Merge remote-tracking branch 'fork_master/master'
This commit is contained in:
@@ -384,6 +384,8 @@ category.multiplayer.name = Multiplayer
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||||
command.attack = Attack
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||||
command.retreat = Retreat
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||||
command.patrol = Patrol
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||||
keybind.gridMode.name = Block Select
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||||
keybind.gridModeShift.name = Category Select
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||||
keybind.press = Press a key...
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||||
keybind.press.axis = Press an axis or key...
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||||
keybind.screenshot.name = Map Screenshot
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||||
@@ -406,7 +408,7 @@ keybind.toggle_menus.name = Toggle menus
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||||
keybind.chat_history_prev.name = Chat history prev
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||||
keybind.chat_history_next.name = Chat history next
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||||
keybind.chat_scroll.name = Chat scroll
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||||
keybind.drop_unit.name = drop unit
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||||
keybind.drop_unit.name = Drop Unit
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||||
keybind.zoom_minimap.name = Zoom minimap
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||||
mode.text.help.title = Description of modes
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||||
mode.waves.name = Waves
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||||
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||||
@@ -7,7 +7,7 @@ text.link.github.description = Code source du jeu
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||||
text.link.dev-builds.description = Versions instables de développement
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||||
text.link.trello.description = Planning Trello officiel pour les fonctionnalités planifiées.
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||||
text.link.itch.io.description = Page web itch.io avec les versions ordinateurs téléchargeables et la version web
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||||
text.link.google-play.description = Page Google Play Store du jeu
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||||
text.link.google-play.description = Page Google Play du jeu
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||||
text.link.wiki.description = Wiki officiel de Mindustry
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||||
text.linkfail = L'ouverture du lien a échoué!\nL'URL a été copiée dans votre presse-papier.
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||||
text.screenshot = Capture d'écran enregistrée sur {0}
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||||
@@ -414,6 +414,8 @@ mode.freebuild.name = Construction libre
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mode.freebuild.description = Ressources limitées et pas de compte à rebours pour les vagues.
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mode.pvp.name = PvP
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mode.pvp.description = Lutter contre d'autres joueurs pour gagner !
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mode.attack.name = Attaque
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mode.attack.descrption = Pas de vagues, le but est de détruire la base ennemie.
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content.item.name = Objets
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content.liquid.name = Liquides
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content.unit.name = Unités
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@@ -1,4 +1,4 @@
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||||
text.credits.text = Создатель [ROYAL] Anuken. - [SKY]anukendev@gmail.com[][]\n\nЕсть недоработки в переводе?\nПишите в офф. discord-сервер mindustry в канал #русский.\n\nПереводчики на русский язык:\n[YELLOW]Prosta4ok_ua\n[GREEN]xga\n[BLACK]XZimur
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||||
text.credits.text = Создатель [ROYAL] Anuken. - [SKY]anukendev@gmail.com[][]\n\nЕсть недоработки в переводе?\nПишите в офф. discord-сервер mindustry в канал #русский.\n\nПереводчики на русский язык:\n[YELLOW]Prosta4ok_ua\n[GREEN]xga\n[BLACK]XZimur\n[BLUE]Beryllium
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text.credits = Авторы
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||||
text.contributors = Переводчики и контрибьюторы
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text.discord = Присоединяйтесь к нашему Discord!
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||||
@@ -23,9 +23,9 @@ text.level.select = Выбор карты
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text.level.mode = Режим игры:
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text.construction.desktop = Чтобы отменить выбор блока или остановить строительство, [accent] используйте пробел[].
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text.construction.title = Руководство по размещению блоков
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text.construction = Вы только что перешли в режим размещения[accent]блоков[].\n\nЧтобы начать размещение, просто коснитесь подходящего места рядом с вашим мехом.\nПосле того, как вы поставили несколько блоков, нажмите на галочку, чтобы подтвердить, и ваш мех начнет их строительство.\n\n- [accent]Удалите блоки [] из вашего плана строительства, нажав на них.n- [accent]Нажав Shift [] и, удерживая, перетащите любой выбранный блок.\n- [accent]Поместите блоки в линию [], нажимая и удерживая на пустое место, а затем перетаскивая в любом направлении.\n- [accent]Отмените размещение блоков [], нажав X в левом нижнем углу.
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text.construction = Вы только что перешли в режим размещения[accent]блоков[].\n\nЧтобы начать размещение, просто коснитесь подходящего места рядом с вашим мехом.\nПосле того, как вы поставили несколько блоков, нажмите на галочку, чтобы подтвердить, и ваш мех начнет их строительство.\n\n- [accent]Удалите блоки [] из вашего плана строительства, нажав на них.n- [accent]Нажав Shift [] и, удерживая, перетащите любой выбранный блок.\n- [accent]Поместите блоки в линию [], нажимая и удерживая на пустое место, а затем перетаскивая в любом направлении.\n- [accent]Отмените размещение блоков [], нажав X в нижнем правом углу.
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text.deconstruction.title = Руководство по разрушению блоков
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||||
text.deconstruction = Вы только что перешли в режим сноса[accent] блоков.[].\n\nЧтобы начать удалять, просто нажмите на блок рядом с вашим мехом.\nПосле того как вы выбрали несколько блоков, нажмите на галочку, чтобы подтвердить, и ваш мех начнёт их сносить.\n\n- [accent]Уберите блоки [] из вашего выбора, нажав на них.\n- [accent]Удалите блоки в области [], нажав и удерживая на пустом месте, а затем перетаскивая в нужном направлении.\n- [accent]Отменить снос или выбор [] можно нажав X в левом нижнем углу.
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||||
text.deconstruction = Вы только что перешли в режим сноса[accent] блоков.[].\n\nЧтобы начать удалять, просто нажмите на блок рядом с вашим мехом.\nПосле того как вы выбрали несколько блоков, нажмите на галочку, чтобы подтвердить, и ваш мех начнёт их сносить.\n\n- [accent]Уберите блоки [] из вашего выбора, нажав на них.\n- [accent]Удалите блоки в области [], нажав и удерживая на пустом месте, а затем перетаскивая в нужном направлении.\n- [accent]Отменить снос или выбор [] можно нажав X в нижнем правом углу.
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text.showagain = Не показывать снова до следующей сессии
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||||
text.coreattack = < Ядро находится под атакой! >
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text.unlocks = Разблокированные
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@@ -39,13 +39,13 @@ text.sector = Выбранный сектор: [LIGHT_GRAY]{0}
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text.sector.time = Время: [LIGHT_GRAY]{0}
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text.sector.deploy = Высадиться
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text.sector.abandon = Отступить
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text.sector.abandon.confirm = Вы уверены, что хотите отступить?\nЭто не может быть отменено!
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text.sector.abandon.confirm = Вы уверены, что хотите отступить?\nПрогресс на секторе нельзя восстановить!
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||||
text.sector.resume = Продолжить
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||||
text.sector.locked = [scarlet][[Не завершён]
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||||
text.sector.unexplored = [accent][[Неисследованный]
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text.missions = Миссий:[LIGHT_GRAY] {0}
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text.mission = Миссия:[LIGHT_GRAY] {0}
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text.mission.main = Главная мисия:[LIGHT_GRAY] {0}
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||||
text.mission.main = Главная миссия:[LIGHT_GRAY] {0}
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||||
text.mission.info = Информация о миссии
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||||
text.mission.complete = Миссия выполнена!
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||||
text.mission.complete.body = Сектор {0},{1} был завоёван.
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||||
@@ -430,12 +430,12 @@ item.titanium.name = Титан
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item.titanium.description = Редкий сверхлёгкий металл широко используется в производстве: транспорта, буров и самолётов.
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item.thorium.name = Торий
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||||
item.thorium.description = Плотный радиоактивный металл используется в качестве структурной поддержки и ядерного топлива.
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item.silicon.name = Кремень
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item.silicon.name = Кремний
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item.silicon.description = Очень полезный полупроводник с применениями в солнечных батареях и множестве сложной электроники.
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||||
item.plastanium.name = Пластиний
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||||
item.plastanium.description = Легкий, пластичный материал, используемый в современных самолетах и боеприпасах для фрагментации.
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item.phase-fabric.name = Фазовая ткань
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||||
item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления. Непригодна для вышивания.
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item.phase-fabric.description = Невесомое вещество, используемое в современной электронике и технологии самовосстановления. Не для вышивания.
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item.surge-alloy.name = Высокопрочный сплав
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item.surge-alloy.description = Передовой сплав с уникальными электрическими свойствами.
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||||
item.biomatter.name = Биоматерия
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||||
@@ -463,7 +463,7 @@ mech.tau-mech.weapon = Восстановительный лазер
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mech.tau-mech.ability = Регенирирующая вспышка
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mech.tau-mech.description = Мех поддержки. Чинит союзные блоки, стреляя в них. Может исцелить союзников радиусом с его способностью восстанавления.
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mech.omega-mech.name = Омега
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||||
mech.omega-mech.weapon = Ракетомётный пулемётконфигурация
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mech.omega-mech.weapon = Ракетомётный пулемёт
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mech.omega-mech.ability = Защитная
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mech.omega-mech.description = Громоздкий и хорошо бронированный мех, сделанный для фронтовых нападений. Его способность брони может блокировать до 90% входящего урона.
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mech.dart-ship.name = Дротик
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||||
@@ -655,7 +655,7 @@ tutorial.conveyor = [accent]Конвейеры[] используются для
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tutorial.morecopper = Требуется больше меди.\n\nЛибо добудьте её вручную, либо разместите больше буров.
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tutorial.turret = Оборонительные сооружения должны быть созданы, чтобы отразить[LIGHT_GRAY] атаку противника[].Постройте двойную турель рядом с вашей базой.
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tutorial.drillturret = Двойные турели требуют[accent] патронов из меди[] для стрельбы.\nРазместите бур рядом с турелью, чтобы снабдить её добытой медью.
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tutorial.waves = [LIGHT_GRAY]Враг[] приближается.\n\nЗащитите своё ядро от 2-ух волн. Вам может понадобится больше турелей.
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tutorial.waves = [LIGHT_GRAY]Враг[] приближается.\n\nЗащитите своё ядро от двух волн. Вам может понадобится больше турелей.
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tutorial.lead = Осмотритесь! Магическим образом появились новые руды. Добудьте [accent] свинец[].\n\nПеретащите ресурс из своего устройства(юнита) в ядро для переноса ресурсов.
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tutorial.smelter = Медь и свинец являются мягкими металлами.\nПревосходный[accent] плотный сплав[] может быть создан в плавильном заводе.\n\nПостройте один плавильный завод.
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tutorial.densealloy = Теперь плавильный завод производит плотный сплав.\nСоздайте немного.\nУлучшите производство, если это необходимо.
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@@ -664,7 +664,7 @@ tutorial.silicondrill = Для производства кремния треб
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tutorial.generator = Эта технология требует энергии.\nПостройте [accent] генератор внутреннего сгорания[] для того, чтобы запитать устройство энергией.
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tutorial.generatordrill = Генератор внутреннего сгорания нуждается в топливе.\nЗаправьте его углём.
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tutorial.node = Энергия требует транспортировки.\nСоздайте [accent] силовой узел[] рядом с генератором внутреннего сгорания для передачи энергии.
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tutorial.nodelink = Энергия может быть передана посредством соприкосновения блоков питания и генераторов или связанных силовых узлов.\n\nСоедините их энергией, нажав на силовой узел и выбрав генератор, а затем кремниевый завод.
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tutorial.nodelink = Энергия может быть передана посредством соприкосновения блоков питания и генераторов или связанных силовых узлов.\n\nСоедините их, нажав на силовой узел и выбрав генератор, а затем кремниевый завод.
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tutorial.silicon = Производство кремния началось. Получите немного.\nРекомендуется улучшить эту систему.
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tutorial.daggerfactory = Постройте[accent] завод по производству "разведчиков".[]\n\nОн будет производить атакуюших мехов.
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tutorial.router = Заводы нуждаются в ресурсах для работы.\nСоздайте маршрутизатор для разделения ресурсов конвейера.
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@@ -773,8 +773,8 @@ block.bridge-conveyor.description = Улучшенный транспортны
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block.alpha-mech-pad.description = Превращает вас в мех [accent] Альфа[]. Требует энергию.
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block.itemsource.description = Бесконечно выводит предметы. Работает только в песочнице.
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||||
block.liquidsource.description = Бесконечно выводит жидкости. Работает только в песочнице.
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||||
block.itemvoid.description = Уничтожает любые предметы, которые входят в него, без использования энергии. Работает только в песочнице.
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||||
block.powerinfinite.description = Бесконечность — не предел. Бесконечно выводит энергию. Доступен только в песочнице.
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block.itemvoid.description = Уничтожает любые предметы, которые входят в него, без использования энергии. Работает только в режиме песочницы.
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block.powerinfinite.description = Бесконечность — не предел. Бесконечно выводит энергию. Доступен только в режиме песочницы.
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block.powervoid.description = Энергия просто уходит в пустоту. Присутствует только в песочнице.
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||||
liquid.water.description = Намного лучше чем [BLUE]монооксид дигидрогена[].\n\n Для получения воды используйте помпу(насос) на источнике(блоке) или экстрактор воды.\n\n Эту жидкость можно подвести к бурам для ускорения скорости добычи или к турелям для ускорения стрельбы.
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||||
liquid.lava.description = [accent]Горячо...\nВещество расплавленное из горно-каменных пород.
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@@ -8,67 +8,69 @@ text.link.trello.description = Planlanan özellikler için resmi Trello Bülteni
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||||
text.link.itch.io.description = PC yüklemeleri ve web sürümü ile itch.io sayfası
|
||||
text.link.google-play.description = Google Play mağaza sayfası
|
||||
text.link.wiki.description = Resmi Mindustry Wikipedi'si
|
||||
text.linkfail = Bağlantı açılamadı! URL, yazı tahtanıza kopyalandı.
|
||||
text.linkfail = Bağlantı açılamadı\! URL, yazı tahtanıza kopyalandı.
|
||||
text.editor.web = Web sürümü editörü desteklemiyor\! Editörü kullanmak için oyunu indirin.
|
||||
text.web.unsupported = Site versiyonu bunu desteklemiyor\! Oyunu indirip dene.
|
||||
text.gameover = Çekirdek yok edildi.
|
||||
text.gameover.pvp = The[accent] {0}[] team is victorious!
|
||||
text.sector.gameover = This sector has been lost. Re-deploy?
|
||||
text.sector.retry = Retry
|
||||
text.highscore = [SARI] Yeni yüksek puan!
|
||||
text.wave.lasted = You lasted until wave [accent]{0}[].
|
||||
text.level.highscore = Yüksek Puan: [accent] {0}
|
||||
text.gameover.pvp = [accent] {0}[] takimi kazandi \!
|
||||
text.sector.gameover = Sektor kaybedildi.
|
||||
text.sector.retry = Tekrar dene
|
||||
text.highscore = [SARI] Yeni yüksek puan\!
|
||||
text.wave.lasted = Su dalgaya kadar yasadin: [accent]{0}[].
|
||||
text.level.highscore = Yüksek Puan\: [accent] {0}
|
||||
text.level.delete.title = Silmeyi onaylayın
|
||||
text.map.delete = Are you sure you want to delete the map "[accent]{0}[]"?
|
||||
text.map.delete = Su haritayi silmek istedigine emin misin? "[orange]{0}[]"?
|
||||
text.level.select = Seviye Seç
|
||||
text.level.mode = Oyun Modu
|
||||
text.construction.desktop = Desktop controls have been changed.\nTo deselect a block or stop building, [accent]use space[].
|
||||
text.construction.title = Block Construction Guide
|
||||
text.construction = You've just selected [accent]block construction mode[].\n\nTo begin placing, simply tap a valid location near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Shift the selection[] by holding and dragging any block in the selection.\n- [accent]Place blocks in a line[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel construction or selection[] by pressing the X at the bottom left.
|
||||
text.deconstruction.title = Block Deconstruction Guide
|
||||
text.deconstruction = You've just selected [accent]block deconstruction mode[].\n\nTo begin breaking, simply tap a block near your ship.\nOnce you have selected some blocks, press the checkbox to confirm, and your ship will begin de-constructing them.\n\n- [accent]Remove blocks[] from your selection by tapping them.\n- [accent]Remove blocks in an area[] by tapping and holding an empty spot, then dragging in a direction.\n- [accent]Cancel deconstruction or selection[] by pressing the X at the bottom left.
|
||||
text.showagain = Don't show again next session
|
||||
text.coreattack = < Core is under attack! >
|
||||
text.unlocks = Unlocks
|
||||
text.construction.desktop = Masaustu kontrolleri degisti.\nSecmeyi birakip yapmayi kesmek icin, [accent]bosluga bas[].
|
||||
text.construction.title = Blok Yapma Ogreticisi
|
||||
text.construction = Sen su anda [accent]blok yapma moduna gectin[].\n\nYapmaya baslamak icin, geminin cevresinde uygun bir yere tikla.\nBiraz blok sectikten sonra, onaylamak icin "tik" tusuna bas, ve gemin onlari yapmaya baslayacaktir.\n\n- [accent]Blok kaldirmak[] icin onlari secme yerine gene tikla\n- [accent]Blok secmek icin[] onlara secme yerinde tikla.\n- [accent]Cizgi biciminde koymak icin[] bos bir yere bas, ve bir yere dogru surukle.\n- [accent]Yapma modundan cikmak icin[] alt kosedeki X tusuna bas
|
||||
text.deconstruction.title = Blok Yikim Ogreticisi
|
||||
text.deconstruction = Sen su anda [accent]blok yikim moduna gectin[].\n\nKirmaya baslamak icin, geminin cevresinde bir bloga tikla\nBiraz blok sectikten sonra, "tik" tusuna basarak onayla, ve gemin onlari yikmaya baslayacaktir.\n\n- [accent]Blok kaldirmak[] icin onlari secme yerine gene tikla\n- [accent]Bir alanin icinde blok kirmak icin[] bos bir yere tikla, ve surukle\n- [accent]Yikma modundan cikmak icin[] Kosedeki X tusuna bas
|
||||
text.showagain = Bunu gene gosterme
|
||||
text.coreattack = < Cekirdek saldiri altinda\! >
|
||||
text.unlocks = Koleksiyon
|
||||
text.savegame = Oyunu Kaydet
|
||||
text.loadgame = Oyunu yükle
|
||||
text.joingame = Oyuna katıl
|
||||
text.addplayers = Add/Remove Players
|
||||
text.customgame = Custom Game
|
||||
text.sectors = Sectors
|
||||
text.sector = Selected Sector: [LIGHT_GRAY]{0}
|
||||
text.sector.time = Time: [LIGHT_GRAY]{0}
|
||||
text.sector.deploy = Deploy
|
||||
text.sector.abandon = Abandon
|
||||
text.sector.abandon.confirm = Are you sure you want to abandon all progress at this sector?\nThis cannot be undone!
|
||||
text.sector.resume = Resume
|
||||
text.sector.locked = [scarlet][[Incomplete]
|
||||
text.sector.unexplored = [accent][[Unexplored]
|
||||
text.missions = Missions:[LIGHT_GRAY] {0}
|
||||
text.mission = Mission:[LIGHT_GRAY] {0}
|
||||
text.mission.main = Main Mission:[LIGHT_GRAY] {0}
|
||||
text.mission.info = Mission Info
|
||||
text.mission.complete = Mission complete!
|
||||
text.mission.complete.body = Sector {0},{1} has been conquered.
|
||||
text.mission.wave = Survive[accent] {0}/{1} []waves\nWave in {2}
|
||||
text.mission.wave.enemies = Survive[accent] {0}/{1} []waves\n{2} Enemies
|
||||
text.mission.wave.enemy = Survive[accent] {0}/{1} []waves\n{2} Enemy
|
||||
text.mission.wave.menu = Survive[accent] {0} []waves
|
||||
text.mission.battle = Destroy the enemy base.
|
||||
text.mission.resource.menu = Obtain {0} x{1}
|
||||
text.mission.resource = Obtain {0}:\n[accent]{1}/{2}[]
|
||||
text.mission.block = Create {0}
|
||||
text.mission.unit = Create {0} Unit
|
||||
text.mission.command = Send Command {0} To Units
|
||||
text.mission.linknode = Link Power Node
|
||||
text.mission.display = [accent]Mission:\n[LIGHT_GRAY]{0}
|
||||
text.mission.mech = Switch to mech[accent] {0}[]
|
||||
text.mission.create = Create[accent] {0}[]
|
||||
text.addplayers = Oyuncu ekle/cikar
|
||||
text.customgame = Ozel oyun
|
||||
text.sectors = Sektorler
|
||||
text.sector = Su sektoru sectin\: [LIGHT_GRAY]{0}
|
||||
text.sector.time = Zaman\: [LIGHT_GRAY]{0}
|
||||
text.sector.deploy = Basla
|
||||
text.sector.abandon = Terk et
|
||||
text.sector.abandon.confirm = Buradaki ilerlemeni silmek istedigine emin misin\nBu geri alinamaz\!
|
||||
text.sector.resume = Devam et
|
||||
text.sector.locked = [scarlet][[Bitirilmedi]
|
||||
text.sector.unexplored = [accent][[Kesvedilmedş]
|
||||
text.missions = Gorevler\:[LIGHT_GRAY] {0}
|
||||
text.mission = Gorev\:[LIGHT_GRAY] {0}
|
||||
text.mission.main = Ana gorev\:[LIGHT_GRAY] {0}
|
||||
text.mission.info = Gorev bilgisi
|
||||
text.mission.complete = Gorev tamamlandi\!
|
||||
text.mission.complete.body = Sektor {0},{1} ele gecirildi
|
||||
text.mission.wave = [accent]{0}[] dalga hayatta kal
|
||||
text.mission.wave.enemies = [accent] {0}/{1} []dalga hayatta kal\n{2} Dusman oldur
|
||||
text.mission.wave.enemy = [accent] {0}/{1} []dalga hayatta kal\n{2} Dusman oldur
|
||||
text.mission.wave.menu = [accent] {0} []dalga hayatta kal
|
||||
text.mission.battle = Dusman temelini yok et
|
||||
text.mission.resource.menu = Sunlari ele gecir {0} x{1}
|
||||
text.mission.resource = Sunlari ele gecir {0}\:\n[accent]{1}/{2}[]
|
||||
text.mission.block = Su kadar yarat {0}
|
||||
text.mission.unit = {0} Kadar unit yarat
|
||||
text.mission.command = {0} Unite komut yolla
|
||||
text.mission.linknode = Guc nodu bagla
|
||||
text.mission.display = [accent]Gorev\:\n[LIGHT_GRAY]{0}
|
||||
text.mission.mech = Su gemiye degis[accent] {0}[]
|
||||
text.mission.create = Su kadar yarat[accent] {0}[]
|
||||
text.none = <none>
|
||||
text.close = Close
|
||||
text.close = Kapat
|
||||
text.quit = Çık
|
||||
text.maps = Maps
|
||||
text.continue = Continue
|
||||
text.nextmission = Next Mission
|
||||
text.maps.none = [LIGHT_GRAY]No maps found!
|
||||
text.maps = Haritalar
|
||||
text.continue = Devam et
|
||||
text.nextmission = Siradaki gorev
|
||||
text.maps.none = [LIGHT_GRAY]Harita bulunamadi\!
|
||||
text.about.button = Hakkında
|
||||
text.name = Adı:
|
||||
text.filename = File Name:
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
text.credits.text = Created by [ROYAL]Anuken[] - [SKY]anukendev@gmail.com[]\n\n[GRAY](In case you can't tell, this text is currently unfinished.\nTranslators, don't edit it yet!)
|
||||
text.credits.text = 由[ROYAL]Anuken[]製作 - [SKY]anukendev@gmail.com[]
|
||||
text.credits = 致謝名單
|
||||
text.contributors = 翻譯員和貢獻者
|
||||
text.discord = 加入 Mindustry 的 Discord 聊天室!
|
||||
text.link.discord.description = 官方 Mindustry Discord 聊天室
|
||||
text.link.github.description = 遊戲原始碼
|
||||
@@ -9,8 +10,9 @@ text.link.itch.io.description = itch.io 電腦版下載與網頁版
|
||||
text.link.google-play.description = Google Play 商店頁面
|
||||
text.link.wiki.description = 官方 Mindustry 維基
|
||||
text.linkfail = 無法打開連結!\n我們已將該網址複製到您的剪貼簿。
|
||||
text.screenshot = 截圖保存到{0}
|
||||
text.gameover = 核心已被摧毀。
|
||||
text.gameover.pvp = [accent]{0}[]隊得到勝利!
|
||||
text.gameover.pvp = [accent]{0}[]隊獲勝!
|
||||
text.sector.gameover = 這個區域失守了,重新部署?
|
||||
text.sector.retry = 重試
|
||||
text.highscore = [accent]新的高分紀錄!
|
||||
@@ -71,6 +73,7 @@ text.nextmission = 下一個任務
|
||||
text.maps.none = [LIGHT_GRAY]找不到地圖!
|
||||
text.about.button = 關於
|
||||
text.name = 名稱:
|
||||
text.noname = 先選擇一個[accent]玩家名稱[]。
|
||||
text.filename = 檔案名稱︰
|
||||
text.unlocked = 新方塊已解鎖!
|
||||
text.unlocked.plural = 新方塊已解鎖!
|
||||
@@ -250,7 +253,7 @@ text.menu = 主選單
|
||||
text.play = 開始
|
||||
text.load = 載入
|
||||
text.save = 儲存
|
||||
text.fps = 螢幕刷新率:{0}
|
||||
text.fps = FPS:{0}
|
||||
text.tps = TPS:{0}
|
||||
text.ping = 延遲:{0}ms
|
||||
text.language.restart = 請重新啟動遊戲以使選取的語言生效。
|
||||
@@ -259,6 +262,7 @@ text.tutorial = 教學
|
||||
text.editor = 地圖編輯器
|
||||
text.mapeditor = 地圖編輯器
|
||||
text.donate = 贊助
|
||||
|
||||
text.connectfail = [crimson]無法連線到伺服器:[accent]{0}
|
||||
text.error.unreachable = 無法到達伺服器。
|
||||
text.error.invalidaddress = 無效地址。
|
||||
@@ -267,6 +271,7 @@ text.error.mismatch = 包裹錯誤:\n客戶端/伺服器版本可能不匹配
|
||||
text.error.alreadyconnected = 已連接。
|
||||
text.error.mapnotfound = 找不到地圖!
|
||||
text.error.any = 未知網絡錯誤。
|
||||
|
||||
text.settings.language = 語言
|
||||
text.settings.reset = 重設為預設設定
|
||||
text.settings.rebind = 重新綁定
|
||||
@@ -289,7 +294,7 @@ text.error.crashtitle = 發生錯誤
|
||||
text.blocks.unknown = [LIGHT_GRAY]???
|
||||
text.blocks.blockinfo = 方塊資訊
|
||||
text.blocks.powercapacity = 蓄電量
|
||||
text.blocks.powershot = 能源/射擊
|
||||
text.blocks.powershot = 能量/射擊
|
||||
text.blocks.targetsair = 攻擊空中目標
|
||||
text.blocks.itemspeed = 移動速度
|
||||
text.blocks.shootrange = 範圍
|
||||
@@ -297,13 +302,13 @@ text.blocks.size = 尺寸
|
||||
text.blocks.liquidcapacity = 液體容量
|
||||
text.blocks.maxitemssecond = 最高產量
|
||||
text.blocks.powerrange = 輸出範圍
|
||||
text.blocks.poweruse = 能源使用
|
||||
text.blocks.powerdamage = 能源/傷害
|
||||
text.blocks.poweruse = 能量使用
|
||||
text.blocks.powerdamage = 能量/傷害
|
||||
text.blocks.inputitemcapacity = 最大輸入
|
||||
text.blocks.outputitemcapacity = 最大輸出
|
||||
text.blocks.itemcapacity = 物品容量
|
||||
text.blocks.basepowergeneration = 基本能量生产
|
||||
text.blocks.powertransferspeed = 能源傳輸
|
||||
text.blocks.powertransferspeed = 能量傳輸
|
||||
text.blocks.craftspeed = 產生速度
|
||||
text.blocks.inputliquid = 輸入液體
|
||||
text.blocks.inputliquidaux = 輔助液體
|
||||
@@ -319,8 +324,8 @@ text.blocks.coolant = 冷卻劑
|
||||
text.blocks.coolantuse = 使用冷卻劑
|
||||
text.blocks.inputliquidfuel = 輸入液體燃料
|
||||
text.blocks.liquidfueluse = 使用液體燃料速度
|
||||
text.blocks.boostitem = Boost Item
|
||||
text.blocks.boostliquid = Boost Liquid
|
||||
text.blocks.boostitem = 強化物品
|
||||
text.blocks.boostliquid = 強化液體
|
||||
text.blocks.health = 耐久度
|
||||
text.blocks.inaccuracy = 誤差
|
||||
text.blocks.shots = 射擊數
|
||||
@@ -330,26 +335,27 @@ text.blocks.fuelburntime = 燃燒燃料時間
|
||||
text.blocks.inputcapacity = 輸入容量
|
||||
text.blocks.outputcapacity = 輸出容量
|
||||
text.unit.blocks = 方塊
|
||||
text.unit.powersecond = 能源單位/秒
|
||||
text.unit.powersecond = 能量單位/秒
|
||||
text.unit.liquidsecond = 液體單位/秒
|
||||
text.unit.itemssecond = 物品/秒
|
||||
text.unit.pixelssecond = 像素/秒
|
||||
text.unit.liquidunits = 液體單位
|
||||
text.unit.powerunits = 能源單位
|
||||
text.unit.powerunits = 能量單位
|
||||
text.unit.degrees = 度
|
||||
text.unit.seconds = 秒
|
||||
text.unit.items = 物品
|
||||
text.category.general = 一般
|
||||
text.category.power = 能源
|
||||
text.category.power = 能量
|
||||
text.category.liquids = 液體
|
||||
text.category.items = 物品
|
||||
text.category.crafting = 合成
|
||||
text.category.shooting = 射擊
|
||||
text.category.optional = Optional Enhancements
|
||||
text.category.optional = 可選的強化
|
||||
setting.indicators.name = 盟友指標
|
||||
setting.autotarget.name = 自動射擊
|
||||
setting.fpscap.name = 最大螢幕刷新率
|
||||
setting.fpscap.name = 最大FPS
|
||||
setting.fpscap.none = 没有
|
||||
setting.fpscap.text = {0}螢幕刷新率
|
||||
setting.fpscap.text = {0}FPS
|
||||
setting.difficulty.training = 訓練
|
||||
setting.difficulty.easy = 簡單
|
||||
setting.difficulty.normal = 普通
|
||||
@@ -362,7 +368,7 @@ setting.sensitivity.name = 控制器靈敏度
|
||||
setting.saveinterval.name = 自動存檔間隔
|
||||
setting.seconds = {0}秒
|
||||
setting.fullscreen.name = 全螢幕
|
||||
setting.fps.name = 顯示螢幕刷新率
|
||||
setting.fps.name = 顯示FPS
|
||||
setting.vsync.name = 垂直同步
|
||||
setting.lasers.name = 顯示雷射光束
|
||||
setting.minimap.name = 顯示小地圖
|
||||
@@ -370,7 +376,7 @@ setting.musicvol.name = 音樂音量
|
||||
setting.mutemusic.name = 靜音
|
||||
setting.sfxvol.name = 音效音量
|
||||
setting.mutesound.name = 靜音
|
||||
setting.crashreport.name = Send Anonymous Crash Reports
|
||||
setting.crashreport.name = 發送匿名崩潰報告
|
||||
text.keybind.title = 重新綁定按鍵
|
||||
category.general.name = 一般
|
||||
category.view.name = 查看
|
||||
@@ -378,8 +384,9 @@ category.multiplayer.name = 多人
|
||||
command.attack = 攻擊
|
||||
command.retreat = 撤退
|
||||
command.patrol = 巡邏
|
||||
keybind.press = 按一下鍵
|
||||
keybind.press.axis = 按一下軸心或鍵
|
||||
keybind.press = 按一下鍵……
|
||||
keybind.press.axis = 按一下軸心或鍵……
|
||||
keybind.screenshot.name = 地圖截圖
|
||||
keybind.move_x.name = 水平移動
|
||||
keybind.move_y.name = 垂直移動
|
||||
keybind.select.name = 選取
|
||||
@@ -410,6 +417,8 @@ mode.freebuild.name = 自由建造
|
||||
mode.freebuild.description = 有限的資源,與不倒數計時的波次。
|
||||
mode.pvp.name = 對戰
|
||||
mode.pvp.description = 和其他玩家鬥爭。
|
||||
mode.attack.name = 攻擊
|
||||
mode.attack.description = 沒有波次,目標是摧毀敵人的基地。
|
||||
content.item.name = 物品
|
||||
content.liquid.name = 液體
|
||||
content.unit.name = 機組
|
||||
@@ -535,8 +544,8 @@ block.sorter.name = 分類器
|
||||
block.sorter.description = 對物品進行分類。如果物品與所選種類匹配,則允許其通過。否則,物品將從左邊和右邊輸出。
|
||||
block.overflow-gate.name = 溢流器
|
||||
block.overflow-gate.description = 分離器和分配器的組合。如果前面被擋住,則向從左邊和右邊輸出物品。
|
||||
block.smelter.name = 煉鋼廠
|
||||
block.arc-smelter.name = 電弧煉鋼廠
|
||||
block.smelter.name = 冶煉廠
|
||||
block.arc-smelter.name = 電弧冶煉廠
|
||||
block.silicon-smelter.name = 煉矽廠
|
||||
block.phase-weaver.name = 相織布編織器
|
||||
block.pulverizer.name = 粉碎機
|
||||
@@ -546,8 +555,8 @@ block.incinerator.name = 焚化爐
|
||||
block.biomattercompressor.name = 生物物質壓縮機
|
||||
block.separator.name = 分離機
|
||||
block.centrifuge.name = 離心機
|
||||
block.power-node.name = 能源節點
|
||||
block.power-node-large.name = 大型能源節點
|
||||
block.power-node.name = 能量節點
|
||||
block.power-node-large.name = 大型能量節點
|
||||
block.battery.name = 電池
|
||||
block.battery-large.name = 大型電池
|
||||
block.combustion-generator.name = 燃燒發電機
|
||||
@@ -568,9 +577,9 @@ block.tau-mech-pad.name = Tau機甲墊
|
||||
block.conduit.name = 管線
|
||||
block.mechanical-pump.name = 機械泵
|
||||
block.itemsource.name = 物品源
|
||||
block.itemvoid.name = 物品空虚
|
||||
block.itemvoid.name = 物品虚
|
||||
block.liquidsource.name = 液體源
|
||||
block.powervoid.name = 能源空虛
|
||||
block.powervoid.name = 能量空虛
|
||||
block.powerinfinite.name = 無限能量
|
||||
block.unloader.name = 裝卸器
|
||||
block.vault.name = 存儲庫
|
||||
@@ -578,7 +587,7 @@ block.wave.name = 波浪炮
|
||||
block.swarmer.name = 群炮
|
||||
block.salvo.name = 齊射炮
|
||||
block.ripple.name = 波紋炮
|
||||
block.phase-conveyor.name = 相織布傳送帶
|
||||
block.phase-conveyor.name = 相織傳送帶
|
||||
block.bridge-conveyor.name = 傳送帶橋
|
||||
block.plastanium-compressor.name = 塑料壓縮機
|
||||
block.pyratite-mixer.name = 硫混合器
|
||||
@@ -587,21 +596,21 @@ block.solidifer.name = 凝固器
|
||||
block.solar-panel.name = 太陽能板
|
||||
block.solar-panel-large.name = 大型太陽能板
|
||||
block.oil-extractor.name = 石油鑽井
|
||||
block.spirit-factory.name = 精神無人機工廠
|
||||
block.phantom-factory.name = Phantom Drone Factory
|
||||
block.wraith-factory.name = Wraith Fighter Factory
|
||||
block.ghoul-factory.name = Ghoul Bomber Factory
|
||||
block.dagger-factory.name = Dagger Mech Factory
|
||||
block.titan-factory.name = Titan Mech Factory
|
||||
block.fortress-factory.name = Fortress Mech Factory
|
||||
block.revenant-factory.name = Revenant Fighter Factory
|
||||
block.spirit-factory.name = 輕型無人機工廠
|
||||
block.phantom-factory.name = 幻影無人機工廠
|
||||
block.wraith-factory.name = 怨靈戰鬥機工廠
|
||||
block.ghoul-factory.name = 食屍鬼轟炸機工廠
|
||||
block.dagger-factory.name = 匕首機甲工廠
|
||||
block.titan-factory.name = 泰坦機甲工廠
|
||||
block.fortress-factory.name = 堡壘機甲工廠
|
||||
block.revenant-factory.name = 亡魂戰鬥機工廠
|
||||
block.repair-point.name = 維修點
|
||||
block.pulse-conduit.name = 脈衝管線
|
||||
block.phase-conduit.name = 相織管線
|
||||
block.liquid-router.name = 液體分配器
|
||||
block.liquid-tank.name = 液體儲罐
|
||||
block.liquid-junction.name = 液體連接點
|
||||
block.bridge-conduit.name = 導管橋
|
||||
block.bridge-conduit.name = 管線橋
|
||||
block.rotary-pump.name = 迴旋泵
|
||||
block.thorium-reactor.name = 釷反應堆
|
||||
block.command-center.name = 指令中心
|
||||
@@ -619,7 +628,7 @@ block.shock-mine.name = 休克地雷
|
||||
block.overdrive-projector.name = 超速投影器
|
||||
block.force-projector.name = 力牆投影器
|
||||
block.arc.name = 電弧
|
||||
block.rtg-generator.name = 放射性同位素熱電發電機
|
||||
block.rtg-generator.name = 放射性同位素熱發電機
|
||||
block.spectre.name = 幽靈炮
|
||||
block.meltdown.name = 熔毀炮
|
||||
block.container.name = 容器
|
||||
@@ -631,150 +640,150 @@ team.none.name = 灰
|
||||
team.green.name = 綠
|
||||
team.purple.name = 紫
|
||||
unit.alpha-drone.name = 阿爾法無人機
|
||||
unit.spirit.name = 精神無人機
|
||||
unit.spirit.description = The starter drone unit. Spawns in the core by default. Automatically mines ores, collects items and repairs blocks.
|
||||
unit.phantom.name = Phantom Drone
|
||||
unit.phantom.description = An advanced drone unit. Automatically mines ores, collects items and repairs blocks. Significantly more effective than a drone.
|
||||
unit.dagger.name = Dagger
|
||||
unit.dagger.description = A basic ground unit. Useful in swarms.
|
||||
unit.titan.name = Titan
|
||||
unit.titan.description = An advanced armored ground unit. Uses carbide as ammo. Attacks both ground and air targets.
|
||||
unit.ghoul.name = Ghoul Bomber
|
||||
unit.ghoul.description = A heavy carpet bomber. Uses blast compound or pyratite as ammo.
|
||||
unit.wraith.name = Wraith Fighter
|
||||
unit.wraith.description = A fast, hit-and-run interceptor unit.
|
||||
unit.fortress.name = Fortress
|
||||
unit.fortress.description = A heavy artillery ground unit.
|
||||
unit.revenant.name = Revenant
|
||||
unit.revenant.description = A heavy laser platform.
|
||||
tutorial.begin = Your mission here is to eradicate the[LIGHT_GRAY] enemy[].\n\nBegin by[accent] mining copper[]. Tap a copper ore vein near your core to do this.
|
||||
tutorial.drill = Mining manually is inefficient.\n[accent]Drills []can mine automatically.\nPlace one on a copper vein.
|
||||
tutorial.conveyor = [accent]Conveyors[] are used to transport items to the core.\nMake a line of conveyors from the drill to the core.
|
||||
tutorial.morecopper = More copper is required.\n\nEither mine it manually, or place more drills.
|
||||
tutorial.turret = Defensive structures must be built to repel the[LIGHT_GRAY] enemy[].\nBuild a duo turret near your base.
|
||||
tutorial.drillturret = Duo turrets require[accent] copper ammo []to shoot.\nPlace a drill next to the turret to supply it with mined copper.
|
||||
tutorial.waves = The[LIGHT_GRAY] enemy[] approaches.\n\nDefend your core for 2 waves. Build more turrets.
|
||||
tutorial.lead = More ores are available. Explore and mine[accent] lead[].\n\nDrag from your unit to the core to transfer resources.
|
||||
tutorial.smelter = Copper and lead are weak metals.\nSuperior[accent] Dense Alloy[] can be created in a smelter.\n\nBuild one.
|
||||
tutorial.densealloy = The smelter will now produce alloy.\nGet some.\nImprove the production if necessary.
|
||||
tutorial.siliconsmelter = The core will now create a[accent] spirit drone[] for mining and repairing blocks.\n\nFactories for other units can be created with [accent] silicon.\nMake a silicon smelter.
|
||||
tutorial.silicondrill = Silicon requires[accent] coal[] and[accent] sand[].\nStart by making drills.
|
||||
tutorial.generator = This technology requires power.\nCreate a[accent] combustion generator[] for it.
|
||||
tutorial.generatordrill = Combustion generators need fuel.\nFuel it with coal from a drill.
|
||||
tutorial.node = Power requires transport.\nCreate a[accent] power node[] next to your combustion generator to transfer its power.
|
||||
tutorial.nodelink = Power can be transferred through contacting power blocks and generators, or by linked power nodes.\n\nLink power by tapping the node and selecting the generator and silicon smelter.
|
||||
tutorial.silicon = Silicon is being produced. Get some.\n\nImproving the production system is advised.
|
||||
tutorial.daggerfactory = Construct a[accent] dagger mech factory.[]\n\nThis will be used to create attack mechs.
|
||||
tutorial.router = Factories need resources to function.\nCreate a router to split conveyor resources.
|
||||
tutorial.dagger = Link power nodes to the factory.\nOnce requirements are met, a mech will be created.\n\nCreate more drills, generators and conveyors as necessary.
|
||||
tutorial.battle = The[LIGHT_GRAY] enemy[] has revealed their core.\nDestroy it with your unit and dagger mechs.
|
||||
block.copper-wall.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.
|
||||
block.copper-wall-large.description = A cheap defensive block.\nUseful for protecting the core and turrets in the first few waves.\nSpans multiple tiles.
|
||||
block.dense-alloy-wall.description = A standard defensive block.\nAdequate protection from enemies.
|
||||
block.dense-alloy-wall-large.description = A standard defensive block.\nAdequate protection from enemies.\nSpans multiple tiles.
|
||||
block.thorium-wall.description = A strong defensive block.\nGood protection from enemies.
|
||||
block.thorium-wall-large.description = A strong defensive block.\nGood protection from enemies.\nSpans multiple tiles.
|
||||
block.phase-wall.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.
|
||||
block.phase-wall-large.description = Not as strong as a thorium wall but will deflect bullets unless they are too powerful.\nSpans multiple tiles.
|
||||
block.surge-wall.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.
|
||||
block.surge-wall-large.description = The strongest defensive block.\nHas a small chance of triggering lightning towards the attacker.\nSpans multiple tiles.
|
||||
block.door.description = A small door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.
|
||||
block.door-large.description = A large door that can be opened and closed by tapping on it.\nIf opened, enemies can shoot and move through.\nSpans multiple tiles.
|
||||
block.mend-projector.description = Periodically heals buildings in its vicinity.
|
||||
block.overdrive-projector.description = Increases the speed of nearby buildings like drills and conveyors.
|
||||
block.force-projector.description = Creates a hexagonal force field around itself, protecting buildings and units inside from damage through bullets.
|
||||
block.shock-mine.description = Damages enemies stepping on the mine. Nearly invisible to the enemy.
|
||||
block.duo.description = A small, cheap turret.
|
||||
block.arc.description = A small turret which shoots electricity in a random arc towards the enemy.
|
||||
block.hail.description = A small artillery turret.
|
||||
block.lancer.description = A medium-sized turret which shoots charged electricity beams.
|
||||
block.wave.description = A medium-sized rapid-fire turret which shoots liquid bubbles.
|
||||
block.salvo.description = A medium-sized turret which fires shots in salvos.
|
||||
block.swarmer.description = A medium-sized turret which shoots burst missiles.
|
||||
block.ripple.description = A large artillery turret which fires several shots simultaneously.
|
||||
block.cyclone.description = A large rapid fire turret.
|
||||
block.fuse.description = A large turret which shoots powerful short-range beams.
|
||||
block.spectre.description = A large turret which shoots two powerful bullets at once.
|
||||
block.meltdown.description = A large turret which shoots powerful long-range beams.
|
||||
block.conveyor.description = Basic item transport block. Moved items forward and automatically deposits them into turrets or crafters. Rotatable.
|
||||
block.titanium-conveyor.description = Advanced item transport block. Moves items faster than standard conveyors.
|
||||
block.phase-conveyor.description = Advanced item transport block. Uses power to teleport items to a connected phase conveyor over several tiles.
|
||||
block.junction.description = Acts as a bridge for two crossing conveyor belts. Useful in situations with two different conveyors carrying different materials to different locations.
|
||||
block.mass-driver.description = Ultimate item transport block. Collects several items and then shoots them to another mass driver over a long range.
|
||||
block.smelter.description = Burns coal for smelting copper and lead into dense alloy.
|
||||
block.arc-smelter.description = Smelts copper and lead into dense alloy by using an external power source.
|
||||
block.silicon-smelter.description = Reduces sand with highly pure coke in order to produce silicon.
|
||||
block.plastanium-compressor.description = Produces plastanium from oil and titanium.
|
||||
block.phase-weaver.description = Produces phase fabric from radioactive thorium and high amounts of sand.
|
||||
block.alloy-smelter.description = Produces surge alloy from titanium, lead, silicon and copper.
|
||||
block.pulverizer.description = Crushes stone into sand. Useful when there is a lack of natural sand.
|
||||
block.pyratite-mixer.description = Mixes coal, lead and sand into highly flammable pyratite.
|
||||
block.blast-mixer.description = Uses oil for transforming pyratite into the less flammable but more explosive blast compound.
|
||||
block.cryofluidmixer.description = Combines water and titanium into cryofluid which is much more efficient for cooling.
|
||||
block.solidifer.description = Cools lava to stone at a fast pace.
|
||||
block.melter.description = Heats up stone to very high temperatures to obtain lava.
|
||||
block.incinerator.description = Gets rid of any excess item or liquid.
|
||||
block.biomattercompressor.description = Compresses biomatter in order to retrieve oil.
|
||||
block.separator.description = Exposes stone to water pressure in order to obtain various minerals contained in the stone.
|
||||
block.centrifuge.description = More efficient than the separator, but also more expensive to build and requires power.
|
||||
block.power-node.description = Transmits power to connected nodes. Up to four power sources, sinks or nodes can be connected. The node will receive power from or supply power to any adjacent blocks.
|
||||
block.power-node-large.description = Has a larger radius than the power node and connects to up to six power sources, sinks or nodes.
|
||||
block.battery.description = Stores power whenever there is an abundance and provides power whenever there is a shortage, as long as there is capacity left.
|
||||
block.battery-large.description = Stores much more power than a regular battery.
|
||||
block.combustion-generator.description = Generates power by burning oil or flammable materials.
|
||||
block.turbine-generator.description = More efficient than a combustion generator, but requires additional water.
|
||||
block.thermal-generator.description = Generates a large amount of power from lava.
|
||||
block.solar-panel.description = Provides a small amount of power from the sun.
|
||||
block.solar-panel-large.description = Provides much better power supply than a standard solar panel, but is also much more expensive to build.
|
||||
block.thorium-reactor.description = Generates huge amounts of power from highly radioactive thorium. Requires constant cooling. Will explode violently if insufficient amounts of coolant are supplied.
|
||||
block.rtg-generator.description = A radioisotope thermoelectric generator which does not require cooling but provides less power than a thorium reactor.
|
||||
block.unloader.description = Unloads items from a container, vault or core onto a conveyor or directly into an adjacent block. The type of item to be unloaded can be changed by tapping on the unloader.
|
||||
block.container.description = Stores a small amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the container.
|
||||
block.vault.description = Stores a large amount of items. Use it for creating buffers when there is a non-constant demand of materials. An[LIGHT_GRAY] unloader[] can be used to retrieve items from the vault.
|
||||
block.mechanical-drill.description = A cheap drill. When placed on appropriate tiles, outputs items at a slow pace indefinitely.
|
||||
block.pneumatic-drill.description = An improved drill which is faster and able to process harder materials by making use of air pressure.
|
||||
block.laser-drill.description = Allows drilling even faster through laser technology, but requires power. Additionally, radioactive thorium can be retrieved with this drill.
|
||||
block.blast-drill.description = The ultimate drill. Requires large amounts of power.
|
||||
block.water-extractor.description = Extracts water from the ground. Use it when there is no lake nearby.
|
||||
block.cultivator.description = Cultivates the soil with water in order to obtain biomatter.
|
||||
block.oil-extractor.description = Uses large amounts of power in order to extract oil from sand. Use it when there is no direct source of oil nearby.
|
||||
block.dart-ship-pad.description = Leave your current vessel and change into a basic fighter aircraft.\nUse the pad by double tapping while standing on it.
|
||||
block.trident-ship-pad.description = Leave your current vessel and change into a reasonably well armored heavy bomber.\nUse the pad by double tapping while standing on it.
|
||||
block.javelin-ship-pad.description = Leave your current vessel and change into a strong and fast interceptor with lightning weapons.\nUse the pad by double tapping while standing on it.
|
||||
block.glaive-ship-pad.description = Leave your current vessel and change into a large, well-armored gunship.\nUse the pad by double tapping while standing on it.
|
||||
block.tau-mech-pad.description = Leave your current vessel and change into a support mech which can heal friendly buildings and units.\nUse the pad by double tapping while standing on it.
|
||||
block.delta-mech-pad.description = Leave your current vessel and change into a fast, lightly-armored mech made for hit-and-run attacks.\nUse the pad by double tapping while standing on it.
|
||||
block.omega-mech-pad.description = Leave your current vessel and change into a bulky and well-armored mech, made for front-line assaults.\nUse the pad by double tapping while standing on it.
|
||||
block.spirit-factory.description = Produces light drones which mine ore and repair blocks.
|
||||
block.phantom-factory.description = Produces advanced drone units which are significantly more effective than a spirit drone.
|
||||
block.wraith-factory.description = Produces fast, hit-and-run interceptor units.
|
||||
block.ghoul-factory.description = Produces heavy carpet bombers.
|
||||
block.dagger-factory.description = Produces basic ground units.
|
||||
block.titan-factory.description = Produces advanced, armored ground units.
|
||||
block.fortress-factory.description = Produces heavy artillery ground units.
|
||||
block.revenant-factory.description = Produces heavy laser ground units.
|
||||
block.repair-point.description = Continuously heals the closest damaged unit in its vicinity.
|
||||
block.command-center.description = Allows changing friendly AI behavior. Currently, attack, retreat and patrol commands are supported.
|
||||
block.conduit.description = Basic liquid transport block. Works like a conveyor, but with liquids. Best used with extractors, pumps or other conduits.
|
||||
block.pulse-conduit.description = Advanced liquid transport block. Transports liquids faster and stores more than standard conduits.
|
||||
block.phase-conduit.description = Advanced liquid transport block. Uses power to teleport liquids to a connected phase conduit over several tiles.
|
||||
block.liquid-router.description = Accepts liquids from one direction and outputs them to up to 3 other directions equally. Can also store a certain amount of liquid. Useful for splitting the liquids from one source to multiple targets.
|
||||
block.liquid-tank.description = Stores a large amount of liquids. Use it for creating buffers when there is a non-constant demand of materials or as a safeguard for cooling vital blocks.
|
||||
block.liquid-junction.description = Acts as a bridge for two crossing conduits. Useful in situations with two different conduits carrying different liquids to different locations.
|
||||
block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building.
|
||||
block.mechanical-pump.description = A cheap pump with slow output, but no power consumption.
|
||||
block.rotary-pump.description = An advanced pump which doubles up speed by using power.
|
||||
block.thermal-pump.description = The ultimate pump. Three times as fast as a mechanical pump and the only pump which is able to retrieve lava.
|
||||
block.router.description = Accepts items from one direction and outputs them to up to 3 other directions equally. Useful for splitting the materials from one source to multiple targets.
|
||||
block.distributor.description = An advanced router which splits items to up to 7 other directions equally.
|
||||
block.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.
|
||||
block.alpha-mech-pad.description = When given enough power, rebuilds your ship into the[accent] Alpha[] mech.
|
||||
block.itemsource.description = Infinitely outputs items. Sandbox only.
|
||||
block.liquidsource.description = Infinitely outputs liquids. Sandbox only.
|
||||
block.itemvoid.description = Destroys any items which go into it without using power. Sandbox only.
|
||||
block.powerinfinite.description = Infinitely outputs power. Sandbox only.
|
||||
block.powervoid.description = Voids all power inputted into it. Sandbox only.
|
||||
liquid.water.description = Commonly used for cooling machines and waste processing.
|
||||
liquid.lava.description = Can be transformed into[LIGHT_GRAY] stone[], used for generating power or used as ammo for certain turrets.
|
||||
liquid.oil.description = Can be burnt, exploded or used as a coolant.
|
||||
liquid.cryofluid.description = The most efficient liquid for cooling things down.
|
||||
unit.spirit.name = 輕型無人機
|
||||
unit.spirit.description = 起始的無人機。默認在核心產生。自動挖掘礦石、收集物品和修理方塊。
|
||||
unit.phantom.name = 幻影無人機
|
||||
unit.phantom.description = 一種高級的無人機。自動挖掘礦石、收集物品和修理方塊。比輕型無人機明顯更有效。
|
||||
unit.dagger.name = 匕首
|
||||
unit.dagger.description = 一種基本的地面單位。最好一群地使用。
|
||||
unit.titan.name = 泰坦
|
||||
unit.titan.description = 一種高級的具有裝甲的地面單位。使用碳化物作為彈藥。攻擊地面單位和空中單位。
|
||||
unit.ghoul.name = 食屍鬼轟炸機
|
||||
unit.ghoul.description = 一種重型的鋪蓋性的轟炸機。使用爆炸化合物或黃鐵礦作為彈藥。
|
||||
unit.wraith.name = 怨靈戰鬥機
|
||||
unit.wraith.description = 一種快速、打了就跑的攔截機。
|
||||
unit.fortress.name = 堡壘
|
||||
unit.fortress.description = 一種具有重型大砲的地面單位。
|
||||
unit.revenant.name = 亡魂
|
||||
unit.revenant.description = 一種重型的激光平台。
|
||||
tutorial.begin = 你的任務是毀滅[LIGHT_GRAY]敵人[]。\n\n首先[accent]挖掘銅礦[]。點擊核心附近的銅脈以開始。
|
||||
tutorial.drill = 手動挖掘礦石是低效率的。\n[accent]鑽頭[]能夠自動挖掘礦石。\n在銅脈上放置一個鑽頭。
|
||||
tutorial.conveyor = [accent]輸送帶[]能夠將物品運輸到核心。\n製作一條從鑽頭開始到核心的輸送帶。
|
||||
tutorial.morecopper = 需要更多銅。\n\n請手動挖掘銅礦或放置更多鑽頭。
|
||||
tutorial.turret = 防禦建築是必須的以擊退[LIGHT_GRAY]敵人[]。\n於核心附近建造一個雙炮。
|
||||
tutorial.drillturret = 雙炮需要[accent]銅彈[]以射擊。\n在雙炮旁邊放置一個鑽頭以供應銅。
|
||||
tutorial.waves = [LIGHT_GRAY]敵人[]來臨。\n\n防衛核心2波。建造更多的砲塔以防衛。
|
||||
tutorial.lead = 有更多的礦石可用。探索和挖掘[accent]鉛[]。\n\n點擊您的單位拖動到核心以傳輸資源。
|
||||
tutorial.smelter = 銅和鉛是柔軟的金屬。\n優良的[accent]稠密合金[]可以在冶煉廠中生產。\n\n建造一個冶煉廠。
|
||||
tutorial.densealloy = 冶煉廠現在將生產稠密合金。\n請獲取更多的稠密合金。\n必要時改善生產系統。
|
||||
tutorial.siliconsmelter = 核心現在將製作一個[accent]輕型無人機[]以挖掘礦石和修理方塊。\n\n製作其他單位的工廠可以使用[accent]矽[]以建造。\n建造一個冶矽廠。
|
||||
tutorial.silicondrill = 矽需要[accent]煤[]和[accent]沙[]以製作。\n放置鑽頭以開始。
|
||||
tutorial.generator = 這項技術需要能量。\n建造一個[accent]燃燒發電機[]。
|
||||
tutorial.generatordrill = 燃燒發電機需要燃料。\n用鑽頭挖的煤為它加燃料。
|
||||
tutorial.node = 電源需要運輸。\n在燃燒發電機旁邊建造一個[accent]能量節點[]以傳遞其能量。
|
||||
tutorial.nodelink = 能量可透過接觸的能量方塊和發電機,或者通過連接的能量節點傳遞。\n\n點擊能量節點並選擇發電機和冶矽廠以連接能量。
|
||||
tutorial.silicon = 正在製作矽。請獲取更多的矽。\n\n建議改善生產系統。
|
||||
tutorial.daggerfactory = 建造一個[accent]匕首機甲工廠[]。\n\n這將製作攻擊機甲。
|
||||
tutorial.router = 工廠需要資源以運作。\n建造一個分配器以均分輸送帶的資源。
|
||||
tutorial.dagger = 連接能量節點至工廠。\n一旦要求滿足,將製作一個機甲。\n\n根據需要建造更多鑽頭、發電機和輸送帶。發電機和輸送帶。
|
||||
tutorial.battle = [LIGHT_GRAY]敵人[]透露了他們的核心。\n用你的單位和匕首機甲以摧毀它。
|
||||
block.copper-wall.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔。
|
||||
block.copper-wall-large.description = 一種便宜的防衛方塊。\n用於前幾波防衛核心和砲塔\n佔據多個方塊。
|
||||
block.dense-alloy-wall.description = 一種標準的防衛方塊。\n充分地防衛敵人。
|
||||
block.dense-alloy-wall-large.description = 一種標準的防衛方塊。\n充分地防衛敵人。\n佔據多個方塊。
|
||||
block.thorium-wall.description = 一種堅強的防衛方塊。\n良好地防衛敵人。
|
||||
block.thorium-wall-large.description = 一種堅強的防衛方塊。\n良好地防衛敵人。\n佔據多個方塊。
|
||||
block.phase-wall.description = 沒有釷牆那麼強但會使不太強的子彈偏離。
|
||||
block.phase-wall-large.description = 沒有釷牆那麼強但會使不太強的子彈偏離。\n佔據多個方塊。
|
||||
block.surge-wall.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。
|
||||
block.surge-wall-large.description = 最強的防衛方塊。\n有小的機會對攻擊者觸發閃電。\n佔據多個方塊。
|
||||
block.door.description = 可以通過點擊打開和關閉的一扇小門。\n如果打開,敵人可以穿過它射擊和移動。
|
||||
block.door-large.description = 可以通過點擊打開和關閉的一扇大門。\n如果打開,敵人可以穿過它射擊和移動。\n佔據多個方塊。
|
||||
block.mend-projector.description = 定期修復附近的建築物。
|
||||
block.overdrive-projector.description = 提高附近建築物的速度,如鑽頭和輸送帶。
|
||||
block.force-projector.description = 在自身周圍形成一個六角形力場,保護內部的建築物和單位免受子彈的傷害。
|
||||
block.shock-mine.description = 傷害踩到地雷的敵人。敵人幾乎看不見。
|
||||
block.duo.description = 一種小而便宜的砲塔。
|
||||
block.arc.description = 一種向敵人射出隨機電弧的小砲塔。
|
||||
block.hail.description = 一種小型火砲。
|
||||
block.lancer.description = 一種射出電子束的中型砲塔。
|
||||
block.wave.description = 一種可以快速射出液體氣泡的中型砲塔。
|
||||
block.salvo.description = 一種齊射的中型砲塔。
|
||||
block.swarmer.description = 一種射出爆炸導彈的中型砲塔。
|
||||
block.ripple.description = 一種一次射出幾發子彈的大型火砲。
|
||||
block.cyclone.description = 一種快速射擊的大型砲塔。
|
||||
block.fuse.description = 一種射出強大的短程射線的大型砲塔。
|
||||
block.spectre.description = 一種一次射出兩顆強大的子彈的大型砲塔。
|
||||
block.meltdown.description = 一種射出強大的遠程光束的大型砲塔。
|
||||
block.conveyor.description = 基本物品傳輸方塊。將物品向前移動並自動將它們放入砲塔或機器中。能夠旋轉方向。
|
||||
block.titanium-conveyor.description = 高級物品傳輸方塊。比標準輸送帶更快地移動物品。
|
||||
block.phase-conveyor.description = 高級物品傳輸方塊。使用能量將物品傳送到幾個方塊外連接的相織輸送帶。
|
||||
block.junction.description = 作為兩個交叉輸送帶的橋樑。適用於兩條不同輸送帶將不同物品運送到不同位置的情況。
|
||||
block.mass-driver.description = 終極物品運輸方塊。收集幾件物品,然後將它們射向另一個長距離的質量驅動器。
|
||||
block.smelter.description = 燒煤以冶煉銅和鉛成稠密合金。
|
||||
block.arc-smelter.description = 使用外部能量以冶煉銅和鉛成稠密合金。
|
||||
block.silicon-smelter.description = 使用高純度焦炭還原沙子以生產矽。
|
||||
block.plastanium-compressor.description = 使用油和鈦以生產塑料。
|
||||
block.phase-weaver.description = 使用放射性的釷和大量的沙子以生產相織布。
|
||||
block.alloy-smelter.description = 使用鈦、鉛、矽和銅以生產波動合金。
|
||||
block.pulverizer.description = 將石頭壓成沙子。當缺少天然沙子時有用。
|
||||
block.pyratite-mixer.description = 混合煤、鉛和沙子成為易燃的硫。
|
||||
block.blast-mixer.description = 使用油將硫變成比較不易燃但更具爆炸性的爆炸混合器。
|
||||
block.cryofluidmixer.description = 合水和鈦成冷卻效率更高的冷凍液。
|
||||
block.solidifer.description = 快速冷卻熔岩至石頭。
|
||||
block.melter.description = 將石頭加熱到很高的溫度以獲得熔岩。
|
||||
block.incinerator.description = 清除任何多餘的物品或液體。
|
||||
block.biomattercompressor.description = 壓縮生物物質以提取油。
|
||||
block.separator.description = 將石頭暴露在水壓下以獲得石頭中的各種礦物質。
|
||||
block.centrifuge.description = 比分離器更有效,但建造更昂貴和需要能量以操作。
|
||||
block.power-node.description = 將能量傳輸到連接的節點。最多可連接四個能量來源、接收或節點。節點將從任何相鄰方塊接收能量或向其供能量。
|
||||
block.power-node-large.description = 範圍大於能量節點,最多可連接六個能量來源、接收或節點。
|
||||
block.battery.description = 有能量剩餘時,存儲電力並在能量短缺時提供能量。
|
||||
block.battery-large.description = 比普通電池存儲更多的能量。
|
||||
block.combustion-generator.description = 透過燃燒油或可燃物品以產生能量。
|
||||
block.turbine-generator.description = 比燃燒發電機更有效,但需要水以操作。
|
||||
block.thermal-generator.description = 使用熔岩產生大量的能量。
|
||||
block.solar-panel.description = 透過太陽產生少量的能量。
|
||||
block.solar-panel-large.description = 比標準太陽能板產生更多的能量,但建造起來昂貴得多。
|
||||
block.thorium-reactor.description = 從高度放射性釷產生大量能量。需要持續冷卻。如果供應的冷卻劑不足,會劇烈爆炸。
|
||||
block.rtg-generator.description = 一種放射性同位素熱發電機,不需要冷卻,但比釷反應堆產生的能量少。
|
||||
block.unloader.description = 將物品從容器、存儲庫或核心卸載到傳輸帶上或直接卸載到相鄰的方塊中。透過點擊卸載器來更改要卸載的物品類型。
|
||||
block.container.description = 存儲少量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從容器提取物品。
|
||||
block.vault.description = 存儲大量物品。當物品需求非恆定時,使用它來創建緩衝。使用[LIGHT_GRAY]裝卸器[]以從存儲庫提取物品。
|
||||
block.mechanical-drill.description = 一種便宜的鑽頭。當放置在適當的方塊上時,以緩慢的速度無限期地輸出物品。
|
||||
block.pneumatic-drill.description = 一種改進的鑽頭。它挖掘更快,能夠利用氣壓挖掘更硬的材料。
|
||||
block.laser-drill.description = 通過激光技術可以更快地挖掘,但需要能量。此外,這種鑽頭可以挖掘放射性釷。
|
||||
block.blast-drill.description = 終極的鑽頭。需要大量能量。
|
||||
block.water-extractor.description = 從地下提取水。當附近沒有湖泊時使用它。
|
||||
block.cultivator.description = 用水培養土壤以獲得生物物質。
|
||||
block.oil-extractor.description = 使用大量的能量從沙子中提取油。當附近沒有直接的石油來源時使用它。
|
||||
block.dart-ship-pad.description = 離開現有的船隻,換成基本的戰鬥機。\n站在上面雙擊墊以使用它。
|
||||
block.trident-ship-pad.description = 離開現在的船隻,換成具有相當不錯裝甲的重型轟炸機。\n站在上面雙擊墊以使用它。
|
||||
block.javelin-ship-pad.description = 離開現在的船隻,換成具有閃電武器、強大而快速的攔截器。\n站在上面雙擊墊以使用它。
|
||||
block.glaive-ship-pad.description = 離開現在的船隻,換成具有重裝甲的武裝直升機。\n站在上面雙擊墊以使用它。
|
||||
block.tau-mech-pad.description = 離開現有的船隻,換成可以治愈友好的建築物和單位的支援機甲。\n站在上面雙擊墊以使用它。
|
||||
block.delta-mech-pad.description = 離開現在的船隻,換成快速、具有輕裝甲的機甲,用於打了就跑的攻擊。\n站在上面雙擊墊以使用它。
|
||||
block.omega-mech-pad.description = 離開現在的船隻,換成龐大、具有重裝甲的機甲,用於前線攻擊。\n站在上面雙擊墊以使用它。
|
||||
block.spirit-factory.description = 生產輕型無人機,用於開採礦石和修復方塊。
|
||||
block.phantom-factory.description = 生產高級的無人機,比輕型無人機明顯更有效。
|
||||
block.wraith-factory.description = 生產快速、打了就跑的攔截機單位。
|
||||
block.ghoul-factory.description = 生產重型鋪蓋轟炸機。
|
||||
block.dagger-factory.description = 產生基本地面單位。
|
||||
block.titan-factory.description = 生產具有裝甲的高級地面單位。
|
||||
block.fortress-factory.description = 生產重型火砲地面單位。
|
||||
block.revenant-factory.description = 生產重型激光地面單位。
|
||||
block.repair-point.description = 持續治療附近最近的受損單位。
|
||||
block.command-center.description = 允許更改友好的AI行為。目前支持攻擊、撤退和巡邏命令。
|
||||
block.conduit.description = 基本液體運輸方塊。像輸送帶一樣工作,但是液體用的。最適用於提取器、泵或其他管線。
|
||||
block.pulse-conduit.description = 高級的液體運輸方塊。比標準管線更快地輸送並儲存更多液體。
|
||||
block.phase-conduit.description = 高級的液體運輸方塊。使用能量將液體傳送到多個方塊外連接的相織管線。
|
||||
block.liquid-router.description = 接受來自一個方向的液體並將它們平均輸出到最多3個其他方向。可以儲存一定量的液體。用於將液體從一個來源分成多個目標。
|
||||
block.liquid-tank.description = 存儲大量液體。當液體需求非恆定時,使用它來創建緩衝或作為冷卻重要方塊的保障。
|
||||
block.liquid-junction.description = 作為兩個交叉管線的橋樑。適用於兩條不同管線將不同液體運送到不同位置的情況。
|
||||
block.bridge-conduit.description = 高級的液體運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸液體。
|
||||
block.mechanical-pump.description = 一種便宜的泵,輸出速度慢,但不使用能量。
|
||||
block.rotary-pump.description = 高級的泵,透過使用能量使輸出速度加倍。
|
||||
block.thermal-pump.description = 終極泵。輸出速度是機械泵的三倍並且是唯一能夠抽熔岩的泵。
|
||||
block.router.description = 接受來自一個方向的物品並將它們平均輸出到最多3個其他方向。 用於將物品從一個來源分割為多個目標。
|
||||
block.distributor.description = 高級的分配器,可將物品均分到最多7個其他方向。
|
||||
block.bridge-conveyor.description = 高級的物品運輸方塊。允許跨過最多3個任何地形或建築物的方塊運輸物品。
|
||||
block.alpha-mech-pad.description = 當給予足夠能量時,將你的船重建為[accent]阿爾法[]機甲。
|
||||
block.itemsource.description = 不限地輸出物品。僅限沙盒。
|
||||
block.liquidsource.description = 不限地輸出液體。僅限沙盒。
|
||||
block.itemvoid.description = 不使用能量銷毀任何進入它的物品。僅限沙盒。
|
||||
block.powerinfinite.description = 不限地輸出能量。僅限沙盒。
|
||||
block.powervoid.description = 銷毀所有輸入的能量。僅限沙盒。
|
||||
liquid.water.description = 常用於冷卻機器和廢物處理。
|
||||
liquid.lava.description = 可以轉換為[LIGHT_GRAY]石頭[]、用於發電或用作某些砲塔的彈藥。
|
||||
liquid.oil.description = 可以燃燒、爆炸或用作冷卻劑。
|
||||
liquid.cryofluid.description = 冷卻東西最有效的液體。
|
||||
|
||||
@@ -26,7 +26,7 @@ TextButtonStyle: {
|
||||
default: {over: button-over, disabled: button, font: default-font, fontColor: white, disabledFontColor: gray, down: button-down, up: button},
|
||||
right: {over: button-right-over, font: default-font, fontColor: white, disabledFontColor: gray, down: button-right-down, up: button-right},
|
||||
wave: {font: default-font, fontColor: white, disabledFontColor: gray, up: button-edge-4},
|
||||
clear: {over: flat-over, font: default-font, fontColor: white, disabledFontColor: gray, down: pane, up: flat},
|
||||
clear: {over: flat-over, font: default-font, fontColor: white, disabledFontColor: gray, down: flat-over, up: flat},
|
||||
discord: {font: default-font, fontColor: white, up: discord-banner},
|
||||
info: {font: default-font, fontColor: white, up: info-banner},
|
||||
clear-partial: {down: white, up: button-select, over: flat-down, font: default-font, fontColor: white, disabledFontColor: gray },
|
||||
|
||||
@@ -1,4 +1,8 @@
|
||||
apply plugin: "java"
|
||||
sourceCompatibility = 1.8
|
||||
[compileJava, compileTestJava]*.options*.encoding = 'UTF-8'
|
||||
sourceSets.main.java.srcDirs = ["src/"]
|
||||
sourceSets.main.java.srcDirs = ["src/"]
|
||||
|
||||
compileJava{
|
||||
options.compilerArgs << "-Xlint:unchecked" << "-Xlint:deprecation"
|
||||
}
|
||||
@@ -45,10 +45,9 @@ public class Recipes implements ContentList{
|
||||
new Recipe(effect, StorageBlocks.container, new ItemStack(Items.densealloy, 200));
|
||||
new Recipe(effect, StorageBlocks.vault, new ItemStack(Items.densealloy, 500), new ItemStack(Items.thorium, 250));
|
||||
|
||||
//core disabled due to being broken
|
||||
new Recipe(effect, StorageBlocks.core,
|
||||
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 1500),
|
||||
new ItemStack(Items.silicon, 1500), new ItemStack(Items.thorium, 500),
|
||||
new ItemStack(Items.copper, 2000), new ItemStack(Items.densealloy, 2000),
|
||||
new ItemStack(Items.silicon, 1750), new ItemStack(Items.thorium, 1000),
|
||||
new ItemStack(Items.surgealloy, 500), new ItemStack(Items.phasefabric, 750)
|
||||
);
|
||||
|
||||
|
||||
@@ -16,7 +16,8 @@ import io.anuke.ucore.graphics.Lines;
|
||||
import io.anuke.ucore.util.Mathf;
|
||||
|
||||
public class Blocks extends BlockList implements ContentList{
|
||||
public static Block air, blockpart, spawn, space, metalfloor, deepwater, water, lava, tar, stone, blackstone, dirt, sand, ice, snow, grass, shrub, rock, icerock, blackrock;
|
||||
public static Block air, blockpart, spawn, space, metalfloor, deepwater, water, lava, tar, stone,
|
||||
blackstone, dirt, sand, ice, snow, grass, shrub, rock, icerock, blackrock;
|
||||
|
||||
|
||||
@Override
|
||||
@@ -90,6 +91,7 @@ public class Blocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
lava = new Floor("lava"){{
|
||||
drownTime = 100f;
|
||||
liquidColor = Color.valueOf("ed5334");
|
||||
speedMultiplier = 0.2f;
|
||||
damageTaken = 0.5f;
|
||||
@@ -103,6 +105,7 @@ public class Blocks extends BlockList implements ContentList{
|
||||
}};
|
||||
|
||||
tar = new Floor("tar"){{
|
||||
drownTime = 150f;
|
||||
liquidColor = Color.valueOf("292929");
|
||||
status = StatusEffects.tarred;
|
||||
statusIntensity = 1f;
|
||||
|
||||
@@ -1,10 +1,7 @@
|
||||
package io.anuke.mindustry.core;
|
||||
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.audio.Sound;
|
||||
import com.badlogic.gdx.graphics.Color;
|
||||
import com.badlogic.gdx.utils.ObjectMap;
|
||||
import com.badlogic.gdx.utils.TimeUtils;
|
||||
import io.anuke.mindustry.content.Mechs;
|
||||
import io.anuke.mindustry.core.GameState.State;
|
||||
import io.anuke.mindustry.entities.Player;
|
||||
@@ -42,17 +39,13 @@ import static io.anuke.mindustry.Vars.*;
|
||||
* This class is not created in the headless server.
|
||||
*/
|
||||
public class Control extends Module{
|
||||
/** Minimum period of time between the same sound being played.*/
|
||||
private static final long minSoundPeriod = 100;
|
||||
|
||||
public final Saves saves;
|
||||
public final Unlocks unlocks;
|
||||
|
||||
private Timer timerRPC= new Timer(), timerUnlock = new Timer();
|
||||
private Timer timerRPC = new Timer(), timerUnlock = new Timer();
|
||||
private boolean hiscore = false;
|
||||
private boolean wasPaused = false;
|
||||
private InputHandler[] inputs = {};
|
||||
private ObjectMap<Sound, Long> soundMap = new ObjectMap<>();
|
||||
private Throwable error;
|
||||
|
||||
public Control(){
|
||||
@@ -72,17 +65,6 @@ public class Control extends Module{
|
||||
|
||||
unlocks.load();
|
||||
|
||||
Sounds.setFalloff(9000f);
|
||||
Sounds.setPlayer((sound, volume) -> {
|
||||
long time = TimeUtils.millis();
|
||||
long value = soundMap.get(sound, 0L);
|
||||
|
||||
if(TimeUtils.timeSinceMillis(value) >= minSoundPeriod){
|
||||
threads.runGraphics(() -> sound.play(volume));
|
||||
soundMap.put(sound, time);
|
||||
}
|
||||
});
|
||||
|
||||
DefaultKeybinds.load();
|
||||
|
||||
Settings.defaultList(
|
||||
|
||||
@@ -40,7 +40,6 @@ import io.anuke.ucore.util.Mathf;
|
||||
import io.anuke.ucore.util.Strings;
|
||||
|
||||
import java.io.DataInputStream;
|
||||
import java.io.IOException;
|
||||
import java.io.InputStream;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
@@ -96,26 +95,24 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
t.addImageTextButton("$text.editor.import", "icon-load-map", isize, () ->
|
||||
createDialog("$text.editor.import",
|
||||
"$text.editor.importmap", "$text.editor.importmap.description", "icon-load-map", (Runnable) loadDialog::show,
|
||||
"$text.editor.importfile", "$text.editor.importfile.description", "icon-file", (Runnable) () -> {
|
||||
Platform.instance.showFileChooser("$text.loadimage", "Map Files", file -> {
|
||||
ui.loadGraphics(() -> {
|
||||
try{
|
||||
DataInputStream stream = new DataInputStream(file.read());
|
||||
"$text.editor.importfile", "$text.editor.importfile.description", "icon-file", (Runnable) () ->
|
||||
Platform.instance.showFileChooser("$text.loadimage", "Map Files", file -> ui.loadGraphics(() -> {
|
||||
try{
|
||||
DataInputStream stream = new DataInputStream(file.read());
|
||||
|
||||
MapMeta meta = MapIO.readMapMeta(stream);
|
||||
MapTileData data = MapIO.readTileData(stream, meta, false);
|
||||
MapMeta meta = MapIO.readMapMeta(stream);
|
||||
MapTileData data = MapIO.readTileData(stream, meta, false);
|
||||
|
||||
editor.beginEdit(data, meta.tags, false);
|
||||
view.clearStack();
|
||||
}catch(Exception e){
|
||||
ui.showError(Bundles.format("text.editor.errorimageload", Strings.parseException(e, false)));
|
||||
Log.err(e);
|
||||
}
|
||||
});
|
||||
}, true, mapExtension);
|
||||
},
|
||||
"$text.editor.importimage", "$text.editor.importimage.description", "icon-file-image", (Runnable)() -> {
|
||||
Platform.instance.showFileChooser("$text.loadimage", "Image Files", file -> {
|
||||
editor.beginEdit(data, meta.tags, false);
|
||||
view.clearStack();
|
||||
}catch(Exception e){
|
||||
ui.showError(Bundles.format("text.editor.errorimageload", Strings.parseException(e, false)));
|
||||
Log.err(e);
|
||||
}
|
||||
}), true, mapExtension),
|
||||
|
||||
"$text.editor.importimage", "$text.editor.importimage.description", "icon-file-image", (Runnable)() ->
|
||||
Platform.instance.showFileChooser("$text.loadimage", "Image Files", file ->
|
||||
ui.loadGraphics(() -> {
|
||||
try{
|
||||
MapTileData data = MapIO.readLegacyPixmap(new Pixmap(file));
|
||||
@@ -126,12 +123,11 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
ui.showError(Bundles.format("text.editor.errorimageload", Strings.parseException(e, false)));
|
||||
Log.err(e);
|
||||
}
|
||||
});
|
||||
}, true, "png");
|
||||
}));
|
||||
}), true, "png")
|
||||
));
|
||||
|
||||
t.addImageTextButton("$text.editor.export", "icon-save-map", isize, () -> createDialog("$text.editor.export",
|
||||
"$text.editor.exportfile", "$text.editor.exportfile.description", "icon-file", (Runnable) () -> {
|
||||
"$text.editor.exportfile", "$text.editor.exportfile.description", "icon-file", (Runnable) () ->
|
||||
Platform.instance.showFileChooser("$text.saveimage", "Map Files", file -> {
|
||||
file = file.parent().child(file.nameWithoutExtension() + "." + mapExtension);
|
||||
FileHandle result = file;
|
||||
@@ -147,8 +143,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
Log.err(e);
|
||||
}
|
||||
});
|
||||
}, false, mapExtension);
|
||||
}));
|
||||
}, false, mapExtension)));
|
||||
|
||||
t.row();
|
||||
|
||||
@@ -171,8 +166,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
}
|
||||
});
|
||||
|
||||
loadDialog = new MapLoadDialog(map -> {
|
||||
|
||||
loadDialog = new MapLoadDialog(map ->
|
||||
ui.loadGraphics(() -> {
|
||||
try(DataInputStream stream = new DataInputStream(map.stream.get())){
|
||||
MapMeta meta = MapIO.readMapMeta(stream);
|
||||
@@ -180,12 +174,11 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
|
||||
editor.beginEdit(data, meta.tags, false);
|
||||
view.clearStack();
|
||||
}catch(IOException e){
|
||||
}catch(Exception e){
|
||||
ui.showError(Bundles.format("text.editor.errormapload", Strings.parseException(e, false)));
|
||||
Log.err(e);
|
||||
}
|
||||
});
|
||||
});
|
||||
}));
|
||||
|
||||
setFillParent(true);
|
||||
|
||||
@@ -261,7 +254,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
* 2) icon name
|
||||
* 3) listener
|
||||
*/
|
||||
private FloatingDialog createDialog(String title, Object... arguments){
|
||||
private void createDialog(String title, Object... arguments){
|
||||
FloatingDialog dialog = new FloatingDialog(title);
|
||||
|
||||
float h = 90f;
|
||||
@@ -278,18 +271,15 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
listenable.run();
|
||||
dialog.hide();
|
||||
menu.hide();
|
||||
}).left().get();
|
||||
}).left().margin(0).get();
|
||||
|
||||
button.clearChildren();
|
||||
button.table("button", t -> {
|
||||
t.addImage(iconname).size(16 * 3);
|
||||
t.update(() -> t.background(button.getClickListener().isOver() ? "button-over" : "button"));
|
||||
}).padLeft(-10).padBottom(-3).size(h);
|
||||
button.addImage(iconname).size(16 * 3).padLeft(10);
|
||||
button.table(t -> {
|
||||
t.add(name).growX().wrap();
|
||||
t.row();
|
||||
t.add(description).color(Color.GRAY).growX().wrap();
|
||||
}).growX().padLeft(8);
|
||||
}).growX().pad(10f).padLeft(5);
|
||||
|
||||
button.row();
|
||||
|
||||
@@ -298,8 +288,6 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
|
||||
dialog.addCloseButton();
|
||||
dialog.show();
|
||||
|
||||
return dialog;
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -562,9 +550,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
|
||||
ImageButton button = new ImageButton("white", "clear-toggle");
|
||||
button.clicked(() -> editor.setDrawBlock(block));
|
||||
button.resizeImage(8 * 4f);
|
||||
button.getImageCell().setActor(stack);
|
||||
button.addChild(stack);
|
||||
button.getImage().remove();
|
||||
button.replaceImage(stack);
|
||||
button.update(() -> button.setChecked(editor.getDrawBlock() == block));
|
||||
group.add(button);
|
||||
content.add(button).size(50f);
|
||||
|
||||
@@ -283,9 +283,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
@Override
|
||||
public void drawShadow(float offsetX, float offsetY){
|
||||
float x = snappedX(), y = snappedY();
|
||||
float scl = mech.flying ? 1f : boostHeat/2f;
|
||||
float scl = mech.flying ? 1f : boostHeat / 2f;
|
||||
|
||||
Draw.rect(mech.iconRegion, x + offsetX*scl, y + offsetY*scl, rotation - 90);
|
||||
Draw.rect(mech.iconRegion, x + offsetX * scl, y + offsetY * scl, rotation - 90);
|
||||
}
|
||||
|
||||
@Override
|
||||
@@ -317,9 +317,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
|
||||
for(int i : Mathf.signs){
|
||||
Draw.rect(mech.legRegion,
|
||||
x + Angles.trnsx(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i),
|
||||
y + Angles.trnsy(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i),
|
||||
mech.legRegion.getRegionWidth() * i, mech.legRegion.getRegionHeight() - Mathf.clamp(ft * i, 0, 2), baseRotation - 90 + boostAng * i);
|
||||
x + Angles.trnsx(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i),
|
||||
y + Angles.trnsy(baseRotation, ft * i + boostTrnsY, -boostTrnsX * i),
|
||||
mech.legRegion.getRegionWidth() * i, mech.legRegion.getRegionHeight() - Mathf.clamp(ft * i, 0, 2), baseRotation - 90 + boostAng * i);
|
||||
}
|
||||
|
||||
Draw.rect(mech.baseRegion, x, y, baseRotation - 90);
|
||||
@@ -339,8 +339,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
float tra = rotation - 90, trY = -mech.weapon.getRecoil(this, i > 0) + mech.weaponOffsetY;
|
||||
float w = i > 0 ? -mech.weapon.equipRegion.getRegionWidth() : mech.weapon.equipRegion.getRegionWidth();
|
||||
Draw.rect(mech.weapon.equipRegion,
|
||||
x + Angles.trnsx(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY),
|
||||
y + Angles.trnsy(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), w, mech.weapon.equipRegion.getRegionHeight(), rotation - 90);
|
||||
x + Angles.trnsx(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY),
|
||||
y + Angles.trnsy(tra, (mech.weaponOffsetX + mech.spreadX(this)) * i, trY), w, mech.weapon.equipRegion.getRegionHeight(), rotation - 90);
|
||||
}
|
||||
|
||||
float backTrns = 4f, itemSize = 5f;
|
||||
@@ -352,9 +352,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
float angT = i == 0 ? 0 : Mathf.randomSeedRange(i + 1, 60f);
|
||||
float lenT = i == 0 ? 0 : Mathf.randomSeedRange(i + 2, 1f) - 1f;
|
||||
Draw.rect(stack.item.region,
|
||||
x + Angles.trnsx(rotation + 180f + angT, backTrns + lenT),
|
||||
y + Angles.trnsy(rotation + 180f + angT, backTrns + lenT),
|
||||
itemSize, itemSize, rotation);
|
||||
x + Angles.trnsx(rotation + 180f + angT, backTrns + lenT),
|
||||
y + Angles.trnsy(rotation + 180f + angT, backTrns + lenT),
|
||||
itemSize, itemSize, rotation);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -365,7 +365,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
public void drawStats(){
|
||||
float x = snappedX(), y = snappedY();
|
||||
|
||||
Draw.color(Color.BLACK, team.color, healthf() + Mathf.absin(Timers.time(), healthf()*5f, 1f - healthf()));
|
||||
Draw.color(Color.BLACK, team.color, healthf() + Mathf.absin(Timers.time(), healthf() * 5f, 1f - healthf()));
|
||||
Draw.alpha(hitTime / hitDuration);
|
||||
Draw.rect(getPowerCellRegion(), x + Angles.trnsx(rotation, mech.cellTrnsY, 0f), y + Angles.trnsy(rotation, mech.cellTrnsY, 0f), rotation - 90);
|
||||
Draw.color();
|
||||
@@ -380,7 +380,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
if(mech.flying || boostHeat > 0.001f){
|
||||
float wobblyness = 0.6f;
|
||||
if(!state.isPaused()) trail.update(x + Angles.trnsx(rotation + 180f, 5f) + Mathf.range(wobblyness),
|
||||
y + Angles.trnsy(rotation + 180f, 5f) + Mathf.range(wobblyness));
|
||||
y + Angles.trnsy(rotation + 180f, 5f) + Mathf.range(wobblyness));
|
||||
trail.draw(Hue.mix(mech.trailColor, mech.trailColorTo, mech.flying ? 0f : boostHeat, Tmp.c1), 5f * (isFlying() ? 1f : boostHeat));
|
||||
}else{
|
||||
trail.clear();
|
||||
@@ -422,7 +422,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
Core.font.setUseIntegerPositions(ints);
|
||||
}
|
||||
|
||||
/**Draw all current build requests. Does not draw the beam effect, only the positions.*/
|
||||
/** Draw all current build requests. Does not draw the beam effect, only the positions. */
|
||||
public void drawBuildRequests(){
|
||||
for(BuildRequest request : getPlaceQueue()){
|
||||
if(getCurrentRequest() == request) continue;
|
||||
@@ -438,16 +438,16 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
float rad = Mathf.absin(Timers.time(), 7f, 1f) + block.size * tilesize / 2f - 1;
|
||||
|
||||
Lines.square(
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset() - 1,
|
||||
rad);
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset() - 1,
|
||||
rad);
|
||||
|
||||
Draw.color(Palette.remove);
|
||||
|
||||
Lines.square(
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset(),
|
||||
rad);
|
||||
request.x * tilesize + block.offset(),
|
||||
request.y * tilesize + block.offset(),
|
||||
rad);
|
||||
}else{
|
||||
//draw place request
|
||||
Lines.stroke(2f);
|
||||
@@ -457,16 +457,16 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
float rad = Mathf.absin(Timers.time(), 7f, 1f) - 2f + request.recipe.result.size * tilesize / 2f;
|
||||
|
||||
Lines.square(
|
||||
request.x * tilesize + request.recipe.result.offset(),
|
||||
request.y * tilesize + request.recipe.result.offset() - 1,
|
||||
rad);
|
||||
request.x * tilesize + request.recipe.result.offset(),
|
||||
request.y * tilesize + request.recipe.result.offset() - 1,
|
||||
rad);
|
||||
|
||||
Draw.color(Palette.accent);
|
||||
|
||||
Lines.square(
|
||||
request.x * tilesize + request.recipe.result.offset(),
|
||||
request.y * tilesize + request.recipe.result.offset(),
|
||||
rad);
|
||||
request.x * tilesize + request.recipe.result.offset(),
|
||||
request.y * tilesize + request.recipe.result.offset(),
|
||||
rad);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -601,9 +601,10 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
|
||||
float xa = Inputs.getAxis(section, "move_x");
|
||||
float ya = Inputs.getAxis(section, "move_y");
|
||||
|
||||
movement.y += ya * speed;
|
||||
movement.x += xa * speed;
|
||||
if(!Inputs.keyDown("gridMode")){
|
||||
movement.y += ya * speed;
|
||||
movement.x += xa * speed;
|
||||
}
|
||||
|
||||
Vector2 vec = Graphics.world(control.input(playerIndex).getMouseX(), control.input(playerIndex).getMouseY());
|
||||
pointerX = vec.x;
|
||||
@@ -695,8 +696,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
getHitbox(rect);
|
||||
rect.x -= expansion;
|
||||
rect.y -= expansion;
|
||||
rect.width += expansion*2f;
|
||||
rect.height += expansion*2f;
|
||||
rect.width += expansion * 2f;
|
||||
rect.height += expansion * 2f;
|
||||
|
||||
isBoosting = EntityQuery.collisions().overlapsTile(rect) || distanceTo(targetX, targetY) > 85f;
|
||||
|
||||
@@ -733,7 +734,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
if(target != null && distanceTo(target) > getWeapon().getAmmo().getRange()){
|
||||
target = null;
|
||||
}else if(target != null){
|
||||
target = ((Tile)target).entity;
|
||||
target = ((Tile) target).entity;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -742,14 +743,14 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
}
|
||||
}
|
||||
}else if(target.isValid() || (target instanceof TileEntity && ((TileEntity) target).damaged() && target.getTeam() == team &&
|
||||
mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){
|
||||
mech.canHeal && distanceTo(target) < getWeapon().getAmmo().getRange())){
|
||||
//rotate toward and shoot the target
|
||||
if(mech.turnCursor){
|
||||
rotation = Mathf.slerpDelta(rotation, angleTo(target), 0.2f);
|
||||
}
|
||||
|
||||
Vector2 intercept =
|
||||
Predict.intercept(x, y, target.getX(), target.getY(), target.getVelocity().x - velocity.x, target.getVelocity().y - velocity.y, getWeapon().getAmmo().bullet.speed);
|
||||
Predict.intercept(x, y, target.getX(), target.getY(), target.getVelocity().x - velocity.x, target.getVelocity().y - velocity.y, getWeapon().getAmmo().bullet.speed);
|
||||
|
||||
pointerX = intercept.x;
|
||||
pointerY = intercept.y;
|
||||
@@ -760,7 +761,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
|
||||
}else if(isShooting()){
|
||||
Vector2 vec = Graphics.world(control.input(playerIndex).getMouseX(),
|
||||
control.input(playerIndex).getMouseY());
|
||||
control.input(playerIndex).getMouseY());
|
||||
pointerX = vec.x;
|
||||
pointerY = vec.y;
|
||||
|
||||
@@ -773,7 +774,7 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
|
||||
//region utility methods
|
||||
|
||||
/** Resets all values of the player.*/
|
||||
/** Resets all values of the player. */
|
||||
public void reset(){
|
||||
resetNoAdd();
|
||||
|
||||
@@ -787,6 +788,8 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
|
||||
placeQueue.clear();
|
||||
dead = true;
|
||||
trail.clear();
|
||||
target = null;
|
||||
moveTarget = null;
|
||||
carrier = null;
|
||||
health = maxHealth();
|
||||
boostHeat = drownTime = hitTime = 0f;
|
||||
|
||||
@@ -2,6 +2,7 @@ package io.anuke.mindustry.entities.traits;
|
||||
|
||||
import com.badlogic.gdx.Gdx;
|
||||
import com.badlogic.gdx.graphics.Color;
|
||||
import com.badlogic.gdx.utils.Array;
|
||||
import com.badlogic.gdx.utils.Queue;
|
||||
import io.anuke.mindustry.Vars;
|
||||
import io.anuke.mindustry.content.blocks.Blocks;
|
||||
@@ -29,9 +30,7 @@ import io.anuke.ucore.graphics.Fill;
|
||||
import io.anuke.ucore.graphics.Lines;
|
||||
import io.anuke.ucore.graphics.Shapes;
|
||||
import io.anuke.ucore.util.Angles;
|
||||
import io.anuke.ucore.util.Geometry;
|
||||
import io.anuke.ucore.util.Mathf;
|
||||
import io.anuke.ucore.util.Translator;
|
||||
|
||||
import java.io.DataInput;
|
||||
import java.io.DataOutput;
|
||||
@@ -47,6 +46,7 @@ public interface BuilderTrait extends Entity{
|
||||
//these are not instance variables!
|
||||
float placeDistance = 150f;
|
||||
float mineDistance = 70f;
|
||||
Array<BuildRequest> removal = new Array<>();
|
||||
|
||||
/**Returns the queue for storing build requests.*/
|
||||
Queue<BuildRequest> getPlaceQueue();
|
||||
@@ -171,6 +171,23 @@ public interface BuilderTrait extends Entity{
|
||||
* This includes mining.
|
||||
*/
|
||||
default void updateBuilding(Unit unit){
|
||||
//remove already completed build requests
|
||||
removal.clear();
|
||||
for(BuildRequest req : getPlaceQueue()){
|
||||
removal.add(req);
|
||||
}
|
||||
|
||||
getPlaceQueue().clear();
|
||||
|
||||
for(BuildRequest request : removal){
|
||||
if(!((request.breaking && world.tile(request.x, request.y).block() == Blocks.air) ||
|
||||
(!request.breaking &&
|
||||
(world.tile(request.x, request.y).getRotation() == request.rotation || !request.recipe.result.rotate)
|
||||
&& world.tile(request.x, request.y).block() == request.recipe.result))){
|
||||
getPlaceQueue().addLast(request);
|
||||
}
|
||||
}
|
||||
|
||||
BuildRequest current = getCurrentRequest();
|
||||
|
||||
//update mining here
|
||||
@@ -373,5 +390,18 @@ public interface BuilderTrait extends Entity{
|
||||
this.recipe = Recipe.getByResult(world.tile(x, y).block());
|
||||
this.breaking = true;
|
||||
}
|
||||
|
||||
@Override
|
||||
public String toString(){
|
||||
return "BuildRequest{" +
|
||||
"x=" + x +
|
||||
", y=" + y +
|
||||
", rotation=" + rotation +
|
||||
", recipe=" + recipe +
|
||||
", breaking=" + breaking +
|
||||
", progress=" + progress +
|
||||
", initialized=" + initialized +
|
||||
'}';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,7 +76,7 @@ public abstract class BaseUnit extends Unit implements ShooterTrait{
|
||||
Effects.effect(ExplosionFx.explosion, unit);
|
||||
Effects.shake(2f, 2f, unit);
|
||||
|
||||
//must run afterwards so the unit's group is not null
|
||||
//must run afterwards so the unit's group is not null when sending the removal packet
|
||||
threads.runDelay(unit::remove);
|
||||
}
|
||||
|
||||
|
||||
@@ -22,8 +22,7 @@ import java.io.DataInput;
|
||||
import java.io.DataOutput;
|
||||
import java.io.IOException;
|
||||
|
||||
import static io.anuke.mindustry.Vars.headless;
|
||||
import static io.anuke.mindustry.Vars.players;
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class AlphaDrone extends FlyingUnit {
|
||||
static final float followDistance = 80f;
|
||||
@@ -62,7 +61,7 @@ public class AlphaDrone extends FlyingUnit {
|
||||
}
|
||||
}
|
||||
|
||||
if(!leader.isShooting && distanceTo(leader) < 8f){
|
||||
if(!leader.isShooting && distanceTo(leader) < 7f){
|
||||
Call.onAlphaDroneFade(AlphaDrone.this);
|
||||
}
|
||||
}
|
||||
@@ -71,8 +70,9 @@ public class AlphaDrone extends FlyingUnit {
|
||||
@Remote(called = Loc.server)
|
||||
public static void onAlphaDroneFade(BaseUnit drone){
|
||||
if(drone == null) return;
|
||||
drone.remove();
|
||||
Effects.effect(UnitFx.pickup, drone);
|
||||
//must run afterwards so the unit's group is not null when sending the removal packet
|
||||
threads.runDelay(drone::remove);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -352,7 +352,7 @@ public class Drone extends FlyingUnit implements BuilderTrait{
|
||||
|
||||
@Override
|
||||
public boolean canCreateBlocks(){
|
||||
return false;
|
||||
return true;
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -17,6 +17,8 @@ import io.anuke.ucore.util.Strings;
|
||||
import io.anuke.ucore.util.ThreadArray;
|
||||
|
||||
import java.io.IOException;
|
||||
import java.text.SimpleDateFormat;
|
||||
import java.util.Date;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
@@ -186,8 +188,12 @@ public class Saves{
|
||||
return Strings.formatMillis(current == this ? totalPlaytime : meta.timePlayed);
|
||||
}
|
||||
|
||||
public long getTimestamp(){
|
||||
return meta.timestamp;
|
||||
}
|
||||
|
||||
public String getDate(){
|
||||
return meta.date;
|
||||
return SimpleDateFormat.getDateTimeInstance().format(new Date(meta.timestamp));
|
||||
}
|
||||
|
||||
public Map getMap(){
|
||||
|
||||
@@ -65,6 +65,7 @@ public class Unlocks{
|
||||
save();
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public void load(){
|
||||
unlocked = Settings.getObject("unlockset", ObjectMap.class, ObjectMap::new);
|
||||
}
|
||||
|
||||
@@ -25,6 +25,8 @@ public class DefaultKeybinds{
|
||||
"rotate", new Axis(Input.SCROLL),
|
||||
"dash", Input.SHIFT_LEFT,
|
||||
"drop_unit", Input.SHIFT_LEFT,
|
||||
"gridMode", Input.CONTROL_LEFT,
|
||||
"gridModeShift", Input.SHIFT_LEFT,
|
||||
new Category("view"),
|
||||
"zoom_hold", Input.CONTROL_LEFT,
|
||||
"zoom", new Axis(Input.SCROLL),
|
||||
|
||||
@@ -215,10 +215,10 @@ public class DesktopInput extends InputHandler{
|
||||
}else if(selected != null){
|
||||
//only begin shooting if there's no cursor event
|
||||
if (!tileTapped(selected) && !tryTapPlayer(Graphics.mouseWorld().x, Graphics.mouseWorld().y) && player.getPlaceQueue().size == 0 && !droppingItem &&
|
||||
!tryBeginMine(selected) && player.getMineTile() == null) {
|
||||
!tryBeginMine(selected) && player.getMineTile() == null && !ui.chatfrag.chatOpen()) {
|
||||
player.isShooting = true;
|
||||
}
|
||||
}else{ //if it's out of bounds, shooting is just fine
|
||||
}else if(!ui.chatfrag.chatOpen()){ //if it's out of bounds, shooting is just fine
|
||||
player.isShooting = true;
|
||||
}
|
||||
}else if(Inputs.keyTap(section, "deselect") && (recipe != null || mode != none || player.isBuilding()) &&
|
||||
|
||||
@@ -14,7 +14,7 @@ import java.util.zip.InflaterInputStream;
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class SaveIO{
|
||||
public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58);
|
||||
public static final IntArray breakingVersions = IntArray.with(47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 63);
|
||||
public static final IntMap<SaveFileVersion> versions = new IntMap<>();
|
||||
public static final Array<SaveFileVersion> versionArray = Array.with(
|
||||
new Save16()
|
||||
|
||||
@@ -4,15 +4,12 @@ import io.anuke.mindustry.game.Difficulty;
|
||||
import io.anuke.mindustry.game.GameMode;
|
||||
import io.anuke.mindustry.maps.Map;
|
||||
|
||||
import java.text.SimpleDateFormat;
|
||||
import java.util.Date;
|
||||
|
||||
import static io.anuke.mindustry.Vars.world;
|
||||
|
||||
public class SaveMeta{
|
||||
public int version;
|
||||
public int build;
|
||||
public String date;
|
||||
public long timestamp;
|
||||
public long timePlayed;
|
||||
public int sector;
|
||||
public GameMode mode;
|
||||
@@ -20,10 +17,10 @@ public class SaveMeta{
|
||||
public int wave;
|
||||
public Difficulty difficulty;
|
||||
|
||||
public SaveMeta(int version, long date, long timePlayed, int build, int sector, int mode, String map, int wave, Difficulty difficulty){
|
||||
public SaveMeta(int version, long timestamp, long timePlayed, int build, int sector, int mode, String map, int wave, Difficulty difficulty){
|
||||
this.version = version;
|
||||
this.build = build;
|
||||
this.date = SimpleDateFormat.getDateTimeInstance().format(new Date(date));
|
||||
this.timestamp = timestamp;
|
||||
this.timePlayed = timePlayed;
|
||||
this.sector = sector;
|
||||
this.mode = GameMode.values()[mode];
|
||||
|
||||
@@ -86,6 +86,10 @@ public class Sectors{
|
||||
return grid.get(Bits.getLeftShort(position), Bits.getRightShort(position));
|
||||
}
|
||||
|
||||
public Iterable<Sector> getSectors(){
|
||||
return grid.values();
|
||||
}
|
||||
|
||||
public Difficulty getDifficulty(Sector sector){
|
||||
if(sector.difficulty == 0){
|
||||
return Difficulty.hard;
|
||||
@@ -150,6 +154,7 @@ public class Sectors{
|
||||
save();
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public void load(){
|
||||
for(Sector sector : grid.values()){
|
||||
sector.texture.dispose();
|
||||
|
||||
@@ -261,6 +261,7 @@ public class Administration{
|
||||
Settings.save();
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
private void load(){
|
||||
playerInfo = Settings.getObject("player-info", ObjectMap.class, ObjectMap::new);
|
||||
bannedIPs = Settings.getObject("banned-ips", Array.class, Array::new);
|
||||
|
||||
@@ -25,11 +25,11 @@ import java.io.IOException;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public class Net{
|
||||
private static boolean server;
|
||||
private static boolean active;
|
||||
private static boolean clientLoaded;
|
||||
private static String lastIP;
|
||||
private static Array<Object> packetQueue = new Array<>();
|
||||
private static ObjectMap<Class<?>, Consumer> clientListeners = new ObjectMap<>();
|
||||
private static ObjectMap<Class<?>, BiConsumer<Integer, Object>> serverListeners = new ObjectMap<>();
|
||||
@@ -106,7 +106,6 @@ public class Net{
|
||||
*/
|
||||
public static void connect(String ip, int port, Runnable success){
|
||||
try{
|
||||
lastIP = ip + ":" + port;
|
||||
if(!active){
|
||||
clientProvider.connect(ip, port, success);
|
||||
active = true;
|
||||
@@ -119,11 +118,6 @@ public class Net{
|
||||
}
|
||||
}
|
||||
|
||||
/**Returns the last IP connected to.*/
|
||||
public static String getLastIP() {
|
||||
return lastIP;
|
||||
}
|
||||
|
||||
/**
|
||||
* Host a server at an address.
|
||||
*/
|
||||
|
||||
@@ -11,7 +11,7 @@ public class ItemImage extends Stack{
|
||||
|
||||
public ItemImage(TextureRegion region, Supplier<CharSequence> text){
|
||||
Table t = new Table().left().bottom();
|
||||
t.label(text);
|
||||
t.label(text).name("item-label");
|
||||
|
||||
add(new Image(region));
|
||||
add(t);
|
||||
@@ -22,7 +22,7 @@ public class ItemImage extends Stack{
|
||||
|
||||
if(stack.amount != 0){
|
||||
Table t = new Table().left().bottom();
|
||||
t.add(stack.amount + "");
|
||||
t.add(stack.amount + "").name("item-label");
|
||||
add(t);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,21 +12,15 @@ public class MenuButton extends TextButton{
|
||||
|
||||
public MenuButton(String icon, String text, String description, Runnable clicked){
|
||||
super("default");
|
||||
float s = 66f;
|
||||
|
||||
clicked(clicked);
|
||||
|
||||
clearChildren();
|
||||
|
||||
margin(0);
|
||||
|
||||
table(t -> {
|
||||
t.addImage(icon).size(14 * 3);
|
||||
t.update(() -> t.setBackground(getClickListener().isVisualPressed() ? "button-down" : getClickListener().isOver() ? "button-over" : "button"));
|
||||
}).size(s - 5, s);
|
||||
t.addImage(icon).size(14 * 3).padLeft(6);
|
||||
|
||||
|
||||
table(t -> {
|
||||
t.add(text).wrap().growX().get().setAlignment(Align.center, Align.left);
|
||||
if(description != null){
|
||||
t.row();
|
||||
|
||||
@@ -9,20 +9,16 @@ import io.anuke.ucore.graphics.Draw;
|
||||
import io.anuke.ucore.scene.Element;
|
||||
import io.anuke.ucore.scene.event.InputEvent;
|
||||
import io.anuke.ucore.scene.event.InputListener;
|
||||
import io.anuke.ucore.scene.ui.layout.Table;
|
||||
import io.anuke.ucore.scene.ui.layout.Container;
|
||||
|
||||
import static io.anuke.mindustry.Vars.*;
|
||||
|
||||
public class Minimap extends Table{
|
||||
public class Minimap extends Container<Element>{
|
||||
|
||||
public Minimap(){
|
||||
super("pane");
|
||||
super(new Element(){
|
||||
TextureRegion r = new TextureRegion();
|
||||
|
||||
margin(5);
|
||||
|
||||
TextureRegion r = new TextureRegion();
|
||||
|
||||
Element elem = new Element(){
|
||||
@Override
|
||||
public void draw(){
|
||||
if(renderer.minimap.getRegion() == null) return;
|
||||
@@ -57,7 +53,12 @@ public class Minimap extends Table{
|
||||
renderer.fog.getTexture().setFilter(TextureFilter.Linear, TextureFilter.Linear);
|
||||
}
|
||||
}
|
||||
};
|
||||
});
|
||||
|
||||
background("pane");
|
||||
|
||||
size(140f);
|
||||
margin(5f);
|
||||
|
||||
addListener(new InputListener(){
|
||||
public boolean scrolled(InputEvent event, float x, float y, int amount){
|
||||
@@ -66,7 +67,7 @@ public class Minimap extends Table{
|
||||
}
|
||||
});
|
||||
|
||||
elem.update(() -> {
|
||||
update(() -> {
|
||||
|
||||
Element e = Core.scene.hit(Graphics.mouse().x, Graphics.mouse().y, true);
|
||||
if(e != null && e.isDescendantOf(this)){
|
||||
@@ -75,7 +76,5 @@ public class Minimap extends Table{
|
||||
Core.scene.setScrollFocus(null);
|
||||
}
|
||||
});
|
||||
|
||||
add(elem).size(140f, 140f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -279,9 +279,7 @@ public class JoinDialog extends FloatingDialog{
|
||||
button.left();
|
||||
button.row();
|
||||
button.add("[lightgray]" + (host.players != 1 ? Bundles.format("text.players", host.players) :
|
||||
Bundles.format("text.players.single", host.players)));
|
||||
button.row();
|
||||
button.add("[lightgray]" + host.address).pad(4).left();
|
||||
Bundles.format("text.players.single", host.players))).padBottom(5);
|
||||
}
|
||||
|
||||
void connect(String ip, int port){
|
||||
@@ -310,6 +308,7 @@ public class JoinDialog extends FloatingDialog{
|
||||
return UIUtils.portrait() ? 350f : 500f;
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
private void loadServers(){
|
||||
servers = Settings.getObject("server-list", Array.class, Array::new);
|
||||
}
|
||||
|
||||
@@ -159,6 +159,26 @@ public class SectorsDialog extends FloatingDialog{
|
||||
});
|
||||
|
||||
clicked(() -> clicked = true);
|
||||
|
||||
this.focus();
|
||||
}
|
||||
|
||||
private void focus(){
|
||||
Sector focusSector = null;
|
||||
long newestTimestamp = 0;
|
||||
for(Sector sector : world.sectors.getSectors()){
|
||||
if(sector.hasSave()){
|
||||
long timestamp = sector.getSave().getTimestamp();
|
||||
if(timestamp > newestTimestamp){
|
||||
focusSector = sector;
|
||||
newestTimestamp = timestamp;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(focusSector != null) {
|
||||
panX = (focusSector.x + 0.5f) * sectorSize;
|
||||
panY = (focusSector.y + 0.5f) * sectorSize;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -109,7 +109,7 @@ public class HudFragment extends Fragment{
|
||||
}
|
||||
|
||||
cont.update(() -> {
|
||||
if(Inputs.keyTap("toggle_menus") && !ui.chatfrag.chatOpen()){
|
||||
if(!Inputs.keyDown("gridMode") && Inputs.keyTap("toggle_menus") && !ui.chatfrag.chatOpen()){
|
||||
toggleMenus();
|
||||
}
|
||||
});
|
||||
@@ -139,7 +139,7 @@ public class HudFragment extends Fragment{
|
||||
if(Net.hasClient()){
|
||||
t.label(() -> ping.get(Net.getPing())).visible(Net::client).colspan(2);
|
||||
}
|
||||
}).size(-1).visible(() -> Settings.getBool("fps")).update(t -> t.setTranslation(0, (!waves.isVisible() ? wavetable.getHeight() : Math.min(wavetable.getTranslation().y, wavetable.getHeight())) )).get();
|
||||
}).size(-1).visible(() -> Settings.getBool("fps")).update(t -> t.setTranslation(0, (!waves.isVisible() ? wavetable.getHeight() : Math.min(wavetable.getTranslation().y, wavetable.getHeight())))).get();
|
||||
|
||||
//make wave box appear below rest of menu
|
||||
if(mobile){
|
||||
@@ -149,7 +149,7 @@ public class HudFragment extends Fragment{
|
||||
|
||||
//minimap
|
||||
parent.fill(t -> t.top().right().add(new Minimap())
|
||||
.visible(() -> !state.is(State.menu) && Settings.getBool("minimap")));
|
||||
.visible(() -> !state.is(State.menu) && Settings.getBool("minimap")));
|
||||
|
||||
//paused table
|
||||
parent.fill(t -> {
|
||||
@@ -198,7 +198,7 @@ public class HudFragment extends Fragment{
|
||||
return coreAttackOpacity > 0;
|
||||
});
|
||||
t.table("button", top -> top.add("$text.coreattack").pad(2)
|
||||
.update(label -> label.setColor(Hue.mix(Color.ORANGE, Color.SCARLET, Mathf.absin(Timers.time(), 2f, 1f)))));
|
||||
.update(label -> label.setColor(Hue.mix(Color.ORANGE, Color.SCARLET, Mathf.absin(Timers.time(), 2f, 1f)))));
|
||||
});
|
||||
|
||||
//'saving' indicator
|
||||
@@ -218,7 +218,7 @@ public class HudFragment extends Fragment{
|
||||
}
|
||||
});
|
||||
table.margin(12);
|
||||
table.addImage("icon-check").size(16*2).pad(3);
|
||||
table.addImage("icon-check").size(16 * 2).pad(3);
|
||||
table.add(text).wrap().width(280f).get().setAlignment(Align.center, Align.center);
|
||||
table.pack();
|
||||
|
||||
@@ -231,7 +231,7 @@ public class HudFragment extends Fragment{
|
||||
Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.removeActor())));
|
||||
}
|
||||
|
||||
/**Show unlock notification for a new recipe.*/
|
||||
/** Show unlock notification for a new recipe. */
|
||||
public void showUnlock(Recipe recipe){
|
||||
|
||||
//if there's currently no unlock notification...
|
||||
@@ -268,11 +268,11 @@ public class HudFragment extends Fragment{
|
||||
container.top().add(table);
|
||||
container.setTranslation(0, table.getPrefHeight());
|
||||
container.actions(Actions.translateBy(0, -table.getPrefHeight(), 1f, Interpolation.fade), Actions.delay(4f),
|
||||
//nesting actions() calls is necessary so the right prefHeight() is used
|
||||
Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.run(() -> {
|
||||
lastUnlockTable = null;
|
||||
lastUnlockLayout = null;
|
||||
}), Actions.removeActor())));
|
||||
//nesting actions() calls is necessary so the right prefHeight() is used
|
||||
Actions.run(() -> container.actions(Actions.translateBy(0, table.getPrefHeight(), 1f, Interpolation.fade), Actions.run(() -> {
|
||||
lastUnlockTable = null;
|
||||
lastUnlockLayout = null;
|
||||
}), Actions.removeActor())));
|
||||
|
||||
lastUnlockTable = container;
|
||||
lastUnlockLayout = in;
|
||||
|
||||
@@ -3,6 +3,7 @@ package io.anuke.mindustry.ui.fragments;
|
||||
import com.badlogic.gdx.graphics.Color;
|
||||
import com.badlogic.gdx.math.Interpolation;
|
||||
import com.badlogic.gdx.math.Vector2;
|
||||
import com.badlogic.gdx.utils.Array;
|
||||
import io.anuke.mindustry.core.GameState.State;
|
||||
import io.anuke.mindustry.entities.TileEntity;
|
||||
import io.anuke.mindustry.game.EventType.WorldLoadGraphicsEvent;
|
||||
@@ -17,6 +18,8 @@ import io.anuke.mindustry.world.Tile;
|
||||
import io.anuke.mindustry.world.blocks.OreBlock;
|
||||
import io.anuke.ucore.core.Events;
|
||||
import io.anuke.ucore.core.Graphics;
|
||||
import io.anuke.ucore.core.Inputs;
|
||||
import io.anuke.ucore.input.Input;
|
||||
import io.anuke.ucore.scene.Group;
|
||||
import io.anuke.ucore.scene.actions.Actions;
|
||||
import io.anuke.ucore.scene.event.Touchable;
|
||||
@@ -38,6 +41,19 @@ public class PlacementFragment extends Fragment{
|
||||
boolean shown = true;
|
||||
boolean lastGround;
|
||||
|
||||
//TODO make this configurable
|
||||
final Input[] inputGrid = {
|
||||
Input.NUM_1, Input.NUM_2, Input.NUM_3, Input.NUM_4,
|
||||
Input.Q, Input.W, Input.E, Input.R,
|
||||
Input.A, Input.S, Input.D, Input.F,
|
||||
Input.Z, Input.X, Input.C, Input.V
|
||||
}, inputCatGrid = {
|
||||
Input.NUM_1, Input.NUM_2,
|
||||
Input.Q, Input.W,
|
||||
Input.A, Input.S,
|
||||
Input.Z, Input.X, Input.C, Input.V
|
||||
};
|
||||
|
||||
public PlacementFragment(){
|
||||
Events.on(WorldLoadGraphicsEvent.class, event -> {
|
||||
currentCategory = Category.turret;
|
||||
@@ -47,6 +63,42 @@ public class PlacementFragment extends Fragment{
|
||||
});
|
||||
}
|
||||
|
||||
boolean gridUpdate(InputHandler input){
|
||||
if(!Inputs.keyDown("gridMode") || ui.chatfrag.chatOpen()) return false;
|
||||
if(Inputs.keyDown("gridModeShift")){ //select category
|
||||
int i = 0;
|
||||
for(Input key : inputCatGrid){
|
||||
if(Inputs.keyDown(key)){
|
||||
input.recipe = Recipe.getByCategory(Category.values()[i]).first();
|
||||
currentCategory = input.recipe.category;
|
||||
}
|
||||
i++;
|
||||
}
|
||||
return true;
|
||||
}else if(Inputs.keyDown("select")){ //mouse eyedropper select
|
||||
Tile tile = world.tileWorld(Graphics.mouseWorld().x, Graphics.mouseWorld().y);
|
||||
|
||||
if(tile != null){
|
||||
tile = tile.target();
|
||||
Recipe tryRecipe = Recipe.getByResult(tile.block());
|
||||
if(tryRecipe != null && control.unlocks.isUnlocked(tryRecipe)){
|
||||
input.recipe = tryRecipe;
|
||||
currentCategory = input.recipe.category;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}else{ //select block
|
||||
int i = 0;
|
||||
Array<Recipe> recipes = Recipe.getByCategory(currentCategory);
|
||||
for(Input key : inputGrid){
|
||||
if(Inputs.keyDown(key))
|
||||
input.recipe = (i < recipes.size && control.unlocks.isUnlocked(recipes.get(i))) ? recipes.get(i) : null;
|
||||
i++;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void build(Group parent){
|
||||
parent.fill(full -> {
|
||||
@@ -74,7 +126,7 @@ public class PlacementFragment extends Fragment{
|
||||
|
||||
boolean[] unlocked = {false};
|
||||
|
||||
ImageButton button = blockTable.addImageButton("icon-locked", "select", 8*4, () -> {
|
||||
ImageButton button = blockTable.addImageButton("icon-locked", "select", 8 * 4, () -> {
|
||||
if(control.unlocks.isUnlocked(recipe)){
|
||||
input.recipe = input.recipe == recipe ? null : recipe;
|
||||
}
|
||||
@@ -111,8 +163,8 @@ public class PlacementFragment extends Fragment{
|
||||
frame.table("button-edge-2", top -> {
|
||||
topTable = top;
|
||||
top.add(new Table()).growX().update(topTable -> {
|
||||
if((tileDisplayBlock() == null && lastDisplay == getSelected() && !lastGround) ||
|
||||
(tileDisplayBlock() != null && lastDisplay == tileDisplayBlock() && lastGround)) return;
|
||||
if((tileDisplayBlock() == null && lastDisplay == getSelected() && !lastGround) || (tileDisplayBlock() != null && lastDisplay == tileDisplayBlock() && lastGround))
|
||||
return;
|
||||
|
||||
topTable.clear();
|
||||
topTable.top().left().margin(5);
|
||||
@@ -123,14 +175,14 @@ public class PlacementFragment extends Fragment{
|
||||
if(lastDisplay != null){ //show selected recipe
|
||||
topTable.table(header -> {
|
||||
header.left();
|
||||
header.add(new ImageStack(lastDisplay.getCompactIcon())).size(8*4);
|
||||
header.add(new ImageStack(lastDisplay.getCompactIcon())).size(8 * 4);
|
||||
header.labelWrap(() ->
|
||||
!control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay)) ? Bundles.get("text.blocks.unknown") : lastDisplay.formalName)
|
||||
.left().width(190f).padLeft(5);
|
||||
!control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay)) ? Bundles.get("text.blocks.unknown") : lastDisplay.formalName)
|
||||
.left().width(190f).padLeft(5);
|
||||
header.add().growX();
|
||||
if(control.unlocks.isUnlocked(Recipe.getByResult(lastDisplay))){
|
||||
header.addButton("?", "clear-partial", () -> ui.content.show(Recipe.getByResult(lastDisplay)))
|
||||
.size(8 * 5).padTop(-5).padRight(-5).right().grow();
|
||||
.size(8 * 5).padTop(-5).padRight(-5).right().grow();
|
||||
}
|
||||
}).growX().left();
|
||||
topTable.row();
|
||||
@@ -141,7 +193,7 @@ public class PlacementFragment extends Fragment{
|
||||
for(ItemStack stack : Recipe.getByResult(lastDisplay).requirements){
|
||||
req.table(line -> {
|
||||
line.left();
|
||||
line.addImage(stack.item.region).size(8*2);
|
||||
line.addImage(stack.item.region).size(8 * 2);
|
||||
line.add(stack.item.localizedName()).color(Color.LIGHT_GRAY).padLeft(2).left();
|
||||
line.labelWrap(() -> {
|
||||
TileEntity core = players[0].getClosestCore();
|
||||
@@ -159,13 +211,13 @@ public class PlacementFragment extends Fragment{
|
||||
|
||||
}else if(tileDisplayBlock() != null){ //show selected tile
|
||||
lastDisplay = tileDisplayBlock();
|
||||
topTable.add(new ImageStack(lastDisplay.getDisplayIcon(hoverTile))).size(8*4);
|
||||
topTable.add(new ImageStack(lastDisplay.getDisplayIcon(hoverTile))).size(8 * 4);
|
||||
topTable.labelWrap(lastDisplay.getDisplayName(hoverTile)).left().width(190f).padLeft(5);
|
||||
}
|
||||
});
|
||||
}).colspan(3).fillX().visible(() -> getSelected() != null || tileDisplayBlock() != null).touchable(Touchable.enabled);
|
||||
frame.row();
|
||||
frame.addImage("blank").color(Palette.accent).colspan(3).height(3*2).growX();
|
||||
frame.addImage("blank").color(Palette.accent).colspan(3).height(3 * 2).growX();
|
||||
frame.row();
|
||||
frame.table("pane-2", blocksSelect -> {
|
||||
blocksSelect.margin(4).marginTop(0);
|
||||
@@ -181,21 +233,24 @@ public class PlacementFragment extends Fragment{
|
||||
for(Category cat : Category.values()){
|
||||
if(Recipe.getByCategory(cat).isEmpty()) continue;
|
||||
|
||||
categories.addImageButton("icon-" + cat.name(), "clear-toggle", 16*2, () -> {
|
||||
categories.addImageButton("icon-" + cat.name(), "clear-toggle", 16 * 2, () -> {
|
||||
currentCategory = cat;
|
||||
rebuildCategory.run();
|
||||
}).group(group).update(i -> i.setChecked(currentCategory == cat));
|
||||
|
||||
if(cat.ordinal() %2 == 1) categories.row();
|
||||
if(cat.ordinal() % 2 == 1) categories.row();
|
||||
}
|
||||
}).touchable(Touchable.enabled);
|
||||
|
||||
rebuildCategory.run();
|
||||
frame.update(() -> {
|
||||
if(gridUpdate(input)) rebuildCategory.run();
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/**Returns the currently displayed block in the top box.*/
|
||||
/** Returns the currently displayed block in the top box. */
|
||||
Block getSelected(){
|
||||
Block toDisplay = null;
|
||||
|
||||
@@ -226,12 +281,12 @@ public class PlacementFragment extends Fragment{
|
||||
return toDisplay;
|
||||
}
|
||||
|
||||
/**Returns the block currently being hovered over in the world.*/
|
||||
/** Returns the block currently being hovered over in the world. */
|
||||
Block tileDisplayBlock(){
|
||||
return hoverTile == null ? null : hoverTile.block().synthetic() ? hoverTile.block() : hoverTile.floor() instanceof OreBlock ? hoverTile.floor() : null;
|
||||
}
|
||||
|
||||
/**Show or hide the placement menu.*/
|
||||
/** Show or hide the placement menu. */
|
||||
void toggle(float t, Interpolation ip){
|
||||
toggler.clearActions();
|
||||
if(shown){
|
||||
|
||||
@@ -45,9 +45,9 @@ public class Build{
|
||||
|
||||
for(int dx = 0; dx < previous.size; dx++){
|
||||
for(int dy = 0; dy < previous.size; dy++){
|
||||
int worldx = dx + offsetx + x;
|
||||
int worldy = dy + offsety + y;
|
||||
if(!(worldx == x && worldy == y)){
|
||||
int worldx = dx + offsetx + tile.x;
|
||||
int worldy = dy + offsety + tile.y;
|
||||
if(!(worldx == tile.x && worldy == tile.y)){
|
||||
Tile toplace = world.tile(worldx, worldy);
|
||||
if(toplace != null){
|
||||
toplace.setLinked((byte) (dx + offsetx), (byte) (dy + offsety));
|
||||
|
||||
@@ -101,6 +101,7 @@ public class Tile implements PosTrait, TargetTrait{
|
||||
return -1;
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public <T extends TileEntity> T entity(){
|
||||
return (T) entity;
|
||||
}
|
||||
|
||||
@@ -35,7 +35,6 @@ public class Conveyor extends Block{
|
||||
private TextureRegion[][] regions = new TextureRegion[7][4];
|
||||
|
||||
protected float speed = 0f;
|
||||
protected float carryCapacity = 8f;
|
||||
|
||||
protected Conveyor(String name){
|
||||
super(name);
|
||||
@@ -359,9 +358,9 @@ public class Conveyor extends Block{
|
||||
public Array<Object> getDebugInfo(Tile tile){
|
||||
ConveyorEntity entity = tile.entity();
|
||||
Array<Object> arr = super.getDebugInfo(tile);
|
||||
arr.addAll(Array.with(
|
||||
"clogHeat", entity.clogHeat,
|
||||
"sleeping", entity.isSleeping()
|
||||
arr.addAll(Array.<Object>with(
|
||||
"clogHeat", entity.clogHeat,
|
||||
"sleeping", entity.isSleeping()
|
||||
));
|
||||
return arr;
|
||||
}
|
||||
|
||||
@@ -87,6 +87,7 @@ public class Consumers{
|
||||
return map.containsKey(type);
|
||||
}
|
||||
|
||||
@SuppressWarnings("unchecked")
|
||||
public <T extends Consume> T get(Class<T> type){
|
||||
if(!map.containsKey(type)){
|
||||
throw new IllegalArgumentException("Block does not contain consumer of type '" + type + "'!");
|
||||
|
||||
Reference in New Issue
Block a user