workign on the modloader in progress

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minjaesong
2021-12-03 16:39:46 +09:00
parent e5a42551e5
commit ebc762e90a
78 changed files with 483 additions and 356 deletions

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package net.torvald.terrarum.gameitems
import com.badlogic.gdx.graphics.Color
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.random.HQRNG
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
/**
* Instances of the GameItem (e.g. net.torvald.terrarum.modulebasegame.gameitems.PickaxeCopper) are preferably referenced
* from the ```<module>/items/itemid.csv``` file only, and not from the actual game code.
*
* Created by minjaesong on 2016-01-16.
*/
abstract class GameItem(val originalID: ItemID) : Comparable<GameItem>, Cloneable {
open var dynamicID: ItemID = originalID
/**
* if the ID is a Actor range, it's an actor contained in a pocket.
*/
//abstract val originalID: ItemID // WUT?! using init does not work!!
/**
*
* e.g. Key Items (in a Pokémon sense); only the single instance of the item can exist in the pocket
*/
abstract val isUnique: Boolean
/**
* OriginalName is always read from Language files.
*/
abstract val originalName: String
var newName: String = "I AM VITUN PLACEHOLDER"
private set
var name: String
set(value) {
newName = value
isCustomName = true
}
get() = if (isCustomName) newName else Lang[originalName]
open var isCustomName = false // true: reads from lang
var nameColour = Color.WHITE
/** In kg. Weapon with different material must have different mass. In this case, you MUST use IRON as a reference (or default) material. */
abstract var baseMass: Double
/** In kg */
abstract var baseToolSize: Double?
abstract var inventoryCategory: String // "weapon", "tool", "armor", etc. (all smallcaps)
var itemProperties = ItemValue()
/** Single-use then destroyed (e.g. Tiles), same as "consumable" */
abstract var stackable: Boolean
/**
* DYNAMIC means the item ID should be generated on the fly whenever the item is created.
* This is to be used with weapons/armours/etc where multiple instances can exist, and
* each of them should be treated as different item. Because of this, new
* derivative instances (dynamically created items, e.g. used pickaxe) are not stackable.
*
* ID Range: 32768..1048575 (ItemCodex.ITEM_DYNAMIC)
*
* The opposite of this is called STATIC and their example is a Block.
*/
abstract val isDynamic: Boolean
/**
* Where to equip the item.
*
* Can't use 'open val' as GSON doesn't like that. Initialise this property like:
*
* ```
* init {
* equipPosition = EquipPosition.HAND_GRIP
* }
* ```
*/
var equipPosition: Int = EquipPosition.NULL
abstract val material: Material
/**
* Don't assign! Create getter -- there's inevitable execution order fuckup on ModMgr,
* where it simultaneously wanted to be called before and after the Mod's EntryPoint if you assign value to it on init block.
*/
@Transient open val itemImage: TextureRegion? = null
/**
* Apparent mass of the item. (basemass * scale^3)
*/
open var mass: Double
get() = baseMass * scale * scale * scale
set(value) { baseMass = value / (scale * scale * scale) }
/**
* Apparent tool size (or weight in kg). (baseToolSize * scale^3)
*/
open var toolSize: Double?
get() = if (baseToolSize != null) baseToolSize!! * scale * scale * scale else null
set(value) {
if (value != null)
if (baseToolSize != null)
baseToolSize = value / (scale * scale * scale)
else
throw NullPointerException("baseToolSize is null; this item is not a tool or you're doing it wrong")
else
throw NullPointerException("null input; nullify baseToolSize instead :p")
}
/**
* Scale of the item.
*
* For static item, it must be 1.0. If you tinkered the item to be bigger,
* it must be re-assigned as Dynamic Item
*/
open var scale: Double = 1.0
/**
* Set to zero (GameItem.DURABILITY_NA) if durability not applicable
*/
open var maxDurability: Int = 0
/**
* Float. NOT A MISTAKE
*/
open var durability: Float = 0f
@Transient var using = false // Always false when loaded from savegame
/**
* Mainly intended to be used by third-party modules
*/
open val extra = Codex()
/**
* Effects applied continuously while in pocket
*/
open fun effectWhileInPocket(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied immediately only once if picked up
*/
open fun effectWhenPickedUp(actor: ActorWithBody, delta: Float) { }
/**
* Apply effects (continuously or not) while primary button is down.
* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
*
* Primary button refers to all of these:
* - Left mouse button (configurable)
* - Screen tap
* - XBox controller RT (fixed; LT is for jumping)
*
* @return true when used successfully, false otherwise
*
* note: DO NOT super() this!
*
* 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(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
*
* Apply effects (continuously or not) while secondary button is down
* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
*
* NOTE: please refrain from using this; secondary button is currently undefined in the gamepad and touch input.
*
* @return true when used successfully, false otherwise
*
* note: DO NOT super() this!
*/
//open fun startSecondaryUse(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(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied (continuously or not) when equipped (drawn/pulled out)
*/
open fun effectWhenEquipped(actor: ActorWithBody, delta: Float) { }
/**
* Effects applied only once when unequipped
*/
open fun effectOnUnequip(actor: ActorWithBody, delta: Float) { }
override fun toString(): String {
return "GameItem(dynID:$dynamicID,origID:$originalID)"
}
override fun hashCode(): Int {
return dynamicID.hashCode()
}
override fun equals(other: Any?): Boolean {
if (other == null) return false
return dynamicID == (other as GameItem).dynamicID
}
fun unsetCustomName() {
name = originalName
isCustomName = false
nameColour = Color.WHITE
}
override fun compareTo(other: GameItem): Int = (this.dynamicID.substring(4).toInt() - other.dynamicID.substring(4).toInt()).sign()
fun Int.sign(): Int = if (this > 0) 1 else if (this < 0) -1 else 0
infix fun equipTo(actor: Pocketed) {
if (equipPosition == EquipPosition.NULL)
throw IllegalArgumentException("Item is not supposed to be equipped (equipPosition is NULL")
actor.equipItem(this)
}
object EquipPosition {
@JvmStatic val NULL = -1
// you can add alias to address something like LEGGINGS, BREASTPLATE, RINGS, NECKLACES, etc.
@JvmStatic val BODY_ARMOUR = 0
@JvmStatic val BODY_FOOTWEAR = 1 // wings, jetpacks, etc.
@JvmStatic val HEADGEAR = 2
@JvmStatic val HAND_GAUNTLET = 3
@JvmStatic val HAND_GRIP = 4
@JvmStatic val TOOL_HOOKSHOT = 5
@JvmStatic val BODY_BUFF1 = 6
@JvmStatic val BODY_BUFF2 = 8
@JvmStatic val BODY_BUFF3 = 10
@JvmStatic val HAND_BUFF1 = 7
@JvmStatic val HAND_BUFF2 = 9
@JvmStatic val HAND_BUFF3 = 11
// invisible from the inventory UI
// intended for semi-permanant (de)buff (e.g. lifetime achivement, curse)
// can be done with actorvalue and some more code, but it's easier to just make
// such (de)buffs as an item.
@JvmStatic val STIGMA_1 = 12
@JvmStatic val STIGMA_2 = 13
@JvmStatic val STIGMA_3 = 14
@JvmStatic val STIGMA_4 = 15
@JvmStatic val STIGMA_5 = 16
@JvmStatic val STIGMA_6 = 17
@JvmStatic val STIGMA_7 = 18
@JvmStatic val STIGMA_8 = 19
@JvmStatic val INDEX_MAX = 19
}
object Category {
@JvmStatic val WEAPON = "weapon"
@JvmStatic val TOOL = "tool"
@JvmStatic val ARMOUR = "armour"
@JvmStatic val GENERIC = "generic"
@JvmStatic val POTION = "potion"
@JvmStatic val MAGIC = "magic"
@JvmStatic val BLOCK = "block"
@JvmStatic val WALL = "wall"
@JvmStatic val WIRE = "wire"
// @JvmStatic val FIXTURE = "fixture"
@JvmStatic val MISC = "misc"
}
override public fun clone(): GameItem {
val clonedItem = super.clone()
// properly clone ItemValue
(clonedItem as GameItem).itemProperties = this.itemProperties.clone()
return clonedItem
}
fun generateUniqueDynamicID(inventory: ActorInventory): GameItem {
dynamicID = "$PREFIX_DYNAMICITEM:${Companion.generateUniqueDynamicID(inventory)}"
ItemCodex.registerNewDynamicItem(dynamicID, this)
return this
}
companion object {
val DURABILITY_NA = 0
fun generateUniqueDynamicID(inventory: ActorInventory): Int {
var ret: Int
do {
ret = (1..2147483647).pickRandom()
} while (inventory.contains("$PREFIX_DYNAMICITEM:$ret"))
return ret
}
}
}
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.getAsDouble(AVKey.REACH)!! * (actor.actorValue.getAsDouble(AVKey.REACHBUFF) ?: 1.0) * 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)]