Campaign survival wave display tweaks

This commit is contained in:
Anuken
2020-10-30 12:54:24 -04:00
parent 76ff55d7f1
commit a12583eb4d
3 changed files with 46 additions and 41 deletions

View File

@@ -21,9 +21,10 @@ import mindustry.world.blocks.storage.*;
import static mindustry.Vars.*;
public class SectorDamage{
public static final int maxRetWave = 30, maxWavesSimulated = 50;
//direct damage is for testing only
private static final boolean direct = false, rubble = true;
private static final int maxWavesSimulated = 50, maxRetWave = 100;
/** @return calculated capture progress of the enemy */
public static float getDamage(SectorInfo info){
@@ -107,7 +108,7 @@ public class SectorDamage{
float damage = getDamage(state.rules.sector.info);
//scaled damage has a power component to make it seem a little more realistic (as systems fail, enemy capturing gets easier and easier)
float scaled = Mathf.pow(damage, 1.5f);
float scaled = Mathf.pow(damage, 1.6f);
//apply damage to units
float unitDamage = damage * state.rules.sector.info.sumHealth;
@@ -429,54 +430,57 @@ public class SectorDamage{
float falloff = (damage) / (Math.max(tiles.width, tiles.height) * Mathf.sqrt2);
int peak = 0;
//phase two: propagate the damage
while(!frontier.isEmpty()){
peak = Math.max(peak, frontier.size);
Tile tile = frontier.removeFirst();
float currDamage = values[tile.x][tile.y] - falloff;
if(damage > 0.1f){
//phase two: propagate the damage
while(!frontier.isEmpty()){
peak = Math.max(peak, frontier.size);
Tile tile = frontier.removeFirst();
float currDamage = values[tile.x][tile.y] - falloff;
for(int i = 0; i < 4; i++){
int cx = tile.x + Geometry.d4x[i], cy = tile.y + Geometry.d4y[i];
for(int i = 0; i < 4; i++){
int cx = tile.x + Geometry.d4x[i], cy = tile.y + Geometry.d4y[i];
//propagate to new tiles
if(tiles.in(cx, cy) && values[cx][cy] < currDamage){
Tile other = tiles.getn(cx, cy);
float resultDamage = currDamage;
//propagate to new tiles
if(tiles.in(cx, cy) && values[cx][cy] < currDamage){
Tile other = tiles.getn(cx, cy);
float resultDamage = currDamage;
//damage the tile if it's not friendly
if(other.build != null && other.team() != state.rules.waveTeam){
resultDamage -= other.build.health();
//damage the tile if it's not friendly
if(other.build != null && other.team() != state.rules.waveTeam){
resultDamage -= other.build.health();
if(direct){
other.build.damage(currDamage);
}else{ //indirect damage happens at game load time
other.build.health -= currDamage;
//don't kill the core!
if(other.block() instanceof CoreBlock) other.build.health = Math.max(other.build.health, 1f);
if(direct){
other.build.damage(currDamage);
}else{ //indirect damage happens at game load time
other.build.health -= currDamage;
//don't kill the core!
if(other.block() instanceof CoreBlock) other.build.health = Math.max(other.build.health, 1f);
//remove the block when destroyed
if(other.build.health < 0){
//rubble
if(rubble && !other.floor().solid && !other.floor().isLiquid && Mathf.chance(0.4)){
Effect.rubble(other.build.x, other.build.y, other.block().size);
//remove the block when destroyed
if(other.build.health < 0){
//rubble
if(rubble && !other.floor().solid && !other.floor().isLiquid && Mathf.chance(0.4)){
Effect.rubble(other.build.x, other.build.y, other.block().size);
}
other.build.addPlan(false);
other.remove();
}
other.build.addPlan(false);
other.remove();
}
}else if(other.solid() && !other.synthetic()){ //skip damage propagation through solid blocks
continue;
}
}else if(other.solid() && !other.synthetic()){ //skip damage propagation through solid blocks
continue;
}
if(resultDamage > 0 && values[cx][cy] < resultDamage){
frontier.addLast(other);
values[cx][cy] = resultDamage;
if(resultDamage > 0 && values[cx][cy] < resultDamage){
frontier.addLast(other);
values[cx][cy] = resultDamage;
}
}
}
}
}
}
static float cost(Tile tile){