diff --git a/.github/workflows/gradle.yml b/.github/workflows/gradle.yml
new file mode 100644
index 0000000..114e891
--- /dev/null
+++ b/.github/workflows/gradle.yml
@@ -0,0 +1,26 @@
+name: Java CI
+
+on: [push]
+
+jobs:
+ buildJar:
+ runs-on: ubuntu-latest
+
+ steps:
+ - uses: actions/checkout@v1
+ - name: Set up PATH
+ run: |
+ echo "${ANDROID_HOME}/build-tools/30.0.1" >> $GITHUB_PATH
+ - name: Set up JDK 16
+ uses: actions/setup-java@v1
+ with:
+ java-version: 16
+ - name: Change wrapper permissions
+ run: chmod +x ./gradlew
+ - name: Build mod jar
+ run: ./gradlew deploy
+ - name: Upload built jar file
+ uses: actions/upload-artifact@v2
+ with:
+ name: Newcontrols In A Jar
+ path: build/libs/Newcontrols In A Jar.jar
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..109f1c0
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,162 @@
+logs/
+/core/assets/mindustry-saves/
+/core/assets/mindustry-maps/
+/core/assets/bundles/output/
+/core/assets/.gifimages/
+/deploy/
+/desktop/packr-out/
+/desktop/packr-export/
+/desktop/mindustry-saves/
+/desktop/mindustry-maps/
+/desktop/gifexport/
+/core/lib/
+/ios/assets/
+/core/assets-raw/sprites/generated/
+/core/assets-raw/sprites_out/
+/annotations/build/
+/annotations/out/
+/net/build/
+/tools/build/
+/tests/build/
+/server/build/
+/test_files/
+/annotations/build/
+/desktop-sdl/build/
+desktop-sdl/build/
+/android/assets/mindustry-maps/
+/android/assets/mindustry-saves/
+/core/assets/gifexport/
+/core/assets/version.properties
+/core/assets/locales
+/ios/src/io/anuke/mindustry/gen/
+/core/src/io/anuke/mindustry/gen/
+ios/robovm.properties
+packr-out/
+config/
+*.gif
+
+version.properties
+
+.attach_*
+## Java
+
+*.class
+*.war
+*.ear
+hs_err_pid*
+crash-report-*
+
+## Robovm
+/ios/robovm-build/
+
+## GWT
+/html/war/
+/html/gwt-unitCache/
+.apt_generated/
+.gwt/
+gwt-unitCache/
+www-test/
+.gwt-tmp/
+
+## Android Studio and Intellij and Android in general
+/android/libs/armeabi/
+/android/libs/armeabi-v7a/
+/android/libs/arm64-v8a/
+/android/libs/x86/
+/android/libs/x86_64/
+/android/gen/
+.idea/
+*.ipr
+*.iws
+*.iml
+/android/out/
+com_crashlytics_export_strings.xml
+
+## Eclipse
+
+.classpath
+.project
+.metadata/
+/android/bin/
+/core/bin/
+/desktop/bin/
+/html/bin/
+/ios/bin/
+/ios-moe/bin/
+*.tmp
+*.bak
+*.swp
+*~.nib
+.settings/
+.loadpath
+.externalToolBuilders/
+*.launch
+
+## NetBeans
+
+/nbproject/private/
+/android/nbproject/private/
+/core/nbproject/private/
+/desktop/nbproject/private/
+/html/nbproject/private/
+/ios/nbproject/private/
+/ios-moe/nbproject/private/
+
+/build/
+/android/build/
+/core/build/
+/desktop/build/
+/html/build/
+/ios/build/
+/ios-moe/build/
+
+/nbbuild/
+/android/nbbuild/
+/core/nbbuild/
+/desktop/nbbuild/
+/html/nbbuild/
+/ios/nbbuild/
+/ios-moe/nbbuild/
+
+/dist/
+/android/dist/
+/core/dist/
+/desktop/dist/
+/html/dist/
+/ios/dist/
+/ios-moe/dist/
+
+/nbdist/
+/android/nbdist/
+/core/nbdist/
+/desktop/nbdist/
+/html/nbdist/
+/ios/nbdist/
+/ios-moe/nbdist/
+
+nbactions.xml
+nb-configuration.xml
+
+## Gradle
+
+/local.properties
+.gradle/
+gradle-app.setting
+/build/
+/android/build/
+/core/build/
+/desktop/build/
+/html/build/
+/ios/build/
+/ios-moe/build/
+
+## OS Specific
+.DS_Store
+Thumbs.db
+android/libs/
+
+## Unused but very interesting shit, such as analytics :3
+## Yes, i did implement analytics, but I'm not risking keeping them in a public version
+## + leaking a discord webhook would be a problem
+/.archive/
+## Why are you reading a random .gitignore file, anyways?
\ No newline at end of file
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..f288702
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
+software on general-purpose computers, but in those that do, we wish to
+avoid the special danger that patents applied to a free program could
+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
+ 0. Definitions.
+
+ "This License" refers to version 3 of the GNU General Public License.
+
+ "Copyright" also means copyright-like laws that apply to other kinds of
+works, such as semiconductor masks.
+
+ "The Program" refers to any copyrightable work licensed under this
+License. Each licensee is addressed as "you". "Licensees" and
+"recipients" may be individuals or organizations.
+
+ To "modify" a work means to copy from or adapt all or part of the work
+in a fashion requiring copyright permission, other than the making of an
+exact copy. The resulting work is called a "modified version" of the
+earlier work or a work "based on" the earlier work.
+
+ A "covered work" means either the unmodified Program or a work based
+on the Program.
+
+ To "propagate" a work means to do anything with it that, without
+permission, would make you directly or secondarily liable for
+infringement under applicable copyright law, except executing it on a
+computer or modifying a private copy. Propagation includes copying,
+distribution (with or without modification), making available to the
+public, and in some countries other activities as well.
+
+ To "convey" a work means any kind of propagation that enables other
+parties to make or receive copies. Mere interaction with a user through
+a computer network, with no transfer of a copy, is not conveying.
+
+ An interactive user interface displays "Appropriate Legal Notices"
+to the extent that it includes a convenient and prominently visible
+feature that (1) displays an appropriate copyright notice, and (2)
+tells the user that there is no warranty for the work (except to the
+extent that warranties are provided), that licensees may convey the
+work under this License, and how to view a copy of this License. If
+the interface presents a list of user commands or options, such as a
+menu, a prominent item in the list meets this criterion.
+
+ 1. Source Code.
+
+ The "source code" for a work means the preferred form of the work
+for making modifications to it. "Object code" means any non-source
+form of a work.
+
+ A "Standard Interface" means an interface that either is an official
+standard defined by a recognized standards body, or, in the case of
+interfaces specified for a particular programming language, one that
+is widely used among developers working in that language.
+
+ The "System Libraries" of an executable work include anything, other
+than the work as a whole, that (a) is included in the normal form of
+packaging a Major Component, but which is not part of that Major
+Component, and (b) serves only to enable use of the work with that
+Major Component, or to implement a Standard Interface for which an
+implementation is available to the public in source code form. A
+"Major Component", in this context, means a major essential component
+(kernel, window system, and so on) of the specific operating system
+(if any) on which the executable work runs, or a compiler used to
+produce the work, or an object code interpreter used to run it.
+
+ The "Corresponding Source" for a work in object code form means all
+the source code needed to generate, install, and (for an executable
+work) run the object code and to modify the work, including scripts to
+control those activities. However, it does not include the work's
+System Libraries, or general-purpose tools or generally available free
+programs which are used unmodified in performing those activities but
+which are not part of the work. For example, Corresponding Source
+includes interface definition files associated with source files for
+the work, and the source code for shared libraries and dynamically
+linked subprograms that the work is specifically designed to require,
+such as by intimate data communication or control flow between those
+subprograms and other parts of the work.
+
+ The Corresponding Source need not include anything that users
+can regenerate automatically from other parts of the Corresponding
+Source.
+
+ The Corresponding Source for a work in source code form is that
+same work.
+
+ 2. Basic Permissions.
+
+ All rights granted under this License are granted for the term of
+copyright on the Program, and are irrevocable provided the stated
+conditions are met. This License explicitly affirms your unlimited
+permission to run the unmodified Program. The output from running a
+covered work is covered by this License only if the output, given its
+content, constitutes a covered work. This License acknowledges your
+rights of fair use or other equivalent, as provided by copyright law.
+
+ You may make, run and propagate covered works that you do not
+convey, without conditions so long as your license otherwise remains
+in force. You may convey covered works to others for the sole purpose
+of having them make modifications exclusively for you, or provide you
+with facilities for running those works, provided that you comply with
+the terms of this License in conveying all material for which you do
+not control copyright. Those thus making or running the covered works
+for you must do so exclusively on your behalf, under your direction
+and control, on terms that prohibit them from making any copies of
+your copyrighted material outside their relationship with you.
+
+ Conveying under any other circumstances is permitted solely under
+the conditions stated below. Sublicensing is not allowed; section 10
+makes it unnecessary.
+
+ 3. Protecting Users' Legal Rights From Anti-Circumvention Law.
+
+ No covered work shall be deemed part of an effective technological
+measure under any applicable law fulfilling obligations under article
+11 of the WIPO copyright treaty adopted on 20 December 1996, or
+similar laws prohibiting or restricting circumvention of such
+measures.
+
+ When you convey a covered work, you waive any legal power to forbid
+circumvention of technological measures to the extent such circumvention
+is effected by exercising rights under this License with respect to
+the covered work, and you disclaim any intention to limit operation or
+modification of the work as a means of enforcing, against the work's
+users, your or third parties' legal rights to forbid circumvention of
+technological measures.
+
+ 4. Conveying Verbatim Copies.
+
+ You may convey verbatim copies of the Program's source code as you
+receive it, in any medium, provided that you conspicuously and
+appropriately publish on each copy an appropriate copyright notice;
+keep intact all notices stating that this License and any
+non-permissive terms added in accord with section 7 apply to the code;
+keep intact all notices of the absence of any warranty; and give all
+recipients a copy of this License along with the Program.
+
+ You may charge any price or no price for each copy that you convey,
+and you may offer support or warranty protection for a fee.
+
+ 5. Conveying Modified Source Versions.
+
+ You may convey a work based on the Program, or the modifications to
+produce it from the Program, in the form of source code under the
+terms of section 4, provided that you also meet all of these conditions:
+
+ a) The work must carry prominent notices stating that you modified
+ it, and giving a relevant date.
+
+ b) The work must carry prominent notices stating that it is
+ released under this License and any conditions added under section
+ 7. This requirement modifies the requirement in section 4 to
+ "keep intact all notices".
+
+ c) You must license the entire work, as a whole, under this
+ License to anyone who comes into possession of a copy. This
+ License will therefore apply, along with any applicable section 7
+ additional terms, to the whole of the work, and all its parts,
+ regardless of how they are packaged. This License gives no
+ permission to license the work in any other way, but it does not
+ invalidate such permission if you have separately received it.
+
+ d) If the work has interactive user interfaces, each must display
+ Appropriate Legal Notices; however, if the Program has interactive
+ interfaces that do not display Appropriate Legal Notices, your
+ work need not make them do so.
+
+ A compilation of a covered work with other separate and independent
+works, which are not by their nature extensions of the covered work,
+and which are not combined with it such as to form a larger program,
+in or on a volume of a storage or distribution medium, is called an
+"aggregate" if the compilation and its resulting copyright are not
+used to limit the access or legal rights of the compilation's users
+beyond what the individual works permit. Inclusion of a covered work
+in an aggregate does not cause this License to apply to the other
+parts of the aggregate.
+
+ 6. Conveying Non-Source Forms.
+
+ You may convey a covered work in object code form under the terms
+of sections 4 and 5, provided that you also convey the
+machine-readable Corresponding Source under the terms of this License,
+in one of these ways:
+
+ a) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by the
+ Corresponding Source fixed on a durable physical medium
+ customarily used for software interchange.
+
+ b) Convey the object code in, or embodied in, a physical product
+ (including a physical distribution medium), accompanied by a
+ written offer, valid for at least three years and valid for as
+ long as you offer spare parts or customer support for that product
+ model, to give anyone who possesses the object code either (1) a
+ copy of the Corresponding Source for all the software in the
+ product that is covered by this License, on a durable physical
+ medium customarily used for software interchange, for a price no
+ more than your reasonable cost of physically performing this
+ conveying of source, or (2) access to copy the
+ Corresponding Source from a network server at no charge.
+
+ c) Convey individual copies of the object code with a copy of the
+ written offer to provide the Corresponding Source. This
+ alternative is allowed only occasionally and noncommercially, and
+ only if you received the object code with such an offer, in accord
+ with subsection 6b.
+
+ d) Convey the object code by offering access from a designated
+ place (gratis or for a charge), and offer equivalent access to the
+ Corresponding Source in the same way through the same place at no
+ further charge. You need not require recipients to copy the
+ Corresponding Source along with the object code. If the place to
+ copy the object code is a network server, the Corresponding Source
+ may be on a different server (operated by you or a third party)
+ that supports equivalent copying facilities, provided you maintain
+ clear directions next to the object code saying where to find the
+ Corresponding Source. Regardless of what server hosts the
+ Corresponding Source, you remain obligated to ensure that it is
+ available for as long as needed to satisfy these requirements.
+
+ e) Convey the object code using peer-to-peer transmission, provided
+ you inform other peers where the object code and Corresponding
+ Source of the work are being offered to the general public at no
+ charge under subsection 6d.
+
+ A separable portion of the object code, whose source code is excluded
+from the Corresponding Source as a System Library, need not be
+included in conveying the object code work.
+
+ A "User Product" is either (1) a "consumer product", which means any
+tangible personal property which is normally used for personal, family,
+or household purposes, or (2) anything designed or sold for incorporation
+into a dwelling. In determining whether a product is a consumer product,
+doubtful cases shall be resolved in favor of coverage. For a particular
+product received by a particular user, "normally used" refers to a
+typical or common use of that class of product, regardless of the status
+of the particular user or of the way in which the particular user
+actually uses, or expects or is expected to use, the product. A product
+is a consumer product regardless of whether the product has substantial
+commercial, industrial or non-consumer uses, unless such uses represent
+the only significant mode of use of the product.
+
+ "Installation Information" for a User Product means any methods,
+procedures, authorization keys, or other information required to install
+and execute modified versions of a covered work in that User Product from
+a modified version of its Corresponding Source. The information must
+suffice to ensure that the continued functioning of the modified object
+code is in no case prevented or interfered with solely because
+modification has been made.
+
+ If you convey an object code work under this section in, or with, or
+specifically for use in, a User Product, and the conveying occurs as
+part of a transaction in which the right of possession and use of the
+User Product is transferred to the recipient in perpetuity or for a
+fixed term (regardless of how the transaction is characterized), the
+Corresponding Source conveyed under this section must be accompanied
+by the Installation Information. But this requirement does not apply
+if neither you nor any third party retains the ability to install
+modified object code on the User Product (for example, the work has
+been installed in ROM).
+
+ The requirement to provide Installation Information does not include a
+requirement to continue to provide support service, warranty, or updates
+for a work that has been modified or installed by the recipient, or for
+the User Product in which it has been modified or installed. Access to a
+network may be denied when the modification itself materially and
+adversely affects the operation of the network or violates the rules and
+protocols for communication across the network.
+
+ Corresponding Source conveyed, and Installation Information provided,
+in accord with this section must be in a format that is publicly
+documented (and with an implementation available to the public in
+source code form), and must require no special password or key for
+unpacking, reading or copying.
+
+ 7. Additional Terms.
+
+ "Additional permissions" are terms that supplement the terms of this
+License by making exceptions from one or more of its conditions.
+Additional permissions that are applicable to the entire Program shall
+be treated as though they were included in this License, to the extent
+that they are valid under applicable law. If additional permissions
+apply only to part of the Program, that part may be used separately
+under those permissions, but the entire Program remains governed by
+this License without regard to the additional permissions.
+
+ When you convey a copy of a covered work, you may at your option
+remove any additional permissions from that copy, or from any part of
+it. (Additional permissions may be written to require their own
+removal in certain cases when you modify the work.) You may place
+additional permissions on material, added by you to a covered work,
+for which you have or can give appropriate copyright permission.
+
+ Notwithstanding any other provision of this License, for material you
+add to a covered work, you may (if authorized by the copyright holders of
+that material) supplement the terms of this License with terms:
+
+ a) Disclaiming warranty or limiting liability differently from the
+ terms of sections 15 and 16 of this License; or
+
+ b) Requiring preservation of specified reasonable legal notices or
+ author attributions in that material or in the Appropriate Legal
+ Notices displayed by works containing it; or
+
+ c) Prohibiting misrepresentation of the origin of that material, or
+ requiring that modified versions of such material be marked in
+ reasonable ways as different from the original version; or
+
+ d) Limiting the use for publicity purposes of names of licensors or
+ authors of the material; or
+
+ e) Declining to grant rights under trademark law for use of some
+ trade names, trademarks, or service marks; or
+
+ f) Requiring indemnification of licensors and authors of that
+ material by anyone who conveys the material (or modified versions of
+ it) with contractual assumptions of liability to the recipient, for
+ any liability that these contractual assumptions directly impose on
+ those licensors and authors.
+
+ All other non-permissive additional terms are considered "further
+restrictions" within the meaning of section 10. If the Program as you
+received it, or any part of it, contains a notice stating that it is
+governed by this License along with a term that is a further
+restriction, you may remove that term. If a license document contains
+a further restriction but permits relicensing or conveying under this
+License, you may add to a covered work material governed by the terms
+of that license document, provided that the further restriction does
+not survive such relicensing or conveying.
+
+ If you add terms to a covered work in accord with this section, you
+must place, in the relevant source files, a statement of the
+additional terms that apply to those files, or a notice indicating
+where to find the applicable terms.
+
+ Additional terms, permissive or non-permissive, may be stated in the
+form of a separately written license, or stated as exceptions;
+the above requirements apply either way.
+
+ 8. Termination.
+
+ You may not propagate or modify a covered work except as expressly
+provided under this License. Any attempt otherwise to propagate or
+modify it is void, and will automatically terminate your rights under
+this License (including any patent licenses granted under the third
+paragraph of section 11).
+
+ However, if you cease all violation of this License, then your
+license from a particular copyright holder is reinstated (a)
+provisionally, unless and until the copyright holder explicitly and
+finally terminates your license, and (b) permanently, if the copyright
+holder fails to notify you of the violation by some reasonable means
+prior to 60 days after the cessation.
+
+ Moreover, your license from a particular copyright holder is
+reinstated permanently if the copyright holder notifies you of the
+violation by some reasonable means, this is the first time you have
+received notice of violation of this License (for any work) from that
+copyright holder, and you cure the violation prior to 30 days after
+your receipt of the notice.
+
+ Termination of your rights under this section does not terminate the
+licenses of parties who have received copies or rights from you under
+this License. If your rights have been terminated and not permanently
+reinstated, you do not qualify to receive new licenses for the same
+material under section 10.
+
+ 9. Acceptance Not Required for Having Copies.
+
+ You are not required to accept this License in order to receive or
+run a copy of the Program. Ancillary propagation of a covered work
+occurring solely as a consequence of using peer-to-peer transmission
+to receive a copy likewise does not require acceptance. However,
+nothing other than this License grants you permission to propagate or
+modify any covered work. These actions infringe copyright if you do
+not accept this License. Therefore, by modifying or propagating a
+covered work, you indicate your acceptance of this License to do so.
+
+ 10. Automatic Licensing of Downstream Recipients.
+
+ Each time you convey a covered work, the recipient automatically
+receives a license from the original licensors, to run, modify and
+propagate that work, subject to this License. You are not responsible
+for enforcing compliance by third parties with this License.
+
+ An "entity transaction" is a transaction transferring control of an
+organization, or substantially all assets of one, or subdividing an
+organization, or merging organizations. If propagation of a covered
+work results from an entity transaction, each party to that
+transaction who receives a copy of the work also receives whatever
+licenses to the work the party's predecessor in interest had or could
+give under the previous paragraph, plus a right to possession of the
+Corresponding Source of the work from the predecessor in interest, if
+the predecessor has it or can get it with reasonable efforts.
+
+ You may not impose any further restrictions on the exercise of the
+rights granted or affirmed under this License. For example, you may
+not impose a license fee, royalty, or other charge for exercise of
+rights granted under this License, and you may not initiate litigation
+(including a cross-claim or counterclaim in a lawsuit) alleging that
+any patent claim is infringed by making, using, selling, offering for
+sale, or importing the Program or any portion of it.
+
+ 11. Patents.
+
+ A "contributor" is a copyright holder who authorizes use under this
+License of the Program or a work on which the Program is based. The
+work thus licensed is called the contributor's "contributor version".
+
+ A contributor's "essential patent claims" are all patent claims
+owned or controlled by the contributor, whether already acquired or
+hereafter acquired, that would be infringed by some manner, permitted
+by this License, of making, using, or selling its contributor version,
+but do not include claims that would be infringed only as a
+consequence of further modification of the contributor version. For
+purposes of this definition, "control" includes the right to grant
+patent sublicenses in a manner consistent with the requirements of
+this License.
+
+ Each contributor grants you a non-exclusive, worldwide, royalty-free
+patent license under the contributor's essential patent claims, to
+make, use, sell, offer for sale, import and otherwise run, modify and
+propagate the contents of its contributor version.
+
+ In the following three paragraphs, a "patent license" is any express
+agreement or commitment, however denominated, not to enforce a patent
+(such as an express permission to practice a patent or covenant not to
+sue for patent infringement). To "grant" such a patent license to a
+party means to make such an agreement or commitment not to enforce a
+patent against the party.
+
+ If you convey a covered work, knowingly relying on a patent license,
+and the Corresponding Source of the work is not available for anyone
+to copy, free of charge and under the terms of this License, through a
+publicly available network server or other readily accessible means,
+then you must either (1) cause the Corresponding Source to be so
+available, or (2) arrange to deprive yourself of the benefit of the
+patent license for this particular work, or (3) arrange, in a manner
+consistent with the requirements of this License, to extend the patent
+license to downstream recipients. "Knowingly relying" means you have
+actual knowledge that, but for the patent license, your conveying the
+covered work in a country, or your recipient's use of the covered work
+in a country, would infringe one or more identifiable patents in that
+country that you have reason to believe are valid.
+
+ If, pursuant to or in connection with a single transaction or
+arrangement, you convey, or propagate by procuring conveyance of, a
+covered work, and grant a patent license to some of the parties
+receiving the covered work authorizing them to use, propagate, modify
+or convey a specific copy of the covered work, then the patent license
+you grant is automatically extended to all recipients of the covered
+work and works based on it.
+
+ A patent license is "discriminatory" if it does not include within
+the scope of its coverage, prohibits the exercise of, or is
+conditioned on the non-exercise of one or more of the rights that are
+specifically granted under this License. You may not convey a covered
+work if you are a party to an arrangement with a third party that is
+in the business of distributing software, under which you make payment
+to the third party based on the extent of your activity of conveying
+the work, and under which the third party grants, to any of the
+parties who would receive the covered work from you, a discriminatory
+patent license (a) in connection with copies of the covered work
+conveyed by you (or copies made from those copies), or (b) primarily
+for and in connection with specific products or compilations that
+contain the covered work, unless you entered into that arrangement,
+or that patent license was granted, prior to 28 March 2007.
+
+ Nothing in this License shall be construed as excluding or limiting
+any implied license or other defenses to infringement that may
+otherwise be available to you under applicable patent law.
+
+ 12. No Surrender of Others' Freedom.
+
+ If conditions are imposed on you (whether by court order, agreement or
+otherwise) that contradict the conditions of this License, they do not
+excuse you from the conditions of this License. If you cannot convey a
+covered work so as to satisfy simultaneously your obligations under this
+License and any other pertinent obligations, then as a consequence you may
+not convey it at all. For example, if you agree to terms that obligate you
+to collect a royalty for further conveying from those to whom you convey
+the Program, the only way you could satisfy both those terms and this
+License would be to refrain entirely from conveying the Program.
+
+ 13. Use with the GNU Affero General Public License.
+
+ Notwithstanding any other provision of this License, you have
+permission to link or combine any covered work with a work licensed
+under version 3 of the GNU Affero General Public License into a single
+combined work, and to convey the resulting work. The terms of this
+License will continue to apply to the part which is the covered work,
+but the special requirements of the GNU Affero General Public License,
+section 13, concerning interaction through a network will apply to the
+combination as such.
+
+ 14. Revised Versions of this License.
+
+ The Free Software Foundation may publish revised and/or new versions of
+the GNU General Public License from time to time. Such new versions will
+be similar in spirit to the present version, but may differ in detail to
+address new problems or concerns.
+
+ Each version is given a distinguishing version number. If the
+Program specifies that a certain numbered version of the GNU General
+Public License "or any later version" applies to it, you have the
+option of following the terms and conditions either of that numbered
+version or of any later version published by the Free Software
+Foundation. If the Program does not specify a version number of the
+GNU General Public License, you may choose any version ever published
+by the Free Software Foundation.
+
+ If the Program specifies that a proxy can decide which future
+versions of the GNU General Public License can be used, that proxy's
+public statement of acceptance of a version permanently authorizes you
+to choose that version for the Program.
+
+ Later license versions may give you additional or different
+permissions. However, no additional obligations are imposed on any
+author or copyright holder as a result of your choosing to follow a
+later version.
+
+ 15. Disclaimer of Warranty.
+
+ THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+
+ Copyright (C)
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU General Public License for more details.
+
+ You should have received a copy of the GNU General Public License
+ along with this program. If not, see .
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ Copyright (C)
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/README.md b/README.md
new file mode 100644
index 0000000..d19a0b6
--- /dev/null
+++ b/README.md
@@ -0,0 +1,28 @@
+# New-Controls
+A mindustry mod that adds two new control modes: AI and joystick (the latter is mobile only cus you can't have two pointers on desktop).
+
+This mod ***is multiplayer-compatible***, meaning you can use all its features (even the unfair ones) in the multiplayer.
+
+# Enabling
+To enable the controls: press the 🔧 (wrench) button while in-game. You will see a panel with a status bar and a big red "DISABLED" label. Clicking on the label toggles the controls.
+
+By default the manual control mode is enabled. You can switch to ai mode by disabling a toggle with a cross icon in the placement ui.
+
+### Important notice
+While the controls are enabled, you won't be able to perform some actions that are possible in vanilla mode (such as building). You can disable & enable the controls at any time so that shouldn't be a problem.
+
+# Manual mode
+Enabled by default. Consists of two thumbsticks (movement (left) and aiming / shooting (right)) and a control panel at the bottom part of screen in landscape and above right thumbstick in portrait mode that allows you to perform some actions such as to pick/drop payloads, command units, etc.
+
+# Ai mode
+Can be enabled by disabling a toggle in the placement ui (right bottom corner). Reveals an ai control panel under the status label. Consists of four modes:
+* auto: performs one of three following based on situation
+* attack: targets nearest units & buildings in a specified radius, keeps maximum possible distance
+* mine: automatically mines specified items
+* patrol: goes to the nearest spawn point / enemy core
+
+Some of the actions can be configured in the left panel.
+
+--------------
+# About the source code
+Just... Dont read it. Seriously, you will regret. I forced myself to upload this here cus else it would rot in my storage forever
\ No newline at end of file
diff --git a/assets/bundles/bundle.properties b/assets/bundles/bundle.properties
new file mode 100644
index 0000000..cdda4b3
--- /dev/null
+++ b/assets/bundles/bundle.properties
@@ -0,0 +1,33 @@
+newcontrols.ai.header = Custom Behavior Panel
+newcontrols.ai.status = Status:
+newcontrols.ai.enabled-ai = [green]ENABLED + AI[]
+newcontrols.ai.enabled-manual = [green]ENABLED[]
+newcontrols.ai.disabled = [red]DISABLED[]
+newcontrols.ai.toggle = Pause / Resume
+newcontrols.ai.manual = Joystick mode
+newcontrols.ai.action = Action:
+
+newcontrols.ai.action-AUTO-TYPE = [lime]auto
+newcontrols.ai.action-AUTO = [lime]auto []({0}[])
+newcontrols.ai.action-NONE = [accent]manual control
+newcontrols.ai.action-IDLE = [scarlet]no suitable actions
+newcontrols.ai.action-ATTACK = [green]attacking
+newcontrols.ai.action-MINE = [green]mining
+newcontrols.ai.action-PATROL = [green]patrolling
+
+newcontrols.ai.settings = Settings
+newcontrols.ai.actions-select = Select action
+newcontrols.ai.actions-preferences = Preferences
+newcontrols.ai.actions-enable = Toggle auto actions
+
+newcontrols.ai.prefs.attack-radius = Attack radius
+newcontrols.ai.prefs.mine-radius = Mine radius
+newcontrols.ai.prefs.mine-items = Mine items
+
+newcontrols.unit.nolimit = [grey]Unlimited
+
+newcontrols.manual.command = Command
+newcontrols.manual.pickup-unit = Pick unit
+newcontrols.manual.pickup-block = Pick block
+newcontrols.manual.drop = Drop payload
+newcontrols.manual.pay-enter = Enter block
\ No newline at end of file
diff --git a/assets/sprites/arrow-up.png b/assets/sprites/arrow-up.png
new file mode 100644
index 0000000..c7c46f5
Binary files /dev/null and b/assets/sprites/arrow-up.png differ
diff --git a/assets/sprites/command.png b/assets/sprites/command.png
new file mode 100644
index 0000000..2495080
Binary files /dev/null and b/assets/sprites/command.png differ
diff --git a/assets/sprites/drop-payload.png b/assets/sprites/drop-payload.png
new file mode 100644
index 0000000..98e9d20
Binary files /dev/null and b/assets/sprites/drop-payload.png differ
diff --git a/assets/sprites/enter-payload.png b/assets/sprites/enter-payload.png
new file mode 100644
index 0000000..d1436ec
Binary files /dev/null and b/assets/sprites/enter-payload.png differ
diff --git a/assets/sprites/pick-building.png b/assets/sprites/pick-building.png
new file mode 100644
index 0000000..39bbb76
Binary files /dev/null and b/assets/sprites/pick-building.png differ
diff --git a/assets/sprites/pick-unit.png b/assets/sprites/pick-unit.png
new file mode 100644
index 0000000..1b1bc81
Binary files /dev/null and b/assets/sprites/pick-unit.png differ
diff --git a/build.gradle b/build.gradle
new file mode 100644
index 0000000..0f5b568
--- /dev/null
+++ b/build.gradle
@@ -0,0 +1,87 @@
+apply plugin: "java"
+
+version '1.0'
+
+group = "newcontrols"
+
+//compile java 16 code, targeting java 8
+targetCompatibility = 8
+sourceCompatibility = JavaVersion.VERSION_16
+
+sourceSets.main.java.srcDirs = ["src"]
+
+repositories{
+ mavenCentral()
+ maven{ url 'https://www.jitpack.io' }
+}
+
+ext{
+ //the build number that this mod is made for
+ mindustryVersion = 'v133' //h..
+ jabelVersion = "0.4.0"
+ sdkRoot = System.getenv("ANDROID_HOME") ?: System.getenv("ANDROID_SDK_ROOT")
+}
+
+//java 8 backwards compatibility flag
+allprojects{
+ tasks.withType(JavaCompile){
+ options.compilerArgs.addAll(['--release', '8'])
+ }
+}
+
+dependencies{
+ compileOnly "com.github.Anuken.Arc:arc-core:$mindustryVersion"
+ compileOnly "com.github.Anuken.Mindustry:core:$mindustryVersion"
+ annotationProcessor "com.github.Anuken:jabel:$jabelVersion"
+}
+
+task jarAndroid{
+ dependsOn "jar"
+
+ doLast{
+ if(!sdkRoot || !new File(sdkRoot).exists()) throw new GradleException("No valid Android SDK found. Ensure that ANDROID_HOME is set to your Android SDK directory.");
+
+ def platformRoot = new File("$sdkRoot/platforms/").listFiles().sort().reverse().find{ f -> new File(f, "android.jar").exists()}
+
+ if(!platformRoot) throw new GradleException("No android.jar found. Ensure that you have an Android platform installed.")
+
+ //collect dependencies needed for desugaring
+ def dependencies = (configurations.compileClasspath.asList() + configurations.runtimeClasspath.asList() + [new File(platformRoot, "android.jar")]).collect{ "--classpath $it.path" }.join(" ")
+
+ //dex and desugar files - this requires d8 in your PATH
+ "d8 $dependencies --min-api 14 --output ${project.archivesBaseName}Android.jar ${project.archivesBaseName}Desktop.jar"
+ .execute(null, new File("$buildDir/libs")).waitForProcessOutput(System.out, System.err)
+ }
+}
+
+jar{
+ archiveFileName = "${project.archivesBaseName}Desktop.jar"
+
+ from{
+ configurations.runtimeClasspath.collect{ it.isDirectory() ? it : zipTree(it) }
+ }
+
+ from(rootDir){
+ include "mod.hjson"
+ include "icon.png"
+ }
+
+ from("assets/"){
+ include "**"
+ }
+}
+
+task deploy(type: Jar){
+ dependsOn jarAndroid
+ dependsOn jar
+ archiveFileName = "Newcontrols In A Jar.jar"
+
+ from{ [zipTree("$buildDir/libs/${project.archivesBaseName}Desktop.jar"), zipTree("$buildDir/libs/${project.archivesBaseName}Android.jar")] }
+
+ doLast{
+ delete{
+ delete "$buildDir/libs/${project.archivesBaseName}Desktop.jar"
+ delete "$buildDir/libs/${project.archivesBaseName}Android.jar"
+ }
+ }
+}
diff --git a/gradle/wrapper/gradle-wrapper.jar b/gradle/wrapper/gradle-wrapper.jar
new file mode 100644
index 0000000..94336fc
Binary files /dev/null and b/gradle/wrapper/gradle-wrapper.jar differ
diff --git a/gradle/wrapper/gradle-wrapper.properties b/gradle/wrapper/gradle-wrapper.properties
new file mode 100644
index 0000000..05679dc
--- /dev/null
+++ b/gradle/wrapper/gradle-wrapper.properties
@@ -0,0 +1,5 @@
+distributionBase=GRADLE_USER_HOME
+distributionPath=wrapper/dists
+distributionUrl=https\://services.gradle.org/distributions/gradle-7.1.1-bin.zip
+zipStoreBase=GRADLE_USER_HOME
+zipStorePath=wrapper/dists
diff --git a/gradlew b/gradlew
new file mode 100644
index 0000000..cccdd3d
--- /dev/null
+++ b/gradlew
@@ -0,0 +1,172 @@
+#!/usr/bin/env sh
+
+##############################################################################
+##
+## Gradle start up script for UN*X
+##
+##############################################################################
+
+# Attempt to set APP_HOME
+# Resolve links: $0 may be a link
+PRG="$0"
+# Need this for relative symlinks.
+while [ -h "$PRG" ] ; do
+ ls=`ls -ld "$PRG"`
+ link=`expr "$ls" : '.*-> \(.*\)$'`
+ if expr "$link" : '/.*' > /dev/null; then
+ PRG="$link"
+ else
+ PRG=`dirname "$PRG"`"/$link"
+ fi
+done
+SAVED="`pwd`"
+cd "`dirname \"$PRG\"`/" >/dev/null
+APP_HOME="`pwd -P`"
+cd "$SAVED" >/dev/null
+
+APP_NAME="Gradle"
+APP_BASE_NAME=`basename "$0"`
+
+# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
+DEFAULT_JVM_OPTS=""
+
+# Use the maximum available, or set MAX_FD != -1 to use that value.
+MAX_FD="maximum"
+
+warn () {
+ echo "$*"
+}
+
+die () {
+ echo
+ echo "$*"
+ echo
+ exit 1
+}
+
+# OS specific support (must be 'true' or 'false').
+cygwin=false
+msys=false
+darwin=false
+nonstop=false
+case "`uname`" in
+ CYGWIN* )
+ cygwin=true
+ ;;
+ Darwin* )
+ darwin=true
+ ;;
+ MINGW* )
+ msys=true
+ ;;
+ NONSTOP* )
+ nonstop=true
+ ;;
+esac
+
+CLASSPATH=$APP_HOME/gradle/wrapper/gradle-wrapper.jar
+
+# Determine the Java command to use to start the JVM.
+if [ -n "$JAVA_HOME" ] ; then
+ if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
+ # IBM's JDK on AIX uses strange locations for the executables
+ JAVACMD="$JAVA_HOME/jre/sh/java"
+ else
+ JAVACMD="$JAVA_HOME/bin/java"
+ fi
+ if [ ! -x "$JAVACMD" ] ; then
+ die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
+
+Please set the JAVA_HOME variable in your environment to match the
+location of your Java installation."
+ fi
+else
+ JAVACMD="java"
+ which java >/dev/null 2>&1 || die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
+
+Please set the JAVA_HOME variable in your environment to match the
+location of your Java installation."
+fi
+
+# Increase the maximum file descriptors if we can.
+if [ "$cygwin" = "false" -a "$darwin" = "false" -a "$nonstop" = "false" ] ; then
+ MAX_FD_LIMIT=`ulimit -H -n`
+ if [ $? -eq 0 ] ; then
+ if [ "$MAX_FD" = "maximum" -o "$MAX_FD" = "max" ] ; then
+ MAX_FD="$MAX_FD_LIMIT"
+ fi
+ ulimit -n $MAX_FD
+ if [ $? -ne 0 ] ; then
+ warn "Could not set maximum file descriptor limit: $MAX_FD"
+ fi
+ else
+ warn "Could not query maximum file descriptor limit: $MAX_FD_LIMIT"
+ fi
+fi
+
+# For Darwin, add options to specify how the application appears in the dock
+if $darwin; then
+ GRADLE_OPTS="$GRADLE_OPTS \"-Xdock:name=$APP_NAME\" \"-Xdock:icon=$APP_HOME/media/gradle.icns\""
+fi
+
+# For Cygwin, switch paths to Windows format before running java
+if $cygwin ; then
+ APP_HOME=`cygpath --path --mixed "$APP_HOME"`
+ CLASSPATH=`cygpath --path --mixed "$CLASSPATH"`
+ JAVACMD=`cygpath --unix "$JAVACMD"`
+
+ # We build the pattern for arguments to be converted via cygpath
+ ROOTDIRSRAW=`find -L / -maxdepth 1 -mindepth 1 -type d 2>/dev/null`
+ SEP=""
+ for dir in $ROOTDIRSRAW ; do
+ ROOTDIRS="$ROOTDIRS$SEP$dir"
+ SEP="|"
+ done
+ OURCYGPATTERN="(^($ROOTDIRS))"
+ # Add a user-defined pattern to the cygpath arguments
+ if [ "$GRADLE_CYGPATTERN" != "" ] ; then
+ OURCYGPATTERN="$OURCYGPATTERN|($GRADLE_CYGPATTERN)"
+ fi
+ # Now convert the arguments - kludge to limit ourselves to /bin/sh
+ i=0
+ for arg in "$@" ; do
+ CHECK=`echo "$arg"|egrep -c "$OURCYGPATTERN" -`
+ CHECK2=`echo "$arg"|egrep -c "^-"` ### Determine if an option
+
+ if [ $CHECK -ne 0 ] && [ $CHECK2 -eq 0 ] ; then ### Added a condition
+ eval `echo args$i`=`cygpath --path --ignore --mixed "$arg"`
+ else
+ eval `echo args$i`="\"$arg\""
+ fi
+ i=$((i+1))
+ done
+ case $i in
+ (0) set -- ;;
+ (1) set -- "$args0" ;;
+ (2) set -- "$args0" "$args1" ;;
+ (3) set -- "$args0" "$args1" "$args2" ;;
+ (4) set -- "$args0" "$args1" "$args2" "$args3" ;;
+ (5) set -- "$args0" "$args1" "$args2" "$args3" "$args4" ;;
+ (6) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" ;;
+ (7) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" ;;
+ (8) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" ;;
+ (9) set -- "$args0" "$args1" "$args2" "$args3" "$args4" "$args5" "$args6" "$args7" "$args8" ;;
+ esac
+fi
+
+# Escape application args
+save () {
+ for i do printf %s\\n "$i" | sed "s/'/'\\\\''/g;1s/^/'/;\$s/\$/' \\\\/" ; done
+ echo " "
+}
+APP_ARGS=$(save "$@")
+
+# Collect all arguments for the java command, following the shell quoting and substitution rules
+eval set -- $DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS "\"-Dorg.gradle.appname=$APP_BASE_NAME\"" -classpath "\"$CLASSPATH\"" org.gradle.wrapper.GradleWrapperMain "$APP_ARGS"
+
+# by default we should be in the correct project dir, but when run from Finder on Mac, the cwd is wrong
+if [ "$(uname)" = "Darwin" ] && [ "$HOME" = "$PWD" ]; then
+ cd "$(dirname "$0")"
+fi
+
+exec "$JAVACMD" "$@"
diff --git a/gradlew.bat b/gradlew.bat
new file mode 100644
index 0000000..f955316
--- /dev/null
+++ b/gradlew.bat
@@ -0,0 +1,84 @@
+@if "%DEBUG%" == "" @echo off
+@rem ##########################################################################
+@rem
+@rem Gradle startup script for Windows
+@rem
+@rem ##########################################################################
+
+@rem Set local scope for the variables with windows NT shell
+if "%OS%"=="Windows_NT" setlocal
+
+set DIRNAME=%~dp0
+if "%DIRNAME%" == "" set DIRNAME=.
+set APP_BASE_NAME=%~n0
+set APP_HOME=%DIRNAME%
+
+@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
+set DEFAULT_JVM_OPTS=
+
+@rem Find java.exe
+if defined JAVA_HOME goto findJavaFromJavaHome
+
+set JAVA_EXE=java.exe
+%JAVA_EXE% -version >NUL 2>&1
+if "%ERRORLEVEL%" == "0" goto init
+
+echo.
+echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
+echo.
+echo Please set the JAVA_HOME variable in your environment to match the
+echo location of your Java installation.
+
+goto fail
+
+:findJavaFromJavaHome
+set JAVA_HOME=%JAVA_HOME:"=%
+set JAVA_EXE=%JAVA_HOME%/bin/java.exe
+
+if exist "%JAVA_EXE%" goto init
+
+echo.
+echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME%
+echo.
+echo Please set the JAVA_HOME variable in your environment to match the
+echo location of your Java installation.
+
+goto fail
+
+:init
+@rem Get command-line arguments, handling Windows variants
+
+if not "%OS%" == "Windows_NT" goto win9xME_args
+
+:win9xME_args
+@rem Slurp the command line arguments.
+set CMD_LINE_ARGS=
+set _SKIP=2
+
+:win9xME_args_slurp
+if "x%~1" == "x" goto execute
+
+set CMD_LINE_ARGS=%*
+
+:execute
+@rem Setup the command line
+
+set CLASSPATH=%APP_HOME%\gradle\wrapper\gradle-wrapper.jar
+
+@rem Execute Gradle
+"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -classpath "%CLASSPATH%" org.gradle.wrapper.GradleWrapperMain %CMD_LINE_ARGS%
+
+:end
+@rem End local scope for the variables with windows NT shell
+if "%ERRORLEVEL%"=="0" goto mainEnd
+
+:fail
+rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
+rem the _cmd.exe /c_ return code!
+if not "" == "%GRADLE_EXIT_CONSOLE%" exit 1
+exit /b 1
+
+:mainEnd
+if "%OS%"=="Windows_NT" endlocal
+
+:omega
diff --git a/icon.png b/icon.png
new file mode 100644
index 0000000..11461d5
Binary files /dev/null and b/icon.png differ
diff --git a/mod.hjson b/mod.hjson
new file mode 100644
index 0000000..0f83a2f
--- /dev/null
+++ b/mod.hjson
@@ -0,0 +1,10 @@
+displayName: "New controls"
+name: "newcontrols"
+author: "Мнемотехник"
+description: "So, basically... This mod adds new ways of controlling your unit on mobile (on PC it's unnecessary): fully manual and fully ai.\n\nManual mode includes a two thumbsticks and a control panel in the left bottom corner.\nAi mode includes three actions (attack, mine, patrol) + auto action selection.\n\nCheck readme.md for detailed info."
+version: 1.0.2
+minGameVersion: 131
+hidden: true
+
+java: true
+main: "newcontrols.NCMod"
\ No newline at end of file
diff --git a/src/newcontrols/NCMod.java b/src/newcontrols/NCMod.java
new file mode 100644
index 0000000..27e4f97
--- /dev/null
+++ b/src/newcontrols/NCMod.java
@@ -0,0 +1,25 @@
+package newcontrols;
+
+import arc.*;
+import arc.util.*;
+import arc.struct.*;
+import mindustry.*;
+import mindustry.game.*;
+import mindustry.mod.*;
+import mindustry.ui.dialogs.*;
+
+import newcontrols.*;
+import newcontrols.util.*;
+
+public class NCMod extends Mod {
+
+ public NCMod() {
+ NCVars.init();
+ //NCSpying.init();
+ }
+
+ @Override
+ public void loadContent(){
+
+ }
+}
diff --git a/src/newcontrols/NCVars.java b/src/newcontrols/NCVars.java
new file mode 100644
index 0000000..a0b5391
--- /dev/null
+++ b/src/newcontrols/NCVars.java
@@ -0,0 +1,19 @@
+package newcontrols;
+
+import arc.*;
+import mindustry.*;
+import mindustry.game.*;
+
+import newcontrols.ui.fragments.*;
+
+public class NCVars {
+
+ public static AIPanel aipanel = new AIPanel();
+
+ public static void init() {
+ Events.on(EventType.ClientLoadEvent.class, you -> {
+ aipanel.build(Vars.ui.hudGroup);
+ });
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/func/Provf.java b/src/newcontrols/func/Provf.java
new file mode 100644
index 0000000..ea9eaa3
--- /dev/null
+++ b/src/newcontrols/func/Provf.java
@@ -0,0 +1,6 @@
+package newcontrols.func;
+
+/** Provides a float value */
+public interface Provf {
+ float get();
+}
\ No newline at end of file
diff --git a/src/newcontrols/func/StringProcessor.java b/src/newcontrols/func/StringProcessor.java
new file mode 100644
index 0000000..d512522
--- /dev/null
+++ b/src/newcontrols/func/StringProcessor.java
@@ -0,0 +1,6 @@
+package newcontrols.func;
+
+/** Takes a float and returns a string */
+public interface StringProcessor {
+ String get(float value);
+}
\ No newline at end of file
diff --git a/src/newcontrols/input/AIInput.java b/src/newcontrols/input/AIInput.java
new file mode 100644
index 0000000..34d9561
--- /dev/null
+++ b/src/newcontrols/input/AIInput.java
@@ -0,0 +1,455 @@
+package newcontrols.input;
+
+import arc.*;
+import arc.Graphics.*;
+import arc.Graphics.Cursor.*;
+import arc.graphics.*;
+import arc.graphics.g2d.*;
+import arc.math.*;
+import arc.math.geom.*;
+import arc.scene.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.util.*;
+import arc.struct.*;
+import arc.input.*;
+import mindustry.*;
+import mindustry.content.*;
+import mindustry.core.*;
+import mindustry.entities.*;
+import mindustry.entities.units.*;
+import mindustry.game.EventType.*;
+import mindustry.game.*;
+import mindustry.gen.*;
+import mindustry.graphics.*;
+import mindustry.ui.*;
+import mindustry.ai.*;
+import mindustry.world.*;
+import mindustry.world.meta.*;
+import mindustry.input.*;
+import mindustry.type.*;
+import mindustry.net.*;
+import mindustry.net.Administration.*;
+
+import static arc.Core.*;
+import static mindustry.Vars.net;
+import static mindustry.Vars.*;
+
+import newcontrols.ui.fragments.*;
+
+/**
+ * Emulates basic player actions && joystick controls, configurable.
+ *
+ * TODO:
+ * [] REFACTOR THIS SHIT, remove unused imports
+ * [] split this shit into multiple classes
+ * [] do something you fucking lazy fox
+ * Alternative:
+ * [] get rid of ai stuff at all and focus on mobile ui?
+ *
+ * I really hate the way ive done this thing. I tried to refactor & split it, been doing that for several days, but...
+ * I had to do a hard reset. All the changes were lost, and so was my motivation.
+ * I couldn't and still can't find a non-dumb way of storing ai pattern-spicific values, such as mining range, mining items, etc.
+ *
+ * FOR THE SAKE OWN YOUR SANITY, PLEASE, DO NOT READ THIS CODE
+ * YOU WILL DIE OF CRINGE
+ * SERIOUSLY, DONT
+ * I WARNED YOU
+ * ...
+**/
+public class AIInput extends InputHandler {
+
+ public enum AIAction {NONE, AUTO, ATTACK, MINE, PATROL, IDLE};
+
+ public Interval updateInterval = new Interval(4);
+ public boolean paused = false, manualMode = true;
+ public float lastZoom = -1; //no idea
+
+ //Whether these actions are enabled. todo: actually make this comprehensible?
+ public boolean attack = true, mine = true, patrol = true;
+
+ /** Current action selected by the user */
+ public AIAction current = AIAction.AUTO;
+ /** If the current action is auto, this field is used to save the current auto action */
+ public AIAction auto = AIAction.ATTACK;
+
+ public Teamc target = null;
+ public Tile mineTile = null;
+ public Item mineItem = null;
+ public boolean mining = false;
+ public Tile patrolTile = null;
+
+ //resetting
+ /** Current movement direction, used for manual control. -1 to 1. Reset every frame. */
+ public Vec2 moveDir = new Vec2();
+ /** Current shoot direction, used for manual control. -1 to 1. Reset every frame. */
+ public Vec2 shootDir = new Vec2();
+ /** Whether the unit should shoot, used by manual control. Reset every frame */
+ public boolean shoot = false;
+
+ //settings
+ public float attackRadius = 1200f;
+ public float mineRadius = 0f;
+ /** Items that won't be mined */
+ public Seq- mineExclude = new Seq();
+
+ public Unit unitTapped;
+ public Building buildingTapped;
+
+ public static Vec2 movement = new Vec2();
+
+ @Override
+ public boolean tap(float x, float y, int count, KeyCode button){
+ //if(state.isMenu()) return false;
+
+ float worldx = Core.input.mouseWorld(x, y).x, worldy = Core.input.mouseWorld(x, y).y;
+ Tile cursor = Vars.world.tile(Math.round(worldx / 8), Math.round(worldy / 8));
+
+ if (cursor == null || Core.scene.hasMouse(x, y)) return false;
+
+ Call.tileTap(player, cursor);
+ Tile linked = cursor.build == null ? cursor : cursor.build.tile;
+
+ //control units
+ if (count == 2) {
+ Unit unit = player.unit();
+
+ //control a unit/block detected on first tap of double-tap
+ if (unitTapped != null) {
+ Call.unitControl(player, unitTapped);
+ recentRespawnTimer = 1f;
+ } else if (buildingTapped != null) {
+ Call.buildingControlSelect(player, buildingTapped);
+ recentRespawnTimer = 1f;
+ } else if(cursor.block() == Blocks.air && unit.within(cursor, unit.type.miningRange)) {
+ unit.mineTile = mineTile;
+ }
+ return false;
+ }
+
+ tileTappedH(linked.build);
+
+ unitTapped = selectedUnit();
+ buildingTapped = selectedControlBuild();
+
+ return false;
+ }
+
+ /** @Anuke#4986 why the fuck does this method has default visibility */
+ protected boolean tileTappedH(Building build) {
+ if (build == null) {
+ frag.inv.hide();
+ frag.config.hideConfig();
+ return false;
+ }
+ boolean consumed = false, showedInventory = false;
+ if (build.block.configurable && build.interactable(player.team())) {
+ consumed = true;
+ if ((!frag.config.isShown() && build.shouldShowConfigure(player)) //if the config fragment is hidden, show
+ || (frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(build))) {
+ Sounds.click.at(build);
+ frag.config.showConfig(build);
+ }
+ } else if (!frag.config.hasConfigMouse()) { //make sure a configuration fragment isn't on the cursor
+ if (frag.config.isShown() && frag.config.getSelectedTile().onConfigureTileTapped(build)) {
+ consumed = true;
+ frag.config.hideConfig();
+ }
+ if (frag.config.isShown()) {
+ consumed = true;
+ }
+ }
+ if (!consumed && build.interactable(player.team())) {
+ build.tapped();
+ }
+ if (build.interactable(player.team()) && build.block.consumesTap) {
+ consumed = true;
+ } else if (build.interactable(player.team()) && build.block.synthetic() && (!consumed || build.block.allowConfigInventory)) {
+ if (build.block.hasItems && build.items.total() > 0) {
+ frag.inv.showFor(build);
+ consumed = true;
+ showedInventory = true;
+ }
+ }
+ if (!showedInventory) {
+ frag.inv.hide();
+ }
+ return consumed;
+ }
+
+ @Override
+ public void buildPlacementUI(Table table){
+ table.image().color(Pal.gray).height(4f).colspan(2).growX();
+ table.row();
+ table.left().margin(0f).defaults().size(48f). left();
+
+
+ table.button(b -> b.image(() -> paused ? Icon.pause.getRegion() : Icon.play.getRegion()), Styles.clearPartiali, () -> {
+ paused = !paused;
+ }).tooltip("@newcontrols.ai.toggle");
+
+ table.button(Icon.move, Styles.clearTogglePartiali, () -> {
+ manualMode = !manualMode;
+ }).update(l -> l.setChecked(manualMode)).tooltip("@ai.manual-mode");
+ }
+
+ @Override
+ public void buildUI(Group origin) {
+ super.buildUI(origin);
+ origin.fill(t -> {
+ t.center().bottom();
+ ActionPanel.buildLandscape(t, this);
+ });
+ }
+
+ //REGION CONTROLS
+ @Override
+ public void update() {
+ super.update();
+
+ if (!(player.dead() || state.isPaused())) {
+ Core.camera.position.lerpDelta(player, Core.settings.getBool("smoothcamera") ? 0.08f : 1f);
+ }
+
+ if (!ui.chatfrag.shown() && Math.abs(Core.input.axis(Binding.zoom)) > 0) {
+ renderer.scaleCamera(Core.input.axis(Binding.zoom));
+ }
+
+ if (!paused) {
+ if (manualMode) {
+ manualMovement(player.unit());
+ auto = AIAction.NONE;
+ } else {
+ aiActions(player.unit());
+ }
+ }
+ }
+
+ protected void manualMovement(Unit unit) {
+ if (!moveDir.isZero()) {
+ unit.movePref(moveDir.scl(unit.speed()));
+ }
+ if (shootDir.isZero()) {
+ if (!moveDir.isZero()) {
+ aimLook(moveDir.add(unit));
+ }
+ } else {
+ aimLook(shootDir.scl(1600f).add(unit));
+ }
+ unit.controlWeapons(false, player.shooting = shoot);
+
+ //reset to prevent stucking and smth
+ moveDir.set(0, 0);
+ shootDir.set(0, 0);
+ shoot = false;
+ unit.mineTile = null;
+ }
+
+ protected void aiActions(Unit unit) {
+ UnitType type = unit.type;
+ if (type == null) return;
+
+ player.shooting = false;
+ unit.mineTile = null;
+
+ boolean canAttack = false;
+ for (var w : type.weapons) {
+ if (w.bullet.damage > 0 && w.bullet.collides) {
+ canAttack = true;
+ break;
+ }
+ }
+
+ Building core = unit.closestCore();
+ if (core != null && (updateInterval.get(2, 60) || mineItem == null)) {
+ mineItem = Item.getAllOres().min(i ->
+ !mineExclude.contains(i) && indexer.hasOre(i) && unit.canMine(i) && core.acceptStack(i, 1, unit) > 0, i -> core.items.get(i)
+ );
+ }
+
+ if (current == AIAction.AUTO && updateInterval.get(20)) {
+ if (attack && canAttack && (target = Units.closestTarget(unit.team, unit.x, unit.y, attackRadius > 0 ? attackRadius : Float.MAX_VALUE, t -> true)) != null) {
+ auto = AIAction.ATTACK;
+ } else if (mine && unit.canMine() && mineItem != null && indexer.findClosestOre(unit, mineItem) != null) {
+ auto = AIAction.MINE;
+ } else if (patrol && canAttack && ((state.rules.waves && spawner.countSpawns() > 0) || (indexer.getEnemy(unit.team(), BlockFlag.core) != null))) {
+ auto = AIAction.PATROL;
+ } else {
+ auto = AIAction.IDLE;
+ }
+ }
+
+ AIAction action = current != AIAction.AUTO ? current : auto;
+
+ switch (action) {
+ case ATTACK: attackAI(unit); break;
+ case MINE: mineAI(unit); break;
+ case PATROL: patrolAI(unit); break;
+ }
+
+ unit.controlWeapons(false, player.shooting);
+ }
+
+ protected void attackAI(Unit unit) {
+ if (updateInterval.get(1, 10) || Units.invalidateTarget(target, unit.team, unit.x, unit.y)) {
+ target = Units.closestTarget(unit.team, unit.x, unit.y, unit.range() * 5, t -> true);
+ }
+
+ UnitType type = unit.type;
+
+ if (target != null && type != null) {
+ float bulletSpeed = unit.hasWeapons() ? type.weapons.first().bullet.speed : 0;
+
+ float approachRadius = 0.95f;
+ float dist = unit.range() * approachRadius;
+ float angle = target.angleTo(unit);
+ Tmp.v1.set(Angles.trnsx(angle, dist), Angles.trnsy(angle, dist));
+ movement.set(target).add(Tmp.v1).sub(unit).limit(unit.speed());
+ unit.movePref(movement);
+
+ Vec2 intercept = Predict.intercept(unit, target, bulletSpeed);
+ player.shooting = unit.within(intercept, unit.range() * 1.25f);
+ aimLook(intercept);
+ }
+ }
+
+ //Yes, yes and yes. I literally copied the MinerAI.
+ protected void mineAI(Unit unit) {
+ Building core = unit.closestCore();
+ if(core == null) return;
+
+ if (mining) {
+ //Core doesn't need this item
+ if (mineItem != null && core.acceptStack(mineItem, 1, unit) == 0) {
+ if (unit.stack.amount > 0) dropItem(player, unit.rotation);
+ mineItem = null;
+ return;
+ }
+
+ //Mine
+ if (unit.stack.amount >= unit.type.itemCapacity || (mineItem != null && !unit.acceptsItem(mineItem))) {
+ mining = false;
+ } else {
+ if (updateInterval.get(3, 30) && mineItem != null) {
+ mineTile = indexer.findClosestOre(unit, mineItem);
+ }
+
+ if(mineTile != null){
+ movement.set(0, 0).trns(mineTile.angleTo(unit), mineRadius).add(mineTile).sub(unit).limit(unit.speed());
+ unit.movePref(movement);
+ aimLook(Tmp.v1.set(mineTile).scl(8));
+
+ if (mineTile.block() == Blocks.air && unit.within(mineTile, unit.type.miningRange)) {
+ unit.mineTile = mineTile;
+ }
+
+ if (mineTile.block() != Blocks.air) {
+ mining = false;
+ }
+ }
+ }
+ } else {
+ //Unload to core
+ if (unit.stack.amount == 0) {
+ mining = true;
+ return;
+ }
+
+ if (core.acceptStack(unit.stack.item, unit.stack.amount, unit) > 0) {
+ tryDropItems(core, player.x, player.y);
+ }
+
+ movement.set(core).sub(unit).limit(unit.speed());
+ unit.movePref(movement);
+ aimLook(core);
+ }
+ }
+
+ protected void patrolAI(Unit unit) {
+ patrolTile = Geometry.findClosest(unit.x, unit.y, indexer.getEnemy(unit.team(), BlockFlag.core));
+
+ float offset;
+ if (patrolTile != null) {
+ offset = unit.range() * 0.8f;
+ } else {
+ patrolTile = Geometry.findClosest(unit.x, unit.y, Vars.spawner.getSpawns());
+ offset = state.rules.dropZoneRadius + 96f;
+ }
+
+ if (patrolTile != null) {
+ if (unit.type.flying) {
+ float dst = unit.dst(patrolTile);
+ movement.set(patrolTile).sub(unit).limit(unit.speed());
+ if (dst < offset - 16f) {
+ movement.scl(-1);
+ unit.movePref(movement);
+ } else if (dst > offset) {
+ unit.movePref(movement);
+ }
+
+ aimLook(patrolTile);
+ } else {
+ pathfind(unit, Pathfinder.fieldCore);
+ }
+ }
+ }
+ //ENDREGION CONTROLS
+
+ protected void pathfind(Unit unit, int pathType) {
+ int costType = unit.pathType();
+ Tile tile = unit.tileOn();
+ if (tile == null) return;
+ Tile targetTile = pathfinder.getTargetTile(tile, pathfinder.getField(unit.team, costType, pathType));
+
+ if (tile == targetTile || (costType == Pathfinder.costNaval && !targetTile.floor().isLiquid)) return;
+
+ unit.movePref(movement.set(targetTile).sub(unit).limit(unit.speed()));
+ aimLook(targetTile);
+ }
+
+ @Override
+ public boolean zoom(float initialDistance, float distance) {
+ //todo: what the fuck does last zoom do
+ if (Core.settings.getBool("keyboard")) return false;
+ if (lastZoom < 0) {
+ lastZoom = renderer.getScale();
+ }
+
+ renderer.setScale(distance / initialDistance * lastZoom);
+ return true;
+ }
+
+ /** I have no idea why this method is required. But it just doesn't work on servers if i hardcode these methods. */
+ public void tryDropItems(Building build, float x, float y) {
+ ItemStack stack = player.unit().stack;
+ if (build != null && build.acceptStack(stack.item, stack.amount, player.unit()) > 0 && build.interactable(player.team()) && build.block.hasItems && player.unit().stack().amount > 0 && build.interactable(player.team())) {
+ Call.transferInventory(player, build);
+ } else {
+ Call.dropItem(player.angleTo(x, y));
+ }
+ }
+
+ /** Multiplayer-compatible aiming */
+ public void aimLook(Position pos) {
+ player.unit().aimLook(pos);
+ player.mouseX = pos.getX();
+ player.mouseY = pos.getY();
+ }
+
+ /** Should be called when the ai is being disabled */
+ public void finish() {
+ player.shooting = false;
+ player.unit().mineTile = null;
+ }
+
+ /** Represents the current ai action, formatted according to bundle */
+ @Override
+ public String toString() {
+ final String first = "newcontrols.ai.action-";
+
+ return manualMode ? bundle.get(first + AIAction.NONE) :
+ current == AIAction.AUTO ? bundle.format(first + current, bundle.get(first + auto)) :
+ bundle.get(first + current);
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/ui/Joystick.java b/src/newcontrols/ui/Joystick.java
new file mode 100644
index 0000000..7f86a8b
--- /dev/null
+++ b/src/newcontrols/ui/Joystick.java
@@ -0,0 +1,88 @@
+package newcontrols.ui;
+
+import arc.*;
+import arc.func.*;
+import arc.graphics.*;
+import arc.graphics.g2d.*;
+import arc.input.*;
+import arc.math.*;
+import arc.math.geom.*;
+import arc.scene.*;
+import arc.scene.actions.*;
+import arc.scene.event.*;
+import arc.scene.event.InputEvent.*;
+import arc.scene.utils.*;
+import arc.struct.*;
+import arc.util.*;
+import static arc.Core.*;
+
+public class Joystick extends Element {
+
+ public Color backColor = new Color(0, 0, 0), stickColor = new Color(0.7f, 0.7f, 0.7f);
+
+ public Cons usedListener;
+ public Vec2 offset = new Vec2();
+ public boolean isDragging = false;
+
+ private static Vec2 tmp = new Vec2(), tmp2 = new Vec2();
+
+ public Joystick() {
+ addListener(new InputListener() {
+ @Override
+ public boolean touchDown(InputEvent event, float x, float y, int pointer, KeyCode button) {
+ isDragging = true;
+ touchDragged(event, x, y, pointer); //set offset
+ return true;
+ }
+
+ @Override
+ public void touchDragged(InputEvent event, float x, float y, int pointer) {
+ float radius = Math.min(width, height) / 2f;
+ offset.set(x - width / 2, y - width / 2).limit(radius);
+ }
+
+ @Override
+ public void touchUp(InputEvent e, float x, float y, int pointer, KeyCode button) {
+ isDragging = false;
+ offset.set(0, 0);
+ if (usedListener != null) usedListener.get(getMovement());
+ }
+ });
+ }
+
+ /** Called when the joystick is used. vec2 has a length length from -1 to 1 */
+ public void used(Cons usedListener) {
+ this.usedListener = usedListener;
+ }
+
+ @Override
+ public void act(float delta) {
+ super.act(delta);
+ if (isDragging && usedListener != null) usedListener.get(getMovement());
+ }
+
+ @Override
+ public void draw() {
+ super.draw();
+ float radius = Math.min(width, height) / 2f;
+
+ float x = this.x + width / 2;
+ float y = this.y + height / 2;
+
+ tmp.set(offset).limit(radius * 0.8f); //this way the stick will always be in le circle
+
+ Draw.color(backColor);
+ Draw.alpha(0.5f);
+ Fill.circle(x, y, radius);
+ Fill.circle(x, y, radius / 1.5f);
+
+ Draw.color(stickColor);
+ Fill.circle(x + tmp.x, y + tmp.y, radius / 5f);
+ }
+
+ /** Movement vector with a range of [-1; 1] */
+ public Vec2 getMovement() {
+ return tmp.set(offset).div(tmp2.set(width / 2, height / 2));
+ }
+
+}
diff --git a/src/newcontrols/ui/NiceSlider.java b/src/newcontrols/ui/NiceSlider.java
new file mode 100644
index 0000000..135dad4
--- /dev/null
+++ b/src/newcontrols/ui/NiceSlider.java
@@ -0,0 +1,74 @@
+package newcontrols.ui;
+
+import arc.*;
+import arc.func.*;
+import arc.scene.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.scene.actions.*;
+import arc.scene.event.*;
+import arc.scene.utils.*;
+import mindustry.gen.*;
+import mindustry.ui.*;
+
+import newcontrols.func.*;
+
+/** Slider with extra funny stuff */
+public class NiceSlider extends Table {
+
+ StringProcessor processor;
+ Provf minProv, maxProv;
+
+ Slider slider;
+ Label title, amount;
+
+ public NiceSlider(String title, float min, float max, float step, float def, boolean vertical, Floatc cons) {
+ slider = new Slider(min, max, def, vertical);
+ slider.moved(cons);
+
+ Table content = new Table();
+ content.margin(3f, 33f, 3f, 33f);
+ content.touchable = Touchable.disabled;
+ content.add(this.title = new Label(title, Styles.outlineLabel)).left().growX();
+ content.add(this.amount = new Label("", Styles.outlineLabel)).right().padLeft(10f);
+
+ stack(slider, content).left().growX();
+ }
+
+ public NiceSlider(String title, float min, float max, float def, Floatc cons) {
+ this(title, min, max, 1, def, false, cons);
+ }
+
+ public NiceSlider(String title, float min, float max, Floatc cons) {
+ this(title, min, max, 1, 0, false, cons);
+ }
+
+ public NiceSlider process(StringProcessor processor) {
+ this.processor = processor;
+ return this;
+ }
+
+ public NiceSlider min(Provf prov) {
+ this.minProv = prov;
+ return this;
+ }
+
+ public NiceSlider max(Provf prov) {
+ this.maxProv = prov;
+ return this;
+ }
+
+ @Override
+ public void act(float delta) {
+ super.act(delta);
+ if (processor != null) amount.setText(processor.get(slider.getValue()));
+
+ if (minProv != null || maxProv != null) {
+ //todo: is this shit required?
+ float min = minProv != null ? minProv.get() : slider.getMinValue();
+ float max = maxProv != null ? maxProv.get() : slider.getMaxValue();
+ slider.setRange(min, max);
+ }
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/ui/Spinner.java b/src/newcontrols/ui/Spinner.java
new file mode 100644
index 0000000..2c74a33
--- /dev/null
+++ b/src/newcontrols/ui/Spinner.java
@@ -0,0 +1,122 @@
+package newcontrols.ui;
+
+import arc.*;
+import arc.func.*;
+import arc.struct.*;
+import arc.math.*;
+import arc.math.geom.*;
+import arc.util.*;
+import arc.scene.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.scene.actions.*;
+import arc.scene.event.*;
+import arc.scene.utils.*;
+import mindustry.gen.*;
+import mindustry.ui.*;
+
+/** Text button, clicking on which shows/hides a collapser. The collapser is displayed over other elements. */
+public class Spinner extends TextButton {
+
+ public Collapser col;
+ public TextButton button;
+ public Image image;
+
+ /** Whether to remove collapser if any of ancestors are invisible / untouchable */
+ public boolean autoHide = true;
+ protected float collapseTime = 0.4f;
+ protected float padW = 16f, padH = 16f; //padding cus else it looks ugly
+
+ Vec2 tmp = new Vec2();
+ Interval hideInterval = new Interval();
+ Timer.Task hideTask;
+
+ public Spinner(String header, Cons
constructor) {
+ super(header, Styles.clearTogglet);
+ add(image = new Image(Icon.downOpen)).size(Icon.downOpen.imageSize() * Scl.scl(1f)).padLeft(padW / 2f).left();
+ getCells().reverse();
+
+ clicked(() -> {
+ col.toggle();
+ if (col.isCollapsed()) {
+ hide(true);
+ } else {
+ show(true);
+ }
+ });
+
+ update(() -> {
+ setChecked(!col.isCollapsed());
+ image.setDrawable(!col.isCollapsed() ? Icon.upOpen : Icon.downOpen);
+ });
+
+ col = new Collapser(base -> base.pane(t -> {
+ t.left();
+ constructor.get(t);
+ }).growX().scrollX(false), true).setDuration(collapseTime);
+
+ col.update(() -> {
+ if (col.getScene() != null) {
+ col.visible = true;
+ col.color.a = parentAlpha * color.a;
+ col.setSize(width, col.getPrefHeight());
+
+ Vec2 point = localToStageCoordinates(tmp.set(0, -col.getPrefHeight()));
+ if (point.y < getPrefHeight()) point = localToStageCoordinates(tmp.set(0, col.getPrefHeight()));
+ col.setPosition(point.x, point.y);
+ }
+
+ if (autoHide && col.getScene() != null && hideInterval.get(8)) {
+ //find any invisible or not touchable ancestors, hide if found
+ Element current = this;
+ while (true) {
+ if (!current.visible || current.touchable == Touchable.disabled) {
+ hide(false);
+ break;
+ }
+ if (current.parent == null) break;
+ current = current.parent;
+ }
+ }
+ });
+ }
+
+ public void show(boolean animate) {
+ if (hideTask != null) hideTask.cancel();
+
+ col.setCollapsed(false, animate);
+
+ Scene prevStage = col.getScene();
+ if (prevStage != null) prevStage.root.removeChild(col);
+ Scene stage = getScene();
+ if (stage == null) return;
+ stage.add(col);
+
+ col.toFront();
+ toFront();
+ }
+
+ public void hide(boolean animate) {
+ col.setCollapsed(true, animate);
+ Scene stage = getScene();
+
+ if (stage != null) {
+ if (animate) {
+ hideTask = Timer.schedule(() -> {stage.root.removeChild(col); hideTask = null;}, collapseTime);
+ } else {
+ stage.root.removeChild(col);
+ }
+ }
+ }
+
+ @Override
+ public float getPrefWidth() {
+ return super.getPrefWidth() + padW;
+ }
+
+ @Override
+ public float getPrefHeight() {
+ return super.getPrefWidth() + padH;
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/ui/Toggle.java b/src/newcontrols/ui/Toggle.java
new file mode 100644
index 0000000..320129f
--- /dev/null
+++ b/src/newcontrols/ui/Toggle.java
@@ -0,0 +1,29 @@
+package newcontrols.ui;
+
+import arc.*;
+import arc.func.*;
+import arc.scene.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.scene.actions.*;
+import arc.scene.event.*;
+import arc.scene.utils.*;
+import mindustry.gen.*;
+import mindustry.ui.*;
+
+public class Toggle extends TextButton {
+
+ /** I don't like this approach too but something's wrong with Button.isChecked as it returns false for no reason. */
+ public boolean enabled = false;
+
+ public Toggle(String text, boolean enabled, Boolc cons) {
+ super(text, Styles.clearTogglet);
+ clicked(() -> {
+ setChecked(this.enabled = !this.enabled);
+ cons.get(this.enabled);
+ });
+
+ this.enabled = enabled;
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/ui/fragments/AIPanel.java b/src/newcontrols/ui/fragments/AIPanel.java
new file mode 100644
index 0000000..0261360
--- /dev/null
+++ b/src/newcontrols/ui/fragments/AIPanel.java
@@ -0,0 +1,179 @@
+package newcontrols.ui.fragments;
+
+import arc.*;
+import arc.func.*;
+import arc.math.*;
+import arc.math.geom.*;
+import arc.scene.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.util.*;
+import mindustry.*;
+import mindustry.game.*;
+import mindustry.gen.*;
+import mindustry.ui.*;
+import mindustry.type.*;
+import mindustry.ui.fragments.*;
+import mindustry.input.*;
+import static arc.Core.*;
+
+import newcontrols.input.*;
+import newcontrols.input.AIInput.*;
+import newcontrols.ui.*;
+import newcontrols.ui.fragments.*;
+
+//"why so many whitespaces?"
+//Because this shit is unreadable without them!
+public class AIPanel extends Fragment {
+
+ public static float dsize = 65f;
+
+ public boolean shown = false, enabled = false;
+
+ InputHandler lastHandler = null;
+ AIInput ai = new AIInput();
+
+ @Override
+ public void build(Group parent) {
+ parent.fill(table -> {
+
+ table.center().left();
+ table.name = "ai-panel";
+
+ table.button(Icon.wrench, Styles.clearTransi, () -> shown = !shown).size(dsize).left().row();
+
+ table.table(Styles.black3, panel -> {
+
+ panel.add("@newcontrols.ai.header").colspan(2).row();
+ panel.table(h -> {
+
+ h.add("@newcontrols.ai.status").padRight(5f);
+
+ Prov lText = () -> enabled ? (ai.manualMode ? "@newcontrols.ai.enabled-manual" : "@newcontrols.ai.enabled-ai") : "@newcontrols.ai.disabled";
+ h.label(lText).height(60f).with(l -> {
+ l.clicked(() -> {
+ enabled = !enabled;
+
+ if (enabled) {
+ lastHandler = Vars.control.input;
+ Vars.control.setInput(ai);
+ } else if (lastHandler != null) {
+ ai.finish();
+ Vars.control.setInput(lastHandler);
+ }
+ });
+ l.setStyle(Styles.techLabel);
+ });
+
+ }).padLeft(8f).row();
+
+ panel.collapser(control -> {
+
+ control.table(h -> {
+ h.add("@newcontrols.ai.action").padRight(5f);
+ h.label(() -> ai.toString()).marginBottom(5f).row();
+ }).row();
+
+ control.collapser(actions -> {
+
+ actions.add("@newcontrols.ai.settings").row();
+ //action selection
+ actions.add((Element) new Spinner("@newcontrols.ai.actions-select", s -> {
+
+ s.defaults().growX().height(40f);
+ s.button("@newcontrols.ai.action-AUTO-TYPE", Styles.clearPartialt, () -> ai.current = AIAction.AUTO).row();
+ s.button("@newcontrols.ai.action-ATTACK", Styles.clearPartialt, () -> ai.current = AIAction.ATTACK).row();
+ s.button("@newcontrols.ai.action-MINE", Styles.clearPartialt, () -> ai.current = AIAction.MINE).row();
+ s.button("@newcontrols.ai.action-PATROL", Styles.clearPartialt, () -> ai.current = AIAction.PATROL).row();
+
+ })).growX().row();
+
+ //auto actions
+ actions.add((Element) new Spinner("@newcontrols.ai.actions-enable", s -> {
+
+ s.defaults().growX().height(40f);
+ s.add(new Toggle("@newcontrols.ai.action-ATTACK", true, enabled -> ai.attack = enabled)).row();
+ s.add(new Toggle("@newcontrols.ai.action-MINE", true, enabled -> ai.mine = enabled)).row();
+ s.add(new Toggle("@newcontrols.ai.action-PATROL", true, enabled -> ai.patrol = enabled)).row();
+
+ })).growX().row();
+
+ //preferences
+ actions.add((Element) new Spinner("@newcontrols.ai.actions-preferences", s -> {
+
+ s.defaults().growX().height(40f);
+
+ //Attack range
+ s.add(new NiceSlider("@newcontrols.ai.prefs.attack-radius", 0, 1200, 16, radius -> {
+ ai.attackRadius = radius;
+ })
+ .max(() -> Vars.player.unit().type == null ? 1200 : Vars.player.unit().range() * 5)
+ .process(v -> v <= 0 ? bundle.get("newcontrols.unit.nolimit") : Math.round(v / 8) + " " + bundle.get("unit.blocks"))).growX().row();
+
+ //mining range
+ s.add(new NiceSlider("@newcontrols.ai.prefs.mine-radius", 0, 10, 4, radius -> {
+ ai.mineRadius = radius;
+ })
+ .max(() -> Vars.player.unit().type == null ? 100 : Vars.player.unit().type.miningRange)
+ .process(v -> Math.round(v / 8) + " " + bundle.get("unit.blocks"))).growX().row();
+
+ //Items selection
+ s.add((Element) new Spinner("@newcontrols.ai.prefs.mine-items", items -> {
+ items.center().top();
+
+ Teams.TeamData data = Vars.state.teams.get(Team.sharded);
+ Item.getAllOres().each(i -> {
+ final Item item = i; //else it cannot be used in lambdas
+ boolean shouldMine = data.mineItems.contains(i);
+
+ if (!shouldMine) ai.mineExclude.add(i);
+ items.add(new Toggle(i.emoji(), shouldMine, enabled -> {
+ if (enabled) {
+ ai.mineExclude.remove(item);
+ } else {
+ ai.mineExclude.add(item);
+ }
+ })).size(50);
+ if (items.getChildren().size % 6 == 0) items.row();
+ });
+ })).growX();
+
+ })).growX().row();
+
+ }, true, () -> !ai.manualMode).growX().row();
+
+ }, true, () -> enabled).growX().row();
+
+ }).visible(() -> shown).padLeft(8f).row();
+
+ //movement joystick
+ table.collapser(c -> {
+ Joystick move = new Joystick();
+ c.add(move).size(200);
+ move.used(pos -> {
+ ai.moveDir.set(pos);
+ });
+ }, true, () -> enabled && ai.manualMode);
+ });
+
+ //aim & shoot joystick
+ parent.fill(table -> {
+
+ table.center().right();
+
+ table.collapser(c -> {
+ ActionPanel.buildPortrait(c, ai);
+ c.row();
+
+ Joystick shoot = new Joystick();
+ c.add(shoot).size(200);
+ shoot.used(pos -> {
+ ai.shootDir.set(pos);
+ ai.shoot = true;
+ });
+ }, true, () -> enabled && ai.manualMode);
+
+ });
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/ui/fragments/ActionPanel.java b/src/newcontrols/ui/fragments/ActionPanel.java
new file mode 100644
index 0000000..2c4d668
--- /dev/null
+++ b/src/newcontrols/ui/fragments/ActionPanel.java
@@ -0,0 +1,134 @@
+package newcontrols.ui.fragments;
+
+import arc.*;
+import arc.func.*;
+import arc.math.*;
+import arc.math.geom.*;
+import arc.scene.*;
+import arc.scene.style.*;
+import arc.scene.ui.*;
+import arc.scene.ui.layout.*;
+import arc.util.*;
+import mindustry.*;
+import mindustry.game.*;
+import mindustry.gen.*;
+import mindustry.ui.*;
+import mindustry.type.*;
+import mindustry.input.*;
+import mindustry.entities.*;
+
+import static arc.Core.*;
+import static mindustry.Vars.*;
+
+import newcontrols.ui.*;
+import newcontrols.input.*;
+
+public class ActionPanel {
+
+ //landscape, displayed on the bottom
+ public static void buildLandscape(Table origin, final AIInput input) {
+ origin.collapser(table -> {
+ table.table(dangerous -> {
+ dangerous.defaults().height(55);
+
+ dangerous.button("@newcontrols.manual.pay-enter", Styles.nodet, () -> payloadEnter()).width(120);
+ }).row();
+
+ table.table(generic -> {
+ generic.defaults().height(55);
+
+ generic.button("@newcontrols.manual.command", Styles.nodet, () -> {
+ Call.unitCommand(player);
+ }).width(120).disabled(b -> player.dead() || player.unit().type.commandLimit < 1);
+
+ generic.button(makeRegion("newcontrols-arrow-up"), Styles.clearTogglei, () -> {
+ player.boosting = !player.boosting;
+ }).size(55).update(b -> b.setChecked(player.boosting && player.unit().type.canBoost));
+ }).row();
+
+ table.table(payloads -> {
+ payloads.defaults().size(160, 55);
+
+ payloads.button("@newcontrols.manual.pickup-unit", Styles.nodet, () -> unitPickup())
+ .disabled(b -> !(player.unit() instanceof Payloadc));
+
+ payloads.button("@newcontrols.manual.pickup-block", Styles.nodet, () -> buildPickup())
+ .disabled(b -> !(player.unit() instanceof Payloadc));
+
+ payloads.button("@newcontrols.manual.drop", Styles.nodet, () -> input.tryDropPayload())
+ .disabled(b -> !(player.unit() instanceof Payloadc pay) || !pay.hasPayload());
+ }).row();
+ }, () -> !Core.graphics.isPortrait());
+ }
+
+ //portrait, displayed above right thumbstick
+ public static void buildPortrait(Table origin, final AIInput input) {
+ origin.collapser(table -> {
+ table.table(dangerous -> {
+ dangerous.defaults().size(50);
+
+ dangerous.button(makeRegion("newcontrols-enter-payload"), Styles.nodei, () -> payloadEnter());
+ }).row();
+
+ table.table(generic -> {
+ generic.defaults().size(50);
+
+ generic.button(makeRegion("newcontrols-command"), Styles.nodei, () -> {
+ Call.unitCommand(player);
+ }).disabled(b -> player.dead() || player.unit().type.commandLimit < 1);
+
+ generic.button(makeRegion("newcontrols-arrow-up"), Styles.clearTogglei, () -> {
+ player.boosting = !player.boosting;
+ }).disabled(b -> !player.unit().type.canBoost).update(b -> b.setChecked(player.boosting && player.unit().type.canBoost));
+ }).row();
+
+ table.table(payloads -> {
+ payloads.defaults().size(50);
+
+ payloads.button(makeRegion("newcontrols-pick-unit"), Styles.nodei, () -> unitPickup())
+ .disabled(b -> !(player.unit() instanceof Payloadc));
+
+ payloads.button(makeRegion("newcontrols-pick-building"), Styles.nodei, () -> buildPickup())
+ .disabled(b -> !(player.unit() instanceof Payloadc));
+
+ payloads.button(makeRegion("newcontrols-drop-payload"), Styles.nodei, () -> input.tryDropPayload())
+ .disabled(b -> !(player.unit() instanceof Payloadc pay) || !pay.hasPayload());
+ });
+ }, () -> Core.graphics.isPortrait());
+ }
+
+ protected static void unitPickup() {
+ Unit self = player.unit();
+ if (!(self instanceof Payloadc pay)) return;
+
+ Unit target = Units.closest(player.team(), self.x, self.y, 8f, u -> u != self && u.isGrounded() && pay.canPickup(u) && u.within(self, u.hitSize + 8f));
+
+ if (target != null) Call.requestUnitPayload(player, target);
+ }
+
+ protected static void buildPickup() {
+ Unit self = player.unit();
+ if (!(self instanceof Payloadc pay)) return;
+
+ Building target = self.tileOn().build;
+
+ if (target != null && pay.canPickup(target)) {
+ Call.requestBuildPayload(player, target);
+ }
+ }
+
+ protected static void payloadEnter() {
+ Unit self = player.unit();
+
+ Building build = world.buildWorld(self.x, self.y);
+ if (self != null && build != null && self.team() == build.team && build.canControlSelect(self)) {
+ Call.unitBuildingControlSelect(self, build);
+ }
+ }
+
+ //todo: can i not?
+ protected static TextureRegionDrawable makeRegion(String name) {
+ return new TextureRegionDrawable(atlas.find(name));
+ }
+
+}
\ No newline at end of file
diff --git a/src/newcontrols/util/JSONBuild.java b/src/newcontrols/util/JSONBuild.java
new file mode 100644
index 0000000..43c3e11
--- /dev/null
+++ b/src/newcontrols/util/JSONBuild.java
@@ -0,0 +1,140 @@
+package newcontrols.util;
+
+import arc.struct.*;
+
+/** Simple string-only json constructor. Performs simple verification that prevents from creating invalid json objects.
+ * Unused now... Had a use during private development. */
+public class JSONBuild {
+
+ public enum Type { OBJECT, ARRAY };
+
+ public StringBuilder b = new StringBuilder();
+ protected IntSeq stack = new IntSeq();
+ protected Seq typeStack = new Seq();
+
+ public JSONBuild() {
+ reset();
+ }
+
+ /** Finishes the object & resets the builder */
+ public String build() {
+ if (stack.size > 1) throw new IllegalStateException("Unterminated array or object at the end of json string");
+ String result = b.append('}').toString();
+ reset();
+ return result;
+ }
+
+ public JSONBuild addField(String key, String value) {
+ stackValidate(Type.OBJECT);
+ addComma();
+ b.append('"').append(key).append("\":\"").append(value).append('"');
+ stackNext();
+ return this;
+ }
+
+ /** Used in arrays */
+ public JSONBuild beginArray() {
+ stackValidate(Type.ARRAY);
+ addComma();
+ b.append('[');
+ stackForward(Type.ARRAY);
+ return this;
+ }
+
+ /** Used in objects */
+ public JSONBuild beginArray(String name) {
+ stackValidate(Type.OBJECT);
+ addComma();
+ b.append('"').append(name).append("\":[");
+ stackForward(Type.ARRAY);
+ return this;
+ }
+
+ public JSONBuild addValue(String value) {
+ stackValidate(Type.ARRAY);
+ addComma();
+ b.append('"').append(value).append('"');
+ stackNext();
+ return this;
+ }
+
+ public JSONBuild endArray() {
+ b.append(']');
+ stackBackward(Type.ARRAY);
+ return this;
+ }
+
+ /** Used in arrays */
+ public JSONBuild beginObject() {
+ stackValidate(Type.ARRAY);
+ addComma();
+ b.append('{');
+ stackForward(Type.OBJECT);
+ return this;
+ }
+
+ /** Used in objects */
+ public JSONBuild beginObject(String name) {
+ stackValidate(Type.OBJECT);
+ addComma();
+ b.append('"').append(name).append("\":{");
+ stackForward(Type.OBJECT);
+ return this;
+ }
+
+ public JSONBuild endObject() {
+ b.append('}');
+ stackBackward(Type.OBJECT);
+ return this;
+ }
+
+ public JSONBuild reset() {
+ b.setLength(0);
+ b.append("{");
+ stack.clear();
+ stack.add(0);
+ typeStack.clear();
+ typeStack.add(Type.OBJECT);
+ return this;
+ }
+
+ //utility
+ protected void stackValidate(Type type) {
+ if (lastType() != type) throw new IllegalStateException("Incorrect parent type");
+ }
+
+ protected void stackForward(Type type) {
+ stack.add(0);
+ typeStack.add(type);
+ }
+
+ protected Type lastType() {
+ if (typeStack.size < 1) return null;
+ return typeStack.peek();
+ }
+
+ protected void stackBackward(Type type) {
+ if (stack.size < 1) return;
+
+ if (lastType() != type) throw new IllegalStateException("Incorrect type closed");
+
+ stack.removeIndex(stack.size - 1);
+ typeStack.remove(typeStack.size - 1);
+ stackNext();
+ }
+
+ protected void addComma() {
+ if (stackLast() > 0) b.append(',');
+ }
+
+ protected void stackNext() {
+ if (stack.size < 1) return;
+ stack.incr(stack.size - 1, 1);
+ }
+
+ protected int stackLast() {
+ if (stack.size < 1) return 0;
+ return stack.peek();
+ }
+
+}
\ No newline at end of file