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tobspr_shapez.io/src/js/game/buildings/painter.js

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import { formatItemsPerSecond } from "../../core/utils";
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import { enumDirection, Vector } from "../../core/vector";
import { T } from "../../translations";
import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
import {
enumItemProcessorTypes,
ItemProcessorComponent,
enumItemProcessorRequirements,
} from "../components/item_processor";
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import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
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/** @enum {string} */
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export const enumPainterVariants = { mirrored: "mirrored", double: "double", quad: "quad" };
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export class MetaPainterBuilding extends MetaBuilding {
constructor() {
super("painter");
}
static getAllVariantCombinations() {
return [
{
internalId: 16,
variant: defaultBuildingVariant,
},
{
internalId: 17,
variant: enumPainterVariants.mirrored,
},
{
internalId: 18,
variant: enumPainterVariants.double,
},
{
internalId: 19,
variant: enumPainterVariants.quad,
},
];
}
getDimensions(variant) {
switch (variant) {
case defaultBuildingVariant:
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case enumPainterVariants.mirrored:
return new Vector(2, 1);
case enumPainterVariants.double:
return new Vector(2, 2);
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case enumPainterVariants.quad:
return new Vector(4, 1);
default:
assertAlways(false, "Unknown painter variant: " + variant);
}
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}
getSilhouetteColor() {
return "#cd9b7d";
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
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>
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if (root.gameMode.throughputDoesNotMatter()) {
return [];
}
switch (variant) {
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case defaultBuildingVariant:
case enumPainterVariants.mirrored: {
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painter);
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
}
case enumPainterVariants.double: {
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painterDouble);
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed, true)]];
}
case enumPainterVariants.quad: {
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painterQuad);
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
}
}
}
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/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
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let variants = [defaultBuildingVariant, enumPainterVariants.mirrored];
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if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_painter_double)) {
variants.push(enumPainterVariants.double);
}
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>
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if (
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers) &&
root.gameMode.getSupportsWires()
) {
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variants.push(enumPainterVariants.quad);
}
return variants;
}
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/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_painter);
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(new ItemProcessorComponent({}));
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entity.addComponent(
new ItemEjectorComponent({
slots: [{ pos: new Vector(1, 0), direction: enumDirection.right }],
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})
);
entity.addComponent(
new ItemAcceptorComponent({
slots: [
{
pos: new Vector(0, 0),
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direction: enumDirection.left,
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filter: "shape",
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},
{
pos: new Vector(1, 0),
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direction: enumDirection.top,
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filter: "color",
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},
],
})
);
}
/**
*
* @param {Entity} entity
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* @param {number} rotationVariant
* @param {string} variant
*/
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updateVariants(entity, rotationVariant, variant) {
switch (variant) {
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case defaultBuildingVariant:
case enumPainterVariants.mirrored: {
// REGULAR PAINTER
if (entity.components.WiredPins) {
entity.removeComponent(WiredPinsComponent);
}
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
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direction: enumDirection.left,
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filter: "shape",
},
{
pos: new Vector(1, 0),
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direction:
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variant === defaultBuildingVariant ? enumDirection.top : enumDirection.bottom,
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filter: "color",
},
]);
entity.components.ItemEjector.setSlots([
{ pos: new Vector(1, 0), direction: enumDirection.right },
]);
entity.components.ItemProcessor.type = enumItemProcessorTypes.painter;
entity.components.ItemProcessor.processingRequirement = null;
entity.components.ItemProcessor.inputsPerCharge = 2;
break;
}
case enumPainterVariants.double: {
// DOUBLE PAINTER
if (entity.components.WiredPins) {
entity.removeComponent(WiredPinsComponent);
}
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
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direction: enumDirection.left,
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filter: "shape",
},
{
pos: new Vector(0, 1),
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direction: enumDirection.left,
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filter: "shape",
},
{
pos: new Vector(1, 0),
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direction: enumDirection.top,
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filter: "color",
},
]);
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entity.components.ItemEjector.setSlots([
{ pos: new Vector(1, 0), direction: enumDirection.right },
]);
entity.components.ItemProcessor.type = enumItemProcessorTypes.painterDouble;
entity.components.ItemProcessor.processingRequirement = null;
entity.components.ItemProcessor.inputsPerCharge = 3;
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break;
}
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case enumPainterVariants.quad: {
// QUAD PAINTER
if (!entity.components.WiredPins) {
entity.addComponent(new WiredPinsComponent({ slots: [] }));
}
entity.components.WiredPins.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(1, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(2, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(3, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
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entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
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direction: enumDirection.left,
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filter: "shape",
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},
{
pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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filter: "color",
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},
{
pos: new Vector(1, 0),
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direction: enumDirection.bottom,
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filter: "color",
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},
{
pos: new Vector(2, 0),
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direction: enumDirection.bottom,
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filter: "color",
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},
{
pos: new Vector(3, 0),
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direction: enumDirection.bottom,
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filter: "color",
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},
]);
entity.components.ItemEjector.setSlots([
{ pos: new Vector(0, 0), direction: enumDirection.top },
]);
entity.components.ItemProcessor.type = enumItemProcessorTypes.painterQuad;
entity.components.ItemProcessor.processingRequirement =
enumItemProcessorRequirements.painterQuad;
entity.components.ItemProcessor.inputsPerCharge = 5;
break;
}
default:
assertAlways(false, "Unknown painter variant: " + variant);
}
}
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}