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https://github.com/curioustorvald/Terrarum.git
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F3: chunk flag view
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@@ -14,6 +14,8 @@ import net.torvald.terrarum.itemproperties.ItemRemapTable
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import net.torvald.terrarum.itemproperties.ItemTable
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import net.torvald.terrarum.modulebasegame.gameactors.IngamePlayer
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import net.torvald.terrarum.realestate.LandUtil
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import net.torvald.terrarum.realestate.LandUtil.CHUNK_H
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import net.torvald.terrarum.realestate.LandUtil.CHUNK_W
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import net.torvald.terrarum.utils.*
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import net.torvald.terrarum.weather.WeatherMixer
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import net.torvald.terrarum.weather.Weatherbox
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@@ -81,14 +83,14 @@ open class GameWorld(
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}
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//layers
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@Transient lateinit open var layerWall: BlockLayerI16
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@Transient lateinit open var layerTerrain: BlockLayerI16
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@Transient lateinit open var layerOres: BlockLayerI16I8 // damage to the block follows `terrainDamages`
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@Transient lateinit open var layerFluids: BlockLayerI16F16
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@Transient open lateinit var layerWall: BlockLayerI16
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@Transient open lateinit var layerTerrain: BlockLayerI16
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@Transient open lateinit var layerOres: BlockLayerI16I8 // damage to the block follows `terrainDamages`
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@Transient open lateinit var layerFluids: BlockLayerI16F16
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val wallDamages = HashArray<Float>()
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val terrainDamages = HashArray<Float>()
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@Transient open lateinit var chunkFlags: Array<ByteArray>
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//val layerThermal: MapLayerHalfFloat // in Kelvins
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//val layerFluidPressure: MapLayerHalfFloat // (milibar - 1000)
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@@ -220,6 +222,7 @@ open class GameWorld(
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layerWall = BlockLayerI16(width, height)
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layerOres = BlockLayerI16I8(width, height)
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layerFluids = BlockLayerI16F16(width, height)
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chunkFlags = Array(height / CHUNK_H) { ByteArray(width / CHUNK_W) }
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// temperature layer: 2x2 is one cell
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//layerThermal = MapLayerHalfFloat(width, height, averageTemperature)
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@@ -818,6 +821,10 @@ open class GameWorld(
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}
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val DEFAULT_GRAVITATION = Vector2(0.0, 9.8)
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@Transient const val CHUNK_NULL = 0x00.toByte()
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@Transient const val CHUNK_GENERATING = 0x01.toByte()
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@Transient const val CHUNK_LOADED = 0x02.toByte()
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}
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open fun updateWorldTime(delta: Float) {
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