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49 lines
1.8 KiB
Markdown
49 lines
1.8 KiB
Markdown
## Prefix-ID Referencing
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Every blocks and items have Prefix-ID Referencing scheme, which is defined as follows:
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```<Prefix>@<Modname>:<Integer ID>```
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where Prefix is predefined (see below), Integer ID is arbitrarily chosen within a domain.
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### Prefixes
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|Name|Description|
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|----|-----------|
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|wall|Wall, only used by the Inventory to differentiate walls from blocks (therefore wall shares same "ID Space" with blocks/fluids/wires)|
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|item|Item (Static), uses different "ID Space" with blocks/walls/fluids/wires|
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Notes:
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- BlockCodex and ItemCodex will not store prefix part of the ID, as blocks and walls are identical in properties
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- Wires and Fluids use the same "ID Space" as the tiles; they just happened to exclusive to their own layers.
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This simplifies many things e.g. only one TileID-to-AtlasTileNumber map is needed and the renderer will
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greatly benefit from it.
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### Predefined Modnames
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|Name|Description|
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|----|-----------|
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|dyn|Dynamic Item|
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|actor|Actor As an Item. Integer ID is identical to the actor's Reference ID|
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|virt|Virtual Tile Number|
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### Integer ID Domains
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|Range|Description|
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|-----|-----------|
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|1..2147483647|Integer ID for dynamic items|
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|0x1000_0000..0x7FFF_FFFF|Reference ID for Actors (1879M possible)|
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|1..2147483647|Integer ID for virtual tiles|
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* dynamic items have own properties that will persist through savegame.
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Actor range in-depth
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|Range|Description|
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|-----|-----------|
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|0x1000_0000..0x1FFF_FFFF|Rendered behind (e.g. tapestries)|
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|0x2000_0000..0x4FFF_FFFF|Regular actors (e.g. almost all of them)|
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|0x5000_0000..0x5FFF_FFFF|Special (e.g. weapon swung, bullets, dropped item, particles)|
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|0x6000_0000..0x6FFF_FFFF|Rendered front (e.g. fake tile)|
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|0x7000_0000..0x7FFF_FFFF|Rendered as screen overlay, not affected by light nor environment overlays|
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Actor IDs are assigned in 256 groups, single actor can have 256 sub-actors |