Attempt healing targetting even if the bullet doesn't collide with ground targets (#8516)

This commit is contained in:
MEEPofFaith
2023-05-08 17:05:27 -04:00
committed by GitHub
parent ccd2727ab5
commit 9aa45b2a7c
@@ -468,12 +468,12 @@ public class Turret extends ReloadTurret{
target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort); target = Units.bestEnemy(team, x, y, range, e -> !e.dead() && !e.isGrounded() && unitFilter.get(e), unitSort);
}else{ }else{
target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort); target = Units.bestTarget(team, x, y, range, e -> !e.dead() && unitFilter.get(e) && (e.isGrounded() || targetAir) && (!e.isGrounded() || targetGround), b -> targetGround && buildingFilter.get(b), unitSort);
}
if(target == null && canHeal()){ if(target == null && canHeal()){
target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this); target = Units.findAllyTile(team, x, y, range, b -> b.damaged() && b != this);
} }
} }
}
protected void turnToTarget(float targetRot){ protected void turnToTarget(float targetRot){
rotation = Angles.moveToward(rotation, targetRot, rotateSpeed * delta() * potentialEfficiency); rotation = Angles.moveToward(rotation, targetRot, rotateSpeed * delta() * potentialEfficiency);