Various tweaks and speculative changes

This commit is contained in:
Anuken
2020-09-19 21:54:08 -04:00
parent cdd1e90d1a
commit b9fd38a76e
12 changed files with 66 additions and 54 deletions

View File

@@ -5,20 +5,14 @@ import arc.math.geom.*;
import mindustry.ai.formations.*;
public class CircleFormation extends FormationPattern{
/** The radius of one member. This is needed to determine how close we can pack a given number of members around circle. */
public float memberRadius;
/** Angle offset. */
public float angleOffset = 0;
public CircleFormation(float memberRadius){
this.memberRadius = memberRadius;
}
@Override
public Vec3 calculateSlotLocation(Vec3 outLocation, int slotNumber){
if(slots > 1){
float angle = (360f * slotNumber) / slots;
float radius = memberRadius / (float)Math.sin(180f / slots * Mathf.degRad);
float radius = spacing / (float)Math.sin(180f / slots * Mathf.degRad);
outLocation.set(Angles.trnsx(angle, radius), Angles.trnsy(angle, radius), angle);
}else{
outLocation.set(0, 0, 360f * slotNumber);

View File

@@ -2,10 +2,10 @@ package mindustry.ai.types;
import arc.math.geom.*;
import arc.util.ArcAnnotate.*;
import mindustry.*;
import mindustry.ai.formations.*;
import mindustry.entities.units.*;
import mindustry.gen.*;
import mindustry.type.*;
public class FormationAI extends AIController implements FormationMember{
public Unit leader;
@@ -25,33 +25,33 @@ public class FormationAI extends AIController implements FormationMember{
@Override
public void updateUnit(){
UnitType type = unit.type();
if(leader.dead){
unit.resetController();
return;
}
unit.controlWeapons(leader.isRotate(), leader.isShooting);
unit.controlWeapons(true, leader.isShooting);
// unit.moveAt(Tmp.v1.set(deltaX, deltaY).limit(unit.type().speed));
if(leader.isShooting){
unit.aimLook(leader.aimX(), leader.aimY());
}else{
if(!leader.moving() || !unit.type().rotateShooting){
if(unit.moving()){
unit.lookAt(unit.vel.angle());
}
}else{
unit.lookAt(leader.rotation);
}
unit.aim(leader.aimX(), leader.aimY());
if(unit.type().rotateShooting){
unit.lookAt(leader.aimX(), leader.aimY());
}else if(unit.moving()){
unit.lookAt(unit.vel.angle());
}
Vec2 realtarget = vec.set(target);
if(unit.isGrounded() && Vars.world.raycast(unit.tileX(), unit.tileY(), leader.tileX(), leader.tileY(), Vars.world::solid)){
//TODO pathfind
//realtarget.set(Vars.pathfinder.getTargetTile(unit.tileOn(), unit.team, leader));
}
float margin = 3f;
unit.moveAt(realtarget.sub(unit).limit(unit.type().speed));
if(unit.dst(realtarget) <= margin){
unit.vel.approachDelta(Vec2.ZERO, type.speed * type.accel / 2f);
}else{
unit.moveAt(realtarget.sub(unit).limit(type.speed));
}
}
@Override
@@ -68,7 +68,7 @@ public class FormationAI extends AIController implements FormationMember{
//TODO return formation size
//eturn ((Commanderc)unit).formation().
}
return unit.hitSize * 1.7f;
return unit.hitSize * 1f;
}
@Override