1
0
mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/src/js/game/buildings/belt_base.js

187 lines
6.0 KiB
JavaScript
Raw Normal View History

2020-08-11 16:50:43 +00:00
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
2020-05-09 14:45:23 +00:00
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
2020-05-20 13:51:06 +00:00
import { SOUNDS } from "../../platform/sound";
import { T } from "../../translations";
2020-05-09 14:45:23 +00:00
import { BeltComponent } from "../components/belt";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
2020-05-09 14:45:23 +00:00
export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
2020-08-11 16:40:09 +00:00
export const beltOverlayMatrices = {
2020-08-11 16:50:43 +00:00
[enumDirection.top]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumDirection.left]: generateMatrixRotations([0, 0, 0, 1, 1, 0, 0, 1, 0]),
[enumDirection.right]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
};
2020-05-09 14:45:23 +00:00
export class MetaBeltBaseBuilding extends MetaBuilding {
getHasDirectionLockAvailable() {
return true;
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
}
2020-05-10 15:00:02 +00:00
getStayInPlacementMode() {
return true;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
2020-05-14 17:12:58 +00:00
getPlacementSound() {
return SOUNDS.placeBelt;
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
2020-08-11 16:40:09 +00:00
return beltOverlayMatrices[entity.components.Belt.direction][rotation];
}
2020-05-09 14:45:23 +00:00
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new BeltComponent({
direction: enumDirection.top, // updated later
})
);
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
2020-05-16 21:48:56 +00:00
updateVariants(entity, rotationVariant) {
2020-05-09 14:45:23 +00:00
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
}
/**
2020-06-30 06:23:05 +00:00
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {string} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
2020-05-09 14:45:23 +00:00
*/
2020-06-30 06:23:05 +00:00
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
2020-05-09 14:45:23 +00:00
const topDirection = enumAngleToDirection[rotation];
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
2020-05-09 14:45:23 +00:00
let hasBottomEjector = false;
let hasRightEjector = false;
let hasLeftEjector = false;
2020-05-09 14:45:23 +00:00
let hasTopAcceptor = false;
let hasLeftAcceptor = false;
let hasRightAcceptor = false;
// Check all ejectors
for (let i = 0; i < ejectors.length; ++i) {
const ejector = ejectors[i];
if (ejector.toDirection === topDirection) {
hasBottomEjector = true;
} else if (ejector.toDirection === leftDirection) {
hasRightEjector = true;
} else if (ejector.toDirection === rightDirection) {
hasLeftEjector = true;
2020-05-09 14:45:23 +00:00
}
}
// Check all acceptors
for (let i = 0; i < acceptors.length; ++i) {
const acceptor = acceptors[i];
if (acceptor.fromDirection === bottomDirection) {
hasTopAcceptor = true;
} else if (acceptor.fromDirection === rightDirection) {
hasLeftAcceptor = true;
} else if (acceptor.fromDirection === leftDirection) {
hasRightAcceptor = true;
}
}
// Soo .. if there is any ejector below us we always prioritize
// this ejector
if (!hasBottomEjector) {
// When something ejects to us from the left and nothing from the right,
// do a curve from the left to the top
if (hasRightEjector && !hasLeftEjector) {
2020-05-09 14:45:23 +00:00
return {
rotation: (rotation + 270) % 360,
rotationVariant: 2,
};
}
// When something ejects to us from the right and nothing from the left,
// do a curve from the right to the top
if (hasLeftEjector && !hasRightEjector) {
2020-05-09 14:45:23 +00:00
return {
rotation: (rotation + 90) % 360,
rotationVariant: 1,
};
}
}
// When there is a top acceptor, ignore sides
// NOTICE: This makes the belt prefer side turns *way* too much!
2020-05-10 15:00:02 +00:00
if (!hasTopAcceptor) {
// When there is an acceptor to the right but no acceptor to the left,
// do a turn to the right
if (hasRightAcceptor && !hasLeftAcceptor) {
return {
rotation,
rotationVariant: 2,
};
}
// When there is an acceptor to the left but no acceptor to the right,
// do a turn to the left
if (hasLeftAcceptor && !hasRightAcceptor) {
return {
rotation,
rotationVariant: 1,
};
}
}
2020-05-09 14:45:23 +00:00
return {
rotation,
rotationVariant: 0,
};
}
}