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

@@ -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) {