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

@@ -23,8 +23,6 @@ public class AIController implements UnitController{
/** main target that is being faced */
protected Teamc target;
/** targets for each weapon */
protected Teamc[] targets = {};
{
timer.reset(0, Mathf.random(40f));
@@ -94,8 +92,6 @@ public class AIController implements UnitController{
}
protected void updateWeapons(){
if(targets.length != unit.mounts.length) targets = new Teamc[unit.mounts.length];
float rotation = unit.rotation - 90;
boolean ret = retarget();
@@ -109,39 +105,39 @@ public class AIController implements UnitController{
unit.isShooting = false;
for(int i = 0; i < targets.length; i++){
WeaponMount mount = unit.mounts[i];
for(var mount : unit.mounts){
Weapon weapon = mount.weapon;
//let uncontrollable weapons do their own thing
if(!weapon.controllable) continue;
float mountX = unit.x + Angles.trnsx(rotation, weapon.x, weapon.y),
mountY = unit.y + Angles.trnsy(rotation, weapon.x, weapon.y);
if(unit.type.singleTarget){
targets[i] = target;
mount.target = target;
}else{
if(ret){
targets[i] = findTarget(mountX, mountY, weapon.bullet.range(), weapon.bullet.collidesAir, weapon.bullet.collidesGround);
mount.target = findTarget(mountX, mountY, weapon.bullet.range(), weapon.bullet.collidesAir, weapon.bullet.collidesGround);
}
if(checkTarget(targets[i], mountX, mountY, weapon.bullet.range())){
targets[i] = null;
if(checkTarget(mount.target, mountX, mountY, weapon.bullet.range())){
mount.target = null;
}
}
boolean shoot = false;
if(targets[i] != null){
shoot = targets[i].within(mountX, mountY, weapon.bullet.range()) && shouldShoot();
if(mount.target != null){
shoot = mount.target.within(mountX, mountY, weapon.bullet.range() + (mount.target instanceof Sized s ? s.hitSize()/2f : 0f)) && shouldShoot();
Vec2 to = Predict.intercept(unit, targets[i], weapon.bullet.speed);
Vec2 to = Predict.intercept(unit, mount.target, weapon.bullet.speed);
mount.aimX = to.x;
mount.aimY = to.y;
}
mount.shoot = shoot;
mount.rotate = shoot;
unit.isShooting |= (mount.shoot = mount.rotate = shoot);
unit.isShooting |= shoot;
if(shoot){
unit.aimX = mount.aimX;
unit.aimY = mount.aimY;