165 lines
5.0 KiB
Java
165 lines
5.0 KiB
Java
package mindustry.entities.comp;
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import arc.graphics.*;
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import arc.struct.*;
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import arc.util.*;
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import arc.util.pooling.*;
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import mindustry.annotations.Annotations.*;
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import mindustry.content.*;
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import mindustry.ctype.*;
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import mindustry.entities.units.*;
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import mindustry.gen.*;
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import mindustry.type.*;
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import mindustry.world.blocks.environment.*;
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import static mindustry.Vars.*;
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@Component
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abstract class StatusComp implements Posc, Flyingc{
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private Seq<StatusEntry> statuses = new Seq<>();
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private transient Bits applied = new Bits(content.getBy(ContentType.status).size);
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//these are considered read-only
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transient float speedMultiplier = 1, damageMultiplier = 1, healthMultiplier = 1, reloadMultiplier = 1, buildSpeedMultiplier = 1, dragMultiplier = 1;
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transient boolean disarmed = false;
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@Import UnitType type;
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/** Apply a status effect for 1 tick (for permanent effects) **/
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void apply(StatusEffect effect){
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apply(effect, 1);
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}
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/** Adds a status effect to this unit. */
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void apply(StatusEffect effect, float duration){
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if(effect == StatusEffects.none || effect == null || isImmune(effect)) return; //don't apply empty or immune effects
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//unlock status effects regardless of whether they were applied to friendly units
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if(state.isCampaign()){
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effect.unlock();
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}
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if(statuses.size > 0){
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//check for opposite effects
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for(int i = 0; i < statuses.size; i ++){
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StatusEntry entry = statuses.get(i);
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//extend effect
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if(entry.effect == effect){
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entry.time = Math.max(entry.time, duration);
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return;
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}else if(entry.effect.applyTransition(self(), effect, entry, duration)){ //find reaction
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//TODO effect may react with multiple other effects
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//stop looking when one is found
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return;
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}
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}
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}
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if(!effect.reactive){
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//otherwise, no opposites found, add direct effect
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StatusEntry entry = Pools.obtain(StatusEntry.class, StatusEntry::new);
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entry.set(effect, duration);
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statuses.add(entry);
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}
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}
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float getDuration(StatusEffect effect){
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var entry = statuses.find(e -> e.effect == effect);
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return entry == null ? 0 : entry.time;
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}
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void clearStatuses(){
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statuses.clear();
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}
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/** Removes a status effect. */
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void unapply(StatusEffect effect){
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statuses.remove(e -> {
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if(e.effect == effect){
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Pools.free(e);
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return true;
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}
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return false;
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});
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}
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boolean isBoss(){
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return hasEffect(StatusEffects.boss);
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}
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abstract boolean isImmune(StatusEffect effect);
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Color statusColor(){
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if(statuses.size == 0){
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return Tmp.c1.set(Color.white);
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}
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float r = 1f, g = 1f, b = 1f, total = 0f;
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for(StatusEntry entry : statuses){
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float intensity = entry.time < 10f ? entry.time/10f : 1f;
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r += entry.effect.color.r * intensity;
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g += entry.effect.color.g * intensity;
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b += entry.effect.color.b * intensity;
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total += intensity;
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}
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float count = statuses.size + total;
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return Tmp.c1.set(r / count, g / count, b / count, 1f);
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}
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@Override
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public void update(){
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Floor floor = floorOn();
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if(isGrounded() && !type.hovering){
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//apply effect
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apply(floor.status, floor.statusDuration);
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}
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applied.clear();
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speedMultiplier = damageMultiplier = healthMultiplier = reloadMultiplier = buildSpeedMultiplier = dragMultiplier = 1f;
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disarmed = false;
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if(statuses.isEmpty()) return;
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int index = 0;
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while(index < statuses.size){
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StatusEntry entry = statuses.get(index++);
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entry.time = Math.max(entry.time - Time.delta, 0);
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if(entry.effect == null || (entry.time <= 0 && !entry.effect.permanent)){
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Pools.free(entry);
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index --;
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statuses.remove(index);
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}else{
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applied.set(entry.effect.id);
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speedMultiplier *= entry.effect.speedMultiplier;
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healthMultiplier *= entry.effect.healthMultiplier;
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damageMultiplier *= entry.effect.damageMultiplier;
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reloadMultiplier *= entry.effect.reloadMultiplier;
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buildSpeedMultiplier *= entry.effect.buildSpeedMultiplier;
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dragMultiplier *= entry.effect.dragMultiplier;
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disarmed |= entry.effect.disarm;
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entry.effect.update(self(), entry.time);
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}
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}
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}
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public Bits statusBits(){
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return applied;
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}
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public void draw(){
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for(StatusEntry e : statuses){
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e.effect.draw(self(), e.time);
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}
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}
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boolean hasEffect(StatusEffect effect){
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return applied.get(effect.id);
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}
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}
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