auto shooting

This commit is contained in:
Sharlotte
2021-07-24 18:57:10 +09:00
parent 3caa1445ce
commit e88542d504
4 changed files with 65 additions and 0 deletions

View File

@@ -6,6 +6,8 @@ import arc.graphics.*;
import arc.graphics.g2d.*;
import arc.input.KeyCode;
import arc.math.*;
import arc.math.geom.Geometry;
import arc.math.geom.Vec2;
import arc.scene.*;
import arc.scene.event.HandCursorListener;
import arc.scene.style.*;
@@ -16,15 +18,19 @@ import arc.struct.*;
import arc.util.*;
import mindustry.*;
import mindustry.content.*;
import mindustry.entities.Predict;
import mindustry.entities.Units;
import mindustry.entities.units.*;
import mindustry.game.*;
import mindustry.gen.*;
import mindustry.graphics.*;
import mindustry.input.*;
import mindustry.logic.Ranged;
import mindustry.type.*;
import mindustry.ui.*;
import mindustry.world.*;
import mindustry.world.blocks.ConstructBlock;
import mindustry.world.blocks.ControlBlock;
import mindustry.world.blocks.defense.turrets.*;
import mindustry.world.blocks.storage.*;
@@ -67,6 +73,8 @@ public class HudUi {
CoresItemsDisplay coreItems = new CoresItemsDisplay(Team.baseTeams);
@Nullable Teamc target;
@SuppressWarnings("unchecked")
public <T extends Teamc> T getTarget(){
if(locked && lockedTarget != null) return (T) lockedTarget; //if there is locked target, return it first.
@@ -104,6 +112,60 @@ public class HudUi {
if((Core.input.keyDown(KeyCode.shiftRight) || Core.input.keyDown(KeyCode.shiftLeft)) && Core.input.keyTap(KeyCode.r)){
lockButton.change();
}
if(!settings.getBool("autoShooting")) return;
Unit unit = player.unit();
if(unit.type == null) return;
boolean omni = unit.type.omniMovement;
boolean validHealTarget = unit.type.canHeal && target instanceof Building && ((Building)target).isValid() && target.team() == unit.team && ((Building)target).damaged() && target.within(unit, unit.type.range);
boolean boosted = (unit instanceof Mechc && unit.isFlying());
if((unit.type != null && Units.invalidateTarget(target, unit, unit.type.range) && !validHealTarget) || state.isEditor()){
target = null;
}
float mouseAngle = unit.angleTo(unit.aimX(), unit.aimY());
boolean aimCursor = omni && player.shooting && unit.type.hasWeapons() && unit.type.faceTarget && !boosted && unit.type.rotateShooting;
if(aimCursor){
unit.lookAt(mouseAngle);
}else{
unit.lookAt(unit.prefRotation());
}
//update shooting if not building + not mining
if(!player.unit().activelyBuilding() && player.unit().mineTile == null){
//autofire targeting
if(input.keyDown(KeyCode.mouseLeft)) {
player.shooting = !boosted;
unit.aim(player.mouseX = Core.input.mouseWorldX(), player.mouseY = Core.input.mouseWorldY());
} else if(target == null){
player.shooting = false;
if(unit instanceof BlockUnitUnit){
if(((BlockUnitUnit)unit).tile() instanceof ControlBlock && !((ControlBlock)((BlockUnitUnit)unit).tile()).shouldAutoTarget()){
Building build = ((BlockUnitUnit)unit).tile();
float range = build instanceof Ranged ? ((Ranged)build).range() : 0f;
boolean targetGround = build instanceof Turret.TurretBuild && ((Turret) build.block).targetAir;
boolean targetAir = build instanceof Turret.TurretBuild && ((Turret) build.block).targetGround;
target = Units.closestTarget(build.team, build.x, build.y, range, u -> u.checkTarget(targetAir, targetGround), u -> targetGround);
}
else target = null;
} else if(unit.type != null){
float range = unit.hasWeapons() ? unit.range() : 0f;
target = Units.closestTarget(unit.team, unit.x, unit.y, range, u -> u.checkTarget(unit.type.targetAir, unit.type.targetGround), u -> unit.type.targetGround);
if(unit.type.canHeal && target == null){
target = Geometry.findClosest(unit.x, unit.y, indexer.getDamaged(Team.sharded));
if(target != null && !unit.within(target, range)){
target = null;
}
}
}
}else {
player.shooting = !boosted;
unit.rotation(Angles.angle(unit.x, unit.y, target.x(), target.y()));
unit.aim(target.x(), target.y());
}
}
unit.controlWeapons(player.shooting && !boosted);
});
}