Added client implementation for 50 achievemenets
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@@ -3,21 +3,29 @@ package io.anuke.mindustry.game;
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import io.anuke.annotations.Annotations.*;
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import io.anuke.mindustry.core.GameState.State;
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import io.anuke.mindustry.entities.traits.BuilderTrait;
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import io.anuke.mindustry.entities.type.Unit;
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import io.anuke.mindustry.type.Zone;
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import io.anuke.mindustry.entities.type.*;
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import io.anuke.mindustry.entities.units.*;
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import io.anuke.mindustry.type.*;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.entities.type.Player;
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public class EventType{
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//events that occur very often
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public enum Trigger{
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shock,
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phaseDeflectHit,
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impactPower,
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thoriumReactorOverheat,
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itemLaunch,
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fireExtinguish,
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newGame
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newGame,
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tutorialComplete,
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flameAmmo,
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turretCool,
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enablePixelation,
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drown,
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exclusionDeath,
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suicideBomb
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}
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public static class WinEvent{}
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@@ -30,6 +38,16 @@ public class EventType{
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public static class MapPublishEvent{}
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public static class CommandIssueEvent{
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public final Tile tile;
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public final UnitCommand command;
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public CommandIssueEvent(Tile tile, UnitCommand command){
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this.tile = tile;
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this.command = command;
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}
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}
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public static class PlayerChatEvent{
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public final Player player;
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public final String message;
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@@ -149,6 +167,14 @@ public class EventType{
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}
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}
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public static class ResearchEvent{
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public final UnlockableContent content;
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public ResearchEvent(UnlockableContent content){
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this.content = content;
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}
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}
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/**
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* Called when block building begins by placing down the BuildBlock.
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* The tile's block will nearly always be a BuildBlock.
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@@ -215,10 +241,29 @@ public class EventType{
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}
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}
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public static class UnitCreateEvent{
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public final BaseUnit unit;
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public UnitCreateEvent(BaseUnit unit){
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this.unit = unit;
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}
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}
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public static class ResizeEvent{
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}
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public static class MechChangeEvent{
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public final Player player;
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public final Mech mech;
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public MechChangeEvent(Player player, Mech mech){
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this.player = player;
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this.mech = mech;
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}
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}
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/** Called after connecting; when a player recieves world data and is ready to play.*/
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public static class PlayerJoin{
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public final Player player;
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@@ -226,7 +271,16 @@ public class EventType{
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this.player = player;
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}
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}
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/** Called when a player connects, but has not joined the game yet.*/
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public static class PlayerConnect{
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public final Player player;
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public PlayerConnect(Player player){
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this.player = player;
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}
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}
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public static class PlayerLeave{
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public final Player player;
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@@ -177,6 +177,7 @@ public class Tutorial{
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state.wave = 5;
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//end tutorial, never show it again
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Events.fire(Trigger.tutorialComplete);
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Core.settings.put("playedtutorial", true);
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Core.settings.save();
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}
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