Re-coded everything
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@@ -4,37 +4,39 @@ import static io.anuke.mindustry.resource.Section.*;
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import com.badlogic.gdx.utils.Array;
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import io.anuke.mindustry.world.TileType;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.world.blocks.Blocks;
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import io.anuke.mindustry.world.blocks.ProductionBlocks;
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import io.anuke.mindustry.world.blocks.WeaponBlocks;
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public enum Recipe{
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stonewall(distribution, TileType.stonewall, stack(Item.stone, 5)),
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ironwall(distribution, TileType.ironwall, stack(Item.iron, 5)),
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steelwall(distribution, TileType.steelwall, stack(Item.steel, 5)),
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conveyor(distribution, TileType.conveyor, stack(Item.stone, 1)),
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fastconveyor(distribution, TileType.steelconveyor, stack(Item.steel, 1)),
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router(distribution, TileType.router, stack(Item.stone, 3)),
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stonewall(distribution, Blocks.stonewall, stack(Item.stone, 5)),
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ironwall(distribution, Blocks.ironwall, stack(Item.iron, 5)),
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steelwall(distribution, Blocks.steelwall, stack(Item.steel, 5)),
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conveyor(distribution, ProductionBlocks.conveyor, stack(Item.stone, 1)),
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fastconveyor(distribution, ProductionBlocks.steelconveyor, stack(Item.steel, 1)),
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router(distribution, ProductionBlocks.router, stack(Item.stone, 3)),
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turret(defense, WeaponBlocks.turret, stack(Item.stone, 6)),
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dturret(defense, WeaponBlocks.doubleturret, stack(Item.stone, 12)),
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machineturret(defense, WeaponBlocks.machineturret, stack(Item.iron, 15), stack(Item.stone, 20)),
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shotgunturret(defense, WeaponBlocks.shotgunturret, stack(Item.iron, 15), stack(Item.iron, 20)),
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flameturret(defense, WeaponBlocks.flameturret, stack(Item.iron, 25), stack(Item.steel, 18)),
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sniperturret(defense, WeaponBlocks.sniperturret, stack(Item.iron, 30), stack(Item.steel, 20)),
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turret(defense, TileType.turret, stack(Item.stone, 8)),
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dturret(defense, TileType.doubleturret, stack(Item.stone, 12)),
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machineturret(defense, TileType.machineturret, stack(Item.iron, 15), stack(Item.stone, 20)),
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shotgunturret(defense, TileType.shotgunturret, stack(Item.iron, 15), stack(Item.steel, 24)),
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flameturret(defense, TileType.flameturret, stack(Item.iron, 25), stack(Item.steel, 18)),
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sniperturret(defense, TileType.sniperturret, stack(Item.iron, 30), stack(Item.steel, 20)),
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healturret(defense, WeaponBlocks.repairturret, stack(Item.iron, 40)),
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megahealturret(defense, WeaponBlocks.megarepairturret, stack(Item.iron, 30), stack(Item.steel, 40)),
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healturret(defense, TileType.repairturret, stack(Item.iron, 40)),
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megahealturret(defense, TileType.megarepairturret, stack(Item.iron, 30), stack(Item.steel, 40)),
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drill(production, ProductionBlocks.stonedrill, stack(Item.stone, 6)),
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irondrill(production, ProductionBlocks.irondrill, stack(Item.stone, 40)),
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coaldrill(production, ProductionBlocks.coaldrill, stack(Item.stone, 40), stack(Item.iron, 40)),
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smelter(production, ProductionBlocks.smelter, stack(Item.stone, 80), stack(Item.iron, 80));
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drill(production, TileType.stonedrill, stack(Item.stone, 6)),
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irondrill(production, TileType.irondrill, stack(Item.stone, 40)),
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coaldrill(production, TileType.coaldrill, stack(Item.stone, 40), stack(Item.iron, 40)),
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smelter(production, TileType.smelter, stack(Item.stone, 80), stack(Item.iron, 80));
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public TileType result;
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public Block result;
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public ItemStack[] requirements;
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public Section section;
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private Recipe(Section section, TileType result, ItemStack... requirements){
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private Recipe(Section section, Block result, ItemStack... requirements){
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this.result = result;
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this.requirements = requirements;
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this.section = section;
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