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Added a button to clear all non fixed buildings in both modes (#1229)

* added the new splitter

* Update base-en.yaml

* added clear buildings button to both game modes

* Minor cleanups and added translation for new button
This commit is contained in:
Sense101 2021-06-24 17:41:37 +01:00 committed by GitHub
parent 6efbdc6ad1
commit 1c23549b39
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 70 additions and 7 deletions

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@ -57,6 +57,15 @@
}
}
}
> .buildingsButton {
display: grid;
align-items: center;
@include S(margin-top, 4px);
> button {
@include SuperSmallText;
}
}
}
}
}

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@ -13,7 +13,7 @@
> .section {
display: grid;
@include S(grid-gap, 10px);
@include S(grid-gap, 5px);
grid-auto-flow: row;
> button {

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@ -9,6 +9,8 @@ import { makeDiv } from "../../../core/utils";
import { T } from "../../../translations";
import { StaticMapEntityComponent } from "../../components/static_map_entity";
import { BaseHUDPart } from "../base_hud_part";
import { gMetaBuildingRegistry } from "../../../core/global_registries";
import { MetaBlockBuilding } from "../../buildings/block";
const logger = createLogger("puzzle-editor");
@ -43,8 +45,13 @@ export class HUDPuzzleEditorSettings extends BaseHUDPart {
<div class="buttonBar">
<button class="styledButton trim">${T.ingame.puzzleEditorSettings.trimZone}</button>
<button class="styledButton clear">${T.ingame.puzzleEditorSettings.clearItems}</button>
<button class="styledButton clearItems">${T.ingame.puzzleEditorSettings.clearItems}</button>
</div>
<div class="buildingsButton">
<button class="styledButton clearBuildings">${T.ingame.puzzleEditorSettings.clearBuildings}</button>
</div>
</div>`
);
@ -53,14 +60,35 @@ export class HUDPuzzleEditorSettings extends BaseHUDPart {
bind(".zoneHeight .minus", () => this.modifyZone(0, -1));
bind(".zoneHeight .plus", () => this.modifyZone(0, 1));
bind("button.trim", this.trim);
bind("button.clear", this.clear);
bind("button.clearItems", this.clearItems);
bind("button.clearBuildings", this.clearBuildings);
}
}
clear() {
clearItems() {
this.root.logic.clearAllBeltsAndItems();
}
clearBuildings() {
for (const entity of this.root.entityMgr.getAllWithComponent(StaticMapEntityComponent)) {
const staticComp = entity.components.StaticMapEntity;
const signalComp = entity.components.ConstantSignal;
const goalComp = entity.components.GoalAcceptor;
if (
signalComp ||
goalComp ||
staticComp.getMetaBuilding().id === gMetaBuildingRegistry.findByClass(MetaBlockBuilding).id
) {
continue;
}
this.root.map.removeStaticEntity(entity);
this.root.entityMgr.destroyEntity(entity);
}
this.root.entityMgr.processDestroyList();
}
trim() {
// Now, find the center
const buildings = this.root.entityMgr.entities.slice();

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@ -1,6 +1,9 @@
import { gMetaBuildingRegistry } from "../../../core/global_registries";
import { createLogger } from "../../../core/logging";
import { makeDiv } from "../../../core/utils";
import { T } from "../../../translations";
import { MetaBlockBuilding } from "../../buildings/block";
import { StaticMapEntityComponent } from "../../components/static_map_entity";
import { BaseHUDPart } from "../base_hud_part";
const logger = createLogger("puzzle-play");
@ -17,19 +20,41 @@ export class HUDPuzzlePlaySettings extends BaseHUDPart {
null,
["section"],
`
<button class="styledButton clear">${T.ingame.puzzleEditorSettings.clearItems}</button>
<button class="styledButton clearItems">${T.ingame.puzzleEditorSettings.clearItems}</button>
<button class="styledButton clearBuildings">${T.ingame.puzzleEditorSettings.clearBuildings}</button>
`
);
bind("button.clear", this.clear);
bind("button.clearItems", this.clearItems);
bind("button.clearBuildings", this.clearBuildings);
}
}
clear() {
clearItems() {
this.root.logic.clearAllBeltsAndItems();
}
clearBuildings() {
for (const entity of this.root.entityMgr.getAllWithComponent(StaticMapEntityComponent)) {
const staticComp = entity.components.StaticMapEntity;
const signalComp = entity.components.ConstantSignal;
const goalComp = entity.components.GoalAcceptor;
if (
signalComp ||
goalComp ||
staticComp.getMetaBuilding().id === gMetaBuildingRegistry.findByClass(MetaBlockBuilding).id
) {
continue;
}
this.root.map.removeStaticEntity(entity);
this.root.entityMgr.destroyEntity(entity);
}
this.root.entityMgr.processDestroyList();
}
initialize() {
this.visible = true;
}

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@ -632,6 +632,7 @@ ingame:
zoneHeight: Height
trimZone: Trim
clearItems: Clear Items
clearBuildings: Clear Buildings
share: Share
report: Report