fallable sim to properly work on multiple fallable "stacks"

This commit is contained in:
minjaesong
2019-06-26 02:00:41 +09:00
parent a45b68b8d5
commit 2455ab9983

View File

@@ -1,5 +1,6 @@
package net.torvald.terrarum.modulebasegame.gameworld
import com.badlogic.gdx.Input
import com.badlogic.gdx.graphics.Color
import net.torvald.aa.KDTree
import net.torvald.terrarum.AppLoader
@@ -8,6 +9,7 @@ import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gamecontroller.KeyToggler
import net.torvald.terrarum.gameworld.FluidType
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.roundInt
@@ -18,6 +20,8 @@ import net.torvald.terrarum.worlddrawer.CreateTileAtlas
*/
object WorldSimulator {
private val DEBUG_STEPPING_MODE = false // use period key
// FLUID-RELATED STUFFS //
/**
@@ -250,6 +254,8 @@ object WorldSimulator {
}
private val FALLABLE_MAX_FALL_SPEED = 2
/**
* displace fallable tiles. It is scanned bottom-left first. To achieve the sens ofreal
* falling, each tiles are displaced by ONLY ONE TILE below.
@@ -281,30 +287,48 @@ object WorldSimulator {
// displace fallables (TODO implement blocks with fallable supports e.g. scaffolding)
// only displace SINGLE BOTTOMMOST block on single X-coord (this doesn't mean they must fall only one block)
// so that the "falling" should be visible to the end user
for (x in updateXFrom..updateXTo) {
var fallDownCounter = 0
for (y in updateYTo downTo updateYFrom) {
val currentTile = world.getTileFromTerrain(x, y)
val prop = BlockCodex[currentTile]
val isSolid = prop.isSolid
val support = prop.maxSupport
val isFallable = support != -1
if (!DEBUG_STEPPING_MODE || DEBUG_STEPPING_MODE && KeyToggler.isOn (Input.Keys.PERIOD)) {
for (x in updateXFrom..updateXTo) {
var fallDownCounter = 0
var fallableStackProcessed = false
// one "stack" is a contiguous fallable blocks, regardless of the actual block number
// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
// otherwise you'll get an artefact.
for (y in updateYTo downTo updateYFrom) {
val currentTile = world.getTileFromTerrain(x, y)
val prop = BlockCodex[currentTile]
val isSolid = prop.isSolid
val support = prop.maxSupport
val isFallable = support != -1
if (fallDownCounter != 0 && isFallable) {
// replace blocks
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + fallDownCounter, currentTile)
// mark the beginnig of the new "stack"
if (fallableStackProcessed && !isFallable) {
fallableStackProcessed = false
} // do not chain with "else if"
break
}
else if (isSolid) {
fallDownCounter = 0
}
else if (!isSolid && !isFallable) {
fallDownCounter += 1
// process the gradual falling of the selected "stack"
if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
// replace blocks
world.setTileTerrain(x, y, Block.AIR)
world.setTileTerrain(x, y + fallDownCounter, currentTile)
fallableStackProcessed = true
}
else if (isSolid) {
fallDownCounter = 0
}
else if (!isSolid && !isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
fallDownCounter += 1
}
}
}
if (DEBUG_STEPPING_MODE) {
KeyToggler.forceSet(Input.Keys.PERIOD, false)
}
}
}