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tobspr_shapez.io/src/js/game/components/underground_belt.js

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import { BaseItem } from "../base_item";
import { Component } from "../component";
import { globalConfig } from "../../core/config";
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import { types } from "../../savegame/serialization";
import { gItemRegistry } from "../../core/global_registries";
import { Entity } from "../entity";
import { enumLayer } from "../root";
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/** @enum {string} */
export const enumUndergroundBeltMode = {
sender: "sender",
receiver: "receiver",
};
/**
* @typedef {{
* entity: Entity,
* distance: number
* }} LinkedUndergroundBelt
*/
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export class UndergroundBeltComponent extends Component {
static getId() {
return "UndergroundBelt";
}
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static getSchema() {
return {
pendingItems: types.array(types.pair(types.obj(gItemRegistry), types.float)),
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};
}
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duplicateWithoutContents() {
return new UndergroundBeltComponent({
mode: this.mode,
tier: this.tier,
});
}
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/**
*
* @param {object} param0
* @param {enumUndergroundBeltMode=} param0.mode As which type of belt the entity acts
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* @param {number=} param0.tier
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*/
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constructor({ mode = enumUndergroundBeltMode.sender, tier = 0 }) {
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super();
this.mode = mode;
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this.tier = tier;
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/** @type {Array<{ item: BaseItem, progress: number }>} */
this.consumptionAnimations = [];
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/**
* Used on both receiver and sender.
* Reciever: Used to store the next item to transfer, and to block input while doing this
* Sender: Used to store which items are currently "travelling"
* @type {Array<[BaseItem, number]>} Format is [Item, remaining seconds until transfer/ejection]
*/
this.pendingItems = [];
/**
* The linked entity, used to speed up performance. This contains either
* the entrance or exit depending on the tunnel type
* @type {LinkedUndergroundBelt}
*/
this.cachedLinkedEntity = null;
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}
/**
* Tries to accept an item from an external source like a regular belt or building
* @param {BaseItem} item
* @param {number} beltSpeed How fast this item travels
*/
tryAcceptExternalItem(item, beltSpeed) {
if (this.mode !== enumUndergroundBeltMode.sender) {
// Only senders accept external items
return false;
}
if (this.pendingItems.length > 0) {
// We currently have a pending item
return false;
}
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this.pendingItems.push([item, 0]);
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return true;
}
/**
* Tries to accept a tunneled item
* @param {BaseItem} item
* @param {number} travelDistance How many tiles this item has to travel
* @param {number} beltSpeed How fast this item travels
*/
tryAcceptTunneledItem(item, travelDistance, beltSpeed) {
if (this.mode !== enumUndergroundBeltMode.receiver) {
// Only receivers can accept tunneled items
return false;
}
// Notice: We assume that for all items the travel distance is the same
const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
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if (this.pendingItems.length >= maxItemsInTunnel) {
// Simulate a real belt which gets full at some point
return false;
}
// NOTICE:
// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
// So instead of adding 1 we add 0.5 only.
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// Additionally it takes 1 tile for the acceptor which we just add on top.
const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
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this.pendingItems.push([item, travelDuration]);
// Sort so we can only look at the first ones
this.pendingItems.sort((a, b) => a[1] - b[1]);
return true;
}
}