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

@@ -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));