mirror of
https://github.com/curioustorvald/Terrarum.git
synced 2026-06-10 02:24:05 +09:00
311 lines
12 KiB
Kotlin
311 lines
12 KiB
Kotlin
package net.torvald.terrarum.itemproperties
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import com.badlogic.gdx.graphics.g2d.TextureRegion
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import net.torvald.terrarum.AppLoader
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import net.torvald.terrarum.AppLoader.printdbg
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import net.torvald.terrarum.CommonResourcePool
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import net.torvald.terrarum.ReferencingRanges
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import net.torvald.terrarum.Terrarum
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import net.torvald.terrarum.blockproperties.Fluid
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import net.torvald.terrarum.gameitem.GameItem
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import net.torvald.terrarum.gameitem.ItemID
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import net.torvald.terrarum.gameworld.GameWorld
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.gameactors.CanBeAnItem
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import net.torvald.terrarum.worlddrawer.BlocksDrawer
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import java.util.*
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/**
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* Created by minjaesong on 2016-03-15.
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*/
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object ItemCodex {
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/**
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* <ItemID or RefID for Actor, TheItem>
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* Will return corresponding Actor if ID >= ACTORID_MIN
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*/
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val itemCodex = HashMap<ItemID, GameItem>()
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val dynamicItemDescription = HashMap<ItemID, GameItem>()
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val dynamicToStaticTable = HashMap<ItemID, ItemID>()
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val ITEM_TILES = ReferencingRanges.TILES
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val ITEM_WALLS = ReferencingRanges.WALLS
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val ITEM_WIRES = ReferencingRanges.WIRES
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val ITEM_STATIC = ReferencingRanges.ITEMS_STATIC
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val ITEM_DYNAMIC = ReferencingRanges.ITEMS_DYNAMIC
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val ACTORID_MIN = ReferencingRanges.ACTORS.first
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private val itemImagePlaceholder: TextureRegion
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get() = CommonResourcePool.getAsTextureRegion("itemplaceholder_24") // copper pickaxe
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// TODO: when generalised, there's no guarantee that blocks will be used as an item. Write customised item prop loader and init it on the Ingame
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init {
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//val ingame = Terrarum.ingame!! as Ingame // WARNING you can't put this here, ExceptionInInitializerError
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/*println("[ItemCodex] recording item ID ")
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// blocks.csvs are loaded by ModMgr beforehand
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// block items (blocks and walls are the same thing basically)
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for (i in ITEM_TILES + ITEM_WALLS) {
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itemCodex[i] = object : GameItem() {
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override val originalID = i
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override var dynamicID = i
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override val isUnique: Boolean = false
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override var baseMass: Double = BlockCodex[i].density / 1000.0
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override var baseToolSize: Double? = null
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override var equipPosition = EquipPosition.HAND_GRIP
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override val originalName = BlockCodex[i % ITEM_WALLS.first].nameKey
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override var stackable = true
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override var inventoryCategory = if (i in ITEM_TILES) Category.BLOCK else Category.WALL
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override var isDynamic = false
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override val material = Material(0,0,0,0,0,0,0,0,0,0.0)
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init {
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print("$originalID ")
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}
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override fun startPrimaryUse(delta: Float): Boolean {
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return false
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// TODO base punch attack
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}
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override fun startSecondaryUse(delta: Float): Boolean {
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val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
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// check for collision with actors (BLOCK only)
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if (this.inventoryCategory == Category.BLOCK) {
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ingame.actorContainerActive.forEach {
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if (it is ActorWBMovable && it.hIntTilewiseHitbox.intersects(mousePoint))
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return false
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}
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}
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// return false if the tile is already there
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if (this.inventoryCategory == Category.BLOCK &&
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this.dynamicID == ingame.world.getTileFromTerrain(Terrarum.mouseTileX, Terrarum.mouseTileY) ||
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this.inventoryCategory == Category.WALL &&
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this.dynamicID - ITEM_WALLS.start == ingame.world.getTileFromWall(Terrarum.mouseTileX, Terrarum.mouseTileY) ||
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this.inventoryCategory == Category.WIRE &&
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this.dynamicID - ITEM_WIRES.start == ingame.world.getTileFromWire(Terrarum.mouseTileX, Terrarum.mouseTileY)
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)
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return false
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// filter passed, do the job
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// FIXME this is only useful for Player
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if (i in ITEM_TILES) {
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ingame.world.setTileTerrain(
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Terrarum.mouseTileX,
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Terrarum.mouseTileY,
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i
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)
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}
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else {
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ingame.world.setTileWall(
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Terrarum.mouseTileX,
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Terrarum.mouseTileY,
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i
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)
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}
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return true
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}
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}
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}*/
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// test copper pickaxe
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/*itemCodex[ITEM_STATIC.first] = object : GameItem() {
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override val originalID = ITEM_STATIC.first
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override var dynamicID = originalID
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override val isUnique = false
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override val originalName = ""
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override var baseMass = 10.0
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override var baseToolSize: Double? = 10.0
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override var stackable = true
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override var maxDurability = 147//606
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override var durability = maxDurability.toFloat()
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override var equipPosition = EquipPosition.HAND_GRIP
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override var inventoryCategory = Category.TOOL
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override val isDynamic = true
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override val material = Material(0,0,0,0,0,0,0,0,1,0.0)
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init {
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itemProperties[IVKey.ITEMTYPE] = IVKey.ItemType.PICK
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name = "Stone pickaxe"
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}
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override fun startPrimaryUse(delta: Float): Boolean {
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val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
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val actorvalue = ingame.actorNowPlaying.actorValue
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using = true
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// linear search filter (check for intersection with tilewise mouse point and tilewise hitbox)
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// return false if hitting actors
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ingame.actorContainerActive.forEach {
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if (it is ActorWBMovable && it.hIntTilewiseHitbox.intersects(mousePoint))
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return false
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}
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// return false if there's no tile
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if (Block.AIR == ingame.world.getTileFromTerrain(Terrarum.mouseTileX, Terrarum.mouseTileY))
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return false
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// filter passed, do the job
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val swingDmgToFrameDmg = delta.toDouble() / actorvalue.getAsDouble(AVKey.ACTION_INTERVAL)!!
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ingame.world.inflictTerrainDamage(
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Terrarum.mouseTileX,
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Terrarum.mouseTileY,
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Calculate.pickaxePower(ingame.actorNowPlaying, material) * swingDmgToFrameDmg
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)
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return true
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}
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override fun endPrimaryUse(delta: Float): Boolean {
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using = false
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// reset action timer to zero
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ingame.actorNowPlaying.actorValue[AVKey.__ACTION_TIMER] = 0.0
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return true
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}
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}*/
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// test water bucket
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itemCodex[9000] = object : GameItem(9000) {
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override val isUnique: Boolean = true
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override val originalName: String = "Infinite Water Bucket"
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override var baseMass: Double = 1000.0
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override var baseToolSize: Double? = null
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override var inventoryCategory: String = "tool"
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override var stackable: Boolean = false
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override val isDynamic: Boolean = false
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override val material: Material = Material()
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init {
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equipPosition = EquipPosition.HAND_GRIP
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}
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override fun startPrimaryUse(delta: Float): Boolean {
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val ingame = Terrarum.ingame!! as TerrarumIngame // must be in here
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ingame.world.setFluid(Terrarum.mouseTileX, Terrarum.mouseTileY, Fluid.WATER, 4f)
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return true
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}
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}
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// test lava bucket
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itemCodex[9001] = object : GameItem(9001) {
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override val isUnique: Boolean = true
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override val originalName: String = "Infinite Lava Bucket"
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override var baseMass: Double = 1000.0
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override var baseToolSize: Double? = null
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override var inventoryCategory: String = "tool"
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override var stackable: Boolean = false
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override val isDynamic: Boolean = false
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override val material: Material = Material()
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init {
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equipPosition = EquipPosition.HAND_GRIP
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}
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override fun startPrimaryUse(delta: Float): Boolean {
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val ingame = Terrarum.ingame!! as TerrarumIngame // must be in here
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ingame.world.setFluid(Terrarum.mouseTileX, Terrarum.mouseTileY, Fluid.LAVA, 4f)
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return true
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}
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}
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// read from save (if applicable) and fill dynamicItemDescription
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println()
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}
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fun registerNewDynamicItem(dynamicID: Int, item: GameItem) {
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if (AppLoader.IS_DEVELOPMENT_BUILD) {
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printdbg(this, "Registering new dynamic item $dynamicID (from ${item.originalID})")
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}
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dynamicItemDescription[dynamicID] = item
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dynamicToStaticTable[dynamicID] = item.originalID
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}
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/**
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* Returns the item in the Codex. If the item is static, its clone will be returned (you are free to modify the returned item).
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* However, if the item is dynamic, the item itself will be returned. Modifying the item will affect the game.
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*/
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operator fun get(code: ItemID?): GameItem? {
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if (code == null) return null
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if (code <= ITEM_STATIC.endInclusive) // generic item
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return itemCodex[code]!!.clone() // from CSV
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else if (code <= ITEM_DYNAMIC.endInclusive) {
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return dynamicItemDescription[code]!!
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}
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else {
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val a = (Terrarum.ingame!! as TerrarumIngame).getActorByID(code) // actor item
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if (a is CanBeAnItem) return a.itemData
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return null
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//throw IllegalArgumentException("Attempted to get item data of actor that cannot be an item. ($a)")
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}
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}
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fun dynamicToStaticID(dynamicID: ItemID) = dynamicToStaticTable[dynamicID]!!
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/**
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* Mainly used by GameItemLoader
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*/
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operator fun set(code: ItemID, item: GameItem) {
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itemCodex[code] = item
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}
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fun getItemImage(item: GameItem?): TextureRegion? {
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if (item == null) return null
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return getItemImage(item.originalID)
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}
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fun getItemImage(itemOriginalID: Int): TextureRegion {
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// dynamic item
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if (itemOriginalID in ITEM_DYNAMIC) {
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return getItemImage(dynamicToStaticID(itemOriginalID))
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}
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// terrain
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else if (itemOriginalID in ITEM_TILES) {
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return BlocksDrawer.tileItemTerrain.get(
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itemOriginalID % 16,
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itemOriginalID / 16
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)
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}
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// wall
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else if (itemOriginalID in ITEM_WALLS) {
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return BlocksDrawer.tileItemWall.get(
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(itemOriginalID.minus(ITEM_WALLS.first) % 16),
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(itemOriginalID.minus(ITEM_WALLS.first) / 16)
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)
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}
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// wire
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/*else if (itemOriginalID in ITEM_WIRES) {
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return BlocksDrawer.tilesWire.get((itemOriginalID % 16) * 16, itemOriginalID / 16)
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}*/
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else
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return itemCodex[itemOriginalID]?.itemImage ?: itemImagePlaceholder
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}
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fun hasItem(itemID: Int): Boolean = dynamicItemDescription.containsKey(itemID)
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} |