Fix Turret bug when cheat (#8273)

* (C/S) Fix ItemTurret ammo when `cheat`.

* (C/S) Fix `TurretBuild.updateReload` NPE when `cheat`
This commit is contained in:
WayZer
2023-02-09 22:20:06 +08:00
committed by GitHub
parent 53206e4b31
commit 53f410fee0
2 changed files with 14 additions and 3 deletions

View File

@@ -19,7 +19,7 @@ import mindustry.world.meta.*;
import static mindustry.Vars.*;
public class ItemTurret extends Turret{
public ObjectMap<Item, BulletType> ammoTypes = new ObjectMap<>();
public ObjectMap<Item, BulletType> ammoTypes = new OrderedMap<>();
public ItemTurret(String name){
super(name);
@@ -82,6 +82,17 @@ public class ItemTurret extends Turret{
}
public class ItemTurretBuild extends TurretBuild{
@Override
public void onProximityAdded(){
super.onProximityAdded();
//add first ammo item to cheaty blocks so they can shoot properly
if(!hasAmmo() && cheating() && ammoTypes.size > 0){
handleItem(this, ammoTypes.keys().next());
}
}
@Override
public void updateTile(){
unit.ammo((float)unit.type().ammoCapacity * totalAmmo / maxAmmo);

View File

@@ -500,8 +500,8 @@ public class Turret extends ReloadTurret{
if(ammo.size >= 2 && ammo.peek().amount < ammoPerShot && ammo.get(ammo.size - 2).amount >= ammoPerShot){
ammo.swap(ammo.size - 1, ammo.size - 2);
}
return ammo.size > 0 && ammo.peek().amount >= ammoPerShot || cheating();
return ammo.size > 0 && (ammo.peek().amount >= ammoPerShot || cheating());
}
public boolean charging(){