Fixed #10177
This commit is contained in:
@@ -346,7 +346,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
return spawnUnit.estimateDps();
|
||||
}
|
||||
|
||||
float sum = damage * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f) * splashDamage*0.75f;
|
||||
float sum = (damage + splashDamage*0.75f) * (pierce ? pierceCap == -1 ? 2 : Mathf.clamp(pierceCap, 1, 2) : 1f);
|
||||
if(fragBullet != null && fragBullet != this){
|
||||
sum += fragBullet.estimateDPS() * fragBullets / 2f;
|
||||
}
|
||||
@@ -549,7 +549,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
if(!fragOnHit){
|
||||
createFrags(b, b.x, b.y);
|
||||
}
|
||||
|
||||
|
||||
despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
|
||||
despawnSound.at(b);
|
||||
|
||||
@@ -675,7 +675,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void updateTrail(Bullet b){
|
||||
if(!headless && trailLength > 0){
|
||||
if(b.trail == null){
|
||||
@@ -716,7 +716,7 @@ public class BulletType extends Content implements Cloneable{
|
||||
if(lightRadius <= -1){
|
||||
lightRadius = Math.max(18, hitSize * 5f);
|
||||
}
|
||||
|
||||
|
||||
drawSize = Math.max(drawSize, trailLength * speed * 2f);
|
||||
range = calculateRange();
|
||||
}
|
||||
|
||||
@@ -82,7 +82,7 @@ public class SectorInfo{
|
||||
public transient ItemSeq lastImported = new ItemSeq();
|
||||
|
||||
/** Special variables for simulation. */
|
||||
public float sumHealth, sumRps, sumDps, waveHealthBase, waveHealthSlope, waveDpsBase, waveDpsSlope, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
|
||||
public float sumHealth, sumRps, sumDps, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
|
||||
/** Wave where first boss shows up. */
|
||||
public int bossWave = -1;
|
||||
|
||||
|
||||
@@ -3,12 +3,11 @@ package mindustry.maps;
|
||||
import arc.math.*;
|
||||
import arc.math.geom.*;
|
||||
import arc.struct.*;
|
||||
import arc.util.*;
|
||||
import mindustry.ai.*;
|
||||
import mindustry.ai.types.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.core.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.entities.abilities.*;
|
||||
import mindustry.game.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.logic.*;
|
||||
@@ -22,7 +21,7 @@ import mindustry.world.blocks.storage.*;
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class SectorDamage{
|
||||
public static final int maxRetWave = 40, maxWavesSimulated = 50;
|
||||
public static final int maxRetWave = 50, maxWavesSimulated = 60;
|
||||
|
||||
//direct damage is for testing only
|
||||
private static final boolean rubble = true;
|
||||
@@ -42,7 +41,7 @@ public class SectorDamage{
|
||||
return (int)getDamage(info, maxRetWave, true);
|
||||
}
|
||||
|
||||
/** @return calculated capture progress of the enemy if retWave if false, otherwise return the maximum waves survived as int.
|
||||
/** @return calculated capture progress of the enemy if retWave is false, otherwise return the maximum waves survived as int.
|
||||
* if it survives all the waves, returns maxRetWave. */
|
||||
public static float getDamage(SectorInfo info, int wavesPassed, boolean retWave){
|
||||
float health = info.sumHealth;
|
||||
@@ -60,15 +59,29 @@ public class SectorDamage{
|
||||
waveBegin = waveEnd - maxWavesSimulated;
|
||||
}
|
||||
|
||||
int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
|
||||
|
||||
for(int i = waveBegin; i <= waveEnd; i++){
|
||||
float enemyDps = 0f, enemyHealth = 0f;
|
||||
|
||||
for(SpawnGroup group : state.rules.spawns){
|
||||
//calculate the amount of spawn points used
|
||||
//if there's a spawn position override, there is only one potential place they spawn
|
||||
//assume that all overridden positions are valid, should always be true in properly designed campaign maps
|
||||
int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
|
||||
|
||||
float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
|
||||
StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
|
||||
int spawned = group.getSpawned(i) * spawnCount;
|
||||
if(spawned <= 0) continue;
|
||||
enemyHealth += spawned * (group.getShield(i) + group.type.health * effect.healthMultiplier * healthMult);
|
||||
enemyDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
|
||||
}
|
||||
|
||||
float efficiency = health / info.sumHealth;
|
||||
float dps = info.sumDps * efficiency;
|
||||
float rps = info.sumRps * efficiency;
|
||||
|
||||
float enemyDps = info.waveDpsBase + info.waveDpsSlope * (i);
|
||||
float enemyHealth = info.waveHealthBase + info.waveHealthSlope * (i);
|
||||
|
||||
if(info.bossWave == i){
|
||||
enemyDps += info.bossDps;
|
||||
enemyHealth += info.bossHealth;
|
||||
@@ -320,13 +333,9 @@ public class SectorDamage{
|
||||
if(unit.team == state.rules.defaultTeam){
|
||||
sumHealth += unit.health*healthMult + unit.shield;
|
||||
sumDps += unit.type.dpsEstimate;
|
||||
if(Structs.find(unit.abilities, a -> a instanceof RepairFieldAbility) instanceof RepairFieldAbility h){
|
||||
sumRps += h.amount / h.reload * 60f;
|
||||
}
|
||||
sumRps += unit.type.weapons.sumf(w -> w.shotsPerSec() * (w.bullet.healPercent * 60f + w.bullet.healAmount));
|
||||
if(unit.canBuild()){
|
||||
//assume it rebuilds 1 block with 'standard' build cost (20) and health (50) every 2 seconds
|
||||
sumRps += unit.type.buildSpeed * (60f / 20f) * (1f / 2f) * 50f;
|
||||
sumRps += unit.type.weapons.sumf(w -> w.shotsPerSec() * (w.bullet.healPercent/100f * 20f + w.bullet.healAmount));
|
||||
if(unit.controller() instanceof CommandAI ai && ai.command == UnitCommand.rebuildCommand){
|
||||
sumRps += unit.type.buildSpeed * 20f;
|
||||
}
|
||||
}else{
|
||||
float bossMult = unit.isBoss() ? 3f : 1f;
|
||||
@@ -335,41 +344,11 @@ public class SectorDamage{
|
||||
}
|
||||
}
|
||||
|
||||
//calculate DPS and health for the next few waves and store in list
|
||||
var reg = new LinearRegression();
|
||||
SpawnGroup bossGroup = null;
|
||||
Seq<Vec2> waveDps = new Seq<>(), waveHealth = new Seq<>();
|
||||
int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
|
||||
|
||||
//TODO storing all this is dumb when you can just calculate it exactly from the rules...
|
||||
for(int wave = state.wave; wave < state.wave + 10; wave ++){
|
||||
float sumWaveDps = 0f, sumWaveHealth = 0f;
|
||||
|
||||
for(SpawnGroup group : state.rules.spawns){
|
||||
//calculate the amount of spawn points used
|
||||
//if there's a spawn position override, there is only one potential place they spawn
|
||||
//assume that all overridden positions are valid, should always be true in properly designed campaign maps
|
||||
int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
|
||||
|
||||
float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
|
||||
StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
|
||||
int spawned = group.getSpawned(wave) * spawnCount;
|
||||
//save the boss group
|
||||
if(group.effect == StatusEffects.boss){
|
||||
bossGroup = group;
|
||||
continue;
|
||||
}
|
||||
if(spawned <= 0) continue;
|
||||
sumWaveHealth += spawned * (group.getShield(wave) + group.type.health * effect.healthMultiplier * healthMult);
|
||||
sumWaveDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
|
||||
}
|
||||
waveDps.add(new Vec2(wave, sumWaveDps));
|
||||
waveHealth.add(new Vec2(wave, sumWaveHealth));
|
||||
}
|
||||
SpawnGroup bossGroup = state.rules.spawns.find(s -> s.effect == StatusEffects.boss);
|
||||
|
||||
if(bossGroup != null){
|
||||
float bossMult = 1.2f;
|
||||
//calculate first boss appearaance
|
||||
//calculate first boss appearance
|
||||
for(int wave = state.wave; wave < state.wave + 60; wave++){
|
||||
int spawned = bossGroup.getSpawned(wave - 1);
|
||||
if(spawned > 0){
|
||||
@@ -382,15 +361,6 @@ public class SectorDamage{
|
||||
}
|
||||
}
|
||||
|
||||
//calculate linear regression of the wave data and store it
|
||||
reg.calculate(waveHealth);
|
||||
info.waveHealthBase = reg.intercept;
|
||||
info.waveHealthSlope = reg.slope;
|
||||
|
||||
reg.calculate(waveDps);
|
||||
info.waveDpsBase = reg.intercept;
|
||||
info.waveDpsSlope = reg.slope;
|
||||
|
||||
info.sumHealth = sumHealth * 0.9f;
|
||||
info.sumDps = sumDps;
|
||||
info.sumRps = sumRps;
|
||||
|
||||
@@ -892,7 +892,7 @@ public class UnitType extends UnlockableContent implements Senseable{
|
||||
//suicide enemy
|
||||
if(weapons.contains(w -> w.bullet.killShooter)){
|
||||
//scale down DPS to be insignificant
|
||||
dpsEstimate /= 25f;
|
||||
dpsEstimate /= 15f;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1313,12 +1313,12 @@ public class UnitType extends UnlockableContent implements Senseable{
|
||||
|
||||
Draw.reset();
|
||||
}
|
||||
|
||||
|
||||
//...where do I put this
|
||||
public Color shieldColor(Unit unit){
|
||||
return shieldColor == null ? unit.team.color : shieldColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void drawMining(Unit unit){
|
||||
if(!unit.mining()) return;
|
||||
|
||||
Reference in New Issue
Block a user