Files
Terrarum/src/net/torvald/terrarum/modulebasegame/EntryPoint.kt

106 lines
4.2 KiB
Kotlin

package net.torvald.terrarum.modulebasegame
import net.torvald.point.Point2d
import net.torvald.terrarum.ModMgr
import net.torvald.terrarum.ModuleEntryPoint
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.BlockCodex
import net.torvald.terrarum.itemproperties.GameItem
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.itemproperties.Material
import net.torvald.terrarum.modulebasegame.gameactors.ActorWithPhysics
/**
* Created by minjaesong on 2018-06-21.
*/
class EntryPoint : ModuleEntryPoint() {
override fun invoke() {
ModMgr.GameBlockLoader.invoke("basegame")
ModMgr.GameItemLoader.invoke("basegame")
ModMgr.GameLanguageLoader.invoke("basegame")
/////////////////////////////////
// load customised item loader //
/////////////////////////////////
println("[ModuleBaseGame.EntryPoint] recording item ID ")
// blocks.csvs are loaded by ModMgr beforehand
// block items (blocks and walls are the same thing basically)
for (i in ItemCodex.ITEM_TILES + ItemCodex.ITEM_WALLS) {
ItemCodex.itemCodex[i] = object : GameItem() {
override val originalID = i
override var dynamicID = i
override val isUnique: Boolean = false
override var baseMass: Double = BlockCodex[i].density / 1000.0
override var baseToolSize: Double? = null
override var equipPosition = EquipPosition.HAND_GRIP
override val originalName = BlockCodex[i % ItemCodex.ITEM_WALLS.first].nameKey
override var stackable = true
override var inventoryCategory = if (i in ItemCodex.ITEM_TILES) Category.BLOCK else Category.WALL
override var isDynamic = false
override val material = Material(0,0,0,0,0,0,0,0,0,0.0)
init {
print("$originalID ")
}
override fun primaryUse(delta: Float): Boolean {
return false
// TODO base punch attack
}
override fun secondaryUse(delta: Float): Boolean {
val ingame = Terrarum.ingame!! as Ingame
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
// check for collision with actors (BLOCK only)
if (this.inventoryCategory == Category.BLOCK) {
ingame.actorContainer.forEach {
if (it is ActorWithPhysics && it.hIntTilewiseHitbox.intersects(mousePoint))
return false
}
}
// return false if the tile is already there
if (this.inventoryCategory == Category.BLOCK &&
this.dynamicID == ingame.world.getTileFromTerrain(Terrarum.mouseTileX, Terrarum.mouseTileY) ||
this.inventoryCategory == Category.WALL &&
this.dynamicID - ItemCodex.ITEM_WALLS.start == ingame.world.getTileFromWall(Terrarum.mouseTileX, Terrarum.mouseTileY) ||
this.inventoryCategory == Category.WIRE &&
this.dynamicID - ItemCodex.ITEM_WIRES.start == ingame.world.getTileFromWire(Terrarum.mouseTileX, Terrarum.mouseTileY)
)
return false
// filter passed, do the job
// FIXME this is only useful for Player
if (i in ItemCodex.ITEM_TILES) {
ingame.world.setTileTerrain(
Terrarum.mouseTileX,
Terrarum.mouseTileY,
i
)
}
else {
ingame.world.setTileWall(
Terrarum.mouseTileX,
Terrarum.mouseTileY,
i
)
}
return true
}
}
}
println("Welcome back!")
}
}