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import { enumDirection, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BeltPath } from "../belt_path";
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import { Component } from "../component";
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export const curvedBeltLength = /* Math.PI / 4 */ 0.78;
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/** @type {import("./item_acceptor").ItemAcceptorSlot} */
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export const FAKE_BELT_ACCEPTOR_SLOT = {
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pos: new Vector(0, 0),
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directions: [enumDirection.bottom],
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};
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/** @type {Object<enumDirection, import("./item_ejector").ItemEjectorSlot>} */
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export const FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION = {
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[enumDirection.top]: {
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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item: null,
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progress: 0,
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},
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[enumDirection.right]: {
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pos: new Vector(0, 0),
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direction: enumDirection.right,
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item: null,
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progress: 0,
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},
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[enumDirection.left]: {
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pos: new Vector(0, 0),
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direction: enumDirection.left,
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item: null,
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progress: 0,
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},
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};
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export class BeltComponent extends Component {
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static getId() {
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return "Belt";
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}
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/**
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*
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* @param {object} param0
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* @param {enumDirection=} param0.direction The direction of the belt
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*/
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constructor({ direction = enumDirection.top }) {
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super();
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this.direction = direction;
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/**
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* The path this belt is contained in, not serialized
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* @type {BeltPath}
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*/
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this.assignedPath = null;
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}
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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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clear() {
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if (this.assignedPath) {
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this.assignedPath.clearAllItems();
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}
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}
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/**
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* Returns the effective length of this belt in tile space
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* @returns {number}
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*/
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getEffectiveLengthTiles() {
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return this.direction === enumDirection.top ? 1.0 : curvedBeltLength;
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}
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/**
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* Returns fake acceptor slot used for matching
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* @returns {import("./item_acceptor").ItemAcceptorSlot}
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*/
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getFakeAcceptorSlot() {
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return FAKE_BELT_ACCEPTOR_SLOT;
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}
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/**
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* Returns fake acceptor slot used for matching
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* @returns {import("./item_ejector").ItemEjectorSlot}
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*/
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getFakeEjectorSlot() {
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assert(
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FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION[this.direction],
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"Invalid belt direction: ",
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this.direction
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);
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return FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION[this.direction];
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}
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/**
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* Converts from belt space (0 = start of belt ... 1 = end of belt) to the local
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* belt coordinates (-0.5|-0.5 to 0.5|0.5)
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* @param {number} progress
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* @returns {Vector}
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*/
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transformBeltToLocalSpace(progress) {
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assert(progress >= 0.0, "Invalid progress ( < 0): " + progress);
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switch (this.direction) {
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case enumDirection.top:
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assert(progress <= 1.02, "Invalid progress: " + progress);
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return new Vector(0, 0.5 - progress);
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case enumDirection.right: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 2: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(0.5 - 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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case enumDirection.left: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 3: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(-0.5 + 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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default:
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assertAlways(false, "Invalid belt direction: " + this.direction);
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return new Vector(0, 0);
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}
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}
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}
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