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tobspr_shapez.io/src/js/game/components/miner.js

65 lines
1.6 KiB

import { types } from "../../savegame/serialization";
import { BaseItem } from "../base_item";
import { Component } from "../component";
import { Entity } from "../entity";
import { typeItemSingleton } from "../item_resolver";
const chainBufferSize = 6;
export class MinerComponent extends Component {
static getId() {
return "Miner";
}
static getSchema() {
// cachedMinedItem is not serialized.
return {
lastMiningTime: types.ufloat,
itemChainBuffer: types.array(typeItemSingleton),
};
}
constructor({ chainable = false }) {
super();
this.lastMiningTime = 0;
this.chainable = chainable;
/**
* @type {BaseItem}
*/
this.cachedMinedItem = null;
/**
* Which miner this miner ejects to, in case its a chainable one.
* If the value is false, it means there is no entity, and we don't have to re-check
* @type {Entity|null|false}
*/
this.cachedChainedMiner = null;
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.clear();
}
clear() {
/**
* Stores items from other miners which were chained to this
* miner.
* @type {Array<BaseItem>}
*/
this.itemChainBuffer = [];
}
/**
*
* @param {BaseItem} item
*/
tryAcceptChainedItem(item) {
if (this.itemChainBuffer.length > chainBufferSize) {
// Well, this one is full
return false;
}
this.itemChainBuffer.push(item);
return true;
}
}