|
|
|
import { formatItemsPerSecond } from "../../core/utils";
|
|
|
|
import { enumDirection, Vector } from "../../core/vector";
|
|
|
|
import { T } from "../../translations";
|
|
|
|
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
|
|
|
import { ItemEjectorComponent } from "../components/item_ejector";
|
|
|
|
import {
|
|
|
|
enumItemProcessorTypes,
|
|
|
|
ItemProcessorComponent,
|
|
|
|
enumItemProcessorRequirements,
|
|
|
|
} from "../components/item_processor";
|
|
|
|
import { Entity } from "../entity";
|
|
|
|
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
|
|
|
|
import { GameRoot } from "../root";
|
|
|
|
import { enumHubGoalRewards } from "../tutorial_goals";
|
|
|
|
import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
|
|
|
|
|
|
|
|
/** @enum {string} */
|
|
|
|
export const enumPainterVariants = { mirrored: "mirrored", double: "double", quad: "quad" };
|
|
|
|
|
|
|
|
export class MetaPainterBuilding extends MetaBuilding {
|
|
|
|
constructor() {
|
|
|
|
super("painter");
|
|
|
|
}
|
|
|
|
|
|
|
|
getDimensions(variant) {
|
|
|
|
switch (variant) {
|
|
|
|
case defaultBuildingVariant:
|
|
|
|
case enumPainterVariants.mirrored:
|
|
|
|
return new Vector(2, 1);
|
|
|
|
case enumPainterVariants.double:
|
|
|
|
return new Vector(2, 2);
|
|
|
|
case enumPainterVariants.quad:
|
|
|
|
return new Vector(4, 1);
|
|
|
|
default:
|
|
|
|
assertAlways(false, "Unknown painter variant: " + variant);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
getSilhouetteColor() {
|
|
|
|
return "#cd9b7d";
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
* @param {string} variant
|
|
|
|
* @returns {Array<[string, string]>}
|
|
|
|
*/
|
|
|
|
getAdditionalStatistics(root, variant) {
|
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
|
|
|
if (root.gameMode.throughputDoesNotMatter()) {
|
|
|
|
return [];
|
|
|
|
}
|
|
|
|
switch (variant) {
|
|
|
|
case defaultBuildingVariant:
|
|
|
|
case enumPainterVariants.mirrored: {
|
|
|
|
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painter);
|
|
|
|
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
|
|
|
}
|
|
|
|
case enumPainterVariants.double: {
|
|
|
|
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painterDouble);
|
|
|
|
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed, true)]];
|
|
|
|
}
|
|
|
|
case enumPainterVariants.quad: {
|
|
|
|
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.painterQuad);
|
|
|
|
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
*/
|
|
|
|
getAvailableVariants(root) {
|
|
|
|
let variants = [defaultBuildingVariant, enumPainterVariants.mirrored];
|
|
|
|
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_painter_double)) {
|
|
|
|
variants.push(enumPainterVariants.double);
|
|
|
|
}
|
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
|
|
|
if (
|
|
|
|
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers) &&
|
|
|
|
root.gameMode.getSupportsWires()
|
|
|
|
) {
|
|
|
|
variants.push(enumPainterVariants.quad);
|
|
|
|
}
|
|
|
|
return variants;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
*/
|
|
|
|
getIsUnlocked(root) {
|
|
|
|
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_painter);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates the entity at the given location
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
setupEntityComponents(entity) {
|
|
|
|
entity.addComponent(new ItemProcessorComponent({}));
|
|
|
|
|
|
|
|
entity.addComponent(
|
|
|
|
new ItemEjectorComponent({
|
|
|
|
slots: [{ pos: new Vector(1, 0), direction: enumDirection.right }],
|
|
|
|
})
|
|
|
|
);
|
|
|
|
entity.addComponent(
|
|
|
|
new ItemAcceptorComponent({
|
|
|
|
slots: [
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
directions: [enumDirection.left],
|
|
|
|
filter: "shape",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(1, 0),
|
|
|
|
directions: [enumDirection.top],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
],
|
|
|
|
})
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {Entity} entity
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
updateVariants(entity, rotationVariant, variant) {
|
|
|
|
switch (variant) {
|
|
|
|
case defaultBuildingVariant:
|
|
|
|
case enumPainterVariants.mirrored: {
|
|
|
|
// REGULAR PAINTER
|
|
|
|
|
|
|
|
if (entity.components.WiredPins) {
|
|
|
|
entity.removeComponent(WiredPinsComponent);
|
|
|
|
}
|
|
|
|
|
|
|
|
entity.components.ItemAcceptor.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
directions: [enumDirection.left],
|
|
|
|
filter: "shape",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(1, 0),
|
|
|
|
directions: [
|
|
|
|
variant === defaultBuildingVariant ? enumDirection.top : enumDirection.bottom,
|
|
|
|
],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemEjector.setSlots([
|
|
|
|
{ pos: new Vector(1, 0), direction: enumDirection.right },
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemProcessor.type = enumItemProcessorTypes.painter;
|
|
|
|
entity.components.ItemProcessor.processingRequirement = null;
|
|
|
|
entity.components.ItemProcessor.inputsPerCharge = 2;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case enumPainterVariants.double: {
|
|
|
|
// DOUBLE PAINTER
|
|
|
|
|
|
|
|
if (entity.components.WiredPins) {
|
|
|
|
entity.removeComponent(WiredPinsComponent);
|
|
|
|
}
|
|
|
|
|
|
|
|
entity.components.ItemAcceptor.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
directions: [enumDirection.left],
|
|
|
|
filter: "shape",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 1),
|
|
|
|
directions: [enumDirection.left],
|
|
|
|
filter: "shape",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(1, 0),
|
|
|
|
directions: [enumDirection.top],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemEjector.setSlots([
|
|
|
|
{ pos: new Vector(1, 0), direction: enumDirection.right },
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemProcessor.type = enumItemProcessorTypes.painterDouble;
|
|
|
|
entity.components.ItemProcessor.processingRequirement = null;
|
|
|
|
entity.components.ItemProcessor.inputsPerCharge = 3;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case enumPainterVariants.quad: {
|
|
|
|
// QUAD PAINTER
|
|
|
|
|
|
|
|
if (!entity.components.WiredPins) {
|
|
|
|
entity.addComponent(new WiredPinsComponent({ slots: [] }));
|
|
|
|
}
|
|
|
|
|
|
|
|
entity.components.WiredPins.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
direction: enumDirection.bottom,
|
|
|
|
type: enumPinSlotType.logicalAcceptor,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(1, 0),
|
|
|
|
direction: enumDirection.bottom,
|
|
|
|
type: enumPinSlotType.logicalAcceptor,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(2, 0),
|
|
|
|
direction: enumDirection.bottom,
|
|
|
|
type: enumPinSlotType.logicalAcceptor,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(3, 0),
|
|
|
|
direction: enumDirection.bottom,
|
|
|
|
type: enumPinSlotType.logicalAcceptor,
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemAcceptor.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
directions: [enumDirection.left],
|
|
|
|
filter: "shape",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
directions: [enumDirection.bottom],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(1, 0),
|
|
|
|
directions: [enumDirection.bottom],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(2, 0),
|
|
|
|
directions: [enumDirection.bottom],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
{
|
|
|
|
pos: new Vector(3, 0),
|
|
|
|
directions: [enumDirection.bottom],
|
|
|
|
filter: "color",
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemEjector.setSlots([
|
|
|
|
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
|
|
|
]);
|
|
|
|
|
|
|
|
entity.components.ItemProcessor.type = enumItemProcessorTypes.painterQuad;
|
|
|
|
entity.components.ItemProcessor.processingRequirement =
|
|
|
|
enumItemProcessorRequirements.painterQuad;
|
|
|
|
entity.components.ItemProcessor.inputsPerCharge = 5;
|
|
|
|
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
default:
|
|
|
|
assertAlways(false, "Unknown painter variant: " + variant);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|