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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00

Shapes support (taken from Dimava's MODZ with slight modifications)

This commit is contained in:
Exund 2020-09-10 00:04:25 +02:00
parent ee0770ec0b
commit 6612a58ff5
6 changed files with 331 additions and 137 deletions

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@ -12,6 +12,7 @@ import { registerBuildingVariant } from "../game/building_codes";
import { supportedBuildings } from "../game/hud/parts/buildings_toolbar"; import { supportedBuildings } from "../game/hud/parts/buildings_toolbar";
import { KEYMAPPINGS, key } from "../game/key_action_mapper"; import { KEYMAPPINGS, key } from "../game/key_action_mapper";
import { T } from "../translations"; import { T } from "../translations";
import { ShapeData, allShapeData, initShapes } from "../game/shapes";
import { globalConfig } from "../core/config"; import { globalConfig } from "../core/config";
export { MetaModBuilding } from "./mod_building"; export { MetaModBuilding } from "./mod_building";
@ -28,6 +29,7 @@ export { ModSystem, ModSystemWithFilter } from "./mod_system";
* @property {Array<typeof ModItem>=} items * @property {Array<typeof ModItem>=} items
* @property {Array<typeof ModProcessor>=} processors * @property {Array<typeof ModProcessor>=} processors
* @property {Array<typeof ModSystem | typeof ModSystemWithFilter>=} systems * @property {Array<typeof ModSystem | typeof ModSystemWithFilter>=} systems
* @property {Array<ShapeData>=} shapes
*/ */
const logger = createLogger("GeoZ"); const logger = createLogger("GeoZ");
@ -50,6 +52,9 @@ export const ModItems = [];
/** @type {Array<typeof MetaModBuilding>} */ /** @type {Array<typeof MetaModBuilding>} */
export const ModBuildings = []; export const ModBuildings = [];
/** @type {Array<ShapeData>} */
export const ModShapes = [];
const GameSystemManager_internalInitSystems_original = GameSystemManager.prototype.internalInitSystems; const GameSystemManager_internalInitSystems_original = GameSystemManager.prototype.internalInitSystems;
GameSystemManager.prototype.internalInitSystems = function () { GameSystemManager.prototype.internalInitSystems = function () {
GameSystemManager_internalInitSystems_original.call(this); GameSystemManager_internalInitSystems_original.call(this);
@ -224,6 +229,14 @@ export async function initMods() {
T.buildings[base_id][variant] = translations.variants[variant]; T.buildings[base_id][variant] = translations.variants[variant];
} }
} }
if(mod.shapes) {
mod_infos += `${mod.shapes.length} shapes, `;
for (const shape of mod.shapes) {
ModShapes.push(shape);
allShapeData[shape.id] = shape;
}
}
} }
logger.log(mod_infos); logger.log(mod_infos);

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@ -2,9 +2,10 @@ import { globalConfig } from "../core/config";
import { clamp, findNiceIntegerValue, randomChoice, randomInt } from "../core/utils"; import { clamp, findNiceIntegerValue, randomChoice, randomInt } from "../core/utils";
import { BasicSerializableObject, types } from "../savegame/serialization"; import { BasicSerializableObject, types } from "../savegame/serialization";
import { enumColors } from "./colors"; import { enumColors } from "./colors";
import { allShapeData } from "./shapes";
import { enumItemProcessorTypes } from "./components/item_processor"; import { enumItemProcessorTypes } from "./components/item_processor";
import { GameRoot } from "./root"; import { GameRoot } from "./root";
import { enumSubShape, ShapeDefinition } from "./shape_definition"; import { ShapeDefinition, ShapeLayer } from "./shape_definition";
import { enumHubGoalRewards, tutorialGoals } from "./tutorial_goals"; import { enumHubGoalRewards, tutorialGoals } from "./tutorial_goals";
import { UPGRADES } from "./upgrades"; import { UPGRADES } from "./upgrades";
@ -324,16 +325,16 @@ export class HubGoals extends BasicSerializableObject {
*/ */
createRandomShape() { createRandomShape() {
const layerCount = clamp(this.level / 25, 2, 4); const layerCount = clamp(this.level / 25, 2, 4);
/** @type {Array<import("./shape_definition").ShapeLayer>} */ /** @type {Array<ShapeLayer>} */
let layers = []; let layers = [];
const randomColor = () => randomChoice(Object.values(enumColors)); const randomColor = () => randomChoice(Object.values(enumColors));
const randomShape = () => randomChoice(Object.values(enumSubShape)); const randomShape = () => randomChoice(Object.values(allShapeData).map(d => d.id));
let anyIsMissingTwo = false; let anyIsMissingTwo = false;
for (let i = 0; i < layerCount; ++i) { for (let i = 0; i < layerCount; ++i) {
/** @type {import("./shape_definition").ShapeLayer} */ /** @type {ShapeLayer} */
const layer = [null, null, null, null]; const layer = [null, null, null, null];
for (let quad = 0; quad < 4; ++quad) { for (let quad = 0; quad < 4; ++quad) {

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@ -5,10 +5,11 @@ import { clamp, fastArrayDeleteValueIfContained, make2DUndefinedArray } from "..
import { Vector } from "../core/vector"; import { Vector } from "../core/vector";
import { BaseItem } from "./base_item"; import { BaseItem } from "./base_item";
import { enumColors } from "./colors"; import { enumColors } from "./colors";
import { allShapeData } from "./shapes";
import { Entity } from "./entity"; import { Entity } from "./entity";
import { COLOR_ITEM_SINGLETONS } from "./items/color_item"; import { COLOR_ITEM_SINGLETONS } from "./items/color_item";
import { GameRoot } from "./root"; import { GameRoot } from "./root";
import { enumSubShape } from "./shape_definition"; import { enumSubShape } from "./shapes";
import { Rectangle } from "../core/rectangle"; import { Rectangle } from "../core/rectangle";
const logger = createLogger("map_chunk"); const logger = createLogger("map_chunk");
@ -180,56 +181,58 @@ export class MapChunk {
*/ */
internalGenerateShapePatch(rng, shapePatchSize, distanceToOriginInChunks) { internalGenerateShapePatch(rng, shapePatchSize, distanceToOriginInChunks) {
/** @type {[enumSubShape, enumSubShape, enumSubShape, enumSubShape]} */ /** @type {[enumSubShape, enumSubShape, enumSubShape, enumSubShape]} */
let subShapes = null; let quads = null;
let weights = {}; let weights = {};
for (let s in allShapeData) {
// Later there is a mix of everything const data = allShapeData[s];
weights = { if (!data.spawnData || distanceToOriginInChunks < data.spawnData.minDistance) {
[enumSubShape.rect]: 100, continue;
[enumSubShape.circle]: Math.round(50 + clamp(distanceToOriginInChunks * 2, 0, 50)), }
[enumSubShape.star]: Math.round(20 + clamp(distanceToOriginInChunks, 0, 30)), const chances = data.spawnData.chances;
[enumSubShape.windmill]: Math.round(6 + clamp(distanceToOriginInChunks / 2, 0, 20)), const chance = Math.round(
}; clamp(
chances.min + (distanceToOriginInChunks - data.spawnData.minDistance) * chances.distanceMultiplier,
if (distanceToOriginInChunks < 7) { 0,
// Initial chunks can not spawn the good stuff chances.max
weights[enumSubShape.star] = 0; )
weights[enumSubShape.windmill] = 0; );
} if (chance) {
weights[data.id] = chance;
if (distanceToOriginInChunks < 10) {
// Initial chunk patches always have the same shape
const subShape = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShape, subShape, subShape, subShape];
} else if (distanceToOriginInChunks < 15) {
// Later patches can also have mixed ones
const subShapeA = this.internalGenerateRandomSubShape(rng, weights);
const subShapeB = this.internalGenerateRandomSubShape(rng, weights);
subShapes = [subShapeA, subShapeA, subShapeB, subShapeB];
} else {
// Finally there is a mix of everything
subShapes = [
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
];
}
// Makes sure windmills never spawn as whole
let windmillCount = 0;
for (let i = 0; i < subShapes.length; ++i) {
if (subShapes[i] === enumSubShape.windmill) {
++windmillCount;
} }
} }
if (windmillCount > 1) { quads = [
subShapes[0] = enumSubShape.rect; this.internalGenerateRandomSubShape(rng, weights),
subShapes[1] = enumSubShape.rect; this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
this.internalGenerateRandomSubShape(rng, weights),
];
if (distanceToOriginInChunks < 10) {
// Initial chunk patches always have the same shape
quads = [quads[0], quads[0], quads[0], quads[0]];
} else if (distanceToOriginInChunks < 15) {
// Later patches can also have mixed ones
quads = [quads[0], quads[0], quads[1], quads[1]];
} else {
// if (quads[0] == quads[2] && quads[0] != quads[3] && quads[0] != quads[1]) {
// quads = [quads[0], quads[2], quads[1], quads[3]];
// }
// if (quads[1] == quads[3] && quads[1] != quads[0] && quads[1] != quads[2]) {
// quads = [quads[0], quads[2], quads[1], quads[3]];
// }
} }
const definition = this.root.shapeDefinitionMgr.getDefinitionFromSimpleShapes(subShapes); if (
quads.filter(q => q == quads[0]).length > allShapeData[quads[0]].spawnData.maxQuarters ||
quads.filter(q => q == quads[1]).length > allShapeData[quads[1]].spawnData.maxQuarters ||
quads.filter(q => q == quads[2]).length > allShapeData[quads[2]].spawnData.maxQuarters
) {
return this.internalGenerateShapePatch(rng, shapePatchSize, distanceToOriginInChunks);
}
let colors = /** @type {[string, string, string, string]} */ (quads.map(q => allShapeData[q].spawnData.color));
const definition = this.root.shapeDefinitionMgr.getDefinitionFromSimpleShapesAndColors(quads, colors);
this.internalGeneratePatch( this.internalGeneratePatch(
rng, rng,
shapePatchSize, shapePatchSize,

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@ -6,6 +6,7 @@ import { Vector } from "../core/vector";
import { BasicSerializableObject, types } from "../savegame/serialization"; import { BasicSerializableObject, types } from "../savegame/serialization";
import { enumColors, enumColorsToHexCode, enumColorToShortcode, enumShortcodeToColor } from "./colors"; import { enumColors, enumColorsToHexCode, enumColorToShortcode, enumShortcodeToColor } from "./colors";
import { THEME } from "./theme"; import { THEME } from "./theme";
import { allShapeData, ShapeData, enumShortcodeToSubShape, enumSubShapeToShortcode, enumSubShape } from "./shapes";
/** /**
* @typedef {{ * @typedef {{
@ -26,28 +27,6 @@ const arrayQuadrantIndexToOffset = [
new Vector(-1, -1), // tl new Vector(-1, -1), // tl
]; ];
/** @enum {string} */
export const enumSubShape = {
rect: "rect",
circle: "circle",
star: "star",
windmill: "windmill",
};
/** @enum {string} */
export const enumSubShapeToShortcode = {
[enumSubShape.rect]: "R",
[enumSubShape.circle]: "C",
[enumSubShape.star]: "S",
[enumSubShape.windmill]: "W",
};
/** @enum {enumSubShape} */
export const enumShortcodeToSubShape = {};
for (const key in enumSubShapeToShortcode) {
enumShortcodeToSubShape[enumSubShapeToShortcode[key]] = key;
}
/** /**
* Converts the given parameters to a valid shape definition * Converts the given parameters to a valid shape definition
* @param {*} layers * @param {*} layers
@ -85,6 +64,7 @@ export class ShapeDefinition extends BasicSerializableObject {
return errorCode; return errorCode;
} }
const definition = ShapeDefinition.fromShortKey(data); const definition = ShapeDefinition.fromShortKey(data);
/** @type {Array<ShapeLayer>} */
this.layers = /** @type {Array<ShapeLayer>} */ (definition.layers); this.layers = /** @type {Array<ShapeLayer>} */ (definition.layers);
} }
@ -336,97 +316,98 @@ export class ShapeDefinition extends BasicSerializableObject {
for (let layerIndex = 0; layerIndex < this.layers.length; ++layerIndex) { for (let layerIndex = 0; layerIndex < this.layers.length; ++layerIndex) {
const quadrants = this.layers[layerIndex]; const quadrants = this.layers[layerIndex];
let quads = quadrants
.map((e, i) => ({ e, i }))
.filter(e => e.e)
.map(e => ({ ...e.e, quadrantIndex: e.i }))
const layerScale = Math.max(0.1, 0.9 - layerIndex * 0.22); const layerScale = Math.max(0.1, 0.9 - layerIndex * 0.22);
for (let quadrantIndex = 0; quadrantIndex < 4; ++quadrantIndex) { for (let quad of quads) {
if (!quadrants[quadrantIndex]) { if (!quad) {
continue;
}
const { subShape, color, quadrantIndex } = quad;
if (subShape == "-") {
continue; continue;
} }
const { subShape, color } = quadrants[quadrantIndex];
const quadrantPos = arrayQuadrantIndexToOffset[quadrantIndex]; const quadrantPos = arrayQuadrantIndexToOffset[quadrantIndex];
const centerQuadrantX = quadrantPos.x * quadrantHalfSize; const centerQuadrantX = quadrantPos.x * quadrantHalfSize;
const centerQuadrantY = quadrantPos.y * quadrantHalfSize; const centerQuadrantY = quadrantPos.y * quadrantHalfSize;
const rotation = Math.radians(quadrantIndex * 90); const rotation = Math.radians(quadrantIndex * 90);
context.save();
context.translate(centerQuadrantX, centerQuadrantY); context.translate(centerQuadrantX, centerQuadrantY);
context.rotate(rotation); context.rotate(rotation);
context.fillStyle = enumColorsToHexCode[color]; context.fillStyle = enumColorsToHexCode[color];
context.strokeStyle = THEME.items.outline; context.strokeStyle = THEME.items.outline;
context.lineWidth = THEME.items.outlineWidth; const lineWidth = THEME.items.outlineWidth * Math.pow(0.8, layerIndex);
context.lineWidth = lineWidth;
const insetPadding = 0.0; const insetPadding = 0.0;
switch (subShape) { const dims = quadrantSize * layerScale;
case enumSubShape.rect: { const innerDims = insetPadding - quadrantHalfSize;
context.beginPath();
const dims = quadrantSize * layerScale; let began = null;
context.rect( // eslint-disable-next-line no-inner-declarations
insetPadding + -quadrantHalfSize, /** @type {import("./shapes").BeginDrawShape} */
-insetPadding + quadrantHalfSize - dims, function begin(args) {
dims, context.save();
dims context.translate(innerDims, -innerDims);
); context.scale(dims, -dims);
context.lineWidth = lineWidth / dims / (args.scale || 1);
break; if (args.scale) {
context.scale(args.scale, args.scale);
} }
case enumSubShape.star: { if (args.beginPath) {
context.beginPath(); context.beginPath();
const dims = quadrantSize * layerScale; }
if (args.moveToZero) {
let originX = insetPadding - quadrantHalfSize; context.moveTo(0, 0);
let originY = -insetPadding + quadrantHalfSize - dims; }
began = args;
const moveInwards = dims * 0.4; }
context.moveTo(originX, originY + moveInwards); // eslint-disable-next-line no-inner-declarations
context.lineTo(originX + dims, originY); function end() {
context.lineTo(originX + dims - moveInwards, originY + dims); if (!began) {
context.lineTo(originX, originY + dims); return;
}
if (began.path) {
context.closePath(); context.closePath();
break;
}
case enumSubShape.windmill: {
context.beginPath();
const dims = quadrantSize * layerScale;
let originX = insetPadding - quadrantHalfSize;
let originY = -insetPadding + quadrantHalfSize - dims;
const moveInwards = dims * 0.4;
context.moveTo(originX, originY + moveInwards);
context.lineTo(originX + dims, originY);
context.lineTo(originX + dims, originY + dims);
context.lineTo(originX, originY + dims);
context.closePath();
break;
}
case enumSubShape.circle: {
context.beginPath();
context.moveTo(insetPadding + -quadrantHalfSize, -insetPadding + quadrantHalfSize);
context.arc(
insetPadding + -quadrantHalfSize,
-insetPadding + quadrantHalfSize,
quadrantSize * layerScale,
-Math.PI * 0.5,
0
);
context.closePath();
break;
}
default: {
assertAlways(false, "Unkown sub shape: " + subShape);
} }
context.restore();
} }
context.fill(); /** @type {ShapeData} */
context.stroke(); let shape = allShapeData[subShape];
assertAlways(shape.draw, "shape should be drawable!");
if (typeof shape.draw === "string") {
let draw = shape.draw;
begin({ scale: 1 });
let p = new Path2D(draw);
context.fill(p);
context.stroke(p);
end();
} else {
shape.draw({
dims,
innerDims,
layer: layerIndex,
quadrant: quadrantIndex,
context,
color,
begin,
});
end();
context.fill();
context.stroke();
}
context.rotate(-rotation); context.restore();
context.translate(-centerQuadrantX, -centerQuadrantY);
} }
} }
} }

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@ -3,7 +3,8 @@ import { BasicSerializableObject } from "../savegame/serialization";
import { enumColors } from "./colors"; import { enumColors } from "./colors";
import { ShapeItem } from "./items/shape_item"; import { ShapeItem } from "./items/shape_item";
import { GameRoot } from "./root"; import { GameRoot } from "./root";
import { enumSubShape, ShapeDefinition } from "./shape_definition"; import { ShapeDefinition } from "./shape_definition";
import { enumSubShape } from "./shapes";
const logger = createLogger("shape_definition_manager"); const logger = createLogger("shape_definition_manager");
@ -256,4 +257,18 @@ export class ShapeDefinitionManager extends BasicSerializableObject {
return this.registerOrReturnHandle(new ShapeDefinition({ layers: [shapeLayer] })); return this.registerOrReturnHandle(new ShapeDefinition({ layers: [shapeLayer] }));
} }
/**
*
* @param {[enumSubShape, enumSubShape, enumSubShape, enumSubShape]} subShapes
* @param {[string, string, string, string]} colors
* @returns {ShapeDefinition}
*/
getDefinitionFromSimpleShapesAndColors(subShapes, colors) {
const shapeLayer = /** @type {import("./shape_definition").ShapeLayer} */ (subShapes.map(
(subShape, i) => ({ subShape, color: colors[i] })
));
return this.registerOrReturnHandle(new ShapeDefinition({ layers: [shapeLayer] }));
}
} }

181
src/js/game/shapes.js Normal file
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@ -0,0 +1,181 @@
/** @enum {string} */
export const enumSubShape = {
rect: "rect",
circle: "circle",
star: "star",
windmill: "windmill",
};
/** @enum {string} */
export const enumSubShapeToShortcode = {
[enumSubShape.rect]: "R",
[enumSubShape.circle]: "C",
[enumSubShape.star]: "S",
[enumSubShape.windmill]: "W",
};
/** @enum {enumSubShape} */
export const enumShortcodeToSubShape = {};
for (const key in enumSubShapeToShortcode) {
enumShortcodeToSubShape[enumSubShapeToShortcode[key]] = key;
}
/**
* @callback BeginDrawShape
* @param {{
* scale?: number,
* beginPath?: boolean,
* moveToZero?: true
* }} args
*/
/**
* @typedef {Object} DrawShapeParams
* @property {number} dims
* @property {number} innerDims
* @property {number} layer
* @property {number} quadrant
* @property {CanvasRenderingContext2D} context
* @property {string} color
* @property {BeginDrawShape} begin
*/
/**
* @callback DrawShape
* @param {DrawShapeParams} args
*/
/**
* @typedef {Object} SpawnChanceData
* @property {number} [min=0]
* @property {number} [max=100]
* @property {number} [distanceMultiplier=1]
*/
/**
* @typedef {Object} ShapeSpawnData
* @property {string} [color="uncolored"]
* @property {number} [minDistance=0]
* @property {number} [maxQuarters=4]
* @property {SpawnChanceData} [chances]
*/
/**
* @typedef {Object} ShapeData
* @property {string} id
* @property {string} code
* @property {DrawShape | string} draw
* @property {number} tier
* @property {ShapeSpawnData} [spawnData]
*/
/** @type {Object<string, ShapeData>} */
export const allShapeData = {
rect: {
id: "rect",
code: "R",
draw: "M 0 0 v 1 h 1 v -1 z",
tier: 0,
spawnData: {
color: "uncolored",
maxQuarters: 4,
minDistance: 0,
chances: {
min: 100,
distanceMultiplier: 0,
max: 100,
},
},
},
circle: {
id: "circle",
code: "C",
draw: "M 0 0 l 1 0 a 1 1 0 0 1 -1 1 z ",
tier: 0,
spawnData: {
color: "uncolored",
maxQuarters: 4,
minDistance: 0,
chances: {
min: 50,
distanceMultiplier: 15,
max: 100,
},
},
},
star: {
id: "star",
code: "S",
draw: "M 0 0 L 0 0.6 1 1 0.6 0 z",
tier: 0.5,
spawnData: {
color: "uncolored",
maxQuarters: 4,
minDistance: 5,
chances: {
min: 20,
distanceMultiplier: 10,
max: 100,
},
},
},
windmill: {
id: "windmill",
code: "W",
draw: "M 0 0 L 0 0.6 1 1 1 0 z",
tier: 1,
spawnData: {
color: "uncolored",
maxQuarters: 3,
minDistance: 7,
chances: {
min: 20,
distanceMultiplier: 5,
max: 100,
},
},
},
};
export function initShapes() {
for (let k in enumSubShape) {
delete enumSubShape[k];
}
for (let k in enumSubShapeToShortcode) {
delete enumSubShapeToShortcode[k];
}
for (let k in enumShortcodeToSubShape) {
delete enumShortcodeToSubShape[k];
}
for (let s in allShapeData) {
let data = allShapeData[s];
assert(data.id == s);
assert(data.code.toUpperCase() == data.code);
assert(data.draw);
enumSubShape[data.id] = data.id;
enumSubShapeToShortcode[data.id] = data.code;
enumShortcodeToSubShape[data.code] = data.id;
if (data.spawnData) {
const sdata = data.spawnData;
sdata.color = sdata.color || "uncolored";
sdata.maxQuarters = sdata.maxQuarters || 4;
sdata.minDistance = sdata.minDistance || 0;
if(sdata.chances) {
const chances = sdata.chances;
chances.min = chances.min || 0;
chances.max = chances.max || 100;
chances.distanceMultiplier = chances.distanceMultiplier || 1;
} else {
sdata.chances = {
min: 0,
max: 100,
distanceMultiplier: 1
};
}
}
}
}