2020-09-18 16:18:38 +00:00
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import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { Rectangle } from "../../core/rectangle";
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import { FULL_CLIP_RECT } from "../../core/sprites";
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import { StaleAreaDetector } from "../../core/stale_area_detector";
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import {
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enumDirection,
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enumDirectionToAngle,
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enumDirectionToVector,
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enumInvertedDirections,
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Vector,
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} from "../../core/vector";
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import { BeltComponent } from "../components/belt";
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import { BeltUnderlaysComponent, enumClippedBeltUnderlayType } from "../components/belt_underlays";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { Entity } from "../entity";
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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>
2022-02-01 15:35:49 +00:00
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import { GameSystem } from "../game_system";
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2020-09-18 16:18:38 +00:00
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import { MapChunkView } from "../map_chunk_view";
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import { BELT_ANIM_COUNT } from "./belt";
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/**
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* Mapping from underlay type to clip rect
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* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
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*/
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const enumUnderlayTypeToClipRect = {
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[enumClippedBeltUnderlayType.none]: null,
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[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
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[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
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[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
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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>
2022-02-01 15:35:49 +00:00
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export class BeltUnderlaysSystem extends GameSystem {
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2020-09-18 16:18:38 +00:00
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constructor(root) {
|
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>
2022-02-01 15:35:49 +00:00
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super(root);
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2020-09-18 16:18:38 +00:00
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
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}
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// Automatically recompute areas
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this.staleArea = new StaleAreaDetector({
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root,
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name: "belt-underlay",
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recomputeMethod: this.recomputeStaleArea.bind(this),
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});
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this.staleArea.recomputeOnComponentsChanged(
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[BeltUnderlaysComponent, BeltComponent, ItemAcceptorComponent, ItemEjectorComponent],
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1
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);
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}
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update() {
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this.staleArea.update();
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}
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/**
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* Called when an area changed - Resets all caches in the given area
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* @param {Rectangle} area
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*/
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recomputeStaleArea(area) {
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for (let x = 0; x < area.w; ++x) {
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for (let y = 0; y < area.h; ++y) {
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const tileX = area.x + x;
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const tileY = area.y + y;
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const entity = this.root.map.getLayerContentXY(tileX, tileY, "regular");
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if (entity) {
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const underlayComp = entity.components.BeltUnderlays;
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if (underlayComp) {
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for (let i = 0; i < underlayComp.underlays.length; ++i) {
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underlayComp.underlays[i].cachedType = null;
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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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/**
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* Checks if a given tile is connected and has an acceptor
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* @param {Vector} tile
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* @param {enumDirection} fromDirection
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* @returns {boolean}
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*/
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checkIsAcceptorConnected(tile, fromDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(enumDirection.bottom) === fromDirection;
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}
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// Check if there's an item acceptor
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const acceptorComp = contents.components.ItemAcceptor;
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if (acceptorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < acceptorComp.slots.length; ++i) {
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const slot = acceptorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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|
|
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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>
2022-02-01 15:35:49 +00:00
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// Step 2: Check if the direction matches
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const slotDirection = staticComp.localDirectionToWorld(slot.direction);
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if (slotDirection === fromDirection) {
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return true;
|
2020-09-18 16:18:38 +00:00
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}
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}
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}
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return false;
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}
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/**
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* Checks if a given tile is connected and has an ejector
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* @param {Vector} tile
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* @param {enumDirection} toDirection
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* @returns {boolean}
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*/
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checkIsEjectorConnected(tile, toDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(beltComp.direction) === toDirection;
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}
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// Check for an ejector
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const ejectorComp = contents.components.ItemEjector;
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if (ejectorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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const slot = ejectorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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}
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// Step 2: Check if the direction matches
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const slotDirection = staticComp.localDirectionToWorld(slot.direction);
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if (slotDirection === toDirection) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Computes the flag for a given tile
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|
* @param {Entity} entity
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* @param {import("../components/belt_underlays").BeltUnderlayTile} underlayTile
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* @returns {enumClippedBeltUnderlayType} The type of the underlay
|
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|
|
|
*/
|
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|
|
computeBeltUnderlayType(entity, underlayTile) {
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if (underlayTile.cachedType) {
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|
|
|
return underlayTile.cachedType;
|
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}
|
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|
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const staticComp = entity.components.StaticMapEntity;
|
|
|
|
|
|
|
|
|
|
const transformedPos = staticComp.localTileToWorld(underlayTile.pos);
|
|
|
|
|
const destX = transformedPos.x * globalConfig.tileSize;
|
|
|
|
|
const destY = transformedPos.y * globalConfig.tileSize;
|
|
|
|
|
|
|
|
|
|
// Extract direction and angle
|
|
|
|
|
const worldDirection = staticComp.localDirectionToWorld(underlayTile.direction);
|
|
|
|
|
const worldDirectionVector = enumDirectionToVector[worldDirection];
|
|
|
|
|
|
|
|
|
|
// Figure out if there is anything connected at the top
|
|
|
|
|
const connectedTop = this.checkIsAcceptorConnected(
|
|
|
|
|
transformedPos.add(worldDirectionVector),
|
|
|
|
|
enumInvertedDirections[worldDirection]
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
// Figure out if there is anything connected at the bottom
|
|
|
|
|
const connectedBottom = this.checkIsEjectorConnected(
|
|
|
|
|
transformedPos.sub(worldDirectionVector),
|
|
|
|
|
worldDirection
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
let flag = enumClippedBeltUnderlayType.none;
|
|
|
|
|
|
|
|
|
|
if (connectedTop && connectedBottom) {
|
|
|
|
|
flag = enumClippedBeltUnderlayType.full;
|
|
|
|
|
} else if (connectedTop) {
|
|
|
|
|
flag = enumClippedBeltUnderlayType.topOnly;
|
|
|
|
|
} else if (connectedBottom) {
|
|
|
|
|
flag = enumClippedBeltUnderlayType.bottomOnly;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return (underlayTile.cachedType = flag);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Draws a given chunk
|
|
|
|
|
* @param {DrawParameters} parameters
|
|
|
|
|
* @param {MapChunkView} chunk
|
|
|
|
|
*/
|
|
|
|
|
drawChunk(parameters, chunk) {
|
|
|
|
|
// Limit speed to avoid belts going backwards
|
|
|
|
|
const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
|
|
|
|
|
|
|
|
|
|
const contents = chunk.containedEntitiesByLayer.regular;
|
|
|
|
|
for (let i = 0; i < contents.length; ++i) {
|
|
|
|
|
const entity = contents[i];
|
|
|
|
|
const underlayComp = entity.components.BeltUnderlays;
|
|
|
|
|
if (!underlayComp) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const staticComp = entity.components.StaticMapEntity;
|
|
|
|
|
const underlays = underlayComp.underlays;
|
|
|
|
|
for (let i = 0; i < underlays.length; ++i) {
|
|
|
|
|
// Extract underlay parameters
|
|
|
|
|
const { pos, direction } = underlays[i];
|
|
|
|
|
const transformedPos = staticComp.localTileToWorld(pos);
|
|
|
|
|
const destX = transformedPos.x * globalConfig.tileSize;
|
|
|
|
|
const destY = transformedPos.y * globalConfig.tileSize;
|
|
|
|
|
|
|
|
|
|
// Culling, Part 1: Check if the chunk contains the tile
|
|
|
|
|
if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Culling, Part 2: Check if the overlay is visible
|
|
|
|
|
if (
|
|
|
|
|
!parameters.visibleRect.containsRect4Params(
|
|
|
|
|
destX,
|
|
|
|
|
destY,
|
|
|
|
|
globalConfig.tileSize,
|
|
|
|
|
globalConfig.tileSize
|
|
|
|
|
)
|
|
|
|
|
) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Extract direction and angle
|
|
|
|
|
const worldDirection = staticComp.localDirectionToWorld(direction);
|
|
|
|
|
const angle = enumDirectionToAngle[worldDirection];
|
|
|
|
|
|
|
|
|
|
const underlayType = this.computeBeltUnderlayType(entity, underlays[i]);
|
|
|
|
|
const clipRect = enumUnderlayTypeToClipRect[underlayType];
|
|
|
|
|
if (!clipRect) {
|
|
|
|
|
// Empty
|
2020-09-18 16:20:18 +00:00
|
|
|
continue;
|
2020-09-18 16:18:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Actually draw the sprite
|
|
|
|
|
const x = destX + globalConfig.halfTileSize;
|
|
|
|
|
const y = destY + globalConfig.halfTileSize;
|
|
|
|
|
const angleRadians = Math.radians(angle);
|
|
|
|
|
|
|
|
|
|
// SYNC with systems/belt.js:drawSingleEntity!
|
|
|
|
|
const animationIndex = Math.floor(
|
|
|
|
|
((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
|
|
|
|
|
globalConfig.itemSpacingOnBelts
|
|
|
|
|
);
|
|
|
|
|
parameters.context.translate(x, y);
|
|
|
|
|
parameters.context.rotate(angleRadians);
|
|
|
|
|
this.underlayBeltSprites[
|
|
|
|
|
animationIndex % this.underlayBeltSprites.length
|
|
|
|
|
].drawCachedWithClipRect(
|
|
|
|
|
parameters,
|
|
|
|
|
-globalConfig.halfTileSize,
|
|
|
|
|
-globalConfig.halfTileSize,
|
|
|
|
|
globalConfig.tileSize,
|
|
|
|
|
globalConfig.tileSize,
|
|
|
|
|
clipRect
|
|
|
|
|
);
|
|
|
|
|
parameters.context.rotate(-angleRadians);
|
|
|
|
|
parameters.context.translate(-x, -y);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|