -> arr.set(item.id)); } @Override public void build(Tile tile, Table table){ Array list = content.liquids().select(l -> !l.isHidden() && filter.test(l)); MultiReqImage image = new MultiReqImage(); - list.each(liquid -> image.add(new ReqImage(liquid.getContentIcon(), () -> tile.entity != null && tile.entity.liquids != null && tile.entity.liquids.get(liquid) >= use(tile.entity)))); + list.each(liquid -> image.add(new ReqImage(liquid.icon(Cicon.medium), () -> tile.entity != null && tile.entity.liquids != null && tile.entity.liquids.get(liquid) >= use(tile.entity)))); table.add(image).size(8 * 4); } diff --git a/core/src/io/anuke/mindustry/world/consumers/ConsumePower.java b/core/src/io/anuke/mindustry/world/consumers/ConsumePower.java index 18b2d422db..d183b3969f 100644 --- a/core/src/io/anuke/mindustry/world/consumers/ConsumePower.java +++ b/core/src/io/anuke/mindustry/world/consumers/ConsumePower.java @@ -20,6 +20,10 @@ public class ConsumePower extends Consume{ this.buffered = buffered; } + protected ConsumePower(){ + this(0f, 0f, false); + } + @Override public ConsumeType type(){ return ConsumeType.power; diff --git a/core/src/io/anuke/mindustry/world/consumers/Consumers.java b/core/src/io/anuke/mindustry/world/consumers/Consumers.java index 6839237d2b..5693b759a5 100644 --- a/core/src/io/anuke/mindustry/world/consumers/Consumers.java +++ b/core/src/io/anuke/mindustry/world/consumers/Consumers.java @@ -1,5 +1,6 @@ package io.anuke.mindustry.world.consumers; +import io.anuke.arc.collection.*; import io.anuke.arc.function.Predicate; import io.anuke.arc.util.Structs; import io.anuke.mindustry.Vars; @@ -12,8 +13,8 @@ public class Consumers{ private Consume[] map = new Consume[ConsumeType.values().length]; private Consume[] results, optionalResults; - public final boolean[] itemFilters = new boolean[Vars.content.items().size]; - public final boolean[] liquidfilters = new boolean[Vars.content.liquids().size]; + public final Bits itemFilters = new Bits(Vars.content.items().size); + public final Bits liquidfilters = new Bits(Vars.content.liquids().size); public void init(){ results = Structs.filter(Consume.class, map, m -> m != null); diff --git a/core/src/io/anuke/mindustry/world/meta/BuildVisibility.java b/core/src/io/anuke/mindustry/world/meta/BuildVisibility.java new file mode 100644 index 0000000000..38c98aeaa2 --- /dev/null +++ b/core/src/io/anuke/mindustry/world/meta/BuildVisibility.java @@ -0,0 +1,22 @@ +package io.anuke.mindustry.world.meta; + +import io.anuke.arc.function.*; +import io.anuke.mindustry.*; + +public enum BuildVisibility{ + hidden(() -> false), + shown(() -> true), + debugOnly(() -> false), + sandboxOnly(() -> Vars.state.rules.infiniteResources), + campaignOnly(() -> Vars.world.isZone()); + + private final BooleanProvider visible; + + public boolean visible(){ + return visible.get(); + } + + BuildVisibility(BooleanProvider visible){ + this.visible = visible; + } +} diff --git a/core/src/io/anuke/mindustry/world/meta/values/AmmoListValue.java b/core/src/io/anuke/mindustry/world/meta/values/AmmoListValue.java index 772eb96e9a..71e4643866 100644 --- a/core/src/io/anuke/mindustry/world/meta/values/AmmoListValue.java +++ b/core/src/io/anuke/mindustry/world/meta/values/AmmoListValue.java @@ -10,8 +10,6 @@ import io.anuke.mindustry.content.*; import io.anuke.mindustry.entities.bullet.*; import io.anuke.mindustry.game.*; import io.anuke.mindustry.gen.*; -import io.anuke.mindustry.type.*; -import io.anuke.mindustry.type.Item.Icon; import io.anuke.mindustry.world.meta.*; import static io.anuke.mindustry.Vars.tilesize; @@ -85,9 +83,6 @@ public class AmmoListValue implements StatValue{ } TextureRegion icon(T t){ - if(t instanceof Item){ - return ((Item)t).icon(Icon.medium); - } - return t.getContentIcon(); + return t.icon(Cicon.medium); } } diff --git a/desktop/src/io/anuke/mindustry/desktop/DesktopLauncher.java b/desktop/src/io/anuke/mindustry/desktop/DesktopLauncher.java index c734bfe474..e97099f3ef 100644 --- a/desktop/src/io/anuke/mindustry/desktop/DesktopLauncher.java +++ b/desktop/src/io/anuke/mindustry/desktop/DesktopLauncher.java @@ -15,6 +15,7 @@ import io.anuke.arc.scene.event.*; import io.anuke.arc.scene.ui.*; import io.anuke.arc.util.*; import io.anuke.arc.util.Log.*; +import io.anuke.arc.util.io.*; import io.anuke.arc.util.serialization.*; import io.anuke.mindustry.*; import io.anuke.mindustry.core.GameState.*; @@ -22,11 +23,14 @@ import io.anuke.mindustry.desktop.steam.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.Version; import io.anuke.mindustry.maps.Map; +import io.anuke.mindustry.mod.Mods.*; import io.anuke.mindustry.net.*; import io.anuke.mindustry.net.Net.*; import io.anuke.mindustry.ui.*; +import java.io.*; import java.net.*; +import java.nio.charset.*; import java.util.*; import static io.anuke.mindustry.Vars.*; @@ -35,7 +39,13 @@ import static io.anuke.mindustry.Vars.*; public class DesktopLauncher extends ClientLauncher{ public final static String discordID = "610508934456934412"; - boolean useDiscord = OS.is64Bit, showConsole = true; + boolean useDiscord = OS.is64Bit, showConsole = OS.getPropertyNotNull("user.name").equals("anuke"); + + static{ + if(!Charset.forName("US-ASCII").newEncoder().canEncode(System.getProperty("user.name", ""))){ + System.setProperty("com.codedisaster.steamworks.SharedLibraryExtractPath", new File("").getAbsolutePath()); + } + } public static void main(String[] arg){ try{ @@ -56,7 +66,7 @@ public class DesktopLauncher extends ClientLauncher{ public DesktopLauncher(String[] args){ Log.setUseColors(false); Version.init(); - boolean useSteam = Version.modifier.equals("steam"); + boolean useSteam = Version.modifier.contains("steam"); testMobile = Array.with(args).contains("-testMobile"); if(useDiscord){ @@ -73,6 +83,14 @@ public class DesktopLauncher extends ClientLauncher{ } if(useSteam){ + //delete leftover dlls + FileHandle file = new FileHandle("."); + for(FileHandle other : file.parent().list()){ + if(other.name().contains("steam") && (other.extension().equals("dll") || other.extension().equals("so") || other.extension().equals("dylib"))){ + other.delete(); + } + } + if(showConsole){ StringBuilder base = new StringBuilder(); Log.setLogger(new LogHandler(){ @@ -121,26 +139,46 @@ public class DesktopLauncher extends ClientLauncher{ } try{ - SteamAPI.loadLibraries(); + try{ + SteamAPI.loadLibraries(); + }catch(Throwable t){ + Log.err(t); + fallbackSteam(); + } + if(!SteamAPI.init()){ Log.err("Steam client not running."); }else{ - Vars.steam = true; initSteam(args); - + Vars.steam = true; } - }catch(Exception e){ + }catch(Throwable e){ + steam = false; Log.err("Failed to load Steam native libraries."); - e.printStackTrace(); + Log.err(e); } } } + void fallbackSteam(){ + try{ + String name = "steam_api"; + if(OS.isMac || OS.isLinux) name = "lib" + name; + if(OS.isWindows && OS.is64Bit) name += "64"; + name += (OS.isLinux ? ".so" : OS.isMac ? ".dylib" : ".dll"); + Streams.copyStream(getClass().getResourceAsStream(name), new FileOutputStream(name)); + System.loadLibrary(new File(name).getAbsolutePath()); + }catch(Throwable e){ + Log.err(e); + } + } + void initSteam(String[] args){ SVars.net = new SNet(new ArcNetImpl()); SVars.stats = new SStats(); SVars.workshop = new SWorkshop(); SVars.user = new SUser(); + boolean[] isShutdown = {false}; Events.on(ClientLoadEvent.class, event -> { player.name = SVars.net.friends.getPersonaName(); @@ -169,8 +207,18 @@ public class DesktopLauncher extends ClientLauncher{ } }); }); + + Events.on(DisposeEvent.class, event -> { + SteamAPI.shutdown(); + isShutdown[0] = true; + }); + //steam shutdown hook - Runtime.getRuntime().addShutdownHook(new Thread(SteamAPI::shutdown)); + Runtime.getRuntime().addShutdownHook(new Thread(() -> { + if(!isShutdown[0]){ + SteamAPI.shutdown(); + } + })); } static void handleCrash(Throwable e){ @@ -190,7 +238,10 @@ public class DesktopLauncher extends ClientLauncher{ boolean fbgp = badGPU; CrashSender.send(e, file -> { - Throwable cause = Strings.getFinalCause(e); + Array causes = Strings.getCauses(e); + Throwable fc = causes.find(t -> t instanceof ModLoadException); + if(fc == null) fc = Strings.getFinalCause(e); + Throwable cause = fc; if(!fbgp){ dialog.accept(() -> message("A crash has occured. It has been saved in:\n" + file.getAbsolutePath() + "\n" + cause.getClass().getSimpleName().replace("Exception", "") + (cause.getMessage() == null ? "" : ":\n" + cause.getMessage()))); } @@ -199,22 +250,29 @@ public class DesktopLauncher extends ClientLauncher{ @Override public Array getExternalMaps(){ - if(steam && SVars.workshop == null){ - SVars.workshop = new SWorkshop(); - } return !steam ? super.getExternalMaps() : SVars.workshop.getMapFiles(); } @Override - public void viewMapListing(Map map){ - viewMapListing(map.file.parent().name()); + public Array getExternalMods(){ + return !steam ? super.getExternalMods() : SVars.workshop.getModFiles(); } @Override - public void viewMapListing(String mapid){ + public void viewMapListing(Map map){ + viewListing(map.file.parent().name()); + } + + @Override + public void viewListing(String mapid){ SVars.net.friends.activateGameOverlayToWebPage("steam://url/CommunityFilePage/" + mapid); } + @Override + public void viewMapListingInfo(Map map){ + SVars.workshop.viewMapListingInfo(map); + } + @Override public NetProvider getNet(){ return steam ? SVars.net : new ArcNetImpl(); diff --git a/desktop/src/io/anuke/mindustry/desktop/steam/SNet.java b/desktop/src/io/anuke/mindustry/desktop/steam/SNet.java index c8bf159796..f6f9a6c3bf 100644 --- a/desktop/src/io/anuke/mindustry/desktop/steam/SNet.java +++ b/desktop/src/io/anuke/mindustry/desktop/steam/SNet.java @@ -7,14 +7,13 @@ import com.codedisaster.steamworks.SteamNetworking.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.function.*; -import io.anuke.arc.input.*; import io.anuke.arc.util.*; import io.anuke.arc.util.pooling.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.Version; import io.anuke.mindustry.game.*; -import io.anuke.mindustry.net.*; import io.anuke.mindustry.net.ArcNetImpl.*; +import io.anuke.mindustry.net.*; import io.anuke.mindustry.net.Net.*; import io.anuke.mindustry.net.Packets.*; @@ -302,6 +301,7 @@ public class SNet implements SteamNetworkingCallback, SteamMatchmakingCallback, Log.info("found {0} matches {1}", matches, lobbyDoneCallback); if(lobbyDoneCallback != null){ + Array hosts = new Array<>(); for(int i = 0; i < matches; i++){ try{ SteamID lobby = smat.getLobbyByIndex(i); @@ -316,13 +316,15 @@ public class SNet implements SteamNetworkingCallback, SteamMatchmakingCallback, Gamemode.valueOf(smat.getLobbyData(lobby, "gamemode")), smat.getLobbyMemberLimit(lobby) ); - - lobbyCallback.accept(out); + hosts.add(out); }catch(Exception e){ Log.err(e); } } + hosts.sort(Structs.comparingInt(h -> -h.players)); + hosts.each(lobbyCallback); + lobbyDoneCallback.run(); } } @@ -344,7 +346,7 @@ public class SNet implements SteamNetworkingCallback, SteamMatchmakingCallback, currentLobby = steamID; smat.setLobbyData(steamID, "name", player.name); - smat.setLobbyData(steamID, "mapname", world.getMap() == null ? "Unknown" : world.getMap().name()); + smat.setLobbyData(steamID, "mapname", world.getMap() == null ? "Unknown" : state.rules.zone == null ? world.getMap().name() : state.rules.zone.localizedName); smat.setLobbyData(steamID, "version", Version.build + ""); smat.setLobbyData(steamID, "versionType", Version.type); smat.setLobbyData(steamID, "wave", state.wave + ""); diff --git a/desktop/src/io/anuke/mindustry/desktop/steam/SWorkshop.java b/desktop/src/io/anuke/mindustry/desktop/steam/SWorkshop.java index 6ebf8792c9..31f6029e44 100644 --- a/desktop/src/io/anuke/mindustry/desktop/steam/SWorkshop.java +++ b/desktop/src/io/anuke/mindustry/desktop/steam/SWorkshop.java @@ -6,6 +6,8 @@ import com.codedisaster.steamworks.SteamUGC.*; import io.anuke.arc.*; import io.anuke.arc.collection.*; import io.anuke.arc.files.*; +import io.anuke.arc.function.*; +import io.anuke.arc.scene.ui.*; import io.anuke.arc.util.*; import io.anuke.mindustry.game.EventType.*; import io.anuke.mindustry.game.*; @@ -20,28 +22,39 @@ public class SWorkshop implements SteamUGCCallback{ private Map lastMap; private Array mapFiles; + private Array modFiles; + private ObjectMap, SteamResult>> detailHandlers = new ObjectMap<>(); public SWorkshop(){ int items = ugc.getNumSubscribedItems(); SteamPublishedFileID[] ids = new SteamPublishedFileID[items]; ItemInstallInfo info = new ItemInstallInfo(); ugc.getSubscribedItems(ids); - mapFiles = Array.with(ids).map(f -> { + + Array folders = Array.with(ids).map(f -> { ugc.getItemInstallInfo(f, info); return new FileHandle(info.getFolder()); - }).select(f -> f.list().length > 0).map(f -> f.list()[0]); + }).select(f -> f != null && f.list().length > 0); - if(items > 0){ + mapFiles = folders.select(f -> f.list().length == 1 && f.list()[0].extension().equals(mapExtension)).map(f -> f.list()[0]); + modFiles = folders.select(f -> f.child("mod.json").exists()); + + if(!mapFiles.isEmpty()){ SAchievement.downloadMapWorkshop.complete(); } - Log.info("Fetching {0} subscribed maps.", items); + Log.info("Fetching {0} subscribed maps.", mapFiles.size); + Log.info("Fetching {0} subscribed mods.", modFiles.size); } public Array getMapFiles(){ return mapFiles; } + public Array getModFiles(){ + return modFiles; + } + public void publishMap(Map map){ if(map.tags.containsKey("steamid")){ Log.info("Map already published, redirecting to ID."); @@ -51,6 +64,8 @@ public class SWorkshop implements SteamUGCCallback{ //update author name when publishing map.tags.put("author", SVars.net.friends.getPersonaName()); + ui.editor.editor.getTags().put("author", map.tags.get("author")); + ui.editor.save(); FloatingDialog dialog = new FloatingDialog("$confirm"); dialog.setFillParent(false); @@ -70,9 +85,104 @@ public class SWorkshop implements SteamUGCCallback{ dialog.show(); } + public void viewMapListingInfo(Map map){ + String id = map.tags.get("steamid"); + long handle = Strings.parseLong(id, -1); + SteamPublishedFileID fid = new SteamPublishedFileID(handle); + + Log.info("Requesting map listing view; id = " + id); + + ui.loadfrag.show(); + SteamUGCQuery query = ugc.createQueryUGCDetailsRequest(fid); + Log.info("POST " + query); + + detailHandlers.put(query, (detailsList, result) -> { + ui.loadfrag.hide(); + + Log.info("Map listing result: " + result + " " + detailsList); + + if(result == SteamResult.OK){ + SteamUGCDetails details = detailsList.first(); + if(details.getResult() == SteamResult.OK){ + if(details.getOwnerID().equals(SVars.user.user.getSteamID())){ + + FloatingDialog dialog = new FloatingDialog("$editor.mapinfo"); + dialog.setFillParent(false); + dialog.cont.add("$map.menu").pad(20f); + dialog.addCloseButton(); + + dialog.buttons.addImageTextButton("$view.workshop", Icon.linkSmall, () -> { + platform.viewListing(id); + dialog.hide(); + }).size(210f, 64f); + + dialog.buttons.addImageTextButton("$map.update", Icon.upgradeSmall, () -> { + new FloatingDialog("$map.update"){{ + setFillParent(false); + cont.margin(10).add("$map.changelog").padRight(6f); + cont.row(); + TextArea field = cont.addArea("", t -> {}).size(500f, 160f).get(); + field.setMaxLength(400); + buttons.defaults().size(120, 54).pad(4); + buttons.addButton("$ok", () -> { + ui.loadfrag.show("$map.publishing"); + lastMap = map; + updateMap(map, details.getPublishedFileID(), field.getText().replace("\r", "\n")); + dialog.hide(); + hide(); + + Log.info("Update map " + map.name()); + }); + buttons.addButton("$cancel", this::hide); + }}.show(); + + }).size(210f, 64f); + dialog.show(); + + }else{ + SVars.net.friends.activateGameOverlayToWebPage("steam://url/CommunityFilePage/" + SteamNativeHandle.getNativeHandle(details.getPublishedFileID())); + } + }else if(details.getResult() == SteamResult.FileNotFound){ + //force-remove tags + ui.editor.editor.getTags().remove("steamid"); + map.tags.remove("steamid"); + ui.editor.save(); + + ui.showErrorMessage("$map.missing"); + }else{ + ui.showErrorMessage(Core.bundle.format("map.load.error", result.name())); + } + }else{ + ui.showErrorMessage(Core.bundle.format("map.load.error", result.name())); + } + }); + + ugc.sendQueryUGCRequest(query); + } + + @Override + public void onRequestUGCDetails(SteamUGCDetails details, SteamResult result){ + + } + @Override public void onUGCQueryCompleted(SteamUGCQuery query, int numResultsReturned, int totalMatchingResults, boolean isCachedData, SteamResult result){ + Log.info("GET " + query); + if(detailHandlers.containsKey(query)){ + if(numResultsReturned > 0){ + Array details = new Array<>(); + for(int i = 0; i < numResultsReturned; i++){ + details.set(i, new SteamUGCDetails()); + ugc.getQueryUGCResult(query, i, details.get(i)); + } + detailHandlers.get(query).accept(details, result); + }else{ + detailHandlers.get(query).accept(new Array<>(), SteamResult.FileNotFound); + } + + detailHandlers.remove(query); + } } @Override @@ -90,11 +200,6 @@ public class SWorkshop implements SteamUGCCallback{ Log.info("Item unsubscribed from {0}", info.getFolder()); } - @Override - public void onRequestUGCDetails(SteamUGCDetails details, SteamResult result){ - - } - @Override public void onCreateItem(SteamPublishedFileID publishedFileID, boolean needsToAcceptWLA, SteamResult result){ if(lastMap == null){ @@ -108,35 +213,7 @@ public class SWorkshop implements SteamUGCCallback{ Log.info("Create item {0} result {1} {2}", SteamNativeHandle.getNativeHandle(publishedFileID), result, needsToAcceptWLA); if(result == SteamResult.OK){ - SteamUGCUpdateHandle h = ugc.startItemUpdate(SVars.steamID, publishedFileID); - - Gamemode mode = Gamemode.attack.valid(map) ? Gamemode.attack : Gamemode.survival; - FileHandle mapFile = tmpDirectory.child("map_" + publishedFileID.toString()).child("map.msav"); - lastMap.file.copyTo(mapFile); - - Log.info(mapFile.parent().absolutePath()); - Log.info(map.previewFile().absolutePath()); - - ugc.setItemTitle(h, map.name()); - ugc.setItemDescription(h, map.description()); - ugc.setItemTags(h, new String[]{"map", mode.name()}); - ugc.setItemVisibility(h, PublishedFileVisibility.Private); - ugc.setItemPreview(h, map.previewFile().absolutePath()); - ugc.setItemContent(h, mapFile.parent().absolutePath()); - ugc.addItemKeyValueTag(h, "mode", mode.name()); - ugc.submitItemUpdate(h, "Map created"); - - ItemUpdateInfo info = new ItemUpdateInfo(); - - ui.loadfrag.setProgress(() -> { - ItemUpdateStatus status = ugc.getItemUpdateProgress(h, info); - ui.loadfrag.setText("$" + status.name().toLowerCase()); - if(status == ItemUpdateStatus.Invalid){ - ui.loadfrag.setText("$done"); - return 1f; - } - return (float)status.ordinal() / (float)ItemUpdateStatus.values().length; - }); + updateMap(map, publishedFileID, ""); }else{ ui.showErrorMessage(Core.bundle.format("map.publish.error ", result.name())); } @@ -144,6 +221,38 @@ public class SWorkshop implements SteamUGCCallback{ lastMap = null; } + void updateMap(Map map, SteamPublishedFileID publishedFileID, String changelog){ + SteamUGCUpdateHandle h = ugc.startItemUpdate(SVars.steamID, publishedFileID); + + Gamemode mode = Gamemode.attack.valid(map) ? Gamemode.attack : Gamemode.survival; + FileHandle mapFile = tmpDirectory.child("map_" + publishedFileID.toString()).child("map.msav"); + lastMap.file.copyTo(mapFile); + + Log.info(mapFile.parent().absolutePath()); + Log.info(map.previewFile().absolutePath()); + + ugc.setItemTitle(h, map.name()); + ugc.setItemDescription(h, map.description()); + ugc.setItemTags(h, new String[]{"map", mode.name()}); + ugc.setItemVisibility(h, PublishedFileVisibility.Private); + ugc.setItemPreview(h, map.previewFile().absolutePath()); + ugc.setItemContent(h, mapFile.parent().absolutePath()); + ugc.addItemKeyValueTag(h, "mode", mode.name()); + ugc.submitItemUpdate(h, changelog); + + ItemUpdateInfo info = new ItemUpdateInfo(); + + ui.loadfrag.setProgress(() -> { + ItemUpdateStatus status = ugc.getItemUpdateProgress(h, info); + ui.loadfrag.setText("$" + status.name().toLowerCase()); + if(status == ItemUpdateStatus.Invalid){ + ui.loadfrag.setText("$done"); + return 1f; + } + return (float)status.ordinal() / (float)ItemUpdateStatus.values().length; + }); + } + @Override public void onSubmitItemUpdate(SteamPublishedFileID publishedFileID, boolean needsToAcceptWLA, SteamResult result){ ui.loadfrag.hide(); diff --git a/fastlane/metadata/android/en-US/changelogs/89.txt b/fastlane/metadata/android/en-US/changelogs/89.txt new file mode 100644 index 0000000000..89827aa74c --- /dev/null +++ b/fastlane/metadata/android/en-US/changelogs/89.txt @@ -0,0 +1,15 @@ +- Fixed iOS/Android having frozen multiplayer +- Fixed Veins map not having a silicon source +- Fixed inaccurate enemy shoot prediction +- Fixed server crash exploit +- Fixed panes not scrolling with mousewheel [Desktop] +- Fixed incorrect PvP team assignment +- Fixed not being able to tap 'ok' in UI scale changed dialog +- Fixed not being able to play on PvP maps without orange team +- Fixed error message on exiting server after saved map +- Fixed attack map completion displaying low rank +- Possibly fixed Mac version not starting +- Switched to TCP from UDP - experimental +- Added descriptive display when failing to connect due to version mismatch +- Improved smoothness of multiplayer building, rotation and collision +- Improved power node linking diff --git a/fastlane/metadata/android/en-US/changelogs/93.txt b/fastlane/metadata/android/en-US/changelogs/93.txt new file mode 100644 index 0000000000..c0e7d256af --- /dev/null +++ b/fastlane/metadata/android/en-US/changelogs/93.txt @@ -0,0 +1,11 @@ +- Added new spawn animations w/ progress bar and names +- Added configurable server whitelist based on player UUID +- Added many new events for plugins +- Added core land animation +- Added player limit for servers +- Added gamemode display for server/save lists +- Added new filechooser for Android, fixes file access on Android 10 +- Added core storage space increase via adjacent vaults or containers +- Made unloader be able to take items from any block +- Improved votekick sensitivity +- Fixed many various bugs diff --git a/fastlane/metadata/android/en-US/changelogs/94.txt b/fastlane/metadata/android/en-US/changelogs/94.txt new file mode 100644 index 0000000000..f967815789 --- /dev/null +++ b/fastlane/metadata/android/en-US/changelogs/94.txt @@ -0,0 +1,8 @@ +- Fixed tutorial displaying Desktop text on Android +- Fixed common crash related to status effects +- Fixed launch pads launching entire core contents +- Fixed new maps overwriting old ones without warning +- Fixed phase conveyors operating on near-0 power +- Fixed incorrect message dialog layout +- Fixed some crashes +- Reverted removal of router passback diff --git a/fastlane/metadata/android/en-US/changelogs/95.txt b/fastlane/metadata/android/en-US/changelogs/95.txt new file mode 100755 index 0000000000..ba151cae49 --- /dev/null +++ b/fastlane/metadata/android/en-US/changelogs/95.txt @@ -0,0 +1,12 @@ +- Fixed zone exploit caused by import of zone saves +- Reverted to old file chooser when possible [Android] +- New multithreaded pathfinding implementation +- Made attack command have units move toward enemy spawnpoints in survival +- Made votekick still tempban people after disconnection +- Added 'rally' command to command center, replaces old patrol command +- Added full Android keyboard support, completely removes any touch input, adds desktop keys +- Added ability to rotate lines while placing [Desktop] [Contributed by Synray] +- Added votekick button +- Added display of power capacity in power graphs +- Added armored conveyors - more armor than titanium, don't accept items from sides +- Added message blocks - editable text diff --git a/fastlane/metadata/android/en-US/summary.txt b/fastlane/metadata/android/en-US/summary.txt new file mode 100644 index 0000000000..b6b5a942cd --- /dev/null +++ b/fastlane/metadata/android/en-US/summary.txt @@ -0,0 +1 @@ +A factory-based sandbox tower defense game. \ No newline at end of file diff --git a/fastlane/metadata/android/ja/full_description.txt b/fastlane/metadata/android/ja/full_description.txt new file mode 100644 index 0000000000..d76eb7a53c --- /dev/null +++ b/fastlane/metadata/android/ja/full_description.txt @@ -0,0 +1,14 @@ +ベルトコンベアーを巧みに配置して、弾薬をタレットに送り込み、建設に必要な材料を集めて、敵からコアを守り切ろう。あなたのフレンドとクロスプラットフォームでマルチプレイして、お互いに協力したり、チームで戦ったりしよう。 + +Mindustryの特徴: +- 24個のマップ +- テックツリーや新しいエリアの解放を目指す +- 4つのパワフルなボス +- 電気、液体、アイテムの輸送システム +- 19個の個性的なドローンや機体 +- 120以上のテクノロジーブロックを使いこなす +- 75以上の異なる環境ブロック +- ローカルネットワークや専用サーバーで、クロスプラットフォームのマルチプレイが可能 +- カスタマイズ可能なゲーム: ブロックのコスト変更、敵のステータス、初期アイテム、ウェーブのタイミング など… +- 強力なエディター、鉱石をランダムに生成したり、地形、デコレーション、左右対称なマップも制作可能 +- マップごとにウェーブの構成もカスタマイズ可能 \ No newline at end of file diff --git a/fastlane/metadata/android/ja/short_description.txt b/fastlane/metadata/android/ja/short_description.txt new file mode 100644 index 0000000000..a7430009eb --- /dev/null +++ b/fastlane/metadata/android/ja/short_description.txt @@ -0,0 +1 @@ +工場ベースのサンドボックスタワーディフェンスゲーム。 \ No newline at end of file diff --git a/fastlane/metadata/android/ja/title.txt b/fastlane/metadata/android/ja/title.txt new file mode 100644 index 0000000000..2beb939017 --- /dev/null +++ b/fastlane/metadata/android/ja/title.txt @@ -0,0 +1 @@ +Mindustry \ No newline at end of file diff --git a/fastlane/metadata/android/ja/video.txt b/fastlane/metadata/android/ja/video.txt new file mode 100644 index 0000000000..e69de29bb2 diff --git a/fastlane/metadata/steam/Simplified Chinese/achievements.vdf b/fastlane/metadata/steam/Simplified Chinese/achievements.vdf new file mode 100644 index 0000000000..fbdadf9a19 --- /dev/null +++ b/fastlane/metadata/steam/Simplified Chinese/achievements.vdf @@ -0,0 +1,109 @@ +"lang" +{ + "Language" "Simplified Chinese" + "Tokens" + { + "NEW_ACHIEVEMENT_20_0_NAME" "萌新" + "NEW_ACHIEVEMENT_20_0_DESC" "完成教程。" + "NEW_ACHIEVEMENT_20_1_NAME" "千人斩!" + "NEW_ACHIEVEMENT_20_1_DESC" "累计击败1,000名敌人。" + "NEW_ACHIEVEMENT_20_2_NAME" "十万人斩!" + "NEW_ACHIEVEMENT_20_2_DESC" "累计击败100,000名敌人。" + "NEW_ACHIEVEMENT_20_3_NAME" "大气输送" + "NEW_ACHIEVEMENT_20_3_DESC" "累计发射10,000件物品。" + "NEW_ACHIEVEMENT_20_5_NAME" "无尽装运" + "NEW_ACHIEVEMENT_20_5_DESC" "累计发射1,000,000件物品。" + "NEW_ACHIEVEMENT_20_6_NAME" "征服者" + "NEW_ACHIEVEMENT_20_6_DESC" "赢得10场攻击模式。" + "NEW_ACHIEVEMENT_20_7_NAME" "冠军" + "NEW_ACHIEVEMENT_20_7_DESC" "赢得10场PvP比赛。" + "NEW_ACHIEVEMENT_20_8_NAME" "速战速决" + "NEW_ACHIEVEMENT_20_8_DESC" "在攻击模式地区中在5波以内摧毁敌方核心。" + "NEW_ACHIEVEMENT_20_9_NAME" "核心雨" + "NEW_ACHIEVEMENT_20_9_DESC" "把你的核心发射到一个区域30次。" + "NEW_ACHIEVEMENT_20_10_NAME" "顽强抵抗" + "NEW_ACHIEVEMENT_20_10_DESC" "存活100波。" + "NEW_ACHIEVEMENT_20_11_NAME" "不可征服" + "NEW_ACHIEVEMENT_20_11_DESC" "存活500波。" + "NEW_ACHIEVEMENT_20_12_NAME" "研究者" + "NEW_ACHIEVEMENT_20_12_DESC" "研究所有科技。" + "NEW_ACHIEVEMENT_20_13_NAME" "变形金刚" + "NEW_ACHIEVEMENT_20_13_DESC" "解锁并变形成所有机甲。" + "NEW_ACHIEVEMENT_20_14_NAME" "过载" + "NEW_ACHIEVEMENT_20_14_DESC" "用电力击打被水覆盖的敌人。" + "NEW_ACHIEVEMENT_20_15_NAME" "借刀杀人" + "NEW_ACHIEVEMENT_20_15_DESC" "用敌人的子弹摧毁它自己。" + "NEW_ACHIEVEMENT_20_17_NAME" "严重的错误" + "NEW_ACHIEVEMENT_20_17_DESC" "研究路由器。" + "NEW_ACHIEVEMENT_20_18_NAME" "大肆建造" + "NEW_ACHIEVEMENT_20_18_DESC" "放置10,000个方块。" + "NEW_ACHIEVEMENT_20_19_NAME" "夷为平地" + "NEW_ACHIEVEMENT_20_19_DESC" "摧毁1,000个敌方方块。" + "NEW_ACHIEVEMENT_20_20_NAME" "壮观的灾难" + "NEW_ACHIEVEMENT_20_20_DESC" "引起钍反应堆过热爆炸。" + "NEW_ACHIEVEMENT_20_21_NAME" "地图制造者" + "NEW_ACHIEVEMENT_20_21_DESC" "制造10次新地图。" + "NEW_ACHIEVEMENT_20_22_NAME" "浏览器" + "NEW_ACHIEVEMENT_20_22_DESC" "从创意工坊上下载一次地图。" + "NEW_ACHIEVEMENT_20_23_NAME" "创造者" + "NEW_ACHIEVEMENT_20_23_DESC" "上传一次地图到创意工坊。" + "NEW_ACHIEVEMENT_20_24_NAME" "杀戮者" + "NEW_ACHIEVEMENT_20_24_DESC" "击败一次Boss" + "NEW_ACHIEVEMENT_20_25_NAME" "探索者" + "NEW_ACHIEVEMENT_20_25_DESC" "解锁战役模式所有地区。" + "NEW_ACHIEVEMENT_20_26_NAME" "强迫症" + "NEW_ACHIEVEMENT_20_26_DESC" "完成所有地区的任务。" + "NEW_ACHIEVEMENT_20_29_NAME" "第二材料" + "NEW_ACHIEVEMENT_20_29_DESC" "解锁钍。" + "NEW_ACHIEVEMENT_20_31_NAME" "第一材料" + "NEW_ACHIEVEMENT_20_31_DESC" "解锁钛。" + "NEW_ACHIEVEMENT_21_0_NAME" "恐怖分子" + "NEW_ACHIEVEMENT_21_0_DESC" "将你的机甲装满爆炸性物品并自爆。" + "NEW_ACHIEVEMENT_21_1_NAME" "开始了!" + "NEW_ACHIEVEMENT_21_1_DESC" "建造尖刀机甲工厂。" + "NEW_ACHIEVEMENT_21_2_NAME" "突击!" + "NEW_ACHIEVEMENT_21_2_DESC" "用指挥中心发出攻击指令。" + "NEW_ACHIEVEMENT_21_3_NAME" "蜂群" + "NEW_ACHIEVEMENT_21_3_DESC" "同时拥有100个单位。" + "NEW_ACHIEVEMENT_21_4_NAME" "建造大队" + "NEW_ACHIEVEMENT_21_4_DESC" "同时拥有10个鬼怪建造机。" + "NEW_ACHIEVEMENT_21_5_NAME" "神风敢死队" + "NEW_ACHIEVEMENT_21_5_DESC" "同时拥有50个爬行者。" + "NEW_ACHIEVEMENT_21_6_NAME" "军队" + "NEW_ACHIEVEMENT_21_6_DESC" "总计建造1,000个机甲" + "NEW_ACHIEVEMENT_21_7_NAME" "SR" + "NEW_ACHIEVEMENT_21_7_DESC" "在任一地区达到级别S。" + "NEW_ACHIEVEMENT_21_8_NAME" "SSR" + "NEW_ACHIEVEMENT_21_8_DESC" "在所有地区达到级别S。" + "NEW_ACHIEVEMENT_21_9_NAME" "不听话的下场" + "NEW_ACHIEVEMENT_21_9_DESC" "在敌人出生点死亡。" + "NEW_ACHIEVEMENT_21_10_NAME" "被水淹没,不知所措" + "NEW_ACHIEVEMENT_21_10_DESC" "被淹死。" + "NEW_ACHIEVEMENT_21_11_NAME" "收集者" + "NEW_ACHIEVEMENT_21_11_DESC" "将核心装满所有资源。" + "NEW_ACHIEVEMENT_21_12_NAME" "忙碌" + "NEW_ACHIEVEMENT_21_12_DESC" "创建一个有10个玩家的服务器。" + "NEW_ACHIEVEMENT_21_13_NAME" "无懈可击" + "NEW_ACHIEVEMENT_21_13_DESC" "建造熔毁和幽灵。" + "NEW_ACHIEVEMENT_21_14_NAME" "上天" + "NEW_ACHIEVEMENT_21_14_DESC" "使用发射台。" + "NEW_ACHIEVEMENT_21_15_NAME" "做人不能太自以为是" + "NEW_ACHIEVEMENT_21_15_DESC" "跳过两次发射机会后核心被敌人摧毁。" + "NEW_ACHIEVEMENT_21_16_NAME" "路由器邪教" + "NEW_ACHIEVEMENT_21_16_DESC" "建造两个相邻的路由器。" + "NEW_ACHIEVEMENT_21_17_NAME" "单枪匹马" + "NEW_ACHIEVEMENT_21_17_DESC" "不放置一块方块存活10波。" + "NEW_ACHIEVEMENT_21_18_NAME" "FFF团之力" + "NEW_ACHIEVEMENT_21_18_DESC" "使用硫做炮塔弹药。" + "NEW_ACHIEVEMENT_21_19_NAME" "效率" + "NEW_ACHIEVEMENT_21_19_DESC" "用水或冷却液冷却炮塔。" + "NEW_ACHIEVEMENT_21_20_NAME" "经典模式" + "NEW_ACHIEVEMENT_21_20_DESC" "启用像素化。" + "NEW_ACHIEVEMENT_21_21_NAME" "学者" + "NEW_ACHIEVEMENT_21_21_DESC" "从游戏中打开Wiki。" + "NEW_ACHIEVEMENT_21_22_NAME" "硬核开头" + "NEW_ACHIEVEMENT_21_22_DESC" "携带10,000资源进入一个地区" + "NEW_ACHIEVEMENT_21_23_NAME" "点火" + "NEW_ACHIEVEMENT_21_23_DESC" "启动冲击反应堆。" + } +} diff --git a/fastlane/metadata/steam/Simplified Chinese/description.txt b/fastlane/metadata/steam/Simplified Chinese/description.txt new file mode 100644 index 0000000000..09c9954e2d --- /dev/null +++ b/fastlane/metadata/steam/Simplified Chinese/description.txt @@ -0,0 +1,60 @@ +建造精密的传送带供应链,提供炮塔弹药,生产建筑材料,保护你的建筑并抵御敌人。在跨平台多人合作游戏中与朋友一起玩,或在基于团队的PVP比赛中向他们挑战。 + +[img]{STEAM_APP_IMAGE}/extras/ezgif-4-0e70c282f775.gif[/img] + +[h2]游戏操作[/h2] + +[list] +[*] 建造钻头和传送带来将资源转移到核心 +[*] 使用工厂制造进阶材料 +[*] 建造无人机以自动采矿,协助建造和保卫核心 +[*] 分配液体并扑灭突发火灾 +[*] 用特定物品冷却炮塔和提高生产 +[/list] + +[h2]战役模式[/h2] + +[list] +[*]在12张可重复游玩的内建区域中前进 +[*]收集并发射资源 +[*]研究科技以进步 +[*]携带资源进入每个区域 +[*]多样的任务与目标 +[*]邀请朋友一起完成任务 +[*]研究120+科技 +[*]19种不同类型的无人机、机甲及飞船 +[*]达成50+成就 +[/list] + +[h2][h2]游戏模式[/h2][/h2] + +[*] [b]生存[/b]: 建造炮塔来防御敌人。尽可能长的生存下来,发射你的核心来使用你收集的资源进行研究。为Boss的到来做好准备。 +[*] [b]攻击[/b]: 为建造工厂生产机甲来摧毁敌人的核心,同时保护你的基地,抵御敌人的攻击。创建各种不同类型的支援和进攻单位,以协助你实现目标。 +[*] [b]PvP[/b]: 与最多4个不同团队的其他玩家互相伤害。创建单位,或者直接用你的飞船攻击他人基地。 +[*] [b]沙盒[/b]: 无限的资源,没有敌人的威胁。使用只限于沙盒的物品源和液体源来测试设计,和根据需要生成敌人。 +[/list] + +[h2]自定义游戏和跨平台多人游戏[/h2] + +[list] +[*]用于自定义的12个内置地图 +[*]游玩合作,PvP或沙盒模式 +[*]加入公共专用服务器,或邀请朋友参加您自己的私人服务器 +[*]可定制的游戏规则 +[*]混合和匹配游戏模式:结合PvP和PvE游戏模式 +[/list] + +[h2]自定义地图编辑器[/h2] + +[list] +[*]使用编辑器绘制地图 +[*]在游戏中编辑和预览 +[*]可更改的工具模式 +[*]具有多种不同类型的地形处理过滤器的强大的地图生成系统 +[*]将随机地形应用于地图 +[*]随机配置和生成矿石,以及放置河流和资源 +[*]配置敌方波次布局 +[*]在Steam创意工坊上共享导出的地图 +[*]自定义地图的基础规则 +[*]使用75+个不同的环境块 +[/list] diff --git a/fastlane/metadata/steam/Simplified Chinese/short-description.txt b/fastlane/metadata/steam/Simplified Chinese/short-description.txt new file mode 100644 index 0000000000..da05408477 --- /dev/null +++ b/fastlane/metadata/steam/Simplified Chinese/short-description.txt @@ -0,0 +1 @@ +一款以资源管理为核心的无尽塔防游戏。 diff --git a/fastlane/metadata/steam/italian/achievements.vdf b/fastlane/metadata/steam/italian/achievements.vdf new file mode 100644 index 0000000000..a000858b27 --- /dev/null +++ b/fastlane/metadata/steam/italian/achievements.vdf @@ -0,0 +1,109 @@ +"lang" +{ + "Language" "italian" + "Tokens" + { + "NEW_ACHIEVEMENT_20_0_NAME" "Utente abilitato" + "NEW_ACHIEVEMENT_20_0_DESC" "Completa il tutorial." + "NEW_ACHIEVEMENT_20_1_NAME" "Attaccabrighe" + "NEW_ACHIEVEMENT_20_1_DESC" "Distruggi 1000 unità nemiche." + "NEW_ACHIEVEMENT_20_2_NAME" "Epurazione" + "NEW_ACHIEVEMENT_20_2_DESC" "Distruggi 100,000 unità nemiche." + "NEW_ACHIEVEMENT_20_3_NAME" "Trasporto Atmosferico" + "NEW_ACHIEVEMENT_20_3_DESC" "Lancia 10,000 oggetti." + "NEW_ACHIEVEMENT_20_5_NAME" "Spedizioni senza fine" + "NEW_ACHIEVEMENT_20_5_DESC" "Lancia 1,000,000 di oggetti." + "NEW_ACHIEVEMENT_20_6_NAME" "Conquistatore" + "NEW_ACHIEVEMENT_20_6_DESC" "Vinci 10 partite in modalità attacco." + "NEW_ACHIEVEMENT_20_7_NAME" "Campione" + "NEW_ACHIEVEMENT_20_7_DESC" "Vinci 10 partite multigiocatore PvP." + "NEW_ACHIEVEMENT_20_8_NAME" "Blitz" + "NEW_ACHIEVEMENT_20_8_DESC" "Distruggi il nucleo nemico in una zona d'attacco in 5 ondate o meno." + "NEW_ACHIEVEMENT_20_9_NAME" "Pioggia di Nuclei" + "NEW_ACHIEVEMENT_20_9_DESC" "Lancia il tuo nucleo in una zona 30 volte" + "NEW_ACHIEVEMENT_20_10_NAME" "Tenace" + "NEW_ACHIEVEMENT_20_10_DESC" "Sopravvivi a 100 ondate." + "NEW_ACHIEVEMENT_20_11_NAME" "Imbattuto" + "NEW_ACHIEVEMENT_20_11_DESC" "Sopravvivi a 500 ondate." + "NEW_ACHIEVEMENT_20_12_NAME" "Ricercatore" + "NEW_ACHIEVEMENT_20_12_DESC" "Ricerca tutto." + "NEW_ACHIEVEMENT_20_13_NAME" "Mutaforma" + "NEW_ACHIEVEMENT_20_13_DESC" "Sblocca tutti i mech e trasformati in ogniuno di essi." + "NEW_ACHIEVEMENT_20_14_NAME" "Sovraccarico" + "NEW_ACHIEVEMENT_20_14_DESC" "Colpisci un nemico ricoperto d'acqua con l'elettricità." + "NEW_ACHIEVEMENT_20_15_NAME" "Deviazione" + "NEW_ACHIEVEMENT_20_15_DESC" "Distruggi un nemico con un suo colpo riflesso." + "NEW_ACHIEVEMENT_20_17_NAME" "Un grave errore" + "NEW_ACHIEVEMENT_20_17_DESC" "Ricerca il distributore." + "NEW_ACHIEVEMENT_20_18_NAME" "Costruttore" + "NEW_ACHIEVEMENT_20_18_DESC" "Piazza 10,000 blocchi." + "NEW_ACHIEVEMENT_20_19_NAME" "Razziatore" + "NEW_ACHIEVEMENT_20_19_DESC" "Distruggi 1,000 blocchi nemici." + "NEW_ACHIEVEMENT_20_20_NAME" "Un disastro memorabile" + "NEW_ACHIEVEMENT_20_20_DESC" "Causa il surriscaldamento e l'esplosione di un Reattore al Torio." + "NEW_ACHIEVEMENT_20_21_NAME" "Cartografo" + "NEW_ACHIEVEMENT_20_21_DESC" "Crea 10 nuove mappe." + "NEW_ACHIEVEMENT_20_22_NAME" "Navigatore" + "NEW_ACHIEVEMENT_20_22_DESC" "Scarica una mappa dal Workshop." + "NEW_ACHIEVEMENT_20_23_NAME" "Creatore" + "NEW_ACHIEVEMENT_20_23_DESC" "Pubblica una mappa nel Workshop." + "NEW_ACHIEVEMENT_20_24_NAME" "Mietitore" + "NEW_ACHIEVEMENT_20_24_DESC" "Sconfiggi un boss." + "NEW_ACHIEVEMENT_20_25_NAME" "Esploratore" + "NEW_ACHIEVEMENT_20_25_DESC" "Sblocca tutte le zone della campagna." + "NEW_ACHIEVEMENT_20_26_NAME" "Completista" + "NEW_ACHIEVEMENT_20_26_DESC" "Sblocca l'equipaggiamento personalizzato in tutte le zone." + "NEW_ACHIEVEMENT_20_29_NAME" "Materiale II" + "NEW_ACHIEVEMENT_20_29_DESC" "Sblocca il Torio." + "NEW_ACHIEVEMENT_20_31_NAME" "Materiale I" + "NEW_ACHIEVEMENT_20_31_DESC" "Sblocca il Titanio." + "NEW_ACHIEVEMENT_21_0_NAME" "Kamikaze" + "NEW_ACHIEVEMENT_21_0_DESC" "Riempi il tuo mech di esplosivi e muori, creando un esplosione." + "NEW_ACHIEVEMENT_21_1_NAME" "Ha inizio" + "NEW_ACHIEVEMENT_21_1_DESC" "Costruisci una fabbrica di droni pugnalatori." + "NEW_ACHIEVEMENT_21_2_NAME" "Assalto Diretto" + "NEW_ACHIEVEMENT_21_2_DESC" "Emetti un ordine di attacco usando il centro di comando." + "NEW_ACHIEVEMENT_21_3_NAME" "Orda" + "NEW_ACHIEVEMENT_21_3_DESC" "Possiedi 100 unità attive contemporaneamente." + "NEW_ACHIEVEMENT_21_4_NAME" "Stormo" + "NEW_ACHIEVEMENT_21_4_DESC" "Possiedi 10 Droni Fantasma attivi contemporaneamente." + "NEW_ACHIEVEMENT_21_5_NAME" "Esercito Esplosivo" + "NEW_ACHIEVEMENT_21_5_DESC" "Possiedi 50 Strisciatori attivi contemporaneamente." + "NEW_ACHIEVEMENT_21_6_NAME" "Legione" + "NEW_ACHIEVEMENT_21_6_DESC" "Costruisci 1000 unità." + "NEW_ACHIEVEMENT_21_7_NAME" "Super" + "NEW_ACHIEVEMENT_21_7_DESC" "Ottieni la valutazione S in una zona qualsiasi." + "NEW_ACHIEVEMENT_21_8_NAME" "Super Super" + "NEW_ACHIEVEMENT_21_8_DESC" "Ottieni la valutazione SS in una zona qualsiasi." + "NEW_ACHIEVEMENT_21_9_NAME" "Avresti dovusto ascoltare" + "NEW_ACHIEVEMENT_21_9_DESC" "Muori nella zona di esclusione dell'atterraggio nemico." + "NEW_ACHIEVEMENT_21_10_NAME" "Premi Shift" + "NEW_ACHIEVEMENT_21_10_DESC" "Annega, in qualche modo." + "NEW_ACHIEVEMENT_21_11_NAME" "Collezionista" + "NEW_ACHIEVEMENT_21_11_DESC" "Riempi il nucleo alla capacità massima con ogni tipo di materiale." + "NEW_ACHIEVEMENT_21_12_NAME" "Folla" + "NEW_ACHIEVEMENT_21_12_DESC" "Ospita un server con 10 giocatori." + "NEW_ACHIEVEMENT_21_13_NAME" "Invincibile" + "NEW_ACHIEVEMENT_21_13_DESC" "Costruisci le torrette Fusione e Spettro." + "NEW_ACHIEVEMENT_21_14_NAME" "Ascesa" + "NEW_ACHIEVEMENT_21_14_DESC" "Usa l'ascensore spaziale." + "NEW_ACHIEVEMENT_21_15_NAME" "Autocompiacimento" + "NEW_ACHIEVEMENT_21_15_DESC" "Salta il decollo due volte e perdi il nucleo per mano nemica." + "NEW_ACHIEVEMENT_21_16_NAME" "Eresia" + "NEW_ACHIEVEMENT_21_16_DESC" "Costruisci due distributori uno affianco all'altro." + "NEW_ACHIEVEMENT_21_17_NAME" "Guardiano dell'amore" + "NEW_ACHIEVEMENT_21_17_DESC" "Sopravvivi a 10 ondate in qualsiasi zona senza piazzare blocchi." + "NEW_ACHIEVEMENT_21_18_NAME" "Incenerimento" + "NEW_ACHIEVEMENT_21_18_DESC" "Usa la Pirite in una torretta qualsiasi." + "NEW_ACHIEVEMENT_21_19_NAME" "Efficenza" + "NEW_ACHIEVEMENT_21_19_DESC" "Raffredda una torretta con dell'acqua o del criofluido." + "NEW_ACHIEVEMENT_21_20_NAME" "Modalità Classica" + "NEW_ACHIEVEMENT_21_20_DESC" "Abilita la pixelazione." + "NEW_ACHIEVEMENT_21_21_NAME" "Alunno" + "NEW_ACHIEVEMENT_21_21_DESC" "Apri la wiki dal gioco." + "NEW_ACHIEVEMENT_21_22_NAME" "Vantaggio" + "NEW_ACHIEVEMENT_21_22_DESC" "Lanciati in una zona con 10,000 o più oggetti nell'equipaggiamento." + "NEW_ACHIEVEMENT_21_23_NAME" "Avviamento" + "NEW_ACHIEVEMENT_21_23_DESC" "Avvia un Reattore ad Impatto." + } +} diff --git a/fastlane/metadata/steam/italian/description.txt b/fastlane/metadata/steam/italian/description.txt new file mode 100644 index 0000000000..057956f6d4 --- /dev/null +++ b/fastlane/metadata/steam/italian/description.txt @@ -0,0 +1,60 @@ +Crea un'elaborata filera di nastri trasportatori per rifornire di proiettili le tue torrette, produrre materiali per la costruzione e difendere le tue strutture da ondate di nemici. Gioca con i tuoi amici in multigiocatore cross-platform in partite co-op, oppure afrontali in duelli PVP a squadre. + +[img]{STEAM_APP_IMAGE}/extras/ezgif-4-0e70c282f775.gif[/img] + +[h2]Gameplay[/h2] + +[list] +[*] Crea trivelle e nastri per trasportare le risorse nel tuo nucleo. +[*] Usa i blocchi per la produzione per creare materiali avanzati. +[*] Costruisci droni per raccogliere risorse automaticamente, assisterti nella costruzione e proteggere la tua base. +[*] Distribuisci i liquidi e combatti l'insorgere d'incendi. +[*] Incrementa la produzione rifornendo di refrigerante e lubrificante le tue torrette e i tuoi blocchi per la produzione. +[/list] + +[h2]Campagna[/h2] + +[list] +[*] Avanza attraverso 12 zone rigiocabili già incluse, con punti di generazione casuali +[*] Raccogli e lancia risorse +[*] Ricerca nuovi blocchi per progredire nella campagna +[*] Configura l'equipaggiamento al lancio per portare risorse personalizzate in ogni zona +[*] Varietà di traguardi ed obiettivi +[*] Invita i tuoi amici per completare le missioni insieme +[*] 120+ blocchi tecnologici da padroneggiare +[*] 19 diversi tipi di droni, mech e navi +[*] 50+ achievement da completare +[/list] + +[h2][h2]Modalità di gioco[/h2][/h2] + +[*] [b]Sopravvivenza[/b]: Costruisci torrette per difenderti dai nemici in questa modalità tower-defense. Sopravvivi più a lungo che puoi e possibilmente lancia il tuo nucleo per utilizzare le risorse raccolte per la ricerca. Prepara la tua base per gli attacchi intermittenti di Boss volanti. +[*] [b]Schermaglia[/b]: Costruisci fabbriche di unità per distruggere i nuclei nemici, proteggendo simultanemante la tua base da ondate di unità nemiche. Crea un esercito di unità offensive e di supporto per assisterti in battaglia. +[*] [b]PvP[/b]: Competi con altri giocatori fino a 4 squadre per distruggere i nuclei avversari. Crea unità o colpisci i nuclei nemici direttamente col tuo mech. +[*] [b]Creativa[/b]: Divertiti con risorse infinite e senza una minaccia nemica. Usa oggetti creativi come le sorgenti di liquidi ed oggetti per testare la tua filiera e genera nemici su richiesta. +[/list] + +[h2]Partite personalizzate & Multigiocatore Cross-Platform[/h2] + +[list] +[*] 12 mappe incluse per partite personalizzate, oltre alla campagna +[*] Gioca in Co-op, PvP o in creativa +[*] Unisciti a server pubblici dedicati o invita i tuoi amici nella tua partita +[*] Regole personalizzate: Cambia il costo dei blocchi, le statistiche dei nemici, le risorse iniziali, il tempo tre le ondate ed altro +[*] Combina le modalità: Unisci PvP e PvE in scontri epici +[/list] + +[h2]Editor di mappe[/h2] + +[list] +[*] Crea il tuo scenario con l'editor +[*] Avvia un'anteprima direttamente dall'editor +[*] Configura gli attrezzi: modifica il funzionamento dei singoli strumenti +[*] Potente sistema di generazione delle mappe, con tantissimi tipi di filtri per la generazione procedurale o manipolazione del terreno +[*] Applica disturbo, distorci, fluidifica, erodi, rendi simmetrica la generazione dei minerali ed il terreno casuale nelle tue mappe +[*] Casualizza e configura la generazione dei minerali, così come il posizionamento di fiumi e caselle delle risorse +[*] Configura le ondate nemiche +[*] Condividi le mappe esportate sul Workshop di Steam +[*] Personalizza le regole delle mappe create +[*] Usa 75+ blocchi ambientali differenti +[/list] diff --git a/fastlane/metadata/steam/italian/short-description.txt b/fastlane/metadata/steam/italian/short-description.txt new file mode 100644 index 0000000000..a0a6a3f214 --- /dev/null +++ b/fastlane/metadata/steam/italian/short-description.txt @@ -0,0 +1 @@ +Un tower defense incentrato sulla gestione delle risorse. diff --git a/fastlane/metadata/steam/ukrainian/achievements.vdf b/fastlane/metadata/steam/ukrainian/achievements.vdf new file mode 100644 index 0000000000..65b55d7f73 --- /dev/null +++ b/fastlane/metadata/steam/ukrainian/achievements.vdf @@ -0,0 +1,109 @@ +"lang" +{ + "Language" "ukrainian" + "Tokens" + { + "NEW_ACHIEVEMENT_20_0_NAME" "Перевірено" + "NEW_ACHIEVEMENT_20_0_DESC" "Завершіть навчання." + "NEW_ACHIEVEMENT_20_1_NAME" "Забіяка" + "NEW_ACHIEVEMENT_20_1_DESC" "Знищьте 1000 ворожих одиниць." + "NEW_ACHIEVEMENT_20_2_NAME" "Чистка" + "NEW_ACHIEVEMENT_20_2_DESC" "Знишьте 100 000 ворожих одиниць." + "NEW_ACHIEVEMENT_20_3_NAME" "Атмосферне перевезення" + "NEW_ACHIEVEMENT_20_3_DESC" "Запустіть 10 000 предметів загалом." + "NEW_ACHIEVEMENT_20_5_NAME" "Нескінченні поставки" + "NEW_ACHIEVEMENT_20_5_DESC" "Запустіть 1000 000 предметів загалом." + "NEW_ACHIEVEMENT_20_6_NAME" "Завойовник" + "NEW_ACHIEVEMENT_20_6_DESC" "Виграйте 10 матчів у режимі атаки." + "NEW_ACHIEVEMENT_20_7_NAME" "Чемпіон" + "NEW_ACHIEVEMENT_20_7_DESC" "Виграйте 10 матчів у режимі PvP." + "NEW_ACHIEVEMENT_20_8_NAME" "Бліц" + "NEW_ACHIEVEMENT_20_8_DESC" "Знищіть вороже ядро в зоні атаки за 5 хвиль або менше." + "NEW_ACHIEVEMENT_20_9_NAME" "Ядерний дощ" + "NEW_ACHIEVEMENT_20_9_DESC" "Запустіть своє ядро в зону 30 разів." + "NEW_ACHIEVEMENT_20_10_NAME" "Наполегливий" + "NEW_ACHIEVEMENT_20_10_DESC" "Виживіть 100 хвиль." + "NEW_ACHIEVEMENT_20_11_NAME" "Неперевершений" + "NEW_ACHIEVEMENT_20_11_DESC" "Виживіть 500 хвиль." + "NEW_ACHIEVEMENT_20_12_NAME" "Дослідник" + "NEW_ACHIEVEMENT_20_12_DESC" "Дослідіть все." + "NEW_ACHIEVEMENT_20_13_NAME" "Перевертень" + "NEW_ACHIEVEMENT_20_13_DESC" "Розблокуйте та перетворіться на кожного меха у грі." + "NEW_ACHIEVEMENT_20_14_NAME" "Перевантаження" + "NEW_ACHIEVEMENT_20_14_DESC" "Нанесіть шкоду мокрому ворогу електрикою." + "NEW_ACHIEVEMENT_20_15_NAME" "Рикошет" + "NEW_ACHIEVEMENT_20_15_DESC" "Знищіть ворога його же власною відбитою кулею." + "NEW_ACHIEVEMENT_20_17_NAME" "ВЕЛИЧЕЗНА ПОМИЛКА" + "NEW_ACHIEVEMENT_20_17_DESC" "Дослідіть маршрутизатора." + "NEW_ACHIEVEMENT_20_18_NAME" "Створення" + "NEW_ACHIEVEMENT_20_18_DESC" "Побудуйте 10 000 блоків." + "NEW_ACHIEVEMENT_20_19_NAME" "Зрівняти з землею" + "NEW_ACHIEVEMENT_20_19_DESC" "Знищьте 1000 ворожих блоків." + "NEW_ACHIEVEMENT_20_20_NAME" "Ефектна катастрофа" + "NEW_ACHIEVEMENT_20_20_DESC" "Торієвий реактор повинен перегрітися й вибихнути." + "NEW_ACHIEVEMENT_20_21_NAME" "Картограф" + "NEW_ACHIEVEMENT_20_21_DESC" "Зробіть 10 мап." + "NEW_ACHIEVEMENT_20_22_NAME" "Веб-переглядач" + "NEW_ACHIEVEMENT_20_22_DESC" "Завантажте карту з Майстерні." + "NEW_ACHIEVEMENT_20_23_NAME" "Творець" + "NEW_ACHIEVEMENT_20_23_DESC" "Опублікуйте карту в Майстерні." + "NEW_ACHIEVEMENT_20_24_NAME" "Убивця" + "NEW_ACHIEVEMENT_20_24_DESC" "Переможіть боса." + "NEW_ACHIEVEMENT_20_25_NAME" "Дослідник" + "NEW_ACHIEVEMENT_20_25_DESC" "Розблокуйте всі зони в кампанії." + "NEW_ACHIEVEMENT_20_26_NAME" "Завершувач" + "NEW_ACHIEVEMENT_20_26_DESC" "Досягніть необхідної хвилі для розблокування конфігурації у всіх зонах." + "NEW_ACHIEVEMENT_20_29_NAME" "Матеріал II" + "NEW_ACHIEVEMENT_20_29_DESC" "Розблокуйте торій." + "NEW_ACHIEVEMENT_20_31_NAME" "Матеріал I" + "NEW_ACHIEVEMENT_20_31_DESC" "Розблокуйте титан." + "NEW_ACHIEVEMENT_21_0_NAME" "Камікадзе" + "NEW_ACHIEVEMENT_21_0_DESC" "Заповніть свого меха вибуховими матеріалами і помріть, створивши вибух." + "NEW_ACHIEVEMENT_21_1_NAME" "Це починається" + "NEW_ACHIEVEMENT_21_1_DESC" "Побудуйте завод мехів «Кинджал»." + "NEW_ACHIEVEMENT_21_2_NAME" "Прямий наступ" + "NEW_ACHIEVEMENT_21_2_DESC" "Видайте команду «Атакувати» за допомогою командного центру." + "NEW_ACHIEVEMENT_21_3_NAME" "Рій" + "NEW_ACHIEVEMENT_21_3_DESC" "100 бойових одиниць повинні бути активними одночасно." + "NEW_ACHIEVEMENT_21_4_NAME" "Зграя" + "NEW_ACHIEVEMENT_21_4_DESC" "10 фантомних дронів повинні бути активними одночасно." + "NEW_ACHIEVEMENT_21_5_NAME" "Летуча армія" + "NEW_ACHIEVEMENT_21_5_DESC" "50 Камікадзе повинні бути активними одночасно." + "NEW_ACHIEVEMENT_21_6_NAME" "Легіони" + "NEW_ACHIEVEMENT_21_6_DESC" "Побудуйте 1000 одиниць загалом." + "NEW_ACHIEVEMENT_21_7_NAME" "Супер" + "NEW_ACHIEVEMENT_21_7_DESC" "Досягніть рангу S на будь-якій зоні." + "NEW_ACHIEVEMENT_21_8_NAME" "А ти молодець" + "NEW_ACHIEVEMENT_21_8_DESC" "Досягніть рангу SS на будь-якій зоні." + "NEW_ACHIEVEMENT_21_9_NAME" "Ти не послухався" + "NEW_ACHIEVEMENT_21_9_DESC" "Помріть у зоні анігіляції." + "NEW_ACHIEVEMENT_21_10_NAME" "Просто натисни Shift" + "NEW_ACHIEVEMENT_21_10_DESC" "Потоніть, якось." + "NEW_ACHIEVEMENT_21_11_NAME" "Збирач" + "NEW_ACHIEVEMENT_21_11_DESC" "Наповніть ядро повністю кожним типом матеріалу." + "NEW_ACHIEVEMENT_21_12_NAME" "Натовп" + "NEW_ACHIEVEMENT_21_12_DESC" "Створіть сервер, на якому буде 10 гравців одночасно." + "NEW_ACHIEVEMENT_21_13_NAME" "Невразливий" + "NEW_ACHIEVEMENT_21_13_DESC" "Побудуйте Катастрофу і Випалювач." + "NEW_ACHIEVEMENT_21_14_NAME" "Зліт" + "NEW_ACHIEVEMENT_21_14_DESC" "Запустіть." + "NEW_ACHIEVEMENT_21_15_NAME" "Компенсація" + "NEW_ACHIEVEMENT_21_15_DESC" "Двічі пропустіть запуск і допустіть знищення ядра ворогом." + "NEW_ACHIEVEMENT_21_16_NAME" "Єресь" + "NEW_ACHIEVEMENT_21_16_DESC" "Побудуйте два маршрутизатори поруч." + "NEW_ACHIEVEMENT_21_17_NAME" "Одинокий захисник" + "NEW_ACHIEVEMENT_21_17_DESC" "Виживіть 10 хвиль в першій-ліпшій зоні без будування будування будь-яких блоків." + "NEW_ACHIEVEMENT_21_18_NAME" "Спалити" + "NEW_ACHIEVEMENT_21_18_DESC" "Використайте піротит в будь-якій башті." + "NEW_ACHIEVEMENT_21_19_NAME" "Ефективність" + "NEW_ACHIEVEMENT_21_19_DESC" "Охолодіть башту водою чи кріогенною рідиною." + "NEW_ACHIEVEMENT_21_20_NAME" "Класичний режим" + "NEW_ACHIEVEMENT_21_20_DESC" "Увімкніть пікселізацію." + "NEW_ACHIEVEMENT_21_21_NAME" "Науковець" + "NEW_ACHIEVEMENT_21_21_DESC" "Відкрийти Wiki з гри." + "NEW_ACHIEVEMENT_21_22_NAME" "Впевнений початок" + "NEW_ACHIEVEMENT_21_22_DESC" "Вивантажіть в зону 10 000 або більше предметів." + "NEW_ACHIEVEMENT_21_23_NAME" "Запалювання" + "NEW_ACHIEVEMENT_21_23_DESC" "Підвищте потужність імпульсного реактора." + } +} diff --git a/fastlane/metadata/steam/ukrainian/description.txt b/fastlane/metadata/steam/ukrainian/description.txt new file mode 100644 index 0000000000..e53e92394b --- /dev/null +++ b/fastlane/metadata/steam/ukrainian/description.txt @@ -0,0 +1,60 @@ +Створюйте складні логістичні мережі для перенесення боєприпасів у башти, видобувайте ресурси для будівництва, і захищайте своє ядро від різних хвиль ворогів. Грайте з друзями на різних платформах у кооперативні ігри, або киньте їм виклик у командних PvP-матчах. + +[img]{STEAM_APP_IMAGE}/extras/ezgif-4-0e70c282f775.gif[/img] + +[h2]Ігровий процес[/h2] + +[list] +[*] Створіть бури і конвеєри для переміщення ресурсів в ядро. +[*] Використовуйте виробничі блоки для створення передових матеріалів. +[*] Створюйте дронів для автоматичного видобутку ресурсів, допомоги в будівництві. +[*] Доставляйте рідини й боріться з осередками вогню. +[*] Збільшуйте виробництво, постачаючи необов’язкові теплоносії та мастила до ваших оборонно-виробничих блоків. +[/list] + +[h2]Кампанія[/h2] + +[list] +[*] Просуньтесь через 12 вбудованих зон з випадковим розташуванням точок появи ворогів. +[*] Збирайте і запускайте ресурси. +[*] Дослідження нових блоків для сприяння прогресу. +[*] Налаштовуйте початкові ресурси для кожної зони +[*] Різноманітність цілей та завдань місій. +[*] Запросіть своїх друзів для спільного виконання місій. +[*] Понад 120 технологічних блоків для освоєння. +[*] 19 різних типів дронів, мехів і кораблів. +[*] Понад 50 досягнень для завершення. +[/list] + +[h2][h2]Ігрові режими[/h2][/h2] + +[*] [b]Виживання[/b]: створіть башти для захисту від ворогів в ігровому процесі, заснованому на захисті башт. Виживайте якомога довше, за бажанням можна запустит своє ядро, щоб використовувати зібрані ресурси для досліджень. Підготуйте свою базу для періодичних атак повітряних босів. +[*] [b]Атака[/b]: будуйте заводи бойових одиниць для знищення ворожих ядер, одночасно захищаючи свою базу від хвиль ворожих одиниць. +[*] [b]PvP[/b]: змагайтеся з іншими гравцями, щоб знищити ядра один одного. Створюйте бойові одиниці або нападайте на інші бази безпосередньо зі своїми мехами. Створіть різноманітні типи підтримувальиних та наступальних підрозділів, щоб допоможуть вам у досягненні цілей. +[*] [b]Пісочниця[/b]: грайте з нескінченними ресурсами без загрози з боку ворога. Використовуйте специфічні для пісочниці елементи та блоки рідких джерел для тестування конструкцій та появи ворогів за запитом. +[/list] + +[h2]Користувацькі ігри & багатоплатформовий мультиплеєр[/h2] + +[list] +[*] 12 вбудованих мап на додаток кампанії. +[*] Грайте в кооперативі, PvP чи пісочниці. +[*] Приєднуйтесь до загальнодоступного сервера, або запросіть друзів на свій приватний сеанс. +[*] Користувацькі налаштування гри — ціна блоків, сила ворогів, кількість початкових ресурсів, інтервал між хвилями, тощо. +[*] Змішуйте і поєднуйте ігрові режими — комбінуйте PvP і PvE режими разом. +[/list] + +[h2]Користувацький редактор мап[/h2] + +[list] +[*] Створюйте ландшафт за допомогою візуального редактора. +[*] Змінюйте і переглядайте споруди так само як в грі. +[*] Регульовані режими інструментів — змініть функціонування кожного інструменту. +[*] Потужна система генерації мап, що має безліч різних типів фільтрів для процедурного маніпулювання місцевістю. +[*] Застосуйте на своїх мапах шум, спотворення, згладжування, ерозію, симетрію, генерацію руди та випадкову генерацію місцевості. +[*] Відкрита гра в жанрі «захист башт» з акцентом на керуванні ресурсами. +[*] Розкладки хвиль для мап можна налаштувати. +[*] Поширюйте експортовані мапи в Майстерні Steam. +[*] Правила для мап можна налаштувати. +[*] Використовуйте понад 75 видів блоків навколишнього середовища. +[/list] diff --git a/fastlane/metadata/steam/ukrainian/short-description.txt b/fastlane/metadata/steam/ukrainian/short-description.txt new file mode 100644 index 0000000000..95bce25229 --- /dev/null +++ b/fastlane/metadata/steam/ukrainian/short-description.txt @@ -0,0 +1 @@ +Нескінченна гра у жанрі «захист вежі» з акцентом на керуванні ресурсами. diff --git a/gradle.properties b/gradle.properties index f5a430ccc2..8bf072ca24 100644 --- a/gradle.properties +++ b/gradle.properties @@ -1,3 +1,3 @@ org.gradle.daemon=true org.gradle.jvmargs=-Xms256m -Xmx1024m -archash=5bf89742e927d1951c58cc2743814874c1c9ad25 +archash=9b1c3dc5f7690d67aaa399c9f7950953b00d7648 diff --git a/ios/src/io/anuke/mindustry/IOSLauncher.java b/ios/src/io/anuke/mindustry/IOSLauncher.java index 6867ff01f7..0b0cf974f5 100644 --- a/ios/src/io/anuke/mindustry/IOSLauncher.java +++ b/ios/src/io/anuke/mindustry/IOSLauncher.java @@ -13,7 +13,6 @@ import io.anuke.mindustry.io.*; import io.anuke.mindustry.ui.*; import org.robovm.apple.foundation.*; import org.robovm.apple.uikit.*; -import org.robovm.apple.uikit.UIBarButtonItem.*; import org.robovm.objc.block.*; import java.io.*; @@ -59,7 +58,7 @@ public class IOSLauncher extends IOSApplication.Delegate{ if(documentURLs.size() < 1) return; cont.dismissViewController(true, () -> {}); - cons.accept(Core.files.absolute(documentURLs.get(0).getPath())); + controller.importDocument(documentURLs.get(0), new NSURL(getDocumentsDirectory() + "/document"), UIDocumentBrowserImportMode.Copy, (url, error) -> cons.accept(Core.files.absolute(url.getPath()))); } @Override diff --git a/server/src/io/anuke/mindustry/server/MindustryServer.java b/server/src/io/anuke/mindustry/server/MindustryServer.java index 92c3303c52..c42e695c1d 100644 --- a/server/src/io/anuke/mindustry/server/MindustryServer.java +++ b/server/src/io/anuke/mindustry/server/MindustryServer.java @@ -1,9 +1,9 @@ package io.anuke.mindustry.server; import io.anuke.arc.*; -import io.anuke.arc.util.*; import io.anuke.mindustry.*; import io.anuke.mindustry.core.*; +import io.anuke.mindustry.mod.*; import static io.anuke.mindustry.Vars.*; @@ -28,5 +28,9 @@ public class MindustryServer implements ApplicationListener{ Core.app.addListener(logic = new Logic()); Core.app.addListener(netServer = new NetServer()); Core.app.addListener(new ServerControl(args)); + + mods.each(Mod::init); } + + } diff --git a/server/src/io/anuke/mindustry/server/ServerControl.java b/server/src/io/anuke/mindustry/server/ServerControl.java index fd1c0ca1bd..a78792306a 100644 --- a/server/src/io/anuke/mindustry/server/ServerControl.java +++ b/server/src/io/anuke/mindustry/server/ServerControl.java @@ -18,10 +18,9 @@ import io.anuke.mindustry.gen.*; import io.anuke.mindustry.io.*; import io.anuke.mindustry.maps.Map; import io.anuke.mindustry.maps.*; +import io.anuke.mindustry.mod.Mods.*; import io.anuke.mindustry.net.Administration.*; import io.anuke.mindustry.net.Packets.*; -import io.anuke.mindustry.plugin.*; -import io.anuke.mindustry.plugin.Plugins.*; import io.anuke.mindustry.type.*; import java.io.*; @@ -51,8 +50,6 @@ public class ServerControl implements ApplicationListener{ private PrintWriter socketOutput; public ServerControl(String[] args){ - plugins = new Plugins(); - Core.settings.defaults( "shufflemode", "normal", "bans", "", @@ -110,9 +107,6 @@ public class ServerControl implements ApplicationListener{ Effects.setScreenShakeProvider((a, b) -> {}); Effects.setEffectProvider((a, b, c, d, e, f) -> {}); - //load plugins - plugins.load(); - registerCommands(); Core.app.post(() -> { @@ -134,7 +128,6 @@ public class ServerControl implements ApplicationListener{ }); customMapDirectory.mkdirs(); - pluginDirectory.mkdirs(); Thread thread = new Thread(this::readCommands, "Server Controls"); thread.setDaemon(true); @@ -155,7 +148,7 @@ public class ServerControl implements ApplicationListener{ maps.shuffle(); Map previous = world.getMap(); - Map map = maps.find(m -> m != previous); + Map map = maps.find(m -> m != previous || maps.size == 1); if(map != null){ @@ -168,6 +161,8 @@ public class ServerControl implements ApplicationListener{ info("Selected next map to be {0}.", map.name()); play(true, () -> world.loadMap(map, map.applyRules(lastMode))); + }else{ + Log.err("No suitable map found."); } } }else{ @@ -177,11 +172,8 @@ public class ServerControl implements ApplicationListener{ } }); - //initialize plugins - plugins.each(io.anuke.mindustry.plugin.Plugin::init); - - if(!plugins.all().isEmpty()){ - info("&lc{0} plugins loaded.", plugins.all().size); + if(!mods.all().isEmpty()){ + info("&lc{0} mods loaded.", mods.all().size); } info("&lcServer loaded. Type &ly'help'&lc for help."); @@ -324,28 +316,28 @@ public class ServerControl implements ApplicationListener{ } }); - handler.register("plugins", "Display all loaded plugins.", arg -> { - if(!plugins.all().isEmpty()){ - info("Plugins:"); - for(LoadedPlugin plugin : plugins.all()){ - info(" &ly{0} &lcv{1}", plugin.meta.name, plugin.meta.version); + handler.register("mods", "Display all loaded mods.", arg -> { + if(!mods.all().isEmpty()){ + info("Mods:"); + for(LoadedMod mod : mods.all()){ + info(" &ly{0} &lcv{1}", mod.meta.name, mod.meta.version); } }else{ - info("No plugins found."); + info("No mods found."); } - info("&lyPlugin directory: &lb&fi{0}", pluginDirectory.file().getAbsoluteFile().toString()); + info("&lyMod directory: &lb&fi{0}", modDirectory.file().getAbsoluteFile().toString()); }); - handler.register("plugin", "", "Display information about a loaded plugin.", arg -> { - LoadedPlugin plugin = plugins.all().find(p -> p.meta.name.equalsIgnoreCase(arg[0])); - if(plugin != null){ - info("Name: &ly{0}", plugin.meta.name); - info("Version: &ly{0}", plugin.meta.version); - info("Author: &ly{0}", plugin.meta.author); - info("Path: &ly{0}", plugin.jarFile.path()); - info("Description: &ly{0}", plugin.meta.description); + handler.register("mod", "", "Display information about a loaded plugin.", arg -> { + LoadedMod mod = mods.all().find(p -> p.meta.name.equalsIgnoreCase(arg[0])); + if(mod != null){ + info("Name: &ly{0}", mod.meta.name); + info("Version: &ly{0}", mod.meta.version); + info("Author: &ly{0}", mod.meta.author); + info("Path: &ly{0}", mod.file.path()); + info("Description: &ly{0}", mod.meta.description); }else{ - info("No plugin with name &ly'{0}'&lg found."); + info("No mod with name &ly'{0}'&lg found."); } }); @@ -757,8 +749,9 @@ public class ServerControl implements ApplicationListener{ info("&ly{0}&lg MB collected. Memory usage now at &ly{1}&lg MB.", pre - post, post); }); - plugins.each(p -> p.registerServerCommands(handler)); - plugins.each(p -> p.registerClientCommands(netServer.clientCommands)); + mods.each(p -> p.registerServerCommands(handler)); + //TODO + //plugins.each(p -> p.registerClientCommands(netServer.clientCommands)); } private void readCommands(){ diff --git a/tests/src/test/java/ApplicationTests.java b/tests/src/test/java/ApplicationTests.java index a632849dcc..dff351c59c 100644 --- a/tests/src/test/java/ApplicationTests.java +++ b/tests/src/test/java/ApplicationTests.java @@ -45,6 +45,7 @@ public class ApplicationTests{ public void setup(){ headless = true; net = new Net(null); + tree = new FileTree(); Vars.init(); content.createContent(); @@ -340,7 +341,7 @@ public class ApplicationTests{ for(int x = 5; x < tiles.length && i < content.blocks().size; ){ Block block = content.block(i++); - if(block.buildVisibility.get()){ + if(block.isBuildable()){ x += block.size; tiles[x][5].setBlock(block); x += block.size; diff --git a/tests/src/test/java/ZoneTests.java b/tests/src/test/java/ZoneTests.java index f86cf714a2..d919e0fa47 100644 --- a/tests/src/test/java/ZoneTests.java +++ b/tests/src/test/java/ZoneTests.java @@ -1,18 +1,16 @@ -import io.anuke.arc.collection.Array; -import io.anuke.arc.collection.ObjectSet; -import io.anuke.arc.util.Structs; -import io.anuke.arc.util.Time; -import io.anuke.mindustry.core.GameState.State; -import io.anuke.mindustry.game.SpawnGroup; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.type.Zone; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.storage.CoreBlock; +import io.anuke.arc.collection.*; +import io.anuke.arc.util.*; +import io.anuke.mindustry.core.*; +import io.anuke.mindustry.core.GameState.*; +import io.anuke.mindustry.game.*; +import io.anuke.mindustry.io.SaveIO.*; +import io.anuke.mindustry.type.*; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.storage.*; import org.junit.jupiter.api.*; import static io.anuke.mindustry.Vars.*; -import static org.junit.jupiter.api.Assertions.assertNotEquals; -import static org.junit.jupiter.api.Assertions.assertTrue; +import static org.junit.jupiter.api.Assertions.*; import static org.junit.jupiter.api.DynamicTest.dynamicTest; public class ZoneTests{ @@ -32,12 +30,18 @@ public class ZoneTests{ @TestFactory DynamicTest[] testZoneValidity(){ Array out = new Array<>(); + if(world == null) world = new World(); for(Zone zone : content.zones()){ out.add(dynamicTest(zone.name, () -> { zone.generator.init(zone.loadout); logic.reset(); - world.loadGenerator(zone.generator); + try{ + world.loadGenerator(zone.generator); + }catch(SaveException e){ + e.printStackTrace(); + return; + } zone.rules.accept(state.rules); ObjectSet resources = new ObjectSet<>(); boolean hasSpawnPoint = false; @@ -68,7 +72,7 @@ public class ZoneTests{ assertTrue(spawner.countSpawns() > 0 || (state.rules.attackMode && !state.teams.get(waveTeam).cores.isEmpty()), "Zone \"" + zone.name + "\" has no enemy spawn points: " + spawner.countSpawns()); for(Item item : resources){ - assertTrue(Structs.contains(zone.resources, item), "Zone \"" + zone.name + "\" is missing item in resource list: \"" + item.name + "\""); + assertTrue(zone.resources.contains(item), "Zone \"" + zone.name + "\" is missing item in resource list: \"" + item.name + "\""); } for(Item item : zone.resources){ diff --git a/tests/src/test/java/power/PowerTestFixture.java b/tests/src/test/java/power/PowerTestFixture.java index 8afe8115e2..e7b26c3447 100644 --- a/tests/src/test/java/power/PowerTestFixture.java +++ b/tests/src/test/java/power/PowerTestFixture.java @@ -5,6 +5,7 @@ import io.anuke.arc.util.*; import io.anuke.mindustry.*; import io.anuke.mindustry.content.*; import io.anuke.mindustry.core.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.*; import io.anuke.mindustry.world.blocks.power.*; @@ -26,7 +27,12 @@ public class PowerTestFixture{ @BeforeAll static void initializeDependencies(){ Core.graphics = new FakeGraphics(); - Vars.content = new ContentLoader(); + Vars.content = new ContentLoader(){ + @Override + public void handleMappableContent(MappableContent content){ + + } + }; content.createContent(); Log.setUseColors(false); Time.setDeltaProvider(() -> 0.5f); diff --git a/tests/src/test/java/power/PowerTests.java b/tests/src/test/java/power/PowerTests.java index e9da0784ba..3c6e20e288 100644 --- a/tests/src/test/java/power/PowerTests.java +++ b/tests/src/test/java/power/PowerTests.java @@ -1,16 +1,14 @@ package power; -import io.anuke.arc.Core; -import io.anuke.arc.math.Mathf; +import io.anuke.arc.*; +import io.anuke.arc.math.*; import io.anuke.arc.util.*; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.power.PowerGenerator; -import io.anuke.mindustry.world.blocks.power.PowerGraph; -import io.anuke.mindustry.world.consumers.ConsumePower; +import io.anuke.mindustry.world.*; +import io.anuke.mindustry.world.blocks.power.*; +import io.anuke.mindustry.world.consumers.*; import org.junit.jupiter.api.*; -import static org.junit.jupiter.api.Assertions.assertEquals; -import static org.junit.jupiter.api.Assertions.assertFalse; +import static org.junit.jupiter.api.Assertions.*; import static org.junit.jupiter.api.DynamicTest.dynamicTest; /** diff --git a/tools/build.gradle b/tools/build.gradle index c1ab47a151..189eb07bd9 100644 --- a/tools/build.gradle +++ b/tools/build.gradle @@ -320,7 +320,7 @@ task pack(dependsOn: classes){ //antialias everything except UI elements fileTree(dir: '../core/assets-raw/sprites_out/', include: "**/*.png").visit{ file -> - if(file.isDirectory() || file.toString().replace("\\", "/").contains("zones/") || (file.toString().replace("\\", "/").contains("/ui/") && !file.toString().contains("icon-small") && !file.toString().contains("icon-medium") && !file.toString().contains("icon-large"))) return + if(file.isDirectory() || file.toString().replace("\\", "/").contains("zones/") || (file.toString().replace("\\", "/").contains("/ui/") && file.toString().startsWith("icon-"))) return antialias(file.file) } diff --git a/tools/src/io/anuke/mindustry/Generators.java b/tools/src/io/anuke/mindustry/Generators.java index e604f4ca3a..651657070d 100644 --- a/tools/src/io/anuke/mindustry/Generators.java +++ b/tools/src/io/anuke/mindustry/Generators.java @@ -1,23 +1,21 @@ package io.anuke.mindustry; -import io.anuke.arc.graphics.Color; -import io.anuke.arc.graphics.g2d.Draw; -import io.anuke.arc.graphics.g2d.TextureRegion; -import io.anuke.arc.math.Mathf; -import io.anuke.arc.util.Log; -import io.anuke.arc.util.noise.RidgedPerlin; -import io.anuke.mindustry.ImagePacker.GenRegion; +import io.anuke.arc.collection.*; +import io.anuke.arc.graphics.*; +import io.anuke.arc.graphics.g2d.*; +import io.anuke.arc.math.*; +import io.anuke.arc.util.*; +import io.anuke.arc.util.noise.*; +import io.anuke.mindustry.ImagePacker.*; +import io.anuke.mindustry.game.*; import io.anuke.mindustry.type.*; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Block.Icon; +import io.anuke.mindustry.world.*; import io.anuke.mindustry.world.blocks.*; -import java.io.IOException; -import java.nio.file.Files; -import java.nio.file.Paths; +import java.io.*; +import java.nio.file.*; -import static io.anuke.mindustry.Vars.content; -import static io.anuke.mindustry.Vars.tilesize; +import static io.anuke.mindustry.Vars.*; public class Generators{ @@ -70,7 +68,6 @@ public class Generators{ ImagePacker.generate("block-icons", () -> { Image colors = new Image(content.blocks().size, 1); - Color outlineColor = Color.valueOf("404049"); for(Block block : content.blocks()){ TextureRegion[] regions = block.getGeneratedIcons(); @@ -116,7 +113,7 @@ public class Generators{ } } if(found){ - out.draw(x, y, outlineColor); + out.draw(x, y, block.outlineColor); } } } @@ -143,15 +140,14 @@ public class Generators{ } } - image.save(block.name + "-icon-full"); + image.save("block-" + block.name + "-full"); image.save("../editor/" + block.name + "-icon-editor"); - for(Icon icon : Icon.values()){ - if(icon.size == 0) continue; + for(Cicon icon : Cicon.scaled){ Image scaled = new Image(icon.size, icon.size); scaled.drawScaled(image); - scaled.save("../ui/" + block.name + "-icon-" + icon.name()); + scaled.save("../ui/block-" + block.name + "-" + icon.name()); } Color average = new Color(); @@ -182,13 +178,13 @@ public class Generators{ }); ImagePacker.generate("item-icons", () -> { - for(Item item : content.items()){ - Image base = ImagePacker.get("item-" + item.name); - for(Item.Icon icon : Item.Icon.values()){ - if(icon.size == base.width) continue; + for(UnlockableContent item : (Array)(Array)Array.withArrays(content.items(), content.liquids())){ + Image base = ImagePacker.get(item.getContentType().name() + "-" + item.name); + for(Cicon icon : Cicon.scaled){ + //if(icon.size == base.width) continue; Image image = new Image(icon.size, icon.size); image.drawScaled(base); - image.save("item-" + item.name + "-" + icon.name(), false); + image.save(item.getContentType().name() + "-" + item.name + "-" + icon.name(), false); } } }); @@ -213,12 +209,12 @@ public class Generators{ image.draw(mech.weapon.region, i * (int)mech.weaponOffsetX*4 + off, -(int)mech.weaponOffsetY*4 + off, i > 0, false); } - image.save("mech-icon-" + mech.name); + image.save("mech-" + mech.name + "-full"); } }); ImagePacker.generate("unit-icons", () -> { - content.getBy(ContentType.unit).each(type -> !type.isFlying, type -> { + content.getBy(ContentType.unit).each(type -> !type.flying, type -> { type.load(); type.weapon.load(); @@ -236,7 +232,7 @@ public class Generators{ b, false); } - image.save("unit-icon-" + type.name); + image.save("unit-" + type.name + "-full"); }); }); @@ -268,12 +264,11 @@ public class Generators{ image.save("../editor/editor-ore-" + item.name + (i + 1)); //save icons - image.save(ore.name + "-icon-full"); - for(Icon icon : Icon.values()){ - if(icon.size == 0) continue; + image.save("block-" + ore.name + "-full"); + for(Cicon icon : Cicon.scaled){ Image scaled = new Image(icon.size, icon.size); scaled.drawScaled(image); - scaled.save(ore.name + "-icon-" + icon.name()); + scaled.save("block-" + ore.name + "-" + icon.name()); } } });