diff --git a/core/assets/bundles/bundle_fr_BE.properties b/core/assets/bundles/bundle_fr_BE.properties index 1e2cf89a15..0dc8fba05b 100644 --- a/core/assets/bundles/bundle_fr_BE.properties +++ b/core/assets/bundles/bundle_fr_BE.properties @@ -7,7 +7,7 @@ text.link.github.description = Code source du jeu text.link.dev-builds.description = Versions instables de développement text.link.trello.description = Planning Trello officiel pour les fonctionnalités planifiées. text.link.itch.io.description = Page web itch.io avec les versions ordinateurs téléchargeables et la version web -text.link.google-play.description = Page Google Play Store du jeu +text.link.google-play.description = Page Google Play du jeu text.link.wiki.description = Wiki officiel de Mindustry text.linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier. text.screenshot = Capture d'écran enregistrée sur {0} @@ -414,6 +414,8 @@ mode.freebuild.name = Construction libre mode.freebuild.description = Ressources limitées et pas de compte à rebours pour les vagues. mode.pvp.name = PvP mode.pvp.description = Lutter contre d'autres joueurs pour gagner ! +mode.attack.name = Attaque +mode.attack.descrption = Pas de vagues, le but est de détruire la base ennemie. content.item.name = Objets content.liquid.name = Liquides content.unit.name = Unités diff --git a/core/assets/bundles/bundle_ru.properties b/core/assets/bundles/bundle_ru.properties index 4d5e3040c6..fa1d1c3e04 100644 --- a/core/assets/bundles/bundle_ru.properties +++ b/core/assets/bundles/bundle_ru.properties @@ -1,4 +1,4 @@ -text.credits.text = Создатель [ROYAL] Anuken. - [SKY]anukendev@gmail.com[][]\n\nЕсть недороботки в переводе?\nПишите в офф. discord-сервер mindustry в канал #русский.\n\nПереводчики на русский язык:\n[YELLOW]Prosta4ok_ua\n[GREEN]xga\n[BLACK]XZimur +text.credits.text = Создатель [ROYAL] Anuken. - [SKY]anukendev@gmail.com[][]\n\nЕсть недоработки в переводе?\nПишите в офф. discord-сервер mindustry в канал #русский.\n\nПереводчики на русский язык:\n[YELLOW]Prosta4ok_ua\n[GREEN]xga\n[BLACK]XZimur text.credits = Авторы text.contributors = Переводчики и контрибьюторы text.discord = Присоединяйтесь к нашему Discord! @@ -12,7 +12,7 @@ text.link.wiki.description = Официальная вики Mindustry(англ. text.linkfail = Не удалось открыть ссылку!\nURL-адрес был скопирован в буфер обмена. text.gameover = Игра окончена text.gameover.pvp = [accent] {0}[] команда победила! -text.sector.gameover = Этот сектор потерян. Высадится повторно? +text.sector.gameover = Этот сектор потерян. Высадиться повторно? text.sector.retry = Повторить попытку text.highscore = [YELLOW]Новый рекорд! text.wave.lasted = Вы продержались до [accent]{0}[]-ой волны. @@ -49,9 +49,9 @@ text.mission.main = Главная мисия:[LIGHT_GRAY] {0} text.mission.info = Информация о миссии text.mission.complete = Миссия выполнена! text.mission.complete.body = Сектор {0},{1} был завоёван. -text.mission.wave = Осталось[accent] {0}[] волн из[accent] {1}[]\nВолна через {2} -text.mission.wave.enemies = Осталось[accent] {0}/{1}[] волн:\n{2} враг. -text.mission.wave.enemy = Осталось[accent] {0}/{1}[] волн\n{2} враг +text.mission.wave = Волна[accent] {0}[] из[accent] {1}[]\nВолна через {2} +text.mission.wave.enemies = Волна[accent] {0} из {1}[]\n{2} враг. +text.mission.wave.enemy = Волна[accent] {0} из {1}[]\n{2} враг text.mission.wave.menu = Пережить[accent] {0} []волн text.mission.battle = Уничтожьте ядро противника. text.mission.resource.menu = Добыть {0} х{1} @@ -266,7 +266,7 @@ text.error.invalidaddress = Некорректный адрес. text.error.timedout = Время ожидания истекло!\nУбедитесь, что хост настроен для перенаправления портов и адрес корректный! text.error.mismatch = Ошибка пакета:\nвозможное несоответствие версии клиента/сервера. \nУбедитесь, что у Вас и у владельца сервера установлена последняя версия Mindustry! text.error.alreadyconnected = Вы уже подключены. -text.error.mapnotfound = Map file not found! +text.error.mapnotfound = Не найден файл карты! text.error.any = Неизвестная сетевая ошибка. text.settings.language = Язык text.settings.reset = Сбросить по умолчанию @@ -345,7 +345,7 @@ text.category.power = Энергия text.category.liquids = Жидкости text.category.items = Предметы text.category.crafting = Создание -text.category.shooting = Cтрельба +text.category.shooting = Стрельба text.category.optional = Дополнительные улучшения setting.autotarget.name = Авто-цель setting.fpscap.name = Макс. FPS @@ -407,8 +407,8 @@ mode.waves.name = Волны mode.waves.description = Обычный режим. В режиме "Волны" надо самим добывать ресурсы и сами волны идут безостановочно. mode.sandbox.name = Песочница mode.sandbox.description = Бесконечные ресурсы и нет таймера для волн, но можно самим вызвать волну. -mode.freebuild.name = Cвободная\nстрой -mode.freebuild.description = ограниченные ресурсы и нет таймера для волн. +mode.freebuild.name = Свободная\nстройка +mode.freebuild.description = Ограниченные ресурсы и нет таймера для волн. mode.pvp.name = Противо-\nстояние mode.pvp.description = боритесь против других игроков. content.item.name = Предметы @@ -435,7 +435,7 @@ item.silicon.description = Очень полезный полупроводни item.plastanium.name = Пластиний item.plastanium.description = Легкий, пластичный материал, используемый в современных самолетах и боеприпасах для фрагментации. item.phase-fabric.name = Фазовая ткань -item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления. +item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления. Непригодна для вышивания. item.surge-alloy.name = Высокопрочный сплав item.surge-alloy.description = Передовой сплав с уникальными электрическими свойствами. item.biomatter.name = Биоматерия @@ -461,7 +461,7 @@ mech.delta-mech.description = Быстрый, легкобронированны mech.tau-mech.name = Тау mech.tau-mech.weapon = Восстановительный лазер mech.tau-mech.ability = Регенирирующая вспышка -mech.tau-mech.description = Мех поддержки. Исцеляет союзные блоки, стреляя в них. Может исцелить союзников радиусом с его способностью восстанавления. +mech.tau-mech.description = Мех поддержки. Чинит союзные блоки, стреляя в них. Может исцелить союзников радиусом с его способностью восстанавления. mech.omega-mech.name = Омега mech.omega-mech.weapon = Ракетомётный пулемётконфигурация mech.omega-mech.ability = Защитная @@ -498,7 +498,7 @@ block.constructing = {0}[LIGHT_GRAY](В процессе) block.spawn.name = Точка появления врагов block.core.name = Ядро block.space.name = Пустота -block.metalfloor.name = Мeталичeский пoл +block.metalfloor.name = Металлическая плита block.deepwater.name = Глубоководье block.water.name = Вода block.lava.name = Лава @@ -731,8 +731,8 @@ block.solar-panel-large.description = Зелёная энергия. Больш block.thorium-reactor.description = Производит энергию в большом количестве. Может взорваться. Требуется торий и жидкость для охлаждения (вода или криогенная). block.rtg-generator.description = Радиоизотопный термоэлектрический генератор, который не требует охлаждения, но обеспечивает меньшую мощность, чем ториевый реактор. block.unloader.description = Выгружает из ядра или хранилища верхний левый предмет. -block.container.description = Хранит небольшое количество предметов(250). Используйте его для создания буферов, когда существует непостоянная потребность в материалах. [LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища. -block.vault.description = Хранит большое количество предметов(1000). Используйте его для создания буферов, когда существует непостоянная потребность в материалах.[LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища. +block.container.description = Хранит небольшое количество предметов(200). Используйте его для создания буферов, когда существует непостоянная потребность в материалах. [LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища. +block.vault.description = Хранит большое количество предметов(900). Используйте его для создания буферов, когда существует непостоянная потребность в материалах.[LIGHT_GRAY] Разгрузчик[] можно использовать для извлечения элементов из хранилища. block.mechanical-drill.description = Самый первый доступный бур. \n\nДобывает медь, свинец, уголь, песок. \n\nМожно подвести к нему [BLUE] воду[] для увеличения скорости сверления. block.pneumatic-drill.description = Улучшенная версия механического бура.\n\nДобывает тоже самое, что и механический бур. Также может добывать титан и камень.\n\nМожно подвести к нему[BLUE] воду[] для увеличения скорости сверления. block.laser-drill.description = Улучшенная версия пневматического бура.\n\nДобывает тоже самое, что и пневматический бур. Также может добывать торий.\n\nМожно подвести к нему[BLUE] воду[] для увеличения скорости сверления. diff --git a/core/assets/bundles/bundle_zh_TW.properties b/core/assets/bundles/bundle_zh_TW.properties index f9ccc2ea8c..7800279a14 100644 --- a/core/assets/bundles/bundle_zh_TW.properties +++ b/core/assets/bundles/bundle_zh_TW.properties @@ -1,5 +1,6 @@ -text.credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!) +text.credits.text = 由[ROYAL]Anuken[]製作 - [SKY]anukendev@gmail.com[] text.credits = 致謝名單 +text.contributors = 翻譯員和貢獻者 text.discord = 加入 Mindustry 的 Discord 聊天室! text.link.discord.description = 官方 Mindustry Discord 聊天室 text.link.github.description = 遊戲原始碼 @@ -9,8 +10,9 @@ text.link.itch.io.description = itch.io 電腦版下載與網頁版 text.link.google-play.description = Google Play 商店頁面 text.link.wiki.description = 官方 Mindustry 維基 text.linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。 +text.screenshot = 截圖保存到{0} text.gameover = 核心已被摧毀。 -text.gameover.pvp = [accent]{0}[]隊得到勝利! +text.gameover.pvp = [accent]{0}[]隊獲勝! text.sector.gameover = 這個區域失守了,重新部署? text.sector.retry = 重試 text.highscore = [accent]新的高分紀錄! @@ -71,6 +73,7 @@ text.nextmission = 下一個任務 text.maps.none = [LIGHT_GRAY]找不到地圖! text.about.button = 關於 text.name = 名稱: +text.noname = 先選擇一個[accent]玩家名稱[]。 text.filename = 檔案名稱︰ text.unlocked = 新方塊已解鎖! text.unlocked.plural = 新方塊已解鎖! @@ -250,7 +253,7 @@ text.menu = 主選單 text.play = 開始 text.load = 載入 text.save = 儲存 -text.fps = 螢幕刷新率:{0} +text.fps = FPS:{0} text.tps = TPS:{0} text.ping = 延遲:{0}ms text.language.restart = 請重新啟動遊戲以使選取的語言生效。 @@ -259,6 +262,7 @@ text.tutorial = 教學 text.editor = 地圖編輯器 text.mapeditor = 地圖編輯器 text.donate = 贊助 + text.connectfail = [crimson]無法連線到伺服器:[accent]{0} text.error.unreachable = 無法到達伺服器。 text.error.invalidaddress = 無效地址。 @@ -267,6 +271,7 @@ text.error.mismatch = 包裹錯誤:\n客戶端/伺服器版本可能不匹配 text.error.alreadyconnected = 已連接。 text.error.mapnotfound = 找不到地圖! text.error.any = 未知網絡錯誤。 + text.settings.language = 語言 text.settings.reset = 重設為預設設定 text.settings.rebind = 重新綁定 @@ -289,7 +294,7 @@ text.error.crashtitle = 發生錯誤 text.blocks.unknown = [LIGHT_GRAY]??? text.blocks.blockinfo = 方塊資訊 text.blocks.powercapacity = 蓄電量 -text.blocks.powershot = 能源/射擊 +text.blocks.powershot = 能量/射擊 text.blocks.targetsair = 攻擊空中目標 text.blocks.itemspeed = 移動速度 text.blocks.shootrange = 範圍 @@ -297,13 +302,13 @@ text.blocks.size = 尺寸 text.blocks.liquidcapacity = 液體容量 text.blocks.maxitemssecond = 最高產量 text.blocks.powerrange = 輸出範圍 -text.blocks.poweruse = 能源使用 -text.blocks.powerdamage = 能源/傷害 +text.blocks.poweruse = 能量使用 +text.blocks.powerdamage = 能量/傷害 text.blocks.inputitemcapacity = 最大輸入 text.blocks.outputitemcapacity = 最大輸出 text.blocks.itemcapacity = 物品容量 text.blocks.basepowergeneration = 基本能量生产 -text.blocks.powertransferspeed = 能源傳輸 +text.blocks.powertransferspeed = 能量傳輸 text.blocks.craftspeed = 產生速度 text.blocks.inputliquid = 輸入液體 text.blocks.inputliquidaux = 輔助液體 @@ -319,8 +324,8 @@ text.blocks.coolant = 冷卻劑 text.blocks.coolantuse = 使用冷卻劑 text.blocks.inputliquidfuel = 輸入液體燃料 text.blocks.liquidfueluse = 使用液體燃料速度 -text.blocks.boostitem = Boost Item -text.blocks.boostliquid = Boost Liquid +text.blocks.boostitem = 強化物品 +text.blocks.boostliquid = 強化液體 text.blocks.health = 耐久度 text.blocks.inaccuracy = 誤差 text.blocks.shots = 射擊數 @@ -330,26 +335,27 @@ text.blocks.fuelburntime = 燃燒燃料時間 text.blocks.inputcapacity = 輸入容量 text.blocks.outputcapacity = 輸出容量 text.unit.blocks = 方塊 -text.unit.powersecond = 能源單位/秒 +text.unit.powersecond = 能量單位/秒 text.unit.liquidsecond = 液體單位/秒 text.unit.itemssecond = 物品/秒 text.unit.pixelssecond = 像素/秒 text.unit.liquidunits = 液體單位 -text.unit.powerunits = 能源單位 +text.unit.powerunits = 能量單位 text.unit.degrees = 度 text.unit.seconds = 秒 text.unit.items = 物品 text.category.general = 一般 -text.category.power = 能源 +text.category.power = 能量 text.category.liquids = 液體 text.category.items = 物品 text.category.crafting = 合成 text.category.shooting = 射擊 -text.category.optional = Optional Enhancements +text.category.optional = 可選的強化 +setting.indicators.name = 盟友指標 setting.autotarget.name = 自動射擊 -setting.fpscap.name = 最大螢幕刷新率 +setting.fpscap.name = 最大FPS setting.fpscap.none = 没有 -setting.fpscap.text = {0}螢幕刷新率 +setting.fpscap.text = {0}FPS setting.difficulty.training = 訓練 setting.difficulty.easy = 簡單 setting.difficulty.normal = 普通 @@ -362,7 +368,7 @@ setting.sensitivity.name = 控制器靈敏度 setting.saveinterval.name = 自動存檔間隔 setting.seconds = {0}秒 setting.fullscreen.name = 全螢幕 -setting.fps.name = 顯示螢幕刷新率 +setting.fps.name = 顯示FPS setting.vsync.name = 垂直同步 setting.lasers.name = 顯示雷射光束 setting.minimap.name = 顯示小地圖 @@ -370,7 +376,7 @@ setting.musicvol.name = 音樂音量 setting.mutemusic.name = 靜音 setting.sfxvol.name = 音效音量 setting.mutesound.name = 靜音 -setting.crashreport.name = Send Anonymous Crash Reports +setting.crashreport.name = 發送匿名崩潰報告 text.keybind.title = 重新綁定按鍵 category.general.name = 一般 category.view.name = 查看 @@ -378,8 +384,9 @@ category.multiplayer.name = 多人 command.attack = 攻擊 command.retreat = 撤退 command.patrol = 巡邏 -keybind.press = 按一下鍵 -keybind.press.axis = 按一下軸心或鍵 +keybind.press = 按一下鍵…… +keybind.press.axis = 按一下軸心或鍵…… +keybind.screenshot.name = 地圖截圖 keybind.move_x.name = 水平移動 keybind.move_y.name = 垂直移動 keybind.select.name = 選取 @@ -410,6 +417,8 @@ mode.freebuild.name = 自由建造 mode.freebuild.description = 有限的資源,與不倒數計時的波次。 mode.pvp.name = 對戰 mode.pvp.description = 和其他玩家鬥爭。 +mode.attack.name = 攻擊 +mode.attack.description = 沒有波次,目標是摧毀敵人的基地。 content.item.name = 物品 content.liquid.name = 液體 content.unit.name = 機組 @@ -535,8 +544,8 @@ block.sorter.name = 分類器 block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從左邊和右邊輸出。 block.overflow-gate.name = 溢流器 block.overflow-gate.description = 分離器和分配器的組合。如果前面被擋住,則向從左邊和右邊輸出物品。 -block.smelter.name = 煉鋼廠 -block.arc-smelter.name = 電弧煉鋼廠 +block.smelter.name = 冶煉廠 +block.arc-smelter.name = 電弧冶煉廠 block.silicon-smelter.name = 煉矽廠 block.phase-weaver.name = 相織布編織器 block.pulverizer.name = 粉碎機 @@ -546,8 +555,8 @@ block.incinerator.name = 焚化爐 block.biomattercompressor.name = 生物物質壓縮機 block.separator.name = 分離機 block.centrifuge.name = 離心機 -block.power-node.name = 能源節點 -block.power-node-large.name = 大型能源節點 +block.power-node.name = 能量節點 +block.power-node-large.name = 大型能量節點 block.battery.name = 電池 block.battery-large.name = 大型電池 block.combustion-generator.name = 燃燒發電機 @@ -568,9 +577,9 @@ block.tau-mech-pad.name = Tau機甲墊 block.conduit.name = 管線 block.mechanical-pump.name = 機械泵 block.itemsource.name = 物品源 -block.itemvoid.name = 物品空虚 +block.itemvoid.name = 物品虚 block.liquidsource.name = 液體源 -block.powervoid.name = 能源空虛 +block.powervoid.name = 能量空虛 block.powerinfinite.name = 無限能量 block.unloader.name = 裝卸器 block.vault.name = 存儲庫 @@ -578,7 +587,7 @@ block.wave.name = 波浪炮 block.swarmer.name = 群炮 block.salvo.name = 齊射炮 block.ripple.name = 波紋炮 -block.phase-conveyor.name = 相織布傳送帶 +block.phase-conveyor.name = 相織傳送帶 block.bridge-conveyor.name = 傳送帶橋 block.plastanium-compressor.name = 塑料壓縮機 block.pyratite-mixer.name = 硫混合器 @@ -587,21 +596,21 @@ block.solidifer.name = 凝固器 block.solar-panel.name = 太陽能板 block.solar-panel-large.name = 大型太陽能板 block.oil-extractor.name = 石油鑽井 -block.spirit-factory.name = 精神無人機工廠 -block.phantom-factory.name = Phantom Drone Factory -block.wraith-factory.name = Wraith Fighter Factory -block.ghoul-factory.name = Ghoul Bomber Factory -block.dagger-factory.name = Dagger Mech Factory -block.titan-factory.name = Titan Mech Factory -block.fortress-factory.name = Fortress Mech Factory -block.revenant-factory.name = Revenant Fighter Factory +block.spirit-factory.name = 輕型無人機工廠 +block.phantom-factory.name = 幻影無人機工廠 +block.wraith-factory.name = 怨靈戰鬥機工廠 +block.ghoul-factory.name = 食屍鬼轟炸機工廠 +block.dagger-factory.name = 匕首機甲工廠 +block.titan-factory.name = 泰坦機甲工廠 +block.fortress-factory.name = 堡壘機甲工廠 +block.revenant-factory.name = 亡魂戰鬥機工廠 block.repair-point.name = 維修點 block.pulse-conduit.name = 脈衝管線 block.phase-conduit.name = 相織管線 block.liquid-router.name = 液體分配器 block.liquid-tank.name = 液體儲罐 block.liquid-junction.name = 液體連接點 -block.bridge-conduit.name = 導管橋 +block.bridge-conduit.name = 管線橋 block.rotary-pump.name = 迴旋泵 block.thorium-reactor.name = 釷反應堆 block.command-center.name = 指令中心 @@ -619,7 +628,7 @@ block.shock-mine.name = 休克地雷 block.overdrive-projector.name = 超速投影器 block.force-projector.name = 力牆投影器 block.arc.name = 電弧 -block.rtg-generator.name = 放射性同位素熱電發電機 +block.rtg-generator.name = 放射性同位素熱發電機 block.spectre.name = 幽靈炮 block.meltdown.name = 熔毀炮 block.container.name = 容器 @@ -631,150 +640,150 @@ team.none.name = 灰 team.green.name = 綠 team.purple.name = 紫 unit.alpha-drone.name = 阿爾法無人機 -unit.spirit.name = 精神無人機 -unit.spirit.description = The starter drone unit. Spawns in the core by default. Automatically mines ores, collects items and repairs blocks. -unit.phantom.name = Phantom Drone -unit.phantom.description = An advanced drone unit. Automatically mines ores, collects items and repairs blocks. Significantly more effective than a drone. -unit.dagger.name = Dagger -unit.dagger.description = A basic ground unit. Useful in swarms. -unit.titan.name = Titan -unit.titan.description = An advanced armored ground unit. Uses carbide as ammo. Attacks both ground and air targets. -unit.ghoul.name = Ghoul Bomber -unit.ghoul.description = A heavy carpet bomber. Uses blast compound or pyratite as ammo. -unit.wraith.name = Wraith Fighter -unit.wraith.description = A fast, hit-and-run interceptor unit. -unit.fortress.name = Fortress -unit.fortress.description = A heavy artillery ground unit. -unit.revenant.name = Revenant -unit.revenant.description = A heavy laser platform. -tutorial.begin = Your mission here is to eradicate the[LIGHT_GRAY] enemy[].\n\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this. -tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nPlace one on a copper vein. -tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core. -tutorial.morecopper = More copper is required.\n\nEither mine it manually, or place more drills. -tutorial.turret = Defensive structures must be built to repel the[LIGHT_GRAY] enemy[].\nBuild a duo turret near your base. -tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill next to the turret to supply it with mined copper. -tutorial.waves = The[LIGHT_GRAY] enemy[] approaches.\n\nDefend your core for 2 waves. Build more turrets. -tutorial.lead = More ores are available. Explore and mine[accent] lead[].\n\nDrag from your unit to the core to transfer resources. -tutorial.smelter = Copper and lead are weak metals.\nSuperior[accent] Dense Alloy[] can be created in a smelter.\n\nBuild one. -tutorial.densealloy = The smelter will now produce alloy.\nGet some.\nImprove the production if necessary. -tutorial.siliconsmelter = The core will now create a[accent] spirit drone[] for mining and repairing blocks.\n\nFactories for other units can be created with [accent] silicon.\nMake a silicon smelter. -tutorial.silicondrill = Silicon requires[accent] coal[] and[accent] sand[].\nStart by making drills. -tutorial.generator = This technology requires power.\nCreate a[accent] combustion generator[] for it. -tutorial.generatordrill = Combustion generators need fuel.\nFuel it with coal from a drill. -tutorial.node = Power requires transport.\nCreate a[accent] power node[] next to your combustion generator to transfer its power. -tutorial.nodelink = Power can be transferred through contacting power blocks and generators, or by linked power nodes.\n\nLink power by tapping the node and selecting the generator and silicon smelter. -tutorial.silicon = Silicon is being produced. Get some.\n\nImproving the production system is advised. -tutorial.daggerfactory = Construct a[accent] dagger mech factory.[]\n\nThis will be used to create attack mechs. -tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources. -tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary. -tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs. -block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves. -block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles. -block.dense-alloy-wall.description = A standard defensive block.\nAdequate protection from enemies. -block.dense-alloy-wall-large.description = A standard defensive block.\nAdequate protection from enemies.\nSpans multiple tiles. -block.thorium-wall.description = A strong defensive block.\nGood protection from enemies. -block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles. -block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful. -block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles. -block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker. -block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles. -block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through. -block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles. -block.mend-projector.description = Periodically heals buildings in its vicinity. -block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors. -block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets. -block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy. -block.duo.description = A small, cheap turret. -block.arc.description = A small turret which shoots electricity in a random arc towards the enemy. -block.hail.description = A small artillery turret. -block.lancer.description = A medium-sized turret which shoots charged electricity beams. -block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles. -block.salvo.description = A medium-sized turret which fires shots in salvos. -block.swarmer.description = A medium-sized turret which shoots burst missiles. -block.ripple.description = A large artillery turret which fires several shots simultaneously. -block.cyclone.description = A large rapid fire turret. -block.fuse.description = A large turret which shoots powerful short-range beams. -block.spectre.description = A large turret which shoots two powerful bullets at once. -block.meltdown.description = A large turret which shoots powerful long-range beams. -block.conveyor.description = Basic item transport block. Moved items forward and automatically deposits them into turrets or crafters. Rotatable. -block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors. -block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles. -block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations. -block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range. -block.smelter.description = Burns coal for smelting copper and lead into dense alloy. -block.arc-smelter.description = Smelts copper and lead into dense alloy by using an external power source. -block.silicon-smelter.description = Reduces sand with highly pure coke in order to produce silicon. -block.plastanium-compressor.description = Produces plastanium from oil and titanium. -block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand. -block.alloy-smelter.description = Produces surge alloy from titanium, lead, silicon and copper. -block.pulverizer.description = Crushes stone into sand. Useful when there is a lack of natural sand. -block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite. -block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound. -block.cryofluidmixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling. -block.solidifer.description = Cools lava to stone at a fast pace. -block.melter.description = Heats up stone to very high temperatures to obtain lava. -block.incinerator.description = Gets rid of any excess item or liquid. -block.biomattercompressor.description = Compresses biomatter in order to retrieve oil. -block.separator.description = Exposes stone to water pressure in order to obtain various minerals contained in the stone. -block.centrifuge.description = More efficient than the separator, but also more expensive to build and requires power. -block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks. -block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes. -block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left. -block.battery-large.description = Stores much more power than a regular battery. -block.combustion-generator.description = Generates power by burning oil or flammable materials. -block.turbine-generator.description = More efficient than a combustion generator, but requires additional water. -block.thermal-generator.description = Generates a large amount of power from lava. -block.solar-panel.description = Provides a small amount of power from the sun. -block.solar-panel-large.description = Provides much better power supply than a standard solar panel, but is also much more expensive to build. -block.thorium-reactor.description = Generates huge amounts of power from highly radioactive thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied. -block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor. -block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader. -block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container. -block.vault.description = Stores a large amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault. -block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely. -block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure. -block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill. -block.blast-drill.description = The ultimate drill. Requires large amounts of power. -block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby. -block.cultivator.description = Cultivates the soil with water in order to obtain biomatter. -block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby. -block.dart-ship-pad.description = Leave your current vessel and change into a basic fighter aircraft.\nUse the pad by double tapping while standing on it. -block.trident-ship-pad.description = Leave your current vessel and change into a reasonably well armored heavy bomber.\nUse the pad by double tapping while standing on it. -block.javelin-ship-pad.description = Leave your current vessel and change into a strong and fast interceptor with lightning weapons.\nUse the pad by double tapping while standing on it. -block.glaive-ship-pad.description = Leave your current vessel and change into a large, well-armored gunship.\nUse the pad by double tapping while standing on it. -block.tau-mech-pad.description = Leave your current vessel and change into a support mech which can heal friendly buildings and units.\nUse the pad by double tapping while standing on it. -block.delta-mech-pad.description = Leave your current vessel and change into a fast, lightly-armored mech made for hit-and-run attacks.\nUse the pad by double tapping while standing on it. -block.omega-mech-pad.description = Leave your current vessel and change into a bulky and well-armored mech, made for front-line assaults.\nUse the pad by double tapping while standing on it. -block.spirit-factory.description = Produces light drones which mine ore and repair blocks. -block.phantom-factory.description = Produces advanced drone units which are significantly more effective than a spirit drone. -block.wraith-factory.description = Produces fast, hit-and-run interceptor units. -block.ghoul-factory.description = Produces heavy carpet bombers. -block.dagger-factory.description = Produces basic ground units. -block.titan-factory.description = Produces advanced, armored ground units. -block.fortress-factory.description = Produces heavy artillery ground units. -block.revenant-factory.description = Produces heavy laser ground units. -block.repair-point.description = Continuously heals the closest damaged unit in its vicinity. -block.command-center.description = Allows changing friendly AI behavior. Currently, attack, retreat and patrol commands are supported. -block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits. -block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits. -block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles. -block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets. -block.liquid-tank.description = Stores a large amount of liquids. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks. -block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations. -block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building. -block.mechanical-pump.description = A cheap pump with slow output, but no power consumption. -block.rotary-pump.description = An advanced pump which doubles up speed by using power. -block.thermal-pump.description = The ultimate pump. Three times as fast as a mechanical pump and the only pump which is able to retrieve lava. -block.router.description = Accepts items from one direction and outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets. -block.distributor.description = An advanced router which splits items to up to 7 other directions equally. -block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building. -block.alpha-mech-pad.description = When given enough power, rebuilds your ship into the[accent] Alpha[] mech. -block.itemsource.description = Infinitely outputs items. Sandbox only. -block.liquidsource.description = Infinitely outputs liquids. Sandbox only. -block.itemvoid.description = Destroys any items which go into it without using power. Sandbox only. -block.powerinfinite.description = Infinitely outputs power. Sandbox only. -block.powervoid.description = Voids all power inputted into it. Sandbox only. -liquid.water.description = Commonly used for cooling machines and waste processing. -liquid.lava.description = Can be transformed into[LIGHT_GRAY] stone[], used for generating power or used as ammo for certain turrets. -liquid.oil.description = Can be burnt, exploded or used as a coolant. -liquid.cryofluid.description = The most efficient liquid for cooling things down. +unit.spirit.name = 輕型無人機 +unit.spirit.description = 起始的無人機。默認在核心產生。自動挖掘礦石、收集物品和修理方塊。 +unit.phantom.name = 幻影無人機 +unit.phantom.description = 一種高級的無人機。自動挖掘礦石、收集物品和修理方塊。比輕型無人機明顯更有效。 +unit.dagger.name = 匕首 +unit.dagger.description = 一種基本的地面單位。最好一群地使用。 +unit.titan.name = 泰坦 +unit.titan.description = 一種高級的具有裝甲的地面單位。使用碳化物作為彈藥。攻擊地面單位和空中單位。 +unit.ghoul.name = 食屍鬼轟炸機 +unit.ghoul.description = 一種重型的鋪蓋性的轟炸機。使用爆炸化合物或黃鐵礦作為彈藥。 +unit.wraith.name = 怨靈戰鬥機 +unit.wraith.description = 一種快速、打了就跑的攔截機。 +unit.fortress.name = 堡壘 +unit.fortress.description = 一種具有重型大砲的地面單位。 +unit.revenant.name = 亡魂 +unit.revenant.description = 一種重型的激光平台。 +tutorial.begin = 你的任務是毀滅[LIGHT_GRAY]敵人[]。\n\n首先[accent]挖掘銅礦[]。點擊核心附近的銅脈以開始。 +tutorial.drill = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅脈上放置一個鑽頭。 +tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。 +tutorial.morecopper = 需要更多銅。\n\n請手動挖掘銅礦或放置更多鑽頭。 +tutorial.turret = 防禦建築是必須的以擊退[LIGHT_GRAY]敵人[]。\n於核心附近建造一個雙炮。 +tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。 +tutorial.waves = [LIGHT_GRAY]敵人[]來臨。\n\n防衛核心2波。建造更多的砲塔以防衛。 +tutorial.lead = 有更多的礦石可用。探索和挖掘[accent]鉛[]。\n\n點擊您的單位拖動到核心以傳輸資源。 +tutorial.smelter = 銅和鉛是柔軟的金屬。\n優良的[accent]稠密合金[]可以在冶煉廠中生產。\n\n建造一個冶煉廠。 +tutorial.densealloy = 冶煉廠現在將生產稠密合金。\n請獲取更多的稠密合金。\n必要時改善生產系統。 +tutorial.siliconsmelter = 核心現在將製作一個[accent]輕型無人機[]以挖掘礦石和修理方塊。\n\n製作其他單位的工廠可以使用[accent]矽[]以建造。\n建造一個冶矽廠。 +tutorial.silicondrill = 矽需要[accent]煤[]和[accent]沙[]以製作。\n放置鑽頭以開始。 +tutorial.generator = 這項技術需要能量。\n建造一個[accent]燃燒發電機[]。 +tutorial.generatordrill = 燃燒發電機需要燃料。\n用鑽頭挖的煤為它加燃料。 +tutorial.node = 電源需要運輸。\n在燃燒發電機旁邊建造一個[accent]能量節點[]以傳遞其能量。 +tutorial.nodelink = 能量可透過接觸的能量方塊和發電機,或者通過連接的能量節點傳遞。\n\n點擊能量節點並選擇發電機和冶矽廠以連接能量。 +tutorial.silicon = 正在製作矽。請獲取更多的矽。\n\n建議改善生產系統。 +tutorial.daggerfactory = 建造一個[accent]匕首機甲工廠[]。\n\n這將製作攻擊機甲。 +tutorial.router = 工廠需要資源以運作。\n建造一個分配器以均分輸送帶的資源。 +tutorial.dagger = 連接能量節點至工廠。\n一旦要求滿足,將製作一個機甲。\n\n根據需要建造更多鑽頭、發電機和輸送帶。發電機和輸送帶。 +tutorial.battle = [LIGHT_GRAY]敵人[]透露了他們的核心。\n用你的單位和匕首機甲以摧毀它。 +block.copper-wall.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔。 +block.copper-wall-large.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔\n佔據多個方塊。 +block.dense-alloy-wall.description = 一種標準的防衛方塊。\n充分地防衛敵人。 +block.dense-alloy-wall-large.description = 一種標準的防衛方塊。\n充分地防衛敵人。\n佔據多個方塊。 +block.thorium-wall.description = 一種堅強的防衛方塊。\n良好地防衛敵人。 +block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。 +block.phase-wall.description = 沒有釷牆那麼強但會使不太強的子彈偏離。 +block.phase-wall-large.description = 沒有釷牆那麼強但會使不太強的子彈偏離。\n佔據多個方塊。 +block.surge-wall.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。 +block.surge-wall-large.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。\n佔據多個方塊。 +block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。 +block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。 +block.mend-projector.description = 定期修復附近的建築物。 +block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。 +block.force-projector.description = 在自身周圍形成一個六角形力場,保護內部的建築物和單位免受子彈的傷害。 +block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。 +block.duo.description = 一種小而便宜的砲塔。 +block.arc.description = 一種向敵人射出隨機電弧的小砲塔。 +block.hail.description = 一種小型火砲。 +block.lancer.description = 一種射出電子束的中型砲塔。 +block.wave.description = 一種可以快速射出液體氣泡的中型砲塔。 +block.salvo.description = 一種齊射的中型砲塔。 +block.swarmer.description = 一種射出爆炸導彈的中型砲塔。 +block.ripple.description = 一種一次射出幾發子彈的大型火砲。 +block.cyclone.description = 一種快速射擊的大型砲塔。 +block.fuse.description = 一種射出強大的短程射線的大型砲塔。 +block.spectre.description = 一種一次射出兩顆強大的子彈的大型砲塔。 +block.meltdown.description = 一種射出強大的遠程光束的大型砲塔。 +block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。 +block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。 +block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。 +block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。 +block.mass-driver.description = 終極物品運輸方塊。收集幾件物品,然後將它們射向另一個長距離的質量驅動器。 +block.smelter.description = 燒煤以冶煉銅和鉛成稠密合金。 +block.arc-smelter.description = 使用外部能量以冶煉銅和鉛成稠密合金。 +block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。 +block.plastanium-compressor.description = 使用油和鈦以生產塑料。 +block.phase-weaver.description = 使用放射性的釷和大量的沙子以生產相織布。 +block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。 +block.pulverizer.description = 將石頭壓成沙子。當缺少天然沙子時有用。 +block.pyratite-mixer.description = 混合煤、鉛和沙子成為易燃的硫。 +block.blast-mixer.description = 使用油將硫變成比較不易燃但更具爆炸性的爆炸混合器。 +block.cryofluidmixer.description = 合水和鈦成冷卻效率更高的冷凍液。 +block.solidifer.description = 快速冷卻熔岩至石頭。 +block.melter.description = 將石頭加熱到很高的溫度以獲得熔岩。 +block.incinerator.description = 清除任何多餘的物品或液體。 +block.biomattercompressor.description = 壓縮生物物質以提取油。 +block.separator.description = 將石頭暴露在水壓下以獲得石頭中的各種礦物質。 +block.centrifuge.description = 比分離器更有效,但建造更昂貴和需要能量以操作。 +block.power-node.description = 將能量傳輸到連接的節點。最多可連接四個能量來源、接收或節點。節點將從任何相鄰方塊接收能量或向其供能量。 +block.power-node-large.description = 範圍大於能量節點,最多可連接六個能量來源、接收或節點。 +block.battery.description = 有能量剩餘時,存儲電力並在能量短缺時提供能量。 +block.battery-large.description = 比普通電池存儲更多的能量。 +block.combustion-generator.description = 透過燃燒油或可燃物品以產生能量。 +block.turbine-generator.description = 比燃燒發電機更有效,但需要水以操作。 +block.thermal-generator.description = 使用熔岩產生大量的能量。 +block.solar-panel.description = 透過太陽產生少量的能量。 +block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。 +block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。 +block.rtg-generator.description = 一種放射性同位素熱發電機,不需要冷卻,但比釷反應堆產生的能量少。 +block.unloader.description = 將物品從容器、存儲庫或核心卸載到傳輸帶上或直接卸載到相鄰的方塊中。透過點擊卸載器來更改要卸載的物品類型。 +block.container.description = 存儲少量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從容器提取物品。 +block.vault.description = 存儲大量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從存儲庫提取物品。 +block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。 +block.pneumatic-drill.description = 一種改進的鑽頭。它挖掘更快,能夠利用氣壓挖掘更硬的材料。 +block.laser-drill.description = 通過激光技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。 +block.blast-drill.description = 終極的鑽頭。需要大量能量。 +block.water-extractor.description = 從地下提取水。當附近沒有湖泊時使用它。 +block.cultivator.description = 用水培養土壤以獲得生物物質。 +block.oil-extractor.description = 使用大量的能量從沙子中提取油。當附近沒有直接的石油來源時使用它。 +block.dart-ship-pad.description = 離開現有的船隻,換成基本的戰鬥機。\n站在上面雙擊墊以使用它。 +block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊墊以使用它。 +block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊墊以使用它。 +block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊墊以使用它。 +block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊墊以使用它。 +block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊墊以使用它。 +block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊墊以使用它。 +block.spirit-factory.description = 生產輕型無人機,用於開採礦石和修復方塊。 +block.phantom-factory.description = 生產高級的無人機,比輕型無人機明顯更有效。 +block.wraith-factory.description = 生產快速、打了就跑的攔截機單位。 +block.ghoul-factory.description = 生產重型鋪蓋轟炸機。 +block.dagger-factory.description = 產生基本地面單位。 +block.titan-factory.description = 生產具有裝甲的高級地面單位。 +block.fortress-factory.description = 生產重型火砲地面單位。 +block.revenant-factory.description = 生產重型激光地面單位。 +block.repair-point.description = 持續治療附近最近的受損單位。 +block.command-center.description = 允許更改友好的AI行為。目前支持攻擊、撤退和巡邏命令。 +block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是液體用的。最適用於提取器、泵或其他管線。 +block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。 +block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。 +block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。 +block.liquid-tank.description = 存儲大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。 +block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。 +block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。 +block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。 +block.rotary-pump.description = 高級的泵,透過使用能量使輸出速度加倍。 +block.thermal-pump.description = 終極泵。輸出速度是機械泵的三倍並且是唯一能夠抽熔岩的泵。 +block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。 用於將物品從一個來源分割為多個目標。 +block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。 +block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。 +block.alpha-mech-pad.description = 當給予足夠能量時,將你的船重建為[accent]阿爾法[]機甲。 +block.itemsource.description = 不限地輸出物品。僅限沙盒。 +block.liquidsource.description = 不限地輸出液體。僅限沙盒。 +block.itemvoid.description = 不使用能量銷毀任何進入它的物品。僅限沙盒。 +block.powerinfinite.description = 不限地輸出能量。僅限沙盒。 +block.powervoid.description = 銷毀所有輸入的能量。僅限沙盒。 +liquid.water.description = 常用於冷卻機器和廢物處理。 +liquid.lava.description = 可以轉換為[LIGHT_GRAY]石頭[]、用於發電或用作某些砲塔的彈藥。 +liquid.oil.description = 可以燃燒、爆炸或用作冷卻劑。 +liquid.cryofluid.description = 冷卻東西最有效的液體。 diff --git a/core/src/io/anuke/mindustry/content/Items.java b/core/src/io/anuke/mindustry/content/Items.java index a19a2a4048..8c1d7064db 100644 --- a/core/src/io/anuke/mindustry/content/Items.java +++ b/core/src/io/anuke/mindustry/content/Items.java @@ -83,7 +83,7 @@ public class Items implements ContentList{ }}; biomatter = new Item("biomatter", Color.valueOf("648b55")){{ - flammability = 0.4f; + flammability = 0.55f; fluxiness = 0.3f; }}; diff --git a/core/src/io/anuke/mindustry/content/Liquids.java b/core/src/io/anuke/mindustry/content/Liquids.java index f2e8ec6c0f..fc8bb44bfb 100644 --- a/core/src/io/anuke/mindustry/content/Liquids.java +++ b/core/src/io/anuke/mindustry/content/Liquids.java @@ -26,7 +26,7 @@ public class Liquids implements ContentList{ lava = new Liquid("lava", Color.valueOf("e37341")){ { - temperature = 0.8f; + temperature = 1f; viscosity = 0.8f; tier = 2; effect = StatusEffects.melting; diff --git a/core/src/io/anuke/mindustry/content/Mechs.java b/core/src/io/anuke/mindustry/content/Mechs.java index 88fb7b6a9e..589ef08b95 100644 --- a/core/src/io/anuke/mindustry/content/Mechs.java +++ b/core/src/io/anuke/mindustry/content/Mechs.java @@ -123,6 +123,7 @@ public class Mechs implements ContentList{ speed = 0.44f; drag = 0.35f; boostSpeed = 0.8f; + canHeal = true; weapon = Weapons.healBlaster; armor = 15f; trailColorTo = Palette.heal; @@ -287,8 +288,8 @@ public class Mechs implements ContentList{ trident = new Mech("trident-ship", true){ { drillPower = 2; - speed = 0.12f; - drag = 0.035f; + speed = 0.14f; + drag = 0.034f; mass = 2.5f; turnCursor = false; armor = 20f; diff --git a/core/src/io/anuke/mindustry/content/Recipes.java b/core/src/io/anuke/mindustry/content/Recipes.java index f236469ff9..7bca788480 100644 --- a/core/src/io/anuke/mindustry/content/Recipes.java +++ b/core/src/io/anuke/mindustry/content/Recipes.java @@ -42,17 +42,23 @@ public class Recipes implements ContentList{ new Recipe(defense, DefenseBlocks.surgeWall, new ItemStack(Items.surgealloy, 12)); new Recipe(defense, DefenseBlocks.surgeWallLarge, new ItemStack(Items.surgealloy, 12 * 4)); + new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200)); + new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250)); + + //core disabled due to being broken + new Recipe(effect, StorageBlocks.core, + new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500), + new ItemStack(Items.silicon, 1500), new ItemStack(Items.thorium, 500), + new ItemStack(Items.surgealloy, 500), new ItemStack(Items.phasefabric, 750) + ); + //projectors new Recipe(effect, DefenseBlocks.mendProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 50), new ItemStack(Items.silicon, 180)); new Recipe(effect, DefenseBlocks.overdriveProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250)); new Recipe(effect, DefenseBlocks.forceProjector, new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 150), new ItemStack(Items.titanium, 150), new ItemStack(Items.silicon, 250)); - new Recipe(effect, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60)); - new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200)); - new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250)); - new Recipe(effect, DefenseBlocks.shockMine, new ItemStack(Items.lead, 50), new ItemStack(Items.silicon, 25)) - .setDependencies(Items.blastCompound); + .setDependencies(Items.blastCompound); //TURRETS new Recipe(turret, TurretBlocks.duo, new ItemStack(Items.copper, 40)).setAlwaysUnlocked(true); @@ -82,6 +88,7 @@ public class Recipes implements ContentList{ new Recipe(distribution, DistributionBlocks.sorter, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 4)); new Recipe(distribution, DistributionBlocks.overflowGate, new ItemStack(Items.densealloy, 4), new ItemStack(Items.copper, 8)); new Recipe(distribution, DistributionBlocks.itemBridge, new ItemStack(Items.densealloy, 8), new ItemStack(Items.copper, 8)); + new Recipe(distribution, StorageBlocks.unloader, new ItemStack(Items.densealloy, 50), new ItemStack(Items.silicon, 60)); new Recipe(distribution, DistributionBlocks.massDriver, new ItemStack(Items.densealloy, 250), new ItemStack(Items.silicon, 150), new ItemStack(Items.lead, 250), new ItemStack(Items.thorium, 100)); //CRAFTING @@ -134,13 +141,6 @@ public class Recipes implements ContentList{ new Recipe(power, PowerBlocks.thoriumReactor, new ItemStack(Items.lead, 600), new ItemStack(Items.silicon, 400), new ItemStack(Items.densealloy, 300), new ItemStack(Items.thorium, 300)); new Recipe(power, PowerBlocks.rtgGenerator, new ItemStack(Items.lead, 200), new ItemStack(Items.silicon, 150), new ItemStack(Items.phasefabric, 50), new ItemStack(Items.plastanium, 150), new ItemStack(Items.thorium, 100)); - //core disabled due to being broken - /*new Recipe(distribution, StorageBlocks.core, - new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500), - new ItemStack(Items.silicon, 1500), new ItemStack(Items.thorium, 500), - new ItemStack(Items.surgealloy, 500), new ItemStack(Items.phasefabric, 750) - );*/ - //DRILLS, PRODUCERS new Recipe(production, ProductionBlocks.mechanicalDrill, new ItemStack(Items.copper, 45)).setAlwaysUnlocked(true); new Recipe(production, ProductionBlocks.pneumaticDrill, new ItemStack(Items.copper, 60), new ItemStack(Items.densealloy, 50)); diff --git a/core/src/io/anuke/mindustry/content/Weapons.java b/core/src/io/anuke/mindustry/content/Weapons.java index bc77a1e784..480c8988bf 100644 --- a/core/src/io/anuke/mindustry/content/Weapons.java +++ b/core/src/io/anuke/mindustry/content/Weapons.java @@ -152,7 +152,7 @@ public class Weapons implements ContentList{ bomberTrident = new Weapon("bomber"){{ length = 0f; width = 2f; - reload = 9f; + reload = 8f; shots = 2; roundrobin = true; ejectEffect = Fx.none; diff --git a/core/src/io/anuke/mindustry/content/blocks/CraftingBlocks.java b/core/src/io/anuke/mindustry/content/blocks/CraftingBlocks.java index 86bb512d71..62471352da 100644 --- a/core/src/io/anuke/mindustry/content/blocks/CraftingBlocks.java +++ b/core/src/io/anuke/mindustry/content/blocks/CraftingBlocks.java @@ -192,9 +192,9 @@ public class CraftingBlocks extends BlockList implements ContentList{ biomatterCompressor = new Compressor("biomattercompressor"){{ liquidCapacity = 60f; itemCapacity = 50; - craftTime = 25f; + craftTime = 20f; outputLiquid = Liquids.oil; - outputLiquidAmount = 1.5f; + outputLiquidAmount = 2.5f; size = 2; health = 320; hasLiquids = true; diff --git a/core/src/io/anuke/mindustry/content/blocks/ProductionBlocks.java b/core/src/io/anuke/mindustry/content/blocks/ProductionBlocks.java index 2e68c38b99..b4930a4647 100644 --- a/core/src/io/anuke/mindustry/content/blocks/ProductionBlocks.java +++ b/core/src/io/anuke/mindustry/content/blocks/ProductionBlocks.java @@ -99,13 +99,13 @@ public class ProductionBlocks extends BlockList implements ContentList{ cultivator = new Cultivator("cultivator"){{ result = Items.biomatter; - drillTime = 260; + drillTime = 200; size = 2; hasLiquids = true; hasPower = true; consumes.powerDirect(0.08f); - consumes.liquid(Liquids.water, 0.2f); + consumes.liquid(Liquids.water, 0.15f); }}; } diff --git a/core/src/io/anuke/mindustry/content/blocks/StorageBlocks.java b/core/src/io/anuke/mindustry/content/blocks/StorageBlocks.java index 460a79da77..9972317a99 100644 --- a/core/src/io/anuke/mindustry/content/blocks/StorageBlocks.java +++ b/core/src/io/anuke/mindustry/content/blocks/StorageBlocks.java @@ -13,20 +13,21 @@ public class StorageBlocks extends BlockList implements ContentList{ public void load(){ core = new CoreBlock("core"){{ health = 1100; + itemCapacity = 3000; }}; vault = new Vault("vault"){{ size = 3; - itemCapacity = 900; + itemCapacity = 1000; }}; container = new Vault("container"){{ size = 2; - itemCapacity = 200; + itemCapacity = 300; }}; unloader = new SortedUnloader("unloader"){{ - speed = 12f; + speed = 7f; }}; } } diff --git a/core/src/io/anuke/mindustry/content/blocks/TurretBlocks.java b/core/src/io/anuke/mindustry/content/blocks/TurretBlocks.java index 48359ac757..86b7890a48 100644 --- a/core/src/io/anuke/mindustry/content/blocks/TurretBlocks.java +++ b/core/src/io/anuke/mindustry/content/blocks/TurretBlocks.java @@ -69,7 +69,7 @@ public class TurretBlocks extends BlockList implements ContentList{ inaccuracy = 5f; shootCone = 50f; shootEffect = ShootFx.shootLiquid; - range = 70f; + range = 90f; health = 360; drawer = (tile, entity) -> { diff --git a/core/src/io/anuke/mindustry/content/bullets/TurretBullets.java b/core/src/io/anuke/mindustry/content/bullets/TurretBullets.java index 3b356f3251..1ec5252b02 100644 --- a/core/src/io/anuke/mindustry/content/bullets/TurretBullets.java +++ b/core/src/io/anuke/mindustry/content/bullets/TurretBullets.java @@ -334,7 +334,7 @@ public class TurretBullets extends BulletList implements ContentList{ lifetime = 200f; despawneffect = BlockFx.smeltsmoke; hiteffect = BulletFx.hitBulletBig; - drag = 0.01f; + drag = 0.005f; } @Override diff --git a/core/src/io/anuke/mindustry/entities/Player.java b/core/src/io/anuke/mindustry/entities/Player.java index e70562a1db..c4708c9951 100644 --- a/core/src/io/anuke/mindustry/entities/Player.java +++ b/core/src/io/anuke/mindustry/entities/Player.java @@ -645,7 +645,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra } protected void updateFlying(){ - if(Units.invalidateTarget(target, this)){ + if(Units.invalidateTarget(target, this) && !(target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team && + mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){ target = null; } @@ -726,11 +727,22 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra isShooting = false; if(Settings.getBool("autotarget")){ target = Units.getClosestTarget(team, x, y, getWeapon().getAmmo().getRange()); + + if(mech.canHeal && target == null){ + target = Geometry.findClosest(x, y, world.indexer.getDamaged(Team.blue)); + if(target != null && distanceTo(target) > getWeapon().getAmmo().getRange()){ + target = null; + }else if(target != null){ + target = ((Tile)target).entity; + } + } + if(target != null){ setMineTile(null); } } - }else if(target.isValid()){ + }else if(target.isValid() || (target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team && + mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){ //rotate toward and shoot the target if(mech.turnCursor){ rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f); diff --git a/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java b/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java index 8e021d53d7..926f033fc9 100644 --- a/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java +++ b/core/src/io/anuke/mindustry/entities/traits/BuilderTrait.java @@ -2,6 +2,7 @@ package io.anuke.mindustry.entities.traits; import com.badlogic.gdx.Gdx; import com.badlogic.gdx.graphics.Color; +import com.badlogic.gdx.utils.Array; import com.badlogic.gdx.utils.Queue; import io.anuke.mindustry.Vars; import io.anuke.mindustry.content.blocks.Blocks; @@ -29,9 +30,7 @@ import io.anuke.ucore.graphics.Fill; import io.anuke.ucore.graphics.Lines; import io.anuke.ucore.graphics.Shapes; import io.anuke.ucore.util.Angles; -import io.anuke.ucore.util.Geometry; import io.anuke.ucore.util.Mathf; -import io.anuke.ucore.util.Translator; import java.io.DataInput; import java.io.DataOutput; @@ -47,6 +46,7 @@ public interface BuilderTrait extends Entity{ //these are not instance variables! float placeDistance = 150f; float mineDistance = 70f; + Array removal = new Array<>(); /**Returns the queue for storing build requests.*/ Queue getPlaceQueue(); @@ -171,6 +171,19 @@ public interface BuilderTrait extends Entity{ * This includes mining. */ default void updateBuilding(Unit unit){ + //remove already completed build requests + removal.clear(); + for(BuildRequest request : getPlaceQueue()){ + if((request.breaking && world.tile(request.x, request.y).block() == Blocks.air) || + (!request.breaking && world.tile(request.x, request.y).block() == request.recipe.result)){ + removal.add(request); + } + } + + for(BuildRequest req : removal){ + getPlaceQueue().removeValue(req, true); + } + BuildRequest current = getCurrentRequest(); //update mining here @@ -373,5 +386,18 @@ public interface BuilderTrait extends Entity{ this.recipe = Recipe.getByResult(world.tile(x, y).block()); this.breaking = true; } + + @Override + public String toString(){ + return "BuildRequest{" + + "x=" + x + + ", y=" + y + + ", rotation=" + rotation + + ", recipe=" + recipe + + ", breaking=" + breaking + + ", progress=" + progress + + ", initialized=" + initialized + + '}'; + } } } diff --git a/core/src/io/anuke/mindustry/entities/units/BaseUnit.java b/core/src/io/anuke/mindustry/entities/units/BaseUnit.java index 66f34c5bdc..f40e21c2c2 100644 --- a/core/src/io/anuke/mindustry/entities/units/BaseUnit.java +++ b/core/src/io/anuke/mindustry/entities/units/BaseUnit.java @@ -76,7 +76,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{ Effects.effect(ExplosionFx.explosion, unit); Effects.shake(2f, 2f, unit); - //must run afterwards so the unit's group is not null + //must run afterwards so the unit's group is not null when sending the removal packet threads.runDelay(unit::remove); } diff --git a/core/src/io/anuke/mindustry/entities/units/types/AlphaDrone.java b/core/src/io/anuke/mindustry/entities/units/types/AlphaDrone.java index 6f80b842c0..478854cfc0 100644 --- a/core/src/io/anuke/mindustry/entities/units/types/AlphaDrone.java +++ b/core/src/io/anuke/mindustry/entities/units/types/AlphaDrone.java @@ -22,8 +22,7 @@ import java.io.DataInput; import java.io.DataOutput; import java.io.IOException; -import static io.anuke.mindustry.Vars.headless; -import static io.anuke.mindustry.Vars.players; +import static io.anuke.mindustry.Vars.*; public class AlphaDrone extends FlyingUnit { static final float followDistance = 80f; @@ -62,7 +61,7 @@ public class AlphaDrone extends FlyingUnit { } } - if(!leader.isShooting && distanceTo(leader) < 8f){ + if(!leader.isShooting && distanceTo(leader) < 7f){ Call.onAlphaDroneFade(AlphaDrone.this); } } @@ -71,8 +70,9 @@ public class AlphaDrone extends FlyingUnit { @Remote(called = Loc.server) public static void onAlphaDroneFade(BaseUnit drone){ if(drone == null) return; - drone.remove(); Effects.effect(UnitFx.pickup, drone); + //must run afterwards so the unit's group is not null when sending the removal packet + threads.runDelay(drone::remove); } @Override diff --git a/core/src/io/anuke/mindustry/entities/units/types/Drone.java b/core/src/io/anuke/mindustry/entities/units/types/Drone.java index b0adfeb4d5..b47215d4ea 100644 --- a/core/src/io/anuke/mindustry/entities/units/types/Drone.java +++ b/core/src/io/anuke/mindustry/entities/units/types/Drone.java @@ -352,7 +352,7 @@ public class Drone extends FlyingUnit implements BuilderTrait{ @Override public boolean canCreateBlocks(){ - return false; + return true; } @Override diff --git a/core/src/io/anuke/mindustry/game/GameMode.java b/core/src/io/anuke/mindustry/game/GameMode.java index 0e7de8475f..cd4057012a 100644 --- a/core/src/io/anuke/mindustry/game/GameMode.java +++ b/core/src/io/anuke/mindustry/game/GameMode.java @@ -13,7 +13,6 @@ public enum GameMode{ }}, attack{{ disableWaves = true; - hidden = true; enemyCheat = true; }}, victory{{ diff --git a/core/src/io/anuke/mindustry/input/DesktopInput.java b/core/src/io/anuke/mindustry/input/DesktopInput.java index 69fc108654..d6881fc58a 100644 --- a/core/src/io/anuke/mindustry/input/DesktopInput.java +++ b/core/src/io/anuke/mindustry/input/DesktopInput.java @@ -215,10 +215,10 @@ public class DesktopInput extends InputHandler{ }else if(selected != null){ //only begin shooting if there's no cursor event if (!tileTapped(selected) && !tryTapPlayer(Graphics.mouseWorld().x, Graphics.mouseWorld().y) && player.getPlaceQueue().size == 0 && !droppingItem && - !tryBeginMine(selected) && player.getMineTile() == null) { + !tryBeginMine(selected) && player.getMineTile() == null && !ui.chatfrag.chatOpen()) { player.isShooting = true; } - }else{ //if it's out of bounds, shooting is just fine + }else if(!ui.chatfrag.chatOpen()){ //if it's out of bounds, shooting is just fine player.isShooting = true; } }else if(Inputs.keyTap(section, "deselect") && (recipe != null || mode != none || player.isBuilding()) && diff --git a/core/src/io/anuke/mindustry/input/MobileInput.java b/core/src/io/anuke/mindustry/input/MobileInput.java index 314d20819e..f4272a40cb 100644 --- a/core/src/io/anuke/mindustry/input/MobileInput.java +++ b/core/src/io/anuke/mindustry/input/MobileInput.java @@ -96,6 +96,9 @@ public class MobileInput extends InputHandler implements GestureListener{ TileEntity entity = tile.entity; player.setMineTile(null); player.target = entity; + }else if(tile != null && player.mech.canHeal && tile.entity != null && tile.getTeam() == player.getTeam() && tile.entity.damaged()){ + player.setMineTile(null); + player.target = tile.entity; } } } @@ -221,11 +224,6 @@ public class MobileInput extends InputHandler implements GestureListener{ } }).update(l -> l.setChecked(mode == breaking)); - //rotate button - table.addImageButton("icon-arrow", "clear-partial", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4)) - .update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center)) - .visible(() -> recipe != null && recipe.result.rotate); - //cancel button table.addImageButton("icon-cancel", "clear-partial", 16 * 2f, () -> { player.clearBuilding(); @@ -233,6 +231,11 @@ public class MobileInput extends InputHandler implements GestureListener{ recipe = null; }).visible(() -> player.isBuilding() || recipe != null || mode == breaking); + //rotate button + table.addImageButton("icon-arrow", "clear-partial", 16 * 2f, () -> rotation = Mathf.mod(rotation + 1, 4)) + .update(i -> i.getImage().setRotationOrigin(rotation * 90, Align.center)) + .visible(() -> recipe != null && recipe.result.rotate); + //confirm button table.addImageButton("icon-check", "clear-partial", 16 * 2f, () -> { for(PlaceRequest request : selection){ diff --git a/core/src/io/anuke/mindustry/io/SaveIO.java b/core/src/io/anuke/mindustry/io/SaveIO.java index c6706a43a7..c13fe96662 100644 --- a/core/src/io/anuke/mindustry/io/SaveIO.java +++ b/core/src/io/anuke/mindustry/io/SaveIO.java @@ -14,7 +14,7 @@ import java.util.zip.InflaterInputStream; import static io.anuke.mindustry.Vars.*; public class SaveIO{ - public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58); + public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 63); public static final IntMap versions = new IntMap<>(); public static final Array versionArray = Array.with( new Save16() diff --git a/core/src/io/anuke/mindustry/type/Mech.java b/core/src/io/anuke/mindustry/type/Mech.java index f075f1c2e1..744bf11be1 100644 --- a/core/src/io/anuke/mindustry/type/Mech.java +++ b/core/src/io/anuke/mindustry/type/Mech.java @@ -34,6 +34,7 @@ public class Mech extends UnlockableContent{ public Color trailColorTo = Palette.boostTo; public int itemCapacity = 30; public boolean turnCursor = true; + public boolean canHeal = false; public float weaponOffsetX, weaponOffsetY; public Weapon weapon = Weapons.blaster; diff --git a/core/src/io/anuke/mindustry/world/Build.java b/core/src/io/anuke/mindustry/world/Build.java index 6ffab178db..991f747387 100644 --- a/core/src/io/anuke/mindustry/world/Build.java +++ b/core/src/io/anuke/mindustry/world/Build.java @@ -45,9 +45,9 @@ public class Build{ for(int dx = 0; dx < previous.size; dx++){ for(int dy = 0; dy < previous.size; dy++){ - int worldx = dx + offsetx + x; - int worldy = dy + offsety + y; - if(!(worldx == x && worldy == y)){ + int worldx = dx + offsetx + tile.x; + int worldy = dy + offsety + tile.y; + if(!(worldx == tile.x && worldy == tile.y)){ Tile toplace = world.tile(worldx, worldy); if(toplace != null){ toplace.setLinked((byte) (dx + offsetx), (byte) (dy + offsety)); diff --git a/core/src/io/anuke/mindustry/world/blocks/distribution/LiquidTank.java b/core/src/io/anuke/mindustry/world/blocks/distribution/LiquidTank.java index 84ec99523e..c73ab0d2d0 100644 --- a/core/src/io/anuke/mindustry/world/blocks/distribution/LiquidTank.java +++ b/core/src/io/anuke/mindustry/world/blocks/distribution/LiquidTank.java @@ -1,16 +1,8 @@ package io.anuke.mindustry.world.blocks.distribution; -import io.anuke.mindustry.type.Liquid; -import io.anuke.mindustry.world.Tile; - public class LiquidTank extends LiquidRouter{ public LiquidTank(String name){ super(name); } - - @Override - public boolean canDumpLiquid(Tile tile, Tile to, Liquid liquid){ - return super.canDumpLiquid(tile, to, liquid) && !(to.block() instanceof LiquidTank); - } } diff --git a/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java b/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java index 8a42b10828..86f39a786b 100644 --- a/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java +++ b/core/src/io/anuke/mindustry/world/blocks/power/PowerNode.java @@ -46,7 +46,8 @@ public class PowerNode extends PowerBlock{ @Remote(targets = Loc.both, called = Loc.server, forward = true) public static void linkPowerNodes(Player player, Tile tile, Tile other){ - if(tile.entity.power == null || !((PowerNode)tile.block()).linkValid(tile, other)) return; + if(tile.entity.power == null || !((PowerNode)tile.block()).linkValid(tile, other) + || tile.entity.power.links.size >= ((PowerNode)tile.block()).maxNodes) return; TileEntity entity = tile.entity(); diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java b/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java index 591344afdb..33f98fd2ce 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/CoreBlock.java @@ -51,7 +51,6 @@ public class CoreBlock extends StorageBlock{ update = true; size = 3; hasItems = true; - itemCapacity = 2000; viewRange = 200f; flags = EnumSet.of(BlockFlag.resupplyPoint, BlockFlag.target); } @@ -83,8 +82,18 @@ public class CoreBlock extends StorageBlock{ if(entity != null) entity.solid = solid; } + @Override + public int getMaximumAccepted(Tile tile, Item item){ + return itemCapacity * state.teams.get(tile.getTeam()).cores.size; + } + @Override public void onProximityUpdate(Tile tile) { + for(Tile other : state.teams.get(tile.getTeam()).cores){ + if(other != tile){ + tile.entity.items = other.entity.items; + } + } state.teams.get(tile.getTeam()).cores.add(tile); } @@ -96,6 +105,11 @@ public class CoreBlock extends StorageBlock{ @Override public void removed(Tile tile){ state.teams.get(tile.getTeam()).cores.remove(tile); + + int max = itemCapacity * state.teams.get(tile.getTeam()).cores.size; + for(Item item : content.items()){ + tile.entity.items.set(item, Math.min(tile.entity.items.get(item), max)); + } } @Override @@ -222,7 +236,7 @@ public class CoreBlock extends StorageBlock{ return new CoreEntity(); } - public class CoreEntity extends StorageEntity implements SpawnerTrait{ + public class CoreEntity extends TileEntity implements SpawnerTrait{ public Unit currentUnit; int droneID = -1; boolean solid = true; diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/SortedUnloader.java b/core/src/io/anuke/mindustry/world/blocks/storage/SortedUnloader.java index a0e1545255..7db33b0cac 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/SortedUnloader.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/SortedUnloader.java @@ -7,6 +7,7 @@ import io.anuke.mindustry.entities.Player; import io.anuke.mindustry.entities.TileEntity; import io.anuke.mindustry.gen.Call; import io.anuke.mindustry.type.Item; +import io.anuke.mindustry.world.Block; import io.anuke.mindustry.world.Tile; import io.anuke.mindustry.world.blocks.SelectionTrait; import io.anuke.ucore.graphics.Draw; @@ -19,15 +20,30 @@ import java.io.IOException; import static io.anuke.mindustry.Vars.content; import static io.anuke.mindustry.Vars.threads; -public class SortedUnloader extends Unloader implements SelectionTrait{ +public class SortedUnloader extends Block implements SelectionTrait{ protected float speed = 1f; + protected final int timerUnload = timers++; + private static Item lastItem; public SortedUnloader(String name){ super(name); + update = true; + solid = true; + health = 70; + hasItems = true; configurable = true; } + @Override + public boolean canDump(Tile tile, Tile to, Item item){ + Block block = to.target().block(); + return !(block instanceof StorageBlock); + } + + @Override + public void setBars(){} + @Override public void playerPlaced(Tile tile){ threads.runDelay(() -> Call.setSortedUnloaderItem(null, tile, lastItem)); diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java b/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java index b6d2c738a9..324c86008a 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/StorageBlock.java @@ -1,20 +1,10 @@ package io.anuke.mindustry.world.blocks.storage; -import com.badlogic.gdx.graphics.Color; -import com.badlogic.gdx.utils.Array; import io.anuke.mindustry.entities.TileEntity; -import io.anuke.mindustry.entities.Unit; -import io.anuke.mindustry.graphics.Palette; -import io.anuke.mindustry.graphics.Shaders; import io.anuke.mindustry.type.Item; import io.anuke.mindustry.world.BarType; import io.anuke.mindustry.world.Block; import io.anuke.mindustry.world.Tile; -import io.anuke.ucore.core.Graphics; -import io.anuke.ucore.graphics.Draw; -import io.anuke.ucore.graphics.Fill; - -import static io.anuke.mindustry.Vars.tilesize; public abstract class StorageBlock extends Block{ @@ -23,6 +13,16 @@ public abstract class StorageBlock extends Block{ hasItems = true; } + @Override + public boolean acceptItem(Item item, Tile tile, Tile source){ + return tile.entity.items.get(item) < getMaximumAccepted(tile, item); + } + + @Override + public int getMaximumAccepted(Tile tile, Item item){ + return itemCapacity; + } + @Override public void setBars(){ super.setBars(); @@ -34,85 +34,6 @@ public abstract class StorageBlock extends Block{ return false; } - @Override - public void onProximityAdded(Tile tile){ - StorageEntity entity = tile.entity(); - entity.graph.set(tile); - - for(Tile prox : tile.entity.proximity()){ - if(prox.block() instanceof StorageBlock){ - StorageEntity other = prox.entity(); - entity.graph.merge(other.graph); - } - } - } - - @Override - public void onProximityRemoved(Tile tile){ - StorageEntity entity = tile.entity(); - entity.graph.remove(tile); - } - - @Override - public void drawSelect(Tile tile){ - - StorageEntity entity = tile.entity(); - - if(entity.graph.getTiles().size > 1){ - - Shaders.outline.color.set(Palette.accent); - Graphics.beginShaders(Shaders.outline); - - for(Tile other : entity.graph.getTiles()){ - Fill.square(other.drawx(), other.drawy(), other.block().size * tilesize); - } - - Draw.color(Color.CLEAR); - Graphics.endShaders(); - Draw.color(); - } - } - - @Override - public boolean acceptItem(Item item, Tile tile, Tile source){ - StorageEntity entity = tile.entity(); - return entity.graph.accept(item); - } - - @Override - public int acceptStack(Item item, int amount, Tile tile, Unit source){ - StorageEntity entity = tile.entity(); - if(acceptItem(item, tile, tile) && hasItems && (source == null || source.getTeam() == tile.getTeam())){ - return Math.min(entity.graph.accept(item, amount), amount); - }else{ - return 0; - } - } - - @Override - public float inventoryScaling(Tile tile){ - StorageEntity entity = tile.entity(); - return 1f / entity.graph.getTiles().size; - } - - @Override - public TileEntity newEntity(){ - return new StorageEntity(); - } - - @Override - public Array getDebugInfo(Tile tile){ - Array arr = super.getDebugInfo(tile); - - StorageEntity entity = tile.entity(); - arr.addAll("storage graph", entity.graph.getID(), - "graph capacity", entity.graph.getCapacity(), - "graph tiles", entity.graph.getTiles().size, - "graph item ID", entity.graph.items().getID()); - - return arr; - } - /** * Removes an item and returns it. If item is not null, it should return the item. * Returns null if no items are there. @@ -144,8 +65,4 @@ public abstract class StorageBlock extends Block{ return entity.items.has(item); } } - - public class StorageEntity extends TileEntity{ - public StorageGraph graph = new StorageGraph(); - } } diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/StorageGraph.java b/core/src/io/anuke/mindustry/world/blocks/storage/StorageGraph.java deleted file mode 100644 index fd8edb912b..0000000000 --- a/core/src/io/anuke/mindustry/world/blocks/storage/StorageGraph.java +++ /dev/null @@ -1,151 +0,0 @@ -package io.anuke.mindustry.world.blocks.storage; - -import com.badlogic.gdx.utils.IntSet; -import com.badlogic.gdx.utils.ObjectSet; -import com.badlogic.gdx.utils.Queue; -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.world.Tile; -import io.anuke.mindustry.world.blocks.storage.StorageBlock.StorageEntity; -import io.anuke.mindustry.world.modules.ItemModule; - -public class StorageGraph{ - private static IntSet closedSet = new IntSet(); - private static Queue queue = new Queue<>(); - private static ObjectSet itemSet = new ObjectSet<>(); - private static int lastID; - - private final int id = lastID++; - private ObjectSet tiles = new ObjectSet<>(); - private ItemModule items = new ItemModule(); - private int capacity; - - public void set(Tile tile){ - items.addAll(tile.entity.items); - items.setID(tile.entity.items.getID()); - - add(tile); - } - - public void add(Tile tile){ - - if(!tiles.add(tile)) return; - - StorageEntity e = tile.entity(); - e.graph = this; - - capacity += tile.block().itemCapacity; - - if(tile.entity.items != null && tile.entity.items.getID() != items.getID()){ - items.addAll(tile.entity.items); - } - - tile.entity.items = items; - } - - public void remove(Tile tile){ - if(!tiles.contains(tile)) return; - - for(Tile other : tiles){ - if(other == tile) continue; - - StorageEntity entity = other.entity(); - entity.graph = null; - entity.items = new ItemModule(); - - float fraction = (float)other.block().itemCapacity / capacity; - items.forEach((item, amount) -> { - int added = (int)(fraction * amount); - entity.items.add(item, added); - items.remove(item, added); - }); - } - - //handle remaining items that didn't get added - Item taken; - while((taken = items.take()) != null){ - for(Tile other : tiles){ - if(other == tile) continue; - - //insert item into first found block - if(other.entity.items.get(taken) < other.block().itemCapacity){ - other.entity.items.add(taken, 1); - break; - } - } - } - - items.clear(); - capacity = 0; - - for(Tile other : tile.entity.proximity()){ - if(other.block() instanceof StorageBlock && other.entity().graph == null){ - StorageGraph graph = new StorageGraph(); - other.entity().graph = graph; - graph.reflow(tile, other); - } - } - } - - public void reflow(Tile base, Tile tile){ - queue.clear(); - queue.addLast(tile); - closedSet.clear(); - itemSet.clear(); - - while(queue.size > 0){ - Tile child = queue.removeFirst(); - StorageEntity entity = child.entity(); - entity.graph = this; - - if(!itemSet.add(child.entity.items)) child.entity.items = null; - add(child); - - for(Tile next : child.entity.proximity()){ - if(next != base && next.block() instanceof StorageBlock && next.entity().graph == null && !closedSet.contains(next.pos())){ - queue.addLast(next); - closedSet.add(next.pos()); - } - } - } - } - - public void merge(StorageGraph other){ - if(this == other || other == null) return; - - itemSet.clear(); - for(Tile tile : other.tiles){ - if(!itemSet.add(tile.entity.items)){ - tile.entity.items = null; - } - } - - for(Tile tile : other.tiles){ - add(tile); - } - } - - public boolean accept(Item item){ - return accept(item, 1) == 1; - } - - public int accept(Item item, int amount){ - return Math.min(capacity - items.get(item), amount); - } - - public ObjectSet getTiles(){ - return tiles; - } - - public int getID(){ - return id; - } - - public int getCapacity(){ - return capacity; - } - - public ItemModule items(){ - return items; - } - -} diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java b/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java deleted file mode 100644 index c42c272985..0000000000 --- a/core/src/io/anuke/mindustry/world/blocks/storage/Unloader.java +++ /dev/null @@ -1,26 +0,0 @@ -package io.anuke.mindustry.world.blocks.storage; - -import io.anuke.mindustry.type.Item; -import io.anuke.mindustry.world.Block; -import io.anuke.mindustry.world.Tile; - -public abstract class Unloader extends Block{ - protected final int timerUnload = timers++; - - public Unloader(String name){ - super(name); - update = true; - solid = true; - health = 70; - hasItems = true; - } - - @Override - public boolean canDump(Tile tile, Tile to, Item item){ - Block block = to.target().block(); - return !(block instanceof StorageBlock); - } - - @Override - public void setBars(){} -} diff --git a/core/src/io/anuke/mindustry/world/blocks/storage/Vault.java b/core/src/io/anuke/mindustry/world/blocks/storage/Vault.java index 28beaad8f2..4ee9cf97b7 100644 --- a/core/src/io/anuke/mindustry/world/blocks/storage/Vault.java +++ b/core/src/io/anuke/mindustry/world/blocks/storage/Vault.java @@ -7,7 +7,6 @@ public class Vault extends StorageBlock{ solid = true; update = false; destructible = true; - itemCapacity = 1000; } } diff --git a/tests/src/test/java/ApplicationTests.java b/tests/src/test/java/ApplicationTests.java index 9845480b31..b690f63880 100644 --- a/tests/src/test/java/ApplicationTests.java +++ b/tests/src/test/java/ApplicationTests.java @@ -5,21 +5,22 @@ import com.badlogic.gdx.math.GridPoint2; import io.anuke.mindustry.Vars; import io.anuke.mindustry.content.Items; import io.anuke.mindustry.content.UnitTypes; -import io.anuke.mindustry.content.blocks.Blocks; -import io.anuke.mindustry.content.blocks.CraftingBlocks; -import io.anuke.mindustry.content.blocks.PowerBlocks; -import io.anuke.mindustry.content.blocks.StorageBlocks; +import io.anuke.mindustry.content.blocks.*; import io.anuke.mindustry.core.GameState.State; import io.anuke.mindustry.core.Logic; import io.anuke.mindustry.core.NetServer; import io.anuke.mindustry.core.World; +import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest; import io.anuke.mindustry.entities.units.BaseUnit; +import io.anuke.mindustry.entities.units.types.Spirit; import io.anuke.mindustry.game.Content; import io.anuke.mindustry.game.Team; import io.anuke.mindustry.io.BundleLoader; import io.anuke.mindustry.io.SaveIO; import io.anuke.mindustry.maps.Map; +import io.anuke.mindustry.type.ContentType; import io.anuke.mindustry.type.Item; +import io.anuke.mindustry.type.Recipe; import io.anuke.mindustry.world.Block; import io.anuke.mindustry.world.Edges; import io.anuke.mindustry.world.Tile; @@ -229,6 +230,70 @@ public class ApplicationTests{ assertEquals(8, edges2.length); } + @Test + void buildingOverlap(){ + initBuilding(); + + Spirit d1 = (Spirit) UnitTypes.spirit.create(Team.blue); + Spirit d2 = (Spirit) UnitTypes.spirit.create(Team.blue); + + d1.set(10f, 20f); + d2.set(10f, 20f); + + d1.addBuildRequest(new BuildRequest(0, 0, 0, Recipe.getByResult(DefenseBlocks.copperWallLarge))); + d2.addBuildRequest(new BuildRequest(1, 1, 0, Recipe.getByResult(DefenseBlocks.copperWallLarge))); + + Timers.setDeltaProvider(() -> 9999999f); + d1.updateBuilding(d1); + d2.updateBuilding(d2); + + assertEquals(DefenseBlocks.copperWallLarge, world.tile(0, 0).block()); + assertEquals(Blocks.air, world.tile(2, 2).block()); + assertEquals(Blocks.blockpart, world.tile(1, 1).block()); + } + + @Test + void buildingDestruction(){ + initBuilding(); + + Spirit d1 = (Spirit) UnitTypes.spirit.create(Team.blue); + Spirit d2 = (Spirit) UnitTypes.spirit.create(Team.blue); + + d1.set(10f, 20f); + d2.set(10f, 20f); + + d1.addBuildRequest(new BuildRequest(0, 0, 0, Recipe.getByResult(DefenseBlocks.copperWallLarge))); + d2.addBuildRequest(new BuildRequest(1, 1)); + + Timers.setDeltaProvider(() -> 3f); + d1.updateBuilding(d1); + Timers.setDeltaProvider(() -> 1f); + d2.updateBuilding(d2); + + assertEquals(content.getByName(ContentType.block, "build2"), world.tile(0, 0).block()); + + Timers.setDeltaProvider(() -> 9999f); + + d1.updateBuilding(d1); + d2.updateBuilding(d2); + + assertEquals(Blocks.air, world.tile(0, 0).block()); + assertEquals(Blocks.air, world.tile(2, 2).block()); + assertEquals(Blocks.air, world.tile(1, 1).block()); + } + + void initBuilding(){ + createMap(); + + Tile core = world.tile(5, 5); + world.setBlock(core, StorageBlocks.core, Team.blue); + for(Item item : content.items()){ + core.entity.items.set(item, 3000); + } + + assertEquals(core, state.teams.get(Team.blue).cores.first()); + } + void depositTest(Block block, Item item){ BaseUnit unit = UnitTypes.alphaDrone.create(Team.none); Tile tile = new Tile(0, 0, Blocks.air.id, block.id);