You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tobspr_shapez.io/src/js/game/components/item_acceptor.js

140 lines
4.4 KiB

import { enumDirection, enumInvertedDirections, Vector } from "../../core/vector";
import { types } from "../../savegame/serialization";
import { BaseItem } from "../base_item";
import { Component } from "../component";
/** @typedef {{
* pos: Vector,
* directions: enumDirection[],
* filter?: ItemType
* }} ItemAcceptorSlot */
/**
* Contains information about a slot plus its location
* @typedef {{
* slot: ItemAcceptorSlot,
* index: number,
* acceptedDirection: enumDirection
* }} ItemAcceptorLocatedSlot */
/** @typedef {{
* pos: Vector,
* directions: enumDirection[],
* filter?: ItemType
* }} ItemAcceptorSlotConfig */
export class ItemAcceptorComponent extends Component {
static getId() {
return "ItemAcceptor";
}
/**
*
* @param {object} param0
* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
*/
constructor({ slots = [] }) {
super();
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
this.setSlots(slots);
this.clear();
}
clear() {
/**
* Fixes belt animations
* @type {Array<{
* item: BaseItem,
* slotIndex: number,
* animProgress: number,
* direction: enumDirection
* }>}
*/
this.itemConsumptionAnimations = [];
}
/**
*
* @param {Array<ItemAcceptorSlotConfig>} slots
*/
setSlots(slots) {
/** @type {Array<ItemAcceptorSlot>} */
this.slots = [];
for (let i = 0; i < slots.length; ++i) {
const slot = slots[i];
this.slots.push({
pos: slot.pos,
directions: slot.directions,
// Which type of item to accept (shape | color | all) @see ItemType
filter: slot.filter,
});
}
}
/**
* Returns if this acceptor can accept a new item at slot N
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
*
* NOTICE: The belt path ignores this for performance reasons and does his own check
* @param {number} slotIndex
* @param {BaseItem=} item
*/
canAcceptItem(slotIndex, item) {
const slot = this.slots[slotIndex];
return !slot.filter || slot.filter === item.getItemType();
}
/**
* Called when an item has been accepted so that
* @param {number} slotIndex
* @param {enumDirection} direction
* @param {BaseItem} item
* @param {number} remainingProgress World space remaining progress, can be set to set the start position of the item
*/
onItemAccepted(slotIndex, direction, item, remainingProgress = 0.0) {
this.itemConsumptionAnimations.push({
item,
slotIndex,
direction,
animProgress: Math.min(1, remainingProgress * 2),
});
}
/**
* Tries to find a slot which accepts the current item
* @param {Vector} targetLocalTile
* @param {enumDirection} fromLocalDirection
* @returns {ItemAcceptorLocatedSlot|null}
*/
findMatchingSlot(targetLocalTile, fromLocalDirection) {
// We need to invert our direction since the acceptor specifies *from* which direction
// it accepts items, but the ejector specifies *into* which direction it ejects items.
// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
const desiredDirection = enumInvertedDirections[fromLocalDirection];
// Go over all slots and try to find a target slot
for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
const slot = this.slots[slotIndex];
// Make sure the acceptor slot is on the right position
if (!slot.pos.equals(targetLocalTile)) {
continue;
}
// Check if the acceptor slot accepts items from our direction
for (let i = 0; i < slot.directions.length; ++i) {
// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
if (desiredDirection === slot.directions[i]) {
return {
slot,
index: slotIndex,
acceptedDirection: desiredDirection,
};
}
}
}
return null;
}
}