Merge branch 'master' of https://github.com/Anuken/Mindustry into 7.0-features

This commit is contained in:
Anuken
2021-08-19 23:52:06 -04:00
32 changed files with 166 additions and 121 deletions

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@@ -7,6 +7,7 @@ import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.game.EventType.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.type.*;
@@ -40,6 +41,7 @@ public class UnitSpawnAbility extends Ability{
Unit u = this.unit.create(unit.team);
u.set(x, y);
u.rotation = unit.rotation;
Events.fire(new UnitCreateEvent(u, null, unit));
if(!Vars.net.client()){
u.add();
}

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@@ -76,6 +76,17 @@ abstract class MechComp implements Posc, Flyingc, Hitboxc, Unitc, Mechc, Elevati
return raw;
}
@Override
@Replace
public void rotateMove(Vec2 vec){
//mechs use baseRotation to rotate, not rotation.
moveAt(Tmp.v2.trns(baseRotation, vec.len()));
if(!vec.isZero()){
baseRotation = Angles.moveToward(baseRotation, vec.angle(), type.rotateSpeed * Math.max(Time.delta, 1));
}
}
@Override
public void moveAt(Vec2 vector, float acceleration){
//mark walking state when moving in a controlled manner

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@@ -51,6 +51,15 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
private transient boolean wasPlayer;
private transient boolean wasHealed;
/** Move based on preferred unit movement type. */
public void movePref(Vec2 movement){
if(type.omniMovement){
moveAt(movement);
}else{
rotateMove(movement);
}
}
public void moveAt(Vec2 vector){
moveAt(vector, type.accel);
}

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@@ -76,6 +76,23 @@ public class AIController implements UnitController{
}
}
/** For ground units: Looks at the target, or the movement position. Does not apply to non-omni units. */
public void faceTarget(){
if(unit.type.omniMovement || unit instanceof Mechc){
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.rotateShooting && unit.type.hasWeapons()){
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
}else if(unit.moving()){
unit.lookAt(unit.vel().angle());
}
}
}
public void faceMovement(){
if((unit.type.omniMovement || unit instanceof Mechc) && unit.moving()){
unit.lookAt(unit.vel().angle());
}
}
public boolean invalid(Teamc target){
return Units.invalidateTarget(target, unit.team, unit.x, unit.y);
}
@@ -89,7 +106,7 @@ public class AIController implements UnitController{
if(tile == targetTile || (costType == Pathfinder.costNaval && !targetTile.floor().isLiquid)) return;
unit.moveAt(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
unit.movePref(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
}
public void updateWeapons(){

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@@ -0,0 +1,25 @@
package mindustry.entities.units;
import arc.graphics.*;
import mindustry.graphics.*;
/** A sprite drawn in addition to the base unit sprites. */
public class UnitDecal{
public String region = "error";
public float x, y, rotation;
public float layer = Layer.flyingUnit + 1f;
public float xScale = 1f, yScale = 1f;
public Color color = Color.white;
public UnitDecal(String region, float x, float y, float rotation, float layer, Color color){
this.region = region;
this.x = x;
this.y = y;
this.rotation = rotation;
this.layer = layer;
this.color = color;
}
public UnitDecal(){
}
}