More multiplayer fixes

This commit is contained in:
Anuken
2020-07-09 20:58:49 -04:00
parent 7c5f3762dd
commit b94f883f39
3 changed files with 54 additions and 19 deletions

View File

@ -13,7 +13,6 @@ import arc.scene.ui.layout.*;
import arc.util.ArcAnnotate.*;
import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.entities.units.*;
import mindustry.game.EventType.*;
@ -22,10 +21,9 @@ import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.ui.*;
import mindustry.world.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.meta.*;
import static arc.Core.scene;
import static arc.Core.*;
import static mindustry.Vars.net;
import static mindustry.Vars.*;
import static mindustry.input.PlaceMode.*;
@ -601,33 +599,24 @@ public class DesktopInput extends InputHandler{
player.mouseX = unit.aimX();
player.mouseY = unit.aimY();
//TODO netsync this
if(unit instanceof Payloadc){
Payloadc pay = (Payloadc)unit;
if(Core.input.keyTap(Binding.pickupCargo) && pay.payloads().size < unit.type().payloadCapacity){
Unit target = Units.closest(player.team(), pay.x(), pay.y(), 30f, u -> u.isAI() && u.isGrounded());
Unit target = Units.closest(player.team(), pay.x(), pay.y(), unit.type().hitsize * 1.1f, u -> u.isAI() && u.isGrounded());
if(target != null){
pay.pickup(target);
Call.pickupUnitPayload(player, target);
}else if(!pay.hasPayload()){
Building tile = world.entWorld(pay.x(), pay.y());
if(tile != null && tile.team() == unit.team && tile.block().synthetic()){
//pick up block directly
if(tile.block().buildVisibility != BuildVisibility.hidden && tile.block().size <= 2){
pay.pickup(tile);
}else{ //pick up block payload
Payload taken = tile.takePayload();
if(taken != null){
pay.addPayload(taken);
Fx.unitPickup.at(tile);
}
}
if(tile != null && tile.team() == unit.team){
Call.pickupBlockPayload(player, tile);
}
}
}
if(Core.input.keyTap(Binding.dropCargo)){
Call.dropPayload(player, player.x, player.y);
pay.dropLastPayload();
}
}

View File

@ -33,8 +33,10 @@ import mindustry.ui.fragments.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.BuildBlock.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.power.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import mindustry.world.meta.*;
import java.util.*;
@ -104,6 +106,50 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
player.builder().removeBuild(x, y, breaking);
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void pickupUnitPayload(Player player, Unit target){
Unit unit = player.unit();
Payloadc pay = (Payloadc)unit;
if(target.isAI() && target.isGrounded() && pay.payloads().size < unit.type().payloadCapacity
&& target.within(unit, unit.type().hitsize * 1.5f)){
pay.pickup(target);
}
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void pickupBlockPayload(Player player, Building tile){
Unit unit = player.unit();
Payloadc pay = (Payloadc)unit;
if(tile != null && tile.team() == unit.team && pay.payloads().size < unit.type().payloadCapacity
&& unit.within(tile, tilesize * tile.block.size * 1.2f)){
//pick up block directly
if(tile.block().buildVisibility != BuildVisibility.hidden && tile.block().size <= 2){
pay.pickup(tile);
}else{ //pick up block payload
Payload taken = tile.takePayload();
if(taken != null){
pay.addPayload(taken);
Fx.unitPickup.at(tile);
}
}
}
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void dropPayload(Player player, float x, float y){
Payloadc pay = (Payloadc)player.unit();
//allow a slight margin of error
if(pay.within(x, y, tilesize * 2f)){
float prevx = pay.x(), prevy = pay.y();
pay.set(x, y);
pay.dropLastPayload();
pay.set(prevx, prevy);
}
}
@Remote(targets = Loc.client, called = Loc.server)
public static void dropItem(Player player, float angle){
if(net.server() && player.unit().stack.amount <= 0){

View File

@ -103,7 +103,7 @@ public class MassDriver extends Block{
//reload regardless of state
if(reload > 0f){
reload = Mathf.clamp(reload - delta() / reloadTime * efficiency());
reload = Mathf.clamp(reload - edelta() / reloadTime);
}
//cleanup waiting shooters that are not valid