Fixes to tutorial and typos
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@@ -181,7 +181,7 @@ text.blocks.maxpowertransfersecond=Max power transfer/second
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text.blocks.explosive=Highly explosive!
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text.blocks.repairssecond=Repairs/second
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text.blocks.health=Health
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text.blocks.inaccuracy=Health
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text.blocks.inaccuracy=Inaccuracy
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text.blocks.shots=Shots
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text.blocks.shotssecond=Shots/second
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text.blocks.fuel=Fuel
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@@ -248,11 +248,11 @@ tutorial.deleteBlock.text=You can delete blocks by clicking the [orange]right m
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tutorial.deleteBlockAndroid.text=You can delete blocks by [orange]selecting the crosshair[] in the [orange]break mode menu[] in the bottom left and tapping a block. Try deleting this conveyor.
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tutorial.placeTurret.text=Now, select and place a [yellow]turret[] at the [yellow]marked location[].
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tutorial.placedTurretAmmo.text=This turret will now accept [yellow]ammo[] from the conveyor. You can see how much ammo it has by hovering over it and checking the [green]green bar[].
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tutorial.turretExplanation.text=Turrets will automatically shootInternal at the nearest enemy in range, as long as they have enough ammo.
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tutorial.turretExplanation.text=Turrets will automatically shoot at the nearest enemy in range, as long as they have enough ammo.
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tutorial.waves.text=Every [yellow]60[] seconds, a wave of [coral]enemies[] will spawn in specific locations and attempt to destroy the core.
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tutorial.coreDestruction.text=Your objective is to [yellow]defend the core[]. If the core is destroyed, you [coral]lose the game[].
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tutorial.pausingDesktop.text=If you ever need to take a break, press the [orange]pause button[] in the top left or [orange]space[] to pause the game. You can still select and place blocks while paused, but cannot move or shootInternal.
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tutorial.pausingAndroid.text=If you ever need to take a break, press the [orange]pause button[] in the top left to pause the game. You can still place select and place blocks while paused.
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tutorial.pausingDesktop.text=If you ever need to take a break, press the [orange]pause button[] in the top left or [orange]space[] to pause the game. You can still select and place blocks while paused, but cannot move or shoot.
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tutorial.pausingAndroid.text=If you ever need to take a break, press the [orange]pause button[] in the top left to pause the game. You can still break and place blocks while paused.
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tutorial.purchaseWeapons.text=You can purchase new [yellow]weapons[] for your mech by opening the upgrade menu in the bottom left.
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tutorial.switchWeapons.text=Switch weapons by either clicking its icon in the bottom left, or using numbers [orange][[1-9][].
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tutorial.spawnWave.text=Here comes a wave now. Destroy them.
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@@ -275,7 +275,7 @@ keybind.move_x.name=move_x
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keybind.move_y.name=move_y
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keybind.select.name=select
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keybind.break.name=break
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keybind.shootInternal.name=shoot
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keybind.shoot.name=shoot
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keybind.zoom_hold.name=zoom_hold
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keybind.zoom.name=zoom
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keybind.menu.name=menu
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@@ -278,8 +278,6 @@ public class NetServer extends Module{
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for(EntityGroup<?> group : Entities.getAllGroups()) {
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if(group.amount() == 0 || !(group.all().first() instanceof SyncEntity)) continue;
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UCore.log("Writing group " + group.getType(), "amount: " + group.amount());
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//get write size for one entity (adding 4, as you need to write the ID as well)
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int writesize = SyncEntity.getWriteSize((Class<? extends SyncEntity>)group.getType()) + 4;
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//amount of entities
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@@ -308,7 +306,6 @@ public class NetServer extends Module{
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}
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SyncEntity entity = (SyncEntity) group.all().get(i);
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UCore.log("Writing entity: " + entity.id);
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//write ID to the buffer
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current.putInt(entity.id);
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@@ -31,7 +31,7 @@ public class Tutorial{
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}
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public boolean active(){
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return world.getMap().name.equals("tutorial") && !GameState.is(State.menu);
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return world.getMap() != null && world.getMap().name.equals("tutorial") && !GameState.is(State.menu);
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}
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public void buildUI(table table){
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@@ -6,14 +6,14 @@ import com.badlogic.gdx.utils.TimeUtils;
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import io.anuke.mindustry.Vars;
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import io.anuke.mindustry.entities.enemies.Enemy;
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import io.anuke.mindustry.entities.enemies.EnemyType;
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import io.anuke.mindustry.game.GameMode;
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import io.anuke.mindustry.io.SaveFileVersion;
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import io.anuke.mindustry.resource.Item;
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import io.anuke.mindustry.resource.Upgrade;
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import io.anuke.mindustry.resource.Weapon;
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import io.anuke.mindustry.world.Block;
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import io.anuke.mindustry.game.GameMode;
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import io.anuke.mindustry.world.WorldGenerator;
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import io.anuke.mindustry.world.Tile;
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import io.anuke.mindustry.world.WorldGenerator;
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import io.anuke.mindustry.world.blocks.Blocks;
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import io.anuke.mindustry.world.blocks.types.BlockPart;
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import io.anuke.mindustry.world.blocks.types.Rock;
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@@ -165,6 +165,7 @@ public class Save14 extends SaveFileVersion{
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for(int i = 0; i < rocks; i ++){
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int pos = stream.readInt();
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Tile tile = Vars.world.tile(pos % Vars.world.width(), pos / Vars.world.width());
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if(tile == null) continue;
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Block result = WorldGenerator.rocks.get(tile.floor());
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if(result != null) tile.setBlock(result);
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}
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@@ -68,9 +68,8 @@ public class PausedDialog extends FloatingDialog{
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content().addButton("$text.quit", () -> {
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ui.showConfirm("$text.confirm", "$text.quit.confirm", () -> {
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if(Net.active() && Net.client()) Vars.netClient.disconnectQuietly();
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runSave();
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runExitSave();
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hide();
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GameState.set(State.menu);
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});
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});
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@@ -111,9 +110,8 @@ public class PausedDialog extends FloatingDialog{
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new imagebutton("icon-quit", isize, () -> {
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Vars.ui.showConfirm("$text.confirm", "$text.quit.confirm", () -> {
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if(Net.active() && Net.client()) Vars.netClient.disconnectQuietly();
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runSave();
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runExitSave();
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hide();
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GameState.set(State.menu);
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});
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}).text("Quit").padTop(4f);
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@@ -127,9 +125,13 @@ public class PausedDialog extends FloatingDialog{
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}
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}
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private void runSave(){
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private void runExitSave(){
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if(Vars.control.getSaves().getCurrent() == null ||
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!Vars.control.getSaves().getCurrent().isAutosave()) return;
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!Vars.control.getSaves().getCurrent().isAutosave()){
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GameState.set(State.menu);
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Vars.control.getTutorial().reset();
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return;
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}
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Vars.ui.loadfrag.show("$text.saveload");
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@@ -141,6 +143,7 @@ public class PausedDialog extends FloatingDialog{
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e = (e.getCause() == null ? e : e.getCause());
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Vars.ui.showError("[orange]"+ Bundles.get("text.savefail")+"\n[white]" + ClassReflection.getSimpleName(e.getClass()) + ": " + e.getMessage() + "\n" + "at " + e.getStackTrace()[0].getFileName() + ":" + e.getStackTrace()[0].getLineNumber());
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}
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GameState.set(State.menu);
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});
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}
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}
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@@ -25,8 +25,8 @@ public class Smelter extends Block{
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protected Item fuel;
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protected Item result;
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protected float craftTime = 15f; //time to craft one item, so max 4 items per second by default
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protected float burnDuration = 45f; //by default, the fuel will burn 45 frames, so that's 4 items/fuel at most
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protected float craftTime = 20f; //time to craft one item, so max 3 items per second by default
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protected float burnDuration = 50f; //by default, the fuel will burn 45 frames, so that's 2.5 items/fuel at most
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protected Effect craftEffect = Fx.smelt, burnEffect = Fx.fuelburn;
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protected int capacity = 20;
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