Quell no longer targets flying units

This commit is contained in:
Anuken
2023-02-13 14:12:53 -05:00
parent ec8262418f
commit b08136e3ea
3 changed files with 12 additions and 4 deletions
+5
View File
@@ -59,4 +59,9 @@ public class UnitCommand{
public String localized(){ public String localized(){
return Core.bundle.get("command." + name); return Core.bundle.get("command." + name);
} }
@Override
public String toString(){
return "UnitCommand:" + name;
}
} }
+7 -3
View File
@@ -3769,11 +3769,12 @@ public class UnitTypes{
speed = 1.1f; speed = 1.1f;
rotateSpeed = 3.2f; rotateSpeed = 3.2f;
accel = 0.1f; accel = 0.1f;
health = 8000f; health = 6000f;
armor = 5f; armor = 4f;
hitSize = 36f; hitSize = 36f;
payloadCapacity = Mathf.sqr(3f) * tilePayload; payloadCapacity = Mathf.sqr(3f) * tilePayload;
researchCostMultiplier = 0f; researchCostMultiplier = 0f;
targetAir = false;
engineSize = 4.8f; engineSize = 4.8f;
engineOffset = 61 / 4f; engineOffset = 61 / 4f;
@@ -3800,11 +3801,13 @@ public class UnitTypes{
shake = 1f; shake = 1f;
speed = 0f; speed = 0f;
keepVelocity = false; keepVelocity = false;
collidesAir = false;
spawnUnit = new MissileUnitType("quell-missile"){{ spawnUnit = new MissileUnitType("quell-missile"){{
targetAir = false;
speed = 4.3f; speed = 4.3f;
maxRange = 6f; maxRange = 6f;
lifetime = 60f * 1.6f; lifetime = 60f * 1.4f;
outlineColor = Pal.darkOutline; outlineColor = Pal.darkOutline;
engineColor = trailColor = Pal.sapBulletBack; engineColor = trailColor = Pal.sapBulletBack;
engineLayer = Layer.effect; engineLayer = Layer.effect;
@@ -3818,6 +3821,7 @@ public class UnitTypes{
shootOnDeath = true; shootOnDeath = true;
bullet = new ExplosionBulletType(110f, 25f){{ bullet = new ExplosionBulletType(110f, 25f){{
shootEffect = Fx.massiveExplosion; shootEffect = Fx.massiveExplosion;
collidesAir = false;
}}; }};
}}); }});
}}; }};
@@ -884,7 +884,6 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
Drawf.square(unit.x, unit.y, unit.hitSize / 1.4f + 1f); Drawf.square(unit.x, unit.y, unit.hitSize / 1.4f + 1f);
//TODO when to draw, when to not?
if(ai.attackTarget != null && ai.currentCommand().drawTarget){ if(ai.attackTarget != null && ai.currentCommand().drawTarget){
Drawf.target(ai.attackTarget.getX(), ai.attackTarget.getY(), 6f, Pal.remove); Drawf.target(ai.attackTarget.getX(), ai.attackTarget.getY(), 6f, Pal.remove);
} }