WIP Disrupt missiles

This commit is contained in:
Anuken 2022-02-04 15:37:51 -05:00
parent 4c9761eae5
commit 60621520ee
22 changed files with 188 additions and 143 deletions

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@ -520,3 +520,4 @@
63183=conquer|unit-conquer-ui
63182=disrupt|unit-disrupt-ui
63181=krepost|unit-krepost-ui
63180=disrupt-missile|unit-disrupt-missile-ui

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@ -1,17 +1,20 @@
package mindustry.ai.types;
import arc.util.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
public class MissileAI extends AIController{
//TODO store 'main' target and use that as a fallback
public @Nullable Unit shooter;
//TODO UNPREDICTABLE TARGETING
@Override
public void updateMovement(){
unloadPayloads();
if(target != null){
unit.lookAt(target);
float time = unit instanceof TimedKillc t ? t.time() : 1000000f;
if(time >= unit.type.homingDelay && shooter != null){
unit.lookAt(shooter.aimX, shooter.aimY);
}
//move forward forever
@ -26,8 +29,7 @@ public class MissileAI extends AIController{
}
@Override
public boolean retarget(){
//more frequent retarget. TODO won't this lag?
return timer.get(timerTarget, 10f);
public void updateTargeting(){
//no
}
}

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@ -2529,7 +2529,7 @@ public class Blocks{
thrusterLength = 40/4f;
armor = 10f;
unitCapModifier = 12;
unitCapModifier = 10;
researchCostMultiplier = 0.11f;
}};
@ -2544,7 +2544,7 @@ public class Blocks{
thrusterLength = 48/4f;
armor = 15f;
unitCapModifier = 16;
unitCapModifier = 14;
researchCostMultiplier = 0.11f;
}};

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@ -12,7 +12,6 @@ import mindustry.entities.abilities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.part.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
@ -2503,7 +2502,7 @@ public class UnitTypes{
}};
conquer = new TankUnitType("conquer"){{
hitSize = 44f;
hitSize = 46f;
treadPullOffset = 1;
speed = 0.48f;
health = 20000;
@ -2664,7 +2663,12 @@ public class UnitTypes{
}};
}});
decals.add(new UnitDecal("conquer-glow", Color.red, Blending.additive, -1f));
parts.add(new RegionPart("-glow"){{
color = Color.red;
blending = Blending.additive;
layer = -1f;
outline = false;
}});
}};
//endregion
@ -2919,13 +2923,8 @@ public class UnitTypes{
mirror = false;
reload = 1f;
shootOnDeath = true;
bullet = new BulletType(){{
rangeOverride = 20f;
bullet = new ExplosionBulletType(120f, 30f){{
shootEffect = Fx.massiveExplosion;
killShooter = true;
//TODO status?
splashDamageRadius = 30f;
splashDamage = 120f;
}};
}});
}};
@ -2946,7 +2945,7 @@ public class UnitTypes{
flying = true;
drag = 0.07f;
speed = 1f;
rotateSpeed = 2.5f;
rotateSpeed = 2f;
accel = 0.1f;
health = 10000f;
armor = 7f;
@ -2979,16 +2978,36 @@ public class UnitTypes{
}
//TODO needs weapons! cool missiles or something
if(false)
weapons.add(new Weapon("quell-weapon"){{
x = 51 / 4f;
y = 5 / 4f;
weapons.add(new Weapon("disrupt-weapon"){{
x = 78f / 4f;
y = -10f / 4f;
mirror = true;
rotate = true;
rotateSpeed = 2f;
reload = 70f;
layerOffset = -0.001f;
rotateSpeed = 0.4f;
reload = 60f;
layerOffset = -20f;
recoil = 1f;
rotationLimit = 60f;
rotationLimit = 22f;
minWarmup = 0.95f;
shootWarmupSpeed = 0.1f;
shootY = 2f;
shootCone = 40f;
shots = 3;
shotDelay = 5f;
inaccuracy = 28f;
parts.add(new RegionPart("-blade"){{
heatProgress = PartProgress.warmup;
progress = PartProgress.warmup.blend(PartProgress.reload, 0.15f);
heatColor = Color.valueOf("9c50ff");
x = 5 / 4f;
y = 0f;
rotMove = -33f;
moveY = -1f;
moveX = -1f;
under = true;
mirror = true;
}});
bullet = new BulletType(){{
shootEffect = Fx.shootBig;
@ -2998,24 +3017,20 @@ public class UnitTypes{
keepVelocity = false;
}};
unitSpawned = new MissileUnitType("quell-missile"){{
speed = 3.8f;
unitSpawned = new MissileUnitType("disrupt-missile"){{
speed = 4.5f;
maxRange = 80f;
outlineColor = Pal.darkOutline;
health = 45;
homingDelay = 10f;
weapons.add(new Weapon(){{
shootCone = 360f;
mirror = false;
reload = 1f;
shootOnDeath = true;
bullet = new BulletType(){{
rangeOverride = 20f;
bullet = new ExplosionBulletType(120f, 30f){{
shootEffect = Fx.massiveExplosion;
killShooter = true;
//TODO status?
splashDamageRadius = 30f;
splashDamage = 120f;
}};
}});
}};
@ -3107,7 +3122,8 @@ public class UnitTypes{
shootEffect = Fx.colorSpark;
hitEffect = smokeEffect = despawnEffect = Fx.hitLaserColor;
damage = 1;
//TODO 0, or 1?
damage = 0;
}};
}});
}};

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@ -387,11 +387,17 @@ public class Damage{
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground){
damage(team, x, y, radius, damage, complete, air, ground, false);
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled){
Cons<Unit> cons = entity -> {
if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
if(entity.team == team || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
return;
}
float amount = calculateDamage(x, y, entity.getX(), entity.getY(), radius, damage);
float amount = calculateDamage(scaled ? Math.max(0, entity.dst(x, y) - entity.type.hitSize/2) : entity.dst(x, y), radius, damage);
entity.damage(amount);
//TODO better velocity displacement
float dst = tr.set(entity.getX() - x, entity.getY() - y).len();
@ -504,8 +510,7 @@ public class Damage{
}
}
private static float calculateDamage(float x, float y, float tx, float ty, float radius, float damage){
float dist = Mathf.dst(x, y, tx, ty);
private static float calculateDamage(float dist, float radius, float damage){
float falloff = 0.4f;
float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
return damage * scaled;

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@ -80,6 +80,8 @@ public class BulletType extends Content implements Cloneable{
public boolean instantDisappear;
/** Damage dealt in splash. 0 to disable.*/
public float splashDamage = 0f;
/** If true, splash damage is "correctly" affected by unit hitbox size. Used for projectiles that do not collide / have splash as their main source of damage. */
public boolean scaledSplashDamage = false;
/** Knockback in velocity. */
public float knockback;
/** Should knockback follow the bullet's direction */
@ -142,6 +144,7 @@ public class BulletType extends Content implements Cloneable{
public @Nullable BulletType fragBullet = null;
public Color hitColor = Color.white;
public Color healColor = Pal.heal;
public Effect healEffect = Fx.healBlockFull;
/** Bullets spawned when this bullet is created. Rarely necessary, used for visuals. */
public Seq<BulletType> spawnBullets = new Seq<>();
@ -249,7 +252,7 @@ public class BulletType extends Content implements Cloneable{
}
if(heals()&& build.team == b.team && !(build.block instanceof ConstructBlock)){
Fx.healBlockFull.at(build.x, build.y, build.block.size, healColor);
healEffect.at(build.x, build.y, build.block.size, healColor);
build.heal(healPercent / 100f * build.maxHealth + healAmount);
}else if(build.team != b.team && direct){
hit(b);
@ -308,7 +311,7 @@ public class BulletType extends Content implements Cloneable{
}
if(splashDamageRadius > 0 && !b.absorbed){
Damage.damage(b.team, x, y, splashDamageRadius, splashDamage * b.damageMultiplier(), collidesAir, collidesGround);
Damage.damage(b.team, x, y, splashDamageRadius, splashDamage * b.damageMultiplier(), false, collidesAir, collidesGround, scaledSplashDamage);
if(status != StatusEffects.none){
Damage.status(b.team, x, y, splashDamageRadius, status, statusDuration, collidesAir, collidesGround);
@ -316,7 +319,7 @@ public class BulletType extends Content implements Cloneable{
if(heals()){
indexer.eachBlock(b.team, x, y, splashDamageRadius, Building::damaged, other -> {
Fx.healBlockFull.at(other.x, other.y, other.block.size, healColor);
healEffect.at(other.x, other.y, other.block.size, healColor);
other.heal(healPercent / 100f * other.maxHealth() + healAmount);
});
}
@ -375,7 +378,7 @@ public class BulletType extends Content implements Cloneable{
}
if(instantDisappear){
b.time = lifetime;
b.time = lifetime + 1f;
}
if(spawnBullets.size > 0){

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@ -0,0 +1,28 @@
package mindustry.entities.bullet;
import mindustry.content.*;
public class ExplosionBulletType extends BulletType{
public ExplosionBulletType(float splashDamage, float splashDamageRadius){
this.splashDamage = splashDamage;
this.splashDamageRadius = splashDamageRadius;
rangeOverride = Math.max(rangeOverride, splashDamageRadius * 2f / 3f);
}
public ExplosionBulletType(){
}
{
hittable = false;
lifetime = 1f;
speed = 0f;
rangeOverride = 20f;
shootEffect = Fx.massiveExplosion;
instantDisappear = true;
scaledSplashDamage = true;
killShooter = true;
collides = false;
keepVelocity = false;
}
}

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@ -513,7 +513,9 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
float shake = hitSize / 3f;
Effect.scorch(x, y, (int)(hitSize / 5));
if(type.createScorch){
Effect.scorch(x, y, (int)(hitSize / 5));
}
Effect.shake(shake, shake, this);
type.deathSound.at(this);
@ -536,7 +538,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
Damage.damage(team, x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f, true, false, true);
}
if(!headless){
if(!headless && type.createScorch){
for(int i = 0; i < type.wreckRegions.length; i++){
if(type.wreckRegions[i].found()){
float range = type.hitSize /4f;

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@ -4,7 +4,7 @@ import arc.graphics.g2d.*;
import arc.math.*;
import arc.struct.*;
public abstract class WeaponPart{
public abstract class DrawPart{
public static final PartParams params = new PartParams();
/** If true, turret shading is used. Don't touch this, it is set up in unit/block init()! */
@ -37,11 +37,14 @@ public abstract class WeaponPart{
}
public interface PartProgress{
/** Reload of the weapon - 1 right after shooting, 0 when ready to fire*/
PartProgress
reload = p -> p.reload,
/** Reload, but smoothed out, so there is no sudden jump between 0-1. */
smoothReload = p -> p.smoothReload,
/** Weapon warmup, 0 when not firing, 1 when actively shooting. Not equivalent to heat. */
warmup = p -> p.warmup,
/** Weapon heat, 1 when just fired, 0, when it has cooled down (duration depends on weapon) */
heat = p -> p.heat;
float get(PartParams p);
@ -74,6 +77,10 @@ public abstract class WeaponPart{
return p -> get(p) * other.get(p);
}
default PartProgress mul(float amount){
return p -> get(p) * amount;
}
default PartProgress min(PartProgress other){
return p -> Math.min(get(p), other.get(p));
}

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@ -8,10 +8,13 @@ import arc.struct.*;
import arc.util.*;
import mindustry.graphics.*;
public class RegionPart extends WeaponPart{
public class RegionPart extends DrawPart{
protected PartParams childParam = new PartParams();
/** Appended to unit/weapon/block name and drawn. */
public String suffix = "";
/** Overrides suffix if set. */
public @Nullable String name;
public TextureRegion heat;
public TextureRegion[] regions = {};
public TextureRegion[] outlines = {};
@ -34,12 +37,19 @@ public class RegionPart extends WeaponPart{
public float x, y, moveX, moveY;
public @Nullable Color color, colorTo;
public Color heatColor = Pal.turretHeat.cpy();
public Seq<WeaponPart> children = new Seq<>();
public Seq<DrawPart> children = new Seq<>();
public RegionPart(String region){
this.suffix = region;
}
public RegionPart(String region, Blending blending, Color color){
this.suffix = region;
this.blending = blending;
this.color = color;
outline = false;
}
public RegionPart(){
}
@ -119,25 +129,27 @@ public class RegionPart extends WeaponPart{
@Override
public void load(String name){
String realName = this.name == null ? name + suffix : this.name;
if(drawRegion){
//TODO l/r
if(mirror && turretShading){
regions = new TextureRegion[]{
Core.atlas.find(name + suffix + "1"),
Core.atlas.find(name + suffix + "2")
Core.atlas.find(realName + "1"),
Core.atlas.find(realName + "2")
};
outlines = new TextureRegion[]{
Core.atlas.find(name + suffix + "1-outline"),
Core.atlas.find(name + suffix + "2-outline")
Core.atlas.find(realName + "1-outline"),
Core.atlas.find(realName + "2-outline")
};
}else{
regions = new TextureRegion[]{Core.atlas.find(name + suffix)};
outlines = new TextureRegion[]{Core.atlas.find(name + suffix + "-outline")};
regions = new TextureRegion[]{Core.atlas.find(realName)};
outlines = new TextureRegion[]{Core.atlas.find(realName + "-outline")};
}
}
heat = Core.atlas.find(name + suffix + "-heat");
heat = Core.atlas.find(realName + "-heat");
for(var child : children){
child.load(name);
}

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@ -1,36 +0,0 @@
package mindustry.entities.units;
import arc.graphics.*;
import arc.graphics.g2d.*;
import mindustry.graphics.*;
/** A sprite drawn in addition to the base unit sprites. */
public class UnitDecal{
public String region = "error";
public float x, y, rotation;
public float layer = Layer.flyingUnit + 1f;
public float xScale = 1f, yScale = 1f;
public Blending blending = Blending.normal;
public Color color = Color.white;
public TextureRegion loadedRegion;
public UnitDecal(String region, float x, float y, float rotation, float layer, Color color){
this.region = region;
this.x = x;
this.y = y;
this.rotation = rotation;
this.layer = layer;
this.color = color;
}
public UnitDecal(String region, Color color, Blending blending, float layer){
this.region = region;
this.color = color;
this.layer = layer;
this.blending = blending;
}
public UnitDecal(){
}
}

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@ -25,7 +25,7 @@ import mindustry.entities.abilities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.effect.*;
import mindustry.entities.part.*;
import mindustry.entities.part.WeaponPart.*;
import mindustry.entities.part.DrawPart.*;
import mindustry.game.*;
import mindustry.game.Objectives.*;
import mindustry.gen.*;
@ -130,13 +130,14 @@ public class ContentParser{
readFields(result, data);
return result;
});
put(WeaponPart.class, (type, data) -> {
put(DrawPart.class, (type, data) -> {
var bc = resolve(data.getString("type", ""), RegionPart.class);
data.remove("type");
var result = make(bc);
readFields(result, data);
return result;
});
//TODO this is untested
put(PartProgress.class, (type, data) -> {
//simple case: it's a string or number constant
if(data.isString()) return field(PartProgress.class, data.asString());
@ -166,7 +167,7 @@ public class ContentParser{
case "mul" -> base.mul(parser.readValue(PartProgress.class, data.get("other")));
case "min" -> base.min(parser.readValue(PartProgress.class, data.get("other")));
case "sin" -> base.sin(data.getFloat("scl"), data.getFloat("mag"));
case "absin" -> base.sin(data.getFloat("scl"), data.getFloat("mag"));
case "absin" -> base.absin(data.getFloat("scl"), data.getFloat("mag"));
case "curve" -> base.curve(parser.readValue(Interp.class, data.get("interp")));
default -> throw new RuntimeException("Unknown operation '" + op + "', check PartProgress class for a list of methods.");
};

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@ -20,6 +20,7 @@ import mindustry.core.*;
import mindustry.ctype.*;
import mindustry.entities.*;
import mindustry.entities.abilities.*;
import mindustry.entities.part.*;
import mindustry.entities.units.*;
import mindustry.game.*;
import mindustry.gen.*;
@ -59,7 +60,6 @@ public class UnitType extends UnlockableContent{
public float speed = 1.1f, boostMultiplier = 1f, rotateSpeed = 5f, baseRotateSpeed = 5f;
public float drag = 0.3f, accel = 0.5f, landShake = 0f, rippleScale = 1f, riseSpeed = 0.08f, fallSpeed = 0.018f;
public float health = 200f, range = -1, miningRange = 70f, armor = 0f, maxRange = -1f, buildRange = Vars.buildingRange;
public float lifetime = 60f * 5f; //for missiles only
public float crashDamageMultiplier = 1f;
public boolean targetAir = true, targetGround = true;
public boolean faceTarget = true, rotateShooting = true, isCounted = true, lowAltitude = false, circleTarget = false;
@ -68,6 +68,7 @@ public class UnitType extends UnlockableContent{
public boolean playerControllable = true;
public boolean allowedInPayloads = true;
public boolean createWreck = true;
public boolean createScorch = true;
public boolean useUnitCap = true;
public boolean destructibleWreck = true;
/** 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. */
@ -94,8 +95,8 @@ public class UnitType extends UnlockableContent{
public Effect fallThrusterEffect = Fx.fallSmoke;
public Effect deathExplosionEffect = Fx.dynamicExplosion;
public @Nullable Effect treadEffect;
/** Additional sprites that are drawn with the unit. */
public Seq<UnitDecal> decals = new Seq<>();
/** Extra (usually animated) parts */
public Seq<DrawPart> parts = new Seq<>(DrawPart.class);
public Seq<Ability> abilities = new Seq<>();
/** Flags to target based on priority. Null indicates that the closest target should be found. The closest enemy core is used as a fallback. */
public BlockFlag[] targetFlags = {null};
@ -138,6 +139,10 @@ public class UnitType extends UnlockableContent{
public Sound mineSound = Sounds.minebeam;
public float mineSoundVolume = 0.6f;
//missiles only!
public float lifetime = 60f * 5f;
public float homingDelay = 10f;
/** This is a VERY ROUGH estimate of unit DPS. */
public float dpsEstimate = -1;
public float clipSize = -1;
@ -522,6 +527,9 @@ public class UnitType extends UnlockableContent{
public void load(){
super.load();
for(var part : parts){
part.load(name);
}
weapons.each(Weapon::load);
region = Core.atlas.find(name);
legRegion = Core.atlas.find(name + "-leg");
@ -562,10 +570,6 @@ public class UnitType extends UnlockableContent{
segmentOutlineRegions[i] = Core.atlas.find(name + "-segment-outline" + i);
}
for(var decal : decals){
decal.loadedRegion = Core.atlas.find(decal.region);
}
clipSize = Math.max(region.width * 2f, clipSize);
}
@ -798,18 +802,19 @@ public class UnitType extends UnlockableContent{
unit.trns(-legOffset.x, -legOffset.y);
}
if(decals.size > 0){
float base = unit.rotation - 90;
for(var d : decals){
Draw.blend(d.blending);
Draw.z(d.layer <= 0f ? z : d.layer);
Draw.scl(d.xScale, d.yScale);
Draw.color(d.color);
Draw.rect(d.loadedRegion, unit.x + Angles.trnsx(base, d.x, d.y), unit.y + Angles.trnsy(base, d.x, d.y), base + d.rotation);
Draw.blend();
//TODO how/where do I draw under?
if(parts.size > 0){
//TODO does it need an outline?
WeaponMount first = unit.mounts.length > 0 ? unit.mounts[0] : null;
if(unit.mounts.length > 0){
DrawPart.params.set(first.warmup, first.reload / weapons.first().reload, first.smoothReload, first.heat, unit.x, unit.y, unit.rotation);
}else{
DrawPart.params.set(0f, 0f, 0f, 0f, unit.x, unit.y, unit.rotation);
}
for(int i = 0; i < parts.size; i++){
var part = parts.items[i];
part.draw(DrawPart.params);
}
Draw.reset();
Draw.z(z);
}
for(Ability a : unit.abilities){

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@ -10,6 +10,7 @@ import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ai.types.*;
import mindustry.audio.*;
import mindustry.content.*;
import mindustry.entities.*;
@ -131,7 +132,7 @@ public class Weapon implements Cloneable{
/** whether this weapon should fire when its owner dies */
public boolean shootOnDeath = false;
/** extra animated parts */
public Seq<WeaponPart> parts = new Seq<>(WeaponPart.class);
public Seq<DrawPart> parts = new Seq<>(DrawPart.class);
public Weapon(String name){
this.name = name;
@ -195,12 +196,12 @@ public class Weapon implements Cloneable{
Draw.xscl = -Mathf.sign(flipSprite);
if(parts.size > 0){
WeaponPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, wx, wy, weaponRotation + 90);
DrawPart.params.set(mount.warmup, mount.reload / reload, mount.smoothReload, mount.heat, wx, wy, weaponRotation + 90);
for(int i = 0; i < parts.size; i++){
var part = parts.items[i];
if(part.under){
part.draw(WeaponPart.params);
part.draw(DrawPart.params);
}
}
}
@ -217,18 +218,10 @@ public class Weapon implements Cloneable{
if(parts.size > 0){
//TODO does it need an outline?
/*
if(outline.found()){
//draw outline under everything when parts are involved
Draw.z(Layer.turret - 0.01f);
Draw.rect(outline, build.x + tb.recoilOffset.x, build.y + tb.recoilOffset.y, tb.drawrot());
Draw.z(Layer.turret);
}*/
for(int i = 0; i < parts.size; i++){
var part = parts.items[i];
if(!part.under){
part.draw(WeaponPart.params);
part.draw(DrawPart.params);
}
}
}
@ -380,10 +373,8 @@ public class Weapon implements Cloneable{
float baseX = offset.x, baseY = offset.y, baseRot = unit.rotation + mount.rotation;
boolean delay = firstShotDelay + shotDelay > 0f;
(delay ? chargeSound : continuous ? Sounds.none : shootSound).at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
BulletType ammo = bullet;
float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, aimX, aimY) / ammo.range()) : 1f;
float lifeScl = bullet.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, aimX, aimY) / bullet.range()) : 1f;
Unit parent = bullet.keepVelocity || parentizeEffects ? unit : null;
//TODO far too complicated and similar to Turret
@ -393,6 +384,7 @@ public class Weapon implements Cloneable{
Time.run(sequenceNum * shotDelay + firstShotDelay, () -> {
if(!unit.isAdded()) return;
//TODO this is a flawed system, recalculate everything instead.
getShootPos(unit, mount, offset).sub(baseX, baseY);
float rotOffset = unit.rotation + mount.rotation - baseRot;
@ -407,13 +399,11 @@ public class Weapon implements Cloneable{
Angles.shotgun(shots, spacing, rotation, f -> mount.bullet = bullet(unit, shootX, shootY, f + Mathf.range(inaccuracy), lifeScl));
}
boolean parentize = ammo.keepVelocity || parentizeEffects;
if(delay){
Time.run(firstShotDelay, () -> {
if(!unit.isAdded()) return;
unit.vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
unit.vel.add(Tmp.v1.trns(rotation + 180f, bullet.recoil));
Effect.shake(shake, shake, shootX, shootY);
mount.recoil = recoil;
mount.heat = 1f;
@ -423,21 +413,26 @@ public class Weapon implements Cloneable{
getShootPos(unit, mount, offset).sub(baseX, baseY);
ammo.chargeShootEffect.at(shootX + offset.x, shootY + offset.y, rotation, parentize ? unit : null);
bullet.chargeShootEffect.at(shootX + offset.x, shootY + offset.y, rotation, parent);
});
}else{
unit.vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
unit.vel.add(Tmp.v1.trns(rotation + 180f, bullet.recoil));
Effect.shake(shake, shake, shootX, shootY);
mount.recoil = recoil;
mount.heat = 1f;
}
ejectEffect.at(mountX, mountY, rotation * side);
ammo.shootEffect.at(shootX, shootY, rotation, ammo.hitColor, parentize ? unit : null);
ammo.smokeEffect.at(shootX, shootY, rotation, ammo.hitColor, parentize ? unit : null);
(delay ? chargeSound : continuous ? Sounds.none : shootSound).at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
effects(parent, mountX, mountY, shootX, shootY, rotation, side);
unit.apply(shootStatus, shootStatusDuration);
}
protected void effects(Unit parent, float mountX, float mountY, float shootX, float shootY, float rotation, int side){
ejectEffect.at(mountX, mountY, rotation * side);
bullet.shootEffect.at(shootX, shootY, rotation, bullet.hitColor, parent);
bullet.smokeEffect.at(shootX, shootY, rotation, bullet.hitColor, parent);
}
protected @Nullable Bullet bullet(Unit unit, float shootX, float shootY, float angle, float lifescl){
float
xr = Mathf.range(xRand),
@ -452,6 +447,9 @@ public class Weapon implements Cloneable{
spawned.rotation = angle;
//immediately spawn at top speed, since it was launched
spawned.vel.trns(angle, unitSpawned.speed);
if(spawned.controller() instanceof MissileAI ai){
ai.shooter = unit;
}
spawned.add();
//TODO assign AI target here?
return null;

View File

@ -13,6 +13,7 @@ public class MissileUnitType extends UnitType{
playerControllable = false;
createWreck = false;
createScorch = false;
logicControllable = false;
isCounted = false;
useUnitCap = false;
@ -26,8 +27,8 @@ public class MissileUnitType extends UnitType{
trailLength = 7;
hidden = true;
speed = 4f;
lifetime = 60f * 3f;
rotateSpeed = 3f;
lifetime = 60f * 1.6f;
rotateSpeed = 2.5f;
range = 30f;
//TODO weapons, etc
}

View File

@ -1077,7 +1077,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
//make sure there are no under-attack sectors (other than this one)
//TODO abandon button?
for(Planet planet : content.planets()){
if(!planet.allowWaveSimulation){
if(!planet.allowWaveSimulation && !debugSelect){
int attackedCount = planet.sectors.count(s -> s.isAttacked() && s != sector);
//if there are two or more attacked sectors... something went wrong, don't show the dialog to prevent softlock

View File

@ -17,7 +17,7 @@ import mindustry.world.blocks.defense.turrets.Turret.*;
public class DrawTurret extends DrawBlock{
protected static final Rand rand = new Rand();
public Seq<WeaponPart> parts = new Seq<>();
public Seq<DrawPart> parts = new Seq<>();
public String basePrefix = "";
/** Overrides the liquid to draw in the liquid region. */
public @Nullable Liquid liquidDraw;
@ -66,7 +66,7 @@ public class DrawTurret extends DrawBlock{
}
//TODO no smooth reload
var params = WeaponPart.params.set(build.warmup(), 1f - tb.progress(), 1f - tb.progress(), tb.heat, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
var params = DrawPart.params.set(build.warmup(), 1f - tb.progress(), 1f - tb.progress(), tb.heat, tb.x + tb.recoilOffset.x, tb.y + tb.recoilOffset.y, tb.rotation);
for(var part : parts){
part.draw(params);