mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
Combined ItemProp to InventoryItem and introduced Material
Former-commit-id: d73882505cb26a99a5cc70ef5dc2b7e2d087823c Former-commit-id: cf061fd2edb6fbe765ac812507cb5b0d7b77ee7b
This commit is contained in:
@@ -134,9 +134,9 @@ open class ActorHumanoid(birth: GameDate, death: GameDate? = null)
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private val nullItem = object : InventoryItem() {
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override val id: Int = 0
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override val equipPosition: Int = EquipPosition.NULL
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override var mass: Double = 0.0
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override var scale: Double = 1.0
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override var baseMass: Double = 0.0
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override var baseToolSize: Double? = null
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}
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override fun update(gc: GameContainer, delta: Int) {
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@@ -510,8 +510,8 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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// the actor is hitting the wall
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// FIXME balls are stuck in this
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if (referenceID != 321321321)
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println("$this trying to reflectX")
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//if (referenceID != 321321321)
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// println("$this trying to reflectX")
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hitAndReflectX()
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}
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}
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@@ -548,29 +548,37 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
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}
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private fun hitAndReflectX() {
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if ((externalForce.x * elasticity).abs() >= MINIMUM_BOUNCE_THRESHOLD) { // > Epsilon.E) {
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// when it sticks, externalForce.x goes back and forth
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/*
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1123921356 trying to reflectX
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1123921356 -1.3677473305837262
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1123921356 trying to reflectX
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1123921356 0.8150659571934893
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1123921356 trying to reflectX
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1123921356 -0.48545419966417575
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1123921356 trying to reflectX
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1123921356 0.28939570979162116
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1123921356 trying to reflectX
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1123921356 -0.17225986626214265
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1123921356 trying to reflectX
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1123921356 0.1027945259506898
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1123921356 trying to reflectX
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1123921356 -0.06108288092971576
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*/
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externalForce.x *= -elasticity
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if (this is Controllable) walkX *= -elasticity
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}
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else {
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externalForce.x = 0.0
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if (this is Controllable) walkX = 0.0
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}
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println("$this\t${externalForce.x}")
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}
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private fun hitAndReflectY() {
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if (externalForce.y.abs() >= MINIMUM_BOUNCE_THRESHOLD) { //> Epsilon.E) {
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externalForce.y *= -elasticity
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if (this is Controllable) walkY *= -elasticity
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}
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else {
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externalForce.y = 0.0
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if (this is Controllable) walkY *= 0.0
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}
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}
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@Transient private val CEILING_HIT_ELASTICITY = 0.3
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@Transient private val MINIMUM_BOUNCE_THRESHOLD = 0.1
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@Transient private val MINIMUM_BOUNCE_THRESHOLD = 1.0
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/**
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* prevents sticking to the ceiling
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@@ -12,7 +12,7 @@ import org.newdawn.slick.GameContainer
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*
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* Created by minjaesong on 16-09-08.
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*/
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open class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale: Double? = null)
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open abstract class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale: Double? = null)
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: InventoryItem() {
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/**
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@@ -24,13 +24,6 @@ open class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale:
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*/
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override val id: Int = generateUniqueDynamicItemID()
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override val equipPosition: Int = // default to HAND_GRIP if no baseItemID given
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if (baseItemID != null)
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ItemCodex[baseItemID].equipPosition
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else
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EquipPosition.HAND_GRIP
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private fun generateUniqueDynamicItemID(): Int {
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var ret: Int
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do {
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@@ -1,5 +1,6 @@
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package net.torvald.terrarum.gameitem
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import net.torvald.terrarum.itemproperties.Material
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import org.newdawn.slick.GameContainer
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/**
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@@ -15,16 +16,38 @@ abstract class InventoryItem {
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*/
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abstract val id: Int
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abstract var baseMass: Double
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abstract var baseToolSize: Double?
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/**
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* Where to equip the item
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*/
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abstract val equipPosition: Int
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var equipPosition: Int = EquipPosition.NULL
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var material: Material? = null
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/**
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* Base mass of the item. Real mass must be calculated from
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* mass * scale^3
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* Apparent mass of the item. (basemass * scale^3)
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*/
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abstract var mass: Double
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open var mass: Double
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get() = baseMass * scale * scale * scale
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set(value) { baseMass = value / (scale * scale * scale) }
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/**
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* Apparent tool size (or weight in kg). (baseToolSize * scale^3)
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*/
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open var toolSize: Double?
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get() = if (baseToolSize != null) baseToolSize!! * scale * scale * scale else null
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set(value) {
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if (value != null)
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if (baseToolSize != null)
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baseToolSize = value / (scale * scale * scale)
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else
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throw NullPointerException("baseToolSize is null; this item is not a tool or you're doing it wrong")
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else
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throw NullPointerException("null input; nullify baseToolSize instead :p")
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}
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/**
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* Scale of the item.
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@@ -38,9 +38,9 @@ object ItemCodex {
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for (i in 0..ITEM_TILE_MAX) {
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itemCodex[i] = object : InventoryItem() {
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override val id: Int = i
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override val equipPosition = EquipPosition.HAND_GRIP
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override var mass: Double = TileCodex[i].density / 1000.0
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override var baseMass: Double = TileCodex[i].density / 1000.0
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override var scale: Double = 1.0 // no need to set setter as scale would not change
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override var baseToolSize: Double? = null
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override fun primaryUse(gc: GameContainer, delta: Int) {
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// TODO base punch attack
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@@ -1,10 +1,36 @@
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package net.torvald.terrarum.itemproperties
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/**
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* To be used with items AND TILES (electricity resistance, thermal conductivity)
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*
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* Created by minjaesong on 16-03-18.
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*/
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internal data class Material (
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var maxEdge: Int,
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var hardness: Int,
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var density: Int
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data class Material (
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//var maxEdge: Int, // i think weapSharpnessMod would cut it // arbitrary unit
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var hardness: Int, // arbitrary unit
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var density: Int, // grams per litre
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// impact force: force applied by sudden strike, e.g. hammer/axe/sword strike
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var impactRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage
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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
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// compressive force: force applied by exerting pressure on an object, e.g. sword/spear stab
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var compressiveRigidness: Int, // arbitrary unit (rigid <-> soft) a weapon made of soft material will inflict less damage
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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
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// remarks:
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// we won't need elasticity, even if we have glass
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// some examples:
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// - glass sword works as the material has high compressive fracture, but prone to shatter
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// (hit mobs 5-6 times and it's gone) as it shatters easily as it has low impact fracture
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var electricityResistance: Int, // ohm
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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
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// must be a item properties
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var weapSharpnessMod: Double, // multiplier
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var armourMod: Double // multiplier
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)
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