Combined ItemProp to InventoryItem and introduced Material

Former-commit-id: d73882505cb26a99a5cc70ef5dc2b7e2d087823c
Former-commit-id: cf061fd2edb6fbe765ac812507cb5b0d7b77ee7b
This commit is contained in:
Song Minjae
2017-02-04 22:55:06 +09:00
parent bb33d9e381
commit 8e7b61ea0c
6 changed files with 89 additions and 39 deletions

View File

@@ -38,9 +38,9 @@ object ItemCodex {
for (i in 0..ITEM_TILE_MAX) {
itemCodex[i] = object : InventoryItem() {
override val id: Int = i
override val equipPosition = EquipPosition.HAND_GRIP
override var mass: Double = TileCodex[i].density / 1000.0
override var baseMass: Double = TileCodex[i].density / 1000.0
override var scale: Double = 1.0 // no need to set setter as scale would not change
override var baseToolSize: Double? = null
override fun primaryUse(gc: GameContainer, delta: Int) {
// TODO base punch attack

View File

@@ -1,10 +1,36 @@
package net.torvald.terrarum.itemproperties
/**
* To be used with items AND TILES (electricity resistance, thermal conductivity)
*
* Created by minjaesong on 16-03-18.
*/
internal data class Material (
var maxEdge: Int,
var hardness: Int,
var density: Int
data class Material (
//var maxEdge: Int, // i think weapSharpnessMod would cut it // arbitrary unit
var hardness: Int, // arbitrary unit
var density: Int, // grams per litre
// impact force: force applied by sudden strike, e.g. hammer/axe/sword strike
var impactRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage
var impactFractureForce: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed
// compressive force: force applied by exerting pressure on an object, e.g. sword/spear stab
var compressiveRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage
var compressiveFractureForce: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed
// remarks:
// we won't need elasticity, even if we have glass
// some examples:
// - glass sword works as the material has high compressive fracture, but prone to shatter
// (hit mobs 5-6 times and it's gone) as it shatters easily as it has low impact fracture
var electricityResistance: Int, // ohm
var thermalConductivity: Int, // pascal (N/m^2); if the item (e.g. sword) receives a force that exceeds this value, the item will be destroyed
// must be a item properties
var weapSharpnessMod: Double, // multiplier
var armourMod: Double // multiplier
)