mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 20:31:51 +09:00
more updates that looks for worldchangequeue
This commit is contained in:
@@ -71,9 +71,9 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
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val actorContainerInactive = SortedArrayList<Actor>(ACTORCONTAINER_INITIAL_SIZE)
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// FIXME queues will not work; input processing (blocks will queue) and queue consuming cannot be synchronised
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protected val terrainChangeQueue = ArrayList<BlockChangeQueueItem>()
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protected val wallChangeQueue = ArrayList<BlockChangeQueueItem>()
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protected val wireChangeQueue = ArrayList<BlockChangeQueueItem>() // if 'old' is set and 'new' is blank, it's a wire cutter
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val terrainChangeQueue = ArrayList<BlockChangeQueueItem>()
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val wallChangeQueue = ArrayList<BlockChangeQueueItem>()
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val wireChangeQueue = ArrayList<BlockChangeQueueItem>() // if 'old' is set and 'new' is blank, it's a wire cutter
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override fun hide() {
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}
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@@ -628,6 +628,8 @@ open class ActorWithBody(renderOrder: RenderOrder, val physProp: PhysProperties,
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fun Double.modTileDelta() = this - this.modTile()
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// the job of the ccd is that the "next hitbox" would not dig into the terrain greater than the tile size,
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// in which the modTileDelta returns a wrong value
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val vectorSum = (externalV + controllerV)
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val ccdSteps = (vectorSum.magnitude / TILE_SIZE).floorInt().coerceIn(2, 16) // adaptive
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@@ -17,6 +17,8 @@ import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
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import net.torvald.terrarum.modulebasegame.gameactors.BlockBoxIndex
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import net.torvald.terrarum.modulebasegame.gameactors.Electric
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import net.torvald.terrarum.modulebasegame.gameactors.FixtureBase
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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import net.torvald.terrarum.worlddrawer.WorldCamera
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import net.torvald.util.IntArrayStack
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import org.dyn4j.geometry.Vector2
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import org.khelekore.prtree.*
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@@ -95,6 +97,8 @@ object WorldSimulator {
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updateYTo = updateYFrom + DOUBLE_RADIUS
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}
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degrass()
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AppLoader.measureDebugTime("WorldSimulator.fluids") {
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//moveFluids(delta)
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}
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@@ -145,6 +149,52 @@ object WorldSimulator {
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null
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}
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fun degrass() {
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if (ingame.terrainChangeQueue.isNotEmpty()) { AppLoader.measureDebugTime("WorldSimulator.degrass") {
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//val grassPlacedByPlayer = ArrayList<IngameInstance.BlockChangeQueueItem>()
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ingame.terrainChangeQueue.forEach {
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if (BlockCodex[it.new].isSolid) {
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if (world.getTileFromTerrain(it.posX, it.posY + 1) == Block.GRASS) {
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//grassPlacedByPlayer.add(it)
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world.setTileTerrain(it.posX, it.posY + 1, Block.DIRT, true)
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}
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}
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}
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// kill grasses surrounded by dirts in cruciform formation
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// NOPE this part would not work; environment-depending degrassing must be done by the "grass spread simulator"
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/*val for_y_start = (WorldCamera.y.toFloat() / TILE_SIZE).floorInt()
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val for_y_end = for_y_start + BlocksDrawer.tilesInVertical - 1
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val for_x_start = (WorldCamera.x.toFloat() / TILE_SIZE).floorInt()
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val for_x_end = for_x_start + BlocksDrawer.tilesInHorizontal - 1
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for (y in for_y_start..for_y_end) {
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for (x in for_x_start..for_x_end) {
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// do not de-grass ones placed by player
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var nogo = false
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grassPlacedByPlayer.forEach {
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if (x == it.posX && y == it.posY) nogo = true
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}
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if (!nogo) {
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val tile = world.getTileFromTerrain(x, y)
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if (tile == Block.GRASS) {
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if (world.getTileFromTerrain(x - 1, y) != Block.GRASS &&
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world.getTileFromTerrain(x + 1, y) != Block.GRASS &&
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world.getTileFromTerrain(x, y - 1) != Block.GRASS &&
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world.getTileFromTerrain(x, y + 1) != Block.GRASS) {
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world.setTileTerrain(x, y, Block.DIRT, true)
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}
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}
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}
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}
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}*/
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} }
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}
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/**
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* displace fluids. Note that the code assumes the gravity pulls things downward ONLY,
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* which means you'll need to modify the code A LOT if you're going to implement zero- or
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@@ -69,6 +69,20 @@ open class FixtureBase(
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// TODO check for despawn code here
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}
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private fun fillFillerBlock(bypassEvent: Boolean = false) {
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forEachBlockbox { x, y ->
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//printdbg(this, "fillerblock ${blockBox.collisionType} at ($x, $y)")
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if (blockBox.collisionType == BlockBox.ALLOW_MOVE_DOWN) {
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// if the collision type is allow_move_down, only the top surface tile should be "the platform"
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// lower part must not have such property (think of the table!)
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// TODO does this ACTUALLY work ?!
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world!!.setTileTerrain(x, y, if (y == worldBlockPos!!.y) BlockBox.ALLOW_MOVE_DOWN else BlockBox.NO_COLLISION, bypassEvent)
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}
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else
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world!!.setTileTerrain(x, y, blockBox.collisionType, bypassEvent)
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}
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}
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/**
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* Adds this instance of the fixture to the world
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*
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@@ -109,17 +123,7 @@ open class FixtureBase(
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worldBlockPos = Point2i(posX, posY)
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// fill the area with the filler blocks
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forEachBlockbox { x, y ->
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printdbg(this, "fillerblock ${blockBox.collisionType} at ($x, $y)")
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if (blockBox.collisionType == BlockBox.ALLOW_MOVE_DOWN) {
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// if the collision type is allow_move_down, only the top surface tile should be "the platform"
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// lower part must not have such property (think of the table!)
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// TODO does this ACTUALLY work ?!
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world!!.setTileTerrain(x, y, if (y == posY) BlockBox.ALLOW_MOVE_DOWN else BlockBox.NO_COLLISION, false)
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}
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else
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world!!.setTileTerrain(x, y, blockBox.collisionType, false)
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}
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fillFillerBlock()
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this.isVisible = true
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@@ -142,43 +146,27 @@ open class FixtureBase(
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// remove filler block
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forEachBlockbox { x, y ->
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if (world!!.getTileFromTerrain(x, y) == blockBox.collisionType) {
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world!!.setTileTerrain(x, y, Block.AIR, false)
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}
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}
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worldBlockPos = null
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mainUI?.dispose()
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this.isVisible = false
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// TODO drop self as an item (instance of DroppedItem)
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}
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override fun update(delta: Float) {
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super.update(delta)
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val posX = worldBlockPos!!.x
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val posY = worldBlockPos!!.y
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var dropThis = false
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// remove filler block
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outerLoop@
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for (x in posX until posX + blockBox.width) {
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for (y in posY until posY + blockBox.height) {
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if (world!!.getTileFromTerrain(x, y) != blockBox.collisionType) {
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dropThis = true
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break@outerLoop
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}
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}
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// if not flagged to despawn and not actually despawned (which sets worldBlockPos as null), always fill up fillerBlock
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if (!flagDespawn && worldBlockPos != null) {
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fillFillerBlock(true)
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}
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if (dropThis) {
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// fill blockbox with air
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forEachBlockbox { x, y ->
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if (world!!.getTileFromTerrain(x, y) == blockBox.collisionType) {
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world!!.setTileTerrain(x, y, Block.AIR, false)
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}
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}
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// TODO drop self as an item (instance of DroppedItem)
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else if (flagDespawn) {
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despawn()
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}
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}
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@@ -3,6 +3,7 @@ package net.torvald.terrarum.modulebasegame.gameitems
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import net.torvald.terrarum.Point2d
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import net.torvald.terrarum.Point2i
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.BlockCodex
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import net.torvald.terrarum.blockproperties.WireCodex
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import net.torvald.terrarum.gameactors.ActorWithBody
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import net.torvald.terrarum.gameitem.GameItem
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@@ -39,11 +40,14 @@ object BlockBase {
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if (!ret1) return ret1
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}
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// return false if the tile is already there
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// return false if the tile underneath is:
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// 0. same tile
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// 1. actorblock
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if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
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gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
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gameItem.inventoryCategory == GameItem.Category.WALL &&
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gameItem.dynamicID == "wall@"+ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
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gameItem.dynamicID == "wall@" + ingame.world.getTileFromWall(mouseTile.x, mouseTile.y) ||
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BlockCodex[ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)].nameKey.contains("ACTORBLOCK_")
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)
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return false
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