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

233 lines
7.7 KiB

import { Loader } from "../../core/loader";
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
import { SOUNDS } from "../../platform/sound";
import { T } from "../../translations";
import { BeltComponent } from "../components/belt";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
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import { THEME } from "../theme";
export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
export const beltOverlayMatrices = {
[enumDirection.top]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumDirection.left]: generateMatrixRotations([0, 0, 0, 1, 1, 0, 0, 1, 0]),
[enumDirection.right]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
};
export class MetaBeltBuilding extends MetaBuilding {
constructor() {
super("belt");
}
getSilhouetteColor() {
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return THEME.map.chunkOverview.beltColor;
}
getPlacementSound() {
return SOUNDS.placeBelt;
}
getHasDirectionLockAvailable() {
return true;
}
getStayInPlacementMode() {
return true;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
* @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 [];
}
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
}
getPreviewSprite(rotationVariant) {
switch (arrayBeltVariantToRotation[rotationVariant]) {
case enumDirection.top: {
return Loader.getSprite("sprites/buildings/belt_top.png");
}
case enumDirection.left: {
return Loader.getSprite("sprites/buildings/belt_left.png");
}
case enumDirection.right: {
return Loader.getSprite("sprites/buildings/belt_right.png");
}
default: {
assertAlways(false, "Invalid belt rotation variant");
}
}
}
getBlueprintSprite(rotationVariant) {
switch (arrayBeltVariantToRotation[rotationVariant]) {
case enumDirection.top: {
return Loader.getSprite("sprites/blueprints/belt_top.png");
}
case enumDirection.left: {
return Loader.getSprite("sprites/blueprints/belt_left.png");
}
case enumDirection.right: {
return Loader.getSprite("sprites/blueprints/belt_right.png");
}
default: {
assertAlways(false, "Invalid belt rotation variant");
}
}
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return beltOverlayMatrices[entity.components.Belt.direction][rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new BeltComponent({
direction: enumDirection.top, // updated later
})
);
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant) {
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {Layer} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
const topDirection = enumAngleToDirection[rotation];
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
let hasBottomEjector = false;
let hasRightEjector = false;
let hasLeftEjector = false;
let hasTopAcceptor = false;
let hasLeftAcceptor = false;
let hasRightAcceptor = false;
// Check all ejectors
for (let i = 0; i < ejectors.length; ++i) {
const ejector = ejectors[i];
if (ejector.toDirection === topDirection) {
hasBottomEjector = true;
} else if (ejector.toDirection === leftDirection) {
hasRightEjector = true;
} else if (ejector.toDirection === rightDirection) {
hasLeftEjector = true;
}
}
// Check all acceptors
for (let i = 0; i < acceptors.length; ++i) {
const acceptor = acceptors[i];
if (acceptor.fromDirection === bottomDirection) {
hasTopAcceptor = true;
} else if (acceptor.fromDirection === rightDirection) {
hasLeftAcceptor = true;
} else if (acceptor.fromDirection === leftDirection) {
hasRightAcceptor = true;
}
}
// Soo .. if there is any ejector below us we always prioritize
// this ejector
if (!hasBottomEjector) {
// When something ejects to us from the left and nothing from the right,
// do a curve from the left to the top
if (hasRightEjector && !hasLeftEjector) {
return {
rotation: (rotation + 270) % 360,
rotationVariant: 2,
};
}
// When something ejects to us from the right and nothing from the left,
// do a curve from the right to the top
if (hasLeftEjector && !hasRightEjector) {
return {
rotation: (rotation + 90) % 360,
rotationVariant: 1,
};
}
}
// When there is a top acceptor, ignore sides
// NOTICE: This makes the belt prefer side turns *way* too much!
if (!hasTopAcceptor) {
// When there is an acceptor to the right but no acceptor to the left,
// do a turn to the right
if (hasRightAcceptor && !hasLeftAcceptor) {
return {
rotation,
rotationVariant: 2,
};
}
// When there is an acceptor to the left but no acceptor to the right,
// do a turn to the left
if (hasLeftAcceptor && !hasRightAcceptor) {
return {
rotation,
rotationVariant: 1,
};
}
}
return {
rotation,
rotationVariant: 0,
};
}
}