Merge pull request #2970 from genNAowl/ground-support-heal

Allow Ground Support Units to Heal Blocks
This commit is contained in:
Anuken
2020-10-30 18:52:04 -04:00
committed by GitHub
4 changed files with 36 additions and 3 deletions

View File

@@ -331,6 +331,17 @@ public class UnitTypes implements ContentList{
lightningLength = 7;
lightningLengthRand = 7;
shootEffect = Fx.shootHeal;
lightningHitter = new BulletType(0.0001f, 0f){{
lifetime = Fx.lightning.lifetime;
hitEffect = Fx.hitLancer;
despawnEffect = Fx.none;
status = StatusEffects.shocked;
statusDuration = 10f;
hittable = false;
healPercent = 5f;
collidesTeam = true;
}};
}};
}});
}};
@@ -372,6 +383,8 @@ public class UnitTypes implements ContentList{
sideAngle = 45f;
sideWidth = 1f;
sideLength = 70f;
healPercent = 10f;
collidesTeam = true;
colors = new Color[]{Pal.heal.cpy().a(0.4f), Pal.heal, Color.white};
}};
}});
@@ -431,6 +444,10 @@ public class UnitTypes implements ContentList{
incendSpread = 5f;
incendAmount = 1;
//constant healing
healPercent = 0.5f;
collidesTeam = true;
colors = new Color[]{Pal.heal.cpy().a(.2f), Pal.heal.cpy().a(.5f), Pal.heal.cpy().mul(1.2f), Color.white};
}};
@@ -501,6 +518,9 @@ public class UnitTypes implements ContentList{
shootEffect = Fx.greenLaserCharge;
healPercent = 20f;
collidesTeam = true;
sideAngle = 15f;
sideWidth = 0f;
sideLength = 0f;

View File

@@ -120,6 +120,10 @@ public class Damage{
collidedBlocks.add(tile.pos());
hitter.type.hit(hitter, tile.x, tile.y);
}
//can heal?
if(tile != null && !collidedBlocks.contains(tile.pos()) && hitter.type.collides(hitter, tile)){
hitter.type.hitTile(hitter, tile, 0f);
}
};
if(hitter.type.collidesGround){

View File

@@ -37,7 +37,13 @@ public class Lightning{
random.setSeed(seed);
hit.clear();
BulletType bulletType = hitter != null && !hitter.type.collidesAir ? Bullets.damageLightningGround : Bullets.damageLightning;
BulletType bulletType;
if(hitter != null && hitter.type.lightningHitter != null){
bulletType = hitter.type.lightningHitter;
}else{
bulletType = hitter != null && !hitter.type.collidesAir ? Bullets.damageLightningGround : Bullets.damageLightning;
}
Seq<Vec2> lines = new Seq<>();
bhit = false;

View File

@@ -116,6 +116,8 @@ public abstract class BulletType extends Content{
public float lightningDamage = -1;
public float lightningCone = 360f;
public float lightningAngle = 0f;
/** The lighting "hitter"; Use when trying to implement special lightning. */
public BulletType lightningHitter;
public float weaveScale = 1f;
public float weaveMag = -1f;
@@ -163,11 +165,12 @@ public abstract class BulletType extends Content{
if(makeFire){
Fires.create(tile.tile);
}
hit(b);
if(healPercent > 0f && tile.team == b.team && !(tile.block instanceof ConstructBlock)){
Fx.healBlockFull.at(tile.x, tile.y, tile.block.size, Pal.heal);
tile.heal(healPercent / 100f * tile.maxHealth());
}else{
hit(b);
}
}