Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -1617,7 +1617,7 @@ public class Blocks{
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}};
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cyanogenSynthesizer = new HeatCrafter("cyanogen-synthesizer"){{
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requirements(Category.crafting, with(Items.carbide, 50, Items.silicon, 80, Items.beryllium, 90));
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requirements(Category.crafting, with(Items.carbide, 80, Items.silicon, 120, Items.beryllium, 140, Items.oxide, 40));
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heatRequirement = 20f;
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maxEfficiency = 1f;
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@@ -2770,8 +2770,8 @@ public class Blocks{
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}};
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fluxReactor = new VariableReactor("flux-reactor"){{
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requirements(Category.power, with(Items.graphite, 300, Items.carbide, 100, Items.oxide, 100, Items.silicon, 600, Items.surgeAlloy, 200));
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powerProduction = 265f;
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requirements(Category.power, with(Items.graphite, 240, Items.carbide, 60, Items.oxide, 80, Items.silicon, 480, Items.surgeAlloy, 120));
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powerProduction = 18000f / 60f;
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maxHeat = 150f;
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consumeLiquid(Liquids.cyanogen, 9f / 60f);
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@@ -4510,8 +4510,8 @@ public class Blocks{
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shootEffect = Fx.shootBigColor;
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smokeEffect = Fx.shootSmokeSquareSparse;
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ammoMultiplier = 1;
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hitColor = backColor = trailColor = Pal.graphiteAmmoBack;
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frontColor = Pal.graphiteAmmoFront;
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hitColor = backColor = trailColor = Pal.siliconAmmoBack;
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frontColor = Color.valueOf("dae1ee");
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trailWidth = 6f;
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trailLength = 6;
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hitEffect = despawnEffect = Fx.hitSquaresColor;
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@@ -4597,7 +4597,7 @@ public class Blocks{
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outlineColor = Pal.darkOutline;
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liquidCapacity = 50f;
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liquidConsumed = 15f / 60f;
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liquidConsumed = 18f / 60f;
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targetInterval = 5f;
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newTargetInterval = 30f;
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targetUnderBlocks = false;
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@@ -4613,6 +4613,7 @@ public class Blocks{
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Liquids.ozone, new ContinuousFlameBulletType(){{
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damage = 60f;
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length = r;
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ammoMultiplier = 1.2f;
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knockback = 1f;
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pierceCap = 2;
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buildingDamageMultiplier = 0.3f;
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@@ -4623,7 +4624,6 @@ public class Blocks{
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Liquids.cyanogen, new ContinuousFlameBulletType(){{
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damage = 130f;
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rangeChange = 70f;
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ammoMultiplier = 1.5f;
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length = r + rangeChange;
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knockback = 2f;
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pierceCap = 3;
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@@ -4746,10 +4746,10 @@ public class Blocks{
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lifetime = 190f;
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height = 19f;
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width = 17f;
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reloadMultiplier = 0.65f;
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reloadMultiplier = 0.7f;
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splashDamageRadius = 110f;
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rangeChange = 8f;
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splashDamage = 150f;
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splashDamage = 180f;
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scaledSplashDamage = true;
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hitColor = backColor = trailColor = Color.valueOf("a0b380");
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frontColor = Color.valueOf("e4ffd6");
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@@ -4772,7 +4772,26 @@ public class Blocks{
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shrinkY = 0.1f;
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buildingDamageMultiplier = 0.25f;
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status = StatusEffects.corroded;
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statusDuration = 300f;
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statusDuration = 60f * 8f;
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fragBullets = 1;
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fragBullet = new EmptyBulletType(){{
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damage = 0f;
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lifetime = 60f * 2.5f;
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bulletInterval = 20f;
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hitEffect = despawnEffect = Fx.none;
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intervalBullet = new EmptyBulletType(){{
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splashDamage = 15f;
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collidesGround = true;
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collidesAir = false;
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collides = false;
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hitEffect = despawnEffect = Fx.none;
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pierce = true;
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instantDisappear = true;
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splashDamageRadius = 90f;
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buildingDamageMultiplier = 0f;
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}};
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}};
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}}
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);
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@@ -4894,8 +4913,8 @@ public class Blocks{
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collidesTiles = false;
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shootEffect = Fx.shootBig2;
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smokeEffect = Fx.shootSmokeDisperse;
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frontColor = Pal.graphiteAmmoFront;
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backColor = trailColor = hitColor = Pal.graphiteAmmoBack;
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frontColor = Color.valueOf("dae1ee");
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backColor = trailColor = hitColor = Pal.siliconAmmoBack;
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ammoMultiplier = 4f;
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lifetime = 34f;
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@@ -5213,6 +5232,7 @@ public class Blocks{
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speed = 4.6f;
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maxRange = 6f;
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lifetime = 60f * 5.5f;
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hitSize = 10f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Pal.redLight;
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engineLayer = Layer.effect;
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@@ -5293,13 +5313,14 @@ public class Blocks{
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shootEffect = Fx.shootBig;
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smokeEffect = Fx.shootSmokeMissileColor;
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hitColor = Color.valueOf("ffd37f");
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ammoMultiplier = 3f;
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ammoMultiplier = 5f;
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reloadMultiplier = 0.8f;
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spawnUnit = new MissileUnitType("scathe-missile-phase"){{
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speed = 4f;
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speed = 2.5f;
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maxRange = 6f;
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lifetime = 60f * 6.1f;
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lifetime = 60f * 9.77f;
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hitSize = 10f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Color.valueOf("ffd37f");
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engineLayer = Layer.effect;
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@@ -5337,10 +5358,9 @@ public class Blocks{
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deathExplosionEffect = Fx.massiveExplosion;
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shootOnDeath = true;
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shake = 10f;
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bullet = new ExplosionBulletType(400f, 120f){{
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//stats must be mirrored to the bullet that the unit uses
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bullet = new ExplosionBulletType(320f, 120f){{
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reloadMultiplier = 0.8f;
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ammoMultiplier = 3f;
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ammoMultiplier = 5f;
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hitColor = engineColor;
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shootEffect = new MultiEffect(Fx.massiveExplosion, Fx.scatheExplosion, Fx.scatheLight, new WaveEffect(){{
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@@ -5364,7 +5384,7 @@ public class Blocks{
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width = height = 18f;
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collidesTiles = false;
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splashDamageRadius = 56f;
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splashDamage = 164f;
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splashDamage = 120f;
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backColor = trailColor = hitColor = engineColor;
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frontColor = Color.white;
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smokeEffect = Fx.shootBigSmoke2;
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@@ -5385,10 +5405,10 @@ public class Blocks{
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rotation = 180f;
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y = -9f;
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color = Color.grays(0.6f).lerp(Pal.redLight, 0.5f).a(0.4f);
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interval = 7f;
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interval = 15f;
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}});
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abilities.add(new ForceFieldAbility(90f, 0f, 2000f, 999999999f));
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abilities.add(new ForceFieldAbility(120f, 0f, 3000f, 999999999f));
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}};
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}},
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@@ -5399,13 +5419,13 @@ public class Blocks{
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hitColor = Color.valueOf("f7e97e");
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ammoMultiplier = 1f;
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rangeChange = -8f*9f;
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reloadMultiplier = 0.9f;
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spawnUnit = new MissileUnitType("scathe-missile-surge"){{
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speed = 4.4f;
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maxRange = 6f;
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lifetime = 60f * 1.4f;
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hitSize = 10f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Color.valueOf("f7e97e");
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engineLayer = Layer.effect;
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@@ -5436,7 +5456,6 @@ public class Blocks{
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bullet = new ExplosionBulletType(1800f, 40f){{
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//mirror stats
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ammoMultiplier = 1f;
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rangeChange = -8f*9f;
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reloadMultiplier = 0.9f;
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lightning = 10;
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lightningDamage = 45f;
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@@ -5461,7 +5480,7 @@ public class Blocks{
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spawnUnit = new MissileUnitType("scathe-missile-surge-split"){{
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speed = 4.8f;
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maxRange = 6f;
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lifetime = 60f * 3.5f;
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lifetime = 60f * 3.7f;
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outlineColor = Pal.darkOutline;
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engineColor = trailColor = Color.valueOf("f7e97e");
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engineLayer = Layer.effect;
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@@ -905,6 +905,16 @@ public class Fx{
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Drawf.light(e.x, e.y, 20f, e.color, 0.6f * e.fout());
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}),
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squareWaveEffect = new Effect(14, 40f, e -> {
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rand.setSeed(e.id);
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color(Color.white, e.color, rand.random(0.8f, 1.5f) * e.fin());
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stroke(rand.random(0.4f, 0.8f) + e.fout() * 2);
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float rot = rand.random(45f, 180f) * e.fin();
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float rotation = rand.random(0, 1) > 0.5f ? rot : -rot;
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Lines.square(e.x, e.y, e.fin() * rand.random(4f, 11f) + 4f, e.rotation + rand.random(360f) + rotation);
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Drawf.light(e.x, e.y, 23f, e.color, e.fout() * 0.7f);
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}),
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hitFuse = new Effect(14, e -> {
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color(Color.white, Pal.surge, e.fin());
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@@ -192,8 +192,8 @@ public class StatusEffects{
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corroded = new StatusEffect("corroded"){{
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color = Color.valueOf("e4ffd6");
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intervalDamage = 25f;
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intervalDamageTime = 30f;
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intervalDamage = 20f;
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intervalDamageTime = 15f;
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||||
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effectChance = 0.1f;
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effect = Fx.corrosionVapor;
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@@ -2826,7 +2826,7 @@ public class UnitTypes{
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y = -1f;
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 30f;
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bullet = new BasicBulletType(7f, 120){{
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bullet = new BasicBulletType(7f, 10){{
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sprite = "missile-large";
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width = 7.5f;
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height = 13f;
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@@ -2891,7 +2891,7 @@ public class UnitTypes{
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weapons.add(new Weapon("vanquish-weapon"){{
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shootSound = Sounds.shootTank;
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layerOffset = 0.0001f;
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reload = 70f;
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reload = 80f;
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shootY = 71f / 4f;
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shake = 5f;
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recoil = 4f;
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@@ -2904,17 +2904,18 @@ public class UnitTypes{
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||||
heatColor = Color.valueOf("f9350f");
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||||
cooldownTime = 80f;
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||||
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bullet = new BasicBulletType(8f, 190){{
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bullet = new BasicBulletType(8f, 150f){{
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||||
sprite = "missile-large";
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||||
width = 9.5f;
|
||||
height = 13f;
|
||||
lifetime = 18f;
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||||
height = 18f;
|
||||
lifetime = 16f;
|
||||
hitSize = 6f;
|
||||
shootEffect = Fx.shootTitan;
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smokeEffect = Fx.shootSmokeTitan;
|
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pierceCap = 2;
|
||||
pierce = true;
|
||||
pierceBuilding = true;
|
||||
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
trailWidth = 3.1f;
|
||||
@@ -2922,19 +2923,21 @@ public class UnitTypes{
|
||||
hitEffect = despawnEffect = Fx.blastExplosion;
|
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splashDamageRadius = 20f;
|
||||
splashDamage = 50f;
|
||||
maxRange = 190f;
|
||||
|
||||
fragOnHit = false;
|
||||
pierceFragCap = 1;
|
||||
fragRandomSpread = 0f;
|
||||
fragSpread = 10f;
|
||||
fragBullets = 5;
|
||||
fragVelocityMin = 1f;
|
||||
despawnSound = Sounds.explosionDull;
|
||||
|
||||
fragBullet = new BasicBulletType(8f, 35){{
|
||||
fragBullet = new BasicBulletType(8f, 35f){{
|
||||
sprite = "missile-large";
|
||||
width = 8f;
|
||||
height = 12f;
|
||||
lifetime = 15f;
|
||||
height = 16f;
|
||||
lifetime = 10f;
|
||||
hitSize = 4f;
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
@@ -2951,7 +2954,7 @@ public class UnitTypes{
|
||||
for(float f : new float[]{34f / 4f, -36f / 4f}){
|
||||
int fi = i ++;
|
||||
weapons.add(new Weapon("vanquish-point-weapon"){{
|
||||
reload = 35f + fi * 5;
|
||||
reload = 22 + fi * 5;
|
||||
x = 48f / 4f;
|
||||
y = f;
|
||||
shootY = 5.5f;
|
||||
@@ -2960,16 +2963,21 @@ public class UnitTypes{
|
||||
rotateSpeed = 2f;
|
||||
shootSound = Sounds.shootStell;
|
||||
|
||||
bullet = new BasicBulletType(4.5f, 25){{
|
||||
bullet = new BasicBulletType(12f, 50f){{
|
||||
sprite = "missile-large";
|
||||
width = 6.5f;
|
||||
height = 11f;
|
||||
shrinkY = 0f;
|
||||
shrinkX = 0.2f;
|
||||
lifetime = 15f;
|
||||
shootEffect = Fx.sparkShoot;
|
||||
smokeEffect = Fx.shootBigSmoke;
|
||||
hitColor = backColor = trailColor = Color.valueOf("feb380");
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.5f;
|
||||
trailLength = 4;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
trailWidth = 2.5f;
|
||||
trailLength = 5;
|
||||
hitEffect = Fx.blastExplosion;
|
||||
despawnEffect = Fx.hitBulletColor;
|
||||
}};
|
||||
}});
|
||||
}
|
||||
@@ -3358,7 +3366,7 @@ public class UnitTypes{
|
||||
drag = 0.1f;
|
||||
hitSize = 21f;
|
||||
rotateSpeed = 3f;
|
||||
health = 2900;
|
||||
health = 2700;
|
||||
armor = 7f;
|
||||
fogRadius = 40f;
|
||||
stepShake = 0f;
|
||||
@@ -3473,9 +3481,9 @@ public class UnitTypes{
|
||||
trailColor = engineColor = Pal.techBlue;
|
||||
engineSize = 1.75f;
|
||||
engineLayer = Layer.effect;
|
||||
speed = 3.7f;
|
||||
speed = 3.35f;
|
||||
maxRange = 6f;
|
||||
lifetime = 60f * 1.5f;
|
||||
lifetime = 60f * 1.66f;
|
||||
outlineColor = Pal.darkOutline;
|
||||
health = 55;
|
||||
lowAltitude = true;
|
||||
@@ -3533,9 +3541,9 @@ public class UnitTypes{
|
||||
region = "tecta-shield";
|
||||
radius = 45f;
|
||||
angle = 82f;
|
||||
regen = 40f / 60f;
|
||||
regen = 45f / 60f;
|
||||
cooldown = 60f * 8f;
|
||||
max = 2200f;
|
||||
max = 2500f;
|
||||
y = -20f;
|
||||
width = 8f;
|
||||
whenShooting = false;
|
||||
@@ -3581,14 +3589,14 @@ public class UnitTypes{
|
||||
velocityRnd = 0.33f;
|
||||
heatColor = Color.red;
|
||||
|
||||
bullet = new MissileBulletType(4.2f, 60){{
|
||||
bullet = new MissileBulletType(4.2f, 51){{
|
||||
homingPower = 0.2f;
|
||||
weaveMag = 4;
|
||||
weaveScale = 4;
|
||||
lifetime = 55f;
|
||||
shootEffect = Fx.shootBig2;
|
||||
smokeEffect = Fx.shootSmokeTitan;
|
||||
splashDamage = 70f;
|
||||
splashDamage = 60f;
|
||||
splashDamageRadius = 30f;
|
||||
frontColor = Color.white;
|
||||
hitSound = Sounds.none;
|
||||
@@ -3679,7 +3687,7 @@ public class UnitTypes{
|
||||
shadow = 10f;
|
||||
|
||||
shootStatus = StatusEffects.slow;
|
||||
shootStatusDuration = reload + 1f;
|
||||
shootStatusDuration = reload + 170f;
|
||||
|
||||
shoot.shots = 1;
|
||||
heatColor = Color.red;
|
||||
@@ -3901,13 +3909,31 @@ public class UnitTypes{
|
||||
width = 7f;
|
||||
height = 12f;
|
||||
lifetime = 18f;
|
||||
//floating point inaccuracy makes 0.6f show as -39%
|
||||
buildingDamageMultiplier = 0.599999f;
|
||||
shootEffect = Fx.sparkShoot;
|
||||
smokeEffect = Fx.shootBigSmoke;
|
||||
hitColor = backColor = trailColor = Pal.suppress;
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.5f;
|
||||
trailLength = 5;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
hitEffect = despawnEffect = new MultiEffect(Fx.hitSquaresColor, Fx.squareWaveEffect);
|
||||
|
||||
fragOnDespawn = false;
|
||||
fragBullets = 2;
|
||||
fragBullet = new BasicBulletType(3f, 15){{
|
||||
width = 5f;
|
||||
height = 8f;
|
||||
lifetime = 14f;
|
||||
fragVelocityMax = 1f;
|
||||
fragVelocityMin = 0.7f;
|
||||
buildingDamageMultiplier = 0.5f;
|
||||
hitColor = backColor = trailColor = Pal.suppress;
|
||||
frontColor = Color.white;
|
||||
trailWidth = 1.2f;
|
||||
trailLength = 4;
|
||||
hitEffect = despawnEffect = Fx.hitBulletColor;
|
||||
}};
|
||||
}};
|
||||
}});
|
||||
}};
|
||||
@@ -4046,7 +4072,7 @@ public class UnitTypes{
|
||||
health = 6000f;
|
||||
armor = 4f;
|
||||
hitSize = 36f;
|
||||
payloadCapacity = Mathf.sqr(3f) * tilePayload;
|
||||
payloadCapacity = Mathf.sqr(4f) * tilePayload;
|
||||
researchCostMultiplier = 0f;
|
||||
targetAir = false;
|
||||
|
||||
|
||||
@@ -13,6 +13,7 @@ import arc.util.serialization.*;
|
||||
import arc.util.serialization.JsonValue.*;
|
||||
import mindustry.*;
|
||||
import mindustry.annotations.Annotations.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.core.GameState.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.game.EventType.*;
|
||||
@@ -699,7 +700,7 @@ public class NetClient implements ApplicationListener{
|
||||
unit == null ? 0f : unit.vel.x, unit == null ? 0f : unit.vel.y,
|
||||
dead ? null : unit.mineTile,
|
||||
player.boosting, player.shooting, ui.chatfrag.shown(), control.input.isBuilding,
|
||||
player.isBuilder() && unit != null ? unit.plans : null,
|
||||
player.selectedBlock, player.selectedRotation, player.isBuilder() && unit != null ? unit.plans : null,
|
||||
Core.camera.position.x, Core.camera.position.y,
|
||||
Core.camera.width, Core.camera.height
|
||||
);
|
||||
|
||||
@@ -647,7 +647,7 @@ public class NetServer implements ApplicationListener{
|
||||
float xVelocity, float yVelocity,
|
||||
Tile mining,
|
||||
boolean boosting, boolean shooting, boolean chatting, boolean building,
|
||||
@Nullable Queue<BuildPlan> plans,
|
||||
Block selectedBlock, int selectedRotation, @Nullable Queue<BuildPlan> plans,
|
||||
float viewX, float viewY, float viewWidth, float viewHeight
|
||||
){
|
||||
NetConnection con = player.con;
|
||||
@@ -686,6 +686,8 @@ public class NetServer implements ApplicationListener{
|
||||
player.typing = chatting;
|
||||
player.shooting = shooting;
|
||||
player.boosting = boosting;
|
||||
player.selectedBlock = selectedBlock;
|
||||
player.selectedRotation = selectedRotation;
|
||||
|
||||
@Nullable var unit = player.unit();
|
||||
|
||||
|
||||
@@ -100,6 +100,17 @@ public class Units{
|
||||
unit.remove();
|
||||
}
|
||||
|
||||
/** Removes a unit after spawning the death effects. */
|
||||
@Remote(called = Loc.server)
|
||||
public static void unitSafeDeath(Unit unit){
|
||||
if(unit == null) return;
|
||||
unit.type.deathExplosionEffect.at(unit.x, unit.y, unit.hitSize / 8f);
|
||||
float shake = unit.type.deathShake < 0 ? unit.hitSize / 3f : unit.type.deathShake;
|
||||
Effect.shake(shake, shake, unit);
|
||||
unit.type.deathSound.at(unit, 1f, unit.type.deathSoundVolume);
|
||||
unit.remove();
|
||||
}
|
||||
|
||||
/** @return whether a new instance of a unit of this team can be created. */
|
||||
public static boolean canCreate(Team team, UnitType type){
|
||||
return !type.useUnitCap || (team.data().countType(type) < getCap(team) && !type.isBanned());
|
||||
|
||||
@@ -38,13 +38,18 @@ public class ShieldArcAbility extends Ability{
|
||||
|
||||
if(penX > penY){
|
||||
b.vel.x *= -1;
|
||||
b.vel.y *= paramField.reflectVel;
|
||||
}else{
|
||||
b.vel.y *= -1;
|
||||
b.vel.x *= paramField.reflectVel;
|
||||
}
|
||||
|
||||
b.owner = paramUnit;
|
||||
b.team = paramUnit.team;
|
||||
b.time += 1f;
|
||||
b.time = b.lifetime * paramField.reflectTime;
|
||||
if(paramField.reflectBuildingDamage > 0f){
|
||||
b.buildingDamageMultiplier = paramField.reflectBuildingDamage;
|
||||
}
|
||||
|
||||
}else{
|
||||
b.absorb();
|
||||
@@ -75,13 +80,10 @@ public class ShieldArcAbility extends Ability{
|
||||
(Tmp.v1.set(unit).add(unit.deltaX, unit.deltaY).within(paramPos, paramField.radius + paramField.width) || unit.within(paramPos, paramField.radius + paramField.width)) &&
|
||||
(Angles.within(paramPos.angleTo(unit), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f) || Angles.within(paramPos.angleTo(unit.x + unit.deltaX, unit.y + unit.deltaY), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f))){
|
||||
|
||||
if(unit.isMissile() && unit.killable() && paramField.missileUnitMultiplier >= 0f){
|
||||
|
||||
unit.remove();
|
||||
unit.type.deathSound.at(unit);
|
||||
unit.type.deathExplosionEffect.at(unit);
|
||||
if(unit.isMissile() && paramField.missileUnitMultiplier >= 0f){
|
||||
Call.unitSafeDeath(unit);
|
||||
Fx.absorb.at(unit);
|
||||
Fx.circleColorSpark.at(unit.x, unit.y,paramUnit.team.color);
|
||||
paramField.pushEffect.at(unit.x, unit.y,paramUnit.team.color);
|
||||
|
||||
// consider missile hp and gamerule to damage the shield
|
||||
paramField.data -= unit.health() * paramField.missileUnitMultiplier * Vars.state.rules.unitDamage(unit.team);
|
||||
@@ -98,8 +100,8 @@ public class ShieldArcAbility extends Ability{
|
||||
// get out
|
||||
unit.move(Tmp.v1.set(unit).sub(paramUnit).setLength(overlapDst + 0.01f));
|
||||
|
||||
if(Mathf.chanceDelta(0.5f*Time.delta)){
|
||||
Fx.circleColorSpark.at(unit.x,unit.y,paramUnit.team.color);
|
||||
if(Mathf.chanceDelta(0.3f * Time.delta)){
|
||||
paramField.pushEffect.at(unit.x, unit.y, paramUnit.team.color);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -124,6 +126,12 @@ public class ShieldArcAbility extends Ability{
|
||||
public float width = 6f;
|
||||
/** Bullet deflection chance. -1 to disable */
|
||||
public float chanceDeflect = -1f;
|
||||
/** Multiplier for reflected bullet building damage. -1 to disable */
|
||||
public float reflectBuildingDamage = 1f;
|
||||
/** Velocity multiplier for reflected bullets on the opposite axis. Negative values = concave, positive values = convex */
|
||||
public float reflectVel = 1f;
|
||||
/** Time multiplier for reflected bullets. */
|
||||
public float reflectTime = 1f - 0.5f;
|
||||
/** Deflection sound. */
|
||||
public Sound deflectSound = Sounds.none;
|
||||
public Sound breakSound = Sounds.shieldBreakSmall;
|
||||
@@ -142,6 +150,7 @@ public class ShieldArcAbility extends Ability{
|
||||
public boolean offsetRegion = false;
|
||||
/** If true, enemy units are pushed out. */
|
||||
public boolean pushUnits = true;
|
||||
public Effect pushEffect = Fx.circleColorSpark;
|
||||
|
||||
/** State. */
|
||||
protected float widthScale, alpha;
|
||||
@@ -154,8 +163,10 @@ public class ShieldArcAbility extends Ability{
|
||||
t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
|
||||
t.row();
|
||||
t.add(abilityStat("deflectchance", Strings.autoFixed(chanceDeflect *100f, 2)));
|
||||
if(chanceDeflect > 0f){
|
||||
t.row();
|
||||
t.add(abilityStat("deflectchance", Strings.autoFixed(chanceDeflect *100f, 2)));
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -157,7 +157,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
public float extraRangeMargin = 0f;
|
||||
/** Range initialized in init(). */
|
||||
public float range = 0f;
|
||||
/** When used in a turret with multiple ammoo types, this can be set to a non-zero value to influence minRange */
|
||||
/** When used in a turret with multiple ammo types, this can be set to a non-zero value to influence minRange */
|
||||
public float minRangeChange = 0f;
|
||||
/** % of block health healed **/
|
||||
public float healPercent = 0f;
|
||||
@@ -173,11 +173,13 @@ public class BulletType extends Content implements Cloneable{
|
||||
public boolean makeFire = false;
|
||||
/** Whether this bullet will always hit blocks under it. */
|
||||
public boolean hitUnder = false;
|
||||
/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. */
|
||||
/** Whether to create hit effects on despawn. Forced to true if this bullet has any special effects like splash damage. Disable setDefaults to avoid override */
|
||||
public boolean despawnHit = false;
|
||||
/** If true, this bullet will create bullets when it hits anything, not just when it despawns. */
|
||||
/** If true, this bullet will create bullets when it hits anything */
|
||||
public boolean fragOnHit = true;
|
||||
/** If false, this bullet will not create fraags when absorbed by a shield. */
|
||||
/** If true, this bullet will create bullets when it despawns */
|
||||
public boolean fragOnDespawn = true;
|
||||
/** If false, this bullet will not create frags when absorbed by a shield. */
|
||||
public boolean fragOnAbsorb = true;
|
||||
/** If true, unit armor is ignored in damage calculations. */
|
||||
public boolean pierceArmor = false;
|
||||
@@ -269,7 +271,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
/** Random offset of trail effect. */
|
||||
public float trailSpread = 0f;
|
||||
/** Rotation/size parameter that is passed to trail. Usually, this controls size. */
|
||||
public float trailParam = 2f;
|
||||
public float trailParam = 2f;
|
||||
/** Whether the parameter passed to the trail is the bullet rotation, instead of a flat value. */
|
||||
public boolean trailRotation = false;
|
||||
/** Interpolation for trail width as function of bullet lifetime */
|
||||
@@ -527,16 +529,20 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
public void hit(Bullet b){
|
||||
hit(b, b.x, b.y);
|
||||
hit(b, b.x, b.y, true);
|
||||
}
|
||||
|
||||
public void hit(Bullet b, float x, float y){
|
||||
hit(b, b.x, b.y, true);
|
||||
}
|
||||
|
||||
public void hit(Bullet b, float x, float y, boolean createFrags){
|
||||
hitEffect.at(x, y, b.rotation(), hitColor);
|
||||
hitSound.at(x, y, hitSoundPitch + Mathf.range(hitSoundPitchRange), hitSoundVolume);
|
||||
|
||||
Effect.shake(hitShake, hitShake, b);
|
||||
|
||||
if(fragOnHit){
|
||||
if(createFrags && fragOnHit){
|
||||
if(delayFrags && fragBullet != null && fragBullet.delayFrags){
|
||||
Time.run(0f, () -> createFrags(b, x, y));
|
||||
}else{
|
||||
@@ -596,7 +602,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
public void createFrags(Bullet b, float x, float y){
|
||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && !(b.frags >= pierceFragCap && pierceFragCap > 0)){
|
||||
if(fragBullet != null && (fragOnAbsorb || !b.absorbed) && (pierceFragCap < 0 || b.frags < pierceFragCap)){
|
||||
for(int i = 0; i < fragBullets; i++){
|
||||
float len = Mathf.random(fragOffsetMin, fragOffsetMax);
|
||||
float a = b.rotation() + Mathf.range(fragRandomSpread / 2) + fragAngle + fragSpread * i - (fragBullets - 1) * fragSpread / 2f;
|
||||
@@ -620,15 +626,11 @@ public class BulletType extends Content implements Cloneable{
|
||||
/** Called when the bullet reaches the end of its lifetime or is destroyed by something external. */
|
||||
public void despawned(Bullet b){
|
||||
if(despawnHit){
|
||||
hit(b);
|
||||
hit(b, b.x, b.y, false);
|
||||
}else{
|
||||
createUnits(b, b.x, b.y);
|
||||
}
|
||||
|
||||
if(!fragOnHit){
|
||||
createFrags(b, b.x, b.y);
|
||||
}
|
||||
|
||||
despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
|
||||
despawnSound.at(b, 1f + Mathf.range(hitSoundPitchRange));
|
||||
|
||||
@@ -641,15 +643,13 @@ public class BulletType extends Content implements Cloneable{
|
||||
Fx.trailFade.at(b.x, b.y, trailWidth, trailColor, b.trail.copy());
|
||||
}
|
||||
|
||||
//if the bullet never created any frags and is removed (probably by hitting something), it needs to spawn those
|
||||
//TODO: disabled for now as this makes vanquish significantly more powerful
|
||||
if(b.frags == 0 && !fragOnHit && fragBullet != null){
|
||||
// createFrags(b, b.x, b.y);
|
||||
if(b.frags == 0 && fragOnDespawn && fragBullet != null){
|
||||
createFrags(b, b.x, b.y);
|
||||
}
|
||||
}
|
||||
|
||||
public float buildingDamage(Bullet b){
|
||||
return b.damage() * buildingDamageMultiplier;
|
||||
return b.damage() * b.buildingDamageMultiplier;
|
||||
}
|
||||
|
||||
public float shieldDamage(Bullet b){
|
||||
@@ -960,6 +960,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
bullet.hitSize = hitSize;
|
||||
bullet.mover = mover;
|
||||
bullet.damage = (damage < 0 ? this.damage : damage) * bullet.damageMultiplier();
|
||||
bullet.buildingDamageMultiplier = buildingDamageMultiplier;
|
||||
//reset trail
|
||||
if(bullet.trail != null){
|
||||
bullet.trail.clear();
|
||||
|
||||
@@ -45,6 +45,7 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
|
||||
transient @Nullable Tile aimTile;
|
||||
transient float aimX, aimY;
|
||||
transient float originX, originY;
|
||||
transient float buildingDamageMultiplier;
|
||||
transient @Nullable Mover mover;
|
||||
transient boolean absorbed, hit;
|
||||
transient @Nullable Trail trail;
|
||||
|
||||
@@ -21,6 +21,7 @@ import mindustry.net.Administration.*;
|
||||
import mindustry.net.*;
|
||||
import mindustry.net.Packets.*;
|
||||
import mindustry.ui.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.storage.*;
|
||||
import mindustry.world.blocks.storage.CoreBlock.*;
|
||||
|
||||
@@ -37,6 +38,8 @@ abstract class PlayerComp implements UnitController, Entityc, Syncc, Timerc, Dra
|
||||
transient @Nullable NetConnection con;
|
||||
@ReadOnly Team team = Team.sharded;
|
||||
@SyncLocal boolean typing, shooting, boosting;
|
||||
@SyncLocal @Nullable Block selectedBlock;
|
||||
@SyncLocal int selectedRotation;
|
||||
@SyncLocal float mouseX, mouseY;
|
||||
/** command the unit had before it was controlled. */
|
||||
@Nullable @NoSync UnitCommand lastCommand;
|
||||
|
||||
@@ -276,6 +276,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
||||
case mining -> mining() ? 1 : 0;
|
||||
case mineX -> mining() ? mineTile.x : -1;
|
||||
case mineY -> mining() ? mineTile.y : -1;
|
||||
case buildX -> isBuilding() ? buildPlan().x : -1;
|
||||
case buildY -> isBuilding() ? buildPlan().y : -1;
|
||||
case armor -> armorOverride >= 0f ? armorOverride : armor;
|
||||
case flag -> flag;
|
||||
case speed -> type.speed * 60f / tilesize * speedMultiplier;
|
||||
@@ -289,6 +291,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
||||
case payloadCapacity -> type.payloadCapacity / tilePayload;
|
||||
case size -> hitSize / tilesize;
|
||||
case color -> Color.toDoubleBits(team.color.r, team.color.g, team.color.b, 1f);
|
||||
case selectedRotation -> controller instanceof Player p ? p.selectedRotation : 0;
|
||||
default -> Float.NaN;
|
||||
};
|
||||
}
|
||||
@@ -304,6 +307,9 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
|
||||
(pay.payloads().isEmpty() ? null :
|
||||
pay.payloads().peek() instanceof UnitPayload p1 ? p1.unit.type :
|
||||
pay.payloads().peek() instanceof BuildPayload p2 ? p2.block() : null) : null;
|
||||
case building -> isBuilding() && !buildPlan().breaking ? buildPlan().tile().build : null;
|
||||
case breaking -> isBuilding() && buildPlan().breaking ? buildPlan().tile().build : null;
|
||||
case selectedBlock -> controller instanceof Player p ? p.selectedBlock : null;
|
||||
default -> noSensed;
|
||||
};
|
||||
}
|
||||
|
||||
@@ -944,6 +944,9 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
|
||||
block = null;
|
||||
}
|
||||
|
||||
player.selectedBlock = block;
|
||||
player.selectedRotation = rotation;
|
||||
|
||||
wasShooting = player.shooting;
|
||||
|
||||
//only reset the controlled type and control a unit after the timer runs out
|
||||
|
||||
@@ -392,11 +392,12 @@ public class TypeIO{
|
||||
}
|
||||
|
||||
public static void writeBlock(Writes write, Block block){
|
||||
write.s(block.id);
|
||||
write.s(block == null ? -1 : block.id);
|
||||
}
|
||||
|
||||
public static Block readBlock(Reads read){
|
||||
return content.block(read.s());
|
||||
short id = read.s();
|
||||
return id == -1 ? null : content.block(id);
|
||||
}
|
||||
|
||||
/** @return the maximum acceptable amount of plans to send over the network */
|
||||
|
||||
@@ -51,6 +51,10 @@ public enum LAccess{
|
||||
mineX,
|
||||
mineY,
|
||||
mining,
|
||||
buildX,
|
||||
buildY,
|
||||
building,
|
||||
breaking,
|
||||
speed,
|
||||
team,
|
||||
type,
|
||||
@@ -64,6 +68,8 @@ public enum LAccess{
|
||||
payloadCapacity,
|
||||
maxUnits,
|
||||
id,
|
||||
selectedBlock,
|
||||
selectedRotation,
|
||||
|
||||
//values with parameters are considered controllable
|
||||
enabled("to"), //"to" is standard for single parameter access
|
||||
|
||||
@@ -212,8 +212,19 @@ public class ConstructBlock extends Block{
|
||||
|
||||
@Override
|
||||
public double sense(LAccess sensor){
|
||||
if(sensor == LAccess.progress) return Mathf.clamp(progress);
|
||||
return super.sense(sensor);
|
||||
return switch(sensor){
|
||||
case progress -> Mathf.clamp(progress);
|
||||
case breaking -> activeDeconstruct ? 1 : 0;
|
||||
default -> super.sense(sensor);
|
||||
};
|
||||
}
|
||||
|
||||
@Override
|
||||
public Object senseObject(LAccess sensor){
|
||||
return switch(sensor){
|
||||
case building -> current;
|
||||
default -> super.senseObject(sensor);
|
||||
};
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -13,6 +13,7 @@ import mindustry.game.Teams.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.graphics.*;
|
||||
import mindustry.io.*;
|
||||
import mindustry.logic.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.ConstructBlock.*;
|
||||
@@ -264,5 +265,21 @@ public class BuildTurret extends BaseTurret{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public double sense(LAccess sensor){
|
||||
return switch(sensor){
|
||||
case buildX, buildY -> unit.sense(sensor);
|
||||
default -> super.sense(sensor);
|
||||
};
|
||||
}
|
||||
|
||||
@Override
|
||||
public Object senseObject(LAccess sensor){
|
||||
return switch(sensor){
|
||||
case building, breaking -> unit.senseObject(sensor);
|
||||
default -> super.senseObject(sensor);
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user