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

@@ -134,9 +134,9 @@ open class ActorHumanoid(birth: GameDate, death: GameDate? = null)
private val nullItem = object : InventoryItem() {
override val id: Int = 0
override val equipPosition: Int = EquipPosition.NULL
override var mass: Double = 0.0
override var scale: Double = 1.0
override var baseMass: Double = 0.0
override var baseToolSize: Double? = null
}
override fun update(gc: GameContainer, delta: Int) {

View File

@@ -510,8 +510,8 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
// the actor is hitting the wall
// FIXME balls are stuck in this
if (referenceID != 321321321)
println("$this trying to reflectX")
//if (referenceID != 321321321)
// println("$this trying to reflectX")
hitAndReflectX()
}
}
@@ -548,29 +548,37 @@ open class ActorWithSprite(renderOrder: ActorOrder, val immobileBody: Boolean =
}
private fun hitAndReflectX() {
if ((externalForce.x * elasticity).abs() >= MINIMUM_BOUNCE_THRESHOLD) { // > Epsilon.E) {
// when it sticks, externalForce.x goes back and forth
/*
1123921356 trying to reflectX
1123921356 -1.3677473305837262
1123921356 trying to reflectX
1123921356 0.8150659571934893
1123921356 trying to reflectX
1123921356 -0.48545419966417575
1123921356 trying to reflectX
1123921356 0.28939570979162116
1123921356 trying to reflectX
1123921356 -0.17225986626214265
1123921356 trying to reflectX
1123921356 0.1027945259506898
1123921356 trying to reflectX
1123921356 -0.06108288092971576
*/
externalForce.x *= -elasticity
if (this is Controllable) walkX *= -elasticity
}
else {
externalForce.x = 0.0
if (this is Controllable) walkX = 0.0
}
println("$this\t${externalForce.x}")
}
private fun hitAndReflectY() {
if (externalForce.y.abs() >= MINIMUM_BOUNCE_THRESHOLD) { //> Epsilon.E) {
externalForce.y *= -elasticity
if (this is Controllable) walkY *= -elasticity
}
else {
externalForce.y = 0.0
if (this is Controllable) walkY *= 0.0
}
}
@Transient private val CEILING_HIT_ELASTICITY = 0.3
@Transient private val MINIMUM_BOUNCE_THRESHOLD = 0.1
@Transient private val MINIMUM_BOUNCE_THRESHOLD = 1.0
/**
* prevents sticking to the ceiling

View File

@@ -12,7 +12,7 @@ import org.newdawn.slick.GameContainer
*
* Created by minjaesong on 16-09-08.
*/
open class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale: Double? = null)
open abstract class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale: Double? = null)
: InventoryItem() {
/**
@@ -24,13 +24,6 @@ open class DynamicItem(val baseItemID: Int?, newMass: Double? = null, newScale:
*/
override val id: Int = generateUniqueDynamicItemID()
override val equipPosition: Int = // default to HAND_GRIP if no baseItemID given
if (baseItemID != null)
ItemCodex[baseItemID].equipPosition
else
EquipPosition.HAND_GRIP
private fun generateUniqueDynamicItemID(): Int {
var ret: Int
do {

View File

@@ -1,5 +1,6 @@
package net.torvald.terrarum.gameitem
import net.torvald.terrarum.itemproperties.Material
import org.newdawn.slick.GameContainer
/**
@@ -15,16 +16,38 @@ abstract class InventoryItem {
*/
abstract val id: Int
abstract var baseMass: Double
abstract var baseToolSize: Double?
/**
* Where to equip the item
*/
abstract val equipPosition: Int
var equipPosition: Int = EquipPosition.NULL
var material: Material? = null
/**
* Base mass of the item. Real mass must be calculated from
* mass * scale^3
* Apparent mass of the item. (basemass * scale^3)
*/
abstract var mass: Double
open var mass: Double
get() = baseMass * scale * scale * scale
set(value) { baseMass = value / (scale * scale * scale) }
/**
* Apparent tool size (or weight in kg). (baseToolSize * scale^3)
*/
open var toolSize: Double?
get() = if (baseToolSize != null) baseToolSize!! * scale * scale * scale else null
set(value) {
if (value != null)
if (baseToolSize != null)
baseToolSize = value / (scale * scale * scale)
else
throw NullPointerException("baseToolSize is null; this item is not a tool or you're doing it wrong")
else
throw NullPointerException("null input; nullify baseToolSize instead :p")
}
/**
* Scale of the item.

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@@ -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
)