package UnitInfo.core; import UnitInfo.SVars; import UnitInfo.ui.*; import arc.*; import arc.graphics.*; import arc.graphics.g2d.*; import arc.input.*; import arc.math.*; import arc.math.geom.*; import arc.scene.*; import arc.scene.event.*; import arc.scene.style.*; import arc.scene.ui.*; import arc.scene.ui.layout.*; import arc.scene.utils.*; import arc.struct.*; import arc.util.*; import mindustry.*; import mindustry.content.*; import mindustry.core.*; import mindustry.entities.*; import mindustry.entities.units.*; import mindustry.game.*; import mindustry.gen.*; import mindustry.graphics.*; import mindustry.input.*; import mindustry.logic.*; import mindustry.type.*; import mindustry.type.ammo.*; import mindustry.ui.*; import mindustry.world.*; import mindustry.world.blocks.*; import mindustry.world.blocks.defense.ForceProjector; import mindustry.world.blocks.defense.MendProjector; import mindustry.world.blocks.defense.OverdriveProjector; import mindustry.world.blocks.defense.turrets.*; import mindustry.world.blocks.distribution.MassDriver; import mindustry.world.blocks.payloads.Payload; import mindustry.world.blocks.payloads.PayloadMassDriver; import mindustry.world.blocks.power.PowerGenerator; import mindustry.world.blocks.power.PowerNode; import mindustry.world.blocks.power.ThermalGenerator; import mindustry.world.blocks.production.AttributeCrafter; import mindustry.world.blocks.production.Drill; import mindustry.world.blocks.production.GenericCrafter; import mindustry.world.blocks.production.SolidPump; import mindustry.world.blocks.units.Reconstructor; import mindustry.world.blocks.units.UnitFactory; import static UnitInfo.SVars.*; import static arc.Core.*; import static mindustry.Vars.*; import static mindustry.gen.Tex.scrollKnobVerticalThin; public class HudUi { Seq bars = new Seq<>(); Table mainTable = new Table(); Table baseTable = new Table(); Table unitTable = new Table(); Table waveTable = new Table(); Table itemTable = new Table(); Table waveInfoTable = new Table(); float waveScrollPos; float itemScrollPos; Teamc lockedTarget; ImageButton lockButton; boolean locked = false; float a; int uiIndex = 0; //to update tables int waveamount; int enemyamount; //is this rly good idea? Seq strings = Seq.with("","","","","",""); FloatSeq numbers = FloatSeq.with(0f,0f,0f,0f,0f,0f); Seq colors = Seq.with(Color.clear,Color.clear,Color.clear,Color.clear,Color.clear,Color.clear); Seq lastColors = Seq.with(Color.clear,Color.clear,Color.clear,Color.clear,Color.clear,Color.clear); CoresItemsDisplay coreItems = new CoresItemsDisplay(Team.baseTeams); @Nullable Teamc target; public Seq linkedMasses = new Seq<>(); public Seq linkedPayloadMasses = new Seq<>(); public Seq linkedNodes = new Seq<>(); public final Rect scissor = new Rect(); @SuppressWarnings("unchecked") public T getTarget(){ if(locked && lockedTarget != null) { if(settings.getBool("deadTarget") && !Groups.all.contains(e -> e == lockedTarget)) { lockedTarget = null; locked = false; } else return (T) lockedTarget; //if there is locked target, return it first. } Seq units = Groups.unit.intersect(input.mouseWorldX(), input.mouseWorldY(), 4, 4); // well, 0.5tile is enough to search them if(units.size > 0) return (T) units.peek(); //if there is unit, return it. else if(getTile() != null && getTile().build != null) return (T) getTile().build; //if there isn't unit but there is build, return it. else if(player.unit() instanceof BlockUnitUnit b && b.tile() != null) return (T)b.tile(); return (T) player.unit(); //if there aren't unit and not build, return player. } public @Nullable Tile getTile(){ return Vars.world.tileWorld(input.mouseWorldX(), input.mouseWorldY()); } public void drawMassPayloadLink(PayloadMassDriver.PayloadDriverBuild from){ Groups.build.each(b -> b instanceof PayloadMassDriver.PayloadDriverBuild fromMass && world.build(fromMass.link) == from && from.within(fromMass.x, fromMass.y, ((PayloadMassDriver)fromMass.block).range) && !linkedPayloadMasses.contains(from), b -> { linkedPayloadMasses.add((PayloadMassDriver.PayloadDriverBuild) b); drawMassPayloadLink((PayloadMassDriver.PayloadDriverBuild) b); }); if(world.build(from.link) instanceof PayloadMassDriver.PayloadDriverBuild to && from != to && to.within(from.x, from.y, ((PayloadMassDriver)from.block).range)){ float sin = Mathf.absin(Time.time, 6f, 1f); Tmp.v1.set(from.x + from.block.offset, from.y + from.block.offset).sub(to.x, to.y).limit(from.block.size * tilesize + sin + 0.5f); float x2 = from.x - Tmp.v1.x, y2 = from.y - Tmp.v1.y, x1 = to.x + Tmp.v1.x, y1 = to.y + Tmp.v1.y; int segs = (int)(to.dst(from.x, from.y)/tilesize); Lines.stroke(4f, Pal.gray); Lines.dashLine(x1, y1, x2, y2, segs); Lines.stroke(2f, Pal.placing); Lines.dashLine(x1, y1, x2, y2, segs); Lines.stroke(1f, Pal.accent); Drawf.circles(from.x, from.y, (from.tile.block().size / 2f + 1) * tilesize + sin - 2f, Pal.accent); for(var shooter : from.waitingShooters){ Drawf.circles(shooter.x, shooter.y, (from.tile.block().size / 2f + 1) * tilesize + sin - 2f); Drawf.arrow(shooter.x, shooter.y, from.x, from.y, from.block.size * tilesize + sin, 4f + sin); } if(from.link != -1 && world.build(from.link) instanceof PayloadMassDriver.PayloadDriverBuild other && other.block == from.block && other.team == from.team && from.within(other, ((PayloadMassDriver)from.block).range)){ Building target = world.build(from.link); Drawf.circles(target.x, target.y, (target.block().size / 2f + 1) * tilesize + sin - 2f); Drawf.arrow(from.x, from.y, target.x, target.y, from.block.size * tilesize + sin, 4f + sin); } if(world.build(to.link) instanceof PayloadMassDriver.PayloadDriverBuild newTo && to != newTo && newTo.within(to.x, to.y, ((PayloadMassDriver)to.block).range) && !linkedPayloadMasses.contains(to)){ linkedPayloadMasses.add(to); drawMassPayloadLink(to); } } } public void drawMassLink(MassDriver.MassDriverBuild from){ Groups.build.each(b -> b instanceof MassDriver.MassDriverBuild fromMass && world.build(fromMass.link) == from && from.within(fromMass.x, fromMass.y, ((MassDriver)fromMass.block).range) && !linkedMasses.contains(from), b -> { linkedMasses.add((MassDriver.MassDriverBuild) b); drawMassLink((MassDriver.MassDriverBuild) b); }); if(world.build(from.link) instanceof MassDriver.MassDriverBuild to && from != to && to.within(from.x, from.y, ((MassDriver)from.block).range)){ float sin = Mathf.absin(Time.time, 6f, 1f); Tmp.v1.set(from.x + from.block.offset, from.y + from.block.offset).sub(to.x, to.y).limit(from.block.size * tilesize + sin + 0.5f); float x2 = from.x - Tmp.v1.x, y2 = from.y - Tmp.v1.y, x1 = to.x + Tmp.v1.x, y1 = to.y + Tmp.v1.y; int segs = (int)(to.dst(from.x, from.y)/tilesize); Lines.stroke(4f, Pal.gray); Lines.dashLine(x1, y1, x2, y2, segs); Lines.stroke(2f, Pal.placing); Lines.dashLine(x1, y1, x2, y2, segs); Lines.stroke(1f, Pal.accent); Drawf.circles(from.x, from.y, (from.tile.block().size / 2f + 1) * tilesize + sin - 2f, Pal.accent); for(var shooter : from.waitingShooters){ Drawf.circles(shooter.x, shooter.y, (from.tile.block().size / 2f + 1) * tilesize + sin - 2f); Drawf.arrow(shooter.x, shooter.y, from.x, from.y, from.block.size * tilesize + sin, 4f + sin); } if(from.link != -1 && world.build(from.link) instanceof MassDriver.MassDriverBuild other && other.block == from.block && other.team == from.team && from.within(other, ((MassDriver)from.block).range)){ Building target = world.build(from.link); Drawf.circles(target.x, target.y, (target.block().size / 2f + 1) * tilesize + sin - 2f); Drawf.arrow(from.x, from.y, target.x, target.y, from.block.size * tilesize + sin, 4f + sin); } if(world.build(to.link) instanceof MassDriver.MassDriverBuild newTo && to != newTo && newTo.within(to.x, to.y, ((MassDriver)to.block).range) && !linkedMasses.contains(to)){ linkedMasses.add(to); drawMassLink(to); } } } public Seq getPowerLinkedBuilds(Building build) { Seq linkedBuilds = new Seq<>(); build.power.links.each(i -> linkedBuilds.add(world.build(i))); build.proximity().each(linkedBuilds::add); linkedBuilds.filter(b -> b != null && b.power != null); if(!build.block.outputsPower && !(build instanceof PowerNode.PowerNodeBuild)) linkedBuilds.filter(b -> b.block.outputsPower || b instanceof PowerNode.PowerNodeBuild); return linkedBuilds; } public void drawNodeLink(Building node) { if(node.power == null) return; if(!linkedNodes.contains(node)) { linkedNodes.add(node); getPowerLinkedBuilds(node).each(other -> { float angle1 = Angles.angle(node.x, node.y, other.x, other.y), vx = Mathf.cosDeg(angle1), vy = Mathf.sinDeg(angle1), len1 = node.block.size * tilesize / 2f - 1.5f, len2 = other.block.size * tilesize / 2f - 1.5f; Draw.color(Color.white, Color.valueOf("98ff98"), (1f - node.power.graph.getSatisfaction()) * 0.86f + Mathf.absin(3f, 0.1f)); Draw.alpha(Renderer.laserOpacity); Drawf.laser(node.team, atlas.find("unitinfo-Slaser"), atlas.find("unitinfo-Slaser-end"), node.x + vx*len1, node.y + vy*len1, other.x - vx*len2, other.y - vy*len2, 0.25f); if(other.power != null) getPowerLinkedBuilds(other).each(this::drawNodeLink); }); } } public void setEvent(){ Events.run(EventType.Trigger.draw, () -> { if(settings.getBool("deadTarget") && locked && lockedTarget != null && !Groups.all.contains(e -> e == lockedTarget)) { lockedTarget = null; locked = false; } if(settings.getBool("linkedMass")){ if(getTarget() instanceof MassDriver.MassDriverBuild mass) { linkedMasses.clear(); drawMassLink(mass); } else if(getTarget() instanceof PayloadMassDriver.PayloadDriverBuild mass) { linkedPayloadMasses.clear(); drawMassPayloadLink(mass); } } if(settings.getBool("linkedNode") && getTarget() instanceof Building node){ linkedNodes.clear(); drawNodeLink(node); } if(settings.getBool("select") && getTarget() != null) { Posc entity = getTarget(); for(int i = 0; i < 4; i++){ float rot = i * 90f + 45f + (-Time.time) % 360f; float length = (entity instanceof Unit ? ((Unit)entity).hitSize : entity instanceof Building ? ((Building)entity).block.size * tilesize : 0) * 1.5f + 2.5f; Draw.color(Tmp.c1.set(locked ? Color.orange : Color.darkGray).lerp(locked ? Color.scarlet : Color.gray, Mathf.absin(Time.time, 2f, 1f)).a(settings.getInt("selectopacity") / 100f)); Draw.rect("select-arrow", entity.x() + Angles.trnsx(rot, length), entity.y() + Angles.trnsy(rot, length), length / 1.9f, length / 1.9f, rot - 135f); } if(settings.getBool("distanceLine") && player.unit() != null && !player.unit().dead && getTarget() != player.unit()) { //need selected other unit with living player Teamc from = player.unit(); Teamc to = getTarget(); float sin = Mathf.absin(Time.time, 6f, 1f); if(player.unit() instanceof BlockUnitUnit bu) Tmp.v1.set(bu.x() + bu.tile().block.offset, bu.y() + bu.tile().block.offset).sub(to.x(), to.y()).limit(bu.tile().block.size * tilesize + sin + 0.5f); else Tmp.v1.set(from.x(), from.y()).sub(to.x(), to.y()).limit(player.unit().hitSize + sin + 0.5f); float x2 = from.x() - Tmp.v1.x, y2 = from.y() - Tmp.v1.y, x1 = to.x() + Tmp.v1.x, y1 = to.y() + Tmp.v1.y; int segs = (int) (to.dst(from.x(), from.y()) / tilesize); Lines.stroke(2.5f, Pal.gray); Lines.dashLine(x1, y1, x2, y2, segs); Lines.stroke(1f, Pal.placing); Lines.dashLine(x1, y1, x2, y2, segs); Fonts.outline.draw(Strings.fixed(to.dst(from.x(), from.y()), 2) + " (" + segs + "tiles)", from.x() + Angles.trnsx(Angles.angle(from.x(), from.y(), to.x(), to.y()), player.unit().hitSize() + 40), from.y() + Angles.trnsy(Angles.angle(from.x(), from.y(), to.x(), to.y()), player.unit().hitSize() + 40) - 3, Pal.accent, 0.25f, false, Align.center); } } Draw.reset(); }); Events.run(EventType.Trigger.update, ()->{ if(Scl.scl(modUiScale) != settings.getInt("infoUiScale") / 100f){ modUiScale = settings.getInt("infoUiScale") / 100f; mainTable.clearChildren(); addTable(); coreItems.rebuild(); } if((input.keyDown(KeyCode.shiftRight) || input.keyDown(KeyCode.shiftLeft))){ if(input.keyTap(KeyCode.r)) lockButton.change(); } if(settings.getBool("autoShooting")) { 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; unit.lookAt(aimCursor ? mouseAngle : unit.prefRotation()); //update shooting if not building + not mining if(!player.unit().activelyBuilding() && player.unit().mineTile == null) { if(input.keyDown(KeyCode.mouseLeft)) { player.shooting = !boosted; unit.aim(player.mouseX = input.mouseWorldX(), player.mouseY = input.mouseWorldY()); } else if(target == null) { player.shooting = false; if(unit instanceof BlockUnitUnit b) { if(b.tile() instanceof ControlBlock c && !c.shouldAutoTarget()) { Building build = b.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); } }); Events.on(EventType.BlockDestroyEvent.class, e -> coreItems.resetUsed()); Events.on(EventType.CoreChangeEvent.class, e -> coreItems.resetUsed()); Events.on(EventType.ResetEvent.class, e -> coreItems.resetUsed()); } public void reset(int index, Seq