Fix units that can't be hit being hit by some things. (#7391)
* Hittable check in checkTarget * Remove hittable() and checkTarget() overlap * Make PointBulletType abide collision types There should probably be a thing for jsonable `buildingFilter`s, in the case that you want something that doesn't target blocks. * PointBulletTypes should not be reflectable * oop * Use targettable instead of hittable * targetable check for Damage#linecast * targetable check for defenderAI * I shot, and then I hit something, but it was some invisible thing in the way, so I guess I missed
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@@ -28,7 +28,7 @@ public class DefenderAI extends AIController{
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public Teamc findTarget(float x, float y, float range, boolean air, boolean ground){
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//Sort by max health and closer target.
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var result = Units.closest(unit.team, x, y, Math.max(range, 400f), u -> !u.dead() && u.type != unit.type, (u, tx, ty) -> -u.maxHealth + Mathf.dst2(u.x, u.y, tx, ty) / 6400f);
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var result = Units.closest(unit.team, x, y, Math.max(range, 400f), u -> !u.dead() && u.type != unit.type && u.targetable(unit.team), (u, tx, ty) -> -u.maxHealth + Mathf.dst2(u.x, u.y, tx, ty) / 6400f);
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if(result != null) return result;
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//return core if found
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