Made turrets ignore passable buildings

This commit is contained in:
Anuken
2022-04-20 14:27:23 -04:00
parent b40957e28b
commit 34ba60d526
2 changed files with 3 additions and 1 deletions

View File

@@ -87,6 +87,7 @@ public class Turret extends ReloadTurret{
public boolean displayAmmoMultiplier = true;
public Sortf unitSort = UnitSorts.closest;
public Boolf<Unit> unitFilter = u -> true;
public Boolf<Building> buildingFilter = b -> !b.block.underBullets;
public DrawBlock drawer = new DrawTurret();
@@ -393,7 +394,7 @@ public class Turret extends ReloadTurret{
if(targetAir && !targetGround){
target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
}else{
target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround, unitSort);
target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort);
if(target == null && canHeal()){
target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);