Better team interaction

This commit is contained in:
Anuken
2019-02-15 12:32:01 -05:00
parent 070bb4d2d1
commit 7024273a02
5 changed files with 16 additions and 12 deletions

View File

@@ -3,7 +3,6 @@ package io.anuke.mindustry.input;
import io.anuke.annotations.Annotations.Loc;
import io.anuke.annotations.Annotations.Remote;
import io.anuke.arc.Core;
import io.anuke.mindustry.entities.Effects;
import io.anuke.arc.graphics.Color;
import io.anuke.arc.input.InputProcessor;
import io.anuke.arc.math.Angles;
@@ -13,10 +12,10 @@ import io.anuke.arc.scene.ui.layout.Table;
import io.anuke.arc.util.Time;
import io.anuke.mindustry.content.Blocks;
import io.anuke.mindustry.content.Fx;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.entities.Effects;
import io.anuke.mindustry.entities.effect.ItemTransfer;
import io.anuke.mindustry.entities.traits.BuilderTrait.BuildRequest;
import io.anuke.mindustry.game.Team;
import io.anuke.mindustry.entities.type.Player;
import io.anuke.mindustry.gen.Call;
import io.anuke.mindustry.net.Net;
import io.anuke.mindustry.net.ValidateException;
@@ -157,7 +156,7 @@ public abstract class InputHandler implements InputProcessor{
boolean consumed = false, showedInventory = false;
//check if tapped block is configurable
if(tile.block().configurable && tile.getTeam() == player.getTeam()){
if(tile.block().configurable && tile.interactable(player.getTeam())){
consumed = true;
if(((!frag.config.isShown() && tile.block().shouldShowConfigure(tile, player)) //if the config fragment is hidden, show
//alternatively, the current selected block can 'agree' to switch config tiles
@@ -178,14 +177,14 @@ public abstract class InputHandler implements InputProcessor{
}
//call tapped event
if(!consumed && tile.getTeam() == player.getTeam()){
if(!consumed && tile.interactable(player.getTeam())){
Call.onTileTapped(player, tile);
}
//consume tap event if necessary
if(tile.getTeam() == player.getTeam() && tile.block().consumesTap){
if(tile.interactable(player.getTeam()) && tile.block().consumesTap){
consumed = true;
}else if((tile.getTeam() == player.getTeam() || tile.getTeam() == Team.none) && tile.block().synthetic() && !consumed){
}else if(tile.interactable(player.getTeam()) && tile.block().synthetic() && !consumed){
if(tile.block().hasItems && tile.entity.items.total() > 0){
frag.inv.showFor(tile);
consumed = true;
@@ -297,7 +296,7 @@ public abstract class InputHandler implements InputProcessor{
ItemStack stack = player.item();
if(tile.block().acceptStack(stack.item, stack.amount, tile, player) > 0 && tile.getTeam() == player.getTeam() && tile.block().hasItems){
if(tile.block().acceptStack(stack.item, stack.amount, tile, player) > 0 && tile.interactable(player.getTeam()) && tile.block().hasItems){
Call.transferInventory(player, tile);
}else{
Call.dropItem(player.angleTo(x, y));