mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
fallable sim to properly work on multiple fallable "stacks"
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@@ -1,5 +1,6 @@
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package net.torvald.terrarum.modulebasegame.gameworld
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import com.badlogic.gdx.Input
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import com.badlogic.gdx.graphics.Color
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import net.torvald.aa.KDTree
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import net.torvald.terrarum.AppLoader
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@@ -8,6 +9,7 @@ import net.torvald.terrarum.blockproperties.Block
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.gameactors.ActorWBMovable
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import net.torvald.terrarum.gamecontroller.KeyToggler
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import net.torvald.terrarum.gameworld.FluidType
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import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.roundInt
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@@ -18,6 +20,8 @@ import net.torvald.terrarum.worlddrawer.CreateTileAtlas
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*/
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object WorldSimulator {
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private val DEBUG_STEPPING_MODE = false // use period key
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// FLUID-RELATED STUFFS //
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/**
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@@ -250,6 +254,8 @@ object WorldSimulator {
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}
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private val FALLABLE_MAX_FALL_SPEED = 2
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/**
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* displace fallable tiles. It is scanned bottom-left first. To achieve the sens ofreal
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* falling, each tiles are displaced by ONLY ONE TILE below.
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@@ -281,30 +287,48 @@ object WorldSimulator {
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// displace fallables (TODO implement blocks with fallable supports e.g. scaffolding)
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// only displace SINGLE BOTTOMMOST block on single X-coord (this doesn't mean they must fall only one block)
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// so that the "falling" should be visible to the end user
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for (x in updateXFrom..updateXTo) {
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var fallDownCounter = 0
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for (y in updateYTo downTo updateYFrom) {
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val currentTile = world.getTileFromTerrain(x, y)
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val prop = BlockCodex[currentTile]
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val isSolid = prop.isSolid
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val support = prop.maxSupport
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val isFallable = support != -1
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if (!DEBUG_STEPPING_MODE || DEBUG_STEPPING_MODE && KeyToggler.isOn (Input.Keys.PERIOD)) {
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for (x in updateXFrom..updateXTo) {
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var fallDownCounter = 0
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var fallableStackProcessed = false
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// one "stack" is a contiguous fallable blocks, regardless of the actual block number
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// when you are simulating the gradual falling, it is natural to process all the "stacks" at the same run,
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// otherwise you'll get an artefact.
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for (y in updateYTo downTo updateYFrom) {
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val currentTile = world.getTileFromTerrain(x, y)
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val prop = BlockCodex[currentTile]
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val isSolid = prop.isSolid
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val support = prop.maxSupport
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val isFallable = support != -1
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if (fallDownCounter != 0 && isFallable) {
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// replace blocks
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world.setTileTerrain(x, y, Block.AIR)
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world.setTileTerrain(x, y + fallDownCounter, currentTile)
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// mark the beginnig of the new "stack"
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if (fallableStackProcessed && !isFallable) {
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fallableStackProcessed = false
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} // do not chain with "else if"
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break
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}
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else if (isSolid) {
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fallDownCounter = 0
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}
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else if (!isSolid && !isFallable) {
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fallDownCounter += 1
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// process the gradual falling of the selected "stack"
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if (!fallableStackProcessed && fallDownCounter != 0 && isFallable) {
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// replace blocks
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world.setTileTerrain(x, y, Block.AIR)
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world.setTileTerrain(x, y + fallDownCounter, currentTile)
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fallableStackProcessed = true
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}
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else if (isSolid) {
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fallDownCounter = 0
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}
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else if (!isSolid && !isFallable && fallDownCounter < FALLABLE_MAX_FALL_SPEED) {
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fallDownCounter += 1
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}
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}
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}
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if (DEBUG_STEPPING_MODE) {
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KeyToggler.forceSet(Input.Keys.PERIOD, false)
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}
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}
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}
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