Multi-legged unit implementations

This commit is contained in:
Anuken
2020-07-11 22:41:26 -04:00
parent 0555e4dfa7
commit 430eef02e2
17 changed files with 1643 additions and 1312 deletions

View File

@@ -19,6 +19,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
@SyncLocal float elevation;
private transient boolean wasFlying;
transient boolean hovering;
transient float drownTime;
transient float splashTimer;
@@ -35,7 +36,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
boolean canDrown(){
return isGrounded();
return isGrounded() && !hovering;
}
void landed(){
@@ -54,7 +55,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
float floorSpeedMultiplier(){
Floor on = isFlying() ? Blocks.air.asFloor() : floorOn();
Floor on = isFlying() || hovering ? Blocks.air.asFloor() : floorOn();
return on.speedMultiplier;
}
@@ -72,7 +73,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
wasFlying = isFlying();
}
if(isGrounded() && floor.isLiquid){
if(!hovering && isGrounded() && floor.isLiquid){
if((splashTimer += Mathf.dst(deltaX(), deltaY())) >= 7f){
floor.walkEffect.at(x, y, 1f, floor.mapColor);
splashTimer = 0f;

View File

@@ -25,6 +25,7 @@ import static mindustry.Vars.*;
@Component(base = true)
abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Boundedc, Syncc, Shieldc, Displayable{
@Import boolean hovering;
@Import float x, y, rotation, elevation, maxHealth, drag, armor, hitSize, health;
@Import boolean dead;
@Import Team team;
@@ -124,6 +125,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
this.elevation = type.flying ? 1f : type.baseElevation;
this.armor = type.armor;
this.hitSize = type.hitsize;
this.hovering = type.hovering;
if(controller == null) controller(type.createController());
if(mounts().length != type.weapons.size) setupWeapons(type);

View File

@@ -17,7 +17,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
@Import float x, y, rotation;
/** minimum cursor distance from unit, fixes 'cross-eyed' shooting */
static final float minAimDst = 20f;
static final float minAimDst = 18f;
/** temporary weapon sequence number */
static int sequenceNum = 0;
@@ -93,11 +93,10 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
//rotate if applicable
if(weapon.rotate && (mount.rotate || mount.shoot)){
float axisXOffset = weapon.x;
float axisX = this.x + Angles.trnsx(rotation, axisXOffset, weapon.y),
axisY = this.y + Angles.trnsy(rotation, axisXOffset, weapon.y);
float axisX = this.x + Angles.trnsx(rotation - 90, weapon.x, weapon.y),
axisY = this.y + Angles.trnsy(rotation - 90, weapon.x, weapon.y);
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - rotation();
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - rotation;
mount.rotation = Angles.moveToward(mount.rotation, mount.targetRotation, weapon.rotateSpeed * Time.delta());
}else{
mount.rotation = 0;