DEATH AND DESTRUCTION

This commit is contained in:
Anuken
2022-02-15 16:46:32 -05:00
parent 3babe7686b
commit c324f2124b
135 changed files with 704 additions and 2080 deletions

View File

@@ -3,7 +3,6 @@ package mindustry.game;
import arc.util.*;
import mindustry.core.GameState.*;
import mindustry.ctype.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.net.*;
import mindustry.net.Packets.*;
@@ -121,16 +120,6 @@ public class EventType{
}
}
public static class CommandIssueEvent{
public final Building tile;
public final UnitCommand command;
public CommandIssueEvent(Building tile, UnitCommand command){
this.tile = tile;
this.command = command;
}
}
public static class ClientPreConnectEvent{
public final Host host;

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@@ -47,8 +47,6 @@ public class Rules{
public boolean damageExplosions = true;
/** Whether fire is enabled. */
public boolean fire = true;
/** Erekir-specific: If true, unit RTS controls can be used. */
public boolean unitCommand = false;
/** Whether units use and require ammo. */
public boolean unitAmmo = false;
/** EXPERIMENTAL! If true, blocks will update in units and share power. */

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@@ -9,7 +9,6 @@ import mindustry.type.*;
import mindustry.world.*;
import mindustry.world.blocks.power.*;
import mindustry.world.blocks.storage.*;
import mindustry.world.consumers.*;
import static mindustry.Vars.*;
@@ -36,7 +35,7 @@ public class Schematic implements Publishable, Comparable<Schematic>{
}
public float powerConsumption(){
return tiles.sumf(s -> s.block.consumes.has(ConsumeType.power) ? s.block.consumes.getPower().usage : 0f);
return tiles.sumf(s -> s.block.consPower != null ? s.block.consPower.usage : 0f);
}
public ItemSeq requirements(){

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@@ -8,7 +8,6 @@ import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.ai.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.blocks.payloads.*;
@@ -231,8 +230,6 @@ public class Teams{
public Team[] coreEnemies = {};
/** Planned blocks for drones. This is usually only blocks that have been broken. */
public Queue<BlockPlan> blocks = new Queue<>();
/** The current command for units to follow. */
public UnitCommand command = UnitCommand.attack;
/** Quadtree for all buildings of this team. Null if not active. */
public @Nullable QuadTree<Building> buildings;