package net.torvald.terrarum /** * See REFERENCING.md */ object ReferencingRanges { val TILES = 0..65535 // 65 536 blocks val WALLS = 65536..131071 // 65 536 walls val ITEMS_STATIC = 135168..0x0F_FFFF // 913 408 items val ITEMS_DYNAMIC = 0x10_0000..0x0FFF_FFFF // 267 386 880 pseudo-items val ACTORS = 0x1000_0000..0x7FFF_FFFF // too much actors // Actor IDs are assigned in 256 groups, single actor can have 256 sub-actors // we're leaving last 65536 entries unassignable so that some special actors would use them val ACTORS_BEHIND = 0x1000_0000..0x1FFE_FFFF // Rendered behind (e.g. tapestries) val ACTORS_MIDDLE = 0x2000_0000..0x4FFE_FFFF // Regular actors (e.g. almost all of them) val ACTORS_MIDTOP = 0x5000_0000..0x5FFE_FFFF // Special (e.g. weapon swung, bullets, dropped item, particles) val ACTORS_FRONT = 0x6000_0000..0x6FFE_FFFF // Rendered front (e.g. fake tile) val ACTORS_OVERLAY = 0x7001_0000..0x7FFE_FFFF // Rendered as screen overlay, not affected by light nor environment overlays // IDs doesn't effect the render order at all, but we're kinda enforcing these ID ranging. // However, these two wire-related actor will break the rule. But as we want them to render on top of others // in the same render orders, we're giveng them relatively high IDs for them. val ACTORS_WIRES = 0x7FFF_C000..0x7FFF_EFFF // Rendered front--wires val ACTORS_WIRES_HELPER = 0x7FFF_F000..0x7FFF_FEFF // Rendered overlay--wiring port icons and logic gates val ACTORS_INTERNAL_USE = 0x7FFF_FF00..0x7FFF_FFFF // Actor ID 0x7FFF_FFFF is pre-assigned to the block cursor! val PREFIX_DYNAMICITEM = "dyn" val PREFIX_ACTORITEM = "actor" val PREFIX_VIRTUALTILE = "virt" }