2020-05-09 14:45:23 +00:00
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import { globalConfig } from "../../core/config";
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2020-05-14 19:54:11 +00:00
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import { types } from "../../savegame/serialization";
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2020-08-14 11:09:10 +00:00
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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2020-06-27 09:39:32 +00:00
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import { Entity } from "../entity";
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2020-08-14 11:09:10 +00:00
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import { typeItemSingleton } from "../item_resolver";
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2020-05-09 14:45:23 +00:00
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/** @enum {string} */
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export const enumUndergroundBeltMode = {
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sender: "sender",
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receiver: "receiver",
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};
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2020-06-27 09:39:32 +00:00
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/**
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* @typedef {{
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* entity: Entity,
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* distance: number
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* }} LinkedUndergroundBelt
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*/
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2020-05-09 14:45:23 +00:00
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export class UndergroundBeltComponent extends Component {
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static getId() {
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return "UndergroundBelt";
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}
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2020-05-14 19:54:11 +00:00
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static getSchema() {
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return {
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2020-08-14 11:09:10 +00:00
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pendingItems: types.array(types.pair(typeItemSingleton, types.float)),
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2020-05-14 19:54:11 +00:00
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};
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}
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2020-05-09 14:45:23 +00:00
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/**
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*
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* @param {object} param0
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* @param {enumUndergroundBeltMode=} param0.mode As which type of belt the entity acts
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2020-05-16 21:48:56 +00:00
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* @param {number=} param0.tier
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2020-05-09 14:45:23 +00:00
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*/
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2020-05-16 21:48:56 +00:00
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constructor({ mode = enumUndergroundBeltMode.sender, tier = 0 }) {
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2020-05-09 14:45:23 +00:00
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super();
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this.mode = mode;
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2020-05-16 21:48:56 +00:00
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this.tier = tier;
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2020-05-09 14:45:23 +00:00
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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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/**
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* The linked entity, used to speed up performance. This contains either
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* the entrance or exit depending on the tunnel type
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* @type {LinkedUndergroundBelt}
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*/
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this.cachedLinkedEntity = null;
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this.clear();
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}
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clear() {
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2020-05-17 08:07:20 +00:00
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/** @type {Array<{ item: BaseItem, progress: number }>} */
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this.consumptionAnimations = [];
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2020-05-09 14:45:23 +00:00
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/**
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* Used on both receiver and sender.
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* Reciever: Used to store the next item to transfer, and to block input while doing this
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* Sender: Used to store which items are currently "travelling"
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2020-09-22 08:29:04 +00:00
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* @type {Array<[BaseItem, number]>} Format is [Item, ingame time to eject the item]
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2020-05-09 14:45:23 +00:00
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*/
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this.pendingItems = [];
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}
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/**
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* Tries to accept an item from an external source like a regular belt or building
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* @param {BaseItem} item
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* @param {number} beltSpeed How fast this item travels
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*/
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tryAcceptExternalItem(item, beltSpeed) {
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if (this.mode !== enumUndergroundBeltMode.sender) {
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// Only senders accept external items
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return false;
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}
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if (this.pendingItems.length > 0) {
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// We currently have a pending item
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return false;
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}
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2020-05-18 10:53:01 +00:00
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this.pendingItems.push([item, 0]);
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2020-05-09 14:45:23 +00:00
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return true;
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}
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/**
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* Tries to accept a tunneled item
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* @param {BaseItem} item
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* @param {number} travelDistance How many tiles this item has to travel
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* @param {number} beltSpeed How fast this item travels
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2020-09-22 08:29:04 +00:00
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* @param {number} now Current ingame time
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2020-05-09 14:45:23 +00:00
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*/
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2020-09-22 08:29:04 +00:00
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tryAcceptTunneledItem(item, travelDistance, beltSpeed, now) {
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2020-05-09 14:45:23 +00:00
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if (this.mode !== enumUndergroundBeltMode.receiver) {
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// Only receivers can accept tunneled items
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return false;
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}
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// Notice: We assume that for all items the travel distance is the same
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2020-08-10 19:24:58 +00:00
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const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
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2020-05-09 14:45:23 +00:00
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if (this.pendingItems.length >= maxItemsInTunnel) {
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// Simulate a real belt which gets full at some point
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return false;
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}
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// NOTICE:
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// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
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// So instead of adding 1 we add 0.5 only.
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2020-05-18 10:53:01 +00:00
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// Additionally it takes 1 tile for the acceptor which we just add on top.
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2020-08-10 19:24:58 +00:00
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const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
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2020-05-09 14:45:23 +00:00
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2020-09-22 08:29:04 +00:00
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this.pendingItems.push([item, now + travelDuration]);
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2020-05-09 14:45:23 +00:00
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return true;
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}
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}
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