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https://github.com/curioustorvald/Terrarum.git
synced 2026-06-17 14:04:05 +09:00
furred npc test might delete later
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@@ -1,306 +0,0 @@
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package net.torvald.terrarum.itemproperties
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import com.badlogic.gdx.graphics.Color
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.random.HQRNG
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import net.torvald.terrarum.ItemValue
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import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_DYNAMIC
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
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import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
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typealias ItemID = Int
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/**
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* Created by minjaesong on 2016-01-16.
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*/
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abstract class GameItem : Comparable<GameItem>, Cloneable {
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abstract var dynamicID: ItemID
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/**
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* if the ID is a Actor range, it's an actor contained in a pocket.
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*/
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abstract val originalID: ItemID // WUT?! using init does not work!!
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/**
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*
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* e.g. Key Items (in a Pokémon sense); only the single instance of the item can exist in the pocket
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*/
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abstract val isUnique: Boolean
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/**
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* OriginalName is always read from Language files.
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*/
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abstract val originalName: String
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var newName: String = "I AM VITTUN PLACEHOLDER"
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private set
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var name: String
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set(value) {
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newName = value
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isCustomName = true
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}
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get() = if (isCustomName) newName else Lang[originalName]
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open var isCustomName = false // true: reads from lang
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var nameColour = Color.WHITE
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/** In kg. Weapon with different material must have different mass. In this case, you MUST use IRON as a reference (or default) material. */
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abstract var baseMass: Double
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/** In kg */
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abstract var baseToolSize: Double?
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abstract var inventoryCategory: String // "weapon", "tool", "armor", etc. (all smallcaps)
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var itemProperties = ItemValue()
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/** Single-use then destroyed (e.g. Tiles), same as "consumable" */
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abstract var stackable: Boolean
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/**
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* DYNAMIC means the item ID should be generated on the fly whenever the item is created.
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* This is to be used with weapons/armours/etc where multiple instances can exist, and
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* each of them should be treated as different item. Because of this, new
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* derivative instances (dynamically created items, e.g. used pickaxe) are not stackable.
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*
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* ID Range: 32768..1048575 (ItemCodex.ITEM_DYNAMIC)
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*
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* The opposite of this is called STATIC and their example is a Block.
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*/
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abstract val isDynamic: Boolean
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/**
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* Where to equip the item.
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*
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* Can't use 'open val' as GSON don't like that
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*/
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var equipPosition: Int = EquipPosition.NULL
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abstract val material: Material
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/**
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* Don't assign! Create getter -- there's inevitable execution order fuckup on ModMgr,
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* where it simultaneously wanted to be called before and after the Mod's EntryPoint if you assign value to it on init block.
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*/
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@Transient open val itemImage: TextureRegion? = null
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/**
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* Apparent mass of the item. (basemass * scale^3)
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*/
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open var mass: Double
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get() = baseMass * scale * scale * scale
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set(value) { baseMass = value / (scale * scale * scale) }
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/**
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* Apparent tool size (or weight in kg). (baseToolSize * scale^3)
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*/
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open var toolSize: Double?
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get() = if (baseToolSize != null) baseToolSize!! * scale * scale * scale else null
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set(value) {
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if (value != null)
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if (baseToolSize != null)
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baseToolSize = value / (scale * scale * scale)
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else
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throw NullPointerException("baseToolSize is null; this item is not a tool or you're doing it wrong")
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else
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throw NullPointerException("null input; nullify baseToolSize instead :p")
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}
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/**
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* Scale of the item.
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*
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* For static item, it must be 1.0. If you tinkered the item to be bigger,
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* it must be re-assigned as Dynamic Item
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*/
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open var scale: Double = 1.0
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/**
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* Set to zero (GameItem.DURABILITY_NA) if durability not applicable
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*/
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open var maxDurability: Int = 0
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/**
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* Float. NOT A MISTAKE
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*/
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open var durability: Float = 0f
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@Transient var using = false // Always false when loaded from savegame
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/**
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* Effects applied continuously while in pocket
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*/
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open fun effectWhileInPocket(delta: Float) { }
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/**
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* Effects applied immediately only once if picked up
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*/
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open fun effectWhenPickedUp(delta: Float) { }
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/**
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* Apply effects (continuously or not) while primary button is down.
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* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
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*
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* Primary button refers to all of these:
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* - Left mouse button (configurable)
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* - Screen tap
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* - XBox controller RT (fixed; LT is for jumping)
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*
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* @return true when used successfully, false otherwise
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*
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* note: DO NOT super() this!
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*
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* Consumption function is executed in net.torvald.terrarum.gamecontroller.IngameController,
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* in which the function itself is defined in net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
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*/
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open fun startPrimaryUse(delta: Float): Boolean = false
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/**
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* Apply effects (continuously or not) while secondary button is down
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* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
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*
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* NOTE: please refrain from using this; secondary button is currently undefined in the gamepad and touch input.
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*
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* @return true when used successfully, false otherwise
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*
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* note: DO NOT super() this!
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*/
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open fun startSecondaryUse(delta: Float): Boolean = false
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open fun endPrimaryUse(delta: Float): Boolean = false
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open fun endSecondaryUse(delta: Float): Boolean = false
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/**
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* Effects applied immediately only once if thrown (discarded) from pocket
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*/
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open fun effectWhenThrown(delta: Float) { }
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/**
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* Effects applied (continuously or not) when equipped (drawn/pulled out)
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*/
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open fun effectWhenEquipped(delta: Float) { }
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/**
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* Effects applied only once when unequipped
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*/
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open fun effectOnUnequip(delta: Float) { }
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override fun toString(): String {
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return "$dynamicID/$originalID"
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}
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override fun hashCode(): Int {
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return dynamicID
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}
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override fun equals(other: Any?): Boolean {
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if (other == null) return false
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return dynamicID == (other as GameItem).dynamicID
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}
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fun unsetCustomName() {
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name = originalName
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isCustomName = false
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nameColour = Color.WHITE
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}
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override fun compareTo(other: GameItem): Int = (this.dynamicID - other.dynamicID).sign()
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fun Int.sign(): Int = if (this > 0) 1 else if (this < 0) -1 else 0
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infix fun equipTo(actor: Pocketed) {
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if (equipPosition == EquipPosition.NULL)
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throw IllegalArgumentException("Item is not supposed to be equipped (equipPosition is NULL")
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actor.equipItem(this)
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}
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object EquipPosition {
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@JvmStatic val NULL = -1
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// you can add alias to address something like LEGGINGS, BREASTPLATE, RINGS, NECKLACES, etc.
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@JvmStatic val BODY_ARMOUR = 0
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@JvmStatic val BODY_FOOTWEAR = 1 // wings, jetpacks, etc.
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@JvmStatic val HEADGEAR = 2
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@JvmStatic val HAND_GAUNTLET = 3
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@JvmStatic val HAND_GRIP = 4
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@JvmStatic val TOOL_HOOKSHOT = 5
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@JvmStatic val BODY_BUFF1 = 6
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@JvmStatic val BODY_BUFF2 = 8
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@JvmStatic val BODY_BUFF3 = 10
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@JvmStatic val HAND_BUFF1 = 7
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@JvmStatic val HAND_BUFF2 = 9
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@JvmStatic val HAND_BUFF3 = 11
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// invisible from the inventory UI
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// intended for semi-permanant (de)buff (e.g. lifetime achivement, curse)
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// can be done with actorvalue and some more code, but it's easier to just make
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// such (de)buffs as an item.
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@JvmStatic val STIGMA_1 = 12
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@JvmStatic val STIGMA_2 = 13
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@JvmStatic val STIGMA_3 = 14
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@JvmStatic val STIGMA_4 = 15
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@JvmStatic val STIGMA_5 = 16
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@JvmStatic val STIGMA_6 = 17
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@JvmStatic val STIGMA_7 = 18
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@JvmStatic val STIGMA_8 = 19
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@JvmStatic val INDEX_MAX = 19
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}
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object Category {
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@JvmStatic val WEAPON = "weapon"
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@JvmStatic val TOOL = "tool"
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@JvmStatic val ARMOUR = "armour"
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@JvmStatic val GENERIC = "generic"
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@JvmStatic val POTION = "potion"
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@JvmStatic val MAGIC = "magic"
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@JvmStatic val BLOCK = "block"
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@JvmStatic val WALL = "wall"
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@JvmStatic val WIRE = "wire"
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@JvmStatic val MISC = "misc"
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}
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override public fun clone(): GameItem {
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val clonedItem = super.clone()
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// properly clone ItemValue
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(clonedItem as GameItem).itemProperties = this.itemProperties.clone()
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return clonedItem
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}
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fun generateUniqueDynamicID(inventory: ActorInventory): GameItem {
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dynamicID = GameItem.generateUniqueDynamicID(inventory)
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ItemCodex.registerNewDynamicItem(dynamicID, this)
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return this
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}
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companion object {
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val DURABILITY_NA = 0
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fun generateUniqueDynamicID(inventory: ActorInventory): Int {
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var ret: Int
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do {
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ret = ITEM_DYNAMIC.pickRandom()
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} while (inventory.contains(ret))
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return ret
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}
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}
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}
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fun IntRange.pickRandom() = HQRNG().nextInt(this.endInclusive - this.start + 1) + this.start // count() on 200 million entries? Se on vitun hyvää idea
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fun IntArray.pickRandom(): Int = this[HQRNG().nextInt(this.size)]
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fun DoubleArray.pickRandom(): Double = this[HQRNG().nextInt(this.size)]
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@@ -5,6 +5,8 @@ import net.torvald.terrarum.AppLoader
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.gameitem.ItemID
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.Ingame
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import net.torvald.terrarum.modulebasegame.gameactors.CanBeAnItem
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@@ -174,9 +176,7 @@ object ItemCodex {
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// test water bucket
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itemCodex[9000] = object : GameItem() {
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override var dynamicID: ItemID = 9000
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override val originalID: ItemID = 9000
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itemCodex[9000] = object : GameItem(9000) {
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override val isUnique: Boolean = true
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override val originalName: String = "Infinite Water Bucket"
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@@ -203,9 +203,7 @@ object ItemCodex {
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// test lava bucket
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itemCodex[9001] = object : GameItem() {
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override var dynamicID: ItemID = 9001
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override val originalID: ItemID = 9001
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itemCodex[9001] = object : GameItem(9001) {
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override val isUnique: Boolean = true
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override val originalName: String = "Infinite Lava Bucket"
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