mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
TilePropCodex is now object, torch flicker (WIP as all the torches are in unison)
Former-commit-id: df9c0e3a9ace2ba976da5e81f1f2d2217db541a0 Former-commit-id: 81a25a938023f318937e1f4ded15e6047fdf8864
This commit is contained in:
@@ -4,9 +4,9 @@
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"HELP_OTF_MAIN_2";;"Press PageUp/PageDown to scroll the messages.";"Appuyez sur PageUp/PageDown pour faire défiler les messages.";;;;;;;;;;;;;;;"PageUp/PageDownキーを使ってメッセージのスクロールができます。";;;"PageUp/PageDown 키를 사용해 메시지를 스크롤할 수 있습니다.";;;;;;"PageUp/PageDownキーをつかって メッセージのスクロールができます。"
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"HELP_OTF_MAIN_3";;"Utility keys:";"Touches utilitaires:";;;;;;;;;;;;;;;"技能キー";;;"기능 키:"
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"HELP_OTF_MAIN_4";;"• F3: (debug) basic information";"• F3: (déboguer) informations de base";;;;;;;;;;;;;;;"• F3: (デバッグ)基本的な情報を見る";;;"• F3: (디버그) 기본 정보";;;;;;"• F3: (デバッグ)きほんてきな じょうほうを みる"
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"HELP_OTF_MAIN_5";;"• F7: (debug) toggle light blending";"• F7: (déboguer) basculer fusion de lumière";;;;;;;;;;;;;;;"• F7: (デバッグ)光源のブレンドをオン・オフする";;;"• F7: (디버그) 광원 블렌딩 켜고 끄기";;;;;;"• F7: (デバッグ)こうげんのブレンドを オン・オフする"
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"HELP_OTF_MAIN_6";;"• F8: toggle smooth lighting effect";"• F8: basculer effet éclairage lisse";;;;;;;;;;;;;;;"• F8: すべすべの光源効果をオン・オフする";;;"• F8: 부드러운 광원 효과 켜고 끄기";;;;;;"• F8: すべすべのこうげん こうかを オン・オフする"
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"HELP_OTF_MAIN_JP_1";;"• F4: toggle Kana/Kanji mode";;;;;;;;;;;;;;;;"• F8: 【日本語】かな・漢字モードを変換する";;;"• F8: 부드러운 광원 효과 켜고 끄기";;;;;;"• F8: 【日本語】かな・かんじモードを"
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"HELP_OTF_MAIN_5";;"• F7: (debug) toggle light blending";"• F7: (déboguer) basculer fusion de lumière";;;;;;;;;;;;;;;"• F7: (デバッグ)光源のブレンド オン・オフ";;;"• F7: (디버그) 광원 블렌딩 켜고 끄기";;;;;;"• F7: (デバッグ)こうげんのブレンド オン・オフ"
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"HELP_OTF_MAIN_6";;"• F8: toggle smooth lighting effect";"• F8: basculer effet éclairage lisse";;;;;;;;;;;;;;;"• F8: すべすべの光源効果 オン・オフ";;;"• F8: 부드러운 광원 효과 켜고 끄기";;;;;;"• F8: すべすべのこうげん こうか オン・オフ"
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"HELP_OTF_MAIN_JP_1";;"• F4: toggle Kana/Kanji mode";;;;;;;;;;;;;;;;"• F8: 【日本語】かな・漢字モード変換";;;"• F8: 부드러운 광원 효과 켜고 끄기";;;;;;"• F8: 【日本語】かな・かんじモードを"
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"HELP_OTF_SLOW_1";;"If your game runs slowly:";"Si votre jeu tourne lentement :";;;;;;;;;;;;;;;"ゲームの実行がおそければ";;;"게임이 느리게 돌아간다면";;;;;;"ゲームのじっこうが おそければ"
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"HELP_OTF_SLOW_2";;"• Reset screen zoom to 1.";"• Réinitialisez le zoom de l‘écran à 1.";;;;;;;;;;;;;;;"• スクリーンのズームを1倍にリセットしてください。";;;"• 화면 줌을 1로 돌려주세요. ";;;;;;"• スクリーンのズームを 1にリセットしてください。"
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@@ -1,59 +0,0 @@
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package net.torvald.random;
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import java.util.Random;
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//import java.util.concurrent.locks.*;
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/**
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* This class implements a better random number generator than the standard LCG that is implemented in java.util.Random.
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* It is based on <a href="http://www.amazon.com/gp/product/0521880688?ie=UTF8&tag=javamex-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=0521880688">Numerical Recipes: The Art of Scientific Computing</a>,
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* and gives a good compromise between quality and speed. It is a combined generator: two XORShift generators are combined with an LCG and a multiply with carry generator.
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* (Without going into all the details here, notice the two blocks of three shifts each, which are the XORShifts; the first line which is the LCG, similar to the standard
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* Java Random algorithm, and the line between the two XORShifts, which is a multiply with carry generator.)
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* Note that this version is <b>not</b> thread-safe. In order to make it thread-safe, uncomment the lock-related lines. It is also <b>not</b> cryptographically secure, like the java.security.SecureRandom class.
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* @author Numerical Recipes
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*/
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public class HQRNG extends Random {
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//private Lock l = new ReentrantLock();
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private long u;
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private long v = 4101842887655102017L;
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private long w = 1;
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public HQRNG() {
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this(System.nanoTime());
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}
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public HQRNG(long seed) {
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//l.lock();
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u = seed ^ v;
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nextLong();
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v = u;
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nextLong();
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w = v;
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nextLong();
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//l.unlock();
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}
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public long nextLong() {
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// l.lock();
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try {
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u = u * 2862933555777941757L + 7046029254386353087L;
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v ^= v >>> 17;
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v ^= v << 31;
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v ^= v >>> 8;
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w = 4294957665L * (w & 0xffffffff) + (w >>> 32);
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long x = u ^ (u << 21);
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x ^= x >>> 35;
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x ^= x << 4;
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long ret = (x + v) ^ w;
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return ret;
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} finally {
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//l.unlock();
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}
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}
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protected int next(int bits) {
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return (int) (nextLong() >>> (64-bits));
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}
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}
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57
src/net/torvald/random/HQRNG.kt
Normal file
57
src/net/torvald/random/HQRNG.kt
Normal file
@@ -0,0 +1,57 @@
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package net.torvald.random
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import java.util.Random
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//import java.util.concurrent.locks.*;
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/**
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* This class implements a better random number generator than the standard LCG that is implemented in java.util.Random.
|
||||
* It is based on [Numerical Recipes: The Art of Scientific Computing](http://www.amazon.com/gp/product/0521880688?ie=UTF8&tag=javamex-20&linkCode=as2&camp=1789&creative=9325&creativeASIN=0521880688),
|
||||
* and gives a good compromise between quality and speed. It is a combined generator: two XORShift generators are combined with an LCG and a multiply with carry generator.
|
||||
* (Without going into all the details here, notice the two blocks of three shifts each, which are the XORShifts; the first line which is the LCG, similar to the standard
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* Java Random algorithm, and the line between the two XORShifts, which is a multiply with carry generator.)
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* Note that this version is **not** thread-safe. In order to make it thread-safe, uncomment the lock-related lines. It is also **not** cryptographically secure, like the java.security.SecureRandom class.
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* @author Numerical Recipes
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*/
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class HQRNG @JvmOverloads constructor(seed: Long = System.nanoTime()) : Random() {
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//private Lock l = new ReentrantLock();
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private var u: Long = 0
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private var v = 4101842887655102017L
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private var w: Long = 1
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init {
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//l.lock();
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u = seed xor v
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nextLong()
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v = u
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nextLong()
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w = v
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nextLong()
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//l.unlock();
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}
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override fun nextLong(): Long {
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// l.lock();
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try {
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u = u * 2862933555777941757L + 7046029254386353087L
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v = v xor v.ushr(17)
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v = v xor v.shl(31)
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v = v xor v.ushr(8)
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w = 4294957665L * w.and(0xffffffffL) + w.ushr(32)
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var x = u xor u.shl(21)
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x = x xor x.ushr(35)
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x = x xor x.shl(4)
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return x + v xor w
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}
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finally {
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//l.unlock();
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}
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}
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override fun next(bits: Int): Int {
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return nextLong().ushr(64 - bits).toInt()
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}
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}
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@@ -10,10 +10,10 @@ object DefaultConfig {
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val jsonObject = JsonObject()
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jsonObject.addProperty("smoothlighting", true)
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jsonObject.addProperty("imtooyoungtodie", false)
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jsonObject.addProperty("imtooyoungtodie", false) // perma-death
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jsonObject.addProperty("language", Terrarum.sysLang)
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jsonObject.addProperty("notificationshowuptime", 6500)
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jsonObject.addProperty("multithread", false) // experimental!
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jsonObject.addProperty("multithread", true) // experimental!
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return jsonObject
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}
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@@ -99,9 +99,6 @@ constructor() : BasicGameState() {
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GRADIENT_IMAGE = Image("res/graphics/colourmap/sky_colour.png")
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skyBox = Rectangle(0f, 0f, Terrarum.WIDTH.toFloat(), Terrarum.HEIGHT.toFloat())
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TilePropCodex()
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// new ItemPropCodex() -- This is kotlin object and already initialised.
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map = GameMap(8192, 2048)
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MapGenerator.attachMap(map)
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@@ -7,15 +7,17 @@ import java.util.*
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* Created by minjaesong on 16-05-25.
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*/
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object ThreadPool {
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private val pool = Array<Thread>(Terrarum.CORES, { Thread() })
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val POOL_SIZE = Terrarum.CORES
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val POOL_SIZE = Terrarum.CORES + 1
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private val pool: Array<Thread?> = Array(POOL_SIZE, { null })
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/**
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* Map array of Runnable objects to thread pool.
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* @param prefix : will name each thread as "Foo-1"
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* @param runnables : vararg
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*/
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fun mapAll(prefix: String, vararg runnables: Runnable) {
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if (runnables.size != Terrarum.CORES)
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fun mapAll(prefix: String, runnables: Array<Runnable>) {
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if (runnables.size != POOL_SIZE)
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throw RuntimeException("Thread pool argument size mismatch. If you have four cores, you must use four runnables.")
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for (i in 0..runnables.size)
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@@ -23,6 +25,7 @@ object ThreadPool {
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}
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/**
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* Map Runnable object to certain index of the thread pool.
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* @param index of the runnable
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* @param runnable
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* @param prefix Will name each thread like "Foo-1", "Foo-2", etc.
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@@ -31,7 +34,18 @@ object ThreadPool {
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pool[index] = Thread(runnable, "$prefix-$index")
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}
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/**
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* Fill the thread pool with NULL value.
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*/
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fun purge() {
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for (i in 0..POOL_SIZE)
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pool[i] = null
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}
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/**
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* Start all thread in the pool. If the thread in the pool is NULL, it will simply ignored.
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*/
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fun startAll() {
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pool.forEach { it.start() }
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pool.forEach { it?.start() }
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}
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}
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@@ -37,6 +37,7 @@ object CommandDict {
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Pair("settimedelta", SetTimeDelta()),
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Pair("help", Help()),
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Pair("version", Version()),
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Pair("seed", Seed()),
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// Test codes
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Pair("bulletintest", SetBulletin()),
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|
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23
src/net/torvald/terrarum/console/Seed.kt
Normal file
23
src/net/torvald/terrarum/console/Seed.kt
Normal file
@@ -0,0 +1,23 @@
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package net.torvald.terrarum.console
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||||
|
||||
import net.torvald.imagefont.GameFontBase
|
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import net.torvald.terrarum.Terrarum
|
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|
||||
/**
|
||||
* Created by minjaesong on 16-06-16.
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*/
|
||||
class Seed : ConsoleCommand {
|
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val ccG = GameFontBase.colToCode["g"]
|
||||
val ccW = GameFontBase.colToCode["w"]
|
||||
val ccY = GameFontBase.colToCode["y"]
|
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// tsalagi
|
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override fun execute(args: Array<String>) {
|
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Echo().execute("${ccY}Map$ccW: $ccG${Terrarum.game.map.generatorSeed}")
|
||||
// TODO display randomiser seed
|
||||
}
|
||||
|
||||
override fun printUsage() {
|
||||
Echo().execute("prints out the generator seed of the current game.")
|
||||
}
|
||||
}
|
||||
@@ -546,13 +546,17 @@ open class ActorWithBody constructor() : Actor(), Visible {
|
||||
if (!isNoCollideWorld){
|
||||
val delta: Vector2 = Vector2(hitbox.toVector() - nextHitbox.toVector()) // we need to traverse back, so may as well negate at the first place
|
||||
val ccdDelta = delta.setMagnitude(CCD_TICK)
|
||||
val ccdTryMax = 400
|
||||
var ccdCount = 0
|
||||
|
||||
//if (ccdDelta.x.abs() >= SLEEP_THRE || ccdDelta.y.abs() >= SLEEP_THRE) { // regular situation
|
||||
// CCD to delta while still colliding
|
||||
while (isColliding(CONTACT_AREA_LEFT) || isColliding(CONTACT_AREA_RIGHT)
|
||||
|| isColliding(CONTACT_AREA_TOP) || isColliding(CONTACT_AREA_BOTTOM)
|
||||
while ((isColliding(CONTACT_AREA_LEFT) || isColliding(CONTACT_AREA_RIGHT)
|
||||
|| isColliding(CONTACT_AREA_TOP) || isColliding(CONTACT_AREA_BOTTOM))
|
||||
&& ccdCount < ccdTryMax
|
||||
) {
|
||||
nextHitbox.translate(ccdDelta)
|
||||
ccdCount += 1
|
||||
}
|
||||
//}
|
||||
/*else { // stuck while standing still
|
||||
|
||||
@@ -33,9 +33,9 @@ object FactionCodex {
|
||||
}
|
||||
|
||||
private fun insertionSortLastElem(arr: ArrayList<Faction>) {
|
||||
var x: Faction
|
||||
val x: Faction
|
||||
var j: Int
|
||||
var index: Int = arr.size - 1
|
||||
val index: Int = arr.size - 1
|
||||
x = arr[index]
|
||||
j = index - 1
|
||||
while (j > 0 && arr[j] > x) {
|
||||
|
||||
@@ -38,6 +38,8 @@ constructor(//properties
|
||||
var globalLight: Int = 0
|
||||
val worldTime: WorldTime
|
||||
|
||||
var generatorSeed: Long = 0
|
||||
|
||||
init {
|
||||
this.spawnX = width / 2
|
||||
this.spawnY = 200
|
||||
|
||||
@@ -21,7 +21,7 @@ object ItemPropCodex {
|
||||
|
||||
const val ITEM_UNIQUE_MAX = 32768
|
||||
|
||||
fun buildItemProp() {
|
||||
init {
|
||||
itemCodex = arrayOf<InventoryItem>()
|
||||
|
||||
// read prop in csv
|
||||
|
||||
@@ -7,6 +7,7 @@ import net.torvald.terrarum.tileproperties.TilePropCodex
|
||||
import com.jme3.math.FastMath
|
||||
import net.torvald.terrarum.gameactors.Visible
|
||||
import net.torvald.terrarum.tileproperties.TileNameCode
|
||||
import net.torvald.terrarum.tileproperties.TilePropUtil
|
||||
import org.newdawn.slick.Color
|
||||
import org.newdawn.slick.Graphics
|
||||
import java.util.*
|
||||
@@ -40,6 +41,7 @@ object LightmapRenderer {
|
||||
|
||||
// color model related constants
|
||||
const val MUL = 1024 // modify this to 1024 to implement 30-bit RGB
|
||||
const val CHANNEL_MAX_DECIMAL = 4f
|
||||
const val MUL_2 = MUL * MUL
|
||||
const val CHANNEL_MAX = MUL - 1
|
||||
const val CHANNEL_MAX_FLOAT = CHANNEL_MAX.toFloat()
|
||||
@@ -206,6 +208,8 @@ object LightmapRenderer {
|
||||
setLight(x, y, calculate(x, y))
|
||||
}
|
||||
}
|
||||
|
||||
TilePropUtil.torchFlickerTickClock()
|
||||
}
|
||||
catch (e: ArrayIndexOutOfBoundsException) {
|
||||
}
|
||||
@@ -422,33 +426,44 @@ object LightmapRenderer {
|
||||
/**
|
||||
* Subtract each channel's RGB value.
|
||||
*
|
||||
* It works like:
|
||||
*
|
||||
* f(data, darken) = RGB(data.r - darken.r, data.g - darken.g, data.b - darken.b)
|
||||
*
|
||||
* @param data Raw channel value (0-39) per channel
|
||||
* @param darken (0-39) per channel
|
||||
* @return darkened data (0-39) per channel
|
||||
* @param data Raw channel value (0-255) per channel
|
||||
* @param darken (0-255) per channel
|
||||
* @return darkened data (0-255) per channel
|
||||
*/
|
||||
fun darkenColoured(data: Int, darken: Int): Int {
|
||||
if (darken.toInt() < 0 || darken.toInt() >= COLOUR_RANGE_SIZE)
|
||||
throw IllegalArgumentException("darken: out of range ($darken)")
|
||||
|
||||
var r = data.r() * (1f - darken.r() * 6) // 6: Arbitrary value
|
||||
var g = data.g() * (1f - darken.g() * 6) // TODO gamma correction?
|
||||
var b = data.b() * (1f - darken.b() * 6)
|
||||
val r = data.r() * (1f - darken.r() * 6) // 6: Arbitrary value
|
||||
val g = data.g() * (1f - darken.g() * 6) // TODO gamma correction?
|
||||
val b = data.b() * (1f - darken.b() * 6)
|
||||
|
||||
return constructRGBFromFloat(r.clampZero(), g.clampZero(), b.clampZero())
|
||||
}
|
||||
|
||||
/**
|
||||
* Add each channel's RGB value.
|
||||
*
|
||||
* @param data Raw channel value (0-255) per channel
|
||||
* @param brighten (0-255) per channel
|
||||
* @return brightened data (0-255) per channel
|
||||
*/
|
||||
fun brightenColoured(data: Int, brighten: Int): Int {
|
||||
if (brighten.toInt() < 0 || brighten.toInt() >= COLOUR_RANGE_SIZE)
|
||||
throw IllegalArgumentException("brighten: out of range ($brighten)")
|
||||
|
||||
val r = data.r() * (1f + brighten.r() * 6) // 6: Arbitrary value
|
||||
val g = data.g() * (1f + brighten.g() * 6) // TODO gamma correction?
|
||||
val b = data.b() * (1f + brighten.b() * 6)
|
||||
|
||||
return constructRGBFromFloat(r.clampChannel(), g.clampChannel(), b.clampChannel())
|
||||
}
|
||||
|
||||
/**
|
||||
* Darken each channel by 'darken' argument
|
||||
*
|
||||
* It works like:
|
||||
*
|
||||
* f(data, darken) = RGB(data.r - darken, data.g - darken, data.b - darken)
|
||||
* @param data (0-39) per channel
|
||||
* @param darken (0-39)
|
||||
* @param data Raw channel value (0-255) per channel
|
||||
* @param darken (0-255)
|
||||
* @return
|
||||
*/
|
||||
fun darkenUniformInt(data: Int, darken: Int): Int {
|
||||
@@ -459,11 +474,27 @@ object LightmapRenderer {
|
||||
return darkenColoured(data, darkenColoured)
|
||||
}
|
||||
|
||||
/**
|
||||
* Darken or brighten colour by 'brighten' argument
|
||||
*
|
||||
* @param data Raw channel value (0-255) per channel
|
||||
* @param brighten (-1.0 - 1.0) negative means darkening
|
||||
* @return processed colour
|
||||
*/
|
||||
fun brightenUniform(data: Int, brighten: Float): Int {
|
||||
val modifier = if (brighten < 0)
|
||||
constructRGBFromFloat(-brighten, -brighten, -brighten)
|
||||
else
|
||||
constructRGBFromFloat(brighten, brighten, brighten)
|
||||
return if (brighten < 0)
|
||||
darkenColoured(data, modifier)
|
||||
else
|
||||
brightenColoured(data, modifier)
|
||||
}
|
||||
|
||||
/** Get each channel from two RGB values, return new RGB that has max value of each channel
|
||||
* @param rgb
|
||||
* *
|
||||
* @param rgb2
|
||||
* *
|
||||
* @return
|
||||
*/
|
||||
private fun maximiseRGB(rgb: Int, rgb2: Int): Int {
|
||||
@@ -505,9 +536,7 @@ object LightmapRenderer {
|
||||
/**
|
||||
|
||||
* @param RGB
|
||||
* *
|
||||
* @param offset 2 = R, 1 = G, 0 = B
|
||||
* *
|
||||
* @return
|
||||
*/
|
||||
fun getRaw(RGB: Int, offset: Int): Int {
|
||||
@@ -559,6 +588,8 @@ object LightmapRenderer {
|
||||
|
||||
private fun Float.clampOne() = if (this < 0) 0f else if (this > 1) 1f else this
|
||||
|
||||
private fun Float.clampChannel() = if (this > CHANNEL_MAX_DECIMAL) CHANNEL_MAX_DECIMAL else this
|
||||
|
||||
fun getValueFromMap(x: Int, y: Int): Int? = getLight(x, y)
|
||||
|
||||
private fun purgeLightmap() {
|
||||
|
||||
@@ -17,6 +17,10 @@ object MapGenerator {
|
||||
internal lateinit var random: Random
|
||||
//private static float[] noiseArray;
|
||||
var SEED: Long = 0
|
||||
set(value) {
|
||||
field = value
|
||||
map.generatorSeed = value
|
||||
}
|
||||
var WIDTH: Int = 0
|
||||
var HEIGHT: Int = 0
|
||||
|
||||
@@ -107,36 +111,35 @@ object MapGenerator {
|
||||
* Done: variants of beach (SAND, SAND_BEACH, SAND_BLACK, SAND_GREEN)
|
||||
*/
|
||||
|
||||
val noiseArray = arrayOf(
|
||||
TaggedJoise("Carving caves", noiseRidged(1.7f, 1.4f), 1f, TILE_MACRO_ALL, TILE_MACRO_ALL, TileNameCode.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
|
||||
, TaggedJoise("Collapsing caves", noiseBlobs(0.5f, 0.5f), 0.3f, TileNameCode.AIR, TileNameCode.STONE, TileNameCode.STONE, NoiseFilterUniform)
|
||||
|
||||
//, TaggedJoise("Putting stone patches on the ground", noiseBlobs(0.8f, 0.8f), 1.02f, TileNameCode.DIRT, TileNameCode.DIRT, TileNameCode.STONE, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
|
||||
//, TaggedJoise("Placing dirt spots in the cave", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.DIRT, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
|
||||
//, TaggedJoise("Quarrying some stone into gravels", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.GRAVEL, NoiseFilterQuadratic, noiseGradientEnd, noiseGradientStart)
|
||||
|
||||
//val noiseArray = arrayOf(
|
||||
// TaggedJoise("Carving caves", noiseRidged(1.7f, 1.4f), 1f, TILE_MACRO_ALL, TILE_MACRO_ALL, TileNameCode.AIR, NoiseFilterSqrt, CAVEGEN_THRE_START, CAVEGEN_THRE_END)
|
||||
//, TaggedJoise("Collapsing caves", noiseBlobs(0.5f, 0.5f), 0.3f, TileNameCode.AIR, TileNameCode.STONE, TileNameCode.STONE, NoiseFilterUniform)
|
||||
//
|
||||
//, TaggedJoise("Putting stone patches on the ground", noiseBlobs(0.8f, 0.8f), 1.02f, intArrayOf(TileNameCode.DIRT, TileNameCode.GRASS), TileNameCode.DIRT, TileNameCode.STONE, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
|
||||
//, TaggedJoise("Placing dirt spots in the cave", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.DIRT, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
|
||||
//, TaggedJoise("Quarrying some stone into gravels", noiseBlobs(0.5f, 0.5f), 0.98f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.GRAVEL, NoiseFilterQuadratic, NOISE_GRAD_END, NOISE_GRAD_START)
|
||||
//
|
||||
//, TaggedJoise("Growing copper veins", noiseRidged(1.7f, 1.7f), 1.68f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_COPPER)
|
||||
//, TaggedJoise("Cutting copper veins", noiseBlobs(0.4f, 0.4f), 0.26f, TileNameCode.ORE_COPPER, TileNameCode.STONE, TileNameCode.STONE)
|
||||
|
||||
//
|
||||
//, TaggedJoise("Growing iron veins", noiseRidged(1.7f, 1.7f), 1.68f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_IRON)
|
||||
//, TaggedJoise("Cutting iron veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_IRON, TileNameCode.STONE, TileNameCode.STONE)
|
||||
|
||||
//
|
||||
//, TaggedJoise("Growing silver veins", noiseRidged(1.7f, 1.7f), 1.71f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_SILVER)
|
||||
//, TaggedJoise("Cutting silver veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_SILVER, TileNameCode.STONE, TileNameCode.STONE)
|
||||
|
||||
//
|
||||
//, TaggedJoise("Growing gold veins", noiseRidged(1.7f, 1.7f), 1.73f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.ORE_GOLD)
|
||||
//, TaggedJoise("Cutting gold veins", noiseBlobs(0.7f, 0.7f), 0.26f, TileNameCode.ORE_GOLD, TileNameCode.STONE, TileNameCode.STONE)
|
||||
|
||||
////, TaggedJoise("Growing topaz clusters", noiseBlobs(0.9f, 0.9f), 2f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_TOPAZ)
|
||||
// // FIXME gem clusters are too large
|
||||
//, TaggedJoise("Growing topaz clusters", noiseBlobs(0.9f, 0.9f), 2f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_TOPAZ)
|
||||
//, TaggedJoise("Growing aluminium oxide clusters", noiseBlobs(0.9f, 0.9f), 1.7f, TileNameCode.STONE, TileNameCode.STONE, intArrayOf(TileNameCode.RAW_RUBY, TileNameCode.RAW_SAPPHIRE))
|
||||
//, TaggedJoise("Growing emerald clusters", noiseBlobs(0.9f, 0.9f), 1,7f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_EMERALD)
|
||||
//, TaggedJoise("Growing emerald clusters", noiseBlobs(0.9f, 0.9f), 1.7f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_EMERALD)
|
||||
//, TaggedJoise("Growing hearts of white", noiseBlobs(0.9f, 0.9f), 1.83f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_DIAMOND)
|
||||
|
||||
//, TaggedJoise("Growing hearts of violet", noiseRidged(2.5f, 2.5f), 1.75f, TileNameCode.STONE, TileNameCode.STONE, TileNameCode.RAW_AMETHYST)
|
||||
//
|
||||
//, TaggedJoise("Cutting over-grown hearts", noiseBlobs(0.7f, 0.7f), 0.17f, TileNameCode.RAW_AMETHYST, TileNameCode.STONE, TileNameCode.STONE)
|
||||
)
|
||||
|
||||
processNoiseLayers(noiseArray)
|
||||
//)
|
||||
//processNoiseLayers(noiseArray)
|
||||
|
||||
/** TODO Cobaltite, Ilmenite, Aurichalcum (and possibly pitchblende?) */
|
||||
|
||||
@@ -670,7 +673,7 @@ object MapGenerator {
|
||||
private fun processNoiseLayers(noiseRecords: Array<TaggedJoise>) {
|
||||
if (Terrarum.MULTITHREAD) {
|
||||
// set up indices
|
||||
for (i in 0..ThreadPool.POOL_SIZE - 1) {
|
||||
for (i in 0..Terrarum.CORES - 1) {
|
||||
ThreadPool.map(
|
||||
i,
|
||||
ThreadProcessNoiseLayers(
|
||||
@@ -960,7 +963,7 @@ object MapGenerator {
|
||||
|
||||
data class TaggedJoise(var message: String,
|
||||
var noiseModule: Joise, var scarcity: Float,
|
||||
var replaceFromTerrain: Int, var replaceFromWall: Int,
|
||||
var replaceFromTerrain: Any, var replaceFromWall: Int,
|
||||
var replaceTo: Any,
|
||||
var filter: NoiseFilter = NoiseFilterQuadratic,
|
||||
var filterArg1: Float = NOISE_GRAD_START,
|
||||
|
||||
@@ -34,7 +34,17 @@ class ThreadProcessNoiseLayers(val startIndex: Int, val endIndex: Int,
|
||||
val threshold = record.filter.getGrad(y, record.filterArg1, record.filterArg2)
|
||||
|
||||
if (noise > threshold * record.scarcity) {
|
||||
if ((MapGenerator.map.getTileFromTerrain(x, y) == fromTerr || fromTerr == MapGenerator.TILE_MACRO_ALL)
|
||||
if (fromTerr is IntArray) {
|
||||
for (i in 0..fromTerr.size - 1) {
|
||||
val fromTerrVariable = fromTerr[i]
|
||||
|
||||
if ((MapGenerator.map.getTileFromTerrain(x, y) == fromTerrVariable || fromTerrVariable == MapGenerator.TILE_MACRO_ALL)
|
||||
&& (MapGenerator.map.getTileFromWall(x, y) == fromWall || fromWall == MapGenerator.TILE_MACRO_ALL)) {
|
||||
MapGenerator.map.setTileTerrain(x, y, to)
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ((MapGenerator.map.getTileFromTerrain(x, y) == fromTerr || fromTerr == MapGenerator.TILE_MACRO_ALL)
|
||||
&& (MapGenerator.map.getTileFromWall(x, y) == fromWall || fromWall == MapGenerator.TILE_MACRO_ALL)) {
|
||||
MapGenerator.map.setTileTerrain(x, y, to)
|
||||
}
|
||||
|
||||
@@ -36,10 +36,13 @@ class TileProp {
|
||||
set(value) {
|
||||
realLum = value
|
||||
}
|
||||
get() = if (id == TileNameCode.SUNSTONE)
|
||||
get() = // specify special tiles; else return real luminosity recorded in CSV
|
||||
if (id == TileNameCode.SUNSTONE)
|
||||
Terrarum.game.map.globalLight
|
||||
else if (id == TileNameCode.DAYLIGHT_CAPACITOR)
|
||||
Terrarum.game.globalLightByTime(WorldTime.DAY_LENGTH / 2)
|
||||
else if (id == TileNameCode.TORCH)
|
||||
TilePropUtil.getTorchFlicker(realLum)
|
||||
else
|
||||
realLum
|
||||
|
||||
|
||||
@@ -10,7 +10,13 @@ import java.io.IOException
|
||||
/**
|
||||
* Created by minjaesong on 16-02-16.
|
||||
*/
|
||||
class TilePropCodex {
|
||||
object TilePropCodex {
|
||||
|
||||
private lateinit var tileProps: Array<TileProp>
|
||||
|
||||
val CSV_PATH = "./src/net/torvald/terrarum/tileproperties/tileprop.csv"
|
||||
|
||||
const val TILE_UNIQUE_MAX = MapLayer.RANGE * PairedMapLayer.RANGE
|
||||
|
||||
init {
|
||||
tileProps = Array<TileProp>(TILE_UNIQUE_MAX + 1,
|
||||
@@ -38,82 +44,73 @@ class TilePropCodex {
|
||||
|
||||
}
|
||||
|
||||
companion object {
|
||||
|
||||
private lateinit var tileProps: Array<TileProp>
|
||||
|
||||
val CSV_PATH = "./src/net/torvald/terrarum/tileproperties/tileprop.csv"
|
||||
|
||||
const val TILE_UNIQUE_MAX = MapLayer.RANGE * PairedMapLayer.RANGE
|
||||
|
||||
fun getProp(index: Int, damage: Int): TileProp {
|
||||
try {
|
||||
tileProps[idDamageToIndex(index, damage)].id
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
throw NullPointerException("Tile prop with id $index and damage $damage does not exist.")
|
||||
}
|
||||
|
||||
return tileProps[idDamageToIndex(index, damage)]
|
||||
fun getProp(index: Int, damage: Int): TileProp {
|
||||
try {
|
||||
tileProps[idDamageToIndex(index, damage)].id
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
throw NullPointerException("Tile prop with id $index and damage $damage does not exist.")
|
||||
}
|
||||
|
||||
fun getProp(rawIndex: Int?): TileProp {
|
||||
try {
|
||||
tileProps[rawIndex ?: TileNameCode.NULL].id
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
throw NullPointerException("Tile prop with raw id $rawIndex does not exist.")
|
||||
}
|
||||
|
||||
return tileProps[rawIndex ?: TileNameCode.NULL]
|
||||
}
|
||||
|
||||
private fun setProp(prop: TileProp, record: CSVRecord) {
|
||||
prop.nameKey = record.get("name")
|
||||
|
||||
prop.id = idDamageToIndex(intVal(record, "id"), intVal(record, "dmg"))
|
||||
|
||||
prop.opacity = intVal(record, "opacity")
|
||||
prop.strength = intVal(record, "strength")
|
||||
prop.density = intVal(record, "dsty")
|
||||
prop.luminosity = intVal(record, "lumcolor")
|
||||
prop.drop = intVal(record, "drop")
|
||||
prop.dropDamage = intVal(record, "ddmg")
|
||||
prop.friction = intVal(record, "friction")
|
||||
|
||||
prop.isFluid = boolVal(record, "fluid")
|
||||
prop.isSolid = boolVal(record, "solid")
|
||||
prop.isWallable = boolVal(record, "wall")
|
||||
prop.isFallable = boolVal(record, "fall")
|
||||
|
||||
print(formatNum3(intVal(record, "id")) + ":" + formatNum2(intVal(record, "dmg")))
|
||||
println("\t" + prop.nameKey)
|
||||
}
|
||||
|
||||
private fun intVal(rec: CSVRecord, s: String): Int {
|
||||
var ret = -1
|
||||
try {
|
||||
ret = Integer.decode(rec.get(s))!!
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
}
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
private fun boolVal(rec: CSVRecord, s: String) = intVal(rec, s) != 0
|
||||
|
||||
fun idDamageToIndex(index: Int, damage: Int) = index * PairedMapLayer.RANGE + damage
|
||||
|
||||
private fun formatNum3(i: Int): String {
|
||||
if (i < 10)
|
||||
return "00" + i
|
||||
else if (i < 100)
|
||||
return "0" + i
|
||||
else
|
||||
return i.toString()
|
||||
}
|
||||
|
||||
private fun formatNum2(i: Int) = if (i < 10) "0" + i else i.toString()
|
||||
return tileProps[idDamageToIndex(index, damage)]
|
||||
}
|
||||
|
||||
fun getProp(rawIndex: Int?): TileProp {
|
||||
try {
|
||||
tileProps[rawIndex ?: TileNameCode.NULL].id
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
throw NullPointerException("Tile prop with raw id $rawIndex does not exist.")
|
||||
}
|
||||
|
||||
return tileProps[rawIndex ?: TileNameCode.NULL]
|
||||
}
|
||||
|
||||
private fun setProp(prop: TileProp, record: CSVRecord) {
|
||||
prop.nameKey = record.get("name")
|
||||
|
||||
prop.id = idDamageToIndex(intVal(record, "id"), intVal(record, "dmg"))
|
||||
|
||||
prop.opacity = intVal(record, "opacity")
|
||||
prop.strength = intVal(record, "strength")
|
||||
prop.density = intVal(record, "dsty")
|
||||
prop.luminosity = intVal(record, "lumcolor")
|
||||
prop.drop = intVal(record, "drop")
|
||||
prop.dropDamage = intVal(record, "ddmg")
|
||||
prop.friction = intVal(record, "friction")
|
||||
|
||||
prop.isFluid = boolVal(record, "fluid")
|
||||
prop.isSolid = boolVal(record, "solid")
|
||||
prop.isWallable = boolVal(record, "wall")
|
||||
prop.isFallable = boolVal(record, "fall")
|
||||
|
||||
print(formatNum3(intVal(record, "id")) + ":" + formatNum2(intVal(record, "dmg")))
|
||||
println("\t" + prop.nameKey)
|
||||
}
|
||||
|
||||
private fun intVal(rec: CSVRecord, s: String): Int {
|
||||
var ret = -1
|
||||
try {
|
||||
ret = Integer.decode(rec.get(s))!!
|
||||
}
|
||||
catch (e: NullPointerException) {
|
||||
}
|
||||
|
||||
return ret
|
||||
}
|
||||
|
||||
private fun boolVal(rec: CSVRecord, s: String) = intVal(rec, s) != 0
|
||||
|
||||
fun idDamageToIndex(index: Int, damage: Int) = index * PairedMapLayer.RANGE + damage
|
||||
|
||||
private fun formatNum3(i: Int): String {
|
||||
if (i < 10)
|
||||
return "00" + i
|
||||
else if (i < 100)
|
||||
return "0" + i
|
||||
else
|
||||
return i.toString()
|
||||
}
|
||||
|
||||
private fun formatNum2(i: Int) = if (i < 10) "0" + i else i.toString()
|
||||
}
|
||||
|
||||
57
src/net/torvald/terrarum/tileproperties/TilePropUtil.kt
Normal file
57
src/net/torvald/terrarum/tileproperties/TilePropUtil.kt
Normal file
@@ -0,0 +1,57 @@
|
||||
package net.torvald.terrarum.tileproperties
|
||||
|
||||
import com.jme3.math.FastMath
|
||||
import net.torvald.random.HQRNG
|
||||
import net.torvald.terrarum.Terrarum
|
||||
import net.torvald.terrarum.mapdrawer.LightmapRenderer
|
||||
|
||||
/**
|
||||
* Created by minjaesong on 16-06-16.
|
||||
*/
|
||||
object TilePropUtil {
|
||||
var flickerFuncX = 0 // in milliseconds; saves current status of func
|
||||
val flickerFuncDomain = 50 // time between two noise sample, in milliseconds
|
||||
val flickerFuncRange = 0.012f // intensity [0, 1]
|
||||
//val torchIntensityOffset = -0.04f
|
||||
|
||||
val random = HQRNG();
|
||||
var funcY = 0f
|
||||
|
||||
var patternThis = getNewPattern()
|
||||
var patternNext = getNewPattern()
|
||||
|
||||
init {
|
||||
|
||||
}
|
||||
|
||||
fun getTorchFlicker(baseLum: Int): Int {
|
||||
funcY = linearInterpolation1D(patternThis, patternNext,
|
||||
flickerFuncX.toFloat() / flickerFuncDomain
|
||||
)
|
||||
|
||||
return LightmapRenderer.brightenUniform(baseLum, funcY)
|
||||
}
|
||||
|
||||
fun torchFlickerTickClock() {
|
||||
flickerFuncX += Terrarum.game.DELTA_T
|
||||
|
||||
if (flickerFuncX > flickerFuncDomain) {
|
||||
flickerFuncX -= flickerFuncDomain
|
||||
|
||||
patternThis = patternNext
|
||||
patternNext = getNewPattern()
|
||||
}
|
||||
}
|
||||
|
||||
private fun getNewPattern(): Float = random.nextFloat().times(2).minus(1f) * flickerFuncRange
|
||||
|
||||
private fun cosineInterpolation1D(a: Float, b: Float, x: Float): Float{
|
||||
val ft: Float = x * FastMath.PI;
|
||||
val f: Float = (1 - FastMath.cos(ft)) * 0.5f;
|
||||
|
||||
return a * (1 - f) + b * f;
|
||||
}
|
||||
|
||||
private fun linearInterpolation1D(a: Float, b: Float, x: Float) =
|
||||
a * (1 - x) + b * x;
|
||||
}
|
||||
@@ -41,7 +41,7 @@
|
||||
"10"; "2";"TILE_PLATFORM_EBONY" ; "8396808"; "1"; "N/A"; "0"; "0"; "0"; "0"; "10"; "2"; "0";"16"
|
||||
"10"; "3";"TILE_PLATFORM_BIRCH" ; "8396808"; "1"; "N/A"; "0"; "0"; "0"; "0"; "10"; "3"; "0";"16"
|
||||
"10"; "4";"TILE_PLATFORM_BLOODROSE" ; "8396808"; "1"; "N/A"; "0"; "0"; "0"; "0"; "10"; "4"; "0";"16"
|
||||
"11"; "0";"TILE_TORCH" ; "8396808"; "0"; "N/A"; "0"; "0"; "0"; "267518016"; "11"; "0"; "0";"16"
|
||||
"11"; "0";"TILE_TORCH" ; "8396808"; "0"; "N/A"; "0"; "0"; "0"; "266453040"; "11"; "0"; "0";"16"
|
||||
"11"; "1";"TILE_TORCH_FROST" ; "8396808"; "0"; "N/A"; "0"; "0"; "0"; "81916159"; "11"; "1"; "0";"16"
|
||||
"12"; "0";"TILE_TORCH" ; "8396808"; "0"; "N/A"; "0"; "0"; "0"; "0"; "11"; "0"; "0";"16"
|
||||
"12"; "1";"TILE_TORCH_FROST" ; "8396808"; "0"; "N/A"; "0"; "0"; "0"; "0"; "11"; "1"; "0";"16"
|
||||
@@ -122,7 +122,7 @@
|
||||
## Notes ##
|
||||
|
||||
# Friction: 0: frictionless, <16: slippery, 16: regular, >16: sticky
|
||||
# Opacity/Lumcolor: 40-step RGB
|
||||
# Opacity/Lumcolor: 30-bit RGB
|
||||
# Solid: whether the tile has full collision
|
||||
# movr: Movement resistance, (walkspeedmax) / (1 + (n/16)), 16 halves movement speed
|
||||
# dsty: density. As we are putting water an 1000, it is identical to specific gravity. [g/l]
|
||||
@@ -131,7 +131,7 @@
|
||||
## Illuminators ##
|
||||
|
||||
# Illuminator white: RGB(228,238,234), simulation of a halophosphate FL lamp (If you want high CRI lamp, collect a daylight!)
|
||||
# Defalut torch : L 70 a 51 b 59; real candlelight colour taken from properly configured camera.
|
||||
# Defalut torch : L 64 a 51 b 59; real candlelight colour taken from properly configured camera.
|
||||
# Sunstone: Artificial sunlight, change colour over time in sync with sunlight. The light is set by game's code.
|
||||
# Sunlight capacitor: daylight at noon. Set by game's code.
|
||||
|
||||
|
||||
|
Can't render this file because it contains an unexpected character in line 1 and column 18.
|
@@ -72,6 +72,10 @@ class BasicDebugInfoWindow:UICanvas {
|
||||
val hitbox = player.hitbox
|
||||
val nextHitbox = player.nextHitbox
|
||||
|
||||
/**
|
||||
* First column
|
||||
*/
|
||||
|
||||
printLine(g, 1, "posX "
|
||||
+ ccG
|
||||
+ "${hitbox.pointedX.toString()}"
|
||||
@@ -95,21 +99,18 @@ class BasicDebugInfoWindow:UICanvas {
|
||||
printLine(g, 6, "noClip $ccG${player.noClip}")
|
||||
|
||||
val lightVal: String
|
||||
var mtX = mouseTileX.toString()
|
||||
var mtY = mouseTileY.toString()
|
||||
val mtX = mouseTileX.toString()
|
||||
val mtY = mouseTileY.toString()
|
||||
val valRaw = LightmapRenderer.getValueFromMap(mouseTileX, mouseTileY) ?: -1
|
||||
val rawR = valRaw.rawR()
|
||||
val rawG = valRaw.rawG()
|
||||
val rawB = valRaw.rawB()
|
||||
lightVal = if (valRaw == -1)
|
||||
"—"
|
||||
else
|
||||
valRaw.toInt().toString() + " (" +
|
||||
|
||||
lightVal = if (valRaw == -1) "—"
|
||||
else valRaw.toInt().toString() + " (" +
|
||||
rawR.toString() + " " +
|
||||
rawG.toString() + " " +
|
||||
rawB.toString() + ")"
|
||||
|
||||
|
||||
printLine(g, 7, "light@cursor $ccG$lightVal")
|
||||
|
||||
val tileNo: String
|
||||
@@ -142,7 +143,7 @@ class BasicDebugInfoWindow:UICanvas {
|
||||
g.color = GameFontBase.codeToCol["y"]
|
||||
g.drawString("${ccY}MEM ", (Terrarum.WIDTH - 15 * 8 - 2).toFloat(), 2f)
|
||||
//g.drawString("${ccY}FPS $ccG${Terrarum.appgc.fps}", (Terrarum.WIDTH - 6 * 8 - 2).toFloat(), 10f)
|
||||
g.drawString("${ccY}CPUs ${if (Terrarum.getConfigBoolean("multithread")) ccG else ccR}${Terrarum.CORES}",
|
||||
g.drawString("${ccY}CPUs ${if (Terrarum.MULTITHREAD) ccG else ccR}${Terrarum.CORES}",
|
||||
(Terrarum.WIDTH - 2 - 6*8).toFloat(), 10f)
|
||||
|
||||
g.color = GameFontBase.codeToCol["g"]
|
||||
|
||||
Reference in New Issue
Block a user