Tile placement improvements
Placing materials is now done in a line to fix gaps at low framerates
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3
assets/opensb/items/defaultParameters.config.patch
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3
assets/opensb/items/defaultParameters.config.patch
Normal file
@ -0,0 +1,3 @@
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{
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"materialItems" : { "cooldown" : 0 } // tile prediction makes a cooldown pointless
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}
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@ -322,16 +322,23 @@ TileModificationList WorldClient::applyTileModifications(TileModificationList co
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if (!inWorld())
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return {};
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auto result = WorldImpl::splitTileModifications(m_entityMap, modificationList, allowEntityOverlap, m_tileGetterFunction, [this](Vec2I pos, TileModification) {
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auto extraCheck = [this](Vec2I pos, TileModification) {
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return !isTileProtected(pos);
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});
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};
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// thanks to new prediction: do it aggressively until no changes occur
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auto result = WorldImpl::splitTileModifications(m_entityMap, modificationList, allowEntityOverlap, m_tileGetterFunction, extraCheck);
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while (true) {
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if (!result.first.empty()) {
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informTilePredictions(result.first);
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m_outgoingPackets.append(make_shared<ModifyTileListPacket>(result.first, true));
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}
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auto list = move(result.second);
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result = WorldImpl::splitTileModifications(m_entityMap, list, allowEntityOverlap, m_tileGetterFunction, extraCheck);
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}
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else
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return result.second;
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}
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}
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float WorldClient::gravity(Vec2F const& pos) const {
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@ -27,9 +27,10 @@ MaterialItem::MaterialItem(Json const& config, String const& directory, Json con
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setTwoHanded(config.getBool("twoHanded", true));
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setCooldownTime(Root::singleton().assets()->json("/items/defaultParameters.config:materialItems.cooldown").toFloat());
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m_blockRadius = Root::singleton().assets()->json("/items/defaultParameters.config:blockRadius").toFloat();
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m_altBlockRadius = Root::singleton().assets()->json("/items/defaultParameters.config:altBlockRadius").toFloat();
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auto defaultParameters = Root::singleton().assets()->json("/items/defaultParameters.config");
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setCooldownTime(config.queryFloat("materialItems.cooldown", defaultParameters.queryFloat("materialItems.cooldown")));
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m_blockRadius = config.getFloat("blockRadius", defaultParameters.getFloat("blockRadius"));
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m_altBlockRadius = config.getFloat("altBlockRadius", defaultParameters.getFloat("altBlockRadius"));
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m_multiplace = config.getBool("allowMultiplace", BlockCollisionSet.contains(Root::singleton().materialDatabase()->materialCollisionKind(m_material)));
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m_shifting = false;
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@ -75,17 +76,48 @@ void MaterialItem::fire(FireMode mode, bool shifting, bool edgeTriggered) {
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if (!multiplaceEnabled())
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radius = 1;
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for (auto pos : tileAreaBrush(radius, owner()->aimPosition(), true))
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modifications.append({pos, PlaceMaterial{layer, materialId(), placementHueShift(pos)}});
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auto geo = world()->geometry();
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auto aimPosition = owner()->aimPosition();
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if (!m_lastAimPosition)
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m_lastAimPosition = aimPosition;
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unsigned steps = 1;
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Vec2F diff = {};
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if (*m_lastAimPosition != aimPosition) {
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diff = geo.diff(*m_lastAimPosition, aimPosition);
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float magnitude = diff.magnitude();
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if (magnitude > 32) {
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m_lastAimPosition = aimPosition + diff.normalized() * 32;
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magnitude = 32;
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}
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steps = (int)ceil(magnitude);
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}
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bool fail = true;
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for (int i = 0; i != steps; ++i) {
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auto placementOrigin = aimPosition + diff * ((float)i / steps);
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for (Vec2I pos : tileAreaBrush(radius, placementOrigin, true))
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modifications.append({ pos, PlaceMaterial{layer, materialId(), placementHueShift(pos)} });
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// Make sure not to make any more modifications than we have consumables.
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if (modifications.size() > count())
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modifications.resize(count());
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size_t failed = world()->applyTileModifications(modifications, false).size();
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if (failed < modifications.size()) {
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FireableItem::fire(mode, shifting, edgeTriggered);
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fail = false;
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consume(modifications.size() - failed);
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}
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}
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if (!fail)
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FireableItem::fire(mode, shifting, edgeTriggered);
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m_lastAimPosition = aimPosition;
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}
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void MaterialItem::endFire(FireMode mode, bool shifting) {
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m_lastAimPosition.reset();
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}
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MaterialId MaterialItem::materialId() const {
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@ -23,6 +23,7 @@ public:
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List<Drawable> nonRotatedDrawables() const override;
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void fire(FireMode mode, bool shifting, bool edgeTriggered) override;
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void endFire(FireMode mode, bool shifting) override;
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MaterialId materialId() const;
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MaterialHue materialHueShift() const;
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@ -43,6 +44,7 @@ private:
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float m_altBlockRadius;
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bool m_shifting;
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bool m_multiplace;
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Maybe<Vec2F> m_lastAimPosition;
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};
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}
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