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import { enumDirection, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BeltPath } from "../belt_path";
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import { Component } from "../component";
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import { Entity } from "../entity";
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export const curvedBeltLength = /* Math.PI / 4 */ 0.78;
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export class BeltComponent extends Component {
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static getId() {
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return "Belt";
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}
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static getSchema() {
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// The followUpCache field is not serialized.
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return {
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direction: types.string,
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};
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}
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duplicateWithoutContents() {
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return new BeltComponent({ direction: this.direction });
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}
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/**
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*
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* @param {object} param0
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* @param {enumDirection=} param0.direction The direction of the belt
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*/
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constructor({ direction = enumDirection.top }) {
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super();
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this.direction = direction;
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/** @type {Entity} */
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this.followUpCache = null;
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/**
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* The path this belt is contained in, not serialized
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* @type {BeltPath}
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*/
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this.assignedPath = null;
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}
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/**
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* Returns the effective length of this belt in tile space
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* @returns {number}
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*/
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getEffectiveLengthTiles() {
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return this.direction === enumDirection.top ? 1.0 : curvedBeltLength;
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}
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/**
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* Converts from belt space (0 = start of belt ... 1 = end of belt) to the local
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* belt coordinates (-0.5|-0.5 to 0.5|0.5)
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* @param {number} progress
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* @returns {Vector}
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*/
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transformBeltToLocalSpace(progress) {
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switch (this.direction) {
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case enumDirection.top:
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assert(progress <= 1.02, "Invalid progress: " + progress);
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return new Vector(0, 0.5 - progress);
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case enumDirection.right: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 2: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(0.5 - 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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case enumDirection.left: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 3: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(-0.5 + 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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default:
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assertAlways(false, "Invalid belt direction: " + this.direction);
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return new Vector(0, 0);
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}
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}
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}
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