implemented player 'reach' for items

This commit is contained in:
minjaesong
2021-10-04 12:03:34 +09:00
parent ea2525e4df
commit e0fbc54839
22 changed files with 154 additions and 172 deletions

View File

@@ -1,10 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="RunConfigurationProducerService">
<option name="ignoredProducers">
<set>
<option value="com.android.tools.idea.compose.preview.runconfiguration.ComposePreviewRunConfigurationProducer" />
</set>
</option>
</component>
</project>

View File

@@ -23,10 +23,12 @@
"encumbrance": 1000,
"basedefence": 100,
"basereach": 50,
"basereach": 56,
"toolsize": 15,
"intelligent": true
"intelligent": true,
"barehandactionminheight": 80,
"basebarehanddiggingsize": 0.5
}

View File

@@ -27,6 +27,8 @@
"toolsize": 40,
"intelligent": true
"intelligent": true,
"barehandactionminheight": 40,
"basebarehanddiggingsize": 1.0
}

View File

@@ -184,13 +184,13 @@ open class IngameInstance(val batch: SpriteBatch) : Screen {
/**
* Event for triggering held item's `startPrimaryUse(Float)`
*/
open fun worldPrimaryClickStart(delta: Float) {
open fun worldPrimaryClickStart(actor: ActorWithBody, delta: Float) {
}
/**
* Event for triggering held item's `endPrimaryUse(Float)`
*/
open fun worldPrimaryClickEnd(delta: Float) {
open fun worldPrimaryClickEnd(actor: ActorWithBody, delta: Float) {
}
/**

View File

@@ -26,7 +26,7 @@ import kotlin.math.roundToInt
/**
* Actor with body movable. Base class for every actor that has animated sprites. This includes furnishings, paintings, gadgets, etc.
* Actor with body movable; or more like, 'Actor that has defined XY-Position'. Base class for every actor that has animated sprites. This includes furnishings, paintings, gadgets, etc.
* Also has all the usePhysics
*
* @param renderOrder Rendering order (BEHIND, MIDDLE, MIDTOP, FRONT)
@@ -206,6 +206,41 @@ open class ActorWithBody : Actor {
field = value
}
var avBaseScale: Double // use canonical "scale" for apparent scale (base * buff)
get() = actorValue.getAsDouble(AVKey.SCALE) ?: 1.0
set(value) {
actorValue[AVKey.SCALE] = value
}
/**
* Apparent strength. 1 000 is default value
*/
val avStrength: Double
get() = (actorValue.getAsDouble(AVKey.STRENGTH) ?: 1000.0) *
(actorValue.getAsDouble(AVKey.STRENGTHBUFF) ?: 1.0) * scale
var avBaseStrength: Double?
get() = actorValue.getAsDouble(AVKey.STRENGTH)
set(value) {
actorValue[AVKey.STRENGTH] = value!!
}
var avBaseMass: Double
inline get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT
set(value) {
if (value <= 0 || value.isNaN() || value.isInfinite())
throw IllegalArgumentException("Tried to set base mass to invalid value ($value)")
actorValue[AVKey.BASEMASS] = value
}
val avAcceleration: Double
get() { if (accelMultMovement.isNaN()) println("accelMultMovement: $accelMultMovement")
return actorValue.getAsDouble(AVKey.ACCEL)!! *
(actorValue.getAsDouble(AVKey.ACCELBUFF) ?: 1.0) *
accelMultMovement *
scale.sqrt()
}
val avSpeedCap: Double
get() = actorValue.getAsDouble(AVKey.SPEED)!! *
(actorValue.getAsDouble(AVKey.SPEEDBUFF) ?: 1.0) *
speedMultByTile *
scale.sqrt()
/**
* Flags and Properties
@@ -1877,43 +1912,6 @@ open class ActorWithBody : Actor {
@Transient private val HITBOX_COLOURS1 = Color(0xFFFF0088.toInt())
}
// gameplay-related actorvalue macros
var avBaseScale: Double // use canonical "scale" for apparent scale (base * buff)
get() = actorValue.getAsDouble(AVKey.SCALE) ?: 1.0
set(value) {
actorValue[AVKey.SCALE] = value
}
/**
* Apparent strength. 1 000 is default value
*/
internal val avStrength: Double
get() = (actorValue.getAsDouble(AVKey.STRENGTH) ?: 1000.0) *
(actorValue.getAsDouble(AVKey.STRENGTHBUFF) ?: 1.0) * scale
internal var avBaseStrength: Double?
get() = actorValue.getAsDouble(AVKey.STRENGTH)
set(value) {
actorValue[AVKey.STRENGTH] = value!!
}
internal var avBaseMass: Double
inline get() = actorValue.getAsDouble(AVKey.BASEMASS) ?: MASS_DEFAULT
set(value) {
if (value <= 0 || value.isNaN() || value.isInfinite())
throw IllegalArgumentException("Tried to set base mass to invalid value ($value)")
actorValue[AVKey.BASEMASS] = value
}
internal val avAcceleration: Double
get() { if (accelMultMovement.isNaN()) println("accelMultMovement: $accelMultMovement")
return actorValue.getAsDouble(AVKey.ACCEL)!! *
(actorValue.getAsDouble(AVKey.ACCELBUFF) ?: 1.0) *
accelMultMovement *
scale.sqrt()
}
internal val avSpeedCap: Double
get() = actorValue.getAsDouble(AVKey.SPEED)!! *
(actorValue.getAsDouble(AVKey.SPEEDBUFF) ?: 1.0) *
speedMultByTile *
scale.sqrt()
private fun Double.toPositiveRad() = // rad(0..pi, -pi..0) -> rad(0..2pi)
if (-Math.PI <= this && this < 0.0)

View File

@@ -130,8 +130,8 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
// also, some UIs should NOT affect item usage (e.g. quickslot) and ingame's uiOpened property is doing
// the very job.
if (Gdx.input.isButtonPressed(App.getConfigInt("config_mouseprimary")) && !worldPrimaryClickLatched) {
terrarumIngame.worldPrimaryClickStart(App.UPDATE_RATE)
if (terrarumIngame.actorNowPlaying != null && Gdx.input.isButtonPressed(App.getConfigInt("config_mouseprimary")) && !worldPrimaryClickLatched) {
terrarumIngame.worldPrimaryClickStart(terrarumIngame.actorNowPlaying!!, App.UPDATE_RATE)
worldPrimaryClickLatched = true
}
/*if Gdx.input.isButtonPressed(AppLoader.getConfigInt("config_mousesecondary")) {
@@ -219,9 +219,10 @@ class IngameController(val terrarumIngame: TerrarumIngame) : InputAdapter() {
if (terrarumIngame.uiContainer.map { if ((it?.isOpening == true || it?.isOpened == true) && it.mouseUp) 1 else 0 }.sum() == 0) { // no UI on the mouse, right?
if (
button == App.getConfigInt("config_mouseprimary") ||
button == App.getConfigInt("config_mousesecondary")) {
terrarumIngame.worldPrimaryClickEnd(App.UPDATE_RATE)
terrarumIngame.actorNowPlaying != null &&
(button == App.getConfigInt("config_mouseprimary") ||
button == App.getConfigInt("config_mousesecondary"))) {
terrarumIngame.worldPrimaryClickEnd(terrarumIngame.actorNowPlaying!!, App.UPDATE_RATE)
}
/*if (button == AppLoader.getConfigInt("config_mousesecondary")) {
ingame.worldSecondaryClickEnd(AppLoader.UPDATE_RATE)

View File

@@ -3,14 +3,16 @@ package net.torvald.terrarum.gameitem
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.random.HQRNG
import net.torvald.terrarum.Codex
import net.torvald.terrarum.ItemCodex
import net.torvald.terrarum.ItemValue
import net.torvald.terrarum.*
import net.torvald.terrarum.ReferencingRanges.PREFIX_DYNAMICITEM
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.langpack.Lang
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
import org.dyn4j.geometry.Vector2
typealias ItemID = String
@@ -151,12 +153,12 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
/**
* Effects applied continuously while in pocket
*/
open fun effectWhileInPocket(delta: Float) { }
open fun effectWhileInPocket(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied immediately only once if picked up
*/
open fun effectWhenPickedUp(delta: Float) { }
open fun effectWhenPickedUp(actor: ActorWithBody, delta: Float) { }
/**
* Apply effects (continuously or not) while primary button is down.
@@ -174,7 +176,7 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
* Consumption function is executed in net.torvald.terrarum.gamecontroller.IngameController,
* in which the function itself is defined in net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
*/
open fun startPrimaryUse(delta: Float): Boolean = false
open fun startPrimaryUse(actor: ActorWithBody, delta: Float): Boolean = false
/**
* I have decided that left and right clicks must do the same thing, so no secondary use from now on. --Torvald on 2019-05-26
@@ -190,23 +192,23 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
*/
//open fun startSecondaryUse(delta: Float): Boolean = false
open fun endPrimaryUse(delta: Float): Boolean = false
open fun endSecondaryUse(delta: Float): Boolean = false
open fun endPrimaryUse(actor: ActorWithBody, delta: Float): Boolean = false
open fun endSecondaryUse(actor: ActorWithBody, delta: Float): Boolean = false
/**
* Effects applied immediately only once if thrown (discarded) from pocket
*/
open fun effectWhenThrown(delta: Float) { }
open fun effectWhenThrown(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied (continuously or not) when equipped (drawn/pulled out)
*/
open fun effectWhenEquipped(delta: Float) { }
open fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied only once when unequipped
*/
open fun effectOnUnequip(delta: Float) { }
open fun effectOnUnequip(actor: ActorWithBody, delta: Float) { }
override fun toString(): String {
@@ -306,6 +308,7 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
return this
}
companion object {
val DURABILITY_NA = 0
@@ -320,7 +323,15 @@ abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneabl
}
}
}
fun inInteractableRange(actor: ActorWithBody, action: () -> Boolean): Boolean {
val mousePos1 = Vector2(Terrarum.mouseX, Terrarum.mouseY)
val mousePos2 = Vector2(Terrarum.mouseX + INGAME.world.width * TILE_SIZED, Terrarum.mouseY)
val mousePos3 = Vector2(Terrarum.mouseX - INGAME.world.width * TILE_SIZED, Terrarum.mouseY)
val actorPos = actor.centrePosVector
val dist = minOf(actorPos.distanceSquared(mousePos1), actorPos.distanceSquared(mousePos2), actorPos.distanceSquared(mousePos3))
val distMax = actor.actorValue.getAsInt(AVKey.BASEREACH)!! * actor.scale // perform some error checking here
if (dist <= distMax.sqr()) return action() else return false
}
fun IntRange.pickRandom() = HQRNG().nextInt(this.endInclusive - this.start + 1) + this.start // count() on 200 million entries? Se on vitun hyvää idea
fun IntArray.pickRandom(): Int = this[HQRNG().nextInt(this.size)]
fun DoubleArray.pickRandom(): Double = this[HQRNG().nextInt(this.size)]

View File

@@ -1,6 +1,6 @@
package net.torvald.terrarum.itemproperties
import net.torvald.terrarum.modulebasegame.gameactors.ActorHumanoid
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.sqrt
/**
@@ -16,7 +16,7 @@ object Calculate {
*
* TODO Newtons as unit?
*/
@JvmStatic fun pickaxePower(actor: ActorHumanoid, material: Material): Float {
@JvmStatic fun pickaxePower(actor: ActorWithBody, material: Material): Float {
return (4.0 * material.forceMod.toDouble().sqrt() * (actor.avStrength / 1000.0)).toFloat()
}

View File

@@ -4,6 +4,7 @@ import net.torvald.terrarum.*
import net.torvald.terrarum.App.IS_DEVELOPMENT_BUILD
import net.torvald.terrarum.App.printdbg
import net.torvald.terrarum.blockproperties.BlockProp
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.modulebasegame.gameitems.BlockBase
import net.torvald.terrarum.modulebasegame.imagefont.WatchFont
@@ -82,12 +83,12 @@ class EntryPoint : ModuleEntryPoint() {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
return BlockBase.blockStartPrimaryUse(this, dynamicID, delta)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Boolean {
return BlockBase.blockStartPrimaryUse(actor, this, dynamicID, delta)
}
override fun effectWhenEquipped(delta: Float) {
BlockBase.blockEffectWhenEquipped(delta)
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.blockEffectWhenEquipped(actor, delta)
}
}

View File

@@ -13,7 +13,6 @@ import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZED
import net.torvald.terrarum.blockproperties.BlockPropUtil
import net.torvald.terrarum.blockstats.BlockStats
import net.torvald.terrarum.blockstats.MinimapComposer
import net.torvald.terrarum.concurrent.ThreadExecutor
import net.torvald.terrarum.console.AVTracker
import net.torvald.terrarum.console.ActorsList
import net.torvald.terrarum.console.Authenticator
@@ -48,7 +47,6 @@ import net.torvald.terrarum.worlddrawer.WorldCamera
import net.torvald.util.CircularArray
import org.khelekore.prtree.PRTree
import java.util.concurrent.locks.ReentrantLock
import kotlin.math.roundToInt
/**
@@ -482,10 +480,10 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
}// END enter
override fun worldPrimaryClickStart(delta: Float) {
override fun worldPrimaryClickStart(actor: ActorWithBody, delta: Float) {
//println("[Ingame] worldPrimaryClickStart $delta")
val itemOnGrip = ItemCodex[actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)]
val itemOnGrip = ItemCodex[(actor as Pocketed).inventory.itemEquipped.get(GameItem.EquipPosition.HAND_GRIP)]
// bring up the UIs of the fixtures (e.g. crafting menu from a crafting table)
var uiOpened = false
@@ -516,15 +514,15 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
// don't want to open the UI and use the item at the same time, would ya?
if (!uiOpened) {
val consumptionSuccessful = itemOnGrip?.startPrimaryUse(delta) ?: false
val consumptionSuccessful = itemOnGrip?.startPrimaryUse(actor, delta) ?: false
if (consumptionSuccessful)
actorNowPlaying?.inventory?.consumeItem(itemOnGrip!!)
(actor as Pocketed).inventory.consumeItem(itemOnGrip!!)
}
}
override fun worldPrimaryClickEnd(delta: Float) {
val itemOnGrip = actorNowPlaying?.inventory?.itemEquipped?.get(GameItem.EquipPosition.HAND_GRIP)
ItemCodex[itemOnGrip]?.endPrimaryUse(delta)
override fun worldPrimaryClickEnd(actor: ActorWithBody, delta: Float) {
val itemOnGrip = (actor as Pocketed).inventory.itemEquipped.get(GameItem.EquipPosition.HAND_GRIP)
ItemCodex[itemOnGrip]?.endPrimaryUse(actor, delta)
}
// I have decided that left and right clicks must do the same thing, so no secondary use from now on. --Torvald on 2019-05-26
@@ -897,7 +895,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
*/
fun updateActors(delta: Float) {
if (false) { // don't multithread this for now, it's SLOWER //if (Terrarum.MULTITHREAD && actorContainerActive.size > Terrarum.THREADS) {
ThreadExecutor.renew()
/*ThreadExecutor.renew()
val actors = actorContainerActive.size.toFloat()
// set up indices
@@ -912,7 +910,7 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
ThreadExecutor.join()
actorNowPlaying?.update(delta)
actorNowPlaying?.update(delta)*/
}
else {
actorContainerActive.forEach {
@@ -921,9 +919,9 @@ open class TerrarumIngame(batch: SpriteBatch) : IngameInstance(batch) {
if (it is Pocketed) {
it.inventory.forEach { inventoryEntry ->
ItemCodex[inventoryEntry.itm]!!.effectWhileInPocket(delta)
ItemCodex[inventoryEntry.itm]!!.effectWhileInPocket(it as ActorWithBody, delta) // kind of an error checking because all Pocketed must be ActorWithBody
if (it.equipped(inventoryEntry.itm)) {
ItemCodex[inventoryEntry.itm]!!.effectWhenEquipped(delta)
ItemCodex[inventoryEntry.itm]!!.effectWhenEquipped(it as ActorWithBody, delta)
}
}
}

View File

@@ -12,7 +12,6 @@ import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.realestate.LandUtil
import org.dyn4j.geometry.Vector2
import java.util.*
/**
* Humanoid actor class to provide same controlling function (such as work, jump)
@@ -213,10 +212,10 @@ open class ActorHumanoid : ActorWithBody, Controllable, Pocketed, Factionable, L
// update inventory items
inventory.forEach {
if (!inventory.itemEquipped.contains(it.itm)) { // unequipped
ItemCodex[it.itm]!!.effectWhileInPocket(delta)
ItemCodex[it.itm]!!.effectWhileInPocket(this, delta)
}
else { // equipped
ItemCodex[it.itm]!!.effectWhenEquipped(delta)
ItemCodex[it.itm]!!.effectWhenEquipped(this, delta)
}
}
}

View File

@@ -4,6 +4,7 @@ import net.torvald.terrarum.INGAME
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.AIControlled
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.ai.ActorAI
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.itemproperties.Material
@@ -49,7 +50,7 @@ open class HumanoidNPC : ActorHumanoid, AIControlled, CanBeAnItem {
override val isDynamic = false
override val material = Material()
override fun startPrimaryUse(delta: Float): Boolean {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Boolean {
try {
// place the actor to the world
this@HumanoidNPC.setPosition(Terrarum.mouseX, Terrarum.mouseY)

View File

@@ -1,10 +1,11 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.App
import net.torvald.terrarum.ItemCodex
import net.torvald.terrarum.gameactors.ActorValue
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.*
/**
* Created by minjaesong on 2016-01-15.
@@ -35,7 +36,7 @@ interface Pocketed {
// Relevant Actorvalue is NOT being updated on time
// They're being safely handled by UIItemInventoryElem*.touchDown() and ActorInventory.remove
item.effectOnUnequip(App.UPDATE_RATE)
item.effectOnUnequip(this as ActorWithBody, App.UPDATE_RATE)
}
fun unequipItem(itemID: ItemID?) {
@@ -66,7 +67,7 @@ interface Pocketed {
if (item.equipPosition >= 0) {
inventory.itemEquipped[item.equipPosition] = item.dynamicID
item.effectWhenEquipped(App.UPDATE_RATE)
item.effectWhenEquipped(this as ActorWithBody, App.UPDATE_RATE)
}
// else do nothing
}

View File

@@ -1,27 +1,10 @@
package net.torvald.terrarum.modulebasegame.gameactors
import net.torvald.terrarum.App
import net.torvald.terrarum.Terrarum
import java.util.concurrent.Callable
import net.torvald.terrarum.*
/**
* Created by minjaesong on 2016-05-25.
*/
class ThreadActorUpdate(val startIndex: Int, val endIndex: Int) : Callable<Unit> {
override fun call() {
for (i in startIndex..endIndex) {
val it = INGAME.actorContainerActive[i]
it.update(App.UPDATE_RATE)
class ThreadActorUpdate(val startIndex: Int, val endIndex: Int) : Runnable {
override fun run() {
if (it is Pocketed) {
it.inventory.forEach { inventoryEntry ->
ItemCodex[inventoryEntry.itm]?.effectWhileInPocket(App.UPDATE_RATE)
if (it.equipped(inventoryEntry.itm)) {
ItemCodex[inventoryEntry.itm]?.effectWhenEquipped(App.UPDATE_RATE)
}
}
}
}
}
}

View File

@@ -1,15 +1,11 @@
package net.torvald.terrarum.modulebasegame.gameitems
import net.torvald.terrarum.Point2d
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.blockproperties.WireCodex
import net.torvald.terrarum.*
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameitem.inInteractableRange
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.*
/**
* Created by minjaesong on 2019-05-02.
@@ -20,7 +16,7 @@ object BlockBase {
* @param dontEncaseActors when set to true, blocks won't be placed where Actors are. You will want to set it false
* for wire items, otherwise you want it to be true.
*/
fun blockStartPrimaryUse(gameItem: GameItem, itemID: ItemID, delta: Float): Boolean {
fun blockStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, itemID: ItemID, delta: Float) = inInteractableRange(actor) {
val ingame = Terrarum.ingame!! as TerrarumIngame
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
@@ -38,7 +34,7 @@ object BlockBase {
if (it is ActorWithBody && it.physProp.usePhysics && it.intTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
}
if (!ret1) return ret1
if (!ret1) return@inInteractableRange ret1
}
// return false if the tile underneath is:
@@ -50,7 +46,7 @@ object BlockBase {
gameItem.dynamicID == "wall@" + ingame.world.getTileFromWall(mouseTile.x, mouseTile.y) ||
BlockCodex[ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y)].nameKey.contains("ACTORBLOCK_")
)
return false
return@inInteractableRange false
// filter passed, do the job
// FIXME this is only useful for Player
@@ -71,21 +67,21 @@ object BlockBase {
)
}
return true
true
}
fun blockEffectWhenEquipped(delta: Float) {
fun blockEffectWhenEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
}
fun wireStartPrimaryUse(gameItem: GameItem, delta: Float): Boolean {
fun wireStartPrimaryUse(actor: ActorWithBody, gameItem: GameItem, delta: Float) = inInteractableRange(actor) {
val itemID = gameItem.originalID
val ingame = Terrarum.ingame!! as TerrarumIngame
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
// return false if the tile is already there
if (ingame.world.getAllWiresFrom(mouseTile.x, mouseTile.y)?.searchFor(itemID) != null)
return false
return@inInteractableRange false
// filter passed, do the job
ingame.world.setTileWire(
@@ -95,7 +91,7 @@ object BlockBase {
false
)
return true
true
}
fun wireEffectWhenEquipped(gameItem: GameItem, delta: Float) {

View File

@@ -5,6 +5,7 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.itemproperties.Material
@@ -36,18 +37,18 @@ class ItemLogicSignalEmitter(originalID: ItemID) : GameItem(originalID) {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Boolean {
val item = FixtureLogicSignalEmitter()
return item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY)
// return true when placed, false when cannot be placed
}
override fun effectWhenEquipped(delta: Float) {
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "signal"
}
override fun effectOnUnequip(delta: Float) {
override fun effectOnUnequip(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
}

View File

@@ -3,8 +3,10 @@ package net.torvald.terrarum.modulebasegame.gameitems
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameitem.inInteractableRange
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.gameactors.FixtureStorageChest
import net.torvald.terrarum.modulebasegame.gameactors.FixtureTikiTorch
@@ -30,10 +32,10 @@ class ItemStorageChest(originalID: ItemID) : GameItem(originalID) {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = inInteractableRange(actor) {
val item = FixtureStorageChest()
return item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - item.blockBox.height + 1)
item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - item.blockBox.height + 1)
// return true when placed, false when cannot be placed
}

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@@ -4,8 +4,10 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameitem.inInteractableRange
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.gameactors.FixtureTikiTorch
import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack
@@ -38,11 +40,12 @@ class ItemTikiTorch(originalID: ItemID) : GameItem(originalID) {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = inInteractableRange(actor) {
val item = FixtureTikiTorch()
return item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - item.blockBox.height + 1)
item.spawn(Terrarum.mouseTileX, Terrarum.mouseTileY - item.blockBox.height + 1)
// return true when placed, false when cannot be placed
}
}

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@@ -1,36 +1,29 @@
package net.torvald.terrarum.modulebasegame.gameitems
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.Point2d
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.*
import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE
import net.torvald.terrarum.blockproperties.Block
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.gameactors.AVKey
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.itemproperties.Calculate
import net.torvald.terrarum.itemproperties.MaterialCodex
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.gameactors.DroppedItem
import net.torvald.terrarum.modulebasegame.gameitems.PickaxeCore.BASE_MASS_AND_SIZE
import net.torvald.terrarum.modulebasegame.gameitems.PickaxeCore.TOOL_DURABILITY_BASE
import kotlin.math.roundToInt
import net.torvald.terrarum.*
/**
* Created by minjaesong on 2019-03-10.
*/
object PickaxeCore {
fun startPrimaryUse(delta: Float, item: GameItem): Boolean {
val player = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying ?: return false
fun startPrimaryUse(actor: ActorWithBody, delta: Float, item: GameItem): Boolean {
val mouseTileX = Terrarum.mouseTileX
val mouseTileY = Terrarum.mouseTileY
val mousePoint = Point2d(mouseTileX.toDouble(), mouseTileY.toDouble())
val actorvalue = player.actorValue
val actorvalue = actor.actorValue
item.using = true
@@ -53,7 +46,7 @@ object PickaxeCore {
(INGAME.world).inflictTerrainDamage(
mouseTileX, mouseTileY,
Calculate.pickaxePower(player, item.material) * swingDmgToFrameDmg
Calculate.pickaxePower(actor, item.material) * swingDmgToFrameDmg
)?.let { tileBroken ->
val drop = BlockCodex[tileBroken].drop
if (drop.isNotBlank()) {
@@ -64,13 +57,11 @@ object PickaxeCore {
return true
}
fun endPrimaryUse(delta: Float, item: GameItem): Boolean {
val player = (Terrarum.ingame!! as TerrarumIngame).actorNowPlaying
if (player == null) return false
fun endPrimaryUse(actor: ActorWithBody, delta: Float, item: GameItem): Boolean {
item.using = false
// reset action timer to zero
player.actorValue.set(AVKey.__ACTION_TIMER, 0.0)
actor.actorValue.set(AVKey.__ACTION_TIMER, 0.0)
return true
}
@@ -101,8 +92,8 @@ class PickaxeCopper(originalID: ItemID) : GameItem(originalID) {
super.name = "Copper Pickaxe"
}
override fun startPrimaryUse(delta: Float) = PickaxeCore.startPrimaryUse(delta, this)
override fun endPrimaryUse(delta: Float) = PickaxeCore.endPrimaryUse(delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}
/**
@@ -128,8 +119,8 @@ class PickaxeIron(originalID: ItemID) : GameItem(originalID) {
super.name = "Iron Pickaxe"
}
override fun startPrimaryUse(delta: Float) = PickaxeCore.startPrimaryUse(delta, this)
override fun endPrimaryUse(delta: Float) = PickaxeCore.endPrimaryUse(delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor , delta, this)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}
/**
@@ -155,6 +146,6 @@ class PickaxeSteel(originalID: ItemID) : GameItem(originalID) {
super.name = "Steel Pickaxe"
}
override fun startPrimaryUse(delta: Float) = PickaxeCore.startPrimaryUse(delta, this)
override fun endPrimaryUse(delta: Float) = PickaxeCore.endPrimaryUse(delta, this)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.startPrimaryUse(actor, delta, this)
override fun endPrimaryUse(actor: ActorWithBody, delta: Float) = PickaxeCore.endPrimaryUse(actor, delta, this)
}

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@@ -4,8 +4,10 @@ import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.gameitem.inInteractableRange
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.TerrarumIngame
@@ -32,22 +34,23 @@ class WireCutterAll(originalID: ItemID) : GameItem(originalID) {
super.equipPosition = GameItem.EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
override fun startPrimaryUse(actor: ActorWithBody, delta: Float) = inInteractableRange(actor) {
val ingame = Terrarum.ingame!! as TerrarumIngame
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
val wires = ingame.world.getAllWiresFrom(mouseTile.x, mouseTile.y)?.cloneToList()
wires?.forEach {
ingame.world.removeTileWire(mouseTile.x, mouseTile.y, it, false)
} ?: return false
return true
} ?: return@inInteractableRange false
true
}
override fun effectWhenEquipped(delta: Float) {
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all"
}
override fun effectOnUnequip(delta: Float) {
override fun effectOnUnequip(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
}
}

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@@ -4,11 +4,10 @@ import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.EMDASH
import net.torvald.terrarum.*
import net.torvald.terrarum.blockproperties.WireCodex
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameactors.BlockMarkerActor
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.itemproperties.MaterialCodex
import net.torvald.terrarum.modulebasegame.TerrarumIngame
class WireGraphDebugger(originalID: ItemID) : GameItem(originalID) {
@@ -32,7 +31,7 @@ class WireGraphDebugger(originalID: ItemID) : GameItem(originalID) {
private val sb = StringBuilder()
private val blockMarker = CommonResourcePool.get("blockmarking_actor") as BlockMarkerActor
override fun effectWhenEquipped(delta: Float) {
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = "wire_render_all"
blockMarker.shape = 3
@@ -70,7 +69,7 @@ class WireGraphDebugger(originalID: ItemID) : GameItem(originalID) {
}
}
override fun effectOnUnequip(delta: Float) {
override fun effectOnUnequip(actor: ActorWithBody, delta: Float) {
(Terrarum.ingame!! as TerrarumIngame).selectedWireRenderClass = ""
(Terrarum.ingame!! as TerrarumIngame).setTooltipMessage(null)
blockMarker.isVisible = false

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@@ -2,7 +2,7 @@ package net.torvald.terrarum.modulebasegame.gameitems
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.CommonResourcePool
import net.torvald.terrarum.blockproperties.Wire
import net.torvald.terrarum.gameactors.ActorWithBody
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameitem.ItemID
import net.torvald.terrarum.itemproperties.Material
@@ -30,15 +30,15 @@ class WirePieceSignalWire(originalID: ItemID, private val atlasID: String, priva
super.equipPosition = GameItem.EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
return BlockBase.wireStartPrimaryUse(this, delta)
override fun startPrimaryUse(actor: ActorWithBody, delta: Float): Boolean {
return BlockBase.wireStartPrimaryUse(actor,this, delta)
}
override fun effectWhenEquipped(delta: Float) {
override fun effectWhenEquipped(actor: ActorWithBody, delta: Float) {
BlockBase.wireEffectWhenEquipped(this, delta)
}
override fun effectOnUnequip(delta: Float) {
override fun effectOnUnequip(actor: ActorWithBody, delta: Float) {
BlockBase.wireEffectWhenUnequipped(this, delta)
}
}