Removed unit formation minSpeed

This commit is contained in:
Anuken
2024-03-30 09:53:08 -04:00
parent 1c4dd8011c
commit d4abcc91ef
4 changed files with 1 additions and 38 deletions

View File

@@ -12,30 +12,12 @@ import mindustry.async.*;
import mindustry.content.*;
import mindustry.core.*;
import mindustry.gen.*;
import mindustry.world.blocks.environment.*;
public class UnitGroup{
public Seq<Unit> units = new Seq<>();
public int collisionLayer;
public volatile float[] positions, originalPositions;
public volatile boolean valid;
public long lastSpeedUpdate = -1;
public float minSpeed = 999999f;
public void updateMinSpeed(){
if(lastSpeedUpdate == Vars.state.updateId) return;
lastSpeedUpdate = Vars.state.updateId;
minSpeed = 999999f;
for(Unit unit : units){
//don't factor in the floor speed multiplier
Floor on = unit.isFlying() ? Blocks.air.asFloor() : unit.floorOn();
minSpeed = Math.min(unit.speed() / on.speedMultiplier, minSpeed);
}
if(Float.isInfinite(minSpeed) || Float.isNaN(minSpeed)) minSpeed = 999999f;
}
public void calculateFormation(Vec2 dest, int collisionLayer){
this.collisionLayer = collisionLayer;
@@ -58,8 +40,6 @@ public class UnitGroup{
unit.command().groupIndex = i;
}
updateMinSpeed();
//run on new thread to prevent stutter
Vars.mainExecutor.submit(() -> {
//unused space between circles that needs to be reached for compression to end