Armor Item improvements (& other misc)
TODO: Make option to return to previewing with dummy
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aa0ef06ac6
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0c2015118b
@ -939,28 +939,55 @@ Humanoid Humanoid::makeDummy(Gender gender) {
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return humanoid;
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}
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List<Drawable> Humanoid::renderDummy(Gender gender, HeadArmor const* head, ChestArmor const* chest, LegsArmor const* legs, BackArmor const* back) {
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List<Drawable> Humanoid::renderDummy(Gender gender, Maybe<HeadArmor const*> head, Maybe<ChestArmor const*> chest, Maybe<LegsArmor const*> legs, Maybe<BackArmor const*> back) {
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if (head) {
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setHeadArmorFrameset(head->frameset(gender));
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setHeadArmorDirectives(head->directives());
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setHelmetMaskDirectives(head->maskDirectives());
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if (auto headPtr = *head) {
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setHeadArmorFrameset(headPtr->frameset(gender));
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setHeadArmorDirectives(headPtr->directives());
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setHelmetMaskDirectives(headPtr->maskDirectives());
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}
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else {
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setHeadArmorFrameset("");
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setHeadArmorDirectives("");
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setHelmetMaskDirectives("");
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}
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}
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if (chest) {
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setBackSleeveFrameset(chest->backSleeveFrameset(gender));
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setFrontSleeveFrameset(chest->frontSleeveFrameset(gender));
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setChestArmorFrameset(chest->bodyFrameset(gender));
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setChestArmorDirectives(chest->directives());
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if (auto chestPtr = *chest) {
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setBackSleeveFrameset(chestPtr->backSleeveFrameset(gender));
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setFrontSleeveFrameset(chestPtr->frontSleeveFrameset(gender));
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setChestArmorFrameset(chestPtr->bodyFrameset(gender));
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setChestArmorDirectives(chestPtr->directives());
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}
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else {
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setBackSleeveFrameset("");
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setFrontSleeveFrameset("");
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setChestArmorFrameset("");
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setChestArmorDirectives("");
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}
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}
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if (legs) {
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setLegsArmorFrameset(legs->frameset(gender));
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setLegsArmorDirectives(legs->directives());
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if (auto legsPtr = *legs) {
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setLegsArmorFrameset(legsPtr->frameset(gender));
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setLegsArmorDirectives(legsPtr->directives());
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}
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else {
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setLegsArmorFrameset("");
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setLegsArmorDirectives("");
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}
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}
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if (back) {
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setBackArmorFrameset(back->frameset(gender));
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setBackArmorDirectives(back->directives());
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if (auto backPtr = *back) {
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setBackArmorFrameset(backPtr->frameset(gender));
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setBackArmorDirectives(backPtr->directives());
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}
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else {
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setBackArmorFrameset("");
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setBackArmorDirectives("");
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}
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}
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auto drawables = render();
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@ -208,8 +208,8 @@ public:
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static Humanoid makeDummy(Gender gender);
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// Renders to centered drawables (centered on the normal image center for the
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// player graphics), (in pixels, not world space)
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List<Drawable> renderDummy(Gender gender, HeadArmor const* head = nullptr, ChestArmor const* chest = nullptr,
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LegsArmor const* legs = nullptr, BackArmor const* back = nullptr);
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List<Drawable> renderDummy(Gender gender, Maybe<HeadArmor const*> head = {}, Maybe<ChestArmor const*> chest = {},
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Maybe<LegsArmor const*> legs = {}, Maybe<BackArmor const*> back = {});
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Vec2F primaryHandPosition(Vec2F const& offset) const;
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Vec2F altHandPosition(Vec2F const& offset) const;
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@ -382,7 +382,7 @@ void ItemDrop::updateTaken(bool master) {
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targetPosition += m_overheadOffset;
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auto rect = owningEntity->collisionArea();
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if (!rect.isNull())
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targetPosition[1] += rect.yMax() + 1.5;
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targetPosition[1] += rect.yMax() + 1.5f;
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else
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targetPosition[1] += 1.5f;
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}
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@ -1151,7 +1151,7 @@ ItemPtr Player::pickupItems(ItemPtr const& items) {
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if (items->pickupSound().size()) {
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m_effectsAnimator->setSoundPool("pickup", {items->pickupSound()});
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float pitch = 1.f - ((float)items->count() / (float)items->maxStack()) * 0.5f;
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m_effectsAnimator->setSoundPitchMultiplier("pickup", clamp(pitch * Random::randf(0.9f, 1.1f), 0.f, 2.f));
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m_effectsAnimator->setSoundPitchMultiplier("pickup", clamp(pitch * Random::randf(0.8f, 1.2f), 0.f, 2.f));
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m_effectsAnimator->playSound("pickup");
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}
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auto itemDb = Root::singleton().itemDatabase();
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@ -10,7 +10,7 @@
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namespace Star {
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ArmorItem::ArmorItem(Json const& config, String const& directory, Json const& data) : Item(config, directory, data) {
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ArmorItem::ArmorItem(Json const& config, String const& directory, Json const& data) : Item(config, directory, data), SwingableItem(config) {
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refreshStatusEffects();
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m_effectSources = jsonToStringSet(instanceValue("effectSources", JsonArray()));
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m_techModule = instanceValue("techModule", "").toString();
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@ -36,6 +36,20 @@ StringSet ArmorItem::effectSources() const {
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return m_effectSources;
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}
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List<Drawable> ArmorItem::drawables() const {
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auto drawables = iconDrawables();
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Drawable::scaleAll(drawables, 1.0f / TilePixels);
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Drawable::translateAll(drawables, -handPosition() / TilePixels);
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return drawables;
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}
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float ArmorItem::getAngle(float aimAngle) {
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return -25.0f * Constants::deg2rad;
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}
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void ArmorItem::fire(FireMode mode, bool shifting, bool edgeTriggered) {}
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void ArmorItem::fireTriggered() {}
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List<String> const& ArmorItem::colorOptions() {
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return m_colorOptions;
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}
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@ -113,9 +127,9 @@ Directives const& HeadArmor::maskDirectives() const {
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List<Drawable> HeadArmor::preview(PlayerPtr const& viewer) const {
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Gender gender = viewer ? viewer->gender() : Gender::Male;
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Humanoid humanoid = Humanoid::makeDummy(gender);
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//Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, this);
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//Humanoid humanoid = Humanoid::makeDummy(gender);
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Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, this, nullptr, nullptr, nullptr);
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}
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ChestArmor::ChestArmor(Json const& config, String const& directory, Json const& data)
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@ -158,9 +172,9 @@ String const& ChestArmor::backSleeveFrameset(Gender gender) const {
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List<Drawable> ChestArmor::preview(PlayerPtr const& viewer) const {
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Gender gender = viewer ? viewer->gender() : Gender::Male;
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Humanoid humanoid = Humanoid::makeDummy(gender);
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//Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, nullptr, this);
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//Humanoid humanoid = Humanoid::makeDummy(gender);
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Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, nullptr, this, nullptr, nullptr);
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}
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LegsArmor::LegsArmor(Json const& config, String const& directory, Json const& data)
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@ -182,9 +196,9 @@ String const& LegsArmor::frameset(Gender gender) const {
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List<Drawable> LegsArmor::preview(PlayerPtr const& viewer) const {
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Gender gender = viewer ? viewer->gender() : Gender::Male;
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Humanoid humanoid = Humanoid::makeDummy(gender);
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//Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, nullptr, nullptr, this);
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//Humanoid humanoid = Humanoid::makeDummy(gender);
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Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, nullptr, nullptr, this, nullptr);
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}
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BackArmor::BackArmor(Json const& config, String const& directory, Json const& data)
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@ -206,8 +220,8 @@ String const& BackArmor::frameset(Gender gender) const {
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List<Drawable> BackArmor::preview(PlayerPtr const& viewer) const {
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Gender gender = viewer ? viewer->gender() : Gender::Male;
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Humanoid humanoid = Humanoid::makeDummy(gender);
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//Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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//Humanoid humanoid = Humanoid::makeDummy(gender);
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Humanoid humanoid = viewer ? *viewer->humanoid() : Humanoid::makeDummy(gender);
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return humanoid.renderDummy(gender, nullptr, nullptr, nullptr, this);
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}
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@ -6,7 +6,7 @@
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#include "StarStatusEffectItem.hpp"
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#include "StarEffectSourceItem.hpp"
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#include "StarPreviewableItem.hpp"
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#include "StarSwingableItem.hpp"
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namespace Star {
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STAR_CLASS(ArmorItem);
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@ -15,7 +15,7 @@ STAR_CLASS(ChestArmor);
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STAR_CLASS(LegsArmor);
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STAR_CLASS(BackArmor);
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class ArmorItem : public Item, public StatusEffectItem, public EffectSourceItem {
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class ArmorItem : public Item, public EffectSourceItem, public SwingableItem {
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public:
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ArmorItem(Json const& config, String const& directory, Json const& data);
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virtual ~ArmorItem() {}
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@ -23,6 +23,13 @@ public:
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virtual List<PersistentStatusEffect> statusEffects() const override;
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virtual StringSet effectSources() const override;
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virtual List<Drawable> drawables() const override;
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virtual float getAngle(float aimAngle) override;
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virtual void fire(FireMode mode, bool shifting, bool edgeTriggered) override;
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virtual void fireTriggered() override;
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List<String> const& colorOptions();
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Directives const& directives() const;
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@ -337,6 +337,14 @@ BeamMiningTool::BeamMiningTool(Json const& config, String const& directory, Json
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m_blockVolume = assets->json("/sfx.config:miningBlockVolume").toFloat();
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m_endType = EndType::Object;
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if (auto jRate = instanceValue("scaleRate")) {
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if (jRate.canConvert(Json::Type::Float)) {
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float rate = jRate.toFloat();
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m_tileDamage /= rate;
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m_cooldownTime /= rate;
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}
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}
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m_inhandStatusEffects = instanceValue("inhandStatusEffects", JsonArray()).toArray().transformed(jsonToPersistentStatusEffect);
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}
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@ -359,7 +367,10 @@ List<PreviewTile> BeamMiningTool::preview(bool shifting) const {
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if (ownerp && worldp) {
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if (ownerp->isAdmin() || ownerp->inToolRange()) {
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Vec3B light = Color::rgba(ownerp->favoriteColor()).toRgb();
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Color lightColor = Color::rgba(ownerp->favoriteColor());
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if (!ready())
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lightColor *= Color::rgbaf(0.75f, 0.75f, 0.75f, 1.0f);
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Vec3B light = lightColor.toRgb();
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int radius = !shifting ? m_blockRadius : m_altBlockRadius;
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for (auto pos : tileAreaBrush(radius, ownerp->aimPosition(), true)) {
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if (worldp->tileIsOccupied(pos, TileLayer::Foreground, true)) {
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