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tobspr_shapez.io/src/js/core/signal.js

78 lines
1.9 KiB

4 years ago
export const STOP_PROPAGATION = "stop_propagation";
export class Signal {
constructor() {
this.receivers = [];
this.modifyCount = 0;
}
/**
* Adds a new signal listener
* @param {function} receiver
4 years ago
* @param {object} scope
*/
add(receiver, scope = null) {
assert(receiver, "receiver is null");
this.receivers.push({ receiver, scope });
++this.modifyCount;
}
Puzzle DLC (#1172) * Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
3 years ago
/**
* Adds a new signal listener
* @param {function} receiver
* @param {object} scope
*/
addToTop(receiver, scope = null) {
assert(receiver, "receiver is null");
this.receivers.unshift({ receiver, scope });
++this.modifyCount;
}
4 years ago
/**
* Dispatches the signal
* @param {...any} payload
*/
dispatch() {
const modifyState = this.modifyCount;
const n = this.receivers.length;
for (let i = 0; i < n; ++i) {
const { receiver, scope } = this.receivers[i];
if (receiver.apply(scope, arguments) === STOP_PROPAGATION) {
return STOP_PROPAGATION;
}
if (modifyState !== this.modifyCount) {
// Signal got modified during iteration
return STOP_PROPAGATION;
}
}
}
/**
* Removes a receiver
* @param {function} receiver
4 years ago
*/
remove(receiver) {
let index = null;
const n = this.receivers.length;
for (let i = 0; i < n; ++i) {
if (this.receivers[i].receiver === receiver) {
index = i;
break;
}
}
assert(index !== null, "Receiver not found in list");
this.receivers.splice(index, 1);
++this.modifyCount;
}
/**
* Removes all receivers
*/
removeAll() {
this.receivers = [];
++this.modifyCount;
}
}