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4f63ac3dee
...
c6b911300a
3 changed files with 14 additions and 258 deletions
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@ -153,208 +153,7 @@ enum OSIDs: Int {
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BetaAssault2,
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};
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enum ArchIDs: Int { // That tree is a **fucking mess**, so this enum will be too.
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// Left side T1
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enum ArchIDs: Int {
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// Tier 1
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StandardFrame = 500099,
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StrengthFrame,
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BoostFrame,
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SupportFrame,
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CombatFrame,
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DurableFibre1,
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EfficientThrusters1,
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MaterialsCollector1,
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TempoPreserver,
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// Left side T2
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StopperFrame,
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ReinforcedFrame,
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Overtaker,
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GeneratorFrame,
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HeavyLoadFrame,
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SiegeMechFrame,
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SentryFrame,
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MetalsReplacement,
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ReactiveArmour1,
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FrameBoostingSystemSType,
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EnemyScanner1,
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MaterialsCollector2,
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CompositeNanorobotics,
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PinpointReticle1,
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// Left side T3
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BlockerUnit,
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Hillgard,
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Atmosformer,
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Revitaliser,
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SupplyCarrier,
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TheEnforcer,
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Precelsior,
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ForcefulTinkeringDType,
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ReactiveArmour2,
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EfficienttThrusters2,
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EnemyScanner2,
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MaterialsCollector3,
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PressurisedGears1,
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PinpointReticle2,
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// Left side T4
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Aurochs,
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Pantheris,
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Vulture,
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Vitalcycler,
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Amberjack,
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Bloodhounds,
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ManOWar,
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Steelwall,
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DurableFibre2,
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Streamliner,
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FortressConfigurations1,
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Afterburners1,
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PerpetualGenerator1,
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DataAnalyser1,
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VoidDestabiliser1,
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Ragelock,
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BinaryMonarchEType,
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Stingray,
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ShieldsformerSystem1,
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ShieldsEnhancer1,
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AcceleratedWalkers1,
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BulletRecollector1,
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EnemyScanner3,
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ArmsSBattery1,
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BinaryMonarchAType,
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// Left side T5
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Longhorn,
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Lionel,
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Stormbyrd,
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Hydra,
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Orca,
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Felcaninus,
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Anglerwasp,
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Ramsgate,
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DoomsdayCargo,
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Ghostech,
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ReactiveArmour3,
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FrameBoostingSystemDType,
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PerpetualGenerator2,
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DataAnalyser2,
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PoweredNanorobotics,
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Styxgear,
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FullMetalJacketAType,
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Thornwhip,
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ShieldsformerSystem2,
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ShieldsRerouter,
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AdditionalThrusters1,
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BulletRecollector2,
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EnemyInspector1,
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ArmsSBattery2,
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FullMetalJacketIType,
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// Elemental T1/2 (there's a lone T1 node, so I won't make a separate group just for it)
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EnemyObserverUnit,
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BladeBlazeCanister,
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BladeCryoCore,
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BladeVoltAmplifier,
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BlazeBulletsTech,
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CryoBulletsTech,
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VoltBulletsTech,
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BlazePodsTech,
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CryoPodsTech,
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VoltPodsTech,
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// Elemental T3
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PowerTransferenceUnit1,
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Adaptive,
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BlazeArmsEnhancer,
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CryoArmsEnhancer,
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VoltArmsEnhancer,
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// Elemental T4
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PowerTransferenceUnit2,
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Elemental,
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BlazeTransferenceUnit,
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CryoTransferenceUnit,
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VoltTransferenceUnit,
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QuickBurningChemicals,
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CryoCoatedMetals,
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VoltageOverclock,
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// Elemental T5
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PowerTransferenceUnit3,
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Revenant,
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ArmsConductionController,
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TrinityCore1,
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PodsConductionController,
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MeltingChemicals,
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LongLastingCryoChems,
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VoltSplitters,
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WeaponStanceControls, // This node is common to both the DW and shield sub-trees.
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// Shield T2
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ProtectiveCoating1,
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MeteorShielder1,
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// Shield T3
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Retaliator,
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Flagbearer1,
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AegisReinforcements1,
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// Shield T4
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Flashspike,
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ProtectiveCoating2,
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MeteorShielder2,
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IntegrityStrengthening1,
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// Shield T5
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Faithbinder,
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SaintessBulwark,
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MeteorShielder3,
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BlizzardCore1,
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// DW T2
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GatheringStorm1,
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WildfireStarter1,
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// DW T3
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MasterOfArms,
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Stormwielder,
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Suncaller,
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// DW T4
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Evoker,
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GatheringStorm2,
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WildfireStarter2,
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GravitationDefier1,
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// DW T5
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Bladedancer,
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Type3ArmsSBattery1,
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ShieldsBatteryRegulator1,
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GravitationDefier2,
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// QB T2/3
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// Okay, time to rant. The first node of the QB sub-tree is a tier 2 node. By itself, it's not that bad,
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// except that... it's the child of Master of Arms, the first T3 node in the DW sub-tree. :DeadInside:
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QuantumMechanicsResearch,
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QuantumAccelerationResearch,
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QuantumControlResearch,
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QuantumCoatingResearch,
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// QB T4
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EnergyCollector1,
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ParticleAccelerator1,
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AmplificationModule1,
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QAugmentedThrusters,
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EssenceRedistributor1,
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MomentumSpiker1,
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// QB T5
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EnergyCollector2,
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ParticleAccelerator2,
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AmplificationModule2,
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QAugmentedShields,
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EssenceRedistributor2,
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MomentumSpiker2,
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};
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@ -127,7 +127,6 @@ void ResearchTree::generateEngineTree() {
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return;
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}
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// T1
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_engineNodes.emplace(VerseEngine, Node{Node::Type::Engine, "Verse Engine", 1, 3,
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"A basic low-speed engine with great durability.",
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"Durability +346, Power +60, Armour +22, Acceleration +75, Magazine load +35, Energy capacity +35",
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@ -141,83 +140,61 @@ void ResearchTree::generateEngineTree() {
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_engineNodes.emplace(MetalPlatings1, Node{Node::Type::Gear, "Metal Platings 1", 1, 0,
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"Level 1 metal plating that adds durability and armour to your engine.",
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"Durability +60, Armour +5, Acceleration -15", ""});
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_engineNodes.emplace(HeatTurbines1, Node{Node::Type::Gear, "Heat Turbines 1", 1, 0,
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"Modified heat turbines to increase speed for a M.A.S.S.",
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"Acceleration +75, Fuel capacity +5", ""});
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_engineNodes.emplace(Microcontroller1, Node{Node::Type::Gear, "Microcontroller 1", 1, 0,
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"A microchip that enhances various aspects of a M.A.S.S.",
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"Durability +36, Power +1, Armour +11, Magazine load +5, Energy capacity +5, Fuel capacity +3", ""});
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_engineNodes.emplace(CombustionController1, Node{Node::Type::Gear, "Combustion Controller 1", 1, 0,
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"Controlled combustion allows increased power generation through specific ignition.",
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"Power +2, Magazine load +10, Energy capacity +10, Acceleration -25", ""});
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// T2
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_engineNodes.emplace(ModAlloyEngine, Node{Node::Type::Engine, "Mod. Alloy Engine", 2, 3,
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"Built with a modified alloy and able to sustain greater attacks from any enemy.",
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"Durability +1152, Power +75, Armour +194, Acceleration +75, Magazine load +40, Energy capacity +40",
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"Durability +3%"});
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_engineNodes.emplace(ChargedEngine, Node{Node::Type::Engine, "Charged Engine", 2, 3,
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"Remove most armours to attain more speed and power, and fuel.",
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"Durability +960, Power +75, Acceleration +300, Magazine load +40, Energy capacity +40, Fuel capacity +52",
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"Acceleration +5"});
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_engineNodes.emplace(ReinforcedLoadedEngine, Node{Node::Type::Engine, "Reinforced Loaded Engine", 2, 3,
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"An upgraded build of the basic model, with reinforced Verse Steel for more strength.",
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"Durability +960, Power +105, Armour +130, Acceleration +75, Magazine load +40, Energy capacity +40",
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"Power +3%"});
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_engineNodes.emplace(HeavyImpactsEnabler, Node{Node::Type::Engine, "Heavy Impacts Enabler", 2, 0,
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"Enable the usage of Heavy Combos in close combat attacks.", "", ""});
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_engineNodes.emplace(MetalPlatings2, Node{Node::Type::Gear, "Metal Platings 2", 2, 0,
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"Level 2 Metal plating that adds durability and armour to your engine.",
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"Durability +180, Armour +41, Acceleration -15", ""});
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_engineNodes.emplace(HeatTurbines2, Node{Node::Type::Gear, "Heat Turbines 2", 2, 0,
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"Level 2 Modified heat turbines to increase speed for a M.A.S.S.",
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"Acceleration +75, Fuel capacity +16", ""});
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_engineNodes.emplace(Microcontroller2, Node{Node::Type::Gear, "Microcontroller 2", 2, 0,
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"Level 2 Microchip that enhances various aspects of a M.A.S.S.",
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"Durability +108, Power +3, Armour +17, Magazine load +6, Energy capacity +6, Fuel capacity +8", ""});
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_engineNodes.emplace(WeaponsCargo1, Node{Node::Type::Gear, "Weapons Cargo 1", 2, 0,
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"Added another cargo hold for ammo and energy recharger.",
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"Added another cargo hold for ammo and energy recharger",
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"Magazine load +24, Energy capacity +24, Acceleration -40", ""});
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_engineNodes.emplace(CombustionController2, Node{Node::Type::Gear, "Combustion Controller 2", 2, 0,
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"Level 2 Controlled combustion allows increased power generation through specific ignition.",
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"Power +5, Magazine load +12, Energy capacity +12, Acceleration -25", ""});
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_engineNodes.emplace(PoweredRewiring1, Node{Node::Type::Gear, "Powered Rewiring 1", 2, 0,
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"Rewiring that efficiently improves power and engine durability.",
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"Durability +180, Power +5", ""});
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// T3
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_engineNodes.emplace(ModSteelEngine, Node{Node::Type::Engine, "Mod. Steel Engine", 3, 3,
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"Low-speed engine that uses heavy materials for high durability.",
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"Durability +2352, Power +90, Armour +311, Acceleration +75, Magazine load +47, Energy capacity +47",
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"Durability +3%"});
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_engineNodes.emplace(SuperchargedEngine, Node{Node::Type::Engine, "Supercharged Engine", 3, 3,
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"An engine with more thermal efficiency that does not sacrifice much performance for speed.",
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"Durability +1960, Power +90, Acceleration +300, Magazine load +47, Energy capacity +47, Fuel capacity +104",
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"Acceleration +5"});
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_engineNodes.emplace(NecriumAlloyEngine, Node{Node::Type::Engine, "Necrium Alloy Engine", 3, 3,
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"Engine constructed of Necrium Alloy. Costly but with better performance.",
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"Durability +1960, Power +126, Armour +207, Acceleration +75, Magazine load +47, Energy capacity +47",
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"Power +3%"});
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_engineNodes.emplace(MetalPlatings3, Node{Node::Type::Gear, "Metal Platings 3", 3, 0,
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"Level 2 Metal plating that adds durability and armour to your engine.",
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"Durability +360, Armour +57, Acceleration -15", ""});
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_engineNodes.emplace(HeatTurbines3, Node{Node::Type::Gear, "Heat Turbines 3", 3, 0,
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"Level 3 Modified heat turbines to increase speed for a M.A.S.S.",
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"Acceleration +75, Fuel capacity +32", ""});
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_engineNodes.emplace(Microcontroller3, Node{Node::Type::Gear, "Microcontroller 3", 3, 0,
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"Level 3 Microchip that enhances various aspects of a M.A.S.S.",
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"Durability +216, Power +5, Armour +24, Magazine load +7, Energy capacity +7, Fuel capacity +16", ""});
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_engineNodes.emplace(WeaponsCargo2, Node{Node::Type::Gear, "Weapons Cargo 2", 3, 0,
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"Level 2 Added another cargo hold for ammo and energy recharger.",
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"Magazine load +28, Energy capacity +28, Acceleration -40", ""});
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_engineNodes.emplace(CombustionController3, Node{Node::Type::Gear, "Combustion Controller 3", 3, 0,
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"Level 3 Controlled combustion allows increased power generation through specific ignition.",
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"Power +11, Magazine load +14, Energy capacity +14, Acceleration -25", ""});
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_engineNodes.emplace(PoweredRewiring2, Node{Node::Type::Gear, "Powered Rewiring 2", 3, 0,
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"Level 2 Rewiring that efficiently improves power and engine durability.",
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"Durability +360, Power +11", ""});
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_engineNodes.at(VerseEngine).addChild(_engineNodes.at(MetalPlatings1));
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_engineNodes.at(VerseEngine).addChild(_engineNodes.at(HeatTurbines1));
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_engineNodes.at(VerseEngine).addChild(_engineNodes.at(LoadedEngine));
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@ -235,20 +212,6 @@ void ResearchTree::generateEngineTree() {
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_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(CombustionController2));
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_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(PoweredRewiring1));
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_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(HeavyImpactsEnabler));
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_engineNodes.at(MetalPlatings2).addChild(_engineNodes.at(ModSteelEngine));
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_engineNodes.at(HeatTurbines2).addChild(_engineNodes.at(SuperchargedEngine));
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_engineNodes.at(Microcontroller2).addChild(_engineNodes.at(SuperchargedEngine));
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_engineNodes.at(WeaponsCargo1).addChild(_engineNodes.at(SuperchargedEngine));
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_engineNodes.at(CombustionController2).addChild(_engineNodes.at(NecriumAlloyEngine));
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_engineNodes.at(PoweredRewiring1).addChild(_engineNodes.at(NecriumAlloyEngine));
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_engineNodes.at(ModSteelEngine).addChild(_engineNodes.at(MetalPlatings3));
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_engineNodes.at(ModSteelEngine).addChild(_engineNodes.at(HeatTurbines3));
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_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(HeatTurbines3));
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_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(Microcontroller3));
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_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(WeaponsCargo2));
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_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(WeaponsCargo2));
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_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(CombustionController3));
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_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(PoweredRewiring2));
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_engineNodes.at(VerseEngine).setState(Node::State::Unlocked);
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}
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@ -495,9 +495,6 @@ void SaveTool::drawNode(Node& node) {
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ImGui::TableNextColumn();
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bool has_children = (node.children().size() > 0);
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if(node.state() == Node::State::Unavailable) {
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ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyleColorVec4(ImGuiCol_TextDisabled));
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}
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if(has_children) {
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bool open = ImGui::TreeNodeEx(node.name(), ImGuiTreeNodeFlags_SpanAvailWidth|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
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nodeTooltip();
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@ -513,9 +510,6 @@ void SaveTool::drawNode(Node& node) {
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ImGuiTreeNodeFlags_Bullet|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
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nodeTooltip();
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}
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if(node.state() == Node::State::Unavailable) {
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ImGui::PopStyleColor();
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}
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}
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void SaveTool::drawMassManager() {
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