Multi-liquid sublimate

This commit is contained in:
Anuken
2022-01-10 14:01:30 -05:00
parent 5509104a44
commit 10d8e63368
10 changed files with 140 additions and 20 deletions
@@ -0,0 +1,94 @@
package mindustry.world.blocks.defense.turrets;
import arc.struct.*;
import mindustry.content.*;
import mindustry.entities.bullet.*;
import mindustry.gen.*;
import mindustry.type.*;
import mindustry.world.consumers.*;
import mindustry.world.meta.*;
public class ContinuousLiquidTurret extends ContinuousTurret{
public ObjectMap<Liquid, BulletType> ammoTypes = new ObjectMap<>();
public float liquidConsumed = 1f / 60f;
public ContinuousLiquidTurret(String name){
super(name);
acceptCoolant = false;
hasLiquids = true;
//TODO
loopSound = Sounds.minebeam;
shootSound = Sounds.none;
smokeEffect = Fx.none;
shootEffect = Fx.none;
}
/** Initializes accepted ammo map. Format: [liquid1, bullet1, liquid2, bullet2...] */
public void ammo(Object... objects){
ammoTypes = ObjectMap.of(objects);
}
@Override
public void setStats(){
super.setStats();
stats.remove(Stat.ammo);
stats.add(Stat.ammo, StatValues.ammo(ammoTypes));
}
@Override
public void init(){
//TODO use ammoMultiplier here?
consumes.add(new ConsumeLiquidFilter(i -> ammoTypes.containsKey(i), liquidConsumed){
@Override
public boolean valid(Building build){
return build.liquids.currentAmount() >= use(build);
}
@Override
public void display(Stats stats){
}
});
super.init();
}
public class LiquidTurretBuild extends ContinuousTurretBuild{
@Override
public boolean shouldActiveSound(){
return wasShooting && enabled;
}
@Override
public void updateTile(){
unit.ammo(unit.type().ammoCapacity * liquids.currentAmount() / liquidCapacity);
super.updateTile();
}
@Override
public BulletType useAmmo(){
//does not consume ammo upon firing
return peekAmmo();
}
@Override
public BulletType peekAmmo(){
return ammoTypes.get(liquids.current());
}
@Override
public boolean acceptItem(Building source, Item item){
return false;
}
@Override
public boolean acceptLiquid(Building source, Liquid liquid){
return ammoTypes.get(liquid) != null &&
(liquids.current() == liquid ||
((!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
}
}
}
@@ -2,6 +2,7 @@ package mindustry.world.blocks.defense.turrets;
import arc.math.*;
import arc.struct.*;
import mindustry.content.*;
import mindustry.entities.bullet.*;
import mindustry.gen.*;
import mindustry.logic.*;
@@ -10,7 +11,7 @@ import mindustry.world.meta.*;
/** A turret that fires a continuous beam bullet with no reload or coolant necessary. The bullet only disappears when the turret stops shooting. */
public class ContinuousTurret extends Turret{
public BulletType shootType;
public BulletType shootType = Bullets.standardCopper;
public ContinuousTurret(String name){
super(name);
@@ -81,7 +82,7 @@ public class ContinuousTurret extends Turret{
heat = 1f;
recoil = recoilAmount;
if(isShooting()){
if(isShooting() && hasAmmo()){
bullet.time = bullet.lifetime * bullet.type.optimalLifeFract * shootWarmup;
}
}
@@ -106,9 +107,8 @@ public class ContinuousTurret extends Turret{
return;
}
if((consValid() || cheating()) && !charging){
BulletType type = peekAmmo();
shoot(type);
if(consValid() && !charging){
shoot(peekAmmo());
}
}
@@ -137,9 +137,9 @@ public class LiquidTurret extends Turret{
@Override
public boolean acceptLiquid(Building source, Liquid liquid){
return ammoTypes.get(liquid) != null
&& (liquids.current() == liquid || (ammoTypes.containsKey(liquid)
&& (!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
return ammoTypes.get(liquid) != null &&
(liquids.current() == liquid ||
((!ammoTypes.containsKey(liquids.current()) || liquids.get(liquids.current()) <= 1f / ammoTypes.get(liquids.current()).ammoMultiplier + 0.001f)));
}
}
}
@@ -349,6 +349,10 @@ public class StatValues{
sep(bt, Core.bundle.format("bullet.lightning", type.lightning, type.lightningDamage < 0 ? type.damage : type.lightningDamage));
}
if(type.pierceArmor){
sep(bt, "@bullet.armorpierce");
}
if(type.status != StatusEffects.none){
sep(bt, (type.status.minfo.mod == null ? type.status.emoji() : "") + "[stat]" + type.status.localizedName);
}