Auto-target configuration
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@@ -347,6 +347,7 @@ text.category.liquids=Liquids
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text.category.items=Items
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text.category.items=Items
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text.category.crafting=Crafting
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text.category.crafting=Crafting
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text.category.shooting=Shooting
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text.category.shooting=Shooting
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setting.autotarget.name=Auto-Target
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setting.fpscap.name=Max FPS
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setting.fpscap.name=Max FPS
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setting.fpscap.none=None
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setting.fpscap.none=None
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setting.fpscap.text={0} FPS
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setting.fpscap.text={0} FPS
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@@ -38,6 +38,7 @@ public class Liquids implements ContentList{
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viscosity = 0.7f;
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viscosity = 0.7f;
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flammability = 0.6f;
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flammability = 0.6f;
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explosiveness = 0.6f;
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explosiveness = 0.6f;
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heatCapacity = 0.7f;
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tier = 1;
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tier = 1;
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effect = StatusEffects.tarred;
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effect = StatusEffects.tarred;
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}
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}
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@@ -664,7 +664,9 @@ public class Player extends Unit implements BuilderTrait, CarryTrait, ShooterTra
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if(target == null){
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if(target == null){
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isShooting = false;
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isShooting = false;
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target = Units.getClosestTarget(team, x, y, getWeapon().getAmmo().getRange());
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if(Settings.getBool("autotarget")){
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target = Units.getClosestTarget(team, x, y, getWeapon().getAmmo().getRange());
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}
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}else if(target.isValid()){
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}else if(target.isValid()){
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//rotate toward and shoot the target
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//rotate toward and shoot the target
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if(mech.turnCursor){
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if(mech.turnCursor){
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@@ -210,33 +210,32 @@ public class DesktopInput extends InputHandler{
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player.setMineTile(null);
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player.setMineTile(null);
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}
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}
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if(!ui.hasMouse()){
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if(Inputs.keyTap(section, "select") && !ui.hasMouse()){
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if(Inputs.keyTap(section, "select")){
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if(isPlacing()){
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if(isPlacing()){
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selectX = cursor.x;
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selectY = cursor.y;
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mode = placing;
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}else{
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//only begin shooting if there's no cursor event
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if (!tileTapped(cursor) && !tryTapPlayer(Graphics.mouseWorld().x, Graphics.mouseWorld().y) && player.getPlaceQueue().size == 0 && !droppingItem &&
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!tryBeginMine(cursor) && player.getMineTile() == null) {
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player.isShooting = true;
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}
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}
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}else if(Inputs.keyTap(section, "deselect") && (recipe != null || mode != none || player.isBuilding())){
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if(recipe == null){
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player.clearBuilding();
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}
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recipe = null;
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mode = none;
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}else if(Inputs.keyTap(section, "break")){
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selectX = cursor.x;
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selectX = cursor.x;
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selectY = cursor.y;
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selectY = cursor.y;
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mode = breaking;
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mode = placing;
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}else{
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//only begin shooting if there's no cursor event
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if (!tileTapped(cursor) && !tryTapPlayer(Graphics.mouseWorld().x, Graphics.mouseWorld().y) && player.getPlaceQueue().size == 0 && !droppingItem &&
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!tryBeginMine(cursor) && player.getMineTile() == null) {
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player.isShooting = true;
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}
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}
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}
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}else if(Inputs.keyTap(section, "deselect") && (recipe != null || mode != none || player.isBuilding())){
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if(recipe == null){
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player.clearBuilding();
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}
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recipe = null;
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mode = none;
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}else if(Inputs.keyTap(section, "break") && !ui.hasMouse()){
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selectX = cursor.x;
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selectY = cursor.y;
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mode = breaking;
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}
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}
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if(Inputs.keyRelease(section, "break") || Inputs.keyRelease(section, "select")){
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if(Inputs.keyRelease(section, "break") || Inputs.keyRelease(section, "select")){
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if(mode == placing){ //touch up while placing, place everything in selection
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if(mode == placing){ //touch up while placing, place everything in selection
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@@ -136,6 +136,9 @@ public class SettingsMenuDialog extends SettingsDialog{
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game.screenshakePref();
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game.screenshakePref();
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//game.checkPref("smoothcam", true);
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//game.checkPref("smoothcam", true);
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game.checkPref("effects", true);
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game.checkPref("effects", true);
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if(mobile){
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game.checkPref("autotarget", true);
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}
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//game.sliderPref("sensitivity", 100, 10, 300, i -> i + "%");
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//game.sliderPref("sensitivity", 100, 10, 300, i -> i + "%");
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game.sliderPref("saveinterval", 60, 10, 5 * 120, i -> Bundles.format("setting.seconds", i));
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game.sliderPref("saveinterval", 60, 10, 5 * 120, i -> Bundles.format("setting.seconds", i));
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game.pref(new Setting(){
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game.pref(new Setting(){
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@@ -43,7 +43,7 @@ public class Tile implements PosTrait, TargetTrait{
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private byte team;
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private byte team;
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/** Tile elevation. -1 means slope.*/
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/** Tile elevation. -1 means slope.*/
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private byte elevation;
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private byte elevation;
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/** Visibility status: 3 states, but saved as a single bit. 0 = unexplored, 1 = visited, 2 = currently visible (saved as 1)*/
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/** Fog visibility status: 3 states, but saved as a single bit. 0 = unexplored, 1 = visited, 2 = currently visible (saved as 1)*/
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private byte visibility;
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private byte visibility;
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public Tile(int x, int y){
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public Tile(int x, int y){
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