per-team toggles for core no-build radius / placement range check (#11448)

* per-team toggles for core no-build radius / placement range check

* oops

* fair enough
This commit is contained in:
WMF
2025-12-20 17:16:28 +01:00
committed by GitHub
parent 85b69d3afd
commit a1b47b1188
7 changed files with 39 additions and 11 deletions

View File

@@ -52,7 +52,7 @@ public class NetServer implements ApplicationListener{
if(state.rules.pvp){
//find team with minimum amount of players and auto-assign player to that.
TeamData re = state.teams.getActive().min(data -> {
if((state.rules.waveTeam == data.team && state.rules.waves) || !data.hasCore() || data.team == Team.derelict) return Integer.MAX_VALUE;
if((state.rules.waveTeam == data.team && state.rules.waves) || !data.hasCore() || data.team == Team.derelict || !data.team.rules().protectCores) return Integer.MAX_VALUE;
int count = 0;
for(Player other : players){

View File

@@ -248,7 +248,7 @@ public class Rules{
}
public float buildRadius(Team team){
return enemyCoreBuildRadius + teams.get(team).extraCoreBuildRadius;
return !teams.get(team).protectCores ? 0f : enemyCoreBuildRadius + teams.get(team).extraCoreBuildRadius;
}
public float unitBuildSpeed(Team team){
@@ -299,6 +299,10 @@ public class Rules{
public static class TeamRule{
/** Whether, when AI is enabled, ships should be spawned from the core. TODO remove / unnecessary? */
public boolean aiCoreSpawn = true;
/** Whether the core no-build radius/polygonal protection applies to this team, unprotected teams are ignored by team assigner */
public boolean protectCores = true;
/** Whether the placeRangeCheck applies to this team */
public boolean checkPlacement = true;
/** If true, blocks don't require power or resources. */
public boolean cheat;
/** If true, the core is always filled to capacity with all items. */
@@ -345,8 +349,18 @@ public class Rules{
/** Extra spacing added to the no-build zone around the core. */
public float extraCoreBuildRadius = 0f;
//build cost disabled due to technical complexity
//for reading from json
public TeamRule(){
}
public TeamRule(Team team){
if(team == Team.derelict){
protectCores = false;
checkPlacement = false;
}
}
}
/** A simple map for storing TeamRules in an efficient way without hashing. */
@@ -355,7 +369,7 @@ public class Rules{
public TeamRule get(Team team){
TeamRule out = values[team.id];
return out == null ? (values[team.id] = new TeamRule()) : out;
return out == null ? (values[team.id] = new TeamRule(team)) : out;
}
@Override

View File

@@ -58,7 +58,7 @@ public class Teams{
public boolean anyEnemyCoresWithinBuildRadius(Team team, float x, float y){
for(TeamData data : active){
if(team != data.team){
if(team != data.team && data.team.rules().protectCores){
for(CoreBuild tile : data.cores){
if(tile.within(x, y, state.rules.buildRadius(tile.team) + tilesize)){
return true;
@@ -71,7 +71,7 @@ public class Teams{
public boolean anyEnemyCoresWithin(Team team, float x, float y, float radius){
for(TeamData data : active){
if(team != data.team){
if(team != data.team && data.team.rules().protectCores){
for(CoreBuild tile : data.cores){
if(tile.within(x, y, radius)){
return true;

View File

@@ -50,8 +50,12 @@ public class OverlayRenderer{
Seq<Vec2> pos = new Seq<>();
Seq<CoreBuild> teams = new Seq<>();
for(TeamData team : state.teams.active){
for(CoreBuild b : team.cores){
for(TeamData data : state.teams.active){
if(!data.team.rules().protectCores){
continue;
}
for(CoreBuild b : data.cores){
teams.add(b);
pos.add(new Vec2(b.x, b.y));
}
@@ -179,7 +183,7 @@ public class OverlayRenderer{
state.teams.eachEnemyCore(player.team(), core -> {
//it must be clear that there is a core here.
float br = state.rules.buildRadius(core.team);
if(/*core.wasVisible && */Core.camera.bounds(Tmp.r1).overlaps(Tmp.r2.setCentered(core.x, core.y, br * 2f))){
if(/*core.wasVisible && */br > 0f && Core.camera.bounds(Tmp.r1).overlaps(Tmp.r2.setCentered(core.x, core.y, br * 2f))){
Draw.color(Color.darkGray);
Lines.circle(core.x, core.y - 2,br);
Draw.color(Pal.accent, core.team.color, 0.5f + Mathf.absin(Time.time, 10f, 0.5f));

View File

@@ -309,7 +309,9 @@ public class CustomRulesDialog extends BaseDialog{
check("@rules.buildai", b -> teams.buildAi = b, () -> teams.buildAi, () -> team != rules.defaultTeam && rules.env != Planets.erekir.defaultEnv && !rules.pvp);
number("@rules.buildaitier", false, f -> teams.buildAiTier = f, () -> teams.buildAiTier, () -> teams.buildAi && rules.env != Planets.erekir.defaultEnv && !rules.pvp, 0, 1);
number("@rules.extracorebuildradius", f -> teams.extraCoreBuildRadius = f * tilesize, () -> Math.min(teams.extraCoreBuildRadius / tilesize, 200), () -> !rules.polygonCoreProtection);
check("@rules.protectcores", b -> teams.protectCores = b, () -> teams.protectCores);
number("@rules.extracorebuildradius", f -> teams.extraCoreBuildRadius = f * tilesize, () -> Math.min(teams.extraCoreBuildRadius / tilesize, 200), () -> !rules.polygonCoreProtection && teams.protectCores);
check("@rules.checkplacement", b -> teams.checkPlacement = b, () -> teams.checkPlacement);
check("@rules.infiniteresources", b -> teams.infiniteResources = b, () -> teams.infiniteResources);
check("@rules.fillitems", b -> teams.fillItems = b, () -> teams.fillItems);

View File

@@ -191,6 +191,10 @@ public class Build{
float mindst = Float.MAX_VALUE;
CoreBuild closest = null;
for(TeamData data : state.teams.active){
if(!data.team.rules().protectCores){
continue;
}
for(CoreBuild tile : data.cores){
float dst = tile.dst2(x * tilesize + type.offset, y * tilesize + type.offset);
if(dst < mindst){
@@ -265,7 +269,7 @@ public class Build{
}
public static @Nullable Building getEnemyOverlap(Block block, Team team, int x, int y){
return indexer.findEnemyTile(team, x * tilesize + block.size, y * tilesize + block.size, block.placeOverlapRange + 4f, p -> true);
return indexer.findEnemyTile(team, x * tilesize + block.size, y * tilesize + block.size, block.placeOverlapRange + 4f, b -> b.team.rules().checkPlacement);
}
public static boolean contactsGround(int x, int y, Block block){