Hastily implemented final endgame turret
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BIN
core/assets-raw/sprites/blocks/turrets/malign/malign-back-l.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-back-r.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-end.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-front-l.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-front-r.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-main.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-mid.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-mouth.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-preview.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-spine-l.png
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core/assets-raw/sprites/blocks/turrets/malign/malign-spine-r.png
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@ -1626,7 +1626,8 @@ block.prime-refabricator.name = Prime Refabricator
|
||||
block.unit-repair-tower.name = Unit Repair Tower
|
||||
block.diffuse.name = Diffuse
|
||||
block.basic-assembler-module.name = Basic Assembler Module
|
||||
block.ravage.name = Ravage
|
||||
block.smite.name = Smite
|
||||
block.malign.name = Malign
|
||||
|
||||
block.switch.name = Switch
|
||||
block.micro-processor.name = Micro Processor
|
||||
|
@ -573,4 +573,5 @@
|
||||
63111=scathe-missile|unit-scathe-missile-ui
|
||||
63110=ravage|block-ravage-ui
|
||||
63109=underflow-duct|block-underflow-duct-ui
|
||||
63108=divine|block-divine-ui
|
||||
63108=malign|block-malign-ui
|
||||
63107=smite|block-smite-ui
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||||
|
@ -136,7 +136,7 @@ public class Blocks{
|
||||
duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
|
||||
|
||||
//turrets - erekir
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breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe, ravage, divine,
|
||||
breach, diffuse, sublimate, titan, disperse, afflict, lustre, scathe, smite, malign,
|
||||
|
||||
//units
|
||||
groundFactory, airFactory, navalFactory,
|
||||
@ -4434,7 +4434,7 @@ public class Blocks{
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||||
limitRange();
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||||
}};
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||||
|
||||
ravage = new ItemTurret("ravage"){{
|
||||
smite = new ItemTurret("smite"){{
|
||||
requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 150, Items.carbide, 250, Items.phaseFabric, 100));
|
||||
|
||||
ammo(
|
||||
@ -4443,7 +4443,6 @@ public class Blocks{
|
||||
sprite = "large-orb";
|
||||
width = 17f;
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||||
height = 21f;
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||||
hitSize = 7f;
|
||||
hitSize = 8f;
|
||||
|
||||
shootEffect = new MultiEffect(Fx.shootTitan, Fx.colorSparkBig, new WaveEffect(){{
|
||||
@ -4453,7 +4452,7 @@ public class Blocks{
|
||||
strokeFrom = 3f;
|
||||
strokeTo = 0.3f;
|
||||
}});
|
||||
smokeEffect = Fx.shootSmokeRavage;
|
||||
smokeEffect = Fx.shootSmokeSmite;
|
||||
ammoMultiplier = 1;
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||||
pierceCap = 4;
|
||||
pierce = true;
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||||
@ -4685,7 +4684,7 @@ public class Blocks{
|
||||
}
|
||||
}};
|
||||
|
||||
shootWarmupSpeed = 0.05f;
|
||||
shootWarmupSpeed = 0.04f;
|
||||
shootY = 15f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
size = 5;
|
||||
@ -4701,44 +4700,332 @@ public class Blocks{
|
||||
limitRange();
|
||||
}};
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||||
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||||
if(false)
|
||||
divine = new PowerTurret("divine"){{
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||||
malign = new PowerTurret("malign"){{
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 150, Items.graphite, 250, Items.phaseFabric, 300));
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||||
shootType = new BasicBulletType(7.5f, 85){{
|
||||
var haloProgress = PartProgress.warmup;
|
||||
Color haloColor = Color.valueOf("d370d3"), heatCol = Color.purple;
|
||||
float haloY = -15f, haloRotSpeed = 1.5f;
|
||||
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||||
var circleProgress = PartProgress.warmup.delay(0.9f);
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||||
var circleColor = haloColor;
|
||||
float circleY = 25f, circleRad = 11f, circleRotSpeed = 3.5f, circleStroke = 1.6f;
|
||||
|
||||
shootType = new FlakBulletType(8f, 80f){{
|
||||
sprite = "missile-large";
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||||
|
||||
lifetime = 45f;
|
||||
width = 12f;
|
||||
height = 22f;
|
||||
|
||||
hitSize = 7f;
|
||||
height = 20f;
|
||||
shootEffect = Fx.shootBig2;
|
||||
smokeEffect = Fx.shootBigSmoke;
|
||||
shootEffect = Fx.shootSmokeSquareBig;
|
||||
smokeEffect = Fx.shootSmokeDisperse;
|
||||
ammoMultiplier = 1;
|
||||
pierceCap = 2;
|
||||
pierce = true;
|
||||
pierceBuilding = true;
|
||||
hitColor = backColor = trailColor = Pal.berylShot;
|
||||
hitColor = backColor = trailColor = lightningColor = circleColor;
|
||||
frontColor = Color.white;
|
||||
trailWidth = 2.1f;
|
||||
trailLength = 10;
|
||||
trailWidth = 3f;
|
||||
trailLength = 12;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
buildingDamageMultiplier = 0.3f;
|
||||
|
||||
trailEffect = Fx.colorSpark;
|
||||
trailRotation = true;
|
||||
trailInterval = 3f;
|
||||
lightning = 1;
|
||||
lightningCone = 15f;
|
||||
lightningLength = 20;
|
||||
lightningLengthRand = 30;
|
||||
lightningDamage = 20f;
|
||||
|
||||
homingPower = 0.17f;
|
||||
homingDelay = 19f;
|
||||
homingRange = 160f;
|
||||
|
||||
explodeRange = 160f;
|
||||
explodeDelay = 0f;
|
||||
|
||||
flakInterval = 20f;
|
||||
despawnShake = 3f;
|
||||
|
||||
fragBullet = new LaserBulletType(90f){{
|
||||
colors = new Color[]{haloColor.cpy().a(0.4f), haloColor, Color.white};
|
||||
buildingDamageMultiplier = 0.25f;
|
||||
width = 19f;
|
||||
hitEffect = Fx.hitLancer;
|
||||
sideAngle = 175f;
|
||||
sideWidth = 1f;
|
||||
sideLength = 40f;
|
||||
lifetime = 16f;
|
||||
drawSize = 400f;
|
||||
length = 180f;
|
||||
pierceCap = 2;
|
||||
}};
|
||||
|
||||
heatRequirement = 30f;
|
||||
consumePower(5f);
|
||||
fragSpread = fragRandomSpread = 0f;
|
||||
|
||||
splashDamage = 0f;
|
||||
hitEffect = Fx.hitSquaresColor;
|
||||
collidesGround = true;
|
||||
}};
|
||||
|
||||
size = 5;
|
||||
drawer = new DrawTurret("reinforced-");
|
||||
drawer = new DrawTurret("reinforced-"){{
|
||||
parts.addAll(
|
||||
|
||||
//summoning circle
|
||||
new ShapePart(){{
|
||||
progress = circleProgress;
|
||||
color = circleColor;
|
||||
circle = true;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = circleStroke;
|
||||
radius = circleRad;
|
||||
layer = Layer.effect;
|
||||
y = circleY;
|
||||
}},
|
||||
|
||||
new ShapePart(){{
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||||
progress = circleProgress;
|
||||
rotateSpeed = -circleRotSpeed;
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||||
color = circleColor;
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||||
sides = 4;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = circleStroke;
|
||||
radius = circleRad - 1f;
|
||||
layer = Layer.effect;
|
||||
y = circleY;
|
||||
}},
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||||
|
||||
//outer squares
|
||||
|
||||
new ShapePart(){{
|
||||
progress = circleProgress;
|
||||
rotateSpeed = -circleRotSpeed;
|
||||
color = circleColor;
|
||||
sides = 4;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = circleStroke;
|
||||
radius = circleRad - 1f;
|
||||
layer = Layer.effect;
|
||||
y = circleY;
|
||||
}},
|
||||
|
||||
//inner square
|
||||
new ShapePart(){{
|
||||
progress = circleProgress;
|
||||
rotateSpeed = -circleRotSpeed/2f;
|
||||
color = circleColor;
|
||||
sides = 4;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = 2f;
|
||||
radius = 3f;
|
||||
layer = Layer.effect;
|
||||
y = circleY;
|
||||
}},
|
||||
|
||||
//spikes on circle
|
||||
new HaloPart(){{
|
||||
progress = circleProgress;
|
||||
color = circleColor;
|
||||
tri = true;
|
||||
shapes = 3;
|
||||
triLength = 0f;
|
||||
triLengthTo = 5f;
|
||||
radius = 6f;
|
||||
haloRadius = circleRad;
|
||||
haloRotateSpeed = haloRotSpeed / 2f;
|
||||
shapeRotation = 180f;
|
||||
haloRotation = 180f;
|
||||
layer = Layer.effect;
|
||||
y = circleY;
|
||||
}},
|
||||
|
||||
//actual turret
|
||||
new RegionPart("-mouth"){{
|
||||
heatColor = heatCol;
|
||||
heatProgress = PartProgress.warmup;
|
||||
|
||||
moveY = -8f;
|
||||
}},
|
||||
new RegionPart("-end"){{
|
||||
moveY = 0f;
|
||||
}},
|
||||
|
||||
new RegionPart("-front"){{
|
||||
heatColor = heatCol;
|
||||
heatProgress = PartProgress.warmup;
|
||||
|
||||
mirror = true;
|
||||
moveRot = 33f;
|
||||
moveY = -4f;
|
||||
moveX = 10f;
|
||||
}},
|
||||
new RegionPart("-back"){{
|
||||
heatColor = heatCol;
|
||||
heatProgress = PartProgress.warmup;
|
||||
|
||||
mirror = true;
|
||||
moveRot = 10f;
|
||||
moveX = 2f;
|
||||
moveY = 5f;
|
||||
}},
|
||||
|
||||
new RegionPart("-mid"){{
|
||||
heatColor = heatCol;
|
||||
heatProgress = PartProgress.recoil;
|
||||
|
||||
moveY = -9.5f;
|
||||
}},
|
||||
|
||||
new ShapePart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
circle = true;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = 2f;
|
||||
radius = 10f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
new ShapePart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
sides = 3;
|
||||
rotation = 90f;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = 2f;
|
||||
radius = 4f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
new HaloPart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
sides = 3;
|
||||
shapes = 3;
|
||||
hollow = true;
|
||||
stroke = 0f;
|
||||
strokeTo = 2f;
|
||||
radius = 3f;
|
||||
haloRadius = 10f + radius/2f;
|
||||
haloRotateSpeed = haloRotSpeed;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
|
||||
new HaloPart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
tri = true;
|
||||
shapes = 3;
|
||||
triLength = 0f;
|
||||
triLengthTo = 10f;
|
||||
radius = 6f;
|
||||
haloRadius = 16f;
|
||||
haloRotation = 180f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
new HaloPart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
tri = true;
|
||||
shapes = 3;
|
||||
triLength = 0f;
|
||||
triLengthTo = 3f;
|
||||
radius = 6f;
|
||||
haloRadius = 16f;
|
||||
shapeRotation = 180f;
|
||||
haloRotation = 180f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
|
||||
new HaloPart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
sides = 3;
|
||||
tri = true;
|
||||
shapes = 3;
|
||||
triLength = 0f;
|
||||
triLengthTo = 10f;
|
||||
shapeRotation = 180f;
|
||||
radius = 6f;
|
||||
haloRadius = 16f;
|
||||
haloRotateSpeed = -haloRotSpeed;
|
||||
haloRotation = 180f / 3f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}},
|
||||
|
||||
new HaloPart(){{
|
||||
progress = haloProgress;
|
||||
color = haloColor;
|
||||
sides = 3;
|
||||
tri = true;
|
||||
shapes = 3;
|
||||
triLength = 0f;
|
||||
triLengthTo = 4f;
|
||||
radius = 6f;
|
||||
haloRadius = 16f;
|
||||
haloRotateSpeed = -haloRotSpeed;
|
||||
haloRotation = 180f / 3f;
|
||||
layer = Layer.effect;
|
||||
y = haloY;
|
||||
}}
|
||||
);
|
||||
|
||||
Color heatCol2 = heatCol.cpy().add(0.1f, 0.1f, 0.1f).mul(1.2f);
|
||||
for(int i = 1; i < 4; i++){
|
||||
int fi = i;
|
||||
parts.add(new RegionPart("-spine"){{
|
||||
outline = false;
|
||||
progress = PartProgress.warmup.delay(fi / 5f);
|
||||
heatProgress = PartProgress.warmup.add(p -> (Mathf.absin(3f, 0.2f) - 0.2f) * p.warmup);
|
||||
mirror = true;
|
||||
under = true;
|
||||
layerOffset = -0.3f;
|
||||
turretHeatLayer = Layer.turret - 0.2f;
|
||||
moveY = 9f;
|
||||
moveX = 1f + fi * 4f;
|
||||
moveRot = fi * 60f - 130f;
|
||||
|
||||
color = Color.valueOf("bb68c3");
|
||||
heatColor = heatCol2;
|
||||
moves.add(new PartMove(PartProgress.recoil.delay(fi / 5f), 1f, 0f, 3f));
|
||||
}});
|
||||
}
|
||||
}};
|
||||
|
||||
velocityRnd = 0.15f;
|
||||
heatRequirement = 90f;
|
||||
maxHeatEfficiency = 2f;
|
||||
consumePower(5f);
|
||||
|
||||
shoot = new ShootSummon(0f, 0f, circleRad, 48f);
|
||||
|
||||
minWarmup = 0.96f;
|
||||
shootWarmupSpeed = 0.03f;
|
||||
|
||||
shootY = circleY - 5f;
|
||||
|
||||
outlineColor = Pal.darkOutline;
|
||||
envEnabled |= Env.space;
|
||||
reload = 200f;
|
||||
recoil = 2f;
|
||||
range = 350;
|
||||
reload = 8f;
|
||||
range = 370;
|
||||
shootCone = 100f;
|
||||
scaledHealth = 370;
|
||||
rotateSpeed = 2f;
|
||||
|
||||
coolant = consume(new ConsumeLiquid(Liquids.water, 15f / 60f));
|
||||
limitRange(5f);
|
||||
recoil = 0.5f;
|
||||
recoilTime = 30f;
|
||||
shake = 3f;
|
||||
}};
|
||||
|
||||
//endregion
|
||||
|
@ -1611,7 +1611,7 @@ public class Fx{
|
||||
}
|
||||
}),
|
||||
|
||||
shootSmokeRavage = new Effect(70f, e -> {
|
||||
shootSmokeSmite = new Effect(70f, e -> {
|
||||
rand.setSeed(e.id);
|
||||
for(int i = 0; i < 13; i++){
|
||||
float a = e.rotation + rand.range(30f);
|
||||
|
@ -6,7 +6,7 @@ import mindustry.entities.*;
|
||||
import mindustry.gen.*;
|
||||
|
||||
public class FlakBulletType extends BasicBulletType{
|
||||
public float explodeRange = 30f, explodeDelay = 5f;
|
||||
public float explodeRange = 30f, explodeDelay = 5f, flakInterval = 6f;
|
||||
|
||||
public FlakBulletType(float speed, float damage){
|
||||
super(speed, damage, "shell");
|
||||
@ -27,12 +27,12 @@ public class FlakBulletType extends BasicBulletType{
|
||||
super.update(b);
|
||||
|
||||
//don't check for targets if primed to explode
|
||||
if(b.fdata >= 0 && b.timer(2, 6)){
|
||||
if(b.fdata >= 0 && b.timer(2, flakInterval)){
|
||||
Units.nearbyEnemies(b.team, Tmp.r1.setSize(explodeRange * 2f).setCenter(b.x, b.y), unit -> {
|
||||
//fadata < 0 means it's primed to explode
|
||||
if(b.fdata < 0f || !unit.checkTarget(collidesAir, collidesGround)) return;
|
||||
|
||||
if(unit.within(b, explodeRange)){
|
||||
if(unit.within(b, explodeRange + unit.hitSize/2f)){
|
||||
//mark as primed
|
||||
b.fdata = -1f;
|
||||
Time.run(explodeDelay, () -> {
|
||||
|
26
core/src/mindustry/entities/pattern/ShootSummon.java
Normal file
@ -0,0 +1,26 @@
|
||||
package mindustry.entities.pattern;
|
||||
|
||||
import arc.math.*;
|
||||
import arc.util.*;
|
||||
|
||||
public class ShootSummon extends ShootPattern{
|
||||
public float x, y, radius, spread;
|
||||
|
||||
public ShootSummon(float x, float y, float radius, float spread){
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.radius = radius;
|
||||
this.spread = spread;
|
||||
}
|
||||
|
||||
@Override
|
||||
public void shoot(int totalShots, BulletHandler handler){
|
||||
|
||||
|
||||
for(int i = 0; i < shots; i++){
|
||||
Tmp.v1.trns(Mathf.random(360f), Mathf.random(radius));
|
||||
|
||||
handler.shoot(x + Tmp.v1.x, y + Tmp.v1.y, Mathf.range(spread), firstShotDelay + shotDelay * i);
|
||||
}
|
||||
}
|
||||
}
|
@ -345,9 +345,9 @@ public class Turret extends ReloadTurret{
|
||||
|
||||
float warmupTarget = isShooting() && canConsume() ? 1f : 0f;
|
||||
if(linearWarmup){
|
||||
shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed);
|
||||
shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
|
||||
}else{
|
||||
shootWarmup = Mathf.lerpDelta(shootWarmup, warmupTarget, shootWarmupSpeed);
|
||||
shootWarmup = Mathf.lerpDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
|
||||
}
|
||||
|
||||
wasShooting = false;
|
||||
|