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tobspr_shapez.io/mod_examples/usage_statistics.js

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Mod Support - 1.5.0 Update (#1361) * initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
// @ts-nocheck
const METADATA = {
website: "https://tobspr.io",
author: "tobspr",
name: "Mod Example: Usage Statistics",
version: "1",
id: "usage-statistics",
description:
"Shows how to add a new component to the game, how to save additional data and how to add custom logic and drawings",
minimumGameVersion: ">=1.5.0",
};
/**
* Quick info on how this mod works:
*
* It tracks how many ticks a building was idle within X seconds to compute
* the usage percentage.
*
* Every tick the logic checks if the building is idle, if so, it increases aggregatedIdleTime.
* Once X seconds are over, the aggregatedIdleTime is copied to computedUsage which
* is displayed on screen via the UsageStatisticsSystem
*/
const MEASURE_INTERVAL_SECONDS = 5;
class UsageStatisticsComponent extends shapez.Component {
static getId() {
return "UsageStatistics";
}
static getSchema() {
// Here you define which properties should be saved to the savegame
// and get automatically restored
return {
lastTimestamp: shapez.types.float,
computedUsage: shapez.types.float,
aggregatedIdleTime: shapez.types.float,
};
}
constructor() {
super();
this.lastTimestamp = 0;
this.computedUsage = 0;
this.aggregatedIdleTime = 0;
}
}
class UsageStatisticsSystem extends shapez.GameSystemWithFilter {
constructor(root) {
// By specifying the list of components, `this.allEntities` will only
// contain entities which have *all* of the specified components
super(root, [UsageStatisticsComponent, shapez.ItemProcessorComponent]);
}
update() {
const now = this.root.time.now();
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const processorComp = entity.components.ItemProcessor;
const usageComp = entity.components.UsageStatistics;
if (now - usageComp.lastTimestamp > MEASURE_INTERVAL_SECONDS) {
usageComp.computedUsage = shapez.clamp(
1 - usageComp.aggregatedIdleTime / MEASURE_INTERVAL_SECONDS
);
usageComp.aggregatedIdleTime = 0;
usageComp.lastTimestamp = now;
}
if (processorComp.ongoingCharges.length === 0) {
usageComp.aggregatedIdleTime += this.root.dynamicTickrate.deltaSeconds;
}
}
}
drawChunk(parameters, chunk) {
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const usageComp = entity.components.UsageStatistics;
if (!usageComp) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
const context = parameters.context;
const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
// Culling for better performance
if (parameters.visibleRect.containsCircle(center.x, center.y, 40)) {
// Background badge
context.fillStyle = "rgba(250, 250, 250, 0.8)";
context.beginRoundedRect(center.x - 10, center.y + 3, 20, 8, 2);
context.fill();
// Text
const usage = usageComp.computedUsage * 100.0;
if (usage > 99.99) {
context.fillStyle = "green";
} else if (usage > 70) {
context.fillStyle = "orange";
} else {
context.fillStyle = "red";
}
context.textAlign = "center";
context.font = "7px GameFont";
context.fillText(Math.round(usage) + "%", center.x, center.y + 10);
}
}
}
}
class Mod extends shapez.Mod {
init() {
// Register the component
this.modInterface.registerComponent(UsageStatisticsComponent);
// Add our new component to all item processor buildings so we can see how many items it processed.
// You can also inspect the entity with F8
const buildings = [
shapez.MetaBalancerBuilding,
shapez.MetaCutterBuilding,
shapez.MetaRotaterBuilding,
shapez.MetaStackerBuilding,
shapez.MetaMixerBuilding,
shapez.MetaPainterBuilding,
];
buildings.forEach(metaClass => {
this.modInterface.runAfterMethod(metaClass, "setupEntityComponents", function (entity) {
entity.addComponent(new UsageStatisticsComponent());
});
});
// Register our game system so we can update and draw stuff
this.modInterface.registerGameSystem({
id: "demo_mod",
systemClass: UsageStatisticsSystem,
before: "belt",
drawHooks: ["staticAfter"],
});
}
}