mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
fixed a stupid bug where spawning a same kind of fixture twice would crash the game because the spawner would not renew the fixture instance after a first spawn
This commit is contained in:
2
.idea/compiler.xml
generated
2
.idea/compiler.xml
generated
@@ -4,7 +4,7 @@
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<annotationProcessing>
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<profile default="true" name="Default" enabled="true" />
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</annotationProcessing>
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<bytecodeTargetLevel target="11" />
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<bytecodeTargetLevel target="17" />
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</component>
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<component name="JavacSettings">
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<option name="PREFER_TARGET_JDK_COMPILER" value="false" />
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@@ -1,6 +1,5 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import com.badlogic.gdx.utils.Disposable
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import com.badlogic.gdx.utils.GdxRuntimeException
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import net.torvald.terrarum.App.printdbg
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@@ -126,8 +125,8 @@ open class IngameInstance(val batch: FlippingSpriteBatch, val isMultiplayer: Boo
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val actorContainerActive = SortedArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val actorContainerInactive = SortedArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val actorAdditionQueue = ArrayList<Actor>()
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val actorRemovalQueue = ArrayList<Actor>()
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val actorAdditionQueue = ArrayList<Pair<Actor, Throwable>>()
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val actorRemovalQueue = ArrayList<Pair<Actor, Throwable>>()
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/**
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* ## BIG NOTE: Calculated actor distance is the **Euclidean distance SQUARED**
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@@ -316,10 +315,10 @@ open class IngameInstance(val batch: FlippingSpriteBatch, val isMultiplayer: Boo
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*/
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open fun queueActorRemoval(actor: Actor?) {
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if (actor == null) return
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actorRemovalQueue.add(actor)
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actorRemovalQueue.add(actor to StackTraceRecorder())
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}
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protected open fun forceRemoveActor(actor: Actor) {
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protected open fun forceRemoveActor(actor: Actor, caller: Throwable = StackTraceRecorder()) {
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arrayOf(actorContainerActive, actorContainerInactive).forEach { actorContainer ->
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val indexToDelete = actorContainer.searchFor(actor.referenceID) { it.referenceID }
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if (indexToDelete != null) {
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@@ -329,14 +328,14 @@ open class IngameInstance(val batch: FlippingSpriteBatch, val isMultiplayer: Boo
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}
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}
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protected open fun forceAddActor(actor: Actor?) {
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protected open fun forceAddActor(actor: Actor?, caller: Throwable = StackTraceRecorder()) {
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if (actor == null) return
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if (theGameHasActor(actor.referenceID)) {
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throw ReferencedActorAlreadyExistsException(actor)
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throw ReferencedActorAlreadyExistsException(actor, caller)
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}
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else {
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actorAdditionQueue.add(actor)
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actorAdditionQueue.add(actor to StackTraceRecorder())
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}
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}
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@@ -345,7 +344,7 @@ open class IngameInstance(val batch: FlippingSpriteBatch, val isMultiplayer: Boo
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*/
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open fun queueActorAddition(actor: Actor?) {
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if (actor == null) return
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actorAdditionQueue.add(actor)
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actorAdditionQueue.add(actor to StackTraceRecorder())
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}
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fun isActive(ID: Int): Boolean =
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@@ -498,10 +497,11 @@ inline fun Lock.lock(body: () -> Unit) {
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}
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}
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class StackTraceRecorder() : Exception("(I'm here to just record the stack trace, move along)")
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class NoSuchActorWithIDException(id: ActorID) : Exception("Actor with ID $id does not exist.")
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class NoSuchActorWithRefException(actor: Actor) : Exception("No such actor in the game: $actor")
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class ReferencedActorAlreadyExistsException(actor: Actor) : Exception("The actor $actor already exists in the game")
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class ProtectedActorRemovalException(whatisit: String) : Exception("Attempted to removed protected actor '$whatisit'")
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class ReferencedActorAlreadyExistsException(actor: Actor, caller: Throwable) : Exception("The actor $actor already exists in the game", caller)
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class ProtectedActorRemovalException(whatisit: String, caller: Throwable) : Exception("Attempted to removed protected actor '$whatisit'", caller)
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val INGAME: IngameInstance
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get() = Terrarum.ingame!!
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@@ -775,7 +775,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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repossessActor()
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// process actor addition requests
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actorAdditionQueue.forEach { forceAddActor(it) }
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actorAdditionQueue.forEach { forceAddActor(it.first, it.second) }
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actorAdditionQueue.clear()
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// determine whether the inactive actor should be activated
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wakeDormantActors()
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@@ -784,7 +784,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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// determine whether the actor should keep being activated or be dormant
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killOrKnockdownActors()
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// process actor removal requests
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actorRemovalQueue.forEach { forceRemoveActor(it) }
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actorRemovalQueue.forEach { forceRemoveActor(it.first, it.second) }
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actorRemovalQueue.clear()
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// update particles
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particlesContainer.forEach { if (!it.flagDespawn) particlesActive++; it.update(delta) }
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@@ -1141,7 +1141,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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}
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override fun forceRemoveActor(actor: Actor) {
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override fun forceRemoveActor(actor: Actor, caller: Throwable) {
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arrayOf(actorContainerActive, actorContainerInactive).forEach { actorContainer ->
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val indexToDelete = actorContainer.searchForIndex(actor.referenceID) { it.referenceID }
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if (indexToDelete != null) {
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@@ -1185,11 +1185,11 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
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/**
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* Check for duplicates, append actor and sort the list
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*/
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override fun forceAddActor(actor: Actor?) {
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override fun forceAddActor(actor: Actor?, caller: Throwable) {
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if (actor == null) return
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if (theGameHasActor(actor.referenceID)) {
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throw ReferencedActorAlreadyExistsException(actor)
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throw ReferencedActorAlreadyExistsException(actor, caller)
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}
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else {
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actorContainerActive.add(actor)
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@@ -26,6 +26,8 @@ open class DroppedItem : ActorWithBody {
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var itemID: ItemID = ""; private set
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@Transient private var visualItemID = ""
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@Transient private var textureRegion: TextureRegion? = null // deserialiser won't call setter of the fields
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var itemCount = 1L
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@@ -76,8 +78,11 @@ open class DroppedItem : ActorWithBody {
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override fun drawBody(batch: SpriteBatch) {
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// deserialiser won't call setter of the fields
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if (visualItemID == "") {
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visualItemID = BlockCodex.getOrNull(itemID)?.world ?: itemID
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}
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if (textureRegion == null) {
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textureRegion = ItemCodex.getItemImage(itemID)!!
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textureRegion = ItemCodex.getItemImage(visualItemID)!!
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}
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// copy-pasted from ActorWithBody.drawSpriteInGoodPosition()
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@@ -87,7 +87,7 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
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}
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
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val item = ghostItem.get()//makeFixture()
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val item = ghostItem.getAndSet(makeFixture()) // renew the "ghost" otherwise you'll be spawning exactly the same fixture again; old ghost will be returned
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item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - item.blockBox.height + 1)
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// return true when placed, false when cannot be placed
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