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1 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 121cc1eb03 |
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@@ -41,14 +41,13 @@ public class ExploreNode : ProgramNode
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private bool TrySelectTarget()
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private bool TrySelectTarget()
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{
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{
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int safetyCounter = 0;
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int safetyCounter = 0;
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int layerRange = Math.Max(GameData.lowestLayer, 1);
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int maximumAttempts = (int)Math.Pow(GameData.layerSize, 2) * 2;
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int maximumAttempts = (int)Math.Pow(GameData.layerSize, 2) * 2;
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while (safetyCounter <= maximumAttempts)
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while (safetyCounter <= maximumAttempts)
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{
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{
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targetPosition = new Vector3I(
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targetPosition = new Vector3I(
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GameData.rand.Next(GameData.layerSize),
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GameData.rand.Next(GameData.layerSize),
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GameData.rand.Next(layerRange),
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GameData.rand.Next(GameData.lowestLayer + 1),
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GameData.rand.Next(GameData.layerSize)
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GameData.rand.Next(GameData.layerSize)
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);
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);
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if (!GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].wasVisited)
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if (!GameData.map[targetPosition.Y].tiles[targetPosition.X, targetPosition.Z].wasVisited)
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@@ -14,12 +14,12 @@ public class ForNode : ProgramNode
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public override NodeResult Execute(Robot robot, double delta)
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public override NodeResult Execute(Robot robot, double delta)
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{
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{
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bool isConditionFulfilled = DetermineCondition();
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bool isConditionFulfilled = DetermineCondition();
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amountExecuted++;
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if (isConditionFulfilled)
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if (isConditionFulfilled)
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{
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{
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amountExecuted = 0;
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amountExecuted = 0;
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}
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}
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return isConditionFulfilled ? NodeResult.SUCCESS : NodeResult.CONDITIONFALSE;
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amountExecuted++;
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return isConditionFulfilled ? NodeResult.CONDITIONFALSE : NodeResult.SUCCESS;
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}
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}
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private bool DetermineCondition()
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private bool DetermineCondition()
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@@ -24,7 +24,7 @@ public class SurvivalState
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public void Update(double delta)
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public void Update(double delta)
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{
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{
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if (isDead) return;
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if (isDead || GameData.debugMode) return;
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elapsedSeconds += delta;
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elapsedSeconds += delta;
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float drainModifier = IsInGracePeriod() ? 0.35f : 1f;
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float drainModifier = IsInGracePeriod() ? 0.35f : 1f;
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@@ -39,6 +39,7 @@ public partial class CodingWindow : PanelContainer
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if (focused is LineEdit || focused is TextEdit) return;
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if (focused is LineEdit || focused is TextEdit) return;
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if (selectedNode == null) return;
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if (selectedNode == null) return;
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if (selectedNode == highlightedNode) highlightedNode = null;
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editorWindow.RemoveChild(selectedNode);
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editorWindow.RemoveChild(selectedNode);
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selectedNode.QueueFree();
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selectedNode.QueueFree();
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}
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}
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@@ -49,6 +49,7 @@ public partial class TutorialBubble : PanelContainer
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"The inventory (Default: [I]) stores everything your robots collect. Gates and research both consume items from it.",
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"The inventory (Default: [I]) stores everything your robots collect. Gates and research both consume items from it.",
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"Each gate blocks the next layer. When you have the required items, use Open Gate in the top bar.",
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"Each gate blocks the next layer. When you have the required items, use Open Gate in the top bar.",
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"The required ingredients can be found by hovering over the Open Gate button.",
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"The required ingredients can be found by hovering over the Open Gate button.",
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"You can swap between layers using the [Q] (up one layer) and [E] (down one layer) keys.",
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"The map (Default: [M]) shows what your robots have discovered. Exploration matters because resources are hidden in the ruin.",
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"The map (Default: [M]) shows what your robots have discovered. Exploration matters because resources are hidden in the ruin.",
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"Deeper layers contain more advanced resources. Unlocking the gate at the lowest point allows you to leave the ruin.",
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"Deeper layers contain more advanced resources. Unlocking the gate at the lowest point allows you to leave the ruin.",
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"Be careful: resources are not endless at the beginning. Converting a robot to a drill unit with Sacrifice makes them endless.",
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"Be careful: resources are not endless at the beginning. Converting a robot to a drill unit with Sacrifice makes them endless.",
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@@ -270,6 +270,11 @@ public partial class Map : PanelContainer
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tooltipText += GetRobotTooltip(robotsOnTile, tooltipText.Length > 0);
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tooltipText += GetRobotTooltip(robotsOnTile, tooltipText.Length > 0);
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}
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}
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if (tile.collapsedMesh == "gate" && tile.wasVisited)
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{
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tileTexture = AddBorder(tileTexture, Colors.Red, RobotBorderWidth);
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}
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texture.Texture = tileTexture;
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texture.Texture = tileTexture;
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texture.TooltipText = tooltipText;
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texture.TooltipText = tooltipText;
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}
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}
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