Remove shooteffect when missile unit dies without target (#11644)

This commit is contained in:
EggleEgg
2026-02-10 10:53:28 -05:00
committed by GitHub
parent dd4b07b2a2
commit 43a913fa78
7 changed files with 95 additions and 8 deletions
@@ -32,6 +32,7 @@ public class MissileAI extends AIController{
//kill instantly on enemy building contact
if(build != null && build.team != unit.team && (build == target || !build.block.underBullets)){
unit.hasTarget = true;
unit.kill();
}
}
+67
View File
@@ -1891,6 +1891,73 @@ public class Fx{
}).layer(Layer.effect + 1f),
shootQuellPulse = new Effect(40f, e -> {
rand.setSeed(e.id);
float randSize = 0.1f;
float fout = e.fout() * rand.random(1f - randSize, 1f);
float fin = e.fin() * rand.random(1f - randSize, 1f);
float coreRadius = 30f * e.fout(Interp.smooth2);
Color coreColor = Tmp.c1.set(e.color).mul(0.8f);
Color edgeColor = e.color;
e.scaled(10, i -> {
stroke(4f * i.fout());
Lines.circle(e.x, e.y, 2f + i.fin() * 40f);
});
int count = 8;
for(int i = 0; i < count; i++){
float t = (i + 1f) / count;
float radius = coreRadius + 5f;
color(Tmp.c1.set(coreColor).mul(1f + fout / 8f));
alpha(Mathf.pow(1f - t, 2.5f) * fout * 0.5f);
Fill.circle(e.x, e.y, Mathf.lerp(coreRadius * 0.6f, coreRadius * 1.7f, t));
}
color(Tmp.c1.set(edgeColor).mul(1.2f));
e.scaled(fout * 0.8f, i -> {
stroke(3f * i.fout());
Lines.circle(e.x, e.y, coreRadius * 0.6f);
});
color(coreColor);
alpha(0.5f * e.fout(Interp.smooth) + 0.8f);
stroke(e.fout(Interp.pow2InInverse) * 3f);
float circleRad = e.finpow() * 28f;
Lines.circle(e.x, e.y, circleRad);
stroke(e.fout(Interp.smooth) * 3f);
for(int i = 0; i < 9; i++){
float angle = rand.random(360f);
float lenRand = rand.random(0.5f, 1.2f);
Tmp.v1.trns(angle, circleRad);
for(int s : Mathf.signs){
Drawf.tri(e.x + Tmp.v1.x, e.y + Tmp.v1.y, e.fout() * 10f, e.fout() * 10f * lenRand + 8f, angle + 90f + s * 90f);
}
}
color(edgeColor);
alpha(e.fout(Interp.pow2InInverse) + 0.5f);
for(int i = 0; i < rand.random(8, 13); i++){
float randomPos = rand.random(0.9f, 1.1f);
float angle = rand.random(360f);
float len = rand.random(0.7f, 1.3f) * 10f + fout * 2f;
float width = rand.random(1f, 4f) * 1.5f * fout + 1f;
float dist = 8f + coreRadius * rand.random(0.8f, 1.4f);
Tmp.v1.trns(angle, circleRad);
for(int s : Mathf.signs){
Drawf.tri(e.x + Angles.trnsx(angle, dist) - Tmp.v1.x / 2, e.y + Angles.trnsy(angle, dist) * randomPos - Tmp.v1.y * randomPos / 2, width, len, angle + 90f + s * 90f);
}
}
reset();
}),
shootTitan = new Effect(10, e -> {
color(Pal.lightOrange, e.color, e.fin());
float w = 1.3f + 10 * e.fout();
+8 -5
View File
@@ -3504,8 +3504,9 @@ public class UnitTypes{
mirror = false;
reload = 1f;
shootOnDeath = true;
shootOnDeathEffect = Fx.massiveExplosion;
bullet = new ExplosionBulletType(140f, 25f){{
shootEffect = new MultiEffect(Fx.massiveExplosion, new WrapEffect(Fx.dynamicSpikes, Pal.techBlue, 24f), new WaveEffect(){{
shootEffect = new MultiEffect(new WrapEffect(Fx.dynamicSpikes, Pal.techBlue, 24f), new WaveEffect(){{
colorFrom = colorTo = Pal.techBlue;
sizeTo = 40f;
lifetime = 12f;
@@ -4147,8 +4148,9 @@ public class UnitTypes{
mirror = false;
reload = 1f;
shootOnDeath = true;
bullet = new ExplosionBulletType(110f, 25f) {{
shootEffect = Fx.massiveExplosion;
shootOnDeathEffect = Fx.massiveExplosion;
bullet = new ExplosionBulletType(110f, 25f){{
shootEffect = new WrapEffect(Fx.shootQuellPulse, Pal.suppress);
collidesAir = false;
}};
}});
@@ -4289,14 +4291,15 @@ public class UnitTypes{
mirror = false;
reload = 1f;
shootOnDeath = true;
shootOnDeathEffect = Fx.massiveExplosion;
bullet = new ExplosionBulletType(140f, 25f){{
collidesAir = false;
suppressionRange = 140f;
shootEffect = new ExplosionEffect(){{
lifetime = 50f;
waveStroke = 5f;
waveLife = 8f;
waveColor = Color.white;
waveLife = 12f;
waveColor = Pal.sap.cpy().mul(1.8f);
sparkColor = smokeColor = Pal.suppress;
waveRad = 40f;
smokeSize = 4f;
@@ -411,6 +411,9 @@ public class BulletType extends Content implements Cloneable{
if(spawnUnit != null){
return spawnUnit.estimateDps();
}
if(despawnUnit != null){
return despawnUnit.estimateDps();
}
float sum = (damage + splashDamage*0.75f) * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f);
if(fragBullet != null && fragBullet != this){
@@ -426,6 +429,7 @@ public class BulletType extends Content implements Cloneable{
protected float calculateRange(){
if(rangeOverride > 0) return rangeOverride;
if(spawnUnit != null) return spawnUnit.lifetime * spawnUnit.speed;
if(despawnUnit != null) return despawnUnit.lifetime * despawnUnit.speed;
return Math.max(Mathf.zero(drag) ? speed * lifetime : speed * (1f - Mathf.pow(1f - drag, lifetime)) / drag, maxRange);
}
@@ -59,6 +59,8 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
transient String lastCommanded;
transient float shadowAlpha = -1f, healTime;
transient int lastFogPos;
/** Only used in suicide units */
transient boolean hasTarget;
private transient float resupplyTime = Mathf.random(10f);
private transient boolean wasPlayer;
private transient boolean wasHealed;
@@ -876,6 +878,10 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
for(WeaponMount mount : mounts){
if(mount.weapon.shootOnDeath && !(mount.weapon.bullet.killShooter && mount.totalShots > 0)){
if(mount.weapon.shootOnDeathEffect != null && !hasTarget){
mount.allowShootEffects = false;
mount.weapon.shootOnDeathEffect.at(x, y, rotation);
}
mount.reload = 0f;
mount.shoot = true;
mount.weapon.update(self(), mount);
@@ -32,6 +32,8 @@ public class WeaponMount{
public float aimX, aimY;
/** whether to shoot right now */
public boolean shoot = false;
/** whether to allow any shooting effects */
public boolean allowShootEffects = true;
/** whether to rotate to face the target right now */
public boolean rotate = false;
/** extra state for alternating weapons */
+7 -3
View File
@@ -157,6 +157,8 @@ public class Weapon implements Cloneable{
public float shootStatusDuration = 60f * 5f;
/** whether this weapon should fire when its owner dies */
public boolean shootOnDeath = false;
/** If not null and shootOnDeath == true, overrides the weapon's shoot effect only when its owner dies. */
public @Nullable Effect shootOnDeathEffect = null;
/** extra animated parts */
public Seq<DrawPart> parts = new Seq<>(DrawPart.class);
@@ -516,9 +518,11 @@ public class Weapon implements Cloneable{
initialShootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax), shootSoundVolume);
}
ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
bullet.shootEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
bullet.smokeEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
if(mount.allowShootEffects){
ejectEffect.at(mountX, mountY, angle * Mathf.sign(this.x));
bullet.shootEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
bullet.smokeEffect.at(bulletX, bulletY, angle, bullet.hitColor, unit);
}
unit.vel.add(Tmp.v1.trns(shootAngle + 180f, bullet.recoil));
Effect.shake(shake, shake, bulletX, bulletY);