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Added allowRectanglePlacement for 1x1 blocks
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@ -1973,11 +1973,13 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
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var end = world.build(endX, endY);
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if(diagonal && (block == null || block.allowDiagonal)){
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if(block != null && start instanceof ChainedBuilding && end instanceof ChainedBuilding
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&& block.canReplace(end.block) && block.canReplace(start.block)){
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&& block.canReplace(end.block) && block.canReplace(start.block)){
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points = Placement.upgradeLine(startX, startY, endX, endY);
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}else{
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points = Placement.pathfindLine(block != null && block.conveyorPlacement, startX, startY, endX, endY);
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}
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}else if(block != null && block.size == 1 && block.allowRectanglePlacement){
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points = Placement.normalizeRectangle(startX, startY, endX, endY, block.size);
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}else{
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points = Placement.normalizeLine(startX, startY, endX, endY);
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}
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@ -58,6 +58,22 @@ public class Placement{
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return points;
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}
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/** Normalize two points into a rectangle. */
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public static Seq<Point2> normalizeRectangle(int startX, int startY, int endX, int endY, int blockSize){
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Pools.freeAll(points);
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points.clear();
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int minX = Math.min(startX, endX), minY = Math.min(startY, endY), maxX = Math.max(startX, endX), maxY = Math.max(startY, endY);
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for(int y = minY; y <= maxY; y += blockSize){
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for(int x = minX; x <= maxX; x += blockSize){
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points.add(Pools.obtain(Point2.class, Point2::new).set(x, y));
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}
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}
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return points;
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}
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public static Seq<Point2> upgradeLine(int startX, int startY, int endX, int endY){
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closed.clear();
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Pools.freeAll(points);
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@ -245,6 +245,8 @@ public class Block extends UnlockableContent implements Senseable{
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public boolean allowDiagonal = true;
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/** Whether to swap the diagonal placement modes. */
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public boolean swapDiagonalPlacement;
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/** Whether to allow rectangular placement, as opposed to a line. Only supported for 1x1 blocks currently! */
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public boolean allowRectanglePlacement = false;
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/** Build queue priority in schematics. */
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public int schematicPriority = 0;
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/**
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@ -322,6 +324,8 @@ public class Block extends UnlockableContent implements Senseable{
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public float deconstructThreshold = 0f;
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/** If true, this block deconstructs immediately. Instant deconstruction implies no resource refund. */
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public boolean instantDeconstruct = false;
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/** If true, this block constructs immediately. This implies no resource requirement, and ignores configs - do not use, this is for performance only! */
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public boolean instantBuild = false;
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/** Effect for placing the block. Passes size as rotation. */
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public Effect placeEffect = Fx.placeBlock;
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/** Effect for breaking the block. Passes size as rotation. */
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@ -122,6 +122,14 @@ public class Build{
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}
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});
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//complete it immediately
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if(result.instantBuild){
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Events.fire(new BlockBuildBeginEvent(tile, team, unit, false));
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result.placeBegan(tile, tile.block, unit);
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ConstructBlock.constructFinish(tile, result, unit, (byte)rotation, team, null);
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return;
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}
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Block previous = tile.block();
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Block sub = ConstructBlock.get(result.size);
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var prevBuild = new Seq<Building>(9);
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@ -83,7 +83,7 @@ public class ConstructBlock extends Block{
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tile.setBlock(block, team, rotation);
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}
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if(tile.build != null){
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if(tile.build != null && tile.build.block == block){
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tile.build.health = block.health * healthf;
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if(config != null){
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@ -100,11 +100,11 @@ public class ConstructBlock extends Block{
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//make sure block indexer knows it's damaged
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indexer.notifyHealthChanged(tile.build);
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}
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//last builder was this local client player, call placed()
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if(tile.build != null && !headless && builder == player.unit()){
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tile.build.playerPlaced(config);
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//last builder was this local client player, call placed()
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if(!headless && builder == player.unit()){
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tile.build.playerPlaced(config);
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}
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}
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if(fogControl.isVisibleTile(team, tile.x, tile.y)){
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@ -90,6 +90,8 @@ public class Floor extends Block{
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super(name);
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this.variants = variants;
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placeableLiquid = true;
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allowRectanglePlacement = true;
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instantBuild = true;
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}
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@Override
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@ -20,6 +20,8 @@ public class StaticWall extends Prop{
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solid = true;
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variants = 2;
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cacheLayer = CacheLayer.walls;
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allowRectanglePlacement = true;
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instantBuild = true;
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}
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@Override
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