Re-Enable automatic belt placement 2

pull/324/head
tobspr 4 years ago
parent ceb9b81cf9
commit 8ba0a36ee1

@ -4,18 +4,24 @@ import { DrawParameters } from "../../core/draw_parameters";
import { Loader } from "../../core/loader";
import { createLogger } from "../../core/logging";
import { AtlasSprite } from "../../core/sprites";
import { enumDirection, enumDirectionToVector, enumInvertedDirections } from "../../core/vector";
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector";
import { BeltPath } from "../belt_path";
import { BeltComponent } from "../components/belt";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { MapChunkView } from "../map_chunk_view";
import { fastArrayDeleteValue } from "../../core/utils";
import { gMetaBuildingRegistry } from "../../core/global_registries";
import { MetaBeltBaseBuilding, arrayBeltVariantToRotation } from "../buildings/belt_base";
import { defaultBuildingVariant } from "../meta_building";
export const BELT_ANIM_COUNT = 28;
const logger = createLogger("belt");
/**
* Manages all belts
*/
export class BeltSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [BeltComponent]);
@ -47,13 +53,12 @@ export class BeltSystem extends GameSystemWithFilter {
);
}
this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this);
this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this);
this.root.signals.entityDestroyed.add(this.onEntityDestroyed, this);
this.root.signals.entityAdded.add(this.onEntityAdded, this);
this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this);
// /** @type {Rectangle} */
// this.areaToRecompute = null;
// Notice: These must come *after* the entity destroyed signals
this.root.signals.entityAdded.add(this.onEntityAdded, this);
this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this);
/** @type {Array<BeltPath>} */
this.beltPaths = [];
@ -61,6 +66,7 @@ export class BeltSystem extends GameSystemWithFilter {
/**
* Serializes all belt paths
* @returns {Array<object>}
*/
serializePaths() {
let data = [];
@ -81,15 +87,16 @@ export class BeltSystem extends GameSystemWithFilter {
for (let i = 0; i < data.length; ++i) {
const path = BeltPath.fromSerialized(this.root, data[i]);
// If path is a string, that means its an error
if (!(path instanceof BeltPath)) {
return "Failed to create path from belt data: " + path;
}
this.beltPaths.push(path);
}
if (this.beltPaths.length === 0) {
logger.warn("Recomputing belt paths (most likely the savegame is old)");
// Old savegames might not have paths yet
logger.warn("Recomputing belt paths (most likely the savegame is old or empty)");
this.recomputeAllBeltPaths();
} else {
logger.warn("Restored", this.beltPaths.length, "belt paths");
@ -112,58 +119,64 @@ export class BeltSystem extends GameSystemWithFilter {
return;
}
/*
const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBaseBuilding);
// Compute affected area
const originalRect = staticComp.getTileSpaceBounds();
const affectedArea = originalRect.expandedInAllDirections(1);
// Store if anything got changed, if so we need to queue a recompute
let anythingChanged = false;
anythingChanged = true; // TODO / FIXME
for (let x = affectedArea.x; x < affectedArea.right(); ++x) {
for (let y = affectedArea.y; y < affectedArea.bottom(); ++y) {
if (!originalRect.containsPoint(x, y)) {
const targetEntity = this.root.map.getTileContentXY(x, y);
if (targetEntity) {
const targetBeltComp = targetEntity.components.Belt;
if (targetBeltComp) {
const targetStaticComp = targetEntity.components.StaticMapEntity;
const {
rotation,
rotationVariant,
} = metaBelt.computeOptimalDirectionAndRotationVariantAtTile(
this.root,
new Vector(x, y),
targetStaticComp.originalRotation,
defaultBuildingVariant
);
targetStaticComp.rotation = rotation;
metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant);
anythingChanged = true;
}
}
if (originalRect.containsPoint(x, y)) {
// Make sure we don't update the original entity
continue;
}
}
}
if (anythingChanged) {
if (this.areaToRecompute) {
this.areaToRecompute = this.areaToRecompute.getUnion(affectedArea);
} else {
this.areaToRecompute = affectedArea.clone();
}
if (G_IS_DEV) {
logger.log("Queuing recompute:", this.areaToRecompute);
const targetEntity = this.root.map.getTileContentXY(x, y);
if (!targetEntity) {
// Empty tile
continue;
}
const targetBeltComp = targetEntity.components.Belt;
const targetStaticComp = targetEntity.components.StaticMapEntity;
if (!targetBeltComp) {
// Not a belt
continue;
}
const {
rotation,
rotationVariant,
} = metaBelt.computeOptimalDirectionAndRotationVariantAtTile(
this.root,
new Vector(x, y),
targetStaticComp.originalRotation,
defaultBuildingVariant
);
// Compute delta to see if anything changed
const newDirection = arrayBeltVariantToRotation[rotationVariant];
if (targetStaticComp.rotation !== rotation || newDirection !== targetBeltComp.direction) {
// Ok, first remove it from its current path
this.deleteEntityFromPath(targetBeltComp.assignedPath, targetEntity);
// Change stuff
targetStaticComp.rotation = rotation;
metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant);
// Now add it again
this.addEntityToPaths(targetEntity);
// Sanity
this.verifyBeltPaths();
}
}
}
// FIXME
this.areaToRecompute = new Rectangle(-1000, -1000, 2000, 2000);
*/
this.verifyBeltPaths();
}
/**
@ -210,21 +223,16 @@ export class BeltSystem extends GameSystemWithFilter {
const newPath = path.deleteEntityOnPathSplitIntoTwo(entity);
this.beltPaths.push(newPath);
}
// Sanity
entity.components.Belt.assignedPath = null;
}
/**
* Called when an entity got added
* Adds the given entity to the appropriate paths
* @param {Entity} entity
*/
onEntityAdded(entity) {
if (!this.root.gameInitialized) {
return;
}
if (!entity.components.Belt) {
return;
}
addEntityToPaths(entity) {
const fromEntity = this.findSupplyingEntity(entity);
const toEntity = this.findFollowUpEntity(entity);
@ -257,10 +265,29 @@ export class BeltSystem extends GameSystemWithFilter {
this.beltPaths.push(path);
}
}
}
/**
* Called when an entity got added
* @param {Entity} entity
*/
onEntityAdded(entity) {
if (!this.root.gameInitialized) {
return;
}
if (!entity.components.Belt) {
return;
}
this.addEntityToPaths(entity);
this.verifyBeltPaths();
}
/**
* Draws all belt paths
* @param {DrawParameters} parameters
*/
draw(parameters) {
for (let i = 0; i < this.beltPaths.length; ++i) {
this.beltPaths[i].draw(parameters);
@ -292,6 +319,7 @@ export class BeltSystem extends GameSystemWithFilter {
/**
* Finds the follow up entity for a given belt. Used for building the dependencies
* @param {Entity} entity
* @returns {Entity|null}
*/
findFollowUpEntity(entity) {
const staticComp = entity.components.StaticMapEntity;
@ -330,6 +358,7 @@ export class BeltSystem extends GameSystemWithFilter {
/**
* Finds the supplying belt for a given belt. Used for building the dependencies
* @param {Entity} entity
* @returns {Entity|null}
*/
findSupplyingEntity(entity) {
const staticComp = entity.components.StaticMapEntity;
@ -363,7 +392,7 @@ export class BeltSystem extends GameSystemWithFilter {
}
/**
* Computes the belt path network
* Recomputes the belt path network. Only required for old savegames
*/
recomputeAllBeltPaths() {
logger.warn("Recomputing all belt paths");
@ -383,7 +412,8 @@ export class BeltSystem extends GameSystemWithFilter {
// Compute path, start with entity and find precedors / successors
const path = [entity];
let maxIter = 9999;
// Prevent infinite loops
let maxIter = 99999;
// Find precedors
let prevEntity = this.findSupplyingEntity(entity);
@ -416,6 +446,9 @@ export class BeltSystem extends GameSystemWithFilter {
this.beltPaths = result;
}
/**
* Updates all belts
*/
update() {
this.verifyBeltPaths();
@ -427,7 +460,7 @@ export class BeltSystem extends GameSystemWithFilter {
}
/**
*
* Draws a given chunk
* @param {DrawParameters} parameters
* @param {MapChunkView} chunk
*/
@ -466,7 +499,7 @@ export class BeltSystem extends GameSystemWithFilter {
}
/**
* Draws the belt parameters
* Draws the belt path debug overlays
* @param {DrawParameters} parameters
*/
drawBeltPathDebug(parameters) {

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