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https://github.com/Anuken/Mindustry.git
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More multiplayer fixes
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@ -13,7 +13,6 @@ import arc.scene.ui.layout.*;
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import arc.util.ArcAnnotate.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.entities.units.*;
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import mindustry.game.EventType.*;
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@ -22,10 +21,9 @@ import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.ui.*;
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import mindustry.world.*;
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import mindustry.world.blocks.payloads.*;
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import mindustry.world.meta.*;
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import static arc.Core.scene;
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import static arc.Core.*;
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import static mindustry.Vars.net;
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import static mindustry.Vars.*;
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import static mindustry.input.PlaceMode.*;
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@ -601,33 +599,24 @@ public class DesktopInput extends InputHandler{
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player.mouseX = unit.aimX();
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player.mouseY = unit.aimY();
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//TODO netsync this
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if(unit instanceof Payloadc){
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Payloadc pay = (Payloadc)unit;
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if(Core.input.keyTap(Binding.pickupCargo) && pay.payloads().size < unit.type().payloadCapacity){
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Unit target = Units.closest(player.team(), pay.x(), pay.y(), 30f, u -> u.isAI() && u.isGrounded());
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Unit target = Units.closest(player.team(), pay.x(), pay.y(), unit.type().hitsize * 1.1f, u -> u.isAI() && u.isGrounded());
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if(target != null){
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pay.pickup(target);
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Call.pickupUnitPayload(player, target);
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}else if(!pay.hasPayload()){
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Building tile = world.entWorld(pay.x(), pay.y());
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if(tile != null && tile.team() == unit.team && tile.block().synthetic()){
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//pick up block directly
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if(tile.block().buildVisibility != BuildVisibility.hidden && tile.block().size <= 2){
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pay.pickup(tile);
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}else{ //pick up block payload
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Payload taken = tile.takePayload();
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if(taken != null){
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pay.addPayload(taken);
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Fx.unitPickup.at(tile);
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}
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}
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if(tile != null && tile.team() == unit.team){
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Call.pickupBlockPayload(player, tile);
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}
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}
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}
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if(Core.input.keyTap(Binding.dropCargo)){
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Call.dropPayload(player, player.x, player.y);
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pay.dropLastPayload();
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}
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}
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@ -33,8 +33,10 @@ import mindustry.ui.fragments.*;
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import mindustry.world.*;
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import mindustry.world.blocks.*;
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import mindustry.world.blocks.BuildBlock.*;
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import mindustry.world.blocks.payloads.*;
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import mindustry.world.blocks.power.*;
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import mindustry.world.blocks.storage.CoreBlock.*;
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import mindustry.world.meta.*;
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import java.util.*;
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@ -104,6 +106,50 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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player.builder().removeBuild(x, y, breaking);
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}
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@Remote(targets = Loc.both, called = Loc.server, forward = true)
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public static void pickupUnitPayload(Player player, Unit target){
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Unit unit = player.unit();
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Payloadc pay = (Payloadc)unit;
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if(target.isAI() && target.isGrounded() && pay.payloads().size < unit.type().payloadCapacity
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&& target.within(unit, unit.type().hitsize * 1.5f)){
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pay.pickup(target);
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}
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}
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@Remote(targets = Loc.both, called = Loc.server, forward = true)
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public static void pickupBlockPayload(Player player, Building tile){
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Unit unit = player.unit();
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Payloadc pay = (Payloadc)unit;
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if(tile != null && tile.team() == unit.team && pay.payloads().size < unit.type().payloadCapacity
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&& unit.within(tile, tilesize * tile.block.size * 1.2f)){
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//pick up block directly
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if(tile.block().buildVisibility != BuildVisibility.hidden && tile.block().size <= 2){
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pay.pickup(tile);
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}else{ //pick up block payload
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Payload taken = tile.takePayload();
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if(taken != null){
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pay.addPayload(taken);
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Fx.unitPickup.at(tile);
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}
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}
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}
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}
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@Remote(targets = Loc.both, called = Loc.server, forward = true)
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public static void dropPayload(Player player, float x, float y){
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Payloadc pay = (Payloadc)player.unit();
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//allow a slight margin of error
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if(pay.within(x, y, tilesize * 2f)){
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float prevx = pay.x(), prevy = pay.y();
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pay.set(x, y);
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pay.dropLastPayload();
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pay.set(prevx, prevy);
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}
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}
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@Remote(targets = Loc.client, called = Loc.server)
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public static void dropItem(Player player, float angle){
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if(net.server() && player.unit().stack.amount <= 0){
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@ -103,7 +103,7 @@ public class MassDriver extends Block{
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//reload regardless of state
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if(reload > 0f){
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reload = Mathf.clamp(reload - delta() / reloadTime * efficiency());
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reload = Mathf.clamp(reload - edelta() / reloadTime);
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}
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//cleanup waiting shooters that are not valid
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