Lots of balancing/tweaks

This commit is contained in:
Anuken
2022-05-03 14:42:11 -04:00
parent 459428ef25
commit 210481703f
10 changed files with 67 additions and 31 deletions

View File

@@ -3763,14 +3763,14 @@ public class Blocks{
requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
ammo(
Items.graphite, new BasicBulletType(8f, 35){{
knockback = 6f;
Items.graphite, new BasicBulletType(8f, 40){{
knockback = 4f;
width = 25f;
hitSize = 7f;
height = 20f;
shootEffect = Fx.shootBigColor;
smokeEffect = Fx.shootSmokeSquareSparse;
ammoMultiplier = 4;
ammoMultiplier = 1;
hitColor = backColor = trailColor = Color.valueOf("ea8878");
frontColor = Color.valueOf("feb380");
trailWidth = 6f;
@@ -3787,10 +3787,13 @@ public class Blocks{
coolantMultiplier = 6f;
inaccuracy = 0.2f;
velocityRnd = 0.17f;
shootShake = 1f;
ammoPerShot = 1;
ammoPerShot = 3;
maxAmmo = 50;
consumeAmmoOnce = true;
drawer = new DrawTurret("reinforced-"){{
parts.add(new RegionPart("-front"){{
progress = PartProgress.warmup;
@@ -3807,7 +3810,7 @@ public class Blocks{
reload = 30f;
recoilAmount = 2f;
restitution = 0.03f;
range = 110;
range = 125;
shootCone = 50f;
scaledHealth = 210;
rotateSpeed = 3f;

View File

@@ -49,7 +49,7 @@ public class UnitTypes{
//air
public static @EntityDef({Unitc.class}) UnitType flare, eclipse, horizon, zenith, antumbra,
evoke, avert, obviate;
avert, obviate;
//air, legacy
public static @EntityDef(value = {Unitc.class}, legacy = true) UnitType mono;
@@ -59,7 +59,7 @@ public class UnitTypes{
//air + payload
public static @EntityDef({Unitc.class, Payloadc.class}) UnitType mega,
incite, emanate, quell, disrupt;
evoke, incite, emanate, quell, disrupt;
//air + payload, legacy
public static @EntityDef(value = {Unitc.class, Payloadc.class}, legacy = true) UnitType quad;
@@ -986,7 +986,7 @@ public class UnitTypes{
//TODO balance
//targetAir = false;
targetFlags = new BlockFlag[]{BlockFlag.generator, null};
hitSize = 7;
hitSize = 9;
itemCapacity = 10;
weapons.add(new Weapon(){{
@@ -3485,7 +3485,7 @@ public class UnitTypes{
accel = 0.09f;
health = 600f;
armor = 3f;
hitSize = 7f;
hitSize = 11f;
engineOffset = 7f;
engineSize = 2f;
itemCapacity = 0;
@@ -3549,7 +3549,7 @@ public class UnitTypes{
speed = 2f;
rotateSpeed = 4f;
accel = 0.09f;
health = 1000f;
health = 1100f;
armor = 3f;
hitSize = 12f;
engineSize = 0;
@@ -3574,7 +3574,7 @@ public class UnitTypes{
shoot = new ShootHelix();
//TODO cooler + balancing
bullet = new BasicBulletType(5f, 30){{
bullet = new BasicBulletType(5f, 34){{
width = 7f;
height = 12f;
lifetime = 25f;
@@ -3597,7 +3597,7 @@ public class UnitTypes{
accel = 0.09f;
health = 2300f;
armor = 6f;
hitSize = 18f;
hitSize = 25f;
engineSize = 4.3f;
engineOffset = 54f / 4f;
fogRadius = 25;
@@ -3968,6 +3968,8 @@ public class UnitTypes{
armor = 1f;
hitSize = 9f;
engineSize = 0;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;
@@ -4028,6 +4030,8 @@ public class UnitTypes{
health = 500f;
armor = 2f;
hitSize = 11f;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;
@@ -4103,6 +4107,8 @@ public class UnitTypes{
armor = 3f;
hitSize = 12f;
buildBeamOffset = 8f;
payloadCapacity = 2f * 2f * tilesize * tilesize;
pickupUnits = false;
fogRadius = 0f;
targetable = false;

View File

@@ -169,7 +169,7 @@ public class Damage{
});
Units.nearbyEnemies(b.team, rect, u -> {
if(u.checkTarget(b.type.collidesAir, b.type.collidesGround) && u.type.hittable){
if(u.checkTarget(b.type.collidesAir, b.type.collidesGround) && u.hittable()){
distances.add(u.dst(b));
}
});
@@ -269,7 +269,7 @@ public class Damage{
float x2 = vec.x + x, y2 = vec.y + y;
Cons<Unit> cons = e -> {
if(!e.type.hittable) return;
if(!e.hittable()) return;
//the peirce cap works for units, but really terribly, I'm just disabling it for now.
//if(pierceCap > 0 && pierceCount > pierceCap) return;
@@ -369,7 +369,7 @@ public class Damage{
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
Cons<Unit> cons = entity -> {
if(!predicate.get(entity) || !entity.type.hittable) return;
if(!predicate.get(entity) || !entity.hittable()) return;
entity.hitbox(hitrect);
if(!hitrect.overlaps(rect)){
@@ -433,7 +433,7 @@ public class Damage{
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, Bullet source){
Cons<Unit> cons = entity -> {
if(entity.team == team || !entity.type.hittable || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
if(entity.team == team || !entity.hittable() || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
return;
}

View File

@@ -129,7 +129,7 @@ public class Units{
(range != Float.MAX_VALUE && !target.within(x, y, range + (target instanceof Sized hb ? hb.hitSize()/2f : 0f))) ||
(target instanceof Teamc t && t.team() == team) ||
(target instanceof Healthc h && !h.isValid()) ||
(target instanceof Unit u && !u.type.targetable);
(target instanceof Unit u && !u.targetable());
}
/** See {@link #invalidateTarget(Posc, Team, float, float, float)} */
@@ -274,7 +274,7 @@ public class Units{
cpriority = -99999f;
nearbyEnemies(team, x - range, y - range, range*2f, range*2f, e -> {
if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.type.targetable) return;
if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.targetable()) return;
float dst2 = e.dst2(x, y) - (e.hitSize * e.hitSize);
if(dst2 < range*range && (result == null || dst2 < cdist || e.type.targetPriority > cpriority) && e.type.targetPriority >= cpriority){
@@ -296,7 +296,7 @@ public class Units{
cpriority = -99999f;
nearbyEnemies(team, x - range, y - range, range*2f, range*2f, e -> {
if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.within(x, y, range + e.hitSize/2f) || !e.type.targetable) return;
if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.within(x, y, range + e.hitSize/2f) || !e.targetable()) return;
float cost = sort.cost(e, x, y);
if((result == null || cost < cdist || e.type.targetPriority > cpriority) && e.type.targetPriority >= cpriority){

View File

@@ -27,10 +27,6 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
Seq<Payload> payloads = new Seq<>();
//uncomment for insanity
private transient @Nullable PowerGraph payloadPower;
@Override
@@ -65,12 +61,24 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
}
}
@Override
@Replace
public boolean targetable(){
return type.targetable || (type.vulnerableWithPayloads && hasPayload());
}
@Override
@Replace
public boolean hittable(){
return type.hittable || (type.vulnerableWithPayloads && hasPayload());
}
float payloadUsed(){
return payloads.sumf(p -> p.size() * p.size());
}
boolean canPickup(Unit unit){
return payloadUsed() + unit.hitSize * unit.hitSize <= type.payloadCapacity + 0.001f && unit.team == team() && unit.isAI();
return unit.type.pickupUnits && payloadUsed() + unit.hitSize * unit.hitSize <= type.payloadCapacity + 0.001f && unit.team == team() && unit.isAI();
}
boolean canPickup(Building build){

View File

@@ -260,7 +260,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
@Override
@Replace
public boolean collides(Hitboxc other){
return type.hittable;
return hittable();
}
@Override
@@ -355,6 +355,14 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
}
}
public boolean targetable(){
return type.targetable;
}
public boolean hittable(){
return type.hittable;
}
@Override
public void afterSync(){
//set up type info after reading

View File

@@ -776,7 +776,7 @@ public class LExecutor{
void find(Ranged b, float range, int sortDir, Team team){
Units.nearby(team, b.x(), b.y(), range, u -> {
if(!u.within(b, range) || !u.type.targetable) return;
if(!u.within(b, range) || !u.targetable()) return;
boolean valid =
target1.func.get(b.team(), u) &&

View File

@@ -100,7 +100,7 @@ public class UnitType extends UnlockableContent{
/** for ground units, the layer upon which this unit is drawn */
groundLayer = Layer.groundUnit,
/** Payload capacity of this unit in blocks^2 */
/** Payload capacity of this unit in world units^2 */
payloadCapacity = 8,
/** building speed multiplier; <0 to disable. */
buildSpeed = -1f,
@@ -160,6 +160,10 @@ public class UnitType extends UnlockableContent{
killable = true,
/** if false, this unit is not targeted by anything. */
targetable = true,
/** if true, this unit can be hit/targeted when it has payloads (assuming hittable/targetable is false) */
vulnerableWithPayloads = false,
/** if true, this payload unit can pick up units */
pickupUnits = true,
/** if false, this unit does not physically collide with others. */
physics = true,
/** if true, this ground unit will drown in deep liquids. */
@@ -188,7 +192,6 @@ public class UnitType extends UnlockableContent{
rotateMoveFirst = false,
/** if true, this unit flashes when being healed */
healFlash = true,
/** whether the unit can heal blocks. Initialized in init() */
canHeal = false,
/** if true, all weapons will attack the same target. */
@@ -310,7 +313,7 @@ public class UnitType extends UnlockableContent{
public float legLength = 10f,
/** how fast individual legs move towards their destination (non-linear) */
legSpeed = 0.1f,
/** scale for how far in front (relative to unit velocity) legs try to place themselves */
/** scale for how far in front (relative to unit velocity) legs try to place themselves; if legs lag behind a unit, increase this number */
legForwardScl = 1f,
/** leg offset from the center of the unit */
legBaseOffset = 0f,

View File

@@ -56,6 +56,8 @@ public class Turret extends ReloadTurret{
public int maxAmmo = 30;
public int ammoPerShot = 1;
/** If true, ammo is only consumed once per shot regardless of bullet count. */
public boolean consumeAmmoOnce = false;
public float heatRequirement = -1f;
public float maxHeatEfficiency = 3f;
@@ -488,12 +490,16 @@ public class Turret extends ReloadTurret{
}
totalShots ++;
});
if(consumeAmmoOnce){
useAmmo();
}
}
protected void bullet(BulletType type, float xOffset, float yOffset, float angleOffset, Mover mover){
queuedBullets --;
if(dead || !hasAmmo()) return;
if(dead || (!consumeAmmoOnce && !hasAmmo())) return;
float
bulletX = x + Angles.trnsx(rotation - 90, shootX + xOffset, shootY + yOffset),
@@ -522,7 +528,9 @@ public class Turret extends ReloadTurret{
recoil = recoilAmount;
heat = 1f;
useAmmo();
if(!consumeAmmoOnce){
useAmmo();
}
}
protected void handleBullet(@Nullable Bullet bullet, float offsetX, float offsetY, float angleOffset){