1
0
mirror of https://github.com/tobspr/shapez.io.git synced 2025-12-16 19:51:50 +00:00
tobspr_shapez.io/src/js/game/entity.js

233 lines
8.3 KiB
JavaScript
Raw Normal View History

2020-09-19 06:51:28 +00:00
/* typehints:start */
import { DrawParameters } from "../core/draw_parameters";
import { Component } from "./component";
/* typehints:end */
import { GameRoot } from "./root";
import { globalConfig } from "../core/config";
import { enumDirectionToVector, enumDirectionToAngle } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { EntityComponentStorage } from "./entity_components";
import { Loader } from "../core/loader";
import { drawRotatedSprite } from "../core/draw_utils";
import { gComponentRegistry } from "../core/global_registries";
2020-09-19 19:41:48 +00:00
import { getBuildingDataFromCode } from "./building_codes";
2020-09-19 06:51:28 +00:00
export class Entity extends BasicSerializableObject {
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
/**
* Handle to the global game root
*/
this.root = root;
/**
* The components of the entity
*/
this.components = new EntityComponentStorage();
/**
* Whether this entity was registered on the @see EntityManager so far
*/
this.registered = false;
/**
* On which layer this entity is
* @type {Layer}
*/
this.layer = "regular";
/**
* Internal entity unique id, set by the @see EntityManager
*/
this.uid = 0;
/* typehints:start */
/**
* Stores if this entity is destroyed, set by the @see EntityManager
* @type {boolean} */
this.destroyed;
/**
* Stores if this entity is queued to get destroyed in the next tick
* of the @see EntityManager
* @type {boolean} */
this.queuedForDestroy;
/**
* Stores the reason why this entity was destroyed
* @type {string} */
this.destroyReason;
/* typehints:end */
}
static getId() {
return "Entity";
}
/**
* @see BasicSerializableObject.getSchema
* @returns {import("../savegame/serialization").Schema}
*/
static getSchema() {
return {
uid: types.uint,
components: types.keyValueMap(types.objData(gComponentRegistry), false),
};
}
/**
2020-09-19 19:41:48 +00:00
* Returns a clone of this entity
2020-09-19 06:51:28 +00:00
*/
2020-09-19 19:41:48 +00:00
clone() {
const staticComp = this.components.StaticMapEntity;
const buildingData = getBuildingDataFromCode(staticComp.code);
const clone = buildingData.metaInstance.createEntity({
root: this.root,
origin: staticComp.origin,
originalRotation: staticComp.originalRotation,
rotation: staticComp.rotation,
rotationVariant: buildingData.rotationVariant,
variant: buildingData.variant,
});
2020-09-19 06:51:28 +00:00
for (const key in this.components) {
2020-09-19 19:41:48 +00:00
/** @type {Component} */ (this.components[key]).copyAdditionalStateTo(clone.components[key]);
2020-09-19 06:51:28 +00:00
}
2020-09-19 19:41:48 +00:00
2020-09-19 06:51:28 +00:00
return clone;
}
/**
* Adds a new component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.addDynamicComponent
* @param {Component} componentInstance
* @param {boolean} force Used by the entity manager. Internal parameter, do not change
*/
addComponent(componentInstance, force = false) {
if (!force && this.registered) {
this.root.entityMgr.attachDynamicComponent(this, componentInstance);
return;
}
assert(force || !this.registered, "Entity already registered, use EntityManager.addDynamicComponent");
const id = /** @type {typeof Component} */ (componentInstance.constructor).getId();
assert(!this.components[id], "Component already present");
this.components[id] = componentInstance;
}
/**
* Removes a given component, only possible until the entity is registered on the entity manager,
* after that use @see EntityManager.removeDynamicComponent
* @param {typeof Component} componentClass
* @param {boolean} force
*/
removeComponent(componentClass, force = false) {
if (!force && this.registered) {
this.root.entityMgr.removeDynamicComponent(this, componentClass);
return;
}
assert(
force || !this.registered,
"Entity already registered, use EntityManager.removeDynamicComponent"
);
const id = componentClass.getId();
assert(this.components[id], "Component does not exist on entity");
delete this.components[id];
}
/**
* Draws the entity, to override use @see Entity.drawImpl
* @param {DrawParameters} parameters
*/
drawDebugOverlays(parameters) {
const context = parameters.context;
const staticComp = this.components.StaticMapEntity;
if (G_IS_DEV && staticComp && globalConfig.debug.showEntityBounds) {
if (staticComp) {
const transformed = staticComp.getTileSpaceBounds();
context.strokeStyle = "rgba(255, 0, 0, 0.5)";
context.lineWidth = 2;
// const boundsSize = 20;
context.beginPath();
context.rect(
transformed.x * globalConfig.tileSize,
transformed.y * globalConfig.tileSize,
transformed.w * globalConfig.tileSize,
transformed.h * globalConfig.tileSize
);
context.stroke();
}
}
if (G_IS_DEV && staticComp && globalConfig.debug.showAcceptorEjectors) {
const ejectorComp = this.components.ItemEjector;
if (ejectorComp) {
const ejectorSprite = Loader.getSprite("sprites/debug/ejector_slot.png");
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
const direction = staticComp.localDirectionToWorld(slot.direction);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction]);
context.globalAlpha = slot.item ? 1 : 0.2;
drawRotatedSprite({
parameters,
sprite: ejectorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
}
}
const acceptorComp = this.components.ItemAcceptor;
if (acceptorComp) {
const acceptorSprite = Loader.getSprite("sprites/misc/acceptor_slot.png");
for (let i = 0; i < acceptorComp.slots.length; ++i) {
const slot = acceptorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
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>
2022-02-01 15:35:49 +00:00
const direction = staticComp.localDirectionToWorld(slot.direction);
const directionVector = enumDirectionToVector[direction];
const angle = Math.radians(enumDirectionToAngle[direction] + 180);
context.globalAlpha = 0.4;
drawRotatedSprite({
parameters,
sprite: acceptorSprite,
x: (slotTile.x + 0.5 + directionVector.x * 0.37) * globalConfig.tileSize,
y: (slotTile.y + 0.5 + directionVector.y * 0.37) * globalConfig.tileSize,
angle,
size: globalConfig.tileSize * 0.25,
});
2020-09-19 06:51:28 +00:00
}
}
context.globalAlpha = 1;
}
// this.drawImpl(parameters);
}
///// Helper interfaces
///// Interface to override by subclasses
/**
* override, should draw the entity
* @param {DrawParameters} parameters
* @abstract
2020-09-19 06:51:28 +00:00
*/
drawImpl(parameters) {
abstract;
}
}