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tobspr_shapez.io/src/js/game/systems/item_acceptor.js

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import { GameSystemWithFilter } from "../game_system_with_filter";
import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { Entity } from "../entity";
import { enumDirectionToVector, enumDirectionToAngle } from "../../core/vector";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { Loader } from "../../core/loader";
import { drawRotatedSprite } from "../../core/draw_utils";
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import { BELT_ANIM_COUNT } from "./belt";
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export class ItemAcceptorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemAcceptorComponent]);
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this.underlayBeltSprites = [];
for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png"));
}
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}
update() {
const progress =
this.root.dynamicTickrate.deltaSeconds *
this.root.hubGoals.getBeltBaseSpeed() *
2 * // * 2 because its only a half tile
globalConfig.itemSpacingOnBelts;
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for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const aceptorComp = entity.components.ItemAcceptor;
const animations = aceptorComp.itemConsumptionAnimations;
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// Process item consumption animations to avoid items popping from the belts
for (let animIndex = 0; animIndex < animations.length; ++animIndex) {
const anim = animations[animIndex];
anim.animProgress += progress;
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if (anim.animProgress > 1) {
animations.splice(animIndex, 1);
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animIndex -= 1;
}
}
}
}
draw(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntity.bind(this));
}
drawUnderlays(parameters) {
this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this));
}
/**
* @param {DrawParameters} parameters
* @param {Entity} entity
*/
drawEntity(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const acceptorComp = entity.components.ItemAcceptor;
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if (!staticComp.shouldBeDrawn(parameters)) {
return;
}
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for (let animIndex = 0; animIndex < acceptorComp.itemConsumptionAnimations.length; ++animIndex) {
const { item, slotIndex, animProgress, direction } = acceptorComp.itemConsumptionAnimations[
animIndex
];
const slotData = acceptorComp.slots[slotIndex];
const slotWorldPos = staticComp.applyRotationToVector(slotData.pos).add(staticComp.origin);
const fadeOutDirection = enumDirectionToVector[staticComp.localDirectionToWorld(direction)];
const finalTile = slotWorldPos.subScalars(
fadeOutDirection.x * (animProgress / 2 - 0.5),
fadeOutDirection.y * (animProgress / 2 - 0.5)
);
item.draw(
(finalTile.x + 0.5) * globalConfig.tileSize,
(finalTile.y + 0.5) * globalConfig.tileSize,
parameters
);
}
}
/**
* @param {DrawParameters} parameters
* @param {Entity} entity
*/
drawEntityUnderlays(parameters, entity) {
const staticComp = entity.components.StaticMapEntity;
const acceptorComp = entity.components.ItemAcceptor;
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if (!staticComp.shouldBeDrawn(parameters)) {
return;
}
// Limit speed to avoid belts going backwards
const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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const underlays = acceptorComp.beltUnderlays;
for (let i = 0; i < underlays.length; ++i) {
const { pos, direction } = underlays[i];
const transformedPos = staticComp.localTileToWorld(pos);
const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
// SYNC with systems/belt.js:drawSingleEntity!
const animationIndex = Math.floor(
((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.itemSpacingOnBelts
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);
drawRotatedSprite({
parameters,
sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
x: (transformedPos.x + 0.5) * globalConfig.tileSize,
y: (transformedPos.y + 0.5) * globalConfig.tileSize,
angle: Math.radians(angle),
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size: globalConfig.tileSize,
});
}
}
}