WIP descriptions

This commit is contained in:
Anuken
2022-08-29 12:08:12 -04:00
parent cef63bae3a
commit d7f4b15d3d
5 changed files with 127 additions and 9 deletions

View File

@@ -2566,8 +2566,8 @@ public class Blocks{
itemDuration = 60f * 3f;
itemCapacity = 10;
explosionRadius = 5;
explosionDamage = 500;
explosionRadius = 7;
explosionDamage = 1000;
explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Liquids.neoplasm.color), Fx.neoplasmSplat);
explodeSound = Sounds.largeExplosion;
@@ -4842,10 +4842,11 @@ public class Blocks{
outlineColor = Pal.darkOutline;
size = 5;
envEnabled |= Env.space;
warmupMaintainTime = 30f;
reload = 100f;
recoil = 2f;
range = 300;
shootCone = 10f;
shootCone = 30f;
scaledHealth = 350;
rotateSpeed = 1.5f;
@@ -4871,7 +4872,7 @@ public class Blocks{
loopSound = Sounds.spellLoop;
loopSoundVolume = 1.3f;
shootType = new FlakBulletType(8f, 80f){{
shootType = new FlakBulletType(8f, 70f){{
sprite = "missile-large";
lifetime = 45f;
@@ -4908,7 +4909,7 @@ public class Blocks{
flakInterval = 20f;
despawnShake = 3f;
fragBullet = new LaserBulletType(90f){{
fragBullet = new LaserBulletType(65f){{
colors = new Color[]{haloColor.cpy().a(0.4f), haloColor, Color.white};
buildingDamageMultiplier = 0.25f;
width = 19f;
@@ -5167,6 +5168,7 @@ public class Blocks{
velocityRnd = 0.15f;
heatRequirement = 90f;
maxHeatEfficiency = 2f;
warmupMaintainTime = 30f;
consumePower(10f);
shoot = new ShootSummon(0f, 0f, circleRad, 48f);

View File

@@ -66,6 +66,8 @@ public class Turret extends ReloadTurret{
public boolean accurateDelay = true;
/** If false, this turret can't move while charging. */
public boolean moveWhileCharging = true;
/** How long warmup is maintained even if this turret isn't shooting. */
public float warmupMaintainTime = 0f;
/** pattern used for bullets */
public ShootPattern shoot = new ShootPattern();
@@ -206,7 +208,7 @@ public class Turret extends ReloadTurret{
public Seq<AmmoEntry> ammo = new Seq<>();
public int totalAmmo;
public float curRecoil, heat, logicControlTime = -1;
public float shootWarmup, charge;
public float shootWarmup, charge, warmupHold = 0f;
public int totalShots;
public boolean logicShooting = false;
public @Nullable Posc target;
@@ -344,6 +346,14 @@ public class Turret extends ReloadTurret{
if(!validateTarget()) target = null;
float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
if(warmupTarget > 0){
warmupHold = 1f;
}
if(warmupHold > 0f){
warmupHold -= Time.delta / warmupMaintainTime;
warmupTarget = 1f;
}
if(linearWarmup){
shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
}else{

View File

@@ -38,8 +38,8 @@ public class VariableReactor extends PowerGenerator{
rebuildable = false;
explosionRadius = 12;
explosionDamage = 1000;
explosionRadius = 16;
explosionDamage = 1500;
explodeEffect = new MultiEffect(Fx.bigShockwave, new WrapEffect(Fx.titanSmoke, Color.valueOf("e3ae6f")));
explodeSound = Sounds.explosionbig;