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Merge branch 'Develop'
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Epicguru committed May 24, 2020
2 parents f2774b5 + c21bf55 commit 322ffcc
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8 changes: 6 additions & 2 deletions .gitignore
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Expand Up @@ -188,8 +188,6 @@ PublishScripts/
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
Expand Down Expand Up @@ -365,3 +363,9 @@ LastLaunchedVersion.txt
Executables/

Assemblies/

Source/Content/Unity/RimVibes Bundles/AssetBundles/

Source/Content/Unity/RimVibes Bundles/Library/

Source/packages/
4 changes: 1 addition & 3 deletions About/About.xml
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Expand Up @@ -32,8 +32,6 @@ See the store page for all plans.
</li>
</modDependencies>
<loadAfter>
<li>Ludeon.RimWorld</li>
<li>Ludeon.RimWorld.Royalty</li>
<li>brrainz.harmony</li>
<li>co.uk.epicguru.ingamewiki</li> <!-- Which has to go after Harmony, so that is sorted. -->
</loadAfter>
</ModMetaData>
Binary file modified AssetBundles/aa
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18 changes: 15 additions & 3 deletions AssetBundles/aa.manifest
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@@ -1,12 +1,12 @@
ManifestFileVersion: 0
CRC: 3523691228
CRC: 1684284641
Hashes:
AssetFileHash:
serializedVersion: 2
Hash: 43739579bccb7c4c045db2bd28d3c474
Hash: 44b8a3b422ac272c36304d8eb1af96f9
TypeTreeHash:
serializedVersion: 2
Hash: 63e4cc610365591972cf0b948686b9f3
Hash: fb95f860f6de44335a97c1723d17ea56
HashAppended: 0
ClassTypes:
- Class: 1
Expand All @@ -31,9 +31,21 @@ ClassTypes:
Script: {instanceID: 0}
- Class: 95
Script: {instanceID: 0}
- Class: 135
Script: {instanceID: 0}
- Class: 198
Script: {instanceID: 0}
- Class: 199
Script: {instanceID: 0}
- Class: 212
Script: {instanceID: 0}
- Class: 213
Script: {instanceID: 0}
Assets:
- Assets/UpBeam.prefab
- Assets/Shaders/OuterPrefab.prefab
- Assets/Shaders/Out Beam.prefab
- Assets/RailgunEffect.prefab
- Assets/Shaders/In Beam.prefab
- Assets/LargeAntimatterExplosion.prefab
Dependencies: []
2 changes: 2 additions & 0 deletions Credits.txt
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Expand Up @@ -12,5 +12,7 @@ Sound Effects & Music - Freesound.org users:
-Sergenious (Electrical discharge sound)
-Dasgoat (Distant explosion)
-Anomaex (Huge explosion N2 mine)
-JavierZumer (Railgun charge)
-dpren (Railgun charge/fire, gun shoot sounds)

All sounds used were posted under the Creative Commons or Attribution liscences.
4 changes: 2 additions & 2 deletions Defs/Armor/VoidArmor.xml
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Expand Up @@ -5,7 +5,7 @@
<techLevel>Spacer</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
<researchPrerequisite>PoweredArmor</researchPrerequisite>
<researchPrerequisite>VoidArmor_AA</researchPrerequisite>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
Expand All @@ -28,7 +28,7 @@
<ArmorRating_Heat>0.7</ArmorRating_Heat>
<Insulation_Cold>38</Insulation_Cold>
<Insulation_Heat>12</Insulation_Heat>
<EquipDelay>10</EquipDelay>
<EquipDelay>9</EquipDelay>
</statBases>
<equippedStatOffsets>
<MoveSpeed>-0.3</MoveSpeed>
Expand Down
94 changes: 94 additions & 0 deletions Defs/Armor/VoidHelmet.xml
Original file line number Diff line number Diff line change
@@ -0,0 +1,94 @@
<?xml version="1.0" encoding="utf-8" ?>
<Defs>

<ThingDef Name="ApparelVoidHelmetBase_AA" ParentName="ArmorHelmetMakeableBase" Abstract="True">
<techLevel>Spacer</techLevel>
<recipeMaker>
<unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
<researchPrerequisite>VoidArmor_AA</researchPrerequisite>
<skillRequirements>
<Crafting>12</Crafting>
</skillRequirements>
<recipeUsers Inherit="False">
<li>FabricationBench</li>
</recipeUsers>
</recipeMaker>
<graphicData>
<texPath>AntimatterAnnihilation/Pawn/VoidHelmet</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<uiIconScale>1</uiIconScale>
<tradeTags>
<li>HiTechArmor</li>
</tradeTags>
<generateCommonality>2</generateCommonality>
<statBases>
<WorkToMake>30000</WorkToMake>
<MaxHitPoints>280</MaxHitPoints>
<Mass>1.8</Mass>
<Flammability>0.4</Flammability>
<ArmorRating_Sharp>1.35</ArmorRating_Sharp>
<ArmorRating_Blunt>0.85</ArmorRating_Blunt>
<ArmorRating_Heat>0.7</ArmorRating_Heat>
<Insulation_Cold>6</Insulation_Cold>
<Insulation_Heat>4</Insulation_Heat>
<EquipDelay>3.5</EquipDelay>
</statBases>
<costList>
<ComponentSpacer>3</ComponentSpacer>
<Gold>6</Gold>
<AntimatterComposite_AA>35</AntimatterComposite_AA>
<Uranium>10</Uranium>
</costList>
<equippedStatOffsets>
<MoveSpeed>-0.05</MoveSpeed>
<WorkSpeedGlobal>-0.05</WorkSpeedGlobal>
</equippedStatOffsets>
<apparel>
<bodyPartGroups>
<li>FullHead</li>
</bodyPartGroups>
<wornGraphicPath>AntimatterAnnihilation/Pawn/VoidHelmet</wornGraphicPath>
<layers>
<li>Overhead</li>
</layers>
<defaultOutfitTags>
<li>Soldier</li>
</defaultOutfitTags>
<useDeflectMetalEffect>true</useDeflectMetalEffect>
</apparel>
<colorGenerator Class="ColorGenerator_Options">
<options>
<li>
<weight>2</weight>
<min>(0.5921, 0.4862, 0.6862)</min>
<max>(0.8784, 0.3058, 0.8)</max>
</li>
<li>
<weight>10</weight>
<min>(0.85, 0.85, 0.85)</min>
<max>(1, 1, 1)</max>
</li>
</options>
</colorGenerator>
<thingSetMakerTags>
<li>RewardStandardHighFreq</li>
</thingSetMakerTags>
<comps>
<li Class="CompProperties_BiocodableApparel"/>
</comps>
</ThingDef>

<ThingDef ParentName="ApparelVoidHelmetBase_AA">
<defName>Apparel_VoidHelmet_AA</defName>
<label>void helmet</label>
<description>A helmet made out of antimatter composite.\n\nEven gliterworld planets struggle to understand and use the technology that allows antimatter composite to so effectively deflect kinetic and energy projectiles.</description>
<apparel>
<tags>
<li>SpacerMilitary</li>
<li>RoyalCombatGear</li>
</tags>
</apparel>
</ThingDef>

</Defs>
8 changes: 4 additions & 4 deletions Defs/Buildings/Buildings.xml
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Expand Up @@ -90,10 +90,10 @@
<targetFuelLevelConfigurable>true</targetFuelLevelConfigurable>
<initialConfigurableTargetFuelLevel>40</initialConfigurableTargetFuelLevel>
</li>
</comps>
<researchPrerequisites>
<li>ParticleAccelerators_AA</li>
</researchPrerequisites>
</comps>
<researchPrerequisites>
<li>ParticleAccelerators_AA</li>
</researchPrerequisites>
</ThingDef>

<ThingDef ParentName="AAPoweredLarge">
Expand Down
82 changes: 73 additions & 9 deletions Defs/Buildings/Misc/M3G_UMIN.xml
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Expand Up @@ -30,11 +30,6 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
</costList>
<comps>
<li Class="CompProperties_Flickable"/>
<li Class="CompProperties_Power">
<compClass>CompPowerTrader</compClass>
<basePowerConsumption>50</basePowerConsumption> <!-- Changes dynamically in code based on activation state. When active, uses loads of power. -->
<transmitsPower>false</transmitsPower>
</li>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_RefuelableConditional">
<fuelConsumptionRate>80000</fuelConsumptionRate> <!-- Changes dynamically in code based on activation state. When active, requires and uses all stored antimatter. -->
<fuelCapacity>8.0</fuelCapacity>
Expand All @@ -45,10 +40,15 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
</fuelFilter>
<showAllowAutoRefuelToggle>true</showAllowAutoRefuelToggle>
</li>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_TargetChargeRate">
<defaultRate>400000</defaultRate>
<rateRange>5000~800000</rateRange>
<interval>500</interval>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_GreedyBattery">
<efficiency>1.0</efficiency> <!-- 100% efficient, just so that time calculations are easier for the user, if they want to make them. -->
<shortCircuitInRain>false</shortCircuitInRain>
<storedEnergyMax>600</storedEnergyMax> <!-- Required when using this component. Does not actually represent real max. -->
<transmitsPower>true</transmitsPower>

<maxPull>500000</maxPull> <!-- 500KW max pull from other batteries. There is infinite input power from other sources, just like with vanilla batteries. -->
<doSelfDischarge>false</doSelfDischarge>
<doInspectorInfo>false</doInspectorInfo>
</li>
</comps>
<researchPrerequisites>
Expand Down Expand Up @@ -125,4 +125,68 @@ Firing the beam of energy creates a huge electromagnetic pulse in both the area
</mote>
</ThingDef>

<ThingDef ParentName="BuildingBase">
<defName>GreedyBattery</defName>
<label>greedy battery</label>
<description>Stores electricity for later use. Charged batteries explode when exposed to rain or fire.</description>
<thingClass>Building_Battery</thingClass>
<graphicData>
<texPath>Things/Building/Power/Battery</texPath>
<graphicClass>Graphic_Multi</graphicClass>
<drawSize>(2,3)</drawSize>
<damageData>
<cornerTL>Damage/Corner</cornerTL>
<cornerTR>Damage/Corner</cornerTR>
<cornerBL>Damage/Corner</cornerBL>
<cornerBR>Damage/Corner</cornerBR>
</damageData>
</graphicData>
<altitudeLayer>Building</altitudeLayer>
<passability>PassThroughOnly</passability>
<pathCost>70</pathCost>
<blockWind>true</blockWind>
<castEdgeShadows>true</castEdgeShadows>
<fillPercent>0.40</fillPercent>
<tickerType>Normal</tickerType>
<minifiedDef>MinifiedThing</minifiedDef>
<thingCategories>
<li>BuildingsPower</li>
</thingCategories>
<statBases>
<MaxHitPoints>100</MaxHitPoints>
<WorkToBuild>800</WorkToBuild>
<Mass>20</Mass>
<Flammability>1.0</Flammability>
<Beauty>-15</Beauty>
</statBases>
<size>(1,2)</size>
<costList>
<Steel>70</Steel>
<ComponentIndustrial>2</ComponentIndustrial>
</costList>
<comps>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_GreedyBattery">
<efficiency>0.5</efficiency> <!-- 100% efficient, just so that time calculations are easier for the user, if they want to make them. -->
<shortCircuitInRain>false</shortCircuitInRain>
<initialEnergyMax>600</initialEnergyMax> <!-- Real max power value. -->
<storedEnergyMax>600</storedEnergyMax> <!-- Required when using this component. Does not actually represent real max. -->
<transmitsPower>true</transmitsPower>

<maxPull>100000</maxPull> <!-- 500KW max pull from other batteries. There is infinite input power from other sources, just like with vanilla batteries. -->
<doSelfDischarge>true</doSelfDischarge>
<doInspectorInfo>true</doInspectorInfo>
</li>
<li Class="CompProperties_Breakdownable"/>
</comps>
<terrainAffordanceNeeded>Medium</terrainAffordanceNeeded>
<designationCategory>Power</designationCategory>
<staticSunShadowHeight>0.2</staticSunShadowHeight>
<constructEffect>ConstructMetal</constructEffect>
<designationHotKey>Misc4</designationHotKey>
<canOverlapZones>false</canOverlapZones>
<researchPrerequisites>
<li>Batteries</li>
</researchPrerequisites>
</ThingDef>

</Defs>
25 changes: 18 additions & 7 deletions Defs/Buildings/Turrets/Railgun.xml
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@
<fuelGizmoLabel>Antimatter remaining</fuelGizmoLabel>
<outOfFuelMessage>Cannot shoot: Needs antimatter canister refuel</outOfFuelMessage>
<fuelFilter><thingDefs><li>AntimatterCanister_AA</li></thingDefs></fuelFilter>
<fuelCapacity>2</fuelCapacity> <!-- 20 shots -->
<fuelCapacity>2</fuelCapacity> <!-- 4 shots at 0.5 each -->
<initialFuelPercent>0</initialFuelPercent>
<autoRefuelPercent>0.5</autoRefuelPercent>
<showFuelGizmo>true</showFuelGizmo>
Expand All @@ -77,6 +77,9 @@
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<fuelIconPath>AntimatterAnnihilation/Items/AntimatterCanister</fuelIconPath>
</li>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_AutoAttack">
<defaultAutoAttack>false</defaultAutoAttack>
</li>
</comps>
<building>
<turretGunDef>Gun_AntimatterRailgunTurret_AA</turretGunDef>
Expand All @@ -89,15 +92,21 @@

<ThingDef ParentName="BaseBullet">
<defName>Bullet_AntimatterRailgun_AA</defName>
<label>antimatter railgun blast</label>
<label>blast</label>
<graphicData>
<texPath>Things/Projectile/Bullet_Big</texPath>
<graphicClass>Graphic_Single</graphicClass>
</graphicData>
<thingClass>Projectile_Explosive</thingClass>
<projectile>
<damageDef>Annihilate_AA</damageDef>
<damageAmountBase>100</damageAmountBase>
<speed>200</speed>
<damageDef>AnnihilationExplosionRailgun_AA</damageDef>
<speed>50000</speed> <!-- I am speed. Kerchoo. -->
<explosionRadius>8.5</explosionRadius>
<flyOverhead>true</flyOverhead>
<soundHitThickRoof>Artillery_HitThickRoof</soundHitThickRoof>
<soundExplode>MortarBomb_Explode</soundExplode>
<soundImpactAnticipate>MortarRound_PreImpact</soundImpactAnticipate>
<soundAmbient>MortarRound_Ambient</soundAmbient>
</projectile>
</ThingDef>

Expand All @@ -122,17 +131,19 @@
</statBases>
<verbs>
<li>
<!-- <verbClass>Verb_Shoot</verbClass> -->
<verbClass>AntimatterAnnihilation.Verbs.Verb_Railgun</verbClass>
<forcedMissRadius>0.001</forcedMissRadius>
<defaultProjectile>Bullet_AntimatterRailgun_AA</defaultProjectile>
<isPrimary>true</isPrimary>
<warmupTime>0</warmupTime>
<minRange>8.9</minRange>
<range>400</range>
<ai_AvoidFriendlyFireRadius>9.5</ai_AvoidFriendlyFireRadius>
<burstShotCount>1</burstShotCount>
<soundCast>Shot_Autocannon</soundCast>
<soundCastTail>GunTail_Heavy</soundCastTail>
<muzzleFlashScale>40</muzzleFlashScale>
<consumeFuelPerShot>0.1</consumeFuelPerShot>
<consumeFuelPerShot>0.5</consumeFuelPerShot>
<targetParams>
<canTargetLocations>true</canTargetLocations>
</targetParams>
Expand Down
3 changes: 3 additions & 0 deletions Defs/Buildings/Turrets/ThunderGun.xml
Original file line number Diff line number Diff line change
Expand Up @@ -79,6 +79,9 @@
<consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed>
<fuelIconPath>UI/Overlays/Barrel</fuelIconPath>
</li>
<li Class="AntimatterAnnihilation.ThingComps.CompProperties_AutoAttack">
<defaultAutoAttack>true</defaultAutoAttack>
</li>
</comps>
<building>
<turretGunDef>Gun_ThunderGunTurret_AA</turretGunDef>
Expand Down
8 changes: 8 additions & 0 deletions Defs/Damage/Damage.xml
Original file line number Diff line number Diff line change
Expand Up @@ -127,6 +127,14 @@ Does not bleed as the flesh is forcefully cauterized. Causes intense pain.</desc
<soundExplosion>Silent_AA</soundExplosion>
</DamageDef>

<DamageDef ParentName="AnnihilationExplosion_AA">
<defName>AnnihilationExplosionRailgun_AA</defName>
<defaultDamage>220</defaultDamage>
<defaultStoppingPower>3</defaultStoppingPower>
<defaultArmorPenetration>1.3</defaultArmorPenetration>
<soundExplosion>MortarBomb_Explode</soundExplosion> <!-- Change for antimatter explosion sound? -->
</DamageDef>

<DamageDef>
<defName>GalvaPain_AA</defName>
<label>galvaknuckles pain</label>
Expand Down
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