2020-08-29 20:52:52 +00:00
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import { makeOffscreenBuffer } from "../../../core/buffer_utils";
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import { globalConfig } from "../../../core/config";
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import { DrawParameters } from "../../../core/draw_parameters";
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import { Loader } from "../../../core/loader";
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import { lerp } from "../../../core/utils";
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2021-06-25 17:45:47 +00:00
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import { enumDirectionToAngle, Vector } from "../../../core/vector";
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2020-09-28 12:45:53 +00:00
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import { SOUNDS } from "../../../platform/sound";
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2021-06-25 17:45:47 +00:00
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import { enumPinSlotType } from "../../components/wired_pins";
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2020-09-28 12:45:53 +00:00
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import { KEYMAPPINGS } from "../../key_action_mapper";
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2020-09-24 15:14:15 +00:00
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import { enumHubGoalRewards } from "../../tutorial_goals";
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2020-09-28 12:45:53 +00:00
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import { BaseHUDPart } from "../base_hud_part";
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2020-08-29 20:52:52 +00:00
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2020-09-28 12:45:53 +00:00
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const copy = require("clipboard-copy");
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2020-08-29 20:52:52 +00:00
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const wiresBackgroundDpi = 4;
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export class HUDWiresOverlay extends BaseHUDPart {
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createElements(parent) {}
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initialize() {
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// Probably not the best location, but the one which makes most sense
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this.root.keyMapper.getBinding(KEYMAPPINGS.ingame.switchLayers).add(this.switchLayers, this);
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2020-09-28 12:45:53 +00:00
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this.root.keyMapper.getBinding(KEYMAPPINGS.placement.copyWireValue).add(this.copyWireValue, this);
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2020-08-29 20:52:52 +00:00
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this.generateTilePattern();
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this.currentAlpha = 0.0;
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}
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/**
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* Switches between layers
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*/
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switchLayers() {
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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>
2021-05-23 14:32:05 +00:00
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if (!this.root.gameMode.getSupportsWires()) {
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return;
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}
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2020-08-29 20:52:52 +00:00
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if (this.root.currentLayer === "regular") {
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2020-09-29 09:14:27 +00:00
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if (
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this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers) ||
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(G_IS_DEV && globalConfig.debug.allBuildingsUnlocked)
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) {
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2020-09-24 15:14:15 +00:00
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this.root.currentLayer = "wires";
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}
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2020-08-29 20:52:52 +00:00
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} else {
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this.root.currentLayer = "regular";
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}
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this.root.signals.editModeChanged.dispatch(this.root.currentLayer);
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}
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/**
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* Generates the background pattern for the wires overlay
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*/
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generateTilePattern() {
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const overlayTile = Loader.getSprite("sprites/wires/overlay_tile.png");
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const dims = globalConfig.tileSize * wiresBackgroundDpi;
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const [canvas, context] = makeOffscreenBuffer(dims, dims, {
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smooth: false,
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reusable: false,
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label: "wires-tile-pattern",
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});
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context.clearRect(0, 0, dims, dims);
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overlayTile.draw(context, 0, 0, dims, dims);
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this.tilePatternCanvas = canvas;
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}
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update() {
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const desiredAlpha = this.root.currentLayer === "wires" ? 1.0 : 0.0;
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2020-09-28 12:47:23 +00:00
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// On low performance, skip the fade
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if (this.root.entityMgr.entities.length > 5000 || this.root.dynamicTickrate.averageFps < 50) {
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this.currentAlpha = desiredAlpha;
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} else {
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this.currentAlpha = lerp(this.currentAlpha, desiredAlpha, 0.12);
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}
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2020-08-29 20:52:52 +00:00
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}
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2020-09-28 12:45:53 +00:00
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/**
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* Copies the wires value below the cursor
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*/
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copyWireValue() {
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if (this.root.currentLayer !== "wires") {
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return;
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}
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const mousePos = this.root.app.mousePosition;
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if (!mousePos) {
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return;
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}
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const tile = this.root.camera.screenToWorld(mousePos).toTileSpace();
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "wires");
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if (!contents) {
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return;
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}
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let value = null;
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if (contents.components.Wire) {
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const network = contents.components.Wire.linkedNetwork;
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if (network && network.hasValue()) {
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value = network.currentValue;
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}
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2021-06-25 17:45:47 +00:00
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} else if (contents.components.Display) {
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const pinsComp = contents.components.WiredPins;
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const network = pinsComp.slots[0].linkedNetwork;
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2020-09-28 12:45:53 +00:00
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2021-06-25 17:45:47 +00:00
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if (network && network.hasValue()) {
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value = network.currentValue;
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}
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}
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// else if (contents.components.ConstantSignal) {
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// value = contents.components.ConstantSignal.signal;
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// }
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else if (contents.components.WiredPins) {
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const pinComp = contents.components.WiredPins;
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const staticComp = contents.components.StaticMapEntity;
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// Go over all slots and see if they are close to mouse or not
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const pinSlots = pinComp.slots;
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for (let i = 0; i < pinSlots.length; ++i) {
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const slot = pinSlots[i];
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// Check if the type matches
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if (slot.type != enumPinSlotType.logicalEjector) {
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continue;
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}
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// Check if slot is close to mouse
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const mouseTilePos = this.root.camera.screenToWorld(mousePos);
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// Dirty math that I don't like the look of
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const slotPos = staticComp.localTileToWorld(slot.pos).toWorldSpaceCenterOfTile();
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const effectiveRotation = Math.radians(
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staticComp.rotation + enumDirectionToAngle[slot.direction]
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);
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const valueSpritePos = slotPos.add(new Vector(0, -9.1).rotated(effectiveRotation));
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const length = mouseTilePos.sub(valueSpritePos).length();
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// If it is closer than 8 we can copy that value
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if (length <= 8) {
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value = slot.value;
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}
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}
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2020-09-28 12:45:53 +00:00
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}
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if (value) {
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copy(value.getAsCopyableKey());
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this.root.soundProxy.playUi(SOUNDS.copy);
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} else {
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copy("");
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this.root.soundProxy.playUiError();
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}
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}
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2020-08-29 20:52:52 +00:00
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/**
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*
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* @param {DrawParameters} parameters
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*/
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draw(parameters) {
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if (this.currentAlpha < 0.02) {
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return;
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}
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2020-12-07 17:43:58 +00:00
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const hasTileGrid = !this.root.app.settings.getAllSettings().disableTileGrid;
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if (hasTileGrid && !this.cachedPatternBackground) {
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2020-08-29 20:52:52 +00:00
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this.cachedPatternBackground = parameters.context.createPattern(this.tilePatternCanvas, "repeat");
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}
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const bounds = parameters.visibleRect;
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parameters.context.globalAlpha = this.currentAlpha;
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const scaleFactor = 1 / wiresBackgroundDpi;
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parameters.context.globalCompositeOperation = "overlay";
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parameters.context.fillStyle = "rgba(50, 200, 150, 1)";
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parameters.context.fillRect(bounds.x, bounds.y, bounds.w, bounds.h);
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parameters.context.globalCompositeOperation = "source-over";
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parameters.context.scale(scaleFactor, scaleFactor);
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2020-12-07 17:43:58 +00:00
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parameters.context.fillStyle = hasTileGrid
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? this.cachedPatternBackground
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: "rgba(78, 137, 125, 0.75)";
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2020-08-29 20:52:52 +00:00
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parameters.context.fillRect(
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bounds.x / scaleFactor,
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bounds.y / scaleFactor,
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bounds.w / scaleFactor,
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bounds.h / scaleFactor
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);
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parameters.context.scale(1 / scaleFactor, 1 / scaleFactor);
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parameters.context.globalAlpha = 1;
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}
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}
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