Disrupt weapons complete
This commit is contained in:
@@ -14,6 +14,8 @@ import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.defense.MendProjector.*;
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import mindustry.world.blocks.defense.RegenProjector.*;
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import static mindustry.Vars.*;
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@@ -29,6 +31,34 @@ public class Damage{
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private static Building tmpBuilding;
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private static Unit tmpUnit;
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private static IntFloatMap damages = new IntFloatMap();
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private static Seq<Building> builds = new Seq<>();
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public static void applySuppression(Team team, float x, float y, float range, float reload, float maxDelay, float applyParticleChance, @Nullable Position source){
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builds.clear();
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indexer.eachBlock(null, x, y, range, build -> build.team != team, build -> {
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float prev = build.healSuppressionTime;
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build.applyHealSuppression(reload + 1f);
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//TODO maybe should be block field instead of instanceof check
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if(build.wasRecentlyHealed(60f * 12f) || (build instanceof MendBuild || build instanceof RegenProjectorBuild)){
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//add prev check so ability spam doesn't lead to particle spam (essentially, recently suppressed blocks don't get new particles)
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if(!headless && prev - Time.time <= reload/2f){
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builds.add(build);
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}
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}
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});
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//to prevent particle spam, the amount of particles is to remain constant (scales with number of buildings)
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float scaledChance = applyParticleChance / builds.size;
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for(var build : builds){
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if(Mathf.chance(scaledChance)){
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Time.run(Mathf.random(maxDelay), () -> {
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Fx.regenSuppressSeek.at(build.x + Mathf.range(build.block.size * tilesize / 2f), build.y + Mathf.range(build.block.size * tilesize / 2f), 0f, source);
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});
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}
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}
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}
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/** Creates a dynamic explosion based on specified parameters. */
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public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, boolean damage){
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@@ -3,26 +3,19 @@ package mindustry.entities.abilities;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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import mindustry.content.*;
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import mindustry.entities.*;
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import mindustry.gen.*;
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import mindustry.graphics.*;
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import mindustry.world.blocks.defense.MendProjector.*;
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import mindustry.world.blocks.defense.RegenProjector.*;
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import static mindustry.Vars.*;
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public class SuppressionFieldAbility extends Ability{
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protected static Rand rand = new Rand();
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protected static Seq<Building> builds = new Seq<>();
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public float reload = 60f * 1.5f;
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public float range = 200f;
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public float orbRadius = 4.1f, orbMidScl = 0.33f, orbSinScl = 8f, orbSinMag = 1f;
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public Color color = Pal.sap.cpy().mul(1.6f);
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public Color color = Pal.suppress;
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public float layer = Layer.effect;
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public float x = 0f, y = 0f;
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@@ -37,49 +30,17 @@ public class SuppressionFieldAbility extends Ability{
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public float applyParticleChance = 13f;
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protected boolean any;
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protected float timer;
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protected float heat = 0f;
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@Override
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public void update(Unit unit){
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if(!active) return;
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if((timer += Time.delta) >= reload){
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any = false;
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builds.clear();
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Vars.indexer.eachBlock(null, unit.x,unit.y, range, build -> true, build -> {
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if(build.team != unit.team){
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float prev = build.healSuppressionTime;
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build.applyHealSuppression(reload + 1f);
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//TODO maybe should be block field instead of instanceof check
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if(build.wasRecentlyHealed(60f * 12f) || (build instanceof MendBuild || build instanceof RegenProjectorBuild)){
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any = true;
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//add prev check so ability spam doesn't lead to particle spam (essentially, recently suppressed blocks don't get new particles)
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if(!headless && prev - Time.time <= reload/2f){
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builds.add(build);
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}
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}
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}
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});
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//to prevent particle spam, the amount of particles is to remain constant (scales with number of buildings)
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float scaledChance = applyParticleChance / builds.size;
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for(var build : builds){
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if(Mathf.chance(scaledChance)){
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Time.run(Mathf.random(reload), () -> {
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Fx.regenSuppressSeek.at(build.x + Mathf.range(build.block.size * tilesize / 2f), build.y + Mathf.range(build.block.size * tilesize / 2f), 0f, unit);
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});
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}
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}
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Tmp.v1.set(x, y).rotate(unit.rotation - 90f).add(unit);
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Damage.applySuppression(unit.team, Tmp.v1.x, Tmp.v1.y, range, reload, reload, applyParticleChance, unit);
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timer = 0f;
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}
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heat = Mathf.lerpDelta(heat, any ? 1f : 0f, 0.09f);
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}
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@Override
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@@ -87,8 +48,8 @@ public class SuppressionFieldAbility extends Ability{
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Draw.z(layer);
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float rad = orbRadius + Mathf.absin(orbSinScl, orbSinMag);
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Tmp.v1.set(x, y).rotate(unit.rotation - 90f);
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float rx = unit.x + Tmp.v1.x, ry = unit.y + Tmp.v1.y;
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Tmp.v1.set(x, y).rotate(unit.rotation - 90f).add(unit);
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float rx = Tmp.v1.x, ry = Tmp.v1.y;
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float base = (Time.time / particleLife);
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rand.setSeed(unit.id + hashCode());
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@@ -112,13 +73,6 @@ public class SuppressionFieldAbility extends Ability{
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Draw.color(color);
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Fill.circle(rx, ry, rad * orbMidScl);
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//TODO improve
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if(heat > 0.001f && false){
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Draw.color(Pal.sapBullet);
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Lines.stroke(1.2f * heat * Mathf.absin(10f, 1f));
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Lines.circle(rx, ry, range);
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}
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Draw.reset();
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}
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}
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@@ -5,6 +5,7 @@ import arc.audio.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.*;
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@@ -171,6 +172,8 @@ public class BulletType extends Content implements Cloneable{
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/** Use a negative value to disable homing delay. */
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public float homingDelay = -1f;
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public float suppressionRange = -1f, suppressionDuration = 60f * 8f, suppressionEffectChance = 50f;
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public Color lightningColor = Pal.surge;
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public int lightning;
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public int lightningLength = 5, lightningLengthRand = 0;
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@@ -310,6 +313,11 @@ public class BulletType extends Content implements Cloneable{
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Damage.createIncend(x, y, incendSpread, incendAmount);
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}
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if(suppressionRange > 0){
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//bullets are pooled, require separate Vec2 instance
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Damage.applySuppression(b.team, b.x, b.y, suppressionRange, suppressionDuration, 0f, suppressionEffectChance, new Vec2(b.x, b.y));
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}
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if(splashDamageRadius > 0 && !b.absorbed){
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Damage.damage(b.team, x, y, splashDamageRadius, splashDamage * b.damageMultiplier(), false, collidesAir, collidesGround, scaledSplashDamage);
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@@ -19,7 +19,7 @@ public abstract class DrawPart{
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/** Parameters for drawing a part in draw(). */
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public static class PartParams{
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//TODO document
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public float warmup, reload, smoothReload, heat;
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public float warmup, reload, smoothReload, heat, life;
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public float x, y, rotation;
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public int sideOverride = -1;
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@@ -32,6 +32,7 @@ public abstract class DrawPart{
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this.y = y;
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this.rotation = rotation;
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this.sideOverride = -1;
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this.life = 0f;
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return this;
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}
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}
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@@ -45,7 +46,9 @@ public abstract class DrawPart{
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/** Weapon warmup, 0 when not firing, 1 when actively shooting. Not equivalent to heat. */
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warmup = p -> p.warmup,
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/** Weapon heat, 1 when just fired, 0, when it has cooled down (duration depends on weapon) */
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heat = p -> p.heat;
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heat = p -> p.heat,
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/** Lifetime fraction, 0 to 1. Only for missiles. */
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life = p -> p.life;
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float get(PartParams p);
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@@ -78,7 +81,7 @@ public abstract class DrawPart{
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}
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default PartProgress mul(float amount){
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return p -> get(p) * amount;
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return p -> Mathf.clamp(get(p) * amount);
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}
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default PartProgress min(PartProgress other){
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@@ -3,7 +3,6 @@ package mindustry.entities.part;
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import arc.*;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.struct.*;
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import arc.util.*;
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import mindustry.graphics.*;
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@@ -30,7 +29,6 @@ public class RegionPart extends DrawPart{
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/** Progress function for heat alpha. */
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public PartProgress heatProgress = PartProgress.heat;
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public Blending blending = Blending.normal;
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public Interp interp = Interp.linear;
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public float layer = -1, layerOffset = 0f;
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public float outlineLayerOffset = -0.001f;
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public float rotation, rotMove;
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@@ -64,7 +62,6 @@ public class RegionPart extends DrawPart{
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float prevZ = Draw.z();
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float prog = progress.get(params);
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prog = interp.apply(prog);
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int len = mirror && params.sideOverride == -1 ? 2 : 1;
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for(int s = 0; s < len; s++){
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64
core/src/mindustry/entities/part/ShapePart.java
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64
core/src/mindustry/entities/part/ShapePart.java
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@@ -0,0 +1,64 @@
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package mindustry.entities.part;
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import arc.graphics.*;
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import arc.graphics.g2d.*;
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import arc.math.*;
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import arc.util.*;
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public class ShapePart extends DrawPart{
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public boolean circle = false;
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public int sides = 3;
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public float radius = 3f, radiusTo = -1f;
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public float x, y, rotation;
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public float moveX, moveY, rotMove;
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public Color color = Color.white;
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public @Nullable Color colorTo;
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public boolean mirror = false;
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public PartProgress progress = PartProgress.warmup;
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public float layer = -1f, layerOffset = 0f;
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@Override
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public void draw(PartParams params){
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float z = Draw.z();
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if(layer > 0) Draw.z(layer);
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if(under && turretShading) Draw.z(z - 0.0001f);
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Draw.z(Draw.z() + layerOffset);
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float prog = progress.get(params);
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int len = mirror && params.sideOverride == -1 ? 2 : 1;
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for(int s = 0; s < len; s++){
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//use specific side if necessary
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int i = params.sideOverride == -1 ? s : params.sideOverride;
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float sign = i == 1 ? -1 : 1;
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Tmp.v1.set((x + moveX * prog) * sign, y + moveY * prog).rotate(params.rotation - 90);
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float
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rx = params.x + Tmp.v1.x,
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ry = params.y + Tmp.v1.y,
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rad = radiusTo < 0 ? radius : Mathf.lerp(radius, radiusTo, prog);
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if(color != null && colorTo != null){
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Draw.color(color, colorTo, prog);
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}else if(color != null){
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Draw.color(color);
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}
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if(!circle){
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Fill.poly(rx, ry, sides, rad, rotMove * prog * sign + params.rotation - 90);
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}else{
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Fill.circle(rx, ry, rad);
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}
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if(color != null) Draw.color();
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}
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Draw.z(z);
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}
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@Override
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public void load(String name){
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}
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}
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