Logic explosion statement
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@@ -109,7 +109,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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set(tile.drawx(), tile.drawy());
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if(shouldAdd && shouldUpdate()){
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if(shouldAdd){
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add();
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}
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@@ -491,7 +491,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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}
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/** @return whether this block is allowed to update based on team/environment */
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public boolean shouldUpdate(){
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public boolean allowUpdate(){
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return team != Team.derelict && block.supportsEnv(state.rules.environment);
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}
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@@ -524,7 +524,7 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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/** Call when this entity is updating. This wakes it up. */
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public void noSleep(){
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sleepTime = 0f;
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if(sleeping && shouldUpdate()){
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if(sleeping){
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add();
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sleeping = false;
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sleepingEntities--;
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@@ -1508,10 +1508,6 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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this.team = next;
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indexer.addIndex(tile);
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Events.fire(teamChangeEvent.set(last, self()));
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if(!shouldUpdate()){
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remove();
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}
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}
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public boolean canPickup(){
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@@ -1783,6 +1779,10 @@ abstract class BuildingComp implements Posc, Teamc, Healthc, Buildingc, Timerc,
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timeScale = 1f;
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}
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if(!allowUpdate()){
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enabled = false;
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}
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//TODO unacceptable overhead?
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if(!enabled && block.autoResetEnabled){
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noSleep();
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@@ -206,7 +206,7 @@ public class OverlayRenderer{
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if(build != null && build.team == player.team()){
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build.drawSelect();
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if((!build.enabled && build.block.drawDisabled) || !build.shouldUpdate()){
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if(!build.enabled && build.block.drawDisabled){
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build.drawDisabled();
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}
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@@ -1234,7 +1234,7 @@ public class LExecutor{
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public static class SpawnUnitI implements LInstruction{
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public int type, x, y, rotation, team, result;
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public SpawnUnitI(int type, int x, int y, int rotation, int team, boolean effect, int result){
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public SpawnUnitI(int type, int x, int y, int rotation, int team, int result){
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this.type = type;
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this.x = x;
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this.y = y;
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@@ -1356,7 +1356,6 @@ public class LExecutor{
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@Remote(called = Loc.server, unreliable = true)
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public static void logicExplosion(Team team, float x, float y, float radius, float damage, boolean air, boolean ground, boolean pierce){
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Damage.damage(team, x, y, radius, damage, pierce, air, ground);
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if(pierce){
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Fx.spawnShockwave.at(x, y, World.conv(radius));
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@@ -1191,7 +1191,6 @@ public class LStatements{
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@RegisterStatement("spawn")
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public static class SpawnUnitStatement extends LStatement{
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public String type = "@dagger", x = "10", y = "10", rotation = "90", team = "@sharded", result = "result";
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public boolean effect = true;
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@Override
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public void build(Table table){
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@@ -1217,10 +1216,6 @@ public class LStatements{
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table.add(" rot ");
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fields(table, rotation, str -> rotation = str).left();
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//effect mostly unnecessary and looks bad
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//row(table);
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//table.check("effect", effect, val -> effect = val);
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}
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@Override
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@@ -1235,7 +1230,7 @@ public class LStatements{
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@Override
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public LInstruction build(LAssembler builder){
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return new SpawnUnitI(builder.var(type), builder.var(x), builder.var(y), builder.var(rotation), builder.var(team), effect, builder.var(result));
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return new SpawnUnitI(builder.var(type), builder.var(x), builder.var(y), builder.var(rotation), builder.var(team), builder.var(result));
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}
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}
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@@ -1373,4 +1368,39 @@ public class LStatements{
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return new CutsceneI(action, builder.var(p1), builder.var(p2), builder.var(p3), builder.var(p4));
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}
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}
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@RegisterStatement("explosion")
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public static class ExplosionStatement extends LStatement{
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public String team = "@crux", x = "0", y = "0", radius = "5", damage = "50", air = "true", ground = "true", pierce = "false";
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@Override
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public void build(Table table){
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fields(table, "team", team, str -> team = str);
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fields(table, "x", x, str -> x = str);
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row(table);
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fields(table, "y", y, str -> y = str);
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fields(table, "radius", radius, str -> radius = str);
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table.row();
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fields(table, "damage", damage, str -> damage = str);
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fields(table, "air", air, str -> air = str);
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row(table);
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fields(table, "ground", ground, str -> ground = str);
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fields(table, "pierce", pierce, str -> pierce = str);
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}
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@Override
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public boolean privileged(){
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return true;
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}
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@Override
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public Color color(){
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return Pal.logicWorld;
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}
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@Override
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public LInstruction build(LAssembler b){
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return new ExplosionI(b.var(team), b.var(x), b.var(y), b.var(radius), b.var(damage), b.var(air), b.var(ground), b.var(pierce));
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}
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}
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}
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