mirror of
https://github.com/Anuken/Mindustry.git
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463 lines
17 KiB
Java
463 lines
17 KiB
Java
package mindustry.entities;
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import arc.*;
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import arc.func.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.game.EventType.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import static mindustry.Vars.*;
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/** Utility class for damaging in an area. */
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public class Damage{
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private static Tile furthest;
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private static Rect rect = new Rect();
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private static Rect hitrect = new Rect();
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private static Vec2 tr = new Vec2(), seg1 = new Vec2(), seg2 = new Vec2();
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private static Seq<Unit> units = new Seq<>();
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private static IntSet collidedBlocks = new IntSet();
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private static Building tmpBuilding;
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private static Unit tmpUnit;
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private static IntFloatMap damages = new IntFloatMap();
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
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dynamicExplosion(x, y, flammability, explosiveness, power, radius, damage, true, null);
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}
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage, boolean fire, @Nullable Team ignoreTeam){
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if(damage){
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for(int i = 0; i < Mathf.clamp(power / 700, 0, 8); i++){
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int length = 5 + Mathf.clamp((int)(power / 500), 1, 20);
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Time.run(i * 0.8f + Mathf.random(4f), () -> Lightning.create(Team.derelict, Pal.power, 3, x, y, Mathf.random(360f), length + Mathf.range(2)));
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}
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if(fire){
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for(int i = 0; i < Mathf.clamp(flammability / 4, 0, 30); i++){
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Time.run(i / 2f, () -> Call.createBullet(Bullets.fireball, Team.derelict, x, y, Mathf.random(360f), Bullets.fireball.damage, 1, 1));
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}
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}
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int waves = explosiveness <= 2 ? 0 : Mathf.clamp((int)(explosiveness / 11), 1, 25);
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for(int i = 0; i < waves; i++){
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int f = i;
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Time.run(i * 2f, () -> {
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damage(ignoreTeam, x, y, Mathf.clamp(radius + explosiveness, 0, 50f) * ((f + 1f) / waves), explosiveness / 2f, false);
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Fx.blockExplosionSmoke.at(x + Mathf.range(radius), y + Mathf.range(radius));
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});
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}
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}
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if(explosiveness > 15f){
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Fx.shockwave.at(x, y);
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}
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if(explosiveness > 30f){
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Fx.bigShockwave.at(x, y);
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}
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float shake = Math.min(explosiveness / 4f + 3f, 9f);
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Effect.shake(shake, shake, x, y);
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Fx.dynamicExplosion.at(x, y, radius / 8f);
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}
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public static void createIncend(float x, float y, float range, int amount){
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for(int i = 0; i < amount; i++){
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float cx = x + Mathf.range(range);
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float cy = y + Mathf.range(range);
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Tile tile = world.tileWorld(cx, cy);
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if(tile != null){
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Fires.create(tile);
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}
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}
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}
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public static float findLaserLength(Bullet b, float length){
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Tmp.v1.trns(b.rotation(), length);
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furthest = null;
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boolean found = world.raycast(b.tileX(), b.tileY(), World.toTile(b.x + Tmp.v1.x), World.toTile(b.y + Tmp.v1.y),
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(x, y) -> (furthest = world.tile(x, y)) != null && furthest.team() != b.team && furthest.block().absorbLasers);
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return found && furthest != null ? Math.max(6f, b.dst(furthest.worldx(), furthest.worldy())) : length;
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}
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/** Collides a bullet with blocks in a laser, taking into account absorption blocks. Resulting length is stored in the bullet's fdata. */
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public static float collideLaser(Bullet b, float length, boolean large){
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float resultLength = findLaserLength(b, length);
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collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), resultLength, large);
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b.fdata = resultLength;
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return resultLength;
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}
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public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length){
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collideLine(hitter, team, effect, x, y, angle, length, false);
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}
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/**
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* Damages entities in a line.
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* Only enemies of the specified team are damaged.
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*/
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public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large){
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collideLine(hitter, team, effect, x, y, angle, length, large, true);
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}
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/**
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* Damages entities in a line.
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* Only enemies of the specified team are damaged.
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*/
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public static void collideLine(Bullet hitter, Team team, Effect effect, float x, float y, float angle, float length, boolean large, boolean laser){
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if(laser) length = findLaserLength(hitter, length);
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collidedBlocks.clear();
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tr.trns(angle, length);
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Intc2 collider = (cx, cy) -> {
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Building tile = world.build(cx, cy);
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boolean collide = tile != null && collidedBlocks.add(tile.pos());
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if(hitter.damage > 0){
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float health = !collide ? 0 : tile.health;
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if(collide && tile.team != team && tile.collide(hitter)){
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tile.collision(hitter);
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hitter.type.hit(hitter, tile.x, tile.y);
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}
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//try to heal the tile
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if(collide && hitter.type.testCollision(hitter, tile)){
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hitter.type.hitTile(hitter, tile, health, false);
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}
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}
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};
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if(hitter.type.collidesGround){
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seg1.set(x, y);
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seg2.set(seg1).add(tr);
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world.raycastEachWorld(x, y, seg2.x, seg2.y, (cx, cy) -> {
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collider.get(cx, cy);
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for(Point2 p : Geometry.d4){
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Tile other = world.tile(p.x + cx, p.y + cy);
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if(other != null && (large || Intersector.intersectSegmentRectangle(seg1, seg2, other.getBounds(Tmp.r1)))){
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collider.get(cx + p.x, cy + p.y);
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}
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}
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return false;
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});
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}
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rect.setPosition(x, y).setSize(tr.x, tr.y);
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float x2 = tr.x + x, y2 = tr.y + y;
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if(rect.width < 0){
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rect.x += rect.width;
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rect.width *= -1;
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}
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if(rect.height < 0){
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rect.y += rect.height;
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rect.height *= -1;
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}
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float expand = 3f;
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rect.y -= expand;
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rect.x -= expand;
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rect.width += expand * 2;
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rect.height += expand * 2;
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Cons<Unit> cons = e -> {
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e.hitbox(hitrect);
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Vec2 vec = Geometry.raycastRect(x, y, x2, y2, hitrect.grow(expand * 2));
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if(vec != null && hitter.damage > 0){
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effect.at(vec.x, vec.y);
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e.collision(hitter, vec.x, vec.y);
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hitter.collision(e, vec.x, vec.y);
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}
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};
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units.clear();
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Units.nearbyEnemies(team, rect, u -> {
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if(u.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)){
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units.add(u);
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}
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});
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units.sort(u -> u.dst2(hitter));
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units.each(cons);
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}
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/**
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* Casts forward in a line.
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* @return the first encountered object.
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*/
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public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){
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tr.trns(angle, length);
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tmpBuilding = null;
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if(hitter.type.collidesGround){
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world.raycastEachWorld(x, y, x + tr.x, y + tr.y, (cx, cy) -> {
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Building tile = world.build(cx, cy);
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if(tile != null && tile.team != hitter.team){
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tmpBuilding = tile;
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return true;
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}
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return false;
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});
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}
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rect.setPosition(x, y).setSize(tr.x, tr.y);
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float x2 = tr.x + x, y2 = tr.y + y;
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if(rect.width < 0){
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rect.x += rect.width;
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rect.width *= -1;
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}
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if(rect.height < 0){
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rect.y += rect.height;
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rect.height *= -1;
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}
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float expand = 3f;
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rect.y -= expand;
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rect.x -= expand;
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rect.width += expand * 2;
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rect.height += expand * 2;
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tmpUnit = null;
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Units.nearbyEnemies(hitter.team, rect, e -> {
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if((tmpUnit != null && e.dst2(x, y) > tmpUnit.dst2(x, y)) || !e.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)) return;
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e.hitbox(hitrect);
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Rect other = hitrect;
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other.y -= expand;
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other.x -= expand;
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other.width += expand * 2;
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other.height += expand * 2;
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Vec2 vec = Geometry.raycastRect(x, y, x2, y2, other);
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if(vec != null){
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tmpUnit = e;
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}
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});
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if(tmpBuilding != null && tmpUnit != null){
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if(Mathf.dst2(x, y, tmpUnit.getX(), tmpUnit.getY()) <= Mathf.dst2(x, y, tmpBuilding.getX(), tmpBuilding.getY())){
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return tmpUnit;
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}
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}else if(tmpBuilding != null){
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return tmpBuilding;
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}
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return tmpUnit;
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
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Cons<Unit> cons = entity -> {
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if(!predicate.get(entity)) return;
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entity.hitbox(hitrect);
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if(!hitrect.overlaps(rect)){
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return;
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}
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entity.damage(damage);
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acceptor.get(entity);
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};
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rect.setSize(size * 2).setCenter(x, y);
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if(team != null){
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Units.nearbyEnemies(team, rect, cons);
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}else{
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Units.nearby(rect, cons);
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}
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}
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/** Damages everything in a radius. */
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public static void damage(float x, float y, float radius, float damage){
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damage(null, x, y, radius, damage, false);
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage){
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damage(team, x, y, radius, damage, false);
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean air, boolean ground){
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damage(team, x, y, radius, damage, false, air, ground);
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}
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/** Applies a status effect to all enemy units in a range. */
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public static void status(Team team, float x, float y, float radius, StatusEffect effect, float duration, boolean air, boolean ground){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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return;
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}
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entity.apply(effect, duration);
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};
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rect.setSize(radius * 2).setCenter(x, y);
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if(team != null){
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Units.nearbyEnemies(team, rect, cons);
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}else{
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Units.nearby(rect, cons);
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}
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete){
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damage(team, x, y, radius, damage, complete, true, true);
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}
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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return;
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}
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float amount = calculateDamage(x, y, entity.getX(), entity.getY(), radius, damage);
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entity.damage(amount);
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//TODO better velocity displacement
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float dst = tr.set(entity.getX() - x, entity.getY() - y).len();
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entity.vel.add(tr.setLength((1f - dst / radius) * 2f / entity.mass()));
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if(complete && damage >= 9999999f && entity.isPlayer()){
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Events.fire(Trigger.exclusionDeath);
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}
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};
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rect.setSize(radius * 2).setCenter(x, y);
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if(team != null){
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Units.nearbyEnemies(team, rect, cons);
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}else{
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Units.nearby(rect, cons);
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}
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if(ground){
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if(!complete){
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tileDamage(team, World.toTile(x), World.toTile(y), radius / tilesize, damage);
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}else{
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completeDamage(team, x, y, radius, damage);
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}
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}
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}
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public static void tileDamage(Team team, int x, int y, float baseRadius, float damage){
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Core.app.post(() -> {
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var in = world.build(x, y);
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//spawned inside a multiblock. this means that damage needs to be dealt directly.
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//why? because otherwise the building would absorb everything in one cell, which means much less damage than a nearby explosion.
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//this needs to be compensated
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if(in != null && in.team != team && in.block.size > 1 && in.health > damage){
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//deal the damage of an entire side, to be equivalent with maximum 'standard' damage
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in.damage(damage * Math.min((in.block.size), baseRadius * 0.45f));
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//no need to continue with the explosion
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return;
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}
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//cap radius to prevent lag
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float radius = Math.min(baseRadius, 30), rad2 = radius * radius;
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int rays = Mathf.ceil(radius * 2 * Mathf.pi);
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double spacing = Math.PI * 2.0 / rays;
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damages.clear();
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//raycast from each angle
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for(int i = 0; i <= rays; i++){
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float dealt = 0f;
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int startX = x;
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int startY = y;
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int endX = x + (int)(Math.cos(spacing * i) * radius), endY = y + (int)(Math.sin(spacing * i) * radius);
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int xDist = Math.abs(endX - startX);
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int yDist = -Math.abs(endY - startY);
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int xStep = (startX < endX ? +1 : -1);
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int yStep = (startY < endY ? +1 : -1);
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int error = xDist + yDist;
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while(startX != endX || startY != endY){
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var build = world.build(startX, startY);
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if(build != null && build.team != team){
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//damage dealt at circle edge
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float edgeScale = 0.6f;
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float mult = (1f-(Mathf.dst2(startX, startY, x, y) / rad2) + edgeScale) / (1f + edgeScale);
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float next = damage * mult - dealt;
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//register damage dealt
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int p = Point2.pack(startX, startY);
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damages.put(p, Math.max(damages.get(p), next));
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//register as hit
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dealt += build.health;
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if(next - dealt <= 0){
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break;
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}
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}
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if(2 * error - yDist > xDist - 2 * error){
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error += yDist;
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startX += xStep;
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}else{
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error += xDist;
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startY += yStep;
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}
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}
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}
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//apply damage
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for(var e : damages){
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int cx = Point2.x(e.key), cy = Point2.y(e.key);
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var build = world.build(cx, cy);
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if(build != null){
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build.damage(e.value);
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}
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}
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});
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}
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private static void completeDamage(Team team, float x, float y, float radius, float damage){
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int trad = (int)(radius / tilesize);
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for(int dx = -trad; dx <= trad; dx++){
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for(int dy = -trad; dy <= trad; dy++){
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Tile tile = world.tile(Math.round(x / tilesize) + dx, Math.round(y / tilesize) + dy);
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if(tile != null && tile.build != null && (team == null ||team.isEnemy(tile.team())) && Mathf.dst(dx, dy) <= trad){
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tile.build.damage(damage);
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}
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}
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}
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}
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private static float calculateDamage(float x, float y, float tx, float ty, float radius, float damage){
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float dist = Mathf.dst(x, y, tx, ty);
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float falloff = 0.4f;
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float scaled = Mathf.lerp(1f - dist / radius, 1f, falloff);
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return damage * scaled;
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}
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}
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