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import { Loader } from "../../core/loader";
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import { generateMatrixRotations } from "../../core/utils";
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import { enumDirection, Vector } from "../../core/vector";
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import { SOUNDS } from "../../platform/sound";
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import { enumWireType, enumWireVariant, WireComponent } from "../components/wire";
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import { Entity } from "../entity";
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import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { GameRoot } from "../root";
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import { enumHubGoalRewards } from "../tutorial_goals";
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export const arrayWireRotationVariantToType = [
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enumWireType.forward,
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enumWireType.turn,
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enumWireType.split,
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enumWireType.cross,
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];
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export const wireOverlayMatrices = {
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[enumWireType.forward]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
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[enumWireType.split]: generateMatrixRotations([0, 0, 0, 1, 1, 1, 0, 1, 0]),
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[enumWireType.turn]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
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[enumWireType.cross]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
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};
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/** @enum {string} */
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export const wireVariants = {
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second: "second",
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};
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const enumWireVariantToVariant = {
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[defaultBuildingVariant]: enumWireVariant.first,
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[wireVariants.second]: enumWireVariant.second,
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};
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export class MetaWireBuilding extends MetaBuilding {
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constructor() {
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super("wire");
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}
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|
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
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|
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static getAllVariantCombinations() {
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|
|
|
return [
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|
|
{
|
|
|
|
internalId: 27,
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|
variant: defaultBuildingVariant,
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|
rotationVariant: 0,
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|
|
|
},
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|
|
|
{
|
|
|
|
internalId: 28,
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|
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|
variant: defaultBuildingVariant,
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|
|
|
rotationVariant: 1,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 29,
|
|
|
|
variant: defaultBuildingVariant,
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|
|
|
rotationVariant: 2,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 30,
|
|
|
|
variant: defaultBuildingVariant,
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|
|
|
rotationVariant: 3,
|
|
|
|
},
|
|
|
|
{
|
|
|
|
internalId: 52,
|
|
|
|
variant: enumWireVariant.second,
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|
|
|
rotationVariant: 0,
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|
|
|
},
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|
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{
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|
|
|
internalId: 53,
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|
variant: enumWireVariant.second,
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|
|
|
rotationVariant: 1,
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|
|
|
},
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|
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|
{
|
|
|
|
internalId: 54,
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|
|
variant: enumWireVariant.second,
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|
|
|
rotationVariant: 2,
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|
|
|
},
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|
|
{
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|
|
|
internalId: 55,
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|
variant: enumWireVariant.second,
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|
|
rotationVariant: 3,
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|
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|
},
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|
|
|
];
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|
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|
}
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|
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|
|
|
|
getHasDirectionLockAvailable() {
|
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|
|
return true;
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|
|
|
}
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|
|
getSilhouetteColor() {
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|
|
return "#61ef6f";
|
|
|
|
}
|
|
|
|
|
|
|
|
getAvailableVariants() {
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|
|
|
return [defaultBuildingVariant, wireVariants.second];
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|
|
|
}
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|
|
getDimensions() {
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|
|
return new Vector(1, 1);
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|
|
|
}
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|
|
getStayInPlacementMode() {
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|
|
return true;
|
|
|
|
}
|
|
|
|
|
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|
|
getPlacementSound() {
|
|
|
|
return SOUNDS.placeBelt;
|
|
|
|
}
|
|
|
|
|
|
|
|
getRotateAutomaticallyWhilePlacing() {
|
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|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/** @returns {"wires"} **/
|
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|
|
getLayer() {
|
|
|
|
return "wires";
|
|
|
|
}
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|
getSprite() {
|
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|
|
return null;
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|
|
|
}
|
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|
|
|
|
|
|
getIsReplaceable() {
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|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* @param {GameRoot} root
|
|
|
|
*/
|
|
|
|
getIsUnlocked(root) {
|
|
|
|
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Creates the entity at the given location
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
setupEntityComponents(entity) {
|
|
|
|
entity.addComponent(new WireComponent({}));
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {Entity} entity
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
*/
|
|
|
|
updateVariants(entity, rotationVariant, variant) {
|
|
|
|
entity.components.Wire.type = arrayWireRotationVariantToType[rotationVariant];
|
|
|
|
entity.components.Wire.variant = enumWireVariantToVariant[variant];
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {number} rotation
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
* @param {Entity} entity
|
|
|
|
*/
|
|
|
|
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
|
|
|
|
return wireOverlayMatrices[entity.components.Wire.type][rotation];
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
*
|
|
|
|
* @param {number} rotationVariant
|
|
|
|
* @param {string} variant
|
|
|
|
* @returns {import("../../core/draw_utils").AtlasSprite}
|
|
|
|
*/
|
|
|
|
getPreviewSprite(rotationVariant, variant) {
|
|
|
|
const wireVariant = enumWireVariantToVariant[variant];
|
|
|
|
switch (arrayWireRotationVariantToType[rotationVariant]) {
|
|
|
|
case enumWireType.forward: {
|
|
|
|
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_forward.png");
|
|
|
|
}
|
|
|
|
case enumWireType.turn: {
|
|
|
|
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_turn.png");
|
|
|
|
}
|
|
|
|
case enumWireType.split: {
|
|
|
|
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_split.png");
|
|
|
|
}
|
|
|
|
case enumWireType.cross: {
|
|
|
|
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_cross.png");
|
|
|
|
}
|
|
|
|
default: {
|
|
|
|
assertAlways(false, "Invalid wire rotation variant");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
getBlueprintSprite(rotationVariant, variant) {
|
|
|
|
return this.getPreviewSprite(rotationVariant, variant);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* 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 {string} param0.layer
|
|
|
|
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
|
|
|
|
*/
|
|
|
|
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
|
|
|
|
const wireVariant = enumWireVariantToVariant[variant];
|
|
|
|
const connections = {
|
|
|
|
top: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.top }),
|
|
|
|
right: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.right }),
|
|
|
|
bottom: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.bottom }),
|
|
|
|
left: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.left }),
|
|
|
|
};
|
|
|
|
|
|
|
|
let flag = 0;
|
|
|
|
flag |= connections.top ? 0x1000 : 0;
|
|
|
|
flag |= connections.right ? 0x100 : 0;
|
|
|
|
flag |= connections.bottom ? 0x10 : 0;
|
|
|
|
flag |= connections.left ? 0x1 : 0;
|
|
|
|
|
|
|
|
let targetType = enumWireType.forward;
|
|
|
|
|
|
|
|
// First, reset rotation
|
|
|
|
rotation = 0;
|
|
|
|
|
|
|
|
switch (flag) {
|
|
|
|
case 0x0000:
|
|
|
|
// Nothing
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0001:
|
|
|
|
// Left
|
|
|
|
rotation += 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0010:
|
|
|
|
// Bottom
|
|
|
|
// END
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0011:
|
|
|
|
// Bottom | Left
|
|
|
|
targetType = enumWireType.turn;
|
|
|
|
rotation += 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0100:
|
|
|
|
// Right
|
|
|
|
rotation += 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0101:
|
|
|
|
// Right | Left
|
|
|
|
rotation += 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0110:
|
|
|
|
// Right | Bottom
|
|
|
|
targetType = enumWireType.turn;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x0111:
|
|
|
|
// Right | Bottom | Left
|
|
|
|
targetType = enumWireType.split;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1000:
|
|
|
|
// Top
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1001:
|
|
|
|
// Top | Left
|
|
|
|
targetType = enumWireType.turn;
|
|
|
|
rotation += 180;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1010:
|
|
|
|
// Top | Bottom
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1011:
|
|
|
|
// Top | Bottom | Left
|
|
|
|
targetType = enumWireType.split;
|
|
|
|
rotation += 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1100:
|
|
|
|
// Top | Right
|
|
|
|
targetType = enumWireType.turn;
|
|
|
|
rotation -= 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1101:
|
|
|
|
// Top | Right | Left
|
|
|
|
targetType = enumWireType.split;
|
|
|
|
rotation += 180;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1110:
|
|
|
|
// Top | Right | Bottom
|
|
|
|
targetType = enumWireType.split;
|
|
|
|
rotation -= 90;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case 0x1111:
|
|
|
|
// Top | Right | Bottom | Left
|
|
|
|
targetType = enumWireType.cross;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
return {
|
|
|
|
// Clamp rotation
|
|
|
|
rotation: (rotation + 360 * 10) % 360,
|
|
|
|
rotationVariant: arrayWireRotationVariantToType.indexOf(targetType),
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|