package mindustry.entities.def; import arc.math.*; import arc.math.geom.*; import arc.util.*; import mindustry.annotations.Annotations.*; import mindustry.entities.*; import mindustry.entities.bullet.*; import mindustry.entities.units.*; import mindustry.gen.*; import mindustry.type.*; @Component abstract class WeaponsComp implements Teamc, Posc, Rotc{ @Import float x, y, rotation; /** minimum cursor distance from player, fixes 'cross-eyed' shooting */ static final float minAimDst = 20f; /** temporary weapon sequence number */ static int sequenceNum = 0; /** weapon mount array, never null */ @ReadOnly WeaponMount[] mounts = {}; @ReadOnly transient float range, aimX, aimY; @ReadOnly transient boolean isRotate, isShooting; boolean inRange(Position other){ return within(other, range); } void setupWeapons(UnitType def){ mounts = new WeaponMount[def.weapons.size]; range = 0f; for(int i = 0; i < mounts.length; i++){ mounts[i] = new WeaponMount(def.weapons.get(i)); range = Math.max(range, def.weapons.get(i).bullet.range()); } } void controlWeapons(boolean rotate, boolean shoot){ for(WeaponMount mount : mounts){ mount.rotate = rotate; mount.shoot = shoot; } isRotate = rotate; isShooting = shoot; } void aim(Position pos){ aim(pos.getX(), pos.getY()); } /** Aim at something. This will make all mounts point at it. */ void aim(float x, float y){ Tmp.v1.set(x, y).sub(this.x, this.y); if(Tmp.v1.len() < minAimDst) Tmp.v1.setLength(minAimDst); x = Tmp.v1.x + this.x; y = Tmp.v1.y + this.y; for(WeaponMount mount : mounts){ mount.aimX = x; mount.aimY = y; } aimX = x; aimY = y; } /** Update shooting and rotation for this unit. */ @Override public void update(){ for(WeaponMount mount : mounts){ Weapon weapon = mount.weapon; mount.reload = Math.max(mount.reload - Time.delta(), 0); //rotate if applicable if(weapon.rotate && (mount.rotate || mount.shoot)){ float axisXOffset = weapon.mirror ? 0f : weapon.x; float axisX = this.x + Angles.trnsx(rotation, axisXOffset, weapon.y), axisY = this.y + Angles.trnsy(rotation, axisXOffset, weapon.y); mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - rotation(); mount.rotation = Angles.moveToward(mount.rotation, mount.targetRotation, weapon.rotateSpeed * Time.delta()); }else{ mount.rotation = this.rotation; mount.targetRotation = angleTo(mount.aimX, mount.aimY); } if(mount.shoot){ float rotation = this.rotation - 90; //shoot if applicable if(mount.reload <= 0.0001f && Angles.within(mount.rotation, mount.targetRotation, 1.5f)){ for(int i : (weapon.mirror && !weapon.alternate ? Mathf.signs : Mathf.one)){ i *= Mathf.sign(weapon.flipped) * Mathf.sign(mount.side); //m a t h float weaponRotation = rotation + (weapon.rotate ? mount.rotation : 0); float mountX = this.x + Angles.trnsx(rotation, weapon.x * i, weapon.y), mountY = this.y + Angles.trnsy(rotation, weapon.x * i, weapon.y); float shootX = mountX + Angles.trnsx(weaponRotation, weapon.shootX * i, weapon.shootY), shootY = mountY + Angles.trnsy(weaponRotation, weapon.shootX * i, weapon.shootY); float shootAngle = weapon.rotate ? weaponRotation + 90 : Angles.angle(shootX, shootY, mount.aimX, mount.aimY) + (this.rotation - angleTo(mount.aimX, mount.aimY)); shoot(weapon, shootX, shootY, shootAngle, -i); } mount.side = !mount.side; mount.reload = weapon.reload; } } } } private void shoot(Weapon weapon, float x, float y, float rotation, int side){ float baseX = this.x, baseY = this.y; weapon.shootSound.at(x, y, Mathf.random(0.8f, 1.0f)); sequenceNum = 0; if(weapon.shotDelay > 0.01f){ Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> { Time.run(sequenceNum * weapon.shotDelay, () -> bullet(weapon, x + this.x - baseX, y + this.y - baseY, f + Mathf.range(weapon.inaccuracy))); sequenceNum++; }); }else{ Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> bullet(weapon, x, y, f + Mathf.range(weapon.inaccuracy))); } BulletType ammo = weapon.bullet; Tmp.v1.trns(rotation + 180f, ammo.recoil); if(this instanceof Velc){ //TODO apply force? ((Velc)this).vel().add(Tmp.v1); } Tmp.v1.trns(rotation, 3f); boolean parentize = ammo.keepVelocity; Effects.shake(weapon.shake, weapon.shake, x, y); weapon.ejectEffect.at(x, y, rotation * side); ammo.shootEffect.at(x + Tmp.v1.x, y + Tmp.v1.y, rotation, parentize ? this : null); ammo.smokeEffect.at(x + Tmp.v1.x, y + Tmp.v1.y, rotation, parentize ? this : null); } private void bullet(Weapon weapon, float x, float y, float angle){ Tmp.v1.trns(angle, 3f); weapon.bullet.create(this, team(), x + Tmp.v1.x, y + Tmp.v1.y, angle, (1f - weapon.velocityRnd) + Mathf.random(weapon.velocityRnd)); } }