Serpulo naval wave support
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@@ -265,10 +265,16 @@ public class Waves{
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}
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public static Seq<SpawnGroup> generate(float difficulty, Rand rand, boolean attack, boolean airOnly){
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return generate(difficulty, rand, attack, airOnly, false);
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}
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public static Seq<SpawnGroup> generate(float difficulty, Rand rand, boolean attack, boolean airOnly, boolean naval){
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UnitType[][] species = {
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{dagger, mace, fortress, scepter, reign},
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{nova, pulsar, quasar, vela, corvus},
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{crawler, atrax, spiroct, arkyid, toxopid},
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{risso, minke, bryde, sei, omura},
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{risso, oxynoe, cyerce, aegires, navanax}, //retusa intentionally left out as it cannot damage the core properly
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{flare, horizon, zenith, rand.chance(0.5) ? quad : antumbra, rand.chance(0.1) ? quad : eclipse}
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};
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@@ -276,6 +282,12 @@ public class Waves{
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species = Structs.filter(UnitType[].class, species, v -> v[0].flying);
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}
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if(naval){
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species = Structs.filter(UnitType[].class, species, v -> v[0].flying || v[0].naval);
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}else{
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species = Structs.filter(UnitType[].class, species, v -> v[0].flying && !v[0].naval);
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}
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UnitType[][] fspec = species;
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//required progression:
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@@ -14,6 +14,7 @@ import mindustry.graphics.g3d.PlanetGrid.*;
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import mindustry.maps.generators.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.*;
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@@ -165,14 +166,14 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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connected.add(this);
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}
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void con(int x1, int y1, int x2, int y2){
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void join(int x1, int y1, int x2, int y2){
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float nscl = rand.random(100f, 140f) * 6f;
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int stroke = rand.random(3, 9);
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brush(pathfind(x1, y1, x2, y2, tile -> (tile.solid() ? 50f : 0f) + noise(tile.x, tile.y, 2, 0.4f, 1f / nscl) * 500, Astar.manhattan), stroke);
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}
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void connect(Room to){
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if(!connected.add(to)) return;
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if(!connected.add(to) || to == this) return;
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Vec2 midpoint = Tmp.v1.set(to.x, to.y).add(x, y).scl(0.5f);
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rand.nextFloat();
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@@ -188,8 +189,52 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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int mx = (int)midpoint.x, my = (int)midpoint.y;
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con(x, y, mx, my);
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con(mx, my, to.x, to.y);
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join(x, y, mx, my);
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join(mx, my, to.x, to.y);
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}
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void joinLiquid(int x1, int y1, int x2, int y2){
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float nscl = rand.random(100f, 140f) * 6f;
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int rad = rand.random(5, 10);
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int avoid = 2 + rad;
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var path = pathfind(x1, y1, x2, y2, tile -> (tile.solid() || !tile.floor().isLiquid ? 70f : 0f) + noise(tile.x, tile.y, 2, 0.4f, 1f / nscl) * 500, Astar.manhattan);
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path.each(t -> {
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//don't place liquid paths near the core
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if(Mathf.dst2(t.x, t.y, x2, y2) <= avoid * avoid){
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return;
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}
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for(int x = -rad; x <= rad; x++){
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for(int y = -rad; y <= rad; y++){
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int wx = t.x + x, wy = t.y + y;
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if(Structs.inBounds(wx, wy, width, height) && Mathf.within(x, y, rad)){
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Tile other = tiles.getn(wx, wy);
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other.setBlock(Blocks.air);
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if(Mathf.within(x, y, rad - 1) && !other.floor().isLiquid){
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Floor floor = other.floor();
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//TODO does not respect tainted floors
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other.setFloor((Floor)(floor == Blocks.sand || floor == Blocks.salt ? Blocks.sandWater : Blocks.darksandTaintedWater));
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}
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}
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}
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}
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});
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}
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void connectLiquid(Room to){
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if(to == this) return;
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Vec2 midpoint = Tmp.v1.set(to.x, to.y).add(x, y).scl(0.5f);
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rand.nextFloat();
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//add randomized offset to avoid straight lines
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midpoint.add(Tmp.v2.setToRandomDirection(rand).scl(Tmp.v1.dst(x, y)));
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midpoint.sub(width/2f, height/2f).limit(width / 2f / Mathf.sqrt3).add(width/2f, height/2f);
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int mx = (int)midpoint.x, my = (int)midpoint.y;
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joinLiquid(x, y, mx, my);
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joinLiquid(mx, my, to.x, to.y);
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}
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}
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@@ -250,10 +295,12 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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}
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}
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//clear radius around each room
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for(Room room : roomseq){
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erase(room.x, room.y, room.radius);
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}
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//randomly connect rooms together
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int connections = rand.random(Math.max(rooms - 1, 1), rooms + 3);
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for(int i = 0; i < connections; i++){
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roomseq.random(rand).connect(roomseq.random(rand));
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@@ -267,30 +314,29 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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cells(1);
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//shoreline setup
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int deepRadius = 4;
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int tlen = tiles.width * tiles.height;
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int total = 0, waters = 0;
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pass((x, y) -> {
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if(floor.asFloor().isLiquid && !floor.asFloor().isDeep()){
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for(int cx = -deepRadius; cx <= deepRadius; cx++){
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for(int cy = -deepRadius; cy <= deepRadius; cy++){
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if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
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int wx = cx + x, wy = cy + y;
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Tile tile = tiles.get(wx, wy);
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if(tile != null && (!tile.floor().isLiquid || tile.block() != Blocks.air)){
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//found something solid, skip replacing anything
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return;
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}
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}
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}
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for(int i = 0; i < tlen; i++){
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Tile tile = tiles.geti(i);
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if(tile.block() == Blocks.air){
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total ++;
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if(tile.floor().liquidDrop == Liquids.water){
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waters ++;
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}
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floor = floor == Blocks.darksandTaintedWater ? Blocks.taintedWater : Blocks.water;
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}
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});
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}
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boolean naval = (float)waters / total >= 0.28f;
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Log.info(waters + " " + total );
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//create water pathway if the map is flooded
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if(naval){
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for(Room room : enemies){
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room.connectLiquid(spawn);
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}
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}
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distort(10f, 6f);
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@@ -318,6 +364,56 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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}
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});
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//shoreline setup
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pass((x, y) -> {
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int deepRadius = 3;
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if(floor.asFloor().isLiquid && floor.asFloor().shallow){
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for(int cx = -deepRadius; cx <= deepRadius; cx++){
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for(int cy = -deepRadius; cy <= deepRadius; cy++){
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if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
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int wx = cx + x, wy = cy + y;
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Tile tile = tiles.get(wx, wy);
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if(tile != null && (!tile.floor().isLiquid || tile.block() != Blocks.air)){
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//found something solid, skip replacing anything
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return;
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}
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}
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}
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}
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floor = floor == Blocks.darksandTaintedWater ? Blocks.taintedWater : Blocks.water;
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}
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});
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if(naval){
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int deepRadius = 2;
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//TODO code is very similar, but annoying to extract into a separate function
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pass((x, y) -> {
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if(floor.asFloor().isLiquid && !floor.asFloor().isDeep() && !floor.asFloor().shallow){
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for(int cx = -deepRadius; cx <= deepRadius; cx++){
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for(int cy = -deepRadius; cy <= deepRadius; cy++){
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if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
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int wx = cx + x, wy = cy + y;
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Tile tile = tiles.get(wx, wy);
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if(tile != null && (tile.floor().shallow || !tile.floor().isLiquid)){
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//found something shallow, skip replacing anything
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return;
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}
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}
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}
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}
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floor = floor == Blocks.water ? Blocks.deepwater : Blocks.deepTaintedWater;
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}
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});
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}
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Seq<Block> ores = Seq.with(Blocks.oreCopper, Blocks.oreLead);
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float poles = Math.abs(sector.tile.v.y);
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float nmag = 0.5f;
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@@ -555,7 +651,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
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state.rules.enemyCoreBuildRadius = 600f;
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//spawn air only when spawn is blocked
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state.rules.spawns = Waves.generate(difficulty, new Rand(sector.id), state.rules.attackMode, state.rules.attackMode && spawner.countGroundSpawns() == 0);
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state.rules.spawns = Waves.generate(difficulty, new Rand(sector.id), state.rules.attackMode, state.rules.attackMode && spawner.countGroundSpawns() == 0, naval);
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}
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@Override
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@@ -111,7 +111,7 @@ public class UnitType extends UnlockableContent{
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/** This is a VERY ROUGH estimate of unit DPS. */
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public float dpsEstimate = -1;
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public float clipSize = -1;
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public boolean canDrown = true;
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public boolean canDrown = true, naval = false;
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public float engineOffset = 5f, engineSize = 2.5f;
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public float strafePenalty = 0.5f;
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public float hitSize = 6f;
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@@ -314,6 +314,7 @@ public class UnitType extends UnlockableContent{
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//water preset
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if(example instanceof WaterMovec){
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naval = true;
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canDrown = false;
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omniMovement = false;
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immunities.add(StatusEffects.wet);
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@@ -48,6 +48,8 @@ public class Floor extends Block{
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public float liquidMultiplier = 1f;
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/** whether this block is liquid. */
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public boolean isLiquid;
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/** shallow water flag used for generation */
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public boolean shallow = false;
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/** if true, this block cannot be mined by players. useful for annoying things like sand. */
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public boolean playerUnmineable = false;
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/** Group of blocks that this block does not draw edges on. */
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@@ -24,5 +24,6 @@ public class ShallowLiquid extends Floor{
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status = liquidBase.status;
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liquidDrop = liquidBase.liquidDrop;
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cacheLayer = liquidBase.cacheLayer;
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shallow = true;
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}
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}
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