Merge branch 'master' into translation

This commit is contained in:
Anuken
2019-09-15 20:37:28 -04:00
committed by GitHub
283 changed files with 9929 additions and 6829 deletions

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@@ -52,8 +52,17 @@ close = Close
website = Website
quit = Quit
maps = Maps
maps.browse = Browse Maps
continue = Continue
maps.none = [lightgray]No maps found!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
about.button = About
name = Name:
noname = Pick a[accent] player name[] first.
@@ -64,16 +73,18 @@ techtree = Tech Tree
research.list = [lightgray]Research:
research = Research
researched = [lightgray]{0} researched.
players = {0} players online
players.single = {0} player online
players = {0} players
players.single = {0} player
server.closing = [accent]Closing server...
server.kicked.kick = You have been kicked from the server!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.serverClose = Server closed.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Outdated client! Update your game!
server.kicked.serverOutdated = Outdated server! Ask the host to update!
server.kicked.banned = You are banned on this server.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.playerLimit = This server is full. Wait for an empty slot.
server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
server.kicked.nameInUse = There is someone with that name\nalready on this server.
server.kicked.nameEmpty = Your chosen name is invalid.
@@ -84,11 +95,13 @@ server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
hostserver = Host Multiplayer Game
invitefriends = Invite Friends
hostserver.mobile = Host\nGame
host = Host
hosting = [accent]Opening server...
hosts.refresh = Refresh
hosts.discovering = Discovering LAN games
hosts.discovering.any = Discovering games
server.refreshing = Refreshing server
hosts.none = [lightgray]No local games found!
host.invalid = [scarlet]Can't connect to host.
@@ -109,7 +122,7 @@ server.edit = Edit Server
server.outdated = [crimson]Outdated Server![]
server.outdated.client = [crimson]Outdated Client![]
server.version = [gray]v{0} {1}
server.custombuild = [yellow]Custom Build
server.custombuild = [accent]Custom Build
confirmban = Are you sure you want to ban this player?
confirmkick = Are you sure you want to kick this player?
confirmunban = Are you sure you want to unban this player?
@@ -118,13 +131,17 @@ confirmunadmin = Are you sure you want to remove admin status from this player?
joingame.title = Join Game
joingame.ip = Address:
disconnect = Disconnected.
disconnect.error = Connection error.
disconnect.closed = Connection closed.
disconnect.timeout = Timed out.
disconnect.data = Failed to load world data!
cantconnect = Unable to join game ([accent]{0}[]).
connecting = [accent]Connecting...
connecting.data = [accent]Loading world data...
server.port = Port:
server.addressinuse = Address already in use!
server.invalidport = Invalid port number!
server.error = [crimson]Error hosting server: [accent]{0}
server.error = [crimson]Error hosting server.
save.old = This save is for an older version of the game, and can no longer be used.\n\n[lightgray]Save backwards compatibility will be implemented in the full 4.0 release.
save.new = New Save
save.overwrite = Are you sure you want to overwrite\nthis save slot?
@@ -151,7 +168,7 @@ off = Off
save.autosave = Autosave: {0}
save.map = Map: {0}
save.wave = Wave {0}
save.difficulty = Difficulty: {0}
save.mode = Gamemode: {0}
save.date = Last Saved: {0}
save.playtime = Playtime: {0}
warning = Warning.
@@ -185,7 +202,7 @@ wave.enemy = [lightgray]{0} Enemy Remaining
loadimage = Load Image
saveimage = Save Image
unknown = Unknown
custom = Custom
custom = Custom
builtin = Built-In
map.delete.confirm = Are you sure you want to delete this map? This action cannot be undone!
map.random = [accent]Random Map
@@ -193,6 +210,11 @@ map.nospawn = This map does not have any cores for the player to spawn in! Add a
map.nospawn.pvp = This map does not have any enemy cores for player to spawn into! Add[SCARLET] non-orange[] cores to this map in the editor.
map.nospawn.attack = This map does not have any enemy cores for player to attack! Add[SCARLET] red[] cores to this map in the editor.
map.invalid = Error loading map: corrupted or invalid map file.
map.publish.error = Error publishing map: {0}
map.publish.confirm = Are you sure you want to publish this map?\n\n[lightgray]Make sure you agree to the Workshop EULA first, or your maps will not show up!
eula = Steam EULA
map.publish = Map published.
map.publishing = [accent]Publishing map...
editor.brush = Brush
editor.openin = Open In Editor
editor.oregen = Ore Generation
@@ -204,7 +226,9 @@ editor.waves = Waves:
editor.rules = Rules:
editor.generation = Generation:
editor.ingame = Edit In-Game
editor.publish.workshop = Publish On Workshop
editor.newmap = New Map
workshop = Workshop
waves.title = Waves
waves.remove = Remove
waves.never = <never>
@@ -221,15 +245,17 @@ waves.invalid = Invalid waves in clipboard.
waves.copied = Waves copied.
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
editor.default = [lightgray]<Default>
details = Details...
edit = Edit...
editor.name = Name:
editor.spawn = Spawn Unit
editor.removeunit = Remove Unit
editor.teams = Teams
editor.errorload = Error loading file:\n[accent]{0}
editor.errorsave = Error saving file:\n[accent]{0}
editor.errorimage = That's an image, not a map. Don't go around changing extensions expecting it to work.\n\nIf you want to import a legacy map, use the 'import legacy map' button in the editor.
editor.errorload = Error loading file.
editor.errorsave = Error saving file.
editor.errorimage = That's an image, not a map.\n\nIf you want to import a 3.5/build 40 map, use the 'Import Legacy Map' button in the editor.
editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported.
editor.errornot = This is not a map file.
editor.errorheader = This map file is either not valid or corrupt.
editor.errorname = Map has no name defined. Are you trying to load a save file?
editor.update = Update
@@ -248,7 +274,7 @@ editor.importmap = Import Map
editor.importmap.description = Import an already existing map
editor.importfile = Import File
editor.importfile.description = Import an external map file
editor.importimage = Import Legacy Image
editor.importimage = Import Legacy Map
editor.importimage.description = Import an external map image file
editor.export = Export...
editor.exportfile = Export File
@@ -345,6 +371,7 @@ launch.skip.confirm = If you skip now, you will not be able to launch until late
uncover = Uncover
configure = Configure Loadout
configure.locked = [lightgray]Unlock configuring loadout: Wave {0}.
configure.invalid = Amount must be a number between 0 and {0}.
zone.unlocked = [lightgray]{0} unlocked.
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
@@ -445,6 +472,7 @@ blocks.boosteffect = Boost Effect
blocks.maxunits = Max Active Units
blocks.health = Health
blocks.buildtime = Build Time
blocks.buildcost = Build Cost
blocks.inaccuracy = Inaccuracy
blocks.shots = Shots
blocks.reload = Shots/Second
@@ -457,6 +485,7 @@ bar.powerbalance = Power: {0}/s
bar.poweramount = Power: {0}
bar.poweroutput = Power Output: {0}
bar.items = Items: {0}
bar.capacity = Capacity: {0}
bar.liquid = Liquid
bar.heat = Heat
bar.power = Power
@@ -533,8 +562,9 @@ setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.publichost.name = Public Game Visibility
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
setting.playerchat.name = Display Player Bubble Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
uiscale.cancel = Cancel & Exit
setting.bloom.name = Bloom
@@ -885,11 +915,11 @@ unit.lich.name = Lich
unit.reaper.name = Reaper
tutorial.next = [lightgray]<Tap to continue>
tutorial.intro = You have entered the[scarlet] Mindustry Tutorial.[]\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.\n\n[accent]{0}/{1} copper
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\n[accent]Right-click[] to stop building.
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nClick the drill tab in the bottom right.\nSelect the[accent] mechanical drill[]. Place it on a copper vein by clicking.\n[accent]Right-click[] to stop building, and[accent] Hold Ctrl while scrolling[] to zoom in and out.
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
tutorial.blockinfo = Each block has different stats. Each drill can only mine certain ores.\nTo check a block's info and stats,[accent] tap the "?" button while selecting it in the build menu.[]\n\n[accent]Access the Mechanical Drill's stats now.[]
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]Place 2 conveyors with the line tool, then deliver an item into the core.
tutorial.turret = Once an item enters your core, it can be used for building.\nKeep in mind that not all items can be used for building.\nItems that are not used for building, such as[accent] coal[] or[accent] scrap[], cannot be put into the core.\nDefensive structures must be built to repel the[lightgray] enemy[].\nBuild a[accent] duo turret[] near your base.
tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill near the turret.\nLead conveyors into the turret to supply it with copper.\n\n[accent]Ammo delivered: 0/1
tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
@@ -904,7 +934,6 @@ tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 wav
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage.

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@@ -16,6 +16,11 @@ screenshot.invalid = Map too large, potentially not enough memory for screenshot
gameover = Konec hry
gameover.pvp = [accent] {0}[] Tým Vyhrál!
highscore = [accent]Nový Rekord!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Waves Defeated:[accent] {0}
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
stat.built = Buildings Built:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Buildings Destroyed:[accent] {0}
stat.deconstructed = Buildings Deconstructed:[accent] {0}
stat.delivered = Resources Launched:
stat.rank = Final Rank: [accent]{0}
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
launcheditems = [accent]Launched Items
map.delete = Jsi si jistý že chceš smazat mapu "[accent]{0}[]"?
level.highscore = Nejvyšší skóre: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} hráč online
server.closing = [accent]Zavírám server...
server.kicked.kick = Byl jsi vykopnut ze serveru!
server.kicked.serverClose = Server je zavřený.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Zastaralý klient hry! Aktualizuj si hru!
server.kicked.serverOutdated = Zastaralý server! Řekni hostiteli o aktualizaci!
server.kicked.banned = Jsi zabanován na tomto serveru.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Před nedávnem jsi byl vykopnut.\nPočkej než se znovu připojíš.
server.kicked.nameInUse = Někdo se stejným jménem\nje aktuálně na serveru.
server.kicked.nameEmpty = Tvé jméno je neplatné.
@@ -156,6 +161,11 @@ cancel = Zrušit
openlink = Otevřít Odkaz
copylink = Zkopírovat Odkaz
back = Zpět
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Jsi si jistý že chceš ukončit ?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Jazyk
settings.data = Game Data
settings.reset = nastavit výchozí
settings.rebind = Přenastavit
settings.controls = Ovládání
@@ -507,6 +518,7 @@ setting.mutemusic.name = Ztišit hudbu
setting.sfxvol.name = SFX hlasitost
setting.mutesound.name = Ztišit zvuky
setting.crashreport.name = Poslat anonymní spis o zhroucení hry
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Stiskni osu nebo klávesu...
keybind.screenshot.name = Sníměk mapy
keybind.move_x.name = Pohyb na X
keybind.move_y.name = Pohyb na Y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Vybrat/Střílet
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Výbušninový mixér
block.solar-panel.name = Solární panel
block.solar-panel-large.name = Velký solární panel
block.oil-extractor.name = Ropný Extraktor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Továrna na Spirit Drony
block.phantom-factory.name = Továrna na Fantom Drony
@@ -1012,6 +1026,7 @@ block.ripple.description = Velká artilérní střílna, která vystřelí něko
block.cyclone.description = Velká rychle pálící střílna.
block.spectre.description = Velká střílna, která vystřelí dva mocné projektily naráz.
block.meltdown.description = Velká střílna, která vystřelí mocný paprsek dalekého dosahu.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Produkuje lehké drony, kteří teží minerály a opravují budovy
block.phantom-factory.description = Produkuje pokročilé drony kteří jsou podstatně efektivnější jak spirit droni.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Karte zu groß! Eventuell nicht ausreichend Arbeitsspeicher
gameover = Der Kern wurde zerstört.
gameover.pvp = Das[accent] {0}[] Team ist siegreich!
highscore = [YELLOW] Neuer Highscore!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Wellen besiegt:[accent] {0}
stat.enemiesDestroyed = Gegner zerstört:[accent] {0}
stat.built = Gebäude gebaut:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Gebäude zerstört:[accent] {0}
stat.deconstructed = Gebäude abgebaut:[accent] {0}
stat.delivered = Übertragene Ressourcen:
stat.rank = Finaler Rang: [accent]{0}
placeline = Du hast einen Block ausgewählt.\nDu kannst[accent] davon eine Reihe bauen,[] indem du[accent] wenige Sekunden mit einem Finger drückst[] und ihn in eine Richtung ziehst.\nVersuche es.
removearea = Du hast den Zerstörungsmodus ausgewählt.\nDu kannst[accent] Blöcke im Rechteck zerstören,[] indem du[accent] wenige Sekunden mit einem Finger drückst[] und ihn ziehst.\nVersuche es.
launcheditems = [accent]Übertragene Items
map.delete = Bist du sicher, dass du die Karte "[accent]{0}[]" löschen möchtest?
level.highscore = Highscore: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} Spieler online
server.closing = [accent]Schließe den Server ...
server.kicked.kick = Du wurdest vom Server gekickt!
server.kicked.serverClose = Server geschlossen.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Veralteter Client! Aktualisiere dein Spiel!
server.kicked.serverOutdated = Veralteter Server! Bitte den Host um ein Update!
server.kicked.banned = Du wurdest vom Server verbannt.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Du wurdest gerade gekickt.\nWarte bevor du dich wieder verbindest.
server.kicked.nameInUse = Es ist bereits ein Spieler \nmit diesem Namen auf dem Server.
server.kicked.nameEmpty = Dein Name muss mindestens einen Buchstaben oder eine Zahl enthalten.
@@ -156,6 +161,11 @@ cancel = Abbruch
openlink = Link öffnen
copylink = Kopiere Link
back = Zurück
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Willst du wirklich aufhören?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <Beschreibung hier einfügen>
zone.crags.description = <Beschreibung hier einfügen>
settings.language = Sprache
settings.data = Game Data
settings.reset = Auf Standard zurücksetzen
settings.rebind = Zuweisen
settings.controls = Steuerung
@@ -507,6 +518,7 @@ setting.mutemusic.name = Musik stummschalten
setting.sfxvol.name = Audioeffekt-Lautstärke
setting.mutesound.name = Audioeffekte stummschalten
setting.crashreport.name = Anonyme Absturzberichte senden
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Deckkraft
setting.playerchat.name = Chat im Spiel anzeigen
uiscale.reset = UI-Skalierung wurde geändert.\nDrücke "OK", um diese Skalierung zu bestätigen.\n[scarlet]Zurückkehren und Beenden in[accent] {0}[] Einstellungen...
@@ -527,6 +539,7 @@ keybind.press.axis = Drücke eine Taste oder bewege eine Achse...
keybind.screenshot.name = Karten Screenshot
keybind.move_x.name = X-Achse
keybind.move_y.name = Y-Achse
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Auswählen/Schießen
keybind.diagonal_placement.name = Diagonal platzieren
keybind.pick.name = Block Auswählen
@@ -790,6 +803,7 @@ block.blast-mixer.name = Sprengmixer
block.solar-panel.name = Solarpanel
block.solar-panel-large.name = Großes Solarpanel
block.oil-extractor.name = Öl-Extraktor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner-Drohnenfactory
block.spirit-factory.name = Spirit-Drohnenfabrik
block.phantom-factory.name = Phantom-Drohnenfabrik
@@ -1012,6 +1026,7 @@ block.ripple.description = Ein großer Artillerie-Geschützturm, der mehrere Sch
block.cyclone.description = Ein großer Schnellfeuer-Geschützturm.
block.spectre.description = Ein großer Geschützturm, der zwei starke Schüsse gleichzeitig abfeuert.
block.meltdown.description = Ein großer Geschützturm, der starke Strahlen mit großer Reichweite abfeuert.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produziert Draug-Mining-Drohnen.
block.spirit-factory.description = Produziert leichte Drohnen, die Erz abbauen und Blöcke reparieren können.
block.phantom-factory.description = Produziert erweiterte Drohnen, die deutlich effizienter sind als Spirit-Drohnen.

File diff suppressed because it is too large Load Diff

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Maailm liiga suur, tõenäoliselt pole piisavalt mälu salv
gameover = Mäng Läbi
gameover.pvp = [accent] {0}[] tiim võitis!
highscore = [accent]Uus rekord!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Raund:[accent] {0}
stat.enemiesDestroyed = Vaenlasi hävitatud:[accent] {0}
stat.built = Ehitisi ehitatud:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Ehitisi hävitatud:[accent] {0}
stat.deconstructed = Ehitisi lahtivõetud:[accent] {0}
stat.delivered = Materjale kaasa võetud:
stat.rank = Lõplik Hinne: [accent]{0}
placeline = Sa valisid ehitise\nSa saad[accent] panna neid sirges reas[] hoides näpuga all ja, siis viibates mõnes suunas.\n\n[scarlet] TEE SEDA
removearea = Sa valisid hävitamise funktsiooni.\nsa saad[accent] hävitada[]hoides oma sõrme all mõne sekundi ja, siis viibates mõnele poole.\n\n[scarlet]TEE SEDA
launcheditems = [accent]Kaasa võetud materjalid
map.delete = Kas oled kindel, et soovid kustutada "[accent]{0}[]".
level.highscore = Rekord: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} mängija mängus
server.closing = [accent]Serveri sulgemine...
server.kicked.kick = Sind visati serverist välja!
server.kicked.serverClose = Server suletud.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Aegunud versioon! Uuenda oma mängu!
server.kicked.serverOutdated = Aegunud server! Palu omanikul serverit uuendada!
server.kicked.banned = Sul on keeld seal mängida.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Sind visati hiljuti välja.\nOota natuke enne uuesti proovimist.
server.kicked.nameInUse = Keegi sellise nimega\non juba seal serveris.
server.kicked.nameEmpty = Sinu valitud nimi ei sobi.
@@ -156,6 +161,11 @@ cancel = Tühista
openlink = Ava Link
copylink = Kopeeri Link
back = Tagasi
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Oled kindel, et soovid lahkuda?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Keel
settings.data = Game Data
settings.reset = Reset to Defaults
settings.rebind = Rebind
settings.controls = Controls
@@ -507,6 +518,7 @@ setting.mutemusic.name = Vaigista muusika
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
@@ -527,6 +539,7 @@ keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x
keybind.move_y.name = Move y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Select/Shoot
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Blast Mixer
block.solar-panel.name = Solar Panel
block.solar-panel-large.name = Large Solar Panel
block.oil-extractor.name = Oil Extractor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Drone Factory
block.phantom-factory.name = Phantom Drone Factory
@@ -1012,6 +1026,7 @@ block.ripple.description = A large artillery turret which fires several shots si
block.cyclone.description = A large rapid fire turret.
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.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
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.

View File

@@ -16,13 +16,11 @@ screenshot.invalid = La carte est trop large, il n'y a potentiellement pas assez
gameover = Game over
gameover.pvp = L'équipe [accent] {0}[] a gagnée !
highscore = [YELLOW]Nouveau meilleur score!
load.sound = Sonds
load.map = Cartes
load.image = Images
load.content = Contenus
load.system = Système
stat.wave = Vagues vaincues:[accent] {0}
stat.enemiesDestroyed = Ennemis détruits:[accent] {0}
stat.built = Bâtiments construits:[accent] {0}
@@ -30,7 +28,6 @@ stat.destroyed = Bâtiments détruits:[accent] {0}
stat.deconstructed = Bâtiments déconstruits:[accent] {0}
stat.delivered = Ressources transférées:
stat.rank = Rang Final: [accent]{0}
launcheditems = [accent]Ressources transférées
map.delete = Êtes-vous sûr de supprimer cette carte "[accent]{0}[]"?
level.highscore = Meilleur score: [accent]{0}
@@ -257,13 +254,12 @@ editor.exportimage = Exporter l'image du terrain
editor.exportimage.description = Exporter une image de la carte
editor.loadimage = Importer le terrain
editor.saveimage = Exporter le terrain
editor.unsaved = [scarlet]Vous avez des modifications non sauvegardés ![]\Voulez-vous vraiment quitter ?
editor.unsaved = [scarlet]Vous avez des modifications non sauvegardés ![]Voulez-vous vraiment quitter ?
editor.resizemap = Redimensionner\nla carte
editor.mapname = Nom de la carte:
editor.overwrite = [accent]Attention !\nCeci réécrit une carte existante.
editor.overwrite.confirm = [scarlet]Attention ![] Une carte avec ce nom existe déjà. Êtes-vous sûr de vouloir la réécrire?
editor.selectmap = Sélectionnez une carte:
toolmode.replace = Remplacer
toolmode.replace.description = Dessiner seulement sur les blocs solides.
toolmode.replaceall = Tout remplacer
@@ -278,7 +274,6 @@ toolmode.fillteams = Remplire les équipes
toolmode.fillteams.description = Rempli les équipes au lieu de blocs.
toolmode.drawteams = Dessiner les équipes
toolmode.drawteams.description = Dessine les équipes au lieu de blocs.
filters.empty = [LIGHT_GRAY]Aucun filtre! Ajoutez-en un avec les boutons ci-dessous.
filter.distort = Déformation
filter.noise = Bruit
@@ -310,7 +305,6 @@ filter.option.floor2 = Sol secondaire
filter.option.threshold2 = Seuil secondaire
filter.option.radius = Rayon
filter.option.percentile = Centile
width = Largeur:
height = Hauteur:
menu = Menu
@@ -328,7 +322,6 @@ tutorial.retake = Re-Take Tutorial
editor = Éditeur
mapeditor = Éditeur de carte
donate = Faire un\ndon
abandon = Abandon
abandon.text = Cette zone et toutes ses ressources vont être perdues.
locked = Verrouillé
@@ -354,7 +347,6 @@ zone.objective.survival = Survive
zone.objective.attack = Détruire le noyau ennemi
add = Ajouter...
boss.health = Vie du Boss
connectfail = [crimson]Échec de la connexion au serveur : [accent]{0}
error.unreachable = Serveur injoignable.
error.invalidaddress = Adresse invalide.
@@ -365,7 +357,6 @@ error.mapnotfound = Fichier de la carte introuvable!
error.io = Erreur de Réseau (I/O)
error.any = Erreur réseau inconnue
error.bloom = Echec de l'initialisation du flou lumineux.\nVotre appareil peux ne pas le supporter.
zone.groundZero.name = Première Bataille
zone.desertWastes.name = Décharge Désertique
zone.craters.name = Les Cratères
@@ -380,7 +371,6 @@ zone.saltFlats.name = Marais Salants
zone.impact0078.name = Impact 0078
zone.crags.name = Rochers
zone.fungalPass.name = Fungal Pass
zone.groundZero.description = L'emplacement optimal pour commencer. Faible menace ennemie. Peu de ressources. \nRecueillez autant de plomb et de cuivre que possible.\nBougez-vous.
zone.frozenForest.description = Même ici, plus près des montagnes, les spores se sont propagées. Les températures glaciales ne pourront pas les contenir pour toujours.\n\nFamiliarisez vous avec l'Énergie. Construisez des generateurs a combustion. Aprenez a utiliser les réparateurs.
zone.desertWastes.description = Ces déchets sont vastes, imprévisibles et se croisent avec des structures sectorielles abandonnées.\nLe charbon est présent dans la région. Brulew-le pour génerer de l'Énergie ou synthétisez-le en graphite.\n\n[lightgray]Ce lieu d'atterisage est imprévisible.
@@ -395,7 +385,6 @@ zone.nuclearComplex.description = Une ancienne installation de production et de
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
zone.impact0078.description = <insérer une description ici>
zone.crags.description = <insérer une description ici>
settings.language = Langue
settings.data = Données du Jeu
settings.reset = Valeurs par défaut.
@@ -449,7 +438,6 @@ blocks.inaccuracy = Précision
blocks.shots = Tir
blocks.reload = Tirs/Seconde
blocks.ammo = Munitions
bar.drilltierreq = Meilleure Foreuse Requise
bar.drillspeed = Vitesse de forage: {0}/s
bar.efficiency = Efficacité: {0}%
@@ -462,7 +450,6 @@ bar.heat = Chaleur
bar.power = Énergie
bar.progress = Progression de la construction
bar.spawned = Unités: {0}/{1}
bullet.damage = [stat]{0}[lightgray] dgt
bullet.splashdamage = [stat]{0}[lightgray] dgt de zone ~[stat] {1}[lightgray] tuiles
bullet.incendiary = [stat]incendiaire
@@ -474,7 +461,6 @@ bullet.freezing = [stat]gel
bullet.tarred = [stat]Pétrolené
bullet.multiplier = [stat]{0}[lightgray]x multiplicateur de munitions
bullet.reload = [stat]{0}[lightgray]x rechargement
unit.blocks = blocs
unit.powersecond = Énergie/seconde
unit.liquidsecond = Liquides/seconde
@@ -586,7 +572,6 @@ mode.pvp.description = Battez-vous contre d'autres joueurs en local.\n[gray]Requ
mode.attack.name = Attaque
mode.attack.description = Pas de vagues, le but étant de détruire la base ennemie.\n[gray]Requiert un noyaux rouge dans la map pour y jouer.
mode.custom = Règles personnalisées
rules.infiniteresources = Ressources infinies
rules.wavetimer = Minuterie pour les vagues
rules.waves = Vagues
@@ -613,7 +598,6 @@ rules.title.resourcesbuilding = Ressources & Constructions
rules.title.player = Joueurs
rules.title.enemy = Ennemis
rules.title.unit = Unités
content.item.name = Objets
content.liquid.name = Liquides
content.unit.name = Unités
@@ -675,7 +659,6 @@ mech.buildspeed = [LIGHT_GRAY]Vitesse de construction: {0}%
liquid.heatcapacity = [LIGHT_GRAY]Capacité Thermique: {0}
liquid.viscosity = [LIGHT_GRAY]Viscosité: {0}
liquid.temperature = [LIGHT_GRAY]Température: {0}
block.sand-boulder.name = Bloc de sable
block.grass.name = Herbe
block.salt.name = Sel
@@ -903,8 +886,6 @@ tutorial.deposit = Déposez des ressources dans des blocs en les faisant glisser
tutorial.waves = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues.[accent] Clique[] pour tirer.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.waves.mobile = L'[lightgray] ennemi[] approche.\n\nDefend le noyau pendant 2 vagues. Votre vaisseau tirera automatiquement sur les ennemis.\nConstruisez plus de tourelles et de foreuses. Minez plus de cuivre.
tutorial.launch = Une fois que vous aurez atteind une vague spécifique, vous aurez la possibilité de[accent] faire décoler le noyau[], abandonant vos défenses mais en [accent]sécurisant toutes les ressources de votre noyau.[]\nCes ressources peuvent ensuite être utilisées pour rechercher de nouvelles technologies.\n\n[accent]Appuyez sur le bouton de lancement.
item.copper.description = Le matériau structurel de base. Utilisé intensivement dans tout les blocs.
item.lead.description = Un matériau de départ. Utilisé intensivement en électronique et dans les blocs de trasports de liquides.
item.metaglass.description = Un composé de vitre super-résistant. Utilisé largement pour le transport et le stockage de liquides.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Carte trop grande, potentiellement pas assez de mémoire po
gameover = Le base a été détruite.
gameover.pvp = L'équipe[accent] {0}[] a gagnée !
highscore = [accent]Nouveau meilleur score !
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Vagues vaincues:[accent] {0}
stat.enemiesDestroyed = Ennemies détruits:[accent] {0}
stat.built = Bâtiments construits:[accent] {0}
@@ -61,9 +66,11 @@ players.single = {0} joueur en ligne
server.closing = [accent]Fermeture du serveur ...
server.kicked.kick = Vous avez été expulsé du serveur !
server.kicked.serverClose = Serveur fermé.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Client dépassé! Mettez à jour votre jeu !
server.kicked.serverOutdated = Serveur dépassé! Demandez à l'hôte de le mettre à jour !
server.kicked.banned = Vous êtes banni de ce serveur.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Vous avez été expulsé récemment.\nAttendez avant de vous connecter à nouveau.
server.kicked.nameInUse = Il y a déjà quelqu'un avec ce nom\nsur ce serveur.
server.kicked.nameEmpty = Votre nom doit contenir au moins une lettre ou un chiffre.
@@ -154,6 +161,11 @@ cancel = Annuler
openlink = Ouvrir le lien
copylink = Copier le lien
back = Retour
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Êtes-vous sûr de vouloir quitter?
@@ -374,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insérer la description ici>
zone.crags.description = <insérer la description ici>
settings.language = Langage
settings.data = Game Data
settings.reset = Valeur par défaut.
settings.rebind = Réatttribuer
settings.controls = Contrôles
@@ -505,6 +518,7 @@ setting.mutemusic.name = Couper la musique
setting.sfxvol.name = Volume des SFX
setting.mutesound.name = Couper les SFX
setting.crashreport.name = Envoyer des rapports d'incident anonymement.
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Opacité du tchat
setting.playerchat.name = Afficher le tchat en jeu
uiscale.reset = L'échelle de l'interface a été modifiée.\nAppuyez sur "OK" pour confirmer cette échelle.\n[scarlet]Revenir et sortir en[accent] {0}[] réglages...
@@ -523,9 +537,9 @@ keybind.gridModeShift.name = Sélection de la catégorie
keybind.press = Appuyez sur une touche ...
keybind.press.axis = Appuyez sur un axe ou une touche...
keybind.screenshot.name = Map Screenshot
keybind.fullscreen.name = Basculer en plein écran
keybind.move_x.name = Mouvement X
keybind.move_y.name = Mouvement Y
keybind.fullscreen.name = Basculer en plein écran
keybind.select.name = Sélectionner/Tirer
keybind.diagonal_placement.name = Placement en diagonal
keybind.pick.name = Choisir un bloc
@@ -912,7 +926,6 @@ unit.wraith.description = Une unité volante rapide harcelant les ennemis. Utili
unit.ghoul.description = Un bombardier lourd. Utilise de la pyratite ou des explosifs comme munitions.
unit.revenant.description = Un arsenal de missiles lourd et planant.
block.graphite-press.description = Compresse des morceaux de charbon en feuilles de graphite.
block.command-center.description = Donne des ordres aux unités alliées sur la carte.\nPermet aux unités de patrouiller, dattaquer un noyau ennemi ou de se retirer dans le noyau/lusine. En l'absence de base ennemi, les unités patrouillent par défaut autour du centre de commandement.
block.multi-press.description = Une version améliorée de la presse à graphite. Utilise de l'eau et de l'électricité pour traiter le charbon rapidement et efficacement.
block.silicon-smelter.description = Réduit le sable avec du coke* très pur afin de produire du silicium. (*Coke produit à partir de charbon:REF)
block.kiln.description = Fait fondre le sable et le plomb en métaverre. Nécessite de petites quantités d'énergie.
@@ -1013,6 +1026,7 @@ block.ripple.description = Une grande tourelle d'artillerie qui tire plusieurs c
block.cyclone.description = Une grande tourelle à tir rapide.
block.spectre.description = Une grande tourelle qui tire deux balles puissantes à la fois.
block.meltdown.description = Une grande tourelle qui tire de puissants faisceaux à longue portée.
block.command-center.description = Donne des ordres aux unités alliées sur la carte.\nPermet aux unités de patrouiller, dattaquer un noyau ennemi ou de se retirer dans le noyau/lusine. En l'absence de base ennemi, les unités patrouillent par défaut autour du centre de commandement.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Produit des drones légers qui extraient du minerai et réparent des blocs.
block.phantom-factory.description = Produit des drones avancés qui sont bien plus efficaces que les drones spirituels.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Peta terlalu besar, tidak cukp memori untuk menangkap layar
gameover = Permainan Habis
gameover.pvp = Tim[accent] {0}[] menang!
highscore = [accent]Rekor Baru!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Gelombang Terkalahkan:[accent] {0}
stat.enemiesDestroyed = Musuh Terhancurkan:[accent] {0}
stat.built = Jumlah Blok yang Dibangun:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Jumlah Blok Dihancurkan Musuh:[accent] {0}
stat.deconstructed = Jumlah Blok Dihancurkan Pemain:[accent] {0}
stat.delivered = Sumber Daya yang Diluncurkan:
stat.rank = Nilai Akhir: [accent]{0}
placeline = Anda telah memilih sebuah blok.\nAnda bisa[accent] menaruhnya berjejeran[] dengan[accent] menekan layar beberapa saat[] dan menarik jarimu ke arah yang dituju.\n\n[scarlet]Cobalah.
removearea = Anda telah memilih mode penghancuran.\nAnda bisa[accent] menghancurkan blok dalam sebuah kotak[] dengan[accent] menekan layar beberapa saat[] dan menarik jarimu sampai membentuk sebuah area.\n\n[scarlet]Cobalah.
launcheditems = [accent]Sumber Daya
map.delete = Apakah Anda yakin ingin menghapus peta "[accent]{0}[]"?
level.highscore = Nilai Tertinggi: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} pemain aktif
server.closing = [accent]Menutup server...
server.kicked.kick = Anda telah dikeluarkan dari server!
server.kicked.serverClose = Server ditutup.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Client kadaluarsa! perbarui permainan Anda!
server.kicked.serverOutdated = Server kadaluarsa! Tanya host untuk diperbarui!
server.kicked.banned = Anda telah dilarang untuk memasuki server ini.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Anda baru saja dikeluarkan dari server ini.\nTunggu sebelum masuk lagi.
server.kicked.nameInUse = Sudah ada pemain dengan nama itu \ndi server ini.
server.kicked.nameEmpty = Nama yang dipilih tidak valid.
@@ -156,6 +161,11 @@ cancel = Batal
openlink = Buka Tautan
copylink = Salin Tautan
back = Kembali
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Apakah Anda yakin ingin keluar?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Bahasa
settings.data = Game Data
settings.reset = Atur ulang ke Default (standar)
settings.rebind = Rebind
settings.controls = Kontrol
@@ -507,6 +518,7 @@ setting.mutemusic.name = Diamkan Musik
setting.sfxvol.name = Volume SFX
setting.mutesound.name = Diamkan Suara
setting.crashreport.name = Laporkan Masalah
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Jelas-Beningnya Chat
setting.playerchat.name = Tunjukkan Chat dalam Permainan
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Tekan sumbu atau kunci...
keybind.screenshot.name = Tangkapan Layar Peta
keybind.move_x.name = Pindah x
keybind.move_y.name = Pindah y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Pilih/Tembak
keybind.diagonal_placement.name = Penaruhan Diagonal
keybind.pick.name = Memilih Blok
@@ -790,6 +803,7 @@ block.blast-mixer.name = Mixer Peledak
block.solar-panel.name = Panel Surya
block.solar-panel-large.name = Panel Surya Besar
block.oil-extractor.name = Pegekstrak Oli
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Pabrik Drone Spirit
block.phantom-factory.name = Pabrik Drone Phantom
@@ -1012,6 +1026,7 @@ block.ripple.description = Menara meriam besar yang menembak beberapa peluru sek
block.cyclone.description = Menara Penembak Beruntun Besar.
block.spectre.description = Menara besar yang menembak dua peluru kuat sekaligus.
block.meltdown.description = Menara besar ini menembak sinar panjang yang kuat.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Memproduksi drone ringan yang menambang sumber daya dan memulih blok.
block.phantom-factory.description = Memproduksi drone canggih yang lebih efektif dibandingkan drone spirit.

View File

@@ -1,10 +1,10 @@
credits.text = Creato da [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](Nel caso non te ne sia accorto, la traduzione del gioco non è completa.\n Chi di dovere sta lavorando più velocemente possibile per completarla! Un aiutino non sarebbe male!)
credits = Crediti
contributors = Translators and Contributors
discord = Unisciti sul server discord di mindustry!
contributors = Traduttori e Contributori
discord = Entra nel server discord di mindustry!
link.discord.description = la chatroom ufficiale del server discord di Mindustry
link.github.description = Codice sorgente del gioco
link.changelog.description = List of update changes
link.changelog.description = Elenco delle modifiche del gioco
link.dev-builds.description = Build di sviluppo versioni instabili
link.trello.description = Scheda ufficiale trello per funzionalità pianificate
link.itch.io.description = pagina di itch.io con download per PC e versione web
@@ -156,19 +156,19 @@ cancel = Annulla
openlink = Apri Link
copylink = Copia link
back = Indietro
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
classic.export = Esporta dati classici
classic.export.text = [accent]Mindustry[] ha appena rilasciato un aggiornamento importante.\nSalvataggio Classic (v3.5 build 40) o dati delle mappe è stato ritrovato. Vorresti esportare questi salvatagggi sul tuo telefono per usarli nella Mindustry Classic app?
quit.confirm = Sei sicuro di voler uscire?
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
quit.confirm.tutorial = Sei sicuro di sapere cosa stai facendo? Il tutorial può essere ripetuto in[accent] Impostazioni->Gioco->Ripeti il tutorial.[]
loading = [accent]Caricamento in corso ...
saving = [accent]Salvando . . .
wave = [accent]Ondata {0}
wave.waiting = Ondata in {0}
wave.waveInProgress = [LIGHT_GRAY]Wave in progress
wave.waveInProgress = [LIGHT_GRAY]Ondata in corso...
waiting = In attesa...
waiting.players = Waiting for players...
wave.enemies = [LIGHT_GRAY]{0} Enemies Remaining
wave.enemy = [LIGHT_GRAY]{0} Enemy Remaining
waiting.players = Aspettando giocatori...
wave.enemies = [LIGHT_GRAY]{0} Nemici Rimasti
wave.enemy = [LIGHT_GRAY]{0} Nemico Rimasto
loadimage = Carica immagine
saveimage = Salva Immagine
unknown = Sconosciuto
@@ -188,10 +188,10 @@ editor.mapinfo = Informazioni mappa
editor.author = Autore:
editor.description = Descrizione:
editor.waves = Ondate:
editor.rules = Rules:
editor.generation = Generation:
editor.ingame = Edit In-Game
editor.newmap = New Map
editor.rules = Regole:
editor.generation = Generazione:
editor.ingame = Modifica in gioco
editor.newmap = Nuova mappa
waves.title = Ondate
waves.remove = Rimuovi
waves.never = <mai>
@@ -206,18 +206,18 @@ waves.copy = Copia negli appunti
waves.load = Caica dagli appunti
waves.invalid = Onde dagli appunti non valide.
waves.copied = Onde copiate.
waves.none = No enemies defined.\nNote that empty wave layouts will automatically be replaced with the default layout.
waves.none = Nessun nemico definiti.\n Nota che le disposizioni di ondate vuote verranno automaticamente rimpiazzate con la disposizione predefinita.
editor.default = [LIGHT_GRAY]<Predefinito>
edit = Modifica...
editor.name = Nome:
editor.spawn = Spawn Unit
editor.removeunit = Remove Unit
editor.spawn = Piazza un'unità
editor.removeunit = Rimuovi un'unità
editor.teams = Squadre
editor.errorload = Errore nel caricamento di:\n[accent]{0}
editor.errorsave = Errore nel salvataggio di:\n[accent]{0}
editor.errorimage = That's an image, not a map. Don't go around changing extensions expecting it to work.\n\nIf you want to import a legacy map, use the 'import legacy map' button in the editor.
editor.errorlegacy = This map is too old, and uses a legacy map format that is no longer supported.
editor.errorheader = This map file is either not valid or corrupt.
editor.errorimage = Quella è un'immagine, non una mappa. Non cambiare estensioni sperando che funzioni.\n\n Se vuoi importare una mappa vecchia clicca su "importa una mappa vecchia" nell'editor.
editor.errorlegacy = La mappa è troppo vecchia e usa un formato che non è più supportato.
editor.errorheader = Questo file della mappa è invalido o corrotto.
editor.errorname = Questa mappa è senza nome.
editor.update = Aggiorna
editor.randomize = Casualizza
@@ -250,56 +250,56 @@ editor.mapname = Nome Mappa:
editor.overwrite = [Accent]Attenzione!\nQuesto sovrascrive una mappa esistente.
editor.overwrite.confirm = [scarlet]Attenzione![] Una mappa con questo nome esiste già. Sei sicuro di volerla sovrascrivere?
editor.selectmap = Seleziona una mappa da caricare:
toolmode.replace = Replace
toolmode.replace.description = Draws only on solid blocks.
toolmode.replaceall = Replace All
toolmode.replaceall.description = Replace all blocks in map.
toolmode.orthogonal = Orthogonal
toolmode.orthogonal.description = Draws only orthogonal lines.
toolmode.square = Square
toolmode.square.description = Square brush.
toolmode.eraseores = Erase Ores
toolmode.eraseores.description = Erase only ores.
toolmode.fillteams = Fill Teams
toolmode.fillteams.description = Fill teams instead of blocks.
toolmode.drawteams = Draw Teams
toolmode.drawteams.description = Draw teams instead of blocks.
filters.empty = [LIGHT_GRAY]No filters! Add one with the button below.
toolmode.replace = Rimpiazzare
toolmode.replace.description = Disegna solo su blocchi solidi.
toolmode.replaceall = Rimpiazzare tutto
toolmode.replaceall.description = Rimpiazza tutti i blocchi nella mappa
toolmode.orthogonal = Ortogonale
toolmode.orthogonal.description = Disegna solo linee ortogonali
toolmode.square = Quadrato
toolmode.square.description = Pennello quadrato
toolmode.eraseores = Rimuovi Minerali
toolmode.eraseores.description = Rimuove solo minerali
toolmode.fillteams = Riempi squadre
toolmode.fillteams.description = Riempe squadre al posto di blocchi
toolmode.drawteams = Disegna squadre
toolmode.drawteams.description = Disegna squadre al posto di blocchi
filters.empty = [LIGHT_GRAY]Nessun filtro! Aggiungi uno cliccando il tasto sotto.
filter.distort = Modifica
filter.noise = Interferenza
filter.median = Median
filter.oremedian = Ore Median
filter.blend = Blend
filter.defaultores = Default Ores
filter.median = Mediana
filter.oremedian = Mediana Minerali
filter.blend = Miscela
filter.defaultores = Minerali predefiniti
filter.ore = Minerali
filter.rivernoise = Interferenze a fiume
filter.mirror = Mirror
filter.clear = Clear
filter.option.ignore = Ignore
filter.mirror = Specchia
filter.clear = Resetta il filtro
filter.option.ignore = Ignora
filter.scatter = Dispersione
filter.terrain = Terreno
filter.option.scale = Scala
filter.option.chance = Probabilità
filter.option.mag = Magnitudine
filter.option.threshold = Threshold
filter.option.circle-scale = Circle Scale
filter.option.octaves = Octaves
filter.option.falloff = Falloff
filter.option.angle = Angle
filter.option.block = Block
filter.option.floor = Floor
filter.option.flooronto = Target Floor
filter.option.wall = Wall
filter.option.ore = Ore
filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius
filter.option.percentile = Percentile
filter.option.threshold = Soglia
filter.option.circle-scale = Modifica grandezza cerchio
filter.option.octaves = Ottavi
filter.option.falloff = Cadere
filter.option.angle = Angolo
filter.option.block = Blocco
filter.option.floor = Pavimento
filter.option.flooronto = Pavimento mirato
filter.option.wall = Muro
filter.option.ore = Minerale
filter.option.floor2 = Pavimento secondario
filter.option.threshold2 = Soglia secondaria
filter.option.radius = Raggio
filter.option.percentile = percentuale
width = Larghezza:
height = Altezza:
menu = Menu
play = Gioca
campaign = Campaign
campaign = Campagna
load = Carica
save = Salva
fps = FPS: {0}
@@ -308,148 +308,148 @@ ping = Ping: {0}ms
language.restart = Riavvia il gioco affinché il cambiamento della lingua abbia effetto.
settings = Impostazioni
tutorial = Tutorial
tutorial.retake = Re-Take Tutorial
tutorial.retake = Ripeti il tutorial
editor = Editor
mapeditor = Editor Mappe
donate = Dona
abandon = Abandon
abandon.text = This zone and all its resources will be lost to the enemy.
locked = Locked
complete = [LIGHT_GRAY]Complete:
zone.requirement = Wave {0} in zone {1}
resume = Resume Zone:\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]Best: {0}
launch = Launch
launch.title = Launch Successful
launch.next = [LIGHT_GRAY]next opportunity at wave {0}
launch.unable2 = [scarlet]Unable to LAUNCH.[]
launch.confirm = This will launch all resources in your core.\nYou will not be able to return to this base.
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
uncover = Uncover
configure = Configure Loadout
configure.locked = [LIGHT_GRAY]Reach wave {0}\nto configure loadout.
zone.unlocked = [LIGHT_GRAY]{0} unlocked.
zone.requirement.complete = Wave {0} reached:\n{1} zone requirements met.
zone.config.complete = Wave {0} reached:\nLoadout config unlocked.
zone.resources = Resources Detected:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective.survival = Survive
zone.objective.attack = Destroy Enemy Core
add = Add...
boss.health = Boss Health
abandon = Abbandona
abandon.text = Questa zona e tutte le sue risorse saranno perdute e passeranno al nemico.
locked = Bloccato
complete = [LIGHT_GRAY]Completato:
zone.requirement = Onda {0} in zona {1}
resume = Riprendi zona:\n[LIGHT_GRAY]{0}
bestwave = [LIGHT_GRAY]Migliore: {0}
launch = Decollare
launch.title = Decollo riuscito!
launch.next = [LIGHT_GRAY]Nuova opportunità all'ondata {0}
launch.unable2 = [scarlet]Decollo FALLITO![]
launch.confirm = Questo trasporterà tutte le risorse nel tuo nucleo.\nNon riuscirai a ritornare in questa base.
launch.skip.confirm = Se salti adesso non riuscirai a decollare fino alle onde sucessive
uncover = Svlare
configure = Configura l'equipaggio
configure.locked = [LIGHT_GRAY]Arriva all'ondata {0}\nper configurare l'equipaggiamento.
zone.unlocked = [LIGHT_GRAY]{0} sbloccata.
zone.requirement.complete = Ondata {0} raggiunta:\n{1} requisiti di zona soddisfatti.
zone.config.complete = Ondata {0} reached:\nLoadout config unlocked.
zone.resources = Risorse trovate:
zone.objective = [lightgray]Obiettivo: [accent]{0}
zone.objective.survival = Sopravvivere
zone.objective.attack = Distruggere il nucleo nemico
add = Aggiungi...
boss.health = Vita del Boss
connectfail = [crimson] Impossibile connettersi al server: [accent] {0}
error.unreachable = Server unreachable.
error.invalidaddress = Invalid address.
error.timedout = Timed out!\nMake sure the host has port forwarding set up, and that the address is correct!
error.mismatch = Packet error:\npossible client/server version mismatch.\nMake sure you and the host have the latest version of Mindustry!
error.alreadyconnected = Already connected.
error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Unkown network error.
error.unreachable = Server irraggiungibile
error.invalidaddress = Indirizzo invalido.
error.timedout = Timeout!\n Assicurati che l'host abbia il port forwarding impostato e che l'indirizzo sia corretto!
error.mismatch = Errore pacchetti:\nPossibile discordanza della versione client / server.\n Assicurati che tu e l'host possiediate l'ultima versione di Mindustry!
error.alreadyconnected = Già connesso.
error.mapnotfound = Mappa non trovata
error.io = Errore I/O di rete.
error.any = Errore di rete sconosciuto.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
zone.groundZero.name = Ground Zero
zone.desertWastes.name = Desert Wastes
zone.craters.name = The Craters
zone.frozenForest.name = Frozen Forest
zone.ruinousShores.name = Ruinous Shores
zone.stainedMountains.name = Stained Mountains
zone.desolateRift.name = Desolate Rift
zone.nuclearComplex.name = Nuclear Production Complex
zone.overgrowth.name = Overgrowth
zone.tarFields.name = Tar Fields
zone.saltFlats.name = Salt Flats
zone.impact0078.name = Impact 0078
zone.crags.name = Crags
zone.fungalPass.name = Fungal Pass
zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The fridgid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed.
zone.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
zone.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
zone.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
zone.stainedMountains.description = Further inland lie the mountains, yet untainted by spores.\nExtract the abundant titanium in this area. Learn how to use it.\n\nThe enemy presence is greater here. Do not give them time to send their strongest units.
zone.overgrowth.description = This area is overgrown, closer to the source of the spores.\nThe enemy has established an outpost here. Build dagger units. Destroy it. Reclaim that which was lost.
zone.tarFields.description = The outskirts of an oil production zone, between the mountains and desert. One of the few areas with usable tar reserves.\nAlthough abandoned, this area has some dangerous enemy forces nearby. Do not underestimate them.\n\n[lightgray]Research oil processing technology if possible.
zone.desolateRift.description = An extremely dangerous zone. Plentiful resources, but little space. High risk of destruction. Leave as soon as possible. Do not be fooled by the long spacing between enemy attacks.
zone.nuclearComplex.description = A former facility for the production and processing of thorium, reduced to ruins.\n[lightgray]Research the thorium and its many uses.\n\nThe enemy is present here in great numbers, constantly scouting for attackers.
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
zone.groundZero.name = Terreno Zero
zone.desertWastes.name = Rifiuti Desertici
zone.craters.name = Crateri
zone.frozenForest.name = Foresta Ghiacciata
zone.ruinousShores.name = Spiaggie in Rovina
zone.stainedMountains.name = Montagne Macchiate
zone.desolateRift.name = Spaccatura Desolata
zone.nuclearComplex.name = Complesso di Produzione Nucleare
zone.overgrowth.name = Crescita Eccessiva
zone.tarFields.name = Campi di Catrame
zone.saltFlats.name = Saline
zone.impact0078.name = Impatto 0078
zone.crags.name = Dirupi
zone.fungalPass.name = Passaggio Fungoso
zone.groundZero.description = La posizione ottimale per cominciare. Bassa minaccia nemica. Poche risorse.\nRaccogli quanto più piombo e rame possibile.\nProcedi.
zone.frozenForest.description = Anche qui, più vicino alle montagne, le spore si sono diffuse. Le temperature rigide non possono contenerle per sempre.\n Inizia la scoperta dell'energia. Costruisci generatori di combustione. Impara a usare i riparatori.
zone.desertWastes.description = Questi rifiuti sono vasti, imprevedibili e attraversati da strutture settoriali abbandonate.\n\nIl carbone è presente nella regione. Bruciatelo per ottenere energia o sintetizzate la grafite.\n\n[lightgray]Questa posizione di atterraggio non può essere garantita.
zone.saltFlats.description = Alle periferie del deserto si trovano le saline. Poche risorse possono essere trovate in questa posizione.\n\nIl nemico ha eretto un complesso di archiviazione delle risorse qui. Sradicare il loro nucleo. Non lasciare nulla in piedi.
zone.craters.description = L'acqua si è accumulata in questo cratere, reliquia delle vecchie guerre. Recupera l'area. Raccogli la sabbia. Fondi il metaglass. Pompa l'acqua per raffreddare torrette e trapani.
zone.ruinousShores.description = Oltre i rifiuti, c'è il litorale. Una volta, questa posizione ospitava una schiera di difesa costiera. Non rimane molto. Solo le strutture di difesa più elementari sono rimaste incolume, tutto il resto ridotto a rottami.\nContinua l'espansione verso l'esterno. Riscopri la tecnologia.
zone.stainedMountains.description = Più nell'entroterra si trovano le montagne, non ancora contaminate da spore.\nEstrai l'abbondante titanio in questa zona. Scopri come usarlo.\n\nLa presenza del nemico è maggiore qui. Non dare loro il tempo di inviare le loro unità più forti.
zone.overgrowth.description = Quest'area è invasa, più vicina alla fonte delle spore.\nIl nemico ha stabilito qui un avamposto. Costruisci unità col pugnale. Distruggilo. Riprenditi ciò che è stato perso.
zone.tarFields.description = La periferia di una zona di produzione di petrolio, tra le montagne e il deserto. Una delle poche aree con riserve di catrame utilizzabili.\nAnche se abbandonata, questa zona ha alcune pericolose forze nemiche nelle vicinanze. Non sottovalutarlo.\n\n[lightgray]Ricerca la tecnologia di lavorazione dell'olio, se possibile.
zone.desolateRift.description = Una zona estremamente pericolosa. Risorse abbondanti, ma poco spazio. Alto rischio di distruzione. Lascia il prima possibile. Non lasciarti ingannare dalla lunga distanza tra gli attacchi nemici.
zone.nuclearComplex.description = Un ex impianto per la produzione e la lavorazione del torio, ridotto in rovina.\n[lightgray] Ricerca il torio e i suoi numerosi usi.\n\nIl nemico è presente qui in gran numero, alla costante ricerca di aggressori.
zone.fungalPass.description = Un'area di transizione tra alte montagne e terre più basse, piene di spore. Qui si trova una piccola base di ricognizione nemica.\nDistruggila.\nUsa le unità Pugnale e Strisciatore. Elimina i due nuclei.
zone.impact0078.description = <inserisci descrizione>
zone.crags.description = <inserisci descrizione>
settings.language = Lingua
settings.reset = Resetta Alle Impostazioni Predefinite
settings.rebind = Reimposta
settings.controls = Controlli
settings.game = Gioco
settings.sound = Suono
settings.sound = Suoni
settings.graphics = Grafica
settings.cleardata = Clear Game Data...
settings.clear.confirm = Are you sure you want to clear this data?\nWhat is done cannot be undone!
settings.clearall.confirm = [scarlet]WARNING![]\nThis will clear all data, including saves, maps, unlocks and keybinds.\nOnce you press 'ok' the game will wipe all data and automatically exit.
settings.clearunlocks = Clear Unlocks
settings.clearall = Clear All
settings.cleardata = Cancella dati di gioco...
settings.clear.confirm = Sei sicuro di voler cancellare i dati?\nNon può essere annullato!
settings.clearall.confirm = [scarlet]ATTENZIONE![]\nQuesto cancellerà tutti i dati, includendo salvataggi, mappe, oggetti sbloccati, impostazioni.\nDopo aver premuto su 'ok' il gioco eliminerà i dati e si chiuderà.
settings.clearunlocks = Cancella oggetti sbloccati
settings.clearall = Cancella tutto
paused = In pausa
yes = Si
no = No
info.title = [accent] Info
error.title = [crimson]Si è verificato un errore
error.crashtitle = Si è verificato un errore
attackpvponly = [scarlet]Only available in Attack/PvP modes
blocks.input = Input
blocks.output = Output
attackpvponly = [scarlet]Solo possible nelle modalità Attacco/PvP
blocks.input = Ingresso
blocks.output = Uscita
blocks.booster = Booster
block.unknown = [LIGHT_GRAY]???
blocks.powercapacity = Capacità Energetica
blocks.powershot = Danno/Colpo
blocks.damage = Damage
blocks.damage = Danno
blocks.targetsair = Attacca nemici aerei
blocks.targetsground = Targets Ground
blocks.itemsmoved = Move Speed
blocks.launchtime = Time Between Launches
blocks.targetsground = Attacca nemici terreni
blocks.itemsmoved = Velocità movimento
blocks.launchtime = Tempo fra decolli
blocks.shootrange = Raggio
blocks.size = Grandezza
blocks.liquidcapacity = Capacità del liquido
blocks.powerrange = Raggio Energia
blocks.poweruse = Utilizzo energia
blocks.powerdamage = Power/Damage
blocks.powerdamage = Energia/Danno
blocks.itemcapacity = Capacità
blocks.basepowergeneration = Base Power Generation
blocks.productiontime = Production Time
blocks.repairtime = Block Full Repair Time
blocks.speedincrease = Speed Increase
blocks.range = Range
blocks.basepowergeneration = Generazione energia di base
blocks.productiontime = Tempo produzione
blocks.repairtime = Tempo di riparo completo
blocks.speedincrease = Aumento Velocità
blocks.range = Raggio
blocks.drilltier = Scavabili
blocks.drillspeed = Velocità scavo stbile
blocks.boosteffect = Boost Effect
blocks.maxunits = Max Active Units
blocks.boosteffect = Effetto boost
blocks.maxunits = Unità attive max
blocks.health = Salute
blocks.buildtime = Build Time
blocks.buildtime = Tempo costruzione
blocks.inaccuracy = Inaccuratezza
blocks.shots = Colpi
blocks.reload = Ricarica
blocks.ammo = Ammo
bar.drilltierreq = Better Drill Required
bar.drillspeed = Drill Speed: {0}/s
bar.efficiency = Efficiency: {0}%
bar.powerbalance = Power: {0}
bar.poweramount = Power: {0}
bar.poweroutput = Power Output: {0}
bar.items = Items: {0}
bar.liquid = Liquid
bar.heat = Heat
bar.power = Power
bar.progress = Build Progress
bar.spawned = Units: {0}/{1}
bullet.damage = [stat]{0}[lightgray] dmg
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
bullet.homing = [stat]homing
blocks.ammo = Munizioni
bar.drilltierreq = Migliore trapano richiesto
bar.drillspeed = Velocità scavo: {0}/s
bar.efficiency = Efficienza: {0}%
bar.powerbalance = Energia: {0}
bar.poweramount = Energia: {0}
bar.poweroutput = Energia in uscita: {0}
bar.items = Oggetti: {0}
bar.liquid = Liquido
bar.heat = Calore
bar.power = Energia
bar.progress = Progresso della costruzione
bar.spawned = Unità: {0}/{1}
bullet.damage = [stat]{0}[lightgray] danno
bullet.splashdamage = [stat]{0}[lightgray] danno ad area ~[stat] {1}[lightgray] blocchi
bullet.incendiary = [stat]incendiario
bullet.homing = [stat]autoguidato
bullet.shock = [stat]shock
bullet.frag = [stat]frag
bullet.knockback = [stat]{0}[lightgray] knockback
bullet.freezing = [stat]freezing
bullet.tarred = [stat]tarred
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x reload
bullet.frag = [stat]frammentazione
bullet.knockback = [stat]{0}[lightgray] contraccolpo
bullet.freezing = [stat]congelamento
bullet.tarred = [stat]asfaltata
bullet.multiplier = [stat]{0}[lightgray]x moltiplicatore munizioni
bullet.reload = [stat]{0}[lightgray]x ricarica
unit.blocks = blocchi
unit.powersecond = unità energia/secondo
unit.liquidsecond = unità liquide/secondo
@@ -459,7 +459,7 @@ unit.powerunits = unità energia
unit.degrees = gradi
unit.seconds = secondi
unit.persecond = /sec
unit.timesspeed = x speed
unit.timesspeed = x velocità
unit.percent = %
unit.items = oggetti
category.general = Generali
@@ -468,26 +468,26 @@ category.liquids = Liquidi
category.items = Oggetti
category.crafting = Produzione
category.shooting = Potenza di fuoco
category.optional = Optional Enhancements
setting.landscape.name = Lock Landscape
setting.shadows.name = Shadows
setting.linear.name = Linear Filtering
setting.animatedwater.name = Animated Water
setting.animatedshields.name = Animated Shields
setting.antialias.name = Antialias[LIGHT_GRAY] (requires restart)[]
setting.indicators.name = Ally Indicators
setting.autotarget.name = Auto-Target
setting.keyboard.name = Mouse+Keyboard Controls
category.optional = Miglioramenti Opzionali
setting.landscape.name = Blocca paesaggio
setting.shadows.name = Ombre
setting.linear.name = Filtro lineare
setting.animatedwater.name = Acqua animata
setting.animatedshields.name = Scudi animati
setting.antialias.name = Antialias[LIGHT_GRAY] (richiede riapertura gioco)[]
setting.indicators.name = Indicatori Alleati
setting.autotarget.name = Mira automatica
setting.keyboard.name = Controlli Mouse+Tastiera
setting.fpscap.name = Limite FPS
setting.fpscap.none = Niente
setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (require restart)[]
setting.swapdiagonal.name = Always Diagonal Placement
setting.difficulty.training = training
setting.uiscale.name = Ridimensionamento dell'interfaccia utente[lightgray] (richiede riapertura gioco)[]
setting.swapdiagonal.name = Posizionamento sempre diagonale
setting.difficulty.training = formazione
setting.difficulty.easy = facile
setting.difficulty.normal = medio
setting.difficulty.hard = difficile
setting.difficulty.insane = folle
setting.difficulty.insane = impossibile
setting.difficulty.name = Difficoltà:
setting.screenshake.name = Movimento dello schermo
setting.effects.name = Visualizza effetti
@@ -495,49 +495,49 @@ setting.sensitivity.name = Sensibilità del controller
setting.saveinterval.name = Intervallo di salvataggio automatico
setting.seconds = {0} Secondi
setting.fullscreen.name = Schermo Intero
setting.borderlesswindow.name = Borderless Window[LIGHT_GRAY] (may require restart)
setting.borderlesswindow.name = Schermo senza bordi[LIGHT_GRAY] (potrebbe richiedere riapertura gioco)
setting.fps.name = Mostra FPS
setting.vsync.name = VSync
setting.lasers.name = Mostra Laser Energetici
setting.pixelate.name = Pixelate [LIGHT_GRAY](may decrease performance)
setting.pixelate.name = Sfocare [LIGHT_GRAY](potrebbe ridure il rendimento)
setting.minimap.name = Mostra minimappa
setting.musicvol.name = Volume Musica
setting.ambientvol.name = Ambient Volume
setting.ambientvol.name = Volume Ambiente
setting.mutemusic.name = Silenzia musica
setting.sfxvol.name = Volume SFX
setting.sfxvol.name = Volume Effetti
setting.mutesound.name = Togli suoni
setting.crashreport.name = Send Anonymous Crash Reports
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit
setting.bloom.name = Bloom
setting.crashreport.name = Invia rapporti sugli arresti anomali anonimamente
setting.chatopacity.name = Opacità chat
setting.playerchat.name = Mostra Chat in-game
uiscale.reset = La scala dell'interfaccia utente è stata modificata.\nPremere "OK" per confermare questa scala.\n[scarlet] Ripristina ed esci dalle impostazioni [accent] {0}[] impostazioni...
uiscale.cancel = Annulla e esci
setting.bloom.name = Shaders
keybind.title = Configurazione Tasti
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
keybinds.mobile = [scarlet]La maggior parte dei keybind qui non sono funzionali sui dispositivi mobili. È supportato solo il movimento di base.
category.general.name = Generale
category.view.name = Visualizzazione
category.multiplayer.name = Multigiocatore
command.attack = Attack
command.retreat = Retreat
command.patrol = Patrol
keybind.gridMode.name = Block Select
keybind.gridModeShift.name = Category Select
keybind.press = Press a key...
keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
command.attack = Attacca
command.retreat = Ritorna indietro
command.patrol = Guardia
keybind.gridMode.name = Seleziona blocco
keybind.gridModeShift.name = Seleziona categoria
keybind.press = Premi un tasto...
keybind.press.axis = Premi un'asse o un tasto...
keybind.screenshot.name = Screenshot della mappa
keybind.move_x.name = Sposta_x
keybind.move_y.name = Sposta_y
keybind.select.name = seleziona
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
keybind.break_block.name = Break Block
keybind.deselect.name = Deselect
keybind.diagonal_placement.name = Posizionamento diagonale
keybind.pick.name = Scegli Blocco
keybind.break_block.name = Rompi blocco
keybind.deselect.name = Deseleziona
keybind.shoot.name = spara
keybind.zoom_hold.name = zoom_hold
keybind.zoom_hold.name = zoomma
keybind.zoom.name = zoom
keybind.menu.name = menu
keybind.pause.name = pausa
keybind.minimap.name = Minimap
keybind.minimap.name = Minimappa
keybind.dash.name = Scatto
keybind.chat.name = Chat
keybind.player_list.name = lista_giocatori
@@ -550,66 +550,66 @@ keybind.chat_scroll.name = Scorri chat
keybind.drop_unit.name = droppa materiali
keybind.zoom_minimap.name = Zomma minimappa
mode.help.title = Descrizione delle modalità
mode.survival.name = Survival
mode.survival.description = The normal mode. Limited resources and automatic incoming waves.
mode.survival.name = Sopravvivenza
mode.survival.description = La modalità normale. Risorse limitate e ondate in entrata automatiche.
mode.sandbox.name = Sandbox
mode.sandbox.description = risorse infinite e nessun timer per le ondate.
mode.pvp.name = PvP
mode.pvp.description = fight against other players locally.
mode.attack.name = Attack
mode.attack.description = No waves, with the goal to destroy the enemy base.
mode.custom = Custom Rules
rules.infiniteresources = Infinite Resources
rules.wavetimer = Wave Timer
rules.waves = Waves
rules.attack = Attack Mode
rules.enemyCheat = Infinite AI Resources
rules.unitdrops = Unit Drops
rules.unitbuildspeedmultiplier = Unit Creation Speed Multiplier
rules.unithealthmultiplier = Unit Health Multiplier
rules.playerhealthmultiplier = Player Health Multiplier
rules.playerdamagemultiplier = Player Damage Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
rules.wavespacing = Wave Spacing:[LIGHT_GRAY] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
rules.buildspeedmultiplier = Build Speed Multiplier
rules.waitForWaveToEnd = Waves wait for enemies
rules.dropzoneradius = Drop Zone Radius:[LIGHT_GRAY] (tiles)
rules.respawns = Max respawns per wave
rules.limitedRespawns = Limit Respawns
rules.title.waves = Waves
rules.title.respawns = Respawns
rules.title.resourcesbuilding = Resources & Building
rules.title.player = Players
rules.title.enemy = Enemies
rules.title.unit = Units
mode.pvp.description = Lotta contro altri giocatori
mode.attack.name = Attacco
mode.attack.description = Obiettivo: Distruggere la base nemica, non ci sono ondate
mode.custom = Regole customizzabili
rules.infiniteresources = Risorse infinite
rules.wavetimer = Timer ondate
rules.waves = Ondate
rules.attack = Modalità attacco
rules.enemyCheat = Infinite Risorse AI
rules.unitdrops = Drops Unità
rules.unitbuildspeedmultiplier = Moltiplicatore velocità costruzione unità
rules.unithealthmultiplier = Moltiplicatore vita unità
rules.playerhealthmultiplier = Moltiplicatore vita giocatore
rules.playerdamagemultiplier = Moltiplicatore danno giocatore
rules.unitdamagemultiplier = Moltiplicatore danno unità
rules.enemycorebuildradius = Raggio dove non si può costruire attorno al nucleo nemico:[LIGHT_GRAY] (tiles)
rules.respawntime = Tempo di rigeneratione:[LIGHT_GRAY] (sec)
rules.wavespacing = Tempo fra ondate:[LIGHT_GRAY] (secondi)
rules.buildcostmultiplier = Moltiplicatore costo costruzione
rules.buildspeedmultiplier = Moltiplicatore velocità costruzione
rules.waitForWaveToEnd = Ondate aspettano fino a quando l'ondata precedente finisce
rules.dropzoneradius = Raggio di drop:[LIGHT_GRAY] (blocchi)
rules.respawns = Massimo di rigenerazioni per ondata
rules.limitedRespawns = Limite rigenerazioni
rules.title.waves = Ondate
rules.title.respawns = Rigenerazioni
rules.title.resourcesbuilding = Risorse e costruzioni
rules.title.player = Giocatori
rules.title.enemy = Nemici
rules.title.unit = Unità
content.item.name = Oggetti
content.liquid.name = Liquidi
content.unit.name = Units
content.block.name = Blocks
content.mech.name = Mech
content.unit.name = Unità
content.block.name = Blocchi
content.mech.name = Mechs
item.copper.name = Rame
item.lead.name = Piombo
item.coal.name = carbone
item.coal.name = Carbone
item.graphite.name = Graphite
item.titanium.name = titanio
item.thorium.name = Torio
item.silicon.name = Silicio
item.plastanium.name = Plastaniu
item.phase-fabric.name = Phase Fabric
item.surge-alloy.name = Surge Alloy
item.spore-pod.name = Spore Pod
item.sand.name = sabbia
item.plastanium.name = Plastanio
item.phase-fabric.name = Tessuto Fase
item.surge-alloy.name = Lega Ondata
item.spore-pod.name = Piattaforma Spore
item.sand.name = Sabbia
item.blast-compound.name = Polvere esplosiva
item.pyratite.name = Pirite
item.metaglass.name = Metaglass
item.scrap.name = Scrap
liquid.water.name = acqua
liquid.slag.name = Slag
liquid.oil.name = petrolio
liquid.cryofluid.name = criogenium
item.scrap.name = Rottame
liquid.water.name = Acqua
liquid.slag.name = Scorie
liquid.oil.name = Petrolio
liquid.cryofluid.name = Criogenium
mech.alpha-mech.name = Alpha
mech.alpha-mech.weapon = Ripetitore pesante
mech.alpha-mech.ability = Orda di droni
@@ -620,13 +620,13 @@ mech.tau-mech.name = Tau
mech.tau-mech.weapon = Laser ricostruttore
mech.tau-mech.ability = Ripara esplosioni
mech.omega-mech.name = Omega
mech.omega-mech.weapon = SCiame di missili
mech.omega-mech.weapon = Sciame di missili
mech.omega-mech.ability = Configurazione armata
mech.dart-ship.name = Dart
mech.dart-ship.weapon = Ripetitore
mech.javelin-ship.name = Javelin
mech.javelin-ship.name = Giavellotto
mech.javelin-ship.weapon = Missili esplosivi
mech.javelin-ship.ability = Discharge Booster
mech.javelin-ship.ability = Booster di scarico
mech.trident-ship.name = Tridente
mech.trident-ship.weapon = Valle delle bombe
mech.glaive-ship.name = Glaive
@@ -637,90 +637,90 @@ item.radioactivity = [LIGHT_GRAY]Radioattività: {0}
unit.health = [LIGHT_GRAY]Vita: {0}
unit.speed = [LIGHT_GRAY]Velocità: {0}
mech.weapon = [LIGHT_GRAY]Armi: {0}
mech.health = [LIGHT_GRAY]Health: {0}
mech.health = [LIGHT_GRAY]Vita: {0}
mech.itemcapacity = [LIGHT_GRAY]Capacità oggetti: {0}
mech.minespeed = [LIGHT_GRAY]Velocità di scavo: {0}
mech.minepower = [LIGHT_GRAY]Potenza di scavo: {0}
mech.ability = [LIGHT_GRAY]Abilità: {0}
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
mech.buildspeed = [LIGHT_GRAY]Velocità costruzione: {0}%
liquid.heatcapacity = [LIGHT_GRAY]Capacità calorifica: {0}
liquid.viscosity = [LIGHT_GRAY]Viscosità: {0}
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
block.sand-boulder.name = Sand Boulder
block.sand-boulder.name = Masso di Sabbia
block.grass.name = Grass
block.salt.name = Salt
block.saltrocks.name = Salt Rocks
block.pebbles.name = Pebbles
block.tendrils.name = Tendrils
block.sandrocks.name = Sand Rocks
block.spore-pine.name = Spore Pine
block.sporerocks.name = Spore Rocks
block.rock.name = Rock
block.snowrock.name = Snow Rock
block.snow-pine.name = Snow Pine
block.shale.name = Shale
block.shale-boulder.name = Shale Boulder
block.moss.name = Moss
block.shrubs.name = Shrubs
block.spore-moss.name = Spore Moss
block.shalerocks.name = Shale Rocks
block.scrap-wall.name = Scrap Wall
block.scrap-wall-large.name = Large Scrap Wall
block.scrap-wall-huge.name = Huge Scrap Wall
block.scrap-wall-gigantic.name = Gigantic Scrap Wall
block.thruster.name = Thruster
block.kiln.name = Kiln
block.graphite-press.name = Graphite Press
block.multi-press.name = Multi-Press
block.constructing = {0}\n[LIGHT_GRAY](Constructing)
block.spawn.name = Enemy Spawn
block.core-shard.name = Core: Shard
block.core-foundation.name = Core: Foundation
block.core-nucleus.name = Core: Nucleus
block.salt.name = Sale
block.saltrocks.name = Rocce salate
block.pebbles.name = Ciottole
block.tendrils.name = Viticci
block.sandrocks.name = Rocce sabbiose
block.spore-pine.name = Pino Spora
block.sporerocks.name = Roccia Spora
block.rock.name = Roccia
block.snowrock.name = Roccia innevata
block.snow-pine.name = Pino innevato
block.shale.name = Scisto
block.shale-boulder.name = Masso di scisto
block.moss.name = Muschio
block.shrubs.name = Arbusti
block.spore-moss.name = Spore di Muschio
block.shalerocks.name = Roccie di scisto
block.scrap-wall.name = Muro di Rottami
block.scrap-wall-large.name = Muro di rottami grande
block.scrap-wall-huge.name = Muro di rottami enorme
block.scrap-wall-gigantic.name = Muro di Rottami Gigante
block.thruster.name = Propulsore
block.kiln.name = Forno
block.graphite-press.name = Pressa per grafite
block.multi-press.name = Multi Pressa
block.constructing = {0}\n[LIGHT_GRAY](In costruzione)
block.spawn.name = Spawning nemico
block.core-shard.name = Nucleo: Frammento
block.core-foundation.name = Nucleo: Fondamento
block.core-nucleus.name = Nucleo: Kernel
block.deepwater.name = acqua profonda
block.water.name = acqua
block.tainted-water.name = Tainted Water
block.darksand-tainted-water.name = Dark Sand Tainted Water
block.tar.name = Tar
block.tainted-water.name = Acqua contaminata
block.darksand-tainted-water.name = Acqua contaminata scura
block.tar.name = Catrame
block.stone.name = pietra
block.sand.name = sabbia
block.darksand.name = Dark Sand
block.darksand.name = Sabbia scura
block.ice.name = ghiaccio
block.snow.name = neve
block.craters.name = Craters
block.sand-water.name = Sand water
block.darksand-water.name = Dark Sand Water
block.char.name = Char
block.holostone.name = Holo stone
block.ice-snow.name = Ice Snow
block.rocks.name = Rocks
block.icerocks.name = Ice rocks
block.snowrocks.name = Snow Rocks
block.dunerocks.name = Dune Rocks
block.pine.name = Pine
block.white-tree-dead.name = White Tree Dead
block.white-tree.name = White Tree
block.spore-cluster.name = Spore Cluster
block.metal-floor.name = Metal Floor
block.metal-floor-2.name = Metal Floor 2
block.metal-floor-3.name = Metal Floor 3
block.metal-floor-5.name = Metal Floor 5
block.metal-floor-damaged.name = Metal Floor Damaged
block.dark-panel-1.name = Dark Panel 1
block.dark-panel-2.name = Dark Panel 2
block.dark-panel-3.name = Dark Panel 3
block.dark-panel-4.name = Dark Panel 4
block.dark-panel-5.name = Dark Panel 5
block.dark-panel-6.name = Dark Panel 6
block.dark-metal.name = Dark Metal
block.ignarock.name = Igna Rock
block.hotrock.name = Hot Rock
block.magmarock.name = Magma Rock
block.cliffs.name = Cliffs
block.craters.name = Crateri
block.sand-water.name = Acqua sabbiosa
block.darksand-water.name = Acqua sabbiosa scura
block.char.name = Carbone
block.holostone.name = Pietra di holo
block.ice-snow.name = Neve ghiacciata
block.rocks.name = Roccie
block.icerocks.name = Rocce ghiacciate
block.snowrocks.name = Rocce innevate
block.dunerocks.name = Rocce delle dune
block.pine.name = Pino
block.white-tree-dead.name = Albero bianco morto
block.white-tree.name = Albero morto
block.spore-cluster.name = Agglomerato di spore
block.metal-floor.name = Pavimento metallico
block.metal-floor-2.name = Pavimento metallico 2
block.metal-floor-3.name = Pavimento metallico 3
block.metal-floor-5.name = Pavimento metallico 5
block.metal-floor-damaged.name = Pavimento metallico danneggiato
block.dark-panel-1.name = Pannello scuro 1
block.dark-panel-2.name = Pannello scuro 2
block.dark-panel-3.name = Pannello scuro 3
block.dark-panel-4.name = Pannello scuro 4
block.dark-panel-5.name = Pannello scuro 5
block.dark-panel-6.name = Pannello scuro 6
block.dark-metal.name = Metallo Scuro
block.ignarock.name = Roccia Ignea
block.hotrock.name = Roccia bollente
block.magmarock.name = Roccia magmatica
block.cliffs.name = Scogliere
block.copper-wall.name = Muro di rame
block.copper-wall-large.name = Muro grande di rame
block.titanium-wall.name = Titanium Wall
block.titanium-wall-large.name = Large Titanium Wall
block.titanium-wall.name = Muro di titanio
block.titanium-wall-large.name = Muro grande di titanio
block.phase-wall.name = Muro di fase
block.phase-wall-large.name = Muro grande di fase
block.thorium-wall.name = Muro di torio
@@ -728,15 +728,15 @@ block.thorium-wall-large.name = Muro grande di torio
block.door.name = porta
block.door-large.name = Porta grande
block.duo.name = Duo
block.scorch.name = Scorch
block.scatter.name = Scatter
block.scorch.name = Bruciatore
block.scatter.name = Spargimento
block.hail.name = Bombardiere
block.lancer.name = Idrogetto
block.conveyor.name = trasportatore
block.titanium-conveyor.name = Nastro trasportatore potenziato
block.junction.name = Incrocio
block.router.name = router
block.distributor.name = Mega router
block.router.name = Separatore
block.distributor.name = Mega Separatore
block.sorter.name = Filtro
block.overflow-gate.name = splitter per eccesso
block.silicon-smelter.name = Fonderia per silicio

View File

@@ -16,6 +16,11 @@ screenshot.invalid = マップが広すぎます。スクリーンショット
gameover = ゲームオーバー
gameover.pvp = [accent] {0}[] チームの勝利!
highscore = [accent]ハイスコアを記録!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = 防衛したウェーブ:[accent] {0}
stat.enemiesDestroyed = 敵による破壊数:[accent] {0}
stat.built = 建設した建造物数:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = 破壊した建造物数:[accent] {0}
stat.deconstructed = 解体した建造物数:[accent] {0}
stat.delivered = 獲得した資源:
stat.rank = 最終ランク: [accent]{0}
placeline = ブロックを選択しました。\n[accent]少し長押し[]して、好きな方向にドラッグすると[accent]一直線上にブロックを設置[]することができます。\nやってみよう。
removearea = 撤去モードが選択されました。\n[accent]少し長押し[]して、ドラッグすると[accent]範囲内のブロックを撤去[]することができます。\nやってみよう。
launcheditems = [accent]回収したアイテム
map.delete = マップ "[accent]{0}[]" を削除してもよろしいですか?
level.highscore = ハイスコア: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} 人がオンライン
server.closing = [accent]サーバーを閉じています...
server.kicked.kick = サーバからキックされました!
server.kicked.serverClose = サーバーが閉じられました。
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = 古いクライアントです! ゲームをアップデートしてください!
server.kicked.serverOutdated = 古いサーバーです! ホストに更新してもらってください!
server.kicked.banned = サーバーからブロックされています。
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = 直前にキックされています。\nもう一度接続できるまでお待ちください。
server.kicked.nameInUse = このサーバーでは、\nすでに同じ名前が使用されています。
server.kicked.nameEmpty = 無効な名前です。
@@ -156,6 +161,11 @@ cancel = キャンセル
openlink = リンクを開く
copylink = リンクをコピー
back = 戻る
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = 終了してもよろしいですか?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = 言語
settings.data = Game Data
settings.reset = デフォルトにリセット
settings.rebind = 再設定
settings.controls = コントロール
@@ -507,6 +518,7 @@ setting.mutemusic.name = 音楽をミュート
setting.sfxvol.name = 効果音 音量
setting.mutesound.name = 効果音をミュート
setting.crashreport.name = 匿名でクラッシュレポートを送信する
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = チャットの透明度
setting.playerchat.name = ゲーム内にチャットを表示
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = 軸またはキーを押してください...
keybind.screenshot.name = スクリーンショット
keybind.move_x.name = 左右移動
keybind.move_y.name = 上下移動
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = 選択/ショット
keybind.diagonal_placement.name = 斜め設置
keybind.pick.name = ブロックの選択
@@ -790,6 +803,7 @@ block.blast-mixer.name = 化合物ミキサー
block.solar-panel.name = ソーラーパネル
block.solar-panel-large.name = 大型ソーラーパネル
block.oil-extractor.name = 石油抽出機
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = スピリットドローン製造機
block.phantom-factory.name = ファントムドローン製造機
@@ -1012,6 +1026,7 @@ block.ripple.description = 同時に複数ショットを発射する大型タ
block.cyclone.description = 大型の連射型ターレットです。
block.spectre.description = 一度に2発の強力な弾を放つ大型のターレットです。
block.meltdown.description = 強力な長距離攻撃が可能な大型のターレットです。
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = 鉱石の採掘やブロックの修復を行う小型のドローンユニットのスピリットを製造します。
block.phantom-factory.description = スピリットドローンの性能を遥かに凌ぐ上位のドローンユニットのファントムドローンを製造します。

View File

@@ -20,7 +20,7 @@ highscore = [accent]최고점수 달성!
load.sound = 소리
load.map =
load.image = 사진
load.content = Content
load.content = 컨텐츠
load.system = 시스템
stat.wave = 웨이브 성공:[accent]{0}
@@ -52,8 +52,17 @@ close = 닫기
website = 웹사이트
quit = 나가기
maps =
maps.browse = 맵 검색
continue = 계속하기
maps.none = [LIGHT_GRAY]맵을 찾을 수 없습니다!
invalid = 오류
preparingconfig = 설정 사전준비
preparingcontent = 컨텐츠 사전준비
uploadingcontent = 컨텐츠 업로드
uploadingpreviewfile = 미리보기 파일 업로드
committingchanges = 바뀐 점 적용
done = 완료
about.button = 정보
name = 이름 :
noname = 먼저 [accent] 유저 이름[] 을 설정하세요.
@@ -68,16 +77,18 @@ players = 현재 {0}명 접속중
players.single = 현재 {0}명만 있음.
server.closing = [accent]서버 닫는중...
server.kicked.kick = 서버에서 추방되었습니다!
server.kicked.whitelist = 당신은 여기의 화이트리스트가 아닙니다.
server.kicked.serverClose = 서버 종료됨.
server.kicked.vote = 당신은 투표로 추방되었습니다. 그러니 좀 적당히 하지 그랬어요?
server.kicked.clientOutdated = 오래된 버전의 게임입니다! 게임을 업데이트 하세요!
server.kicked.serverOutdated = 오래된 버전의 서버입니다! 서버 호스트 관리자에게 문의하세요!
server.kicked.banned = 서버 규칙 위반으로 인해, 이제 당신은 영원히 이 서버를 플레이 하실 수 없습니다.
server.kicked.typeMismatch = 클라이언트와 호환되지 않는 서버입니다. 디스코드에서 #mods에 들러보는 건 어떨까요?
server.kicked.playerLimit = 서버가 꽉 찼습니다. 빈 공간이 생길 때까지 기다려주세요.
server.kicked.recentKick = 방금 추방처리 되었습니다.\n잠시 기다린 후에 접속 해 주세요.
server.kicked.nameInUse = 이 닉네임이 이미 서버에서 사용중입니다.
server.kicked.nameEmpty = 닉네임에는 반드시 알파벳 또는 숫자가 있어야 합니다.
server.kicked.idInUse = 이미 서버에 접속중입니다! 다중 계정은 허용되지 않습니다.
server.kicked.nameEmpty = 당신의 닉네임이 비어있습니다.
server.kicked.idInUse = 이미 서버에 접속중입니다! 다중 계정은 허용되지 않습니다.
server.kicked.customClient = 이 서버는 직접 빌드한 버전을 지원하지 않습니다. 공식 버전을 사용하세요.
server.kicked.gameover = 코어가 파괴되었습니다...
server.versions = 클라이언트 버전 : [accent] {0}[]\n서버 버전 : [accent] {1}[]
@@ -89,6 +100,7 @@ host = 서버 열기
hosting = [accent]서버 여는중...
hosts.refresh = 새로고침
hosts.discovering = LAN 게임 찾기
hosts.discovering.any = 서버 찾기
server.refreshing = 서버 목록 새로고치는중...
hosts.none = [lightgray]LAN 게임을 찾을 수 없습니다!
host.invalid = [scarlet]서버에 연결할 수 없습니다!
@@ -118,12 +130,16 @@ confirmunadmin = 이 플레이어를 일반 유저로 만들겠습니까?
joingame.title = 게임 참가
joingame.ip = 주소:
disconnect = 서버와 연결이 해제되었습니다.
disconnect.data = 맵 데이터를 받아오는데 실패했습니다!
disconnect.data = 맵 데이터를 받아오는데 실패했습니다..
disconnect.closed = 연결이 끊어졌습니다..
disconnect.timeout = 연결 시간 한계 도달..
disconnect.data = 월드 데이터 로딩 실패..
connecting = [accent]연결중...
connecting.data = [accent] 데이터 다운로드중...
connecting.data = [accent]월드 데이터 로딩중...
server.port = 포트:
server.addressinuse = 주소 이미 사용중입니다!
server.invalidport = 포트 번호가 잘못되었습니다.
server.addressinuse = 주소 이미 사용중입니다!
server.invalidport = 포트가 올바르지 않습니다!
server.error = [accent]{0}[crimson]서버를 여는데 오류가 발생했습니다.
save.old = 이 저장파일은 이전 버전의 게임용이며, 지금은 사용할 수 없습니다. \n\n[LIGHT_GRAY]4.0 정식때 이전 게임버전에서 만든 저장파일과 호환됩니다.
save.new = 새로 저장
@@ -151,7 +167,7 @@ off = 끄기
save.autosave = 자동저장: {0}
save.map = 맵: {0}
save.wave = 웨이브 {0}
save.difficulty = 난이도: {0}
save.mode = 게임모드 : {0}
save.date = 마지막 저장날짜: {0}
save.playtime = 플레이시간: {0}
warning = 경고.
@@ -169,8 +185,8 @@ data.import = 데이터 불러오기
data.exported = 데이터를 내보냈습니다.
data.invalid = 유효한 게임 데이터가 아닙니다.
data.import.confirm = 외부 게임 데이터를 불러옵니다...\n[accent]이 작업시 현재 게임 데이터는 삭제되고, 외부의 게임 데이터를 불러오니 주의하세요. 실행 취소가 불가능하며, 작업 후 게임이 바로 꺼집니다.
classic.export.text = Mindustry 클래식 (v3.5 build 40)의 세이브파일 또는 맵 데이터가 발견되었습니다. 이 것들을 Mindustry 클래식 앱에서 사용하기 위해 홈 폴더로 추출할까요?
classic.export = 클래식 데이터 추출
classic.export.text = Mindustry 클래식 (v3.5 build 40)의 세이브파일 또는 맵 데이터가 발견되었습니다. 이 것들을 Mindustry 클래식 앱에서 사용하기 위해 홈 폴더로 추출할까요?
quit.confirm = 정말로 종료하시겠습니까?
quit.confirm.tutorial = 튜토리얼을 종료하시겠습니까?\n튜토리얼은 [accent]설정 -> 게임 -> 튜토리얼[]에서 다시 해보실 수 있습니다.
loading = [accent]불러오는중...
@@ -193,6 +209,9 @@ map.nospawn = 이 맵에 플레이어가 생성될 코어가 없습니다! 맵
map.nospawn.pvp = 이 맵에는 적팀 코어가 없습니다! 에디터에서 [ROYAL]노랑색 팀이 아닌[] 코어를 추가하세요.
map.nospawn.attack = 이 맵에는 플레이어가 공격할 수 있는 적의 코어가 없습니다! 에디터에서 [ROYAL] 빨강색 팀[] 코어를 맵에 추가하세요.
map.invalid = 파일이 잘못되었거나 손상되어 맵을 열 수 없습니다.
map.publish.error = 맵 업로드 오류 : {0}
map.publish = 맵 업로드 완료!
map.publishing = [accent]맵 업로드 중...
editor.brush = 브러쉬
editor.openin = 편집기 열기
editor.oregen = 광물 무작위 생성
@@ -204,7 +223,9 @@ editor.waves = 웨이브:
editor.rules = 규칙:
editor.generation = 맵 생성 설정:
editor.ingame = 인게임 편집
editor.newmap = 신규 맵
editor.publish.workshop = 워크샵 업로드
editor.newmap = 신규 맵
workshop = 워크샵
waves.title = 웨이브
waves.remove = 삭제
waves.never = 여기까지 유닛생성
@@ -221,6 +242,7 @@ waves.invalid = 클립보드의 잘못된 웨이브 데이터
waves.copied = 웨이브 복사됨
waves.none = 적 웨이브가 설정되지 않았습니다.\n비어있을 시 자동으로 기본 적 웨이브로 설정됩니다.
editor.default = [LIGHT_GRAY]<기본값>
details = 설명
edit = 편집
editor.name = 이름:
editor.spawn = 유닛 생성
@@ -230,6 +252,7 @@ editor.errorload = [accent]{0} 파일을 불러오는데 실패했습니다.
editor.errorsave = [accent]{0} 파일을 저장하는데 실패했습니다.
editor.errorimage = 이것은 맵이 아니라 사진입니다.\n\n예전 맵을 가져올려면 편집기의 '예전 맵 가져오기' 버튼을 사용하세요.
editor.errorlegacy = 이 맵은 너무 오래되어, 더이상 지원하지 않는 맵 형식을 사용합니다.
editor.errornot = 선택한 대상이 맵 파일이 아닙니다.
editor.errorheader = 이 맵 파일은 유효하지 않거나 손상되었습니다.
editor.errorname = 맵에 이름이 지정되어 있지 않습니다.
editor.update = 업데이트
@@ -345,6 +368,7 @@ launch.skip.confirm = 만약 지금 출격하시지 않고 스킵하신다면,
uncover = 구역 개방
configure = 코어 시작자원 설정
configure.locked = {0} 단계에서 시작자원 설정 잠금이 해제됩니다.
configure.invalid = 해당 가격은 0 과 {0} 사이여야 합니다.
zone.unlocked = [LIGHT_GRAY] 잠금 해제되었습니다!
zone.requirement.complete = 웨이브 {0} 달성:\n{1} 지역 요구사항이 충족되었습니다!
zone.config.complete = 웨이브 {0} 달성:\n시작자원 설정 기능이 해금되었습니다!
@@ -422,7 +446,7 @@ blocks.booster = 가속
block.unknown = [LIGHT_GRAY]???
blocks.powercapacity = 전력 용량
blocks.powershot = 1발당 전력 소모량
blocks.damage = Damage
blocks.damage = 공격력
blocks.targetsair = 공중공격 가능
blocks.targetsground = 지상공격 가능
blocks.itemsmoved = 이동 속도
@@ -445,6 +469,7 @@ blocks.boosteffect = 가속 효과
blocks.maxunits = 최대 활성유닛
blocks.health = 체력
blocks.buildtime = 건설 시간
blocks.buildcost = 건설 재료
blocks.inaccuracy = 오차각
blocks.shots = 발포 횟수
blocks.reload = 재장전
@@ -533,6 +558,7 @@ setting.sfxvol.name = 효과음 크기
setting.mutesound.name = 소리 끄기
setting.crashreport.name = 오류 보고서 보내기
setting.savecreate.name = 자동 저장 활성화
setting.publichost.name = 공용 서버 보이기
setting.chatopacity.name = 채팅 투명도
setting.playerchat.name = 인게임 채팅 표시
uiscale.reset = UI 스케일이 변경되었습니다.\n"확인"버튼을 눌러 스케일을 확인하세요.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -944,10 +970,6 @@ unit.eruptor.description = 지상 유닛. 광재를 넣은 파도와 같은 무
unit.wraith.description = 적 핵심 건물 및 유닛을 집중적으로 공격하는 방식을 사용하는 전투기 입니다.
unit.ghoul.description = 무겁고 튼튼한 지상 폭격기 입니다.\n주로 적 건물로 이동하여 엄청난 폭격을 가합니다.
unit.revenant.description = 플래이어가 생산가능한 최종 공중 전투기. 폭발물을 쓰는 스웜 포탑과 같은 무기를 사용합니다.
unit.chaos-array.description = 고속 설금 3연발 총을 장착한 지상 보스 유닛입니다. 중간보스 같다고 얕봤다가는 생산건물에 큰 타격을 입을 수 있습니다.\n\n[royal]하지만 스코치에겐 너도 한방! 나도 한방!
unit.eradicator.description = 강력한 토륨 연사 총을 2개 장착한 지상 보스 유닛입니다. 체력도 지상 유닛에 한해서 가장 많습니다.
unit.lich.description = 작은 폭발물 연사포탑을 2개 장착한 공중 보스 유닛입니다.\n\n[royal]망령 전함의 강화판이라 볼 수 있습니다.
unit.reaper.description = 강력한 토륨 연사 포탑를 2개 장착하고 Mindustry 내 모든 것중에서 가장 많은 체력을 가진 공중 보스 유닛입니다.
block.graphite-press.description = 석탄 덩어리를 흑연으로 압축합니다.
block.multi-press.description = 흑연 압축기의 상향 버전입니다. 물과 전력을 이용해 석탄을 빠르고 효율적으로 압축합니다.
block.silicon-smelter.description = 석탄과 모래를 사용해 실리콘을 생산합니다.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Map too large, potentially not enough memory for screenshot
gameover = Game Over
gameover.pvp = het[accent] {0}[] team heeft gewonnen!
highscore = [accent]Nieuw topscore!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Waves Verslagen:[accent] {0}
stat.enemiesDestroyed = Vijanden Vernietigd:[accent] {0}
stat.built = Gebouwen Gebouwd:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Gebouwen Vernietigd:[accent] {0}
stat.deconstructed = Gebouwen Gesloopt:[accent] {0}
stat.delivered = Middelen Gelanceerd:
stat.rank = Eindrang: [accent]{0}
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
launcheditems = [accent]Launched Items
map.delete = Weet je zeker dat je de map wilt verwijderen? "[accent]{0}[]"?
level.highscore = Topscore: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} player online
server.closing = [accent]Closing server...
server.kicked.kick = You have been kicked from the server!
server.kicked.serverClose = Server closed.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Outdated client! Update your game!
server.kicked.serverOutdated = Outdated server! Ask the host to update!
server.kicked.banned = You are banned on this server.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
server.kicked.nameInUse = There is someone with that name\nalready on this server.
server.kicked.nameEmpty = Your chosen name is invalid.
@@ -156,6 +161,11 @@ cancel = Cancel
openlink = Open Link
copylink = Copy Link
back = Back
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Are you sure you want to quit?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Language
settings.data = Game Data
settings.reset = Reset to Defaults
settings.rebind = Rebind
settings.controls = Controls
@@ -507,6 +518,7 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x
keybind.move_y.name = Move y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Select/Shoot
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Blast Mixer
block.solar-panel.name = Solar Panel
block.solar-panel-large.name = Large Solar Panel
block.oil-extractor.name = Oil Extractor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Drone Factory
block.phantom-factory.name = Phantom Drone Factory
@@ -1012,6 +1026,7 @@ block.ripple.description = A large artillery turret which fires several shots si
block.cyclone.description = A large rapid fire turret.
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.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
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.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Kaart te groot, mogelijks te weinig geheugen voor een scree
gameover = Game Over
gameover.pvp = Het[accent] {0}[] team heeft gewonnen!
highscore = [accent]Nieuw record!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Je overleefde tot aanvalsgolf: [accent]{0}[].
stat.enemiesDestroyed = Vijanden vernietigd:[accent] {0}
stat.built = Gebouwen gebouwd:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Gebouwen vernietigd:[accent] {0}
stat.deconstructed = Gebouwen afgebroken:[accent] {0}
stat.delivered = Gronstoffen meegenomen:
stat.rank = Eindresultaat: [accent]{0}
placeline = Je hebt een blok geselecteerd.\nJe kan[accent] in een lijn plaatsen[] door[accent] je vinger voor enkele seconden ingedrukt te houden[] en in een richting te slepen.\n\n[scarlet]DOE HET.
removearea = Je hebt verwijderingsmodus geselecteerd.\nJe kan[accent] blokken verwijderen in een rechthoek[] door[accent] je vinger voor enkele seconden ingedrukt te houden[] en te slepen.\n\n[scarlet]DOE HET.
launcheditems = [accent]Meegenomen grondstoffen
map.delete = Ben je zeker dat je de kaart "[accent]{0}[]" wilt verwijderen?
level.highscore = Beste score: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} speler online
server.closing = [accent]Server wordt gesloten...
server.kicked.kick = Je bent uit de server gegooid!
server.kicked.serverClose = Server gesloten.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Verouderde versie! Update Mindustry!
server.kicked.serverOutdated = Verouderde server! Vraag de eigenaar van de server om de server te updaten!
server.kicked.banned = Je bent verbannen van deze server.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Je bent daarnet van de server gegooid.\nWacht even voor je weer verbindt
server.kicked.nameInUse = Er is al iemand met dezelfde naam op de server.
server.kicked.nameEmpty = Je gekozen naam is ongeldig.
@@ -156,6 +161,11 @@ cancel = Annuleer
openlink = Open Link
copylink = Kopiëer Link
back = Terug
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Weet je zeker dat je wilt stoppen?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Language
settings.data = Game Data
settings.reset = Reset to Defaults
settings.rebind = Rebind
settings.controls = Controls
@@ -507,6 +518,7 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x
keybind.move_y.name = Move y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Select/Shoot
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Blast Mixer
block.solar-panel.name = Solar Panel
block.solar-panel-large.name = Large Solar Panel
block.oil-extractor.name = Oil Extractor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Drone Factory
block.phantom-factory.name = Phantom Drone Factory
@@ -1012,6 +1026,7 @@ block.ripple.description = A large artillery turret which fires several shots si
block.cyclone.description = A large rapid fire turret.
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.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
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.

View File

@@ -4,7 +4,7 @@ contributors = Tłumacze i pomocnicy
discord = Odwiedź nasz serwer Discord!
link.discord.description = Oficjalny serwer Discord Mindustry
link.github.description = Kod Gry
link.changelog.description = List of update changes
link.changelog.description = Informacje o aktualizacjach
link.dev-builds.description = Niestabilne wersje gry
link.trello.description = Oficjalna tablica Trello z planowanym funkcjami
link.itch.io.description = Strona itch.io z oficjanymi wersjami do pobrania
@@ -16,6 +16,13 @@ screenshot.invalid = Zrzut ekranu jest zbyt duży. Najprawdopodobniej brakuje mi
gameover = Rdzeń został zniszczony.
gameover.pvp = Zwyciężyła drużyna [accent]{0}[]!
highscore = [YELLOW] Nowy rekord!
load.sound = Dźwięki
load.map = Mapy
load.image = Obrazy
load.content = Treść
load.system = System
stat.wave = Fale powstrzymane:[accent] {0}
stat.enemiesDestroyed = Przeciwnicy zniszczeni:[accent] {0}
stat.built = Budynki zbudowane:[accent] {0}
@@ -23,8 +30,7 @@ stat.destroyed = Budynki zniszczone:[accent] {0}
stat.deconstructed = Budynki zrekonstruowane:[accent] {0}
stat.delivered = Surowce wystrzelone:
stat.rank = Ocena: [accent]{0}
placeline = Wybrałeś blok.\nMożesz umieścić[accent] w linii,[] [accent]przytrzymując palec przez kilka sekund[] i przeciągając.\nSpróbuj.
removearea = Wybrałeś tryb usuwania.\nMożesz[accent] usunąć bloki w prostokoncie,[] [accent]przytrzymując palec przez kilka sekund i przeciągając[] and dragging.\nTry it.
launcheditems = [accent]Wystrzelone przedmioty
map.delete = Jesteś pewny, że chcesz usunąć "[accent]{0}[]"?
level.highscore = Rekord: [accent]{0}
@@ -43,11 +49,18 @@ newgame = Nowa Gra
none = <none>
minimap = Minimapa
close = Zamknij
website = Website
website = Strona Gry
quit = Wyjdź
maps = Mapy
continue = Kontynuuj
maps.none = [LIGHT_GRAY]Nie znaleziono żadnych map!
invalid = Invalid
preparingconfig = Preparing Config
preparingcontent = Preparing Content
uploadingcontent = Uploading Content
uploadingpreviewfile = Uploading Preview File
committingchanges = Comitting Changes
done = Done
about.button = O grze
name = Nazwa:
noname = Najpierw wybierz [accent]nazwę gracza[]
@@ -62,17 +75,21 @@ players = {0} graczy online
players.single = {0} gracz online
server.closing = [accent] Zamykanie serwera...
server.kicked.kick = Zostałeś wyrzucony z serwera!
server.kicked.whitelist = You are not whitelisted here.
server.kicked.serverClose = Serwer został zamknięty.
server.kicked.vote = Zostałeś wyrzucony z gry. Żegnaj.
server.kicked.clientOutdated = Nieaktualna gra! Zaktualizują ją!
server.kicked.serverOutdated = Nieaktualny serwer! Poproś hosta o jego aktualizację.
server.kicked.banned = Zostałeś zbanowany na tym serwerze.
server.kicked.typeMismatch = Ten serwer jest niekompatybilny z twoją wersją gry.
server.kicked.playerLimit = Serwer pełny. Poczekaj na wolny slot.
server.kicked.recentKick = Zostałeś niedawno wyrzucony.\nPoczekaj chwilę przed ponownym połączniem.
server.kicked.nameInUse = Ta nazwa jest już zajęta na tym serwerze.
server.kicked.nameEmpty = Wybrana przez Ciebie nazwa jest nieprawidłowa.
server.kicked.idInUse = Jesteś już na serwerze! Używanie tego samego konta na 2 urządzeniach jest zabronione.
server.kicked.customClient = Ten serwer nie wspomaga wersji deweloperskich. Pobierz oficjalną wersję.
server.kicked.gameover = Koniec gry!
server.versions = Your version:[accent] {0}[]\nServer version:[accent] {1}[]
server.versions = Twoja wersja gry:[accent] {0}[]\nWersja gry serwera:[accent] {1}[]
host.info = Przycisk [accent]host[] hostuje serwer na porcie [scarlet]6567[] i [scarlet]6568.[]\nKtokolwiek z tym samym [LIGHT_GRAY]wifi lub hotspotem[] powinien zobaczyć twój serwer.\n\nJeśli chcesz, aby każdy z twoim IP mógł dołączyć, [accent]przekierowywanie portów[] jest potrzebne.\n\n[LIGHT_GRAY]Notka:Jeśli ktokolwiek ma problem z dołączeniem do gry, upewnij się, że udostępniłeś Mindustry dostęp do sieci.
join.info = Tutaj możesz wpisać [accent]IP serwera[], aby dołączyć lub wyszukaj [accent]serwery w lokalnej sieci[], do których chcesz dołączyć .\nGra wieloosobowa na LAN i WAN jest wspomagana.\n\n[LIGHT_GRAY]Notka: Nie ma automatycznej listy wszystkich serwerów; jeśli chcesz dołączyć przez IP, musisz zapytać się hosta o IP.
hostserver = Stwórz Serwer
@@ -81,6 +98,7 @@ host = Hostuj
hosting = [accent] Otwieranie serwera...
hosts.refresh = Odśwież
hosts.discovering = Wyszukiwanie gier w sieci LAN
hosts.discovering.any = Discovering games
server.refreshing = Odświeżanie serwera
hosts.none = [lightgray] Brak serwerów w sieci LAN!
host.invalid = [scarlet] Nie można połączyć się z hostem.
@@ -88,7 +106,7 @@ trace = Zlokalizuj gracza
trace.playername = Nazwa gracza: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = Wyjątkowe ID: [accent]{0}
trace.mobile = Mobile Client: [accent]{0}
trace.mobile = Klient Mobilny: [accent]{0}
trace.modclient = Zmodowany klient: [accent]{0}
invalidid = Złe ID klienta! Udostępnij raport błędu.
server.bans = Bany
@@ -110,6 +128,9 @@ confirmunadmin = Jesteś pewny, że chcesz zabrać rangę admina temu graczowi?
joingame.title = Dołącz do gry
joingame.ip = IP:
disconnect = Rozłączono.
disconnect.error = Błąd połączenia.
disconnect.closed = Połączenie zostało zamknięte.
disconnect.timeout = Przekroczono limit czasu.
disconnect.data = Nie udało się załadować mapy!
connecting = [accent]Łączenie...
connecting.data = [accent]Ładowanie danych świata...
@@ -136,7 +157,7 @@ save.rename = Zmień nazwę
save.rename.text = Nowa nazwa:
selectslot = Wybierz zapis.
slot = [accent]Slot {0}
save.corrupted = [accent]Zapis gry jest uszkodzony lub nieprawidłowy! Jeżeli aktualizowałeś grę, najprawdopodobniej zmiana w formacie zapisu i [scarlet]nie jest[] to błąd.
save.corrupted = [accent]Zapis gry jest uszkodzony lub nieprawidłowy! Jeżeli aktualizowałeś grę, najprawdopodobniej jest to zmiana w formacie zapisu i [scarlet]nie jest[] to błąd.
empty = <pusto>
on = Włączone
off = Wyłączone
@@ -151,20 +172,25 @@ confirm = Potwierdź
delete = Usuń
ok = Ok
open = Otwórz
customize = Customize
customize = Dostosuj
cancel = Anuluj
openlink = Otwórz link
copylink = Kopiuj link
back = Wróć
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
data.export = Eksportuj Dane
data.import = Importuj Dane
data.exported = Dane wyeksportowane.
data.invalid = Nieprawidłowe dane gry.
data.import.confirm = Zaimportowanie zewnętrznych danych usunie[scarlet] wszystkie[] obecne dane gry.\n[accent]Nie można tego cofnąć![]\n\nGdy dane zostaną zimportowane, gra automatycznie się wyłączy.
classic.export = Eksportuj dane wersji klasycznej
classic.export.text = [accent]Mindustry[] otrzymało ostatnio ważną aktualizację.\nClassic (v3.5 build 40) zapis albo mapa zostały wykryte. Czy chciałbyś eksportować te zapisy do katalogu domowego swojego telefonu, do użycia w aplikacji Mindustry Classic?
quit.confirm = Czy na pewno chcesz wyjść?
quit.confirm.tutorial = Are you sure you know what you're doing?\nThe tutorial can be re-taken in[accent] Settings->Game->Re-Take Tutorial.[]
quit.confirm.tutorial = Czy jesteś pewien tego co robisz?\nSamouczek może zostać powtórzony w[accent] Opcje->Gra->Powtórz samouczek.[]
loading = [accent]Ładowanie...
saving = [accent]Zapisywanie...
wave = [accent]Fala {0}
wave.waiting = Fala za {0}
wave.waveInProgress = [LIGHT_GRAY]Wave in progress
wave.waveInProgress = [LIGHT_GRAY]Fala w trakcie
waiting = [LIGHT_GRAY]Oczekiwanie...
waiting.players = Oczekiwanie na graczy...
wave.enemies = Pozostało [LIGHT_GRAY]{0} wrogów
@@ -180,6 +206,9 @@ map.nospawn = Ta mapa nie zawiera żadnego rdzenia! Dodaj [ROYAL]niebieski[] rdz
map.nospawn.pvp = Ta mapa nie ma żadnego rdzenia przeciwnika, aby mogli się zrespić przeciwnicy! Dodaj[SCARLET] inny niż niebieski[] rdzeń do mapy w edytorze.
map.nospawn.attack = Ta mapa nie ma żadnego rdzenia przeciwnika, aby można było go zaatakować! Dodaj[SCARLET] czerwony[] rdzeń do mapy w edytorze.
map.invalid = Błąd podczas ładowania mapy: uszkodzony lub niepoprawny plik mapy.
map.publish.error = Błąd podczas publikowania mapy: {0}
map.publish = Opublikowano mapę.
map.publishing = [accent]Publikowanie mapy...
editor.brush = Pędzel
editor.openin = Otwórz w edytorze
editor.oregen = Generacja złóż
@@ -188,19 +217,21 @@ editor.mapinfo = Informacje o mapie
editor.author = Autor:
editor.description = Opis:
editor.waves = Fale:
editor.rules = Rules:
editor.generation = Generation:
editor.rules = Zasady:
editor.generation = Generacja:
editor.ingame = Edytuj w grze
editor.newmap = New Map
editor.publish.workshop = Opublikuj w Workshop
editor.newmap = Nowa Mapa
workshop = Workshop
waves.title = Fale
waves.remove = Usuń
waves.never = <nigdy>
waves.every = co
waves.waves = wave(s)
waves.perspawn = per spawn
waves.waves = fal(e)
waves.perspawn = co pojawienie
waves.to = do
waves.boss = Boss
waves.preview = Preview
waves.preview = Podgląd
waves.edit = Edytuj...
waves.copy = Kopiuj do schowka
waves.load = Załaduj ze schowka
@@ -208,15 +239,17 @@ waves.invalid = Nieprawidłowe fale w schowku.
waves.copied = Fale zostały skopiowane.
waves.none = Brak zdefiniowanych wrogów.\nPamiętaj, że puste układy fal zostaną automatycznie zastąpione układem domyślnym.
editor.default = [LIGHT_GRAY]<Domyślne>
details = Detale...
edit = Edytuj...
editor.name = Nazwa:
editor.spawn = Spawn Unit
editor.removeunit = Remove Unit
editor.spawn = Stwórz jednostkę
editor.removeunit = Usuń jednostkę
editor.teams = Drużyny
editor.errorload = Błąd podczas ładowania pliku:\n[accent]{0}
editor.errorsave = Błąd podczas zapisywania pliku:\n[accent]{0}
editor.errorimage = To obraz, nie mapa. Nie zmieniaj rozszeżenia spodziewając sie że to coś zmieni.\n\nJeśli chcesz zaimportować starszą mapę, użyj przycisku „importuj starszą mapę” w edytorze.
editor.errorlegacy = Ta mapa jest zbyt stara i używa starszego formatu mapy, który nie jest już obsługiwany.
editor.errornot = To nie jest plik mapy.
editor.errorheader = Ten plik mapy jest nieprawidłowy lub uszkodzony.
editor.errorname = Mapa nie zawiera nazwy.
editor.update = Aktualizuj
@@ -250,6 +283,7 @@ editor.mapname = Nazwa mapy:
editor.overwrite = [accent]Uwaga!\nSpowoduje to nadpisanie istniejącej mapy.
editor.overwrite.confirm = [scarlet]Uwaga![] Mapa pod tą nazwą już istnieje. Jesteś pewny, że chcesz ją nadpisać?
editor.selectmap = Wybierz mapę do załadowania:
toolmode.replace = Zastąp
toolmode.replace.description = Rysuje tylko na stałych blokach.
toolmode.replaceall = Zastąp wszystko
@@ -257,30 +291,31 @@ toolmode.replaceall.description = Zastąp wszystkie bloki na mapie.
toolmode.orthogonal = Prostokątny
toolmode.orthogonal.description = Rysuje tylko prostopadłe linie.
toolmode.square = Kwadrat
toolmode.square.description = Square brush.
toolmode.square.description = Kwadratowy pędzel.
toolmode.eraseores = Wymaż Rudy
toolmode.eraseores.description = Usuń tylko rudy.
toolmode.fillteams = Wypełń Drużyny
toolmode.fillteams.description = Wypełniaj drużyny zamiast bloków.
toolmode.drawteams = Rysuj Drużyny
toolmode.drawteams.description = Rysuj drużyny zamiast bloków.
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
filters.empty = [LIGHT_GRAY]Brak filtrów! Dodaj jeden za pomocą przycisku poniżej.
filter.distort = Zniekształcanie
filter.noise = Szum
filter.median = Median
filter.oremedian = Ore Median
filter.blend = Blend
filter.median = Mediana
filter.oremedian = Mediana rud
filter.blend = Wtopienie
filter.defaultores = Domyślne rudy
filter.ore = Ruda
filter.rivernoise = Szum rzeki
filter.mirror = Lustro
filter.clear = Oczyść
filter.option.ignore = Ignore
filter.scatter = Zozprosz
filter.option.ignore = Ignoruj
filter.scatter = Rozprosz
filter.terrain = Teren
filter.option.scale = Skala
filter.option.chance = Szansa
filter.option.mag = Magnituda
filter.option.mag = Wielkość
filter.option.threshold = Próg
filter.option.circle-scale = Skala koła
filter.option.octaves = Oktawy
@@ -292,14 +327,15 @@ filter.option.flooronto = Podłoga Docelowa
filter.option.wall = Ściana
filter.option.ore = Ruda
filter.option.floor2 = Druga podłoga
filter.option.threshold2 = Secondary Threshold
filter.option.threshold2 = Drugi próg
filter.option.radius = Zasięg
filter.option.percentile = Percentyl
width = Szerokość:
height = Wysokość:
menu = Menu
play = Graj
campaign = Campaign
campaign = Kampania
load = Wczytaj
save = Zapisz
fps = FPS: {0}
@@ -308,10 +344,11 @@ ping = Ping: {0}ms
language.restart = Uruchom grę ponownie, aby ustawiony język zaczął funkcjonować.
settings = Ustawienia
tutorial = Poradnik
tutorial.retake = Re-Take Tutorial
tutorial.retake = Ponów Samouczek
editor = Edytor
mapeditor = Edytor map
donate = Wspomóż nas
abandon = Opuść
abandon.text = Ta strefa i wszystkie jej surowce będą przejęte przez przeciwników.
locked = Zablokowane
@@ -322,21 +359,23 @@ bestwave = [LIGHT_GRAY]Najwyższa fala: {0}
launch = < WYSTRZEL >
launch.title = Wystrzelenie Udane
launch.next = [LIGHT_GRAY]Następna okazja przy fali {0}
launch.unable2 = [scarlet]Unable to LAUNCH.[]
launch.unable2 = [scarlet]WYSTZRZELENIE niedostępne.[]
launch.confirm = Spowoduje to wystrzelenie wszystkich surowców w rdzeniu.\nNie będziesz mógł wrócić do tej bazy.
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
launch.skip.confirm = Jeśli teraz przejdziesz do kolejnej fali, Nie biędziesz miał możliwości wystrzelenia do czasu pokonania dalszych fal.
uncover = Odkryj
configure = Skonfiguruj ładunek
configure.locked = [LIGHT_GRAY]Dotrzyj do fali {0}\nAby skonfigurować ładunek.
configure.invalid = Ilość musi być liczbą pomiędzy 0 a {0}.
zone.unlocked = [LIGHT_GRAY]Strefa {0} odblokowana.
zone.requirement.complete = Fala {0} osiągnięta:\n{1} Wymagania strefy zostały spełnione.
zone.config.complete = Fala {0} osiągnięta:\nKonfiguracja ładunku odblokowana.
zone.resources = Wykryte Zasoby:
zone.objective = [lightgray]Objective: [accent]{0}
zone.objective = [lightgray]Cel: [accent]{0}
zone.objective.survival = Przeżyj
zone.objective.attack = Zniszcz Rdzeń Wroga
add = Dodaj...
boss.health = Boss Health
boss.health = Zdrowie Bossa
connectfail = [crimson]Nie można połączyć się z serwerem:\n\n[accent]{0}
error.unreachable = Serwer niedostępny.\nCzy adres jest wpisany poprawnie?
error.invalidaddress = Niepoprawny adres.
@@ -346,36 +385,39 @@ error.alreadyconnected = Jesteś już połączony.
error.mapnotfound = Plik mapy nie został znaleziony!
error.io = Błąd siecowy I/O.
error.any = Nieznany błąd sieci.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
error.bloom = Nie udało się załadować bloom.\nTwoje urządzenie może nie wspierać tej funkcji.
zone.groundZero.name = Wybuch Lądowy
zone.desertWastes.name = Pustynne Pustkowia
zone.craters.name = Kratery
zone.frozenForest.name = Zamrożony Las
zone.ruinousShores.name = Zniszczone Przybrzerza
zone.ruinousShores.name = Zniszczone Przybrzeża
zone.stainedMountains.name = Zabarwione Góry
zone.desolateRift.name = Ponura Szczelina
zone.nuclearComplex.name = Centrum Wyrobu Jądrowego
zone.overgrowth.name = Przerośnięty Las
zone.tarFields.name = Pola Smołowe
zone.saltFlats.name = Salt Flats
zone.saltFlats.name = Solne Równiny
zone.impact0078.name = Uderzenie 0078
zone.crags.name = Urwisko
zone.fungalPass.name = Fungal Pass
zone.fungalPass.name = Grzybowa Przełęcz
zone.groundZero.description = Optymalna lokalizacja, aby rozpocząć jeszcze raz. Niskie zagrożenie. Niewiele zasobów.\nZbierz jak najwięcej miedzi i ołowiu, tyle ile jest możliwe.\nPrzejdź do następnej strefy jak najszybciej.
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed.
zone.saltFlats.description = On the outskirts of the desert lie the Salt Flats. Few resources can be found in this location.\n\nThe enemy has erected a resource storage complex here. Eradicate their core. Leave nothing standing.
zone.craters.description = Water has accumulated in this crater, relic of the old wars. Reclaim the area. Collect sand. Smelt metaglass. Pump water to cool turrets and drills.
zone.ruinousShores.description = Past the wastes, is the shoreline. Once, this location housed a coastal defense array. Not much of it remains. Only the most basic defense structures have remained unscathed, everything else reduced to scrap.\nContinue the expansion outwards. Rediscover the technology.
zone.frozenForest.description = Nawet tutaj, bliżej gór, zarodniki rozprzestrzeniły się. Niskie temperatury nie mogą ich zatrzymać na zawsze.\n\nRozpocznij przedsięwzięcie od władzy. Buduj generatory spalinowe. Naucz się korzystać z naprawiaczy.
zone.desertWastes.description = Te pustkowia są rozległe, nieprzewidywalne, i znajdują się na nich opuszczone struktury.\nWęgiel jest obecny w tym regionie. Użyj go do produkcji energii, lub do stworzenia grafitu.\n\n[lightgray]Miejsce lądowania nie jest pewne.
zone.saltFlats.description = Na obrzeżach pustyni spoczywają Solne Równiny. Można tu znaleźć niewiele surowców.\n\nWrogowie zbudowali tu bazę składującą surowce. Zniszcz ich rdżeń. Zniszcz wszystko co stanie ci na drodze.
zone.craters.description = W tym kraterze zebrała się woda. Pozostałość dawnych wojen. Odzyskaj ten teren. Wykop piasek. Wytop metaszkło. Pompuj wodę do działek obronnych i wierteł by je schłodzić
zone.ruinousShores.description = Za pustkowiami ciągnie się linia brzegowa. Kiedyś znajdowała się tu przybrzeżna linia obronna. Niewiele z niej zostało. Ostały się tylko podstawowe struktury obronne, z reszty został tylko złom.\nKontynuuj eksploracje. Odkryj pozostawioną tu technolog.
zone.stainedMountains.description = W głębi lądu leżą góry, jeszcze nieskażone przez zarodniki.\nWydobądź obfity tytan w tym obszarze. Dowiedz się, jak z niego korzystać.\n\nObecność wroga jest tutaj większa. Nie daj im czasu na wysłanie swoich najsilniejszych jednostek.
zone.overgrowth.description = Obszar ten jest zarośnięty, bliżej źródła zarodników.\nWróg założył tu placówkę. Zbuduj jednostki Nóż. Zniszcz to. Odzyskaj to, co nam odebrano.
zone.tarFields.description = Obrzeża strefy produkcji ropy, między górami a pustynią. Jeden z niewielu obszarów z rezerwami użytecznej smoły.\nMimo że ta strefa jest opuszczona, w pobliżu znajdują się niebezpieczne siły wroga. Nie lekceważ ich.\n\n[lightgray]Jeśli to możliwe, zbadaj technologię przetwarzania oleju.
zone.desolateRift.description = Strefa wyjątkowo niebezpieczna. Opfita w zasoby ale mało miejsca. Wysokie ryzyko zniszczenia. Opuść tę strefe jak najszybciej. Nie daj się zwieść długiemu odstępowi między atakami wroga.
zone.desolateRift.description = Strefa wyjątkowo niebezpieczna. Obfita w zasoby ale mało miejsca. Wysokie ryzyko zniszczenia. Opuść tę strefe jak najszybciej. Nie daj się zwieść długiemu odstępowi między atakami wroga.
zone.nuclearComplex.description = Dawny zakład produkcji i przetwarzania toru, zredukowny do ruin.\n[lightgray]Zbadaj tor i jego zastosowania.\n\nWróg jest tutaj obecny w dużej ilości, nieustannie poszukuje napastników.
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
zone.fungalPass.description = Przejściowy obszar pomiędzy wysokimi górami a nisko znajdującymi się, ogarniętymi przez zarodniki równinami. Znajduje się tu mała postawiona przez wrogów baza zwiadowcza.\nZniszcz ją.\nUżyj jednostek Nóż i Pełzak. Zniszcz oba rdżenie.
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Język
settings.data = Dane Gry
settings.reset = Przywróć domyślne
settings.rebind = Zmień
settings.controls = Sterowanie
@@ -393,14 +435,14 @@ no = Nie ma mowy!
info.title = Informacje
error.title = [crimson]Wystąpił błąd
error.crashtitle = Wystąpił błąd
attackpvponly = [scarlet]Only available in Attack/PvP modes
attackpvponly = [scarlet]Dostępne tylko w trybach Atak/PvP
blocks.input = Wejście
blocks.output = Wyjście
blocks.booster = Wzmacniacz
block.unknown = [LIGHT_GRAY]???
blocks.powercapacity = Pojemność mocy
blocks.powershot = moc/strzał
blocks.damage = Damage
blocks.damage = Obrażenia
blocks.targetsair = Namierzanie wrogów powietrznych
blocks.targetsground = Namierzanie wrogów lądowych
blocks.itemsmoved = Prędkość poruszania się
@@ -423,22 +465,26 @@ blocks.boosteffect = Efekt wzmocnienia
blocks.maxunits = Maksymalna ilość jednostek
blocks.health = Zdrowie
blocks.buildtime = Czas budowy
blocks.buildcost = Koszt budowy
blocks.inaccuracy = Niedokładność
blocks.shots = Strzały
blocks.reload = Strzałów/sekundę
blocks.ammo = Amunicja
bar.drilltierreq = Better Drill Required
bar.drilltierreq = Wymagane Lepsze Wiertło
bar.drillspeed = Prędkość wiertła: {0}/s
bar.efficiency = Efektywność: {0}%
bar.powerbalance = Moc: {0}
bar.poweramount = Moc: {0}
bar.poweroutput = Wyjście mocy: {0}
bar.items = Przedmiotów: {0}
bar.capacity = Pojemność: {0}
bar.liquid = Płyn
bar.heat = Ciepło
bar.power = Prąd
bar.progress = Postęp Budowy
bar.spawned = Jednostki: {0}/{1}
bullet.damage = [stat]{0}[lightgray] Obrażenia
bullet.splashdamage = [stat]{0}[lightgray] Obrażenia obszarowe ~[stat] {1}[lightgray] kratki
bullet.incendiary = [stat]zapalający
@@ -450,6 +496,7 @@ bullet.freezing = [stat]zamrażający
bullet.tarred = [stat]smolny
bullet.multiplier = [stat]{0}[lightgray]x mnożnik amunicji
bullet.reload = [stat]{0}[lightgray]x szybkość ataku
unit.blocks = Klocki
unit.powersecond = jednostek prądu na sekundę
unit.liquidsecond = jednostek płynów na sekundę
@@ -471,17 +518,17 @@ category.shooting = Strzelanie
category.optional = Dodatkowe ulepszenia
setting.landscape.name = Zablokuj tryb panoramiczny
setting.shadows.name = Cienie
setting.linear.name = Linear Filtering
setting.linear.name = Filtrowanie Liniowe
setting.animatedwater.name = Animowana woda
setting.animatedshields.name = Animowana Tarcza
setting.antialias.name = Antialias[LIGHT_GRAY] (wymaga restartu)[]
setting.indicators.name = Wskaźniki Przyjaciół
setting.autotarget.name = Automatyczne Celowanie
setting.keyboard.name = Mouse+Keyboard Controls
setting.keyboard.name = Sterowanie Myszka+Klawiatura
setting.fpscap.name = Maksymalny FPS
setting.fpscap.none = Nieograniczone
setting.fpscap.text = {0} FPS
setting.uiscale.name = UI Scaling[lightgray] (require restart)[]
setting.uiscale.name = Skalowanie Interfejsu[lightgray] (wymaga restartu)[]
setting.swapdiagonal.name = Pozwala na ukośne stawianie
setting.difficulty.training = trening
setting.difficulty.easy = Łatwy
@@ -502,18 +549,21 @@ setting.lasers.name = Pokaż lasery zasilające
setting.pixelate.name = Pikselacja [LIGHT_GRAY](wyłącza animacje)
setting.minimap.name = Pokaż Minimapę
setting.musicvol.name = Głośność muzyki
setting.ambientvol.name = Ambient Volume
setting.ambientvol.name = Głośność otoczenia
setting.mutemusic.name = Wycisz muzykę
setting.sfxvol.name = Głośność dźwięków
setting.mutesound.name = Wycisz dźwięki
setting.crashreport.name = Wysyłaj anonimowo dane o crashu gry
setting.savecreate.name = Automatyczne tworzenie zapisu
setting.publichost.name = Widoczność gry publicznej
setting.chatopacity.name = Przezroczystość czatu
setting.playerchat.name = Wyświetlaj czat w grze
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
uiscale.cancel = Cancel & Exit
uiscale.reset = Skala interfejsu uległa zmianie.\nNaciśnij "OK" by potwierdzić zmiany.\n[scarlet]Cofanie zmian i wyjście z gry za[accent] {0}[]
uiscale.cancel = Anuluj i wyjdź
setting.bloom.name = Bloom
keybind.title = Zmień
keybinds.mobile = [scarlet]Most keybinds here are not functional on mobile. Only basic movement is supported.
keybinds.mobile = [scarlet]Większość skrótów klawiszowych nie funkcjonuje w wersji mobilnej. Tylko podstawowe poruszanie się jest wspierane.
category.general.name = Ogólne
category.view.name = Wyświetl
category.multiplayer.name = Multiplayer
@@ -527,8 +577,9 @@ keybind.press.axis = Naciśnij oś lub klawisz...
keybind.screenshot.name = Zrzut ekranu mapy
keybind.move_x.name = Poruszanie w poziomie
keybind.move_y.name = Poruszanie w pionie
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Zaznacz
keybind.diagonal_placement.name = Diagonal Placement
keybind.diagonal_placement.name = Budowa po skosie
keybind.pick.name = Wybierz Blok
keybind.break_block.name = Zniszcz Blok
keybind.deselect.name = Odznacz
@@ -537,7 +588,7 @@ keybind.zoom_hold.name = Inicjator przybliżania
keybind.zoom.name = Przybliżanie
keybind.menu.name = Menu
keybind.pause.name = Pauza
keybind.minimap.name = Minimap
keybind.minimap.name = Minimapa
keybind.dash.name = Przyspieszenie
keybind.chat.name = Czat
keybind.player_list.name = Lista graczy
@@ -559,24 +610,25 @@ mode.pvp.description = Walcz przeciwko innym graczom.
mode.attack.name = Atak
mode.attack.description = Brak fal, celem jest zniszczenie bazy przeciwnika.
mode.custom = Własny tryb
rules.infiniteresources = Nieskończone zasoby
rules.wavetimer = Zegar fal
rules.waves = Fale
rules.attack = Attack Mode
rules.attack = Tryb Ataku
rules.enemyCheat = Nieskończone zasoby komputera-przeciwnika (czerwonego zespołu)
rules.unitdrops = Unit Drops
rules.unitdrops = Surowce z zniszczonych jednostek
rules.unitbuildspeedmultiplier = Mnożnik Prędkości Tworzenia Jednostek
rules.unithealthmultiplier = Mnożnik Życia Jednostek
rules.playerhealthmultiplier = Mnożnik Życia Gracza
rules.playerdamagemultiplier = Mnożnik Obrażeń Gracza
rules.unitdamagemultiplier = Mnożnik Obrażeń Jednostek
rules.enemycorebuildradius = Enemy Core No-Build Radius:[LIGHT_GRAY] (tiles)
rules.respawntime = Respawn Time:[LIGHT_GRAY] (sec)
rules.enemycorebuildradius = Zasięg blokady budowy przy rdżeniu wroga:[LIGHT_GRAY] (kratki)
rules.respawntime = Czas Odrodzenia:[LIGHT_GRAY] (sek)
rules.wavespacing = Odstępy między falami:[LIGHT_GRAY] (sek)
rules.buildcostmultiplier = Mnożnik Kosztów Budowania
rules.buildspeedmultiplier = Mnożnik Prędkości Budowania
rules.waitForWaveToEnd = Fale czekają na przeciwników
rules.dropzoneradius = Drop Zone Radius:[LIGHT_GRAY] (tiles)
rules.dropzoneradius = Zasięg strefy zrzutu:[LIGHT_GRAY] (kratki)
rules.respawns = Maksymalna ilośc odrodzeń na falę
rules.limitedRespawns = Ogranicz Odrodzenia
rules.title.waves = Fale
@@ -585,11 +637,12 @@ rules.title.resourcesbuilding = Zasoby i Budowanie
rules.title.player = Gracze
rules.title.enemy = Przeciwnicy
rules.title.unit = Jednostki
content.item.name = Przedmioty
content.liquid.name = Płyny
content.unit.name = Jednostki
content.block.name = Klocki
content.mech.name = Mechs
content.mech.name = Mechy
item.copper.name = Miedź
item.lead.name = Ołów
item.coal.name = Węgiel
@@ -624,7 +677,7 @@ mech.omega-mech.weapon = Rakiety Chmarowe
mech.omega-mech.ability = Układ Obronny
mech.dart-ship.name = Strzałka
mech.dart-ship.weapon = Karabin
mech.javelin-ship.name = Javelin
mech.javelin-ship.name = Oszczep
mech.javelin-ship.weapon = Seria Rakiet
mech.javelin-ship.ability = Wyładowania Dopalacza
mech.trident-ship.name = Trójząb
@@ -642,11 +695,12 @@ mech.itemcapacity = [LIGHT_GRAY]Pojemność przedmiotów: {0}
mech.minespeed = [LIGHT_GRAY]Prędkość kopania: {0}
mech.minepower = [LIGHT_GRAY]Moc kopania: {0}
mech.ability = [LIGHT_GRAY]Umiejętność: {0}
mech.buildspeed = [LIGHT_GRAY]Building Speed: {0}%
mech.buildspeed = [LIGHT_GRAY]Szybkość Budowy: {0}%
liquid.heatcapacity = [LIGHT_GRAY]Wytrzymałość na przegrzewanie: {0}
liquid.viscosity = [LIGHT_GRAY]Lepkość: {0}
liquid.temperature = [LIGHT_GRAY]Temperatura: {0}
block.sand-boulder.name = Sand Boulder
block.sand-boulder.name = Piaskowy Głaz
block.grass.name = Trawa
block.salt.name = Sól
block.saltrocks.name = Skały Solne
@@ -657,7 +711,7 @@ block.spore-pine.name = Sosna Zarodkowa
block.sporerocks.name = Skała z Zarodkami
block.rock.name = Skały
block.snowrock.name = Skały śnieżne
block.snow-pine.name = Snow Pine
block.snow-pine.name = Sosna śniegowa
block.shale.name = Łupek
block.shale-boulder.name = Głaz Łupkowy
block.moss.name = Mech
@@ -690,13 +744,13 @@ block.snow.name = Śnieg
block.craters.name = Kratery
block.sand-water.name = Woda z Piaskiem
block.darksand-water.name = Woda z Ciemnym Piaskiem
block.char.name = Char
block.holostone.name = Holo stone
block.char.name = Popiół
block.holostone.name = Błyszczący kamień
block.ice-snow.name = Lodowy Śnieg
block.rocks.name = Skały
block.icerocks.name = Lodowe skały
block.snowrocks.name = Śnieżne Skały
block.dunerocks.name = Dune Rocks
block.dunerocks.name = Skały wydmowe
block.pine.name = Sosna
block.white-tree-dead.name = Białe Drzewo Martwe
block.white-tree.name = Białe Drzewo
@@ -715,7 +769,7 @@ block.dark-panel-6.name = Ciemny Panel 6
block.dark-metal.name = Ciemny Metal
block.ignarock.name = Skała Wulkaniczna
block.hotrock.name = Gorący Kamień
block.magmarock.name = Magma Rock
block.magmarock.name = Skała magmowa
block.cliffs.name = Klify
block.copper-wall.name = Miedziana Ściana
block.copper-wall-large.name = Duża miedziana ściana
@@ -730,7 +784,7 @@ block.door-large.name = Duże drzwi
block.duo.name = Podwójne działko
block.scorch.name = Płomień
block.scatter.name = Flak
block.hail.name = Hail
block.hail.name = Grad
block.lancer.name = Lancer
block.conveyor.name = Przenośnik
block.titanium-conveyor.name = Tytanowy przenośnik
@@ -747,7 +801,7 @@ block.melter.name = Przetapiacz
block.incinerator.name = Spalacz
block.spore-press.name = Prasa Zarodni
block.separator.name = Rozdzielacz
block.coal-centrifuge.name = Coal Centrifuge
block.coal-centrifuge.name = Wirówka węglowa
block.power-node.name = Węzeł Prądu
block.power-node-large.name = Duży Węzeł Prądu
block.surge-tower.name = Wieża Energetyczna
@@ -778,7 +832,7 @@ block.power-void.name = Próżnia prądu
block.power-source.name = Nieskończony Prąd
block.unloader.name = Ekstraktor
block.vault.name = Magazyn
block.wave.name = Wave
block.wave.name = Strumyk
block.swarmer.name = Działo Rojowe
block.salvo.name = Działo Salwowe
block.ripple.name = Działo falowe
@@ -799,7 +853,7 @@ block.ghoul-factory.name = Fabryka Bombowców Upiór
block.dagger-factory.name = Fabryka Mechów Nóż
block.crawler-factory.name = Fabryka Mechów Pełzacz
block.titan-factory.name = Fabryka Mechów Tytan
block.fortress-factory.name = Fabryka Mechów Fortreca
block.fortress-factory.name = Fabryka Mechów Forteca
block.revenant-factory.name = Fabryka Wojowników Zjawa
block.repair-point.name = Punkt Napraw
block.pulse-conduit.name = Rura Pulsacyjna
@@ -833,8 +887,8 @@ block.launch-pad.name = Wyrzutnia
block.launch-pad-large.name = Duża Wyrzutnia
team.blue.name = niebieski
team.crux.name = czerwony
team.sharded.name = pomarańczowy
team.orange.name = orange
team.sharded.name = żółty
team.orange.name = pomarańczowy
team.derelict.name = szary
team.green.name = zielony
team.purple.name = fioletowy
@@ -855,32 +909,32 @@ unit.lich.name = Obudzony
unit.reaper.name = Żeniec
tutorial.next = [lightgray]<Kliknij, aby kontynuować>
tutorial.intro = Wszedłeś do[scarlet] Samouczka Mindustry.[]\nZacznij od[accent] wydobycia miedzi[]. Aby to zrobić, dotknij żyły rudy miedzi w pobliżu rdzenia.\n\n[accent]{0}/{1} miedź
tutorial.drill = Wydobywanie ręczne jest nieefektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nKliknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[]. Umieść go na złożu miedzi, klikając.\n[accent]Kliknij prawym przyciskiem myszy[], aby przestać budować.
tutorial.drill.mobile = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nTap the drill tab in the bottom right.\nSelect the[accent] mechanical drill[].\nPlace it on a copper vein by tapping, then press the[accent] checkmark[] below to confirm your selection.\nPress the[accent] X button[] to cancel placement.
tutorial.blockinfo = Each block has different stats. Each drill can only mine certain ores.\nTo check a block's info and stats,[accent] tap the "?" button while selecting it in the build menu.[]\n\n[accent]Access the Mechanical Drill's stats now.[]
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent]Hold down the mouse to place in a line.[]\nHold[accent] CTRL[] while selecting a line to place diagonally.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered
tutorial.conveyor.mobile = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.\n[accent] Place in a line by holding down your finger for a few seconds[] and dragging in a direction.\n\n[accent]{0}/{1} conveyors placed in line\n[accent]0/1 items delivered
tutorial.turret = Once an item enters your core, it can be used for building.\nKeep in mind that not all items can be used for building.\nItems that are not used for building, such as[accent] coal[] or[accent] scrap[], cannot be put into the core.\nDefensive structures must be built to repel the[lightgray] enemy[].\nBuild a[accent] duo turret[] near your base.
tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill near the turret.\nLead conveyors into the turret to supply it with copper.\n\n[accent]Ammo delivered: 0/1
tutorial.pause = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press space to pause.
tutorial.pause.mobile = During battle, you are able to[accent] pause the game.[]\nYou may queue buildings while paused.\n\n[accent]Press this button in the top left to pause.
tutorial.unpause = Now press space again to unpause.
tutorial.unpause.mobile = Now press it again to unpause.
tutorial.breaking = Blocks frequently need to be destroyed.\n[accent]Hold down right-click[] to destroy all blocks in a selection.[]\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.breaking.mobile = Blocks frequently need to be destroyed.\n[accent]Select deconstruction mode[], then tap a block to begin breaking it.\nDestroy an area by holding down your finger for a few seconds[] and dragging in a direction.\nPress the checkmark button to confirm breaking.\n\n[accent]Destroy all the scrap blocks to the left of your core using area selection.
tutorial.withdraw = In some situations, taking items directly from blocks is necessary.\nTo do this, [accent]tap a block[] with items in it, then [accent]tap the item[] in the inventory.\nMultiple items can be withdrawn by [accent]tapping and holding[].\n\n[accent]Withdraw some copper from the core.[]
tutorial.deposit = Deposit items into blocks by dragging from your ship to the destination block.\n\n[accent]Deposit your copper back into the core.[]
tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves.[accent] Click[] to shoot.\nBuild more turrets and drills. Mine more copper.
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
tutorial.drill = Wydobywanie ręczne nie jest efektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nKliknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[]. Umieść go na złożu miedzi, klikając.\n[accent]Kliknij prawym przyciskiem myszy[], aby przestać budować.
tutorial.drill.mobile = Wydobywanie ręczne jest nieefektywne.\n[accent]Wiertła []mogą kopać automatycznie.\nDotknij zakładkę wiertła w prawym dolnym rogu.\nWybierz[accent] wiertło mechaniczne[].\nUmieść go na złożu miedzi poprzez Stuknięcie, potem wciśnij[accent] ptaszek[] na dole by potwierdzić wybór.\nNaciśnij przycisk[accent] X[] by anulować budowe.
tutorial.blockinfo = Każdy blok ma inne statystyki. Każde wiertło może kopać tylko wybrane rudy.\nBy sprawdzić informacje i statystyki bloku,[accent] kliknij przycisk "?" podczas jego wyboru w menu budowy.[]\n\n[accent]Sprawdź teraz statystyki mechanicznego wiertła.[]
tutorial.conveyor = [accent]Przenośnik[] jest używany do transportowania przedmiotów do rdzenia.\nStwórz linie przenośników z wierteł do rdzenia.\n[accent]Przytrzymaj przycisk myszy by położyć w linii.[]\nPrzytrzymaj[accent] CTRL[] podczas wybierania linii, by budować po skosie.\n\n[accent]{0}/{1} Przenośniki położone w linii\n[accent]0/1 Przedmioty dostarczone
tutorial.conveyor.mobile = [accent]Przenośnik[] jest używany do transportowania przedmiotów do rdzenia.\nStwórz linie przenośników z wierteł do rdzenia.\n[accent] Zbuduj w linii poprzez przytrzymanie palcem przez moment[] i przesunięcie w którymś kierunku.\n\n[accent]{0}/{1} Przenośniki położone w linii\n[accent]0/1 Przedmioty dostarczone
tutorial.turret = Kiedy przedmiot dociera do rdzenia, może zostać użyty do budowy.\nPamiętaj że nie każdy przedmiot może zostać użyty do budowy.\nprzedmioty które nie są używane do budowy, takie jak[accent] Węgiel[] lub[accent] złom[], nie moga zostać wprowadzone do rdzenia.\nStruktury obronne muszą zostać zbudowane by odeprzeć[lightgray] wroga[].\nZbuduj[accent] podwójne działko[] niedaleko swojej bazy.
tutorial.drillturret = Podwójne działka wymagają[accent] miedzianej amunicji []do strzelania.\nPołóż wiertło obok działka.\nPoprowadź przenośniki do działek by zaopatrzyć je w miedź.\n\n[accent]Amunicja dostarczona: 0/1
tutorial.pause = Podczas gry, możesz[accent] zatrzymać grę.[]\nMożesz ustalić kolejkę budowy podczas pauzy.\n\n[accent]Naciśnij spacje by zapauzować.
tutorial.pause.mobile = Podczas gry, możesz[accent] zatrzymać grę.[]\nMożesz ustalić kolejkę budowy podczas pauzy.\n\n[accent]Nacniśnij przycisk w lewym górnym rogu by zapauzować.
tutorial.unpause = Teraz znowu naciśnij spacje by odpauzować.
tutorial.unpause.mobile = Naciśnij go znowu by odpauzować.
tutorial.breaking = Bloki często wymagają rozbiórki.\n[accent]Przytrzymaj prawy przcisk myszy[] by niszczyć wszystkie wybrane bloki.[]\n\n[accent]Zniszcz wszystkie bloki złomu na lewo od twojego rdzenia używając selekcji obszarowej.
tutorial.breaking.mobile = Bloki często wymagają rozbiórki.\n[accent]Wybierz tryb dekonstrukcji[], a następnie dotknij blok by zacząć go niszczyć.\nZdekonstruuj obszarowo poprzez przytrzymanie palcem przez moment[] i przesunięcie go w jakimś kierunku.\nNaciśnij przycisk ptaszka by potwierdzić rozbiórkę.\n\n[accent]Zniszcz wszystkie bloki złomu na lewo od twojego rdzenia używając selekcji obszarowej.
tutorial.withdraw = Czasami, konieczne jest wyjmowanie przedmiotów prosto z bloków.\nBy tego dokonać, [accent]kliknij blok[] z przedmiotami w nim, potem [accent]kliknij przedmiot[] w inwentarzu.\nMożesz zebrać wiele przedmiotów naraz poprzez [accent]kliknięcie i przytrzymanie[].\n\n[accent]Zabierz trochę miedzi z rdzenia.[]
tutorial.deposit = Włóż przedmioty do bloków poprzez przeciągnięcie z twojego statku do danego bloku.\n\n[accent]Włóż miedź z powrotem do rdzenia .[]
tutorial.waves = [lightgray] Wrogowie[] nadchodzą.\n\nBroń swój rdżeń przez 2 fale.[accent] Kliknij[] by strzelać.\nZbuduj wiecej działek i wierteł. Wydobądź więcej miedzi.
tutorial.waves.mobile = [lightgray] Wrogowie[] nadchodzą.\n\nBroń swój rdzeń przez 2 fale. Twój statek będzie automatycznie atakował wrogów.\nZbuduj wiecej działek i wierteł. Wydobądź więcej miedzi.
tutorial.launch = Kiedy dotrzesz do określonej fali, masz możliwość[accent] wystrzelenia rdzenia[], pozostawiając struktury obronne za sobą i[accent] otrzymując wszystkie surowce znajdujące się w rdzeniu.[]\nSurowce te mogą potem zostać użyte do odkrywania nowych technologii.\n\n[accent]Naciśnij przycisk Wystrzału.
item.copper.description = Przydatny materiał budowlany. Szeroko używany w prawie każdej konstrukcji.
item.lead.description = Podstawowy matriał. Używany w przesyle przemiotów i płynów. Nie jest on przypadkiem szkodliwy?
item.metaglass.description = Niesamowite silne szkło. Szeroko używane w transporcie i przechowywaniu płynów.
item.metaglass.description = Wyjątkowo wytrzymały stop szkła. Szeroko używany w transporcie i przechowywaniu płynów.
item.graphite.description = Zmineralizowany węgiel, wykorzystywany do amunicji i izolacji elektrycznej.
item.sand.description = Zwykły materiał używany pospolicie w przepalaniu, stopach i jako topnik. Dostanie piaskiem po oczach nie jest przyjemne.
item.coal.description = Zwykły i łatwo dostępny materiał energetyczny.
item.titanium.description = Rzadki i bardzo lekki materiał. Używany w bardzo zaawansowanym przewodnictwie, wiertłach i samolotach. Poczuj się jak Tytan!
item.thorium.description = Zwarty i radioaktywny materiał używany w struktucrach i paliwie nuklearnym. Nie trzymaj go w rękach!
item.thorium.description = Zwarty i radioaktywny materiał używany w strukturach i paliwie nuklearnym. Nie trzymaj go w rękach!
item.scrap.description = Pozostałości starych budynków i jednostek. Składa się z małej ilości wszystkiego.
item.silicon.description = Niesamowicie przydatny półprzewodnk uźywany w panelach słonecznych i skomplikowanej elektronice. Nie, w Dolinie Krzemowej już nie ma krzemu.
item.plastanium.description = Lekki i plastyczny materiał używany w amunicji odłamkowej i samolotach. Używany też w klockach LEGO (dlatego są niezniszczalne)!
@@ -890,12 +944,12 @@ item.spore-pod.description = Używany do wyrobu oleju, materiałów wybuchowych
item.blast-compound.description = Lotny związek używany w pirotechnice. Może być używany jako materiał energetyczny, ale nie polecam, ale i tak warto spróbować.
item.pyratite.description = Niesamowicie palny związek używany w zbrojeniu. Nielegalny w 9 państwach.
liquid.water.description = Powszechnie używana do schładzania budowli i przetwarzania odpadów.
liquid.slag.description = Various different types of molten metal mixed together. Can be separated into its constituent minerals, or sprayed at enemy units as a weapon.
liquid.oil.description = Może się palić, eksplodować lub być używana do schładzania.
liquid.slag.description = Wiele różnych metali stopionych i zmieszanych razem. Może zostać rozdzielony na jego metale składowe, albo wystrzelony w wrogie jednostki i użyty jako broń.
liquid.oil.description = Używany w do produkcji złożonych materiałów. Może zostać przetworzony na węgiel, lub wystrzelony w wrogów przez wieżyczke.
liquid.cryofluid.description = Najefektywniejsza ciecz do schładzania budowli.
mech.alpha-mech.description = Standardowy mech. Średnia broń i prędkość, leć potrafi stworzyć trzy małe drony do walki.
mech.delta-mech.description = Szybki i wrażliwy mech stworzony do szybkih ataków i ucieczki. Budynką robi prawie nic, lec jest wstanie szybko rozwalić grupę wrogich jednostek piorunami.
mech.tau-mech.description = Mech pomocny. Naprawia budynki drużyny, strzelając w nie. Potrafi wygasić niedalekie pożary i uleczyć bliskich przyjaciół.
mech.delta-mech.description = Szybki i wrażliwy mech stworzony do szybkich ataków i ucieczki. Zadaje niewielkie obrażenia strukturom, lecz może bardzo szybko niszczyć spore grupy jednostek wroga przy pomocy jego działek tesli.
mech.tau-mech.description = Mech wsparcia. Naprawia budynki drużyny, strzelając w nie. Potrafi wygasić niedalekie pożary i uleczyć bliskich przyjaciół.
mech.omega-mech.description = Duży i silny mech, zaprojektowany na ataki. Jego zdolność pozwala mu na zablokowanie do 90% obrażeń.
mech.dart-ship.description = Standardowy statek. Lekki i szybki, ale jest kiepski jak chodzi o walkę i kopanie.
mech.javelin-ship.description = Statek do ataku i szybkiej ucieczki. Zaczyna powoli, ale przyspiesza do wielkiej prędkości. Przy tej prędkości, może przelecieć koło wrogiej bazy i atakować piorunami czy rakietami.
@@ -908,12 +962,12 @@ unit.dagger.description = Podstawowy mech lądowy. Sam jest słaby, lecz przydat
unit.crawler.description = Jednostka naziemna składająca się z rozebranej ramy z przypiętymi na górze materiałami wybuchowymi. Niezbyt trwały. Wybucha przy kontakcie z wrogami. Chodzi na czterech nogach jak pies.
unit.titan.description = Zaawansowana, opancerzona jednostka naziemna. Atakuje zarówno cele naziemne, jak i powietrzne. Wyposażony w dwa miniaturowe miotacze ognia typu Płomień.
unit.fortress.description = Ciężki mech artyleryjski. Wyposażony w dwa zmodyfikowane działa typu gradowego do ataku na dalekie odległości na konstrukcje i jednostki wroga.
unit.eruptor.description = A heavy mech designed to take down structures. Fires a stream of slag at enemy fortifications, melting them and setting volatiles on fire.
unit.eruptor.description = Ciężki mech stworzony do niszczenia struktur. Strzela wiązką żużlu w kierunku fortyfikacji wroga, Topiąc je oraz podpalając łatwopalne przedmioty.
unit.wraith.description = Szybka jednostka, stosuje taktyke uderz-uciekaj Namierza jakiekolwiek źródło prądu.
unit.ghoul.description = Ciężki bombowiec dywanowy. Rozdziera struktury wroga, atakując krytyczną infrastrukturę.
unit.revenant.description = Ciężka, unosząca sie platforma z rakietami.
block.graphite-press.description = Kompresuje kawałki węgla w czyste blaszki grafitu.
block.multi-press.description = An upgraded version of the graphite press. Employs water and power to process coal quickly and efficiently.
block.multi-press.description = Ulepszona wersja prasy grafitowej. Używa wody i prądu do kompresowania węgla szybko i efektywnie.
block.silicon-smelter.description = Redukuje piasek za pomocą wysoce czystego węgla w celu wytworzenia krzemu.
block.kiln.description = Stapia ołów i piasek na metaszkło. Wymaga małej ilości energii.
block.plastanium-compressor.description = Wytwarza plastan z oleju i tytanu.
@@ -921,9 +975,9 @@ block.phase-weaver.description = Produkuje Włókna Fazowe z radioaktywnego toru
block.alloy-smelter.description = Produkuje stop Elektrum z tytanu, ołowiu, krzemu i miedzi.
block.cryofluidmixer.description = Łączy wodę i tytan w lodociecz, który jest znacznie bardziej wydajny w chłodzeniu niż woda.
block.blast-mixer.description = Kruszy i miesza skupiska zarodników z piratytem, tworząc związek wybuchowy.
block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite.
block.pyratite-mixer.description = Miesza węgiel, ołów i piasek tworząc bardzo łatwopalny piratian.
block.melter.description = Przetapia złom na żużel do dalszego przetwarzania lub użycia w wieżyczkach
block.separator.description = Oddziel użyteczne materiały z mieszaniny jaką jest żużel.
block.separator.description = Oddziela użyteczne materiały z mieszaniny jaką jest żużel.
block.spore-press.description = Kompresuje kapsułki zarodników w olej.
block.pulverizer.description = Mieli złom w drobny piasek. Przydatne, gdy brakuje naturalnego piasku.
block.coal-centrifuge.description = Zestala olej w kawałki węgla.
@@ -945,21 +999,21 @@ block.surge-wall.description = Najsilniejszy blok obronny.\nMa niewielką szans
block.surge-wall-large.description = Najsilniejszy blok obronny.\nMa niewielką szansę na wywołanie błyskawicy w kierunku atakującego.\nObejmuje wiele kratek.
block.door.description = Małe drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.
block.door-large.description = Duże drzwi, które można otwierać i zamykać, klikając na nie.\nJeśli są otwarte, wrogowie mogą strzelać i się przemieszczać przez nie.\nObejmuje wiele kratek.
block.mender.description = Periodically repairs blocks in its vicinity. Keeps defenses repaired in-between waves.\nOptionally uses silicon to boost range and efficiency.
block.mend-projector.description = Periodically heals blocks 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.conveyor.description = Basic item transport block. Moves 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.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.mender.description = Co jakiś czas naprawia bloki w zasięgu. Utrzymuje struktury obronne w dobrym stanie.\nOpcjonalnie używa silikonu do zwiększenia zasięgu i szybkości naprawy.
block.mend-projector.description = Co jakiś czas naprawia bloki w zasięgu. Lepsza wersja naprawiacza.
block.overdrive-projector.description = Zwiększa szybkość budynków w zasięgu takich jak wiertła czy przenośniki.
block.force-projector.description = Wytwarza pole siłowe w kształcie sześciokąta wokół siebie, chroniąc budynki i jednostki wewnątrz od obrażeń zadanych przez pociski.
block.shock-mine.description = Zadaje obrażenia jednostkom wroga którzy na nią wejdą. Ledwo widoczne dla wrogów.
block.conveyor.description = Podstawowy blok transportowy dla przedmiotów. Automatycznie przesyła przedmioty naprzód do działek oraz maszyn. Można obrócić.
block.titanium-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Przesyła przedmioty szybciej od zwykłego przenośnika.
block.junction.description = Używany jako most dla dwóch krzyżujących się przenośników. Przydatne w sytuacjach kiedy dwa różne przenośniki transportują różne surowce do różnych miejsc.
block.bridge-conveyor.description = Zaawansowany blok transportujący. Pozwala na przenoszenie przedmiotów nawet do 3 bloków na każdym terenie, przez każdy budynek.
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
block.phase-conveyor.description = Zaawansowany blok transportowy dla przedmiotów. Używa energii przy teleportacji przedmiotów do podłączonego transportera fazowego na spore odległości.
block.sorter.description = Sortuje przedmioty. Jeśli przedmiot pasuje to przechodzi dalej, jeśli nie - to przechodzi na boki.
block.router.description = Akceptuje przedmioty z jednego miejsca i rozdziela je do trzech innych kierunków. Przydatne w rozdzielaniu materiałów z jednego źródła do wielu celów.
block.distributor.description = Zaawansowany rozdzielacz, rozdzielający przedmioty do 7 innych kierunków.
block.overflow-gate.description = Rozdzielacz, który przerzuca przedmioty, kiedy główna droga jest przepełniona
block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range.
block.mass-driver.description = Najlepszy blok do transportu przedmiotów. Zbiera wiele przedmiotów naraz a potem wystrzeliwuje je do kolejnej katapulty masy na bardzo duże odległości.
block.mechanical-pump.description = Tania pompa o niskiej przepustowości. Nie wymaga prądu.
block.rotary-pump.description = Zaawansowana pompa, dwukrotnie większa przepustowość od mechanicznej pompy. Wymaga prądu.
block.thermal-pump.description = Najlepsza pompa. Trzy razy szybsza od mechanicznej pompy i jedyna, która może wypompować lawę.
@@ -971,41 +1025,41 @@ block.liquid-junction.description = Działa jak most dla dwóch krzyżujących s
block.bridge-conduit.description = Zaawansowany blok przenoszący ciecze. Pozwala na przenoszenie cieczy nawet do 3 bloków na każdym terenie, przez każdy budynek.
block.phase-conduit.description = Zaawansowany blok do przenoszenia cieczy. Używa prądu, aby przenieść ciecz do połączonego transportera fazowego przez kilka bloków.
block.power-node.description = Przesyła moc do połączonych węzłów. Można podłączyć do czterech źródeł zasilania, zlewów lub węzłów. Zasila też bloki które go dotykają.
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.surge-tower.description = An extremely long-range power node with fewer available connections.
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.power-node-large.description = Posiada większy zasięg niż zwykły węzeł prądu. Można podłączyć do sześciu źródeł zasilania, zlewów lub węzłów.
block.surge-tower.description = Węzęł prądu z bardzo dużym zasięgiem, posiadający mniej możliwych podłączeń.
block.battery.description = Przechowuje energię przy nadwyżce produkcji oraz dostarcza energię kiedy jest jej brak, dopóki jest w niej miejsce.
block.battery-large.description = Przechowuje o wiele wiecej prądu niż standardowa bateria.
block.combustion-generator.description = Wytwarza energię poprzez spalanie łatwopalnych materiałów.
block.thermal-generator.description = Generates power when placed in hot locations.
block.thermal-generator.description = Generuje prąd kiedy jest postawiony na źródłach ciepła.
block.turbine-generator.description = Bardziej wydajny niż generator spalania, ale wymaga dodatkowej wody.
block.differential-generator.description = Generates large amounts of energy. Utilizes the temperature difference between cryofluid and burning pyratite.
block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor.
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. Power output depends on fullness, with base power generated at full capacity.
block.impact-reactor.description = An advanced generator, capable of creating massive amounts of power at peak efficiency. Requires a significant power input to kickstart the process.
block.differential-generator.description = Generuje duże ilości prądu. Wykorzystuje różnice temperatur pomiędzy Lodocieczą a spalanym Piratianem.
block.rtg-generator.description = Termoelektryczny generator wykorzystujący izotopy promieniotwórcze. Nie wymaga chłodzenia, ale produkuje mniej energii od reaktora torowego.
block.solar-panel.description = Wytwarza małe ilości prądu wykorzystując energię słoneczną.
block.solar-panel-large.description = Wytwarza o wiele więcej prądu niż zwykły panel słoneczny, ale jest o wiele droższy w budowie.
block.thorium-reactor.description = Produkuje bardzo duże ilości prądu z wysoce radioaktywnego toru. Wymaga ciągłego chłodzenia. Silnie eksploduje jeśli nie zostanie dostarczona wystarczająca ilość chłodziwa. Produkcja energii zależy od zapełnienia, produkując bazową ilość energii przy całkowitym zapełnieniu.
block.impact-reactor.description = Zaawansowany generator, zdolny do produkcji ogromnych ilości prądu u szczytu swoich możliwości. Wymaga znacznych ilości energii do rozpoczęcia procesu.
block.mechanical-drill.description = Tanie wiertło. Kiedy położnone na odpowiednich polach, wysyła przedmioty w wolnym tempie.
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.pneumatic-drill.description = Ulepszone wiertło, które jest szybsze i może wykopywać twardsze surowce przy użyciu ciśnienia.
block.laser-drill.description = Pozwala kopać jeszcze szybciej poprzez technologię laserową, ale wymaga energii. Dodatkowo, radioaktywny tor może zostać wydobyty przez to wiertło.
block.blast-drill.description = Najlepsze wiertło. Wymaga dużych ilości energii.
block.water-extractor.description = Wydobywa wodę z ziemi. Użyj go, gdy w pobliżu nie ma jeziora.
block.cultivator.description = Uprawia małe skupiska zarodników w gotowe do użytku kapsułki.
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.core-shard.description = The first iteration of the core capsule. Once destroyed, all contact to the region is lost. Do not let this happen.
block.core-foundation.description = The second version of the core. Better armored. Stores more resources.
block.core-nucleus.description = The third and final iteration of the core capsule. Extremely well armored. Stores massive amounts of resources.
block.vault.description = Stores a large amount of items of each type. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault.
block.container.description = Stores a small amount of items of each type. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container.
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.launch-pad.description = Launches batches of items without any need for a core launch. Unfinished.
block.launch-pad-large.description = An improved version of the launch pad. Stores more items. Launches more frequently.
block.duo.description = Mała, tania wieża. Przydatny przeciwko jednostkom naziemnym.
block.oil-extractor.description = Używa bardzo dużych ilości energii do ekstrakcji ropy z piasku. Używaj go w sytuacji kiedy nie ma bezpośredniego źródła ropy w okolicy.
block.core-shard.description = Pierwsza wersja rdzenia. Gdy zostaje zniszczony, wszelki kontakt do regionu zostaje utracony. Nie pozwól na to.
block.core-foundation.description = Druga wersja rdzenia. Lepiej opancerzony. Przechowuje więcej surowców.
block.core-nucleus.description = Trzecia i ostatnia wersja rdzenia. Bardzo dobrze opanczerzony. Przechowuje ogromne ilości surowców.
block.vault.description = Przechowuje duże ilości przedmiotów każdego rodzaju. [LIGHT_GRAY] Ekstraktor[] może zostać użyty do rozładowania magazynu.
block.container.description = Przechowuje małe ilości przedmiotów każdego rodzaju. [LIGHT_GRAY] ekstraktor[] może zostać użyty do rozładowania kontenera.
block.unloader.description = Wyciąga przedmioty z kontenera, magazynu oraz rdżenia na przenośniki lub bezpośrednio na przyległe bloki. Typ przedmiotu jaki zostanie wyciągniety może zostać zmieniony poprzez kliknięcie.
block.launch-pad.description = Wysyła pakiety przedmiotów bez potrzeby wystrzeliwania rdżenia. Niedokończona.
block.launch-pad-large.description = Ulepszona wersja wyrzutni. Magazynuje więcej przedmiotów. Wysyła częściej.
block.duo.description = Mała, tania wieża. Przydatna przeciwko jednostkom naziemnym.
block.scatter.description = Średniej wielkości wieża przeciwlotnicza. Rozsiewa śruty z ołowiu lub strzępy złomu na jednostki wroga.
block.scorch.description = Spala wszystkich wrogów naziemnych w pobliżu. Bardzo skuteczny z bliskiej odległości.
block.hail.description = Mała wieża artyleryjska, bardzo przydatna, atakuje tylko jednostki naziemne.
block.wave.description = Średniej wielkości szybkostrzelna wieżyczka, która wystrzeliwuje płynne bąbelki. Gasi ogień jeżeli jest w niej woda lub lodociecz
block.lancer.description = Średniej wielkości wieżyczka, która strzela naładowanymi wiązkami elektryczności.
block.arc.description = Mała wieża bliskiego zasięgu, która wystrzeliwuje elektryczność losowym łukiem w kierunku wroga.
block.arc.description = Mała wieża bliskiego zasięgu, która wystrzeliwuje wiązki tesli losowym łukiem w kierunku wroga.
block.swarmer.description = Średniej wielkości wieżyczka, która strzela rakietami wybuchowymi.
block.salvo.description = Średniej wielkości wieża strzelająca salwami.
block.fuse.description = Duża wieża, która strzela potężnymi wiązkami krótkiego zasięgu.
@@ -1016,19 +1070,19 @@ block.meltdown.description = Duża wieża, która strzela potężnymi wiązkami
block.command-center.description = Wydaje polecenia ruchu sojuszniczym jednostkom na całej mapie.\nPowoduje patrolowanie jednostek, atakowanie wrogiego rdzenia lub wycofanie się do rdzenia / fabryki. Gdy nie ma rdzenia wroga, jednostki będą domyślnie patrolować pod dowództwem ataku.
block.draug-factory.description = Produkuje drony wydobywcze Draug.
block.spirit-factory.description = Produkuje lekkie drony, które naprawiają bloki.
block.phantom-factory.description = Produkuje zaawansowane drony które pomgają przy budowie.
block.wraith-factory.description = Produces fast, hit-and-run interceptor units.
block.ghoul-factory.description = Produces heavy carpet bombers.
block.revenant-factory.description = Produces heavy laser air units.
block.dagger-factory.description = Produces basic ground units.
block.crawler-factory.description = Produces fast self-destructing swarm units.
block.titan-factory.description = Produces advanced, armored ground units.
block.fortress-factory.description = Produces heavy artillery ground units.
block.phantom-factory.description = Produkuje zaawansowane drony które pomagają przy budowie.
block.wraith-factory.description = Produkuje szybkie jednostki powietrzne typu "uderz-uciekaj".
block.ghoul-factory.description = Produkuje ciężkie bombowce dywanowe.
block.revenant-factory.description = Produkuje ciężkie jednostki powietrzne z wyrzutniami rakiet.
block.dagger-factory.description = Produkuje podstawowe jednostki lądowe.
block.crawler-factory.description = Produkuje szybkie jednostki lądowe typu "kamikaze".
block.titan-factory.description = Produkuje zaawansowane, opancerzone jednostki lądowe.
block.fortress-factory.description = Produkuje naziemne jednostki ciężkiej artylerii.
block.repair-point.description = Bez przerw ulecza najbliższą zniszczoną jednostkę w jego zasięgu.
block.dart-mech-pad.description = Provides transformation into a basic attack mech.\nUse by 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.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.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.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.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.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.dart-mech-pad.description = Umożliwia transformacje w podstawowego mecha bojowego.\nUżyj klikając podczas stania na nim.
block.delta-mech-pad.description = Opuść swój obecny statek i zamień go na szybki, lekko opancerzony mech stworzony do ataków typu uderz-uciekaj.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.
block.tau-mech-pad.description = Opuść swój obecny statek i zamień go na mech wsparcia który może leczyć sojusznicze struktury i jednostki.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.
block.omega-mech-pad.description = Opuść swój obecny statek i zamień go na masywny, dobrze opancerzony mech, przeznaczony do ataków na froncie.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.
block.javelin-ship-pad.description = Opuść swój obecny statek i zamień go na silny i szybki statek przechwytujący z bronią błyskawicową.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.
block.trident-ship-pad.description = Opuść swój obecny statek i zamień go na dość dobrze opancerzony ciężki bombowiec.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.
block.glaive-ship-pad.description = Opuść swój obecny statek i zamień go na duży, mocno opancerzony statek bojowy.\nUżyj, klikając dwukrotnie podczas stania na lądowisku.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Mapa grande demais, Potencialmente sem memoria suficiente p
gameover = O núcleo foi destruído.
gameover.pvp = O time[accent] {0}[] É vitorioso!
highscore = [YELLOW]Novo recorde!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Hordas derrotadas:[accent] {0}
stat.enemiesDestroyed = Enimigos Destruídos:[accent] {0}
stat.built = Construções construídas:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Construções destruídas:[accent] {0}
stat.deconstructed = Construções desconstruídas:[accent] {0}
stat.delivered = Recursos lançados:
stat.rank = Rank Final: [accent]{0}
placeline = Você selecionou um bloco.\nVocê pode[accent] colocar uma linha[] por[accent] carregar o seu dedo por alguns segundos[] e arrastar em uma direção.\nTente.
removearea = Você selecionou o modo de remoção.\nVocê pode[accent] remover blocos dentro de um retângulo[] por[accent] carregar o seu dedo por alguns segundos[] e arrastar.\nTente.
launcheditems = [accent]Itens lançados
map.delete = Certeza que quer deletar o mapa "[accent]{0}[]"?
level.highscore = Melhor\npontuação: [accent] {0}
@@ -63,9 +66,11 @@ players.single = {0} Jogador Ativo
server.closing = [accent]Fechando servidor...
server.kicked.kick = Voce foi expulso do servidor!
server.kicked.serverClose = Servidor Fechado.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Cliente desatualizado! Atualize seu jogo!
server.kicked.serverOutdated = Servidor desatualiado! Peca ao dono para atualizar!
server.kicked.banned = Voce foi banido do servidor.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Voce foi banido recentemente.\nEspere para conectar de novo.
server.kicked.nameInUse = Este nome ja esta sendo usado\nneste servidor.
server.kicked.nameEmpty = Voce deve ter pelo menos uma letra ou numero.
@@ -156,6 +161,11 @@ cancel = Cancelar
openlink = Abrir Link
copylink = Copiar link
back = Voltar
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Você tem certeza que quer sair?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Linguagem
settings.data = Game Data
settings.reset = Restaurar Padrões
settings.rebind = Religar
settings.controls = Controles
@@ -507,6 +518,7 @@ setting.mutemusic.name = Desligar Música
setting.sfxvol.name = Volume de Efeitos
setting.mutesound.name = Desligar Som
setting.crashreport.name = Enviar denuncias de crash anonimas
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Opacidade do chat
setting.playerchat.name = Mostrar chat em-jogo
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Pressione uma Axis ou tecla...
keybind.screenshot.name = Captura do mapa
keybind.move_x.name = mover_x
keybind.move_y.name = mover_y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = selecionar
keybind.diagonal_placement.name = Colocação diagonal
keybind.pick.name = Pegar bloco
@@ -790,6 +803,7 @@ block.blast-mixer.name = Misturador de Explosão
block.solar-panel.name = Painel Solar
block.solar-panel-large.name = Painel Solar Grande
block.oil-extractor.name = Extrator de Óleo
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Fabrica de Drone Spirit
block.phantom-factory.name = Fabrica de Drone Phantom
@@ -1012,6 +1026,7 @@ block.ripple.description = Uma grande torre que atira simultaneamente.
block.cyclone.description = Uma grande torre de tiro rapido.
block.spectre.description = Uma grande torre que da dois tiros poderosos ao mesmo tempo.
block.meltdown.description = Uma grande torre que atira dois raios poderosos ao mesmo tempo.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Produz drones leves que mineram e reparam blocos.
block.phantom-factory.description = Produz unidades de drone avancadas Que são significativamente mais efetivos que um drone spirit.

View File

@@ -403,7 +403,6 @@ zone.saltFlats.name = Соляные равнины
zone.impact0078.name = Воздействие 0078
zone.crags.name = Скалы
zone.fungalPass.name = Грибной перевал
zone.groundZero.description = Оптимальная локация для повторных игр. Низкая вражеская угроза. Немного ресурсов.\nСоберите как можно больше свинца и меди.\nДвигайтесь дальше.
zone.frozenForest.description = Даже здесь, ближе к горам, споры распространились. Холодные температуры не могут сдерживать их вечно.\n\nНачните вкладываться в энергию. Постройте генераторы внутреннего сгорания. Научитесь пользоваться регенератором.
zone.desertWastes.description = Эти пустоши огромны, непредсказуемы и пронизаны заброшенными секторальными структурами.\nВ регионе представлен уголь. Сожгите его для энергии, или синтезируйте в графит.\n\n[lightgray]Место посадки здесь может не быть гарантировано.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Map too large, potentially not enough memory for screenshot
gameover = Game Over
gameover.pvp = The[accent] {0}[] team is victorious!
highscore = [accent]Nytt rekord!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Waves Defeated:[accent] {0}
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
stat.built = Buildings Built:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Buildings Destroyed:[accent] {0}
stat.deconstructed = Buildings Deconstructed:[accent] {0}
stat.delivered = Resources Launched:
stat.rank = Final Rank: [accent]{0}
placeline = Du har valt ett block.\nDu kan[accent] placera i en linje[] genom att[accent] hålla ner ett finger i några sekunder[] och sedan dra åt ett håll.\n\n[scarlet]GÖR DET.
removearea = Du har valt borttagningsläget.\nDu kan[accent] ta bort block inom en rektangel[] genom att[accent] hålla ner ett finger i några sekunder[] och dra.\n\n[scarlet]GÖR DET.
launcheditems = [accent]Launched Items
map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
level.highscore = High Score: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} spelare online
server.closing = [accent]Stänger server...
server.kicked.kick = You have been kicked from the server!
server.kicked.serverClose = Server stängd.
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Outdated client! Uppdatera ditt spel!
server.kicked.serverOutdated = Outdated server! Ask the host to update!
server.kicked.banned = Du är bannad från servern.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = You have been kicked recently.\nWait before connecting again.
server.kicked.nameInUse = Någon med det namnet finns redan\npå servern.
server.kicked.nameEmpty = Ditt namn är ogiltigt.
@@ -156,6 +161,11 @@ cancel = Avbryt
openlink = Öppna Länk
copylink = Kopiera Länk
back = Tillbaka
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Exportera Classic-Data
classic.export.text = Sparad data från Classic (v3.5 build 40) har hittats. Vill du exportera den här datan till telefonens hem-mapp för att använda i Mindustry Classic-appen?
quit.confirm = Är du säker på att du vill avsluta?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Språk
settings.data = Game Data
settings.reset = Återställ till Standardvärden
settings.rebind = Byt
settings.controls = Kontroller
@@ -507,6 +518,7 @@ setting.mutemusic.name = Stäng Av Musik
setting.sfxvol.name = Ljudeffektvolym
setting.mutesound.name = Stäng Av Ljudeffekter
setting.crashreport.name = Skicka Anonyma Krashrapporter
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chattgenomskinlighet
setting.playerchat.name = Visa Chatt
uiscale.reset = UI-skalan har ändrats.\nTryck "OK" för att använda den här skalan.\n[scarlet]Avslutar och återställer om[accent] {0}[] sekunder...
@@ -527,6 +539,7 @@ keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x
keybind.move_y.name = Move y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Select/Shoot
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Blast Mixer
block.solar-panel.name = Solpanel
block.solar-panel-large.name = Stor Solpanel
block.oil-extractor.name = Oljeextraktor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Repair Drone Factory
block.phantom-factory.name = Phantom Builder Drone Factory
@@ -1012,6 +1026,7 @@ block.ripple.description = An extremely poweful artillery turret. Shoots cluster
block.cyclone.description = A large anti-air and anti-ground turret. Fires explosive clumps of flak at nearby units.
block.spectre.description = A massive dual-barreled cannon. Shoots large armor-piercing bullets at air and ground targets.
block.meltdown.description = A massive laser cannon. Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Produces Spirit structural repair drones.
block.phantom-factory.description = Produces advanced construction drones.

View File

@@ -16,6 +16,11 @@ screenshot.invalid = Map too large, potentially not enough memory for screenshot
gameover = Cekirdegin yok edildi.
gameover.pvp = The[accent] {0}[] team is victorious!
highscore = [accent]Yeni Yuksek skor!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = Waves Defeated:[accent] {0}
stat.enemiesDestroyed = Enemies Destroyed:[accent] {0}
stat.built = Buildings Built:[accent] {0}
@@ -23,8 +28,6 @@ stat.destroyed = Buildings Destroyed:[accent] {0}
stat.deconstructed = Buildings Deconstructed:[accent] {0}
stat.delivered = Resources Launched:
stat.rank = Final Rank: [accent]{0}
placeline = You have selected a block.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\nTry it.
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\nTry it.
launcheditems = [accent]Launched Items
map.delete = Su haritayi silmek istediginden emin misin? "[accent]{0}[]"?
level.highscore = Yuksek Skor: [accent]{0}
@@ -63,9 +66,11 @@ players.single = {0} oyuncu cevrimici
server.closing = [accent]Oyun kapaniyor.
server.kicked.kick = Oyundan cikarildin
server.kicked.serverClose = Oyun kapandi
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = Yeni bir versiyon mevcut! Hemen indir!
server.kicked.serverOutdated = Eski oyun! Yapimciya guncellemesini soyle!
server.kicked.banned = Oyundan kalici olarak cikarildin.
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = Oyundan cikarilmistin.\nBaglanmadn once biraz bekle.
server.kicked.nameInUse = Oyunda bu isimde bir\nkisi zaten var.
server.kicked.nameEmpty = ismin gecerli degil.
@@ -156,6 +161,11 @@ cancel = iptal
openlink = Linki ac
copylink = Linki kopyala
back = Geri don
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Cikmak istedigine emin misin?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Dil
settings.data = Game Data
settings.reset = ilk ayarlara geri al
settings.rebind = Geri al
settings.controls = Kontroller
@@ -507,6 +518,7 @@ setting.mutemusic.name = Sesi kapat
setting.sfxvol.name = Ses seviyesi
setting.mutesound.name = Sesi kapat
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ keybind.press.axis = Bir yone cevir yada tusa bas...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Sol/Sag hareket
keybind.move_y.name = Yukari/asagi hareket
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Sec/silahi sik
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -790,6 +803,7 @@ block.blast-mixer.name = Patlayici karistiricisi
block.solar-panel.name = gunes paneli
block.solar-panel-large.name = genis gunes paneli
block.oil-extractor.name = benzin ayirici
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Drone Factory
block.phantom-factory.name = Phantom Drone Factory
@@ -1012,6 +1026,7 @@ block.ripple.description = A large artillery turret which fires several shots si
block.cyclone.description = A large rapid fire turret.
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.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
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.

View File

@@ -16,7 +16,11 @@ screenshot.invalid = Harita çok büyük, ekran görüntüsü için potansiyel o
gameover = Kaybettin
gameover.pvp = [accent] {0}[] Takımı kazandı!
highscore = [accent]Yeni rekor!
load.sound = Sesler
load.map = Haritalar
load.image = Resimler
load.content = İçerik
load.system = Sistem
stat.wave = Yenilen Dalgalar:[accent] {0}
stat.enemiesDestroyed = Yok Edilen Düşmanlar:[accent] {0}
stat.built = İnşa Edilen Yapılar:[accent] {0}
@@ -24,10 +28,6 @@ stat.destroyed = Yok Edilen Yapılar:[accent] {0}
stat.deconstructed = Yıkılan Yapılar:[accent] {0}
stat.delivered = Gönderilen Kaynaklar:
stat.rank = Rütbe: [accent]{0}
placeline = Bir blok seçtin.\nYou can[accent] place in a line[] by[accent] holding down your finger for a few seconds[] and dragging in a direction.\n\n[scarlet]DO IT.
removearea = You have selected removal mode.\nYou can[accent] remove blocks in a rectangle[] by[accent] holding down your finger for a few seconds[] and dragging.\n\n[scarlet]DO IT.
launcheditems = [accent]Gönderilen Kaynaklar
map.delete = "[accent]{0}[]"Haritasını silmek istediğine emin misin?
level.highscore = Rekor: [accent]{0}
@@ -35,7 +35,7 @@ level.select = Seviye Seçimi
level.mode = Oyun Modu:
showagain = Bir daha gösterme
coreattack = < Çekirdek saldırı altında! >
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha riski yüksek
nearpoint = [[ [scarlet]İNİŞ PİSTİNDEN AYRIL[] ]\nimha tehlikesi
database = Çekirdek Veritabanı
savegame = Oyunu Kaydet
loadgame = Oyunu Yükle
@@ -49,8 +49,17 @@ close = Kapat
website = Website
quit = Çık
maps = Haritalar
maps.browse = Haritaları gör
continue = Devam et
maps.none = [lightgray]Harita Bulunamadı!
invalid = Invalid
preparingconfig = Yapılandırma Hazırlanıyor
preparingcontent = İçerik Hazırlanıyor
uploadingcontent = İçerik Yükleniyor
uploadingpreviewfile = Önizleme Dosyası Yükleniyor
committingchanges = Değişiklikler Uygulanıyor
done = Bittti
about.button = Hakkında
name = İsim:
noname = Bir[accent] kullanıcı adı[] seçmelisin.
@@ -58,107 +67,119 @@ filename = Dosya Adı:
unlocked = Yeni içerik açıldı!
completed = [accent]Tamamlandı
techtree = Yetenek Ağacı
research.list = [lightgray]Araştır:
research.list = [lightgray]Araştırmalar:
research = Araştır
researched = [lightgray]{0} Araştırıldı.
players = {0} oyuncu çevrimiçi
players.single = {0} oyuncu çevrimiçi
server.closing = [accent]Sunucu kapanıyor...
players = {0} çevrimiçi oyuncu
players.single = {0} çevrimiçi oyuncu
server.closing = [accent]Sunucu kapatılıyor...
server.kicked.whitelist = Beyaz listede değilsin.
server.kicked.kick = Sunucudan atıldın!
server.kicked.serverClose = Sunucu kapandı.
server.kicked.clientOutdated = Geçersiz sürüm! Oyununu güncelle!
server.kicked.vote = Oylama ile atıldın. Görüşürüz.
server.kicked.clientOutdated = Eski sürüm! Oyununu güncelle!
server.kicked.serverOutdated = Geçersiz sunucu!\nKurucudan oyununu güncellemesini iste!
server.kicked.banned = Bu sunucudan yasaklandın.
server.kicked.recentKick = Yakın bir zamanda bir sunucudan atıldın.\nBağlanmadan önce biraz bekle.
server.kicked.typeMismatch = Bu sunucu senin inşa türünle uyumlu değil.
server.kicked.playerLimit = Sunucu dolu. Yer açılmasını bekle.
server.kicked.recentKick = Yakın bir zamanda bir sunucudan atıldın.\nBağlanmadan önce bir süre bekle.
server.kicked.nameInUse = Sunucuda zaten o isimde biri var.
server.kicked.nameEmpty = İsmin geçersiz.
server.kicked.nameEmpty = Seçtiğin isim geçersiz.
server.kicked.idInUse = Zaten bu sunucudasın! İki hesapla bir sunucuya bağlanamazsın.
server.kicked.customClient = Bu sunucu özel sürümleri kabul etmiyor. Resmi bir sürüm indir.
server.kicked.gameover = Game over!
server.versions = Senin versiyon:[accent] {0}[]\nSunucunun versiyonu:[accent] {1}[]
host.info = The [accent]host[] button hosts a server on port [scarlet]6567[]. \nAnybody on the same [lightgray]wifi or local network[] should be able to see your server in their server list.\n\nIf you want people to be able to connect from anywhere by IP, [accent]port forwarding[] is required.\n\n[lightgray]Note: If someone is experiencing trouble connecting to your LAN game, make sure you have allowed Mindustry access to your local network in your firewall settings. Note that public networks sometimes do not allow server discovery.
join.info = Here, you can enter a [accent]server IP[] to connect to, or discover [accent]local network[] servers to connect to.\nBoth LAN and WAN multiplayer is supported.\n\n[lightgray]Note: There is no automatic global server list; if you want to connect to someone by IP, you would need to ask the host for their IP.
server.kicked.gameover = Oyun bitti!
server.versions = Kullandığın surum:[accent] {0}[]\nSunucunun sürümü:[accent] {1}[]
host.info = [accent]host[], [scarlet]6567[] portunda bir sunucuya ev sahipliği yapıyor. \nAynı [lightgray]wifi veya yerel ağdaki[] herkes sunucu listelerinde senin sunucunu görebiliyor olmalı.\n\nEğer diğerlerinin herhangi bir yerden IP ile bağlanabilmesini istiyorsan [accent]port yönlendirmesi[] gerekli.\n\n[lightgray]Not: Eğer birisi senin yerel ağ oyununa katılmakta sorun yaşıyorsa güvenlik duvarı ayarlarında Mindustry'ye yerel ağ bağlantısı izni verdiğinden emin olun. Halka açık ağların zaman zaman sunucu aramaya engel olduğunu unutmayın.
join.info = Burada, bağlanmak istediğin sunucunun [accent]IP[] adresini girebilir veya [accent]yerel ağ[] sunucularını görebilirsin..\nHem yerel ağ hem de geniş alan ağı çoklu oyuncu için destekleniyor.\n\n[lightgray]Not: Otomatik bir global sunucu listesi yok; eğer birisine IP adresi kullanarak bağlanmak istiyorsan IP adresini istemelisin.
hostserver = Çok Oyunculu Oyun Aç
hostserver.mobile = Oyun\nKur
host = Kur
hosting = [accent]Sunucu açılıyor...
hosts.refresh = Yenile
hosts.discovering = LAN oyunu aranıyor
server.refreshing = Sunucular yenileniyor
hosts.none = [lightgray]LAN oyunu bulunamadı!
hosts.discovering = Yerel ağ oyunu aranıyor
server.refreshing = Sunucu yenileniyor
hosts.none = [lightgray]Yerel oyun bulunamadı!
host.invalid = [scarlet]Kurucuya bağlanılamıyor.
trace = Oyuncuyu takip et
trace = Oyuncuyu Takip Et
trace.playername = Oyuncu İsmi: [accent]{0}
trace.ip = IP: [accent]{0}
trace.id = Özel ID: [accent]{0}
trace.mobile = Mobil Sürüm: [accent]{0}
trace.modclient = Özel Sürüm: [accent]{0}
invalidid = Geçersiz Sürüm ID'si! Bir hata raporu gönder.
server.bans = Yasaklar
server.bans = Yasaklılar
server.bans.none = Yasaklanmış oyuncu bulunamadı!
server.admins = Yetkililer
server.admins.none = Yetkili bulunamadı!
server.add = Add Server
server.delete = Are you sure you want to delete this server?
server.edit = Edit Server
server.outdated = [crimson]Outdated Server![]
server.outdated.client = [crimson]Outdated Client![]
server.admins = Yönetici
server.admins.none = Yönetici bulunamadı!
server.add = Sunucu Ekle
server.delete = Bu sunucuyu silmek istediğine emin misin?
server.edit = Sunucuyu Düzenle
server.outdated = [crimson]Güncel Olmayan Sunucu![]
server.outdated.client = [crimson]Güncel Olmayan Sürüm![]
server.version = [gray]v{0} {1}
server.custombuild = [yellow]Custom Build
confirmban = Are you sure you want to ban this player?
confirmkick = Are you sure you want to kick this player?
confirmunban = Are you sure you want to unban this player?
confirmadmin = Are you sure you want to make this player an admin?
confirmunadmin = Are you sure you want to remove admin status from this player?
joingame.title = Join Game
joingame.ip = Address:
disconnect = Disconnected.
disconnect.data = Failed to load world data!
connecting = [accent]Connecting...
connecting.data = [accent]Loading world data...
server.custombuild = [yellow]Özel Sürüm
confirmban = Bu kullanıcıyı yasaklamak istediğine emin misin?confirmkick = Bu kullanıcıyı atmak istediğine emin misin?
confirmunban = Bu kullanıcının yasağını kaldırmak istediğine emin misin?
confirmadmin = Bu kullanıcıyı bir yönetici yapmak istediğine emin misin?
confirmunadmin = Bu kullanıcının yönetici yetkilerini almak istediğine istediğine emin misin?
joingame.title = Oyuna Katıl
joingame.ip = Adres:
disconnect = Bağlantı kesildi.
disconnect.error = Bağlantı hatası.
disconnect.closed = Bağlantı kapatıldı.
disconnect.timeout = Zaman aşımı.
disconnect.data = Dünya verisi yüklenemedi!
connecting = [accent]Bağlanılıyor...
connecting.data = [accent]Dünya verisi yükleniyor...
server.port = Port:
server.addressinuse = Address already in use!
server.invalidport = Invalid port number!
server.error = [crimson]Error hosting server: [accent]{0}
save.old = This save is for an older version of the game, and can no longer be used.\n\n[lightgray]Save backwards compatibility will be implemented in the full 4.0 release.
save.new = New Save
save.overwrite = Are you sure you want to overwrite\nthis save slot?
overwrite = Overwrite
save.none = No saves found!
saveload = Saving...
savefail = Failed to save game!
save.delete.confirm = Are you sure you want to delete this save?
save.delete = Delete
save.export = Export Save
save.import.invalid = [accent]This save is invalid!
save.import.fail = [crimson]Failed to import save: [accent]{0}
save.export.fail = [crimson]Failed to export save: [accent]{0}
save.import = Import Save
save.newslot = Save name:
save.rename = Rename
save.rename.text = New name:
selectslot = Select a save.
server.addressinuse = Adres zaten kullanılıyor!
server.invalidport = Geçersiz port sayısı!
server.error = [crimson]Sunucu kurulamadı: [accent]{0}
save.old = Bu kayıt oyunun eski bir sürümü için ve artık kullanılamaz.\n\n[lightgray]Tam 4.0 sürümü yayınlandığında geri kayıt özelliği eklenecek.
save.new = Yeni kayıt
save.overwrite = Bu kayıdın üstüne yazmak istediğine\nemin misin?
overwrite = Üstüne yaz
save.none = Kayıt bulunamadı!
saveload = Kaydediliyor...
savefail = Oyun kaydedilemedi!
save.delete.confirm = Bu kaydı silmek istediğine emin misin?
save.delete = Sil
save.export = Kayıdı Dışa Aktar
save.import.invalid = [accent]Bu kayıt geçersiz!
save.import.fail = [crimson]Kayıt içe aktarılamadı: [accent]{0}
save.export.fail = [crimson]Kayıt dışa aktarılamadı: [accent]{0}
save.import = Kayıdı İçe Aktar
save.newslot = İsmi kaydet:
save.rename = Yeniden isimlendir
save.rename.text = Yeni isim:
selectslot = Bir kayıt seçin.
slot = [accent]Slot {0}
save.corrupted = [accent]Save file corrupted or invalid!\nIf you have just updated your game, this is probably a change in the save format and [scarlet]not[] a bug.
empty = <empty>
on = On
off = Off
save.autosave = Autosave: {0}
save.map = Map: {0}
save.wave = Wave {0}
save.difficulty = Difficulty: {0}
save.date = Last Saved: {0}
save.playtime = Playtime: {0}
warning = Warning.
confirm = Confirm
delete = Delete
save.corrupted = [accent]Kayıt dosyası bozuk veya geçersiz!\nEğer oyununuzu kısa süre öce güncellediyseniz bu, kayıt formatındaki bir değişiklik. Bir hata [scarlet]değil[].
empty = <boş>
on =
off = Kapa
save.autosave = Otomatk kayıt: {0}
save.map = Harita: {0}
save.wave = Dalga {0}
save.mode = Oyun modu: {0}
save.difficulty = Zorluk: {0}
save.date = Son Kayıt: {0}
save.playtime = Oynama süresi: {0}
warning = Uyarı.
confirm = Doğrula
delete = Sil
ok = OK
open = Open
customize = Customize Rules
cancel = Cancel
openlink = Open Link
copylink = Copy Link
back = Back
open =
customize = Kuralları Özelleştir
cancel = İptal
openlink = Bağlantıyı
copylink = Bağlantıyı Kopyala
back = Geri
data.export = Veriyi Dışa Aktar
data.import = Veriyi İçe Aktar
data.exported = Veri dışa aktarıldı.
data.invalid = Bu oyun verisi geçerli değil.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = Are you sure you want to quit?
@@ -253,7 +274,6 @@ editor.mapname = Map Name:
editor.overwrite = [accent]Warning!\nThis overwrites an existing map.
editor.overwrite.confirm = [scarlet]Warning![] A map with this name already exists. Are you sure you want to overwrite it?
editor.selectmap = Select a map to load:
toolmode.replace = Replace
toolmode.replace.description = Draws only on solid blocks.
toolmode.replaceall = Replace All
@@ -268,7 +288,6 @@ toolmode.fillteams = Fill Teams
toolmode.fillteams.description = Fill teams instead of blocks.
toolmode.drawteams = Draw Teams
toolmode.drawteams.description = Draw teams instead of blocks.
filters.empty = [lightgray]No filters! Add one with the button below.
filter.distort = Distort
filter.noise = Noise
@@ -300,7 +319,6 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius
filter.option.percentile = Percentile
width = Width:
height = Height:
menu = Menu
@@ -318,7 +336,6 @@ tutorial.retake = Re-Take Tutorial
editor = Editor
mapeditor = Map Editor
donate = Donate
abandon = Abandon
abandon.text = This zone and all its resources will be lost to the enemy.
locked = Locked
@@ -344,7 +361,6 @@ zone.objective.survival = Survive
zone.objective.attack = Destroy Enemy Core
add = Add...
boss.health = Boss Health
connectfail = [crimson]Connection error:\n\n[accent]{0}
error.unreachable = Server unreachable.\nIs the address spelled correctly?
error.invalidaddress = Invalid address.
@@ -355,7 +371,6 @@ error.mapnotfound = Map file not found!
error.io = Network I/O error.
error.any = Unknown network error.
error.bloom = Failed to initialize bloom.\nYour device may not support it.
zone.groundZero.name = Ground Zero
zone.desertWastes.name = Desert Wastes
zone.craters.name = The Craters
@@ -370,7 +385,6 @@ zone.saltFlats.name = Salt Flats
zone.impact0078.name = Impact 0078
zone.crags.name = Crags
zone.fungalPass.name = Fungal Pass
zone.groundZero.description = The optimal location to begin once more. Low enemy threat. Few resources.\nGather as much lead and copper as possible.\nMove on.
zone.frozenForest.description = Even here, closer to mountains, the spores have spread. The frigid temperatures cannot contain them forever.\n\nBegin the venture into power. Build combustion generators. Learn to use menders.
zone.desertWastes.description = These wastes are vast, unpredictable, and criss-crossed with derelict sector structures.\nCoal is present in the region. Burn it for power, or synthesize graphite.\n\n[lightgray]This landing location cannot be guaranteed.
@@ -385,8 +399,8 @@ zone.nuclearComplex.description = A former facility for the production and proce
zone.fungalPass.description = A transition area between high mountains and lower, spore-ridden lands. A small enemy reconnaissance base is located here.\nDestroy it.\nUse Dagger and Crawler units. Take out the two cores.
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = Language
settings.data = Game Data
settings.reset = Reset to Defaults
settings.rebind = Rebind
settings.controls = Controls
@@ -438,7 +452,6 @@ blocks.inaccuracy = Inaccuracy
blocks.shots = Shots
blocks.reload = Shots/Second
blocks.ammo = Ammo
bar.drilltierreq = Better Drill Required
bar.drillspeed = Drill Speed: {0}/s
bar.efficiency = Efficiency: {0}%
@@ -451,7 +464,6 @@ bar.heat = Heat
bar.power = Power
bar.progress = Build Progress
bar.spawned = Units: {0}/{1}
bullet.damage = [stat]{0}[lightgray] damage
bullet.splashdamage = [stat]{0}[lightgray] area dmg ~[stat] {1}[lightgray] tiles
bullet.incendiary = [stat]incendiary
@@ -463,7 +475,6 @@ bullet.freezing = [stat]freezing
bullet.tarred = [stat]tarred
bullet.multiplier = [stat]{0}[lightgray]x ammo multiplier
bullet.reload = [stat]{0}[lightgray]x fire rate
unit.blocks = blocks
unit.powersecond = power units/second
unit.liquidsecond = liquid units/second
@@ -521,6 +532,7 @@ setting.mutemusic.name = Mute Music
setting.sfxvol.name = SFX Volume
setting.mutesound.name = Mute Sound
setting.crashreport.name = Send Anonymous Crash Reports
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = Chat Opacity
setting.playerchat.name = Display In-Game Chat
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] seconds...
@@ -541,6 +553,7 @@ keybind.press.axis = Press an axis or key...
keybind.screenshot.name = Map Screenshot
keybind.move_x.name = Move x
keybind.move_y.name = Move y
keybind.fullscreen.name = Toggle Fullscreen
keybind.select.name = Select/Shoot
keybind.diagonal_placement.name = Diagonal Placement
keybind.pick.name = Pick Block
@@ -573,7 +586,6 @@ mode.pvp.description = Fight against other players locally.\n[gray]Requires at l
mode.attack.name = Attack
mode.attack.description = Destroy the enemy's base. No waves.\n[gray]Requires a red core in the map to play.
mode.custom = Custom Rules
rules.infiniteresources = Infinite Resources
rules.wavetimer = Wave Timer
rules.waves = Waves
@@ -600,7 +612,6 @@ rules.title.resourcesbuilding = Resources & Building
rules.title.player = Players
rules.title.enemy = Enemies
rules.title.unit = Units
content.item.name = Items
content.liquid.name = Liquids
content.unit.name = Units
@@ -662,7 +673,6 @@ mech.buildspeed = [lightgray]Building Speed: {0}%
liquid.heatcapacity = [lightgray]Heat Capacity: {0}
liquid.viscosity = [lightgray]Viscosity: {0}
liquid.temperature = [lightgray]Temperature: {0}
block.sand-boulder.name = Sand Boulder
block.grass.name = Grass
block.salt.name = Salt
@@ -807,6 +817,7 @@ block.blast-mixer.name = Blast Mixer
block.solar-panel.name = Solar Panel
block.solar-panel-large.name = Large Solar Panel
block.oil-extractor.name = Oil Extractor
block.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = Spirit Repair Drone Factory
block.phantom-factory.name = Phantom Builder Drone Factory
@@ -889,8 +900,6 @@ tutorial.deposit = Deposit items into blocks by dragging from your ship to the d
tutorial.waves = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves.[accent] Click[] to shoot.\nBuild more turrets and drills. Mine more copper.
tutorial.waves.mobile = The[lightgray] enemy[] approaches.\n\nDefend the core for 2 waves. Your ship will automatically fire at enemies.\nBuild more turrets and drills. Mine more copper.
tutorial.launch = Once you reach a specific wave, you are able to[accent] launch the core[], leaving your defenses behind and[accent] obtaining all the resources in your core.[]\nThese resources can then be used to research new technology.\n\n[accent]Press the launch button.
item.copper.description = The most basic structural material. Used extensively in all types of blocks.
item.lead.description = A basic starter material. Used extensively in electronics and liquid transportation blocks.
item.metaglass.description = A super-tough glass compound. Extensively used for liquid distribution and storage.
@@ -1031,6 +1040,7 @@ block.ripple.description = An extremely powerful artillery turret. Shoots cluste
block.cyclone.description = A large anti-air and anti-ground turret. Fires explosive clumps of flak at nearby units.
block.spectre.description = A massive dual-barreled cannon. Shoots large armor-piercing bullets at air and ground targets.
block.meltdown.description = A massive laser cannon. Charges and fires a persistent laser beam at nearby enemies. Requires coolant to operate.
block.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
block.spirit-factory.description = Produces Spirit structural repair drones.
block.phantom-factory.description = Produces advanced construction drones.

View File

@@ -16,7 +16,11 @@ screenshot.invalid = 地图太大,可能没有足够的内存用于截图。
gameover = 你的核心被摧毁了!
gameover.pvp = [accent] {0}[] 队获胜!
highscore = [accent]新纪录!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = 战胜的波数:[accent]{0}
stat.enemiesDestroyed = 消灭的敌人:[accent]{0}
stat.built = 建造的建筑:[accent]{0}
@@ -24,7 +28,6 @@ stat.destroyed = 摧毁的建筑:[accent]{0}
stat.deconstructed = 拆除的建筑:[accent]{0}
stat.delivered = 发射的资源:
stat.rank = 最终等级:[accent]{0}
launcheditems = [accent]发射的资源
map.delete = 确定要删除 "[accent]{0}[]" 地图吗?
level.highscore = 最高分:[accent]{0}
@@ -63,9 +66,11 @@ players.single = {0}玩家在线
server.closing = [accent]正在关闭服务器……
server.kicked.kick = 你被踢出服务器了!
server.kicked.serverClose = 服务器已关闭。
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = 客户端过旧,请更新你的游戏。
server.kicked.serverOutdated = 服务器过旧,请联系房主升级服务器。
server.kicked.banned = 你在这个服务器上被拉入黑名单了。
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = 你刚刚被踢出服务器。\n请稍后重新连接
server.kicked.nameInUse = 你的名字与服务器中的一个人重复了。
server.kicked.nameEmpty = 无效的名字!
@@ -156,6 +161,11 @@ cancel = 取消
openlink = 打开链接
copylink = 复制链接
back = 返回
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = 导出老版本数据
classic.export.text = [accent]Mindustry []刚刚有了一个重要的更新。\n检测到此为老版本(v3.5 build 40)的存档或地图。是否要将这些保存导出到手机的主文件夹中,以便在 Mindustry 老版本应用程序中使用?
quit.confirm = 确定退出?
@@ -250,7 +260,6 @@ editor.mapname = 地图名称:
editor.overwrite = [accent]警告!\n这将会覆盖一个已经存在的地图。
editor.overwrite.confirm = [scarlet]警告![]存在同名地图。你确定你想要覆盖?
editor.selectmap = 选择一个地图加载:
toolmode.replace = 替换
toolmode.replace.description = 仅在实心块上绘制。
toolmode.replaceall = 全部替换
@@ -265,7 +274,6 @@ toolmode.fillteams = 填充团队
toolmode.fillteams.description = 填充团队而不是方块。
toolmode.drawteams = 绘制团队
toolmode.drawteams.description = 绘制团队而不是方块。
filters.empty = [LIGHT_GRAY]没有筛选器!用下方的按钮添加一个。
filter.distort = Distort
filter.noise = Noise
@@ -297,7 +305,6 @@ filter.option.floor2 = Secondary Floor
filter.option.threshold2 = Secondary Threshold
filter.option.radius = Radius
filter.option.percentile = Percentile
width = 宽度:
height = 高度:
menu = 菜单
@@ -315,7 +322,6 @@ tutorial.retake = 重新游玩教程
editor = 编辑器
mapeditor = 地图编辑器
donate = 打赏
abandon = 放弃
abandon.text = 这个区域和它的所有资源会被敌人重置。
locked = 已被锁定
@@ -341,7 +347,6 @@ zone.objective.survival = 生存
zone.objective.attack = 摧毁敌方核心
add = 添加……
boss.health = BOSS 生命值
connectfail = [crimson]服务器连接失败:[accent]{0}
error.unreachable = 服务器无法访问。
error.invalidaddress = 地址无效。
@@ -352,7 +357,6 @@ error.mapnotfound = 找不到地图文件!
error.io = 网络 I/O 错误。
error.any = 未知网络错误。
error.bloom = 未能初始化特效。\n您的设备可能不支持它。
zone.groundZero.name = 零号地区
zone.desertWastes.name = 荒芜沙漠
zone.craters.name = 陨石带
@@ -367,7 +371,6 @@ zone.saltFlats.name = 盐碱荒滩
zone.impact0078.name = 0078号冲击
zone.crags.name = 悬崖
zone.fungalPass.name = 真菌通道
zone.groundZero.description = 重新开始的最佳位置。敌人威胁很小,资源少。\n尽可能收集多的铅和铜。\n行动。
zone.frozenForest.description = 即使在这里,靠近山脉的地方,孢子也已经扩散。寒冷的温度不可能永远容纳它们。\n\n此行动须投入电力。建造燃烧发电机并学会使用修理者。
zone.desertWastes.description = 这些废物是巨大的,不可预测的,并且与废弃的结构交错在一起。燃烧它以获取动力或合成石墨。\n\n[lightgray]无法保证此着陆位置。
@@ -382,8 +385,8 @@ zone.nuclearComplex.description = 以前生产和加工钍的设施已变成废
zone.fungalPass.description = 介于高山和低矮孢子丛生的土地之间的过渡地带。这里有一个小型的敌方侦察基地。\n侦察它。\n使用尖刀和爬行者单位来消灭两个核心。
zone.impact0078.description = <在此处插入说明>
zone.crags.description = <在此处插入说明>
settings.language = 语言
settings.data = Game Data
settings.reset = 恢复默认
settings.rebind = 重新绑定
settings.controls = 控制
@@ -435,7 +438,6 @@ blocks.inaccuracy = 误差
blocks.shots = 每秒发射数
blocks.reload = 重新装弹
blocks.ammo = 子弹
bar.drilltierreq = 需要更好的钻头
bar.drillspeed = 挖掘速度:{0}/s
bar.efficiency = 效率:{0}%
@@ -448,7 +450,6 @@ bar.heat = 热量
bar.power = 电力
bar.progress = 制造进度
bar.spawned = 单位数量:{0}/{1}
bullet.damage = [stat]{0}[lightgray] 伤害
bullet.splashdamage = [stat]{0}[lightgray] 范围伤害 ~[stat] {1}[lightgray] 格
bullet.incendiary = [stat] 燃烧
@@ -460,7 +461,6 @@ bullet.freezing = [stat] 冰冻
bullet.tarred = [stat] 减速
bullet.multiplier = [stat]{0}[lightgray]x 子弹数量
bullet.reload = [stat]{0}[lightgray]x 装弹
unit.blocks = 方块
unit.powersecond = 能量单位/秒
unit.liquidsecond = 液体单位/秒
@@ -518,6 +518,7 @@ setting.mutemusic.name = 静音
setting.sfxvol.name = 音效音量
setting.mutesound.name = 静音
setting.crashreport.name = 发送匿名崩溃报告
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = 聊天界面透明度
setting.playerchat.name = 显示游戏内聊天界面
uiscale.reset = UI缩放比例已经改变。\n按下“确定”来确定缩放比例\n[accent]{0}[]秒后[scarlet]退出并恢复设定。
@@ -571,7 +572,6 @@ mode.pvp.description = 和本地玩家对战。
mode.attack.name = 攻击
mode.attack.description = 没有波数,但是有摧毁敌人基地的任务。
mode.custom = 自定义模式
rules.infiniteresources = 无限资源
rules.wavetimer = 波次计时器
rules.waves = 波次
@@ -598,7 +598,6 @@ rules.title.resourcesbuilding = 资源和建造
rules.title.player = 玩家
rules.title.enemy = 敌人
rules.title.unit = 单位
content.item.name = 物品
content.liquid.name = 液体
content.unit.name = 部队
@@ -660,7 +659,6 @@ mech.buildspeed = [LIGHT_GRAY]建造速度:{0}%
liquid.heatcapacity = [LIGHT_GRAY]热容量:{0}
liquid.viscosity = [LIGHT_GRAY]粘度:{0}
liquid.temperature = [LIGHT_GRAY]温度:{0}
block.sand-boulder.name = 沙砂巨石
block.grass.name = 草地
block.salt.name = 盐碱地
@@ -888,8 +886,6 @@ tutorial.deposit = 将物品从机甲拖向方块来放下物品。\n\n[accent]
tutorial.waves = [lightgray]敌人[]来了。\n\n保护核心防御2波攻击。造更多的炮塔。[accent]点击[]以射击。\n建造更多的炮塔和钻头并采更多的矿。
tutorial.waves.mobile = [lightgray]敌人[]来了。\n\n保护核心防御2波攻击。造更多的炮塔。你的机甲将对敌人自动开火。\n建造更多的炮塔和钻头并采更多的矿。
tutorial.launch = 特定波次中,你可以[accent]发射核心[][accent]携带核心中所有资源[]离开所有的建筑。\n资源可用来研究科技。\n\n[accent]点击发射按钮。
item.copper.description = 一种有用的结构材料。在各种类型的方块中广泛使用。
item.lead.description = 一种基本的起始材料。被广泛用于电子设备和液体运输方块。
item.metaglass.description = 一种超级强硬的复合玻璃。通常用来传送和收藏液体。

View File

@@ -16,6 +16,11 @@ screenshot.invalid = 地圖太大了,可能沒有足夠的內存用於截圖
gameover = 遊戲結束
gameover.pvp = [accent]{0}[]隊獲勝!
highscore = [accent]新的高分紀錄!
load.sound = Sounds
load.map = Maps
load.image = Images
load.content = Content
load.system = System
stat.wave = 打敗的波次:[accent]{0}
stat.enemiesDestroyed = 摧毀的敵人:[accent]{0}
stat.built = 建設的建築:[accent]{0}
@@ -23,8 +28,6 @@ stat.destroyed = 摧毀的建築:[accent]{0}
stat.deconstructed = 移除的建築:[accent]{0}
stat.delivered = 發射的資源:
stat.rank = 最終排名:[accent]{0}
placeline = 你選擇了一個方塊。\n[accent]按住你的手指幾秒鐘[]並拖動以[accent]直線放置方塊[]。\n試試吧。
removearea = 你選擇了移除模式。\n[accent]按住你的手指幾秒鐘[]並拖動以[accent]移除矩形中的方塊[]。\n試試吧。
launcheditems = [accent]發射了的物品
map.delete = 確認要刪除「[accent]{0}[]」地圖嗎?
level.highscore = 最高分:[accent]{0}
@@ -63,9 +66,11 @@ players.single = {0}個線上玩家
server.closing = [accent]正在關閉伺服器……
server.kicked.kick = 您已被踢出伺服器!
server.kicked.serverClose = 伺服器已關閉。
server.kicked.vote = You have been vote-kicked. Goodbye.
server.kicked.clientOutdated = 客戶端版本過舊!請更新遊戲!
server.kicked.serverOutdated = 伺服器版本過舊!請聯絡伺服主更新伺服器!
server.kicked.banned = 您已經從這個伺服器被封禁。
server.kicked.typeMismatch = This server is not compatible with your build type.
server.kicked.recentKick = 您已經從伺服器被踢除。\n請稍後再進行連線。
server.kicked.nameInUse = 伺服器中已經\n有人有相同的名稱了。
server.kicked.nameEmpty = 你的名稱必須至少包含一個字母或數字。
@@ -156,6 +161,11 @@ cancel = 取消
openlink = 開啟連結
copylink = 複製連結
back = 返回
data.export = Export Data
data.import = Import Data
data.exported = Data exported.
data.invalid = This isn't valid game data.
data.import.confirm = Importing external data will erase[scarlet] all[] your current game data.\n[accent]This cannot be undone![]\n\nOnce the data is imported, your game will exit immediately.
classic.export = Export Classic Data
classic.export.text = [accent]Mindustry[] has just had a major update.\nClassic (v3.5 build 40) save or map data has been detected. Would you like to export these saves to your phone's home folder, for use in the Mindustry Classic app?
quit.confirm = 您確定要退出嗎?
@@ -376,6 +386,7 @@ zone.fungalPass.description = A transition area between high mountains and lower
zone.impact0078.description = <insert description here>
zone.crags.description = <insert description here>
settings.language = 語言
settings.data = Game Data
settings.reset = 重設為預設設定
settings.rebind = 重新綁定
settings.controls = 操作
@@ -507,6 +518,7 @@ setting.mutemusic.name = 靜音
setting.sfxvol.name = 音效音量
setting.mutesound.name = 靜音
setting.crashreport.name = 發送匿名崩潰報告
setting.savecreate.name = Auto-Create Saves
setting.chatopacity.name = 聊天框不透明度
setting.playerchat.name = 在遊戲中顯示聊天框
uiscale.reset = UI scale has been changed.\nPress "OK" to confirm this scale.\n[scarlet]Reverting and exiting in[accent] {0}[] settings...
@@ -527,6 +539,7 @@ 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.fullscreen.name = Toggle Fullscreen
keybind.select.name = 選取
keybind.diagonal_placement.name = 對角線放置
keybind.pick.name = 選擇方塊
@@ -790,6 +803,7 @@ block.blast-mixer.name = 爆炸混合器
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.command-center.name = Command Center
block.draug-factory.name = Draug Miner Drone Factory
block.spirit-factory.name = 輕型無人機工廠
block.phantom-factory.name = 幻影無人機工廠
@@ -1012,6 +1026,7 @@ 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.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.command-center.description = Issues movement commands to allied units across the map.\nCauses units to patrol, attack an enemy core or retreat to the core/factory. When no enemy core is present, units will default to patrolling under the attack command.
block.draug-factory.description = Produces Draug mining drones.
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。

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@@ -1,367 +0,0 @@
{
Color: {
black: { a: 1, b: 0, g: 0, r: 0 },
white: { a: 1, b: 1, g: 1, r: 1 },
gray: { a: 1, b: 0.32, g: 0.32, r: 0.32 },
lightgray: { a: 1, b: 0.65, g: 0.65, r: 0.65 }
orange: { hex: "FFA500" },
accent: { hex: "ffd37f" }
},
TintedDrawable: {
dialogDim: {
name: whiteui,
color: { r: 0, g: 0, b: 0, a: 0.9 }
},
guideDim: {
name: whiteui,
color: { r: 0, g: 0, b: 0, a: 0.3 }
},
invis: {
name: whiteui,
color: { r: 0, g: 0, b: 0, a: 0 }
}
loadDim: {
name: white,
color: { r: 0, g: 0, b: 0, a: 0.8 }
},
chatfield: {
name: whiteui,
color: { r: 0, g: 0, b: 0, a: 0.2 }
},
dark: {
name: whiteui,
color: { hex: "#000000ff" }
},
none: {
name: whiteui,
color: { r: 0, g: 0, b: 0, a: 0 }
},
flat-trans: {
name: whiteui,
color: { r: 0.0, g: 0.0, b: 0.0, a: 0.6 }
},
flat: {
name: whiteui,
color: { r: 0.0, g: 0.0, b: 0.0, a: 1 }
},
flat-over: {
name: whiteui,
color: { hex: "#454545ff" }
}
},
ButtonStyle: {
default: {
down: button-down,
up: button,
over: button-over,
disabled: button-disabled
},
square: {
over: button-square-over,
disabled: button-disabled,
down: button-square-down,
up: button-square
},
toggle: {
checked: button-down,
down: button-down,
up: button
},
wave: {
up: button-edge-4,
over: button-edge-over-4,
disabled: button-edge-4
},
},
TextButtonStyle: {
default: {
over: button-over,
disabled: button-disabled,
font: default,
fontColor: white,
disabledFontColor: gray,
down: button-down,
up: button
},
square: {
font: default,
fontColor: white,
disabledFontColor: gray,
over: button-square-over,
disabled: button-disabled,
down: button-square-down,
up: button-square
},
node: {
disabled: button,
font: default,
fontColor: white,
disabledFontColor: gray,
up: button-over,
over: button-down
},
right: {
over: button-right-over,
font: default,
fontColor: white,
disabledFontColor: gray,
down: button-right-down,
up: button-right
},
wave: {
font: default,
fontColor: white,
disabledFontColor: gray,
up: button-edge-4
},
clear: {
over: flat-over,
font: default,
fontColor: white,
disabledFontColor: gray,
down: flat-over,
up: flat
},
discord: {
font: default,
fontColor: white,
up: discord-banner
},
info: {
font: default,
fontColor: white,
up: info-banner
},
clear-partial: {
down: whiteui,
up: pane,
over: flat-down,
font: default,
fontColor: white,
disabledFontColor: gray
},
clear-partial-2: {
down: flat-over,
up: none,
over: flat-over,
font: default,
fontColor: white,
disabledFontColor: gray
},
empty: {
font: default
},
clear-toggle: {
font: default,
fontColor: white,
checked: flat-down,
down: flat-down,
up: flat,
over: flat-over,
disabled: flat,
disabledFontColor: gray
},
clear-toggle-menu: {
font: default,
fontColor: white,
checked: flat-down,
down: flat-down,
up: clear,
over: flat-over,
disabled: flat,
disabledFontColor: gray
}
toggle: {
font: default,
fontColor: white,
checked: button-down,
down: button-down,
up: button,
over: button-over,
disabled: button-disabled,
disabledFontColor: gray
}
},
ImageButtonStyle: {
default: {
down: button-down,
up: button,
over: button-over,
imageDisabledColor: gray,
imageUpColor: white,
disabled: button-disabled
},
node: {
up: button-over,
over: button-down
},
right: {
over: button-right-over,
down: button-right-down,
up: button-right
},
empty: {
imageDownColor: accent,
imageUpColor: white
},
emptytoggle: {
imageCheckedColor: white,
imageDownColor: white,
imageUpColor: gray
},
static: {
up: button
},
static-down: {
up: button-down
},
toggle: {
checked: button-down,
down: button-down,
up: button,
imageDisabledColor: gray,
imageUpColor: white
},
select: {
checked: button-select,
up: none
},
clear: {
down: flat-over,
up: flat,
over: flat-over
},
clear-full: {
down: whiteui,
up: pane,
over: flat-down
},
clear-partial: {
down: flat-down,
up: none,
over: flat-over
},
clear-toggle: {
down: flat-down,
checked: flat-down,
up: flat,
over: flat-over
},
clear-trans: {
down: flat-down,
up: flat-trans,
over: flat-over
},
clear-toggle-trans: {
down: flat-down,
checked: flat-down,
up: flat-trans,
over: flat-over
},
clear-toggle-partial: {
down: flat-down,
checked: flat-down,
up: none,
over: flat-over
},
},
ScrollPaneStyle: {
default: {
vScroll: scroll,
vScrollKnob: scroll-knob-vertical-black
},
horizontal: {
vScroll: scroll,
vScrollKnob: scroll-knob-vertical-black,
hScroll: scroll-horizontal,
hScrollKnob: scroll-knob-horizontal-black
},
},
WindowStyle: {
default: {
titleFont: default,
titleFontColor: accent
},
dialog: {
stageBackground: dialogDim,
titleFont: default,
background: window-empty,
titleFontColor: accent
},
fulldialog: {
stageBackground: dark,
titleFont: default,
background: window-empty,
titleFontColor: accent
}
},
KeybindDialogStyle: {
default: {
keyColor: accent,
keyNameColor: white,
controllerColor: lightgray
},
},
SliderStyle: {
default-horizontal: {
background: slider,
knob: slider-knob,
knobOver: slider-knob-over,
knobDown: slider-knob-down
},
default-vertical: {
background: slider-vertical,
knob: slider-knob,
knobOver: slider-knob-over,
knobDown: slider-knob-down
}
},
LabelStyle: {
default: {
font: default,
fontColor: white
},
outline: {
font: outline,
fontColor: white
}
},
TextFieldStyle: {
default: {
font: chat,
fontColor: white,
disabledFontColor: gray,
disabledBackground: underline-disabled,
selection: selection,
background: underline,
invalidBackground: underline-red,
cursor: cursor,
messageFont: default,
messageFontColor: gray
}
textarea: {
font: chat,
fontColor: white,
disabledFontColor: gray,
selection: selection,
background: underline,
cursor: cursor,
messageFont: default,
messageFontColor: gray
}
},
CheckBoxStyle: {
default: {
checkboxOn: check-on,
checkboxOff: check-off,
checkboxOnOver: check-on-over,
checkboxOver: check-over,
checkboxOnDisabled: check-on-disabled,
checkboxOffDisabled: check-disabled,
font: default,
fontColor: white,
disabledFontColor: gray,
}
}
}

View File

@@ -13,6 +13,7 @@ import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.net.Net;
import static io.anuke.arc.Core.*;
import static io.anuke.mindustry.Vars.*;
@@ -40,6 +41,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
assets = new AssetManager();
assets.setLoader(Texture.class, "." + mapExtension, new MapPreviewLoader());
atlas = TextureAtlas.blankAtlas();
Vars.net = new Net(platform.getNet());
UI.loadSystemCursors();
@@ -47,7 +49,9 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
UI.loadDefaultFont();
assets.load(new AssetDescriptor<>("sprites/sprites.atlas", TextureAtlas.class)).loaded = t -> atlas = (TextureAtlas)t;
assets.load(new AssetDescriptor<>("sprites/sprites.atlas", TextureAtlas.class)).loaded = t -> {
atlas = (TextureAtlas)t;
};
assets.loadRun("maps", Map.class, () -> maps.loadPreviews());
@@ -84,10 +88,12 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
@Override
public void resize(int width, int height){
super.resize(width, height);
if(assets == null) return;
if(!assets.isFinished()){
Draw.proj().setOrtho(0, 0, width, height);
}else{
super.resize(width, height);
}
}
@@ -100,6 +106,7 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
for(ApplicationListener listener : modules){
listener.init();
}
super.resize(graphics.getWidth(), graphics.getHeight());
finished = true;
Events.fire(new ClientLoadEvent());
}
@@ -149,15 +156,15 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
Core.graphics.clear(Pal.darkerGray);
Draw.proj().setOrtho(0, 0, Core.graphics.getWidth(), Core.graphics.getHeight());
float height = UnitScl.dp.scl(50f);
float height = Scl.scl(50f);
Draw.color(Color.BLACK);
Draw.color(Color.black);
Fill.poly(graphics.getWidth()/2f, graphics.getHeight()/2f, 6, Mathf.dst(graphics.getWidth()/2f, graphics.getHeight()/2f) * smoothProgress);
Draw.reset();
float w = graphics.getWidth()*0.6f;
Draw.color(Color.BLACK);
Draw.color(Color.black);
Fill.rect(graphics.getWidth()/2f, graphics.getHeight()/2f, w, height);
Draw.color(Pal.accent);
@@ -169,13 +176,13 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
if(assets.isLoaded("outline")){
BitmapFont font = assets.get("outline");
font.draw((int)(assets.getProgress() * 100) + "%", graphics.getWidth() / 2f, graphics.getHeight() / 2f + UnitScl.dp.scl(10f), Align.center);
font.draw(bundle.get("loading", "").replace("[accent]", ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f + height / 2f + UnitScl.dp.scl(20), Align.center);
font.draw((int)(assets.getProgress() * 100) + "%", graphics.getWidth() / 2f, graphics.getHeight() / 2f + Scl.scl(10f), Align.center);
font.draw(bundle.get("loading", "").replace("[accent]", ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f + height / 2f + Scl.scl(20), Align.center);
if(assets.getCurrentLoading() != null){
String name = assets.getCurrentLoading().fileName.toLowerCase();
String key = name.contains("content") ? "content" : name.contains("msav") || name.contains("maps") ? "map" : name.contains("ogg") || name.contains("mp3") ? "sound" : name.contains("png") ? "image" : "system";
font.draw(bundle.get("load." + key, ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f - height / 2f - UnitScl.dp.scl(10f), Align.center);
font.draw(bundle.get("load." + key, ""), graphics.getWidth() / 2f, graphics.getHeight() / 2f - height / 2f - Scl.scl(10f), Align.center);
}
}
Draw.flush();

View File

@@ -3,6 +3,7 @@ package io.anuke.mindustry;
import io.anuke.arc.Application.*;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.files.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.scene.ui.layout.*;
@@ -10,11 +11,11 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.ai.*;
import io.anuke.mindustry.core.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.impl.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.type.EffectEntity;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.input.*;
@@ -43,6 +44,8 @@ public class Vars implements Loadable{
public static final String discordURL = "https://discord.gg/mindustry";
/** URL for sending crash reports to */
public static final String crashReportURL = "http://mins.us.to/report";
/** list of built-in servers.*/
public static final Array<String> defaultServers = Array.with(/*"mins.us.to"*/);
/** maximum distance between mine and core that supports automatic transferring */
public static final float mineTransferRange = 220f;
/** team of the player by default */
@@ -59,14 +62,6 @@ public class Vars implements Loadable{
public static final float itemSize = 5f;
/** extra padding around the world; units outside this bound will begin to self-destruct. */
public static final float worldBounds = 100f;
/** default size of UI icons.*/
public static final int iconsize = 48;
/** size of UI icons (small)*/
public static final int iconsizesmall = 32;
/** size of UI icons (medium)*/
public static final int iconsizemed = 30;
/** size of UI icons (medium)*/
public static final int iconsizetiny = 16;
/** units outside of this bound will simply die instantly */
public static final float finalWorldBounds = worldBounds + 500;
/** ticks spent out of bound until self destruct. */
@@ -112,6 +107,8 @@ public class Vars implements Loadable{
public static boolean android;
/** whether the game is running on a headless server */
public static boolean headless;
/** whether steam is enabled for this game */
public static boolean steam;
/** application data directory, equivalent to {@link io.anuke.arc.Settings#getDataDirectory()} */
public static FileHandle dataDirectory;
/** data subdirectory used for screenshots */
@@ -136,6 +133,7 @@ public class Vars implements Loadable{
/** list of all locales that can be switched to */
public static Locale[] locales;
public static Net net;
public static ContentLoader content;
public static GameState state;
public static GlobalData data;
@@ -168,7 +166,6 @@ public class Vars implements Loadable{
public static EntityGroup<Fire> fireGroup;
public static EntityGroup<BaseUnit>[] unitGroups;
/** all local players, currently only has one player. may be used for local co-op in the future */
public static Player player;
@Override
@@ -226,7 +223,7 @@ public class Vars implements Loadable{
for(EntityGroup<?> group : entities.all()){
group.setRemoveListener(entity -> {
if(entity instanceof SyncTrait && Net.client()){
if(entity instanceof SyncTrait && net.client()){
netClient.addRemovedEntity((entity).getID());
}
});
@@ -252,11 +249,16 @@ public class Vars implements Loadable{
public static void loadSettings(){
Core.settings.setAppName(appName);
if(steam){
Core.settings.setDataDirectory(Core.files.local("saves/"));
}
Core.settings.defaults("locale", "default");
Core.keybinds.setDefaults(Binding.values());
Core.settings.load();
UnitScl.dp.setProduct(settings.getInt("uiscale", 100) / 100f);
Scl.setProduct(settings.getInt("uiscale", 100) / 100f);
if(!loadLocales) return;
@@ -268,6 +270,7 @@ public class Vars implements Loadable{
Core.bundle = I18NBundle.createBundle(handle, locale);
Log.info("NOTE: external translation bundle has been loaded.");
if(!headless){
Time.run(10f, () -> ui.showInfo("Note: You have successfully loaded an external translation bundle."));
}

View File

@@ -242,14 +242,13 @@ public class BlockIndexer{
int quadrantY = tile.y / quadrantSize;
itemSet.clear();
Tile rounded = world.tile(Mathf.clamp(quadrantX * quadrantSize + quadrantSize / 2, 0, world.width() - 1),
Mathf.clamp(quadrantY * quadrantSize + quadrantSize / 2, 0, world.height() - 1));
Tile rounded = world.tile(Mathf.clamp(quadrantX * quadrantSize + quadrantSize / 2, 0, world.width() - 1), Mathf.clamp(quadrantY * quadrantSize + quadrantSize / 2, 0, world.height() - 1));
//find all items that this quadrant contains
for(int x = quadrantX * quadrantSize; x < world.width() && x < (quadrantX + 1) * quadrantSize; x++){
for(int y = quadrantY * quadrantSize; y < world.height() && y < (quadrantY + 1) * quadrantSize; y++){
for(int x = Math.max(0, rounded.x - quadrantSize / 2); x < rounded.x + quadrantSize / 2 && x < world.width(); x++){
for(int y = Math.max(0, rounded.y - quadrantSize / 2); y < rounded.y + quadrantSize / 2 && y < world.height(); y++){
Tile result = world.tile(x, y);
if(result == null || result.drop() == null || !scanOres.contains(result.drop())) continue;
if(result == null || result.drop() == null || !scanOres.contains(result.drop()) || result.block() != Blocks.air) continue;
itemSet.add(result.drop());
}

View File

@@ -5,8 +5,7 @@ import io.anuke.arc.collection.IntArray;
import io.anuke.arc.collection.IntQueue;
import io.anuke.arc.math.geom.Geometry;
import io.anuke.arc.math.geom.Point2;
import io.anuke.arc.util.Structs;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.*;
import io.anuke.mindustry.game.EventType.TileChangeEvent;
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
import io.anuke.mindustry.game.Team;
@@ -26,7 +25,7 @@ public class Pathfinder{
public Pathfinder(){
Events.on(WorldLoadEvent.class, event -> clear());
Events.on(TileChangeEvent.class, event -> {
if(Net.client()) return;
if(net.client()) return;
for(Team team : Team.all){
TeamData data = state.teams.get(team);
@@ -44,7 +43,7 @@ public class Pathfinder{
}
public void update(){
if(Net.client() || paths == null) return;
if(net.client() || paths == null) return;
for(Team team : Team.all){
if(state.teams.isActive(team)){
@@ -86,7 +85,7 @@ public class Pathfinder{
}
private boolean passable(Tile tile, Team team){
return (!tile.solid()) || (tile.breakable() && (tile.getTeam() != team));
return ((!tile.solid()) || (tile.breakable() && (tile.getTeam() != team))) && tile.floor().drownTime <= 0f;
}
/**

View File

@@ -14,7 +14,6 @@ import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.type.BaseUnit;
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.world.Tile;
import static io.anuke.mindustry.Vars.*;
@@ -116,7 +115,7 @@ public class WaveSpawner{
}
public boolean isSpawning(){
return spawning && !Net.client();
return spawning && !net.client();
}
private void reset(){

View File

@@ -8,6 +8,7 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
@@ -500,6 +501,7 @@ public class Blocks implements ContentList{
consumes.items(new ItemStack(Items.thorium, 4), new ItemStack(Items.sand, 10));
consumes.power(5f);
itemCapacity = 20;
int bottomRegion = reg("-bottom"), weaveRegion = reg("-weave");
@@ -589,7 +591,7 @@ public class Blocks implements ContentList{
pyratiteMixer = new GenericSmelter("pyratite-mixer"){{
requirements(Category.crafting, ItemStack.with(Items.copper, 50, Items.lead, 25));
flameColor = Color.CLEAR;
flameColor = Color.clear;
hasItems = true;
hasPower = true;
outputItem = new ItemStack(Items.pyratite, 1);
@@ -660,7 +662,7 @@ public class Blocks implements ContentList{
Draw.rect(region, tile.drawx(), tile.drawy());
Draw.rect(reg(frameRegions[(int)Mathf.absin(entity.totalProgress, 5f, 2.999f)]), tile.drawx(), tile.drawy());
Draw.color(Color.CLEAR, tile.entity.liquids.current().color, tile.entity.liquids.total() / liquidCapacity);
Draw.color(Color.clear, tile.entity.liquids.current().color, tile.entity.liquids.total() / liquidCapacity);
Draw.rect(reg(liquidRegion), tile.drawx(), tile.drawy());
Draw.color();
Draw.rect(reg(topRegion), tile.drawx(), tile.drawy());
@@ -982,7 +984,6 @@ public class Blocks implements ContentList{
pulseConduit = new Conduit("pulse-conduit"){{
requirements(Category.liquid, ItemStack.with(Items.titanium, 1, Items.metaglass, 1));
liquidCapacity = 16f;
liquidFlowFactor = 4.9f;
health = 90;
}};
@@ -1397,7 +1398,7 @@ public class Blocks implements ContentList{
smokeEffect = Fx.lancerLaserShootSmoke;
chargeEffect = Fx.lancerLaserCharge;
chargeBeginEffect = Fx.lancerLaserChargeBegin;
heatColor = Color.RED;
heatColor = Color.red;
size = 2;
health = 280 * size * size;
targetAir = false;
@@ -1405,16 +1406,16 @@ public class Blocks implements ContentList{
}};
arc = new PowerTurret("arc"){{
requirements(Category.turret, ItemStack.with(Items.copper, 35, Items.lead, 35));
requirements(Category.turret, ItemStack.with(Items.copper, 35, Items.lead, 50));
shootType = Bullets.arc;
reload = 24f;
reload = 35f;
shootCone = 40f;
rotatespeed = 8f;
powerUse = 0.9f;
powerUse = 1.5f;
targetAir = false;
range = 95f;
range = 90f;
shootEffect = Fx.lightningShoot;
heatColor = Color.RED;
heatColor = Color.red;
recoil = 1f;
size = 1;
health = 260;
@@ -1493,7 +1494,7 @@ public class Blocks implements ContentList{
}
@Override
public void init(Bullet b){
public void init(io.anuke.mindustry.entities.type.Bullet b){
for(int i = 0; i < rays; i++){
Damage.collideLine(b, b.getTeam(), hitEffect, b.x, b.y, b.rot(), rayLength - Math.abs(i - (rays / 2)) * 20f);
}
@@ -1502,7 +1503,7 @@ public class Blocks implements ContentList{
@Override
public void draw(Bullet b){
super.draw(b);
Draw.color(Color.WHITE, Pal.lancerLaser, b.fin());
Draw.color(Color.white, Pal.lancerLaser, b.fin());
//Draw.alpha(b.fout());
for(int i = 0; i < 7; i++){
Tmp.v1.trns(b.rot(), i * 8f);
@@ -1775,4 +1776,4 @@ public class Blocks implements ContentList{
//endregion
}
}
}

View File

@@ -7,12 +7,14 @@ import io.anuke.arc.util.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.*;
import static io.anuke.mindustry.Vars.world;
import static io.anuke.mindustry.Vars.*;
public class Bullets implements ContentList{
public static BulletType
@@ -249,7 +251,7 @@ public class Bullets implements ContentList{
splashDamageRadius = 25f;
splashDamage = 10f;
lifetime = 120f;
trailColor = Color.GRAY;
trailColor = Color.gray;
backColor = Pal.bulletYellowBack;
frontColor = Pal.bulletYellow;
hitEffect = Fx.blastExplosion;
@@ -395,7 +397,7 @@ public class Bullets implements ContentList{
Draw.color(Pal.heal);
Lines.stroke(2f);
Lines.lineAngleCenter(b.x, b.y, b.rot(), 7f);
Draw.color(Color.WHITE);
Draw.color(Color.white);
Lines.lineAngleCenter(b.x, b.y, b.rot(), 3f);
Draw.reset();
}
@@ -429,7 +431,7 @@ public class Bullets implements ContentList{
@Override
public void draw(Bullet b){
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.GRAY, b.fin());
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.gray, b.fin());
Fill.circle(b.x, b.y, 3f * b.fout());
Draw.reset();
}
@@ -497,7 +499,7 @@ public class Bullets implements ContentList{
};
lancerLaser = new BulletType(0.001f, 140){
Color[] colors = {Pal.lancerLaser.cpy().mul(1f, 1f, 1f, 0.4f), Pal.lancerLaser, Color.WHITE};
Color[] colors = {Pal.lancerLaser.cpy().mul(1f, 1f, 1f, 0.4f), Pal.lancerLaser, Color.white};
float[] tscales = {1f, 0.7f, 0.5f, 0.2f};
float[] lenscales = {1f, 1.1f, 1.13f, 1.14f};
float length = 160f;
@@ -539,7 +541,7 @@ public class Bullets implements ContentList{
meltdownLaser = new BulletType(0.001f, 70){
Color tmpColor = new Color();
Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.WHITE};
Color[] colors = {Color.valueOf("ec745855"), Color.valueOf("ec7458aa"), Color.valueOf("ff9c5a"), Color.white};
float[] tscales = {1f, 0.7f, 0.5f, 0.2f};
float[] strokes = {2f, 1.5f, 1f, 0.3f};
float[] lenscales = {1f, 1.12f, 1.15f, 1.17f};
@@ -631,11 +633,11 @@ public class Bullets implements ContentList{
@Override
public void init(Bullet b){
Lightning.create(b.getTeam(), Pal.lancerLaser, damage, b.x, b.y, b.rot(), 30);
Lightning.create(b.getTeam(), Pal.lancerLaser, damage * (b.getOwner() instanceof Player ? state.rules.playerDamageMultiplier : 1f), b.x, b.y, b.rot(), 30);
}
};
arc = new BulletType(0.001f, 25){
arc = new BulletType(0.001f, 21){
{
lifetime = 1;
despawnEffect = Fx.none;
@@ -687,7 +689,7 @@ public class Bullets implements ContentList{
bulletHeight = 12f;
hitEffect = Fx.pulverize;
backColor = new Color(0x4f4f4fff);
frontColor = Color.GRAY;
frontColor = Color.gray;
}
@Override

View File

@@ -1,19 +1,17 @@
package io.anuke.mindustry.content;
import io.anuke.arc.Core;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.util.Tmp;
import io.anuke.mindustry.entities.Effects.Effect;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.GroundEffect;
import io.anuke.mindustry.entities.type.BaseUnit;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.graphics.Drawf;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.Item.Icon;
import io.anuke.arc.math.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.type.Item.*;
import static io.anuke.mindustry.Vars.tilesize;
@@ -32,7 +30,7 @@ public class Fx implements ContentList{
bigShockwave, nuclearShockwave, explosion, blockExplosion, blockExplosionSmoke, shootSmall, shootHeal, shootSmallSmoke, shootBig, shootBig2, shootBigSmoke,
shootBigSmoke2, shootSmallFlame, shootPyraFlame, shootLiquid, shellEjectSmall, shellEjectMedium,
shellEjectBig, lancerLaserShoot, lancerLaserShootSmoke, lancerLaserCharge, lancerLaserChargeBegin, lightningCharge, lightningShoot,
unitSpawn, spawnShockwave, magmasmoke, impactShockwave, impactcloud, impactsmoke, dynamicExplosion, padlaunch, commandSend;
unitSpawn, spawnShockwave, magmasmoke, impactShockwave, impactcloud, impactsmoke, dynamicExplosion, padlaunch, commandSend, coreLand;
@Override
public void load(){
@@ -93,14 +91,14 @@ public class Fx implements ContentList{
});
smoke = new Effect(100, e -> {
Draw.color(Color.GRAY, Pal.darkishGray, e.fin());
Draw.color(Color.gray, Pal.darkishGray, e.fin());
float size = 7f - e.fin() * 7f;
Draw.rect("circle", e.x, e.y, size, size);
Draw.reset();
});
magmasmoke = new Effect(110, e -> {
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Fill.circle(e.x, e.y, e.fslope() * 6f);
Draw.reset();
});
@@ -180,7 +178,7 @@ public class Fx implements ContentList{
hitBulletSmall = new Effect(14, e -> {
Draw.color(Color.WHITE, Pal.lightOrange, e.fin());
Draw.color(Color.white, Pal.lightOrange, e.fin());
e.scaled(7f, s -> {
Lines.stroke(0.5f + s.fout());
@@ -199,7 +197,7 @@ public class Fx implements ContentList{
});
hitFuse = new Effect(14, e -> {
Draw.color(Color.WHITE, Pal.surge, e.fin());
Draw.color(Color.white, Pal.surge, e.fin());
e.scaled(7f, s -> {
Lines.stroke(0.5f + s.fout());
@@ -218,7 +216,7 @@ public class Fx implements ContentList{
});
hitBulletBig = new Effect(13, e -> {
Draw.color(Color.WHITE, Pal.lightOrange, e.fin());
Draw.color(Color.white, Pal.lightOrange, e.fin());
Lines.stroke(0.5f + e.fout() * 1.5f);
Angles.randLenVectors(e.id, 8, e.finpow() * 30f, e.rotation, 50f, (x, y) -> {
@@ -252,7 +250,7 @@ public class Fx implements ContentList{
});
hitLancer = new Effect(12, e -> {
Draw.color(Color.WHITE);
Draw.color(Color.white);
Lines.stroke(e.fout() * 1.5f);
Angles.randLenVectors(e.id, 8, e.finpow() * 17f, e.rotation, 360f, (x, y) -> {
@@ -276,14 +274,14 @@ public class Fx implements ContentList{
});
hitLaser = new Effect(8, e -> {
Draw.color(Color.WHITE, Pal.heal, e.fin());
Draw.color(Color.white, Pal.heal, e.fin());
Lines.stroke(0.5f + e.fout());
Lines.circle(e.x, e.y, e.fin() * 5f);
Draw.reset();
});
despawn = new Effect(12, e -> {
Draw.color(Pal.lighterOrange, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Color.gray, e.fin());
Lines.stroke(e.fout());
Angles.randLenVectors(e.id, 7, e.fin() * 7f, e.rotation, 40f, (x, y) -> {
@@ -302,7 +300,7 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 10f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 5, 2f + 23f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
@@ -326,7 +324,7 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 24f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 7, 2f + 28f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
@@ -350,7 +348,7 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 34f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 7, 2f + 30f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
@@ -374,7 +372,7 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 15f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 5, 2f + 23f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
@@ -423,7 +421,7 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 25f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 6, 2f + 23f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 4f + 0.5f);
@@ -461,7 +459,7 @@ public class Fx implements ContentList{
});
fireSmoke = new Effect(35f, e -> {
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 1, 2f + e.fin() * 7f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 1.5f);
@@ -471,7 +469,7 @@ public class Fx implements ContentList{
});
steam = new Effect(35f, e -> {
Draw.color(Color.LIGHT_GRAY);
Draw.color(Color.lightGray);
Angles.randLenVectors(e.id, 2, 2f + e.fin() * 7f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 1.5f);
@@ -481,7 +479,7 @@ public class Fx implements ContentList{
});
fireballsmoke = new Effect(25f, e -> {
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 1, 2f + e.fin() * 7f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.2f + e.fout() * 1.5f);
@@ -511,7 +509,7 @@ public class Fx implements ContentList{
});
melting = new Effect(40f, e -> {
Draw.color(Liquids.slag.color, Color.WHITE, e.fout() / 5f + Mathf.randomSeedRange(e.id, 0.12f));
Draw.color(Liquids.slag.color, Color.white, e.fout() / 5f + Mathf.randomSeedRange(e.id, 0.12f));
Angles.randLenVectors(e.id, 2, 1f + e.fin() * 3f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, .2f + e.fout() * 1.2f);
@@ -559,35 +557,35 @@ public class Fx implements ContentList{
shockwave = new Effect(10f, 80f, e -> {
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
Draw.color(Color.white, Color.lightGray, e.fin());
Lines.stroke(e.fout() * 2f + 0.2f);
Lines.circle(e.x, e.y, e.fin() * 28f);
Draw.reset();
});
bigShockwave = new Effect(10f, 80f, e -> {
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
Draw.color(Color.white, Color.lightGray, e.fin());
Lines.stroke(e.fout() * 3f);
Lines.circle(e.x, e.y, e.fin() * 50f);
Draw.reset();
});
nuclearShockwave = new Effect(10f, 200f, e -> {
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
Draw.color(Color.white, Color.lightGray, e.fin());
Lines.stroke(e.fout() * 3f + 0.2f);
Lines.circle(e.x, e.y, e.fin() * 140f);
Draw.reset();
});
impactShockwave = new Effect(13f, 300f, e -> {
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, e.fin());
Draw.color(Pal.lighterOrange, Color.lightGray, e.fin());
Lines.stroke(e.fout() * 4f + 0.2f);
Lines.circle(e.x, e.y, e.fin() * 200f);
Draw.reset();
});
spawnShockwave = new Effect(20f, 400f, e -> {
Draw.color(Color.WHITE, Color.LIGHT_GRAY, e.fin());
Draw.color(Color.white, Color.lightGray, e.fin());
Lines.stroke(e.fout() * 3f + 0.5f);
Lines.circle(e.x, e.y, e.fin() * (e.rotation + 50f));
Draw.reset();
@@ -599,14 +597,14 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 10f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
});
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
Lines.stroke(1.5f * e.fout());
Angles.randLenVectors(e.id + 1, 8, 1f + 23f * e.finpow(), (x, y) -> {
@@ -624,14 +622,14 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, (3f + i.fin() * 14f) * intensity);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, e.finpow(), (int)(6 * intensity), 21f * intensity, (x, y, in, out) -> {
Fill.circle(e.x + x, e.y + y, out * (2f + intensity) * 3 + 0.5f);
Fill.circle(e.x + x / 2f, e.y + y / 2f, out * (intensity) * 3);
});
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
Lines.stroke((1.7f * e.fout()) * (1f + (intensity - 1f) / 2f));
Angles.randLenVectors(e.id + 1, e.finpow(), (int)(9 * intensity), 40f * intensity, (x, y, in, out) -> {
@@ -647,14 +645,14 @@ public class Fx implements ContentList{
Lines.circle(e.x, e.y, 3f + i.fin() * 14f);
});
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 6, 2f + 19f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 3f + 0.5f);
Fill.circle(e.x + x / 2f, e.y + y / 2f, e.fout() * 1f);
});
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Pal.lightOrange, Color.gray, e.fin());
Lines.stroke(1.7f * e.fout());
Angles.randLenVectors(e.id + 1, 9, 1f + 23f * e.finpow(), (x, y) -> {
@@ -665,7 +663,7 @@ public class Fx implements ContentList{
});
blockExplosionSmoke = new Effect(30, e -> {
Draw.color(Color.GRAY);
Draw.color(Color.gray);
Angles.randLenVectors(e.id, 6, 4f + 30f * e.finpow(), (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 3f);
@@ -693,7 +691,7 @@ public class Fx implements ContentList{
});
shootSmallSmoke = new Effect(20f, e -> {
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Color.lightGray, Color.gray, e.fin());
Angles.randLenVectors(e.id, 5, e.finpow() * 6f, e.rotation, 20f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 1.5f);
@@ -711,7 +709,7 @@ public class Fx implements ContentList{
});
shootBig2 = new Effect(10, e -> {
Draw.color(Pal.lightOrange, Color.GRAY, e.fin());
Draw.color(Pal.lightOrange, Color.gray, e.fin());
float w = 1.2f + 8 * e.fout();
Drawf.tri(e.x, e.y, w, 29f * e.fout(), e.rotation);
Drawf.tri(e.x, e.y, w, 5f * e.fout(), e.rotation + 180f);
@@ -719,7 +717,7 @@ public class Fx implements ContentList{
});
shootBigSmoke = new Effect(17f, e -> {
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Pal.lighterOrange, Color.lightGray, Color.gray, e.fin());
Angles.randLenVectors(e.id, 8, e.finpow() * 19f, e.rotation, 10f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 2f + 0.2f);
@@ -729,7 +727,7 @@ public class Fx implements ContentList{
});
shootBigSmoke2 = new Effect(18f, e -> {
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Pal.lightOrange, Color.lightGray, Color.gray, e.fin());
Angles.randLenVectors(e.id, 9, e.finpow() * 23f, e.rotation, 20f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, e.fout() * 2.4f + 0.2f);
@@ -739,7 +737,7 @@ public class Fx implements ContentList{
});
shootSmallFlame = new Effect(32f, e -> {
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.GRAY, e.fin());
Draw.color(Pal.lightFlame, Pal.darkFlame, Color.gray, e.fin());
Angles.randLenVectors(e.id, 8, e.finpow() * 60f, e.rotation, 10f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout() * 1.5f);
@@ -749,7 +747,7 @@ public class Fx implements ContentList{
});
shootPyraFlame = new Effect(33f, e -> {
Draw.color(Pal.lightPyraFlame, Pal.darkPyraFlame, Color.GRAY, e.fin());
Draw.color(Pal.lightPyraFlame, Pal.darkPyraFlame, Color.gray, e.fin());
Angles.randLenVectors(e.id, 10, e.finpow() * 70f, e.rotation, 10f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.65f + e.fout() * 1.6f);
@@ -759,7 +757,7 @@ public class Fx implements ContentList{
});
shootLiquid = new Effect(40f, e -> {
Draw.color(e.color, Color.WHITE, e.fout() / 6f + Mathf.randomSeedRange(e.id, 0.1f));
Draw.color(e.color, Color.white, e.fout() / 6f + Mathf.randomSeedRange(e.id, 0.1f));
Angles.randLenVectors(e.id, 6, e.finpow() * 60f, e.rotation, 11f, (x, y) -> {
Fill.circle(e.x + x, e.y + y, 0.5f + e.fout() * 2.5f);
@@ -769,7 +767,7 @@ public class Fx implements ContentList{
});
shellEjectSmall = new GroundEffect(30f, 400f, e -> {
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
Draw.color(Pal.lightOrange, Color.lightGray, Pal.lightishGray, e.fin());
float rot = Math.abs(e.rotation) + 90f;
int i = Mathf.sign(e.rotation);
@@ -784,7 +782,7 @@ public class Fx implements ContentList{
});
shellEjectMedium = new GroundEffect(34f, 400f, e -> {
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
Draw.color(Pal.lightOrange, Color.lightGray, Pal.lightishGray, e.fin());
float rot = e.rotation + 90f;
for(int i : Mathf.signs){
float len = (2f + e.finpow() * 10f) * i;
@@ -795,7 +793,7 @@ public class Fx implements ContentList{
2f, 3f, rot);
}
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Color.lightGray, Color.gray, e.fin());
for(int i : Mathf.signs){
float ex = e.x, ey = e.y, fout = e.fout();
@@ -808,7 +806,7 @@ public class Fx implements ContentList{
});
shellEjectBig = new GroundEffect(22f, 400f, e -> {
Draw.color(Pal.lightOrange, Color.LIGHT_GRAY, Pal.lightishGray, e.fin());
Draw.color(Pal.lightOrange, Color.lightGray, Pal.lightishGray, e.fin());
float rot = e.rotation + 90f;
for(int i : Mathf.signs){
float len = (4f + e.finpow() * 8f) * i;
@@ -820,7 +818,7 @@ public class Fx implements ContentList{
rot + e.fin() * 30f * i + Mathf.randomSeedRange(e.id + i + 9, 40f * e.fin()));
}
Draw.color(Color.LIGHT_GRAY);
Draw.color(Color.lightGray);
for(int i : Mathf.signs){
float ex = e.x, ey = e.y, fout = e.fout();
@@ -881,7 +879,7 @@ public class Fx implements ContentList{
});
lightningShoot = new Effect(12f, e -> {
Draw.color(Color.WHITE, Pal.lancerLaser, e.fin());
Draw.color(Color.white, Pal.lancerLaser, e.fin());
Lines.stroke(e.fout() * 1.2f + 0.5f);
Angles.randLenVectors(e.id, 7, 25f * e.finpow(), e.rotation, 50f, (x, y) -> {
@@ -895,7 +893,7 @@ public class Fx implements ContentList{
reactorsmoke = new Effect(17, e -> {
Angles.randLenVectors(e.id, 4, e.fin() * 8f, (x, y) -> {
float size = 1f + e.fout() * 5f;
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Color.lightGray, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -903,7 +901,7 @@ public class Fx implements ContentList{
nuclearsmoke = new Effect(40, e -> {
Angles.randLenVectors(e.id, 4, e.fin() * 13f, (x, y) -> {
float size = e.fslope() * 4f;
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Color.lightGray, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -911,7 +909,7 @@ public class Fx implements ContentList{
nuclearcloud = new Effect(90, 200f, e -> {
Angles.randLenVectors(e.id, 10, e.finpow() * 90f, (x, y) -> {
float size = e.fout() * 14f;
Draw.color(Color.LIME, Color.GRAY, e.fin());
Draw.color(Color.lime, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -919,7 +917,7 @@ public class Fx implements ContentList{
impactsmoke = new Effect(60, e -> {
Angles.randLenVectors(e.id, 7, e.fin() * 20f, (x, y) -> {
float size = e.fslope() * 4f;
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Color.lightGray, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -927,7 +925,7 @@ public class Fx implements ContentList{
impactcloud = new Effect(140, 400f, e -> {
Angles.randLenVectors(e.id, 20, e.finpow() * 160f, (x, y) -> {
float size = e.fout() * 15f;
Draw.color(Pal.lighterOrange, Color.LIGHT_GRAY, e.fin());
Draw.color(Pal.lighterOrange, Color.lightGray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -935,7 +933,7 @@ public class Fx implements ContentList{
redgeneratespark = new Effect(18, e -> {
Angles.randLenVectors(e.id, 5, e.fin() * 8f, (x, y) -> {
float len = e.fout() * 4f;
Draw.color(Pal.redSpark, Color.GRAY, e.fin());
Draw.color(Pal.redSpark, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, len, len);
Draw.reset();
});
@@ -943,7 +941,7 @@ public class Fx implements ContentList{
generatespark = new Effect(18, e -> {
Angles.randLenVectors(e.id, 5, e.fin() * 8f, (x, y) -> {
float len = e.fout() * 4f;
Draw.color(Pal.orangeSpark, Color.GRAY, e.fin());
Draw.color(Pal.orangeSpark, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, len, len);
Draw.reset();
});
@@ -951,14 +949,14 @@ public class Fx implements ContentList{
fuelburn = new Effect(23, e -> {
Angles.randLenVectors(e.id, 5, e.fin() * 9f, (x, y) -> {
float len = e.fout() * 4f;
Draw.color(Color.LIGHT_GRAY, Color.GRAY, e.fin());
Draw.color(Color.lightGray, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, len, len);
Draw.reset();
});
});
plasticburn = new Effect(40, e -> {
Angles.randLenVectors(e.id, 5, 3f + e.fin() * 5f, (x, y) -> {
Draw.color(Color.valueOf("e9ead3"), Color.GRAY, e.fin());
Draw.color(Color.valueOf("e9ead3"), Color.gray, e.fin());
Fill.circle(e.x + x, e.y + y, e.fout() * 1f);
Draw.reset();
});
@@ -1000,21 +998,21 @@ public class Fx implements ContentList{
});
producesmoke = new Effect(12, e -> {
Angles.randLenVectors(e.id, 8, 4f + e.fin() * 18f, (x, y) -> {
Draw.color(Color.WHITE, Pal.accent, e.fin());
Draw.color(Color.white, Pal.accent, e.fin());
Fill.square(e.x + x, e.y + y, 1f + e.fout() * 3f, 45);
Draw.reset();
});
});
smeltsmoke = new Effect(15, e -> {
Angles.randLenVectors(e.id, 6, 4f + e.fin() * 5f, (x, y) -> {
Draw.color(Color.WHITE, e.color, e.fin());
Draw.color(Color.white, e.color, e.fin());
Fill.square(e.x + x, e.y + y, 0.5f + e.fout() * 2f, 45);
Draw.reset();
});
});
formsmoke = new Effect(40, e -> {
Angles.randLenVectors(e.id, 6, 5f + e.fin() * 8f, (x, y) -> {
Draw.color(Pal.plasticSmoke, Color.LIGHT_GRAY, e.fin());
Draw.color(Pal.plasticSmoke, Color.lightGray, e.fin());
Fill.square(e.x + x, e.y + y, 0.2f + e.fout() * 2f, 45);
Draw.reset();
});
@@ -1022,7 +1020,7 @@ public class Fx implements ContentList{
blastsmoke = new Effect(26, e -> {
Angles.randLenVectors(e.id, 12, 1f + e.fin() * 23f, (x, y) -> {
float size = 2f + e.fout() * 6f;
Draw.color(Color.LIGHT_GRAY, Color.DARK_GRAY, e.fin());
Draw.color(Color.lightGray, Color.darkGray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -1030,7 +1028,7 @@ public class Fx implements ContentList{
lava = new Effect(18, e -> {
Angles.randLenVectors(e.id, 3, 1f + e.fin() * 10f, (x, y) -> {
float size = e.fslope() * 4f;
Draw.color(Color.ORANGE, Color.GRAY, e.fin());
Draw.color(Color.orange, Color.gray, e.fin());
Draw.rect("circle", e.x + x, e.y + y, size, size);
Draw.reset();
});
@@ -1056,53 +1054,53 @@ public class Fx implements ContentList{
Draw.reset();
});
purify = new Effect(10, e -> {
Draw.color(Color.ROYAL, Color.GRAY, e.fin());
Draw.color(Color.royal, Color.gray, e.fin());
Lines.stroke(2f);
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
Draw.reset();
});
purifyoil = new Effect(10, e -> {
Draw.color(Color.BLACK, Color.GRAY, e.fin());
Draw.color(Color.black, Color.gray, e.fin());
Lines.stroke(2f);
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
Draw.reset();
});
purifystone = new Effect(10, e -> {
Draw.color(Color.ORANGE, Color.GRAY, e.fin());
Draw.color(Color.orange, Color.gray, e.fin());
Lines.stroke(2f);
Lines.spikes(e.x, e.y, e.fin() * 4f, 2, 6);
Draw.reset();
});
generate = new Effect(11, e -> {
Draw.color(Color.ORANGE, Color.YELLOW, e.fin());
Draw.color(Color.orange, Color.yellow, e.fin());
Lines.stroke(1f);
Lines.spikes(e.x, e.y, e.fin() * 5f, 2, 8);
Draw.reset();
});
mine = new Effect(20, e -> {
Angles.randLenVectors(e.id, 6, 3f + e.fin() * 6f, (x, y) -> {
Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
Draw.color(e.color, Color.lightGray, e.fin());
Fill.square(e.x + x, e.y + y, e.fout() * 2f, 45);
Draw.reset();
});
});
mineBig = new Effect(30, e -> {
Angles.randLenVectors(e.id, 6, 4f + e.fin() * 8f, (x, y) -> {
Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
Draw.color(e.color, Color.lightGray, e.fin());
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.2f, 45);
Draw.reset();
});
});
mineHuge = new Effect(40, e -> {
Angles.randLenVectors(e.id, 8, 5f + e.fin() * 10f, (x, y) -> {
Draw.color(e.color, Color.LIGHT_GRAY, e.fin());
Draw.color(e.color, Color.lightGray, e.fin());
Fill.square(e.x + x, e.y + y, e.fout() * 2f + 0.5f, 45);
Draw.reset();
});
});
smelt = new Effect(20, e -> {
Angles.randLenVectors(e.id, 6, 2f + e.fin() * 5f, (x, y) -> {
Draw.color(Color.WHITE, e.color, e.fin());
Draw.color(Color.white, e.color, e.fin());
Fill.square(e.x + x, e.y + y, 0.5f + e.fout() * 2f, 45);
Draw.reset();
});
@@ -1209,5 +1207,8 @@ public class Fx implements ContentList{
Lines.poly(e.x, e.y, 6, e.rotation + e.fin(), 90);
Draw.reset();
});
coreLand = new Effect(120f, e -> {
});
}
}

View File

@@ -39,7 +39,7 @@ public class Items implements ContentList{
}};
coal = new Item("coal", Color.valueOf("272727")){{
explosiveness = 0.4f;
explosiveness = 0.2f;
flammability = 1f;
hardness = 2;
}};

View File

@@ -1,10 +1,14 @@
package io.anuke.mindustry.content;
import io.anuke.arc.*;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.game.ContentList;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.type.StatusEffect;
import static io.anuke.mindustry.Vars.waveTeam;
public class StatusEffects implements ContentList{
public static StatusEffect none, burning, freezing, wet, melting, tarred, overdrive, shielded, shocked, corroded, boss;
@@ -37,8 +41,13 @@ public class StatusEffects implements ContentList{
speedMultiplier = 0.9f;
effect = Fx.wet;
trans(() -> shocked, ((unit, time, newTime, result) -> unit.damage(15f)));
opposite(() -> burning, () -> shocked);
trans(() -> shocked, ((unit, time, newTime, result) -> {
unit.damage(20f);
if(unit.getTeam() == waveTeam){
Events.fire(Trigger.shock);
}
}));
opposite(() -> burning);
}};
melting = new StatusEffect(){{

View File

@@ -8,10 +8,13 @@ import io.anuke.mindustry.world.Block;
import static io.anuke.mindustry.content.Blocks.*;
public class TechTree implements ContentList{
public static Array<TechNode> all;
public static TechNode root;
@Override
public void load(){
all = new Array<>();
root = node(coreShard, () -> {
node(conveyor, () -> {
@@ -326,6 +329,7 @@ public class TechTree implements ContentList{
context = this;
children.run();
context = last;
all.add(this);
}
}
}

View File

@@ -3,6 +3,7 @@ package io.anuke.mindustry.content;
import io.anuke.arc.collection.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.type.base.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;

View File

@@ -2,7 +2,6 @@ package io.anuke.mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.files.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.input.*;
@@ -18,7 +17,6 @@ import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.input.*;
import io.anuke.mindustry.maps.Map;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.dialogs.*;
import io.anuke.mindustry.world.*;
@@ -30,6 +28,7 @@ import java.util.*;
import static io.anuke.arc.Core.*;
import static io.anuke.mindustry.Vars.*;
import static io.anuke.mindustry.Vars.net;
/**
* Control module.
@@ -48,6 +47,10 @@ public class Control implements ApplicationListener, Loadable{
private boolean wasPaused = false;
public Control(){
saves = new Saves();
tutorial = new Tutorial();
music = new MusicControl();
Events.on(StateChangeEvent.class, event -> {
if((event.from == State.playing && event.to == State.menu) || (event.from == State.menu && event.to != State.menu)){
Time.runTask(5f, platform::updateRPC);
@@ -64,7 +67,7 @@ public class Control implements ApplicationListener, Loadable{
Events.on(WorldLoadEvent.class, event -> {
Core.app.post(() -> Core.app.post(() -> {
if(Net.active() && player.getClosestCore() != null){
if(net.active() && player.getClosestCore() != null){
//set to closest core since that's where the player will probably respawn; prevents camera jumps
Core.camera.position.set(player.isDead() ? player.getClosestCore() : player);
}else{
@@ -96,7 +99,7 @@ public class Control implements ApplicationListener, Loadable{
Effects.shake(5, 6, Core.camera.position.x, Core.camera.position.y);
//the restart dialog can show info for any number of scenarios
Call.onGameOver(event.winner);
if(state.rules.zone != null && !Net.client()){
if(state.rules.zone != null && !net.client()){
//remove zone save on game over
if(saves.getZoneSlot() != null && !state.rules.tutorial){
saves.getZoneSlot().delete();
@@ -106,12 +109,12 @@ public class Control implements ApplicationListener, Loadable{
//autohost for pvp maps
Events.on(WorldLoadEvent.class, event -> {
if(state.rules.pvp && !Net.active()){
if(state.rules.pvp && !net.active()){
try{
Net.host(port);
net.host(port);
player.isAdmin = true;
}catch(IOException e){
ui.showError(Core.bundle.format("server.error", Strings.parseException(e, true)));
ui.showException("$server.error", e);
Core.app.post(() -> state.set(State.menu));
}
}
@@ -148,14 +151,24 @@ public class Control implements ApplicationListener, Loadable{
Events.on(ZoneConfigureCompleteEvent.class, e -> {
ui.hudfrag.showToast(Core.bundle.format("zone.config.complete", e.zone.configureWave));
});
Events.on(Trigger.newGame, () -> {
TileEntity core = player.getClosestCore();
if(core == null) return;
app.post(() -> ui.hudfrag.showLand());
renderer.zoomIn(Fx.coreLand.lifetime);
app.post(() -> Effects.effect(Fx.coreLand, core.x, core.y, 0, core.block));
Time.run(Fx.coreLand.lifetime, () -> {
Effects.effect(Fx.launch, core);
Effects.shake(5f, 5f, core);
});
});
}
@Override
public void loadAsync(){
saves = new Saves();
tutorial = new Tutorial();
music = new MusicControl();
Draw.scl = 1f / Core.atlas.find("scale_marker").getWidth();
Core.input.setCatch(KeyCode.BACK, true);
@@ -174,35 +187,6 @@ public class Control implements ApplicationListener, Loadable{
saves.load();
}
//checks for existing 3.5 app data, android only
public void checkClassicData(){
try{
if(files.local("mindustry-maps").exists() || files.local("mindustry-saves").exists()){
settings.getBoolOnce("classic-backup-check", () -> {
app.post(() -> app.post(() -> ui.showConfirm("$classic.export", "$classic.export.text", () -> {
try{
platform.requestExternalPerms(() -> {
FileHandle external = files.external("MindustryClassic");
if(files.local("mindustry-maps").exists()){
files.local("mindustry-maps").copyTo(external);
}
if(files.local("mindustry-saves").exists()){
files.local("mindustry-saves").copyTo(external);
}
});
}catch(Exception e){
e.printStackTrace();
ui.showError(Strings.parseException(e, true));
}
})));
});
}
}catch(Throwable t){
t.printStackTrace();
}
}
void createPlayer(){
player = new Player();
player.name = Core.settings.getString("name");
@@ -234,13 +218,14 @@ public class Control implements ApplicationListener, Loadable{
if(settings.getBool("savecreate") && !world.isInvalidMap()){
control.saves.addSave(map.name() + " " + new SimpleDateFormat("MMM dd h:mm", Locale.getDefault()).format(new Date()));
}
Events.fire(Trigger.newGame);
});
}
public void playZone(Zone zone){
ui.loadAnd(() -> {
logic.reset();
Net.reset();
net.reset();
world.loadGenerator(zone.generator);
zone.rules.accept(state.rules);
state.rules.zone = zone;
@@ -252,6 +237,7 @@ public class Control implements ApplicationListener, Loadable{
state.set(State.playing);
control.saves.zoneSave();
logic.play();
Events.fire(Trigger.newGame);
});
}
@@ -259,7 +245,7 @@ public class Control implements ApplicationListener, Loadable{
Zone zone = Zones.groundZero;
ui.loadAnd(() -> {
logic.reset();
Net.reset();
net.reset();
world.beginMapLoad();
@@ -304,6 +290,7 @@ public class Control implements ApplicationListener, Loadable{
state.rules.waveSpacing = 60f * 30;
state.rules.buildCostMultiplier = 0.3f;
state.rules.tutorial = true;
Events.fire(Trigger.newGame);
});
}
@@ -314,7 +301,7 @@ public class Control implements ApplicationListener, Loadable{
@Override
public void dispose(){
content.dispose();
Net.dispose();
net.dispose();
Musics.dispose();
Sounds.dispose();
ui.editor.dispose();
@@ -379,7 +366,6 @@ public class Control implements ApplicationListener, Loadable{
if(android){
Sounds.empty.loop(0f, 1f, 0f);
checkClassicData();
}
}
@@ -414,7 +400,7 @@ public class Control implements ApplicationListener, Loadable{
if(world.isZone()){
for(Tile tile : state.teams.get(player.getTeam()).cores){
for(Item item : content.items()){
if(tile.entity.items.has(item)){
if(tile.entity != null && tile.entity.items.has(item)){
data.unlockContent(item);
}
}

View File

@@ -1,14 +1,12 @@
package io.anuke.mindustry.core;
import io.anuke.arc.Events;
import io.anuke.mindustry.entities.type.BaseUnit;
import io.anuke.mindustry.entities.type.base.BaseDrone;
import io.anuke.mindustry.game.EventType.StateChangeEvent;
import io.anuke.arc.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.base.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.net.Net;
import static io.anuke.mindustry.Vars.unitGroups;
import static io.anuke.mindustry.Vars.waveTeam;
import static io.anuke.mindustry.Vars.*;
public class GameState{
/** Current wave number, can be anything in non-wave modes. */
@@ -29,7 +27,7 @@ public class GameState{
private State state = State.menu;
public int enemies(){
return Net.client() ? enemies : unitGroups[waveTeam.ordinal()].count(b -> !(b instanceof BaseDrone));
return net.client() ? enemies : unitGroups[waveTeam.ordinal()].count(b -> !(b instanceof BaseDrone));
}
public BaseUnit boss(){
@@ -46,7 +44,7 @@ public class GameState{
}
public boolean isPaused(){
return (is(State.paused) && !Net.active()) || (gameOver && !Net.active());
return (is(State.paused) && !net.active()) || (gameOver && !net.active());
}
public boolean is(State astate){

View File

@@ -1,28 +1,21 @@
package io.anuke.mindustry.core;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.ApplicationListener;
import io.anuke.arc.Events;
import io.anuke.arc.collection.ObjectSet.ObjectSetIterator;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.ObjectSet.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.entities.type.TileEntity;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.game.Teams.TeamData;
import io.anuke.mindustry.gen.BrokenBlock;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.type.ItemStack;
import io.anuke.mindustry.world.Block;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.blocks.BuildBlock;
import io.anuke.mindustry.world.blocks.BuildBlock.BuildEntity;
import io.anuke.mindustry.game.Teams.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.*;
import io.anuke.mindustry.world.blocks.BuildBlock.*;
import static io.anuke.mindustry.Vars.*;
@@ -164,6 +157,7 @@ public class Logic implements ApplicationListener{
}
state.launched = true;
state.gameOver = true;
Events.fire(new LaunchEvent());
//manually fire game over event now
Events.fire(new GameOverEvent(defaultTeam));
});
@@ -190,7 +184,7 @@ public class Logic implements ApplicationListener{
}
}
if(!Net.client() && state.wavetime <= 0 && state.rules.waves){
if(!net.client() && state.wavetime <= 0 && state.rules.waves){
runWave();
}
@@ -237,7 +231,7 @@ public class Logic implements ApplicationListener{
pathfinder.update();
}
if(!Net.client() && !world.isInvalidMap() && !state.isEditor()){
if(!net.client() && !world.isInvalidMap() && !state.isEditor()){
checkGameOver();
}
}

View File

@@ -1,37 +1,33 @@
package io.anuke.mindustry.core;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.ApplicationListener;
import io.anuke.arc.Core;
import io.anuke.arc.collection.IntSet;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.math.RandomXS128;
import io.anuke.arc.util.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.math.*;
import io.anuke.arc.util.CommandHandler.*;
import io.anuke.arc.util.io.ReusableByteInStream;
import io.anuke.arc.util.serialization.Base64Coder;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.entities.traits.SyncTrait;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.entities.type.Unit;
import io.anuke.mindustry.game.TypeID;
import io.anuke.mindustry.game.Version;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.gen.RemoteReadClient;
import io.anuke.mindustry.net.Administration.TraceInfo;
import io.anuke.arc.util.*;
import io.anuke.arc.util.io.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.Administration.*;
import io.anuke.mindustry.net.Net.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.net.Net.SendMode;
import io.anuke.mindustry.net.Packets.*;
import io.anuke.mindustry.type.ContentType;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.modules.ItemModule;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.modules.*;
import java.io.DataInputStream;
import java.io.IOException;
import java.util.zip.InflaterInputStream;
import java.io.*;
import java.util.zip.*;
import static io.anuke.mindustry.Vars.*;
@@ -40,6 +36,7 @@ public class NetClient implements ApplicationListener{
private final static float playerSyncTime = 2;
public final static float viewScale = 2f;
private long ping;
private Interval timer = new Interval(5);
/** Whether the client is currently connecting. */
private boolean connecting = false;
@@ -60,7 +57,7 @@ public class NetClient implements ApplicationListener{
public NetClient(){
Net.handleClient(Connect.class, packet -> {
net.handleClient(Connect.class, packet -> {
Log.info("Connecting to server: {0}", packet.addressTCP);
player.isAdmin = false;
@@ -74,7 +71,7 @@ public class NetClient implements ApplicationListener{
ui.loadfrag.hide();
connecting = false;
quiet = true;
Net.disconnect();
net.disconnect();
});
ConnectPacket c = new ConnectPacket();
@@ -86,16 +83,16 @@ public class NetClient implements ApplicationListener{
c.uuid = platform.getUUID();
if(c.uuid == null){
ui.showError("$invalidid");
ui.showErrorMessage("$invalidid");
ui.loadfrag.hide();
disconnectQuietly();
return;
}
Net.send(c, SendMode.tcp);
net.send(c, SendMode.tcp);
});
Net.handleClient(Disconnect.class, packet -> {
net.handleClient(Disconnect.class, packet -> {
if(quietReset) return;
connecting = false;
@@ -107,17 +104,27 @@ public class NetClient implements ApplicationListener{
Time.runTask(3f, ui.loadfrag::hide);
ui.showError("$disconnect");
if(packet.reason != null){
if(packet.reason.equals("closed")){
ui.showSmall("$disconnect", "$disconnect.closed");
}else if(packet.reason.equals("timeout")){
ui.showSmall("$disconnect", "$disconnect.timeout");
}else if(packet.reason.equals("error")){
ui.showSmall("$disconnect", "$disconnect.error");
}
}else{
ui.showErrorMessage("$disconnect");
}
});
Net.handleClient(WorldStream.class, data -> {
net.handleClient(WorldStream.class, data -> {
Log.info("Recieved world data: {0} bytes.", data.stream.available());
NetworkIO.loadWorld(new InflaterInputStream(data.stream));
finishConnecting();
});
Net.handleClient(InvokePacket.class, packet -> {
net.handleClient(InvokePacket.class, packet -> {
packet.writeBuffer.position(0);
RemoteReadClient.readPacket(packet.writeBuffer, packet.type);
});
@@ -180,6 +187,8 @@ public class NetClient implements ApplicationListener{
player.sendMessage(text);
}
}
Events.fire(new PlayerChatEvent(player, message));
}
public static String colorizeName(int id, String name){
@@ -188,6 +197,16 @@ public class NetClient implements ApplicationListener{
return "[#" + player.color.toString().toUpperCase() + "]" + name;
}
@Remote(targets = Loc.client)
public static void onPing(Player player, long time){
Call.onPingResponse(player.con, time);
}
@Remote(variants = Variant.one)
public static void onPingResponse(long time){
netClient.ping = Time.timeSinceMillis(time);
}
@Remote(variants = Variant.one)
public static void onTraceInfo(Player player, TraceInfo info){
if(player != null){
@@ -223,7 +242,7 @@ public class NetClient implements ApplicationListener{
logic.reset();
ui.chatfrag.clearMessages();
Net.setClientLoaded(false);
net.setClientLoaded(false);
ui.loadfrag.show("$connecting.data");
@@ -231,7 +250,7 @@ public class NetClient implements ApplicationListener{
ui.loadfrag.hide();
netClient.connecting = false;
netClient.quiet = true;
Net.disconnect();
net.disconnect();
});
}
@@ -249,7 +268,7 @@ public class NetClient implements ApplicationListener{
@Remote(variants = Variant.one, priority = PacketPriority.low, unreliable = true)
public static void onEntitySnapshot(byte groupID, short amount, short dataLen, byte[] data){
try{
netClient.byteStream.setBytes(Net.decompressSnapshot(data, dataLen));
netClient.byteStream.setBytes(net.decompressSnapshot(data, dataLen));
DataInputStream input = netClient.dataStream;
EntityGroup group = entities.get(groupID);
@@ -305,7 +324,7 @@ public class NetClient implements ApplicationListener{
state.wave = wave;
state.enemies = enemies;
netClient.byteStream.setBytes(Net.decompressSnapshot(coreData, coreDataLen));
netClient.byteStream.setBytes(net.decompressSnapshot(coreData, coreDataLen));
DataInputStream input = netClient.dataStream;
byte cores = input.readByte();
@@ -327,20 +346,20 @@ public class NetClient implements ApplicationListener{
@Override
public void update(){
if(!Net.client()) return;
if(!net.client()) return;
if(!state.is(State.menu)){
if(!connecting) sync();
}else if(!connecting){
Net.disconnect();
net.disconnect();
}else{ //...must be connecting
timeoutTime += Time.delta();
if(timeoutTime > dataTimeout){
Log.err("Failed to load data!");
ui.loadfrag.hide();
quiet = true;
ui.showError("$disconnect.data");
Net.disconnect();
ui.showErrorMessage("$disconnect.data");
net.disconnect();
timeoutTime = 0f;
}
}
@@ -350,18 +369,22 @@ public class NetClient implements ApplicationListener{
return connecting;
}
public int getPing(){
return (int)ping;
}
private void finishConnecting(){
state.set(State.playing);
connecting = false;
ui.join.hide();
Net.setClientLoaded(true);
net.setClientLoaded(true);
Core.app.post(Call::connectConfirm);
Time.runTask(40f, platform::updateRPC);
Core.app.post(() -> ui.loadfrag.hide());
}
private void reset(){
Net.setClientLoaded(false);
net.setClientLoaded(false);
removed.clear();
timeoutTime = 0f;
connecting = true;
@@ -380,13 +403,13 @@ public class NetClient implements ApplicationListener{
/** Disconnects, resetting state to the menu. */
public void disconnectQuietly(){
quiet = true;
Net.disconnect();
net.disconnect();
}
/** Disconnects, causing no further changes or reset.*/
public void disconnectNoReset(){
quiet = quietReset = true;
Net.disconnect();
net.disconnect();
}
/** When set, any disconnects will be ignored and no dialogs will be shown. */
@@ -425,7 +448,7 @@ public class NetClient implements ApplicationListener{
}
if(timer.get(1, 60)){
Net.updatePing();
Call.onPing(Time.millis());
}
}

View File

@@ -1,39 +1,31 @@
package io.anuke.mindustry.core;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.ApplicationListener;
import io.anuke.arc.Events;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.Colors;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.math.geom.Rectangle;
import io.anuke.arc.math.geom.Vector2;
import io.anuke.arc.graphics.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.CommandHandler.*;
import io.anuke.arc.util.io.*;
import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.entities.traits.Entity;
import io.anuke.mindustry.entities.traits.SyncTrait;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.game.EventType.WorldLoadEvent;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.game.Version;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.gen.RemoteReadServer;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.traits.BuilderTrait.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.net.Administration.PlayerInfo;
import io.anuke.mindustry.net.Administration.TraceInfo;
import io.anuke.mindustry.net.Administration.*;
import io.anuke.mindustry.net.Packets.*;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.world.*;
import java.io.*;
import java.nio.ByteBuffer;
import java.util.zip.DeflaterOutputStream;
import java.nio.*;
import java.util.zip.*;
import static io.anuke.mindustry.Vars.*;
@@ -48,8 +40,6 @@ public class NetServer implements ApplicationListener{
public final Administration admins = new Administration();
public final CommandHandler clientCommands = new CommandHandler("/");
/** Maps connection IDs to players. */
private IntMap<Player> connections = new IntMap<>();
private boolean closing = false;
private ByteBuffer writeBuffer = ByteBuffer.allocate(127);
@@ -61,57 +51,67 @@ public class NetServer implements ApplicationListener{
private DataOutputStream dataStream = new DataOutputStream(syncStream);
public NetServer(){
Events.on(WorldLoadEvent.class, event -> {
if(!headless){
connections.clear();
}
});
Net.handleServer(Connect.class, (id, connect) -> {
net.handleServer(Connect.class, (con, connect) -> {
if(admins.isIPBanned(connect.addressTCP)){
kick(id, KickReason.banned);
con.kick(KickReason.banned);
}
});
Net.handleServer(Disconnect.class, (id, packet) -> {
Player player = connections.get(id);
if(player != null){
onDisconnect(player);
net.handleServer(Disconnect.class, (con, packet) -> {
if(con.player != null){
onDisconnect(con.player, packet.reason);
}
connections.remove(id);
});
Net.handleServer(ConnectPacket.class, (id, packet) -> {
net.handleServer(ConnectPacket.class, (con, packet) -> {
String uuid = packet.uuid;
NetConnection connection = Net.getConnection(id);
if(admins.isIPBanned(con.address)) return;
if(connection == null ||
admins.isIPBanned(connection.address)) return;
if(connection.hasBegunConnecting){
kick(id, KickReason.idInUse);
if(con.hasBegunConnecting){
con.kick(KickReason.idInUse);
return;
}
connection.hasBegunConnecting = true;
PlayerInfo info = admins.getInfo(uuid);
connection.mobile = packet.mobile;
con.hasBegunConnecting = true;
con.mobile = packet.mobile;
if(admins.isIDBanned(uuid)){
kick(id, KickReason.banned);
con.kick(KickReason.banned);
return;
}
if(Time.millis() - info.lastKicked < kickDuration){
kick(id, KickReason.recentKick);
con.kick(KickReason.recentKick);
return;
}
if(admins.isIDBanned(uuid)){
con.kick(KickReason.banned);
return;
}
if(admins.getPlayerLimit() > 0 && playerGroup.size() >= admins.getPlayerLimit()){
con.kick(KickReason.playerLimit);
return;
}
if(!admins.isWhitelisted(packet.uuid, packet.usid)){
info.adminUsid = packet.usid;
info.lastName = packet.name;
info.id = packet.uuid;
admins.save();
Call.onInfoMessage(con, "You are not whitelisted here.");
Log.info("&lcDo &lywhitelist-add {0}&lc to whitelist the player &lb'{1}'", packet.uuid, packet.name);
con.kick(KickReason.whitelist);
return;
}
if(packet.versionType == null || ((packet.version == -1 || !packet.versionType.equals(Version.type)) && Version.build != -1 && !admins.allowsCustomClients())){
kick(id, !Version.type.equals(packet.versionType) ? KickReason.typeMismatch : KickReason.customClient);
con.kick(!Version.type.equals(packet.versionType) ? KickReason.typeMismatch : KickReason.customClient);
return;
}
@@ -120,12 +120,12 @@ public class NetServer implements ApplicationListener{
if(preventDuplicates){
for(Player player : playerGroup.all()){
if(player.name.trim().equalsIgnoreCase(packet.name.trim())){
kick(id, KickReason.nameInUse);
con.kick(KickReason.nameInUse);
return;
}
if(player.uuid.equals(packet.uuid) || player.usid.equals(packet.usid)){
kick(id, KickReason.idInUse);
con.kick(KickReason.idInUse);
return;
}
}
@@ -134,28 +134,26 @@ public class NetServer implements ApplicationListener{
packet.name = fixName(packet.name);
if(packet.name.trim().length() <= 0){
kick(id, KickReason.nameEmpty);
con.kick(KickReason.nameEmpty);
return;
}
Log.debug("Recieved connect packet for player '{0}' / UUID {1} / IP {2}", packet.name, uuid, connection.address);
String ip = Net.getConnection(id).address;
String ip = con.address;
admins.updatePlayerJoined(uuid, ip, packet.name);
if(packet.version != Version.build && Version.build != -1 && packet.version != -1){
kick(id, packet.version > Version.build ? KickReason.serverOutdated : KickReason.clientOutdated);
con.kick(packet.version > Version.build ? KickReason.serverOutdated : KickReason.clientOutdated);
return;
}
if(packet.version == -1){
connection.modclient = true;
con.modclient = true;
}
Player player = new Player();
player.isAdmin = admins.isAdmin(uuid, packet.usid);
player.con = Net.getConnection(id);
player.con = con;
player.usid = packet.usid;
player.name = packet.name;
player.uuid = uuid;
@@ -170,27 +168,28 @@ public class NetServer implements ApplicationListener{
player.write(outputBuffer);
}catch(Throwable t){
t.printStackTrace();
kick(id, KickReason.nameEmpty);
con.kick(KickReason.nameEmpty);
return;
}
con.player = player;
//playing in pvp mode automatically assigns players to teams
if(state.rules.pvp){
player.setTeam(assignTeam(player, playerGroup.all()));
Log.info("Auto-assigned player {0} to team {1}.", player.name, player.getTeam());
}
connections.put(id, player);
sendWorldData(player, id);
sendWorldData(player);
platform.updateRPC();
Events.fire(new PlayerConnect(player));
});
Net.handleServer(InvokePacket.class, (id, packet) -> {
Player player = connections.get(id);
if(player == null) return;
RemoteReadServer.readPacket(packet.writeBuffer, packet.type, player);
net.handleServer(InvokePacket.class, (con, packet) -> {
if(con.player == null) return;
RemoteReadServer.readPacket(packet.writeBuffer, packet.type, con.player);
});
registerCommands();
@@ -228,32 +227,43 @@ public class NetServer implements ApplicationListener{
});
//duration of a a kick in seconds
int kickDuration = 10 * 60;
int kickDuration = 15 * 60;
class VoteSession{
Player target;
ObjectSet<String> voted = new ObjectSet<>();
ObjectMap<Player, VoteSession> map;
VoteSession[] map;
Timer.Task task;
int votes;
public VoteSession(ObjectMap<Player, VoteSession> map, Player target){
public VoteSession(VoteSession[] map, Player target){
this.target = target;
this.map = map;
this.task = Timer.schedule(() -> {
if(!checkPass()){
Call.sendMessage(Strings.format("[lightgray]Vote failed. Not enough votes to kick[orange] {0}[lightgray].", target.name));
map[0] = null;
task.cancel();
}
map.remove(target);
task.cancel();
}, 60 * 1.5f);
}, 60 * 1);
}
void vote(Player player, int d){
votes += d;
voted.addAll(player.uuid, admins.getInfo(player.uuid).lastIP);
Call.sendMessage(Strings.format("[orange]{0}[lightgray] has voted to kick[orange] {1}[].[accent] ({2}/{3})\n[lightgray]Type[orange] /vote <y/n>[] to agree.",
player.name, target.name, votes, votesRequired()));
//checkPass();
}
boolean checkPass(){
if(votes >= votesRequired() && target.isAdded() && target.con.isConnected()){
Call.sendMessage(Strings.format("[orange]Vote passed.[scarlet] {0}[orange] will be kicked from the server.", target.name));
admins.getInfo(target.uuid).lastKicked = Time.millis() + kickDuration*1000;
kick(target.con.id, KickReason.vote);
target.con.kick(KickReason.vote);
map[0] = null;
task.cancel();
return true;
}
return false;
@@ -261,10 +271,10 @@ public class NetServer implements ApplicationListener{
}
//cooldown between votes
int voteTime = 60 * 10;
int voteTime = 60 * 5;
Timekeeper vtime = new Timekeeper(voteTime);
//current kick sessions
ObjectMap<Player, VoteSession> currentlyKicking = new ObjectMap<>();
VoteSession[] currentlyKicking = {null};
clientCommands.<Player>register("votekick", "[player...]", "Vote to kick a player, with a cooldown.", (args, player) -> {
if(playerGroup.size() < 3){
@@ -272,8 +282,8 @@ public class NetServer implements ApplicationListener{
return;
}
if(currentlyKicking.values().toArray().contains(v -> v.voted.contains(player.uuid) || v.voted.contains(admins.getInfo(player.uuid).lastIP))){
player.sendMessage("[scarlet]You've already voted. Sit down.");
if(player.isLocal){
player.sendMessage("[scarlet]Just kick them yourself if you're the host.");
return;
}
@@ -283,37 +293,33 @@ public class NetServer implements ApplicationListener{
for(Player p : playerGroup.all()){
if(p.isAdmin || p.con == null || p == player) continue;
builder.append("[lightgray] ").append(p.name).append("[accent] (#").append(p.con.id).append(")\n");
builder.append("[lightgray] ").append(p.name).append("[accent] (#").append(p.id).append(")\n");
}
player.sendMessage(builder.toString());
}else{
Player found;
if(args[0].length() > 1 && args[0].startsWith("#") && Strings.canParseInt(args[0].substring(1))){
int id = Strings.parseInt(args[0].substring(1));
found = playerGroup.find(p -> p.con != null && p.con.id == id);
found = playerGroup.find(p -> p.id == id);
}else{
found = playerGroup.find(p -> p.name.equalsIgnoreCase(args[0]));
}
if(found != null){
if(player == found){
player.sendMessage("[scarlet]If you're interested in kicking yourself, just leave.");
}else if(found.isAdmin){
if(found.isAdmin){
player.sendMessage("[scarlet]Did you really expect to be able to kick an admin?");
}else if(found.isLocal){
player.sendMessage("[scarlet]Local players cannot be kicked.");
}else{
if(!currentlyKicking.containsKey(found) && !vtime.get()){
if(!vtime.get()){
player.sendMessage("[scarlet]You must wait " + voteTime/60 + " minutes between votekicks.");
return;
}
VoteSession session = currentlyKicking.getOr(found, () -> new VoteSession(currentlyKicking, found));
session.votes ++;
session.voted.addAll(player.uuid, admins.getInfo(player.uuid).lastIP);
Call.sendMessage(Strings.format("[orange]{0}[lightgray] has voted to kick[orange] {1}[].[accent] ({2}/{3})\n[lightgray]Type[orange] /votekick #{4}[] to agree.",
player.name, found.name, session.votes, votesRequired(), found.con.id));
session.checkPass();
vtime.reset();
VoteSession session = new VoteSession(currentlyKicking, found);
session.vote(player, 1);
vtime.reset();
currentlyKicking[0] = session;
}
}else{
player.sendMessage("[scarlet]No player[orange]'" + args[0] + "'[scarlet] found.");
@@ -321,18 +327,43 @@ public class NetServer implements ApplicationListener{
}
});
clientCommands.<Player>register("vote", "<y/n>", "Vote to kick the current player.", (arg, player) -> {
if(currentlyKicking[0] == null){
player.sendMessage("[scarlet]Nobody is being voted on.");
}else{
if(currentlyKicking[0].voted.contains(player.uuid) || currentlyKicking[0].voted.contains(admins.getInfo(player.uuid).lastIP)){
player.sendMessage("[scarlet]You've already voted. Sit down.");
return;
}
if(currentlyKicking[0].target == player){
player.sendMessage("[scarlet]You can't vote on your own trial.");
return;
}
if(!arg[0].toLowerCase().equals("y") && !arg[0].toLowerCase().equals("n")){
player.sendMessage("[scarlet]Vote either 'y' (yes) or 'n' (no).");
return;
}
int sign = arg[0].toLowerCase().equals("y") ? 1 : -1;
currentlyKicking[0].vote(player, sign);
}
});
clientCommands.<Player>register("sync", "Re-synchronize world state.", (args, player) -> {
if(player.isLocal){
player.sendMessage("[scarlet]Re-synchronizing as the host is pointless.");
}else{
Call.onWorldDataBegin(player.con.id);
netServer.sendWorldData(player, player.con.id);
Call.onWorldDataBegin(player.con);
netServer.sendWorldData(player);
}
});
}
public int votesRequired(){
return playerGroup.size() * 2 / 3;
return 2 + (playerGroup.size() > 4 ? 1 : 0);
}
public Team assignTeam(Player current, Iterable<Player> players){
@@ -351,18 +382,18 @@ public class NetServer implements ApplicationListener{
});
}
public void sendWorldData(Player player, int clientID){
public void sendWorldData(Player player){
ByteArrayOutputStream stream = new ByteArrayOutputStream();
DeflaterOutputStream def = new FastDeflaterOutputStream(stream);
NetworkIO.writeWorld(player, def);
WorldStream data = new WorldStream();
data.stream = new ByteArrayInputStream(stream.toByteArray());
Net.sendStream(clientID, data);
player.con.sendStream(data);
Log.debug("Packed {0} compressed bytes of world data.", stream.size());
}
public static void onDisconnect(Player player){
public static void onDisconnect(Player player, String reason){
//singleplayer multiplayer wierdness
if(player.con == null){
player.remove();
@@ -370,12 +401,12 @@ public class NetServer implements ApplicationListener{
}
if(player.con.hasConnected){
Events.fire(new PlayerLeave(player));
Call.sendMessage("[accent]" + player.name + "[accent] has disconnected.");
Call.onPlayerDisconnect(player.id);
}
player.remove();
netServer.connections.remove(player.con.id);
Log.info("&lm[{1}] &lc{0} has disconnected.", player.name, player.uuid);
Log.info("&lm[{1}] &lc{0} has disconnected. &lg&fi({2})", player.name, player.uuid, reason);
}
private static float compound(float speed, float drag){
@@ -456,7 +487,7 @@ public class NetServer implements ApplicationListener{
newx = x;
newy = y;
}else if(Mathf.dst(x, y, newx, newy) > correctDist){
Call.onPositionSet(player.con.id, newx, newy); //teleport and correct position when necessary
Call.onPositionSet(player.con, newx, newy); //teleport and correct position when necessary
}
//reset player to previous synced position so it gets interpolated
@@ -491,15 +522,15 @@ public class NetServer implements ApplicationListener{
state.wavetime = 0f;
}else if(action == AdminAction.ban){
netServer.admins.banPlayerIP(other.con.address);
netServer.kick(other.con.id, KickReason.banned);
other.con.kick(KickReason.banned);
Log.info("&lc{0} has banned {1}.", player.name, other.name);
}else if(action == AdminAction.kick){
netServer.kick(other.con.id, KickReason.kick);
other.con.kick(KickReason.kick);
Log.info("&lc{0} has kicked {1}.", player.name, other.name);
}else if(action == AdminAction.trace){
TraceInfo info = new TraceInfo(other.con.address, other.uuid, other.con.modclient, other.con.mobile);
if(player.con != null){
Call.onTraceInfo(player.con.id, other, info);
Call.onTraceInfo(player.con, other, info);
}else{
NetClient.onTraceInfo(other, info);
}
@@ -515,6 +546,8 @@ public class NetServer implements ApplicationListener{
player.con.hasConnected = true;
Call.sendMessage("[accent]" + player.name + "[accent] has connected.");
Log.info("&lm[{1}] &y{0} has connected. ", player.name, player.uuid);
Events.fire(new PlayerJoin(player));
}
public boolean isWaitingForPlayers(){
@@ -532,51 +565,27 @@ public class NetServer implements ApplicationListener{
public void update(){
if(!headless && !closing && Net.server() && state.is(State.menu)){
if(!headless && !closing && net.server() && state.is(State.menu)){
closing = true;
ui.loadfrag.show("$server.closing");
Time.runTask(5f, () -> {
Net.closeServer();
net.closeServer();
ui.loadfrag.hide();
closing = false;
});
}
if(!state.is(State.menu) && Net.server()){
if(!state.is(State.menu) && net.server()){
sync();
}
}
public void kickAll(KickReason reason){
for(NetConnection con : Net.getConnections()){
kick(con.id, reason);
for(NetConnection con : net.getConnections()){
con.kick(reason);
}
}
public void kick(int connection, KickReason reason){
NetConnection con = Net.getConnection(connection);
if(con == null){
Log.err("Cannot kick unknown player!");
return;
}else{
Log.info("Kicking connection #{0} / IP: {1}. Reason: {2}", connection, con.address, reason.name());
}
Player player = connections.get(con.id);
if(player != null && (reason == KickReason.kick || reason == KickReason.banned || reason == KickReason.vote) && player.uuid != null){
PlayerInfo info = admins.getInfo(player.uuid);
info.timesKicked++;
info.lastKicked = Math.max(Time.millis(), info.lastKicked);
}
Call.onKick(connection, reason);
Time.runTask(2f, con::close);
admins.save();
}
public void writeSnapshot(Player player) throws IOException{
syncStream.reset();
ObjectSet<Tile> cores = state.teams.get(player.getTeam()).cores;
@@ -592,7 +601,7 @@ public class NetServer implements ApplicationListener{
byte[] stateBytes = syncStream.toByteArray();
//write basic state data.
Call.onStateSnapshot(player.con.id, state.wavetime, state.wave, state.enemies(), (short)stateBytes.length, Net.compressSnapshot(stateBytes));
Call.onStateSnapshot(player.con, state.wavetime, state.wave, state.enemies(), (short)stateBytes.length, net.compressSnapshot(stateBytes));
viewport.setSize(player.con.viewWidth, player.con.viewHeight).setCenter(player.con.viewX, player.con.viewY);
@@ -623,7 +632,7 @@ public class NetServer implements ApplicationListener{
if(syncStream.size() > maxSnapshotSize){
dataStream.close();
byte[] syncBytes = syncStream.toByteArray();
Call.onEntitySnapshot(player.con.id, (byte)group.getID(), (short)sent, (short)syncBytes.length, Net.compressSnapshot(syncBytes));
Call.onEntitySnapshot(player.con, (byte)group.getID(), (short)sent, (short)syncBytes.length, net.compressSnapshot(syncBytes));
sent = 0;
syncStream.reset();
}
@@ -633,7 +642,7 @@ public class NetServer implements ApplicationListener{
dataStream.close();
byte[] syncBytes = syncStream.toByteArray();
Call.onEntitySnapshot(player.con.id, (byte)group.getID(), (short)sent, (short)syncBytes.length, Net.compressSnapshot(syncBytes));
Call.onEntitySnapshot(player.con, (byte)group.getID(), (short)sent, (short)syncBytes.length, net.compressSnapshot(syncBytes));
}
}
}
@@ -699,9 +708,9 @@ public class NetServer implements ApplicationListener{
NetConnection connection = player.con;
if(connection == null || !connection.isConnected() || !connections.containsKey(connection.id)){
if(connection == null || !connection.isConnected()){
//player disconnected, call d/c event
onDisconnect(player);
onDisconnect(player, "disappeared");
return;
}

View File

@@ -1,18 +1,38 @@
package io.anuke.mindustry.core;
import io.anuke.arc.Core;
import io.anuke.arc.Input.TextInput;
import io.anuke.arc.files.FileHandle;
import io.anuke.arc.function.Consumer;
import io.anuke.arc.function.Predicate;
import io.anuke.arc.math.RandomXS128;
import io.anuke.arc.scene.ui.TextField;
import io.anuke.arc.util.serialization.Base64Coder;
import io.anuke.arc.*;
import io.anuke.arc.Input.*;
import io.anuke.arc.files.*;
import io.anuke.arc.function.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.util.serialization.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.net.Net.*;
import io.anuke.mindustry.ui.dialogs.*;
import static io.anuke.mindustry.Vars.mobile;
public interface Platform{
/** Steam: Update lobby visibility.*/
default void updateLobby(){}
/** Steam: Show multiplayer friend invite dialog.*/
default void inviteFriends(){}
/** Steam: Share a map on the workshop.*/
default void publishMap(Map map){}
/** Steam: Open workshop for maps.*/
default void openWorkshop(){}
/** Get the networking implementation.*/
default NetProvider getNet(){
return new ArcNetImpl();
}
/** Add a text input dialog that should show up after the field is tapped. */
default void addDialog(TextField field){
addDialog(field, 16);
@@ -36,11 +56,6 @@ public interface Platform{
});
}
/** Request external read/write perms. Run callback when complete.*/
default void requestExternalPerms(Runnable callback){
callback.run();
}
/** Update discord RPC. */
default void updateRPC(){
}
@@ -70,24 +85,29 @@ public interface Platform{
/**
* Show a file chooser.
* @param text File chooser title text
* @param content Description of the type of files to be loaded
* @param cons Selection listener
* @param open Whether to open or save files
* @param filetype File extension to filter
* @param extension File extension to filter
*/
default void showFileChooser(String text, String content, Consumer<FileHandle> cons, boolean open, Predicate<String> filetype){
default void showFileChooser(boolean open, String extension, Consumer<FileHandle> cons){
new FileChooser(open ? "$open" : "$save", file -> file.extension().toLowerCase().equals(extension), open, file -> {
if(!open){
cons.accept(file.parent().child(file.nameWithoutExtension() + "." + extension));
}else{
cons.accept(file);
}
}).show();
}
/** Hide the app. Android only. */
default void hide(){
}
/** Forces the app into landscape mode. Currently Android only. */
/** Forces the app into landscape mode.*/
default void beginForceLandscape(){
}
/** Stops forcing the app into landscape orientation. Currently Android only. */
/** Stops forcing the app into landscape orientation.*/
default void endForceLandscape(){
}
}

View File

@@ -16,12 +16,13 @@ import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.effect.GroundEffectEntity.*;
import io.anuke.mindustry.entities.impl.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.EffectEntity;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.defense.ForceProjector.*;
import static io.anuke.arc.Core.*;
@@ -36,8 +37,10 @@ public class Renderer implements ApplicationListener{
public FrameBuffer shieldBuffer = new FrameBuffer(2, 2);
private Bloom bloom;
private Color clearColor;
private float targetscale = UnitScl.dp.scl(4);
private float targetscale = Scl.scl(4);
private float camerascale = targetscale;
private float landscale = 0f, landTime;
private float minZoomScl = Scl.scl(0.01f);
private Rectangle rect = new Rectangle(), rect2 = new Rectangle();
private float shakeIntensity, shaketime;
@@ -99,15 +102,22 @@ public class Renderer implements ApplicationListener{
@Override
public void update(){
//TODO hack, find source of this bug
Color.WHITE.set(1f, 1f, 1f, 1f);
Color.white.set(1f, 1f, 1f, 1f);
camerascale = Mathf.lerpDelta(camerascale, targetscale, 0.1f);
if(landTime > 0){
landTime -= Time.delta();
landscale = Interpolation.pow5In.apply(minZoomScl, Scl.scl(4f), 1f - landTime / Fx.coreLand.lifetime);
camerascale = landscale;
}
camera.width = graphics.getWidth() / camerascale;
camera.height = graphics.getHeight() / camerascale;
if(state.is(State.menu)){
graphics.clear(Color.BLACK);
landTime = 0f;
graphics.clear(Color.black);
}else{
Vector2 position = Tmp.v3.set(player);
@@ -131,6 +141,10 @@ public class Renderer implements ApplicationListener{
}
}
public float landScale(){
return landTime > 0 ? landscale : 1f;
}
@Override
public void dispose(){
minimap.dispose();
@@ -162,7 +176,7 @@ public class Renderer implements ApplicationListener{
e.printStackTrace();
settings.put("bloom", false);
settings.save();
ui.showError("$error.bloom");
ui.showErrorMessage("$error.bloom");
}
}
@@ -257,13 +271,13 @@ public class Renderer implements ApplicationListener{
}
overlays.drawBottom();
playerGroup.draw(p -> true, Player::drawBuildRequests);
playerGroup.draw(p -> p.isLocal, Player::drawBuildRequests);
if(shieldGroup.countInBounds() > 0){
if(settings.getBool("animatedshields") && Shaders.shield != null){
Draw.flush();
shieldBuffer.begin();
graphics.clear(Color.CLEAR);
graphics.clear(Color.clear);
shieldGroup.draw();
shieldGroup.draw(shield -> true, ShieldEntity::drawOver);
Draw.flush();
@@ -282,10 +296,37 @@ public class Renderer implements ApplicationListener{
playerGroup.draw(p -> !p.isDead() && !p.isLocal, Player::drawName);
drawLanding();
Draw.color();
Draw.flush();
}
private void drawLanding(){
if(landTime > 0 && player.getClosestCore() != null){
float fract = landTime / Fx.coreLand.lifetime;
TileEntity entity = player.getClosestCore();
TextureRegion reg = entity.block.icon(Block.Icon.full);
float scl = Scl.scl(4f) / camerascale;
float s = reg.getWidth() * Draw.scl * scl * 4f * fract;
Draw.color(Pal.lightTrail);
Draw.rect("circle-shadow", entity.x, entity.y, s, s);
Angles.randLenVectors(1, (1f- fract), 100, 1000f * scl * (1f-fract), (x, y, fin, fout) -> {
Lines.stroke(scl * fin);
Lines.lineAngle(entity.x + x, entity.y + y, Mathf.angle(x, y), (fin * 20 + 1f) * scl);
});
Draw.color();
Draw.mixcol(Color.white, fract);
Draw.rect(reg, entity.x, entity.y, reg.getWidth() * Draw.scl * scl, reg.getHeight() * Draw.scl * scl, fract * 135f);
Draw.reset();
}
}
private void drawGroundShadows(){
Draw.color(0, 0, 0, 0.4f);
float rad = 1.6f;
@@ -348,7 +389,7 @@ public class Renderer implements ApplicationListener{
}
public void clampScale(){
float s = UnitScl.dp.scl(1f);
float s = Scl.scl(1f);
targetscale = Mathf.clamp(targetscale, s * 1.5f, Math.round(s * 6));
}
@@ -361,6 +402,11 @@ public class Renderer implements ApplicationListener{
clampScale();
}
public void zoomIn(float duration){
landscale = minZoomScl;
landTime = duration;
}
public void takeMapScreenshot(){
drawGroundShadows();

View File

@@ -3,6 +3,7 @@ package io.anuke.mindustry.core;
import io.anuke.arc.*;
import io.anuke.arc.Graphics.*;
import io.anuke.arc.Graphics.Cursor.*;
import io.anuke.arc.Input.*;
import io.anuke.arc.assets.*;
import io.anuke.arc.assets.loaders.*;
import io.anuke.arc.assets.loaders.resolvers.*;
@@ -13,14 +14,13 @@ import io.anuke.arc.freetype.FreeTypeFontGenerator.*;
import io.anuke.arc.freetype.FreetypeFontLoader.*;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.graphics.Texture.*;
import io.anuke.arc.graphics.g2d.*;
import io.anuke.arc.graphics.g2d.TextureAtlas.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.*;
import io.anuke.arc.scene.actions.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.style.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.TextField.*;
import io.anuke.arc.scene.ui.Tooltip.*;
@@ -31,6 +31,7 @@ import io.anuke.mindustry.editor.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.ui.dialogs.*;
import io.anuke.mindustry.ui.fragments.*;
@@ -38,8 +39,6 @@ import static io.anuke.arc.scene.actions.Actions.*;
import static io.anuke.mindustry.Vars.*;
public class UI implements ApplicationListener, Loadable{
private Skin skin;
public MenuFragment menufrag;
public HudFragment hudfrag;
public ChatFragment chatfrag;
@@ -73,7 +72,6 @@ public class UI implements ApplicationListener, Loadable{
public Cursor drillCursor, unloadCursor;
public UI(){
skin = new Skin();
setupFonts();
}
@@ -84,22 +82,19 @@ public class UI implements ApplicationListener, Loadable{
@Override
public void loadSync(){
//TODO type-safe skin files
skin.addRegions(Core.atlas);
loadExtraStyle(skin);
skin.add("outline", Core.assets.get("outline"));
skin.getFont("outline").getData().markupEnabled = true;
skin.getFont("default").getData().markupEnabled = true;
skin.getFont("default").setOwnsTexture(false);
skin.load(Core.files.internal("sprites/uiskin.json"));
Fonts.outline.getData().markupEnabled = true;
Fonts.def.getData().markupEnabled = true;
Fonts.def.setOwnsTexture(false);
for(BitmapFont font : skin.getAll(BitmapFont.class).values()){
font.setUseIntegerPositions(true);
}
Core.scene = new Scene(skin);
Core.assets.getAll(BitmapFont.class, new Array<>()).each(font -> font.setUseIntegerPositions(true));
Core.scene = new Scene();
Core.input.addProcessor(Core.scene);
Tex.load();
Icon.load();
Styles.load();
Tex.loadStyles();
Dialog.setShowAction(() -> sequence(alpha(0f), fadeIn(0.1f)));
Dialog.setHideAction(() -> sequence(fadeOut(0.1f)));
@@ -107,13 +102,13 @@ public class UI implements ApplicationListener, Loadable{
Core.settings.setErrorHandler(e -> {
e.printStackTrace();
Core.app.post(() -> showError("Failed to access local storage.\nSettings will not be saved."));
Core.app.post(() -> showErrorMessage("Failed to access local storage.\nSettings will not be saved."));
});
ClickListener.clicked = () -> Sounds.press.play();
Colors.put("accent", Pal.accent);
Colors.put("highlight", Pal.accent.cpy().lerp(Color.WHITE, 0.3f));
Colors.put("highlight", Pal.accent.cpy().lerp(Color.white, 0.3f));
Colors.put("stat", Pal.stat);
loadExtraCursors();
}
@@ -140,39 +135,22 @@ public class UI implements ApplicationListener, Loadable{
@Override
public BitmapFont loadSync(AssetManager manager, String fileName, FileHandle file, FreeTypeFontLoaderParameter parameter){
if(fileName.equals("outline")){
parameter.fontParameters.borderWidth = UnitScl.dp.scl(2f);
parameter.fontParameters.borderWidth = Scl.scl(2f);
parameter.fontParameters.spaceX -= parameter.fontParameters.borderWidth;
}
parameter.fontParameters.magFilter = TextureFilter.Linear;
parameter.fontParameters.minFilter = TextureFilter.Linear;
parameter.fontParameters.size = fontParameter().size;
return super.loadSync(manager, fileName, file, parameter);
}
});
FreeTypeFontParameter param = new FreeTypeFontParameter(){{
borderColor = Color.DARK_GRAY;
borderColor = Color.darkGray;
incremental = true;
}};
Core.assets.load("outline", BitmapFont.class, new FreeTypeFontLoaderParameter("fonts/font.ttf", param));
}
void loadExtraStyle(Skin skin){
AtlasRegion region = Core.atlas.find("flat-down-base");
int[] splits = region.splits;
ScaledNinePatchDrawable copy = new ScaledNinePatchDrawable(new NinePatch(region, splits[0], splits[1], splits[2], splits[3])){
public float getLeftWidth(){ return 0; }
public float getRightWidth(){ return 0; }
public float getTopHeight(){ return 0; }
public float getBottomHeight(){ return 0; }
};
copy.setMinWidth(0);
copy.setMinHeight(0);
copy.setTopHeight(0);
copy.setRightWidth(0);
copy.setBottomHeight(0);
copy.setLeftWidth(0);
skin.add("flat-down", copy, Drawable.class);
Core.assets.load("outline", BitmapFont.class, new FreeTypeFontLoaderParameter("fonts/font.ttf", param)).loaded = t -> Fonts.outline = (BitmapFont)t;
}
void loadExtraCursors(){
@@ -185,14 +163,14 @@ public class UI implements ApplicationListener, Loadable{
FreeTypeFontParameter param = fontParameter();
Core.assets.load("default", BitmapFont.class, new FreeTypeFontLoaderParameter(fontName, param)).loaded = f -> skin.add("default", f);
Core.assets.load("chat", BitmapFont.class, new FreeTypeFontLoaderParameter(fontName, param)).loaded = f -> skin.add("chat", f);
Core.assets.load("default", BitmapFont.class, new FreeTypeFontLoaderParameter(fontName, param)).loaded = f -> Fonts.def = (BitmapFont)f;
Core.assets.load("chat", BitmapFont.class, new FreeTypeFontLoaderParameter(fontName, param)).loaded = f -> Fonts.chat = (BitmapFont)f;
}
static FreeTypeFontParameter fontParameter(){
return new FreeTypeFontParameter(){{
size = (int)(UnitScl.dp.scl(18f));
shadowColor = Color.DARK_GRAY;
size = (int)(Scl.scl(18f));
shadowColor = Color.darkGray;
shadowOffsetY = 2;
incremental = true;
}};
@@ -290,28 +268,37 @@ public class UI implements ApplicationListener, Loadable{
});
}
public void showTextInput(String titleText, String text, int textLength, String def, TextFieldFilter filter, Consumer<String> confirmed){
new Dialog(titleText, "dialog"){{
cont.margin(30).add(text).padRight(6f);
TextField field = cont.addField(def, t -> {
}).size(170f, 50f).get();
field.setFilter((f, c) -> field.getText().length() < textLength && filter.acceptChar(f, c));
platform.addDialog(field);
buttons.defaults().size(120, 54).pad(4);
buttons.addButton("$ok", () -> {
confirmed.accept(field.getText());
hide();
}).disabled(b -> field.getText().isEmpty());
buttons.addButton("$cancel", this::hide);
}}.show();
public void showTextInput(String titleText, String dtext, int textLength, String def, boolean inumeric, Consumer<String> confirmed){
if(mobile){
Core.input.getTextInput(new TextInput(){{
this.title = (titleText.startsWith("$") ? Core.bundle.get(titleText.substring(1)) : titleText);
this.text = def;
this.numeric = inumeric;
this.maxLength = textLength;
this.accepted = confirmed;
}});
}else{
new Dialog(titleText){{
cont.margin(30).add(dtext).padRight(6f);
TextFieldFilter filter = inumeric ? TextFieldFilter.digitsOnly : (f, c) -> true;
TextField field = cont.addField(def, t -> {}).size(170f, 50f).get();
field.setFilter((f, c) -> field.getText().length() < textLength && filter.acceptChar(f, c));
buttons.defaults().size(120, 54).pad(4);
buttons.addButton("$ok", () -> {
confirmed.accept(field.getText());
hide();
}).disabled(b -> field.getText().isEmpty());
buttons.addButton("$cancel", this::hide);
}}.show();
}
}
public void showTextInput(String title, String text, String def, Consumer<String> confirmed){
showTextInput(title, text, 12, def, (field, c) -> true, confirmed);
showTextInput(title, text, 24, def, confirmed);
}
public void showTextInput(String title, String text, int textLength, String def, Consumer<String> confirmed){
showTextInput(title, text, textLength < 0 ? 12 : textLength, def, (field, c) -> true, confirmed);
public void showTextInput(String titleText, String text, int textLength, String def, Consumer<String> confirmed){
showTextInput(titleText, text, textLength, def, false, confirmed);
}
public void showInfoFade(String info){
@@ -323,43 +310,75 @@ public class UI implements ApplicationListener, Loadable{
}
public void showInfo(String info){
new Dialog("", "dialog"){{
new Dialog(""){{
getCell(cont).growX();
cont.margin(15).add(info).width(400f).wrap().get().setAlignment(Align.center, Align.center);
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
}}.show();
}
public void showError(String text){
new Dialog("", "dialog"){{
setFillParent(true);
public void showErrorMessage(String text){
new Dialog(""){{
setFillParent(false);
cont.margin(15f);
cont.add("$error.title");
cont.row();
cont.margin(15).pane(t -> {
Label l = t.add(text).pad(14f).get();
l.setAlignment(Align.center, Align.left);
if(mobile){
t.getCell(l).wrap().width(400f);
}
});
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
cont.addImage().fillX().pad(2).height(4f).color(Color.scarlet);
cont.row();
cont.add(text).pad(2f);
buttons.addButton("$ok", this::hide).size(120, 50).pad(4);
}}.show();
}
public void showException(Throwable t){
showException("", t);
}
public void showException(String text, Throwable exc){
new Dialog(""){{
String message = Strings.getFinalMesage(exc);
setFillParent(true);
cont.margin(15);
cont.add("$error.title").colspan(2);
cont.row();
cont.addImage().width(300f).pad(2).colspan(2).height(4f).color(Color.scarlet);
cont.row();
cont.add((text.startsWith("$") ? Core.bundle.get(text.substring(1)) : text) + (message == null ? "" : "\n[lightgray](" + message + ")")).colspan(2).wrap().growX().center().get().setAlignment(Align.center);
cont.row();
Collapser col = new Collapser(base -> base.pane(t -> t.margin(14f).add(Strings.parseException(exc, true)).color(Color.lightGray).left()), true);
cont.addButton("$details", Styles.togglet, col::toggle).size(180f, 50f).checked(b -> !col.isCollapsed()).fillX().right();
cont.addButton("$ok", this::hide).size(100, 50).fillX().left();
cont.row();
cont.add(col).colspan(2).pad(2);
}}.show();
}
public void showText(String titleText, String text){
new Dialog(titleText, "dialog"){{
new Dialog(titleText){{
cont.margin(15).add(text).width(400f).wrap().get().setAlignment(Align.center, Align.center);
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
}}.show();
}
public void showInfoText(String titleText, String text){
new Dialog(titleText, "dialog"){{
new Dialog(titleText){{
cont.margin(15).add(text).width(400f).wrap().left().get().setAlignment(Align.left, Align.left);
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
}}.show();
}
public void showSmall(String titleText, String text){
new Dialog(titleText){{
cont.margin(10).add(text);
titleTable.row();
titleTable.addImage().color(Pal.accent).height(3f).growX().pad(2f);
buttons.addButton("$ok", this::hide).size(90, 50).pad(4);
}}.show();
}
public void showConfirm(String title, String text, Runnable confirmed){
showConfirm(title, text, null, confirmed);
}

View File

@@ -215,7 +215,7 @@ public class World{
}catch(Exception e){
Log.err(e);
if(!headless){
ui.showError("$map.invalid");
ui.showErrorMessage("$map.invalid");
Core.app.post(() -> state.set(State.menu));
invalidMap = true;
}
@@ -229,7 +229,7 @@ public class World{
if(!headless){
if(state.teams.get(defaultTeam).cores.size == 0 && !checkRules.pvp){
ui.showError("$map.nospawn");
ui.showErrorMessage("$map.nospawn");
invalidMap = true;
}else if(checkRules.pvp){ //pvp maps need two cores to be valid
int teams = 0;
@@ -240,12 +240,12 @@ public class World{
}
if(teams < 2){
invalidMap = true;
ui.showError("$map.nospawn.pvp");
ui.showErrorMessage("$map.nospawn.pvp");
}
}else if(checkRules.attackMode){ //attack maps need two cores to be valid
invalidMap = state.teams.get(waveTeam).cores.isEmpty();
if(invalidMap){
ui.showError("$map.nospawn.attack");
ui.showErrorMessage("$map.nospawn.attack");
}
}
}else{

View File

@@ -13,19 +13,19 @@ import io.anuke.arc.scene.actions.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.style.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.TextButton.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.core.GameState.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.maps.*;
import io.anuke.mindustry.ui.Styles;
import io.anuke.mindustry.ui.dialogs.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.Block.*;
import io.anuke.mindustry.world.blocks.*;
import io.anuke.mindustry.world.blocks.storage.*;
@@ -47,9 +47,9 @@ public class MapEditorDialog extends Dialog implements Disposable{
private Array<Block> blocksOut = new Array<>();
public MapEditorDialog(){
super("", "dialog");
super("");
background("dark");
background(Styles.black);
editor = new MapEditor();
view = new MapView(editor);
@@ -59,27 +59,26 @@ public class MapEditorDialog extends Dialog implements Disposable{
menu = new FloatingDialog("$menu");
menu.addCloseButton();
float isize = iconsize;
float swidth = 180f;
menu.cont.table(t -> {
t.defaults().size(swidth, 60f).padBottom(5).padRight(5).padLeft(5);
t.addImageTextButton("$editor.savemap", "icon-floppy-16", isize, this::save);
t.addImageTextButton("$editor.savemap", Icon.floppy16Small, this::save);
t.addImageTextButton("$editor.mapinfo", "icon-pencil", isize, () -> {
t.addImageTextButton("$editor.mapinfo", Icon.pencilSmall, () -> {
infoDialog.show();
menu.hide();
});
t.row();
t.addImageTextButton("$editor.generate", "icon-editor", isize, () -> {
t.addImageTextButton("$editor.generate", Icon.editorSmall, () -> {
generateDialog.show(generateDialog::applyToEditor);
menu.hide();
});
t.addImageTextButton("$editor.resize", "icon-resize", isize, () -> {
t.addImageTextButton("$editor.resize", Icon.resizeSmall, () -> {
resizeDialog.show();
menu.hide();
});
@@ -87,54 +86,50 @@ public class MapEditorDialog extends Dialog implements Disposable{
t.row();
if(!ios){
t.addImageTextButton("$editor.import", "icon-load-map", isize, () ->
t.addImageTextButton("$editor.import", Icon.loadMapSmall, () ->
createDialog("$editor.import",
"$editor.importmap", "$editor.importmap.description", "icon-load-map", (Runnable)loadDialog::show,
"$editor.importfile", "$editor.importfile.description", "icon-file", (Runnable)() ->
platform.showFileChooser("$editor.loadmap", "Map Files", file -> ui.loadAnd(() -> {
"$editor.importmap", "$editor.importmap.description", Icon.loadMap, (Runnable)loadDialog::show,
"$editor.importfile", "$editor.importfile.description", Icon.file, (Runnable)() ->
platform.showFileChooser(true, mapExtension, file -> ui.loadAnd(() -> {
maps.tryCatchMapError(() -> {
if(MapIO.isImage(file)){
ui.showInfo("$editor.errorimage");
}else if(file.extension().equalsIgnoreCase(oldMapExtension)){
editor.beginEdit(maps.makeLegacyMap(file));
}else{
editor.beginEdit(MapIO.createMap(file, true));
}
});
}), true, FileChooser.anyMapFiles),
})),
"$editor.importimage", "$editor.importimage.description", "icon-file-image", (Runnable)() ->
platform.showFileChooser("$loadimage", "Image Files", file ->
"$editor.importimage", "$editor.importimage.description", Icon.fileImage, (Runnable)() ->
platform.showFileChooser(true, "png", file ->
ui.loadAnd(() -> {
try{
Pixmap pixmap = new Pixmap(file);
editor.beginEdit(pixmap);
pixmap.dispose();
}catch(Exception e){
ui.showError(Core.bundle.format("editor.errorload", Strings.parseException(e, true)));
ui.showException("$editor.errorload", e);
Log.err(e);
}
}), true, FileChooser.pngFiles))
})))
);
}
Cell cell = t.addImageTextButton("$editor.export", "icon-save-map", isize, () -> {
Cell cell = t.addImageTextButton("$editor.export", Icon.saveMapSmall, () -> {
if(!ios){
platform.showFileChooser("$editor.savemap", "Map Files", file -> {
file = file.parent().child(file.nameWithoutExtension() + "." + mapExtension);
FileHandle result = file;
platform.showFileChooser(false, mapExtension, file -> {
ui.loadAnd(() -> {
try{
if(!editor.getTags().containsKey("name")){
editor.getTags().put("name", result.nameWithoutExtension());
editor.getTags().put("name", file.nameWithoutExtension());
}
MapIO.writeMap(result, editor.createMap(result));
MapIO.writeMap(file, editor.createMap(file));
}catch(Exception e){
ui.showError(Core.bundle.format("editor.errorsave", Strings.parseException(e, true)));
ui.showException("$editor.errorsave", e);
Log.err(e);
}
});
}, false, FileChooser.mapFiles);
});
}else{
ui.loadAnd(() -> {
try{
@@ -142,7 +137,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
MapIO.writeMap(result, editor.createMap(result));
platform.shareFile(result);
}catch(Exception e){
ui.showError(Core.bundle.format("editor.errorsave", Strings.parseException(e, true)));
ui.showException("$editor.errorsave", e);
Log.err(e);
}
});
@@ -156,11 +151,22 @@ public class MapEditorDialog extends Dialog implements Disposable{
menu.cont.row();
menu.cont.addImageTextButton("$editor.ingame", "icon-arrow", isize, this::playtest).padTop(-5).size(swidth * 2f + 10, 60f);
if(steam){
menu.cont.addImageTextButton("$editor.publish.workshop", Icon.linkSmall, () -> {
Map map = save();
if(map != null){
platform.publishMap(map);
}
}).padTop(-3).size(swidth * 2f + 10, 60f);
menu.cont.row();
}
menu.cont.addImageTextButton("$editor.ingame", Icon.arrowSmall, this::playtest).padTop(!steam ? -3 : 1).size(swidth * 2f + 10, 60f);
menu.cont.row();
menu.cont.addImageTextButton("$quit", "icon-back", isize, () -> {
menu.cont.addImageTextButton("$quit", Icon.backSmall, () -> {
tryExit();
menu.hide();
}).size(swidth * 2f + 10, 60f);
@@ -177,7 +183,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
try{
editor.beginEdit(map);
}catch(Exception e){
ui.showError(Core.bundle.format("editor.errorload", Strings.parseException(e, true)));
ui.showException("$editor.errorload", e);
Log.err(e);
}
}));
@@ -186,7 +192,6 @@ public class MapEditorDialog extends Dialog implements Disposable{
clearChildren();
margin(0);
shown(this::build);
update(() -> {
if(Core.scene.getKeyboardFocus() instanceof Dialog && Core.scene.getKeyboardFocus() != this){
@@ -228,11 +233,8 @@ public class MapEditorDialog extends Dialog implements Disposable{
platform.updateRPC();
if(!Core.settings.getBool("landscape")) platform.endForceLandscape();
});
}
@Override
protected void drawBackground(float x, float y){
drawDefaultBackground(x, y);
shown(this::build);
}
public void resumeEditing(){
@@ -274,33 +276,36 @@ public class MapEditorDialog extends Dialog implements Disposable{
});
}
private void save(){
private Map save(){
String name = editor.getTags().get("name", "").trim();
editor.getTags().put("rules", JsonIO.write(state.rules));
editor.getTags().remove("width");
editor.getTags().remove("height");
player.dead = true;
Map returned = null;
if(name.isEmpty()){
infoDialog.show();
Core.app.post(() -> ui.showError("$editor.save.noname"));
Core.app.post(() -> ui.showErrorMessage("$editor.save.noname"));
}else{
Map map = maps.all().find(m -> m.name().equals(name));
if(map != null && !map.custom){
handleSaveBuiltin(map);
}else{
maps.saveMap(editor.getTags());
returned = maps.saveMap(editor.getTags());
ui.showInfoFade("$editor.saved");
}
}
menu.hide();
saved = true;
return returned;
}
/** Called when a built-in map save is attempted.*/
protected void handleSaveBuiltin(Map map){
ui.showError("$editor.save.overwrite");
ui.showErrorMessage("$editor.save.overwrite");
}
/**
@@ -320,7 +325,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
for(int i = 0; i < arguments.length; i += 4){
String name = (String)arguments[i];
String description = (String)arguments[i + 1];
String iconname = (String)arguments[i + 2];
Drawable iconname = (Drawable)arguments[i + 2];
Runnable listenable = (Runnable)arguments[i + 3];
TextButton button = dialog.cont.addButton(name, () -> {
@@ -330,11 +335,11 @@ public class MapEditorDialog extends Dialog implements Disposable{
}).left().margin(0).get();
button.clearChildren();
button.addImage(iconname).size(iconsize).padLeft(10);
button.addImage(iconname).padLeft(10);
button.table(t -> {
t.add(name).growX().wrap();
t.row();
t.add(description).color(Color.GRAY).growX().wrap();
t.add(description).color(Color.gray).growX().wrap();
}).growX().pad(10f).padLeft(5);
button.row();
@@ -369,7 +374,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
show();
}catch(Exception e){
Log.err(e);
ui.showError(Core.bundle.format("editor.errorload", Strings.parseException(e, true)));
ui.showException("$editor.errorload", e);
}
});
}
@@ -407,14 +412,13 @@ public class MapEditorDialog extends Dialog implements Disposable{
Consumer<EditorTool> addTool = tool -> {
ImageButton button = new ImageButton("icon-" + tool.name() + "-small", "clear-toggle");
ImageButton button = new ImageButton(Core.atlas.drawable("icon-" + tool.name() + "-small"), Styles.clearTogglei);
button.clicked(() -> {
view.setTool(tool);
if(lastTable[0] != null){
lastTable[0].remove();
}
});
button.resizeImage(iconsizesmall);
button.update(() -> button.setChecked(view.getTool() == tool));
group.add(button);
@@ -434,7 +438,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
lastTable[0].remove();
}
Table table = new Table("dialogDim");
Table table = new Table(Styles.black9);
table.defaults().size(300f, 70f);
for(int i = 0; i < tool.altModes.length; i++){
@@ -444,10 +448,10 @@ public class MapEditorDialog extends Dialog implements Disposable{
table.addButton(b -> {
b.left();
b.marginLeft(6);
b.setStyle(Core.scene.skin.get("clear-toggle", TextButtonStyle.class));
b.setStyle(Styles.clearTogglet);
b.add(Core.bundle.get("toolmode." + name)).left();
b.row();
b.add(Core.bundle.get("toolmode." + name + ".description")).color(Color.LIGHT_GRAY).left();
b.add(Core.bundle.get("toolmode." + name + ".description")).color(Color.lightGray).left();
}, () -> {
tool.mode = (tool.mode == mode ? -1 : mode);
table.remove();
@@ -484,16 +488,16 @@ public class MapEditorDialog extends Dialog implements Disposable{
tools.defaults().size(size, size);
tools.addImageButton("icon-menu-large-small", "clear", iconsizesmall, menu::show);
tools.addImageButton(Icon.menuLargeSmall, Styles.cleari, menu::show);
ImageButton grid = tools.addImageButton("icon-grid-small", "clear-toggle", iconsizesmall, () -> view.setGrid(!view.isGrid())).get();
ImageButton grid = tools.addImageButton(Icon.gridSmall, Styles.clearTogglei, () -> view.setGrid(!view.isGrid())).get();
addTool.accept(EditorTool.zoom);
tools.row();
ImageButton undo = tools.addImageButton("icon-undo-small", "clear", iconsizesmall, editor::undo).get();
ImageButton redo = tools.addImageButton("icon-redo-small", "clear", iconsizesmall, editor::redo).get();
ImageButton undo = tools.addImageButton(Icon.undoSmall, Styles.cleari, editor::undo).get();
ImageButton redo = tools.addImageButton(Icon.redoSmall, Styles.cleari, editor::redo).get();
addTool.accept(EditorTool.pick);
@@ -502,8 +506,8 @@ public class MapEditorDialog extends Dialog implements Disposable{
undo.setDisabled(() -> !editor.canUndo());
redo.setDisabled(() -> !editor.canRedo());
undo.update(() -> undo.getImage().setColor(undo.isDisabled() ? Color.GRAY : Color.WHITE));
redo.update(() -> redo.getImage().setColor(redo.isDisabled() ? Color.GRAY : Color.WHITE));
undo.update(() -> undo.getImage().setColor(undo.isDisabled() ? Color.gray : Color.white));
redo.update(() -> redo.getImage().setColor(redo.isDisabled() ? Color.gray : Color.white));
grid.update(() -> grid.setChecked(view.isGrid()));
addTool.accept(EditorTool.line);
@@ -515,7 +519,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
addTool.accept(EditorTool.fill);
addTool.accept(EditorTool.spray);
ImageButton rotate = tools.addImageButton("icon-arrow-16-small", "clear", iconsizesmall, () -> editor.rotation = (editor.rotation + 1) % 4).get();
ImageButton rotate = tools.addImageButton(Icon.arrow16Small, Styles.cleari, () -> editor.rotation = (editor.rotation + 1) % 4).get();
rotate.getImage().update(() -> {
rotate.getImage().setRotation(editor.rotation * 90);
rotate.getImage().setOrigin(Align.center);
@@ -523,7 +527,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
tools.row();
tools.table("underline", t -> t.add("$editor.teams"))
tools.table(Tex.underline, t -> t.add("$editor.teams"))
.colspan(3).height(40).width(size * 3f + 3f).padBottom(3);
tools.row();
@@ -533,7 +537,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
int i = 0;
for(Team team : Team.all){
ImageButton button = new ImageButton("whiteui", "clear-toggle-partial");
ImageButton button = new ImageButton(Tex.whiteui, Styles.clearTogglePartiali);
button.margin(4f);
button.getImageCell().grow();
button.getStyle().imageUpColor = team.color;
@@ -549,7 +553,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
mid.row();
mid.table("underline", t -> {
mid.table(Tex.underline, t -> {
Slider slider = new Slider(0, MapEditor.brushSizes.length - 1, 1, false);
slider.moved(f -> editor.brushSize = MapEditor.brushSizes[(int)(float)f]);
for(int j = 0; j < MapEditor.brushSizes.length; j++){
@@ -578,7 +582,6 @@ public class MapEditorDialog extends Dialog implements Disposable{
if(Core.input.ctrl()){
//alt mode select
//TODO these keycode are unusable, tweak later
for(int i = 0; i < view.getTool().altModes.length + 1; i++){
if(Core.input.keyTap(KeyCode.valueOf("NUM_" + (i + 1)))){
view.getTool().mode = i - 1;
@@ -681,11 +684,11 @@ public class MapEditorDialog extends Dialog implements Disposable{
});
for(Block block : blocksOut){
TextureRegion region = block.icon(Icon.medium);
TextureRegion region = block.icon(Block.Icon.medium);
if(!Core.atlas.isFound(region)) continue;
ImageButton button = new ImageButton("whiteui", "clear-toggle");
ImageButton button = new ImageButton(Tex.whiteui, Styles.clearTogglei);
button.getStyle().imageUp = new TextureRegionDrawable(region);
button.clicked(() -> editor.drawBlock = block);
button.resizeImage(8 * 4f);
@@ -700,7 +703,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
group.getButtons().get(2).setChecked(true);
table.table("underline", extra -> extra.labelWrap(() -> editor.drawBlock.localizedName).width(200f).center()).growX();
table.table(Tex.underline, extra -> extra.labelWrap(() -> editor.drawBlock.localizedName).width(200f).center()).growX();
table.row();
table.add(pane).growY().fillX();
}

View File

@@ -8,10 +8,12 @@ import io.anuke.arc.graphics.Pixmap.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.ImageButton.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.async.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.maps.filters.*;
@@ -84,7 +86,7 @@ public class MapGenerateDialog extends FloatingDialog{
update();
}).size(160f, 64f);
buttons.addImageTextButton("$add", "icon-add", iconsize, this::showAdd).height(64f).width(140f);
buttons.addImageTextButton("$add", Icon.add, this::showAdd).height(64f).width(140f);
if(!applied){
hidden(this::apply);
@@ -176,10 +178,8 @@ public class MapGenerateDialog extends FloatingDialog{
}
}
}, new Stack(){{
add(new Image("loadDim"));
add(new Image("icon-refresh"){{
setScaling(Scaling.none);
}});
add(new Image(Styles.black8));
add(new Image(Icon.refresh, Scaling.none));
visible(() -> generating && !updateEditorOnChange);
}}).grow().padRight(10);
t.pane(p -> filterTable = p.marginRight(6)).update(pane -> {
@@ -216,7 +216,7 @@ public class MapGenerateDialog extends FloatingDialog{
}
void rebuildFilters(){
int cols = Math.max((int)(Math.max(filterTable.getParent().getWidth(), Core.graphics.getWidth()/2f * 0.9f) / UnitScl.dp.scl(290f)), 1);
int cols = Math.max((int)(Math.max(filterTable.getParent().getWidth(), Core.graphics.getWidth()/2f * 0.9f) / Scl.scl(290f)), 1);
filterTable.clearChildren();
filterTable.top().left();
int i = 0;
@@ -224,7 +224,7 @@ public class MapGenerateDialog extends FloatingDialog{
for(GenerateFilter filter : filters){
//main container
filterTable.table("button", c -> {
filterTable.table(Tex.button, c -> {
//icons to perform actions
c.table(t -> {
t.top();
@@ -233,26 +233,26 @@ public class MapGenerateDialog extends FloatingDialog{
t.row();
t.table(b -> {
String style = "clear";
ImageButtonStyle style = Styles.cleari;
b.defaults().size(50f);
b.addImageButton("icon-refresh-small", style, iconsizesmall, () -> {
b.addImageButton(Icon.refreshSmall, style, () -> {
filter.randomize();
update();
});
b.addImageButton("icon-arrow-up-small", style, iconsizesmall, () -> {
b.addImageButton(Icon.arrowUpSmall, style, () -> {
int idx = filters.indexOf(filter);
filters.swap(idx, Math.max(0, idx - 1));
rebuildFilters();
update();
});
b.addImageButton("icon-arrow-down-small",style, iconsizesmall, () -> {
b.addImageButton(Icon.arrowDownSmall, style, () -> {
int idx = filters.indexOf(filter);
filters.swap(idx, Math.min(filters.size - 1, idx + 1));
rebuildFilters();
update();
});
b.addImageButton("icon-trash-small", style, iconsizesmall, () -> {
b.addImageButton(Icon.trashSmall, style, () -> {
filters.remove(filter);
rebuildFilters();
update();

View File

@@ -6,6 +6,7 @@ import io.anuke.arc.scene.ui.*;
import io.anuke.mindustry.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.ui.*;
import io.anuke.mindustry.ui.dialogs.*;
public class MapInfoDialog extends FloatingDialog{
@@ -42,7 +43,7 @@ public class MapInfoDialog extends FloatingDialog{
t.row();
t.add("$editor.description").padRight(8).left();
TextArea description = t.addArea(tags.get("description", ""), "textarea", text -> {
TextArea description = t.addArea(tags.get("description", ""), Styles.areaField, text -> {
tags.put("description", text);
}).size(400f, 140f).get();

View File

@@ -48,12 +48,12 @@ public class MapLoadDialog extends FloatingDialog{
table.defaults().size(200f, 90f).pad(4f);
table.margin(10f);
ScrollPane pane = new ScrollPane(table, "horizontal");
ScrollPane pane = new ScrollPane(table, Styles.horizontalPane);
pane.setFadeScrollBars(false);
for(Map map : maps.all()){
TextButton button = new TextButton(map.name(), "toggle");
TextButton button = new TextButton(map.name(), Styles.togglet);
button.add(new BorderImage(map.texture, 2f).setScaling(Scaling.fit)).size(16 * 4f);
button.getCells().reverse();
button.clicked(() -> selected = map);

View File

@@ -155,7 +155,7 @@ public class MapRenderer implements Disposable{
}
mesh.draw(idxDecal, region, wx * tilesize + offsetX, wy * tilesize + offsetY, width, height);
mesh.setColor(Color.WHITE);
mesh.setColor(Color.white);
}
@Override

View File

@@ -1,9 +1,10 @@
package io.anuke.mindustry.editor;
import io.anuke.arc.function.IntPositionConsumer;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.mindustry.ui.dialogs.FloatingDialog;
import io.anuke.arc.function.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.ui.dialogs.*;
public class MapResizeDialog extends FloatingDialog{
private static final int minSize = 50, maxSize = 500, increment = 50;
@@ -28,7 +29,7 @@ public class MapResizeDialog extends FloatingDialog{
height = move(height, -1);
}).size(60f);
table.table("button", t -> t.label(() -> (w ? width : height) + "")).width(200);
table.table(Tex.button, t -> t.label(() -> (w ? width : height) + "")).width(200);
table.addButton(">", () -> {
if(w)

View File

@@ -55,7 +55,7 @@ public class MapSaveDialog extends FloatingDialog{
if(!invalid()){
listener.accept(field.getText());
}else{
ui.showError("$editor.failoverwrite");
ui.showErrorMessage("$editor.failoverwrite");
}
}

View File

@@ -11,7 +11,7 @@ import io.anuke.arc.math.geom.*;
import io.anuke.arc.scene.Element;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.ui.TextField;
import io.anuke.arc.scene.ui.layout.UnitScl;
import io.anuke.arc.scene.ui.layout.Scl;
import io.anuke.arc.util.*;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.input.Binding;
@@ -241,7 +241,7 @@ public class MapView extends Element implements GestureListener{
Draw.reset();
if(grid){
Draw.color(Color.GRAY);
Draw.color(Color.gray);
image.setBounds(centerx - sclwidth / 2, centery - sclheight / 2, sclwidth, sclheight);
image.draw();
Draw.color();
@@ -258,7 +258,7 @@ public class MapView extends Element implements GestureListener{
float scaling = zoom * Math.min(width, height) / editor.width();
Draw.color(Pal.accent);
Lines.stroke(UnitScl.dp.scl(2f));
Lines.stroke(Scl.scl(2f));
if((!editor.drawBlock.isMultiblock() || tool == EditorTool.eraser) && tool != EditorTool.fill){
if(tool == EditorTool.line && drawing){
@@ -294,7 +294,7 @@ public class MapView extends Element implements GestureListener{
}
Draw.color(Pal.accent);
Lines.stroke(UnitScl.dp.scl(3f));
Lines.stroke(Scl.scl(3f));
Lines.rect(x, y, width, height);
Draw.reset();
@@ -320,7 +320,7 @@ public class MapView extends Element implements GestureListener{
public boolean zoom(float initialDistance, float distance){
if(!active()) return false;
float nzoom = distance - initialDistance;
zoom += nzoom / 10000f / UnitScl.dp.scl(1f) * zoom;
zoom += nzoom / 10000f / Scl.scl(1f) * zoom;
clampZoom();
return false;
}

View File

@@ -1,22 +1,23 @@
package io.anuke.mindustry.editor;
import io.anuke.arc.Core;
import io.anuke.arc.collection.Array;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.input.KeyCode;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.scene.event.Touchable;
import io.anuke.arc.scene.ui.Label;
import io.anuke.arc.scene.ui.TextField.TextFieldFilter;
import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.graphics.*;
import io.anuke.arc.input.*;
import io.anuke.arc.math.*;
import io.anuke.arc.scene.event.*;
import io.anuke.arc.scene.ui.*;
import io.anuke.arc.scene.ui.TextField.*;
import io.anuke.arc.scene.ui.layout.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.Vars;
import io.anuke.mindustry.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.io.JsonIO;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;
import io.anuke.mindustry.io.*;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.ui.dialogs.FloatingDialog;
import io.anuke.mindustry.ui.dialogs.*;
import static io.anuke.mindustry.Vars.*;
import static io.anuke.mindustry.game.SpawnGroup.never;
@@ -61,7 +62,8 @@ public class WaveInfoDialog extends FloatingDialog{
groups = maps.readWaves(Core.app.getClipboardText());
buildGroups();
}catch(Exception e){
ui.showError("$waves.invalid");
e.printStackTrace();
ui.showErrorMessage("$waves.invalid");
}
dialog.hide();
}).disabled(b -> Core.app.getClipboardText() == null || Core.app.getClipboardText().isEmpty());
@@ -79,7 +81,7 @@ public class WaveInfoDialog extends FloatingDialog{
groups = JsonIO.copy(state.rules.spawns.isEmpty() ? defaultWaves.get() : state.rules.spawns);
cont.clear();
cont.stack(new Table("clear", main -> {
cont.stack(new Table(Tex.clear, main -> {
main.pane(t -> table = t).growX().growY().padRight(8f).get().setScrollingDisabled(true, false);
main.row();
main.addButton("$add", () -> {
@@ -94,8 +96,8 @@ public class WaveInfoDialog extends FloatingDialog{
setAlignment(Align.center, Align.center);
}}).width(390f).growY();
cont.table("clear", m -> {
m.add("$waves.preview").color(Color.LIGHT_GRAY).growX().center().get().setAlignment(Align.center, Align.center);
cont.table(Tex.clear, m -> {
m.add("$waves.preview").color(Color.lightGray).growX().center().get().setAlignment(Align.center, Align.center);
m.row();
m.addButton("-", () -> {
}).update(t -> {
@@ -134,7 +136,7 @@ public class WaveInfoDialog extends FloatingDialog{
if(groups != null){
for(SpawnGroup group : groups){
table.table("button", t -> {
table.table(Tex.button, t -> {
t.margin(0).defaults().pad(3).padLeft(5f).growX().left();
t.addButton(b -> {
b.left();
@@ -238,7 +240,7 @@ public class WaveInfoDialog extends FloatingDialog{
for(int i = start; i < displayed + start; i++){
int wave = i;
preview.table("underline", table -> {
preview.table(Tex.underline, table -> {
table.add((wave + 1) + "").color(Pal.accent).center().colspan(2).get().setAlignment(Align.center, Align.center);
table.row();
@@ -252,7 +254,7 @@ public class WaveInfoDialog extends FloatingDialog{
if(spawned[j] > 0){
UnitType type = content.getByID(ContentType.unit, j);
table.addImage(type.iconRegion).size(30f).padRight(4);
table.add(spawned[j] + "x").color(Color.LIGHT_GRAY).padRight(6);
table.add(spawned[j] + "x").color(Color.lightGray).padRight(6);
table.row();
}
}

View File

@@ -1,20 +1,22 @@
package io.anuke.mindustry.entities;
import io.anuke.annotations.Annotations.Struct;
import io.anuke.arc.*;
import io.anuke.arc.collection.GridBits;
import io.anuke.arc.collection.IntQueue;
import io.anuke.arc.function.*;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.Bullets;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Effects.Effect;
import io.anuke.mindustry.entities.bullet.Bullet;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.effect.Fire;
import io.anuke.mindustry.entities.effect.Lightning;
import io.anuke.mindustry.entities.type.Unit;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.gen.PropCell;
@@ -187,6 +189,10 @@ public class Damage{
//TODO better velocity displacement
float dst = tr.set(entity.x - x, entity.y - y).len();
entity.velocity().add(tr.setLength((1f - dst / radius) * 2f / entity.mass()));
if(complete && damage >= 9999999f && entity == player){
Events.fire(Trigger.exclusionDeath);
}
};
rect.setSize(radius * 2).setCenter(x, y);

View File

@@ -7,7 +7,7 @@ import io.anuke.arc.graphics.Color;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.math.geom.Position;
import io.anuke.arc.util.pooling.Pools;
import io.anuke.mindustry.entities.impl.EffectEntity;
import io.anuke.mindustry.entities.type.EffectEntity;
import io.anuke.mindustry.entities.traits.ScaleTrait;
public class Effects{
@@ -49,7 +49,7 @@ public class Effects{
}
public static void effect(Effect effect, float x, float y, float rotation){
provider.createEffect(effect, Color.WHITE, x, y, rotation, null);
provider.createEffect(effect, Color.white, x, y, rotation, null);
}
public static void effect(Effect effect, float x, float y){
@@ -61,7 +61,7 @@ public class Effects{
}
public static void effect(Effect effect, Position loc){
provider.createEffect(effect, Color.WHITE, loc.getX(), loc.getY(), 0f, null);
provider.createEffect(effect, Color.white, loc.getX(), loc.getY(), 0f, null);
}
public static void effect(Effect effect, Color color, float x, float y, float rotation){
@@ -73,7 +73,7 @@ public class Effects{
}
public static void effect(Effect effect, float x, float y, float rotation, Object data){
provider.createEffect(effect, Color.WHITE, x, y, rotation, data);
provider.createEffect(effect, Color.white, x, y, rotation, data);
}
/** Default value is 1000. Higher numbers mean more powerful shake (less falloff). */

View File

@@ -4,6 +4,7 @@ import io.anuke.arc.graphics.g2d.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.gen.*;
//TODO scale velocity depending on fslope()
@@ -20,7 +21,7 @@ public class ArtilleryBulletType extends BasicBulletType{
}
@Override
public void update(Bullet b){
public void update(io.anuke.mindustry.entities.type.Bullet b){
super.update(b);
if(b.timer.get(0, 3 + b.fslope() * 2f)){

View File

@@ -4,6 +4,7 @@ import io.anuke.arc.Core;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.graphics.g2d.TextureRegion;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.graphics.Pal;
/** An extended BulletType for most ammo-based bullets shot from turrets and units. */

View File

@@ -7,6 +7,7 @@ import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.Effects.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.*;

View File

@@ -4,6 +4,7 @@ import io.anuke.arc.math.geom.Rectangle;
import io.anuke.arc.util.Time;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Units;
import io.anuke.mindustry.entities.type.Bullet;
public abstract class FlakBulletType extends BasicBulletType{
protected static Rectangle rect = new Rectangle();

View File

@@ -6,6 +6,7 @@ import io.anuke.arc.math.geom.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
@@ -35,7 +36,7 @@ public class LiquidBulletType extends BulletType{
}
@Override
public void update(Bullet b){
public void update(io.anuke.mindustry.entities.type.Bullet b){
super.update(b);
if(liquid.canExtinguish()){
@@ -49,8 +50,8 @@ public class LiquidBulletType extends BulletType{
}
@Override
public void draw(Bullet b){
Draw.color(liquid.color, Color.WHITE, b.fout() / 100f);
public void draw(io.anuke.mindustry.entities.type.Bullet b){
Draw.color(liquid.color, Color.white, b.fout() / 100f);
Fill.circle(b.x, b.y, 0.5f + b.fout() * 2.5f);
}

View File

@@ -6,6 +6,7 @@ import io.anuke.arc.math.Angles;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.world.blocks.distribution.MassDriver.DriverBulletData;
@@ -23,7 +24,7 @@ public class MassDriverBolt extends BulletType{
}
@Override
public void draw(Bullet b){
public void draw(io.anuke.mindustry.entities.type.Bullet b){
float w = 11f, h = 13f;
Draw.color(Pal.bulletYellowBack);
@@ -36,7 +37,7 @@ public class MassDriverBolt extends BulletType{
}
@Override
public void update(Bullet b){
public void update(io.anuke.mindustry.entities.type.Bullet b){
//data MUST be an instance of DriverBulletData
if(!(b.getData() instanceof DriverBulletData)){
hit(b);
@@ -82,7 +83,7 @@ public class MassDriverBolt extends BulletType{
}
@Override
public void despawned(Bullet b){
public void despawned(io.anuke.mindustry.entities.type.Bullet b){
super.despawned(b);
if(!(b.getData() instanceof DriverBulletData)) return;
@@ -93,7 +94,7 @@ public class MassDriverBolt extends BulletType{
int amountDropped = Mathf.random(0, data.items[i]);
if(amountDropped > 0){
float angle = b.rot() + Mathf.range(100f);
Effects.effect(Fx.dropItem, Color.WHITE, b.x, b.y, angle, content.item(i));
Effects.effect(Fx.dropItem, Color.white, b.x, b.y, angle, content.item(i));
}
}
}

View File

@@ -5,6 +5,7 @@ import io.anuke.arc.math.Mathf;
import io.anuke.arc.util.Time;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.graphics.Pal;

View File

@@ -3,7 +3,7 @@ package io.anuke.mindustry.entities.effect;
import io.anuke.arc.graphics.g2d.Draw;
import io.anuke.arc.math.Mathf;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.impl.TimedEntity;
import io.anuke.mindustry.entities.type.TimedEntity;
import io.anuke.mindustry.entities.traits.BelowLiquidTrait;
import io.anuke.mindustry.entities.traits.DrawTrait;
import io.anuke.mindustry.graphics.Pal;

View File

@@ -1,18 +1,19 @@
package io.anuke.mindustry.entities.effect;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.*;
import io.anuke.arc.collection.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.*;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.impl.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.entities.type.TimedEntity;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.*;
import io.anuke.mindustry.world.*;
import java.io.*;
@@ -40,7 +41,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait{
/** Start a fire on the tile. If there already is a file there, refreshes its lifetime. */
public static void create(Tile tile){
if(Net.client() || tile == null) return; //not clientside.
if(net.client() || tile == null) return; //not clientside.
Fire fire = map.get(tile.pos());
@@ -70,7 +71,11 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait{
*/
public static void extinguish(Tile tile, float intensity){
if(tile != null && map.containsKey(tile.pos())){
map.get(tile.pos()).time += intensity * Time.delta();
Fire fire = map.get(tile.pos());
fire.time += intensity * Time.delta();
if(fire.time >= fire.lifetime()){
Events.fire(Trigger.fireExtinguish);
}
}
}
@@ -106,7 +111,7 @@ public class Fire extends TimedEntity implements SaveTrait, SyncTrait{
time = Mathf.clamp(time + Time.delta(), 0, lifetime());
map.put(tile.pos(), this);
if(Net.client()){
if(net.client()){
return;
}

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@@ -6,7 +6,7 @@ import io.anuke.mindustry.Vars;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.Effects.Effect;
import io.anuke.mindustry.entities.Effects.EffectRenderer;
import io.anuke.mindustry.entities.impl.EffectEntity;
import io.anuke.mindustry.entities.type.EffectEntity;
import io.anuke.mindustry.world.Tile;
/**

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@@ -10,14 +10,14 @@ import io.anuke.arc.math.geom.Vector2;
import io.anuke.arc.util.Time;
import io.anuke.arc.util.pooling.Pools;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.impl.TimedEntity;
import io.anuke.mindustry.entities.type.TimedEntity;
import io.anuke.mindustry.entities.traits.DrawTrait;
import io.anuke.mindustry.entities.type.Unit;
import io.anuke.mindustry.graphics.Pal;
import io.anuke.mindustry.type.Item;
import io.anuke.mindustry.world.Tile;
import static io.anuke.mindustry.Vars.effectGroup;
import static io.anuke.mindustry.Vars.*;
public class ItemTransfer extends TimedEntity implements DrawTrait{
private Vector2 from = new Vector2();

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@@ -12,8 +12,8 @@ import io.anuke.arc.util.pooling.Pools;
import io.anuke.mindustry.content.Bullets;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.Units;
import io.anuke.mindustry.entities.bullet.Bullet;
import io.anuke.mindustry.entities.impl.TimedEntity;
import io.anuke.mindustry.entities.type.Bullet;
import io.anuke.mindustry.entities.type.TimedEntity;
import io.anuke.mindustry.entities.traits.DrawTrait;
import io.anuke.mindustry.entities.traits.TimeTrait;
import io.anuke.mindustry.entities.type.Unit;
@@ -110,7 +110,7 @@ public class Lightning extends TimedEntity implements DrawTrait, TimeTrait{
@Override
public void draw(){
Lines.stroke(3f * fout());
Draw.color(color, Color.WHITE, fin());
Draw.color(color, Color.white, fin());
Lines.beginLine();
Lines.linePoint(x, y);

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@@ -14,11 +14,10 @@ import io.anuke.arc.util.pooling.Pool.Poolable;
import io.anuke.arc.util.pooling.Pools;
import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.impl.SolidEntity;
import io.anuke.mindustry.entities.type.SolidEntity;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.game.TypeID;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.Liquid;
import io.anuke.mindustry.world.Tile;
@@ -83,7 +82,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
Puddle p = map.get(tile.pos());
if(p == null){
if(Net.client()) return; //not clientside.
if(net.client()) return; //not clientside.
Puddle puddle = Pools.obtain(Puddle.class, Puddle::new);
puddle.tile = tile;
@@ -168,7 +167,7 @@ public class Puddle extends SolidEntity implements SaveTrait, Poolable, DrawTrai
public void update(){
//no updating happens clientside
if(Net.client()){
if(net.client()){
amount = Mathf.lerpDelta(amount, targetAmount, 0.15f);
}else{
//update code

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@@ -88,7 +88,7 @@ public interface MinerTrait extends Entity{
float ex = tile.worldx() + Mathf.sin(Time.time() + 48, swingScl, swingMag);
float ey = tile.worldy() + Mathf.sin(Time.time() + 48, swingScl + 2f, swingMag);
Draw.color(Color.LIGHT_GRAY, Color.WHITE, 1f - flashScl + Mathf.absin(Time.time(), 0.5f, flashScl));
Draw.color(Color.lightGray, Color.white, 1f - flashScl + Mathf.absin(Time.time(), 0.5f, flashScl));
Drawf.laser(Core.atlas.find("minelaser"), Core.atlas.find("minelaser-end"), px, py, ex, ey, 0.75f);

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@@ -1,7 +1,7 @@
package io.anuke.mindustry.entities.traits;
import io.anuke.arc.math.geom.Position;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.entities.type.*;
import io.anuke.mindustry.world.Tile;
public interface SpawnerTrait extends TargetTrait, Position{
@@ -9,6 +9,8 @@ public interface SpawnerTrait extends TargetTrait, Position{
void updateSpawning(Player unit);
boolean hasUnit(Unit unit);
@Override
default boolean isValid(){
return getTile().entity instanceof SpawnerTrait;

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@@ -1,4 +1,4 @@
package io.anuke.mindustry.entities.impl;
package io.anuke.mindustry.entities.type;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.traits.Entity;

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@@ -11,11 +11,12 @@ import io.anuke.mindustry.content.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.units.*;
import io.anuke.mindustry.game.EventType.*;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.gen.*;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.type.*;
import io.anuke.mindustry.world.*;
import io.anuke.mindustry.world.blocks.defense.DeflectorWall.*;
import io.anuke.mindustry.world.blocks.units.CommandCenter.*;
import io.anuke.mindustry.world.blocks.units.UnitFactory.*;
import io.anuke.mindustry.world.meta.*;
@@ -48,7 +49,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
public static void onUnitDeath(BaseUnit unit){
if(unit == null) return;
if(Net.server() || !Net.active()){
if(net.server() || !net.active()){
UnitDrops.dropItems(unit);
}
@@ -56,9 +57,9 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
unit.type.deathSound.at(unit);
//visual only.
if(Net.client()){
if(net.client()){
Tile tile = world.tile(unit.spawner);
if(tile != null && !Net.client()){
if(tile != null){
tile.block().unitRemoved(tile, unit);
}
@@ -79,6 +80,17 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
return type.typeID;
}
@Override
public void onHit(SolidTrait entity){
if(entity instanceof Bullet && ((Bullet)entity).getOwner() instanceof DeflectorEntity && player != null && getTeam() != player.getTeam()){
Core.app.post(() -> {
if(isDead()){
Events.fire(Trigger.phaseDeflectHit);
}
});
}
}
public @Nullable Tile getSpawner(){
return world.tile(spawner);
}
@@ -255,7 +267,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
hitTime -= Time.delta();
if(Net.client()){
if(net.client()){
interpolate();
status.update(this);
return;
@@ -297,7 +309,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
public void removed(){
super.removed();
Tile tile = world.tile(spawner);
if(tile != null && !Net.client()){
if(tile != null && !net.client()){
tile.block().unitRemoved(tile, this);
}

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@@ -1,23 +1,19 @@
package io.anuke.mindustry.entities.bullet;
package io.anuke.mindustry.entities.type;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.math.Mathf;
import io.anuke.arc.math.geom.Rectangle;
import io.anuke.arc.math.geom.Vector2;
import io.anuke.annotations.Annotations.*;
import io.anuke.arc.math.*;
import io.anuke.arc.math.geom.*;
import io.anuke.arc.util.*;
import io.anuke.arc.util.pooling.Pool.Poolable;
import io.anuke.arc.util.pooling.Pools;
import io.anuke.mindustry.entities.EntityGroup;
import io.anuke.mindustry.entities.effect.Lightning;
import io.anuke.mindustry.entities.impl.SolidEntity;
import io.anuke.arc.util.pooling.Pool.*;
import io.anuke.arc.util.pooling.*;
import io.anuke.mindustry.entities.*;
import io.anuke.mindustry.entities.bullet.*;
import io.anuke.mindustry.entities.effect.*;
import io.anuke.mindustry.entities.traits.*;
import io.anuke.mindustry.entities.type.Unit;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.world.Tile;
import io.anuke.mindustry.game.*;
import io.anuke.mindustry.world.*;
import static io.anuke.mindustry.Vars.bulletGroup;
import static io.anuke.mindustry.Vars.world;
import static io.anuke.mindustry.Vars.*;
public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Poolable, DrawTrait, VelocityTrait, TimeTrait, TeamTrait, AbsorbTrait{
public Interval timer = new Interval(3);
@@ -25,7 +21,7 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
private float lifeScl;
private Team team;
private Object data;
private boolean supressCollision, supressOnce, initialized;
private boolean supressCollision, supressOnce, initialized, deflected;
protected BulletType type;
protected Entity owner;
@@ -100,9 +96,14 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
return type.collidesTiles;
}
public void supress(){
public void deflect(){
supressCollision = true;
supressOnce = true;
deflected = true;
}
public boolean isDeflected(){
return deflected;
}
public BulletType getBulletType(){
@@ -239,6 +240,7 @@ public class Bullet extends SolidEntity implements DamageTrait, ScaleTrait, Pool
data = null;
supressCollision = false;
supressOnce = false;
deflected = false;
initialized = false;
}

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@@ -1,4 +1,4 @@
package io.anuke.mindustry.entities.impl;
package io.anuke.mindustry.entities.type;
import io.anuke.mindustry.entities.traits.*;

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