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Improve item ejector system
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c0c624135b
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@ -40,9 +40,9 @@ export class StaleAreaDetector {
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* Makes this detector recompute the area of an entity whenever
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* it changes in any way
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* @param {Array<typeof Component>} components
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* @param {number} tilesAround
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* @param {number} tilesAround How many tiles arround to expand the area
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*/
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recomputeOnComponentsChanged(components, tilesAround = 1) {
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recomputeOnComponentsChanged(components, tilesAround) {
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const componentIds = components.map(component => component.getId());
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/**
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@ -50,6 +50,10 @@ export class StaleAreaDetector {
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* @param {Entity} entity
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*/
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const checker = entity => {
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if (!this.root.gameInitialized) {
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return;
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}
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// Check for all components
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for (let i = 0; i < componentIds.length; ++i) {
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if (entity.components[componentIds[i]]) {
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@ -2,8 +2,11 @@ import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { createLogger } from "../../core/logging";
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import { Rectangle } from "../../core/rectangle";
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import { StaleAreaDetector } from "../../core/stale_area_detector";
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import { enumDirection, enumDirectionToVector } from "../../core/vector";
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import { BaseItem } from "../base_item";
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import { BeltComponent } from "../components/belt";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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@ -15,102 +18,52 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemEjectorComponent]);
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this.root.signals.entityAdded.add(this.checkForCacheInvalidation, this);
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this.root.signals.entityDestroyed.add(this.checkForCacheInvalidation, this);
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this.root.signals.postLoadHook.add(this.recomputeCache, this);
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this.staleAreaDetector = new StaleAreaDetector({
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root: this.root,
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name: "item-ejector",
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recomputeMethod: this.recomputeArea.bind(this),
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});
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/**
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* @type {Rectangle}
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*/
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this.areaToRecompute = null;
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this.staleAreaDetector.recomputeOnComponentsChanged(
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[ItemEjectorComponent, ItemAcceptorComponent, BeltComponent],
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1
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);
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this.root.signals.postLoadHook.add(this.recomputeCacheFull, this);
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}
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/**
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*
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* @param {Entity} entity
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* Recomputes an area after it changed
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* @param {Rectangle} area
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*/
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checkForCacheInvalidation(entity) {
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if (!this.root.gameInitialized) {
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return;
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}
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if (!entity.components.StaticMapEntity) {
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return;
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}
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// Optimize for the common case: adding or removing one building at a time. Clicking
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// and dragging can cause up to 4 add/remove signals.
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const staticComp = entity.components.StaticMapEntity;
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const bounds = staticComp.getTileSpaceBounds();
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const expandedBounds = bounds.expandedInAllDirections(2);
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if (this.areaToRecompute) {
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this.areaToRecompute = this.areaToRecompute.getUnion(expandedBounds);
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} else {
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this.areaToRecompute = expandedBounds;
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}
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}
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/**
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* Precomputes the cache, which makes up for a huge performance improvement
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*/
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recomputeCache() {
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if (this.areaToRecompute) {
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logger.log("Recomputing cache using rectangle");
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if (G_IS_DEV && globalConfig.debug.renderChanges) {
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this.root.hud.parts.changesDebugger.renderChange(
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"ejector-area",
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this.areaToRecompute,
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"#fe50a6"
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);
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}
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this.recomputeAreaCache();
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this.areaToRecompute = null;
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} else {
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logger.log("Full cache recompute");
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if (G_IS_DEV && globalConfig.debug.renderChanges) {
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this.root.hud.parts.changesDebugger.renderChange(
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"ejector-full",
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new Rectangle(-1000, -1000, 2000, 2000),
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"#fe50a6"
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);
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}
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// Try to find acceptors for every ejector
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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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this.recomputeSingleEntityCache(entity);
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}
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}
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}
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/**
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* Recomputes the cache in the given area
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*/
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recomputeAreaCache() {
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const area = this.areaToRecompute;
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let entryCount = 0;
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logger.log("Recomputing area:", area.x, area.y, "/", area.w, area.h);
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// Store the entities we already recomputed, so we don't do work twice
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const recomputedEntities = new Set();
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for (let x = area.x; x < area.right(); ++x) {
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for (let y = area.y; y < area.bottom(); ++y) {
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const entities = this.root.map.getLayersContentsMultipleXY(x, y);
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for (let i = 0; i < entities.length; ++i) {
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const entity = entities[i];
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// Recompute the entity in case its relevant for this system and it
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// hasn't already been computed
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if (!recomputedEntities.has(entity.uid) && entity.components.ItemEjector) {
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recomputedEntities.add(entity.uid);
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this.recomputeSingleEntityCache(entity);
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recomputeArea(area) {
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/** @type {Set<number>} */
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const seenUids = new Set();
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for (let x = 0; x < area.w; ++x) {
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for (let y = 0; y < area.h; ++y) {
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const tileX = area.x + x;
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const tileY = area.y + y;
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// @NOTICE: Item ejector currently only supports regular layer
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const contents = this.root.map.getLayerContentXY(tileX, tileY, "regular");
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if (contents && contents.components.ItemEjector) {
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if (!seenUids.has(contents.uid)) {
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seenUids.add(contents.uid);
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this.recomputeSingleEntityCache(contents);
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}
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}
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}
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}
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return entryCount;
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}
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/**
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* Recomputes the whole cache after the game has loaded
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*/
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recomputeCacheFull() {
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logger.log("Full cache recompute in post load hook");
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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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this.recomputeSingleEntityCache(entity);
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}
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}
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/**
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@ -183,9 +136,7 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
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}
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update() {
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if (this.areaToRecompute) {
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this.recomputeCache();
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}
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this.staleAreaDetector.update();
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// Precompute effective belt speed
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let progressGrowth = 2 * this.root.dynamicTickrate.deltaSeconds;
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