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https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
Re-Enable automatic belt placement 2
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parent
ceb9b81cf9
commit
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@ -4,18 +4,24 @@ import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { createLogger } from "../../core/logging";
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import { AtlasSprite } from "../../core/sprites";
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import { enumDirection, enumDirectionToVector, enumInvertedDirections } from "../../core/vector";
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import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector";
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import { BeltPath } from "../belt_path";
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import { BeltComponent } from "../components/belt";
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import { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunkView } from "../map_chunk_view";
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import { fastArrayDeleteValue } from "../../core/utils";
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import { gMetaBuildingRegistry } from "../../core/global_registries";
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import { MetaBeltBaseBuilding, arrayBeltVariantToRotation } from "../buildings/belt_base";
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import { defaultBuildingVariant } from "../meta_building";
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export const BELT_ANIM_COUNT = 28;
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const logger = createLogger("belt");
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/**
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* Manages all belts
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*/
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export class BeltSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [BeltComponent]);
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@ -47,13 +53,12 @@ export class BeltSystem extends GameSystemWithFilter {
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);
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}
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this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this);
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this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this);
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this.root.signals.entityDestroyed.add(this.onEntityDestroyed, this);
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this.root.signals.entityAdded.add(this.onEntityAdded, this);
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this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this);
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// /** @type {Rectangle} */
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// this.areaToRecompute = null;
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// Notice: These must come *after* the entity destroyed signals
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this.root.signals.entityAdded.add(this.onEntityAdded, this);
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this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this);
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/** @type {Array<BeltPath>} */
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this.beltPaths = [];
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@ -61,6 +66,7 @@ export class BeltSystem extends GameSystemWithFilter {
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/**
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* Serializes all belt paths
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* @returns {Array<object>}
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*/
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serializePaths() {
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let data = [];
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@ -81,15 +87,16 @@ export class BeltSystem extends GameSystemWithFilter {
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for (let i = 0; i < data.length; ++i) {
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const path = BeltPath.fromSerialized(this.root, data[i]);
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// If path is a string, that means its an error
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if (!(path instanceof BeltPath)) {
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return "Failed to create path from belt data: " + path;
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}
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this.beltPaths.push(path);
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}
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if (this.beltPaths.length === 0) {
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logger.warn("Recomputing belt paths (most likely the savegame is old)");
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// Old savegames might not have paths yet
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logger.warn("Recomputing belt paths (most likely the savegame is old or empty)");
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this.recomputeAllBeltPaths();
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} else {
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logger.warn("Restored", this.beltPaths.length, "belt paths");
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@ -112,58 +119,64 @@ export class BeltSystem extends GameSystemWithFilter {
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return;
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}
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/*
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const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBaseBuilding);
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// Compute affected area
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const originalRect = staticComp.getTileSpaceBounds();
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const affectedArea = originalRect.expandedInAllDirections(1);
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// Store if anything got changed, if so we need to queue a recompute
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let anythingChanged = false;
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anythingChanged = true; // TODO / FIXME
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for (let x = affectedArea.x; x < affectedArea.right(); ++x) {
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for (let y = affectedArea.y; y < affectedArea.bottom(); ++y) {
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if (!originalRect.containsPoint(x, y)) {
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const targetEntity = this.root.map.getTileContentXY(x, y);
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if (targetEntity) {
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const targetBeltComp = targetEntity.components.Belt;
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if (targetBeltComp) {
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const targetStaticComp = targetEntity.components.StaticMapEntity;
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const {
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rotation,
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rotationVariant,
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} = metaBelt.computeOptimalDirectionAndRotationVariantAtTile(
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this.root,
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new Vector(x, y),
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targetStaticComp.originalRotation,
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defaultBuildingVariant
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);
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targetStaticComp.rotation = rotation;
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metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant);
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anythingChanged = true;
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}
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}
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if (originalRect.containsPoint(x, y)) {
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// Make sure we don't update the original entity
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continue;
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}
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const targetEntity = this.root.map.getTileContentXY(x, y);
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if (!targetEntity) {
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// Empty tile
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continue;
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}
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const targetBeltComp = targetEntity.components.Belt;
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const targetStaticComp = targetEntity.components.StaticMapEntity;
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if (!targetBeltComp) {
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// Not a belt
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continue;
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}
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const {
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rotation,
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rotationVariant,
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} = metaBelt.computeOptimalDirectionAndRotationVariantAtTile(
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this.root,
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new Vector(x, y),
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targetStaticComp.originalRotation,
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defaultBuildingVariant
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);
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// Compute delta to see if anything changed
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const newDirection = arrayBeltVariantToRotation[rotationVariant];
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if (targetStaticComp.rotation !== rotation || newDirection !== targetBeltComp.direction) {
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// Ok, first remove it from its current path
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this.deleteEntityFromPath(targetBeltComp.assignedPath, targetEntity);
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// Change stuff
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targetStaticComp.rotation = rotation;
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metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant);
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// Now add it again
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this.addEntityToPaths(targetEntity);
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// Sanity
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this.verifyBeltPaths();
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}
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}
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}
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if (anythingChanged) {
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if (this.areaToRecompute) {
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this.areaToRecompute = this.areaToRecompute.getUnion(affectedArea);
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} else {
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this.areaToRecompute = affectedArea.clone();
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}
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if (G_IS_DEV) {
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logger.log("Queuing recompute:", this.areaToRecompute);
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}
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}
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// FIXME
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this.areaToRecompute = new Rectangle(-1000, -1000, 2000, 2000);
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*/
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this.verifyBeltPaths();
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}
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/**
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@ -210,21 +223,16 @@ export class BeltSystem extends GameSystemWithFilter {
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const newPath = path.deleteEntityOnPathSplitIntoTwo(entity);
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this.beltPaths.push(newPath);
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}
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// Sanity
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entity.components.Belt.assignedPath = null;
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}
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/**
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* Called when an entity got added
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* Adds the given entity to the appropriate paths
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* @param {Entity} entity
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*/
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onEntityAdded(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.Belt) {
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return;
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}
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addEntityToPaths(entity) {
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const fromEntity = this.findSupplyingEntity(entity);
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const toEntity = this.findFollowUpEntity(entity);
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@ -257,10 +265,29 @@ export class BeltSystem extends GameSystemWithFilter {
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this.beltPaths.push(path);
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}
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}
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}
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/**
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* Called when an entity got added
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* @param {Entity} entity
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*/
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onEntityAdded(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.Belt) {
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return;
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}
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this.addEntityToPaths(entity);
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this.verifyBeltPaths();
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}
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/**
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* Draws all belt paths
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* @param {DrawParameters} parameters
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*/
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draw(parameters) {
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for (let i = 0; i < this.beltPaths.length; ++i) {
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this.beltPaths[i].draw(parameters);
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@ -292,6 +319,7 @@ export class BeltSystem extends GameSystemWithFilter {
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/**
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* Finds the follow up entity for a given belt. Used for building the dependencies
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* @param {Entity} entity
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* @returns {Entity|null}
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*/
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findFollowUpEntity(entity) {
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const staticComp = entity.components.StaticMapEntity;
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@ -330,6 +358,7 @@ export class BeltSystem extends GameSystemWithFilter {
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/**
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* Finds the supplying belt for a given belt. Used for building the dependencies
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* @param {Entity} entity
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* @returns {Entity|null}
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*/
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findSupplyingEntity(entity) {
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const staticComp = entity.components.StaticMapEntity;
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@ -363,7 +392,7 @@ export class BeltSystem extends GameSystemWithFilter {
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}
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/**
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* Computes the belt path network
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* Recomputes the belt path network. Only required for old savegames
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*/
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recomputeAllBeltPaths() {
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logger.warn("Recomputing all belt paths");
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@ -383,7 +412,8 @@ export class BeltSystem extends GameSystemWithFilter {
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// Compute path, start with entity and find precedors / successors
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const path = [entity];
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let maxIter = 9999;
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// Prevent infinite loops
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let maxIter = 99999;
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// Find precedors
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let prevEntity = this.findSupplyingEntity(entity);
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@ -416,6 +446,9 @@ export class BeltSystem extends GameSystemWithFilter {
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this.beltPaths = result;
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}
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/**
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* Updates all belts
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*/
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update() {
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this.verifyBeltPaths();
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@ -427,7 +460,7 @@ export class BeltSystem extends GameSystemWithFilter {
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}
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/**
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*
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* Draws a given chunk
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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@ -466,7 +499,7 @@ export class BeltSystem extends GameSystemWithFilter {
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}
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/**
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* Draws the belt parameters
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* Draws the belt path debug overlays
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* @param {DrawParameters} parameters
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*/
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drawBeltPathDebug(parameters) {
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