mirror of
https://github.com/Anuken/Mindustry.git
synced 2026-03-11 09:20:51 -07:00
Buttons for toggling buildings/terrain in editor
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parent
6ab5776064
commit
71fbfffaec
7 changed files with 95 additions and 31 deletions
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@ -451,10 +451,12 @@ publish.confirm = Are you sure you want to publish this?\n\n[lightgray]Make sure
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publish.error = Error publishing item: {0}
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steam.error = Failed to initialize Steam services.\nError: {0}
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editor.showblocks = Show Blocks
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editor.showterrain = Show Terrain
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editor.showfloor = Show Floor
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editor.planet = Planet:
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editor.sector = Sector:
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editor.seed = Seed:
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editor.cliffs = Walls To Cliffs
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editor.brush = Brush
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editor.openin = Open In Editor
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editor.oregen = Ore Generation
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@ -85,7 +85,7 @@ public class EditorRenderer implements Disposable{
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//don't process terrain updates every frame (helps with lag on low end devices)
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boolean doUpdate = Core.graphics.getFrameId() % 2 == 0;
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if(doUpdate) renderer.blocks.floor.checkChanges();
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if(doUpdate) renderer.blocks.floor.checkChanges(!editor.showTerrain);
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boolean prev = renderer.animateWater;
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renderer.animateWater = false;
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@ -95,14 +95,16 @@ public class EditorRenderer implements Disposable{
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Core.camera.width = 999999f;
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Core.camera.height = 999999f;
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Core.camera.mat.set(Draw.proj()).mul(Tmp.m3.setToTranslation(tx, ty).scale(tw / (width * tilesize), th / (height * tilesize)).translate(4f, 4f));
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renderer.blocks.floor.drawFloor();
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if(editor.showFloor){
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renderer.blocks.floor.drawFloor();
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}
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Tmp.m2.set(Draw.proj());
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//scissors are always enabled because this is drawn clipped in UI, make sure they don't interfere with drawing shadow events
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Gl.disable(Gl.scissorTest);
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if(doUpdate) renderer.blocks.processShadows();
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if(doUpdate) renderer.blocks.processShadows(!editor.showBuildings, !editor.showTerrain);
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Gl.enable(Gl.scissorTest);
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@ -115,7 +117,9 @@ public class EditorRenderer implements Disposable{
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Draw.proj(Tmp.m2);
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renderer.blocks.floor.beginDraw();
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renderer.blocks.floor.drawLayer(CacheLayer.walls);
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if(editor.showTerrain){
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renderer.blocks.floor.drawLayer(CacheLayer.walls);
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}
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renderer.animateWater = prev;
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if(chunks == null) return;
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@ -125,16 +129,18 @@ public class EditorRenderer implements Disposable{
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recacheChunks.clear();
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}
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shader.bind();
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shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
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if(editor.showBuildings){
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shader.bind();
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shader.setUniformMatrix4("u_projTrans", Tmp.m1.set(Core.camera.mat).translate(-packPad, -packPad).scale(packWidth, packHeight));
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for(int x = 0; x < chunks.length; x++){
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for(int y = 0; y < chunks[0].length; y++){
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EditorSpriteCache mesh = chunks[x][y];
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for(int x = 0; x < chunks.length; x++){
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for(int y = 0; y < chunks[0].length; y++){
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EditorSpriteCache mesh = chunks[x][y];
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if(mesh == null) continue;
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if(mesh == null) continue;
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mesh.render(shader);
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mesh.render(shader);
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}
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}
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}
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@ -159,7 +165,7 @@ public class EditorRenderer implements Disposable{
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}
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void recache(){
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renderer.blocks.floor.clearTiles();
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renderer.blocks.floor.reload(!editor.showTerrain);
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renderer.blocks.reload();
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for(int x = 0; x < chunks.length; x++){
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@ -167,6 +173,20 @@ public class EditorRenderer implements Disposable{
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recacheChunk(x, y);
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}
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}
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//this causes 2 recaches, but it's necessary to fix the wrong shadows after a reload
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if(!editor.showBuildings || !editor.showTerrain){
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recacheShadows();
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}
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}
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void recacheTerrain(){
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renderer.blocks.floor.reload(!editor.showTerrain);
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renderer.blocks.reload();
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recacheShadows();
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}
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void recacheShadows(){
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renderer.blocks.updateShadows(!editor.showBuildings, !editor.showTerrain);
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}
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void recacheChunk(int cx, int cy){
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@ -81,6 +81,10 @@ public class EditorTile extends Tile{
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}else{
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renderer.blocks.updateShadowTile(this);
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}
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if(build != null){
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build.wasVisible = true;
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}
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}
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@Override
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@ -32,6 +32,7 @@ public class MapEditor{
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public int rotation;
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public Block drawBlock = Blocks.stone;
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public Team drawTeam = Team.sharded;
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public boolean showTerrain = true, showFloor = true, showBuildings = true;
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public boolean isLoading(){
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return loading;
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@ -650,10 +650,7 @@ public class MapEditorDialog extends Dialog implements Disposable{
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tools.row();
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tools.table(Tex.underline, t -> t.add("@editor.teams"))
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.colspan(3).height(40).width(size * 3f + 3f).padBottom(3);
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tools.row();
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tools.image(Tex.whiteui, Pal.gray).colspan(3).height(4f).width(size * 3f + 3f).row();
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ButtonGroup<ImageButton> teamgroup = new ButtonGroup<>();
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@ -695,10 +692,18 @@ public class MapEditorDialog extends Dialog implements Disposable{
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mid.row();
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mid.check("@editor.showblocks", editor.showBuildings, b -> {
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editor.showBuildings = b;
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editor.renderer.recacheShadows();
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}).pad(2f).growX().with(Table::left).row();
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mid.check("@editor.showterrain", editor.showTerrain, b -> {
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editor.showTerrain = b;
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editor.renderer.recacheTerrain();
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}).pad(2f).growX().with(Table::left).row();
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mid.check("@editor.showfloor", editor.showFloor, b -> editor.showFloor = b).pad(2f).growX().with(Table::left).row();
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if(!mobile){
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mid.table(t -> {
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t.button("@editor.center", Icon.move, Styles.flatt, view::center).growX().margin(9f);
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}).growX().top();
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mid.button("@editor.center", Icon.move, Styles.flatt, view::center).growX().margin(9f);
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}
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}).margin(0).left().growY();
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@ -154,6 +154,26 @@ public class BlockRenderer{
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updateDarkness();
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}
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public void updateShadows(boolean ignoreBuildings, boolean ignoreTerrain){
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shadows.getTexture().setFilter(TextureFilter.linear, TextureFilter.linear);
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shadows.resize(world.width(), world.height());
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shadows.begin();
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Core.graphics.clear(Color.white);
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Draw.proj().setOrtho(0, 0, shadows.getWidth(), shadows.getHeight());
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Draw.color(blendShadowColor);
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for(Tile tile : world.tiles){
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if(tile.block().displayShadow(tile) && (tile.build == null || tile.build.wasVisible) && !(ignoreBuildings && !tile.block().isStatic()) && !(ignoreTerrain && tile.block().isStatic())){
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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}
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Draw.flush();
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Draw.color();
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shadows.end();
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}
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public void updateDarkness(){
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darkEvents.clear();
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dark.getTexture().setFilter(TextureFilter.linear);
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@ -303,6 +323,10 @@ public class BlockRenderer{
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}
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public void processShadows(){
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processShadows(false, false);
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}
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public void processShadows(boolean ignoreBuildings, boolean ignoreTerrain){
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if(!shadowEvents.isEmpty()){
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Draw.flush();
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@ -312,7 +336,7 @@ public class BlockRenderer{
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for(Tile tile : shadowEvents){
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if(tile == null) continue;
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//draw white/shadow color depending on blend
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Draw.color((!tile.block().displayShadow(tile) || (state.rules.fog && tile.build != null && !tile.build.wasVisible)) ? Color.white : blendShadowColor);
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Draw.color((!tile.block().displayShadow(tile) || (state.rules.fog && tile.build != null && !tile.build.wasVisible) || (ignoreBuildings && !tile.block().isStatic()) || (ignoreTerrain && tile.block().isStatic())) ? Color.white : blendShadowColor);
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Fill.rect(tile.x + 0.5f, tile.y + 0.5f, 1, 1);
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}
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@ -113,7 +113,7 @@ public class FloorRenderer{
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}
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""");
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Events.on(WorldLoadEvent.class, event -> clearTiles());
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Events.on(WorldLoadEvent.class, event -> reload());
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}
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public IndexData getIndexData(){
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@ -162,7 +162,7 @@ public class FloorRenderer{
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if(!Structs.inBounds(x, y, cache)) continue;
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if(cache[x][y].length == 0){
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cacheChunk(x, y);
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cacheChunk(x, y, false);
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}
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ChunkMesh[] chunk = cache[x][y];
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@ -193,12 +193,16 @@ public class FloorRenderer{
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}
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public void checkChanges(){
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checkChanges(false);
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}
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public void checkChanges(boolean ignoreWalls){
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if(recacheSet.size > 0){
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//recache one chunk at a time
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IntSetIterator iterator = recacheSet.iterator();
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while(iterator.hasNext){
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int chunk = iterator.next();
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cacheChunk(Point2.x(chunk), Point2.y(chunk));
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cacheChunk(Point2.x(chunk), Point2.y(chunk), ignoreWalls);
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}
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recacheSet.clear();
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@ -278,13 +282,13 @@ public class FloorRenderer{
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layer.end();
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}
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private void cacheChunk(int cx, int cy){
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private void cacheChunk(int cx, int cy, boolean ignoreWalls){
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used.clear();
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for(int tilex = Math.max(cx * chunksize - 1, 0); tilex < (cx + 1) * chunksize + 1 && tilex < world.width(); tilex++){
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for(int tiley = Math.max(cy * chunksize - 1, 0); tiley < (cy + 1) * chunksize + 1 && tiley < world.height(); tiley++){
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Tile tile = world.rawTile(tilex, tiley);
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boolean wall = tile.block().cacheLayer != CacheLayer.normal;
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boolean wall = !ignoreWalls && tile.block().cacheLayer != CacheLayer.normal;
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if(wall){
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used.add(tile.block().cacheLayer);
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@ -310,11 +314,11 @@ public class FloorRenderer{
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}
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for(CacheLayer layer : used){
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meshes[layer.id] = cacheChunkLayer(cx, cy, layer);
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meshes[layer.id] = cacheChunkLayer(cx, cy, layer, ignoreWalls);
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}
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}
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private ChunkMesh cacheChunkLayer(int cx, int cy, CacheLayer layer){
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private ChunkMesh cacheChunkLayer(int cx, int cy, CacheLayer layer, boolean ignoreWalls){
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vidx = 0;
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Batch current = Core.batch;
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@ -333,7 +337,7 @@ public class FloorRenderer{
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if(tile.block().cacheLayer == layer && layer == CacheLayer.walls && !(tile.isDarkened() && tile.data >= 5)){
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tile.block().drawBase(tile);
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}else if(floor.cacheLayer == layer && (world.isAccessible(tile.x, tile.y) || tile.block().cacheLayer != CacheLayer.walls || !tile.block().fillsTile)){
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}else if(floor.cacheLayer == layer && (ignoreWalls || world.isAccessible(tile.x, tile.y) || tile.block().cacheLayer != CacheLayer.walls || !tile.block().fillsTile)){
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floor.drawBase(tile);
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}else if(floor.cacheLayer != layer && layer != CacheLayer.walls){
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floor.drawNonLayer(tile, layer);
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@ -355,7 +359,11 @@ public class FloorRenderer{
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return mesh;
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}
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public void clearTiles(){
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public void reload(){
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reload(false);
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}
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public void reload(boolean ignoreWalls){
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//dispose all old meshes
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if(cache != null){
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for(var x : cache){
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@ -385,7 +393,7 @@ public class FloorRenderer{
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for(int x = 0; x < chunksx; x++){
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for(int y = 0; y < chunksy; y++){
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cacheChunk(x, y);
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cacheChunk(x, y, ignoreWalls);
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}
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}
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