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tobspr_shapez.io/src/js/game/components/item_processor.js

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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
import { Component } from "../component";
/** @enum {string} */
export const enumItemProcessorTypes = {
splitter: "splitter",
cutter: "cutter",
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cutterQuad: "cutterQuad",
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rotater: "rotater",
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rotaterCCW: "rotaterCCW",
rotater180: "rotater180",
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stacker: "stacker",
trash: "trash",
mixer: "mixer",
painter: "painter",
painterDouble: "painterDouble",
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painterQuad: "painterQuad",
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hub: "hub",
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filter: "filter",
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reader: "reader",
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};
/** @enum {string} */
export const enumItemProcessorRequirements = {
painterQuad: "painterQuad",
};
/** @typedef {{
* item: BaseItem,
* requiredSlot?: number,
* preferredSlot?: number
* }} EjectorItemToEject */
/** @typedef {{
* remainingTime: number,
* items: Array<EjectorItemToEject>,
* }} EjectorCharge */
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export class ItemProcessorComponent extends Component {
static getId() {
return "ItemProcessor";
}
static getSchema() {
return {
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nextOutputSlot: types.uint,
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};
}
/**
*
* @param {object} param0
* @param {enumItemProcessorTypes=} param0.processorType Which type of processor this is
* @param {enumItemProcessorRequirements=} param0.processingRequirement Applied processing requirement
* @param {number=} param0.inputsPerCharge How many items this machine needs until it can start working
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*
*/
constructor({
processorType = enumItemProcessorTypes.splitter,
processingRequirement = null,
inputsPerCharge = 1,
}) {
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super();
// Which slot to emit next, this is only a preference and if it can't emit
// it will take the other one. Some machines ignore this (e.g. the splitter) to make
// sure the outputs always match
this.nextOutputSlot = 0;
// Type of the processor
this.type = processorType;
// Type of processing requirement
this.processingRequirement = processingRequirement;
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// How many inputs we need for one charge
this.inputsPerCharge = inputsPerCharge;
/**
* Our current inputs
* @type {Array<{ item: BaseItem, sourceSlot: number }>}
*/
this.inputSlots = [];
/**
* What we are currently processing, empty if we don't produce anything rn
* requiredSlot: Item *must* be ejected on this slot
* preferredSlot: Item *can* be ejected on this slot, but others are fine too if the one is not usable
* @type {Array<EjectorCharge>}
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*/
this.ongoingCharges = [];
/**
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* How much processing time we have left from the last tick
* @type {number}
*/
this.bonusTime = 0;
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}
/**
* Tries to take the item
* @param {BaseItem} item
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* @param {number} sourceSlot
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*/
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tryTakeItem(item, sourceSlot) {
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if (this.type === enumItemProcessorTypes.hub || this.type === enumItemProcessorTypes.trash) {
// Hub has special logic .. not really nice but efficient.
this.inputSlots.push({ item, sourceSlot });
return true;
}
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// Check that we only take one item per slot
for (let i = 0; i < this.inputSlots.length; ++i) {
const slot = this.inputSlots[i];
if (slot.sourceSlot === sourceSlot) {
return false;
}
}
this.inputSlots.push({ item, sourceSlot });
return true;
}
}