Cleanup
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@@ -28,24 +28,50 @@ import static io.anuke.mindustry.Vars.content;
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public class Blocks implements ContentList{
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public static Block
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air, blockpart, spawn, space, metalfloor, deepwater, water, lava, tar, stone,
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blackstone, dirt, sand, ice, snow, grass, shrub, rock, icerock, blackrock, smelter, siliconSmelter,
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plastaniumCompressor, phaseWeaver, surgeSmelter, pyratiteMixer, blastMixer, cryofluidmixer, melter, separator,
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centrifuge, biomatterCompressor, pulverizer, incinerator, powerVoid, powerSource, itemSource, liquidSource,
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itemVoid, copperWall, copperWallLarge, graphiteWall, graphiteWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge,
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phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mendProjector, overdriveProjector, forceProjector, shockMine, conveyor,
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titaniumconveyor, distributor, junction, itemBridge, phaseConveyor, sorter, router, overflowGate, massDriver, mechanicalPump,
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rotaryPump, thermalPump, conduit, pulseConduit, liquidRouter, liquidtank, liquidJunction, bridgeConduit, phaseConduit,
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//environment
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air, blockpart, spawn, space, metalfloor, deepwater, water, lava, tar, stone, blackstone, dirt, sand, ice, snow,
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grass, shrub, rock, icerock, blackrock,
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//crafting
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smelter, siliconSmelter, plastaniumCompressor, phaseWeaver, surgeSmelter, pyratiteMixer, blastMixer, cryofluidmixer,
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melter, separator, centrifuge, biomatterCompressor, pulverizer, incinerator,
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//sandbox
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powerVoid, powerSource, itemSource, liquidSource, itemVoid,
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//defense
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copperWall, copperWallLarge, titaniumWall, titaniumWallLarge, thoriumWall, thoriumWallLarge, door, doorLarge,
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phaseWall, phaseWallLarge, surgeWall, surgeWallLarge, mendProjector, overdriveProjector, forceProjector, shockMine,
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//transport
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conveyor, titaniumconveyor, distributor, junction, itemBridge, phaseConveyor, sorter, router, overflowGate, massDriver,
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//liquids
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mechanicalPump, rotaryPump, thermalPump, conduit, pulseConduit, liquidRouter, liquidtank, liquidJunction, bridgeConduit, phaseConduit,
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//power
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combustionGenerator, thermalGenerator, turbineGenerator, rtgGenerator, solarPanel, largeSolarPanel, thoriumReactor,
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fusionReactor, battery, batteryLarge, powerNode, powerNodeLarge, mechanicalDrill, pneumaticDrill, laserDrill, blastDrill,
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plasmaDrill, waterExtractor, oilExtractor, cultivator, core, vault, container, unloader, duo, scorch, hail, wave, lancer,
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arc, swarmer, salvo, fuse, ripple, cyclone, spectre, meltdown, spiritFactory, phantomFactory, wraithFactory, ghoulFactory,
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revenantFactory, daggerFactory, titanFactory, fortressFactory, reconstructor, repairPoint, commandCenter, alphaPad, deltaPad,
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tauPad, omegaPad, dartPad, javelinPad, tridentPad, glaivePad;
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fusionReactor, battery, batteryLarge, powerNode, powerNodeLarge,
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//production
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mechanicalDrill, pneumaticDrill, laserDrill, blastDrill, plasmaDrill, waterExtractor, oilExtractor, cultivator,
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//storage
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core, vault, container, unloader,
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//turrets
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duo, scorch, hail, wave, lancer, arc, swarmer, salvo, fuse, ripple, cyclone, spectre, meltdown,
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//units
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spiritFactory, phantomFactory, wraithFactory, ghoulFactory, revenantFactory, daggerFactory, titanFactory,
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fortressFactory, reconstructor, repairPoint, commandCenter,
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//upgrades
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alphaPad, deltaPad, tauPad, omegaPad, dartPad, javelinPad, tridentPad, glaivePad;
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@Override
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public void load(){
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//region environment blocks
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//region environment
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air = new Floor("air"){
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{
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@@ -354,11 +380,11 @@ public class Blocks implements ContentList{
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size = 2;
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}};
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graphiteWall = new Wall("dense-alloy-wall"){{
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titaniumWall = new Wall("titanium-wall"){{
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health = 110 * wallHealthMultiplier;
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}};
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graphiteWallLarge = new Wall("dense-alloy-wall-large"){{
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titaniumWallLarge = new Wall("titanium-wall-large"){{
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health = 110 * wallHealthMultiplier * 4;
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size = 2;
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}};
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@@ -476,7 +476,7 @@ public class Fx implements ContentList{
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});
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melting = new Effect(40f, e -> {
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Draw.color(Liquids.lava.color, Color.WHITE, e.fout() / 5f + Mathf.randomSeedRange(e.id, 0.12f));
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Draw.color(Liquids.slag.color, Color.WHITE, e.fout() / 5f + Mathf.randomSeedRange(e.id, 0.12f));
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Angles.randLenVectors(e.id, 2, 1f + e.fin() * 3f, (x, y) -> {
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Fill.circle(e.x + x, e.y + y, .2f + e.fout() * 1.2f);
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@@ -25,8 +25,8 @@ public class Recipes implements ContentList{
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new Recipe(defense, Blocks.copperWall, new ItemStack(Items.copper, 12)).setAlwaysUnlocked(true);
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new Recipe(defense, Blocks.copperWallLarge, new ItemStack(Items.copper, 12 * 4)).setAlwaysUnlocked(true);
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new Recipe(defense, Blocks.denseAlloyWall, new ItemStack(Items.titanium, 12));
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new Recipe(defense, Blocks.denseAlloyWallLarge, new ItemStack(Items.titanium, 12 * 4));
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new Recipe(defense, Blocks.titaniumWall, new ItemStack(Items.titanium, 12));
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new Recipe(defense, Blocks.titaniumWallLarge, new ItemStack(Items.titanium, 12 * 4));
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new Recipe(defense, Blocks.door, new ItemStack(Items.titanium, 12), new ItemStack(Items.silicon, 8));
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new Recipe(defense, Blocks.doorLarge, new ItemStack(Items.titanium, 12 * 4), new ItemStack(Items.silicon, 8 * 4));
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@@ -1,6 +1,5 @@
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package io.anuke.mindustry.entities;
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import io.anuke.mindustry.content.Items;
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import io.anuke.mindustry.entities.traits.Saveable;
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import io.anuke.mindustry.type.Item;
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import io.anuke.mindustry.type.ItemStack;
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@@ -13,7 +12,7 @@ import static io.anuke.mindustry.Vars.content;
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public class UnitInventory implements Saveable{
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private final Unit unit;
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private ItemStack item = new ItemStack(Items.stone, 0);
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private ItemStack item = new ItemStack(content.item(0), 0);
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public UnitInventory(Unit unit){
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this.unit = unit;
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@@ -23,7 +23,7 @@ public class UnitDrops{
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}
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if(dropTable == null){
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dropTable = new Item[]{Items.densealloy, Items.silicon, Items.lead, Items.copper};
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dropTable = new Item[]{Items.titanium, Items.silicon, Items.lead, Items.copper};
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}
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for(int i = 0; i < 3; i++){
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@@ -217,13 +217,13 @@ public class Sectors{
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//set starter items
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if(sector.difficulty > 12){ //now with titanium
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sector.startingItems = Array.with(new ItemStack(Items.copper, 1900), new ItemStack(Items.lead, 500), new ItemStack(Items.densealloy, 470), new ItemStack(Items.silicon, 460), new ItemStack(Items.titanium, 230));
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sector.startingItems = Array.with(new ItemStack(Items.copper, 1900), new ItemStack(Items.lead, 500), new ItemStack(Items.graphite, 470), new ItemStack(Items.silicon, 460), new ItemStack(Items.titanium, 230));
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}else if(sector.difficulty > 8){ //just more resources
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sector.startingItems = Array.with(new ItemStack(Items.copper, 1500), new ItemStack(Items.lead, 400), new ItemStack(Items.densealloy, 340), new ItemStack(Items.silicon, 250));
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sector.startingItems = Array.with(new ItemStack(Items.copper, 1500), new ItemStack(Items.lead, 400), new ItemStack(Items.graphite, 340), new ItemStack(Items.silicon, 250));
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}else if(sector.difficulty > 5){ //now with silicon
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sector.startingItems = Array.with(new ItemStack(Items.copper, 950), new ItemStack(Items.lead, 300), new ItemStack(Items.densealloy, 190), new ItemStack(Items.silicon, 140));
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sector.startingItems = Array.with(new ItemStack(Items.copper, 950), new ItemStack(Items.lead, 300), new ItemStack(Items.graphite, 190), new ItemStack(Items.silicon, 140));
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}else if(sector.difficulty > 3){ //now with carbide
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sector.startingItems = Array.with(new ItemStack(Items.copper, 700), new ItemStack(Items.lead, 200), new ItemStack(Items.densealloy, 130));
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sector.startingItems = Array.with(new ItemStack(Items.copper, 700), new ItemStack(Items.lead, 200), new ItemStack(Items.graphite, 130));
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}else if(sector.difficulty > 2){ //more starter items for faster start
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sector.startingItems = Array.with(new ItemStack(Items.copper, 400), new ItemStack(Items.lead, 100));
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}else{ //empty default
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@@ -5,6 +5,7 @@ import io.anuke.mindustry.type.Liquid;
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import io.anuke.mindustry.world.meta.BlockStat;
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import io.anuke.mindustry.world.meta.StatUnit;
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//TODO remove, as this is no longer a thing
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public class LiquidHeatGenerator extends ItemLiquidGenerator{
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public LiquidHeatGenerator(String name){
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@@ -17,7 +18,7 @@ public class LiquidHeatGenerator extends ItemLiquidGenerator{
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stats.remove(BlockStat.basePowerGeneration);
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// Right now, Lava is the only thing that can be used.
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stats.add(BlockStat.basePowerGeneration, powerProduction * getLiquidEfficiency(Liquids.lava) / maxLiquidGenerate * 60f, StatUnit.powerSecond);
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stats.add(BlockStat.basePowerGeneration, powerProduction * getLiquidEfficiency(Liquids.slag) / maxLiquidGenerate * 60f, StatUnit.powerSecond);
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}
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@Override
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