big enough actors can dig ground by punching it

This commit is contained in:
minjaesong
2021-10-05 16:26:55 +09:00
parent a6cfabf3bf
commit 54c8493713
7 changed files with 129 additions and 47 deletions

View File

@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.gameitems
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.*
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.ActorWithBody
@@ -19,43 +20,75 @@ import kotlin.math.roundToInt
* Created by minjaesong on 2019-03-10.
*/
object PickaxeCore {
fun startPrimaryUse(actor: ActorWithBody, delta: Float, item: GameItem) = inInteractableRange(actor) {
val mouseTileX = Terrarum.mouseTileX
val mouseTileY = Terrarum.mouseTileY
/**
* @param mx centre position of the digging
* @param my centre position of the digging
* @param mw width of the digging
* @param mh height of the digging
*/
fun startPrimaryUse(actor: ActorWithBody, delta: Float, item: GameItem?, mx: Int, my: Int, dropProbability: Double = 1.0, mw: Int = 1, mh: Int = 1) = inInteractableRange(actor) {
// un-round the mx
val ww = INGAME.world.width
val apos = actor.centrePosPoint
val mx = if (apos.x < 0.0 && mx >= ww / 2) mx - ww
else if (apos.x > 0.0 && mx < ww / 2) mx + ww
else mx
val wmx = mx * TILE_SIZED
val wmy = my * TILE_SIZED
val mousePoint = Point2d(mouseTileX.toDouble(), mouseTileY.toDouble())
val actorvalue = actor.actorValue
var xoff = -(mw / 2) // implicit flooring
var yoff = -(mh / 2) // implicit flooring
// if mw or mh is even number, make it closer toward the actor
if (mw % 2 == 0 && apos.x > wmx) xoff += 1
if (mh % 2 == 0 && apos.y > wmy) yoff += 1
item.using = true
var usageStatus = false
// linear search filter (check for intersection with tilewise mouse point and tilewise hitbox)
// return false if hitting actors
// ** below is commented out -- don't make actors obstruct the way of digging **
/*var ret1 = true
INGAME.actorContainerActive.forEach {
if (it is ActorWBMovable && it.hIntTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
}
if (!ret1) return ret1*/
for (oy in 0 until mh) for (ox in 0 until mw) {
val x = mx + xoff + ox
val y = my + yoff + oy
// return false if here's no tile
if (Block.AIR == (INGAME.world).getTileFromTerrain(mouseTileX, mouseTileY))
return@inInteractableRange false
val mousePoint = Point2d(x.toDouble(), y.toDouble())
val actorvalue = actor.actorValue
// filter passed, do the job
val swingDmgToFrameDmg = delta.toDouble() / actorvalue.getAsDouble(AVKey.ACTION_INTERVAL)!!
item?.using = true
(INGAME.world).inflictTerrainDamage(
mouseTileX, mouseTileY,
Calculate.pickaxePower(actor, item.material) * swingDmgToFrameDmg
)?.let { tileBroken ->
val drop = BlockCodex[tileBroken].drop
if (drop.isNotBlank()) {
INGAME.addNewActor(DroppedItem(drop, mouseTileX * TILE_SIZE, mouseTileY * TILE_SIZE))
// linear search filter (check for intersection with tilewise mouse point and tilewise hitbox)
// return false if hitting actors
// ** below is commented out -- don't make actors obstruct the way of digging **
/*var ret1 = true
INGAME.actorContainerActive.forEach {
if (it is ActorWBMovable && it.hIntTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
}
if (!ret1) return ret1*/
// return false if here's no tile
if (Block.AIR == (INGAME.world).getTileFromTerrain(x, y)) {
usageStatus = usageStatus or false
continue
}
// filter passed, do the job
val swingDmgToFrameDmg = delta.toDouble() / actorvalue.getAsDouble(AVKey.ACTION_INTERVAL)!!
(INGAME.world).inflictTerrainDamage(
x, y,
Calculate.pickaxePower(actor, item?.material) * swingDmgToFrameDmg
)?.let { tileBroken ->
if (Math.random() < dropProbability) {
val drop = BlockCodex[tileBroken].drop
if (drop.isNotBlank()) {
INGAME.addNewActor(DroppedItem(drop, x * TILE_SIZE, y * TILE_SIZE))
}
}
}
usageStatus = usageStatus or true
}
true
usageStatus
}
fun endPrimaryUse(actor: ActorWithBody, delta: Float, item: GameItem): Boolean {
@@ -93,7 +126,7 @@ class PickaxeCopper(originalID: ItemID) : GameItem(originalID) {
super.name = "Copper Pickaxe"
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this, Terrarum.mouseTileX, Terrarum.mouseTileY)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}
@@ -120,7 +153,7 @@ class PickaxeIron(originalID: ItemID) : GameItem(originalID) {
super.name = "Iron Pickaxe"
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor , delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor , delta, this, Terrarum.mouseTileX, Terrarum.mouseTileY)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}
@@ -147,6 +180,6 @@ class PickaxeSteel(originalID: ItemID) : GameItem(originalID) {
super.name = "Steel Pickaxe"
}
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this, Terrarum.mouseTileX, Terrarum.mouseTileY)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}