Merge branch 'master' of https://github.com/Anuken/Mindustry into new-pathfinding
This commit is contained in:
@@ -12,14 +12,12 @@ import mindustry.async.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.gen.*;
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import mindustry.world.blocks.environment.*;
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public class UnitGroup{
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public Seq<Unit> units = new Seq<>();
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public int collisionLayer;
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public volatile float[] positions, originalPositions;
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public volatile boolean valid;
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public float minSpeed = 999999f;
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public void calculateFormation(Vec2 dest, int collisionLayer){
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this.collisionLayer = collisionLayer;
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@@ -33,20 +31,15 @@ public class UnitGroup{
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cy /= units.size;
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positions = new float[units.size * 2];
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//all positions are relative to the center
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for(int i = 0; i < units.size; i ++){
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Unit unit = units.get(i);
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positions[i * 2] = unit.x - cx;
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positions[i * 2 + 1] = unit.y - cy;
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unit.command().groupIndex = i;
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//don't factor in the floor speed multiplier
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Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
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minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
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}
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if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
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//run on new thread to prevent stutter
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Vars.mainExecutor.submit(() -> {
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//unused space between circles that needs to be reached for compression to end
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@@ -30,6 +30,8 @@ public class CommandAI extends AIController{
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public int groupIndex = 0;
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/** All encountered unreachable buildings of this AI. Why a sequence? Because contains() is very rarely called on it. */
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public IntSeq unreachableBuildings = new IntSeq(8);
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/** ID of unit read as target. This is set up after reading. Do not access! */
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public int readAttackTarget = -1;
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protected boolean stopAtTarget, stopWhenInRange;
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protected Vec2 lastTargetPos;
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@@ -214,7 +216,7 @@ public class CommandAI extends AIController{
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}
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//TODO: should the unit stop when it finds a target?
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if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f)){
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if(stance == UnitStance.patrol && target != null && unit.within(target, unit.type.range - 2f) && !unit.type.circleTarget){
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move = false;
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}
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@@ -285,7 +287,7 @@ public class CommandAI extends AIController{
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attackTarget = null;
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}
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if(unit.isFlying() && move){
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if(unit.isFlying() && move && (attackTarget == null || !unit.within(attackTarget, unit.type.range))){
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unit.lookAt(vecMovePos);
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}else{
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faceTarget();
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@@ -351,8 +353,11 @@ public class CommandAI extends AIController{
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}
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@Override
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public float prefSpeed(){
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return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
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public void afterRead(Unit unit){
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if(readAttackTarget != -1){
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attackTarget = Groups.unit.getByID(readAttackTarget);
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readAttackTarget = -1;
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}
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}
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@Override
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@@ -2,6 +2,8 @@ package mindustry.ai.types;
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import arc.math.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.entities.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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@@ -29,6 +31,11 @@ public class MissileAI extends AIController{
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}
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}
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@Override
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public Teamc target(float x, float y, float range, boolean air, boolean ground){
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return Units.closestTarget(unit.team, x, y, range, u -> u.checkTarget(air, ground), t -> ground && (!t.block.underBullets || (shooter != null && t == Vars.world.buildWorld(shooter.aimX, shooter.aimY))));
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}
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@Override
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public boolean retarget(){
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//more frequent retarget due to high speed. TODO won't this lag?
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