Another erekir rebalance pr (#11184)
* wip * wipp * real * aaa * ae * oh yeah * fixx * wip * afflict stuff * this should work ig * wip * real * a * maybe? * a * holy shit * what the fuck am I doing * I have children in my basement * 9 * o * a * good enough * more thor disperse overrange * no * fix this * a * restore * ohno * oh nice * aaa * some changes * FREEDOM * nvm * perhaps * h * aio * ya * should be all * ig * almost * well this works * more surge scathe hp nerfs * wip * drowntime changes * last tweaks * last change probs * quick locus hotfix * sadedwerwfw * targetable fix
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@@ -1,5 +1,6 @@
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package mindustry.entities.abilities;
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import arc.audio.*;
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import arc.func.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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@@ -9,6 +10,7 @@ import arc.scene.ui.layout.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.ui.*;
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@@ -19,25 +21,86 @@ public class ShieldArcAbility extends Ability{
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private static Vec2 paramPos = new Vec2();
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private static final Cons<Bullet> shieldConsumer = b -> {
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if(b.team != paramUnit.team && b.type.absorbable && paramField.data > 0 &&
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!(b.within(paramPos, paramField.radius - paramField.width/2f) && paramPos.within(b.x - b.deltaX, b.y - b.deltaY, paramField.radius - paramField.width/2f)) &&
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(Tmp.v1.set(b).add(b.deltaX, b.deltaY).within(paramPos, paramField.radius + paramField.width/2f) || b.within(paramPos, paramField.radius + paramField.width/2f)) &&
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!(b.within(paramPos, paramField.radius - paramField.width) && paramPos.within(b.x - b.deltaX, b.y - b.deltaY, paramField.radius - paramField.width)) &&
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(Tmp.v1.set(b).add(b.deltaX, b.deltaY).within(paramPos, paramField.radius + paramField.width) || b.within(paramPos, paramField.radius + paramField.width)) &&
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(Angles.within(paramPos.angleTo(b), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f) || Angles.within(paramPos.angleTo(b.x + b.deltaX, b.y + b.deltaY), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f))){
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b.absorb();
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Fx.absorb.at(b);
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if(paramField.chanceDeflect > 0f && b.vel.len() >= 0.1f && b.type.reflectable && Mathf.chance(paramField.chanceDeflect)){
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//break shield
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//make sound
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paramField.deflectSound.at(paramPos, Mathf.random(0.9f, 1.1f));
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//translate bullet back to where it was upon collision
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b.trns(-b.vel.x, -b.vel.y);
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float penX = Math.abs(paramPos.x - b.x), penY = Math.abs(paramPos.y - b.y);
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if(penX > penY){
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b.vel.x *= -1;
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}else{
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b.vel.y *= -1;
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}
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b.owner = paramUnit;
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b.team = paramUnit.team;
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b.time += 1f;
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}else{
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b.absorb();
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Fx.absorb.at(b);
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}
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// break shield
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if(paramField.data <= b.damage()){
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paramField.data -= paramField.cooldown * paramField.regen;
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Fx.arcShieldBreak.at(paramPos.x, paramPos.y, 0, paramField.color == null ? paramUnit.type.shieldColor(paramUnit) : paramField.color, paramUnit);
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}
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paramField.data -= b.damage();
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// shieldDamage for consistency
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paramField.data -= b.type.shieldDamage(b);
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paramField.alpha = 1f;
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}
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};
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protected static final Cons<Unit> unitConsumer = unit -> {
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// ignore core units
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if(paramField.data > 0 && unit.targetable(paramUnit.team) &&
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!(unit.within(paramPos, paramField.radius - paramField.width) && paramPos.within(unit.x - unit.deltaX, unit.y - unit.deltaY, paramField.radius - paramField.width)) &&
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(Tmp.v1.set(unit).add(unit.deltaX, unit.deltaY).within(paramPos, paramField.radius + paramField.width) || unit.within(paramPos, paramField.radius + paramField.width)) &&
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(Angles.within(paramPos.angleTo(unit), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f) || Angles.within(paramPos.angleTo(unit.x + unit.deltaX, unit.y + unit.deltaY), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f))){
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if(unit.isMissile() && unit.killable() && paramField.missileUnitMultiplier >= 0f){
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unit.remove();
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unit.type.deathSound.at(unit);
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unit.type.deathExplosionEffect.at(unit);
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Fx.absorb.at(unit);
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Fx.circleColorSpark.at(unit.x, unit.y,paramUnit.team.color);
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// consider missile hp and gamerule to damage the shield
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paramField.data -= unit.health() * paramField.missileUnitMultiplier * Vars.state.rules.unitDamage(unit.team);
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paramField.alpha = 1f;
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}else{
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float reach = paramField.radius + paramField.width;
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float overlapDst = reach - unit.dst(paramPos.x,paramPos.y);
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if(overlapDst>0){
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//stop
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unit.vel.setZero();
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// get out
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unit.move(Tmp.v1.set(unit).sub(paramUnit).setLength(overlapDst + 0.01f));
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if(Mathf.chanceDelta(0.5f*Time.delta)){
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Fx.circleColorSpark.at(unit.x,unit.y,paramUnit.team.color);
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}
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}
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}
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}
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};
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/** Shield radius. */
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public float radius = 60f;
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/** Shield regen speed in damage/tick. */
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@@ -54,6 +117,12 @@ public class ShieldArcAbility extends Ability{
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public boolean whenShooting = true;
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/** Width of shield line. */
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public float width = 6f;
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/** Bullet deflection chance. -1 to disable */
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public float chanceDeflect = -1f;
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/** Deflection sound. */
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public Sound deflectSound = Sounds.none;
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/** Multiplier for shield damage taken from missile units. */
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public float missileUnitMultiplier = 2f;
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/** Whether to draw the arc line. */
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public boolean drawArc = true;
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@@ -75,6 +144,8 @@ public class ShieldArcAbility extends Ability{
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t.add(abilityStat("repairspeed", Strings.autoFixed(regen * 60f, 2)));
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t.row();
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t.add(abilityStat("cooldown", Strings.autoFixed(cooldown / 60f, 2)));
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t.row();
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t.add(abilityStat("deflectchance", Strings.autoFixed(chanceDeflect *100f, 2)));
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}
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@Override
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@@ -93,8 +164,9 @@ public class ShieldArcAbility extends Ability{
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paramField = this;
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paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit);
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float reach = radius + width / 2f;
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float reach = radius + width;
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Groups.bullet.intersect(paramPos.x - reach, paramPos.y - reach, reach * 2f, reach * 2f, shieldConsumer);
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Units.nearbyEnemies(paramUnit.team, paramPos.x - reach, paramPos.y - reach, reach * 2f, reach * 2f, unitConsumer);
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}else{
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widthScale = Mathf.lerpDelta(widthScale, 0f, 0.11f);
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}
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