Titan recolor + complaining
This commit is contained in:
@@ -119,7 +119,7 @@ public class Blocks{
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duo, scatter, scorch, hail, arc, wave, lancer, swarmer, salvo, fuse, ripple, cyclone, foreshadow, spectre, meltdown, segment, parallax, tsunami,
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//turrets - erekir
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breach, fracture, sublimate, titan,
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breach, fracture, horde, sublimate, titan,
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//units
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commandCenter,
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@@ -128,6 +128,7 @@ public class Blocks{
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repairPoint, repairTurret,
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//payloads
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//TODO small deconstructor
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payloadConveyor, payloadRouter, payloadPropulsionTower, deconstructor, constructor, largeConstructor, payloadLoader, payloadUnloader,
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//logic
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@@ -2799,7 +2800,7 @@ public class Blocks{
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Items.beryllium, new BasicBulletType(7f, 32){{
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width = 8f;
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height = 14f;
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shootEffect = Fx.berylSpark;
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shootEffect = Fx.colorSpark;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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pierce = true;
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@@ -2853,7 +2854,7 @@ public class Blocks{
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velocityInaccuracy = 0.2f;
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width = 6f;
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height = 12f;
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shootEffect = Fx.berylSpark;
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shootEffect = Fx.colorSpark;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 2;
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pierce = true;
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@@ -2888,10 +2889,64 @@ public class Blocks{
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limitRange();
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}};
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//TODO implementation, better name
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horde = new ItemTurret("horde"){{
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requirements(Category.turret, with(Items.tungsten, 35, Items.silicon, 35));
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ammo(
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Items.scrap, new MissileBulletType(4.2f, 15){{
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velocityInaccuracy = 0.2f;
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shootEffect = Fx.colorSpark;
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smokeEffect = Fx.shootBigSmoke;
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ammoMultiplier = 1;
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hitColor = backColor = trailColor = Color.valueOf("ea8878");
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frontColor = Color.valueOf("feb380");
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trailWidth = 2f;
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trailLength = 12;
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splashDamage = 15f;
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splashDamageRadius = 30f;
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weaveMag = 5;
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weaveScale = 4;
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velocityInaccuracy = 0.1f;
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ammoMultiplier = 3f;
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//TODO different effect?
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hitEffect = despawnEffect = Fx.blastExplosion;
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}}
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);
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acceptCoolant = false;
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//TODO
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consumes.liquid(Liquids.hydrogen, 1.5f / 60f);
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shots = 9;
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burstSpacing = 2f;
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//TODO this works but looks bad
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spread = 0f;
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shootLength = 6.5f;
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xRand = 13f;
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recoilAmount = 0f;
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draw = new DrawTurret("reinforced-");
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outlineColor = Pal.darkOutline;
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size = 3;
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envEnabled |= Env.space;
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reloadTime = 60f * 1.5f;
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range = 190;
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shootCone = 15f;
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inaccuracy = 20f;
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health = 300 * size * size;
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rotateSpeed = 3f;
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//???
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//limitRange();
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}};
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//TODO bad name
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sublimate = new ContinuousTurret("sublimate"){{
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//TODO requirements
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requirements(Category.turret, with(Items.tungsten, 35, Items.silicon, 35));
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requirements(Category.turret, with(Items.tungsten, 50, Items.silicon, 60, Items.oxide, 30, Items.carbide, 40));
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draw = new DrawTurret("reinforced-"){{
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liquidDraw = Liquids.ozone;
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@@ -2942,13 +2997,11 @@ public class Blocks{
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}};
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titan = new ItemTurret("titan"){{
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//TODO requirements
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requirements(Category.turret, with(Items.carbide, 120, Items.surgeAlloy, 80, Items.silicon, 80, Items.beryllium, 120));
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ammo(
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//TODO ammo types to be defined later
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//TODO 1 more ammo type, decide on base type
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Items.fissileMatter, new ArtilleryBulletType(2.5f, 40, "shell"){{
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//TODO FX; smoke, shockwave, not green bomb
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hitEffect = new MultiEffect(Fx.titanExplosion, Fx.titanSmoke);
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despawnEffect = Fx.none;
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knockback = 1.5f;
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@@ -2957,8 +3010,8 @@ public class Blocks{
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width = 14.2f;
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splashDamageRadius = 60f;
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splashDamage = 100f;
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backColor = hitColor = trailColor = Pal.berylShot;
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frontColor = Color.valueOf("f0ffde");
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backColor = hitColor = trailColor = Color.valueOf("5b6b82");
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frontColor = Color.valueOf("a0b0c8");
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ammoMultiplier = 1f;
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status = StatusEffects.blasted;
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@@ -2971,11 +3024,9 @@ public class Blocks{
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trailColor = backColor;
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despawnShake = 7f;
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//TODO better shoot
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shootEffect = Fx.shootTitan;
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smokeEffect = Fx.shootSmokeTitan;
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//does the trail need to shrink?
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trailInterp = v -> Math.max(Mathf.slope(v), 0.8f);
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shrinkX = 0.2f;
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shrinkY = 0.1f;
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@@ -2992,27 +3043,23 @@ public class Blocks{
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acceptCoolant = false;
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draw = new DrawTurret("reinforced-"){{
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Color heatc = Color.valueOf("f03b0e");
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Interp in = Interp.pow2In;
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parts.addAll(
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new RegionPart("-barrel"){{
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moveY = -5f;
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heatColor = heatc;
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heatColor = Color.valueOf("f03b0e");
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mirror = false;
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interp = in;
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interp = Interp.pow2In;
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}},
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new RegionPart("-side"){{
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moveX = 2f;
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moveY = -1f;
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rotMove = -40f;
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moveX = 2f;
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useReload = false;
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under = true;
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heatColor = Pal.berylShot.cpy().mul(1.1f);
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heatColor = Color.valueOf("768a9a");
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useProgressHeat = true;
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interp = Interp.pow2Out;
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}}
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);
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}});
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}};
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restitution = 0.02f;
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@@ -340,7 +340,7 @@ public class Fx{
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}),
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titanExplosion = new Effect(30f, 160f, e -> {
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color(Pal.berylShot);
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color(e.color);
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stroke(e.fout() * 3f);
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float circleRad = 6f + e.finpow() * 60f;
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Lines.circle(e.x, e.y, circleRad);
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@@ -356,7 +356,7 @@ public class Fx{
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titanSmoke = new Effect(300f, 300f, b -> {
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float intensity = 3f;
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color(Pal.berylShot, 0.7f);
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color(b.color, 0.7f);
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for(int i = 0; i < 4; i++){
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rand.setSeed(b.id*2 + i);
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float lenScl = rand.random(0.5f, 1f);
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@@ -1372,7 +1372,7 @@ public class Fx{
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}),
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shootTitan = new Effect(10, e -> {
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color(Pal.lightOrange, Pal.berylShot, e.fin());
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color(Pal.lightOrange, e.color, e.fin());
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float w = 1.3f + 10 * e.fout();
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Drawf.tri(e.x, e.y, w, 35f * e.fout(), e.rotation);
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Drawf.tri(e.x, e.y, w, 6f * e.fout(), e.rotation + 180f);
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@@ -1399,7 +1399,7 @@ public class Fx{
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for(int i = 0; i < 13; i++){
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v.trns(e.rotation + rand.range(30f), rand.random(e.finpow() * 40f));
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e.scaled(e.lifetime * rand.random(0.3f, 1f), b -> {
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color(Pal.berylShot, Pal.lightishGray, b.fin());
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color(e.color, Pal.lightishGray, b.fin());
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Fill.circle(e.x + v.x, e.y + v.y, b.fout() * 3.4f + 0.3f);
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});
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}
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@@ -1441,8 +1441,8 @@ public class Fx{
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}
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}),
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berylSpark = new Effect(21f, e -> {
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color(Color.white, Pal.berylShot, e.fin());
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colorSpark = new Effect(21f, e -> {
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color(Color.white, e.color, e.fin());
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stroke(e.fout() * 1.1f + 0.5f);
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randLenVectors(e.id, 5, 27f * e.fin(), e.rotation, 9f, (x, y) -> {
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@@ -350,6 +350,8 @@ public class Weapon implements Cloneable{
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BulletType ammo = bullet;
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float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(shootX, shootY, aimX, aimY) / ammo.range()) : 1f;
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//TODO far too complicated and similar to Turret
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sequenceNum = 0;
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if(delay){
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Angles.shotgun(shots, spacing, rotation, f -> {
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@@ -396,8 +398,8 @@ public class Weapon implements Cloneable{
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}
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ejectEffect.at(mountX, mountY, rotation * side);
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ammo.shootEffect.at(shootX, shootY, rotation, parentize ? unit : null);
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ammo.smokeEffect.at(shootX, shootY, rotation, parentize ? unit : null);
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ammo.shootEffect.at(shootX, shootY, rotation, ammo.hitColor, parentize ? unit : null);
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ammo.smokeEffect.at(shootX, shootY, rotation, ammo.hitColor, parentize ? unit : null);
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unit.apply(shootStatus, shootStatusDuration);
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}
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@@ -16,6 +16,7 @@ public class BaseTurret extends Block{
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public float range = 80f;
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public float rotateSpeed = 5;
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public float coolantUsage = 0.2f;
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public boolean acceptCoolant = true;
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/** Effect displayed when coolant is used. */
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public Effect coolEffect = Fx.fuelburn;
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@@ -38,7 +39,7 @@ public class BaseTurret extends Block{
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public void init(){
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if(acceptCoolant && !consumes.has(ConsumeType.liquid)){
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hasLiquids = true;
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consumes.add(new ConsumeCoolant(0.2f)).update(false).boost();
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consumes.add(new ConsumeCoolant(coolantUsage)).update(false).boost();
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}
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super.init();
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@@ -23,7 +23,6 @@ import mindustry.graphics.*;
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import mindustry.logic.*;
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import mindustry.type.*;
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import mindustry.world.blocks.*;
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import mindustry.world.consumers.*;
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import mindustry.world.draw.*;
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import mindustry.world.meta.*;
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@@ -42,54 +41,74 @@ public class Turret extends ReloadTurret{
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public Effect ammoUseEffect = Fx.none;
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public Sound shootSound = Sounds.shoot;
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//general info
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public int maxAmmo = 30;
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public int ammoPerShot = 1;
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public Effect chargeEffect = Fx.none;
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public Effect chargeBeginEffect = Fx.none;
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public Sound chargeSound = Sounds.none;
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//visuals
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public float ammoEjectBack = 1f;
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public float inaccuracy = 0f;
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public float velocityInaccuracy = 0f;
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public float shootWarmupSpeed = 0.1f;
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public int shots = 1;
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public float spread = 4f;
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public float recoilAmount = 1f;
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public float restitution = 0.02f;
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public float cooldown = 0.02f;
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public float coolantUsage = 0.2f;
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public float shootCone = 8f;
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public float elevation = -1f;
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public float shootShake = 0f;
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public int maxAmmo = 30;
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public int ammoPerShot = 1;
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//TODO all the fields below should be deprecated and moved into a ShootPattern class or similar
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//TODO ...however, it would be nice to unify the weapon and turret systems into one.
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// below
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/** Bullet angle randomness in degrees. */
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public float inaccuracy = 0f;
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/** Fraction of bullet velocity that is random. */
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public float velocityInaccuracy = 0f;
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/** Number of bullets fired per volley. */
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public int shots = 1;
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/**
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* Spread between bullets in degrees.
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* For some dumb reason, this is also used for the "alternation width", and it's too late to change anything.
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* */
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public float spread = 4f;
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/** Maximum angle difference in degrees at which turret will still try to shoot. */
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public float shootCone = 8f;
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/** Length of turret shoot point. */
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public float shootLength = -1;
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/** Random spread of projectile across width. This looks stupid. */
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public float xRand = 0f;
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/** Currently used for artillery only. */
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public float minRange = 0f;
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/** Ticks between shots if shots > 1. */
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public float burstSpacing = 0;
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/** An inflexible and terrible idea. */
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public boolean alternate = false;
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/** If true, this turret will accurately target moving targets with respect to charge time. */
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public boolean accurateDelay = false;
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public boolean targetAir = true;
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public boolean targetGround = true;
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public boolean targetHealing = false;
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public boolean playerControllable = true;
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public boolean displayAmmoMultiplier = true;
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//charging
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public float chargeTime = -1f;
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public int chargeEffects = 5;
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public float chargeMaxDelay = 10f;
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public Effect chargeEffect = Fx.none;
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public Effect chargeBeginEffect = Fx.none;
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public Sound chargeSound = Sounds.none;
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//see above
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public boolean targetAir = true;
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public boolean targetGround = true;
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public boolean targetHealing = false;
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public boolean playerControllable = true;
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public boolean displayAmmoMultiplier = true;
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public Sortf unitSort = UnitSorts.closest;
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/** @deprecated loaded in {@link #draw} instead, unused */
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public @Deprecated @Load(value = "@-base", fallback = "block-@size") TextureRegion baseRegion;
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/** @deprecated loaded in {@link #draw} instead, unused */
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public @Deprecated @Load("@-heat") TextureRegion heatRegion;
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public float elevation = -1f;
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public DrawBlock draw = new DrawTurret();
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/** @deprecated loaded in {@link #draw} instead, unused */
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@Deprecated
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public @Load(value = "@-base", fallback = "block-@size") TextureRegion baseRegion;
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/** @deprecated loaded in {@link #draw} instead, unused */
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@Deprecated
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public @Load("@-heat") TextureRegion heatRegion;
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/** @deprecated use bulletOffset; this will always be zero. **/
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@Deprecated
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protected Vec2 tr = new Vec2();
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@@ -128,11 +147,6 @@ public class Turret extends ReloadTurret{
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@Override
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public void init(){
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if(acceptCoolant && !consumes.has(ConsumeType.liquid)){
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hasLiquids = true;
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consumes.add(new ConsumeCoolant(coolantUsage)).update(false).boost();
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}
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if(shootLength < 0) shootLength = size * tilesize / 2f;
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if(elevation < 0) elevation = size / 2f;
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@@ -436,6 +450,7 @@ public class Turret extends ReloadTurret{
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}
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protected void shoot(BulletType type){
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//TODO absolute disaster here, combining shot patterns fails in unpredictable ways and I don't want to touch anything in case it breaks mods
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//when charging is enabled, use the charge shoot pattern
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if(chargeTime > 0){
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@@ -470,6 +485,7 @@ public class Turret extends ReloadTurret{
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int ii = i;
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Time.run(burstSpacing * i, () -> {
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if(dead || !hasAmmo()) return;
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bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
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bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy) + (ii - (int)(shots / 2f)) * spread);
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effects();
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@@ -485,7 +501,7 @@ public class Turret extends ReloadTurret{
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if(alternate){
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float i = (shotCounter % shots) - (shots-1)/2f;
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bulletOffset.trns(rotation - 90, spread * i + Mathf.range(xRand), shootLength);
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bulletOffset.trns(rotation - 90, (spread) * i + Mathf.range(xRand), shootLength);
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bullet(type, rotation + Mathf.range(inaccuracy + type.inaccuracy));
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}else{
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bulletOffset.trns(rotation, shootLength, Mathf.range(xRand));
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@@ -511,11 +527,13 @@ public class Turret extends ReloadTurret{
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}
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protected void effects(){
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Effect fshootEffect = shootEffect == Fx.none ? peekAmmo().shootEffect : shootEffect;
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Effect fsmokeEffect = smokeEffect == Fx.none ? peekAmmo().smokeEffect : smokeEffect;
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var bullet = peekAmmo();
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//TODO "shoot" and "smoke" should just be MultiEffects there's no reason to have them separate
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Effect fshootEffect = shootEffect == Fx.none ? bullet.shootEffect : shootEffect;
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Effect fsmokeEffect = smokeEffect == Fx.none ? bullet.smokeEffect : smokeEffect;
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fshootEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation);
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fsmokeEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation);
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fshootEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation, bullet.hitColor);
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fsmokeEffect.at(x + bulletOffset.x, y + bulletOffset.y, rotation, bullet.hitColor);
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shootSound.at(x + bulletOffset.x, y + bulletOffset.y, Mathf.random(0.9f, 1.1f));
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if(shootShake > 0){
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Reference in New Issue
Block a user