slurp
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@@ -901,6 +901,15 @@ public class Fx{
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});
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}),
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//TODO needs a lot of work
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neoplasmHeal = new Effect(120f, e -> {
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color(Pal.neoplasm1, Pal.neoplasm2, e.fin());
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randLenVectors(e.id, 1, e.fin() * 3f, (x, y) -> {
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Fill.circle(e.x + x, e.y + y, 0.2f + e.fslope() * 2f);
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});
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}).followParent(true).rotWithParent(true).layer(Layer.bullet - 2),
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steam = new Effect(35f, e -> {
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color(Color.lightGray);
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@@ -32,6 +32,10 @@ public class Puddles{
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}
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public static void deposit(Tile tile, Tile source, Liquid liquid, float amount, boolean initial){
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deposit(tile, source, liquid, amount, initial, false);
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}
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public static void deposit(Tile tile, Tile source, Liquid liquid, float amount, boolean initial, boolean cap){
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if(tile == null) return;
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float ax = (tile.worldx() + source.worldx()) / 2f, ay = (tile.worldy() + source.worldy()) / 2f;
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@@ -51,8 +55,7 @@ public class Puddles{
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}
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if(tile.floor().isLiquid && !canStayOn(liquid, tile.floor().liquidDrop)){
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reactPuddle(tile.floor().liquidDrop, liquid, amount, tile,
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ax, ay);
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reactPuddle(tile.floor().liquidDrop, liquid, amount, tile, ax, ay);
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Puddle p = map.get(tile.pos());
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@@ -82,7 +85,13 @@ public class Puddles{
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p.lastRipple = Time.time;
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}
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}else{
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p.amount += reactPuddle(p.liquid, liquid, amount, p.tile, (p.x + source.worldx())/2f, (p.y + source.worldy())/2f);
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float added = reactPuddle(p.liquid, liquid, amount, p.tile, (p.x + source.worldx())/2f, (p.y + source.worldy())/2f);
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if(cap){
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added = Mathf.clamp(maxLiquid - p.amount, 0f, added);
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}
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p.amount += added;
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}
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}
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@@ -20,7 +20,7 @@ public class LiquidExplodeAbility extends Ability{
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public void death(Unit unit){
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//TODO what if noise is radial, so it looks like a splat?
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int tx = unit.tileX(), ty = unit.tileY();
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int rad = (int)(unit.hitSize / tilesize * radScale);
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int rad = Math.max((int)(unit.hitSize / tilesize * radScale), 1);
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float realNoise = unit.hitSize / noiseMag;
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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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@@ -1,11 +1,53 @@
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package mindustry.entities.abilities;
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import arc.math.*;
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import arc.util.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import static mindustry.Vars.*;
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public class LiquidRegenAbility extends Ability{
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public Liquid liquid;
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public float slurpSpeed = 9f;
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public float regenPerSlurp = 2.9f;
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public float slurpEffectChance = 0.4f;
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public Effect slurpEffect = Fx.heal;
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@Override
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public void update(Unit unit){
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//TODO timer?
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//TODO effects?
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if(unit.damaged()){
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boolean healed = false;
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int tx = unit.tileX(), ty = unit.tileY();
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int rad = Math.max((int)(unit.hitSize / tilesize * 0.6f), 1);
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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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if(x*x + y*y <= rad*rad){
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Tile tile = world.tile(tx + x, ty + y);
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if(tile != null){
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Puddle puddle = Puddles.get(tile);
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if(puddle != null && puddle.liquid == liquid){
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float fractionTaken = Math.min(puddle.amount, (slurpSpeed * Time.delta));
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puddle.amount -= Math.min(puddle.amount, slurpSpeed * Time.delta);
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unit.heal(fractionTaken * regenPerSlurp);
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healed = true;
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}
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}
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}
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}
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}
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if(healed && Mathf.chanceDelta(slurpEffectChance)){
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Tmp.v1.rnd(Mathf.random(unit.hitSize/2f));
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slurpEffect.at(unit.x + Tmp.v1.x, unit.y + Tmp.v1.y, unit.rotation, unit);
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}
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}
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}
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}
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@@ -606,7 +606,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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return moveLiquid(next.build, liquid);
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}else if(leaks && !next.block().solid && !next.block().hasLiquids){
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float leakAmount = liquids.get(liquid) / 1.5f;
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Puddles.deposit(next, tile, liquid, leakAmount);
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Puddles.deposit(next, tile, liquid, leakAmount, true, true);
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liquids.remove(liquid, leakAmount);
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}
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return 0;
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@@ -105,6 +105,9 @@ public class Pal{
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neoplasmOutline = Color.valueOf("2e191d"),
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neoplasm1 = Color.valueOf("f98f4a"),
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neoplasm2 = Color.valueOf("9e172c"),
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logicBlocks = Color.valueOf("d4816b"),
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logicControl = Color.valueOf("6bb2b2"),
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logicOperations = Color.valueOf("877bad"),
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@@ -22,6 +22,11 @@ public class NeoplasmUnitType extends UnitType{
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liquid = Liquids.neoplasm;
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}});
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abilities.add(new LiquidRegenAbility(){{
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liquid = Liquids.neoplasm;
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slurpEffect = Fx.neoplasmHeal;
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}});
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//green flashing is unnecessary since they always regen
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showHeal = false;
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