Resolving issue #18 and #19

This commit is contained in:
Song Minjae
2017-04-23 22:53:49 +09:00
parent e9c8f03000
commit 41b2b8a694
38 changed files with 2670 additions and 241 deletions

View File

@@ -1,7 +1,6 @@
package net.torvald.terrarum.itemproperties
import net.torvald.terrarum.gameactors.roundInt
import net.torvald.terrarum.gameactors.sqrt
import net.torvald.terrarum.gameactors.*
/**
* Created by SKYHi14 on 2017-04-17.
@@ -16,8 +15,8 @@ object Calculate {
*
* TODO Newtons as unit?
*/
fun pickaxePower(material: Material): Float {
return 4f * material.forceMod.toFloat().sqrt()
fun pickaxePower(actor: ActorHumanoid, material: Material): Float {
return (4.0 * material.forceMod.toDouble().sqrt() * (actor.avStrength / 1000.0)).toFloat()
}

View File

@@ -1,6 +1,8 @@
package net.torvald.terrarum.itemproperties
import net.torvald.random.HQRNG
import net.torvald.terrarum.ItemValue
import net.torvald.terrarum.gameactors.ActorInventory
import net.torvald.terrarum.gameactors.Pocketed
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.langpack.Lang
@@ -12,7 +14,7 @@ import org.newdawn.slick.GameContainer
*/
abstract class InventoryItem : Comparable<InventoryItem>, Cloneable {
abstract val id: Int
abstract var id: Int
/**
*
@@ -49,12 +51,23 @@ abstract class InventoryItem : Comparable<InventoryItem>, Cloneable {
/** Single-use then destroyed (e.g. Tiles), aka negation of "stackable" */
abstract var consumable: Boolean
/**
* DYNAMIC means the item ID should be generated on the fly whenever the item is created.
* This is to be used with weapons/armours/etc where multiple instances can exist, and
* each of them should be treated as different item.
*
* ID Range: 32768..1048575 (ItemCodex.ITEM_DYNAMIC)
*
* The opposite of this is called STATIC and their example is a Block.
*/
open val isDynamic = false
/**
* Where to equip the item
*/
open var equipPosition: Int = EquipPosition.NULL
open val equipPosition: Int = EquipPosition.NULL
open var material: Material? = null
open val material: Material? = null
/**
* Apparent mass of the item. (basemass * scale^3)
@@ -77,6 +90,7 @@ abstract class InventoryItem : Comparable<InventoryItem>, Cloneable {
else
throw NullPointerException("null input; nullify baseToolSize instead :p")
}
var originalID = id
/**
* Scale of the item.
@@ -226,4 +240,14 @@ abstract class InventoryItem : Comparable<InventoryItem>, Cloneable {
return clonedItem
}
companion object {
fun generateNewDynamicID(inventory: ActorInventory): Int {
var ret: Int
do {
ret = HQRNG().nextInt(ItemCodex.ITEM_DYNAMIC.endInclusive + 1 - ItemCodex.ITEM_DYNAMIC.first) + ItemCodex.ITEM_DYNAMIC.first
} while (inventory.contains(ret))
return ret
}
}
}

View File

@@ -46,7 +46,7 @@ object ItemCodex {
// tile items (blocks and walls are the same thing basically)
for (i in ITEM_TILES + ITEM_WALLS) {
itemCodex[i] = object : InventoryItem() {
override val id: Int = i
override var id: Int = i
override val isUnique: Boolean = false
override var baseMass: Double = TileCodex[i].density / 1000.0
override var baseToolSize: Double? = null
@@ -54,6 +54,7 @@ object ItemCodex {
override val originalName = TileCodex[i % ITEM_WALLS.first].nameKey
override var consumable = true
override var inventoryCategory = Category.BLOCK
override var isDynamic = true
init {
itemProperties[IVKey.ITEMTYPE] = if (i in ITEM_TILES)
@@ -103,19 +104,19 @@ object ItemCodex {
// test copper pickaxe
itemCodex[ITEM_STATIC.first] = object : InventoryItem() {
override val id = ITEM_STATIC.first
override var id = ITEM_STATIC.first
override val isUnique = false
override val originalName = "Test Pick"
override var baseMass = 10.0
override var baseToolSize: Double? = 10.0
override var consumable = false
override var maxDurability = 147//606 // this much tiles before breaking
override var maxDurability = 64//606 // this much tiles before breaking
override var durability = maxDurability.toFloat()
override var equipPosition = EquipPosition.HAND_GRIP
override var inventoryCategory = Category.TOOL
private val testmaterial = Material(
0,0,0,0,0,0,0,0,14,0.0 // quick test material Steel
0,0,0,0,0,0,0,0,1,0.0 // quick test material Stone
)
init {
@@ -131,6 +132,7 @@ object ItemCodex {
using = true
// linear search filter (check for intersection with tilewise mouse point and tilewise hitbox)
// return false if hitting actors
Terrarum.ingame!!.actorContainer.forEach {
if (it is ActorWithPhysics && it.tilewiseHitbox.intersects(mousePoint))
return false
@@ -144,11 +146,12 @@ object ItemCodex {
// filter passed, do the job
val swingDmgToFrameDmg = delta.toDouble() / actorvalue.getAsDouble(AVKey.ACTION_INTERVAL)!!
return Terrarum.ingame!!.world.inflctTerrainDamage(
Terrarum.ingame!!.world.inflctTerrainDamage(
gc.mouseTileX,
gc.mouseTileY,
Calculate.pickaxePower(testmaterial) * swingDmgToFrameDmg.toFloat()
Calculate.pickaxePower(Terrarum.ingame!!.player!!, testmaterial) * swingDmgToFrameDmg.toFloat()
)
return true
}
override fun endPrimaryUse(gc: GameContainer, delta: Int): Boolean {
@@ -164,6 +167,9 @@ object ItemCodex {
// read from save (if applicable) and fill dynamicItemDescription
}
/**
* Returns clone of the item in the Codex
*/
operator fun get(code: Int): InventoryItem {
if (code <= ITEM_STATIC.endInclusive) // generic item
return itemCodex[code]!!.clone() // from CSV