v1.4.4
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9c94d113d3
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source/game/StarEntitySplash.cpp
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source/game/StarEntitySplash.cpp
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#include "StarEntitySplash.hpp"
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#include "StarWorld.hpp"
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#include "StarLiquidsDatabase.hpp"
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#include "StarRoot.hpp"
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#include "StarJsonExtra.hpp"
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namespace Star {
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EntitySplashConfig::EntitySplashConfig() {}
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EntitySplashConfig::EntitySplashConfig(Json const& config) {
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splashSpeedMin = config.get("splashSpeedMin").toFloat();
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splashMinWaterLevel = config.get("splashMinWaterLevel").toFloat();
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splashBottomSensor = jsonToVec2F(config.get("splashBottomSensor"));
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splashTopSensor = jsonToVec2F(config.get("splashTopSensor"));
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numSplashParticles = config.get("numSplashParticles").toInt();
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splashYVelocityFactor = config.get("splashYVelocityFactor").toFloat();
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splashParticle = Particle(config.get("splashParticle").toObject());
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splashParticleVariance = Particle(config.get("splashParticleVariance").toObject());
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}
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List<Particle> EntitySplashConfig::doSplash(Vec2F position, Vec2F velocity, World* world) const {
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List<Particle> particles;
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if (std::fabs(velocity[1]) >= splashSpeedMin) {
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auto liquidDb = Root::singleton().liquidsDatabase();
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Vec2I bottom = Vec2I::floor(position + splashBottomSensor);
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Vec2I top = Vec2I::floor(position + splashTopSensor);
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if (world->liquidLevel(bottom).level - world->liquidLevel(top).level >= splashMinWaterLevel) {
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LiquidId liquidType;
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auto bottomLiquid = world->liquidLevel(bottom);
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auto topLiquid = world->liquidLevel(top);
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if (bottomLiquid.level > 0 && (int)bottomLiquid.liquid)
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liquidType = bottomLiquid.liquid;
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else
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liquidType = topLiquid.liquid;
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Color particleColor = Color::rgba(liquidDb->liquidSettings(liquidType)->liquidColor);
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for (int i = 0; i < numSplashParticles; ++i) {
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Particle newSplashParticle = splashParticle;
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newSplashParticle.position = position;
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newSplashParticle.velocity[1] = std::fabs(velocity[1]) * splashYVelocityFactor;
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newSplashParticle.color = particleColor;
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newSplashParticle.applyVariance(splashParticleVariance);
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particles.append(newSplashParticle);
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}
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}
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}
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return particles;
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}
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}
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