Better support for disabling omniMovement
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@@ -76,6 +76,17 @@ abstract class MechComp implements Posc, Flyingc, Hitboxc, Unitc, Mechc, Elevati
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return raw;
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}
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@Override
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@Replace
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public void rotateMove(Vec2 vec){
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//mechs use baseRotation to rotate, not rotation.
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moveAt(Tmp.v2.trns(baseRotation, vec.len()));
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if(!vec.isZero()){
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baseRotation = Angles.moveToward(baseRotation, vec.angle(), type.rotateSpeed * Math.max(Time.delta, 1));
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}
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}
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@Override
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public void moveAt(Vec2 vector, float acceleration){
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//mark walking state when moving in a controlled manner
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@@ -51,6 +51,15 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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private transient boolean wasPlayer;
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private transient boolean wasHealed;
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/** Move based on preferred unit movement type. */
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public void movePref(Vec2 movement){
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if(type.omniMovement){
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moveAt(movement);
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}else{
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rotateMove(movement);
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}
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}
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public void moveAt(Vec2 vector){
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moveAt(vector, type.accel);
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}
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@@ -76,6 +76,23 @@ public class AIController implements UnitController{
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}
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}
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/** For ground units: Looks at the target, or the movement position. Does not apply to non-omni units. */
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public void faceTarget(){
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if(unit.type.omniMovement || unit instanceof Mechc){
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if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.rotateShooting && unit.type.hasWeapons()){
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unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
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}else if(unit.moving()){
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unit.lookAt(unit.vel().angle());
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}
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}
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}
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public void faceMovement(){
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if((unit.type.omniMovement || unit instanceof Mechc) && unit.moving()){
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unit.lookAt(unit.vel().angle());
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}
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}
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public boolean invalid(Teamc target){
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return Units.invalidateTarget(target, unit.team, unit.x, unit.y);
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}
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@@ -89,7 +106,7 @@ public class AIController implements UnitController{
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if(tile == targetTile || (costType == Pathfinder.costNaval && !targetTile.floor().isLiquid)) return;
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unit.moveAt(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
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unit.movePref(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
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}
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public void updateWeapons(){
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