Removed Abstract block classes for better code inspection

This commit is contained in:
Anuken
2020-11-28 19:12:27 -05:00
parent b8cb17c0c5
commit bb16d1c613
6 changed files with 8 additions and 8 deletions

View File

@@ -112,8 +112,8 @@ public abstract class ClientLauncher extends ApplicationCore implements Platform
super.add(module);
//autoload modules when necessary
if(module instanceof Loadable){
assets.load((Loadable)module);
if(module instanceof Loadable l){
assets.load(l);
}
}

View File

@@ -11,7 +11,7 @@ import mindustry.world.meta.*;
import static mindustry.Vars.*;
public abstract class BaseTurret extends Block{
public class BaseTurret extends Block{
public float range = 80f;
public float rotateSpeed = 5;

View File

@@ -9,7 +9,7 @@ import mindustry.world.meta.values.*;
import static mindustry.Vars.*;
public abstract class ReloadTurret extends BaseTurret{
public class ReloadTurret extends BaseTurret{
public float reloadTime = 10f;
public ReloadTurret(String name){

View File

@@ -27,7 +27,7 @@ import mindustry.world.meta.*;
import static mindustry.Vars.*;
public abstract class Turret extends ReloadTurret{
public class Turret extends ReloadTurret{
//after being logic-controlled and this amount of time passes, the turret will resume normal AI
public final static float logicControlCooldown = 60 * 2;

View File

@@ -3,7 +3,7 @@ package mindustry.world.blocks.power;
import mindustry.world.*;
import mindustry.world.meta.*;
public abstract class PowerBlock extends Block{
public class PowerBlock extends Block{
public PowerBlock(String name){
super(name);

View File

@@ -259,7 +259,7 @@ public class Drill extends Block{
progress += delta() * dominantItems * speed * warmup;
if(Mathf.chanceDelta(updateEffectChance * warmup))
updateEffect.at(getX() + Mathf.range(size * 2f), getY() + Mathf.range(size * 2f));
updateEffect.at(x + Mathf.range(size * 2f), y + Mathf.range(size * 2f));
}else{
lastDrillSpeed = 0f;
warmup = Mathf.lerpDelta(warmup, 0f, warmupSpeed);
@@ -274,7 +274,7 @@ public class Drill extends Block{
index ++;
progress %= delay;
drillEffect.at(getX() + Mathf.range(size), getY() + Mathf.range(size), dominantItem.color);
drillEffect.at(x + Mathf.range(size), y + Mathf.range(size), dominantItem.color);
}
}