no-auto-pickup variant of droppeditem

This commit is contained in:
minjaesong
2025-03-09 12:56:26 +09:00
parent 19bc779ae1
commit bdd00676e6
7 changed files with 68 additions and 10 deletions

View File

@@ -793,7 +793,7 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
// #2. If #1 failed, try to pick up the fixture
else {
mouseInInteractableRange(actor) { mwx, mwy, mtx, mty ->
pickupFixture(actor, delta, mwx, mwy, mtx, mty)
pickupFixtureOrDroppedItem(actor, delta, mwx, mwy, mtx, mty)
0L
}
}
@@ -1702,13 +1702,16 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
return actorsUnderMouse
}
fun pickupFixture(actor: ActorWithBody, delta: Float, mwx: Double, mwy: Double, mtx: Int, mty: Int, assignToQuickslot: Boolean = true) {
fun pickupFixtureOrDroppedItem(actor: ActorWithBody, delta: Float, mwx: Double, mwy: Double, mtx: Int, mty: Int, assignToQuickslot: Boolean = true) {
val actorsUnderMouse = getActorsUnderMouse(mwx, mwy)
val fixture = actorsUnderMouse.firstOrNull {
it is FixtureBase && it.canBeDespawned &&
System.nanoTime() - it.spawnRequestedTime > 500000000 // don't pick up the fixture if it was recently placed (0.5 seconds)
} as? FixtureBase
val droppedItemNoAutoPickup = actorsUnderMouse.firstOrNull {
it is DroppedItem && it.noAutoPickup
} as? DroppedItem
val mob = actorsUnderMouse.firstOrNull {
it !is FixtureBase && it.physProp.usePhysics && !it.physProp.immobileBody
} as? ActorWithBody
@@ -1743,6 +1746,37 @@ open class TerrarumIngame(batch: FlippingSpriteBatch) : IngameInstance(batch) {
}
}
}
// pickup a dropped item (no auto-pickup variants only)
else if (droppedItemNoAutoPickup != null) {
val droppedItemID = droppedItemNoAutoPickup.itemID
val droppedItemCount = droppedItemNoAutoPickup.itemCount
// 0. hide tooltips
TooltipManager.tooltipShowing.clear()
setTooltipMessage(null)
if (!droppedItemNoAutoPickup.flagDespawn) {
// 1. put the fixture to the inventory
droppedItemNoAutoPickup.flagDespawn()
// 2. register this item(fixture) to the quickslot so that the player sprite would be actually lifting the fixture
// BUUUUUUUT, only when the slot is already empty this time
if (actor is Pocketed) {
actor.inventory.add(droppedItemID, droppedItemCount)
if (assignToQuickslot && actor.inventory.getQuickslotItem(actor.actorValue.getAsInt(AVKey.__PLAYER_QUICKSLOTSEL)) == null) {
actor.equipItem(droppedItemID)
actor.inventory.setQuickslotItemAtSelected(droppedItemID)
// 2-1. unregister if other slot has the same item
for (k in 0..9) {
if (actor.inventory.getQuickslotItem(k)?.itm == droppedItemID && k != actor.actorValue.getAsInt(
AVKey.__PLAYER_QUICKSLOTSEL
)
) {
actor.inventory.setQuickslotItem(k, null)
}
}
}
}
}
}
else if (mob != null) {
// TODO pickup a mob
}