Files
Terrarum/src/net/torvald/terrarum/modulebasegame/gameitems/BlockBase.kt
2019-07-02 04:59:24 +09:00

103 lines
3.9 KiB
Kotlin

package net.torvald.terrarum.modulebasegame.gameitems
import net.torvald.terrarum.Point2d
import net.torvald.terrarum.Point2i
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.gameactors.ActorWBMovable
import net.torvald.terrarum.gameitem.GameItem
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.itemproperties.ItemCodex
import net.torvald.terrarum.modulebasegame.TerrarumIngame
import net.torvald.terrarum.modulebasegame.IngameRenderer
import net.torvald.terrarum.realestate.LandUtil
/**
* Created by minjaesong on 2019-05-02.
*/
object BlockBase {
/**
* @param dontEncaseActors when set to true, blocks won't be placed where Actors are. You will want to set it false
* for wire items, otherwise you want it to be true.
*/
fun blockStartPrimaryUse(gameItem: GameItem, itemID: Int, delta: Float): Boolean {
val ingame = Terrarum.ingame!! as TerrarumIngame
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
// check for collision with actors (BLOCK only)
// FIXME properly fix the collision detection: it OVERRIDES the tiki-torches which should not happen AT ALL
// FIXME (h)IntTilewiseHitbox is badly defined
// FIXME actually it's this code: not recognising hitbox's starting point correctly. Use F9 for visualisation
// FIXME the above issue is resolved by using intTilewise instead of hInt, but the hitbox itself is still
// FIXME badly defined
if (gameItem.inventoryCategory == GameItem.Category.BLOCK) {
var ret1 = true
ingame.actorContainerActive.forEach {
if (it is ActorWBMovable && it.intTilewiseHitbox.intersects(mousePoint))
ret1 = false // return is not allowed here
}
if (!ret1) return ret1
}
// return false if the tile is already there
if (gameItem.inventoryCategory == GameItem.Category.BLOCK &&
gameItem.dynamicID == ingame.world.getTileFromTerrain(mouseTile.x, mouseTile.y) ||
gameItem.inventoryCategory == GameItem.Category.WALL &&
gameItem.dynamicID - ItemCodex.ITEM_WALLS.start == ingame.world.getTileFromWall(mouseTile.x, mouseTile.y)
)
return false
// filter passed, do the job
// FIXME this is only useful for Player
if (itemID in ItemCodex.ITEM_TILES) {
ingame.world.setTileTerrain(
mouseTile.x,
mouseTile.y,
itemID
)
}
else {
ingame.world.setTileWall(
mouseTile.x,
mouseTile.y,
itemID
)
}
return true
}
fun blockEffectWhenEquipped(delta: Float) {
IngameRenderer.selectedWireBitToDraw = 0
}
fun wireStartPrimaryUse(gameItem: GameItem, wireTypeBit: Int, delta: Float): Boolean {
val ingame = Terrarum.ingame!! as TerrarumIngame
val mouseTile = Point2i(Terrarum.mouseTileX, Terrarum.mouseTileY)
// return false if the tile is already there
if (ingame.world.getWiringBlocks(mouseTile.x, mouseTile.y) and wireTypeBit != 0)
return false
// filter passed, do the job
// FIXME this is only useful for Player
ingame.world.addNewConduitTo(
mouseTile.x,
mouseTile.y,
GameWorld.WiringNode(
LandUtil.getBlockAddr(ingame.world, mouseTile.x, mouseTile.y),
wireTypeBit,
0f
)
)
return true
}
fun wireEffectWhenEquipped(typebit: Int, delta: Float) {
IngameRenderer.selectedWireBitToDraw = typebit
}
}