package mindustry.entities.comp; 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.*; import static mindustry.Vars.*; @Component abstract class WeaponsComp implements Teamc, Posc, Rotc, Velc{ @Import float x, y, rotation, reloadMultiplier; @Import Vec2 vel; /** minimum cursor distance from unit, fixes 'cross-eyed' shooting */ static final float minAimDst = 18f; /** temporary weapon sequence number */ static int sequenceNum = 0; /** weapon mount array, never null */ @SyncLocal WeaponMount[] mounts = {}; @ReadOnly transient float aimX, aimY; @ReadOnly transient boolean isRotate; boolean isShooting; float ammo; void setWeaponRotation(float rotation){ for(WeaponMount mount : mounts){ mount.rotation = rotation; } } void setupWeapons(UnitType def){ mounts = new WeaponMount[def.weapons.size]; for(int i = 0; i < mounts.length; i++){ mounts[i] = new WeaponMount(def.weapons.get(i)); } } void controlWeapons(boolean rotateShoot){ controlWeapons(rotateShoot, rotateShoot); } 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; } boolean canShoot(){ return true; } /** Update shooting and rotation for this unit. */ @Override public void update(){ boolean can = canShoot(); for(WeaponMount mount : mounts){ Weapon weapon = mount.weapon; mount.reload = Math.max(mount.reload - Time.delta * reloadMultiplier, 0); //flip weapon shoot side for alternating weapons at half reload if(weapon.otherSide != -1 && weapon.alternate && mount.side == weapon.flipSprite && mount.reload + Time.delta > weapon.reload/2f && mount.reload <= weapon.reload/2f){ mounts[weapon.otherSide].side = !mounts[weapon.otherSide].side; mount.side = !mount.side; } //rotate if applicable if(weapon.rotate && (mount.rotate || mount.shoot) && can){ float axisX = this.x + Angles.trnsx(rotation - 90, weapon.x, weapon.y), axisY = this.y + Angles.trnsy(rotation - 90, weapon.x, 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 if(!weapon.rotate){ mount.rotation = 0; mount.targetRotation = angleTo(mount.aimX, mount.aimY); } //shoot if applicable if(mount.shoot && //must be shooting can && //must be able to shoot (ammo > 0 || !state.rules.unitAmmo || team().rules().infiniteAmmo) && //check ammo (!weapon.alternate || mount.side == weapon.flipSprite) && vel.len() >= mount.weapon.minShootVelocity && //check velocity requirements mount.reload <= 0.0001f && //reload has to be 0 Angles.within(weapon.rotate ? mount.rotation : this.rotation, mount.targetRotation, mount.weapon.shootCone) //has to be within the cone ){ float rotation = this.rotation - 90; float weaponRotation = rotation + (weapon.rotate ? mount.rotation : 0); //m a t h float mountX = this.x + Angles.trnsx(rotation, weapon.x, weapon.y), mountY = this.y + Angles.trnsy(rotation, weapon.x, weapon.y); float shootX = mountX + Angles.trnsx(weaponRotation, weapon.shootX, weapon.shootY), shootY = mountY + Angles.trnsy(weaponRotation, weapon.shootX, 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, mount.aimX, mount.aimY, shootAngle, Mathf.sign(weapon.x)); mount.reload = weapon.reload; ammo--; if(ammo < 0) ammo = 0; } } } private void shoot(Weapon weapon, float x, float y, float aimX, float aimY, float rotation, int side){ float baseX = this.x, baseY = this.y; weapon.shootSound.at(x, y, Mathf.random(0.8f, 1.0f)); BulletType ammo = weapon.bullet; float lifeScl = ammo.scaleVelocity ? Mathf.clamp(Mathf.dst(x, y, aimX, aimY) / ammo.range()) : 1f; 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), lifeScl)); sequenceNum++; }); }else{ Angles.shotgun(weapon.shots, weapon.spacing, rotation, f -> bullet(weapon, x, y, f + Mathf.range(weapon.inaccuracy), lifeScl)); } if(this instanceof Velc){ ((Velc)this).vel().add(Tmp.v1.trns(rotation + 180f, ammo.recoil)); } boolean parentize = ammo.keepVelocity; Effect.shake(weapon.shake, weapon.shake, x, y); weapon.ejectEffect.at(x, y, rotation * side); ammo.shootEffect.at(x, y, rotation, parentize ? this : null); ammo.smokeEffect.at(x, y, rotation, parentize ? this : null); } private void bullet(Weapon weapon, float x, float y, float angle, float lifescl){ weapon.bullet.create(this, team(), x, y, angle, (1f - weapon.velocityRnd) + Mathf.random(weapon.velocityRnd), lifescl); } }