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tobspr_shapez.io/src/js/game/buildings/virtual_processor.js

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import { Vector, enumDirection } from "../../core/vector";
import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
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import { MetaCutterBuilding } from "./cutter";
import { MetaPainterBuilding } from "./painter";
import { MetaRotaterBuilding } from "./rotater";
import { MetaStackerBuilding } from "./stacker";
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export class MetaVirtualProcessorBuilding extends MetaBuilding {
constructor() {
super("virtual_processor");
}
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/**
* @param {string} variant
*/
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getSilhouetteColor(variant) {
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return MetaVirtualProcessorBuilding.silhouetteColors[variant]();
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}
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/**
* @param {string} variant
*/
getIsRemovable(variant) {
return MetaVirtualProcessorBuilding.isRemovable[variant]();
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}
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/**
* @param {string} variant
*/
getIsRotateable(variant) {
return MetaVirtualProcessorBuilding.isRotateable[variant]();
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}
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/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
const variants = MetaVirtualProcessorBuilding.avaibleVariants;
let available = [];
for (const variant in variants) {
if (variants[variant](root)) available.push(variant);
}
return available;
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}
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/**
* Returns the edit layer of the building
* @param {GameRoot} root
* @param {string} variant
* @returns {Layer}
*/
getLayer(root, variant) {
// @ts-ignore
return MetaVirtualProcessorBuilding.layerByVariant[variant](root);
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}
/**
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* @param {string} variant
*/
getDimensions(variant) {
return MetaVirtualProcessorBuilding.dimensions[variant]();
}
/**
* @param {string} variant
*/
getShowLayerPreview(variant) {
return MetaVirtualProcessorBuilding.layerPreview[variant]();
}
/**
* @param {number} rotation
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* @param {number} rotationVariant
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* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
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*/
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getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
let matrices = MetaVirtualProcessorBuilding.overlayMatrices[variant](entity, rotationVariant);
return matrices ? matrices[rotation] : null;
}
/**
* @param {string} variant
*/
getRenderPins(variant) {
return MetaVirtualProcessorBuilding.renderPins[variant]();
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}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
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MetaVirtualProcessorBuilding.setupEntityComponents.forEach(func => func(entity));
}
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/**
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
MetaVirtualProcessorBuilding.componentVariations[variant](entity, rotationVariant);
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}
}
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MetaVirtualProcessorBuilding.setupEntityComponents = [
entity =>
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entity.addComponent(
new WiredPinsComponent({
slots: [],
})
),
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entity => entity.addComponent(new LogicGateComponent({})),
];
MetaVirtualProcessorBuilding.variants = {
rotater: "rotater",
unstacker: "unstacker",
stacker: "stacker",
painter: "painter",
};
MetaVirtualProcessorBuilding.overlayMatrices = {
[defaultBuildingVariant]: (entity, rotationVariant) => null,
[MetaVirtualProcessorBuilding.variants.rotater]: (entity, rotationVariant) => null,
[MetaVirtualProcessorBuilding.variants.unstacker]: (entity, rotationVariant) => null,
[MetaVirtualProcessorBuilding.variants.stacker]: (entity, rotationVariant) => null,
[MetaVirtualProcessorBuilding.variants.painter]: (entity, rotationVariant) => null,
};
MetaVirtualProcessorBuilding.avaibleVariants = {
[defaultBuildingVariant]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
[MetaVirtualProcessorBuilding.variants.rotater]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
[MetaVirtualProcessorBuilding.variants.unstacker]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
[MetaVirtualProcessorBuilding.variants.stacker]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
[MetaVirtualProcessorBuilding.variants.painter]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
};
MetaVirtualProcessorBuilding.dimensions = {
[defaultBuildingVariant]: () => new Vector(1, 1),
[MetaVirtualProcessorBuilding.variants.rotater]: () => new Vector(1, 1),
[MetaVirtualProcessorBuilding.variants.unstacker]: () => new Vector(1, 1),
[MetaVirtualProcessorBuilding.variants.stacker]: () => new Vector(1, 1),
[MetaVirtualProcessorBuilding.variants.painter]: () => new Vector(1, 1),
};
MetaVirtualProcessorBuilding.isRemovable = {
[defaultBuildingVariant]: () => true,
[MetaVirtualProcessorBuilding.variants.rotater]: () => true,
[MetaVirtualProcessorBuilding.variants.unstacker]: () => true,
[MetaVirtualProcessorBuilding.variants.stacker]: () => true,
[MetaVirtualProcessorBuilding.variants.painter]: () => true,
};
MetaVirtualProcessorBuilding.isRotateable = {
[defaultBuildingVariant]: () => true,
[MetaVirtualProcessorBuilding.variants.rotater]: () => true,
[MetaVirtualProcessorBuilding.variants.unstacker]: () => true,
[MetaVirtualProcessorBuilding.variants.stacker]: () => true,
[MetaVirtualProcessorBuilding.variants.painter]: () => true,
};
MetaVirtualProcessorBuilding.renderPins = {
[defaultBuildingVariant]: () => false,
[MetaVirtualProcessorBuilding.variants.rotater]: () => false,
[MetaVirtualProcessorBuilding.variants.unstacker]: () => false,
[MetaVirtualProcessorBuilding.variants.stacker]: () => false,
[MetaVirtualProcessorBuilding.variants.painter]: () => false,
};
MetaVirtualProcessorBuilding.layerPreview = {
[defaultBuildingVariant]: () => "wires",
[MetaVirtualProcessorBuilding.variants.rotater]: () => "wires",
[MetaVirtualProcessorBuilding.variants.unstacker]: () => "wires",
[MetaVirtualProcessorBuilding.variants.stacker]: () => "wires",
[MetaVirtualProcessorBuilding.variants.painter]: () => "wires",
};
MetaVirtualProcessorBuilding.layerByVariant = {
[defaultBuildingVariant]: root => "wires",
[MetaVirtualProcessorBuilding.variants.rotater]: root => "wires",
[MetaVirtualProcessorBuilding.variants.unstacker]: root => "wires",
[MetaVirtualProcessorBuilding.variants.stacker]: root => "wires",
[MetaVirtualProcessorBuilding.variants.painter]: root => "wires",
};
MetaVirtualProcessorBuilding.silhouetteColors = {
[defaultBuildingVariant]: () => MetaCutterBuilding.silhouetteColors[defaultBuildingVariant],
[MetaVirtualProcessorBuilding.variants.rotater]: () =>
MetaRotaterBuilding.silhouetteColors[defaultBuildingVariant],
[MetaVirtualProcessorBuilding.variants.unstacker]: () =>
MetaStackerBuilding.silhouetteColors[defaultBuildingVariant],
[MetaVirtualProcessorBuilding.variants.stacker]: () =>
MetaStackerBuilding.silhouetteColors[defaultBuildingVariant],
[MetaVirtualProcessorBuilding.variants.painter]: () =>
MetaPainterBuilding.silhouetteColors[defaultBuildingVariant],
};
MetaVirtualProcessorBuilding.componentVariations = {
[defaultBuildingVariant]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
{
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pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.cutter;
},
[MetaVirtualProcessorBuilding.variants.rotater]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
{
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pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.rotater;
},
[MetaVirtualProcessorBuilding.variants.unstacker]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
{
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pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.unstacker;
},
[MetaVirtualProcessorBuilding.variants.stacker]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
{
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pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.stacker;
},
[MetaVirtualProcessorBuilding.variants.painter]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
{
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pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
entity.components.LogicGate.type = enumLogicGateType.painter;
},
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};