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tobspr_shapez.io/src/js/game/game_system_manager.js

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/* typehints:start */
import { GameRoot } from "./root";
/* typehints:end */
import { createLogger } from "../core/logging";
import { BeltSystem } from "./systems/belt";
import { ItemEjectorSystem } from "./systems/item_ejector";
import { MapResourcesSystem } from "./systems/map_resources";
import { MinerSystem } from "./systems/miner";
import { ItemProcessorSystem } from "./systems/item_processor";
import { UndergroundBeltSystem } from "./systems/underground_belt";
import { HubSystem } from "./systems/hub";
import { StaticMapEntitySystem } from "./systems/static_map_entity";
import { ItemAcceptorSystem } from "./systems/item_acceptor";
import { StorageSystem } from "./systems/storage";
import { WiredPinsSystem } from "./systems/wired_pins";
import { BeltUnderlaysSystem } from "./systems/belt_underlays";
import { WireSystem } from "./systems/wire";
import { ConstantSignalSystem } from "./systems/constant_signal";
import { LogicGateSystem } from "./systems/logic_gate";
import { LeverSystem } from "./systems/lever";
import { DisplaySystem } from "./systems/display";
import { ItemProcessorOverlaysSystem } from "./systems/item_processor_overlays";
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import { BeltReaderSystem } from "./systems/belt_reader";
import { FilterSystem } from "./systems/filter";
import { ItemProducerSystem } from "./systems/item_producer";
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>
2021-05-23 14:32:05 +00:00
import { ConstantProducerSystem } from "./systems/constant_producer";
import { GoalAcceptorSystem } from "./systems/goal_acceptor";
import { ZoneSystem } from "./systems/zone";
const logger = createLogger("game_system_manager");
export class GameSystemManager {
/**
*
* @param {GameRoot} root
*/
constructor(root) {
this.root = root;
this.systems = {
/* typehints:start */
/** @type {BeltSystem} */
belt: null,
/** @type {ItemEjectorSystem} */
itemEjector: null,
/** @type {MapResourcesSystem} */
mapResources: null,
/** @type {MinerSystem} */
miner: null,
/** @type {ItemProcessorSystem} */
itemProcessor: null,
/** @type {UndergroundBeltSystem} */
undergroundBelt: null,
/** @type {HubSystem} */
hub: null,
/** @type {StaticMapEntitySystem} */
staticMapEntities: null,
/** @type {ItemAcceptorSystem} */
itemAcceptor: null,
/** @type {StorageSystem} */
storage: null,
/** @type {WiredPinsSystem} */
wiredPins: null,
/** @type {BeltUnderlaysSystem} */
beltUnderlays: null,
/** @type {WireSystem} */
wire: null,
/** @type {ConstantSignalSystem} */
constantSignal: null,
/** @type {LogicGateSystem} */
logicGate: null,
/** @type {LeverSystem} */
lever: null,
/** @type {DisplaySystem} */
display: null,
/** @type {ItemProcessorOverlaysSystem} */
itemProcessorOverlays: null,
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/** @type {BeltReaderSystem} */
beltReader: null,
/** @type {FilterSystem} */
filter: null,
/** @type {ItemProducerSystem} */
itemProducer: null,
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>
2021-05-23 14:32:05 +00:00
/** @type {ConstantProducerSystem} */
ConstantProducer: null,
/** @type {GoalAcceptorSystem} */
GoalAcceptor: null,
/** @type {ZoneSystem} */
zone: null,
/* typehints:end */
};
this.systemUpdateOrder = [];
this.internalInitSystems();
}
/**
* Initializes all systems
*/
internalInitSystems() {
const add = (id, systemClass) => {
this.systems[id] = new systemClass(this.root);
this.systemUpdateOrder.push(id);
};
// Order is important!
// IMPORTANT: Item acceptor must be before the belt, because it may not tick after the belt
// has put in the item into the acceptor animation, otherwise its off
add("itemAcceptor", ItemAcceptorSystem);
add("belt", BeltSystem);
add("undergroundBelt", UndergroundBeltSystem);
add("miner", MinerSystem);
add("storage", StorageSystem);
add("itemProcessor", ItemProcessorSystem);
add("filter", FilterSystem);
add("itemProducer", ItemProducerSystem);
add("itemEjector", ItemEjectorSystem);
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>
2021-05-23 14:32:05 +00:00
if (this.root.gameMode.hasResources()) {
add("mapResources", MapResourcesSystem);
}
add("hub", HubSystem);
add("staticMapEntities", StaticMapEntitySystem);
add("wiredPins", WiredPinsSystem);
add("beltUnderlays", BeltUnderlaysSystem);
add("constantSignal", ConstantSignalSystem);
// WIRES section
add("lever", LeverSystem);
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// Wires must be before all gate, signal etc logic!
add("wire", WireSystem);
// IMPORTANT: We have 2 phases: In phase 1 we compute the output values of all gates,
// processors etc. In phase 2 we propagate it through the wires network
add("logicGate", LogicGateSystem);
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add("beltReader", BeltReaderSystem);
add("display", DisplaySystem);
add("itemProcessorOverlays", ItemProcessorOverlaysSystem);
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>
2021-05-23 14:32:05 +00:00
add("constantProducer", ConstantProducerSystem);
add("goalAcceptor", GoalAcceptorSystem);
if (this.root.gameMode.getBuildableZones()) {
add("zone", ZoneSystem);
}
logger.log("📦 There are", this.systemUpdateOrder.length, "game systems");
}
/**
* Updates all systems
*/
update() {
for (let i = 0; i < this.systemUpdateOrder.length; ++i) {
const system = this.systems[this.systemUpdateOrder[i]];
system.update();
}
}
refreshCaches() {
for (let i = 0; i < this.systemUpdateOrder.length; ++i) {
const system = this.systems[this.systemUpdateOrder[i]];
system.refreshCaches();
}
}
}