non-functional loading screen
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@@ -1,6 +1,6 @@
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package io.anuke.mindustry.game;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.Min;
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import io.anuke.mindustry.type.ContentType;
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@@ -9,8 +9,8 @@ public abstract class Content{
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public final short id;
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public Content(){
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this.id = (short)Vars.content.getBy(getContentType()).size;
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Vars.content.handleContent(this);
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this.id = (short)Min.content.getBy(getContentType()).size;
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Min.content.handleContent(this);
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}
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/**
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@@ -19,7 +19,7 @@ public abstract class Content{
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*/
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public abstract ContentType getContentType();
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/** Called after all content is created. Do not use to load regions or texture data! */
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/** Called after all content and modules are created. Do not use to load regions or texture data! */
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public void init(){
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}
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@@ -4,7 +4,7 @@ import io.anuke.arc.*;
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import io.anuke.arc.function.*;
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import io.anuke.mindustry.maps.*;
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import static io.anuke.mindustry.Vars.waveTeam;
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import static io.anuke.mindustry.Min.waveTeam;
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/** Defines preset rule sets. */
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public enum Gamemode{
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@@ -7,7 +7,7 @@ import io.anuke.mindustry.content.*;
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import io.anuke.mindustry.game.EventType.*;
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import io.anuke.mindustry.type.*;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Min.*;
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/** Stores player unlocks. Clientside only. */
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public class GlobalData{
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@@ -106,7 +106,7 @@ public class GlobalData{
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@SuppressWarnings("unchecked")
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public void load(){
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unlocked = Core.settings.getObject("unlocks", ObjectMap.class, ObjectMap::new);
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for(Item item : Vars.content.items()){
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for(Item item : Min.content.items()){
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items.put(item, Core.settings.getInt("item-" + item.name, 0));
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}
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@@ -118,7 +118,7 @@ public class GlobalData{
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public void save(){
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Core.settings.putObject("unlocks", unlocked);
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for(Item item : Vars.content.items()){
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for(Item item : Min.content.items()){
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Core.settings.put("item-" + item.name, items.get(item, 0));
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}
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Core.settings.save();
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@@ -11,7 +11,7 @@ public class LoopControl{
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private ObjectMap<Sound, SoundData> sounds = new ObjectMap<>();
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public void play(Sound sound, Position pos, float volume){
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if(Vars.headless) return;
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if(Min.headless) return;
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float baseVol = sound.calcFalloff(pos.getX(), pos.getY());
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float vol = baseVol * volume;
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@@ -10,7 +10,7 @@ import io.anuke.mindustry.core.GameState.*;
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import io.anuke.mindustry.game.EventType.*;
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import io.anuke.mindustry.gen.*;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Min.*;
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/** Controls playback of multiple music tracks.*/
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public class MusicControl{
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@@ -17,8 +17,8 @@ import java.io.IOException;
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import java.text.SimpleDateFormat;
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import java.util.Date;
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import static io.anuke.mindustry.Vars.saveExtension;
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import static io.anuke.mindustry.Vars.state;
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import static io.anuke.mindustry.Min.saveExtension;
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import static io.anuke.mindustry.Min.state;
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public class Saves{
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private int nextSlot;
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@@ -6,7 +6,7 @@ import io.anuke.arc.util.serialization.JsonValue;
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import io.anuke.mindustry.entities.type.BaseUnit;
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import io.anuke.mindustry.type.*;
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import static io.anuke.mindustry.Vars.content;
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import static io.anuke.mindustry.Min.content;
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/**
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* A spawn group defines spawn information for a specific type of unit, with optional extra information like
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@@ -2,7 +2,7 @@ package io.anuke.mindustry.game;
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import io.anuke.annotations.Annotations.Struct;
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import io.anuke.arc.collection.*;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.Min;
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import io.anuke.mindustry.world.Tile;
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/** Class for various team-based utilities. */
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@@ -29,7 +29,7 @@ public class Teams{
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/** Returns whether a team is active, e.g. whether it has any cores remaining. */
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public boolean isActive(Team team){
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//the enemy wave team is always active
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return team == Vars.waveTeam || get(team).cores.size > 0;
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return team == Min.waveTeam || get(team).cores.size > 0;
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}
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/** Returns a set of all teams that are enemies of this team. */
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@@ -15,7 +15,7 @@ import io.anuke.mindustry.graphics.*;
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import io.anuke.mindustry.type.*;
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import io.anuke.mindustry.world.*;
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import static io.anuke.mindustry.Vars.*;
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import static io.anuke.mindustry.Min.*;
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/** Handles tutorial state. */
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public class Tutorial{
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@@ -161,7 +161,7 @@ public class Tutorial{
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}
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},
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deposit(() -> event("deposit")),
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waves(() -> state.wave > 2 && state.enemies() <= 0 && !world.spawner.isSpawning()){
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waves(() -> state.wave > 2 && state.enemies() <= 0 && !spawner.isSpawning()){
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void begin(){
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state.rules.waveTimer = true;
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logic.runWave();
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@@ -3,7 +3,7 @@ package io.anuke.mindustry.game;
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import io.anuke.arc.Core;
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import io.anuke.arc.graphics.g2d.TextureRegion;
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import io.anuke.arc.scene.ui.layout.Table;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.Min;
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/** Base interface for an unlockable content type. */
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public abstract class UnlockableContent extends MappableContent{
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@@ -42,7 +42,7 @@ public abstract class UnlockableContent extends MappableContent{
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}
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public final boolean unlocked(){
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return Vars.data.isUnlocked(this);
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return Min.data.isUnlocked(this);
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}
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public final boolean locked(){
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