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refactor tunnel to be exactly the same speed as belt
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4dbbff9477
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638cdc2733
@ -56,9 +56,8 @@ export class UndergroundBeltComponent extends Component {
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this.consumptionAnimations = [];
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/**
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* Used only on reciever
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* Reciever: Used to store which items are currently "travelling"
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* @type {Array<[BaseItem, number]>} Format is [Item, ingame time to eject the item]
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* Used only on reciever to store which items are currently "travelling"
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* @type {Array<[BaseItem, number]>} Format is [Item, Tile progress]
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*/
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this.pendingItems = [];
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}
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@ -66,30 +65,22 @@ export class UndergroundBeltComponent extends Component {
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/**
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* Tries to accept a tunneled item
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* @param {BaseItem} item
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* @param {number} travelDistance How many tiles this item has to travel
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* @param {number} beltSpeed How fast this item travels
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* @param {number} now Current ingame time
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* @param {number} travelDistance
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* @param {number} startProgress The starting tile progress
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*/
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tryAcceptTunneledItem(item, travelDistance, beltSpeed, now) {
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tryAcceptTunneledItem(item, travelDistance, startProgress = 0) {
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if (this.mode !== enumUndergroundBeltMode.receiver) {
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// Only receivers can accept tunneled items
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return false;
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}
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// Notice: We assume that for all items the travel distance is the same
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const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
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const maxItemsInTunnel = travelDistance / globalConfig.itemSpacingOnBelts;
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if (this.pendingItems.length >= maxItemsInTunnel) {
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// Simulate a real belt which gets full at some point
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return false;
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}
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// NOTICE:
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// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
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// So instead of adding 1 we add 0.5 only.
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// Additionally it takes 1 tile for the acceptor which we just add on top.
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const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
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this.pendingItems.push([item, now + travelDuration]);
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this.pendingItems.push([item, startProgress]);
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return true;
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}
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}
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@ -150,14 +150,14 @@ export class GameSystemManager {
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add("belt", BeltSystem);
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add("undergroundBelt", UndergroundBeltSystem);
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add("miner", MinerSystem);
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add("storage", StorageSystem);
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add("itemEjector", ItemEjectorSystem);
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add("undergroundBelt", UndergroundBeltSystem);
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add("itemProcessor", ItemProcessorSystem);
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add("filter", FilterSystem);
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@ -225,7 +225,11 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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this.staleAreaWatcher.update();
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const sender = enumUndergroundBeltMode.sender;
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const now = this.root.time.now();
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const progressGrowth =
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this.root.dynamicTickrate.deltaSeconds *
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this.root.hubGoals.getBeltBaseSpeed() *
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globalConfig.itemSpacingOnBelts;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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@ -233,7 +237,7 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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if (undergroundComp.mode === sender) {
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this.handleSender(entity);
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} else {
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this.handleReceiver(entity, now);
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this.handleReceiver(entity, progressGrowth);
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}
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}
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}
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@ -253,8 +257,8 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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// Search in the direction of the tunnel
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for (
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let searchOffset = 0;
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searchOffset < globalConfig.undergroundBeltMaxTilesByTier[undergroundComp.tier];
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let searchOffset = 1;
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searchOffset < globalConfig.undergroundBeltMaxTilesByTier[undergroundComp.tier] + 1;
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++searchOffset
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) {
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currentTile = currentTile.add(searchVector);
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@ -281,6 +285,9 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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break;
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}
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console.log("distance: " + searchOffset);
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// make sure to link the other way as well
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receiverUndergroundComp.cachedLinkedEntity = { entity: null, distance: searchOffset };
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return { entity: potentialReceiver, distance: searchOffset };
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}
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@ -310,13 +317,13 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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const input = acceptorComp.completedInputs.get(0);
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if (input) {
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console.log("found input");
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// Check if the receiver can accept it
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if (
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cacheEntry.entity.components.UndergroundBelt.tryAcceptTunneledItem(
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input.item,
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cacheEntry.distance,
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this.root.hubGoals.getUndergroundBeltBaseSpeed(),
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this.root.time.now()
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input.extraProgress
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)
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) {
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acceptorComp.completedInputs.delete(0);
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@ -327,20 +334,28 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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/**
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*
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* @param {Entity} entity
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* @param {number} now
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* @param {number} progressGrowth
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*/
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handleReceiver(entity, now) {
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handleReceiver(entity, progressGrowth) {
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const undergroundComp = entity.components.UndergroundBelt;
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// Try to eject items, we only check the first one because it is sorted by remaining time
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const nextItemAndDuration = undergroundComp.pendingItems[0];
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if (nextItemAndDuration) {
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if (now > nextItemAndDuration[1]) {
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if (!undergroundComp.cachedLinkedEntity) return;
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const distance = undergroundComp.cachedLinkedEntity.distance;
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// Move items along
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for (let i = 0; i < undergroundComp.pendingItems.length; i++) {
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const itemAndProgress = undergroundComp.pendingItems[i];
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if (itemAndProgress[1] < distance) {
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itemAndProgress[1] += progressGrowth;
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}
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if (itemAndProgress[1] >= distance) {
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const ejectorComp = entity.components.ItemEjector;
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const nextSlotIndex = ejectorComp.getFirstFreeSlot();
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if (nextSlotIndex !== null) {
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if (ejectorComp.tryEject(nextSlotIndex, nextItemAndDuration[0])) {
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const extraProgress = itemAndProgress[1] - distance;
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if (ejectorComp.tryEject(nextSlotIndex, itemAndProgress[0], extraProgress)) {
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undergroundComp.pendingItems.shift();
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}
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}
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