Files
Mindustry/core/src/io/anuke/mindustry/Vars.java

164 lines
6.8 KiB
Java

package io.anuke.mindustry;
import com.badlogic.gdx.Application.ApplicationType;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.files.FileHandle;
import com.badlogic.gdx.graphics.Color;
import io.anuke.mindustry.core.*;
import io.anuke.mindustry.entities.Bullet;
import io.anuke.mindustry.entities.Player;
import io.anuke.mindustry.entities.TileEntity;
import io.anuke.mindustry.entities.effect.Fire;
import io.anuke.mindustry.entities.effect.Puddle;
import io.anuke.mindustry.entities.effect.Shield;
import io.anuke.mindustry.entities.units.BaseUnit;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.io.Platform;
import io.anuke.mindustry.net.ClientDebug;
import io.anuke.mindustry.net.ServerDebug;
import io.anuke.ucore.UCore;
import io.anuke.ucore.entities.EffectEntity;
import io.anuke.ucore.entities.Entities;
import io.anuke.ucore.entities.Entity;
import io.anuke.ucore.entities.EntityGroup;
import io.anuke.ucore.scene.ui.layout.Unit;
import java.util.Locale;
public class Vars{
public static final boolean testMobile = false;
//shorthand for whether or not this is running on android
public static final boolean mobile = (Gdx.app.getType() == ApplicationType.Android) ||
Gdx.app.getType() == ApplicationType.iOS || testMobile;
public static final boolean ios = Gdx.app.getType() == ApplicationType.iOS;
public static final boolean android = Gdx.app.getType() == ApplicationType.Android;
//shorthand for whether or not this is running on GWT
public static final boolean gwt = (Gdx.app.getType() == ApplicationType.WebGL);
//whether to send block state change events to players
public static final boolean syncBlockState = false;
//how far away from the player blocks can be placed
public static final float placerange = 66;
//respawn time in frames
public static final float respawnduration = 60*4;
//time between waves in frames (on normal mode)
public static final float wavespace = 60*60*(mobile ? 1 : 1);
//waves can last no longer than 3 minutes, otherwise the next one spawns
public static final float maxwavespace = 60*60*4f;
//advance time the pathfinding starts at
public static final float aheadPathfinding = 60*15;
//how far away from spawn points the player can't place blocks
public static final float enemyspawnspace = 65;
//discord group URL
public static final String discordURL = "https://discord.gg/BKADYds";
public static final String releasesURL = "https://api.github.com/repos/Anuken/Mindustry/releases";
//directory for user-created map data
public static final FileHandle customMapDirectory = gwt ? null : UCore.isAssets() ?
Gdx.files.local("../../desktop/mindustry-maps") : Gdx.files.local("mindustry-maps/");
//save file directory
public static final FileHandle saveDirectory = gwt ? null : UCore.isAssets() ?
Gdx.files.local("../../desktop/mindustry-saves") : Gdx.files.local("mindustry-saves/");
public static final String mapExtension = "mmap";
public static final String saveExtension = "msav";
//scale of the font
public static float fontscale = Math.max(Unit.dp.scl(1f)/2f, 0.5f);
//camera zoom displayed on startup
public static final int baseCameraScale = Math.round(Unit.dp.scl(4));
//how much the zoom changes every zoom button press (unused?)
public static final int zoomScale = Math.round(Unit.dp.scl(1));
//if true, player speed will be increased, massive amounts of resources will be given on start, and other debug options will be available
public static boolean debug = false;
public static boolean debugNet = true;
public static boolean console = false;
//whether the player can clip through walls
public static boolean noclip = false;
//whether to draw chunk borders
public static boolean debugChunks = false;
//whether turrets have infinite ammo (only with debug)
public static boolean infiniteAmmo = true;
//whether to show paths of enemies
public static boolean showPaths = false;
//if false, player is always hidden
public static boolean showPlayer = true;
//whether to hide ui, only on debug
public static boolean showUI = true;
//whether to show block debug
public static boolean showBlockDebug = false;
public static boolean headless = false;
public static float controllerMin = 0.25f;
public static float baseControllerSpeed = 11f;
public static final int saveSlots = 64;
//amount of drops that are left when breaking a block
public static final float breakDropAmount = 0.5f;
//only if smoothCamera
public static boolean snapCamera = true;
public static final int tilesize = 8;
public static final Locale[] locales = {new Locale("en"), new Locale("fr", "FR"), new Locale("ru"), new Locale("uk", "UA"), new Locale("pl", "PL"),
new Locale("de"), new Locale("pt", "BR"), new Locale("ko"), new Locale("in", "ID"), new Locale("ita"), new Locale("es")};
public static final Color[] playerColors = {
Color.valueOf("82759a"),
Color.valueOf("c0c1c5"),
Color.valueOf("fff0e7"),
Color.valueOf("7d2953"),
Color.valueOf("ff074e"),
Color.valueOf("ff072a"),
Color.valueOf("ff76a6"),
Color.valueOf("a95238"),
Color.valueOf("ffa108"),
Color.valueOf("feeb2c"),
Color.valueOf("ffcaa8"),
Color.valueOf("008551"),
Color.valueOf("00e339"),
Color.valueOf("423c7b"),
Color.valueOf("4b5ef1"),
Color.valueOf("2cabfe"),
};
//server port
public static final int port = 6567;
public static final int webPort = 6568;
public static GameState state;
public static final ThreadHandler threads = new ThreadHandler(Platform.instance.getThreadProvider());
public static final ServerDebug serverDebug = new ServerDebug();
public static final ClientDebug clientDebug = new ClientDebug();
public static Control control;
public static Logic logic;
public static Renderer renderer;
public static UI ui;
public static World world;
public static NetCommon netCommon;
public static NetServer netServer;
public static NetClient netClient;
public static Player player;
public static final EntityGroup<Player> playerGroup = Entities.addGroup(Player.class).enableMapping();
public static final EntityGroup<TileEntity> tileGroup = Entities.addGroup(TileEntity.class, false);
public static final EntityGroup<Bullet> bulletGroup = Entities.addGroup(Bullet.class);
public static final EntityGroup<Shield> shieldGroup = Entities.addGroup(Shield.class, false);
public static final EntityGroup<EffectEntity> effectGroup = Entities.addGroup(EffectEntity.class, false);
public static final EntityGroup<Entity> groundEffectGroup = Entities.addGroup(Entity.class, false);
public static final EntityGroup<Puddle> puddleGroup = Entities.addGroup(Puddle.class, false);
public static final EntityGroup<Fire> airItemGroup = Entities.addGroup(Fire.class, false);
public static final EntityGroup<BaseUnit>[] unitGroups = new EntityGroup[Team.values().length];
static{
for(Team team : Team.values()){
unitGroups[team.ordinal()] = Entities.addGroup(BaseUnit.class).enableMapping();
}
}
}