WIP bullet shotgun for T4 tank
Before Width: | Height: | Size: 5.0 KiB After Width: | Height: | Size: 2.9 KiB |
Before Width: | Height: | Size: 1.6 KiB |
Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 1.7 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 2.6 KiB |
Before Width: | Height: | Size: 1.4 KiB |
Before Width: | Height: | Size: 331 B After Width: | Height: | Size: 338 B |
@ -290,7 +290,7 @@ public class UnitTypes{
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fragBullets = 3;
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fragLifeMin = 0f;
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fragCone = 30f;
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fragRandomSpread = 30f;
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fragBullet = new BasicBulletType(9f, 20){{
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width = 10f;
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@ -2680,11 +2680,11 @@ public class UnitTypes{
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sprite = "missile-large";
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width = 9.5f;
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height = 15f;
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lifetime = 30f;
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lifetime = 18f;
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hitSize = 6f;
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shootEffect = Fx.shootTitan;
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smokeEffect = Fx.shootSmokeTitan;
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pierceCap = 3;
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pierceCap = 2;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Color.valueOf("feb380");
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@ -2694,6 +2694,28 @@ public class UnitTypes{
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hitEffect = despawnEffect = Fx.blastExplosion;
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splashDamageRadius = 20f;
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splashDamage = 50f;
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fragOnHit = false;
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fragRandomSpread = 0f;
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fragSpread = 10f;
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fragBullets = 5;
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fragVelocityMin = 1f;
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//TODO
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fragBullet = new BasicBulletType(8f, 30){{
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sprite = "missile-large";
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width = 8f;
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height = 12f;
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lifetime = 15f;
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hitSize = 4f;
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hitColor = backColor = trailColor = Color.valueOf("feb380");
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frontColor = Color.white;
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trailWidth = 2.8f;
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trailLength = 6;
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hitEffect = despawnEffect = Fx.blastExplosion;
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splashDamageRadius = 10f;
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splashDamage = 20f;
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}};
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}};
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}});
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@ -3503,7 +3525,7 @@ public class UnitTypes{
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spread = 11f;
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}};
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bullet = new BasicBulletType(5f, 18){{
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bullet = new BasicBulletType(5f, 24){{
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homingPower = 0.19f;
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homingDelay = 4f;
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width = 7f;
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@ -138,6 +138,8 @@ public class BulletType extends Content implements Cloneable{
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public boolean makeFire = false;
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/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. */
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public boolean despawnHit = false;
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/** If true, this bullet will create bullets when it hits anything, not just when it despawns. */
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public boolean fragOnHit = true;
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/** If true, unit armor is ignored in damage calculations. Ignored for building armor. */
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public boolean pierceArmor = false;
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@ -146,7 +148,8 @@ public class BulletType extends Content implements Cloneable{
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/** Whether status and despawnHit should automatically be set. */
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public boolean setDefaults = true;
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public float fragCone = 360f;
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public float fragRandomSpread = 360f;
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public float fragSpread = 0f;
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public float fragAngle = 0f;
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public int fragBullets = 9;
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public float fragVelocityMin = 0.2f, fragVelocityMax = 1f, fragLifeMin = 1f, fragLifeMax = 1f;
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@ -308,12 +311,11 @@ public class BulletType extends Content implements Cloneable{
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Effect.shake(hitShake, hitShake, b);
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createFrags(b, x, y);
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createPuddles(b, x, y);
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if(incendChance > 0 && Mathf.chance(incendChance)){
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Damage.createIncend(x, y, incendSpread, incendAmount);
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if(fragOnHit){
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createFrags(b, x, y);
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}
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createPuddles(b, x, y);
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createIncend(b, x, y);
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if(suppressionRange > 0){
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//bullets are pooled, require separate Vec2 instance
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@ -327,6 +329,12 @@ public class BulletType extends Content implements Cloneable{
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}
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}
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public void createIncend(Bullet b, float x, float y){
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if(incendChance > 0 && Mathf.chance(incendChance)){
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Damage.createIncend(x, y, incendSpread, incendAmount);
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}
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}
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public void createPuddles(Bullet b, float x, float y){
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if(puddleLiquid != null && puddles > 0){
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for(int i = 0; i < puddles; i++){
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@ -361,7 +369,7 @@ public class BulletType extends Content implements Cloneable{
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if(fragBullet != null){
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for(int i = 0; i < fragBullets; i++){
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float len = Mathf.random(1f, 7f);
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float a = b.rotation() + Mathf.range(fragCone / 2) + fragAngle;
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float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + ((i - fragBullets/2) * fragSpread);
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fragBullet.create(b, x + Angles.trnsx(a, len), y + Angles.trnsy(a, len), a, Mathf.random(fragVelocityMin, fragVelocityMax), Mathf.random(fragLifeMin, fragLifeMax));
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}
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}
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@ -373,6 +381,11 @@ public class BulletType extends Content implements Cloneable{
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if(despawnHit){
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hit(b);
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}
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if(!fragOnHit){
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createFrags(b, b.x, b.y);
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}
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despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
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despawnSound.at(b);
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@ -85,7 +85,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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transient float efficiency;
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/** Same as efficiency, but for optional consumers only. */
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transient float optionalEfficiency;
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/** The efficiency this block would have if consValid() / productionValid() returned true. */
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/** The efficiency this block *would* have if shouldConsume() returned true. */
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transient float potentialEfficiency;
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transient float healSuppressionTime = -1f;
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@ -187,7 +187,6 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
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type.collideFloor && (tile == null || tile.floor().hasSurface() || tile.block() != Blocks.air) ||
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type.collideTerrain && tile != null && tile.block() instanceof StaticWall
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){
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type.despawned(self());
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remove();
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hit = true;
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return;
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@ -54,7 +54,7 @@ public class MenuFragment{
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parent.fill(c -> c.bottom().right().button(Icon.discord, new ImageButtonStyle(){{
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up = discordBanner;
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}}, ui.discord::show).tooltip("@discord").size(84, 45).name("discord"));
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}}, ui.discord::show).marginTop(9f).marginLeft(10f).tooltip("@discord").size(84, 45).name("discord"));
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//info icon
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if(mobile){
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