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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00

Rename belt_base -> belt, minor refactorings

This commit is contained in:
tobspr 2020-09-18 12:55:46 +02:00
parent 0377c6d58f
commit 16902bed8d
8 changed files with 907 additions and 904 deletions

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@ -1,9 +1,24 @@
import { Loader } from "../../core/loader"; import { Loader } from "../../core/loader";
import { enumDirection } from "../../core/vector"; import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
import { SOUNDS } from "../../platform/sound"; import { SOUNDS } from "../../platform/sound";
import { arrayBeltVariantToRotation, MetaBeltBaseBuilding } from "./belt_base"; import { T } from "../../translations";
import { BeltComponent } from "../components/belt";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export class MetaBeltBuilding extends MetaBeltBaseBuilding { export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
export const beltOverlayMatrices = {
[enumDirection.top]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumDirection.left]: generateMatrixRotations([0, 0, 0, 1, 1, 0, 0, 1, 0]),
[enumDirection.right]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
};
export class MetaBeltBaseBuilding extends MetaBuilding {}
export class MetaBeltBuilding extends MetaBuilding {
constructor() { constructor() {
super("belt"); super("belt");
} }
@ -16,6 +31,35 @@ export class MetaBeltBuilding extends MetaBeltBaseBuilding {
return SOUNDS.placeBelt; return SOUNDS.placeBelt;
} }
getHasDirectionLockAvailable() {
return true;
}
getStayInPlacementMode() {
return true;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
}
getPreviewSprite(rotationVariant) { getPreviewSprite(rotationVariant) {
switch (arrayBeltVariantToRotation[rotationVariant]) { switch (arrayBeltVariantToRotation[rotationVariant]) {
case enumDirection.top: { case enumDirection.top: {
@ -49,4 +93,138 @@ export class MetaBeltBuilding extends MetaBeltBaseBuilding {
} }
} }
} }
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return beltOverlayMatrices[entity.components.Belt.direction][rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new BeltComponent({
direction: enumDirection.top, // updated later
})
);
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant) {
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {Layer} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
const topDirection = enumAngleToDirection[rotation];
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
let hasBottomEjector = false;
let hasRightEjector = false;
let hasLeftEjector = false;
let hasTopAcceptor = false;
let hasLeftAcceptor = false;
let hasRightAcceptor = false;
// Check all ejectors
for (let i = 0; i < ejectors.length; ++i) {
const ejector = ejectors[i];
if (ejector.toDirection === topDirection) {
hasBottomEjector = true;
} else if (ejector.toDirection === leftDirection) {
hasRightEjector = true;
} else if (ejector.toDirection === rightDirection) {
hasLeftEjector = true;
}
}
// Check all acceptors
for (let i = 0; i < acceptors.length; ++i) {
const acceptor = acceptors[i];
if (acceptor.fromDirection === bottomDirection) {
hasTopAcceptor = true;
} else if (acceptor.fromDirection === rightDirection) {
hasLeftAcceptor = true;
} else if (acceptor.fromDirection === leftDirection) {
hasRightAcceptor = true;
}
}
// Soo .. if there is any ejector below us we always prioritize
// this ejector
if (!hasBottomEjector) {
// When something ejects to us from the left and nothing from the right,
// do a curve from the left to the top
if (hasRightEjector && !hasLeftEjector) {
return {
rotation: (rotation + 270) % 360,
rotationVariant: 2,
};
}
// When something ejects to us from the right and nothing from the left,
// do a curve from the right to the top
if (hasLeftEjector && !hasRightEjector) {
return {
rotation: (rotation + 90) % 360,
rotationVariant: 1,
};
}
}
// When there is a top acceptor, ignore sides
// NOTICE: This makes the belt prefer side turns *way* too much!
if (!hasTopAcceptor) {
// When there is an acceptor to the right but no acceptor to the left,
// do a turn to the right
if (hasRightAcceptor && !hasLeftAcceptor) {
return {
rotation,
rotationVariant: 2,
};
}
// When there is an acceptor to the left but no acceptor to the right,
// do a turn to the left
if (hasLeftAcceptor && !hasRightAcceptor) {
return {
rotation,
rotationVariant: 1,
};
}
}
return {
rotation,
rotationVariant: 0,
};
}
} }

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@ -1,186 +0,0 @@
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
import { SOUNDS } from "../../platform/sound";
import { T } from "../../translations";
import { BeltComponent } from "../components/belt";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
export const beltOverlayMatrices = {
[enumDirection.top]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumDirection.left]: generateMatrixRotations([0, 0, 0, 1, 1, 0, 0, 1, 0]),
[enumDirection.right]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
};
export class MetaBeltBaseBuilding extends MetaBuilding {
getHasDirectionLockAvailable() {
return true;
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
}
getStayInPlacementMode() {
return true;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
getPlacementSound() {
return SOUNDS.placeBelt;
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return beltOverlayMatrices[entity.components.Belt.direction][rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new BeltComponent({
direction: enumDirection.top, // updated later
})
);
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant) {
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {Layer} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
const topDirection = enumAngleToDirection[rotation];
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
let hasBottomEjector = false;
let hasRightEjector = false;
let hasLeftEjector = false;
let hasTopAcceptor = false;
let hasLeftAcceptor = false;
let hasRightAcceptor = false;
// Check all ejectors
for (let i = 0; i < ejectors.length; ++i) {
const ejector = ejectors[i];
if (ejector.toDirection === topDirection) {
hasBottomEjector = true;
} else if (ejector.toDirection === leftDirection) {
hasRightEjector = true;
} else if (ejector.toDirection === rightDirection) {
hasLeftEjector = true;
}
}
// Check all acceptors
for (let i = 0; i < acceptors.length; ++i) {
const acceptor = acceptors[i];
if (acceptor.fromDirection === bottomDirection) {
hasTopAcceptor = true;
} else if (acceptor.fromDirection === rightDirection) {
hasLeftAcceptor = true;
} else if (acceptor.fromDirection === leftDirection) {
hasRightAcceptor = true;
}
}
// Soo .. if there is any ejector below us we always prioritize
// this ejector
if (!hasBottomEjector) {
// When something ejects to us from the left and nothing from the right,
// do a curve from the left to the top
if (hasRightEjector && !hasLeftEjector) {
return {
rotation: (rotation + 270) % 360,
rotationVariant: 2,
};
}
// When something ejects to us from the right and nothing from the left,
// do a curve from the right to the top
if (hasLeftEjector && !hasRightEjector) {
return {
rotation: (rotation + 90) % 360,
rotationVariant: 1,
};
}
}
// When there is a top acceptor, ignore sides
// NOTICE: This makes the belt prefer side turns *way* too much!
if (!hasTopAcceptor) {
// When there is an acceptor to the right but no acceptor to the left,
// do a turn to the right
if (hasRightAcceptor && !hasLeftAcceptor) {
return {
rotation,
rotationVariant: 2,
};
}
// When there is an acceptor to the left but no acceptor to the right,
// do a turn to the left
if (hasLeftAcceptor && !hasRightAcceptor) {
return {
rotation,
rotationVariant: 1,
};
}
}
return {
rotation,
rotationVariant: 0,
};
}
}

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@ -1,21 +1,21 @@
import { MetaBeltBaseBuilding } from "../../buildings/belt_base"; import { MetaBeltBuilding } from "../../buildings/belt";
import { MetaCutterBuilding } from "../../buildings/cutter"; import { MetaCutterBuilding } from "../../buildings/cutter";
import { MetaDisplayBuilding } from "../../buildings/display";
import { MetaFilterBuilding } from "../../buildings/filter";
import { MetaLeverBuilding } from "../../buildings/lever";
import { MetaMinerBuilding } from "../../buildings/miner"; import { MetaMinerBuilding } from "../../buildings/miner";
import { MetaMixerBuilding } from "../../buildings/mixer"; import { MetaMixerBuilding } from "../../buildings/mixer";
import { MetaPainterBuilding } from "../../buildings/painter"; import { MetaPainterBuilding } from "../../buildings/painter";
import { MetaReaderBuilding } from "../../buildings/reader";
import { MetaRotaterBuilding } from "../../buildings/rotater"; import { MetaRotaterBuilding } from "../../buildings/rotater";
import { MetaSplitterBuilding } from "../../buildings/splitter"; import { MetaSplitterBuilding } from "../../buildings/splitter";
import { MetaStackerBuilding } from "../../buildings/stacker"; import { MetaStackerBuilding } from "../../buildings/stacker";
import { MetaTrashBuilding } from "../../buildings/trash"; import { MetaTrashBuilding } from "../../buildings/trash";
import { MetaUndergroundBeltBuilding } from "../../buildings/underground_belt"; import { MetaUndergroundBeltBuilding } from "../../buildings/underground_belt";
import { HUDBaseToolbar } from "./base_toolbar"; import { HUDBaseToolbar } from "./base_toolbar";
import { MetaLeverBuilding } from "../../buildings/lever";
import { MetaFilterBuilding } from "../../buildings/filter";
import { MetaDisplayBuilding } from "../../buildings/display";
import { MetaReaderBuilding } from "../../buildings/reader";
const supportedBuildings = [ const supportedBuildings = [
MetaBeltBaseBuilding, MetaBeltBuilding,
MetaSplitterBuilding, MetaSplitterBuilding,
MetaUndergroundBeltBuilding, MetaUndergroundBeltBuilding,
MetaMinerBuilding, MetaMinerBuilding,

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@ -67,7 +67,7 @@ export class HUDMinerHighlight extends BaseHUDPart {
const maxThroughput = this.root.hubGoals.getBeltBaseSpeed(); const maxThroughput = this.root.hubGoals.getBeltBaseSpeed();
const screenPos = this.root.camera.screenToWorld(mousePos); const tooltipLocation = this.root.camera.screenToWorld(mousePos);
const scale = (1 / this.root.camera.zoomLevel) * this.root.app.getEffectiveUiScale(); const scale = (1 / this.root.camera.zoomLevel) * this.root.app.getEffectiveUiScale();
@ -76,8 +76,8 @@ export class HUDMinerHighlight extends BaseHUDPart {
// Background // Background
parameters.context.fillStyle = THEME.map.connectedMiners.background; parameters.context.fillStyle = THEME.map.connectedMiners.background;
parameters.context.beginRoundedRect( parameters.context.beginRoundedRect(
screenPos.x + 5 * scale, tooltipLocation.x + 5 * scale,
screenPos.y - 3 * scale, tooltipLocation.y - 3 * scale,
(isCapped ? 100 : 65) * scale, (isCapped ? 100 : 65) * scale,
(isCapped ? 45 : 30) * scale, (isCapped ? 45 : 30) * scale,
2 2
@ -89,8 +89,8 @@ export class HUDMinerHighlight extends BaseHUDPart {
parameters.context.font = "bold " + scale * 10 + "px GameFont"; parameters.context.font = "bold " + scale * 10 + "px GameFont";
parameters.context.fillText( parameters.context.fillText(
formatItemsPerSecond(throughput), formatItemsPerSecond(throughput),
screenPos.x + 10 * scale, tooltipLocation.x + 10 * scale,
screenPos.y + 10 * scale tooltipLocation.y + 10 * scale
); );
// Amount of miners // Amount of miners
@ -100,8 +100,8 @@ export class HUDMinerHighlight extends BaseHUDPart {
connectedEntities.length === 1 connectedEntities.length === 1
? T.ingame.connectedMiners.one_miner ? T.ingame.connectedMiners.one_miner
: T.ingame.connectedMiners.n_miners.replace("<amount>", String(connectedEntities.length)), : T.ingame.connectedMiners.n_miners.replace("<amount>", String(connectedEntities.length)),
screenPos.x + 10 * scale, tooltipLocation.x + 10 * scale,
screenPos.y + 22 * scale tooltipLocation.y + 22 * scale
); );
parameters.context.globalAlpha = 1; parameters.context.globalAlpha = 1;
@ -113,8 +113,8 @@ export class HUDMinerHighlight extends BaseHUDPart {
"<max_throughput>", "<max_throughput>",
formatItemsPerSecond(maxThroughput) formatItemsPerSecond(maxThroughput)
), ),
screenPos.x + 10 * scale, tooltipLocation.x + 10 * scale,
screenPos.y + 34 * scale tooltipLocation.y + 34 * scale
); );
} }
} }

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@ -5,9 +5,6 @@ import { lerp } from "../../core/utils";
/* dev:start */ /* dev:start */
import trailerPoints from "./trailer_points"; import trailerPoints from "./trailer_points";
import { gMetaBuildingRegistry } from "../../core/global_registries";
import { MetaBeltBaseBuilding } from "../buildings/belt_base";
import { MinerComponent } from "../components/miner";
const tickrate = 1 / 165; const tickrate = 1 / 165;

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@ -1,7 +1,6 @@
import { gMetaBuildingRegistry } from "../core/global_registries"; import { gMetaBuildingRegistry } from "../core/global_registries";
import { createLogger } from "../core/logging"; import { createLogger } from "../core/logging";
import { MetaBeltBuilding } from "./buildings/belt"; import { MetaBeltBuilding } from "./buildings/belt";
import { MetaBeltBaseBuilding } from "./buildings/belt_base";
import { enumCutterVariants, MetaCutterBuilding } from "./buildings/cutter"; import { enumCutterVariants, MetaCutterBuilding } from "./buildings/cutter";
import { MetaHubBuilding } from "./buildings/hub"; import { MetaHubBuilding } from "./buildings/hub";
import { enumMinerVariants, MetaMinerBuilding } from "./buildings/miner"; import { enumMinerVariants, MetaMinerBuilding } from "./buildings/miner";
@ -49,9 +48,9 @@ export function initMetaBuildingRegistry() {
gMetaBuildingRegistry.register(MetaReaderBuilding); gMetaBuildingRegistry.register(MetaReaderBuilding);
// Belt // Belt
registerBuildingVariant(1, MetaBeltBaseBuilding, defaultBuildingVariant, 0); registerBuildingVariant(1, MetaBeltBuilding, defaultBuildingVariant, 0);
registerBuildingVariant(2, MetaBeltBaseBuilding, defaultBuildingVariant, 1); registerBuildingVariant(2, MetaBeltBuilding, defaultBuildingVariant, 1);
registerBuildingVariant(3, MetaBeltBaseBuilding, defaultBuildingVariant, 2); registerBuildingVariant(3, MetaBeltBuilding, defaultBuildingVariant, 2);
// Splitter // Splitter
registerBuildingVariant(4, MetaSplitterBuilding); registerBuildingVariant(4, MetaSplitterBuilding);

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@ -7,13 +7,13 @@ import { AtlasSprite } from "../../core/sprites";
import { fastArrayDeleteValue } from "../../core/utils"; import { fastArrayDeleteValue } from "../../core/utils";
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector"; import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector";
import { BeltPath } from "../belt_path"; import { BeltPath } from "../belt_path";
import { arrayBeltVariantToRotation, MetaBeltBaseBuilding } from "../buildings/belt_base";
import { BeltComponent } from "../components/belt"; import { BeltComponent } from "../components/belt";
import { Entity } from "../entity"; import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter"; import { GameSystemWithFilter } from "../game_system_with_filter";
import { MapChunkView } from "../map_chunk_view"; import { MapChunkView } from "../map_chunk_view";
import { defaultBuildingVariant } from "../meta_building"; import { defaultBuildingVariant } from "../meta_building";
import { getCodeFromBuildingData } from "../building_codes"; import { getCodeFromBuildingData } from "../building_codes";
import { arrayBeltVariantToRotation, MetaBeltBuilding } from "../buildings/belt";
export const BELT_ANIM_COUNT = 14; export const BELT_ANIM_COUNT = 14;
@ -123,7 +123,7 @@ export class BeltSystem extends GameSystemWithFilter {
return; return;
} }
const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBaseBuilding); const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBuilding);
// Compute affected area // Compute affected area
const originalRect = staticComp.getTileSpaceBounds(); const originalRect = staticComp.getTileSpaceBounds();
const affectedArea = originalRect.expandedInAllDirections(1); const affectedArea = originalRect.expandedInAllDirections(1);

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@ -133,7 +133,7 @@ export class MainMenuState extends GameState {
!this.app.platformWrapper.getHasUnlimitedSavegames() !this.app.platformWrapper.getHasUnlimitedSavegames()
) { ) {
this.app.analytics.trackUiClick("importgame_slot_limit_show"); this.app.analytics.trackUiClick("importgame_slot_limit_show");
this.dialogs.showWarning(T.dialogs.oneSavegameLimit.title, T.dialogs.oneSavegameLimit.desc); this.showSavegameSlotLimit();
return; return;
} }
@ -522,6 +522,21 @@ export class MainMenuState extends GameState {
}); });
} }
/**
* Shows a hint that the slot limit has been reached
*/
showSavegameSlotLimit() {
const { getStandalone } = this.dialogs.showWarning(
T.dialogs.oneSavegameLimit.title,
T.dialogs.oneSavegameLimit.desc,
["cancel:bad", "getStandalone:good"]
);
getStandalone.add(() => {
this.app.analytics.trackUiClick("visit_steampage_from_slot_limit");
this.app.platformWrapper.openExternalLink(THIRDPARTY_URLS.standaloneStorePage);
});
}
onSettingsButtonClicked() { onSettingsButtonClicked() {
this.moveToState("SettingsState"); this.moveToState("SettingsState");
} }
@ -540,7 +555,7 @@ export class MainMenuState extends GameState {
!this.app.platformWrapper.getHasUnlimitedSavegames() !this.app.platformWrapper.getHasUnlimitedSavegames()
) { ) {
this.app.analytics.trackUiClick("startgame_slot_limit_show"); this.app.analytics.trackUiClick("startgame_slot_limit_show");
this.dialogs.showWarning(T.dialogs.oneSavegameLimit.title, T.dialogs.oneSavegameLimit.desc); this.showSavegameSlotLimit();
return; return;
} }