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Put mines back. #99

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1 of 4 tasks
kindaro opened this issue Sep 14, 2021 · 6 comments · Fixed by #117
Closed
1 of 4 tasks

Put mines back. #99

kindaro opened this issue Sep 14, 2021 · 6 comments · Fixed by #117
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topic:item Interactive items, e.g. equipment

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@kindaro
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kindaro commented Sep 14, 2021

Mines were added in #8. They were later removed, but I am going to put them back, as fatal and insidious as ever.

  • Adjustable trigger delay.
  • Trigger radius independent of explosion radius.
    • Trigger radius larger than explosion radius?
  • Explosions trigger mines in their radius?
@grufkork
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I am currently working on reimplementing the cannon and cannonball, as well as the actual hit detection to the explosion function. Unless you are really feeling like adding back the circle and related, I am currently working on it so you could just for the moment use the explosion function in utils.rs? It's only visual at the moment.

@kindaro
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kindaro commented Sep 15, 2021

Sure, thanks for letting me know. I see you have #92 in works.

@grufkork
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Alright, I got the explosions working again, so just make sure the particles go in the right place! My new code will have a function for returning all players intersecting a circle which could be useful, but it might just be better and more performant to do a distance check instead. By the way, are you in the discord? I couldn't find you there.

@kindaro
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kindaro commented Sep 16, 2021

Yes — I am not an especially real time person though.

@kindaro
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kindaro commented Sep 23, 2021

Waiting for #113.

@erlend-sh erlend-sh added the topic:item Interactive items, e.g. equipment label Sep 25, 2021
kindaro added a commit to kindaro/FishFight that referenced this issue Sep 25, 2021
Resolve fishfolk#99.

* Checked out from 3ba21b6 — the last
  commit where this weapon existed.

* Uses work in progress from fishfolk#113 for explosive projectiles.
kindaro added a commit to kindaro/FishFight that referenced this issue Sep 25, 2021
Resolve fishfolk#99.

* Checked out from 3ba21b6 — the last
  commit where this weapon existed.

* Uses work in progress from fishfolk#113 for explosive projectiles.
@kindaro
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kindaro commented Sep 25, 2021

Trigger delay needs to be put into #113 as a field in DetonationParameters with default 0. We can talk about it once #113 is merged.

kindaro added a commit to kindaro/FishFight that referenced this issue Sep 29, 2021
Resolve fishfolk#99.

* Checked out from 3ba21b6 — the last
  commit where this weapon existed.

* Uses work in progress from fishfolk#113 for explosive projectiles.
kindaro added a commit to kindaro/FishFight that referenced this issue Sep 29, 2021
Resolve fishfolk#99.

* Checked out from 3ba21b6 — the last
  commit where this weapon existed.

* Uses work in progress from fishfolk#113 for explosive projectiles.
erlend-sh pushed a commit that referenced this issue Sep 29, 2021
Resolve #99.

* Checked out from 3ba21b6 — the last
  commit where this weapon existed.

* Uses work in progress from #113 for explosive projectiles.
@kindaro kindaro mentioned this issue Sep 30, 2021
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3 participants