mirror of
https://github.com/tobspr/shapez.io.git
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149 lines
5.0 KiB
JavaScript
149 lines
5.0 KiB
JavaScript
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// @ts-nocheck
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const METADATA = {
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website: "https://tobspr.io",
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author: "tobspr",
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name: "Mod Example: Usage Statistics",
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version: "1",
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id: "usage-statistics",
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description:
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"Shows how to add a new component to the game, how to save additional data and how to add custom logic and drawings",
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minimumGameVersion: ">=1.5.0",
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};
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/**
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* Quick info on how this mod works:
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*
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* It tracks how many ticks a building was idle within X seconds to compute
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* the usage percentage.
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*
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* Every tick the logic checks if the building is idle, if so, it increases aggregatedIdleTime.
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* Once X seconds are over, the aggregatedIdleTime is copied to computedUsage which
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* is displayed on screen via the UsageStatisticsSystem
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*/
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const MEASURE_INTERVAL_SECONDS = 5;
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class UsageStatisticsComponent extends shapez.Component {
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static getId() {
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return "UsageStatistics";
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}
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static getSchema() {
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// Here you define which properties should be saved to the savegame
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// and get automatically restored
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return {
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lastTimestamp: shapez.types.float,
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computedUsage: shapez.types.float,
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aggregatedIdleTime: shapez.types.float,
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};
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}
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constructor() {
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super();
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this.lastTimestamp = 0;
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this.computedUsage = 0;
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this.aggregatedIdleTime = 0;
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}
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}
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class UsageStatisticsSystem extends shapez.GameSystemWithFilter {
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constructor(root) {
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// By specifying the list of components, `this.allEntities` will only
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// contain entities which have *all* of the specified components
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super(root, [UsageStatisticsComponent, shapez.ItemProcessorComponent]);
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}
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update() {
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const now = this.root.time.now();
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const processorComp = entity.components.ItemProcessor;
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const usageComp = entity.components.UsageStatistics;
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if (now - usageComp.lastTimestamp > MEASURE_INTERVAL_SECONDS) {
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usageComp.computedUsage = shapez.clamp(
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1 - usageComp.aggregatedIdleTime / MEASURE_INTERVAL_SECONDS
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);
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usageComp.aggregatedIdleTime = 0;
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usageComp.lastTimestamp = now;
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}
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if (processorComp.ongoingCharges.length === 0) {
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usageComp.aggregatedIdleTime += this.root.dynamicTickrate.deltaSeconds;
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}
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}
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}
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drawChunk(parameters, chunk) {
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const usageComp = entity.components.UsageStatistics;
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if (!usageComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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const context = parameters.context;
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const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
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// Culling for better performance
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if (parameters.visibleRect.containsCircle(center.x, center.y, 40)) {
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// Background badge
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context.fillStyle = "rgba(250, 250, 250, 0.8)";
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context.beginRoundedRect(center.x - 10, center.y + 3, 20, 8, 2);
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context.fill();
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// Text
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const usage = usageComp.computedUsage * 100.0;
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if (usage > 99.99) {
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context.fillStyle = "green";
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} else if (usage > 70) {
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context.fillStyle = "orange";
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} else {
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context.fillStyle = "red";
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}
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context.textAlign = "center";
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context.font = "7px GameFont";
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context.fillText(Math.round(usage) + "%", center.x, center.y + 10);
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}
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}
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}
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}
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class Mod extends shapez.Mod {
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init() {
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// Register the component
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this.modInterface.registerComponent(UsageStatisticsComponent);
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// Add our new component to all item processor buildings so we can see how many items it processed.
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// You can also inspect the entity with F8
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const buildings = [
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shapez.MetaBalancerBuilding,
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shapez.MetaCutterBuilding,
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shapez.MetaRotaterBuilding,
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shapez.MetaStackerBuilding,
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shapez.MetaMixerBuilding,
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shapez.MetaPainterBuilding,
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];
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buildings.forEach(metaClass => {
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this.modInterface.runAfterMethod(metaClass, "setupEntityComponents", function (entity) {
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entity.addComponent(new UsageStatisticsComponent());
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});
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});
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// Register our game system so we can update and draw stuff
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this.modInterface.registerGameSystem({
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id: "demo_mod",
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systemClass: UsageStatisticsSystem,
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before: "belt",
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drawHooks: ["staticAfter"],
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});
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}
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}
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