WIP T3 tank
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@@ -80,7 +80,7 @@ public class UnitTypes{
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public static @EntityDef({Unitc.class, BuildingTetherc.class, Payloadc.class}) UnitType manifold, assemblyDrone, effectDrone;
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//tank
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public static @EntityDef({Unitc.class, Tankc.class}) UnitType stell, locus, vanquish, conquer;
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public static @EntityDef({Unitc.class, Tankc.class}) UnitType stell, locus, precept, vanquish, conquer;
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//endregion
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@@ -2585,6 +2585,52 @@ public class UnitTypes{
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}});
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}};
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precept = new TankUnitType("precept"){{
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hitSize = 26f;
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treadPullOffset = 5;
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speed = 0.64f;
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rotateSpeed = 2f;
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health = 2100;
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armor = 8f;
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itemCapacity = 0;
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treadRects = new Rect[]{new Rect(16, 38, 30, 75), new Rect(44, 7, 17, 60)};
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researchCostMultiplier = 0f;
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weapons.add(new Weapon("precept-weapon"){{
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layerOffset = 0.0001f;
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reload = 30f;
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shootY = 18f;
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recoil = 1f;
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rotate = true;
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rotateSpeed = 1.3f;
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mirror = false;
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shootCone = 2f;
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x = 0f;
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y = -1f;
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heatColor = Color.valueOf("f9350f");
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cooldownTime = 30f;
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bullet = new BasicBulletType(8f, 130){{
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sprite = "missile-large";
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width = 9.5f;
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height = 15f;
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lifetime = 30f;
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hitSize = 6f;
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shootEffect = Fx.shootTitan;
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smokeEffect = Fx.shootSmokeTitan;
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pierceCap = 2;
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pierce = true;
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pierceBuilding = true;
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hitColor = backColor = trailColor = Color.valueOf("feb380");
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frontColor = Color.white;
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trailWidth = 3.1f;
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trailLength = 8;
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hitEffect = despawnEffect = Fx.blastExplosion;
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splashDamageRadius = 20f;
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splashDamage = 50f;
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}};
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}});
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}};
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vanquish = new TankUnitType("vanquish"){{
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hitSize = 28f;
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treadPullOffset = 4;
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@@ -332,7 +332,7 @@ public class BlockRenderer{
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procLinks.clear();
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procLights.clear();
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var bounds = camera.bounds(Tmp.r3).grow(tilesize);
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var bounds = camera.bounds(Tmp.r3).grow(tilesize * 2f);
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//draw floor lights
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floorTree.intersect(bounds, tile -> lightview.add(tile));
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@@ -362,17 +362,26 @@ public class UnitType extends UnlockableContent{
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/** how much of a top part of a tread sprite is "cut off" relative to the pattern; this is corrected for */
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public int treadPullOffset = 0;
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//SEGMENTED / CRAWL UNITS
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//SEGMENTED / CRAWL UNITS (this is WIP content!)
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//for crawlers
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/** number of independent segments */
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public int segments = 0;
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public float segmentSpacing = 2f, segmentScl = 4f, segmentPhase = 5f, segmentRotSpeed = 1f, segmentMaxRot = 30f;
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/** magnitude of sine offset between segments */
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public float segmentMag = 2f,
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/** scale of sine offset between segments */
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segmentScl = 4f,
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/** index multiplier of sine offset between segments */
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segmentPhase = 5f,
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/** how fast each segment moves towards the next one */
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segmentRotSpeed = 1f,
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/** maximum difference between segment angles */
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segmentMaxRot = 30f,
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/** speed multiplier this unit will have when crawlSlowdownFrac is met. */
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public float crawlSlowdown = 0.5f;
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crawlSlowdown = 0.5f,
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/** damage dealt to blocks under this tank/crawler every frame. */
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public float crushDamage = 0f;
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crushDamage = 0f,
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/** the fraction of solids under this block necessary for it to reach crawlSlowdown. */
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public float crawlSlowdownFrac = 0.55f;
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crawlSlowdownFrac = 0.55f;
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//MISSILE UNITS
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@@ -1377,6 +1386,7 @@ public class UnitType extends UnlockableContent{
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Draw.reset();
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}
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//TODO
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public void drawCrawl(Crawlc crawl){
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Unit unit = (Unit)crawl;
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applyColor(unit);
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@@ -1386,20 +1396,18 @@ public class UnitType extends UnlockableContent{
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TextureRegion[] regions = p == 0 ? segmentOutlineRegions : segmentRegions;
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for(int i = 0; i < segments; i++){
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float trns = Mathf.sin(crawl.crawlTime() + i * segmentPhase, segmentScl, segmentSpacing);
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float trns = Mathf.sin(crawl.crawlTime() + i * segmentPhase, segmentScl, segmentMag);
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//at segment 0, rotation = segmentRot, but at the last segment it is rotation
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float rot = Mathf.slerp(crawl.segmentRot(), unit.rotation, i / (float)(segments - 1));
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float tx = Angles.trnsx(rot, trns), ty = Angles.trnsy(rot, trns);
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//shadow
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Draw.color(0f, 0f, 0f, 0.2f);
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//Draw.rect(regions[i], unit.x + tx + 2f, unit.y + ty - 2f, rot - 90);
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applyColor(unit);
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//TODO merge outlines?
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Draw.rect(regions[i], unit.x + tx, unit.y + ty, rot - 90);
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}
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