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
|
|
|
import { THIRDPARTY_URLS } from "../../../core/config";
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|
|
|
import { DialogWithForm } from "../../../core/modal_dialog_elements";
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import { FormElementInput, FormElementItemChooser } from "../../../core/modal_dialog_forms";
|
2020-12-07 11:47:19 +00:00
|
|
|
import { STOP_PROPAGATION } from "../../../core/signal";
|
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 { fillInLinkIntoTranslation } from "../../../core/utils";
|
2020-12-07 11:47:19 +00:00
|
|
|
import { Vector } from "../../../core/vector";
|
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 { T } from "../../../translations";
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import { BaseItem } from "../../base_item";
|
2020-12-07 11:47:19 +00:00
|
|
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import { enumMouseButton } from "../../camera";
|
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 { Entity } from "../../entity";
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import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON } from "../../items/boolean_item";
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import { COLOR_ITEM_SINGLETONS } from "../../items/color_item";
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2020-12-07 11:47:19 +00:00
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|
import { BaseHUDPart } from "../base_hud_part";
|
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 trim from "trim";
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import { enumColors } from "../../colors";
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import { ShapeDefinition } from "../../shape_definition";
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2020-12-07 11:47:19 +00:00
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2022-02-13 20:06:10 +00:00
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/** @type {{
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* [x: string]: (entity: Entity) => BaseItem
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* }} */
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export const MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER = {};
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2020-12-07 11:47:19 +00:00
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export class HUDConstantSignalEdit extends BaseHUDPart {
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initialize() {
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this.root.camera.downPreHandler.add(this.downPreHandler, this);
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}
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|
|
|
|
|
/**
|
|
|
|
* @param {Vector} pos
|
|
|
|
* @param {enumMouseButton} button
|
|
|
|
*/
|
|
|
|
downPreHandler(pos, button) {
|
2020-12-09 09:41:49 +00:00
|
|
|
if (this.root.currentLayer !== "wires") {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2020-12-07 11:47:19 +00:00
|
|
|
const tile = this.root.camera.screenToWorld(pos).toTileSpace();
|
|
|
|
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "wires");
|
|
|
|
if (contents) {
|
|
|
|
const constantComp = contents.components.ConstantSignal;
|
|
|
|
if (constantComp) {
|
|
|
|
if (button === enumMouseButton.left) {
|
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
|
|
|
this.editConstantSignal(contents, {
|
2020-12-07 11:47:19 +00:00
|
|
|
deleteOnCancel: false,
|
|
|
|
});
|
|
|
|
return STOP_PROPAGATION;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
|
|
|
|
/**
|
|
|
|
* Asks the entity to enter a valid signal code
|
|
|
|
* @param {Entity} entity
|
|
|
|
* @param {object} param0
|
|
|
|
* @param {boolean=} param0.deleteOnCancel
|
|
|
|
*/
|
|
|
|
editConstantSignal(entity, { deleteOnCancel = true }) {
|
|
|
|
if (!entity.components.ConstantSignal) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Ok, query, but also save the uid because it could get stale
|
|
|
|
const uid = entity.uid;
|
|
|
|
|
|
|
|
const signal = entity.components.ConstantSignal.signal;
|
|
|
|
const signalValueInput = new FormElementInput({
|
|
|
|
id: "signalValue",
|
|
|
|
label: fillInLinkIntoTranslation(T.dialogs.editSignal.descShortKey, THIRDPARTY_URLS.shapeViewer),
|
|
|
|
placeholder: "",
|
|
|
|
defaultValue: signal ? signal.getAsCopyableKey() : "",
|
|
|
|
validator: val => this.parseSignalCode(entity, val),
|
|
|
|
});
|
|
|
|
|
|
|
|
const items = [...Object.values(COLOR_ITEM_SINGLETONS)];
|
|
|
|
|
|
|
|
if (entity.components.WiredPins) {
|
|
|
|
items.unshift(BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON);
|
|
|
|
items.push(
|
|
|
|
this.root.shapeDefinitionMgr.getShapeItemFromShortKey(
|
|
|
|
this.root.gameMode.getBlueprintShapeKey()
|
|
|
|
)
|
|
|
|
);
|
|
|
|
} else {
|
|
|
|
// producer which can produce virtually anything
|
|
|
|
const shapes = ["CuCuCuCu", "RuRuRuRu", "WuWuWuWu", "SuSuSuSu"];
|
|
|
|
items.unshift(
|
|
|
|
...shapes.reverse().map(key => this.root.shapeDefinitionMgr.getShapeItemFromShortKey(key))
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.root.gameMode.hasHub()) {
|
|
|
|
items.push(
|
|
|
|
this.root.shapeDefinitionMgr.getShapeItemFromDefinition(
|
|
|
|
this.root.hubGoals.currentGoal.definition
|
|
|
|
)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (this.root.hud.parts.pinnedShapes) {
|
|
|
|
items.push(
|
|
|
|
...this.root.hud.parts.pinnedShapes.pinnedShapes.map(key =>
|
|
|
|
this.root.shapeDefinitionMgr.getShapeItemFromShortKey(key)
|
|
|
|
)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
|
|
|
const itemInput = new FormElementItemChooser({
|
|
|
|
id: "signalItem",
|
|
|
|
label: null,
|
|
|
|
items,
|
|
|
|
});
|
|
|
|
|
|
|
|
const dialog = new DialogWithForm({
|
|
|
|
app: this.root.app,
|
|
|
|
title: T.dialogs.editConstantProducer.title,
|
|
|
|
desc: T.dialogs.editSignal.descItems,
|
|
|
|
formElements: [itemInput, signalValueInput],
|
|
|
|
buttons: ["cancel:bad:escape", "ok:good:enter"],
|
|
|
|
closeButton: false,
|
|
|
|
});
|
|
|
|
this.root.hud.parts.dialogs.internalShowDialog(dialog);
|
|
|
|
|
|
|
|
// When confirmed, set the signal
|
|
|
|
const closeHandler = () => {
|
|
|
|
if (!this.root || !this.root.entityMgr) {
|
|
|
|
// Game got stopped
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
|
|
|
if (!entityRef) {
|
|
|
|
// outdated
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const constantComp = entityRef.components.ConstantSignal;
|
|
|
|
if (!constantComp) {
|
|
|
|
// no longer interesting
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (itemInput.chosenItem) {
|
|
|
|
constantComp.signal = itemInput.chosenItem;
|
|
|
|
} else {
|
|
|
|
constantComp.signal = this.parseSignalCode(entity, signalValueInput.getValue());
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
dialog.buttonSignals.ok.add(() => {
|
|
|
|
closeHandler();
|
|
|
|
});
|
|
|
|
dialog.valueChosen.add(() => {
|
|
|
|
dialog.closeRequested.dispatch();
|
|
|
|
closeHandler();
|
|
|
|
});
|
|
|
|
|
|
|
|
// When cancelled, destroy the entity again
|
|
|
|
if (deleteOnCancel) {
|
|
|
|
dialog.buttonSignals.cancel.add(() => {
|
|
|
|
if (!this.root || !this.root.entityMgr) {
|
|
|
|
// Game got stopped
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
|
|
|
if (!entityRef) {
|
|
|
|
// outdated
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
const constantComp = entityRef.components.ConstantSignal;
|
|
|
|
if (!constantComp) {
|
|
|
|
// no longer interesting
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
this.root.logic.tryDeleteBuilding(entityRef);
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Tries to parse a signal code
|
|
|
|
* @param {Entity} entity
|
|
|
|
* @param {string} code
|
|
|
|
* @returns {BaseItem}
|
|
|
|
*/
|
|
|
|
parseSignalCode(entity, code) {
|
|
|
|
if (!this.root || !this.root.shapeDefinitionMgr) {
|
|
|
|
// Stale reference
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
|
|
|
|
code = trim(code);
|
|
|
|
const codeLower = code.toLowerCase();
|
|
|
|
|
2022-02-13 20:06:10 +00:00
|
|
|
if (MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER[codeLower]) {
|
|
|
|
return MODS_ADDITIONAL_CONSTANT_SIGNAL_RESOLVER[codeLower].apply(this, [entity]);
|
|
|
|
}
|
|
|
|
|
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
|
|
|
if (enumColors[codeLower]) {
|
|
|
|
return COLOR_ITEM_SINGLETONS[codeLower];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (entity.components.WiredPins) {
|
|
|
|
if (code === "1" || codeLower === "true") {
|
|
|
|
return BOOL_TRUE_SINGLETON;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (code === "0" || codeLower === "false") {
|
|
|
|
return BOOL_FALSE_SINGLETON;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ShapeDefinition.isValidShortKey(code)) {
|
|
|
|
return this.root.shapeDefinitionMgr.getShapeItemFromShortKey(code);
|
|
|
|
}
|
|
|
|
|
|
|
|
return null;
|
|
|
|
}
|
2020-12-07 11:47:19 +00:00
|
|
|
}
|