Removed GameMode requirements
This commit is contained in:
@@ -38,32 +38,35 @@ public class CustomRulesDialog extends FloatingDialog{
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cont.clear();
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cont.pane(m -> main = m);
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main.margin(10f);
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main.addButton("$settings.reset", () -> {rules = selectedGamemode.get(); setup();}).size(300f, 50f);
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main.addButton("$settings.reset", () -> {
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rules = selectedGamemode.get();
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setup();
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}).size(300f, 50f);
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main.left().defaults().fillX().left().pad(5);
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main.row();
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title("$rules.title.waves", Gamemode.survival, Gamemode.sandbox);
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check("$rules.waves", b -> rules.waves = b, () -> rules.waves, ()->selectedGamemode!=Gamemode.survival, Gamemode.survival, Gamemode.sandbox);
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check("$rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, ()->rules.waves, Gamemode.survival, Gamemode.sandbox);
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check("$rules.waitForWaveToEnd", b -> rules.waitForWaveToEnd = b, () -> rules.waitForWaveToEnd, ()->rules.waves, Gamemode.survival, Gamemode.sandbox);
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number("$rules.wavespacing", f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, ()->rules.waves, Gamemode.survival, Gamemode.sandbox);
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title("$rules.title.waves");
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check("$rules.waves", b -> rules.waves = b, () -> rules.waves, ()-> true);
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check("$rules.wavetimer", b -> rules.waveTimer = b, () -> rules.waveTimer, () -> rules.waves);
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check("$rules.waitForWaveToEnd", b -> rules.waitForWaveToEnd = b, () -> rules.waitForWaveToEnd, () -> rules.waves);
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number("$rules.wavespacing", f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> rules.waves);
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title("$rules.title.respawns");
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check("$rules.limitedRespawns", b -> rules.limitedRespawns= b, () -> rules.limitedRespawns, ()->true);
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integer("$rules.respawns", f -> rules.respawns = (int) f, () -> rules.respawns, ()->rules.limitedRespawns);
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number("$rules.respawntime", f -> rules.respawnTime = f * 60f, () -> rules.respawnTime / 60f, ()->true);
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title("$rules.title.resourcesbuilding", Gamemode.attack, Gamemode.pvp, Gamemode.survival, Gamemode.sandbox);
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check("$rules.infiniteresources", b -> rules.infiniteResources = b, () -> rules.infiniteResources, ()->true, Gamemode.attack, Gamemode.pvp, Gamemode.survival, Gamemode.sandbox);
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number("$rules.buildcostmultiplier", f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, ()->!rules.infiniteResources, Gamemode.attack, Gamemode.pvp, Gamemode.survival, Gamemode.sandbox);
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number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier, ()->true, Gamemode.attack, Gamemode.pvp, Gamemode.survival, Gamemode.sandbox);
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check("$rules.limitedRespawns", b -> rules.limitedRespawns= b, () -> rules.limitedRespawns, () -> true);
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integer("$rules.respawns", f -> rules.respawns = (int) f, () -> rules.respawns, () -> rules.limitedRespawns);
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number("$rules.respawntime", f -> rules.respawnTime = f * 60f, () -> rules.respawnTime / 60f, () -> true);
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title("$rules.title.resourcesbuilding");
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check("$rules.infiniteresources", b -> rules.infiniteResources = b, () -> rules.infiniteResources, () -> true);
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number("$rules.buildcostmultiplier", f -> rules.buildCostMultiplier = f, () -> rules.buildCostMultiplier, () -> !rules.infiniteResources);
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number("$rules.buildspeedmultiplier", f -> rules.buildSpeedMultiplier = f, () -> rules.buildSpeedMultiplier, () -> true);
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title("$rules.title.player");
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number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier, ()->true);
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number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier, ()-> true);
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number("$rules.playerdamagemultiplier", f -> rules.playerDamageMultiplier = f, () -> rules.playerDamageMultiplier, () -> true);
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number("$rules.playerhealthmultiplier", f -> rules.playerHealthMultiplier = f, () -> rules.playerHealthMultiplier, () -> true);
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title("$rules.title.unit");
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check("$rules.unitdrops", b -> rules.unitDrops = b, () -> rules.unitDrops, ()->true);
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number("$rules.unitbuildspeedmultiplier", f -> rules.unitBuildSpeedMultiplier = f, () -> rules.unitBuildSpeedMultiplier, ()->true);
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number("$rules.unithealthmultiplier", f -> rules.unitHealthMultiplier = f, () -> rules.unitHealthMultiplier, ()->true);
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number("$rules.unitdamagemultiplier", f -> rules.unitDamageMultiplier = f, () -> rules.unitDamageMultiplier, ()->true);
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title("$rules.title.enemy", Gamemode.attack, Gamemode.pvp);
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number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200), ()->true, Gamemode.attack, Gamemode.pvp);
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title("$rules.title.enemy");
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number("$rules.enemycorebuildradius", f -> rules.enemyCoreBuildRadius = f * tilesize, () -> Math.min(rules.enemyCoreBuildRadius / tilesize, 200), ()->true);
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}
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void number(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition){
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@@ -79,12 +82,6 @@ public class CustomRulesDialog extends FloatingDialog{
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main.row();
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}
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void number(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition, Gamemode... gamemodes){
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if(Structs.contains(gamemodes, selectedGamemode)){
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number(text, cons, prov, condition);
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}
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}
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void integer(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition){
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main.table(t -> {
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t.left();
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@@ -98,31 +95,13 @@ public class CustomRulesDialog extends FloatingDialog{
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main.row();
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}
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void integer(String text, FloatConsumer cons, FloatProvider prov, BooleanProvider condition, Gamemode... gamemodes){
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if(Structs.contains(gamemodes, selectedGamemode)){
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integer(text, cons, prov, condition);
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}
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}
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void check(String text, BooleanConsumer cons, BooleanProvider prov, BooleanProvider condition){
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main.addCheck(text, cons).checked(prov.get()).update(a -> a.setDisabled(!condition.get())).padRight(100f);
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main.row();
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}
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void check(String text, BooleanConsumer cons, BooleanProvider prov, BooleanProvider condition, Gamemode... gamemodes){
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if(Structs.contains(gamemodes, selectedGamemode)){
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check(text, cons, prov, condition);
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}
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}
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void title(String text, Gamemode... gamemodes){
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if(Structs.contains(gamemodes, selectedGamemode)){
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title(text);
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}
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}
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void title(String text){
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main.add(text).color(Pal.accent).padTop(20).padBottom(20).padRight(100f);
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main.row();
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}
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}
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}
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