mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
even better fluid tiling
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@@ -2037,8 +2037,8 @@ object BTeXParser {
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private const val HEADING_NUM_TITLE_GAP = 9
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val ccDefault = TerrarumSansBitmap.toColorCode(0,0,0)
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val ccBucks = TerrarumSansBitmap.toColorCode(5,0,0)
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val ccCode = TerrarumSansBitmap.toColorCode(7,0,0)
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val ccBucks = TerrarumSansBitmap.toColorCode(10,0,6)
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val ccCode = TerrarumSansBitmap.toColorCode(12,0,7)
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val ccHref = TerrarumSansBitmap.toColorCode(0,3,11)
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val ccEmph = TerrarumSansBitmap.toColorCode(0xfc11)
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val ccItemName = TerrarumSansBitmap.toColorCode(0xf03b)
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@@ -1,6 +1,7 @@
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package net.torvald.terrarum.modulebasegame.gameitems
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import net.torvald.terrarum.App.printdbg
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import net.torvald.terrarum.BlockCodex
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import net.torvald.terrarum.INGAME
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Fluid
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@@ -29,7 +30,12 @@ class ItemBottomlessWaterBucket(originalID: ItemID) : GameItem(originalID) {
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override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Long {
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val mx = Terrarum.mouseTileX; val my =Terrarum.mouseTileY
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INGAME.world.setFluid(mx, my, Fluid.WATER, 1f)
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return 0L
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if (!BlockCodex[INGAME.world.getTileFromTerrain(mx, my)].isSolid) {
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INGAME.world.setFluid(mx, my, Fluid.WATER, 1f)
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return 0L
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}
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else {
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return -1L
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}
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}
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}
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@@ -33,13 +33,13 @@ import kotlin.system.measureTimeMillis
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*/
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class BTeXTest : ApplicationAdapter() {
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// val filePath = "btex.btxbook"
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val filePath = "btex.xml"
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// val filePath = "btex_ko.xml"
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// val filePath = "test.xml"
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// val filePath = "literature/en/daniel_defoe_robinson_crusoe.xml"
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// val filePath = "literature/ruRU/anton_chekhov_palata_no_6.xml"
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// val filePath = "literature/koKR/yisang_nalgae.xml"
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val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
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// val filePath = "literature/koKR/yisang_geonchukmuhanyukmyeongakche.xml"
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private var serialise = true
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@@ -377,10 +377,7 @@ internal object BlocksDrawer {
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val solids = getNearbyTilesInfoTileCnx(x, y)
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val notSolid = 15 - solids
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val fluids = getNearbyFluidsInfo(x, y)
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val fmask = getFluidMaskStatus(fluids)
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val tileToUse = fluidCornerLut[notSolid and fmask] and fluidCornerLut[solids]
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val fluidU = fluids[3].amount
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val nearbyFluidType = fluids.asSequence().filter { it.amount >= 0.5f / 16f }.map { it.type }.filter { it.startsWith("fluid@") }.sorted().firstOrNull()
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@@ -390,23 +387,48 @@ internal object BlocksDrawer {
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val tile = world.getTileFromTerrain(wx, wy)
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if (BlockCodex[tile].isSolidForTileCnx && nearbyFluidType != null) {
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val fmask = getFluidMaskStatus(fluids)
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var tileToUse = fluidCornerLut[notSolid and fmask] and fluidCornerLut[solids]
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rawTileNum = world.tileNameToNumberMap[nearbyFluidType]!!
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// upper points and lower points use different maths
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// in either case, LR fluids are to be checked
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val fluidR = fluids[0].amount
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val fluidL = fluids[2].amount
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// check LR for down points
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if (tileToUse and 0b0110 != 0) {
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if (fluidR < 0.5f / 16f)
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tileToUse = tileToUse and 0b1101
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if (fluidL < 0.5f / 16f)
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tileToUse = tileToUse and 0b1011
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}
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// check R
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else if (tileToUse and 0b0010 != 0) {
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if (fluidR < 0.5f / 16f )
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tileToUse = 0
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}
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// check L
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else if (tileToUse and 0b0100 != 0) {
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if (fluidL < 0.5f / 16f)
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tileToUse = 0
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}
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18 + tileToUse
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}
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else if (rawTileNum == 0)
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0
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else if (fluids[3].amount >= 1.5f / 16f)
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else if (bufferY > 0 && tempRenderTypeBuffer[bufferY - 1, bufferX].let {
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it.ushr(16) == rawTileNum && it.and(255) == 0
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})
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16
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else if (bufferY > 0 && tempRenderTypeBuffer[bufferY - 1, bufferX].let {
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it.ushr(16) == rawTileNum && it.and(255) < 18
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})
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17
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else if (fluids[3].amount >= 0.5f / 16f) {
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//if tile above is fluid tile which use 16, use 17
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if (bufferY > 0 && tempRenderTypeBuffer[bufferY - 1, bufferX].let {
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(it.ushr(16) == rawTileNum && it.and(255) >= 16) ||
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(it.ushr(16) == rawTileNum && it.and(255) == 1)
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})
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17
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// else, use 16
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else 16
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}
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else if (fillThis < 0.5f / 16f)
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0
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else if (fillThis >= 15.5f / 16f) {
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@@ -433,7 +455,7 @@ internal object BlocksDrawer {
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15
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}
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else
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(fillThis * 16f - 0.5f).roundToInt().coerceIn(0, 15)
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(fillThis * 16f - 0.5f).floorToInt().coerceIn(0, 15)
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}
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else if (treeLeavesTiles.binarySearch(rawTileNum) >= 0) {
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getNearbyTilesInfoTrees(x, y, mode).swizzle8(rawTileNum, hash)
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@@ -91,8 +91,6 @@ object LightmapRenderer {
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private var _mapThisTileOpacity = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
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private var _mapThisTileOpacity2 = UnsafeCvecArray(LIGHTMAP_WIDTH, LIGHTMAP_HEIGHT)
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private const val AIR = Block.AIR
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const val DRAW_TILE_SIZE: Float = TILE_SIZE / IngameRenderer.lightmapDownsample
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internal var for_x_start = 0
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@@ -540,7 +538,9 @@ object LightmapRenderer {
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}*/
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if (_thisFluid.type != Fluid.NULL) {
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_fluidAmountToCol.set(_thisFluid.amount, _thisFluid.amount, _thisFluid.amount, _thisFluid.amount)
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_thisFluid.amount.coerceAtMost(1f).let {
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_fluidAmountToCol.set(it, it, it, it)
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}
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_thisTileLuminosity.set(_thisTerrainProp.getLumCol(worldX, worldY))
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_thisTileLuminosity.maxAndAssign(_thisFluidProp.lumCol.mul(_fluidAmountToCol))
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@@ -649,36 +649,6 @@ object LightmapRenderer {
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return if (BlockCodex[world.getTileFromTerrain(x, y)].isSolid) 1.2f else 1f
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}
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internal class Ivec4 {
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var r = 0
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var g = 0
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var b = 0
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var a = 0
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fun broadcast(scalar: Int) {
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r=scalar
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g=scalar
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b=scalar
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a=scalar
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}
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fun add(scalar: Int) {
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r+=scalar
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g+=scalar
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b+=scalar
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a+=scalar
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}
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fun lane(index: Int) = when(index) {
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0 -> r
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1 -> g
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2 -> b
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3 -> a
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else -> throw IndexOutOfBoundsException("Invalid index $index")
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}
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}
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var lightBuffer: Pixmap = Pixmap(64, 64, Pixmap.Format.RGBA8888) // must not be too small
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private val colourNull = Cvec(0)
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