fixes + more materials
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@@ -23,25 +23,46 @@ LevelFrontend::LevelFrontend(Level* level, Assets* assets)
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void LevelFrontend::observe(LevelController* controller) {
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controller->getPlayerController()->listenBlockInteraction(
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[=](Player*, glm::ivec3 pos, const Block* def, BlockInteraction type) {
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if (type != BlockInteraction::step) {
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return;
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}
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auto material = level->content->findBlockMaterial(def->material);
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if (material == nullptr) {
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return;
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}
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auto sound = assets->getSound(material->stepsSound);
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audio::play(
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sound,
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glm::vec3(),
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true,
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0.333f,
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1.0f,
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false,
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audio::PRIORITY_LOW,
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audio::get_channel_index("regular")
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);
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if (type == BlockInteraction::step) {
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auto sound = assets->getSound(material->stepsSound);
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audio::play(
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sound,
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glm::vec3(),
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true,
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0.333f,
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1.0f + (rand() % 6 - 3) * 0.05f,
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false,
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audio::PRIORITY_LOW,
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audio::get_channel_index("regular")
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);
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} else {
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audio::Sound* sound = nullptr;
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switch (type) {
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case BlockInteraction::placing:
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sound = assets->getSound(material->placeSound);
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break;
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case BlockInteraction::destruction:
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sound = assets->getSound(material->breakSound);
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break;
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case BlockInteraction::step:
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break;
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}
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audio::play(
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sound,
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glm::vec3(pos.x, pos.y, pos.z) + 0.5f,
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false,
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1.0f,
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1.0f + (rand() % 6 - 3) * 0.05f,
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false,
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audio::PRIORITY_NORMAL,
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audio::get_channel_index("regular")
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);
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}
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}
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);
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}
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@@ -160,7 +160,7 @@ void LevelScreen::update(float delta) {
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audio::set_listener(
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camera->position,
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player->hitbox->velocity,
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camera->position+camera->dir,
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camera->dir,
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camera->up
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);
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@@ -374,10 +374,6 @@ void PlayerController::updateInteraction(){
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uint8_t states = determine_rotation(def, norm, camera->dir);
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if (lclick && !input.shift && item->rt.funcsset.on_block_break_by) {
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::destruction
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);
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// TODO: move scripting to interaction callbacks
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if (scripting::on_item_break_block(player.get(), item, x, y, z))
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return;
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@@ -385,6 +381,10 @@ void PlayerController::updateInteraction(){
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Block* target = indices->getBlockDef(vox->id);
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if (lclick && target->breakable){
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::destruction
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);
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blocksController->breakBlock(player.get(), target, x, y, z);
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}
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if (rclick && !input.shift) {
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@@ -421,13 +421,13 @@ void PlayerController::updateInteraction(){
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chosenBlock = 0;
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}
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if (chosenBlock != vox->id && chosenBlock) {
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::placing
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);
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chunks->set(x, y, z, chosenBlock, states);
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lighting->onBlockSet(x,y,z, chosenBlock);
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if (def->rt.funcsset.onplaced) {
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onBlockInteraction(
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glm::ivec3(x, y, z), def,
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BlockInteraction::placing
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);
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// TODO: move scripting to interaction callbacks
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scripting::on_block_placed(player.get(), def, x, y, z);
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}
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