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>
2021-05-23 14:32:05 +00:00
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/* typehints:start */
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import { GameRoot } from "../root";
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/* typehints:end */
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import { Rectangle } from "../../core/rectangle";
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import { types } from "../../savegame/serialization";
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import { enumGameModeTypes, GameMode } from "../game_mode";
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import { HUDPuzzleBackToMenu } from "../hud/parts/puzzle_back_to_menu";
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import { HUDPuzzleDLCLogo } from "../hud/parts/puzzle_dlc_logo";
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2021-06-24 16:45:48 +00:00
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import { HUDBlueprintPlacer } from "../hud/parts/blueprint_placer";
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import { HUDMassSelector } from "../hud/parts/mass_selector";
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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>
2021-05-23 14:32:05 +00:00
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export class PuzzleGameMode extends GameMode {
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static getType() {
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return enumGameModeTypes.puzzle;
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}
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/** @returns {object} */
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static getSchema() {
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return {
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zoneHeight: types.uint,
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zoneWidth: types.uint,
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};
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}
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/** @param {GameRoot} root */
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constructor(root) {
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super(root);
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const data = this.getSaveData();
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this.additionalHudParts = {
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puzzleBackToMenu: HUDPuzzleBackToMenu,
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puzzleDlcLogo: HUDPuzzleDLCLogo,
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2021-06-24 16:45:48 +00:00
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blueprintPlacer: HUDBlueprintPlacer,
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massSelector: HUDMassSelector,
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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>
2021-05-23 14:32:05 +00:00
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};
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this.zoneWidth = data.zoneWidth || 8;
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this.zoneHeight = data.zoneHeight || 6;
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}
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/**
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* @param {typeof import("../meta_building").MetaBuilding} building
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*/
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isBuildingExcluded(building) {
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return this.hiddenBuildings.indexOf(building) >= 0;
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}
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getSaveData() {
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const save = this.root.savegame.getCurrentDump();
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if (!save) {
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return {};
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}
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return save.gameMode.data;
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}
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getCameraBounds() {
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return Rectangle.centered(this.zoneWidth + 20, this.zoneHeight + 20);
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}
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getBuildableZones() {
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return [Rectangle.centered(this.zoneWidth, this.zoneHeight)];
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}
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hasHub() {
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return false;
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}
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hasResources() {
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return false;
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}
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getMinimumZoom() {
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return 1;
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}
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getMaximumZoom() {
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return 4;
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}
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getIsSaveable() {
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return false;
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}
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2021-06-24 16:45:48 +00:00
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getHasFreeCopyPaste() {
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return true;
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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>
2021-05-23 14:32:05 +00:00
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}
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throughputDoesNotMatter() {
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return true;
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}
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getSupportsWires() {
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return false;
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}
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getFixedTickrate() {
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return 300;
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}
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getIsDeterministic() {
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return true;
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}
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/** @returns {boolean} */
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getIsFreeplayAvailable() {
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return true;
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}
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}
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