mirror of
https://github.com/Anuken/Mindustry.git
synced 2025-07-13 01:07:30 +07:00
WIP tank unit type
This commit is contained in:
@ -40,4 +40,5 @@ spiroct=21
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timed=38
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timedDef=37
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toxopid=33
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vanquish=40
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vela=25
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1
annotations/src/main/resources/revisions/vanquish/0.json
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1
annotations/src/main/resources/revisions/vanquish/0.json
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@ -0,0 +1 @@
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{fields:[{name:ammo,type:float},{name:controller,type:mindustry.entities.units.UnitController},{name:elevation,type:float},{name:flag,type:double},{name:health,type:float},{name:isShooting,type:boolean},{name:mineTile,type:mindustry.world.Tile},{name:mounts,type:"mindustry.entities.units.WeaponMount[]"},{name:plans,type:arc.struct.Queue<mindustry.entities.units.BuildPlan>},{name:rotation,type:float},{name:shield,type:float},{name:spawnedByCore,type:boolean},{name:stack,type:mindustry.type.ItemStack},{name:statuses,type:arc.struct.Seq<mindustry.entities.units.StatusEntry>},{name:team,type:mindustry.game.Team},{name:type,type:mindustry.type.UnitType},{name:updateBuilding,type:boolean},{name:vel,type:arc.math.geom.Vec2},{name:x,type:float},{name:y,type:float}]}
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core/assets-raw/sprites/units/vanquish-cell.png
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core/assets-raw/sprites/units/vanquish-cell.png
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core/assets-raw/sprites/units/vanquish-treads.png
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core/assets-raw/sprites/units/vanquish-treads.png
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@ -483,3 +483,4 @@
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63223=phase-heater|block-phase-heater-ui
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63222=arkyic-wall|block-arkyic-wall-ui
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63221=heat-redirector|block-heat-redirector-ui
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63220=vanquish|unit-vanquish-ui
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Binary file not shown.
@ -15,6 +15,7 @@ import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.type.ammo.*;
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import mindustry.type.unit.*;
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import mindustry.type.weapons.*;
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import mindustry.world.meta.*;
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@ -70,6 +71,10 @@ public class UnitTypes{
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//transport
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public static @EntityDef({Unitc.class, BuildingTetherc.class}) UnitType manifold;
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//tank
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//TODO tank comp
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public static @EntityDef({Unitc.class, Tankc.class}) UnitType vanquish;
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//endregion
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//missile definition, needed for codegen
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@ -1372,8 +1377,8 @@ public class UnitTypes{
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lowAltitude = false;
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flying = true;
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circleTarget = true;
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engineOffset = 12f;
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engineSize = 6f;
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engineOffset = 13f;
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engineSize = 7f;
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rotateShooting = false;
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hitSize = 36f;
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payloadCapacity = (3 * 3) * tilePayload;
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@ -2419,6 +2424,13 @@ public class UnitTypes{
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}});
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}};
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//endregion
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//region erekir - tank
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vanquish = new TankUnitType("vanquish"){{
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hitSize = 28f;
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}};
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//endregion
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//region erekir - core
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@ -11,9 +11,7 @@ import mindustry.world.*;
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import static mindustry.Vars.*;
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public class EntityCollisions{
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//range for tile collision scanning
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private static final int r = 1;
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//move in 1-unit chunks
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//move in 1-unit chunks (can this be made more efficient?)
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private static final float seg = 1f;
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//tile collisions
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@ -42,10 +40,12 @@ public class EntityCollisions{
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if(Math.abs(deltax) < 0.0001f & Math.abs(deltay) < 0.0001f) return;
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boolean movedx = false;
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entity.hitboxTile(r1);
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int r = Math.max(Math.round(r1.width / tilesize), 1);
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while(Math.abs(deltax) > 0 || !movedx){
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movedx = true;
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moveDelta(entity, Math.min(Math.abs(deltax), seg) * Mathf.sign(deltax), 0, true, solidCheck);
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moveDelta(entity, Math.min(Math.abs(deltax), seg) * Mathf.sign(deltax), 0, r, true, solidCheck);
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if(Math.abs(deltax) >= seg){
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deltax -= seg * Mathf.sign(deltax);
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@ -58,7 +58,7 @@ public class EntityCollisions{
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while(Math.abs(deltay) > 0 || !movedy){
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movedy = true;
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moveDelta(entity, 0, Math.min(Math.abs(deltay), seg) * Mathf.sign(deltay), false, solidCheck);
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moveDelta(entity, 0, Math.min(Math.abs(deltay), seg) * Mathf.sign(deltay), r, false, solidCheck);
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if(Math.abs(deltay) >= seg){
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deltay -= seg * Mathf.sign(deltay);
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@ -68,7 +68,7 @@ public class EntityCollisions{
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}
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}
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public void moveDelta(Hitboxc entity, float deltax, float deltay, boolean x, SolidPred solidCheck){
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public void moveDelta(Hitboxc entity, float deltax, float deltay, int r, boolean x, SolidPred solidCheck){
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entity.hitboxTile(r1);
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entity.hitboxTile(r2);
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r1.x += deltax;
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@ -69,6 +69,9 @@ abstract class HitboxComp implements Posc, Sized, QuadTreeObject{
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public void hitboxTile(Rect rect){
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//tile hitboxes are never bigger than a tile, otherwise units get stuck
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float size = Math.min(hitSize * 0.66f, 7.9f);
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//TODO: better / more accurate version is
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//float size = hitSize * 0.85f;
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//- for tanks?
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rect.setCentered(x, y, size, size);
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}
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}
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63
core/src/mindustry/entities/comp/TankComp.java
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63
core/src/mindustry/entities/comp/TankComp.java
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@ -0,0 +1,63 @@
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package mindustry.entities.comp;
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import arc.math.geom.*;
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import arc.util.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.*;
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@Component
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abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec{
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@Import float x, y, hitSize;
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@Import UnitType type;
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transient float treadTime;
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transient boolean walked;
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@Override
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public void update(){
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//trigger animation only when walking manually
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if(walked || net.client()){
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float len = deltaLen();
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treadTime += len;
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walked = false;
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}
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//TODO treads should create dust, see MechComp
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}
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@Replace
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@Override
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public @Nullable Floor drownFloor(){
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//tanks can only drown when all the nearby floors are deep
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//TODO implement properly
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if(hitSize >= 12 && canDrown()){
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for(Point2 p : Geometry.d8){
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Floor f = world.floorWorld(x + p.x * tilesize, y + p.y * tilesize);
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if(!f.isDeep()){
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return null;
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}
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}
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}
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return canDrown() ? floorOn() : null;
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}
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@Override
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public void moveAt(Vec2 vector, float acceleration){
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//mark walking state when moving in a controlled manner
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if(!vector.isZero()){
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walked = true;
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}
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}
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@Override
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public void approach(Vec2 vector){
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//mark walking state when moving in a controlled manner
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if(!vector.isZero(0.001f)){
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walked = true;
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}
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}
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}
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@ -71,7 +71,10 @@ public class UnitType extends UnlockableContent{
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public boolean createWreck = true;
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public boolean useUnitCap = true;
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public boolean destructibleWreck = true;
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public boolean squareShadow = false;
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/** If true, this modded unit always has a -outline region generated for its base. Normally, outlines are ignored if there are no top = false weapons. */
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public boolean alwaysCreateOutline = false;
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/** If true, this unit has a square shadow. TODO physics? */
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public boolean squareShape = false;
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public float groundLayer = Layer.groundUnit;
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public float payloadCapacity = 8;
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public float aimDst = -1f;
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@ -162,7 +165,7 @@ public class UnitType extends UnlockableContent{
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public Seq<Weapon> weapons = new Seq<>();
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public TextureRegion baseRegion, legRegion, region, shadowRegion, cellRegion,
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softShadowRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion;
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softShadowRegion, jointRegion, footRegion, legBaseRegion, baseJointRegion, outlineRegion, treadRegion;
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public TextureRegion[] wreckRegions;
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public TextureRegion[] segmentRegions, segmentOutlineRegions;
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@ -494,12 +497,13 @@ public class UnitType extends UnlockableContent{
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jointRegion = Core.atlas.find(name + "-joint");
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baseJointRegion = Core.atlas.find(name + "-joint-base");
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footRegion = Core.atlas.find(name + "-foot");
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treadRegion = Core.atlas.find(name + "-treads");
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legBaseRegion = Core.atlas.find(name + "-leg-base", name + "-leg");
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baseRegion = Core.atlas.find(name + "-base");
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cellRegion = Core.atlas.find(name + "-cell", Core.atlas.find("power-cell"));
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//when linear filtering is on, it's acceptable to use the relatively low-res 'particle' region
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softShadowRegion =
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squareShadow ? Core.atlas.find("square-shadow") :
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squareShape ? Core.atlas.find("square-shadow") :
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hitSize <= 10f || (Core.settings != null && Core.settings.getBool("linear", true)) ?
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Core.atlas.find("particle") :
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Core.atlas.find("circle-shadow");
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@ -522,16 +526,16 @@ public class UnitType extends UnlockableContent{
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clipSize = Math.max(region.width * 2f, clipSize);
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}
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private void makeOutline(MultiPacker packer, TextureRegion region){
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private void makeOutline(MultiPacker packer, TextureRegion region, boolean makeNew){
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if(region instanceof AtlasRegion at && region.found()){
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String name = at.name;
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if(!packer.has(name + "-outline")){
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if(!makeNew || !packer.has(name + "-outline")){
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PixmapRegion base = Core.atlas.getPixmap(region);
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var result = Pixmaps.outline(base, outlineColor, outlineRadius);
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if(Core.settings.getBool("linear", true)){
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Pixmaps.bleed(result);
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}
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packer.add(PageType.main, name + "-outline", result);
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packer.add(PageType.main, name + (makeNew ? "-outline" : ""), result);
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}
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}
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}
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@ -542,10 +546,13 @@ public class UnitType extends UnlockableContent{
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//currently does not create outlines for legs or base regions due to older mods having them outlined by default
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if(outlines){
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makeOutline(packer, region);
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//outlines only created when weapons are drawn under w/ merged outlines
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makeOutline(packer, region, alwaysCreateOutline || weapons.contains(w -> !w.top));
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for(Weapon weapon : weapons){
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if(!weapon.name.isEmpty()){
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makeOutline(packer, weapon.region);
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makeOutline(packer, weapon.region, true);
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}
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}
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}
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@ -686,6 +693,10 @@ public class UnitType extends UnlockableContent{
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unit.trns(legOffset.x, legOffset.y);
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}
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if(unit instanceof Tankc){
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drawTank((Unit & Tankc)unit);
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}
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if(unit instanceof Legsc){
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drawLegs((Unit & Legsc)unit);
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}
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@ -950,6 +961,10 @@ public class UnitType extends UnlockableContent{
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}
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}
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public <T extends Unit & Tankc> void drawTank(T unit){
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Draw.rect(treadRegion, unit.x, unit.y, unit.rotation - 90);
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}
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public <T extends Unit & Legsc> void drawLegs(T unit){
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applyColor(unit);
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Tmp.c3.set(Draw.getMixColor());
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@ -1,7 +1,8 @@
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package mindustry.type;
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package mindustry.type.unit;
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import mindustry.ai.types.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.meta.*;
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/** Field template for unit types. No new functionality. */
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@ -1,8 +1,9 @@
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package mindustry.type;
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package mindustry.type.unit;
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import mindustry.content.*;
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import mindustry.entities.abilities.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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/** This is just a preset. Contains no new behavior. */
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public class NeoplasmUnitType extends UnitType{
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21
core/src/mindustry/type/unit/TankUnitType.java
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21
core/src/mindustry/type/unit/TankUnitType.java
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@ -0,0 +1,21 @@
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package mindustry.type.unit;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.world.meta.*;
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public class TankUnitType extends UnitType{
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public TankUnitType(String name){
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super(name);
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squareShape = true;
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omniMovement = false;
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rotateSpeed = 1.3f;
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envDisabled = Env.none;
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speed = 0.8f;
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outlineColor = Pal.darkOutline;
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}
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}
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@ -72,7 +72,7 @@ public class ImpactReactor extends PowerGenerator{
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}
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public class ImpactReactorBuild extends GeneratorBuild{
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public float warmup;
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public float warmup, totalProgress;
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@Override
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public void updateTile(){
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@ -95,9 +95,16 @@ public class ImpactReactor extends PowerGenerator{
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warmup = Mathf.lerpDelta(warmup, 0f, 0.01f);
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}
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totalProgress += warmup * Time.delta;
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productionEfficiency = Mathf.pow(warmup, 5f);
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}
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@Override
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public float totalProgress(){
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return totalProgress;
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}
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@Override
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public float ambientVolume(){
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return warmup;
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@ -113,7 +120,7 @@ public class ImpactReactor extends PowerGenerator{
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Draw.color(plasma1, plasma2, (float)i / plasmaRegions.length);
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Draw.alpha((0.3f + Mathf.absin(Time.time, 2f + i * 2f, 0.3f + i * 0.05f)) * warmup);
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Draw.rect(plasmaRegions[i], x, y, r, r, Time.time * (12 + i * 6f) * warmup);
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Draw.rect(plasmaRegions[i], x, y, r, r, totalProgress * (12 + i * 6f));
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}
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Draw.blend();
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@ -24,4 +24,4 @@ android.useAndroidX=true
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#used for slow jitpack builds; TODO see if this actually works
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org.gradle.internal.http.socketTimeout=100000
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org.gradle.internal.http.connectionTimeout=100000
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archash=f8264ffafe
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archash=de5a78a868
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@ -25,6 +25,7 @@ import java.util.concurrent.Executors
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def genFolder = "../core/assets-raw/sprites_out/generated/"
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def doAntialias = !project.hasProperty("disableAntialias")
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def colorMap = new IntMap<List<Color>>(), colorIndexMap = new IntIntMap()
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def enableAA = true
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//on my machine, I have a native Nim AA implementation that is ~10x faster
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//it's not compiled for other platforms so they don't get it
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def useFastAA = project.hasProperty("fastAA") || System.getProperty("user.name") == "anuke"
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@ -222,6 +223,7 @@ task pack(dependsOn: [classes, configurations.runtimeClasspath]){
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delete "../core/assets-raw/sprites_out/ui/icons"
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}
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if(enableAA){
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ExecutorService executor = Executors.newFixedThreadPool(16)
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long ms = System.currentTimeMillis()
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@ -237,6 +239,7 @@ task pack(dependsOn: [classes, configurations.runtimeClasspath]){
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Threads.await(executor)
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println "Time taken for AA: ${(System.currentTimeMillis() - ms) / 1000f}"
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}
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println("\n\nPacking normal 4096 sprites...\n\n")
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@ -514,6 +514,7 @@ public class Generators{
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outliner.get(type.legBaseRegion);
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outliner.get(type.baseJointRegion);
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if(sample instanceof Legsc) outliner.get(type.legRegion);
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if(sample instanceof Tankc) outliner.get(type.treadRegion);
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Pixmap image = type.segments > 0 ? get(type.segmentRegions[0]) : outline.get(get(type.region));
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@ -529,7 +530,12 @@ public class Generators{
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save(image, type.name);
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}
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//outline only needs to be different if there's a weapon that draws under; most units don't have this, and it saves significant space.
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if(type.weapons.contains(w -> !w.top)){
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save(image, type.name + "-outline");
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}else{
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replace(type.name, image);
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}
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//draw mech parts
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if(sample instanceof Mechc){
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Reference in New Issue
Block a user