Files
Informatis/src/unitinfo/ui/draws/UtilDraw.java
sharlottes e0c5cdc7d1 refactoring
2022-04-20 00:18:19 +09:00

83 lines
3.9 KiB
Java

package unitinfo.ui.draws;
import arc.input.KeyCode;
import arc.math.Angles;
import arc.math.geom.Geometry;
import arc.scene.style.TextureRegionDrawable;
import mindustry.entities.Units;
import mindustry.game.Team;
import mindustry.gen.*;
import mindustry.logic.Ranged;
import mindustry.world.blocks.ControlBlock;
import mindustry.world.blocks.defense.turrets.Turret;
import static arc.Core.*;
import static mindustry.Vars.*;
public class UtilDraw extends OverDraw {
Teamc shotTarget;
UtilDraw(String name, TextureRegionDrawable icon) {
super(name, icon);
registerOption("autoShooting");
}
@Override
public void draw() {
super.draw();
if(!enabled) return;
if(settings.getBool("autoShooting")) {
Unit unit = player.unit();
if (unit.type == null) return;
boolean omni = unit.type.omniMovement;
boolean validHealTarget = unit.type.canHeal && shotTarget instanceof Building b && b.isValid() && b.damaged() && shotTarget.team() == unit.team && shotTarget.within(unit, unit.type.range);
boolean boosted = (unit instanceof Mechc && unit.isFlying());
if ((unit.type != null && Units.invalidateTarget(shotTarget, unit, unit.type.range) && !validHealTarget) || state.isEditor()) {
shotTarget = 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(shotTarget == 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;
shotTarget = Units.closestTarget(build.team, build.x, build.y, range, u -> u.checkTarget(targetAir, targetGround), u -> targetGround);
}
else shotTarget = null;
} else if(unit.type != null) {
float range = unit.hasWeapons() ? unit.range() : 0f;
shotTarget = 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 && shotTarget == null) {
shotTarget = Geometry.findClosest(unit.x, unit.y, indexer.getDamaged(Team.sharded));
if (shotTarget != null && !unit.within(shotTarget, range)) {
shotTarget = null;
}
}
}
} else {
player.shooting = !boosted;
unit.rotation(Angles.angle(unit.x, unit.y, shotTarget.x(), shotTarget.y()));
unit.aim(shotTarget.x(), shotTarget.y());
}
}
unit.controlWeapons(player.shooting && !boosted);
}
}
}