438 lines
11 KiB
Java
438 lines
11 KiB
Java
package mindustry.entities.comp;
|
|
|
|
import arc.*;
|
|
import arc.graphics.g2d.*;
|
|
import arc.math.*;
|
|
import arc.math.geom.*;
|
|
import arc.scene.ui.layout.*;
|
|
import arc.struct.*;
|
|
import arc.util.ArcAnnotate.*;
|
|
import arc.util.*;
|
|
import mindustry.ai.*;
|
|
import mindustry.annotations.Annotations.*;
|
|
import mindustry.content.*;
|
|
import mindustry.ctype.*;
|
|
import mindustry.entities.*;
|
|
import mindustry.entities.abilities.*;
|
|
import mindustry.entities.units.*;
|
|
import mindustry.game.EventType.*;
|
|
import mindustry.game.*;
|
|
import mindustry.gen.*;
|
|
import mindustry.graphics.*;
|
|
import mindustry.logic.*;
|
|
import mindustry.type.*;
|
|
import mindustry.ui.*;
|
|
import mindustry.world.*;
|
|
import mindustry.world.blocks.environment.*;
|
|
|
|
import static mindustry.Vars.*;
|
|
|
|
@Component(base = true)
|
|
abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, Itemsc, Rotc, Unitc, Weaponsc, Drawc, Boundedc, Syncc, Shieldc, Displayable, Senseable{
|
|
|
|
@Import boolean hovering, dead;
|
|
@Import float x, y, rotation, elevation, maxHealth, drag, armor, hitSize, health, ammo;
|
|
@Import Team team;
|
|
@Import int id;
|
|
|
|
private UnitController controller;
|
|
private UnitType type;
|
|
boolean spawnedByCore;
|
|
|
|
transient Seq<Ability> abilities = new Seq<>(0);
|
|
private transient float resupplyTime = Mathf.random(10f);
|
|
|
|
public void moveAt(Vec2 vector){
|
|
moveAt(vector, type.accel);
|
|
}
|
|
|
|
public void aimLook(Position pos){
|
|
aim(pos);
|
|
lookAt(pos);
|
|
}
|
|
|
|
public void aimLook(float x, float y){
|
|
aim(x, y);
|
|
lookAt(x, y);
|
|
}
|
|
|
|
public boolean inRange(Position other){
|
|
return within(other, type.range);
|
|
}
|
|
|
|
public boolean hasWeapons(){
|
|
return type.hasWeapons();
|
|
}
|
|
|
|
public float range(){
|
|
return type.range;
|
|
}
|
|
|
|
@Replace
|
|
public float clipSize(){
|
|
return Math.max(type.region.width * 2f, type.clipSize);
|
|
}
|
|
|
|
@Override
|
|
public double sense(LAccess sensor){
|
|
return switch(sensor){
|
|
case totalItems -> stack().amount;
|
|
case rotation -> rotation;
|
|
case health -> health;
|
|
case maxHealth -> maxHealth;
|
|
case x -> x;
|
|
case y -> y;
|
|
case team -> team.id;
|
|
case shooting -> isShooting() ? 1 : 0;
|
|
case shootX -> aimX();
|
|
case shootY -> aimY();
|
|
default -> 0;
|
|
};
|
|
}
|
|
|
|
@Override
|
|
public Object senseObject(LAccess sensor){
|
|
return switch(sensor){
|
|
case type -> type;
|
|
default -> noSensed;
|
|
};
|
|
|
|
}
|
|
|
|
@Override
|
|
public double sense(Content content){
|
|
if(content == stack().item) return stack().amount;
|
|
return 0;
|
|
}
|
|
|
|
@Override
|
|
@Replace
|
|
public boolean canDrown(){
|
|
return isGrounded() && !hovering && type.canDrown;
|
|
}
|
|
|
|
@Override
|
|
@Replace
|
|
public boolean canShoot(){
|
|
//cannot shoot while boosting
|
|
return !(type.canBoost && isFlying());
|
|
}
|
|
|
|
@Override
|
|
public int itemCapacity(){
|
|
return type.itemCapacity;
|
|
}
|
|
|
|
@Override
|
|
public float bounds(){
|
|
return hitSize * 2f;
|
|
}
|
|
|
|
@Override
|
|
public void controller(UnitController next){
|
|
this.controller = next;
|
|
if(controller.unit() != self()) controller.unit(self());
|
|
}
|
|
|
|
@Override
|
|
public UnitController controller(){
|
|
return controller;
|
|
}
|
|
|
|
public void resetController(){
|
|
controller(type.createController());
|
|
}
|
|
|
|
@Override
|
|
public void set(UnitType def, UnitController controller){
|
|
type(type);
|
|
controller(controller);
|
|
}
|
|
|
|
@Override
|
|
public void type(UnitType type){
|
|
if(this.type == type) return;
|
|
|
|
setStats(type);
|
|
}
|
|
|
|
@Override
|
|
public UnitType type(){
|
|
return type;
|
|
}
|
|
|
|
/** @return pathfinder path type for calculating costs */
|
|
public int pathType(){
|
|
return Pathfinder.costGround;
|
|
}
|
|
|
|
public void lookAt(float angle){
|
|
rotation = Angles.moveToward(rotation, angle, type.rotateSpeed * Time.delta * speedMultiplier());
|
|
}
|
|
|
|
public void lookAt(Position pos){
|
|
lookAt(angleTo(pos));
|
|
}
|
|
|
|
public void lookAt(float x, float y){
|
|
lookAt(angleTo(x, y));
|
|
}
|
|
|
|
public boolean isAI(){
|
|
return controller instanceof AIController;
|
|
}
|
|
|
|
public int count(){
|
|
return teamIndex.countType(team, type);
|
|
}
|
|
|
|
public int cap(){
|
|
return Units.getCap(team);
|
|
}
|
|
|
|
public void setStats(UnitType type){
|
|
this.type = type;
|
|
this.maxHealth = type.health;
|
|
this.drag = type.drag;
|
|
this.armor = type.armor;
|
|
this.hitSize = type.hitSize;
|
|
this.hovering = type.hovering;
|
|
|
|
if(controller == null) controller(type.createController());
|
|
if(mounts().length != type.weapons.size) setupWeapons(type);
|
|
if(abilities.size != type.abilities.size){
|
|
abilities = type.abilities.map(Ability::copy);
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void afterSync(){
|
|
//set up type info after reading
|
|
setStats(this.type);
|
|
controller.unit(self());
|
|
}
|
|
|
|
@Override
|
|
public void afterRead(){
|
|
afterSync();
|
|
//reset controller state
|
|
controller(type.createController());
|
|
}
|
|
|
|
@Override
|
|
public void add(){
|
|
|
|
//check if over unit cap
|
|
if(count() > cap() && !spawnedByCore && !dead){
|
|
Call.unitCapDeath(self());
|
|
teamIndex.updateCount(team, type, -1);
|
|
}
|
|
}
|
|
|
|
@Override
|
|
public void remove(){
|
|
teamIndex.updateCount(team, type, -1);
|
|
controller.removed(self());
|
|
}
|
|
|
|
@Override
|
|
public void landed(){
|
|
if(type.landShake > 0f){
|
|
Effect.shake(type.landShake, type.landShake, this);
|
|
}
|
|
|
|
type.landed(self());
|
|
}
|
|
|
|
@Override
|
|
public void update(){
|
|
|
|
type.update(self());
|
|
|
|
if(state.rules.unitAmmo && ammo < type.ammoCapacity - 0.0001f){
|
|
resupplyTime += Time.delta;
|
|
|
|
//resupply only at a fixed interval to prevent lag
|
|
if(resupplyTime > 10f){
|
|
type.ammoType.resupply(self());
|
|
resupplyTime = 0f;
|
|
}
|
|
}
|
|
|
|
if(abilities.size > 0){
|
|
for(Ability a : abilities){
|
|
a.update(self());
|
|
}
|
|
}
|
|
|
|
drag = type.drag * (isGrounded() ? (floorOn().dragMultiplier) : 1f);
|
|
|
|
//apply knockback based on spawns
|
|
if(team != state.rules.waveTeam){
|
|
float relativeSize = state.rules.dropZoneRadius + hitSize/2f + 1f;
|
|
for(Tile spawn : spawner.getSpawns()){
|
|
if(within(spawn.worldx(), spawn.worldy(), relativeSize)){
|
|
vel().add(Tmp.v1.set(this).sub(spawn.worldx(), spawn.worldy()).setLength(0.1f + 1f - dst(spawn) / relativeSize).scl(0.45f * Time.delta));
|
|
}
|
|
}
|
|
}
|
|
|
|
//simulate falling down
|
|
if(dead || health <= 0){
|
|
//less drag when dead
|
|
drag = 0.01f;
|
|
|
|
//standard fall smoke
|
|
if(Mathf.chanceDelta(0.1)){
|
|
Tmp.v1.setToRandomDirection().scl(hitSize);
|
|
type.fallEffect.at(x + Tmp.v1.x, y + Tmp.v1.y);
|
|
}
|
|
|
|
//thruster fall trail
|
|
if(Mathf.chanceDelta(0.2)){
|
|
float offset = type.engineOffset/2f + type.engineOffset/2f*elevation;
|
|
float range = Mathf.range(type.engineSize);
|
|
type.fallThrusterEffect.at(
|
|
x + Angles.trnsx(rotation + 180, offset) + Mathf.range(range),
|
|
y + Angles.trnsy(rotation + 180, offset) + Mathf.range(range),
|
|
Mathf.random()
|
|
);
|
|
}
|
|
|
|
//move down
|
|
elevation -= type.fallSpeed * Time.delta;
|
|
|
|
if(isGrounded()){
|
|
destroy();
|
|
}
|
|
}
|
|
|
|
Tile tile = tileOn();
|
|
Floor floor = floorOn();
|
|
|
|
if(tile != null && isGrounded() && !type.hovering){
|
|
//unit block update
|
|
if(tile.build != null){
|
|
tile.build.unitOn(self());
|
|
}
|
|
|
|
//apply damage
|
|
if(floor.damageTaken > 0f){
|
|
damageContinuous(floor.damageTaken);
|
|
}
|
|
}
|
|
|
|
//kill entities on tiles that are solid to them
|
|
if(tile != null && !canPassOn()){
|
|
//boost if possible
|
|
if(type.canBoost){
|
|
elevation = 1f;
|
|
}else if(!net.client()){
|
|
kill();
|
|
}
|
|
}
|
|
|
|
//AI only updates on the server
|
|
if(!net.client() && !dead){
|
|
controller.updateUnit();
|
|
}
|
|
|
|
//clear controller when it becomes invalid
|
|
if(!controller.isValidController()){
|
|
resetController();
|
|
}
|
|
|
|
//remove units spawned by the core
|
|
if(spawnedByCore && !isPlayer()){
|
|
Call.unitDespawn(self());
|
|
}
|
|
}
|
|
|
|
/** @return a preview icon for this unit. */
|
|
public TextureRegion icon(){
|
|
return type.icon(Cicon.full);
|
|
}
|
|
|
|
/** Actually destroys the unit, removing it and creating explosions. **/
|
|
public void destroy(){
|
|
float explosiveness = 2f + item().explosiveness * stack().amount / 2f;
|
|
float flammability = item().flammability * stack().amount / 2f;
|
|
Damage.dynamicExplosion(x, y, flammability, explosiveness, 0f, bounds() / 2f, Pal.darkFlame, state.rules.damageExplosions);
|
|
|
|
float shake = hitSize / 3f;
|
|
|
|
Effect.scorch(x, y, (int)(hitSize / 5));
|
|
Fx.explosion.at(this);
|
|
Effect.shake(shake, shake, this);
|
|
type.deathSound.at(this);
|
|
|
|
Events.fire(new UnitDestroyEvent(self()));
|
|
|
|
if(explosiveness > 7f && isLocal()){
|
|
Events.fire(Trigger.suicideBomb);
|
|
}
|
|
|
|
//if this unit crash landed (was flying), damage stuff in a radius
|
|
if(type.flying){
|
|
Damage.damage(team,x, y, Mathf.pow(hitSize, 0.94f) * 1.25f, Mathf.pow(hitSize, 0.75f) * type.crashDamageMultiplier * 5f, true, false, true);
|
|
}
|
|
|
|
if(!headless){
|
|
for(int i = 0; i < type.wreckRegions.length; i++){
|
|
if(type.wreckRegions[i].found()){
|
|
float range = type.hitSize /4f;
|
|
Tmp.v1.rnd(range);
|
|
Effect.decal(type.wreckRegions[i], x + Tmp.v1.x, y + Tmp.v1.y, rotation - 90);
|
|
}
|
|
}
|
|
}
|
|
|
|
remove();
|
|
}
|
|
|
|
@Override
|
|
public void display(Table table){
|
|
type.display(self(), table);
|
|
}
|
|
|
|
@Override
|
|
public boolean isImmune(StatusEffect effect){
|
|
return type.immunities.contains(effect);
|
|
}
|
|
|
|
@Override
|
|
public void draw(){
|
|
type.draw(self());
|
|
}
|
|
|
|
@Override
|
|
public boolean isPlayer(){
|
|
return controller instanceof Player;
|
|
}
|
|
|
|
@Nullable
|
|
public Player getPlayer(){
|
|
return isPlayer() ? (Player)controller : null;
|
|
}
|
|
|
|
@Override
|
|
public void killed(){
|
|
health = 0;
|
|
dead = true;
|
|
|
|
//don't waste time when the unit is already on the ground, just destroy it
|
|
if(!type.flying){
|
|
destroy();
|
|
}
|
|
}
|
|
|
|
@Override
|
|
@Replace
|
|
public void kill(){
|
|
if(dead || net.client()) return;
|
|
|
|
//deaths are synced; this calls killed()
|
|
Call.unitDeath(id);
|
|
}
|
|
}
|