Build fix / Improved map contour

This commit is contained in:
Anuken
2018-09-24 23:12:13 -04:00
parent d5bb1b72b9
commit b6c0fe8bf7
6 changed files with 61 additions and 70 deletions
@@ -3,7 +3,6 @@ package io.anuke.mindustry.maps;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.utils.Array;
import io.anuke.annotations.Annotations.Serialize;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.Saves.SaveSlot;
import io.anuke.mindustry.game.SpawnGroup;
import io.anuke.mindustry.maps.missions.Mission;
@@ -38,21 +37,6 @@ public class Sector{
/**Items the player starts with on this sector.*/
public transient Array<ItemStack> startingItems;
/**Returns scaled difficulty. This is not just the difficulty ordinal.*/
public Difficulty getDifficulty(){
if(difficulty == 0){
//yes, this means insane tutorial difficulty
//(((have fun)))
return Difficulty.hard;
}else if(difficulty < 4){
return Difficulty.normal;
}else if(difficulty < 9){
return Difficulty.hard;
}else{
return Difficulty.insane;
}
}
public Mission currentMission(){
return completedMissions >= missions.size ? victoryMission : missions.get(completedMissions);
}
+17 -4
View File
@@ -7,10 +7,10 @@ import com.badlogic.gdx.utils.Array;
import io.anuke.mindustry.content.Items;
import io.anuke.mindustry.core.GameState.State;
import io.anuke.mindustry.entities.units.BaseUnit;
import io.anuke.mindustry.game.Difficulty;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.io.SaveIO;
import io.anuke.mindustry.maps.generation.WorldGenerator.GenResult;
import io.anuke.mindustry.maps.missions.BattleMission;
import io.anuke.mindustry.maps.missions.Mission;
import io.anuke.mindustry.maps.missions.WaveMission;
import io.anuke.mindustry.type.Item;
@@ -189,6 +189,20 @@ public class Sectors{
return true;
}
public Difficulty getDifficulty(Sector sector){
if(sector.difficulty == 0){
//yes, this means hard tutorial difficulty
//(((have fun)))
return Difficulty.hard;
}else if(sector.difficulty < 4){
return Difficulty.normal;
}else if(sector.difficulty < 9){
return Difficulty.hard;
}else{
return Difficulty.insane;
}
}
public Array<Item> getOres(int x, int y){
if(x == 0 && y == 0){
return Array.with(Items.copper);
@@ -281,8 +295,7 @@ public class Sectors{
//TODO make specfic expansion sector have specific ores
sector.missions.addAll(TutorialSector.getMissions());
}else{
sector.missions.add(Mathf.randomSeed(sector.getSeed() + 1) < waveChance ? new WaveMission(Math.min(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5, 100))
: new BattleMission());
sector.missions.add(new WaveMission(Math.min(sector.difficulty*5 + Mathf.randomSeed(sector.getSeed(), 0, 3)*5, 100)));
}
sector.spawns = new Array<>();
@@ -325,7 +338,7 @@ public class Sectors{
int toY = y * sectorSize / sectorImageSize;
GenResult result = world.generator().generateTile(sector.x, sector.y, toX, toY, false);
world.generator().generateTile(secResult, sector.x, sector.y, toX, toY + sectorSize / sectorImageSize, false, null, null);
world.generator().generateTile(secResult, sector.x, sector.y, toX, ((y+1) * sectorSize / sectorImageSize), false, null, null);
int color = ColorMapper.colorFor(result.floor, result.wall, Team.none, result.elevation, secResult.elevation > result.elevation ? (byte)(1 << 6) : (byte)0);
pixmap.drawPixel(x, pixmap.getHeight() - 1 - y, color);