package mindustry.maps; import arc.math.*; import arc.math.geom.*; import arc.struct.*; import mindustry.content.*; import mindustry.world.*; import mindustry.world.blocks.storage.*; import static mindustry.Vars.*; public class SectorDamage{ //direct damage is for testing only private static final boolean direct = false; //TODO amount of damage could be related to wave spacing public static void apply(float turns){ Tiles tiles = world.tiles; Queue frontier = new Queue<>(); float[][] values = new float[tiles.width][tiles.height]; float damage = turns*50; //phase one: find all spawnpoints for(Tile tile : tiles){ if((tile.block() instanceof CoreBlock && tile.team() == state.rules.waveTeam) || tile.overlay() == Blocks.spawn){ frontier.add(tile); values[tile.x][tile.y] = damage; } } float falloff = (damage) / (Math.max(tiles.width, tiles.height) * Mathf.sqrt2); int peak = 0; //phase two: propagate the damage while(!frontier.isEmpty()){ peak = Math.max(peak, frontier.size); Tile tile = frontier.removeFirst(); float currDamage = values[tile.x][tile.y] - falloff; for(int i = 0; i < 4; i++){ int cx = tile.x + Geometry.d4x[i], cy = tile.y + Geometry.d4y[i]; //propagate to new tiles if(tiles.in(cx, cy) && values[cx][cy] < currDamage){ Tile other = tiles.getn(cx, cy); float resultDamage = currDamage; //damage the tile if it's not friendly if(other.entity != null && other.team() != state.rules.waveTeam){ resultDamage -= other.entity.health(); if(direct){ other.entity.damage(currDamage); }else{ //indirect damage happens at game load time other.entity.health(other.entity.health() - currDamage); //remove the block when destroyed if(other.entity.health() < 0){ //rubble currently disabled //if(!other.floor().solid && !other.floor().isLiquid && Mathf.chance(0.4)){ // Effects.rubble(other.entity.x(), other.entity.y(), other.block().size); //} other.remove(); } } }else if(other.solid() && !other.synthetic()){ //skip damage propagation through solid blocks continue; } if(resultDamage > 0 && values[cx][cy] < resultDamage){ frontier.addLast(other); values[cx][cy] = resultDamage; } } } } } }