Partial 7.0 merge - API preview

This commit is contained in:
Anuken
2021-06-02 11:08:08 -04:00
parent ea75a357ca
commit 28b235ef07
531 changed files with 12356 additions and 6286 deletions

View File

@@ -1,28 +1,18 @@
package mindustry.entities.comp;
import arc.math.*;
import arc.math.geom.*;
import arc.util.*;
import mindustry.annotations.Annotations.*;
import mindustry.audio.*;
import mindustry.entities.*;
import mindustry.entities.bullet.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.type.*;
import static mindustry.Vars.*;
@Component
abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
@Import float x, y, rotation, reloadMultiplier;
@Import float x, y;
@Import boolean disarmed;
@Import Vec2 vel;
@Import UnitType type;
/** temporary weapon sequence number */
static int sequenceNum = 0;
/** weapon mount array, never null */
@SyncLocal WeaponMount[] mounts = {};
@ReadOnly transient boolean isRotate;
@@ -43,7 +33,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
void setupWeapons(UnitType def){
mounts = new WeaponMount[def.weapons.size];
for(int i = 0; i < mounts.length; i++){
mounts[i] = new WeaponMount(def.weapons.get(i));
mounts[i] = def.weapons.get(i).mountType.get(def.weapons.get(i));
}
}
@@ -53,8 +43,10 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
void controlWeapons(boolean rotate, boolean shoot){
for(WeaponMount mount : mounts){
mount.rotate = rotate;
mount.shoot = shoot;
if(mount.weapon.controllable){
mount.rotate = rotate;
mount.shoot = shoot;
}
}
isRotate = rotate;
isShooting = shoot;
@@ -73,8 +65,10 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
y = Tmp.v1.y + this.y;
for(WeaponMount mount : mounts){
mount.aimX = x;
mount.aimY = y;
if(mount.weapon.controllable){
mount.aimX = x;
mount.aimY = y;
}
}
aimX = x;
@@ -88,7 +82,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
@Override
public void remove(){
for(WeaponMount mount : mounts){
if(mount.bullet != null){
if(mount.bullet != null && mount.bullet.owner == self()){
mount.bullet.time = mount.bullet.lifetime - 10f;
mount.bullet = null;
}
@@ -102,136 +96,8 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc, Statusc{
/** Update shooting and rotation for this unit. */
@Override
public void update(){
boolean can = canShoot();
for(WeaponMount mount : mounts){
Weapon weapon = mount.weapon;
mount.reload = Math.max(mount.reload - Time.delta * reloadMultiplier, 0);
float weaponRotation = this.rotation - 90 + (weapon.rotate ? mount.rotation : 0);
float mountX = this.x + Angles.trnsx(this.rotation - 90, weapon.x, weapon.y),
mountY = this.y + Angles.trnsy(this.rotation - 90, weapon.x, weapon.y);
float shootX = mountX + Angles.trnsx(weaponRotation, weapon.shootX, weapon.shootY),
shootY = mountY + Angles.trnsy(weaponRotation, weapon.shootX, weapon.shootY);
float shootAngle = weapon.rotate ? weaponRotation + 90 : Angles.angle(shootX, shootY, mount.aimX, mount.aimY) + (this.rotation - angleTo(mount.aimX, mount.aimY));
//update continuous state
if(weapon.continuous && mount.bullet != null){
if(!mount.bullet.isAdded() || mount.bullet.time >= mount.bullet.lifetime || mount.bullet.type != weapon.bullet){
mount.bullet = null;
}else{
mount.bullet.rotation(weaponRotation + 90);
mount.bullet.set(shootX, shootY);
mount.reload = weapon.reload;
vel.add(Tmp.v1.trns(rotation + 180f, mount.bullet.type.recoil));
if(weapon.shootSound != Sounds.none && !headless){
if(mount.sound == null) mount.sound = new SoundLoop(weapon.shootSound, 1f);
mount.sound.update(x, y, true);
}
}
}else{
//heat decreases when not firing
mount.heat = Math.max(mount.heat - Time.delta * reloadMultiplier / mount.weapon.cooldownTime, 0);
if(mount.sound != null){
mount.sound.update(x, y, false);
}
}
//flip weapon shoot side for alternating weapons at half reload
if(weapon.otherSide != -1 && weapon.alternate && mount.side == weapon.flipSprite &&
mount.reload + Time.delta * reloadMultiplier > weapon.reload/2f && mount.reload <= weapon.reload/2f){
mounts[weapon.otherSide].side = !mounts[weapon.otherSide].side;
mount.side = !mount.side;
}
//rotate if applicable
if(weapon.rotate && (mount.rotate || mount.shoot) && can){
float axisX = this.x + Angles.trnsx(this.rotation - 90, weapon.x, weapon.y),
axisY = this.y + Angles.trnsy(this.rotation - 90, weapon.x, weapon.y);
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - this.rotation;
mount.rotation = Angles.moveToward(mount.rotation, mount.targetRotation, weapon.rotateSpeed * Time.delta);
}else if(!weapon.rotate){
mount.rotation = 0;
mount.targetRotation = angleTo(mount.aimX, mount.aimY);
}
//shoot if applicable
if(mount.shoot && //must be shooting
can && //must be able to shoot
(ammo > 0 || !state.rules.unitAmmo || team().rules().infiniteAmmo) && //check ammo
(!weapon.alternate || mount.side == weapon.flipSprite) &&
//TODO checking for velocity this way isn't entirely correct
(vel.len() >= mount.weapon.minShootVelocity || (net.active() && !isLocal())) && //check velocity requirements
mount.reload <= 0.0001f && //reload has to be 0
Angles.within(weapon.rotate ? mount.rotation : this.rotation, mount.targetRotation, mount.weapon.shootCone) //has to be within the cone
){
shoot(mount, shootX, shootY, mount.aimX, mount.aimY, mountX, mountY, shootAngle, Mathf.sign(weapon.x));
mount.reload = weapon.reload;
ammo--;
if(ammo < 0) ammo = 0;
}
mount.weapon.update(self(), mount);
}
}
private void shoot(WeaponMount mount, float x, float y, float aimX, float aimY, float mountX, float mountY, float rotation, int side){
Weapon weapon = mount.weapon;
float baseX = this.x, baseY = this.y;
boolean delay = weapon.firstShotDelay + weapon.shotDelay > 0f;
(delay ? weapon.chargeSound : weapon.continuous ? Sounds.none : weapon.shootSound).at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
BulletType ammo = weapon.bullet;
float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(x, y, aimX, aimY) / ammo.range()) : 1f;
sequenceNum = 0;
if(delay){
Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> {
Time.run(sequenceNum * weapon.shotDelay + weapon.firstShotDelay, () -> {
if(!isAdded()) return;
mount.bullet = bullet(weapon, x + this.x - baseX, y + this.y - baseY, f + Mathf.range(weapon.inaccuracy), lifeScl);
});
sequenceNum++;
});
}else{
Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> mount.bullet = bullet(weapon, x, y, f + Mathf.range(weapon.inaccuracy), lifeScl));
}
boolean parentize = ammo.keepVelocity;
if(delay){
Time.run(weapon.firstShotDelay, () -> {
if(!isAdded()) return;
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
Effect.shake(weapon.shake, weapon.shake, x, y);
mount.heat = 1f;
if(!weapon.continuous){
weapon.shootSound.at(x, y, Mathf.random(weapon.soundPitchMin, weapon.soundPitchMax));
}
});
}else{
vel.add(Tmp.v1.trns(rotation + 180f, ammo.recoil));
Effect.shake(weapon.shake, weapon.shake, x, y);
mount.heat = 1f;
}
weapon.ejectEffect.at(mountX, mountY, rotation * side);
ammo.shootEffect.at(x, y, rotation, parentize ? this : null);
ammo.smokeEffect.at(x, y, rotation, parentize ? this : null);
apply(weapon.shootStatus, weapon.shootStatusDuration);
}
private Bullet bullet(Weapon weapon, float x, float y, float angle, float lifescl){
float xr = Mathf.range(weapon.xRand);
return weapon.bullet.create(this, team(),
x + Angles.trnsx(angle, 0, xr),
y + Angles.trnsy(angle, 0, xr),
angle, (1f - weapon.velocityRnd) + Mathf.random(weapon.velocityRnd), lifescl);
}
}