Files
Terrarum/src/net/torvald/terrarum/itemproperties/ItemCodex.kt
2019-03-12 01:42:07 +09:00

313 lines
12 KiB
Kotlin

package net.torvald.terrarum.itemproperties
import com.badlogic.gdx.graphics.g2d.TextureRegion
import net.torvald.terrarum.AppLoader
import net.torvald.terrarum.AppLoader.printdbg
import net.torvald.terrarum.Terrarum
import net.torvald.terrarum.blockproperties.Fluid
import net.torvald.terrarum.gameworld.GameWorld
import net.torvald.terrarum.modulebasegame.Ingame
import net.torvald.terrarum.modulebasegame.gameactors.CanBeAnItem
import net.torvald.terrarum.worlddrawer.BlocksDrawer
import java.util.*
/**
* Created by minjaesong on 2016-03-15.
*/
object ItemCodex {
/**
* <ItemID or RefID for Actor, TheItem>
* Will return corresponding Actor if ID >= ACTORID_MIN
*/
val itemCodex = HashMap<ItemID, GameItem>()
val dynamicItemDescription = HashMap<ItemID, GameItem>()
val dynamicToStaticTable = HashMap<ItemID, ItemID>()
val ITEM_TILES = 0..GameWorld.TILES_SUPPORTED - 1
val ITEM_WALLS = GameWorld.TILES_SUPPORTED..GameWorld.TILES_SUPPORTED * 2 - 1
val ITEM_WIRES = GameWorld.TILES_SUPPORTED * 2..GameWorld.TILES_SUPPORTED * 2 + 255
val ITEM_STATIC = ITEM_WIRES.endInclusive + 1..0x0F_FFFF
val ITEM_DYNAMIC = 0x10_0000..0x0FFF_FFFF
val ACTORID_MIN = ITEM_DYNAMIC.endInclusive + 1
private val itemImagePlaceholder: TextureRegion
get() = AppLoader.resourcePool.getAsTextureRegion("itemplaceholder_24") // copper pickaxe
//private val ingame = Terrarum.ingame!! as Ingame // WARNING you can't put this here, ExceptionInInitializerError
// 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
init {
//val ingame = Terrarum.ingame!! as Ingame // WARNING you can't put this here, ExceptionInInitializerError
/*println("[ItemCodex] recording item ID ")
// blocks.csvs are loaded by ModMgr beforehand
// block items (blocks and walls are the same thing basically)
for (i in ITEM_TILES + ITEM_WALLS) {
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 % ITEM_WALLS.first].nameKey
override var stackable = true
override var inventoryCategory = if (i in 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 startPrimaryUse(delta: Float): Boolean {
return false
// TODO base punch attack
}
override fun startSecondaryUse(delta: Float): Boolean {
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
// check for collision with actors (BLOCK only)
if (this.inventoryCategory == Category.BLOCK) {
ingame.actorContainerActive.forEach {
if (it is ActorWBMovable && 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 - ITEM_WALLS.start == ingame.world.getTileFromWall(Terrarum.mouseTileX, Terrarum.mouseTileY) ||
this.inventoryCategory == Category.WIRE &&
this.dynamicID - 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 ITEM_TILES) {
ingame.world.setTileTerrain(
Terrarum.mouseTileX,
Terrarum.mouseTileY,
i
)
}
else {
ingame.world.setTileWall(
Terrarum.mouseTileX,
Terrarum.mouseTileY,
i
)
}
return true
}
}
}*/
// test copper pickaxe
/*itemCodex[ITEM_STATIC.first] = object : GameItem() {
override val originalID = ITEM_STATIC.first
override var dynamicID = originalID
override val isUnique = false
override val originalName = ""
override var baseMass = 10.0
override var baseToolSize: Double? = 10.0
override var stackable = true
override var maxDurability = 147//606
override var durability = maxDurability.toFloat()
override var equipPosition = EquipPosition.HAND_GRIP
override var inventoryCategory = Category.TOOL
override val isDynamic = true
override val material = Material(0,0,0,0,0,0,0,0,1,0.0)
init {
itemProperties[IVKey.ITEMTYPE] = IVKey.ItemType.PICK
name = "Stone pickaxe"
}
override fun startPrimaryUse(delta: Float): Boolean {
val mousePoint = Point2d(Terrarum.mouseTileX.toDouble(), Terrarum.mouseTileY.toDouble())
val actorvalue = ingame.actorNowPlaying.actorValue
using = true
// linear search filter (check for intersection with tilewise mouse point and tilewise hitbox)
// return false if hitting actors
ingame.actorContainerActive.forEach {
if (it is ActorWBMovable && it.hIntTilewiseHitbox.intersects(mousePoint))
return false
}
// return false if there's no tile
if (Block.AIR == ingame.world.getTileFromTerrain(Terrarum.mouseTileX, Terrarum.mouseTileY))
return false
// filter passed, do the job
val swingDmgToFrameDmg = delta.toDouble() / actorvalue.getAsDouble(AVKey.ACTION_INTERVAL)!!
ingame.world.inflictTerrainDamage(
Terrarum.mouseTileX,
Terrarum.mouseTileY,
Calculate.pickaxePower(ingame.actorNowPlaying, material) * swingDmgToFrameDmg
)
return true
}
override fun endPrimaryUse(delta: Float): Boolean {
using = false
// reset action timer to zero
ingame.actorNowPlaying.actorValue[AVKey.__ACTION_TIMER] = 0.0
return true
}
}*/
// test water bucket
itemCodex[9000] = object : GameItem() {
override var dynamicID: ItemID = 9000
override val originalID: ItemID = 9000
override val isUnique: Boolean = true
override val originalName: String = "Infinite Water Bucket"
override var baseMass: Double = 1000.0
override var baseToolSize: Double? = null
override var inventoryCategory: String = "tool"
override var stackable: Boolean = false
override val isDynamic: Boolean = false
override val material: Material = Material()
init {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
val ingame = Terrarum.ingame!! as Ingame // must be in here
ingame.world.setFluid(Terrarum.mouseTileX, Terrarum.mouseTileY, Fluid.WATER, 4f)
return true
}
}
// test lava bucket
itemCodex[9001] = object : GameItem() {
override var dynamicID: ItemID = 9001
override val originalID: ItemID = 9001
override val isUnique: Boolean = true
override val originalName: String = "Infinite Lava Bucket"
override var baseMass: Double = 1000.0
override var baseToolSize: Double? = null
override var inventoryCategory: String = "tool"
override var stackable: Boolean = false
override val isDynamic: Boolean = false
override val material: Material = Material()
init {
equipPosition = EquipPosition.HAND_GRIP
}
override fun startPrimaryUse(delta: Float): Boolean {
val ingame = Terrarum.ingame!! as Ingame // must be in here
ingame.world.setFluid(Terrarum.mouseTileX, Terrarum.mouseTileY, Fluid.LAVA, 4f)
return true
}
}
// read from save (if applicable) and fill dynamicItemDescription
println()
}
fun registerNewDynamicItem(dynamicID: Int, item: GameItem) {
if (AppLoader.IS_DEVELOPMENT_BUILD) {
printdbg(this, "Registering new dynamic item $dynamicID (from ${item.originalID})")
}
dynamicItemDescription[dynamicID] = item
dynamicToStaticTable[dynamicID] = item.originalID
}
/**
* Returns the item in the Codex. If the item is static, its clone will be returned (you are free to modify the returned item).
* However, if the item is dynamic, the item itself will be returned. Modifying the item will affect the game.
*/
operator fun get(code: ItemID?): GameItem? {
if (code == null) return null
if (code <= ITEM_STATIC.endInclusive) // generic item
return itemCodex[code]!!.clone() // from CSV
else if (code <= ITEM_DYNAMIC.endInclusive) {
return dynamicItemDescription[code]!!
}
else {
val a = (Terrarum.ingame!! as Ingame).getActorByID(code) // actor item
if (a is CanBeAnItem) return a.itemData
return null
//throw IllegalArgumentException("Attempted to get item data of actor that cannot be an item. ($a)")
}
}
fun dynamicToStaticID(dynamicID: ItemID) = dynamicToStaticTable[dynamicID]!!
/**
* Mainly used by GameItemLoader
*/
operator fun set(code: ItemID, item: GameItem) {
itemCodex[code] = item
}
fun getItemImage(item: GameItem?): TextureRegion? {
if (item == null) return null
return getItemImage(item.originalID)
}
fun getItemImage(itemOriginalID: Int): TextureRegion {
// dynamic item
if (itemOriginalID in ITEM_DYNAMIC) {
return getItemImage(dynamicToStaticID(itemOriginalID))
}
// terrain
else if (itemOriginalID in ITEM_TILES) {
return BlocksDrawer.tileItemTerrain.get(
itemOriginalID % 16,
itemOriginalID / 16
)
}
// wall
else if (itemOriginalID in ITEM_WALLS) {
return BlocksDrawer.tileItemWall.get(
(itemOriginalID.minus(ITEM_WALLS.first) % 16),
(itemOriginalID.minus(ITEM_WALLS.first) / 16)
)
}
// wire
/*else if (itemOriginalID in ITEM_WIRES) {
return BlocksDrawer.tilesWire.get((itemOriginalID % 16) * 16, itemOriginalID / 16)
}*/
else
return itemCodex[itemOriginalID]?.itemImage ?: itemImagePlaceholder
}
fun hasItem(itemID: Int): Boolean = dynamicItemDescription.containsKey(itemID)
}