RailBulletType improvements

This commit is contained in:
Anuken
2022-02-25 13:24:18 -05:00
parent 28dab2fa05
commit 7245364a55
10 changed files with 74 additions and 52 deletions

View File

@@ -331,13 +331,6 @@ public class Fx{
Lines.poly(e.x, e.y, 4, 5f + e.fin() * 60f);
}),
vtolHover = new Effect(40f, e -> {
float len = e.finpow() * 10f;
float ang = e.rotation + Mathf.randomSeedRange(e.id, 30f);
color(Pal.lightFlame, Pal.lightOrange, e.fin());
Fill.circle(e.x + trnsx(ang, len), e.y + trnsy(ang, len), 2f * e.fout());
}),
breakProp = new Effect(23, e -> {
float scl = Math.max(e.rotation, 1);
color(Tmp.c1.set(e.color).mul(1.1f));

View File

@@ -1789,9 +1789,9 @@ public class UnitTypes{
bullet = new RailBulletType(){{
shootEffect = Fx.railShoot;
length = 500;
updateEffectSeg = 60f;
pointEffectSpace = 60f;
pierceEffect = Fx.railHit;
updateEffect = Fx.railTrail;
pointEffect = Fx.railTrail;
hitEffect = Fx.massiveExplosion;
smokeEffect = Fx.shootBig2;
damage = 1250;
@@ -2484,8 +2484,8 @@ public class UnitTypes{
weapons.add(new Weapon("locus-weapon"){{
layerOffset = 0.0001f;
reload = 30f;
shootY = 9.3f;
reload = 12f;
shootY = 10f;
recoil = 1f;
rotate = true;
rotateSpeed = 1.4f;
@@ -2499,19 +2499,29 @@ public class UnitTypes{
spread = 3.5f;
}};
bullet = new BasicBulletType(5f, 50){{
sprite = "missile-large";
bullet = new RailBulletType(){{
length = 140f;
damage = 40f;
hitColor = Color.valueOf("feb380");
hitEffect = endEffect = Fx.hitBulletColor;
shootEffect = Fx.shootBig;
smokeEffect = Fx.shootBigSmoke;
shootEffect = Fx.shootBigColor;
width = 5f;
height = 7f;
lifetime = 40f;
hitSize = 4f;
hitColor = backColor = trailColor = Color.valueOf("feb380");
frontColor = Color.white;
trailWidth = 1.7f;
trailLength = 5;
despawnEffect = hitEffect = Fx.hitBulletColor;
pierceDamageFactor = 0.8f;
lineEffect = new Effect(14f, e -> {
if(!(e.data instanceof Vec2 v)) return;
stroke(e.fout() * 1.5f);
color(e.color);
Lines.line(e.x, e.y, v.x, v.y);
});
pointEffectSpace = 8f;
if(false)
pointEffect = new Effect(20, e -> {
color(e.color);
Fill.poly(e.x, e.y, 3, 4f * e.fout(), e.rotation);
}).layer(Layer.bullet - 0.001f);
}};
}});
}};
@@ -2926,12 +2936,14 @@ public class UnitTypes{
layerOffset = -0.001f;
heatColor = Pal.techBlue;
heatProgress = PartProgress.heat.add(0.2f).min(PartProgress.warmup);
progress = PartProgress.warmup.blend(PartProgress.reload, 0.2f);
x = 11 / 4f;
y = 10f / 4f;
moveY = 1f - fi * 3f;
moveX = fi * 0.5f;
moveRot = -30f - fi * 15f;
progress = PartProgress.warmup.blend(PartProgress.reload, 0.1f);
x = 13.5f / 4f;
y = 10f / 4f - fi * 2f;
moveY = 1f - fi * 1f;
moveX = fi * 0.3f;
moveRot = -45f - fi * 17f;
moves.add(new PartMove(PartProgress.reload.inv().mul(1.8f).inv().curve(fi / 5f, 0.2f), 0f, 0f, 40f));
}});
}

View File

@@ -214,7 +214,7 @@ public class Damage{
//try to heal the tile
if(collide && hitter.type.testCollision(hitter, tile)){
hitter.type.hitTile(hitter, tile, health, false);
hitter.type.hitTile(hitter, tile, cx * tilesize, cy * tilesize, health, false);
}
}
};

View File

@@ -255,12 +255,12 @@ public class BulletType extends Content implements Cloneable{
/** If direct is false, this is an indirect hit and the tile was already damaged.
* TODO this is a mess. */
public void hitTile(Bullet b, Building build, float initialHealth, boolean direct){
public void hitTile(Bullet b, Building build, float x, float y, float initialHealth, boolean direct){
if(makeFire && build.team != b.team){
Fires.create(build.tile);
}
if(heals()&& build.team == b.team && !(build.block instanceof ConstructBlock)){
if(heals() && build.team == b.team && !(build.block instanceof ConstructBlock)){
healEffect.at(build.x, build.y, build.block.size, healColor);
build.heal(healPercent / 100f * build.maxHealth + healAmount);
}else if(build.team != b.team && direct){

View File

@@ -9,14 +9,16 @@ import mindustry.gen.*;
public class RailBulletType extends BulletType{
//for calculating the furthest point
static float furthest = 0;
static boolean any = false;
public Effect pierceEffect = Fx.hitBulletSmall, updateEffect = Fx.none;
public Effect pierceEffect = Fx.hitBulletSmall, pointEffect = Fx.none, lineEffect = Fx.none;
public Effect endEffect;
/** Multiplier of damage decreased per health pierced. */
public float pierceDamageFactor = 1f;
public float length = 100f;
public float updateEffectSeg = 20f;
public float pointEffectSpace = 20f;
public RailBulletType(){
speed = 0f;
@@ -34,18 +36,18 @@ public class RailBulletType extends BulletType{
return length;
}
void handle(Bullet b, Posc pos, float initialHealth){
void handle(Bullet b, float initialHealth, float x, float y){
float sub = Math.max(initialHealth*pierceDamageFactor, 0);
if(b.damage <= 0){
b.fdata = Math.min(b.fdata, b.dst(pos));
b.fdata = Math.min(b.fdata, b.dst(x, y));
return;
}
if(b.damage > 0){
pierceEffect.at(pos.getX(), pos.getY(), b.rotation());
pierceEffect.at(x, y, b.rotation());
hitEffect.at(pos.getX(), pos.getY());
hitEffect.at(x, y);
}
//subtract health from each consecutive pierce
@@ -53,8 +55,10 @@ public class RailBulletType extends BulletType{
//bullet was stopped, decrease furthest distance
if(b.damage <= 0f){
furthest = Math.min(furthest, b.dst(pos));
furthest = Math.min(furthest, b.dst(x, y));
}
any = true;
}
@Override
@@ -63,12 +67,23 @@ public class RailBulletType extends BulletType{
b.fdata = length;
furthest = length;
any = false;
Damage.collideLine(b, b.team, b.type.hitEffect, b.x, b.y, b.rotation(), length, false, false);
float resultLen = furthest;
Vec2 nor = Tmp.v1.trns(b.rotation(), 1f).nor();
for(float i = 0; i <= resultLen; i += updateEffectSeg){
updateEffect.at(b.x + nor.x * i, b.y + nor.y * i, b.rotation());
if(pointEffect != Fx.none){
for(float i = 0; i <= resultLen; i += pointEffectSpace){
pointEffect.at(b.x + nor.x * i, b.y + nor.y * i, b.rotation(), trailColor);
}
}
if(!any){
endEffect.at(b.x + nor.x * resultLen, b.y + nor.y * resultLen, b.rotation(), hitColor);
}
if(lineEffect != Fx.none){
lineEffect.at(b.x, b.y, b.rotation(), hitColor, new Vec2(b.x, b.y).mulAdd(nor, resultLen));
}
}
@@ -80,11 +95,11 @@ public class RailBulletType extends BulletType{
@Override
public void hitEntity(Bullet b, Hitboxc entity, float health){
super.hitEntity(b, entity, health);
handle(b, entity, health);
handle(b, health, entity.getX(), entity.getY());
}
@Override
public void hitTile(Bullet b, Building build, float initialHealth, boolean direct){
handle(b, build, initialHealth);
public void hitTile(Bullet b, Building build, float x, float y, float initialHealth, boolean direct){
handle(b, initialHealth, x, y);
}
}

View File

@@ -132,9 +132,9 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
//copy-paste of World#raycastEach, inlined for lambda capture performance.
@Override
public void tileRaycast(int x0f, int y0f, int x1, int y1){
int x = x0f, dx = Math.abs(x1 - x), sx = x < x1 ? 1 : -1;
int y = y0f, dy = Math.abs(y1 - y), sy = y < y1 ? 1 : -1;
public void tileRaycast(int x1, int y1, int x2, int y2){
int x = x1, dx = Math.abs(x2 - x), sx = x < x2 ? 1 : -1;
int y = y1, dy = Math.abs(y2 - y), sy = y < y2 ? 1 : -1;
int e2, err = dx - dy;
int ww = world.width(), wh = world.height();
@@ -173,13 +173,13 @@ abstract class BulletComp implements Timedc, Damagec, Hitboxc, Teamc, Posc, Draw
}
}
type.hitTile(self(), build, health, true);
type.hitTile(self(), build, x * tilesize, y * tilesize, health, true);
//stop raycasting when building is hit
if(type.pierceBuilding) return;
}
if(x == x1 && y == y1) break;
if(x == x2 && y == y2) break;
e2 = 2 * err;
if(e2 > -dy){

View File

@@ -92,6 +92,10 @@ public abstract class DrawPart{
return p -> (get(p) - amount) / (1f - amount);
}
default PartProgress curve(float offset, float duration){
return p -> (get(p) - offset) / duration;
}
default PartProgress shorten(float amount){
return p -> get(p) / (1f - amount);
}

View File

@@ -503,8 +503,6 @@ public class Turret extends ReloadTurret{
handleBullet(type.create(this, team, bulletX, bulletY, shootAngle, 1f + Mathf.range(velocityInaccuracy), lifeScl), xOffset, yOffset, angleOffset);
//TODO "shoot" and "smoke" should just be MultiEffects there's no reason to have them separate
(shootEffect == Fx.none ? type.shootEffect : shootEffect).at(bulletX, bulletY, rotation, type.hitColor);
(smokeEffect == Fx.none ? type.smokeEffect : smokeEffect).at(bulletX, bulletY, rotation, type.hitColor);
shootSound.at(bulletX, bulletY, Mathf.random(soundPitchMin, soundPitchMax));
@@ -512,7 +510,7 @@ public class Turret extends ReloadTurret{
ammoUseEffect.at(
x - Angles.trnsx(rotation, ammoEjectBack),
y - Angles.trnsy(rotation, ammoEjectBack),
rotation * (shoot.shots == 1 && shoot instanceof ShootAlternate && totalShots % 2 == 1 ? -1f : 1f)
rotation * Mathf.sign(xOffset)
);
if(shootShake > 0){