Revert "Properly handle missile units shooting more missile units (#8359)" (#8585)

This reverts commit 1373381554.
This commit is contained in:
MEEPofFaith
2023-05-11 22:58:30 -07:00
committed by GitHub
parent 0496d2108c
commit 688b5b9eea
2 changed files with 5 additions and 9 deletions

View File

@@ -554,7 +554,7 @@ public class BulletType extends Content implements Cloneable{
public void init(Bullet b){
if(killShooter && b.owner() instanceof Healthc h && !h.dead()){
if(killShooter && b.owner() instanceof Healthc h){
h.kill();
}
@@ -700,6 +700,7 @@ public class BulletType extends Content implements Cloneable{
return create(owner, team, x, y, angle, -1, velocityScl, lifetimeScl, null);
}
public @Nullable Bullet create(Entityc owner, Team team, float x, float y, float angle, float velocityScl, float lifetimeScl, Mover mover){
return create(owner, team, x, y, angle, -1, velocityScl, lifetimeScl, null, mover);
}
@@ -731,27 +732,24 @@ public class BulletType extends Content implements Cloneable{
Unit spawned = spawnUnit.create(team);
spawned.set(x, y);
spawned.rotation = angle;
//immediately spawn at top speed, since it was launched
if(spawnUnit.missileAccelTime <= 0f){
spawned.vel.trns(angle, spawnUnit.speed);
}
//assign unit owner
if(spawned.controller() instanceof MissileAI ai){
if(owner instanceof Unit unit){
ai.shooter = unit;
}
if(owner instanceof ControlBlock control){
ai.shooter = control.unit();
}
}
spawned.add();
}
//Since bullet init is never called, handle killing shooter here
if(killShooter && owner instanceof Healthc h && !h.dead()) h.kill();
//no bullet returned
return null;
}

View File

@@ -10,7 +10,6 @@ import arc.math.geom.*;
import arc.scene.ui.layout.*;
import arc.struct.*;
import arc.util.*;
import mindustry.ai.types.*;
import mindustry.annotations.Annotations.*;
import mindustry.audio.*;
import mindustry.content.*;
@@ -457,8 +456,7 @@ public class Weapon implements Cloneable{
lifeScl = bullet.scaleLife ? Mathf.clamp(Mathf.dst(bulletX, bulletY, mount.aimX, mount.aimY) / bullet.range) : 1f,
angle = angleOffset + shootAngle + Mathf.range(inaccuracy + bullet.inaccuracy);
Entityc shooter = unit.controller() instanceof MissileAI ai ? ai.shooter : unit; //Pass the missile's shooter down to its bullets
mount.bullet = bullet.create(shooter, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
mount.bullet = bullet.create(unit, unit.team, bulletX, bulletY, angle, -1f, (1f - velocityRnd) + Mathf.random(velocityRnd), lifeScl, null, mover, mount.aimX, mount.aimY);
handleBullet(unit, mount, mount.bullet);
if(!continuous){