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