fixed a bug where non-solid blocks would still placed indefinitely

This commit is contained in:
minjaesong
2022-07-22 17:19:43 +09:00
parent 6495e741e6
commit c903d48073
7 changed files with 135 additions and 31 deletions

View File

@@ -44,8 +44,13 @@ object BlockBase {
val terrainUnderCursor = ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)
val wallUnderCursor = ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
// return false if there is a tile already
if (isWall && BlockCodex[wallUnderCursor].isSolid || !isWall && (BlockCodex[terrainUnderCursor].isSolid || BlockCodex[terrainUnderCursor].isActorBlock))
// return false if there is a same tile already (including non-solid!)
if (isWall && wallUnderCursor == itemID || !isWall && terrainUnderCursor == itemID)
return@mouseInInteractableRange -1L
// return false if there is a "solid" tile already
if (isWall && BlockCodex[wallUnderCursor].isSolid ||
!isWall && (BlockCodex[terrainUnderCursor].isSolid || BlockCodex[terrainUnderCursor].isActorBlock))
return@mouseInInteractableRange -1L
// filter passed, do the job

View File

@@ -10,6 +10,7 @@ import net.torvald.terrarum.gameitems.mouseInInteractableRange
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.FixtureBase
import net.torvald.terrarum.modulebasegame.gameactors.IngamePlayer
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
import java.util.concurrent.atomic.AtomicBoolean
import java.util.concurrent.atomic.AtomicReference
@@ -86,7 +87,7 @@ open class FixtureItemBase(originalID: ItemID, val fixtureClassName: String) : G
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = mouseInInteractableRange(actor) {
val item = ghostItem.getAndSet(makeFixture()) // renew the "ghost" otherwise you'll be spawning exactly the same fixture again; old ghost will be returned
if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY)) 1 else -1
if (item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY, if (actor is IngamePlayer) actor.uuid else null)) 1 else -1
// return true when placed, false when cannot be placed
}