fix: damaging terrain would not queue the modified chunk for the autosave

This commit is contained in:
minjaesong
2024-02-16 14:29:47 +09:00
parent 902341bd78
commit b11bbf0130
7 changed files with 24 additions and 10 deletions

View File

@@ -140,7 +140,7 @@ object ExplosionManager {
private fun memcpyToWorldBreakage(CALC_WIDTH: Int, world: GameWorld, xStart: Int, yStart: Int, yOff: Int, out: UnsafeFloatArray) {
for (x in xStart until xStart + CALC_WIDTH) {
world.inflictTerrainDamage(x, yStart + yOff, out[x - xStart, yOff].toDouble())
world.inflictTerrainDamage(x, yStart + yOff, out[x - xStart, yOff].toDouble(), false)
}
}
@@ -273,7 +273,7 @@ object ExplosionManager {
for (wx in worldXstart until worldXstart + CALC_WIDTH) {
val lx = wx - (tx - CALC_RADIUS - 1)
val ly = wy - (ty - CALC_RADIUS - 1)
world.inflictTerrainDamage(wx, wy, mapBoomPow[lx, ly].blastToDmg().toDouble()).let { (tile, ore) ->
world.inflictTerrainDamage(wx, wy, mapBoomPow[lx, ly].blastToDmg().toDouble(), false).let { (tile, ore) ->
if (ore != null || tile != null) {
// drop item
val prob = if (ore != null) dropProbOre else dropProbNonOre

View File

@@ -79,7 +79,8 @@ object AxeCore {
INGAME.world.inflictTerrainDamage(
x, y,
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg,
false
).let { tileBroken ->
// tile busted
if (tileBroken != null) {
@@ -100,7 +101,8 @@ object AxeCore {
INGAME.world.inflictTerrainDamage(
x, y,
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg,
false
).let { (tileBroken, _) ->
// tile busted
if (tileBroken != null) {
@@ -125,7 +127,8 @@ object AxeCore {
INGAME.world.inflictTerrainDamage(
x, y,
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg
Calculate.hatchetPower(actor, item?.material) * swingDmgToFrameDmg,
false
).let { (tileBroken, _) ->
// tile busted
if (tileBroken != null) {

View File

@@ -93,7 +93,8 @@ object PickaxeCore {
INGAME.world.inflictTerrainDamage(
x, y,
Calculate.pickaxePower(actor, item?.material) * swingDmgToFrameDmg
Calculate.pickaxePower(actor, item?.material) * swingDmgToFrameDmg,
false
).let { (tileBroken, oreBroken) ->
// drop ore

View File

@@ -94,7 +94,8 @@ object SledgehammerCore {
INGAME.world.inflictWallDamage(
x, y,
Calculate.pickaxePower(actor, item?.material) * swingDmgToFrameDmg
Calculate.pickaxePower(actor, item?.material) * swingDmgToFrameDmg,
false
).let { tileBroken ->
// tile busted
if (tileBroken != null) {