Limit formation speed across collision layers

This commit is contained in:
Anuken
2023-09-24 09:03:44 -04:00
parent 235c0222bf
commit 65aecbed20
3 changed files with 16 additions and 2 deletions

View File

@@ -12,6 +12,7 @@ import mindustry.async.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.gen.*;
import mindustry.world.blocks.environment.*;
public class UnitGroup{
public Seq<Unit> units = new Seq<>();
@@ -36,9 +37,14 @@ public class UnitGroup{
positions[i * 2] = unit.x - cx;
positions[i * 2 + 1] = unit.y - cy;
unit.command().groupIndex = i;
minSpeed = Math.min(unit.speed(), minSpeed);
//don't factor in the floor speed multiplier
Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
}
if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
//run on new thread to prevent stutter
Vars.mainExecutor.submit(() -> {
//unused space between circles that needs to be reached for compression to end

View File

@@ -299,7 +299,7 @@ public class CommandAI extends AIController{
@Override
public float prefSpeed(){
return group == null ? super.prefSpeed() : group.minSpeed;
return group == null ? super.prefSpeed() : Math.min(group.minSpeed, unit.speed());
}
@Override

View File

@@ -309,10 +309,18 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
}
}
float minSpeed = 100000000f;
for(int i = 0; i < groups.length; i ++){
var group = groups[i];
if(group != null && group.units.size > 0){
group.calculateFormation(targetAsVec, i);
minSpeed = Math.min(group.minSpeed, minSpeed);
}
}
for(var group : groups){
if(group != null){
group.minSpeed = minSpeed;
}
}
}