Naval unit tweaks
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@@ -48,7 +48,7 @@ public class Bullets implements ContentList{
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artilleryDense = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.flakExplosion;
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knockback = 0.8f;
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lifetime = 50f;
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lifetime = 80f;
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width = height = 11f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -69,7 +69,7 @@ public class Bullets implements ContentList{
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artilleryPlastic = new ArtilleryBulletType(3.4f, 12, "shell"){{
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hitEffect = Fx.plasticExplosion;
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knockback = 1f;
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lifetime = 55f;
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lifetime = 80f;
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width = height = 13f;
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collidesTiles = false;
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splashDamageRadius = 35f;
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@@ -83,7 +83,7 @@ public class Bullets implements ContentList{
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artilleryHoming = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.flakExplosion;
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knockback = 0.8f;
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lifetime = 45f;
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lifetime = 80f;
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width = height = 11f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -97,7 +97,7 @@ public class Bullets implements ContentList{
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artilleryIncendiary = new ArtilleryBulletType(3f, 12, "shell"){{
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hitEffect = Fx.blastExplosion;
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knockback = 0.8f;
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lifetime = 60f;
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lifetime = 80f;
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width = height = 13f;
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collidesTiles = false;
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splashDamageRadius = 25f;
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@@ -111,7 +111,7 @@ public class Bullets implements ContentList{
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artilleryExplosive = new ArtilleryBulletType(2f, 12, "shell"){{
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hitEffect = Fx.blastExplosion;
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knockback = 0.8f;
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lifetime = 70f;
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lifetime = 80f;
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width = height = 14f;
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collidesTiles = false;
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ammoMultiplier = 4f;
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@@ -659,6 +659,12 @@ public class Fx{
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}),
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overclocked = new Effect(50f, e -> {
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color(Pal.accent);
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Fill.square(e.x, e.y, e.fslope() * 2f, 45f);
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}),
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dropItem = new Effect(20f, e -> {
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float length = 20f * e.finpow();
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float size = 7f * e.fout();
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@@ -9,7 +9,7 @@ import mindustry.type.StatusEffect;
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import static mindustry.Vars.*;
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public class StatusEffects implements ContentList{
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public static StatusEffect none, burning, freezing, wet, melting, sapped, tarred, overdrive, shielded, shocked, blasted, corroded, boss;
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public static StatusEffect none, burning, freezing, wet, melting, sapped, tarred, overdrive, overclock, shielded, shocked, blasted, corroded, boss;
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@Override
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public void load(){
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@@ -100,6 +100,14 @@ public class StatusEffects implements ContentList{
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permanent = true;
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}};
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overclock = new StatusEffect("overclock"){{
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speedMultiplier = 1.15f;
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damageMultiplier = 1.15f;
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reloadMultiplier = 1.25f;
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effectChance = 0.07f;
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effect = Fx.overclocked;
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}};
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shielded = new StatusEffect("shielded"){{
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armorMultiplier = 3f;
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}};
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@@ -674,6 +674,8 @@ public class UnitTypes implements ContentList{
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hitsize = 9f;
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health = 220;
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immunities = ObjectSet.with(StatusEffects.wet);
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trailLength = 20;
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weapons.add(new Weapon("mount-weapon"){{
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reload = 12f;
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x = 4f;
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@@ -700,7 +702,7 @@ public class UnitTypes implements ContentList{
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keepVelocity = false;
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splashDamageRadius = 25f;
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splashDamage = 10f;
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lifetime = 120f;
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lifetime = 80f;
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trailColor = Color.gray;
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backColor = Pal.bulletYellowBack;
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frontColor = Pal.bulletYellow;
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@@ -713,17 +715,40 @@ public class UnitTypes implements ContentList{
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}};
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minke = new UnitType("minke"){{
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speed = 1.3f;
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drag = 0.1f;
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hitsize = 8f;
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health = 400;
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speed = 0.9f;
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drag = 0.15f;
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hitsize = 11f;
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health = 430;
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armor = 4f;
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immunities = ObjectSet.with(StatusEffects.wet);
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trailLength = 20;
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trailX = 5.5f;
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trailY = -4f;
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trailScl = 2f;
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abilities.add(new StatusFieldAbility(StatusEffects.overclock, 60f * 10, 60f * 10f, 60f));
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weapons.add(new Weapon("mount-weapon"){{
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reload = 10f;
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x = 1.25f;
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reload = 15f;
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x = 5f;
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y = 3.5f;
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rotate = true;
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rotateSpeed = 5f;
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inaccuracy = 10f;
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ejectEffect = Fx.shellEjectSmall;
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bullet = Bullets.standardCopper;
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bullet = Bullets.flakLead;
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}});
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weapons.add(new Weapon("artillery-mount"){{
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reload = 30f;
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x = 5f;
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y = -5f;
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rotate = true;
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inaccuracy = 2f;
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rotateSpeed = 2f;
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shake = 1.5f;
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ejectEffect = Fx.shellEjectMedium;
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bullet = Bullets.artilleryIncendiary;
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}});
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}};
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@@ -11,7 +11,7 @@ public class StatusFieldAbility implements Ability{
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public @NonNull StatusEffect effect;
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public float duration = 60, reload = 100, range = 20;
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public Effect applyEffect = Fx.heal;
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public Effect activeEffect = Fx.healWave;
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public Effect activeEffect = Fx.overdriveWave;
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StatusFieldAbility(){}
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@@ -15,6 +15,7 @@ public class ArtilleryBulletType extends BasicBulletType{
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scaleVelocity = true;
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hitShake = 1f;
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hitSound = Sounds.explosion;
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shootEffect = Fx.shootBig;
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trailEffect = Fx.artilleryTrail;
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}
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@@ -75,7 +75,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
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if(!hovering && isGrounded() && floor.isLiquid){
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if((splashTimer += Mathf.dst(deltaX(), deltaY())) >= 7f){
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floor.walkEffect.at(x, y, 1f, floor.mapColor);
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floor.walkEffect.at(x, y, hitSize() / 8f, floor.mapColor);
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splashTimer = 0f;
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}
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}
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@@ -73,8 +73,8 @@ abstract class PuddleComp implements Posc, Puddlec, Drawc{
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if(rect.overlaps(rect2)){
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unit.apply(liquid.effect, 60 * 2);
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if(unit.vel().len() > 0.1){
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Fx.ripple.at(unit.x(), unit.y(), unit.type().rippleScale, liquid.color);
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if(unit.vel.len() > 0.1){
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Fx.ripple.at(unit.x, unit.y, unit.type().rippleScale, liquid.color);
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}
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}
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}
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@@ -20,7 +20,7 @@ abstract class StatusComp implements Posc, Flyingc{
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private Seq<StatusEntry> statuses = new Seq<>();
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private transient Bits applied = new Bits(content.getBy(ContentType.status).size);
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@ReadOnly transient float speedMultiplier, damageMultiplier, armorMultiplier;
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@ReadOnly transient float speedMultiplier = 1, damageMultiplier = 1, armorMultiplier = 1, reloadMultiplier = 1;
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/** @return damage taken based on status armor multipliers */
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float getShieldDamage(float amount){
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@@ -108,7 +108,7 @@ abstract class StatusComp implements Posc, Flyingc{
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}
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applied.clear();
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speedMultiplier = damageMultiplier = armorMultiplier = 1f;
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speedMultiplier = damageMultiplier = armorMultiplier = reloadMultiplier = 1f;
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if(statuses.isEmpty()) return;
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@@ -128,6 +128,7 @@ abstract class StatusComp implements Posc, Flyingc{
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speedMultiplier *= entry.effect.speedMultiplier;
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armorMultiplier *= entry.effect.armorMultiplier;
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damageMultiplier *= entry.effect.damageMultiplier;
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reloadMultiplier *= entry.effect.reloadMultiplier;
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entry.effect.update(base(), entry.time);
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}
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}
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@@ -1,17 +1,54 @@
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package mindustry.entities.comp;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.util.*;
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import mindustry.annotations.Annotations.*;
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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.graphics.*;
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import mindustry.type.*;
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import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.collisions;
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import static mindustry.Vars.*;
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//just a proof of concept
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@Component
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abstract class WaterMoveComp implements Posc, Velc, Hitboxc, Flyingc{
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@Import float x, y;
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abstract class WaterMoveComp implements Posc, Velc, Hitboxc, Flyingc, Unitc{
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@Import float x, y, rotation;
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@Import UnitType type;
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private transient Trail tleft = new Trail(1), tright = new Trail(1);
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private transient Color trailColor = Blocks.water.mapColor.cpy().mul(1.5f);
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@Override
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public void update(){
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for(int i = 0; i < 2; i++){
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Trail t = i == 0 ? tleft : tright;
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t.length = type.trailLength;
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int sign = i == 0 ? -1 : 1;
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float cx = Angles.trnsx(rotation - 90, type.trailX * sign, type.trailY) + x, cy = Angles.trnsy(rotation - 90, type.trailX * sign, type.trailY) + y;
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t.update(cx, cy);
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}
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}
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public void draw(){
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float z = Draw.z();
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Draw.z(Layer.debris);
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Floor floor = floorOn();
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Color color = Tmp.c1.set(floor.mapColor).mul(1.7f);
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trailColor.lerp(color, Mathf.clamp(Time.delta() * 0.04f));
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tleft.draw(trailColor, type.trailScl);
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tright.draw(trailColor, type.trailScl);
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Draw.z(z);
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}
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@Replace
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@Override
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@@ -14,7 +14,7 @@ import static mindustry.Vars.*;
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@Component
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abstract class WeaponsComp implements Teamc, Posc, Rotc{
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@Import float x, y, rotation;
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@Import float x, y, rotation, reloadMultiplier;
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/** minimum cursor distance from unit, fixes 'cross-eyed' shooting */
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static final float minAimDst = 18f;
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@@ -82,7 +82,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
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public void update(){
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for(WeaponMount mount : mounts){
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Weapon weapon = mount.weapon;
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mount.reload = Math.max(mount.reload - Time.delta(), 0);
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mount.reload = Math.max(mount.reload - Time.delta() * reloadMultiplier, 0);
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//flip weapon shoot side for alternating weapons at half reload
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if(weapon.otherSide != -1 && weapon.alternate && mount.side == weapon.flipSprite &&
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@@ -15,8 +15,10 @@ public class StatusEffect extends MappableContent{
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public float damageMultiplier = 1f;
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/** Unit armor multiplier. */
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public float armorMultiplier = 1f;
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/** Unit speed multiplier (buggy) */
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/** Unit speed multiplier */
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public float speedMultiplier = 1f;
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/** Unit speed multiplier */
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public float reloadMultiplier = 1f;
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/** Damage per frame. */
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public float damage;
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/** Chance of effect appearing. */
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@@ -74,6 +74,7 @@ public class UnitType extends UnlockableContent{
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public boolean drawCell = true, drawItems = true, drawShields = true;
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public int parts = 0;
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public int trailLength = 3;
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public float trailX = 4f, trailY = -3f, trailScl = 1f;
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public ObjectSet<StatusEffect> immunities = new ObjectSet<>();
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public Sound deathSound = Sounds.bang;
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@@ -352,7 +353,7 @@ public class UnitType extends UnlockableContent{
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if(unit instanceof Trailc){
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Trail trail = ((Trailc)unit).trail();
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trail.draw(unit.team.color, (engineSize + Mathf.absin(Time.time(), 2f, engineSize / 4f) * scale));
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trail.draw(unit.team.color, (engineSize + Mathf.absin(Time.time(), 2f, engineSize / 4f) * scale) * trailScl);
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}
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Draw.color(unit.team.color);
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