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mirror of https://github.com/tobspr/shapez.io.git synced 2026-03-02 03:39:21 +00:00

Get rid of item ejector / acceptor layers and new wires buildings for now

This commit is contained in:
tobspr
2020-08-10 21:24:58 +02:00
parent 89294c7072
commit 93975df4d5
83 changed files with 847 additions and 3189 deletions

View File

@@ -11,7 +11,6 @@ export const curvedBeltLength = /* Math.PI / 4 */ 0.78;
export const FAKE_BELT_ACCEPTOR_SLOT = {
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
layer: enumLayer.regular,
};
/** @type {Object<enumDirection, import("./item_ejector").ItemEjectorSlot>} */
@@ -20,7 +19,6 @@ export const FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION = {
pos: new Vector(0, 0),
direction: enumDirection.top,
item: null,
layer: enumLayer.regular,
progress: 0,
},
@@ -28,7 +26,6 @@ export const FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION = {
pos: new Vector(0, 0),
direction: enumDirection.right,
item: null,
layer: enumLayer.regular,
progress: 0,
},
@@ -36,7 +33,6 @@ export const FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION = {
pos: new Vector(0, 0),
direction: enumDirection.left,
item: null,
layer: enumLayer.regular,
progress: 0,
},
};
@@ -79,14 +75,9 @@ export class BeltComponent extends Component {
/**
* Returns the effective length of this belt in tile space
* @param {enumLayer} layer
* @returns {number}
*/
getEffectiveLengthTiles(layer) {
assert(layer, "no layer given");
if (layer === enumLayer.wires) {
return 1.0;
}
getEffectiveLengthTiles() {
return this.direction === enumDirection.top ? 1.0 : curvedBeltLength;
}
@@ -115,62 +106,28 @@ export class BeltComponent extends Component {
* Converts from belt space (0 = start of belt ... 1 = end of belt) to the local
* belt coordinates (-0.5|-0.5 to 0.5|0.5)
* @param {number} progress
* @param {enumLayer} layer
* @returns {Vector}
*/
transformBeltToLocalSpace(progress, layer) {
transformBeltToLocalSpace(progress) {
assert(progress >= 0.0, "Invalid progress ( < 0): " + progress);
switch (this.direction) {
case enumDirection.top:
assert(progress <= 1.02, "Invalid progress: " + progress);
return new Vector(0, 0.5 - progress);
switch (layer) {
case enumLayer.regular: {
switch (this.direction) {
case enumDirection.top:
assert(progress <= 1.02, "Invalid progress: " + progress);
return new Vector(0, 0.5 - progress);
case enumDirection.right: {
assert(progress <= curvedBeltLength + 0.02, "Invalid progress 2: " + progress);
const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
return new Vector(
0.5 - 0.5 * Math.cos(arcProgress),
0.5 - 0.5 * Math.sin(arcProgress)
);
}
case enumDirection.left: {
assert(progress <= curvedBeltLength + 0.02, "Invalid progress 3: " + progress);
const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
return new Vector(
-0.5 + 0.5 * Math.cos(arcProgress),
0.5 - 0.5 * Math.sin(arcProgress)
);
}
default:
assertAlways(false, "Invalid belt direction: " + this.direction);
return new Vector(0, 0);
}
case enumDirection.right: {
assert(progress <= curvedBeltLength + 0.02, "Invalid progress 2: " + progress);
const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
return new Vector(0.5 - 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
}
case enumLayer.wires: {
const pow = 0.5;
switch (this.direction) {
case enumDirection.top:
assert(progress <= 1.02, "Invalid progress: " + progress);
return new Vector(0, 0.5 - progress);
case enumDirection.right: {
assert(progress <= 1.02, "Invalid progress 2: " + progress);
return progress > 0.5 ? new Vector(progress - 0.5, 0) : new Vector(0, 0.5 - progress);
}
case enumDirection.left: {
assert(progress <= 1.02, "Invalid progress 3: " + progress);
return progress > 0.5
? new Vector(-progress + 0.5, 0)
: new Vector(0, 0.5 - progress);
}
default:
assertAlways(false, "Invalid belt direction: " + this.direction);
return new Vector(0, 0);
}
case enumDirection.left: {
assert(progress <= curvedBeltLength + 0.02, "Invalid progress 3: " + progress);
const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
return new Vector(-0.5 + 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
}
default:
assertAlways(false, "Invalid belt direction: " + this.direction);
return new Vector(0, 0);
}
}
}

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@@ -1,133 +0,0 @@
import { Component } from "../component";
import { types } from "../../savegame/serialization";
import { Vector } from "../../core/vector";
import { BaseItem, enumItemTypeToLayer, enumItemType } from "../base_item";
export class EnergyConsumerComponent extends Component {
static getId() {
return "EnergyConsumer";
}
static getSchema() {
return {
bufferSize: types.float,
perCharge: types.float,
batteryPosition: types.vector,
energyType: types.enum(enumItemType),
wasteType: types.enum(enumItemType),
acceptorSlotIndex: types.uint,
ejectorSlotIndex: types.uint,
stored: types.float,
piledOutput: types.float,
};
}
duplicateWithoutContents() {
return new EnergyConsumerComponent({
bufferSize: this.bufferSize,
perCharge: this.perCharge,
batteryPosition: this.batteryPosition.copy(),
acceptorSlotIndex: this.acceptorSlotIndex,
ejectorSlotIndex: this.ejectorSlotIndex,
});
}
/**
*
* @param {object} param0
* @param {number} param0.bufferSize How much energy this consumer can store
* @param {number} param0.perCharge How much energy this consumer needs per charge
* @param {Vector} param0.batteryPosition world space render offset of the battery icon
* @param {number} param0.acceptorSlotIndex Which slot to accept energy on
* @param {number} param0.ejectorSlotIndex Which slot to eject energy off
*
*/
constructor({
bufferSize = 3,
perCharge = 1,
batteryPosition = new Vector(),
acceptorSlotIndex = 0,
ejectorSlotIndex = 0,
}) {
super();
this.bufferSize = bufferSize;
this.perCharge = perCharge;
this.batteryPosition = batteryPosition;
this.energyType = enumItemType.positiveEnergy;
this.wasteType = enumItemType.negativeEnergy;
this.acceptorSlotIndex = acceptorSlotIndex;
this.ejectorSlotIndex = ejectorSlotIndex;
/**
* How much energy we have stored right now
*/
this.stored = 0;
/**
* How much waste we have piled up so far
*/
this.piledOutput = 0;
}
/**
* Tries to accept a given item
* @param {BaseItem} item
* @param {number} slotIndex
*/
tryAcceptItem(item, slotIndex) {
if (slotIndex !== this.acceptorSlotIndex) {
// Wrong slot
return false;
}
if (item.getItemType() !== this.energyType) {
// Not the right type
return false;
}
if (this.stored >= this.bufferSize) {
// We are full
return false;
}
// All good, consume
this.stored = Math.min(this.stored + 1, this.bufferSize);
return true;
}
/**
* Tries to start the next charge
*/
tryStartNextCharge() {
if (this.hasTooMuchWastePiled()) {
// Too much waste remaining
return false;
}
if (this.stored < this.perCharge) {
// Not enough energy stored
return false;
}
this.stored -= this.perCharge;
this.piledOutput += this.perCharge;
return true;
}
/**
* Returns if there is too much waste piled
*/
hasTooMuchWastePiled() {
return this.piledOutput >= 1.0;
}
/**
* Reduces the waste by the given amount
* @param {number} amount
*/
reduceWaste(amount) {
this.piledOutput = Math.max(0, this.piledOutput - amount);
}
}

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@@ -1,93 +0,0 @@
import { types } from "../../savegame/serialization";
import { BaseItem, enumItemType } from "../base_item";
import { Component } from "../component";
import { ShapeItem } from "../items/shape_item";
const maxQueueSize = 4;
export class EnergyGeneratorComponent extends Component {
static getId() {
return "EnergyGenerator";
}
static getSchema() {
return {
requiredKey: types.nullable(types.string),
itemsInQueue: types.uint,
wasteAcceptorSlotIndex: types.uint,
};
}
duplicateWithoutContents() {
return new EnergyGeneratorComponent({
requiredKey: null,
wasteAcceptorSlotIndex: this.wasteAcceptorSlotIndex,
});
}
/**
*
* @param {object} param0
* @param {string=} param0.requiredKey Which shape this generator needs, can be null if not computed yet
* @param {number} param0.wasteAcceptorSlotIndex Which slot accepts the waste
*/
constructor({ requiredKey, wasteAcceptorSlotIndex = 0 }) {
super();
this.requiredKey = requiredKey;
/**
* Stores how many items are ready to be converted to energy
* @type {number}
*/
this.itemsInQueue = 0;
/**
* Stores which slot accepts the waste
* @type {number}
*/
this.wasteAcceptorSlotIndex = wasteAcceptorSlotIndex;
}
/**
*
* @param {BaseItem} item
* @param {number} slot
*/
tryTakeItem(item, slot) {
if (slot === this.wasteAcceptorSlotIndex) {
// this is the acceptor slot on the wires layer
// just destroy it
return true;
} else {
if (item.getItemType() !== enumItemType.shape) {
// This shouldn't happen since we have a filter - still, it doesn't hurt
// to check either
assertAlways(
false,
"Energy generator took wrong item: " +
item.getItemType() +
" on slot " +
slot +
" (waste slot = " +
this.wasteAcceptorSlotIndex +
")"
);
return false;
}
if (/** @type {ShapeItem} */ (item).definition.getHash() !== this.requiredKey) {
// Not our shape
return false;
}
if (this.itemsInQueue >= maxQueueSize) {
// Queue is full
return false;
}
// Take item and put it into the queue
++this.itemsInQueue;
return true;
}
}
}

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@@ -7,7 +7,6 @@ import { enumLayer } from "../root";
/** @typedef {{
* pos: Vector,
* directions: enumDirection[],
* layer: enumLayer,
* filter?: enumItemType
* }} ItemAcceptorSlot */
@@ -22,7 +21,6 @@ import { enumLayer } from "../root";
/** @typedef {{
* pos: Vector,
* directions: enumDirection[],
* layer?: enumLayer,
* filter?: enumItemType
* }} ItemAcceptorSlotConfig */
@@ -38,9 +36,6 @@ export class ItemAcceptorComponent extends Component {
pos: types.vector,
directions: types.array(types.enum(enumDirection)),
filter: types.nullable(types.enum(enumItemType)),
// TODO: MIGRATE
layer: types.enum(enumLayer),
})
),
};
@@ -54,7 +49,6 @@ export class ItemAcceptorComponent extends Component {
pos: slot.pos.copy(),
directions: slot.directions.slice(),
filter: slot.filter,
layer: slot.layer,
});
}
@@ -92,7 +86,6 @@ export class ItemAcceptorComponent extends Component {
this.slots.push({
pos: slot.pos,
directions: slot.directions,
layer: slot.layer || enumLayer.regular,
// Which type of item to accept (shape | color | all) @see enumItemType
filter: slot.filter,
@@ -147,10 +140,9 @@ export class ItemAcceptorComponent extends Component {
* Tries to find a slot which accepts the current item
* @param {Vector} targetLocalTile
* @param {enumDirection} fromLocalDirection
* @param {enumLayer} layer
* @returns {ItemAcceptorLocatedSlot|null}
*/
findMatchingSlot(targetLocalTile, fromLocalDirection, layer) {
findMatchingSlot(targetLocalTile, fromLocalDirection) {
// We need to invert our direction since the acceptor specifies *from* which direction
// it accepts items, but the ejector specifies *into* which direction it ejects items.
// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
@@ -165,11 +157,6 @@ export class ItemAcceptorComponent extends Component {
continue;
}
// Make sure the layer matches
if (slot.layer !== layer) {
continue;
}
// Check if the acceptor slot accepts items from our direction
for (let i = 0; i < slot.directions.length; ++i) {
// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);

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@@ -12,7 +12,6 @@ import { BeltPath } from "../belt_path";
* pos: Vector,
* direction: enumDirection,
* item: BaseItem,
* layer: enumLayer,
* progress: number?,
* cachedDestSlot?: import("./item_acceptor").ItemAcceptorLocatedSlot,
* cachedBeltPath?: BeltPath,
@@ -34,9 +33,6 @@ export class ItemEjectorComponent extends Component {
direction: types.enum(enumDirection),
item: types.nullable(types.obj(gItemRegistry)),
progress: types.float,
// TODO: Migrate
layer: types.enum(enumLayer),
})
),
};
@@ -49,7 +45,6 @@ export class ItemEjectorComponent extends Component {
slotsCopy.push({
pos: slot.pos.copy(),
direction: slot.direction,
layer: slot.layer,
});
}
@@ -61,7 +56,7 @@ export class ItemEjectorComponent extends Component {
/**
*
* @param {object} param0
* @param {Array<{pos: Vector, direction: enumDirection, layer?: enumLayer}>=} param0.slots The slots to eject on
* @param {Array<{pos: Vector, direction: enumDirection }>=} param0.slots The slots to eject on
*/
constructor({ slots = [] }) {
super();
@@ -75,7 +70,7 @@ export class ItemEjectorComponent extends Component {
}
/**
* @param {Array<{pos: Vector, direction: enumDirection, layer?: enumLayer}>} slots The slots to eject on
* @param {Array<{pos: Vector, direction: enumDirection }>} slots The slots to eject on
*/
setSlots(slots) {
/** @type {Array<ItemEjectorSlot>} */
@@ -87,7 +82,6 @@ export class ItemEjectorComponent extends Component {
direction: slot.direction,
item: null,
progress: 0,
layer: slot.layer || enumLayer.regular,
cachedDestSlot: null,
cachedTargetEntity: null,
});
@@ -108,11 +102,10 @@ export class ItemEjectorComponent extends Component {
/**
* Returns whether any slot ejects to the given local tile
* @param {Vector} tile
* @param {enumLayer} layer
*/
anySlotEjectsToLocalTile(tile, layer) {
anySlotEjectsToLocalTile(tile) {
for (let i = 0; i < this.slots.length; ++i) {
if (this.getSlotTargetLocalTile(i).equals(tile) && this.slots[i].layer === layer) {
if (this.getSlotTargetLocalTile(i).equals(tile)) {
return true;
}
}
@@ -131,12 +124,11 @@ export class ItemEjectorComponent extends Component {
/**
* Returns the first free slot on this ejector or null if there is none
* @param {enumLayer} layer
* @returns {number?}
*/
getFirstFreeSlot(layer) {
getFirstFreeSlot() {
for (let i = 0; i < this.slots.length; ++i) {
if (this.canEjectOnSlot(i) && this.slots[i].layer === layer) {
if (this.canEjectOnSlot(i)) {
return i;
}
}

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@@ -18,7 +18,6 @@ export const enumItemProcessorTypes = {
painter: "painter",
painterDouble: "painterDouble",
painterQuad: "painterQuad",
advancedProcessor: "advancedProcessor",
hub: "hub",
};

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@@ -103,8 +103,7 @@ export class UndergroundBeltComponent extends Component {
}
// Notice: We assume that for all items the travel distance is the same
const maxItemsInTunnel =
(2 + travelDistance) / globalConfig.beltItemSpacingByLayer[enumLayer.regular];
const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
if (this.pendingItems.length >= maxItemsInTunnel) {
// Simulate a real belt which gets full at some point
return false;
@@ -114,8 +113,7 @@ export class UndergroundBeltComponent extends Component {
// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
// So instead of adding 1 we add 0.5 only.
// Additionally it takes 1 tile for the acceptor which we just add on top.
const travelDuration =
(travelDistance + 1.5) / beltSpeed / globalConfig.beltItemSpacingByLayer[enumLayer.regular];
const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
this.pendingItems.push([item, travelDuration]);