Limit formation speed across collision layers
This commit is contained in:
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user