2020-08-29 08:38:23 +00:00
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export const IS_DEBUG =
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G_IS_DEV &&
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typeof window !== "undefined" &&
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window.location.port === "3005" &&
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(window.location.host.indexOf("localhost:") >= 0 || window.location.host.indexOf("192.168.0.") >= 0) &&
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window.location.search.indexOf("nodebug") < 0;
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export const SUPPORT_TOUCH = false;
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2021-06-30 08:17:16 +00:00
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export const IS_MAC = navigator.platform.toLowerCase().indexOf("mac") >= 0 && !G_IS_DEV;
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2020-10-07 13:02:27 +00:00
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2020-08-29 08:38:23 +00:00
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const smoothCanvas = true;
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export const THIRDPARTY_URLS = {
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discord: "https://discord.gg/HN7EVzV",
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github: "https://github.com/tobspr/shapez.io",
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reddit: "https://www.reddit.com/r/shapezio",
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2020-09-28 10:17:13 +00:00
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shapeViewer: "https://viewer.shapez.io",
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2020-08-29 08:38:23 +00:00
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2021-08-25 14:56:52 +00:00
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privacyPolicy: "https://tobspr.io/privacy.html",
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2020-08-29 08:38:23 +00:00
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standaloneStorePage: "https://store.steampowered.com/app/1318690/shapezio/",
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2021-06-25 17:29:23 +00:00
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stanaloneCampaignLink: "https://get.shapez.io",
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2021-05-23 15:34:13 +00:00
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puzzleDlcStorePage: "https://store.steampowered.com/app/1625400/shapezio__Puzzle_DLC",
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2020-10-09 06:33:14 +00:00
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levelTutorialVideos: {
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21: "https://www.youtube.com/watch?v=0nUfRLMCcgo&",
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25: "https://www.youtube.com/watch?v=7OCV1g40Iew&",
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26: "https://www.youtube.com/watch?v=gfm6dS1dCoY",
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},
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2020-08-29 08:38:23 +00:00
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};
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2020-10-31 11:19:51 +00:00
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// export const A_B_TESTING_LINK_TYPE = Math.random() > 0.95 ? "steam_1_pr" : "steam_2_npr";
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export const A_B_TESTING_LINK_TYPE = "steam_2_npr";
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2020-09-29 16:26:38 +00:00
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2020-08-29 08:38:23 +00:00
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export const globalConfig = {
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// Size of a single tile in Pixels.
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// NOTICE: Update webpack.production.config too!
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tileSize: 32,
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halfTileSize: 16,
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// Which dpi the assets have
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assetsDpi: 192 / 32,
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assetsSharpness: 1.5,
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shapesSharpness: 1.4,
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Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
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// Achievements
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achievementSliceDuration: 10, // Seconds
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2020-08-29 08:38:23 +00:00
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// Production analytics
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statisticsGraphDpi: 2.5,
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statisticsGraphSlices: 100,
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analyticsSliceDurationSeconds: G_IS_DEV ? 1 : 10,
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minimumTickRate: 25,
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maximumTickRate: 500,
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// Map
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mapChunkSize: 16,
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2021-08-25 11:04:52 +00:00
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chunkAggregateSize: 4,
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2020-08-29 08:38:23 +00:00
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mapChunkOverviewMinZoom: 0.9,
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mapChunkWorldSize: null, // COMPUTED
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// Belt speeds
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// NOTICE: Update webpack.production.config too!
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beltSpeedItemsPerSecond: 2,
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minerSpeedItemsPerSecond: 0, // COMPUTED
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defaultItemDiameter: 20,
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itemSpacingOnBelts: 0.63,
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wiresSpeedItemsPerSecond: 6,
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2020-08-29 21:05:34 +00:00
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undergroundBeltMaxTilesByTier: [5, 9],
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2020-08-29 08:38:23 +00:00
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2020-10-07 17:31:11 +00:00
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readerAnalyzeIntervalSeconds: 10,
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2020-08-29 08:38:23 +00:00
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2021-06-25 14:16:09 +00:00
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goalAcceptorItemsRequired: 12,
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2021-06-24 16:39:50 +00:00
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goalAcceptorsPerProducer: 5,
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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 14:32:05 +00:00
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puzzleModeSpeed: 3,
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puzzleMinBoundsSize: 2,
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puzzleMaxBoundsSize: 20,
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puzzleValidationDurationSeconds: 30,
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2020-08-29 08:38:23 +00:00
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buildingSpeeds: {
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cutter: 1 / 4,
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2020-09-24 12:59:15 +00:00
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cutterQuad: 1 / 4,
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2020-08-29 08:38:23 +00:00
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rotater: 1 / 1,
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rotaterCCW: 1 / 1,
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2020-09-21 16:15:30 +00:00
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rotater180: 1 / 1,
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2020-08-29 08:38:23 +00:00
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painter: 1 / 6,
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painterDouble: 1 / 8,
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2020-09-22 18:21:09 +00:00
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painterQuad: 1 / 2,
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2020-08-29 08:38:23 +00:00
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mixer: 1 / 5,
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2020-09-24 12:59:15 +00:00
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stacker: 1 / 8,
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2020-08-29 08:38:23 +00:00
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},
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// Zooming
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initialZoom: 1.9,
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minZoomLevel: 0.1,
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maxZoomLevel: 3,
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// Global game speed
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gameSpeed: 1,
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2020-09-19 10:21:32 +00:00
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warmupTimeSecondsFast: 0.5,
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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 14:32:05 +00:00
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warmupTimeSecondsRegular: 1.5,
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2020-08-29 08:38:23 +00:00
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smoothing: {
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smoothMainCanvas: smoothCanvas && true,
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quality: "low", // Low is CRUCIAL for mobile performance!
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},
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rendering: {},
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debug: require("./config.local").default,
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// Secret vars
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info: {
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// Binary file salt
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file: "Ec'])@^+*9zMevK3uMV4432x9%iK'=",
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// Savegame salt
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sgSalt: "}95Q3%8/.837Lqym_BJx%q7)pAHJbF",
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// Analytics key
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analyticsApiKey: "baf6a50f0cc7dfdec5a0e21c88a1c69a4b34bc4a",
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},
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};
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export const IS_MOBILE = /iPhone|iPad|iPod|Android/i.test(navigator.userAgent);
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// Automatic calculations
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globalConfig.minerSpeedItemsPerSecond = globalConfig.beltSpeedItemsPerSecond / 5;
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globalConfig.mapChunkWorldSize = globalConfig.mapChunkSize * globalConfig.tileSize;
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// Dynamic calculations
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if (globalConfig.debug.disableMapOverview) {
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globalConfig.mapChunkOverviewMinZoom = 0;
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}
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// Stuff for making the trailer
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if (G_IS_DEV && globalConfig.debug.renderForTrailer) {
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globalConfig.debug.framePausesBetweenTicks = 32;
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// globalConfig.mapChunkOverviewMinZoom = 0.0;
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// globalConfig.debug.instantBelts = true;
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// globalConfig.debug.instantProcessors = true;
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// globalConfig.debug.instantMiners = true;
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globalConfig.debug.disableSavegameWrite = true;
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// globalConfig.beltSpeedItemsPerSecond *= 2;
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}
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if (globalConfig.debug.fastGameEnter) {
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2020-09-19 10:21:32 +00:00
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globalConfig.debug.noArtificialDelays = true;
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2020-08-29 08:38:23 +00:00
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}
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2020-10-08 17:01:12 +00:00
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if (G_IS_DEV && globalConfig.debug.noArtificialDelays) {
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globalConfig.warmupTimeSecondsFast = 0;
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globalConfig.warmupTimeSecondsRegular = 0;
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}
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