Turret removal: Switching to bigger designs

This commit is contained in:
Anuken 2021-12-27 16:24:52 -05:00
parent a526c2e8db
commit 8021f0082a
7 changed files with 7 additions and 112 deletions

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@ -2,7 +2,6 @@ package mindustry.content;
import arc.graphics.*;
import arc.math.*;
import arc.math.Interp.*;
import arc.struct.*;
import mindustry.*;
import mindustry.entities.*;
@ -22,9 +21,9 @@ import mindustry.world.blocks.heat.*;
import mindustry.world.blocks.legacy.*;
import mindustry.world.blocks.liquid.*;
import mindustry.world.blocks.logic.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.payloads.PayloadConveyor;
import mindustry.world.blocks.payloads.PayloadRouter;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.power.*;
import mindustry.world.blocks.production.*;
import mindustry.world.blocks.sandbox.*;
@ -2428,7 +2427,7 @@ public class Blocks{
requirements(Category.effect, with(Items.tungsten, 100, Items.graphite, 50));
size = 3;
//TODO should it really be kept the same, at 1000?
itemCapacity = 1000;
itemCapacity = 1200;
health = size * size * 120;
}};
@ -2893,9 +2892,9 @@ public class Blocks{
}};
breach = new ItemTurret("breach"){{
requirements(Category.turret, with(Items.beryllium, 80, Items.silicon, 50));
requirements(Category.turret, with(Items.beryllium, 200, Items.silicon, 150, Items.graphite, 80));
ammo(
Items.beryllium, new BasicBulletType(7f, 80){{
Items.beryllium, new BasicBulletType(7f, 90){{
width = 12f;
height = 20f;
shootEffect = Fx.colorSpark;
@ -2909,7 +2908,7 @@ public class Blocks{
trailLength = 10;
hitEffect = despawnEffect = Fx.hitBulletColor;
}},
Items.tungsten, new BasicBulletType(7.5f, 140){{
Items.tungsten, new BasicBulletType(7.5f, 160){{
width = 13f;
height = 19f;
shootEffect = Fx.colorSpark;
@ -2929,7 +2928,7 @@ public class Blocks{
//TODO no coolant?
ammoPerShot = 4;
ammoPerShot = 6;
draw = new DrawTurret("reinforced-");
shootLength = 0f;
outlineColor = Pal.darkOutline;
@ -2939,116 +2938,12 @@ public class Blocks{
restitution = 0.03f;
range = 190;
shootCone = 3f;
health = 350 * size * size;
health = 360 * size * size;
rotateSpeed = 1.6f;
limitRange();
}};
//TODO 3x3, different mechanics - not a fuse clone
fracture = new ItemTurret("fracture"){{
requirements(Category.turret, with(Items.beryllium, 10, Items.graphite, 30, Items.silicon, 35));
ammo(
Items.graphite, new ContinuousFlameBulletType(65f){{
length = 105f;
shootEffect = Fx.randLifeSpark;
width = 4.5f;
colors = new Color[]{Color.valueOf("e8e6ff").a(0.55f), Color.valueOf("819aeb").a(0.7f), Color.valueOf("786bed").a(0.8f), Color.valueOf("c3cdfa"), Color.white};
smokeEffect = Fx.shootBigSmoke;
continuous = false;
ammoMultiplier = 4;
pierce = true;
knockback = 4f;
status = StatusEffects.slow;
hitColor = Items.tungsten.color;
lifetime = 19f;
despawnEffect = Fx.none;
drawFlare = false;
collidesAir = true;
Interp in = new PowIn(1.6f);
lengthInterp = f -> in.apply(1f - f);
hitEffect = Fx.hitBulletColor;
}}
);
draw = new DrawTurret("reinforced-"){{
parts.addAll(new RegionPart("-glow"){{
drawRegion = false;
heatColor = Color.valueOf("768a9a");
useReload = false;
useProgressHeat = true;
}});
}};
shootShake = 1f;
shootLength = 4f;
outlineColor = Pal.darkOutline;
size = 2;
envEnabled |= Env.space;
reloadTime = 25f;
restitution = 0.1f;
cooldown = 0.04f;
recoilAmount = 2.5f;
range = 90;
shootCone = 15f;
inaccuracy = 0f;
health = 420 * size * size;
rotateSpeed = 3f;
}};
//TODO implementation, better name
horde = new ItemTurret("horde"){{
requirements(Category.turret, with(Items.tungsten, 35, Items.silicon, 35));
ammo(
Items.scrap, new MissileBulletType(4.2f, 15){{
velocityInaccuracy = 0.2f;
shootEffect = Fx.colorSpark;
smokeEffect = Fx.shootBigSmoke;
ammoMultiplier = 1;
hitColor = backColor = trailColor = Color.valueOf("ea8878");
frontColor = Color.valueOf("feb380");
trailWidth = 2f;
trailLength = 12;
splashDamage = 15f;
splashDamageRadius = 30f;
weaveMag = 5;
weaveScale = 4;
velocityInaccuracy = 0.1f;
ammoMultiplier = 3f;
//TODO different effect?
hitEffect = despawnEffect = Fx.blastExplosion;
}}
);
acceptCoolant = false;
//TODO
consumes.liquid(Liquids.hydrogen, 1.5f / 60f);
shots = 9;
burstSpacing = 2f;
//TODO this works but looks bad
spread = 0f;
shootLength = 6.5f;
xRand = 13f;
recoilAmount = 0f;
draw = new DrawTurret("reinforced-");
outlineColor = Pal.darkOutline;
size = 3;
envEnabled |= Env.space;
reloadTime = 60f * 1.5f;
range = 190;
shootCone = 15f;
inaccuracy = 20f;
health = 400 * size * size;
rotateSpeed = 3f;
//???
//limitRange();
}};
//TODO bad name
sublimate = new ContinuousTurret("sublimate"){{
//TODO requirements