Gravity "fixes" / Symbolism map skeleton
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assets/Data/symbolism.json
Normal file
22
assets/Data/symbolism.json
Normal file
@ -0,0 +1,22 @@
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{
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"symbolismMap" : [
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{
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"name" : "fire",
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"relations" : [
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{
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"name" : "water",
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"strength" : -1
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}
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]
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},
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{
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"name" : "water",
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"relations" : [
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{
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"name" : "fire",
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"strength" : -1
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}
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]
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}
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]
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}
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@ -518,13 +518,13 @@ public class LoadingThread extends Thread {
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// AttachUtils.attachEntityToEntityAtBone(testHomie, sword, "Bone.020");
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CollisionObjUtils.spawnCollisionPlane(new Vector3f(1,1,1), new Vector3f(8,2,10), new Quaternionf()); // .rotateLocalX(0.75f)
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// CollisionObjUtils.spawnCollisionPlane(new Vector3f(1,1,1), new Vector3f(8,2,10), new Quaternionf()); // .rotateLocalX(0.75f)
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CollisionObjUtils.spawnCollisionCube(new Vector3f(1,1,1), new Vector3f(10,1,10), new Quaternionf());
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// CollisionObjUtils.spawnCollisionCube(new Vector3f(1,1,1), new Vector3f(10,1,10), new Quaternionf());
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CreatureUtils.positionCharacter(Globals.playerCharacter, new Vector3f(10,3,10));
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// CreatureUtils.positionCharacter(Globals.playerCharacter, new Vector3f(10,3,10));
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// StructureUtils.spawnBasicStructure("building1", new Vector3f(5,2.4f,15), new Quaternionf().rotateLocalY((float)Math.PI));
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StructureUtils.spawnBasicStructure("building1", new Vector3f(10,2.4f,15), new Quaternionf().rotateLocalY((float)Math.PI));
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}
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@ -65,7 +65,6 @@ public class MovementTree {
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public void start(){
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//TODO: check if can start moving
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state = MovementTreeState.STARTUP;
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activateGravityTree();
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}
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public void interrupt(){
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@ -184,6 +183,7 @@ public class MovementTree {
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bodyTransformMatrix = new javax.vecmath.Matrix4f(PhysicsUtils.jomlToVecmathQuaternionf(rotation),PhysicsUtils.jomlToVecmathVector3f(newPosition),1.0f);
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body.setWorldTransform(new com.bulletphysics.linearmath.Transform(bodyTransformMatrix));
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activateGravityTree();
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if(Globals.RUN_SERVER){
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Globals.server.broadcastMessage(
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@ -241,6 +241,8 @@ public class MovementTree {
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bodyTransformMatrix = new javax.vecmath.Matrix4f(PhysicsUtils.jomlToVecmathQuaternionf(rotation),PhysicsUtils.jomlToVecmathVector3f(newPosition),1.0f);
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body.setWorldTransform(new com.bulletphysics.linearmath.Transform(bodyTransformMatrix));
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activateGravityTree();
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if(Globals.RUN_SERVER){
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Globals.server.broadcastMessage(
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EntityMessage.constructmoveUpdateMessage(
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@ -301,6 +303,8 @@ public class MovementTree {
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bodyTransformMatrix = new javax.vecmath.Matrix4f(PhysicsUtils.jomlToVecmathQuaternionf(rotation),PhysicsUtils.jomlToVecmathVector3f(newPosition),1.0f);
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body.setWorldTransform(new com.bulletphysics.linearmath.Transform(bodyTransformMatrix));
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activateGravityTree();
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if(Globals.RUN_SERVER){
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Globals.server.broadcastMessage(
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EntityMessage.constructmoveUpdateMessage(
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@ -0,0 +1,23 @@
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package electrosphere.game.server.symbolism;
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import java.util.List;
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/**
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*
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* @author amaterasu
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*/
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public class Symbol {
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String name;
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List<SymbolismRelation> relations;
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public String getName() {
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return name;
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}
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public List<SymbolismRelation> getRelations() {
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return relations;
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}
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}
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@ -0,0 +1,14 @@
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package electrosphere.game.server.symbolism;
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import java.util.List;
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public class SymbolismMap {
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List<SymbolismRelation> symbolismMap;
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public List<SymbolismRelation> getSymbolismMap() {
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return symbolismMap;
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}
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}
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@ -0,0 +1,16 @@
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package electrosphere.game.server.symbolism;
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public class SymbolismRelation {
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String name;
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float strength;
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public String getName() {
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return name;
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}
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public float getStrength() {
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return strength;
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}
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}
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@ -82,7 +82,7 @@ public class RenderingEngine {
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static Framebuffer lightDepthBuffer;
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public static boolean renderHitboxes = false;
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public static boolean renderPhysics = true;
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public static boolean renderPhysics = false;
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ShaderProgram activeProgram;
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