|
|
|
import { globalConfig } from "../../../core/config";
|
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>
3 years ago
|
|
|
import { DrawParameters } from "../../../core/draw_parameters";
|
|
|
|
import { gMetaBuildingRegistry } from "../../../core/global_registries";
|
|
|
|
import { createLogger } from "../../../core/logging";
|
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>
3 years ago
|
|
|
import { STOP_PROPAGATION } from "../../../core/signal";
|
|
|
|
import { formatBigNumberFull } from "../../../core/utils";
|
|
|
|
import { Vector } from "../../../core/vector";
|
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
|
|
|
import { ACHIEVEMENTS } from "../../../platform/achievement_provider";
|
|
|
|
import { T } from "../../../translations";
|
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>
3 years ago
|
|
|
import { Blueprint } from "../../blueprint";
|
|
|
|
import { MetaBlockBuilding } from "../../buildings/block";
|
|
|
|
import { MetaConstantProducerBuilding } from "../../buildings/constant_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>
3 years ago
|
|
|
import { enumMouseButton } from "../../camera";
|
|
|
|
import { Component } from "../../component";
|
|
|
|
import { Entity } from "../../entity";
|
|
|
|
import { KEYMAPPINGS } from "../../key_action_mapper";
|
|
|
|
import { THEME } from "../../theme";
|
|
|
|
import { enumHubGoalRewards } from "../../tutorial_goals";
|
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>
3 years ago
|
|
|
import { BaseHUDPart } from "../base_hud_part";
|
|
|
|
|
|
|
|
const logger = createLogger("hud/mass_selector");
|
|
|
|
|
|
|
|
export class HUDMassSelector extends BaseHUDPart {
|
|
|
|
createElements(parent) {}
|
|
|
|
|
|
|
|
initialize() {
|
|
|
|
this.currentSelectionStartWorld = null;
|
|
|
|
this.currentSelectionEnd = null;
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
|
|
|
|
this.root.signals.entityQueuedForDestroy.add(this.onEntityDestroyed, this);
|
|
|
|
this.root.hud.signals.pasteBlueprintRequested.add(this.clearSelection, this);
|
|
|
|
|
|
|
|
this.root.camera.downPreHandler.add(this.onMouseDown, this);
|
|
|
|
this.root.camera.movePreHandler.add(this.onMouseMove, this);
|
|
|
|
this.root.camera.upPostHandler.add(this.onMouseUp, this);
|
|
|
|
|
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>
3 years ago
|
|
|
this.root.keyMapper.getBinding(KEYMAPPINGS.general.back).addToTop(this.onBack, this);
|
|
|
|
this.root.keyMapper
|
|
|
|
.getBinding(KEYMAPPINGS.massSelect.confirmMassDelete)
|
|
|
|
.add(this.confirmDelete, this);
|
|
|
|
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCut).add(this.confirmCut, this);
|
|
|
|
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCopy).add(this.startCopy, this);
|
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>
3 years ago
|
|
|
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectClear).add(this.clearBelts, this);
|
|
|
|
|
|
|
|
this.root.hud.signals.selectedPlacementBuildingChanged.add(this.clearSelection, this);
|
|
|
|
this.root.signals.editModeChanged.add(this.clearSelection, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Handles the destroy callback and makes sure we clean our list
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
onEntityDestroyed(entity) {
|
|
|
|
if (this.root.bulkOperationRunning) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
this.selectedUids.delete(entity.uid);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
*/
|
|
|
|
onBack() {
|
|
|
|
// Clear entities on escape
|
|
|
|
if (this.selectedUids.size > 0) {
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
return STOP_PROPAGATION;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Clears the entire selection
|
|
|
|
*/
|
|
|
|
clearSelection() {
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
}
|
|
|
|
|
|
|
|
confirmDelete() {
|
|
|
|
if (
|
|
|
|
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
|
|
|
this.selectedUids.size > 100
|
|
|
|
) {
|
|
|
|
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
|
|
|
T.dialogs.massDeleteConfirm.title,
|
|
|
|
T.dialogs.massDeleteConfirm.desc.replace(
|
|
|
|
"<count>",
|
|
|
|
"" + formatBigNumberFull(this.selectedUids.size)
|
|
|
|
),
|
|
|
|
["cancel:good:escape", "ok:bad:enter"]
|
|
|
|
);
|
|
|
|
ok.add(() => this.doDelete());
|
|
|
|
} else {
|
|
|
|
this.doDelete();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
doDelete() {
|
|
|
|
const entityUids = Array.from(this.selectedUids);
|
|
|
|
|
|
|
|
// Build mapping from uid to entity
|
|
|
|
/**
|
|
|
|
* @type {Map<number, Entity>}
|
|
|
|
*/
|
|
|
|
const mapUidToEntity = this.root.entityMgr.getFrozenUidSearchMap();
|
|
|
|
|
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;
|
|
|
|
this.root.logic.performBulkOperation(() => {
|
|
|
|
for (let i = 0; i < entityUids.length; ++i) {
|
|
|
|
const uid = entityUids[i];
|
|
|
|
const entity = mapUidToEntity.get(uid);
|
|
|
|
if (!entity) {
|
|
|
|
logger.error("Entity not found by uid:", uid);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
|
|
|
logger.error("Error in mass delete, could not remove building");
|
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
|
|
|
} else {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
|
|
|
this.root.signals.achievementCheck.dispatch(ACHIEVEMENTS.destroy1000, count);
|
|
|
|
});
|
|
|
|
|
|
|
|
// Clear uids later
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
}
|
|
|
|
|
|
|
|
startCopy() {
|
|
|
|
if (this.selectedUids.size > 0) {
|
|
|
|
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
|
|
|
this.root.hud.parts.dialogs.showInfo(
|
|
|
|
T.dialogs.blueprintsNotUnlocked.title,
|
|
|
|
T.dialogs.blueprintsNotUnlocked.desc
|
|
|
|
);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
this.root.hud.signals.buildingsSelectedForCopy.dispatch(Array.from(this.selectedUids));
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
this.root.soundProxy.playUiClick();
|
|
|
|
} else {
|
|
|
|
this.root.soundProxy.playUiError();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
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>
3 years ago
|
|
|
clearBelts() {
|
|
|
|
for (const uid of this.selectedUids) {
|
|
|
|
const entity = this.root.entityMgr.findByUid(uid);
|
|
|
|
for (const component of Object.values(entity.components)) {
|
|
|
|
/** @type {Component} */ (component).clear();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
}
|
|
|
|
|
|
|
|
confirmCut() {
|
|
|
|
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
|
|
|
this.root.hud.parts.dialogs.showInfo(
|
|
|
|
T.dialogs.blueprintsNotUnlocked.title,
|
|
|
|
T.dialogs.blueprintsNotUnlocked.desc
|
|
|
|
);
|
|
|
|
} else if (
|
|
|
|
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
|
|
|
this.selectedUids.size > 100
|
|
|
|
) {
|
|
|
|
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
|
|
|
T.dialogs.massCutConfirm.title,
|
|
|
|
T.dialogs.massCutConfirm.desc.replace(
|
|
|
|
"<count>",
|
|
|
|
"" + formatBigNumberFull(this.selectedUids.size)
|
|
|
|
),
|
|
|
|
["cancel:good:escape", "ok:bad:enter"]
|
|
|
|
);
|
|
|
|
ok.add(() => this.doCut());
|
|
|
|
} else {
|
|
|
|
this.doCut();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
doCut() {
|
|
|
|
if (this.selectedUids.size > 0) {
|
|
|
|
const entityUids = Array.from(this.selectedUids);
|
|
|
|
|
|
|
|
const cutAction = () => {
|
|
|
|
// copy code relies on entities still existing, so must copy before deleting.
|
|
|
|
this.root.hud.signals.buildingsSelectedForCopy.dispatch(entityUids);
|
|
|
|
|
|
|
|
for (let i = 0; i < entityUids.length; ++i) {
|
|
|
|
const uid = entityUids[i];
|
|
|
|
const entity = this.root.entityMgr.findByUid(uid);
|
|
|
|
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
|
|
|
logger.error("Error in mass cut, could not remove building");
|
|
|
|
this.selectedUids.delete(uid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
const blueprint = Blueprint.fromUids(this.root, entityUids);
|
|
|
|
if (blueprint.canAfford(this.root)) {
|
|
|
|
cutAction();
|
|
|
|
} else {
|
|
|
|
const { cancel, ok } = this.root.hud.parts.dialogs.showWarning(
|
|
|
|
T.dialogs.massCutInsufficientConfirm.title,
|
|
|
|
T.dialogs.massCutInsufficientConfirm.desc,
|
|
|
|
["cancel:good:escape", "ok:bad:enter"]
|
|
|
|
);
|
|
|
|
ok.add(cutAction);
|
|
|
|
}
|
|
|
|
|
|
|
|
this.root.soundProxy.playUiClick();
|
|
|
|
} else {
|
|
|
|
this.root.soundProxy.playUiError();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* mouse down pre handler
|
|
|
|
* @param {Vector} pos
|
|
|
|
* @param {enumMouseButton} mouseButton
|
|
|
|
*/
|
|
|
|
onMouseDown(pos, mouseButton) {
|
|
|
|
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectStart).pressed) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mouseButton !== enumMouseButton.left) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectSelectMultiple).pressed) {
|
|
|
|
// Start new selection
|
|
|
|
this.selectedUids = new Set();
|
|
|
|
}
|
|
|
|
|
|
|
|
this.currentSelectionStartWorld = this.root.camera.screenToWorld(pos.copy());
|
|
|
|
this.currentSelectionEnd = pos.copy();
|
|
|
|
return STOP_PROPAGATION;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* mouse move pre handler
|
|
|
|
* @param {Vector} pos
|
|
|
|
*/
|
|
|
|
onMouseMove(pos) {
|
|
|
|
if (this.currentSelectionStartWorld) {
|
|
|
|
this.currentSelectionEnd = pos.copy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
onMouseUp() {
|
|
|
|
if (this.currentSelectionStartWorld) {
|
|
|
|
const worldStart = this.currentSelectionStartWorld;
|
|
|
|
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
|
|
|
|
|
|
|
const tileStart = worldStart.toTileSpace();
|
|
|
|
const tileEnd = worldEnd.toTileSpace();
|
|
|
|
|
|
|
|
const realTileStart = tileStart.min(tileEnd);
|
|
|
|
const realTileEnd = tileStart.max(tileEnd);
|
|
|
|
|
|
|
|
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
|
|
|
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
|
|
|
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
|
|
|
|
|
|
|
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
|
|
|
const staticComp = contents.components.StaticMapEntity;
|
|
|
|
|
|
|
|
if (!staticComp.getMetaBuilding().getIsRemovable(this.root)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.selectedUids.add(contents.uid);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
this.currentSelectionStartWorld = null;
|
|
|
|
this.currentSelectionEnd = null;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {DrawParameters} parameters
|
|
|
|
*/
|
|
|
|
draw(parameters) {
|
|
|
|
const boundsBorder = 2;
|
|
|
|
|
|
|
|
if (this.currentSelectionStartWorld) {
|
|
|
|
const worldStart = this.currentSelectionStartWorld;
|
|
|
|
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
|
|
|
|
|
|
|
const realWorldStart = worldStart.min(worldEnd);
|
|
|
|
const realWorldEnd = worldStart.max(worldEnd);
|
|
|
|
|
|
|
|
const tileStart = worldStart.toTileSpace();
|
|
|
|
const tileEnd = worldEnd.toTileSpace();
|
|
|
|
|
|
|
|
const realTileStart = tileStart.min(tileEnd);
|
|
|
|
const realTileEnd = tileStart.max(tileEnd);
|
|
|
|
|
|
|
|
parameters.context.lineWidth = 1;
|
|
|
|
parameters.context.fillStyle = THEME.map.selectionBackground;
|
|
|
|
parameters.context.strokeStyle = THEME.map.selectionOutline;
|
|
|
|
parameters.context.beginPath();
|
|
|
|
parameters.context.rect(
|
|
|
|
realWorldStart.x,
|
|
|
|
realWorldStart.y,
|
|
|
|
realWorldEnd.x - realWorldStart.x,
|
|
|
|
realWorldEnd.y - realWorldStart.y
|
|
|
|
);
|
|
|
|
parameters.context.fill();
|
|
|
|
parameters.context.stroke();
|
|
|
|
|
|
|
|
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
|
|
|
|
|
|
|
const renderedUids = new Set();
|
|
|
|
|
|
|
|
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
|
|
|
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
|
|
|
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
|
|
|
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
|
|
|
// Prevent rendering the overlay twice
|
|
|
|
const uid = contents.uid;
|
|
|
|
if (renderedUids.has(uid)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
renderedUids.add(uid);
|
|
|
|
|
|
|
|
const staticComp = contents.components.StaticMapEntity;
|
|
|
|
|
|
|
|
if (!staticComp.getMetaBuilding().getIsRemovable(this.root)) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
const bounds = staticComp.getTileSpaceBounds();
|
|
|
|
parameters.context.beginRoundedRect(
|
|
|
|
bounds.x * globalConfig.tileSize + boundsBorder,
|
|
|
|
bounds.y * globalConfig.tileSize + boundsBorder,
|
|
|
|
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
|
|
|
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
|
|
|
2
|
|
|
|
);
|
|
|
|
parameters.context.fill();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
|
|
|
this.selectedUids.forEach(uid => {
|
|
|
|
const entity = this.root.entityMgr.findByUid(uid);
|
|
|
|
const staticComp = entity.components.StaticMapEntity;
|
|
|
|
const bounds = staticComp.getTileSpaceBounds();
|
|
|
|
parameters.context.beginRoundedRect(
|
|
|
|
bounds.x * globalConfig.tileSize + boundsBorder,
|
|
|
|
bounds.y * globalConfig.tileSize + boundsBorder,
|
|
|
|
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
|
|
|
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
|
|
|
2
|
|
|
|
);
|
|
|
|
parameters.context.fill();
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|