|
|
|
import { Loader } from "../../core/loader";
|
|
|
|
import { enumDirection, Vector, enumAngleToDirection, enumDirectionToVector } from "../../core/vector";
|
|
|
|
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
|
|
|
import { ItemEjectorComponent } from "../components/item_ejector";
|
|
|
|
import { enumUndergroundBeltMode, UndergroundBeltComponent } from "../components/underground_belt";
|
|
|
|
import { Entity } from "../entity";
|
|
|
|
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
|
|
|
|
import { GameRoot } from "../root";
|
|
|
|
import { globalConfig } from "../../core/config";
|
|
|
|
import { enumHubGoalRewards } from "../tutorial_goals";
|
|
|
|
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
|
|
|
|
import { T } from "../../translations";
|
|
|
|
|
|
|
|
/** @enum {string} */
|
|
|
|
export const arrayUndergroundRotationVariantToMode = [
|
|
|
|
enumUndergroundBeltMode.sender,
|
|
|
|
enumUndergroundBeltMode.receiver,
|
|
|
|
];
|
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|
|
|
|
|
|
/** @enum {string} */
|
|
|
|
export const enumUndergroundBeltVariants = { tier2: "tier2" };
|
|
|
|
|
|
|
|
export const enumUndergroundBeltVariantToTier = {
|
|
|
|
[defaultBuildingVariant]: 0,
|
|
|
|
[enumUndergroundBeltVariants.tier2]: 1,
|
|
|
|
};
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|
|
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|
|
|
|
const colorsByRotationVariant = ["#6d9dff", "#71ff9c"];
|
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|
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|
const overlayMatrices = [
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|
|
|
// Sender
|
|
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|
generateMatrixRotations([1, 1, 1, 0, 1, 0, 0, 1, 0]),
|
|
|
|
|
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|
|
// Receiver
|
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|
generateMatrixRotations([0, 1, 0, 0, 1, 0, 1, 1, 1]),
|
|
|
|
];
|
|
|
|
|
|
|
|
export class MetaUndergroundBeltBuilding extends MetaBuilding {
|
|
|
|
constructor() {
|
|
|
|
super("underground_belt");
|
|
|
|
}
|
|
|
|
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
|
|
|
static getAllVariantCombinations() {
|
|
|
|
return [
|
|
|
|
{
|
|
|
|
internalId: 22,
|
|
|
|
variant: defaultBuildingVariant,
|
|
|
|
rotationVariant: 0,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 23,
|
|
|
|
variant: defaultBuildingVariant,
|
|
|
|
rotationVariant: 1,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 24,
|
|
|
|
variant: enumUndergroundBeltVariants.tier2,
|
|
|
|
rotationVariant: 0,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 25,
|
|
|
|
variant: enumUndergroundBeltVariants.tier2,
|
|
|
|
rotationVariant: 1,
|
|
|
|
},
|
|
|
|
];
|
|
|
|
}
|
|
|
|
|
|
|
|
getSilhouetteColor(variant, rotationVariant) {
|
|
|
|
return colorsByRotationVariant[rotationVariant];
|
|
|
|
}
|
|
|
|
|
|
|
|
getFlipOrientationAfterPlacement() {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
getStayInPlacementMode() {
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} rotation
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
|
|
|
|
return overlayMatrices[rotationVariant][rotation];
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
* @param {string} variant
|
|
|
|
* @returns {Array<[string, string]>}
|
|
|
|
*/
|
|
|
|
getAdditionalStatistics(root, variant) {
|
|
|
|
const rangeTiles =
|
|
|
|
globalConfig.undergroundBeltMaxTilesByTier[enumUndergroundBeltVariantToTier[variant]];
|
|
|
|
|
|
|
|
const beltSpeed = root.hubGoals.getUndergroundBeltBaseSpeed();
|
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
|
|
|
|
|
|
|
/** @type {Array<[string, string]>} */
|
|
|
|
const stats = [
|
|
|
|
[
|
|
|
|
T.ingame.buildingPlacement.infoTexts.range,
|
|
|
|
T.ingame.buildingPlacement.infoTexts.tiles.replace("<x>", "" + rangeTiles),
|
|
|
|
],
|
|
|
|
];
|
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
|
|
|
|
|
|
|
if (root.gameMode.throughputDoesNotMatter()) {
|
|
|
|
return stats;
|
|
|
|
}
|
|
|
|
stats.push([T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]);
|
|
|
|
|
|
|
|
return stats;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
*/
|
|
|
|
getAvailableVariants(root) {
|
|
|
|
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_underground_belt_tier_2)) {
|
|
|
|
return [defaultBuildingVariant, enumUndergroundBeltVariants.tier2];
|
|
|
|
}
|
|
|
|
return super.getAvailableVariants(root);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
getPreviewSprite(rotationVariant, variant) {
|
|
|
|
let suffix = "";
|
|
|
|
if (variant !== defaultBuildingVariant) {
|
|
|
|
suffix = "-" + variant;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (arrayUndergroundRotationVariantToMode[rotationVariant]) {
|
|
|
|
case enumUndergroundBeltMode.sender:
|
|
|
|
return Loader.getSprite("sprites/buildings/underground_belt_entry" + suffix + ".png");
|
|
|
|
case enumUndergroundBeltMode.receiver:
|
|
|
|
return Loader.getSprite("sprites/buildings/underground_belt_exit" + suffix + ".png");
|
|
|
|
default:
|
|
|
|
assertAlways(false, "Invalid rotation variant");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
getBlueprintSprite(rotationVariant, variant) {
|
|
|
|
let suffix = "";
|
|
|
|
if (variant !== defaultBuildingVariant) {
|
|
|
|
suffix = "-" + variant;
|
|
|
|
}
|
|
|
|
|
|
|
|
switch (arrayUndergroundRotationVariantToMode[rotationVariant]) {
|
|
|
|
case enumUndergroundBeltMode.sender:
|
|
|
|
return Loader.getSprite("sprites/blueprints/underground_belt_entry" + suffix + ".png");
|
|
|
|
case enumUndergroundBeltMode.receiver:
|
|
|
|
return Loader.getSprite("sprites/blueprints/underground_belt_exit" + suffix + ".png");
|
|
|
|
default:
|
|
|
|
assertAlways(false, "Invalid rotation variant");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
getSprite(rotationVariant, variant) {
|
|
|
|
return this.getPreviewSprite(rotationVariant, variant);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
*/
|
|
|
|
getIsUnlocked(root) {
|
|
|
|
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_tunnel);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates the entity at the given location
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
setupEntityComponents(entity) {
|
|
|
|
// Required, since the item processor needs this.
|
|
|
|
entity.addComponent(
|
|
|
|
new ItemEjectorComponent({
|
|
|
|
slots: [],
|
|
|
|
})
|
|
|
|
);
|
|
|
|
|
|
|
|
entity.addComponent(new UndergroundBeltComponent({}));
|
|
|
|
entity.addComponent(
|
|
|
|
new ItemAcceptorComponent({
|
|
|
|
slots: [],
|
|
|
|
})
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 }) {
|
|
|
|
const searchDirection = enumAngleToDirection[rotation];
|
|
|
|
const searchVector = enumDirectionToVector[searchDirection];
|
|
|
|
const tier = enumUndergroundBeltVariantToTier[variant];
|
|
|
|
|
|
|
|
const targetRotation = (rotation + 180) % 360;
|
|
|
|
const targetSenderRotation = rotation;
|
|
|
|
|
|
|
|
for (
|
|
|
|
let searchOffset = 1;
|
|
|
|
searchOffset <= globalConfig.undergroundBeltMaxTilesByTier[tier];
|
|
|
|
++searchOffset
|
|
|
|
) {
|
|
|
|
tile = tile.addScalars(searchVector.x, searchVector.y);
|
|
|
|
|
|
|
|
const contents = root.map.getTileContent(tile, "regular");
|
|
|
|
if (contents) {
|
|
|
|
const undergroundComp = contents.components.UndergroundBelt;
|
|
|
|
if (undergroundComp && undergroundComp.tier === tier) {
|
|
|
|
const staticComp = contents.components.StaticMapEntity;
|
|
|
|
if (staticComp.rotation === targetRotation) {
|
|
|
|
if (undergroundComp.mode !== enumUndergroundBeltMode.sender) {
|
|
|
|
// If we encounter an underground receiver on our way which is also faced in our direction, we don't accept that
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
return {
|
|
|
|
rotation: targetRotation,
|
|
|
|
rotationVariant: 1,
|
|
|
|
connectedEntities: [contents],
|
|
|
|
};
|
|
|
|
} else if (staticComp.rotation === targetSenderRotation) {
|
|
|
|
// Draw connections to receivers
|
|
|
|
if (undergroundComp.mode === enumUndergroundBeltMode.receiver) {
|
|
|
|
return {
|
|
|
|
rotation: rotation,
|
|
|
|
rotationVariant: 0,
|
|
|
|
connectedEntities: [contents],
|
|
|
|
};
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return {
|
|
|
|
rotation,
|
|
|
|
rotationVariant: 0,
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {Entity} entity
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
updateVariants(entity, rotationVariant, variant) {
|
|
|
|
entity.components.UndergroundBelt.tier = enumUndergroundBeltVariantToTier[variant];
|
|
|
|
|
|
|
|
switch (arrayUndergroundRotationVariantToMode[rotationVariant]) {
|
|
|
|
case enumUndergroundBeltMode.sender: {
|
|
|
|
entity.components.UndergroundBelt.mode = enumUndergroundBeltMode.sender;
|
|
|
|
entity.components.ItemEjector.setSlots([]);
|
|
|
|
entity.components.ItemAcceptor.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft
* modloader features
* Refactor mods to use signals
* Add support for modifying and registering new transltions
* Minor adjustments
* Support for string building ids for mods
* Initial support for adding new buildings
* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading
* Lazy Load mods to make sure all dependencies are loaded
* Expose all exported members automatically to mods
* Fix duplicate exports
* Allow loading mods from standalone
* update changelog
* Fix mods folder incorrect path
* Fix modloading in standalone
* Fix sprites not getting replaced, update demo mod
* Load dev mod via raw loader
* Improve mod developing so mods are directly ready to be deployed, load mods from local file server
* Proper mods ui
* Allow mods to register game systems and draw stuff
* Change mods path
* Fix sprites not loading
* Minor adjustments, closes #1333
* Add support for loading atlases via mods
* Add support for loading mods from external sources in DEV
* Add confirmation when loading mods
* Fix circular dependency
* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods
* Add some mod signals
* refactor game loading states
* Make shapez exports global
* Start to make mods safer
* Refactor file system electron event handling
* Properly isolate electron renderer process
* Update to latest electron
* Show errors when loading mods
* Update confirm dialgo
* Minor restructure, start to add mod examples
* Allow adding custom themesw
* Add more examples and allow defining custom item processor operations
* Add interface to register new buildings
* Fixed typescript type errors (#1335)
* Refactor building registry, make it easier for mods to add new buildings
* Allow overriding existing methods
* Add more examples and more features
* More mod examples
* Make mod loading simpler
* Add example how to add custom drawings
* Remove unused code
* Minor modloader adjustments
* Support for rotation variants in mods (was broken previously)
* Allow mods to replace builtin sub shapes
* Add helper methods to extend classes
* Fix menu bar on mac os
* Remember window state
* Add support for paste signals
* Add example how to add custom components and systems
* Support for mod settings
* Add example for adding a new item type
* Update class extensions
* Minor adjustments
* Fix typo
* Add notification blocks mod example
* Add small tutorial
* Update readme
* Add better instructions
* Update JSDoc for Replacing Methods (#1336)
* upgraded types for overriding methods
* updated comments
Co-authored-by: Edward Badel <you@example.com>
* Direction lock now indicates when there is a building inbetween
* Fix mod examples
* Fix linter error
* Game state register (#1341)
* Added a gamestate register helper
Added a gamestate register helper
* Update mod_interface.js
* export build options
* Fix runBeforeMethod and runAfterMethod
* Minor game system code cleanup
* Belt path drawing optimization
* Fix belt path optimization
* Belt drawing improvements, again
* Do not render belts in statics disabled view
* Allow external URL to load more than one mod (#1337)
* Allow external URL to load more than one mod
Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.
* Update modloader.js
* Prettier fixes
* Added link to create-shapezio-mod npm page (#1339)
Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod
* allow command line switch to load more than one mod (#1342)
* Fixed class handle type (#1345)
* Fixed class handle type
* Fixed import game state
* Minor adjustments
* Refactor item acceptor to allow only single direction slots
* Allow specifying minimumGameVersion
* Add sandbox example
* Replaced concatenated strings with template literals (#1347)
* Mod improvements
* Make wired pins component optional on the storage
* Fix mod examples
* Bind `this` for method overriding JSDoc (#1352)
* fix entity debugger reaching HTML elements (#1353)
* Store mods in savegame and show warning when it differs
* Closes #1357
* Fix All Shapez Exports Being Const (#1358)
* Allowed setting of variables inside webpack modules
* remove console log
* Fix stringification of things inside of eval
Co-authored-by: Edward Badel <you@example.com>
* Fix building placer intersection warning
* Add example for storing data in the savegame
* Fix double painter bug (#1349)
* Add example on how to extend builtin buildings
* update readme
* Disable steam achievements when playing with mods
* Update translations
Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2 years ago
|
|
|
direction: enumDirection.bottom,
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
case enumUndergroundBeltMode.receiver: {
|
|
|
|
entity.components.UndergroundBelt.mode = enumUndergroundBeltMode.receiver;
|
|
|
|
entity.components.ItemAcceptor.setSlots([]);
|
|
|
|
entity.components.ItemEjector.setSlots([
|
|
|
|
{
|
|
|
|
pos: new Vector(0, 0),
|
|
|
|
direction: enumDirection.top,
|
|
|
|
},
|
|
|
|
]);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
assertAlways(false, "Invalid rotation variant");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|