Multi-legged unit implementations

This commit is contained in:
Anuken 2020-07-11 22:41:26 -04:00
parent 0555e4dfa7
commit 430eef02e2
17 changed files with 1643 additions and 1312 deletions

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@ -266,6 +266,7 @@ public class UnitTypes implements ContentList{
legLength = 9f;
legTrns = 0.6f;
legMoveSpace = 1.4f;
hovering = true;
weapons.add(new Weapon("eruption"){{
shootY = 3f;
@ -281,37 +282,61 @@ public class UnitTypes implements ContentList{
drag = 0.01f;
shootEffect = Fx.shootSmall;
lifetime = 56f;
collidesAir = false;
}};
}});
}};
//TODO this is just a clone
spiroct = new UnitType("spiroct"){{
speed = 0.4f;
drag = 0.4f;
hitsize = 10f;
rotateSpeed = 3f;
targetAir = false;
health = 600;
immunities = ObjectSet.with(StatusEffects.burning, StatusEffects.melting);
legCount = 6;
legLength = 11f;
legTrns = 0.6f;
legLength = 13f;
legTrns = 0.7f;
legMoveSpace = 1.4f;
legBaseOffset = 2f;
hovering = true;
weapons.add(new Weapon("eruption"){{
shootY = 3f;
reload = 10f;
weapons.add(new Weapon("spiroct-weapon"){{
shootY = 4f;
reload = 15f;
ejectEffect = Fx.none;
recoil = 1f;
x = 7f;
recoil = 2f;
rotate = true;
shootSound = Sounds.flame;
bullet = new LiquidBulletType(Liquids.slag){{
damage = 11;
speed = 2.3f;
drag = 0.02f;
x = 8.5f;
y = -1.5f;
bullet = new SapBulletType(){{
length = 75f;
damage = 14;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
width = 0.54f;
lifetime = 35f;
}};
}});
weapons.add(new Weapon("mount-purple-weapon"){{
reload = 20f;
rotate = true;
x = 4f;
y = 3f;
bullet = new SapBulletType(){{
length = 40f;
damage = 9;
shootEffect = Fx.shootSmall;
hitColor = color = Color.valueOf("bf92f9");
despawnEffect = Fx.none;
width = 0.4f;
lifetime = 25f;
}};
}});
}};

View file

@ -26,6 +26,8 @@ public class Damage{
private static GridBits bits = new GridBits(30, 30);
private static IntQueue propagation = new IntQueue();
private static IntSet collidedBlocks = new IntSet();
private static Building tmpBuilding;
private static Unit tmpUnit;
/** Creates a dynamic explosion based on specified parameters. */
public static void dynamicExplosion(float x, float y, float flammability, float explosiveness, float power, float radius, Color color){
@ -88,7 +90,7 @@ public class Damage{
if(tile != null && !collidedBlocks.contains(tile.pos()) && tile.team() != team && tile.collide(hitter)){
tile.collision(hitter);
collidedBlocks.add(tile.pos());
hitter.type().hit(hitter, tile.x, tile.y);
hitter.type.hit(hitter, tile.x, tile.y);
}
};
@ -146,6 +148,73 @@ public class Damage{
Units.nearbyEnemies(team, rect, cons);
}
/**
* Casts forward in a line.
* @return the first encountered object.
*/
public static Healthc linecast(Bullet hitter, float x, float y, float angle, float length){
tr.trns(angle, length);
if(hitter.type.collidesGround){
tmpBuilding = null;
world.raycastEachWorld(x, y, x + tr.x, y + tr.y, (cx, cy) -> {
Building tile = world.ent(cx, cy);
if(tile != null && tile.team != hitter.team){
tmpBuilding = tile;
//TODO return tile
return true;
}
return false;
});
if(tmpBuilding != null) return tmpBuilding;
}
rect.setPosition(x, y).setSize(tr.x, tr.y);
float x2 = tr.x + x, y2 = tr.y + y;
if(rect.width < 0){
rect.x += rect.width;
rect.width *= -1;
}
if(rect.height < 0){
rect.y += rect.height;
rect.height *= -1;
}
float expand = 3f;
rect.y -= expand;
rect.x -= expand;
rect.width += expand * 2;
rect.height += expand * 2;
tmpUnit = null;
Cons<Unit> cons = e -> {
if((tmpUnit != null && e.dst2(x, y) > tmpUnit.dst2(x, y)) || !e.checkTarget(hitter.type.collidesAir, hitter.type.collidesGround)) return;
e.hitbox(hitrect);
Rect other = hitrect;
other.y -= expand;
other.x -= expand;
other.width += expand * 2;
other.height += expand * 2;
Vec2 vec = Geometry.raycastRect(x, y, x2, y2, other);
if(vec != null){
tmpUnit = e;
}
};
Units.nearbyEnemies(hitter.team, rect, cons);
return tmpUnit;
}
/** Damages all entities and blocks in a radius that are enemies of the team. */
public static void damageUnits(Team team, float x, float y, float size, float damage, Boolf<Unit> predicate, Cons<Unit> acceptor){
Cons<Unit> cons = entity -> {

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@ -162,7 +162,7 @@ public abstract class BulletType extends Content{
}
public void despawned(Bullet b){
despawnEffect.at(b.x, b.y, b.rotation());
despawnEffect.at(b.x, b.y, b.rotation(), hitColor);
hitSound.at(b);
if(fragBullet != null || splashDamageRadius > 0 || lightning > 0){
@ -237,16 +237,16 @@ public abstract class BulletType extends Content{
public Bullet create(@Nullable Entityc owner, Team team, float x, float y, float angle, float damage, float velocityScl, float lifetimeScl, Object data){
Bullet bullet = Bullet.create();
bullet.type(this);
bullet.owner(owner);
bullet.team(team);
bullet.type = this;
bullet.owner = owner;
bullet.team = team;
bullet.vel.trns(angle, speed * velocityScl);
bullet.set(x - bullet.vel.x * Time.delta(), y - bullet.vel.y * Time.delta());
bullet.lifetime(lifetime * lifetimeScl);
bullet.data(data);
bullet.drag(drag);
bullet.hitSize(hitSize);
bullet.damage(damage < 0 ? this.damage : damage);
bullet.lifetime = lifetime * lifetimeScl;
bullet.data = data;
bullet.drag = drag;
bullet.hitSize = hitSize;
bullet.damage = damage < 0 ? this.damage : damage;
bullet.add();
if(keepVelocity && owner instanceof Hitboxc) bullet.vel.add(((Hitboxc)owner).deltaX(), ((Hitboxc)owner).deltaY());

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@ -0,0 +1,80 @@
package mindustry.entities.bullet;
import arc.*;
import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.math.geom.*;
import arc.util.*;
import mindustry.content.*;
import mindustry.entities.*;
import mindustry.gen.*;
import mindustry.graphics.*;
public class SapBulletType extends BulletType{
public float length = 100f;
public float sapStrength = 0.5f;
public Color color = Color.white.cpy();
public float width = 0.4f;
public SapBulletType(){
speed = 0.0001f;
despawnEffect = Fx.none;
pierce = true;
hitSize = 0f;
hittable = false;
hitEffect = Fx.hitLiquid;
}
@Override
public void draw(Bullet b){
if(b.data instanceof Position){
Position data = (Position)b.data;
Tmp.v1.set(data).lerp(b, b.fin());
Draw.color(color);
Drawf.laser(b.team, Core.atlas.find("laser"), Core.atlas.find("laser-end"),
b.x, b.y, Tmp.v1.x, Tmp.v1.y, width * b.fout());
Draw.reset();
Drawf.light(b.team, b.x, b.y, b.x + Tmp.v1.x, b.y + Tmp.v1.y, 15f * b.fout(), lightColor, 0.6f);
}
}
@Override
public float range(){
return length;
}
@Override
public void init(Bullet b){
super.init(b);
Healthc target = Damage.linecast(b, b.x, b.y, b.rotation(), length);
b.data = target;
if(target != null){
float result = Math.min(target.health(), damage);
if(b.owner instanceof Healthc){
((Healthc)b.owner).heal(result * sapStrength);
}
}
if(target instanceof Hitboxc){
Hitboxc hit = (Hitboxc)target;
hit.collision(b, hit.x(), hit.y());
b.collision(hit, hit.x(), hit.y());
}else if(target instanceof Building){
Building tile = (Building)target;
if(tile.collide(b)){
tile.collision(b);
hit(b, tile.x, tile.y);
}
}else{
b.data = new Vec2().trns(b.rotation(), length).add(b.x, b.y);
}
}
}

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@ -19,6 +19,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
@SyncLocal float elevation;
private transient boolean wasFlying;
transient boolean hovering;
transient float drownTime;
transient float splashTimer;
@ -35,7 +36,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
boolean canDrown(){
return isGrounded();
return isGrounded() && !hovering;
}
void landed(){
@ -54,7 +55,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
}
float floorSpeedMultiplier(){
Floor on = isFlying() ? Blocks.air.asFloor() : floorOn();
Floor on = isFlying() || hovering ? Blocks.air.asFloor() : floorOn();
return on.speedMultiplier;
}
@ -72,7 +73,7 @@ abstract class FlyingComp implements Posc, Velc, Healthc, Hitboxc{
wasFlying = isFlying();
}
if(isGrounded() && floor.isLiquid){
if(!hovering && isGrounded() && floor.isLiquid){
if((splashTimer += Mathf.dst(deltaX(), deltaY())) >= 7f){
floor.walkEffect.at(x, y, 1f, floor.mapColor);
splashTimer = 0f;

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@ -25,6 +25,7 @@ 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{
@Import boolean hovering;
@Import float x, y, rotation, elevation, maxHealth, drag, armor, hitSize, health;
@Import boolean dead;
@Import Team team;
@ -124,6 +125,7 @@ abstract class UnitComp implements Healthc, Physicsc, Hitboxc, Statusc, Teamc, I
this.elevation = type.flying ? 1f : type.baseElevation;
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);

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@ -17,7 +17,7 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
@Import float x, y, rotation;
/** minimum cursor distance from unit, fixes 'cross-eyed' shooting */
static final float minAimDst = 20f;
static final float minAimDst = 18f;
/** temporary weapon sequence number */
static int sequenceNum = 0;
@ -93,11 +93,10 @@ abstract class WeaponsComp implements Teamc, Posc, Rotc{
//rotate if applicable
if(weapon.rotate && (mount.rotate || mount.shoot)){
float axisXOffset = weapon.x;
float axisX = this.x + Angles.trnsx(rotation, axisXOffset, weapon.y),
axisY = this.y + Angles.trnsy(rotation, axisXOffset, weapon.y);
float axisX = this.x + Angles.trnsx(rotation - 90, weapon.x, weapon.y),
axisY = this.y + Angles.trnsy(rotation - 90, weapon.x, weapon.y);
mount.targetRotation = Angles.angle(axisX, axisY, mount.aimX, mount.aimY) - rotation();
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 = 0;

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@ -572,7 +572,7 @@ public class DesktopInput extends InputHandler{
boolean boosted = (unit instanceof Mechc && unit.isFlying());
movement.set(xa, ya).nor().scl(speed);
float mouseAngle = Angles.mouseAngle(unit.x(), unit.y());
float mouseAngle = Angles.mouseAngle(unit.x, unit.y);
boolean aimCursor = omni && player.shooting && unit.type().hasWeapons() && unit.type().faceTarget && !boosted && unit.type().rotateShooting;
if(aimCursor){
@ -586,7 +586,7 @@ public class DesktopInput extends InputHandler{
if(omni){
unit.moveAt(movement);
}else{
unit.moveAt(Tmp.v2.trns(unit.rotation(), movement.len()));
unit.moveAt(Tmp.v2.trns(unit.rotation, movement.len()));
if(!movement.isZero() && legs){
unit.vel().rotateTo(movement.angle(), unit.type().rotateSpeed * Time.delta());
}

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@ -48,6 +48,7 @@ public class UnitType extends UnlockableContent{
public int commandLimit = 24;
public float baseElevation = 0f;
public float deathShake = 2f;
public boolean hovering = false;
public Effect fallEffect = Fx.fallSmoke;
public Effect fallThrusterEffect = Fx.fallSmoke;
public Seq<mindustry.entities.abilities.Ability> abilities = new Seq<>();