Tsunami balancing

This commit is contained in:
Anuken
2020-09-30 16:40:45 -04:00
21 changed files with 4810 additions and 4603 deletions

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@@ -1079,6 +1079,7 @@ block.power-source.name = Power Infinite
block.unloader.name = Unloader
block.vault.name = Vault
block.wave.name = Wave
block.tsunami.name = Tsunami
block.swarmer.name = Swarmer
block.salvo.name = Salvo
block.ripple.name = Ripple

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@@ -312,3 +312,4 @@
63424=corvus|unit-corvus-medium
63423=memory-bank|block-memory-bank-medium
63422=foreshadow|block-foreshadow-medium
63421=tsunami|block-tsunami-medium

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@@ -74,7 +74,7 @@ public class Blocks implements ContentList{
coreShard, coreFoundation, coreNucleus, vault, container, unloader,
//turrets
duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax,
duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
//units
commandCenter,
@@ -1589,6 +1589,30 @@ public class Blocks implements ContentList{
reloadTime = 10f;
}};
tsunami = new LiquidTurret("tsunami"){{
requirements(Category.turret, with(Items.metaglass, 100, Items.lead, 400, Items.titanium, 250, Items.thorium, 100));
ammo(
Liquids.water, Bullets.heavyWaterShot,
Liquids.slag, Bullets.heavySlagShot,
Liquids.cryofluid, Bullets.heavyCryoShot,
Liquids.oil, Bullets.heavyOilShot
);
size = 3;
recoilAmount = 0f;
reloadTime = 2f;
shots = 2;
velocityInaccuracy = 0.1f;
inaccuracy = 4f;
recoilAmount = 1f;
restitution = 0.04f;
shootCone = 45f;
liquidCapacity = 40f;
shootEffect = Fx.shootLiquid;
range = 190f;
health = 250 * size * size;
shootSound = Sounds.splash;
}};
fuse = new ItemTurret("fuse"){{
requirements(Category.turret, with(Items.copper, 225, Items.graphite, 225, Items.thorium, 100));

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@@ -34,7 +34,7 @@ public class Bullets implements ContentList{
standardGlaive, standardDenseBig, standardThoriumBig, standardIncendiaryBig,
//liquid
waterShot, cryoShot, slagShot, oilShot,
waterShot, cryoShot, slagShot, oilShot, heavyWaterShot, heavyCryoShot, heavySlagShot, heavyOilShot,
//environment, misc.
damageLightning, damageLightningGround, fireball, basicFlame, pyraFlame, driverBolt, healBullet, healBulletBig, frag;
@@ -473,6 +473,43 @@ public class Bullets implements ContentList{
drag = 0.03f;
}};
heavyWaterShot = new LiquidBulletType(Liquids.water){{
lifetime = 49f;
speed = 4f;
knockback = 1.7f;
puddleSize = 8f;
drag = 0.001f;
ammoMultiplier = 2f;
}};
heavyCryoShot = new LiquidBulletType(Liquids.cryofluid){{
lifetime = 49f;
speed = 4f;
knockback = 1.3f;
puddleSize = 8f;
drag = 0.001f;
ammoMultiplier = 2f;
}};
heavySlagShot = new LiquidBulletType(Liquids.slag){{
lifetime = 49f;
speed = 4f;
knockback = 1.3f;
puddleSize = 8f;
damage = 6f;
drag = 0.001f;
ammoMultiplier = 2f;
}};
heavyOilShot = new LiquidBulletType(Liquids.oil){{
lifetime = 49f;
speed = 4f;
knockback = 1.3f;
puddleSize = 8f;
drag = 0.001f;
ammoMultiplier = 2f;
}};
driverBolt = new MassDriverBolt();
frag = new BasicBulletType(5f, 8, "bullet"){{

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@@ -347,6 +347,10 @@ public class TechTree implements ContentList{
});
});
node(tsunami, () -> {
});
});
node(lancer, () -> {

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@@ -62,7 +62,7 @@ public class LiquidBulletType extends BulletType{
public void draw(Bullet b){
Draw.color(liquid.color, Color.white, b.fout() / 100f);
Fill.circle(b.x, b.y, 3f);
Fill.circle(b.x, b.y, puddleSize / 2);
}
@Override
@@ -79,7 +79,7 @@ public class LiquidBulletType extends BulletType{
Puddles.deposit(world.tileWorld(hitx, hity), liquid, puddleSize);
if(liquid.temperature <= 0.5f && liquid.flammability < 0.3f){
float intensity = 400f;
float intensity = 400f * puddleSize/6f;
Fires.extinguish(world.tileWorld(hitx, hity), intensity);
for(Point2 p : Geometry.d4){
Fires.extinguish(world.tileWorld(hitx + p.x * tilesize, hity + p.y * tilesize), intensity);