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tobspr_shapez.io/src/js/game/meta_building.js

276 lines
7.3 KiB

import { Loader } from "../core/loader";
import { AtlasSprite } from "../core/sprites";
import { Vector } from "../core/vector";
import { SOUNDS } from "../platform/sound";
import { StaticMapEntityComponent } from "./components/static_map_entity";
import { Entity } from "./entity";
import { GameRoot } from "./root";
import { getCodeFromBuildingData } from "./building_codes";
export const defaultBuildingVariant = "default";
export class MetaBuilding {
/**
*
* @param {string} id Building id
*/
constructor(id) {
this.id = id;
}
/**
* Returns the id of this building
*/
getId() {
return this.id;
}
/**
* Returns the edit layer of the building
* @returns {Layer}
*/
getLayer() {
return "regular";
}
/**
* Should return the dimensions of the building
*/
getDimensions(variant = defaultBuildingVariant) {
return new Vector(1, 1);
}
/**
* Returns whether the building has the direction lock switch available
*/
getHasDirectionLockAvailable() {
return false;
}
/**
* Whether to stay in placement mode after having placed a building
*/
getStayInPlacementMode() {
return false;
}
/**
* Can return a special interlaved 9 elements overlay matrix for rendering
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return null;
}
/**
* Should return additional statistics about this building
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
return [];
}
/**
* Returns whether this building can get replaced
*/
getIsReplaceable() {
return false;
}
/**
* Whether to flip the orientation after a building has been placed - useful
* for tunnels.
*/
getFlipOrientationAfterPlacement() {
return false;
}
/**
* Whether to show a preview of the wires layer when placing the building
*/
getShowWiresLayerPreview() {
return false;
}
/**
* Whether to rotate automatically in the dragging direction while placing
* @param {string} variant
*/
getRotateAutomaticallyWhilePlacing(variant) {
return false;
}
/**
* Returns whether this building is removable
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
* @param {GameRoot} root
* @returns {boolean}
*/
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
getIsRemovable(root) {
return true;
}
/**
* Returns the placement sound
* @returns {string}
*/
getPlacementSound() {
return SOUNDS.placeBuilding;
}
/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
return [defaultBuildingVariant];
}
/**
* Returns a preview sprite
* @returns {AtlasSprite}
*/
getPreviewSprite(rotationVariant = 0, variant = defaultBuildingVariant) {
return Loader.getSprite(
"sprites/buildings/" +
this.id +
(variant === defaultBuildingVariant ? "" : "-" + variant) +
".png"
);
}
/**
* Returns a sprite for blueprints
* @returns {AtlasSprite}
*/
getBlueprintSprite(rotationVariant = 0, variant = defaultBuildingVariant) {
return Loader.getSprite(
"sprites/blueprints/" +
this.id +
(variant === defaultBuildingVariant ? "" : "-" + variant) +
".png"
);
}
/**
* Returns whether this building is rotateable
* @returns {boolean}
*/
getIsRotateable() {
return true;
}
/**
* Returns whether this building is unlocked for the given game
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return true;
}
/**
* Should return a silhouette color for the map overview or null if not set
* @param {string} variant
* @param {number} rotationVariant
*/
getSilhouetteColor(variant, rotationVariant) {
return null;
}
/**
* Should return false if the pins are already included in the sprite of the building
* @returns {boolean}
*/
getRenderPins() {
return true;
}
/**
* Creates the entity without placing it
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.origin Origin tile
* @param {number=} param0.rotation Rotation
* @param {number} param0.originalRotation Original Rotation
* @param {number} param0.rotationVariant Rotation variant
* @param {string} param0.variant
*/
createEntity({ root, origin, rotation, originalRotation, rotationVariant, variant }) {
const entity = new Entity(root);
entity.layer = this.getLayer();
entity.addComponent(
new StaticMapEntityComponent({
origin: new Vector(origin.x, origin.y),
rotation,
originalRotation,
tileSize: this.getDimensions(variant).copy(),
code: getCodeFromBuildingData(this, variant, rotationVariant),
})
);
this.setupEntityComponents(entity, root);
this.updateVariants(entity, rotationVariant, variant);
return entity;
}
/**
* Returns the sprite for a given variant
* @param {number} rotationVariant
* @param {string} variant
* @returns {AtlasSprite}
*/
getSprite(rotationVariant, variant) {
return Loader.getSprite(
"sprites/buildings/" +
this.id +
(variant === defaultBuildingVariant ? "" : "-" + variant) +
".png"
);
}
/**
* 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 {Layer} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
if (!this.getIsRotateable()) {
return {
rotation: 0,
rotationVariant: 0,
};
}
return {
rotation,
rotationVariant: 0,
};
}
/**
* Should update the entity to match the given variants
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {}
// PRIVATE INTERFACE
/**
* Should setup the entity components
* @param {Entity} entity
* @param {GameRoot} root
*/
setupEntityComponents(entity, root) {
abstract;
}
}