Better handling of missiles splitting to other missiles (#8603)
- Pass a shooter separate to owner into `BulletType#create`. `killShooter` kills the owner while the shooter is passed into the missile ai - `killShooter` no longer kills already dead units - `MissileAI` no longer aims at shooter's aim pos if the shooter is dead
This commit is contained in:
@@ -14,7 +14,7 @@ public class MissileAI extends AIController{
|
||||
|
||||
float time = unit instanceof TimedKillc t ? t.time() : 1000000f;
|
||||
|
||||
if(time >= unit.type.homingDelay && shooter != null){
|
||||
if(time >= unit.type.homingDelay && shooter != null && !shooter.dead()){
|
||||
unit.lookAt(shooter.aimX, shooter.aimY);
|
||||
}
|
||||
|
||||
|
||||
@@ -554,7 +554,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
|
||||
public void init(Bullet b){
|
||||
|
||||
if(killShooter && b.owner() instanceof Healthc h){
|
||||
if(killShooter && b.owner() instanceof Healthc h && !h.dead()){
|
||||
h.kill();
|
||||
}
|
||||
|
||||
@@ -726,6 +726,10 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
|
||||
public @Nullable Bullet create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
|
||||
return create(owner, owner, team, x, y, angle, damage, velocityScl, lifetimeScl, data, mover, aimX, aimY);
|
||||
}
|
||||
|
||||
public @Nullable Bullet create(@Nullable Entityc owner, @Nullable Entityc shooter, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data, @Nullable Mover mover, float aimX, float aimY){
|
||||
if(spawnUnit != null){
|
||||
//don't spawn units clientside!
|
||||
if(!net.client()){
|
||||
@@ -738,17 +742,19 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
//assign unit owner
|
||||
if(spawned.controller() instanceof MissileAI ai){
|
||||
if(owner instanceof Unit unit){
|
||||
if(shooter instanceof Unit unit){
|
||||
ai.shooter = unit;
|
||||
}
|
||||
|
||||
if(owner instanceof ControlBlock control){
|
||||
if(shooter instanceof ControlBlock control){
|
||||
ai.shooter = control.unit();
|
||||
}
|
||||
|
||||
}
|
||||
spawned.add();
|
||||
}
|
||||
//Since bullet init is never called, handle killing shooter here
|
||||
if(killShooter && owner instanceof Healthc h && !h.dead()) h.kill();
|
||||
|
||||
//no bullet returned
|
||||
return null;
|
||||
|
||||
@@ -10,6 +10,7 @@ import arc.math.geom.*;
|
||||
import arc.scene.ui.layout.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.ai.types.*;
|
||||
import mindustry.annotations.Annotations.*;
|
||||
import mindustry.audio.*;
|
||||
import mindustry.content.*;
|
||||
@@ -458,7 +459,8 @@ public class Weapon implements Cloneable{
|
||||
lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f,
|
||||
angle = angleOffset + shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
|
||||
|
||||
mount.bullet = bullet.create(unit, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
|
||||
Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
|
||||
mount.bullet = bullet.create(unit, shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
|
||||
handleBullet(unit, mount, mount.bullet);
|
||||
|
||||
if(!continuous){
|
||||
|
||||
Reference in New Issue
Block a user