package mindustry.entities.abilities; import arc.func.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.math.*; import arc.math.geom.*; import arc.scene.ui.layout.*; import arc.util.*; import mindustry.*; import mindustry.content.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.type.*; import mindustry.ui.*; import mindustry.world.meta.*; public class ShieldArcAbility extends Ability{ private static Unit paramUnit; private static ShieldArcAbility paramField; private static Vec2 paramPos = new Vec2(); private static final Cons shieldConsumer = b -> { if(b.team != paramUnit.team && b.type.absorbable && paramField.data > 0 && !paramPos.within(b, paramField.radius + paramField.width/2f) && Tmp.v1.set(b).add(b.vel).within(paramPos, paramField.radius + paramField.width/2f) && Angles.within(paramPos.angleTo(b), paramUnit.rotation + paramField.angleOffset, paramField.angle / 2f)){ b.absorb(); Fx.absorb.at(b); //break shield if(paramField.data <= b.damage()){ paramField.data -= paramField.cooldown * paramField.regen; //TODO fx } paramField.data -= b.damage(); paramField.alpha = 1f; } }; /** Shield radius. */ public float radius = 60f; /** Shield regen speed in damage/tick. */ public float regen = 0.1f; /** Maximum shield. */ public float max = 200f; /** Cooldown after the shield is broken, in ticks. */ public float cooldown = 60f * 5; /** Angle of shield arc. */ public float angle = 80f; /** Offset parameters for shield. */ public float angleOffset = 0f, x = 0f, y = 0f; /** If true, only activates when shooting. */ public boolean whenShooting = true; /** Width of shield line. */ public float width = 6f; /** Whether to draw the arc line. */ public boolean drawArc = true; /** If not null, will be drawn on top. */ public @Nullable String region; /** If true, sprite position will be influenced by x/y. */ public boolean offsetRegion = false; /** State. */ protected float widthScale, alpha; @Override public void addStats(Table t){ t.add("[lightgray]" + Stat.health.localized() + ": [white]" + Math.round(max)); t.row(); t.add("[lightgray]" + Stat.repairSpeed.localized() + ": [white]" + Strings.autoFixed(regen * 60f, 2) + StatUnit.perSecond.localized()); t.row(); t.add("[lightgray]" + Stat.cooldownTime.localized() + ": [white]" + Strings.autoFixed(cooldown / 60f, 2) + " " + StatUnit.seconds.localized()); t.row(); } @Override public void update(Unit unit){ if(data < max){ data += Time.delta * regen; } boolean active = data > 0 && (unit.isShooting || !whenShooting); alpha = Math.max(alpha - Time.delta/10f, 0f); if(active){ widthScale = Mathf.lerpDelta(widthScale, 1f, 0.06f); paramUnit = unit; paramField = this; paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit); Groups.bullet.intersect(unit.x - radius, unit.y - radius, radius * 2f, radius * 2f, shieldConsumer); }else{ widthScale = Mathf.lerpDelta(widthScale, 0f, 0.11f); } } @Override public void init(UnitType type){ data = max; } @Override public void draw(Unit unit){ if(widthScale > 0.001f){ Draw.z(Layer.shields); Draw.color(unit.team.color, Color.white, Mathf.clamp(alpha)); var pos = paramPos.set(x, y).rotate(unit.rotation - 90f).add(unit); if(!Vars.renderer.animateShields){ Draw.alpha(0.4f); } if(region != null){ Vec2 rp = offsetRegion ? pos : Tmp.v1.set(unit); Draw.yscl = widthScale; Draw.rect(region, rp.x, rp.y, unit.rotation - 90); Draw.yscl = 1f; } if(drawArc){ Lines.stroke(width * widthScale); Lines.arc(pos.x, pos.y, radius, angle / 360f, unit.rotation + angleOffset - angle / 2f); } Draw.reset(); } } @Override public void displayBars(Unit unit, Table bars){ bars.add(new Bar("stat.shieldhealth", Pal.accent, () -> data / max)).row(); } }