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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
fix: axe not cutting large trees well
This commit is contained in:
@@ -1,6 +1,6 @@
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"id";"drop";"spawn";"name";"shdr";"shdg";"shdb";"shduv";"str";"dsty";"mate";"solid";"wall";"grav";"dlfn";"fv";"fr";"lumr";"lumg";"lumb";"lumuv";"colour";"vscs";"refl";"tags"
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"0";"0";"0";"BLOCK_AIR";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"AIIR";"0";"1";"N/A";"0";"0";"4";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A";"0.0";"INCONSEQUENTIAL,AIR,NORANDTILE"
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"1";"0";"0";"BLOCK_UPDATE";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"AIIR";"0";"1";"N/A";"0";"0";"4";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A";"0.0";"INTERNAL,NORANDTILE"
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"0";"N/A";"N/A";"BLOCK_AIR";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"AIIR";"0";"1";"N/A";"0";"0";"4";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A";"0.0";"INCONSEQUENTIAL,AIR,NORANDTILE"
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"1";"N/A";"N/A";"BLOCK_UPDATE";"0.0312";"0.0312";"0.0312";"0.0312";"1";"1";"AIIR";"0";"1";"N/A";"0";"0";"4";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A";"0.0";"INTERNAL,NORANDTILE"
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# rocks
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"16";"17";"17";"BLOCK_STONE";"0.1252";"0.1252";"0.1252";"0.1252";"48";"2400";"ROCK";"1";"1";"N/A";"0";"4";"16";"0.0000";"0.0000";"0.0000";"0.0000";"N/A";"N/A";"0.0";"ROCK,NATURAL,OREBEARING"
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@@ -624,26 +624,28 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// batch-process uiAliases
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// NOTE: UIs that should pause the game (e.g. Inventory) must have relevant codes ON THEIR SIDE
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uiContainer.add(
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// drawn first
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//uiVitalPrimary,
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//uiVitalSecondary,
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//uiVitalItem,
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// drawn first
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//uiVitalPrimary,
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//uiVitalSecondary,
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//uiVitalItem,
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noticelet,
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uiBlur,
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uiBlur,
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uiPieMenu,
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uiQuickBar,
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// uiBasicInfo, // temporarily commenting out: wouldn't make sense for v 0.3 release
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uiWatchTierOne,
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getWearableDeviceUI,
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UIScreenZoom(),
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uiAutosaveNotifier,
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uiInventoryPlayer,
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getUIFixture,
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uiTooltip,
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consoleHandler,
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uiCheatMotherfuckerNootNoot
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// drawn last
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uiPieMenu,
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uiQuickBar,
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// uiBasicInfo, // temporarily commenting out: wouldn't make sense for v 0.3 release
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uiWatchTierOne,
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getWearableDeviceUI,
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UIScreenZoom(),
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uiAutosaveNotifier,
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uiInventoryPlayer,
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getUIFixture,
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uiTooltip,
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consoleHandler,
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uiCheatMotherfuckerNootNoot
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// drawn last
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)
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@@ -656,7 +658,6 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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// these need to appear on top of any others
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uiContainer.add(noticelet)
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uiContainer.add(notifier)
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App.setDebugTime("Ingame.UpdateCounter", 0)
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@@ -104,15 +104,47 @@ object AxeCore {
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).let { tileBroken ->
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// tile busted
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if (tileBroken != null) {
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var upCtr = 1
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var upCtr = 0
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var thisLeaf: ItemID? = null
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val tileThereL = INGAME.world.getTileFromTerrain(x-1, y - upCtr)
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val tileThereR = INGAME.world.getTileFromTerrain(x+1, y - upCtr)
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val propThereL = BlockCodex[tileThereL]
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val propThereR = BlockCodex[tileThereR]
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val treeTrunkXoff = if (propThereL.hasAllTag(listOf("TREELARGE", "TREETRUNK"))) -1
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else if (propThereR.hasAllTag(listOf("TREELARGE", "TREETRUNK"))) 1
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else 0
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if (treeTrunkXoff != 0) {
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val tileThere = INGAME.world.getTileFromTerrain(x + treeTrunkXoff, y - upCtr)
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val propThere = BlockCodex[tileThere]
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INGAME.world.setTileTerrain(x + treeTrunkXoff, y - upCtr, Block.AIR, false)
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PickaxeCore.dropItem(propThere.drop, x + treeTrunkXoff, y - upCtr)
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PickaxeCore.makeDust(tile, x + treeTrunkXoff, y - upCtr, 2 + Math.random().roundToInt())
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}
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upCtr = 1
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while (true) {
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val tileHere = INGAME.world.getTileFromTerrain(x, y - upCtr)
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val propHere = BlockCodex[tileHere]
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if (propHere.hasTag("TREETRUNK")) {
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if (propHere.hasAllTag(listOf("TREELARGE", "TREETRUNK"))) {
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INGAME.world.setTileTerrain(x, y - upCtr, Block.AIR, false)
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PickaxeCore.dropItem(propHere.drop, x, y - upCtr) // todo use log item if applicable
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PickaxeCore.dropItem(propHere.drop, x, y - upCtr)
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PickaxeCore.makeDust(tile, x, y - upCtr, 2 + Math.random().roundToInt())
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if (treeTrunkXoff != 0) {
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val tileThere = INGAME.world.getTileFromTerrain(x + treeTrunkXoff, y - upCtr)
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val propThere = BlockCodex[tileThere]
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INGAME.world.setTileTerrain(x + treeTrunkXoff, y - upCtr, Block.AIR, false)
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PickaxeCore.dropItem(propThere.drop, x + treeTrunkXoff, y - upCtr)
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PickaxeCore.makeDust(tile, x + treeTrunkXoff, y - upCtr, 2 + Math.random().roundToInt())
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}
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}
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else if (propHere.hasTag("TREETRUNK")) {
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INGAME.world.setTileTerrain(x, y - upCtr, Block.AIR, false)
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PickaxeCore.dropItem(propHere.drop, x, y - upCtr)
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PickaxeCore.makeDust(tile, x, y - upCtr, 2 + Math.random().roundToInt())
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}
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else if (propHere.hasTag("LEAVES")) {
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@@ -428,7 +428,7 @@ internal object BlocksDrawer {
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// hide tiles with super low lights, kinda like Minecraft's Orebfuscator
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val lightAtXY = LightmapRenderer.getLight(x, y) ?: Cvec(0)
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if (lightAtXY.fastLum() <= 4f / 255f) {
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if (lightAtXY.fastLum() <= 1.5f / 255f) {
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tileNumber = 2 // black solid
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}
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