2020-08-29 10:38:23 +02:00
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { BeltReaderComponent } from "../components/belt_reader";
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import { globalConfig } from "../../core/config";
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import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
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export class BeltReaderSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [BeltReaderComponent]);
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}
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update() {
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const now = this.root.time.now();
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const minimumTime = now - globalConfig.readerAnalyzeIntervalSeconds;
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const minimumTimeForThroughput = now - 1;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const readerComp = entity.components.BeltReader;
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const pinsComp = entity.components.WiredPins;
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// Remove outdated items
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while (readerComp.lastItemTimes[0] < minimumTime) {
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readerComp.lastItemTimes.shift();
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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>
2021-05-23 16:32:05 +02:00
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if (!entity.components.BeltReader.isWireless()) {
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pinsComp.slots[1].value = readerComp.lastItem;
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pinsComp.slots[0].value =
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(readerComp.lastItemTimes[readerComp.lastItemTimes.length - 1] || 0) >
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minimumTimeForThroughput
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? BOOL_TRUE_SINGLETON
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: BOOL_FALSE_SINGLETON;
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}
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2020-08-29 10:38:23 +02:00
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if (now - readerComp.lastThroughputComputation > 0.5) {
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2020-08-29 11:08:30 +02:00
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// Compute throughput
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2020-08-29 10:38:23 +02:00
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readerComp.lastThroughputComputation = now;
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2020-08-29 11:08:30 +02:00
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let throughput = 0;
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if (readerComp.lastItemTimes.length < 2) {
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throughput = 0;
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} else {
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let averageSpacing = 0;
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let averageSpacingNum = 0;
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for (let i = 0; i < readerComp.lastItemTimes.length - 1; ++i) {
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averageSpacing += readerComp.lastItemTimes[i + 1] - readerComp.lastItemTimes[i];
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++averageSpacingNum;
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}
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throughput = 1 / (averageSpacing / averageSpacingNum);
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}
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2020-10-10 12:36:08 -05:00
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readerComp.lastThroughput = Math.min(globalConfig.beltSpeedItemsPerSecond * 23.9, throughput);
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2020-08-29 10:38:23 +02:00
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}
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}
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}
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}
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