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. 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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