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
This commit is contained in:
GlennFolker
2022-07-15 10:41:18 -04:00
committed by GitHub
parent 3b1c8baca9
commit 695c19d0b0
26 changed files with 1733 additions and 810 deletions
+3 -4
View File
@@ -7,7 +7,6 @@ import arc.util.serialization.*;
import arc.util.serialization.Json.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.game.MapObjectives.*;
import mindustry.graphics.g3d.*;
import mindustry.io.*;
import mindustry.type.*;
@@ -124,9 +123,9 @@ public class Rules{
public ObjectSet<String> researched = new ObjectSet<>();
/** Block containing these items as requirements are hidden. */
public ObjectSet<Item> hiddenBuildItems = Items.erekirOnlyItems.asSet();
/** Campaign-only map objectives. */
public Seq<MapObjective> objectives = new Seq<>();
/** Flags set by objectives. Used in world processors. n*/
/** In-map objective executor. */
public MapObjectives objectives = new MapObjectives();
/** Flags set by objectives. Used in world processors. */
public ObjectSet<String> objectiveFlags = new ObjectSet<>();
/** If true, fog of war is enabled. Enemy units and buildings are hidden unless in radar view. */
public boolean fog = false;