More multiplayer fixes

This commit is contained in:
Anuken 2020-07-09 20:58:49 -04:00
parent 7c5f3762dd
commit b94f883f39
3 changed files with 54 additions and 19 deletions

View file

@ -33,8 +33,10 @@ import mindustry.ui.fragments.*;
import mindustry.world.*;
import mindustry.world.blocks.*;
import mindustry.world.blocks.BuildBlock.*;
import mindustry.world.blocks.payloads.*;
import mindustry.world.blocks.power.*;
import mindustry.world.blocks.storage.CoreBlock.*;
import mindustry.world.meta.*;
import java.util.*;
@ -104,6 +106,50 @@ public abstract class InputHandler implements InputProcessor, GestureListener{
player.builder().removeBuild(x, y, breaking);
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void pickupUnitPayload(Player player, Unit target){
Unit unit = player.unit();
Payloadc pay = (Payloadc)unit;
if(target.isAI() && target.isGrounded() && pay.payloads().size < unit.type().payloadCapacity
&& target.within(unit, unit.type().hitsize * 1.5f)){
pay.pickup(target);
}
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void pickupBlockPayload(Player player, Building tile){
Unit unit = player.unit();
Payloadc pay = (Payloadc)unit;
if(tile != null && tile.team() == unit.team && pay.payloads().size < unit.type().payloadCapacity
&& unit.within(tile, tilesize * tile.block.size * 1.2f)){
//pick up block directly
if(tile.block().buildVisibility != BuildVisibility.hidden && tile.block().size <= 2){
pay.pickup(tile);
}else{ //pick up block payload
Payload taken = tile.takePayload();
if(taken != null){
pay.addPayload(taken);
Fx.unitPickup.at(tile);
}
}
}
}
@Remote(targets = Loc.both, called = Loc.server, forward = true)
public static void dropPayload(Player player, float x, float y){
Payloadc pay = (Payloadc)player.unit();
//allow a slight margin of error
if(pay.within(x, y, tilesize * 2f)){
float prevx = pay.x(), prevy = pay.y();
pay.set(x, y);
pay.dropLastPayload();
pay.set(prevx, prevy);
}
}
@Remote(targets = Loc.client, called = Loc.server)
public static void dropItem(Player player, float angle){
if(net.server() && player.unit().stack.amount <= 0){