Better support for disabling omniMovement

This commit is contained in:
Anuken
2021-08-19 16:29:49 -04:00
parent dc5ca76df0
commit e23054d606
8 changed files with 47 additions and 37 deletions

View File

@@ -76,6 +76,23 @@ public class AIController implements UnitController{
}
}
/** For ground units: Looks at the target, or the movement position. Does not apply to non-omni units. */
public void faceTarget(){
if(unit.type.omniMovement || unit instanceof Mechc){
if(!Units.invalidateTarget(target, unit, unit.range()) && unit.type.rotateShooting && unit.type.hasWeapons()){
unit.lookAt(Predict.intercept(unit, target, unit.type.weapons.first().bullet.speed));
}else if(unit.moving()){
unit.lookAt(unit.vel().angle());
}
}
}
public void faceMovement(){
if((unit.type.omniMovement || unit instanceof Mechc) && unit.moving()){
unit.lookAt(unit.vel().angle());
}
}
public boolean invalid(Teamc target){
return Units.invalidateTarget(target, unit.team, unit.x, unit.y);
}
@@ -89,7 +106,7 @@ public class AIController implements UnitController{
if(tile == targetTile || (costType == Pathfinder.costNaval && !targetTile.floor().isLiquid)) return;
unit.moveAt(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
unit.movePref(vec.trns(unit.angleTo(targetTile.worldx(), targetTile.worldy()), unit.speed()));
}
public void updateWeapons(){