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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|
/* typehints:start */
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import { Application } from "../application";
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/* typehints:end */
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import { createLogger } from "../core/logging";
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import { compressX64 } from "../core/lzstring";
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import { getIPCRenderer } from "../core/utils";
|
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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import { T } from "../translations";
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const logger = createLogger("puzzle-api");
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export class ClientAPI {
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/**
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*
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* @param {Application} app
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*/
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constructor(app) {
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this.app = app;
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/**
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* The current users session token
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* @type {string|null}
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*/
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this.token = null;
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}
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getEndpoint() {
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if (G_IS_DEV) {
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return "http://localhost:15001";
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}
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if (window.location.host === "beta.shapez.io") {
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return "https://api-staging.shapez.io";
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}
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return "https://api.shapez.io";
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}
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isLoggedIn() {
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return Boolean(this.token);
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}
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/**
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*
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* @param {string} endpoint
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* @param {object} options
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* @param {"GET"|"POST"=} options.method
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* @param {any=} options.body
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*/
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_request(endpoint, options) {
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const headers = {
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"x-api-key": "d5c54aaa491f200709afff082c153ef2",
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"Content-Type": "application/json",
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};
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if (this.token) {
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headers["x-token"] = this.token;
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}
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return Promise.race([
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fetch(this.getEndpoint() + endpoint, {
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cache: "no-cache",
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mode: "cors",
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headers,
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method: options.method || "GET",
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body: options.body ? JSON.stringify(options.body) : undefined,
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})
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.then(res => {
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if (res.status !== 200) {
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throw "bad-status: " + res.status + " / " + res.statusText;
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}
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return res;
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})
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.then(res => res.json()),
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new Promise((resolve, reject) => setTimeout(() => reject("timeout"), 15000)),
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|
])
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.then(data => {
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|
if (data && data.error) {
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logger.warn("Got error from api:", data);
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throw T.backendErrors[data.error] || data.error;
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}
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return data;
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})
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.catch(err => {
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|
logger.warn("Failure:", endpoint, ":", err);
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throw err;
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|
});
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}
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tryLogin() {
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return this.apiTryLogin()
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.then(({ token }) => {
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|
this.token = token;
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|
return true;
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|
|
})
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|
.catch(err => {
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|
|
logger.warn("Failed to login:", err);
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|
|
return false;
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|
|
});
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|
|
}
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|
|
|
/**
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|
|
* @returns {Promise<{token: string}>}
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|
|
|
*/
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apiTryLogin() {
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|
|
if (!G_IS_STANDALONE) {
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|
const token = window.prompt(
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|
|
"Please enter the auth token for the puzzle DLC (If you have none, you can't login):"
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|
);
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return Promise.resolve({ token });
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|
}
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const renderer = getIPCRenderer();
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|
return renderer.invoke("steam:get-ticket").then(
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|
ticket => {
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logger.log("Got auth ticket:", ticket);
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|
|
return this._request("/v1/public/login", {
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|
method: "POST",
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|
body: {
|
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|
|
token: ticket,
|
|
|
|
},
|
|
|
|
});
|
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
|
|
|
},
|
|
|
|
err => {
|
|
|
|
logger.error("Failed to get auth ticket from steam: ", err);
|
|
|
|
throw err;
|
|
|
|
}
|
|
|
|
);
|
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 {"new"|"top-rated"|"mine"} category
|
|
|
|
* @returns {Promise<import("../savegame/savegame_typedefs").PuzzleMetadata[]>}
|
|
|
|
*/
|
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|
|
apiListPuzzles(category) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/list/" + category, {});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} puzzleId
|
|
|
|
* @returns {Promise<import("../savegame/savegame_typedefs").PuzzleFullData>}
|
|
|
|
*/
|
|
|
|
apiDownloadPuzzle(puzzleId) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/download/" + puzzleId, {});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} shortKey
|
|
|
|
* @returns {Promise<import("../savegame/savegame_typedefs").PuzzleFullData>}
|
|
|
|
*/
|
|
|
|
apiDownloadPuzzleByKey(shortKey) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/download/" + shortKey, {});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} puzzleId
|
|
|
|
* @returns {Promise<void>}
|
|
|
|
*/
|
|
|
|
apiReportPuzzle(puzzleId, reason) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/report/" + puzzleId, {
|
|
|
|
method: "POST",
|
|
|
|
body: { reason },
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} puzzleId
|
|
|
|
* @param {object} payload
|
|
|
|
* @param {number} payload.time
|
|
|
|
* @param {boolean} payload.liked
|
|
|
|
* @returns {Promise<{ success: true }>}
|
|
|
|
*/
|
|
|
|
apiCompletePuzzle(puzzleId, payload) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/complete/" + puzzleId, {
|
|
|
|
method: "POST",
|
|
|
|
body: payload,
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {object} payload
|
|
|
|
* @param {string} payload.title
|
|
|
|
* @param {string} payload.shortKey
|
|
|
|
* @param {import("../savegame/savegame_typedefs").PuzzleGameData} payload.data
|
|
|
|
* @returns {Promise<{ success: true }>}
|
|
|
|
*/
|
|
|
|
apiSubmitPuzzle(payload) {
|
|
|
|
if (!this.isLoggedIn()) {
|
|
|
|
return Promise.reject("not-logged-in");
|
|
|
|
}
|
|
|
|
return this._request("/v1/puzzles/submit", {
|
|
|
|
method: "POST",
|
|
|
|
body: {
|
|
|
|
...payload,
|
|
|
|
data: compressX64(JSON.stringify(payload.data)),
|
|
|
|
},
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|