Better heal FX / Lower wall priority

This commit is contained in:
Anuken
2022-04-11 14:01:00 -04:00
parent 12eddd131b
commit ea9e5ae632
11 changed files with 17 additions and 9 deletions

View File

@@ -3,6 +3,7 @@ package mindustry.entities;
/** Higher priority blocks will always get targeted over those of lower priority, regardless of distance. */
public class TargetPriority{
public static final float
wall = -1f,
base = 0f,
constructing = 1f,
turret = 2f,

View File

@@ -135,7 +135,7 @@ public class EnergyFieldAbility extends Ability{
hitEffect.at(rx, ry, unit.angleTo(other), color);
if(other instanceof Building b){
Fx.healBlockFull.at(b.x, b.y, b.block.size, color);
Fx.healBlockFull.at(b.x, b.y, 0f, color, b.block);
}
}
}else{

View File

@@ -265,7 +265,7 @@ public class BulletType extends Content implements Cloneable{
}
if(heals() && build.team == b.team && !(build.block instanceof ConstructBlock)){
healEffect.at(build.x, build.y, build.block.size, healColor);
healEffect.at(build.x, build.y, 0f, healColor, build.block);
build.heal(healPercent / 100f * build.maxHealth + healAmount);
}else if(build.team != b.team && direct){
hit(b);
@@ -337,7 +337,7 @@ public class BulletType extends Content implements Cloneable{
if(heals()){
indexer.eachBlock(b.team, x, y, splashDamageRadius, Building::damaged, other -> {
healEffect.at(other.x, other.y, other.block.size, healColor);
healEffect.at(other.x, other.y, 0f, healColor, other.block);
other.heal(healPercent / 100f * other.maxHealth() + healAmount);
});
}

View File

@@ -28,7 +28,7 @@ public class EmpBulletType extends BasicBulletType{
if(other.block.hasPower && other.damaged()){
other.heal(healPercent / 100f * other.maxHealth() + healAmount);
Fx.healBlockFull.at(other.x, other.y, other.block.size, hitColor);
Fx.healBlockFull.at(other.x, other.y, other.block.size, hitColor, other.block);
applyEffect.at(other, other.block.size * 7f);
}
}else if(other.power != null){

View File

@@ -109,7 +109,7 @@ abstract class TankComp implements Posc, Flyingc, Hitboxc, Unitc, ElevationMovec
@Override
public void moveAt(Vec2 vector, float acceleration){
//mark walking state when moving in a controlled manner
if(!vector.isZero()){
if(!vector.isZero(0.001f)){
walked = true;
}
}