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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
non solid block can be place over actors
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@@ -25,15 +25,15 @@ object BlockBase {
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val ingame = Terrarum.ingame!! as TerrarumIngame
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val mousePoint = Point2d(mtx.toDouble(), mty.toDouble())
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val mouseTile = Point2i(mtx, mty)
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val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
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val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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val terrProp = BlockCodex[terrainUnderCursor]
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val wallProp = BlockCodex[wallUnderCursor]
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val heldTileisWall = itemID.isWall()
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val heldProp = BlockCodex[itemID]
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// check for collision with actors (BLOCK only)
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// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
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// FIXME (h)IntTilewiseHitbox is badly defined
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// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
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// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
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// FIXME badly defined
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
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// check for collision with actors (solid terrain block only)
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK && heldProp.isSolid) {
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var ret1 = true
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ingame.actorContainerActive.filter { it is ActorWithBody }.forEach { val it = it as ActorWithBody
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if ((it is FixtureBase || it.physProp.usePhysics) && it.intTilewiseHitbox.intersects(mousePoint))
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@@ -42,22 +42,19 @@ object BlockBase {
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if (!ret1) return@mouseInInteractableRange -1L
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}
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val isWall = itemID.isWall()
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val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
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val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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// return false if there is a same tile already (including non-solid!)
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if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
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if (heldTileisWall && wallUnderCursor == itemID || !heldTileisWall && terrainUnderCursor == itemID)
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return@mouseInInteractableRange -1L
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// return false if there is a "solid" tile already
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if (isWall && BlockCodex[wallUnderCursor].isSolid ||
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!isWall && !BlockCodex[terrainUnderCursor].hasTag("INCONSEQUENTIAL"))
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if (heldTileisWall && wallProp.isSolid ||
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!heldTileisWall && !terrProp.hasTag("INCONSEQUENTIAL"))
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return@mouseInInteractableRange -1L
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// filter passed, do the job
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// FIXME this is only useful for Player
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if (isWall) {
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if (heldTileisWall) {
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ingame.world.setTileWall(
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mouseTile.x,
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mouseTile.y,
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