mirror of
https://github.com/tobspr/shapez.io.git
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107 lines
3.2 KiB
JavaScript
107 lines
3.2 KiB
JavaScript
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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import { enumDirection, Vector } from "../../core/vector";
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/** @enum {string} */
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export const enumItemProcessorTypes = {
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splitter: "splitter",
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cutter: "cutter",
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rotater: "rotater",
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stacker: "stacker",
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trash: "trash",
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mixer: "mixer",
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painter: "painter",
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hub: "hub",
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};
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export class ItemProcessorComponent extends Component {
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static getId() {
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return "ItemProcessor";
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}
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static getSchema() {
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return {
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// TODO
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};
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}
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/**
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*
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* @param {object} param0
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* @param {enumItemProcessorTypes} param0.processorType Which type of processor this is
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* @param {number} param0.inputsPerCharge How many items this machine needs until it can start working
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* @param {Array<{pos: Vector, direction: enumDirection}>=} param0.beltUnderlays Where to render belt underlays
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*
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*/
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constructor({ processorType = enumItemProcessorTypes.splitter, inputsPerCharge, beltUnderlays = [] }) {
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super();
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// Which slot to emit next, this is only a preference and if it can't emit
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// it will take the other one. Some machines ignore this (e.g. the splitter) to make
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// sure the outputs always match
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this.nextOutputSlot = 0;
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// Type of the processor
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this.type = processorType;
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// How many inputs we need for one charge
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this.inputsPerCharge = inputsPerCharge;
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// Which belt underlays to render
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this.beltUnderlays = beltUnderlays;
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/**
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* Our current inputs
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* @type {Array<{ item: BaseItem, sourceSlot: number }>}
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*/
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this.inputSlots = [];
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/**
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* What we are currently processing, empty if we don't produce anything rn
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* requiredSlot: Item *must* be ejected on this slot
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* preferredSlot: Item *can* be ejected on this slot, but others are fine too if the one is not usable
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* @type {Array<{item: BaseItem, requiredSlot?: number, preferredSlot?: number}>}
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*/
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this.itemsToEject = [];
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/**
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* How long it takes until we are done with the current items
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*/
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this.secondsUntilEject = 0;
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/**
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* Fixes belt animations
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* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: enumDirection}>}
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*/
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this.itemConsumptionAnimations = [];
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}
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/**
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* Tries to take the item
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* @param {BaseItem} item
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*/
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tryTakeItem(item, sourceSlot, sourceDirection) {
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if (this.inputSlots.length >= this.inputsPerCharge) {
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// Already full
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return false;
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}
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// Check that we only take one item per slot
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for (let i = 0; i < this.inputSlots.length; ++i) {
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const slot = this.inputSlots[i];
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if (slot.sourceSlot === sourceSlot) {
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return false;
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}
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}
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this.inputSlots.push({ item, sourceSlot });
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this.itemConsumptionAnimations.push({
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item,
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slotIndex: sourceSlot,
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direction: sourceDirection,
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animProgress: 0.0,
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});
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return true;
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}
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}
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