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Add virtual shape processing buildings
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151
src/js/game/buildings/virtual_processor.js
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151
src/js/game/buildings/virtual_processor.js
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import { Vector, enumDirection } from "../../core/vector";
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import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
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import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
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import { Entity } from "../entity";
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import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { GameRoot } from "../root";
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/** @enum {string} */
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export const enumVirtualProcessorVariants = {
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analyzer: "analyzer",
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rotater: "rotater",
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unstacker: "unstacker",
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shapecompare: "shapecompare",
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};
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/** @enum {string} */
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export const enumVariantToGate = {
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[defaultBuildingVariant]: enumLogicGateType.cutter,
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[enumVirtualProcessorVariants.analyzer]: enumLogicGateType.analyzer,
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[enumVirtualProcessorVariants.rotater]: enumLogicGateType.rotater,
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[enumVirtualProcessorVariants.unstacker]: enumLogicGateType.unstacker,
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[enumVirtualProcessorVariants.shapecompare]: enumLogicGateType.shapecompare,
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};
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export class MetaVirtualProcessorBuilding extends MetaBuilding {
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constructor() {
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super("virtual_processor");
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}
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getSilhouetteColor() {
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return "#823cab";
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}
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/**
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* @param {GameRoot} root
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*/
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getIsUnlocked(root) {
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// @todo
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return true;
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}
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/** @returns {"wires"} **/
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getLayer() {
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return "wires";
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}
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getDimensions() {
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return new Vector(1, 1);
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}
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getAvailableVariants() {
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return [
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defaultBuildingVariant,
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enumVirtualProcessorVariants.rotater,
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enumVirtualProcessorVariants.unstacker,
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enumVirtualProcessorVariants.analyzer,
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enumVirtualProcessorVariants.shapecompare,
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];
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}
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getRenderPins() {
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// We already have it included
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return false;
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}
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/**
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*
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* @param {Entity} entity
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* @param {number} rotationVariant
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*/
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updateVariants(entity, rotationVariant, variant) {
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const gateType = enumVariantToGate[variant];
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entity.components.LogicGate.type = gateType;
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const pinComp = entity.components.WiredPins;
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switch (gateType) {
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case enumLogicGateType.cutter:
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case enumLogicGateType.analyzer:
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case enumLogicGateType.unstacker: {
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pinComp.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.left,
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type: enumPinSlotType.logicalEjector,
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},
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{
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pos: new Vector(0, 0),
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direction: enumDirection.right,
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type: enumPinSlotType.logicalEjector,
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},
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{
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pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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break;
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}
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case enumLogicGateType.rotater: {
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pinComp.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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type: enumPinSlotType.logicalEjector,
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},
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{
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pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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break;
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}
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case enumLogicGateType.shapecompare: {
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pinComp.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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type: enumPinSlotType.logicalEjector,
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},
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{
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pos: new Vector(0, 0),
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direction: enumDirection.left,
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type: enumPinSlotType.logicalAcceptor,
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},
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{
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pos: new Vector(0, 0),
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direction: enumDirection.right,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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break;
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}
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default:
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assertAlways("unknown logic gate type: " + gateType);
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}
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}
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/**
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* Creates the entity at the given location
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* @param {Entity} entity
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*/
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setupEntityComponents(entity) {
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entity.addComponent(
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new WiredPinsComponent({
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slots: [],
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})
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);
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entity.addComponent(new LogicGateComponent({}));
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}
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}
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