Naval unit tweaks

This commit is contained in:
Anuken
2020-07-17 11:15:07 -04:00
parent b2b6ddb5b2
commit 1bb621bbd5
22 changed files with 2008 additions and 1829 deletions

View File

@@ -11,7 +11,7 @@ public class StatusFieldAbility implements Ability{
public @NonNull StatusEffect effect;
public float duration = 60, reload = 100, range = 20;
public Effect applyEffect = Fx.heal;
public Effect activeEffect = Fx.healWave;
public Effect activeEffect = Fx.overdriveWave;
StatusFieldAbility(){}

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@@ -15,6 +15,7 @@ public class ArtilleryBulletType extends BasicBulletType{
scaleVelocity = true;
hitShake = 1f;
hitSound = Sounds.explosion;
shootEffect = Fx.shootBig;
trailEffect = Fx.artilleryTrail;
}

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@@ -75,7 +75,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
if(!hovering && isGrounded() && floor.isLiquid){
if((splashTimer += Mathf.dst(deltaX(), deltaY())) >= 7f){
floor.walkEffect.at(x, y, 1f, floor.mapColor);
floor.walkEffect.at(x, y, hitSize() / 8f, floor.mapColor);
splashTimer = 0f;
}
}

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@@ -73,8 +73,8 @@ abstract class PuddleComp implements Posc, Puddlec, Drawc{
if(rect.overlaps(rect2)){
unit.apply(liquid.effect, 60 * 2);
if(unit.vel().len() > 0.1){
Fx.ripple.at(unit.x(), unit.y(), unit.type().rippleScale, liquid.color);
if(unit.vel.len() > 0.1){
Fx.ripple.at(unit.x, unit.y, unit.type().rippleScale, liquid.color);
}
}
}

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@@ -20,7 +20,7 @@ abstract class StatusComp implements Posc, Flyingc{
private Seq<StatusEntry> statuses = new Seq<>();
private transient Bits applied = new Bits(content.getBy(ContentType.status).size);
@ReadOnly transient float speedMultiplier, damageMultiplier, armorMultiplier;
@ReadOnly transient float speedMultiplier = 1, damageMultiplier = 1, armorMultiplier = 1, reloadMultiplier = 1;
/** @return damage taken based on status armor multipliers */
float getShieldDamage(float amount){
@@ -108,7 +108,7 @@ abstract class StatusComp implements Posc, Flyingc{
}
applied.clear();
speedMultiplier = damageMultiplier = armorMultiplier = 1f;
speedMultiplier = damageMultiplier = armorMultiplier = reloadMultiplier = 1f;
if(statuses.isEmpty()) return;
@@ -128,6 +128,7 @@ abstract class StatusComp implements Posc, Flyingc{
speedMultiplier *= entry.effect.speedMultiplier;
armorMultiplier *= entry.effect.armorMultiplier;
damageMultiplier *= entry.effect.damageMultiplier;
reloadMultiplier *= entry.effect.reloadMultiplier;
entry.effect.update(base(), entry.time);
}
}

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@@ -1,17 +1,54 @@
package mindustry.entities.comp;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
import mindustry.world.blocks.environment.*;
import static mindustry.Vars.collisions;
import static mindustry.Vars.*;
//just a proof of concept
@Component
abstract class WaterMoveComp implements Posc, Velc, Hitboxc, Flyingc{
@Import float x, y;
abstract class WaterMoveComp implements Posc, Velc, Hitboxc, Flyingc, Unitc{
@Import float x, y, rotation;
@Import UnitType type;
private transient Trail tleft = new Trail(1), tright = new Trail(1);
private transient Color trailColor = Blocks.water.mapColor.cpy().mul(1.5f);
@Override
public void update(){
for(int i = 0; i < 2; i++){
Trail t = i == 0 ? tleft : tright;
t.length = type.trailLength;
int sign = i == 0 ? -1 : 1;
float cx = Angles.trnsx(rotation - 90, type.trailX * sign, type.trailY) + x, cy = Angles.trnsy(rotation - 90, type.trailX * sign, type.trailY) + y;
t.update(cx, cy);
}
}
public void draw(){
float z = Draw.z();
Draw.z(Layer.debris);
Floor floor = floorOn();
Color color = Tmp.c1.set(floor.mapColor).mul(1.7f);
trailColor.lerp(color, Mathf.clamp(Time.delta() * 0.04f));
tleft.draw(trailColor, type.trailScl);
tright.draw(trailColor, type.trailScl);
Draw.z(z);
}
@Replace
@Override

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@@ -14,7 +14,7 @@ import static mindustry.Vars.*;
@Component
abstract class WeaponsComp implements Teamc, Posc, Rotc{
@Import float x, y, rotation;
@Import float x, y, rotation, reloadMultiplier;
/** minimum cursor distance from unit, fixes 'cross-eyed' shooting */
static final float minAimDst = 18f;
@@ -82,7 +82,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
public void update(){
for(WeaponMount mount : mounts){
Weapon weapon = mount.weapon;
mount.reload = Math.max(mount.reload - Time.delta(), 0);
mount.reload = Math.max(mount.reload - Time.delta() * reloadMultiplier, 0);
//flip weapon shoot side for alternating weapons at half reload
if(weapon.otherSide != -1 && weapon.alternate && mount.side == weapon.flipSprite &&