Files
Mindustry/core/src/mindustry/entities/def/WeaponsComp.java
2020-04-11 10:03:47 -04:00

154 lines
5.6 KiB
Java

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));
}
}