-
Notifications
You must be signed in to change notification settings - Fork 354
/
place_objects.lua
844 lines (764 loc) · 29.3 KB
/
place_objects.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
local TH = require("TH")
local ipairs, math_floor
= ipairs, math.floor
-- Visually, it looks better to have the object being placed not attached to a
-- tile (so that it is always on top of walls, etc.), but for debugging it can
-- be useful to attach it to a tile.
local ATTACH_BLUEPRINT_TO_TILE = false
--! The dialog shown when placing objects.
class "UIPlaceObjects" (Window)
---@type UIPlaceObjects
local UIPlaceObjects = _G["UIPlaceObjects"]
--[[ Constructor for the class.
!param ui (UI) The active ui.
!param object_list (table) a list of tables with objects to place. Keys are "object", "qty" and
"existing_object". The first is the object_type of the object, the second how many, and if the key
"existing_object" is set it should be an already existing object that is about to be moved.
In particular, if that object has a variable called current_frame then that frame will be used
when drawing the object as it is being moved.
]]
function UIPlaceObjects:UIPlaceObjects(ui, object_list, pay_for)
self:Window()
object_list = object_list or {} -- Default argument
local app = ui.app
self.modal_class = "main"
self.ui = ui
self.map = app.map
self.anims = app.anims
self.world = app.world
self.width = 186
self.height = 167 + #object_list * 29
self:setDefaultPosition(0.9, 0.1)
self.panel_sprites = app.gfx:loadSpriteTable("QData", "Req05V", true)
self.white_font = app.gfx:loadFont("QData", "Font01V")
self.blue_font = app.gfx:loadFont("QData", "Font02V")
self.title_text = _S.rooms_short.corridor_objects
self.desc_text = _S.place_objects_window.place_objects_in_corridor
self:addPanel(112, 0, 0) -- Dialog header
for y = 48, 83, 7 do
self:addPanel(113, 0, y) -- Desc text box
end
self:addPanel(114, 0, 90) -- Dialog mid-piece
self:addPanel(115, 0, 100):makeButton(9, 8, 41, 42, 116, self.cancel):setSound("no4.wav"):setTooltip(_S.tooltip.place_objects_window.cancel)
self.purchase_button =
self:addPanel(117, 50, 100):makeButton(1, 8, 41, 42, 118, self.purchaseItems):setTooltip(_S.tooltip.place_objects_window.buy_sell)
:setDisabledSprite(127):enable(false) -- Disabled purchase items button
self.pickup_button =
self:addPanel(119, 92, 100):makeButton(1, 8, 41, 42, 120, self.pickupItems):setTooltip(_S.tooltip.place_objects_window.pick_up)
:setDisabledSprite(128):enable(false):makeToggle() -- Disabled pick up items button
self.confirm_button =
self:addPanel(121, 134, 100):makeButton(1, 8, 43, 42, 122, self.confirm):setTooltip(_S.tooltip.place_objects_window.confirm)
:setDisabledSprite(129):enable(false):setSound("YesX.wav") -- Disabled confirm button
self.list_header = self:addPanel(123, 0, 146) -- Object list header
self.list_header.visible = false
self.objects = {}
self.object_footprint = {}
self.num_slots = 0
self:addObjects(object_list, pay_for)
ui:setWorldHitTest(false)
UIPlaceObjects.registerKeyHandlers(self)
end
function UIPlaceObjects:registerKeyHandlers()
self:addKeyHandler("global_cancel", self.cancel)
self:addKeyHandler("global_cancel_alt", self.cancel)
self:addKeyHandler("ingame_rotateobject", self.tryNextOrientation)
end
-- changes the window size and buttons to num_slots slots
function UIPlaceObjects:resize(num_slots)
if self.num_slots == num_slots then
return
end
if num_slots == 0 then
self.list_header.visible = false
else
self.list_header.visible = true
end
local function idx(i)
return --[[persistable:place_objects_idx1]] function(window)
if i == window.active_index then
window:nextOrientation()
else
window.place_objects = true
window:setActiveIndex(i)
-- Stop picking up items when user presses object in list
local edit_room_window = window.ui:getWindow(UIEditRoom)
if edit_room_window and edit_room_window.in_pickup_mode then
edit_room_window:stopPickupItems()
end
end
end
end
if self.num_slots < num_slots then
-- change last panel
if self.num_slots > 0 then
local last_panel = self.panels[#self.panels - 1]
last_panel.y = last_panel.y + 4
last_panel.sprite_index = 124
end
-- add new panels (save last one)
for i = self.num_slots + 1, num_slots - 1 do
self:addPanel(124, 0, 121 + i * 29)
:makeButton(15, 8, 130, 23, 125, idx(i))
:preservePanel()
end
-- add last new panel
self:addPanel(156, 0, 117 + num_slots * 29)
:makeButton(15, 12, 130, 23, 125, idx(num_slots))
:preservePanel()
else
-- remove buttons
for _ = self.num_slots, num_slots + 1, -1 do
-- NB: Two panels per item, the latter being a dummy for the button
self.panels[#self.panels] = nil
self.panels[#self.panels] = nil
self.buttons[#self.buttons] = nil
if num_slots > 0 then
-- change appearance of last panel
local last_panel = self.panels[#self.panels - 1]
last_panel.y = last_panel.y - 4
last_panel.sprite_index = 156
end
end
end
self.num_slots = num_slots
self.height = 167 + (num_slots) * 29
end
function UIPlaceObjects:addObjects(object_list, pay_for)
self.visible = true -- even if no objects are to be placed, make the window visible again
if not object_list then
object_list = {}
end
if #object_list == 0 and #self.objects == 0 then
return
end
-- Detect objects already existing in self.objects and increment its quantity
-- rather than adding new objects lines.
local new_index = 1
while true do
local new_object = object_list[new_index]
if not new_object then break end
for _, object in ipairs(self.objects) do
if new_object.qty > 0 and new_object.object.thob == object.object.thob then
object.qty = object.qty + new_object.qty
if pay_for then
local build_cost = self.ui.hospital:getObjectBuildCost(new_object.object.id)
local msg = _S.transactions.buy_object .. ": " .. object.object.name
self.ui.hospital:spendMoney(new_object.qty * build_cost, msg, new_object.qty * build_cost)
end
-- If this is an object that has been created in the world already, add it to the
-- associated list of objects to re-place.
if new_object.existing_object then
if not object.existing_objects then
object.existing_objects = {}
end
-- Insert the new object in the beginning of the list so that that this object
-- is the one to be placed first. (LIFO)
table.insert(object.existing_objects, 1, new_object.existing_object)
end
table.remove(object_list, new_index)
new_index = new_index - 1
break
end
end
new_index = new_index + 1
end
self.place_objects = true -- When adding objects guess we want to place objects
self.object_anim = TH.animation()
self.object_slave_anim = TH.animation()
local total_objects = #self.objects + #object_list
self:resize(total_objects)
for _, object in pairs(object_list) do
if object.existing_object then
object.existing_objects = {object.existing_object}
end
self.objects[#self.objects + 1] = object
if pay_for then
local build_cost = self.ui.hospital:getObjectBuildCost(object.object.id)
local msg = _S.transactions.buy_object .. ": " .. object.object.name
self.ui.hospital:spendMoney(object.qty * build_cost, msg, object.qty * build_cost)
end
end
-- sort list by size of object (number of tiles in the first existing orientation (usually north))
table.sort(self.objects, function(o1, o2)
local orient1 = o1.object.orientations.north or o1.object.orientations.east or
o1.object.orientations.south or o1.object.orientations.west
local orient2 = o2.object.orientations.north or o2.object.orientations.east or
o2.object.orientations.south or o2.object.orientations.west
return #orient1.footprint > #orient2.footprint
end)
self.active_index = 0 -- avoid case of index changing from 1 to 1
self:setActiveIndex(1)
self:onCursorWorldPositionChange(self.ui:getCursorPosition(self))
end
-- precondition: self.active_index has to correspond to the object to be removed
function UIPlaceObjects:removeObject(object, dont_close_if_empty, refund)
if refund then
local build_cost = self.ui.hospital:getObjectBuildCost(object.object.id)
local msg = _S.transactions.sell_object .. ": " .. object.object.name
self.ui.hospital:receiveMoney(build_cost, msg, build_cost)
end
object.qty = object.qty - 1
-- Prefer to remove objects not yet placed
local existing_no = object.existing_objects and #object.existing_objects or 0
if existing_no > 0 then
if object.qty < #object.existing_objects then
-- The object is already as good as destroyed. It is only known in this list.
table.remove(object.existing_objects, 1)
end
end
if object.qty == 0 then
if #self.objects == 1 then
self:clearBlueprint()
self.object_cell_x = nil
self.object_cell_y = nil
if dont_close_if_empty then
self.list_header.visible = false
self.place_objects = false -- No object to place
else
self:close()
return
end
end
local idx = self.active_index
table.remove(self.objects, idx)
self:resize(#self.objects)
self.active_index = 0 -- avoid case of index changing from 1 to 1
self:setActiveIndex(1)
else
-- Make sure the correct frame is shown for the next object
self:setOrientation(self.object_orientation)
end
-- Update blueprint
self:setBlueprintCell(self.object_cell_x, self.object_cell_y)
end
function UIPlaceObjects:removeAllObjects(refund)
-- There is surely a nicer way to implement this than the current hack. Rewrite it sometime later.
self:setActiveIndex(1)
for _ = 1, #self.objects do
for _ = 1, self.objects[1].qty do
self:removeObject(self.objects[1], true, refund)
end
end
end
function UIPlaceObjects:removeObjects(object_list, refund)
-- rewrite at some point..
if not object_list then
object_list = {}
end
for _, o in ipairs(object_list) do
for j, p in ipairs(self.objects) do
if o.object.id == p.object.id then
self.active_index = j
for _ = 1, o.qty do
self:removeObject(p, true, refund)
end
end
end
end
end
function UIPlaceObjects:close()
self.ui:tutorialStep(1, {4, 5}, 1)
self:removeAllObjects(true)
self:clearBlueprint()
self.ui:setWorldHitTest(true)
return Window.close(self)
end
function UIPlaceObjects:cancel()
self:close()
end
function UIPlaceObjects:setActiveIndex(index)
if index == self.active_index or #self.objects == 0 then
return
end
self.active_index = index
local object = self.objects[self.active_index].object
if object.id == "reception_desk" then
self.ui:tutorialStep(1, 6, 4)
else
self.ui:tutorialStep(1, {4, 5}, 6)
end
local anims = self.anims
local grey_scale = anims.Alt32_GreyScale
local _, ghost = self.ui.app.gfx:loadPalette()
for _, anim in pairs(object.idle_animations) do
anims:setAnimationGhostPalette(anim, ghost, grey_scale)
end
if object.slave_type then
for _, anim in pairs(object.slave_type.idle_animations) do
anims:setAnimationGhostPalette(anim, ghost, grey_scale)
end
end
if object.locked_to_wall then
local wx, wy, wo = self:calculateBestPlacementPosition(0, 0)
self.object_cell_x, self.object_cell_y = wx, wy
self:setOrientation(wo)
else
self.object_orientation = "west"
self:nextOrientation()
end
end
local orient_mirror = {
north = "west",
west = "north",
east = "south",
south = "east",
}
local orient_next = {
north = "east",
east = "south",
south = "west",
west = "north",
}
function UIPlaceObjects:setOrientation(orient)
self.object_orientation = orient
local object_data = self.objects[self.active_index]
local object = object_data.object
local anim = object.idle_animations[orient]
local flag = 0
if not anim then
anim = object.idle_animations[orient_mirror[orient]]
flag = 1
end
if object.orientations[orient].early_list then
flag = flag + 1024
end
self.object_anim:setAnimation(self.anims, anim, flag)
if object.slave_type then
local slave_flag = flag - (flag % 2)
local slave_anim = object.slave_type.idle_animations[orient]
if not slave_anim then
slave_anim = object.slave_type.idle_animations[orient_mirror[orient]]
slave_flag = slave_flag + 1
end
self.object_slave_anim:setAnimation(self.anims, slave_anim, slave_flag)
end
local present_object
if object_data.existing_objects and #object_data.existing_objects > 0 then
present_object = object_data.existing_objects[1]
end
if present_object and present_object.current_frame then
self.object_anim:setFrame(present_object.current_frame)
end
local px, py = unpack(object.orientations[orient].render_attach_position)
if type(px) == "table" then
px, py = unpack(px)
end
px, py = Map:WorldToScreen(px + 1, py + 1)
px = object.orientations[orient].animation_offset[1] + px
py = object.orientations[orient].animation_offset[2] + py
self.object_anim:setPosition(px, py)
if object.slave_type then
px, py = unpack(object.slave_type.orientations[orient].render_attach_position)
if type(px) == "table" then
px, py = unpack(px)
end
local offset = object.orientations[orient].slave_position
if offset then
px = px + offset[1]
py = py + offset[2]
end
px, py = Map:WorldToScreen(px + 1, py + 1)
px = object.slave_type.orientations[orient].animation_offset[1] + px
py = object.slave_type.orientations[orient].animation_offset[2] + py
self.object_slave_anim:setPosition(px, py)
end
self:setBlueprintCell(self.object_cell_x, self.object_cell_y)
end
function UIPlaceObjects:nextOrientation()
if not self.object_anim then
return
end
local object = self.objects[self.active_index].object
if object.locked_to_wall then
-- Orientation is dictated by the nearest wall
return
end
local orient = self.object_orientation
repeat
orient = orient_next[orient]
until object.orientations[orient]
self:setOrientation(orient)
end
function UIPlaceObjects:tryNextOrientation()
if #self.objects > 0 then
self.ui:playSound("swoosh.wav")
self.objects[self.active_index].orientation_before = self.object_orientation
self:nextOrientation()
end
end
function UIPlaceObjects:onMouseUp(button, x, y)
local repaint = Window.onMouseUp(self, button, x, y)
-- We don't want to place objects because we are selecting new objects for adding in a room being built/edited
-- Or the game is paused.
if not self.place_objects or not self.world.user_actions_allowed then
return
end
if button == "right" then
self:tryNextOrientation()
repaint = true
elseif button == "left" then
if #self.objects > 0 then
if 0 <= x and x < self.width and 0 <= y and y < self.height then -- luacheck: ignore 542
-- Click within window - do nothing
elseif self.object_cell_x and self.object_cell_y and self.object_blueprint_good then
self:placeObject()
repaint = true
elseif self.object_cell_x and self.object_cell_y and not self.object_blueprint_good then
self.ui:tutorialStep(3, {13, 15}, 14)
end
end
end
return repaint
end
function UIPlaceObjects:placeObject(dont_close_if_empty)
if not self.place_objects then
-- We don't want to place objects because we are selecting new objects for adding in a room being built/edited
return
end
local object = self.objects[self.active_index]
if object.object.id == "reception_desk" then self.ui:tutorialStep(1, 4, "next") end
local real_obj
-- There might be an existing object that has been picked up.
if object.existing_objects and #object.existing_objects > 0 then
real_obj = object.existing_objects[1]
table.remove(object.existing_objects, 1)
end
local room = self.room or self.world:getRoom(self.object_cell_x, self.object_cell_y)
if real_obj then
-- If there is such an object then we don't want to make a new one, but move this one instead.
if real_obj.orientation_before and real_obj.orientation_before ~= self.object_orientation then
real_obj:initOrientation(self.object_orientation)
end
self.world:prepareFootprintTilesForBuild(real_obj.footprint, self.object_cell_x, self.object_cell_y)
real_obj:setTile(self.object_cell_x, self.object_cell_y)
self.world:objectPlaced(real_obj)
if real_obj.slave then
self.world:objectPlaced(real_obj.slave)
end
-- Some objects (e.g. the plant) uses this flag to avoid doing stupid things when picked up.
real_obj.picked_up = false
-- Machines may have smoke, recalculate it to ensure the animation is in the correct state
if real_obj.strength then
real_obj:calculateSmoke(room)
end
if class.is(real_obj, Machine) then
real_obj:setHandymanRepairPosition(self.object_orientation)
end
else
local object_footprint = object.object.orientations[self.object_orientation].footprint
self.world:prepareFootprintTilesForBuild(object_footprint, self.object_cell_x, self.object_cell_y)
real_obj = self.world:newObject(object.object.id,
self.object_cell_x, self.object_cell_y, self.object_orientation)
real_obj:setState(object.state)
end
if room then
room.objects[real_obj] = true
end
self.ui:playSound("place_r.wav")
self:removeObject(object, dont_close_if_empty)
object.orientation_before = nil
return real_obj
end
function UIPlaceObjects:draw(canvas, x, y)
if not self.visible then
return -- Do nothing if dialog is not visible
end
-- Don't show the object if the game is paused
if self.world.user_actions_allowed then
if not ATTACH_BLUEPRINT_TO_TILE and self.object_cell_x and self.object_anim then
local xpos, ypos = self.ui:WorldToScreen(self.object_cell_x, self.object_cell_y)
local zoom = self.ui.zoom_factor
if canvas:scale(zoom) then
xpos = math.floor(xpos / zoom)
ypos = math.floor(ypos / zoom)
end
self.object_anim:draw(canvas, xpos, ypos)
if self.objects[self.active_index].object.slave_type then
self.object_slave_anim:draw(canvas, xpos, ypos)
end
canvas:scale(1)
end
end
Window.draw(self, canvas, x, y)
x, y = x + self.x, y + self.y
self.white_font:draw(canvas, self.title_text, x + 17, y + 21, 153, 0)
self.white_font:drawWrapped(canvas, self.desc_text, x + 20, y + 46, 147)
for i, o in ipairs(self.objects) do
local font = self.white_font
local ypos = y + 136 + i * 29
if i == self.active_index then
font = self.blue_font
end
font:draw(canvas, o.object.name, x + 15, ypos, 130, 0)
font:draw(canvas, o.qty, x + 151, ypos, 19, 0)
end
end
function UIPlaceObjects:clearBlueprint()
local map = self.map.th
if self.object_anim then
self.object_anim:setTile(nil)
end
if self.object_slave_anim then
self.object_slave_anim:setTile(nil)
end
for _, xy in ipairs(self.object_footprint) do
if xy[1] ~= 0 then
map:setCell(xy[1], xy[2], 4, 0)
end
end
end
local flag_alpha75 = 256 * 8
local flag_altpal = 16
function UIPlaceObjects:setBlueprintCell(x, y)
self:clearBlueprint()
self.object_cell_x = x
self.object_cell_y = y
if x and y and #self.objects > 0 then
local object = self.objects[self.active_index].object
local object_footprint = object.orientations[self.object_orientation].footprint
local map = self.map.th
if #object_footprint ~= #self.object_footprint then
self.object_footprint = {}
for i = 1, #object_footprint do
self.object_footprint[i] = {}
end
end
local optional_tiles = 0
for _, tile in ipairs(object_footprint) do
if tile.optional then
optional_tiles = optional_tiles + 1
end
end
local flags = {}
local allgood = true
local opt_tiles_blocked = 0
local world = self.ui.app.world
local player_id = self.ui.hospital:getPlayerIndex()
local roomId = self.room and self.room.id
local passable_flag
local direction = self.object_orientation
local direction_parameters = {
north = { x = 0, y = -1, buildable_flag = "buildableNorth", passable_flag = "travelNorth", needed_side = "need_north_side"},
east = { x = 1, y = 0, buildable_flag = "buildableEast", passable_flag = "travelEast", needed_side = "need_east_side"},
south = { x = 0, y = 1, buildable_flag = "buildableSouth", passable_flag = "travelSouth", needed_side = "need_south_side"},
west = { x = -1, y = 0, buildable_flag = "buildableWest", passable_flag = "travelWest", needed_side = "need_west_side"}
}
-- The given footprint tile is not usable, update the external 'allgood'
-- variable accordingly.
local function setAllGood(xy)
if xy.optional then
opt_tiles_blocked = opt_tiles_blocked + 1
if opt_tiles_blocked >= optional_tiles then
allgood = false
end
else
allgood = false
end
end
for i, tile in ipairs(object_footprint) do
local xpos = x + tile[1]
local ypos = y + tile[2]
-- Check 1: Does the tile have valid map coordinates?:
if not world:isOnMap(xpos, ypos) then
setAllGood(tile)
xpos = 0
ypos = 0
else
local flag = "buildable"
local good_tile = 24 + flag_alpha75
local bad_tile = 67 + flag_alpha75
if tile.only_passable then
flag = "passable"
end
if tile.only_side then
if object.thob == 50 and direction == "east" then
direction = "west"
end
flag = direction_parameters[direction]["buildable_flag"]
passable_flag = direction_parameters[direction]["passable_flag"]
end
-- Check 2: Is the tile in the object's allowed room?:
local result = world:willObjectsFootprintTileBeWithinItsAllowedRoomIfLocatedAt(xpos, ypos, object, roomId)
local is_object_allowed = result.within_room
roomId = result.roomId
-- Check 3: The footprint tile should either be buildable or passable, is it?:
if not tile.only_side and is_object_allowed then
is_object_allowed = world:isFootprintTileBuildableOrPassable(xpos, ypos, tile, object_footprint, flag, player_id)
elseif is_object_allowed then
is_object_allowed = map:getCellFlags(xpos, ypos, flags)[flag] and (player_id == 0 or flags.owner == player_id)
end
-- ignore placed object tile if it is shareable
if not tile.shareable and is_object_allowed then
-- Check 4: only one object per tile allowed original TH
-- can build on litter and unoccupied tiles and only placeable if not on another objects passable footprint unless that too is a shareable tile
local objchk = map:getCellFlags(xpos, ypos, flags)["thob"]
is_object_allowed = objchk == 0 or objchk == 62 or objchk == 64 -- no object, litter/puke, ratholes
is_object_allowed = is_object_allowed and world:isTileExclusivelyPassable(xpos, ypos, 10)
end
-- Having checked if the tile is good set its blueprint appearance flag:
if is_object_allowed then
if not tile.invisible then
map:setCell(xpos, ypos, 4, good_tile)
end
else
if not tile.invisible then
map:setCell(xpos, ypos, 4, bad_tile)
end
setAllGood(tile)
end
end
self.object_footprint[i][1] = xpos
self.object_footprint[i][2] = ypos
end
if self.object_anim and object.class ~= "SideObject" then
if allgood then
if world:wouldNonSideObjectBreakPathfindingIfSpawnedAt(x, y, object, self.object_orientation, roomId) then
if self.ui.app.config.allow_blocking_off_areas then
print("Blocking off areas is allowed at " .. x .. ", " .. y .. ".")
else
allgood = false
end
end
end
if ATTACH_BLUEPRINT_TO_TILE then
self.object_anim:setTile(map, x, y)
end
self.object_anim:setPartialFlag(flag_altpal, not allgood)
self.object_slave_anim:setPartialFlag(flag_altpal, not allgood)
self.object_blueprint_good = allgood
self.ui:tutorialStep(1, allgood and 5 or 4, allgood and 4 or 5)
elseif object.class == "SideObject" then
if map:getCellFlags(x, y)[passable_flag] == true then
local checked_x, checked_y = x, y
if passable_flag == "travelNorth" or passable_flag == "travelSouth" then
checked_y = checked_y + (passable_flag == "travelNorth" and -1 or 1)
else
checked_x = checked_x + (passable_flag == "travelEast" and 1 or -1)
end
flags = {}
flags[passable_flag] = false
map:setCellFlags(x, y, flags)
if not world.pathfinder:findDistance(x, y, checked_x, checked_y) then
--we need to check if the failure to get the distance is due to the presence of an object in the adjacent tile
if map:getCellFlags(checked_x, checked_y)["passable"] then
if self.ui.app.config.allow_blocking_off_areas then
print("Blocking off areas is allowed at " .. x .. ", " .. y .. ".")
else
allgood = false
end
end
end
flags[passable_flag] = true
map:setCellFlags(x, y, flags)
end
if ATTACH_BLUEPRINT_TO_TILE then
self.object_anim:setTile(map, x, y)
end
self.object_anim:setPartialFlag(flag_altpal, not allgood)
self.object_slave_anim:setPartialFlag(flag_altpal, not allgood)
self.object_blueprint_good = allgood
self.ui:tutorialStep(1, allgood and 5 or 4, allgood and 4 or 5)
end
else
self.object_footprint = {}
end
end
local function NearestPointOnLine(lx1, ly1, lx2, ly2, px, py)
-- Translate everything to make one line segment endpoint be on the origin
local lx = lx1 - lx2
local ly = ly1 - ly2
px = px - lx2
py = py - ly2
-- Project point onto line (scale everything to make (lx, ly) be on the unit
-- circle, then dot product).
local d = (lx * px + ly * py) / (lx * lx + ly * ly)
if d <= 0 then
return lx2, ly2
elseif d >= 1 then
return lx1, ly1
else
return d * lx1 + (1 - d) * lx2, d * ly1 + (1 - d) * ly2
end
end
function UIPlaceObjects:calculateBestPlacementPosition(x, y)
local object = self.objects[self.active_index].object
local room = self.room
local wx, wy = self.ui:ScreenToWorld(self.x + x, self.y + y)
local bestd = nil
local bestx, besty = wx, wy
local besto = self.object_orientation
if room and object.locked_to_wall then
if object.locked_to_wall.north then
local px, py = NearestPointOnLine(room.x + 0.5, room.y + 0.5,
room.x + room.width - 0.5, room.y + 0.5, wx, wy)
local d = ((px - wx)^2 + (py - wy)^2)^0.5
if not bestd or d < bestd then
bestd, bestx, besty, besto = d, px, py, object.locked_to_wall.north
end
end
if object.locked_to_wall.west then
local px, py = NearestPointOnLine(room.x + 0.5, room.y + 0.5,
room.x + 0.5, room.y + room.height - 0.5, wx, wy)
local d = ((px - wx)^2 + (py - wy)^2)^0.5
if not bestd or d < bestd then
bestx, besty, besto = px, py, object.locked_to_wall.west
end
end
-- TODO: East, South
end
bestx, besty = math_floor(bestx), math_floor(besty)
if bestx < 1 or besty < 1 or
bestx > self.map.width or besty > self.map.height then
bestx, besty = nil, nil
end
return bestx, besty, besto
end
function UIPlaceObjects:onCursorWorldPositionChange(x, y)
local repaint = Window.onCursorWorldPositionChange(self, x, y)
if not self.place_objects then -- We don't want to place objects because we are selecting new objects for adding in a room being built/edited
return repaint
end
repaint = true
if self.world.user_actions_allowed then
local wx, wy, wo = self:calculateBestPlacementPosition(x, y)
if wx ~= self.object_cell_x or wy ~= self.object_cell_y then
self:setBlueprintCell(wx, wy)
repaint = true
end
if wo ~= self.object_orientation then
self:setOrientation(wo)
repaint = true
end
else
self:clearBlueprint()
end
return repaint
end
function UIPlaceObjects:selectObjectType(object_type)
for i, o in ipairs(self.objects) do
if o.object.id == object_type.id then
self:setActiveIndex(i)
return
end
end
end
function UIPlaceObjects:afterLoad(old, new)
Window.afterLoad(self, old, new)
UIPlaceObjects.registerKeyHandlers(self)
end