Fix Turret bug when cheat (#8273)
* (C/S) Fix ItemTurret ammo when `cheat`. * (C/S) Fix `TurretBuild.updateReload` NPE when `cheat`
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@@ -19,7 +19,7 @@ import mindustry.world.meta.*;
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import static mindustry.Vars.*;
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public class ItemTurret extends Turret{
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public ObjectMap<Item, BulletType> ammoTypes = new ObjectMap<>();
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public ObjectMap<Item, BulletType> ammoTypes = new OrderedMap<>();
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public ItemTurret(String name){
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super(name);
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@@ -82,6 +82,17 @@ public class ItemTurret extends Turret{
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}
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public class ItemTurretBuild extends TurretBuild{
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@Override
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public void onProximityAdded(){
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super.onProximityAdded();
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//add first ammo item to cheaty blocks so they can shoot properly
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if(!hasAmmo() && cheating() && ammoTypes.size > 0){
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handleItem(this, ammoTypes.keys().next());
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}
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}
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@Override
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public void updateTile(){
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unit.ammo((float)unit.type().ammoCapacity * totalAmmo / maxAmmo);
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@@ -500,8 +500,8 @@ public class Turret extends ReloadTurret{
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if(ammo.size >= 2 && ammo.peek().amount < ammoPerShot && ammo.get(ammo.size - 2).amount >= ammoPerShot){
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ammo.swap(ammo.size - 1, ammo.size - 2);
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}
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return ammo.size > 0 && ammo.peek().amount >= ammoPerShot || cheating();
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return ammo.size > 0 && (ammo.peek().amount >= ammoPerShot || cheating());
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}
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public boolean charging(){
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