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import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { findNiceIntegerValue } from "../core/utils";
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import { Vector } from "../core/vector";
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import { Entity } from "./entity";
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Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
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import { ACHIEVEMENTS } from "../platform/achievement_provider";
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import { GameRoot } from "./root";
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export class Blueprint {
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/**
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* @param {Array<Entity>} entities
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*/
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constructor(entities) {
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this.entities = entities;
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}
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/**
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* Returns the layer of this blueprint
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* @returns {Layer}
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*/
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get layer() {
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if (this.entities.length === 0) {
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return "regular";
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}
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return this.entities[0].layer;
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}
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/**
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* Creates a new blueprint from the given entity uids
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* @param {GameRoot} root
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* @param {Array<number>} uids
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*/
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static fromUids(root, uids) {
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const newEntities = [];
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let averagePosition = new Vector();
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// First, create a copy
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for (let i = 0; i < uids.length; ++i) {
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const entity = root.entityMgr.findByUid(uids[i]);
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assert(entity, "Entity for blueprint not found:" + uids[i]);
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const clone = entity.clone();
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newEntities.push(clone);
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const pos = entity.components.StaticMapEntity.getTileSpaceBounds().getCenter();
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averagePosition.addInplace(pos);
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}
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averagePosition.divideScalarInplace(uids.length);
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const blueprintOrigin = averagePosition.subScalars(0.5, 0.5).floor();
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for (let i = 0; i < uids.length; ++i) {
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newEntities[i].components.StaticMapEntity.origin.subInplace(blueprintOrigin);
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}
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// Now, make sure the origin is 0,0
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return new Blueprint(newEntities);
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}
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/**
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* Returns the cost of this blueprint in shapes
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*/
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getCost() {
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if (G_IS_DEV && globalConfig.debug.blueprintsNoCost) {
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return 0;
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}
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return findNiceIntegerValue(4 * Math.pow(this.entities.length, 1.1));
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}
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/**
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* Draws the blueprint at the given origin
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* @param {DrawParameters} parameters
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*/
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draw(parameters, tile) {
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parameters.context.globalAlpha = 0.8;
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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const staticComp = entity.components.StaticMapEntity;
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const newPos = staticComp.origin.add(tile);
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const rect = staticComp.getTileSpaceBounds();
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rect.moveBy(tile.x, tile.y);
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if (!parameters.root.logic.checkCanPlaceEntity(entity, tile)) {
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parameters.context.globalAlpha = 0.3;
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} else {
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parameters.context.globalAlpha = 1;
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}
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staticComp.drawSpriteOnBoundsClipped(parameters, staticComp.getBlueprintSprite(), 0, newPos);
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}
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parameters.context.globalAlpha = 1;
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}
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/**
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* Rotates the blueprint clockwise
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*/
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rotateCw() {
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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const staticComp = entity.components.StaticMapEntity;
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staticComp.rotation = (staticComp.rotation + 90) % 360;
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staticComp.originalRotation = (staticComp.originalRotation + 90) % 360;
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staticComp.origin = staticComp.origin.rotateFastMultipleOf90(90);
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}
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}
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/**
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* Rotates the blueprint counter clock wise
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*/
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rotateCcw() {
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// Well ...
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for (let i = 0; i < 3; ++i) {
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this.rotateCw();
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}
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}
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/**
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* Checks if the blueprint can be placed at the given tile
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* @param {GameRoot} root
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* @param {Vector} tile
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*/
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canPlace(root, tile) {
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let anyPlaceable = false;
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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if (root.logic.checkCanPlaceEntity(entity, tile)) {
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anyPlaceable = true;
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}
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}
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return anyPlaceable;
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}
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/**
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* @param {GameRoot} root
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*/
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canAfford(root) {
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return root.hubGoals.getShapesStoredByKey(root.gameMode.getBlueprintShapeKey()) >= this.getCost();
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}
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/**
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* Attempts to place the blueprint at the given tile
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* @param {GameRoot} root
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* @param {Vector} tile
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*/
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tryPlace(root, tile) {
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return root.logic.performBulkOperation(() => {
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
|
|
let count = 0;
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for (let i = 0; i < this.entities.length; ++i) {
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const entity = this.entities[i];
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if (!root.logic.checkCanPlaceEntity(entity, tile)) {
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continue;
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}
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const clone = entity.clone();
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clone.components.StaticMapEntity.origin.addInplace(tile);
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root.logic.freeEntityAreaBeforeBuild(clone);
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root.map.placeStaticEntity(clone);
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root.entityMgr.registerEntity(clone);
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
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|
count++;
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}
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
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root.signals.bulkAchievementCheck.dispatch(
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ACHIEVEMENTS.placeBlueprint, count,
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ACHIEVEMENTS.placeBp1000, count
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);
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return count !== 0;
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});
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}
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}
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