Balancing

This commit is contained in:
Anuken
2019-03-03 19:27:31 -05:00
parent 02fad0a9cc
commit 9e960d461b
9 changed files with 20 additions and 28 deletions

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@@ -821,7 +821,7 @@ block.liquid-junction.description = Acts as a bridge for two crossing conduits.
block.bridge-conduit.description = Advanced liquid transport block. Allows transporting liquids over up to 3 tiles of any terrain or building. 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.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.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.thermal-pump.description = The ultimate pump.
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.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.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.bridge-conveyor.description = Advanced item transport block. Allows transporting items over up to 3 tiles of any terrain or building.

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@@ -638,7 +638,7 @@ public class Blocks implements ContentList{
}}; }};
overdriveProjector = new OverdriveProjector("overdrive-projector"){{ overdriveProjector = new OverdriveProjector("overdrive-projector"){{
requirements(Category.effect, ItemStack.with(Items.lead, 200, Items.titanium, 150, Items.silicon, 250)); requirements(Category.effect, ItemStack.with(Items.lead, 200, Items.titanium, 150, Items.silicon, 150, Items.plastanium, 60));
consumes.power(3.50f); consumes.power(3.50f);
size = 2; size = 2;
consumes.item(Items.phasefabric).optional(true).boost(true); consumes.item(Items.phasefabric).optional(true).boost(true);
@@ -1060,7 +1060,7 @@ public class Blocks implements ContentList{
}}; }};
wave = new LiquidTurret("wave"){{ wave = new LiquidTurret("wave"){{
requirements(Category.turret, ItemStack.with(Items.titanium, 70, Items.lead, 150)); requirements(Category.turret, ItemStack.with(Items.metaglass, 90, Items.lead, 150));
ammo( ammo(
Liquids.water, Bullets.waterShot, Liquids.water, Bullets.waterShot,
Liquids.slag, Bullets.slagShot, Liquids.slag, Bullets.slagShot,
@@ -1110,7 +1110,7 @@ public class Blocks implements ContentList{
}}; }};
arc = new PowerTurret("arc"){{ arc = new PowerTurret("arc"){{
requirements(Category.turret, ItemStack.with(Items.copper, 70, Items.lead, 60)); requirements(Category.turret, ItemStack.with(Items.copper, 70, Items.lead, 70));
shootType = Bullets.arc; shootType = Bullets.arc;
reload = 20f; reload = 20f;
shootCone = 40f; shootCone = 40f;
@@ -1142,7 +1142,7 @@ public class Blocks implements ContentList{
}}; }};
salvo = new BurstTurret("salvo"){{ salvo = new BurstTurret("salvo"){{
requirements(Category.turret, ItemStack.with(Items.copper, 210, Items.graphite, 190, Items.thorium, 130)); requirements(Category.turret, ItemStack.with(Items.copper, 210, Items.graphite, 190, Items.titanium, 120));
ammo( ammo(
Items.copper, Bullets.standardCopper, Items.copper, Bullets.standardCopper,
Items.graphite, Bullets.standardDense, Items.graphite, Bullets.standardDense,
@@ -1166,7 +1166,7 @@ public class Blocks implements ContentList{
}}; }};
ripple = new ArtilleryTurret("ripple"){{ ripple = new ArtilleryTurret("ripple"){{
requirements(Category.turret, ItemStack.with(Items.copper, 300, Items.graphite, 220, Items.thorium, 120)); requirements(Category.turret, ItemStack.with(Items.copper, 300, Items.graphite, 270, Items.titanium, 120));
ammo( ammo(
Items.graphite, Bullets.artilleryDense, Items.graphite, Bullets.artilleryDense,
Items.silicon, Bullets.artilleryHoming, Items.silicon, Bullets.artilleryHoming,
@@ -1191,7 +1191,7 @@ public class Blocks implements ContentList{
}}; }};
cyclone = new ItemTurret("cyclone"){{ cyclone = new ItemTurret("cyclone"){{
requirements(Category.turret, ItemStack.with(Items.copper, 400, Items.surgealloy, 200, Items.plastanium, 150)); requirements(Category.turret, ItemStack.with(Items.copper, 400, Items.titanium, 250, Items.plastanium, 160));
ammo( ammo(
Items.blastCompound, Bullets.flakExplosive, Items.blastCompound, Bullets.flakExplosive,
Items.plastanium, Bullets.flakPlastic, Items.plastanium, Bullets.flakPlastic,

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@@ -354,6 +354,7 @@ public class Zones implements ContentList{
}}; }};
impact = new Zone("impact0079", new MapGenerator("impact0079", 2) impact = new Zone("impact0079", new MapGenerator("impact0079", 2)
.dist(2.2f, true)
.decor( .decor(
new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01), new Decoration(Blocks.snow, Blocks.sporeCluster, 0.01),
new Decoration(Blocks.metalFloor, Blocks.metalFloorDamaged, 0.02) new Decoration(Blocks.metalFloor, Blocks.metalFloorDamaged, 0.02)

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@@ -303,10 +303,8 @@ public class Control implements ApplicationListener{
inputHandler.updateController(); inputHandler.updateController();
} }
//autosave global data every second if it's modified //autosave global data if it's modified
if(timer.get(1, 60)){ data.checkSave();
data.checkSave();
}
if(!state.is(State.menu)){ if(!state.is(State.menu)){
for(InputHandler input : inputs){ for(InputHandler input : inputs){

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@@ -1,5 +0,0 @@
package io.anuke.mindustry.game;
public enum Rank{
F, D, C, B, A, S, SS
}

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@@ -65,4 +65,8 @@ public class Stats{
this.modifier = modifier; this.modifier = modifier;
} }
} }
public enum Rank{
F, D, C, B, A, S, SS
}
} }

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@@ -7,7 +7,6 @@ import io.anuke.arc.util.Structs;
import io.anuke.arc.util.noise.Simplex; import io.anuke.arc.util.noise.Simplex;
import io.anuke.mindustry.content.Blocks; import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.content.Items; import io.anuke.mindustry.content.Items;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.io.MapIO; import io.anuke.mindustry.io.MapIO;
import io.anuke.mindustry.maps.Map; import io.anuke.mindustry.maps.Map;
import io.anuke.mindustry.maps.MapTileData; import io.anuke.mindustry.maps.MapTileData;
@@ -22,7 +21,8 @@ import io.anuke.mindustry.world.blocks.StaticWall;
import io.anuke.mindustry.world.blocks.storage.CoreBlock; import io.anuke.mindustry.world.blocks.storage.CoreBlock;
import io.anuke.mindustry.world.blocks.storage.StorageBlock; import io.anuke.mindustry.world.blocks.storage.StorageBlock;
import static io.anuke.mindustry.Vars.*; import static io.anuke.mindustry.Vars.content;
import static io.anuke.mindustry.Vars.world;
public class MapGenerator extends Generator{ public class MapGenerator extends Generator{
private Map map; private Map map;
@@ -34,7 +34,7 @@ public class MapGenerator extends Generator{
/**The amount of final enemy spawns used. -1 to use everything in the map. /**The amount of final enemy spawns used. -1 to use everything in the map.
* This amount of enemy spawns is selected randomly from the map.*/ * This amount of enemy spawns is selected randomly from the map.*/
public int enemySpawns = -1; public int enemySpawns = -1;
/*Whether floor is distorted along with blocks.*/ /**Whether floor is distorted along with blocks.*/
public boolean distortFloor = false; public boolean distortFloor = false;
/**Items randomly added to containers and vaults.*/ /**Items randomly added to containers and vaults.*/
public ItemStack[] storageDrops = ItemStack.with(Items.copper, 300, Items.lead, 300, Items.silicon, 200, Items.graphite, 200, Items.blastCompound, 200); public ItemStack[] storageDrops = ItemStack.with(Items.copper, 300, Items.lead, 300, Items.silicon, 200, Items.graphite, 200, Items.blastCompound, 200);
@@ -132,7 +132,7 @@ public class MapGenerator extends Generator{
} }
} }
if(tile.getTeam() == Team.none && tile.block() instanceof StorageBlock){ if(tile.block() instanceof StorageBlock && !(tile.block() instanceof CoreBlock)){
for(ItemStack stack : storageDrops){ for(ItemStack stack : storageDrops){
if(Mathf.chance(0.3)){ if(Mathf.chance(0.3)){
tile.entity.items.add(stack.item, Math.min(Mathf.random(stack.amount), tile.block().itemCapacity)); tile.entity.items.add(stack.item, Math.min(Mathf.random(stack.amount), tile.block().itemCapacity));

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@@ -123,16 +123,11 @@ public class PowerGraph{
public void distributePower(float needed, float produced){ public void distributePower(float needed, float produced){
//distribute even if not needed. this is because some might be requiring power but not requesting it; it updates consumers //distribute even if not needed. this is because some might be requiring power but not requesting it; it updates consumers
//if(Mathf.isEqual(needed, 0f)) return;
float coverage = Math.min(1, produced / needed); float coverage = Math.min(1, produced / needed);
for(Tile consumer : consumers){ for(Tile consumer : consumers){
Consumers consumes = consumer.block().consumes; Consumers consumes = consumer.block().consumes;
if(consumes.has(ConsumePower.class)){ if(consumes.has(ConsumePower.class)){
ConsumePower consumePower = consumes.get(ConsumePower.class); ConsumePower consumePower = consumes.get(ConsumePower.class);
//if(!otherConsumersAreValid(consumer, consumePower)){
// consumer.entity.power.satisfaction = 0.0f; // Only supply power if the consumer would get valid that way
//}else{
//currently satisfies power even if it's not required yet //currently satisfies power even if it's not required yet
if(consumePower.isBuffered){ if(consumePower.isBuffered){
// Add an equal percentage of power to all buffers, based on the global power coverage in this graph // Add an equal percentage of power to all buffers, based on the global power coverage in this graph
@@ -141,7 +136,6 @@ public class PowerGraph{
}else{ }else{
consumer.entity.power.satisfaction = coverage; consumer.entity.power.satisfaction = coverage;
} }
//}
} }
} }
} }

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@@ -17,8 +17,8 @@ import java.io.DataOutput;
import java.io.IOException; import java.io.IOException;
public class Cultivator extends GenericCrafter{ public class Cultivator extends GenericCrafter{
protected static final Color plantColor = Color.valueOf("648b55"); protected static final Color plantColor = Color.valueOf("5541b1");
protected static final Color plantColorLight = Color.valueOf("73a75f"); protected static final Color plantColorLight = Color.valueOf("7457ce");
protected static final Color bottomColor = Color.valueOf("474747"); protected static final Color bottomColor = Color.valueOf("474747");
protected TextureRegion middleRegion, topRegion; protected TextureRegion middleRegion, topRegion;