This commit is contained in:
Anuken 2020-09-24 18:11:10 -04:00
parent 504334999d
commit 9e0b29b3dd
11 changed files with 43 additions and 31 deletions

View file

@ -473,16 +473,8 @@ requirement.wave = Reach Wave {0} in {1}
requirement.core = Destroy Enemy Core in {0}
requirement.research = Research {0}
requirement.capture = Capture {0}
resume = Resume Zone:\n[lightgray]{0}
bestwave = [lightgray]Best Wave: {0}
#TODO fix/remove this
launch = < LAUNCH >
launch.text = Launch
launch.title = Launch Successful
launch.next = [lightgray]next opportunity at wave {0}
launch.unable2 = [scarlet]Unable to LAUNCH.[]
launch.confirm = This will launch all resources in your core.\nYou will not be able to return to this base.
launch.skip.confirm = If you skip now, you will not be able to launch until later waves.
campaign.multiplayer = While playing multiplayer in campaign, you can only research using items from [accent]your[] sectors, [scarlet]not[] the host's sector that you are on right now.\n\nTo get items to [accent]your[] sectors in multiplayer, use a [accent]launch pad[].
uncover = Uncover
configure = Configure Loadout

View file

@ -154,7 +154,6 @@ const SaveLoadEvent = Packages.mindustry.game.EventType.SaveLoadEvent
const MapPublishEvent = Packages.mindustry.game.EventType.MapPublishEvent
const MapMakeEvent = Packages.mindustry.game.EventType.MapMakeEvent
const ResizeEvent = Packages.mindustry.game.EventType.ResizeEvent
const LaunchEvent = Packages.mindustry.game.EventType.LaunchEvent
const LoseEvent = Packages.mindustry.game.EventType.LoseEvent
const WinEvent = Packages.mindustry.game.EventType.WinEvent
const Trigger = Packages.mindustry.game.EventType.Trigger

View file

@ -10,10 +10,16 @@ import mindustry.async.PhysicsProcess.PhysicsWorld.*;
import mindustry.gen.*;
public class PhysicsProcess implements AsyncProcess{
private static final int
layers = 3,
layerGround = 0,
layerLegs = 1,
layerFlying = 2;
private PhysicsWorld physics;
private Seq<PhysicRef> refs = new Seq<>(false);
//currently only enabled for units
private EntityGroup<? extends Physicsc> group = Groups.unit;
private EntityGroup<Unit> group = Groups.unit;
@Override
public void begin(){
@ -29,9 +35,8 @@ public class PhysicsProcess implements AsyncProcess{
return false;
});
//find entities without bodies and assign them
for(Physicsc entity : group){
boolean grounded = entity.isGrounded();
//find Unit without bodies and assign them
for(Unit entity : group){
if(entity.physref() == null){
PhysicsBody body = new PhysicsBody();
@ -39,7 +44,6 @@ public class PhysicsProcess implements AsyncProcess{
body.y = entity.y();
body.mass = entity.mass();
body.radius = entity.hitSize() / 2f;
body.flag = grounded ? 1 : 0;
PhysicRef ref = new PhysicRef(entity, body);
refs.add(ref);
@ -52,7 +56,9 @@ public class PhysicsProcess implements AsyncProcess{
//save last position
PhysicRef ref = entity.physref();
ref.body.flag = grounded ? 1 : 0;
ref.body.layer =
entity.type().allowLegStep ? layerLegs :
entity.isGrounded() ? layerGround : layerFlying;
ref.x = entity.x();
ref.y = entity.y();
}
@ -116,13 +122,16 @@ public class PhysicsProcess implements AsyncProcess{
//how much to soften movement by
private static final float scl = 1.25f;
private final QuadTree<PhysicsBody> tree;
private final QuadTree<PhysicsBody>[] trees = new QuadTree[layers];
private final Seq<PhysicsBody> bodies = new Seq<>(false, 16, PhysicsBody.class);
private final Seq<PhysicsBody> seq = new Seq<>(PhysicsBody.class);
private final Rect rect = new Rect();
private final Vec2 vec = new Vec2();
public PhysicsWorld(Rect bounds){
tree = new QuadTree<>(new Rect(bounds));
for(int i = 0; i < layers; i++){
trees[i] = new QuadTree<>(new Rect(bounds));
}
}
public void add(PhysicsBody body){
@ -134,18 +143,27 @@ public class PhysicsProcess implements AsyncProcess{
}
public void update(){
tree.clear();
for(int i = 0; i < layers; i++){
trees[i].clear();
}
for(int i = 0; i < bodies.size; i++){
PhysicsBody body = bodies.items[i];
body.collided = false;
tree.insert(body);
trees[body.layer].insert(body);
}
for(int i = 0; i < bodies.size; i++){
PhysicsBody body = bodies.items[i];
body.hitbox(rect);
tree.intersect(rect, other -> {
if(other.flag != body.flag || other == body || other.collided) return;
seq.size = 0;
trees[body.layer].intersect(rect, seq);
for(int j = 0; j < seq.size; j++){
PhysicsBody other = seq.items[j];
if(other == body || other.collided) continue;
float rs = body.radius + other.radius;
float dst = Mathf.dst(body.x, body.y, other.x, other.y);
@ -160,14 +178,14 @@ public class PhysicsProcess implements AsyncProcess{
other.x -= vec.x * m2 / scl;
other.y -= vec.y * m2 / scl;
}
});
}
body.collided = true;
}
}
public static class PhysicsBody implements QuadTreeObject{
public float x, y, radius, mass;
public int flag = 0;
public int layer = 0;
public boolean collided = false;
@Override

View file

@ -463,6 +463,7 @@ public class UnitTypes implements ContentList{
visualElevation = 0.2f;
allowLegStep = true;
ammoType = AmmoTypes.powerHigh;
groundLayer = Layer.legUnit;
speed = 0.3f;

View file

@ -17,7 +17,7 @@ public class GameState{
/** Wave countdown in ticks. */
public float wavetime;
/** Whether the game is in game over state. */
public boolean gameOver = false, launched = false, serverPaused = false, wasTimeout;
public boolean gameOver = false, serverPaused = false, wasTimeout;
/** Map that is currently being played on. */
public @NonNull Map map = emptyMap;
/** The current game rules. */

View file

@ -24,17 +24,17 @@ public class Lightning{
/** Create a lighting branch at a location. Use Team.derelict to damage everyone. */
public static void create(Team team, Color color, float damage, float x, float y, float targetAngle, int length){
createLightingInternal(null, lastSeed++, team, color, damage, x, y, targetAngle, length);
createLightningInternal(null, lastSeed++, team, color, damage, x, y, targetAngle, length);
}
/** Create a lighting branch at a location. Uses bullet parameters. */
public static void create(Bullet bullet, Color color, float damage, float x, float y, float targetAngle, int length){
createLightingInternal(bullet, lastSeed++, bullet.team, color, damage, x, y, targetAngle, length);
createLightningInternal(bullet, lastSeed++, bullet.team, color, damage, x, y, targetAngle, length);
}
//TODO remote method
//@Remote(called = Loc.server, unreliable = true)
private static void createLightingInternal(Bullet hitter, int seed, Team team, Color color, float damage, float x, float y, float rotation, int length){
private static void createLightningInternal(Bullet hitter, int seed, Team team, Color color, float damage, float x, float y, float rotation, int length){
random.setSeed(seed);
hit.clear();

View file

@ -22,6 +22,7 @@ public class Stats{
/** Friendly buildings destroyed. */
public int buildingsDestroyed;
//TODO fix
public RankResult calculateRank(Sector zone, boolean launched){
float score = 0;

View file

@ -97,7 +97,7 @@ public class Sector{
public boolean isBeingPlayed(){
//after the launch dialog, a sector is no longer considered being played
return Vars.state.isGame() && Vars.state.rules.sector == this && !Vars.state.launched && !Vars.state.gameOver;
return Vars.state.isGame() && Vars.state.rules.sector == this && !Vars.state.gameOver;
}
public boolean isCaptured(){

View file

@ -29,7 +29,7 @@ public class GameOverDialog extends BaseDialog{
}
void rebuild(){
title.setText(state.launched ? "@launch.title" : "@gameover");
title.setText("@gameover");
buttons.clear();
cont.clear();
@ -79,7 +79,7 @@ public class GameOverDialog extends BaseDialog{
}
if(state.hasSector()){
RankResult result = state.stats.calculateRank(state.getSector(), state.launched);
RankResult result = state.stats.calculateRank(state.getSector(), true);
t.add(Core.bundle.format("stat.rank", result.rank + result.modifier));
t.row();
}

View file

@ -168,6 +168,7 @@ public class ResearchDialog extends BaseDialog{
Core.app.post(() -> {
if(net.client()){
//TODO make this not display every time
//TODO rework this in the future
ui.showInfo("campaign.multiplayer");
}
});

View file

@ -243,7 +243,7 @@ public class SStats implements SteamUserStatsCallback{
SStat.attacksWon.add();
}
RankResult result = state.stats.calculateRank(state.getSector(), state.launched);
RankResult result = state.stats.calculateRank(state.getSector(), true);
if(result.rank == Rank.S) earnSRank.complete();
if(result.rank == Rank.SS) earnSSRank.complete();
}