Lots of balancing/tweaks
This commit is contained in:
@@ -3763,14 +3763,14 @@ public class Blocks{
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requirements(Category.turret, with(Items.beryllium, 150, Items.silicon, 200, Items.graphite, 200, Items.tungsten, 50));
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ammo(
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Items.graphite, new BasicBulletType(8f, 35){{
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knockback = 6f;
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Items.graphite, new BasicBulletType(8f, 40){{
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knockback = 4f;
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width = 25f;
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hitSize = 7f;
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height = 20f;
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shootEffect = Fx.shootBigColor;
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smokeEffect = Fx.shootSmokeSquareSparse;
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ammoMultiplier = 4;
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ammoMultiplier = 1;
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hitColor = backColor = trailColor = Color.valueOf("ea8878");
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frontColor = Color.valueOf("feb380");
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trailWidth = 6f;
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@@ -3787,10 +3787,13 @@ public class Blocks{
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coolantMultiplier = 6f;
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inaccuracy = 0.2f;
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velocityRnd = 0.17f;
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shootShake = 1f;
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ammoPerShot = 1;
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ammoPerShot = 3;
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maxAmmo = 50;
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consumeAmmoOnce = true;
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drawer = new DrawTurret("reinforced-"){{
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parts.add(new RegionPart("-front"){{
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progress = PartProgress.warmup;
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@@ -3807,7 +3810,7 @@ public class Blocks{
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reload = 30f;
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recoilAmount = 2f;
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restitution = 0.03f;
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range = 110;
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range = 125;
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shootCone = 50f;
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scaledHealth = 210;
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rotateSpeed = 3f;
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@@ -49,7 +49,7 @@ public class UnitTypes{
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//air
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public static @EntityDef({Unitc.class}) UnitType flare, eclipse, horizon, zenith, antumbra,
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evoke, avert, obviate;
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avert, obviate;
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//air, legacy
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public static @EntityDef(value = {Unitc.class}, legacy = true) UnitType mono;
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@@ -59,7 +59,7 @@ public class UnitTypes{
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//air + payload
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public static @EntityDef({Unitc.class, Payloadc.class}) UnitType mega,
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incite, emanate, quell, disrupt;
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evoke, incite, emanate, quell, disrupt;
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//air + payload, legacy
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public static @EntityDef(value = {Unitc.class, Payloadc.class}, legacy = true) UnitType quad;
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@@ -986,7 +986,7 @@ public class UnitTypes{
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//TODO balance
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//targetAir = false;
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targetFlags = new BlockFlag[]{BlockFlag.generator, null};
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hitSize = 7;
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hitSize = 9;
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itemCapacity = 10;
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weapons.add(new Weapon(){{
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@@ -3485,7 +3485,7 @@ public class UnitTypes{
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accel = 0.09f;
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health = 600f;
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armor = 3f;
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hitSize = 7f;
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hitSize = 11f;
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engineOffset = 7f;
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engineSize = 2f;
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itemCapacity = 0;
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@@ -3549,7 +3549,7 @@ public class UnitTypes{
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speed = 2f;
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rotateSpeed = 4f;
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accel = 0.09f;
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health = 1000f;
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health = 1100f;
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armor = 3f;
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hitSize = 12f;
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engineSize = 0;
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@@ -3574,7 +3574,7 @@ public class UnitTypes{
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shoot = new ShootHelix();
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//TODO cooler + balancing
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bullet = new BasicBulletType(5f, 30){{
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bullet = new BasicBulletType(5f, 34){{
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width = 7f;
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height = 12f;
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lifetime = 25f;
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@@ -3597,7 +3597,7 @@ public class UnitTypes{
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accel = 0.09f;
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health = 2300f;
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armor = 6f;
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hitSize = 18f;
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hitSize = 25f;
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engineSize = 4.3f;
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engineOffset = 54f / 4f;
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fogRadius = 25;
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@@ -3968,6 +3968,8 @@ public class UnitTypes{
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armor = 1f;
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hitSize = 9f;
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engineSize = 0;
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payloadCapacity = 2f * 2f * tilesize * tilesize;
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pickupUnits = false;
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fogRadius = 0f;
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targetable = false;
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@@ -4028,6 +4030,8 @@ public class UnitTypes{
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health = 500f;
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armor = 2f;
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hitSize = 11f;
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payloadCapacity = 2f * 2f * tilesize * tilesize;
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pickupUnits = false;
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fogRadius = 0f;
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targetable = false;
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@@ -4103,6 +4107,8 @@ public class UnitTypes{
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armor = 3f;
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hitSize = 12f;
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buildBeamOffset = 8f;
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payloadCapacity = 2f * 2f * tilesize * tilesize;
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pickupUnits = false;
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fogRadius = 0f;
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targetable = false;
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@@ -169,7 +169,7 @@ public class Damage{
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});
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Units.nearbyEnemies(b.team, rect, u -> {
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if(u.checkTarget(b.type.collidesAir, b.type.collidesGround) && u.type.hittable){
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if(u.checkTarget(b.type.collidesAir, b.type.collidesGround) && u.hittable()){
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distances.add(u.dst(b));
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}
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});
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@@ -269,7 +269,7 @@ public class Damage{
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float x2 = vec.x + x, y2 = vec.y + y;
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Cons<Unit> cons = e -> {
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if(!e.type.hittable) return;
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if(!e.hittable()) return;
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//the peirce cap works for units, but really terribly, I'm just disabling it for now.
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//if(pierceCap > 0 && pierceCount > pierceCap) return;
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@@ -369,7 +369,7 @@ public class Damage{
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
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Cons<Unit> cons = entity -> {
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if(!predicate.get(entity) || !entity.type.hittable) return;
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if(!predicate.get(entity) || !entity.hittable()) return;
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entity.hitbox(hitrect);
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if(!hitrect.overlaps(rect)){
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@@ -433,7 +433,7 @@ public class Damage{
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/** Damages all entities and blocks in a radius that are enemies of the team. */
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public static void damage(Team team, float x, float y, float radius, float damage, boolean complete, boolean air, boolean ground, boolean scaled, Bullet source){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.type.hittable || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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if(entity.team == team || !entity.hittable() || !entity.within(x, y, radius + (scaled ? entity.hitSize / 2f : 0f)) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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return;
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}
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@@ -129,7 +129,7 @@ public class Units{
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(range != Float.MAX_VALUE && !target.within(x, y, range + (target instanceof Sized hb ? hb.hitSize()/2f : 0f))) ||
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(target instanceof Teamc t && t.team() == team) ||
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(target instanceof Healthc h && !h.isValid()) ||
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(target instanceof Unit u && !u.type.targetable);
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(target instanceof Unit u && !u.targetable());
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}
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/** See {@link #invalidateTarget(Posc, Team, float, float, float)} */
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@@ -274,7 +274,7 @@ public class Units{
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cpriority = -99999f;
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nearbyEnemies(team, x - range, y - range, range*2f, range*2f, e -> {
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if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.type.targetable) return;
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if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.targetable()) return;
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float dst2 = e.dst2(x, y) - (e.hitSize * e.hitSize);
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if(dst2 < range*range && (result == null || dst2 < cdist || e.type.targetPriority > cpriority) && e.type.targetPriority >= cpriority){
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@@ -296,7 +296,7 @@ public class Units{
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cpriority = -99999f;
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nearbyEnemies(team, x - range, y - range, range*2f, range*2f, e -> {
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if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.within(x, y, range + e.hitSize/2f) || !e.type.targetable) return;
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if(e.dead() || !predicate.get(e) || e.team == Team.derelict || !e.within(x, y, range + e.hitSize/2f) || !e.targetable()) return;
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float cost = sort.cost(e, x, y);
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if((result == null || cost < cdist || e.type.targetPriority > cpriority) && e.type.targetPriority >= cpriority){
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@@ -27,10 +27,6 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
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Seq<Payload> payloads = new Seq<>();
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//uncomment for insanity
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private transient @Nullable PowerGraph payloadPower;
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@Override
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@@ -65,12 +61,24 @@ abstract class PayloadComp implements Posc, Rotc, Hitboxc, Unitc{
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}
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}
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@Override
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@Replace
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public boolean targetable(){
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return type.targetable || (type.vulnerableWithPayloads && hasPayload());
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}
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@Override
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@Replace
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public boolean hittable(){
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return type.hittable || (type.vulnerableWithPayloads && hasPayload());
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}
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float payloadUsed(){
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return payloads.sumf(p -> p.size() * p.size());
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}
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boolean canPickup(Unit unit){
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return payloadUsed() + unit.hitSize * unit.hitSize <= type.payloadCapacity + 0.001f && unit.team == team() && unit.isAI();
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return unit.type.pickupUnits && payloadUsed() + unit.hitSize * unit.hitSize <= type.payloadCapacity + 0.001f && unit.team == team() && unit.isAI();
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}
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boolean canPickup(Building build){
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@@ -260,7 +260,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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@Override
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@Replace
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public boolean collides(Hitboxc other){
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return type.hittable;
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return hittable();
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}
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@Override
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@@ -355,6 +355,14 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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}
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}
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public boolean targetable(){
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return type.targetable;
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}
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public boolean hittable(){
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return type.hittable;
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}
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@Override
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public void afterSync(){
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//set up type info after reading
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@@ -776,7 +776,7 @@ public class LExecutor{
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void find(Ranged b, float range, int sortDir, Team team){
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Units.nearby(team, b.x(), b.y(), range, u -> {
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if(!u.within(b, range) || !u.type.targetable) return;
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if(!u.within(b, range) || !u.targetable()) return;
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boolean valid =
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target1.func.get(b.team(), u) &&
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@@ -100,7 +100,7 @@ public class UnitType extends UnlockableContent{
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/** for ground units, the layer upon which this unit is drawn */
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groundLayer = Layer.groundUnit,
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/** Payload capacity of this unit in blocks^2 */
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/** Payload capacity of this unit in world units^2 */
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payloadCapacity = 8,
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/** building speed multiplier; <0 to disable. */
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buildSpeed = -1f,
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@@ -160,6 +160,10 @@ public class UnitType extends UnlockableContent{
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killable = true,
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/** if false, this unit is not targeted by anything. */
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targetable = true,
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/** if true, this unit can be hit/targeted when it has payloads (assuming hittable/targetable is false) */
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vulnerableWithPayloads = false,
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/** if true, this payload unit can pick up units */
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pickupUnits = true,
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/** if false, this unit does not physically collide with others. */
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physics = true,
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/** if true, this ground unit will drown in deep liquids. */
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@@ -188,7 +192,6 @@ public class UnitType extends UnlockableContent{
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rotateMoveFirst = false,
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/** if true, this unit flashes when being healed */
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healFlash = true,
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/** whether the unit can heal blocks. Initialized in init() */
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canHeal = false,
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/** if true, all weapons will attack the same target. */
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@@ -310,7 +313,7 @@ public class UnitType extends UnlockableContent{
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public float legLength = 10f,
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/** how fast individual legs move towards their destination (non-linear) */
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legSpeed = 0.1f,
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/** scale for how far in front (relative to unit velocity) legs try to place themselves */
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/** scale for how far in front (relative to unit velocity) legs try to place themselves; if legs lag behind a unit, increase this number */
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legForwardScl = 1f,
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/** leg offset from the center of the unit */
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legBaseOffset = 0f,
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@@ -56,6 +56,8 @@ public class Turret extends ReloadTurret{
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public int maxAmmo = 30;
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public int ammoPerShot = 1;
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/** If true, ammo is only consumed once per shot regardless of bullet count. */
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public boolean consumeAmmoOnce = false;
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public float heatRequirement = -1f;
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public float maxHeatEfficiency = 3f;
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@@ -488,12 +490,16 @@ public class Turret extends ReloadTurret{
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}
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totalShots ++;
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});
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if(consumeAmmoOnce){
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useAmmo();
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}
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}
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protected void bullet(BulletType type, float xOffset, float yOffset, float angleOffset, Mover mover){
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queuedBullets --;
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if(dead || !hasAmmo()) return;
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if(dead || (!consumeAmmoOnce && !hasAmmo())) return;
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float
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bulletX = x + Angles.trnsx(rotation - 90, shootX + xOffset, shootY + yOffset),
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@@ -522,7 +528,9 @@ public class Turret extends ReloadTurret{
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recoil = recoilAmount;
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heat = 1f;
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useAmmo();
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if(!consumeAmmoOnce){
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useAmmo();
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}
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}
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protected void handleBullet(@Nullable Bullet bullet, float offsetX, float offsetY, float angleOffset){
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Reference in New Issue
Block a user