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export const STOP_PROPAGATION = "stop_propagation";
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export class Signal {
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constructor() {
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this.receivers = [];
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this.modifyCount = 0;
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}
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/**
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* Adds a new signal listener
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* @param {function} receiver
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* @param {object} scope
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*/
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add(receiver, scope = null) {
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assert(receiver, "receiver is null");
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this.receivers.push({ receiver, scope });
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++this.modifyCount;
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}
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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
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/**
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* Adds a new signal listener
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* @param {function} receiver
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* @param {object} scope
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*/
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addToTop(receiver, scope = null) {
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assert(receiver, "receiver is null");
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this.receivers.unshift({ receiver, scope });
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++this.modifyCount;
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}
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/**
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* Dispatches the signal
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* @param {...any} payload
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*/
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dispatch() {
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const modifyState = this.modifyCount;
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const n = this.receivers.length;
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for (let i = 0; i < n; ++i) {
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const { receiver, scope } = this.receivers[i];
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if (receiver.apply(scope, arguments) === STOP_PROPAGATION) {
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return STOP_PROPAGATION;
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}
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if (modifyState !== this.modifyCount) {
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// Signal got modified during iteration
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return STOP_PROPAGATION;
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}
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}
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}
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/**
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* Removes a receiver
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* @param {function} receiver
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*/
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remove(receiver) {
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let index = null;
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const n = this.receivers.length;
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for (let i = 0; i < n; ++i) {
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if (this.receivers[i].receiver === receiver) {
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index = i;
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break;
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}
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}
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assert(index !== null, "Receiver not found in list");
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this.receivers.splice(index, 1);
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++this.modifyCount;
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}
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/**
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* Removes all receivers
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*/
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removeAll() {
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this.receivers = [];
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++this.modifyCount;
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}
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}
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