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3 changed files with 258 additions and 14 deletions

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@ -153,7 +153,208 @@ enum OSIDs: Int {
BetaAssault2,
};
enum ArchIDs: Int {
// Tier 1
enum ArchIDs: Int { // That tree is a **fucking mess**, so this enum will be too.
// Left side T1
StandardFrame = 500099,
StrengthFrame,
BoostFrame,
SupportFrame,
CombatFrame,
DurableFibre1,
EfficientThrusters1,
MaterialsCollector1,
TempoPreserver,
// Left side T2
StopperFrame,
ReinforcedFrame,
Overtaker,
GeneratorFrame,
HeavyLoadFrame,
SiegeMechFrame,
SentryFrame,
MetalsReplacement,
ReactiveArmour1,
FrameBoostingSystemSType,
EnemyScanner1,
MaterialsCollector2,
CompositeNanorobotics,
PinpointReticle1,
// Left side T3
BlockerUnit,
Hillgard,
Atmosformer,
Revitaliser,
SupplyCarrier,
TheEnforcer,
Precelsior,
ForcefulTinkeringDType,
ReactiveArmour2,
EfficienttThrusters2,
EnemyScanner2,
MaterialsCollector3,
PressurisedGears1,
PinpointReticle2,
// Left side T4
Aurochs,
Pantheris,
Vulture,
Vitalcycler,
Amberjack,
Bloodhounds,
ManOWar,
Steelwall,
DurableFibre2,
Streamliner,
FortressConfigurations1,
Afterburners1,
PerpetualGenerator1,
DataAnalyser1,
VoidDestabiliser1,
Ragelock,
BinaryMonarchEType,
Stingray,
ShieldsformerSystem1,
ShieldsEnhancer1,
AcceleratedWalkers1,
BulletRecollector1,
EnemyScanner3,
ArmsSBattery1,
BinaryMonarchAType,
// Left side T5
Longhorn,
Lionel,
Stormbyrd,
Hydra,
Orca,
Felcaninus,
Anglerwasp,
Ramsgate,
DoomsdayCargo,
Ghostech,
ReactiveArmour3,
FrameBoostingSystemDType,
PerpetualGenerator2,
DataAnalyser2,
PoweredNanorobotics,
Styxgear,
FullMetalJacketAType,
Thornwhip,
ShieldsformerSystem2,
ShieldsRerouter,
AdditionalThrusters1,
BulletRecollector2,
EnemyInspector1,
ArmsSBattery2,
FullMetalJacketIType,
// Elemental T1/2 (there's a lone T1 node, so I won't make a separate group just for it)
EnemyObserverUnit,
BladeBlazeCanister,
BladeCryoCore,
BladeVoltAmplifier,
BlazeBulletsTech,
CryoBulletsTech,
VoltBulletsTech,
BlazePodsTech,
CryoPodsTech,
VoltPodsTech,
// Elemental T3
PowerTransferenceUnit1,
Adaptive,
BlazeArmsEnhancer,
CryoArmsEnhancer,
VoltArmsEnhancer,
// Elemental T4
PowerTransferenceUnit2,
Elemental,
BlazeTransferenceUnit,
CryoTransferenceUnit,
VoltTransferenceUnit,
QuickBurningChemicals,
CryoCoatedMetals,
VoltageOverclock,
// Elemental T5
PowerTransferenceUnit3,
Revenant,
ArmsConductionController,
TrinityCore1,
PodsConductionController,
MeltingChemicals,
LongLastingCryoChems,
VoltSplitters,
WeaponStanceControls, // This node is common to both the DW and shield sub-trees.
// Shield T2
ProtectiveCoating1,
MeteorShielder1,
// Shield T3
Retaliator,
Flagbearer1,
AegisReinforcements1,
// Shield T4
Flashspike,
ProtectiveCoating2,
MeteorShielder2,
IntegrityStrengthening1,
// Shield T5
Faithbinder,
SaintessBulwark,
MeteorShielder3,
BlizzardCore1,
// DW T2
GatheringStorm1,
WildfireStarter1,
// DW T3
MasterOfArms,
Stormwielder,
Suncaller,
// DW T4
Evoker,
GatheringStorm2,
WildfireStarter2,
GravitationDefier1,
// DW T5
Bladedancer,
Type3ArmsSBattery1,
ShieldsBatteryRegulator1,
GravitationDefier2,
// QB T2/3
// Okay, time to rant. The first node of the QB sub-tree is a tier 2 node. By itself, it's not that bad,
// except that... it's the child of Master of Arms, the first T3 node in the DW sub-tree. :DeadInside:
QuantumMechanicsResearch,
QuantumAccelerationResearch,
QuantumControlResearch,
QuantumCoatingResearch,
// QB T4
EnergyCollector1,
ParticleAccelerator1,
AmplificationModule1,
QAugmentedThrusters,
EssenceRedistributor1,
MomentumSpiker1,
// QB T5
EnergyCollector2,
ParticleAccelerator2,
AmplificationModule2,
QAugmentedShields,
EssenceRedistributor2,
MomentumSpiker2,
};

View file

@ -127,6 +127,7 @@ void ResearchTree::generateEngineTree() {
return;
}
// T1
_engineNodes.emplace(VerseEngine, Node{Node::Type::Engine, "Verse Engine", 1, 3,
"A basic low-speed engine with great durability.",
"Durability +346, Power +60, Armour +22, Acceleration +75, Magazine load +35, Energy capacity +35",
@ -140,61 +141,83 @@ void ResearchTree::generateEngineTree() {
_engineNodes.emplace(MetalPlatings1, Node{Node::Type::Gear, "Metal Platings 1", 1, 0,
"Level 1 metal plating that adds durability and armour to your engine.",
"Durability +60, Armour +5, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines1, Node{Node::Type::Gear, "Heat Turbines 1", 1, 0,
"Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +5", ""});
_engineNodes.emplace(Microcontroller1, Node{Node::Type::Gear, "Microcontroller 1", 1, 0,
"A microchip that enhances various aspects of a M.A.S.S.",
"Durability +36, Power +1, Armour +11, Magazine load +5, Energy capacity +5, Fuel capacity +3", ""});
_engineNodes.emplace(CombustionController1, Node{Node::Type::Gear, "Combustion Controller 1", 1, 0,
"Controlled combustion allows increased power generation through specific ignition.",
"Power +2, Magazine load +10, Energy capacity +10, Acceleration -25", ""});
// T2
_engineNodes.emplace(ModAlloyEngine, Node{Node::Type::Engine, "Mod. Alloy Engine", 2, 3,
"Built with a modified alloy and able to sustain greater attacks from any enemy.",
"Durability +1152, Power +75, Armour +194, Acceleration +75, Magazine load +40, Energy capacity +40",
"Durability +3%"});
_engineNodes.emplace(ChargedEngine, Node{Node::Type::Engine, "Charged Engine", 2, 3,
"Remove most armours to attain more speed and power, and fuel.",
"Durability +960, Power +75, Acceleration +300, Magazine load +40, Energy capacity +40, Fuel capacity +52",
"Acceleration +5"});
_engineNodes.emplace(ReinforcedLoadedEngine, Node{Node::Type::Engine, "Reinforced Loaded Engine", 2, 3,
"An upgraded build of the basic model, with reinforced Verse Steel for more strength.",
"Durability +960, Power +105, Armour +130, Acceleration +75, Magazine load +40, Energy capacity +40",
"Power +3%"});
_engineNodes.emplace(HeavyImpactsEnabler, Node{Node::Type::Engine, "Heavy Impacts Enabler", 2, 0,
"Enable the usage of Heavy Combos in close combat attacks.", "", ""});
_engineNodes.emplace(MetalPlatings2, Node{Node::Type::Gear, "Metal Platings 2", 2, 0,
"Level 2 Metal plating that adds durability and armour to your engine.",
"Durability +180, Armour +41, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines2, Node{Node::Type::Gear, "Heat Turbines 2", 2, 0,
"Level 2 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +16", ""});
_engineNodes.emplace(Microcontroller2, Node{Node::Type::Gear, "Microcontroller 2", 2, 0,
"Level 2 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +108, Power +3, Armour +17, Magazine load +6, Energy capacity +6, Fuel capacity +8", ""});
_engineNodes.emplace(WeaponsCargo1, Node{Node::Type::Gear, "Weapons Cargo 1", 2, 0,
"Added another cargo hold for ammo and energy recharger",
"Added another cargo hold for ammo and energy recharger.",
"Magazine load +24, Energy capacity +24, Acceleration -40", ""});
_engineNodes.emplace(CombustionController2, Node{Node::Type::Gear, "Combustion Controller 2", 2, 0,
"Level 2 Controlled combustion allows increased power generation through specific ignition.",
"Power +5, Magazine load +12, Energy capacity +12, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring1, Node{Node::Type::Gear, "Powered Rewiring 1", 2, 0,
"Rewiring that efficiently improves power and engine durability.",
"Durability +180, Power +5", ""});
// T3
_engineNodes.emplace(ModSteelEngine, Node{Node::Type::Engine, "Mod. Steel Engine", 3, 3,
"Low-speed engine that uses heavy materials for high durability.",
"Durability +2352, Power +90, Armour +311, Acceleration +75, Magazine load +47, Energy capacity +47",
"Durability +3%"});
_engineNodes.emplace(SuperchargedEngine, Node{Node::Type::Engine, "Supercharged Engine", 3, 3,
"An engine with more thermal efficiency that does not sacrifice much performance for speed.",
"Durability +1960, Power +90, Acceleration +300, Magazine load +47, Energy capacity +47, Fuel capacity +104",
"Acceleration +5"});
_engineNodes.emplace(NecriumAlloyEngine, Node{Node::Type::Engine, "Necrium Alloy Engine", 3, 3,
"Engine constructed of Necrium Alloy. Costly but with better performance.",
"Durability +1960, Power +126, Armour +207, Acceleration +75, Magazine load +47, Energy capacity +47",
"Power +3%"});
_engineNodes.emplace(MetalPlatings3, Node{Node::Type::Gear, "Metal Platings 3", 3, 0,
"Level 2 Metal plating that adds durability and armour to your engine.",
"Durability +360, Armour +57, Acceleration -15", ""});
_engineNodes.emplace(HeatTurbines3, Node{Node::Type::Gear, "Heat Turbines 3", 3, 0,
"Level 3 Modified heat turbines to increase speed for a M.A.S.S.",
"Acceleration +75, Fuel capacity +32", ""});
_engineNodes.emplace(Microcontroller3, Node{Node::Type::Gear, "Microcontroller 3", 3, 0,
"Level 3 Microchip that enhances various aspects of a M.A.S.S.",
"Durability +216, Power +5, Armour +24, Magazine load +7, Energy capacity +7, Fuel capacity +16", ""});
_engineNodes.emplace(WeaponsCargo2, Node{Node::Type::Gear, "Weapons Cargo 2", 3, 0,
"Level 2 Added another cargo hold for ammo and energy recharger.",
"Magazine load +28, Energy capacity +28, Acceleration -40", ""});
_engineNodes.emplace(CombustionController3, Node{Node::Type::Gear, "Combustion Controller 3", 3, 0,
"Level 3 Controlled combustion allows increased power generation through specific ignition.",
"Power +11, Magazine load +14, Energy capacity +14, Acceleration -25", ""});
_engineNodes.emplace(PoweredRewiring2, Node{Node::Type::Gear, "Powered Rewiring 2", 3, 0,
"Level 2 Rewiring that efficiently improves power and engine durability.",
"Durability +360, Power +11", ""});
_engineNodes.at(VerseEngine).addChild(_engineNodes.at(MetalPlatings1));
_engineNodes.at(VerseEngine).addChild(_engineNodes.at(HeatTurbines1));
_engineNodes.at(VerseEngine).addChild(_engineNodes.at(LoadedEngine));
@ -212,6 +235,20 @@ void ResearchTree::generateEngineTree() {
_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(CombustionController2));
_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(PoweredRewiring1));
_engineNodes.at(ReinforcedLoadedEngine).addChild(_engineNodes.at(HeavyImpactsEnabler));
_engineNodes.at(MetalPlatings2).addChild(_engineNodes.at(ModSteelEngine));
_engineNodes.at(HeatTurbines2).addChild(_engineNodes.at(SuperchargedEngine));
_engineNodes.at(Microcontroller2).addChild(_engineNodes.at(SuperchargedEngine));
_engineNodes.at(WeaponsCargo1).addChild(_engineNodes.at(SuperchargedEngine));
_engineNodes.at(CombustionController2).addChild(_engineNodes.at(NecriumAlloyEngine));
_engineNodes.at(PoweredRewiring1).addChild(_engineNodes.at(NecriumAlloyEngine));
_engineNodes.at(ModSteelEngine).addChild(_engineNodes.at(MetalPlatings3));
_engineNodes.at(ModSteelEngine).addChild(_engineNodes.at(HeatTurbines3));
_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(HeatTurbines3));
_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(Microcontroller3));
_engineNodes.at(SuperchargedEngine).addChild(_engineNodes.at(WeaponsCargo2));
_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(WeaponsCargo2));
_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(CombustionController3));
_engineNodes.at(NecriumAlloyEngine).addChild(_engineNodes.at(PoweredRewiring2));
_engineNodes.at(VerseEngine).setState(Node::State::Unlocked);
}

View file

@ -495,6 +495,9 @@ void SaveTool::drawNode(Node& node) {
ImGui::TableNextColumn();
bool has_children = (node.children().size() > 0);
if(node.state() == Node::State::Unavailable) {
ImGui::PushStyleColor(ImGuiCol_Text, ImGui::GetStyleColorVec4(ImGuiCol_TextDisabled));
}
if(has_children) {
bool open = ImGui::TreeNodeEx(node.name(), ImGuiTreeNodeFlags_SpanAvailWidth|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
nodeTooltip();
@ -510,6 +513,9 @@ void SaveTool::drawNode(Node& node) {
ImGuiTreeNodeFlags_Bullet|(node.state() == Node::State::Unlocked ? ImGuiTreeNodeFlags_Selected : 0));
nodeTooltip();
}
if(node.state() == Node::State::Unavailable) {
ImGui::PopStyleColor();
}
}
void SaveTool::drawMassManager() {