Tree-like objective node structure (#7152)
* overall structure * overall layout * field interpreter * less bloated UI * scroll pan't * strip off the 'Marker' suffix * e * all (hopefully all...) interpreters finished. * onset * two, four * i don't understand how icon mappings work. * separate remover and indexer * some cleanups * untested mobile support * contrib * ok anuke * fix conflicts 2 * hidden
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@@ -7,7 +7,6 @@ import arc.util.serialization.*;
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import arc.util.serialization.Json.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.game.MapObjectives.*;
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import mindustry.graphics.g3d.*;
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import mindustry.io.*;
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import mindustry.type.*;
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@@ -124,9 +123,9 @@ public class Rules{
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public ObjectSet<String> researched = new ObjectSet<>();
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/** Block containing these items as requirements are hidden. */
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public ObjectSet<Item> hiddenBuildItems = Items.erekirOnlyItems.asSet();
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/** Campaign-only map objectives. */
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public Seq<MapObjective> objectives = new Seq<>();
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/** Flags set by objectives. Used in world processors. n*/
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/** In-map objective executor. */
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public MapObjectives objectives = new MapObjectives();
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/** Flags set by objectives. Used in world processors. */
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public ObjectSet<String> objectiveFlags = new ObjectSet<>();
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/** If true, fog of war is enabled. Enemy units and buildings are hidden unless in radar view. */
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public boolean fog = false;
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