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

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import { BaseItem } from "../base_item";
import { Component } from "../component";
import { enumDirection, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
import { gItemRegistry } from "../../core/global_registries";
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/** @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",
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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",
};
export class ItemProcessorComponent extends Component {
static getId() {
return "ItemProcessor";
}
static getSchema() {
return {
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nextOutputSlot: types.uint,
type: types.enum(enumItemProcessorTypes),
inputsPerCharge: types.uint,
beltUnderlays: types.array(
types.structured({
pos: types.vector,
direction: types.enum(enumDirection),
})
),
inputSlots: types.array(
types.structured({
item: types.obj(gItemRegistry),
sourceSlot: types.uint,
})
),
itemsToEject: types.array(
types.structured({
item: types.obj(gItemRegistry),
requiredSlot: types.nullable(types.uint),
preferredSlot: types.nullable(types.uint),
})
),
secondsUntilEject: types.float,
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itemConsumptionAnimations: types.array(
types.structured({
item: types.obj(gItemRegistry),
slotIndex: types.uint,
animProgress: types.float,
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direction: types.enum(enumDirection),
})
),
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};
}
/**
*
* @param {object} param0
* @param {enumItemProcessorTypes=} param0.processorType Which type of processor this is
* @param {number=} param0.inputsPerCharge How many items this machine needs until it can start working
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* @param {Array<{pos: Vector, direction: enumDirection}>=} param0.beltUnderlays Where to render belt underlays
*
*/
constructor({
processorType = enumItemProcessorTypes.splitter,
inputsPerCharge = 1,
beltUnderlays = [],
}) {
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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;
// How many inputs we need for one charge
this.inputsPerCharge = inputsPerCharge;
// Which belt underlays to render
this.beltUnderlays = beltUnderlays;
/**
* 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<{item: BaseItem, requiredSlot?: number, preferredSlot?: number}>}
*/
this.itemsToEject = [];
/**
* How long it takes until we are done with the current items
*/
this.secondsUntilEject = 0;
/**
* Fixes belt animations
* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: enumDirection}>}
*/
this.itemConsumptionAnimations = [];
}
/**
* Tries to take the item
* @param {BaseItem} item
*/
tryTakeItem(item, sourceSlot, sourceDirection) {
// 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 });
this.itemConsumptionAnimations.push({
item,
slotIndex: sourceSlot,
direction: sourceDirection,
animProgress: 0.0,
});
return true;
}
}