mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
Fix commented issues
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parent
c3c59cc6fc
commit
6320372e73
@ -470,31 +470,13 @@ export class ShapeDefinition extends BasicSerializableObject {
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*/
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*/
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cloneAndUnstack() {
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cloneAndUnstack() {
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const lowerLayers = this.internalCloneLayers();
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const lowerLayers = this.internalCloneLayers();
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const upperLayers = [];
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if (this.isEntirelyEmpty()) {
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if (this.isEntirelyEmpty()) {
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assert(false, "Can not stack entirely empty definition");
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assert(false, "Can not stack entirely empty definition");
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}
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}
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// Check if there is only one layer
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upperLayers.push(lowerLayers.pop());
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if (this.layers.length === 1) {
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return [new ShapeDefinition({ layers: lowerLayers })];
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}
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let upperLayers = [];
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layerCheck:
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for (let i = lowerLayers.length - 1; i >= 0; --i) {
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const layerToCheck = lowerLayers[i];
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for (let quadrantIndex = 0; quadrantIndex < 4; ++quadrantIndex) {
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// Check for a layer with items on it to remove
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if (layerToCheck[quadrantIndex]) {
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upperLayers.push(layerToCheck);
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lowerLayers[i] = [null, null, null, null];
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break layerCheck;
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}
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}
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}
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return [
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return [
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new ShapeDefinition({ layers: lowerLayers }),
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new ShapeDefinition({ layers: lowerLayers }),
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@ -23,7 +23,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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// First of all, process the current recipe
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// First of all, process the current recipe
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processorComp.secondsUntilEject = Math_max(
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processorComp.secondsUntilEject = Math_max(
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0,
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0,
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processorComp.secondsUntilEject - this.root.dynamicTickrate.deltaSeconds,
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processorComp.secondsUntilEject - this.root.dynamicTickrate.deltaSeconds
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);
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);
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// Check if we have any finished items we can eject
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// Check if we have any finished items we can eject
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@ -196,7 +196,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const stackedDefinition = this.root.shapeDefinitionMgr.shapeActionStack(
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const stackedDefinition = this.root.shapeDefinitionMgr.shapeActionStack(
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lowerItem.definition,
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lowerItem.definition,
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upperItem.definition,
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upperItem.definition
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);
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);
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outItems.push({
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outItems.push({
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item: new ShapeItem(stackedDefinition),
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item: new ShapeItem(stackedDefinition),
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@ -213,10 +213,13 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const unstackedDefinitions = this.root.shapeDefinitionMgr.shapeActionUnstack(item.definition);
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const unstackedDefinitions = this.root.shapeDefinitionMgr.shapeActionUnstack(item.definition);
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for (let i = 0; i < unstackedDefinitions.length; ++i) {
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for (let i = 0; i < unstackedDefinitions.length; ++i) {
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outItems.push({
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const definition = unstackedDefinitions[i];
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item: new ShapeItem(unstackedDefinitions[i]),
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if (!definition.isEntirelyEmpty()) {
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requiredSlot: i,
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outItems.push({
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});
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item: new ShapeItem(definition),
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requiredSlot: i,
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});
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}
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}
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}
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break;
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break;
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}
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}
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@ -261,7 +264,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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shapeItem.definition,
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shapeItem.definition,
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colorItem.color,
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colorItem.color
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);
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);
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outItems.push({
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outItems.push({
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@ -284,12 +287,12 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const colorizedDefinition1 = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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const colorizedDefinition1 = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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shapeItem1.definition,
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shapeItem1.definition,
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colorItem.color,
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colorItem.color
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);
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);
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const colorizedDefinition2 = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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const colorizedDefinition2 = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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shapeItem2.definition,
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shapeItem2.definition,
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colorItem.color,
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colorItem.color
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);
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);
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outItems.push({
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outItems.push({
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item: new ShapeItem(colorizedDefinition1),
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item: new ShapeItem(colorizedDefinition1),
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@ -319,7 +322,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith4Colors(
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const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith4Colors(
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shapeItem.definition,
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shapeItem.definition,
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[colorItem2.color, colorItem3.color, colorItem4.color, colorItem1.color],
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[colorItem2.color, colorItem3.color, colorItem4.color, colorItem1.color]
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);
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);
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outItems.push({
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outItems.push({
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@ -434,6 +434,10 @@ storyRewards:
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title: Storage Buffer
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title: Storage Buffer
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desc: You have unlocked a variant of the <strong>trash</strong> - It allows to store items up to a given capacity!
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desc: You have unlocked a variant of the <strong>trash</strong> - It allows to store items up to a given capacity!
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reward_unstacker:
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title: Unstacker
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desc: You can now unstack shapes with the <strong>unstacker</strong>! The top shape is taken off the input and comes out the right output.
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reward_freeplay:
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reward_freeplay:
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title: Freeplay
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title: Freeplay
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desc: You did it! You unlocked the <strong>free-play mode</strong>! This means that shapes are now randomly generated! (No worries, more content is planned for the standalone!)
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desc: You did it! You unlocked the <strong>free-play mode</strong>! This means that shapes are now randomly generated! (No worries, more content is planned for the standalone!)
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