Disabled spawnpoints during ongoing attack maps

This commit is contained in:
Anuken
2020-10-17 19:49:13 -04:00
parent 4ab0c8a1ca
commit 521d44714d
6 changed files with 13 additions and 6 deletions

View File

@@ -49,7 +49,7 @@ public class WaveSpawner{
/** @return true if the player is near a ground spawn point. */
public boolean playerNear(){
return state.rules.waves && !player.dead() && spawns.contains(g -> Mathf.dst(g.x * tilesize, g.y * tilesize, player.x, player.y) < state.rules.dropZoneRadius && player.team() != state.rules.waveTeam);
return state.hasSpawns() && !player.dead() && spawns.contains(g -> Mathf.dst(g.x * tilesize, g.y * tilesize, player.x, player.y) < state.rules.dropZoneRadius && player.team() != state.rules.waveTeam);
}
public void spawnEnemies(){
@@ -105,8 +105,10 @@ public class WaveSpawner{
}
private void eachGroundSpawn(SpawnConsumer cons){
for(Tile spawn : spawns){
cons.accept(spawn.worldx(), spawn.worldy(), true);
if(state.hasSpawns()){
for(Tile spawn : spawns){
cons.accept(spawn.worldx(), spawn.worldy(), true);
}
}
if(state.rules.attackMode && state.teams.isActive(state.rules.waveTeam) && !state.teams.playerCores().isEmpty()){