Properly handle missile units shooting more missile units (#8359)

* Properly handle missile units shooting more missile units

* Remove `shooter`, just pass down the owner
This commit is contained in:
MEEPofFaith
2023-05-09 17:34:13 -07:00
committed by GitHub
parent 2289f29bd5
commit 1373381554
2 changed files with 9 additions and 5 deletions

View File

@@ -554,7 +554,7 @@ public class BulletType extends Content implements Cloneable{
public void init(Bullet b){
if(killShooter && b.owner() instanceof Healthc h){
if(killShooter && b.owner() instanceof Healthc h && !h.dead()){
h.kill();
}
@@ -700,7 +700,6 @@ public class BulletType extends Content implements Cloneable{
return create(owner, team, x, y, angle, -1, velocityScl, lifetimeScl, null);
}
public @Nullable Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl, float lifetimeScl, Mover mover){
return create(owner, team, x, y, angle, -1, velocityScl, lifetimeScl, null, mover);
}
@@ -732,24 +731,27 @@ public class BulletType extends Content implements Cloneable{
Unit spawned = spawnUnit.create(team);
spawned.set(x, y);
spawned.rotation = angle;
//immediately spawn at top speed, since it was launched
if(spawnUnit.missileAccelTime <= 0f){
spawned.vel.trns(angle, spawnUnit.speed);
}
//assign unit owner
if(spawned.controller() instanceof MissileAI ai){
if(owner instanceof Unit unit){
ai.shooter = unit;
}
if(owner instanceof ControlBlock control){
ai.shooter = control.unit();
}
}
spawned.add();
}
//Since bullet init is never called, handle killing shooter here
if(killShooter && owner instanceof Healthc h && !h.dead()) h.kill();
//no bullet returned
return null;
}

View File

@@ -10,6 +10,7 @@ import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ai.types.*;
import mindustry.annotations.Annotations.*;
import mindustry.audio.*;
import mindustry.content.*;
@@ -456,7 +457,8 @@ public class Weapon implements Cloneable{
lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f,
angle = angleOffset + shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
mount.bullet = bullet.create(unit, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
mount.bullet = bullet.create(shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
handleBullet(unit, mount, mount.bullet);
if(!continuous){