reloadWhileCharging (#6889)
* reloadWhileCharging * stat? should include or nah? * hshchqqqjwvejqwoofpvoeqviwfojpieqwvwcqekpoivmopijr * Update core/src/mindustry/world/blocks/defense/turrets/Turret.java --------- Co-authored-by: Anuken <arnukren@gmail.com>
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@@ -68,10 +68,12 @@ public class Turret extends ReloadTurret{
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public float minRange = 0f;
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/** Minimum warmup needed to fire. */
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public float minWarmup = 0f;
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/** If true, this turret will accurately target moving targets with respect to charge time. */
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/** If true, this turret will accurately target moving targets with respect to shoot.firstShotDelay. */
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public boolean accurateDelay = true;
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/** If false, this turret can't move while charging. */
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public boolean moveWhileCharging = true;
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/** If false, this turret can't reload while charging */
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public boolean reloadWhileCharging = true;
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/** How long warmup is maintained even if this turret isn't shooting. */
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public float warmupMaintainTime = 0f;
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/** pattern used for bullets */
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@@ -159,7 +161,7 @@ public class Turret extends ReloadTurret{
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super.setStats();
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stats.add(Stat.inaccuracy, (int)inaccuracy, StatUnit.degrees);
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stats.add(Stat.reload, 60f / (reload) * shoot.shots, StatUnit.perSecond);
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stats.add(Stat.reload, 60f / (reload + !reloadWhileCharging ? shoot.firstShotDelay : 0f) * shoot.shots, StatUnit.perSecond);
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stats.add(Stat.targetsAir, targetAir);
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stats.add(Stat.targetsGround, targetGround);
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if(ammoPerShot != 1) stats.add(Stat.ammoUse, ammoPerShot, StatUnit.perShot);
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@@ -422,7 +424,10 @@ public class Turret extends ReloadTurret{
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}
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//turret always reloads regardless of whether it's targeting something
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updateReload();
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if(reloadWhileCharging || !charging()){
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updateReload();
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updateCooling();
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}
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if(state.rules.fog){
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float newRange = hasAmmo() ? peekAmmo().rangeChange : 0f;
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@@ -478,10 +483,6 @@ public class Turret extends ReloadTurret{
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updateShooting();
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}
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}
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if(coolant != null){
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updateCooling();
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}
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}
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@Override
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