Merge branch 'master' of https://github.com/Anuken/Mindustry
This commit is contained in:
@@ -440,7 +440,7 @@ public class Damage{
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/** Applies a status effect to all enemy units in a range. */
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public static void status(Team team, float x, float y, float radius, StatusEffect effect, float duration, boolean air, boolean ground){
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Cons<Unit> cons = entity -> {
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if(entity.team == team || !entity.within(x, y, radius) || (entity.isFlying() && !air) || (entity.isGrounded() && !ground)){
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if(entity.team == team || !entity.checkTarget(air, ground) || !entity.hittable() || !entity.within(x, y, radius)){
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return;
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}
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@@ -48,7 +48,7 @@ public class EmpBulletType extends BasicBulletType{
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if(hitUnits){
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Units.nearbyEnemies(b.team, x, y, radius, other -> {
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if(other.team != b.team){
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if(other.team != b.team && other.hittable()){
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var absorber = Damage.findAbsorber(b.team, x, y, other.x, other.y);
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if(absorber != null){
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return;
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@@ -474,7 +474,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
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drag = type.drag * (isGrounded() ? (floorOn().dragMultiplier) : 1f) * dragMultiplier * state.rules.dragMultiplier;
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//apply knockback based on spawns
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if(team != state.rules.waveTeam && state.hasSpawns() && (!net.client() || isLocal())){
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if(team != state.rules.waveTeam && state.hasSpawns() && (!net.client() || isLocal()) && hittable()){
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float relativeSize = state.rules.dropZoneRadius + hitSize/2f + 1f;
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for(Tile spawn : spawner.getSpawns()){
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if(within(spawn.worldx(), spawn.worldy(), relativeSize)){
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@@ -554,6 +554,7 @@ public class EventType{
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}
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}
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/** Called before a player leaves the game. */
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public static class PlayerLeave{
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public final Player player;
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@@ -487,7 +487,8 @@ public class Administration{
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autosaveAmount = new Config("autosaveAmount", "The maximum amount of autosaves. Older ones get replaced.", 10),
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autosaveSpacing = new Config("autosaveSpacing", "Spacing between autosaves in seconds.", 60 * 5),
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debug = new Config("debug", "Enable debug logging", false, () -> Log.level = debug() ? LogLevel.debug : LogLevel.info),
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snapshotInterval = new Config("snapshotInterval", "Client entity snapshot interval in ms.", 200);
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snapshotInterval = new Config("snapshotInterval", "Client entity snapshot interval in ms.", 200),
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autoPause = new Config("autoPause", "Whether the game should pause when nobody is online.", false);
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public final Object defaultValue;
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public final String name, key, description;
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@@ -93,6 +93,8 @@ public class Weapon implements Cloneable{
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public float minWarmup = 0f;
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/** lerp speed for shoot warmup, only used for parts */
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public float shootWarmupSpeed = 0.1f, smoothReloadSpeed = 0.15f;
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/** If true, shoot warmup is linear instead of a curve. */
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public boolean linearWarmup = false;
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/** random sound pitch range */
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public float soundPitchMin = 0.8f, soundPitchMax = 1f;
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/** whether shooter rotation is ignored when shooting. */
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@@ -253,9 +255,15 @@ public class Weapon implements Cloneable{
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float lastReload = mount.reload;
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mount.reload = Math.max(mount.reload - Time.delta * unit.reloadMultiplier, 0);
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mount.recoil = Mathf.approachDelta(mount.recoil, 0, unit.reloadMultiplier / recoilTime);
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mount.warmup = Mathf.lerpDelta(mount.warmup, (can && mount.shoot) || (continuous && mount.bullet != null) ? 1f : 0f, shootWarmupSpeed);
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mount.smoothReload = Mathf.lerpDelta(mount.smoothReload, mount.reload / reload, smoothReloadSpeed);
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mount.charge = mount.charging && shoot.firstShotDelay > 0 ? Mathf.approachDelta(mount.charge, 1, 1 / shoot.firstShotDelay) : 0;
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float warmupTarget = (can && mount.shoot) || (continuous && mount.bullet != null) || mount.charging ? 1f : 0f;
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if(linearWarmup){
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mount.warmup = Mathf.approachDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
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}else{
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mount.warmup = Mathf.lerpDelta(mount.warmup, warmupTarget, shootWarmupSpeed);
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}
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//rotate if applicable
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if(rotate && (mount.rotate || mount.shoot) && can){
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@@ -26,6 +26,7 @@ public class PayloadAmmoTurret extends Turret{
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super(name);
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maxAmmo = 3;
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acceptsPayload = true;
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}
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/** Initializes accepted ammo map. Format: [block1, bullet1, block2, bullet2...] */
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@@ -343,7 +343,7 @@ public class Turret extends ReloadTurret{
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public void updateTile(){
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if(!validateTarget()) target = null;
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float warmupTarget = isShooting() && canConsume() ? 1f : 0f;
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float warmupTarget = (isShooting() && canConsume()) || charging() ? 1f : 0f;
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if(linearWarmup){
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shootWarmup = Mathf.approachDelta(shootWarmup, warmupTarget, shootWarmupSpeed * (warmupTarget > 0 ? efficiency : 1f));
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}else{
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