mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
World Click events
let's hope it works w/o tests as I can't get to the Ingame now
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -11,3 +11,4 @@ external_resource_packs.zip
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.idea/workspace.xml
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.tmp*
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external_resource_packs.zip
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tmp_*
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Binary file not shown.
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@@ -55,7 +55,7 @@ class TestPick extends GameItem {
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}
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@Override
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boolean primaryUse(float delta) {
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boolean startPrimaryUse(float delta) {
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int mouseTileX = Terrarum.getMouseTileX()
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int mouseTileY = Terrarum.getMouseTileY()
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Binary file not shown.
214
src/net/torvald/terrarum/IngameInstance.kt
Normal file
214
src/net/torvald/terrarum/IngameInstance.kt
Normal file
@@ -0,0 +1,214 @@
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package net.torvald.terrarum
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import com.badlogic.gdx.Screen
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import com.badlogic.gdx.graphics.g2d.SpriteBatch
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.ui.ConsoleWindow
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import java.util.ArrayList
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import java.util.concurrent.locks.Lock
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import java.util.concurrent.locks.ReentrantLock
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import javax.swing.JOptionPane
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open class IngameInstance(val batch: SpriteBatch) : Screen {
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var screenZoom = 1.0f
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val ZOOM_MAXIMUM = 4.0f
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val ZOOM_MINIMUM = 0.5f
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open lateinit var consoleHandler: ConsoleWindow
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open lateinit var world: GameWorld
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/** The actor the game is currently allowing you to control.
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*
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* Most of the time it'd be the "player", but think about the case where you have possessed
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* some random actor of the game. Now that actor is now actorNowPlaying, the actual gamer's avatar
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* (reference ID of 0x91A7E2) (must) stay in the actorContainer, but it's not a actorNowPlaying.
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*
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* Nullability of this property is believed to be unavoidable (trust me!). I'm sorry for the inconvenience.
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*/
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open var actorNowPlaying: ActorHumanoid? = null
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val ACTORCONTAINER_INITIAL_SIZE = 64
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val actorContainer = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val actorContainerInactive = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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override fun hide() {
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}
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override fun show() {
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}
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override fun render(delta: Float) {
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}
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override fun pause() {
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}
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override fun resume() {
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}
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override fun resize(width: Int, height: Int) {
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}
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override fun dispose() {
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}
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////////////
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// EVENTS //
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////////////
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/**
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* Event for triggering held item's `startPrimaryUse(Float)`
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*/
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open fun worldPrimaryClickStart(delta: Float) {
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}
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/**
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* Event for triggering held item's `endPrimaryUse(Float)`
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*/
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open fun worldPrimaryClickEnd(delta: Float) {
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}
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/**
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* Event for triggering held item's `startSecondaryUse(Float)`
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*/
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open fun worldSecondaryClickStart(delta: Float) {
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}
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/**
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* Event for triggering held item's `endSecondaryUse(Float)`
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*/
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open fun worldSecondaryClickEnd(delta: Float) {
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}
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///////////////////////
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// UTILITY FUNCTIONS //
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///////////////////////
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fun getActorByID(ID: Int): Actor {
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if (actorContainer.size == 0 && actorContainerInactive.size == 0)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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var index = actorContainer.binarySearch(ID)
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if (index < 0) {
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index = actorContainerInactive.binarySearch(ID)
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if (index < 0) {
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JOptionPane.showMessageDialog(
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null,
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"Actor with ID $ID does not exist.",
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null, JOptionPane.ERROR_MESSAGE
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)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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}
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else
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return actorContainerInactive[index]
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}
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else
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return actorContainer[index]
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}
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fun ArrayList<*>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID!!)
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fun ArrayList<*>.binarySearch(ID: Int): Int {
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// code from collections/Collections.kt
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var low = 0
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var high = this.size - 1
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while (low <= high) {
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val mid = (low + high).ushr(1) // safe from overflows
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val midVal = get(mid)!!
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if (ID > midVal.hashCode())
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low = mid + 1
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else if (ID < midVal.hashCode())
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high = mid - 1
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else
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return mid // key found
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}
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return -(low + 1) // key not found
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}
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open fun removeActor(ID: Int) = removeActor(getActorByID(ID))
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/**
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* get index of the actor and delete by the index.
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* we can do this as the list is guaranteed to be sorted
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* and only contains unique values.
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*
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* Any values behind the index will be automatically pushed to front.
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* This is how remove function of [java.util.ArrayList] is defined.
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*/
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open fun removeActor(actor: Actor?) {
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if (actor == null) return
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val indexToDelete = actorContainer.binarySearch(actor.referenceID!!)
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if (indexToDelete >= 0) {
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actorContainer.removeAt(indexToDelete)
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}
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}
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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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open fun addNewActor(actor: Actor?) {
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if (actor == null) return
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if (theGameHasActor(actor.referenceID!!)) {
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throw Error("The actor $actor already exists in the game")
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}
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else {
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actorContainer.add(actor)
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insertionSortLastElem(actorContainer) // we can do this as we are only adding single actor
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}
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}
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fun isActive(ID: Int): Boolean =
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if (actorContainer.size == 0)
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false
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else
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actorContainer.binarySearch(ID) >= 0
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fun isInactive(ID: Int): Boolean =
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if (actorContainerInactive.size == 0)
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false
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else
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actorContainerInactive.binarySearch(ID) >= 0
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/**
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* actorContainer extensions
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*/
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fun theGameHasActor(actor: Actor?) = if (actor == null) false else theGameHasActor(actor.referenceID!!)
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fun theGameHasActor(ID: Int): Boolean =
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isActive(ID) || isInactive(ID)
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fun insertionSortLastElem(arr: ArrayList<Actor>) {
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lock(ReentrantLock()) {
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var j = arr.lastIndex - 1
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val x = arr.last()
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while (j >= 0 && arr[j] > x) {
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arr[j + 1] = arr[j]
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j -= 1
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}
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arr[j + 1] = x
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}
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}
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inline fun lock(lock: Lock, body: () -> Unit) {
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lock.lock()
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try {
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body()
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}
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finally {
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lock.unlock()
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}
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}
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}
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@@ -18,11 +18,8 @@ import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.AppLoader.printdbgerr
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import net.torvald.terrarum.gameactors.Actor
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import net.torvald.terrarum.gameactors.ActorID
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.imagefont.TinyAlphNum
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import net.torvald.terrarum.itemproperties.ItemCodex
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.ui.ConsoleWindow
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import net.torvald.terrarum.utils.JsonFetcher
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import net.torvald.terrarum.utils.JsonWriter
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import net.torvald.terrarum.worlddrawer.FeaturesDrawer
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@@ -33,10 +30,6 @@ import org.lwjgl.BufferUtils
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import org.lwjgl.input.Controllers
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import java.io.File
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import java.io.IOException
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import java.util.*
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import java.util.concurrent.locks.Lock
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import java.util.concurrent.locks.ReentrantLock
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import javax.swing.JOptionPane
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@@ -714,174 +707,6 @@ object Terrarum : Screen {
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}
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}
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open class IngameInstance(val batch: SpriteBatch) : Screen {
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var screenZoom = 1.0f
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val ZOOM_MAXIMUM = 4.0f
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val ZOOM_MINIMUM = 0.5f
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open lateinit var consoleHandler: ConsoleWindow
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open lateinit var world: GameWorld
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/** The actor the game is currently allowing you to control.
|
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*
|
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* Most of the time it'd be the "player", but think about the case where you have possessed
|
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* some random actor of the game. Now that actor is now actorNowPlaying, the actual gamer's avatar
|
||||
* (reference ID of 0x91A7E2) (must) stay in the actorContainer, but it's not a actorNowPlaying.
|
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*
|
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* Nullability of this property is believed to be unavoidable (trust me!). I'm sorry for the inconvenience.
|
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*/
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open var actorNowPlaying: ActorHumanoid? = null
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val ACTORCONTAINER_INITIAL_SIZE = 64
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val actorContainer = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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val actorContainerInactive = ArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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override fun hide() {
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}
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override fun show() {
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}
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override fun render(delta: Float) {
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}
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override fun pause() {
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}
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override fun resume() {
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}
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override fun resize(width: Int, height: Int) {
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}
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override fun dispose() {
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}
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fun getActorByID(ID: Int): Actor {
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if (actorContainer.size == 0 && actorContainerInactive.size == 0)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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var index = actorContainer.binarySearch(ID)
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if (index < 0) {
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index = actorContainerInactive.binarySearch(ID)
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if (index < 0) {
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JOptionPane.showMessageDialog(
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null,
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"Actor with ID $ID does not exist.",
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null, JOptionPane.ERROR_MESSAGE
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)
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throw IllegalArgumentException("Actor with ID $ID does not exist.")
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}
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else
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return actorContainerInactive[index]
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}
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else
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return actorContainer[index]
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}
|
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|
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fun ArrayList<*>.binarySearch(actor: Actor) = this.binarySearch(actor.referenceID!!)
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fun ArrayList<*>.binarySearch(ID: Int): Int {
|
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// code from collections/Collections.kt
|
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var low = 0
|
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var high = this.size - 1
|
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|
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while (low <= high) {
|
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val mid = (low + high).ushr(1) // safe from overflows
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|
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val midVal = get(mid)!!
|
||||
|
||||
if (ID > midVal.hashCode())
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low = mid + 1
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else if (ID < midVal.hashCode())
|
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high = mid - 1
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else
|
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return mid // key found
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}
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return -(low + 1) // key not found
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}
|
||||
|
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open fun removeActor(ID: Int) = removeActor(getActorByID(ID))
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/**
|
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* get index of the actor and delete by the index.
|
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* we can do this as the list is guaranteed to be sorted
|
||||
* and only contains unique values.
|
||||
*
|
||||
* Any values behind the index will be automatically pushed to front.
|
||||
* This is how remove function of [java.util.ArrayList] is defined.
|
||||
*/
|
||||
open fun removeActor(actor: Actor?) {
|
||||
if (actor == null) return
|
||||
|
||||
val indexToDelete = actorContainer.binarySearch(actor.referenceID!!)
|
||||
if (indexToDelete >= 0) {
|
||||
actorContainer.removeAt(indexToDelete)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Check for duplicates, append actor and sort the list
|
||||
*/
|
||||
open fun addNewActor(actor: Actor?) {
|
||||
if (actor == null) return
|
||||
|
||||
if (theGameHasActor(actor.referenceID!!)) {
|
||||
throw Error("The actor $actor already exists in the game")
|
||||
}
|
||||
else {
|
||||
actorContainer.add(actor)
|
||||
insertionSortLastElem(actorContainer) // we can do this as we are only adding single actor
|
||||
}
|
||||
}
|
||||
|
||||
fun isActive(ID: Int): Boolean =
|
||||
if (actorContainer.size == 0)
|
||||
false
|
||||
else
|
||||
actorContainer.binarySearch(ID) >= 0
|
||||
|
||||
fun isInactive(ID: Int): Boolean =
|
||||
if (actorContainerInactive.size == 0)
|
||||
false
|
||||
else
|
||||
actorContainerInactive.binarySearch(ID) >= 0
|
||||
|
||||
/**
|
||||
* actorContainer extensions
|
||||
*/
|
||||
fun theGameHasActor(actor: Actor?) = if (actor == null) false else theGameHasActor(actor.referenceID!!)
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||||
|
||||
fun theGameHasActor(ID: Int): Boolean =
|
||||
isActive(ID) || isInactive(ID)
|
||||
|
||||
|
||||
|
||||
|
||||
fun insertionSortLastElem(arr: ArrayList<Actor>) {
|
||||
lock(ReentrantLock()) {
|
||||
var j = arr.lastIndex - 1
|
||||
val x = arr.last()
|
||||
while (j >= 0 && arr[j] > x) {
|
||||
arr[j + 1] = arr[j]
|
||||
j -= 1
|
||||
}
|
||||
arr[j + 1] = x
|
||||
}
|
||||
}
|
||||
|
||||
inline fun lock(lock: Lock, body: () -> Unit) {
|
||||
lock.lock()
|
||||
try {
|
||||
body()
|
||||
}
|
||||
finally {
|
||||
lock.unlock()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline fun SpriteBatch.inUse(action: (SpriteBatch) -> Unit) {
|
||||
this.begin()
|
||||
action(this)
|
||||
|
||||
@@ -507,11 +507,21 @@ open class ActorWBMovable(val world: GameWorld, renderOrder: RenderOrder, val im
|
||||
*/
|
||||
val D: Vector2 = Vector2(externalForce.x.magnSqr(), externalForce.y.magnSqr()) * dragCoefficient * 0.5 * A// * tileDensityFluid.toDouble()
|
||||
|
||||
val V: Vector2 = (W - D) / Terrarum.TARGET_FPS.toDouble() * SI_TO_GAME_ACC
|
||||
val V: Vector2 = (W - D) / Terrarum.TARGET_FPS * SI_TO_GAME_ACC
|
||||
|
||||
return V
|
||||
}
|
||||
|
||||
/**
|
||||
* Event for collision (event gets fired when it collided with the world or other actors)
|
||||
*
|
||||
* This event may fired two or more times per update.
|
||||
*/
|
||||
open fun collided(other: Array<CollisionMessage>) {
|
||||
}
|
||||
|
||||
data class CollisionMessage(val targetID: Int, val AkspfisWorld: Boolean)
|
||||
|
||||
/**
|
||||
* Apply gravitation to the every falling body (unless not levitating)
|
||||
*
|
||||
@@ -663,6 +673,14 @@ open class ActorWBMovable(val world: GameWorld, renderOrder: RenderOrder, val im
|
||||
2, 7 -> { newHitbox.translatePosY( - newHitbox.endY.modTileDelta()) ; bounceY = true }
|
||||
}
|
||||
|
||||
|
||||
// fire Collision Event with one/two/three-side collision
|
||||
// for the ease of writing, this jumptable is separated from above.
|
||||
when (selfCollisionStatus) {
|
||||
// TODO compose CollisionInfo and fire collided()
|
||||
}
|
||||
|
||||
|
||||
// two-side collision
|
||||
if (selfCollisionStatus in listOf(3,6,9,12)) {
|
||||
debug1("twoside collision $selfCollisionStatus")
|
||||
|
||||
@@ -115,14 +115,14 @@ class IngameController(val ingame: Ingame) : InputAdapter() {
|
||||
override fun touchUp(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
|
||||
// don't separate Player from this! Physics will break, esp. airborne manoeuvre
|
||||
if (ingame.canPlayerControl) {
|
||||
val itemOnGrip = ingame.actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP) ?: null
|
||||
// fire world click events; the event is defined as Ingame's (or any others') WorldClick event
|
||||
if (ingame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
|
||||
|
||||
if (itemOnGrip != null) {
|
||||
if (button == Terrarum.getConfigInt("mouseprimary")) {
|
||||
itemOnGrip.endPrimaryUse(Terrarum.deltaTime)
|
||||
ingame.worldPrimaryClickEnd(Terrarum.deltaTime)
|
||||
}
|
||||
if (button == Terrarum.getConfigInt("mousesecondary")) {
|
||||
itemOnGrip.endSecondaryUse(Terrarum.deltaTime)
|
||||
ingame.worldSecondaryClickEnd(Terrarum.deltaTime)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -144,6 +144,21 @@ class IngameController(val ingame: Ingame) : InputAdapter() {
|
||||
}
|
||||
|
||||
override fun touchDown(screenX: Int, screenY: Int, pointer: Int, button: Int): Boolean {
|
||||
// don't separate Player from this! Physics will break, esp. airborne manoeuvre
|
||||
if (ingame.canPlayerControl) {
|
||||
// fire world click events; the event is defined as Ingame's (or any others') WorldClick event
|
||||
if (ingame.uiContainer.map { if ((it.isOpening || it.isOpened) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
|
||||
|
||||
if (button == Terrarum.getConfigInt("mouseprimary")) {
|
||||
ingame.worldPrimaryClickStart(Terrarum.deltaTime)
|
||||
}
|
||||
if (button == Terrarum.getConfigInt("mousesecondary")) {
|
||||
ingame.worldSecondaryClickStart(Terrarum.deltaTime)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
ingame.uiContainer.forEach { it.touchDown(screenX, screenY, pointer, button) }
|
||||
return true
|
||||
}
|
||||
|
||||
@@ -142,7 +142,7 @@ abstract class GameItem : Comparable<GameItem>, Cloneable {
|
||||
* Consumption function is executed in net.torvald.terrarum.gamecontroller.IngameController,
|
||||
* in which the function itself is defined in net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
|
||||
*/
|
||||
open fun primaryUse(delta: Float): Boolean = false
|
||||
open fun startPrimaryUse(delta: Float): Boolean = false
|
||||
|
||||
/**
|
||||
* Apply effects (continuously or not) while secondary button (usually right mouse button) is down
|
||||
@@ -152,7 +152,7 @@ abstract class GameItem : Comparable<GameItem>, Cloneable {
|
||||
*
|
||||
* note: DO NOT super() this!
|
||||
*/
|
||||
open fun secondaryUse(delta: Float): Boolean = false
|
||||
open fun startSecondaryUse(delta: Float): Boolean = false
|
||||
|
||||
open fun endPrimaryUse(delta: Float): Boolean = false
|
||||
open fun endSecondaryUse(delta: Float): Boolean = false
|
||||
|
||||
@@ -61,12 +61,12 @@ object ItemCodex {
|
||||
print("$originalID ")
|
||||
}
|
||||
|
||||
override fun primaryUse(delta: Float): Boolean {
|
||||
override fun startPrimaryUse(delta: Float): Boolean {
|
||||
return false
|
||||
// TODO base punch attack
|
||||
}
|
||||
|
||||
override fun secondaryUse(delta: Float): Boolean {
|
||||
override fun startSecondaryUse(delta: Float): Boolean {
|
||||
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
|
||||
|
||||
// check for collision with actors (BLOCK only)
|
||||
@@ -130,7 +130,7 @@ object ItemCodex {
|
||||
name = "Stone pickaxe"
|
||||
}
|
||||
|
||||
override fun primaryUse(delta: Float): Boolean {
|
||||
override fun startPrimaryUse(delta: Float): Boolean {
|
||||
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
|
||||
val actorvalue = ingame.actorNowPlaying.actorValue
|
||||
|
||||
|
||||
@@ -51,12 +51,12 @@ class EntryPoint : ModuleEntryPoint() {
|
||||
print("$originalID ")
|
||||
}
|
||||
|
||||
override fun primaryUse(delta: Float): Boolean {
|
||||
override fun startPrimaryUse(delta: Float): Boolean {
|
||||
return false
|
||||
// TODO base punch attack
|
||||
}
|
||||
|
||||
override fun secondaryUse(delta: Float): Boolean {
|
||||
override fun startSecondaryUse(delta: Float): Boolean {
|
||||
val ingame = Terrarum.ingame!! as Ingame
|
||||
|
||||
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
|
||||
|
||||
@@ -29,6 +29,7 @@ import net.torvald.terrarum.modulebasegame.console.AVTracker
|
||||
import net.torvald.terrarum.modulebasegame.console.ActorsList
|
||||
import net.torvald.terrarum.console.Authenticator
|
||||
import net.torvald.terrarum.console.SetGlobalLightOverride
|
||||
import net.torvald.terrarum.itemproperties.GameItem
|
||||
import net.torvald.terrarum.modulebasegame.gameactors.*
|
||||
import net.torvald.terrarum.modulebasegame.gameworld.GameWorldExtension
|
||||
import net.torvald.terrarum.modulebasegame.imagefont.Watch7SegMain
|
||||
@@ -392,6 +393,25 @@ open class Ingame(batch: SpriteBatch) : IngameInstance(batch) {
|
||||
|
||||
}// END enter
|
||||
|
||||
override fun worldPrimaryClickStart(delta: Float) {
|
||||
val itemOnGrip = actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)
|
||||
itemOnGrip?.startPrimaryUse(delta)
|
||||
}
|
||||
|
||||
override fun worldPrimaryClickEnd(delta: Float) {
|
||||
val itemOnGrip = actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)
|
||||
itemOnGrip?.endPrimaryUse(delta)
|
||||
}
|
||||
|
||||
override fun worldSecondaryClickStart(delta: Float) {
|
||||
val itemOnGrip = actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)
|
||||
itemOnGrip?.startSecondaryUse(delta)
|
||||
}
|
||||
|
||||
override fun worldSecondaryClickEnd(delta: Float) {
|
||||
val itemOnGrip = actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)
|
||||
itemOnGrip?.endSecondaryUse(delta)
|
||||
}
|
||||
|
||||
protected var updateDeltaCounter = 0.0
|
||||
protected val updateRate = 1.0 / Terrarum.TARGET_INTERNAL_FPS
|
||||
|
||||
@@ -50,7 +50,7 @@ open class HumanoidNPC(
|
||||
override val isDynamic = false
|
||||
override val material = Material(0,0,0,0,0,0,0,0,0,0.0)
|
||||
|
||||
override fun secondaryUse(delta: Float): Boolean {
|
||||
override fun startSecondaryUse(delta: Float): Boolean {
|
||||
try {
|
||||
// place the actor to the world
|
||||
this@HumanoidNPC.setPosition(Terrarum.mouseX, Terrarum.mouseY)
|
||||
|
||||
@@ -69,13 +69,13 @@ interface Pocketed {
|
||||
|
||||
|
||||
fun consumePrimary(item: GameItem) {
|
||||
if (item.primaryUse(Terrarum.deltaTime)) {
|
||||
if (item.startPrimaryUse(Terrarum.deltaTime)) {
|
||||
inventory.consumeItem(this as Actor, item) // consume on successful
|
||||
}
|
||||
}
|
||||
|
||||
fun consumeSecondary(item: GameItem) {
|
||||
if (item.secondaryUse(Terrarum.deltaTime))
|
||||
if (item.startSecondaryUse(Terrarum.deltaTime))
|
||||
inventory.consumeItem(this as Actor, item) // consume on successful
|
||||
}
|
||||
}
|
||||
@@ -33,7 +33,7 @@ class PickaxeGeneric(override val originalID: ItemID) : GameItem() {
|
||||
super.name = "Builtin Pickaxe"
|
||||
}
|
||||
|
||||
override fun primaryUse(delta: Float): Boolean {
|
||||
override fun startPrimaryUse(delta: Float): Boolean {
|
||||
val player = (Terrarum.ingame!! as Ingame).actorNowPlaying
|
||||
if (player == null) return false
|
||||
|
||||
|
||||
@@ -77,6 +77,9 @@ open class UIRemoCon(treeRepresentation: QNDTreeNode<String>) : UICanvas() {
|
||||
return UIRemoConElement(this, dynamicStrArray)
|
||||
}
|
||||
|
||||
// currently there's no resetter for this!
|
||||
private var startNewGameCalled = false
|
||||
|
||||
override fun updateUI(delta: Float) {
|
||||
if (mouseActionAvailable) {
|
||||
remoConTray.update(delta)
|
||||
@@ -105,20 +108,24 @@ open class UIRemoCon(treeRepresentation: QNDTreeNode<String>) : UICanvas() {
|
||||
}
|
||||
}
|
||||
else if (it.labelText.contains("Start New Random Game")) {
|
||||
if (!startNewGameCalled) {
|
||||
startNewGameCalled = true
|
||||
|
||||
printdbg(this, 1)
|
||||
|
||||
val ingame = Ingame(Terrarum.batch)
|
||||
ingame.gameLoadInfoPayload = Ingame.NewWorldParameters(2400, 800, HQRNG().nextLong())
|
||||
ingame.gameLoadMode = Ingame.GameLoadMode.CREATE_NEW
|
||||
printdbg(this, 1)
|
||||
|
||||
printdbg(this, 2)
|
||||
val ingame = Ingame(Terrarum.batch)
|
||||
ingame.gameLoadInfoPayload = Ingame.NewWorldParameters(2400, 800, HQRNG().nextLong())
|
||||
ingame.gameLoadMode = Ingame.GameLoadMode.CREATE_NEW
|
||||
|
||||
Terrarum.ingame = ingame
|
||||
LoadScreen.screenToLoad = ingame
|
||||
Terrarum.setScreen(LoadScreen)
|
||||
printdbg(this, 2)
|
||||
|
||||
printdbg(this, 3)
|
||||
Terrarum.ingame = ingame
|
||||
LoadScreen.screenToLoad = ingame
|
||||
Terrarum.setScreen(LoadScreen)
|
||||
|
||||
printdbg(this, 3)
|
||||
}
|
||||
}
|
||||
else {
|
||||
// check if target exists
|
||||
|
||||
@@ -36,6 +36,7 @@ object UITitleRemoConYaml {
|
||||
- Development Tools $
|
||||
- Building Maker
|
||||
- Start New Random Game
|
||||
- MENU_LABEL_RETURN
|
||||
""".trimIndent()
|
||||
|
||||
operator fun invoke() = if (AppLoader.IS_DEVELOPMENT_BUILD)
|
||||
|
||||
@@ -57,7 +57,7 @@ abstract class UICanvas(
|
||||
val relativeMouseY: Int
|
||||
get() = Terrarum.mouseScreenY - handler.posY
|
||||
|
||||
/** If mouse is hovering over it */
|
||||
/** If mouse is hovering over it regardless of its visibility */
|
||||
val mouseUp: Boolean
|
||||
get() = relativeMouseX in 0..width - 1 && relativeMouseY in 0..height - 1
|
||||
/** If mouse is hovering over it and mouse is down */
|
||||
|
||||
@@ -6,11 +6,11 @@ Ord Hex Description
|
||||
00 54 T
|
||||
01 45 E
|
||||
02 4D M
|
||||
03 44 D
|
||||
03 7A z # 'z' because it's compressed
|
||||
|
||||
04 01 Number of bytes per tile; only 1 is supported
|
||||
04 01 Version revision number
|
||||
|
||||
05 Number of layers
|
||||
05 03 Number of layers
|
||||
|
||||
06 00 Reserved
|
||||
07 00 Reserved
|
||||
@@ -36,16 +36,30 @@ Ord Hex Description
|
||||
17 Default spawn coord Y
|
||||
|
||||
# Layer count 1
|
||||
18 Terrain tiles data MSB
|
||||
18 54 T
|
||||
19 45 E
|
||||
20 52 R
|
||||
21 52 R
|
||||
|
||||
22 Uncompressed size of DEFLATEd payload
|
||||
23 Uncompressed size of DEFLATEd payload
|
||||
24 Uncompressed size of DEFLATEd payload
|
||||
25 Uncompressed size of DEFLATEd payload
|
||||
|
||||
26... DEFLATEd payload for the terrain (MSB ++ LSB; uncompressed size must be 1.5x of MSB) # ++ is a list concat sign in Haskell
|
||||
|
||||
# Layer count 2
|
||||
... Wall tiles data MSB
|
||||
... "WALL"
|
||||
... Uncompressed size of DEFLATEd payload
|
||||
... DEFLATEd payload for the wall (MSB ++ LSB; uncompressed size must be 1.5x of MSB)
|
||||
|
||||
|
||||
# Layer count 3
|
||||
... Terrain tiles data LSB (half size of MSB byte array)
|
||||
... Wall tiles data LSB (half size of MSB byte array)
|
||||
... "WIRE"
|
||||
... Uncompressed size of DEFLATEd payload
|
||||
... Wire tiles data (MSB only)
|
||||
|
||||
# Layer count 4
|
||||
... Wire tiles data (0-255)
|
||||
<EOF>
|
||||
|
||||
<EOF>
|
||||
|
||||
* To read layers: you'll need to search for specific strings, namely ["TERR", "WALL", "WIRE"]
|
||||
|
||||
@@ -4,15 +4,15 @@ A savegame is a single file in the format of TerranVirtualDisk.
|
||||
Files contained the TerranVirtualDisk is as follows:
|
||||
|
||||
(root)
|
||||
worldinfo0 -- Savegame Metadata GZipped (TESV)
|
||||
worldinfo1 -- Layer Data GZipped (TEMD)
|
||||
worldinfo0 -- Savegame Metadata (TESV)
|
||||
worldinfo1 -- Layer Data (TEMD)
|
||||
worldinfo2 -- Copy of blocks.csv GZipped -- will use this from the next load
|
||||
worldinfo3 -- Copy of items.csv GZipped -- will use this from the next load
|
||||
worldinfo4 -- Copy of materials.csv GZipped -- will use this from the next load
|
||||
(any random number in Hex ACTORID_MIN..FFFFFFFF) -- Serialised Entity Information (including Player)
|
||||
(PLAYER_REF_ID in Hex -- 91A7E2) -- Player Character Information (Serialised Entity Information)
|
||||
(51621D) -- The Debug Player (Serialised Entity Information)
|
||||
load_order.txt -- LoadOrder.csv
|
||||
load_order.txt -- LoadOrder.csv (NOT zipped)
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -38,7 +38,7 @@ Connect two or more tracker head to play the array of trackers play simultaneous
|
||||
## Aimhack ##
|
||||
|
||||
- Include a valid way of obtaining Aimhack (possessed weapon shit?)
|
||||
- Implement it on ```<item>.primaryUse(gc, delta)```
|
||||
- Implement it on ```<item>.startPrimaryUse(gc, delta)```
|
||||
|
||||
|
||||
## Particles ##
|
||||
|
||||
Binary file not shown.
Binary file not shown.
Binary file not shown.
Reference in New Issue
Block a user