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import { generateMatrixRotations } from "../../core/utils";
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import { enumDirection, Vector } from "../../core/vector";
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Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
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import { ACHIEVEMENTS } from "../../platform/achievement_provider";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
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import { Entity } from "../entity";
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import { 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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const overlayMatrix = generateMatrixRotations([1, 1, 0, 1, 1, 1, 0, 1, 1]);
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export class MetaTrashBuilding extends MetaBuilding {
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constructor() {
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super("trash");
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}
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getIsRotateable() {
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return false;
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}
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getSilhouetteColor() {
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return "#ed1d5d";
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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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getSpecialOverlayRenderMatrix(rotation) {
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return overlayMatrix[rotation];
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}
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/**
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* @param {GameRoot} root
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*/
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getIsUnlocked(root) {
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return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_cutter_and_trash);
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}
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|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
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|
addAchievementReceiver(entity) {
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if (!entity.root) {
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return;
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}
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const itemProcessor = entity.components.ItemProcessor;
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
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|
const tryTakeItem = itemProcessor.tryTakeItem.bind(itemProcessor);
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itemProcessor.tryTakeItem = () => {
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const taken = tryTakeItem(...arguments);
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if (taken) {
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entity.root.signals.achievementCheck.dispatch(ACHIEVEMENTS.trash1000, 1);
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}
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return taken;
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};
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
|
|
}
|
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|
|
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/**
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|
* Creates the entity at the given location
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* @param {Entity} entity
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*/
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setupEntityComponents(entity) {
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entity.addComponent(
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new ItemAcceptorComponent({
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slots: [
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{
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pos: new Vector(0, 0),
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directions: [
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enumDirection.top,
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enumDirection.right,
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enumDirection.bottom,
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enumDirection.left,
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],
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|
|
},
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|
|
|
],
|
|
|
|
})
|
|
|
|
);
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
|
|
|
|
|
|
entity.addComponent(
|
|
|
|
new ItemProcessorComponent({
|
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|
|
inputsPerCharge: 1,
|
|
|
|
processorType: enumItemProcessorTypes.trash,
|
|
|
|
})
|
|
|
|
);
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
3 years ago
|
|
|
|
|
|
|
this.addAchievementReceiver(entity);
|
|
|
|
}
|
|
|
|
}
|