Removed respawn time rule

This commit is contained in:
Anuken
2020-05-24 17:05:31 -04:00
parent 3051598b92
commit e8869c07fe
25 changed files with 3 additions and 54 deletions
-3
View File
@@ -786,15 +786,12 @@ rules.playerhealthmultiplier = Player Health Multiplier
rules.playerdamagemultiplier = Player Damage Multiplier
rules.unitdamagemultiplier = Unit Damage Multiplier
rules.enemycorebuildradius = Enemy Core No-Build Radius:[lightgray] (tiles)
rules.respawntime = Respawn Time:[lightgray] (sec)
rules.wavespacing = Wave Spacing:[lightgray] (sec)
rules.buildcostmultiplier = Build Cost Multiplier
rules.buildspeedmultiplier = Build Speed Multiplier
rules.deconstructrefundmultiplier = Deconstruct Refund Multiplier
rules.waitForWaveToEnd = Waves Wait for Enemies
rules.dropzoneradius = Drop Zone Radius:[lightgray] (tiles)
rules.respawns = Max respawns per wave
rules.limitedRespawns = Limit Respawns
rules.title.waves = Waves
rules.title.respawns = Respawns
rules.title.resourcesbuilding = Resources & Building
-3
View File
@@ -16,7 +16,6 @@ public enum Gamemode{
rules.infiniteResources = true;
rules.waves = true;
rules.waveTimer = false;
rules.respawnTime = 0f;
}),
attack(rules -> {
rules.attackMode = true;
@@ -24,7 +23,6 @@ public enum Gamemode{
pvp(rules -> {
rules.pvp = true;
rules.enemyCoreBuildRadius = 600f;
rules.respawnTime = 60 * 10;
rules.buildCostMultiplier = 1f;
rules.buildSpeedMultiplier = 1f;
rules.playerDamageMultiplier = 0.33f;
@@ -39,7 +37,6 @@ public enum Gamemode{
rules.waves = false;
rules.enemyCoreBuildRadius = 0f;
rules.waveTimer = false;
rules.respawnTime = 0f;
});
private final Cons<Rules> rules;
-6
View File
@@ -48,8 +48,6 @@ public class Rules{
public float enemyCoreBuildRadius = 400f;
/** Radius around enemy wave drop zones.*/
public float dropZoneRadius = 300f;
/** Player respawn time in ticks. */
public float respawnTime = 60 * 4;
/** Time between waves in ticks. */
public float waveSpacing = 60 * 60 * 2;
/** How many times longer a boss wave takes. */
@@ -62,10 +60,6 @@ public class Rules{
public @Nullable Sector sector;
/** Spawn layout. */
public Array<SpawnGroup> spawns = new Array<>();
/** Determines if there should be limited respawns. */
public boolean limitedRespawns = false;
/** How many times player can respawn during one wave. */
public int respawns = 5;
/** Whether to pause the wave timer until all enemies are destroyed. */
public boolean waitEnemies = false;
/** Determinates if gamemode is attack mode */
@@ -133,9 +133,6 @@ public class CustomRulesDialog extends FloatingDialog{
number("$rules.wavespacing", false, f -> rules.waveSpacing = f * 60f, () -> rules.waveSpacing / 60f, () -> true);
number("$rules.dropzoneradius", false, f -> rules.dropZoneRadius = f * tilesize, () -> rules.dropZoneRadius / tilesize, () -> true);
title("$rules.title.respawns");
number("$rules.respawntime", f -> rules.respawnTime = f * 60f, () -> rules.respawnTime / 60f);
title("$rules.title.resourcesbuilding");
check("$rules.infiniteresources", b -> rules.infiniteResources = b, () -> rules.infiniteResources);
check("$rules.reactorexplosions", b -> rules.reactorExplosions = b, () -> rules.reactorExplosions);
@@ -47,7 +47,8 @@ public class CoreBlock extends StorageBlock{
if(!net.client()){
Unitc unit = block.unitType.create(tile.team());
unit.set(entity);
unit.impulse(0f, 2f);
unit.rotation(90f);
unit.impulse(0f, 3f);
unit.controller(player);
unit.spawnedByCore(true);
unit.add();