Merge remote-tracking branch 'origin/master'
This commit is contained in:
@@ -200,7 +200,7 @@ public class PlayerListFragment{
|
||||
|
||||
button.button(Icon.hammer, ustyle,
|
||||
() -> ui.showConfirm("@confirm", Core.bundle.format("confirmvotekick", user.name()),
|
||||
() -> Call.sendChatMessage("/votekick " + user.name())))
|
||||
() -> Call.sendChatMessage("/votekick #" + user.id)))
|
||||
.size(h);
|
||||
}
|
||||
|
||||
|
||||
@@ -72,6 +72,11 @@ public class ContinuousLiquidTurret extends ContinuousTurret{
|
||||
super.updateTile();
|
||||
}
|
||||
|
||||
@Override
|
||||
public boolean canConsume(){
|
||||
return hasCorrectAmmo() && super.canConsume();
|
||||
}
|
||||
|
||||
@Override
|
||||
public BulletType useAmmo(){
|
||||
//does not consume ammo upon firing
|
||||
@@ -85,7 +90,11 @@ public class ContinuousLiquidTurret extends ContinuousTurret{
|
||||
|
||||
@Override
|
||||
public boolean hasAmmo(){
|
||||
return ammoTypes.get(liquids.current()) != null && liquids.currentAmount() >= 1f / ammoTypes.get(liquids.current()).ammoMultiplier;
|
||||
return hasCorrectAmmo() && ammoTypes.get(liquids.current()) != null && liquids.currentAmount() >= 1f / ammoTypes.get(liquids.current()).ammoMultiplier;
|
||||
}
|
||||
|
||||
public boolean hasCorrectAmmo(){
|
||||
return !bullets.any() || bullets.first().bullet.type == peekAmmo();
|
||||
}
|
||||
|
||||
@Override
|
||||
|
||||
@@ -81,30 +81,7 @@ public class ContinuousTurret extends Turret{
|
||||
|
||||
if(bullets.any()){
|
||||
for(var entry : bullets){
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
angle = rotation + entry.rotation;
|
||||
|
||||
entry.bullet.rotation(angle);
|
||||
entry.bullet.set(bulletX, bulletY);
|
||||
|
||||
//target length of laser
|
||||
float shootLength = Math.min(dst(targetPos), range);
|
||||
//current length of laser
|
||||
float curLength = dst(entry.bullet.aimX, entry.bullet.aimY);
|
||||
//resulting length of the bullet (smoothed)
|
||||
float resultLength = Mathf.approachDelta(curLength, shootLength, aimChangeSpeed);
|
||||
//actual aim end point based on length
|
||||
Tmp.v1.trns(rotation, lastLength = resultLength).add(x, y);
|
||||
|
||||
entry.bullet.aimX = Tmp.v1.x;
|
||||
entry.bullet.aimY = Tmp.v1.y;
|
||||
|
||||
if(isShooting() && hasAmmo()){
|
||||
entry.bullet.time = entry.bullet.lifetime * entry.bullet.type.optimalLifeFract * shootWarmup;
|
||||
entry.bullet.keepAlive = true;
|
||||
}
|
||||
updateBullet(entry);
|
||||
}
|
||||
|
||||
wasShooting = true;
|
||||
@@ -113,6 +90,33 @@ public class ContinuousTurret extends Turret{
|
||||
}
|
||||
}
|
||||
|
||||
protected void updateBullet(BulletEntry entry){
|
||||
float
|
||||
bulletX = x + Angles.trnsx(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
bulletY = y + Angles.trnsy(rotation - 90, shootX + entry.x, shootY + entry.y),
|
||||
angle = rotation + entry.rotation;
|
||||
|
||||
entry.bullet.rotation(angle);
|
||||
entry.bullet.set(bulletX, bulletY);
|
||||
|
||||
//target length of laser
|
||||
float shootLength = Math.min(dst(targetPos), range);
|
||||
//current length of laser
|
||||
float curLength = dst(entry.bullet.aimX, entry.bullet.aimY);
|
||||
//resulting length of the bullet (smoothed)
|
||||
float resultLength = Mathf.approachDelta(curLength, shootLength, aimChangeSpeed);
|
||||
//actual aim end point based on length
|
||||
Tmp.v1.trns(rotation, lastLength = resultLength).add(x, y);
|
||||
|
||||
entry.bullet.aimX = Tmp.v1.x;
|
||||
entry.bullet.aimY = Tmp.v1.y;
|
||||
|
||||
if(isShooting() && hasAmmo()){
|
||||
entry.bullet.time = entry.bullet.lifetime * entry.bullet.type.optimalLifeFract * shootWarmup;
|
||||
entry.bullet.keepAlive = true;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void updateReload(){
|
||||
//continuous turrets don't have a concept of reload, they are always firing when possible
|
||||
|
||||
Reference in New Issue
Block a user