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