Fixed #7685
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@@ -178,8 +178,8 @@ available = New research available!
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unlock.incampaign = < Unlock in campaign for details >
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campaign.select = Select Starting Campaign
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campaign.none = [lightgray]Select a planet to start on.\nThis can be switched at any time.
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campaign.erekir = [accent]Recommended for new players.[]\n\nNewer, more polished content. Mostly linear campaign progression.\n\nHigher quality maps and overall experience.
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campaign.serpulo = [scarlet]Not recommended for new players.[]\n\nOlder content; the classic experience. More open-ended.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
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campaign.erekir = Newer, more polished content. Mostly linear campaign progression.\n\nMore difficult. Higher quality maps and overall experience.
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campaign.serpulo = Older content; the classic experience. More open-ended, more content.\n\nPotentially unbalanced maps and campaign mechanics. Less polished.
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completed = [accent]Completed
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techtree = Tech Tree
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techtree.select = Tech Tree Selection
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@@ -1758,7 +1758,6 @@ hint.coreUpgrade = Cores can be upgraded by [accent]placing higher-tier cores ov
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hint.presetLaunch = Gray [accent]landing zone sectors[], such as [accent]Frozen Forest[], can be launched to from anywhere. They do not require capture of nearby territory.\n\n[accent]Numbered sectors[], such as this one, are [accent]optional[].
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hint.presetDifficulty = This sector has a [scarlet]high enemy threat level[].\nLaunching to such sectors is [accent]not recommended[] without proper technology and preparation.
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hint.coreIncinerate = After the core is filled to capacity with an item, any extra items of that type it receives will be [accent]incinerated[].
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hint.coopCampaign = When playing the [accent]co-op campaign[], items that are produced in the current map will also be sent [accent]to your local sectors[].\n\nAny new research done by the host also carries over.
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hint.factoryControl = To set a unit factory's [accent]output destination[], click a factory block while in command mode, then right-click a location.\nUnits produced by it will automatically move there.
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hint.factoryControl.mobile = To set a unit factory's [accent]output destination[], tap a factory block while in command mode, then tap a location.\nUnits produced by it will automatically move there.
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@@ -71,11 +71,14 @@ public class GameState{
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return rules.sector != null;
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}
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@Nullable
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public Sector getSector(){
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public @Nullable Sector getSector(){
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return rules.sector;
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}
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public @Nullable Planet getPlanet(){
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return rules.sector != null ? rules.sector.planet : null;
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}
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public boolean isEditor(){
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return rules.editor;
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}
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@@ -424,12 +424,12 @@ public class BlockRenderer{
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if(build != null){
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if(visible){
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build.visibleFlags |= (1L << pteam.id);
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if(!build.wasVisible){
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build.wasVisible = true;
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updateShadow(build);
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renderer.minimap.update(tile);
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}
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build.visibleFlags |= (1L << pteam.id);
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build.wasVisible = true;
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}
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if(build.damaged()){
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@@ -39,8 +39,7 @@ public class HintsFragment{
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public void build(Group parent){
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group.setFillParent(true);
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group.touchable = Touchable.childrenOnly;
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//TODO hints off for now - figure out tutorial system.
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group.visibility = () -> !state.isCampaign() && Core.settings.getBool("hints", true) && ui.hudfrag.shown;
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group.visibility = () -> Core.settings.getBool("hints", true) && ui.hudfrag.shown;
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group.update(() -> {
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if(current != null){
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//current got completed
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@@ -151,6 +150,10 @@ public class HintsFragment{
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return current != null;
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}
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static boolean isSerpulo(){
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return !state.rules.hasEnv(Env.scorching);
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}
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public enum DefaultHint implements Hint{
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desktopMove(visibleDesktop, () -> Core.input.axis(Binding.move_x) != 0 || Core.input.axis(Binding.move_y) != 0),
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zoom(visibleDesktop, () -> Core.input.axis(KeyCode.scroll) != 0),
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@@ -159,11 +162,11 @@ public class HintsFragment{
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placeConveyor(isTutorial, () -> ui.hints.placedBlocks.contains(Blocks.conveyor)),
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placeTurret(isTutorial, () -> ui.hints.placedBlocks.contains(Blocks.duo)),
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breaking(isTutorial, () -> ui.hints.events.contains("break")),
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desktopShoot(visibleDesktop, () -> Vars.state.enemies > 0, () -> player.shooting),
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desktopShoot(visibleDesktop, () -> isSerpulo() && Vars.state.enemies > 0, () -> player.shooting),
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depositItems(() -> player.unit().hasItem(), () -> !player.unit().hasItem()),
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desktopPause(visibleDesktop, () -> isTutorial.get() && !Vars.net.active(), () -> Core.input.keyTap(Binding.pause)),
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research(isTutorial, () -> ui.research.isShown()),
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unitControl(() -> state.rules.defaultTeam.data().units.size > 2 && !net.active() && !player.dead(), () -> !player.dead() && !player.unit().spawnedByCore),
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unitControl(() -> isSerpulo() && state.rules.defaultTeam.data().units.size > 2 && !net.active() && !player.dead(), () -> !player.dead() && !player.unit().spawnedByCore),
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respawn(visibleMobile, () -> !player.dead() && !player.unit().spawnedByCore, () -> !player.dead() && player.unit().spawnedByCore),
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launch(() -> isTutorial.get() && state.rules.sector.isCaptured(), () -> ui.planet.isShown()),
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schematicSelect(visibleDesktop, () -> ui.hints.placedBlocks.contains(Blocks.router), () -> Core.input.keyRelease(Binding.schematic_select) || Core.input.keyTap(Binding.pick)),
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@@ -178,7 +181,7 @@ public class HintsFragment{
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guardian(() -> state.boss() != null && state.boss().armor >= 4, () -> state.boss() == null),
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factoryControl(() -> !(state.isCampaign() && state.rules.sector.preset == SectorPresets.onset) &&
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state.rules.defaultTeam.data().getBuildings(Blocks.tankFabricator).size + state.rules.defaultTeam.data().getBuildings(Blocks.groundFactory).size > 0, () -> ui.hints.events.contains("factorycontrol")),
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coreUpgrade(() -> state.isCampaign() && Blocks.coreFoundation.unlocked()
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coreUpgrade(() -> state.isCampaign() && state.rules.sector.planet == Planets.serpulo && Blocks.coreFoundation.unlocked()
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&& state.rules.defaultTeam.core() != null
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&& state.rules.defaultTeam.core().block == Blocks.coreShard
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&& state.rules.defaultTeam.core().items.has(Blocks.coreFoundation.requirements),
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@@ -191,8 +194,7 @@ public class HintsFragment{
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&& state.getSector().threat >= 0.5f
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&& !SectorPresets.tarFields.sector.isCaptured(), //appear only when the player hasn't progressed much in the game yet
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() -> state.isCampaign() && state.getSector().preset != null),
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coreIncinerate(() -> state.isCampaign() && state.rules.defaultTeam.core() != null && state.rules.defaultTeam.core().items.get(Items.copper) >= state.rules.defaultTeam.core().storageCapacity - 10, () -> false),
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coopCampaign(() -> net.client() && state.isCampaign() && SectorPresets.groundZero.sector.hasBase(), () -> false),
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coreIncinerate(() -> state.isCampaign() && state.rules.defaultTeam.core() != null && state.rules.defaultTeam.core().items.get(Items.copper) >= state.rules.defaultTeam.core().storageCapacity - 10, () -> false)
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;
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@Nullable
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