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synced 2025-02-12 03:37:27 +07:00
Explosion propagation
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1c63ee6743
commit
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@ -97,7 +97,7 @@ public class WaveSpawner{
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}
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Time.run(20f, () -> Effects.effect(Fx.spawnShockwave, spawn.x * tilesize, spawn.y * tilesize));
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//would be interesting to see player structures survive this without hacks
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Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f));
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Time.run(40f, () -> Damage.damage(waveTeam, spawn.x * tilesize, spawn.y * tilesize, shockwaveBase + Mathf.random(shockwaveRand), 99999999f, true));
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}
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}
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}
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@ -331,8 +331,10 @@ public class Renderer implements ApplicationListener{
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int w = world.width()*tilesize, h = world.height()*tilesize;
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boolean isWater = settings.getBool("animatedwater");
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settings.put("animatedwater", false);
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boolean hadShields = Core.settings.getBool("animatedshields");
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boolean hadWater = Core.settings.getBool("animatedwater");
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Core.settings.put("animatedwater", false);
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Core.settings.put("animatedshields", false);
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FrameBuffer buffer = new FrameBuffer(w, h);
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@ -366,7 +368,8 @@ public class Renderer implements ApplicationListener{
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buffer.dispose();
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settings.put("animatedwater", isWater);
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Core.settings.put("animatedwater", hadWater);
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Core.settings.put("animatedshields", hadShields);
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}
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}
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@ -1,22 +1,27 @@
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package io.anuke.mindustry.entities;
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import io.anuke.mindustry.entities.Effects.Effect;
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import io.anuke.annotations.Annotations.Struct;
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import io.anuke.arc.collection.GridBits;
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import io.anuke.arc.collection.IntQueue;
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import io.anuke.arc.function.Consumer;
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import io.anuke.arc.function.Predicate;
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import io.anuke.arc.graphics.Color;
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import io.anuke.arc.math.Mathf;
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import io.anuke.arc.math.geom.Geometry;
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import io.anuke.arc.math.geom.Point2;
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import io.anuke.arc.math.geom.Rectangle;
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import io.anuke.arc.math.geom.Vector2;
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import io.anuke.arc.util.Time;
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import io.anuke.mindustry.content.Bullets;
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import io.anuke.mindustry.content.Fx;
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import io.anuke.mindustry.entities.Effects.Effect;
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import io.anuke.mindustry.entities.bullet.Bullet;
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import io.anuke.mindustry.entities.effect.Fire;
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import io.anuke.mindustry.entities.effect.Lightning;
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import io.anuke.mindustry.entities.type.Unit;
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import io.anuke.mindustry.game.Team;
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import io.anuke.mindustry.gen.Call;
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import io.anuke.mindustry.gen.PropCell;
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import io.anuke.mindustry.graphics.Pal;
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import io.anuke.mindustry.world.Tile;
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@ -27,6 +32,8 @@ public class Damage{
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private static Rectangle rect = new Rectangle();
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private static Rectangle hitrect = new Rectangle();
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private static Vector2 tr = new Vector2();
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private static GridBits bits = new GridBits(30, 30);
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private static IntQueue propagation = new IntQueue();
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/**Creates a dynamic explosion based on specified parameters.*/
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, Color color){
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@ -152,11 +159,16 @@ public class Damage{
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/**Damages everything in a radius.*/
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public static void damage(float x, float y, float radius, float damage){
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damage(null, x, y, radius, damage);
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damage(null, x, y, radius, damage, false);
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}
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/**Damages all entities and blocks in a radius that are enemies of the team.*/
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public static void damage(Team team, float x, float y, float radius, float damage){
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damage(team, x, y, radius, damage, false);
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}
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/**Damages all entities and blocks in a radius that are enemies of the team.*/
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete){
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Consumer<Unit> cons = entity -> {
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if(entity.getTeam() == team || entity.dst(x, y) > radius){
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return;
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@ -175,25 +187,68 @@ public class Damage{
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Units.getNearby(rect, cons);
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}
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int trad = (int) (radius / tilesize);
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Tile tile = world.tileWorld(x, y);
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if(tile != null){
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tileDamage(tile.x, tile.y, trad);
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if(!complete){
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int trad = (int)(radius / tilesize);
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Tile tile = world.tileWorld(x, y);
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if(tile != null){
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tileDamage(team, tile.x, tile.y, trad, damage);
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}
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}else{
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completeDamage(team, x, y, radius, damage);
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}
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}
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private static void tileDamage(int x, int y, int radius){
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/*
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public static void tileDamage(Team team, int startx, int starty, int radius, float baseDamage){
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bits.clear();
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propagation.clear();
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int bitOffset = bits.width()/2;
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propagation.addFirst(PropCell.get((byte)0, (byte)0, (short)baseDamage));
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//clamp radius to fit bits
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radius = Math.min(radius, bits.width()/2);
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while(!propagation.isEmpty()){
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int prop = propagation.removeLast();
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int x = PropCell.x(prop);
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int y = PropCell.y(prop);
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int damage = PropCell.damage(prop);
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//manhattan distance used for calculating falloff, results in a diamond pattern
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int dst = Math.abs(x) + Math.abs(y);
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int scaledDamage = (int)(damage * (1f - (float)dst / radius));
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bits.set(bitOffset + x, bitOffset + y);
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Tile tile = world.tile(startx + x, starty + y);
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if(scaledDamage <= 0 || tile == null) continue;
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//apply damage to entity if needed
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if(tile.entity != null && tile.getTeam() != team){
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int health = (int)tile.entity.health;
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tile.entity.damage(scaledDamage);
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scaledDamage -= health;
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if(scaledDamage <= 0) continue;
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}
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for(Point2 p : Geometry.d4){
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if(!bits.get(bitOffset + x + p.x, bitOffset + y + p.y)){
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propagation.addFirst(PropCell.get((byte)(x + p.x), (byte)(y + p.y), (short)scaledDamage));
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}
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}
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}
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}
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private static void completeDamage(Team team, float x, float y, float radius, float damage){
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int trad = (int) (radius / tilesize);
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for(int dx = -trad; dx <= trad; dx++){
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for(int dy = -trad; dy <= trad; dy++){
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Tile tile = world.tile(Math.round(x / tilesize) + dx, Math.round(y / tilesize) + dy);
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if(tile != null && tile.entity != null && (team == null || state.teams.areEnemies(team, tile.getTeam())) && Mathf.dst(dx, dy, 0, 0) <= trad){
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float amount = calculateDamage(x, y, tile.worldx(), tile.worldy(), radius, damage);
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tile.entity.damage(amount);
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if(tile != null && tile.entity != null && (team == null || state.teams.areEnemies(team, tile.getTeam())) && Mathf.dst(dx, dy) <= trad){
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tile.entity.damage(damage);
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}
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}
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}*/
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}
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}
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private static float calculateDamage(float x, float y, float tx, float ty, float radius, float damage){
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@ -202,4 +257,11 @@ public class Damage{
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float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
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return damage * scaled;
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}
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@Struct
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class PropCellStruct{
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byte x;
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byte y;
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short damage;
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}
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}
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