getFleetMember(ShipAPI ship)
I don't suppose that means we can get the
Variant id from the FleetMember then??? You know why, and I'm like, on the last 1% of the Rest of It
Re-added DefenseType enumeration (contains HULL, ARMOR, SHIELD, PHASE_OR_MISS)
Help me out- what is this good for? I take it you use it with a Vector2f and this:
Can check what DefenseType is present at a specific point on a ship
Regarding world coordinate -> armor grid conversions: if a modded ship has a center point that's not the center of the sprite there might be problems. There's no method in the current API that would allow me to compensate for this, unfortunately.
Is it just going to be off the pixels of offset, or have more serious problems? I often have centers offset on Y... if yes, guess I can just live with some inconsistencies.
Also, can we get a random armor grid
and the location? Sorry, that's probably really silly to ask, and if you've managed to solve this already, it's probably too trivial to ask, but I wanted to do something with ships occasionally catching on fire and stuff and taking long-term damage with some FX.
Fixed bug with isPointInBounds() and points exactly on the boundary edges
I forgot to mention I've been using CollisionUtils.getCollisionPoint() a lot, but I'm seeing a lot of null results even though the target is a valid CombatEntity. This happens most often with little things like drones. Any idea?
Oh, and I have a few requests, hopefully not stupid / too hard:
1. Vector2f RandomPointOnLineSegment(Vector2f start, Vector2f end) - self-explanatory, want to use it for various FX things.
2. Boolean ShipDeadThisFrame() - I've found that while I can get the hull and if < threshold I get a good result... but with Hulks I am not seeing them return any values as to hitpoints and suchlike. They're also no longer reporting isFighter() etc., as normal. Probably need to direct that at Alex.
3. Vector2f RandomConeVector(Vector2f startingVector, degrees) - would return a new Vector2f that randomly differs from the startingVector (for example, the vector pointing from a weapon's point location along the current velocity) by degrees +/-. Would be very useful for impact FX stuff, etc., etc.
4. Vector2f RandomCircularVelocity(Vector2f point, minMagnitude, maxMagnitude) - a nice, newbie-friendly method for making dispersion patterns that use circles for random distribution.
5. Vector2f nextPointonVector(Vector2f start, amount) A way to translate something's velocity vector into a point +/- along the Y. For example, that cannon that shoots "through" things uses a method like that, where it extended the line and then backtracked to a collision and so forth. It'd be nice to have that consolidated in a LazyLib routine- just put 10000f into amount, then CollisionUtils.getCollisionPoint()...
Anyhow, very sorry if any of this is too stupid to bother with, I need some sleep and I'm very excited about what's going to be possible with all of this