Re-implemented some units / Bugfixes

This commit is contained in:
Anuken
2020-05-19 14:58:04 -04:00
parent 8c6e8d8bcb
commit 77c0163a79
39 changed files with 924 additions and 834 deletions

View File

@@ -110,6 +110,15 @@ public class EventType{
}
}
/** Called when a sector is conquered, e.g. a boss or base is defeated. */
public static class SectorCaptureEvent{
public final Sector sector;
public SectorCaptureEvent(Sector sector){
this.sector = sector;
}
}
/** Called when the player withdraws items from a block. */
public static class WithdrawEvent{
public final Tilec tile;

View File

@@ -51,15 +51,15 @@ public class Objectives{
}
}
public static class ZoneWave extends ZoneObjective{
public static class SectorWave extends SectorObjective{
public int wave;
public ZoneWave(SectorPreset zone, int wave){
public SectorWave(SectorPreset zone, int wave){
this.preset = zone;
this.wave = wave;
}
protected ZoneWave(){}
protected SectorWave(){}
@Override
public boolean complete(){
@@ -72,7 +72,7 @@ public class Objectives{
}
}
public static class Launched extends ZoneObjective{
public static class Launched extends SectorObjective{
public Launched(SectorPreset zone){
this.preset = zone;
@@ -91,7 +91,7 @@ public class Objectives{
}
}
public abstract static class ZoneObjective implements Objective{
public abstract static class SectorObjective implements Objective{
public @NonNull SectorPreset preset;
}
@@ -112,7 +112,7 @@ public class Objectives{
}
default SectorPreset zone(){
return this instanceof ZoneObjective ? ((ZoneObjective)this).preset : null;
return this instanceof SectorObjective ? ((SectorObjective)this).preset : null;
}
}
}

View File

@@ -1,9 +1,8 @@
package mindustry.game;
import arc.util.ArcAnnotate.*;
import mindustry.annotations.Annotations.*;
import arc.struct.*;
import arc.graphics.*;
import arc.struct.*;
import arc.util.ArcAnnotate.*;
import mindustry.content.*;
import mindustry.io.*;
import mindustry.type.*;
@@ -67,8 +66,8 @@ public class Rules{
public boolean limitedRespawns = false;
/** How many times player can respawn during one wave. */
public int respawns = 5;
/** Hold wave timer until all enemies are destroyed. */
public boolean waitForWaveToEnd = false;
/** Whether to pause the wave timer until all enemies are destroyed. */
public boolean waitEnemies = false;
/** Determinates if gamemode is attack mode */
public boolean attackMode = false;
/** Whether this is the editor gamemode. */