Merge branch 'master' of https://github.com/Anuken/Mindustry into 7.0-features
Conflicts: core/src/mindustry/type/UnitType.java
This commit is contained in:
@@ -122,7 +122,7 @@ committingchanges = Committing Changes
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||||
done = Done
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||||
feature.unsupported = Your device does not support this feature.
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||||
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||||
mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]\n\nTo disable this feature, turn it off in [accent]Settings->Game->Disable Mods On Startup Crash[].
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mods.initfailed = [red]⚠[] The previous Mindustry instance failed to initialize. This was likely caused by misbehaving mods.\n\nTo prevent a crash loop, [red]all mods have been disabled.[]
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mods = Mods
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mods.none = [lightgray]No mods found!
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mods.guide = Modding Guide
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||||
@@ -445,7 +445,7 @@ editor.overwrite = [accent]Внимание!\nЭто перезапишет уж
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editor.overwrite.confirm = [scarlet]Осторожно![] Карта с таким названием уже существует. Вы действительно хотите её перезаписать?\n«[accent]{0}[]»
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editor.exists = Карта с таким именем уже существует.
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editor.selectmap = Выберите карту для загрузки:
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editor.cliffs = Стены на скалы
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editor.cliffs = Создать скалы из стен
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toolmode.replace = Заменить
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toolmode.replace.description = Рисует только\nна сплошных блоках.
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@@ -540,6 +540,7 @@ configure = Конфигурация выгрузки
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loadout = Груз
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resources = Ресурсы
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bannedblocks = Запрещённые блоки
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bannedunits = Запрещённые единицы
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addall = Добавить всё
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launch.from = Запуск из: [accent]{0}
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launch.destination = Место назначения: {0}
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@@ -564,10 +565,13 @@ weather.sandstorm.name = Пыльная буря
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weather.sporestorm.name = Споровая буря
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weather.fog.name = Туман
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sectorlist = Секторы
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sectorlist.attacked = {0} под атакой
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sectors.unexplored = [lightgray]Не исследовано
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sectors.resources = Ресурсы:
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sectors.production = Производит:
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sectors.export = Экспорт:
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sectors.import = Импорт:
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sectors.time = Время:
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sectors.threat = Угроза:
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sectors.wave = Волна:
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@@ -995,6 +999,7 @@ mode.attack.name = Атака
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mode.attack.description = Уничтожьте вражескую базу.\n[gray]Для игры требуется красное ядро на карте.
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mode.custom = Пользовательские правила
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rules.cleanupdeadteams = Очистка строений побежденных команд (PvP)
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rules.infiniteresources = Бесконечные ресурсы (Игрок)
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rules.reactorexplosions = Взрывы реакторов
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rules.coreincinerates = Ядро сжигает избыток ресурсов
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@@ -1009,6 +1014,7 @@ rules.enemyCheat = Бесконечные ресурсы ИИ (красная к
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rules.blockhealthmultiplier = Множитель прочности блоков
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rules.blockdamagemultiplier = Множитель урона блоков
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rules.unitbuildspeedmultiplier = Множитель скорости производства боев. ед.
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rules.aitier = Уровень ИИ
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rules.unithealthmultiplier = Множитель прочности боев. ед.
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rules.unitdamagemultiplier = Множитель урона боев. ед.
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rules.unitcapvariable = Ядра увеличивают лимит единиц
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@@ -1030,6 +1036,8 @@ rules.title.environment = Окружение
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rules.lighting = Освещение
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rules.enemyLights = Вражеские огни
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rules.fire = Огонь
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rules.enemyteam = Команда Врагов
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rules.playerteam = Команда Игрока
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rules.explosions = Урон от взрывов блоков/единиц
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rules.ambientlight = Окружающий свет
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rules.weather = Погода
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@@ -1885,6 +1885,7 @@ public class Blocks implements ContentList{
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recoilAmount = 3f;
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shootShake = 1f;
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burstSpacing = 3f;
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spread = 0f;
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shots = 4;
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ammoUseEffect = Fx.casing2;
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health = 240 * size * size;
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@@ -120,7 +120,7 @@ public interface Platform{
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}else{
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ui.loadAnd(() -> {
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try{
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Fi result = Core.files.local(name+ "." + extension);
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Fi result = Core.files.local(name + "." + extension);
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writer.write(result);
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platform.shareFile(result);
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}catch(Throwable e){
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@@ -30,6 +30,8 @@ public class Effect{
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public float lifetime = 50f;
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/** Clip size. */
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public float clip;
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/** Time delay before the effect starts */
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public float startDelay;
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/** Amount added to rotation */
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public float baseRotation;
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/** If true, parent unit is data are followed. */
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@@ -58,6 +60,11 @@ public class Effect{
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all.add(this);
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}
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public Effect startDelay(float d){
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startDelay = d;
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return this;
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}
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||||
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public void init(){}
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public Effect followParent(boolean follow){
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@@ -168,21 +175,29 @@ public class Effect{
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effect.init();
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}
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EffectState entity = EffectState.create();
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entity.effect = effect;
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entity.rotation = effect.baseRotation + rotation;
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entity.data = data;
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entity.lifetime = effect.lifetime;
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entity.set(x, y);
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entity.color.set(color);
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if(effect.followParent && data instanceof Posc p){
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entity.parent = p;
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entity.rotWithParent = effect.rotWithParent;
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if(effect.startDelay <= 0f){
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inst(effect, x, y, rotation, color, data);
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}else{
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Time.runTask(effect.startDelay, () -> inst(effect, x, y, rotation, color, data));
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}
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entity.add();
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}
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}
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private static void inst(Effect effect, float x, float y, float rotation, Color color, Object data){
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EffectState entity = EffectState.create();
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entity.effect = effect;
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entity.rotation = effect.baseRotation + rotation;
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||||
entity.data = data;
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||||
entity.lifetime = effect.lifetime;
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entity.set(x, y);
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entity.color.set(color);
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||||
if(effect.followParent && data instanceof Posc p){
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entity.parent = p;
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||||
entity.rotWithParent = effect.rotWithParent;
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||||
}
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entity.add();
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||||
}
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||||
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||||
public static void decal(TextureRegion region, float x, float y, float rotation){
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decal(region, x, y, rotation, 3600f, Pal.rubble);
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}
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@@ -49,6 +49,8 @@ public class BulletType extends Content implements Cloneable{
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public Effect despawnEffect = Fx.hitBulletSmall;
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/** Effect created when shooting. */
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public Effect shootEffect = Fx.shootSmall;
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/** Effect created when charging completes; only usable in single-shot weapons with a firstShotDelay / shotDelay. */
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public Effect chargeShootEffect = Fx.none;
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/** Extra smoke effect created when shooting. */
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public Effect smokeEffect = Fx.shootSmallSmoke;
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||||
/** Sound made when hitting something or getting removed.*/
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||||
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||||
@@ -12,6 +12,8 @@ public class WeaponMount{
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||||
public float reload;
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||||
/** rotation relative to the unit this mount is on */
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||||
public float rotation;
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||||
/** weapon recoil */
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||||
public float recoil;
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||||
/** destination rotation; do not modify! */
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public float targetRotation;
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||||
/** current heat, 0 to 1*/
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||||
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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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@@ -217,6 +217,7 @@ public class LCanvas extends Table{
|
||||
|
||||
e.setSize(width, e.getPrefHeight());
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e.setPosition(0, height - cy, Align.topLeft);
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((StatementElem)e).updateAddress(i);
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cy += e.getPrefHeight() + space;
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seq.add(e);
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@@ -316,6 +317,8 @@ public class LCanvas extends Table{
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||||
|
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public class StatementElem extends Table{
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public LStatement st;
|
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public int index;
|
||||
Label addressLabel;
|
||||
|
||||
public StatementElem(LStatement st){
|
||||
this.st = st;
|
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@@ -333,9 +336,11 @@ public class LCanvas extends Table{
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||||
t.margin(6f);
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t.touchable = Touchable.enabled;
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||||
|
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t.add(st.name()).style(Styles.outlineLabel).color(color).padRight(8);
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t.add(st.name()).style(Styles.outlineLabel).name("statement-name").color(color).padRight(8);
|
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t.add().growX();
|
||||
|
||||
addressLabel = t.add(index + "").style(Styles.outlineLabel).color(color).padRight(8).get();
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||||
|
||||
t.button(Icon.copy, Styles.logici, () -> {
|
||||
}).size(24f).padRight(6).get().tapped(this::copy);
|
||||
|
||||
@@ -395,6 +400,11 @@ public class LCanvas extends Table{
|
||||
marginBottom(7);
|
||||
}
|
||||
|
||||
public void updateAddress(int index){
|
||||
this.index = index;
|
||||
addressLabel.setText(index + "");
|
||||
}
|
||||
|
||||
public void copy(){
|
||||
st.saveUI();
|
||||
LStatement copy = st.copy();
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
package mindustry.logic;
|
||||
|
||||
import arc.*;
|
||||
import arc.func.*;
|
||||
import arc.graphics.*;
|
||||
import arc.scene.style.*;
|
||||
@@ -758,6 +759,20 @@ public class LStatements{
|
||||
|
||||
table.add().growX();
|
||||
table.add(new JumpButton(() -> dest, s -> dest = s)).size(30).right().padLeft(-8);
|
||||
|
||||
String name = name();
|
||||
|
||||
//hack way of finding the title label...
|
||||
Core.app.post(() -> {
|
||||
//must be delayed because parent is added later
|
||||
if(table.parent != null){
|
||||
Label title = table.parent.find("statement-name");
|
||||
if(title != null){
|
||||
title.update(() -> title.setText((dest != null ? name + " -> " + dest.index : name)));
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
}
|
||||
|
||||
void rebuild(Table table){
|
||||
|
||||
@@ -76,7 +76,7 @@ public abstract class PlanetGenerator extends BasicGenerator implements HexMeshe
|
||||
//sort counts in descending order
|
||||
Seq<Entry<Block>> entries = floorc.entries().toArray();
|
||||
entries.sort(e -> -e.value);
|
||||
//remove all blocks occuring < 30 times - unimportant
|
||||
//remove all blocks occurring < 30 times - unimportant
|
||||
entries.removeAll(e -> e.value < 30);
|
||||
|
||||
Block[] floors = new Block[entries.size];
|
||||
@@ -84,7 +84,7 @@ public abstract class PlanetGenerator extends BasicGenerator implements HexMeshe
|
||||
floors[i] = entries.get(i).key;
|
||||
}
|
||||
|
||||
//TODO bad code
|
||||
//bad contains() code, but will likely never be fixed
|
||||
boolean hasSnow = floors.length > 0 && (floors[0].name.contains("ice") || floors[0].name.contains("snow"));
|
||||
boolean hasRain = floors.length > 0 && !hasSnow && content.contains(Liquids.water) && !floors[0].name.contains("sand");
|
||||
boolean hasDesert = floors.length > 0 && !hasSnow && !hasRain && floors[0] == Blocks.sand;
|
||||
|
||||
@@ -14,6 +14,7 @@ import mindustry.graphics.g3d.PlanetGrid.*;
|
||||
import mindustry.maps.generators.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.environment.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
@@ -165,14 +166,14 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
connected.add(this);
|
||||
}
|
||||
|
||||
void con(int x1, int y1, int x2, int y2){
|
||||
void join(int x1, int y1, int x2, int y2){
|
||||
float nscl = rand.random(100f, 140f) * 6f;
|
||||
int stroke = rand.random(3, 9);
|
||||
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);
|
||||
}
|
||||
|
||||
void connect(Room to){
|
||||
if(!connected.add(to)) return;
|
||||
if(!connected.add(to) || to == this) return;
|
||||
|
||||
Vec2 midpoint = Tmp.v1.set(to.x, to.y).add(x, y).scl(0.5f);
|
||||
rand.nextFloat();
|
||||
@@ -188,8 +189,52 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
|
||||
int mx = (int)midpoint.x, my = (int)midpoint.y;
|
||||
|
||||
con(x, y, mx, my);
|
||||
con(mx, my, to.x, to.y);
|
||||
join(x, y, mx, my);
|
||||
join(mx, my, to.x, to.y);
|
||||
}
|
||||
|
||||
void joinLiquid(int x1, int y1, int x2, int y2){
|
||||
float nscl = rand.random(100f, 140f) * 6f;
|
||||
int rad = rand.random(5, 10);
|
||||
int avoid = 2 + rad;
|
||||
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);
|
||||
path.each(t -> {
|
||||
//don't place liquid paths near the core
|
||||
if(Mathf.dst2(t.x, t.y, x2, y2) <= avoid * avoid){
|
||||
return;
|
||||
}
|
||||
|
||||
for(int x = -rad; x <= rad; x++){
|
||||
for(int y = -rad; y <= rad; y++){
|
||||
int wx = t.x + x, wy = t.y + y;
|
||||
if(Structs.inBounds(wx, wy, width, height) && Mathf.within(x, y, rad)){
|
||||
Tile other = tiles.getn(wx, wy);
|
||||
other.setBlock(Blocks.air);
|
||||
if(Mathf.within(x, y, rad - 1) && !other.floor().isLiquid){
|
||||
Floor floor = other.floor();
|
||||
//TODO does not respect tainted floors
|
||||
other.setFloor((Floor)(floor == Blocks.sand || floor == Blocks.salt ? Blocks.sandWater : Blocks.darksandTaintedWater));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void connectLiquid(Room to){
|
||||
if(to == this) return;
|
||||
|
||||
Vec2 midpoint = Tmp.v1.set(to.x, to.y).add(x, y).scl(0.5f);
|
||||
rand.nextFloat();
|
||||
|
||||
//add randomized offset to avoid straight lines
|
||||
midpoint.add(Tmp.v2.setToRandomDirection(rand).scl(Tmp.v1.dst(x, y)));
|
||||
midpoint.sub(width/2f, height/2f).limit(width / 2f / Mathf.sqrt3).add(width/2f, height/2f);
|
||||
|
||||
int mx = (int)midpoint.x, my = (int)midpoint.y;
|
||||
|
||||
joinLiquid(x, y, mx, my);
|
||||
joinLiquid(mx, my, to.x, to.y);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -250,10 +295,12 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
}
|
||||
}
|
||||
|
||||
//clear radius around each room
|
||||
for(Room room : roomseq){
|
||||
erase(room.x, room.y, room.radius);
|
||||
}
|
||||
|
||||
//randomly connect rooms together
|
||||
int connections = rand.random(Math.max(rooms - 1, 1), rooms + 3);
|
||||
for(int i = 0; i < connections; i++){
|
||||
roomseq.random(rand).connect(roomseq.random(rand));
|
||||
@@ -267,30 +314,27 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
|
||||
cells(1);
|
||||
|
||||
//shoreline setup
|
||||
int deepRadius = 4;
|
||||
int tlen = tiles.width * tiles.height;
|
||||
int total = 0, waters = 0;
|
||||
|
||||
pass((x, y) -> {
|
||||
if(floor.asFloor().isLiquid && !floor.asFloor().isDeep()){
|
||||
|
||||
for(int cx = -deepRadius; cx <= deepRadius; cx++){
|
||||
for(int cy = -deepRadius; cy <= deepRadius; cy++){
|
||||
|
||||
if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
|
||||
int wx = cx + x, wy = cy + y;
|
||||
|
||||
Tile tile = tiles.get(wx, wy);
|
||||
if(tile != null && (!tile.floor().isLiquid || tile.block() != Blocks.air)){
|
||||
//found something solid, skip replacing anything
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
for(int i = 0; i < tlen; i++){
|
||||
Tile tile = tiles.geti(i);
|
||||
if(tile.block() == Blocks.air){
|
||||
total ++;
|
||||
if(tile.floor().liquidDrop == Liquids.water){
|
||||
waters ++;
|
||||
}
|
||||
|
||||
floor = floor == Blocks.darksandTaintedWater ? Blocks.taintedWater : Blocks.water;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
boolean naval = (float)waters / total >= 0.26f;
|
||||
|
||||
//create water pathway if the map is flooded
|
||||
if(naval){
|
||||
for(Room room : enemies){
|
||||
room.connectLiquid(spawn);
|
||||
}
|
||||
}
|
||||
|
||||
distort(10f, 6f);
|
||||
|
||||
@@ -318,6 +362,56 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
}
|
||||
});
|
||||
|
||||
//shoreline setup
|
||||
pass((x, y) -> {
|
||||
int deepRadius = 3;
|
||||
|
||||
if(floor.asFloor().isLiquid && floor.asFloor().shallow){
|
||||
|
||||
for(int cx = -deepRadius; cx <= deepRadius; cx++){
|
||||
for(int cy = -deepRadius; cy <= deepRadius; cy++){
|
||||
if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
|
||||
int wx = cx + x, wy = cy + y;
|
||||
|
||||
Tile tile = tiles.get(wx, wy);
|
||||
if(tile != null && (!tile.floor().isLiquid || tile.block() != Blocks.air)){
|
||||
//found something solid, skip replacing anything
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
floor = floor == Blocks.darksandTaintedWater ? Blocks.taintedWater : Blocks.water;
|
||||
}
|
||||
});
|
||||
|
||||
if(naval){
|
||||
int deepRadius = 2;
|
||||
|
||||
//TODO code is very similar, but annoying to extract into a separate function
|
||||
pass((x, y) -> {
|
||||
if(floor.asFloor().isLiquid && !floor.asFloor().isDeep() && !floor.asFloor().shallow){
|
||||
|
||||
for(int cx = -deepRadius; cx <= deepRadius; cx++){
|
||||
for(int cy = -deepRadius; cy <= deepRadius; cy++){
|
||||
if((cx) * (cx) + (cy) * (cy) <= deepRadius * deepRadius){
|
||||
int wx = cx + x, wy = cy + y;
|
||||
|
||||
Tile tile = tiles.get(wx, wy);
|
||||
if(tile != null && (tile.floor().shallow || !tile.floor().isLiquid)){
|
||||
//found something shallow, skip replacing anything
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
floor = floor == Blocks.water ? Blocks.deepwater : Blocks.deepTaintedWater;
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
Seq<Block> ores = Seq.with(Blocks.oreCopper, Blocks.oreLead);
|
||||
float poles = Math.abs(sector.tile.v.y);
|
||||
float nmag = 0.5f;
|
||||
@@ -555,7 +649,7 @@ public class SerpuloPlanetGenerator extends PlanetGenerator{
|
||||
state.rules.enemyCoreBuildRadius = 600f;
|
||||
|
||||
//spawn air only when spawn is blocked
|
||||
state.rules.spawns = Waves.generate(difficulty, new Rand(sector.id), state.rules.attackMode, state.rules.attackMode && spawner.countGroundSpawns() == 0);
|
||||
state.rules.spawns = Waves.generate(difficulty, new Rand(sector.id), state.rules.attackMode, state.rules.attackMode && spawner.countGroundSpawns() == 0, naval);
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -115,7 +115,7 @@ public class UnitType extends UnlockableContent{
|
||||
/** This is a VERY ROUGH estimate of unit DPS. */
|
||||
public float dpsEstimate = -1;
|
||||
public float clipSize = -1;
|
||||
public boolean canDrown = true;
|
||||
public boolean canDrown = true, naval = false;
|
||||
public float drownTimeMultiplier = 1f;
|
||||
public float engineOffset = 5f, engineSize = 2.5f;
|
||||
public float strafePenalty = 0.5f;
|
||||
@@ -333,6 +333,7 @@ public class UnitType extends UnlockableContent{
|
||||
|
||||
//water preset
|
||||
if(example instanceof WaterMovec){
|
||||
naval = true;
|
||||
canDrown = false;
|
||||
omniMovement = false;
|
||||
immunities.add(StatusEffects.wet);
|
||||
@@ -398,6 +399,7 @@ public class UnitType extends UnlockableContent{
|
||||
//add mirrored weapon variants
|
||||
Seq<Weapon> mapped = new Seq<>();
|
||||
for(Weapon w : weapons){
|
||||
if(w.recoilTime < 0) w.recoilTime = w.reload;
|
||||
mapped.add(w);
|
||||
|
||||
//mirrors are copies with X values negated
|
||||
@@ -408,7 +410,9 @@ public class UnitType extends UnlockableContent{
|
||||
copy.flipSprite = !copy.flipSprite;
|
||||
mapped.add(copy);
|
||||
|
||||
//since there are now two weapons, the reload time must be doubled
|
||||
//since there are now two weapons, the reload and recoil time must be doubled
|
||||
w.recoilTime *= 2f;
|
||||
copy.recoilTime *= 2f;
|
||||
w.reload *= 2f;
|
||||
copy.reload *= 2f;
|
||||
|
||||
|
||||
@@ -67,6 +67,8 @@ public class Weapon implements Cloneable{
|
||||
public float shake = 0f;
|
||||
/** visual weapon knockback. */
|
||||
public float recoil = 1.5f;
|
||||
/** the time it returns back to its original position in ticks. uses reload time by default */
|
||||
public float recoilTime = -1f;
|
||||
/** projectile/effect offsets from center of weapon */
|
||||
public float shootX = 0f, shootY = 3f;
|
||||
/** offsets of weapon position on unit */
|
||||
@@ -144,9 +146,8 @@ public class Weapon implements Cloneable{
|
||||
float
|
||||
rotation = unit.rotation - 90,
|
||||
weaponRotation = rotation + (rotate ? mount.rotation : 0),
|
||||
recoil = -((mount.reload) / reload * this.recoil),
|
||||
wx = unit.x + Angles.trnsx(rotation, x, y) + Angles.trnsx(weaponRotation, 0, recoil),
|
||||
wy = unit.y + Angles.trnsy(rotation, x, y) + Angles.trnsy(weaponRotation, 0, recoil);
|
||||
wx = unit.x + Angles.trnsx(rotation, x, y) + Angles.trnsx(weaponRotation, 0, -mount.recoil),
|
||||
wy = unit.y + Angles.trnsy(rotation, x, y) + Angles.trnsy(weaponRotation, 0, -mount.recoil);
|
||||
|
||||
if(outlineRegion.found()){
|
||||
Draw.rect(outlineRegion,
|
||||
@@ -161,9 +162,8 @@ public class Weapon implements Cloneable{
|
||||
float
|
||||
rotation = unit.rotation - 90,
|
||||
weaponRotation = rotation + (rotate ? mount.rotation : 0),
|
||||
recoil = -((mount.reload) / reload * this.recoil),
|
||||
wx = unit.x + Angles.trnsx(rotation, x, y) + Angles.trnsx(weaponRotation, 0, recoil),
|
||||
wy = unit.y + Angles.trnsy(rotation, x, y) + Angles.trnsy(weaponRotation, 0, recoil);
|
||||
wx = unit.x + Angles.trnsx(rotation, x, y) + Angles.trnsx(weaponRotation, 0, -mount.recoil),
|
||||
wy = unit.y + Angles.trnsy(rotation, x, y) + Angles.trnsy(weaponRotation, 0, -mount.recoil);
|
||||
|
||||
if(shadow > 0){
|
||||
Drawf.shadow(wx, wy, shadow);
|
||||
@@ -198,7 +198,9 @@ public class Weapon implements Cloneable{
|
||||
|
||||
public void update(Unit unit, WeaponMount mount){
|
||||
boolean can = unit.canShoot();
|
||||
float lastReload = mount.reload;
|
||||
mount.reload = Math.max(mount.reload - Time.delta * unit.reloadMultiplier, 0);
|
||||
mount.recoil = Math.max(mount.recoil - (Time.delta * recoil * unit.reloadMultiplier) / recoilTime, 0);
|
||||
|
||||
//rotate if applicable
|
||||
if(rotate && (mount.rotate || mount.shoot) && can){
|
||||
@@ -260,6 +262,7 @@ public class Weapon implements Cloneable{
|
||||
mount.bullet.rotation(weaponRotation + 90);
|
||||
mount.bullet.set(bulletX, bulletY);
|
||||
mount.reload = reload;
|
||||
mount.recoil = recoil;
|
||||
unit.vel.add(Tmp.v1.trns(unit.rotation + 180f, mount.bullet.type.recoil));
|
||||
if(shootSound != Sounds.none && !headless){
|
||||
if(mount.sound == null) mount.sound = new SoundLoop(shootSound, 1f);
|
||||
@@ -275,9 +278,9 @@ public class Weapon implements Cloneable{
|
||||
}
|
||||
}
|
||||
|
||||
//flip weapon shoot side for alternating weapons at half reload
|
||||
if(otherSide != -1 && alternate && mount.side == flipSprite &&
|
||||
mount.reload + Time.delta * unit.reloadMultiplier > reload/2f && mount.reload <= reload/2f){
|
||||
//flip weapon shoot side for alternating weapons
|
||||
boolean wasFlipped = mount.side;
|
||||
if(otherSide != -1 && alternate && mount.side == flipSprite && mount.reload <= reload / 2f && lastReload > reload / 2f){
|
||||
unit.mounts[otherSide].side = !unit.mounts[otherSide].side;
|
||||
mount.side = !mount.side;
|
||||
}
|
||||
@@ -286,7 +289,7 @@ public class Weapon implements Cloneable{
|
||||
if(mount.shoot && //must be shooting
|
||||
can && //must be able to shoot
|
||||
(!useAmmo || unit.ammo > 0 || !state.rules.unitAmmo || unit.team.rules().infiniteAmmo) && //check ammo
|
||||
(!alternate || mount.side == flipSprite) &&
|
||||
(!alternate || wasFlipped == flipSprite) &&
|
||||
unit.vel.len() >= minShootVelocity && //check velocity requirements
|
||||
mount.reload <= 0.0001f && //reload has to be 0
|
||||
Angles.within(rotate ? mount.rotation : unit.rotation, mount.targetRotation, shootCone) //has to be within the cone
|
||||
@@ -343,14 +346,17 @@ public class Weapon implements Cloneable{
|
||||
|
||||
unit.vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
|
||||
Effect.shake(shake, shake, shootX, shootY);
|
||||
mount.recoil = recoil;
|
||||
mount.heat = 1f;
|
||||
if(!continuous){
|
||||
shootSound.at(shootX, shootY, Mathf.random(soundPitchMin, soundPitchMax));
|
||||
}
|
||||
ammo.chargeShootEffect.at(shootX + unit.x - baseX, shootY + unit.y - baseY, rotation, parentize ? unit : null);
|
||||
});
|
||||
}else{
|
||||
unit.vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
|
||||
Effect.shake(shake, shake, shootX, shootY);
|
||||
mount.recoil = recoil;
|
||||
mount.heat = 1f;
|
||||
}
|
||||
|
||||
|
||||
@@ -778,6 +778,7 @@ public class HudFragment extends Fragment{
|
||||
}
|
||||
|
||||
private void addInfoTable(Table table){
|
||||
table.name = "infotable";
|
||||
table.left();
|
||||
|
||||
var count = new float[]{-1};
|
||||
|
||||
@@ -426,13 +426,14 @@ public class Turret extends ReloadTurret{
|
||||
//when burst spacing is enabled, use the burst pattern
|
||||
}else if(burstSpacing > 0.0001f){
|
||||
for(int i = 0; i < shots; i++){
|
||||
int ii = i;
|
||||
Time.run(burstSpacing * i, () -> {
|
||||
if(!isValid() || !hasAmmo()) return;
|
||||
|
||||
recoil = recoilAmount;
|
||||
|
||||
tr.trns(rotation, shootLength, Mathf.range(xRand));
|
||||
bullet(type, rotation + Mathf.range(inaccuracy));
|
||||
bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy) + (ii - (int)(shots / 2f)) * spread);
|
||||
effects();
|
||||
useAmmo();
|
||||
recoil = recoilAmount;
|
||||
|
||||
@@ -47,6 +47,8 @@ public class Floor extends Block{
|
||||
public float liquidMultiplier = 1f;
|
||||
/** whether this block is liquid. */
|
||||
public boolean isLiquid;
|
||||
/** shallow water flag used for generation */
|
||||
public boolean shallow = false;
|
||||
/** if true, this block cannot be mined by players. useful for annoying things like sand. */
|
||||
public boolean playerUnmineable = false;
|
||||
/** Group of blocks that this block does not draw edges on. */
|
||||
|
||||
@@ -24,5 +24,6 @@ public class ShallowLiquid extends Floor{
|
||||
status = liquidBase.status;
|
||||
liquidDrop = liquidBase.liquidDrop;
|
||||
cacheLayer = liquidBase.cacheLayer;
|
||||
shallow = true;
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user