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Merge branch 'master' into master

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BaleineSanguine 2020-09-24 17:58:48 +02:00 committed by GitHub
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128 changed files with 2425 additions and 2620 deletions

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@ -92,6 +92,28 @@ This project is based on ES5. Some ES2015 features are used but most of them are
4. Add the system in `src/js/game/game_system_manager.js` (To `this.systems` and also call `add` in the `internalInitSystems()` method)
5. If your system should draw stuff, this is a bit more complicated. Have a look at existing systems on how they do it.
#### Checklist for a new building / testing it
This is a quick checklist, if a new building is added this points should be fulfilled:
2. The translation for all variants is done and finalized
3. The artwork (regular sprite) is finalized
4. The blueprint sprite has been generated and is up to date
5. The building has been added to the appropriate toolbar
6. The building has a keybinding which makes sense
7. The building has a reward assigned and is unlocked at a meaningful point
8. The reward for the building has a proper translation
9. The reward for the building has a proper image
10. The building has a proper tutorial image assigned
11. The buliding has a proper toolbar icon
12. The reward requires a proper shape
13. The building has a proper silhouette color
14. The building has a proper matrix for being rendered on the minimap
15. The building has proper statistics in the dialog
16. The building properly contributes to the shapes produced analytics
17. The building is properly persisted in the savegame
18. The building is explained properly, ideally via an interactive tutorial
### Assets
For most assets I use Adobe Photoshop, you can find them in `assets/`.

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@ -1,96 +0,0 @@
// Converts the atlas description to a JSON file
String.prototype.replaceAll = function (search, replacement) {
var target = this;
return target.split(search).join(replacement);
};
const fs = require("fs");
const path = require("path");
const folder = path.join(__dirname, "res_built", "atlas");
const files = fs.readdirSync(folder);
const metadata = [];
files.forEach(filename => {
if (filename.endsWith(".atlas")) {
// Read content
const content = fs.readFileSync(path.join(folder, filename), "ascii");
const lines = content.replaceAll("\r", "").replaceAll("\t", "").split("\n");
const readLine = () => lines.splice(0, 1)[0];
const readValue = () => readLine().replaceAll(" ", "").split(":")[1];
const readVector = () =>
readValue()
.split(",")
.map(d => parseInt(d, 10));
let maxAtlas = 100;
atlasLoop: while (maxAtlas-- > 0 && lines.length >= 7) {
const result = {
entries: [],
};
// Extract header
const header_fileStart = readLine();
const header_fileName = readLine();
const header_size = readVector();
const header_format = readLine();
const header_filter = readLine();
const header_repeat = readLine();
const baseAtlasName = header_fileName.replace(".png", "");
// Store size
result.size = header_size;
lineLoop: while (lines.length >= 7) {
const entryResult = {};
const nextLine = lines[0];
if (nextLine.length === 0) {
break;
}
const entry_fileName = readLine() + ".png";
const entry_rotate = readValue();
const entry_xy = readVector();
const entry_size = readVector();
const entry_orig = readVector();
const entry_offset = readVector();
const entry_index = readValue();
entryResult.filename = entry_fileName;
entryResult.xy = entry_xy;
entryResult.size = entry_size;
// entryResult.offset = entry_offset;
entryResult.origSize = entry_orig;
let offset = [0, 0];
// GDX Atlas packer uses 1 - y coordinates. This sucks, and we have to convert it
offset[0] = entry_offset[0];
offset[1] = entry_orig[1] - entry_offset[1] - entry_size[1];
entryResult.offset = offset;
result.entries.push(entryResult);
}
console.log("[Atlas]", "'" + baseAtlasName + "'", "has", result.entries.length, "entries");
// fs.writeFileSync(path.join(folder, baseAtlasName + ".gen.json"), JSON.stringify(result));
metadata.push({
filename: baseAtlasName + ".png",
entries: result,
});
}
}
});
fs.writeFileSync(path.join(folder, "meta.gen.json"), JSON.stringify(metadata, null, 4));

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@ -1,148 +1,141 @@
// @ts-ignore
const path = require("path");
// Globs for non-ui resources
const nonImageResourcesGlobs = ["../res/**/*.woff2", "../res/*.ico", "../res/**/*.webm"];
// Globs for ui resources
const imageResourcesGlobs = ["../res/**/*.png", "../res/**/*.svg", "../res/**/*.jpg", "../res/**/*.gif"];
function gulptasksImageResources($, gulp, buildFolder) {
// Lossless options
const minifyImagesOptsLossless = () => [
$.imageminJpegtran({
progressive: true,
}),
$.imagemin.svgo({}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Lossy options
const minifyImagesOpts = () => [
$.imagemin.mozjpeg({
quality: 80,
maxMemory: 1024 * 1024 * 8,
}),
$.imagemin.svgo({}),
$.imageminPngquant({
speed: 1,
strip: true,
quality: [0.65, 0.9],
dithering: false,
verbose: false,
}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Where the resources folder are
const resourcesDestFolder = path.join(buildFolder, "res");
/**
* Determines if an atlas must use lossless compression
* @param {string} fname
*/
function fileMustBeLossless(fname) {
return fname.indexOf("lossless") >= 0;
}
/////////////// ATLAS /////////////////////
// Copies the atlas to the final destination
gulp.task("imgres.atlas", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe($.cached("imgres.atlas"))
.pipe(gulp.dest(resourcesDestFolder));
});
// Copies the atlas to the final destination after optimizing it (lossy compression)
gulp.task("imgres.atlasOptimized", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe($.cached("imgres.atlasOptimized"))
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(resourcesDestFolder));
});
//////////////////// RESOURCES //////////////////////
// Copies all resources which are no ui resources
gulp.task("imgres.copyNonImageResources", () => {
return gulp
.src(nonImageResourcesGlobs)
.pipe($.cached("imgres.copyNonImageResources"))
.pipe(gulp.dest(resourcesDestFolder));
});
// Copies all ui resources
gulp.task("imgres.copyImageResources", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("copyImageResources"))
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all ui resources and optimizes them
gulp.task("imgres.copyImageResourcesOptimized", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("imgres.copyImageResourcesOptimized"))
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all resources and optimizes them
gulp.task(
"imgres.allOptimized",
gulp.parallel(
"imgres.atlasOptimized",
"imgres.copyNonImageResources",
"imgres.copyImageResourcesOptimized"
)
);
// Cleans up unused images which are instead inline into the css
gulp.task("imgres.cleanupUnusedCssInlineImages", () => {
return gulp
.src(
[
path.join(buildFolder, "res", "ui", "**", "*.png"),
path.join(buildFolder, "res", "ui", "**", "*.jpg"),
path.join(buildFolder, "res", "ui", "**", "*.svg"),
path.join(buildFolder, "res", "ui", "**", "*.gif"),
],
{ read: false }
)
.pipe($.if(fname => fname.history[0].indexOf("noinline") < 0, $.clean({ force: true })));
});
}
module.exports = {
nonImageResourcesGlobs,
imageResourcesGlobs,
gulptasksImageResources,
};
// @ts-ignore
const path = require("path");
// Globs for non-ui resources
const nonImageResourcesGlobs = ["../res/**/*.woff2", "../res/*.ico", "../res/**/*.webm"];
// Globs for ui resources
const imageResourcesGlobs = ["../res/**/*.png", "../res/**/*.svg", "../res/**/*.jpg", "../res/**/*.gif"];
function gulptasksImageResources($, gulp, buildFolder) {
// Lossless options
const minifyImagesOptsLossless = () => [
$.imageminJpegtran({
progressive: true,
}),
$.imagemin.svgo({}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Lossy options
const minifyImagesOpts = () => [
$.imagemin.mozjpeg({
quality: 80,
maxMemory: 1024 * 1024 * 8,
}),
$.imagemin.svgo({}),
$.imageminPngquant({
speed: 1,
strip: true,
quality: [0.65, 0.9],
dithering: false,
verbose: false,
}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Where the resources folder are
const resourcesDestFolder = path.join(buildFolder, "res");
/**
* Determines if an atlas must use lossless compression
* @param {string} fname
*/
function fileMustBeLossless(fname) {
return fname.indexOf("lossless") >= 0;
}
/////////////// ATLAS /////////////////////
// Copies the atlas to the final destination
gulp.task("imgres.atlas", () => {
return gulp.src(["../res_built/atlas/*.png"]).pipe(gulp.dest(resourcesDestFolder));
});
// Copies the atlas to the final destination after optimizing it (lossy compression)
gulp.task("imgres.atlasOptimized", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(resourcesDestFolder));
});
//////////////////// RESOURCES //////////////////////
// Copies all resources which are no ui resources
gulp.task("imgres.copyNonImageResources", () => {
return gulp.src(nonImageResourcesGlobs).pipe(gulp.dest(resourcesDestFolder));
});
// Copies all ui resources
gulp.task("imgres.copyImageResources", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("imgres.copyImageResources"))
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all ui resources and optimizes them
gulp.task("imgres.copyImageResourcesOptimized", () => {
return gulp
.src(imageResourcesGlobs)
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all resources and optimizes them
gulp.task(
"imgres.allOptimized",
gulp.parallel(
"imgres.atlasOptimized",
"imgres.copyNonImageResources",
"imgres.copyImageResourcesOptimized"
)
);
// Cleans up unused images which are instead inline into the css
gulp.task("imgres.cleanupUnusedCssInlineImages", () => {
return gulp
.src(
[
path.join(buildFolder, "res", "ui", "**", "*.png"),
path.join(buildFolder, "res", "ui", "**", "*.jpg"),
path.join(buildFolder, "res", "ui", "**", "*.svg"),
path.join(buildFolder, "res", "ui", "**", "*.gif"),
],
{ read: false }
)
.pipe($.if(fname => fname.history[0].indexOf("noinline") < 0, $.clean({ force: true })));
});
}
module.exports = {
nonImageResourcesGlobs,
imageResourcesGlobs,
gulptasksImageResources,
};

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@ -18,7 +18,7 @@ function gulptasksSounds($, gulp, buildFolder) {
function getFileCacheValue(file) {
const { _isVinyl, base, cwd, contents, history, stat, path } = file;
const encodedContents = Buffer.from(contents).toString('base64');
const encodedContents = Buffer.from(contents).toString("base64");
return { _isVinyl, base, cwd, contents: encodedContents, history, stat, path };
}
@ -118,7 +118,6 @@ function gulptasksSounds($, gulp, buildFolder) {
return gulp
.src(path.join(builtSoundsDir, "**", "*.mp3"))
.pipe($.plumber())
.pipe($.cached("sounds.copy"))
.pipe(gulp.dest(path.join(buildFolder, "res", "sounds")));
});

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@ -104,7 +104,7 @@
</struct>
</struct>
<key>shapePadding</key>
<uint>0</uint>
<uint>2</uint>
<key>jpgQuality</key>
<uint>80</uint>
<key>pngOptimizationLevel</key>
@ -118,7 +118,7 @@
<key>textureFormat</key>
<enum type="SettingsBase::TextureFormat">png</enum>
<key>borderPadding</key>
<uint>1</uint>
<uint>3</uint>
<key>maxTextureSize</key>
<QSize>
<key>width</key>
@ -197,7 +197,7 @@
<key>scaleMode</key>
<enum type="ScaleMode">Smooth</enum>
<key>extrude</key>
<uint>3</uint>
<uint>2</uint>
<key>trimThreshold</key>
<uint>2</uint>
<key>trimMargin</key>
@ -257,16 +257,20 @@
<key type="filename">sprites/belt/built/right_7.png</key>
<key type="filename">sprites/belt/built/right_8.png</key>
<key type="filename">sprites/belt/built/right_9.png</key>
<key type="filename">sprites/blueprints/analyzer.png</key>
<key type="filename">sprites/blueprints/balancer-merger-inverse.png</key>
<key type="filename">sprites/blueprints/balancer-merger.png</key>
<key type="filename">sprites/blueprints/balancer-splitter-inverse.png</key>
<key type="filename">sprites/blueprints/balancer-splitter.png</key>
<key type="filename">sprites/blueprints/belt_left.png</key>
<key type="filename">sprites/blueprints/belt_right.png</key>
<key type="filename">sprites/blueprints/belt_top.png</key>
<key type="filename">sprites/blueprints/comparator.png</key>
<key type="filename">sprites/blueprints/constant_signal.png</key>
<key type="filename">sprites/blueprints/display.png</key>
<key type="filename">sprites/blueprints/lever.png</key>
<key type="filename">sprites/blueprints/logic_gate-not.png</key>
<key type="filename">sprites/blueprints/logic_gate-or.png</key>
<key type="filename">sprites/blueprints/logic_gate-transistor.png</key>
<key type="filename">sprites/blueprints/logic_gate-xor.png</key>
<key type="filename">sprites/blueprints/logic_gate.png</key>
<key type="filename">sprites/blueprints/miner-chainable.png</key>
@ -275,67 +279,62 @@
<key type="filename">sprites/blueprints/rotater-ccw.png</key>
<key type="filename">sprites/blueprints/rotater-rotate180.png</key>
<key type="filename">sprites/blueprints/rotater.png</key>
<key type="filename">sprites/blueprints/transistor-mirrored.png</key>
<key type="filename">sprites/blueprints/transistor.png</key>
<key type="filename">sprites/blueprints/trash.png</key>
<key type="filename">sprites/blueprints/underground_belt_entry-tier2.png</key>
<key type="filename">sprites/blueprints/underground_belt_entry.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit-tier2.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit.png</key>
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
<key type="filename">sprites/blueprints/virtual_processor-painter.png</key>
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
<key type="filename">sprites/blueprints/virtual_processor-stacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor.png</key>
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
<key type="filename">sprites/blueprints/wire_tunnel.png</key>
<key type="filename">sprites/buildings/analyzer.png</key>
<key type="filename">sprites/buildings/balancer-merger-inverse.png</key>
<key type="filename">sprites/buildings/balancer-merger.png</key>
<key type="filename">sprites/buildings/balancer-splitter-inverse.png</key>
<key type="filename">sprites/buildings/balancer-splitter.png</key>
<key type="filename">sprites/buildings/comparator.png</key>
<key type="filename">sprites/buildings/constant_signal.png</key>
<key type="filename">sprites/buildings/display.png</key>
<key type="filename">sprites/buildings/lever.png</key>
<key type="filename">sprites/buildings/logic_gate-not.png</key>
<key type="filename">sprites/buildings/logic_gate-or.png</key>
<key type="filename">sprites/buildings/logic_gate-transistor.png</key>
<key type="filename">sprites/buildings/logic_gate-xor.png</key>
<key type="filename">sprites/buildings/logic_gate.png</key>
<key type="filename">sprites/buildings/miner-chainable.png</key>
<key type="filename">sprites/buildings/reader.png</key>
<key type="filename">sprites/buildings/rotater-ccw.png</key>
<key type="filename">sprites/buildings/rotater-rotate180.png</key>
<key type="filename">sprites/buildings/transistor-mirrored.png</key>
<key type="filename">sprites/buildings/transistor.png</key>
<key type="filename">sprites/buildings/underground_belt_entry-tier2.png</key>
<key type="filename">sprites/buildings/underground_belt_entry.png</key>
<key type="filename">sprites/buildings/underground_belt_exit-tier2.png</key>
<key type="filename">sprites/buildings/underground_belt_exit.png</key>
<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
<key type="filename">sprites/buildings/virtual_processor-painter.png</key>
<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
<key type="filename">sprites/buildings/virtual_processor-stacker.png</key>
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
<key type="filename">sprites/buildings/virtual_processor.png</key>
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
<key type="filename">sprites/buildings/wire_tunnel.png</key>
<key type="filename">sprites/misc/reader_overlay.png</key>
<key type="filename">sprites/wires/lever_on.png</key>
<key type="filename">sprites/wires/sets/color_cross.png</key>
<key type="filename">sprites/wires/sets/color_forward.png</key>
<key type="filename">sprites/wires/sets/color_split.png</key>
<key type="filename">sprites/wires/sets/color_turn.png</key>
<key type="filename">sprites/wires/sets/conflict_cross.png</key>
<key type="filename">sprites/wires/sets/conflict_forward.png</key>
<key type="filename">sprites/wires/sets/conflict_split.png</key>
<key type="filename">sprites/wires/sets/conflict_turn.png</key>
<key type="filename">sprites/wires/sets/regular_cross.png</key>
<key type="filename">sprites/wires/sets/regular_forward.png</key>
<key type="filename">sprites/wires/sets/regular_split.png</key>
<key type="filename">sprites/wires/sets/regular_turn.png</key>
<key type="filename">sprites/wires/sets/shape_cross.png</key>
<key type="filename">sprites/wires/sets/shape_forward.png</key>
<key type="filename">sprites/wires/sets/shape_split.png</key>
<key type="filename">sprites/wires/sets/shape_turn.png</key>
<key type="filename">sprites/wires/sets/first_cross.png</key>
<key type="filename">sprites/wires/sets/first_forward.png</key>
<key type="filename">sprites/wires/sets/first_split.png</key>
<key type="filename">sprites/wires/sets/first_turn.png</key>
<key type="filename">sprites/wires/sets/second_cross.png</key>
<key type="filename">sprites/wires/sets/second_forward.png</key>
<key type="filename">sprites/wires/sets/second_split.png</key>
<key type="filename">sprites/wires/sets/second_turn.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
@ -374,34 +373,6 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/belt_left.png</key>
<key type="filename">sprites/blueprints/belt_right.png</key>
<key type="filename">sprites/blueprints/belt_top.png</key>
<key type="filename">sprites/blueprints/wire-cross.png</key>
<key type="filename">sprites/blueprints/wire-split.png</key>
<key type="filename">sprites/blueprints/wire-turn.png</key>
<key type="filename">sprites/blueprints/wire.png</key>
<key type="filename">sprites/buildings/belt_left.png</key>
<key type="filename">sprites/buildings/belt_right.png</key>
<key type="filename">sprites/buildings/belt_top.png</key>
<key type="filename">sprites/buildings/wire-cross.png</key>
<key type="filename">sprites/buildings/wire-split.png</key>
<key type="filename">sprites/buildings/wire-turn.png</key>
<key type="filename">sprites/buildings/wire.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
<key>spriteScale</key>
<double>1</double>
<key>scale9Enabled</key>
<false/>
<key>scale9Borders</key>
<rect>32,32,63,63</rect>
<key>scale9Paddings</key>
<rect>32,32,63,63</rect>
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/cutter-quad.png</key>
<key type="filename">sprites/blueprints/painter-quad.png</key>
<key type="filename">sprites/buildings/cutter-quad.png</key>
@ -421,8 +392,9 @@
<false/>
</struct>
<key type="filename">sprites/blueprints/painter-double.png</key>
<key type="filename">sprites/blueprints/trash-storage.png</key>
<key type="filename">sprites/blueprints/storage.png</key>
<key type="filename">sprites/buildings/painter-double.png</key>
<key type="filename">sprites/buildings/storage.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
@ -437,6 +409,23 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/buildings/belt_left.png</key>
<key type="filename">sprites/buildings/belt_right.png</key>
<key type="filename">sprites/buildings/belt_top.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
<key>spriteScale</key>
<double>1</double>
<key>scale9Enabled</key>
<false/>
<key>scale9Borders</key>
<rect>32,32,63,63</rect>
<key>scale9Paddings</key>
<rect>32,32,63,63</rect>
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/buildings/cutter.png</key>
<key type="filename">sprites/buildings/mixer.png</key>
<key type="filename">sprites/buildings/painter.png</key>
@ -492,21 +481,6 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/buildings/trash-storage.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
<key>spriteScale</key>
<double>1</double>
<key>scale9Enabled</key>
<false/>
<key>scale9Borders</key>
<rect>144,144,288,288</rect>
<key>scale9Paddings</key>
<rect>144,144,288,288</rect>
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/colors/blue.png</key>
<key type="filename">sprites/colors/cyan.png</key>
<key type="filename">sprites/colors/green.png</key>

View File

@ -1,226 +1,212 @@
/**
*
* Run `yarn global add canvas` first
*/
const { createCanvas } = require("canvas");
const fs = require("fs");
const path = require("path");
const outputFolder = path.join(__dirname, "..", "wires", "sets");
const dimensions = 192;
const lineSize = 12;
const lowerLineSize = 20;
function hexToRGB(h) {
let r = 0,
g = 0,
b = 0;
// 3 digits
if (h.length == 4) {
r = "0x" + h[1] + h[1];
g = "0x" + h[2] + h[2];
b = "0x" + h[3] + h[3];
// 6 digits
} else if (h.length == 7) {
r = "0x" + h[1] + h[2];
g = "0x" + h[3] + h[4];
b = "0x" + h[5] + h[6];
}
return [+r, +g, +b];
}
function RGBToHSL(r, g, b) {
// Make r, g, and b fractions of 1
r /= 255;
g /= 255;
b /= 255;
// Find greatest and smallest channel values
let cmin = Math.min(r, g, b),
cmax = Math.max(r, g, b),
delta = cmax - cmin,
h = 0,
s = 0,
l = 0;
// Calculate hue
// No difference
if (delta == 0) h = 0;
// Red is max
else if (cmax == r) h = ((g - b) / delta) % 6;
// Green is max
else if (cmax == g) h = (b - r) / delta + 2;
// Blue is max
else h = (r - g) / delta + 4;
h = Math.round(h * 60);
// Make negative hues positive behind 360°
if (h < 0) h += 360;
// Calculate lightness
l = (cmax + cmin) / 2;
// Calculate saturation
s = delta == 0 ? 0 : delta / (1 - Math.abs(2 * l - 1));
// Multiply l and s by 100
s = +(s * 100).toFixed(1);
l = +(l * 100).toFixed(1);
return [h, s, l];
}
function HSLToRGB(h, s, l) {
// Must be fractions of 1
s /= 100;
l /= 100;
let c = (1 - Math.abs(2 * l - 1)) * s,
x = c * (1 - Math.abs(((h / 60) % 2) - 1)),
m = l - c / 2,
r = 0,
g = 0,
b = 0;
if (0 <= h && h < 60) {
r = c;
g = x;
b = 0;
} else if (60 <= h && h < 120) {
r = x;
g = c;
b = 0;
} else if (120 <= h && h < 180) {
r = 0;
g = c;
b = x;
} else if (180 <= h && h < 240) {
r = 0;
g = x;
b = c;
} else if (240 <= h && h < 300) {
r = x;
g = 0;
b = c;
} else if (300 <= h && h < 360) {
r = c;
g = 0;
b = x;
}
r = Math.round((r + m) * 255);
g = Math.round((g + m) * 255);
b = Math.round((b + m) * 255);
return [r, g, b];
}
async function run() {
console.log("Running");
const variants = {
regular: "#25fff2",
color: "#eba458",
shape: "#8858eb",
conflict: "#ff3e3e",
};
const promises = [];
for (const variantId in variants) {
const variantColor = variants[variantId];
const variantHSL = RGBToHSL(...hexToRGB(variantColor));
const darkenedColor = HSLToRGB(variantHSL[0], variantHSL[1] - 15, variantHSL[2] - 20);
const hexDarkenedColor = "rgb(" + darkenedColor.join(",") + ")";
console.log(variantColor, "->", hexToRGB(variantColor), variantHSL, "->", darkenedColor);
const parts = {
forward: [[0.5, 0, 0.5, 1]],
turn: [
[0.5, 0.5, 0.5, 1],
[0.5, 0.5, 1, 0.5],
],
split: [
[0.5, 0.5, 0.5, 1],
[0, 0.5, 1, 0.5],
],
cross: [
[0, 0.5, 1, 0.5],
[0.5, 0, 0.5, 1],
],
};
for (const partId in parts) {
const partLines = parts[partId];
const canvas = createCanvas(dimensions, dimensions);
const context = canvas.getContext("2d");
context.quality = "best";
context.clearRect(0, 0, dimensions, dimensions);
context.strokeStyle = hexDarkenedColor;
context.lineWidth = lowerLineSize;
context.lineCap = "square";
context.imageSmoothingEnabled = false;
// Draw lower lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
context.strokeStyle = variantColor;
context.lineWidth = lineSize;
// Draw upper lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
const out = fs.createWriteStream(path.join(outputFolder, variantId + "_" + partId + ".png"));
const stream = canvas.createPNGStream();
stream.pipe(out);
promises.push(new Promise(resolve => stream.on("end", resolve)));
}
}
console.log("Waiting for completion");
await Promise.all(promises);
// Also wait a bit more
await new Promise(resolve => setTimeout(resolve, 1000));
console.log("Copying files to all locations");
// // Copy other files
fs.copyFileSync(
path.join(outputFolder, "regular_forward.png"),
path.join(__dirname, "..", "buildings", "wire.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_turn.png"),
path.join(__dirname, "..", "buildings", "wire-turn.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_split.png"),
path.join(__dirname, "..", "buildings", "wire-split.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_cross.png"),
path.join(__dirname, "..", "buildings", "wire-cross.png")
);
console.log("Done!");
}
run();
/**
*
* Run `yarn global add canvas` first
*/
const { createCanvas } = require("canvas");
const fs = require("fs");
const path = require("path");
const outputFolder = path.join(__dirname, "..", "wires", "sets");
const dimensions = 192;
const lineSize = 14;
const lowerLineSize = 32;
const variants = {
first: "#61ef6f",
second: "#5fb2f1",
conflict: "#f74c4c",
};
function hexToRGB(h) {
let r = 0,
g = 0,
b = 0;
// 3 digits
if (h.length == 4) {
r = "0x" + h[1] + h[1];
g = "0x" + h[2] + h[2];
b = "0x" + h[3] + h[3];
// 6 digits
} else if (h.length == 7) {
r = "0x" + h[1] + h[2];
g = "0x" + h[3] + h[4];
b = "0x" + h[5] + h[6];
}
return [+r, +g, +b];
}
function RGBToHSL(r, g, b) {
// Make r, g, and b fractions of 1
r /= 255;
g /= 255;
b /= 255;
// Find greatest and smallest channel values
let cmin = Math.min(r, g, b),
cmax = Math.max(r, g, b),
delta = cmax - cmin,
h = 0,
s = 0,
l = 0;
// Calculate hue
// No difference
if (delta == 0) h = 0;
// Red is max
else if (cmax == r) h = ((g - b) / delta) % 6;
// Green is max
else if (cmax == g) h = (b - r) / delta + 2;
// Blue is max
else h = (r - g) / delta + 4;
h = Math.round(h * 60);
// Make negative hues positive behind 360°
if (h < 0) h += 360;
// Calculate lightness
l = (cmax + cmin) / 2;
// Calculate saturation
s = delta == 0 ? 0 : delta / (1 - Math.abs(2 * l - 1));
// Multiply l and s by 100
s = +(s * 100).toFixed(1);
l = +(l * 100).toFixed(1);
return [h, s, l];
}
function HSLToRGB(h, s, l) {
// Must be fractions of 1
s /= 100;
l /= 100;
let c = (1 - Math.abs(2 * l - 1)) * s,
x = c * (1 - Math.abs(((h / 60) % 2) - 1)),
m = l - c / 2,
r = 0,
g = 0,
b = 0;
if (0 <= h && h < 60) {
r = c;
g = x;
b = 0;
} else if (60 <= h && h < 120) {
r = x;
g = c;
b = 0;
} else if (120 <= h && h < 180) {
r = 0;
g = c;
b = x;
} else if (180 <= h && h < 240) {
r = 0;
g = x;
b = c;
} else if (240 <= h && h < 300) {
r = x;
g = 0;
b = c;
} else if (300 <= h && h < 360) {
r = c;
g = 0;
b = x;
}
r = Math.round((r + m) * 255);
g = Math.round((g + m) * 255);
b = Math.round((b + m) * 255);
return [r, g, b];
}
async function run() {
console.log("Running");
const promises = [];
for (const variantId in variants) {
const variantColor = variants[variantId];
const variantHSL = RGBToHSL(...hexToRGB(variantColor));
const darkenedColor = HSLToRGB(variantHSL[0], variantHSL[1] - 15, variantHSL[2] - 20);
const hexDarkenedColor = "rgb(" + darkenedColor.join(",") + ")";
console.log(variantColor, "->", hexToRGB(variantColor), variantHSL, "->", darkenedColor);
const parts = {
forward: [[0.5, 0, 0.5, 1]],
turn: [
[0.5, 0.5, 0.5, 1],
[0.5, 0.5, 1, 0.5],
],
split: [
[0.5, 0.5, 0.5, 1],
[0, 0.5, 1, 0.5],
],
cross: [
[0, 0.5, 1, 0.5],
[0.5, 0, 0.5, 1],
],
};
for (const partId in parts) {
const partLines = parts[partId];
const canvas = createCanvas(dimensions, dimensions);
const context = canvas.getContext("2d");
context.quality = "best";
context.clearRect(0, 0, dimensions, dimensions);
const lineCanvas = createCanvas(dimensions, dimensions);
const lineContext = lineCanvas.getContext("2d");
lineContext.quality = "best";
lineContext.clearRect(0, 0, dimensions, dimensions);
lineContext.strokeStyle = hexDarkenedColor;
lineContext.lineWidth = lowerLineSize;
lineContext.lineCap = "square";
lineContext.imageSmoothingEnabled = false;
// Draw lower lines
partLines.forEach(([x1, y1, x2, y2]) => {
lineContext.beginPath();
lineContext.moveTo(x1 * dimensions, y1 * dimensions);
lineContext.lineTo(x2 * dimensions, y2 * dimensions);
lineContext.stroke();
});
context.globalAlpha = 0.4;
context.drawImage(lineCanvas, 0, 0, dimensions, dimensions);
context.globalAlpha = 1;
context.imageSmoothingEnabled = false;
context.lineCap = "square";
context.strokeStyle = variantColor;
context.lineWidth = lineSize;
// Draw upper lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
const out = fs.createWriteStream(path.join(outputFolder, variantId + "_" + partId + ".png"));
const stream = canvas.createPNGStream();
stream.pipe(out);
promises.push(new Promise(resolve => stream.on("end", resolve)));
}
}
console.log("Waiting for completion");
await Promise.all(promises);
console.log("Done!");
}
run();

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@ -1,110 +1,92 @@
# Requirements: numpy, scipy, Pillow,
from __future__ import print_function
import sys
import numpy as np
from scipy import ndimage
from PIL import Image, ImageFilter, ImageChops
import math
from os import listdir
from os.path import isdir, isfile
roberts_cross_v = np.array([[0, 0, 0],
[0, 1, 0],
[0, 0, -1]])
roberts_cross_h = np.array([[0, 0, 0],
[0, 0, 1],
[0, -1, 0]])
def rgb2gray(rgb):
return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
def save_image(data, outfilename, src_image):
img = Image.fromarray(np.asarray(
np.clip(data, 0, 255), dtype="uint8"), "L")
dest = Image.new("RGBA", (img.width, img.height))
src = img.load()
dst = dest.load()
realSrc = src_image.load()
mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
orig = src_image.load()
isWire = "wire" in outfilename
targetR = 104
targetG = 200
targetB = 255
if isWire:
targetR = 255
targetG = 104
targetB = 232
for x in range(img.width):
for y in range(img.height):
realpixl = realSrc[x, y]
greyval = float(src[x, y])
greyval = min(255.0, greyval)
greyval = math.pow(
min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
greyval = max(0, greyval)
alpha = mask[x, y][3] / 255.0 * 1
edgeFactor = src[x, y] / 255.0
noEdge = 1 - edgeFactor
shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
noShadow = 1 - shadow
dst[x, y] = (
min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
dest.save(outfilename)
def roberts_cross(infilename, outfilename):
print("Processing", infilename)
img = Image.open(infilename)
img.load()
img = img.filter(ImageFilter.GaussianBlur(0.5))
image = rgb2gray(np.asarray(img, dtype="int32"))
vertical = ndimage.convolve(image, roberts_cross_v)
horizontal = ndimage.convolve(image, roberts_cross_h)
output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
save_image(output_image, outfilename, img)
def generateUiPreview(srcPath, buildingId):
print(srcPath, buildingId)
img = Image.open(srcPath)
img.load()
img.thumbnail((110, 110), Image.ANTIALIAS)
img.save("../res/ui/hud/building_previews/" + buildingId + ".png")
img = img.convert("LA")
data = img.load()
for x in range(img.width):
for y in range(img.height):
data[x, y] = (data[x, y][0], int(data[x, y][1] * 0.5))
img.save("../res/ui/hud/building_previews/" + buildingId + "_disabled.png")
buildings = listdir("buildings")
for buildingId in buildings:
if "hub" in buildingId:
continue
roberts_cross("buildings/" + buildingId + "", "blueprints/" + buildingId + "")
# Requirements: numpy, scipy, Pillow,
from __future__ import print_function
import sys
import numpy as np
from scipy import ndimage
from PIL import Image, ImageFilter, ImageChops
import math
from os import listdir
from os.path import isdir, isfile
generate_blueprint_sprite_v = np.array([[0, 0, 0],
[0, 1, 0],
[0, 0, -1]])
generate_blueprint_sprite_h = np.array([[0, 0, 0],
[0, 0, 1],
[0, -1, 0]])
def rgb2gray(rgb):
return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
def process_image(data, outfilename, src_image):
img = Image.fromarray(np.asarray(
np.clip(data, 0, 255), dtype="uint8"), "L")
dest = Image.new("RGBA", (img.width, img.height))
src = img.load()
dst = dest.load()
realSrc = src_image.load()
mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
orig = src_image.load()
# isWire = "wire" in outfilename
isWire = False
targetR = 104
targetG = 200
targetB = 255
if isWire:
targetR = 255
targetG = 104
targetB = 232
for x in range(img.width):
for y in range(img.height):
realpixl = realSrc[x, y]
greyval = float(src[x, y])
greyval = min(255.0, greyval)
greyval = math.pow(
min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
greyval = max(0, greyval)
alpha = mask[x, y][3] / 255.0 * 1
edgeFactor = src[x, y] / 255.0
noEdge = 1 - edgeFactor
shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
noShadow = 1 - shadow
dst[x, y] = (
min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
dest.save(outfilename)
def generate_blueprint_sprite(infilename, outfilename):
print("Processing", infilename)
img = Image.open(infilename)
img.load()
img = img.filter(ImageFilter.GaussianBlur(0.5))
image = rgb2gray(np.asarray(img, dtype="int32"))
vertical = ndimage.convolve(image, generate_blueprint_sprite_v)
horizontal = ndimage.convolve(image, generate_blueprint_sprite_h)
output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
process_image(output_image, outfilename, img)
buildings = listdir("buildings")
for buildingId in buildings:
if "hub" in buildingId:
continue
if "wire-" in buildingId:
continue
generate_blueprint_sprite("buildings/" + buildingId + "", "blueprints/" + buildingId + "")

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View File

@ -1,5 +1,6 @@
$buildings: belt, cutter, miner, mixer, painter, rotater, balancer, stacker, trash, underground_belt, wire,
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor, reader, storage, portable_hub;
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor, reader, storage,
transistor, analyzer, comparator, portable_hub;
@each $building in $buildings {
[data-icon="building_icons/#{$building}.png"] {
@ -8,10 +9,12 @@ $buildings: belt, cutter, miner, mixer, painter, rotater, balancer, stacker, tra
}
}
$buildingsAndVariants: belt, balancer, balancer-merger, balancer-splitter, underground_belt,
underground_belt-tier2, miner, miner-chainable, cutter, cutter-quad, rotater, rotater-ccw, stacker, mixer,
painter, painter-double, painter-quad, trash, storage, reader, rotater-rotate180, lever, display,
constant_signal, portable_hub;
$buildingsAndVariants: belt, balancer, underground_belt, underground_belt-tier2, miner, miner-chainable,
cutter, cutter-quad, rotater, rotater-ccw, stacker, mixer, painter-double, painter-quad, trash, storage,
reader, rotater-rotate180, display, constant_signal, wire, wire_tunnel, logic_gate-or, logic_gate-not,
logic_gate-xor, analyzer, virtual_processor-rotater, virtual_processor-unstacker,
virtual_processor-stacker, virtual_processor-painter, wire-second, painter, painter-mirrored, portable_hub;
@each $building in $buildingsAndVariants {
[data-icon="building_tutorials/#{$building}.png"] {
/* @load-async */
@ -19,26 +22,43 @@ $buildingsAndVariants: belt, balancer, balancer-merger, balancer-splitter, under
}
}
// @TODO: New buildings (balancer, wires, etc)
// Special cases for mirrored vairants
[data-icon="building_tutorials/painter-mirrored.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/painter.png") !important;
}
[data-icon="building_tutorials/balancer-merger.png"],
[data-icon="building_tutorials/balancer-merger-inverse.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/balancer-merger.png") !important;
}
[data-icon="building_tutorials/balancer-splitter.png"],
[data-icon="building_tutorials/balancer-splitter-inverse.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/balancer-splitter.png") !important;
}
[data-icon="building_tutorials/filter.png"] {
[data-icon="building_tutorials/transistor.png"],
[data-icon="building_tutorials/transistor-mirrored.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/transistor.png") !important;
}
// Filter and lever share tutorials
[data-icon="building_tutorials/filter.png"],
[data-icon="building_tutorials/lever.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/lever.png") !important;
}
// Logic gate
[data-icon="building_tutorials/logic_gate.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/logic_gate-and.png") !important;
}
// Virtual processor
[data-icon="building_tutorials/virtual_processor.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/virtual_processor-cutter.png") !important;
}
$icons: notification_saved, notification_success, notification_upgrade;
@each $icon in $icons {
[data-icon="icons/#{$icon}.png"] {

View File

@ -65,7 +65,7 @@ export const globalConfig = {
buildingSpeeds: {
cutter: 1 / 4,
cutterQuad: 1 / 3,
cutterQuad: 1 / 4,
rotater: 1 / 1,
rotaterCCW: 1 / 1,
rotater180: 1 / 1,
@ -73,7 +73,7 @@ export const globalConfig = {
painterDouble: 1 / 8,
painterQuad: 1 / 2,
mixer: 1 / 5,
stacker: 1 / 6,
stacker: 1 / 8,
},
// Zooming

View File

@ -26,9 +26,6 @@ export default {
// Allow to zoom freely without limits
// disableZoomLimits: true,
// -----------------------------------------------------------------------------------
// Shows a border arround every chunk
// showChunkBorders: true,
// -----------------------------------------------------------------------------------
// All rewards can be unlocked by passing just 1 of any shape
// rewardsInstant: true,
// -----------------------------------------------------------------------------------
@ -110,5 +107,8 @@ export default {
// Allows manual ticking
// manualTickOnly: true,
// -----------------------------------------------------------------------------------
// Disables slow asserts, useful for debugging performance
// disableSlowAsserts: true,
// -----------------------------------------------------------------------------------
/* dev:end */
};

View File

@ -0,0 +1,79 @@
import { generateMatrixRotations } from "../../core/utils";
import { enumDirection, Vector } from "../../core/vector";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
const overlayMatrix = generateMatrixRotations([1, 1, 0, 1, 1, 1, 0, 1, 0]);
export class MetaAnalyzerBuilding extends MetaBuilding {
constructor() {
super("analyzer");
}
getSilhouetteColor() {
return "#3a52bc";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getRenderPins() {
// We already have it included
return false;
}
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant) {
return overlayMatrix[rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [
{
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.addComponent(
new LogicGateComponent({
type: enumLogicGateType.analyzer,
})
);
}
}

View File

@ -0,0 +1,72 @@
import { enumDirection, Vector } from "../../core/vector";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export class MetaComparatorBuilding extends MetaBuilding {
constructor() {
super("comparator");
}
getSilhouetteColor() {
return "#823cab";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getRenderPins() {
// We already have it included
return false;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
],
})
);
entity.addComponent(
new LogicGateComponent({
type: enumLogicGateType.compare,
})
);
}
}

View File

@ -4,6 +4,10 @@ import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { ConstantSignalComponent } from "../components/constant_signal";
import { generateMatrixRotations } from "../../core/utils";
import { enumHubGoalRewards } from "../tutorial_goals";
const overlayMatrix = generateMatrixRotations([0, 1, 0, 1, 1, 1, 1, 1, 1]);
export class MetaConstantSignalBuilding extends MetaBuilding {
constructor() {
@ -11,15 +15,14 @@ export class MetaConstantSignalBuilding extends MetaBuilding {
}
getSilhouetteColor() {
return "#2bafda";
return "#2b84fd";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_constant_signal);
}
/** @returns {"wires"} **/
@ -35,6 +38,10 @@ export class MetaConstantSignalBuilding extends MetaBuilding {
return false;
}
getSpecialOverlayRenderMatrix(rotation) {
return overlayMatrix[rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity

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