mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-03-07 12:21:52 +09:00
289 lines
8.8 KiB
Kotlin
289 lines
8.8 KiB
Kotlin
package net.torvald.terrarum.itemproperties
|
|
|
|
import com.badlogic.gdx.graphics.Color
|
|
import net.torvald.random.HQRNG
|
|
import net.torvald.terrarum.ItemValue
|
|
import net.torvald.terrarum.itemproperties.ItemCodex.ITEM_DYNAMIC
|
|
import net.torvald.terrarum.langpack.Lang
|
|
import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
|
|
import net.torvald.terrarum.modulebasegame.gameactors.Pocketed
|
|
|
|
typealias ItemID = Int
|
|
|
|
/**
|
|
* Created by minjaesong on 2016-01-16.
|
|
*/
|
|
abstract class GameItem : Comparable<GameItem>, Cloneable {
|
|
|
|
abstract var dynamicID: ItemID
|
|
/**
|
|
* 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 VITTUN 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 */
|
|
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
|
|
*/
|
|
open val equipPosition: Int = EquipPosition.NULL
|
|
|
|
abstract val material: Material
|
|
|
|
/**
|
|
* 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
|
|
|
|
/**
|
|
* Effects applied continuously while in pocket
|
|
*/
|
|
open fun effectWhileInPocket(delta: Float) { }
|
|
|
|
/**
|
|
* Effects applied immediately only once if picked up
|
|
*/
|
|
open fun effectWhenPickedUp(delta: Float) { }
|
|
|
|
/**
|
|
* Apply effects (continuously or not) while primary button (usually left mouse button) is down.
|
|
* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
|
|
*
|
|
* @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(delta: Float): Boolean = false
|
|
|
|
/**
|
|
* Apply effects (continuously or not) while secondary button (usually right mouse button) is down
|
|
* The item will NOT be consumed, so you will want to consume it yourself by inventory.consumeItem(item)
|
|
*
|
|
* @return true when used successfully, false otherwise
|
|
*
|
|
* note: DO NOT super() this!
|
|
*/
|
|
open fun startSecondaryUse(delta: Float): Boolean = false
|
|
|
|
open fun endPrimaryUse(delta: Float): Boolean = false
|
|
open fun endSecondaryUse(delta: Float): Boolean = false
|
|
|
|
/**
|
|
* Effects applied immediately only once if thrown from pocket
|
|
*/
|
|
open fun effectWhenThrown(delta: Float) { }
|
|
|
|
/**
|
|
* Effects applied (continuously or not) when equipped (drawn)
|
|
*/
|
|
open fun effectWhenEquipped(delta: Float) { }
|
|
|
|
/**
|
|
* Effects applied only once when unequipped
|
|
*/
|
|
open fun effectOnUnequip(delta: Float) { }
|
|
|
|
|
|
override fun toString(): String {
|
|
return "$dynamicID/$originalID"
|
|
}
|
|
|
|
override fun hashCode(): Int {
|
|
return dynamicID
|
|
}
|
|
|
|
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 - other.dynamicID).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 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 = GameItem.generateUniqueDynamicID(inventory)
|
|
return this
|
|
}
|
|
|
|
companion object {
|
|
|
|
val DURABILITY_NA = 0
|
|
|
|
fun generateUniqueDynamicID(inventory: ActorInventory): Int {
|
|
var ret: Int
|
|
do {
|
|
ret = ITEM_DYNAMIC.pickRandom()
|
|
} while (inventory.contains(ret))
|
|
return ret
|
|
}
|
|
}
|
|
}
|
|
|
|
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)]
|