Merge branch 'master' into logic-pain-fix
@ -59,7 +59,7 @@ This project is based on ES5. Some ES2015 features are used but most of them are
|
||||
|
||||
1. Create the component file in `src/js/game/components/<name_lowercase>.js`
|
||||
2. Create a component class (e.g. `MyFancyComponent`) which `extends Component`
|
||||
3. Create a `static getId()` method which should return the `CamelCaseName` without component (e.g. `MyFancy`)
|
||||
3. Create a `static getId()` method which should return the `PascalCaseName` without component (e.g. `MyFancy`)
|
||||
4. If any data needs to be persisted, create a `static getSchema()` which should return the properties to be saved (See other components)
|
||||
5. Add a constructor. **The constructor must be called with optional parameters only!** `new MyFancyComponent({})` should always work.
|
||||
6. Add any props you need in the constructor.
|
||||
|
BIN
res/ui/building_icons/virtual_processor.png
Normal file
After Width: | Height: | Size: 7.7 KiB |
BIN
res/ui/icons/display_sorted.png
Normal file
After Width: | Height: | Size: 430 B |
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.3 MiB |
Before Width: | Height: | Size: 238 KiB After Width: | Height: | Size: 266 KiB |
Before Width: | Height: | Size: 567 KiB After Width: | Height: | Size: 636 KiB |
@ -277,6 +277,12 @@
|
||||
<key type="filename">sprites/blueprints/underground_belt_entry.png</key>
|
||||
<key type="filename">sprites/blueprints/underground_belt_exit-tier2.png</key>
|
||||
<key type="filename">sprites/blueprints/underground_belt_exit.png</key>
|
||||
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
|
||||
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
|
||||
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
|
||||
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
|
||||
<key type="filename">sprites/blueprints/virtual_processor.png</key>
|
||||
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
|
||||
<key type="filename">sprites/blueprints/wire_tunnel.png</key>
|
||||
<key type="filename">sprites/buildings/constant_signal.png</key>
|
||||
<key type="filename">sprites/buildings/display.png</key>
|
||||
@ -295,6 +301,12 @@
|
||||
<key type="filename">sprites/buildings/underground_belt_entry.png</key>
|
||||
<key type="filename">sprites/buildings/underground_belt_exit-tier2.png</key>
|
||||
<key type="filename">sprites/buildings/underground_belt_exit.png</key>
|
||||
<key type="filename">sprites/buildings/virtual_processor-analyzer.png</key>
|
||||
<key type="filename">sprites/buildings/virtual_processor-rotater.png</key>
|
||||
<key type="filename">sprites/buildings/virtual_processor-shapecompare.png</key>
|
||||
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
|
||||
<key type="filename">sprites/buildings/virtual_processor.png</key>
|
||||
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
|
||||
<key type="filename">sprites/buildings/wire_tunnel.png</key>
|
||||
<key type="filename">sprites/wires/lever_on.png</key>
|
||||
<key type="filename">sprites/wires/sets/color_cross.png</key>
|
||||
@ -533,6 +545,8 @@
|
||||
</struct>
|
||||
<key type="filename">sprites/wires/boolean_false.png</key>
|
||||
<key type="filename">sprites/wires/boolean_true.png</key>
|
||||
<key type="filename">sprites/wires/network_conflict.png</key>
|
||||
<key type="filename">sprites/wires/network_empty.png</key>
|
||||
<key type="filename">sprites/wires/wires_preview.png</key>
|
||||
<struct type="IndividualSpriteSettings">
|
||||
<key>pivotPoint</key>
|
||||
|
Before Width: | Height: | Size: 9.1 KiB After Width: | Height: | Size: 10 KiB |
BIN
res_raw/sprites/blueprints/splitter-compact-merge-inverse.png
Normal file
After Width: | Height: | Size: 16 KiB |
BIN
res_raw/sprites/blueprints/splitter-compact-merge.png
Normal file
After Width: | Height: | Size: 16 KiB |
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 44 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-analyzer.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-rotater.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-shapecompare.png
Normal file
After Width: | Height: | Size: 8.3 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor-unstacker.png
Normal file
After Width: | Height: | Size: 11 KiB |
BIN
res_raw/sprites/blueprints/virtual_processor.png
Normal file
After Width: | Height: | Size: 13 KiB |
Before Width: | Height: | Size: 8.1 KiB After Width: | Height: | Size: 9.1 KiB |
BIN
res_raw/sprites/buildings/splitter-compact-merge-inverse.png
Normal file
After Width: | Height: | Size: 12 KiB |
BIN
res_raw/sprites/buildings/splitter-compact-merge.png
Normal file
After Width: | Height: | Size: 12 KiB |
Before Width: | Height: | Size: 24 KiB After Width: | Height: | Size: 28 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-analyzer.png
Normal file
After Width: | Height: | Size: 9.5 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-rotater.png
Normal file
After Width: | Height: | Size: 9.3 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-shapecompare.png
Normal file
After Width: | Height: | Size: 7.6 KiB |
BIN
res_raw/sprites/buildings/virtual_processor-unstacker.png
Normal file
After Width: | Height: | Size: 8.8 KiB |
BIN
res_raw/sprites/buildings/virtual_processor.png
Normal file
After Width: | Height: | Size: 10 KiB |
Before Width: | Height: | Size: 8.6 KiB After Width: | Height: | Size: 9.5 KiB |
@ -664,7 +664,7 @@ iframe {
|
||||
user-select: all;
|
||||
}
|
||||
|
||||
// Steam overlay fiy
|
||||
// Steam overlay fix
|
||||
#steamOverlayCanvasFix {
|
||||
position: fixed;
|
||||
top: 0px;
|
||||
|
@ -1,38 +1,38 @@
|
||||
$buildings: belt, cutter, miner, mixer, painter, rotater, splitter, stacker, trash, underground_belt, wire,
|
||||
constant_signal, logic_gate, lever, filter, wire_tunnel, display;
|
||||
|
||||
@each $building in $buildings {
|
||||
[data-icon="building_icons/#{$building}.png"] {
|
||||
background-image: uiResource("res/ui/building_icons/#{$building}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
$buildingsAndVariants: belt, splitter, splitter-compact, splitter-compact-inverse, underground_belt,
|
||||
underground_belt-tier2, miner, miner-chainable, cutter, cutter-quad, rotater, rotater-ccw, rotater-fl,
|
||||
stacker, mixer, painter, painter-double, painter-quad, trash, trash-storage;
|
||||
@each $building in $buildingsAndVariants {
|
||||
[data-icon="building_tutorials/#{$building}.png"] {
|
||||
background-image: uiResource("res/ui/building_tutorials/#{$building}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
// Special case
|
||||
[data-icon="building_tutorials/painter-mirrored.png"] {
|
||||
background-image: uiResource("res/ui/building_tutorials/painter.png") !important;
|
||||
}
|
||||
|
||||
$icons: notification_saved, notification_success, notification_upgrade;
|
||||
@each $icon in $icons {
|
||||
[data-icon="icons/#{$icon}.png"] {
|
||||
background-image: uiResource("res/ui/icons/#{$icon}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
$languages: en, de, cs, da, et, es-419, fr, it, pt-BR, sv, tr, el, ru, uk, zh-TW, zh-CN, nb, mt-MT, ar, nl, vi,
|
||||
th, hu, pl, ja, kor, no, pt-PT;
|
||||
|
||||
@each $language in $languages {
|
||||
[data-languageicon="#{$language}"] {
|
||||
background-image: uiResource("languages/#{$language}.svg") !important;
|
||||
}
|
||||
}
|
||||
$buildings: belt, cutter, miner, mixer, painter, rotater, splitter, stacker, trash, underground_belt, wire,
|
||||
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor;
|
||||
|
||||
@each $building in $buildings {
|
||||
[data-icon="building_icons/#{$building}.png"] {
|
||||
background-image: uiResource("res/ui/building_icons/#{$building}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
$buildingsAndVariants: belt, splitter, splitter-compact, splitter-compact-inverse, underground_belt,
|
||||
underground_belt-tier2, miner, miner-chainable, cutter, cutter-quad, rotater, rotater-ccw, rotater-fl,
|
||||
stacker, mixer, painter, painter-double, painter-quad, trash, trash-storage;
|
||||
@each $building in $buildingsAndVariants {
|
||||
[data-icon="building_tutorials/#{$building}.png"] {
|
||||
background-image: uiResource("res/ui/building_tutorials/#{$building}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
// Special case
|
||||
[data-icon="building_tutorials/painter-mirrored.png"] {
|
||||
background-image: uiResource("res/ui/building_tutorials/painter.png") !important;
|
||||
}
|
||||
|
||||
$icons: notification_saved, notification_success, notification_upgrade;
|
||||
@each $icon in $icons {
|
||||
[data-icon="icons/#{$icon}.png"] {
|
||||
background-image: uiResource("res/ui/icons/#{$icon}.png") !important;
|
||||
}
|
||||
}
|
||||
|
||||
$languages: en, de, cs, da, et, es-419, fr, it, pt-BR, sv, tr, el, ru, uk, zh-TW, zh-CN, nb, mt-MT, ar, nl, vi,
|
||||
th, hu, pl, ja, kor, no, pt-PT;
|
||||
|
||||
@each $language in $languages {
|
||||
[data-languageicon="#{$language}"] {
|
||||
background-image: uiResource("languages/#{$language}.svg") !important;
|
||||
}
|
||||
}
|
||||
|
@ -14,20 +14,37 @@
|
||||
@include S(padding, 1px, 10px);
|
||||
border: 0;
|
||||
box-shadow: none;
|
||||
border-radius: 0;
|
||||
@include IncreasedClickArea(1px);
|
||||
@include S(min-width, 30px);
|
||||
color: #fff;
|
||||
opacity: 0.25;
|
||||
@include S(margin-left, 1px);
|
||||
@include S(border-radius, $globalBorderRadius);
|
||||
|
||||
border-radius: 0;
|
||||
&:first-child {
|
||||
@include S(border-top-left-radius, $globalBorderRadius);
|
||||
@include S(border-bottom-left-radius, $globalBorderRadius);
|
||||
}
|
||||
|
||||
&:last-child {
|
||||
@include S(border-top-right-radius, $globalBorderRadius);
|
||||
@include S(border-bottom-right-radius, $globalBorderRadius);
|
||||
}
|
||||
|
||||
&.displayIcons,
|
||||
&.displayDetailed {
|
||||
&.displayDetailed,
|
||||
&.displaySorted {
|
||||
background: uiResource("icons/display_list.png") center center / #{D(15px)} no-repeat;
|
||||
&.displayIcons {
|
||||
background-image: uiResource("icons/display_icons.png");
|
||||
background-size: #{D(11.5px)};
|
||||
}
|
||||
&.displaySorted {
|
||||
background-image: uiResource("icons/display_sorted.png");
|
||||
background-size: #{D(11.5px)};
|
||||
margin-right: 4px;
|
||||
@include S(padding, 1px, 0);
|
||||
}
|
||||
}
|
||||
|
||||
background-color: #44484a !important;
|
||||
@ -80,10 +97,7 @@
|
||||
background: #f4f4f4;
|
||||
@include S(margin-bottom, 4px);
|
||||
display: grid;
|
||||
|
||||
@include DarkThemeOverride {
|
||||
background: #222428;
|
||||
}
|
||||
@include S(border-radius, $globalBorderRadius);
|
||||
|
||||
grid-template-columns: 1fr auto;
|
||||
@include S(padding, 5px);
|
||||
@ -91,6 +105,18 @@
|
||||
margin-bottom: 0;
|
||||
}
|
||||
|
||||
&.pinned {
|
||||
background: #e3e5e9;
|
||||
}
|
||||
|
||||
@include DarkThemeOverride {
|
||||
background: #222428;
|
||||
|
||||
&.pinned {
|
||||
background: darken(#222428, 10);
|
||||
}
|
||||
}
|
||||
|
||||
canvas.icon {
|
||||
grid-column: 1 / 2;
|
||||
grid-row: 1 / 2;
|
||||
@ -100,7 +126,6 @@
|
||||
|
||||
.counter {
|
||||
@include SuperSmallText;
|
||||
|
||||
@include S(padding, 0, 3px);
|
||||
}
|
||||
}
|
||||
@ -109,6 +134,7 @@
|
||||
.dialogInner {
|
||||
&[data-displaymode="detailed"] .displayDetailed,
|
||||
&[data-displaymode="icons"] .displayIcons,
|
||||
&[data-sorted="true"] .displaySorted,
|
||||
&[data-datasource="produced"] .modeProduced,
|
||||
&[data-datasource="delivered"] .modeDelivered,
|
||||
&[data-datasource="stored"] .modeStored {
|
||||
@ -132,7 +158,6 @@
|
||||
.counter {
|
||||
grid-column: 1 / 2;
|
||||
grid-row: 2 / 3;
|
||||
background: rgba(0, 10, 20, 0.05);
|
||||
justify-self: end;
|
||||
}
|
||||
}
|
||||
|
@ -1,124 +1,124 @@
|
||||
// Control here whether to inline all resources or instead load them
|
||||
@function uiResource($pth) {
|
||||
@if (str-index($string: $pth, $substring: ".noinline")) {
|
||||
@return resolve($pth);
|
||||
}
|
||||
@return inline($pth);
|
||||
}
|
||||
|
||||
@import "icons";
|
||||
@import "trigonometry";
|
||||
@import "material_colors";
|
||||
@import "dynamic_ui";
|
||||
@import "variables";
|
||||
|
||||
@import "mixins";
|
||||
@import "common";
|
||||
@import "animations";
|
||||
@import "game_state";
|
||||
@import "application_error";
|
||||
@import "textual_game_state";
|
||||
@import "adinplay";
|
||||
|
||||
@import "states/preload";
|
||||
@import "states/main_menu";
|
||||
@import "states/ingame";
|
||||
@import "states/keybindings";
|
||||
@import "states/settings";
|
||||
@import "states/about";
|
||||
@import "states/mobile_warning";
|
||||
@import "states/changelog";
|
||||
|
||||
@import "ingame_hud/buildings_toolbar";
|
||||
@import "ingame_hud/building_placer";
|
||||
@import "ingame_hud/beta_overlay";
|
||||
@import "ingame_hud/keybindings_overlay";
|
||||
@import "ingame_hud/unlock_notification";
|
||||
@import "ingame_hud/shop";
|
||||
@import "ingame_hud/game_menu";
|
||||
@import "ingame_hud/dialogs";
|
||||
@import "ingame_hud/vignette_overlay";
|
||||
@import "ingame_hud/statistics";
|
||||
@import "ingame_hud/pinned_shapes";
|
||||
@import "ingame_hud/notifications";
|
||||
@import "ingame_hud/settings_menu";
|
||||
@import "ingame_hud/debug_info";
|
||||
@import "ingame_hud/entity_debugger";
|
||||
@import "ingame_hud/tutorial_hints";
|
||||
@import "ingame_hud/watermark";
|
||||
@import "ingame_hud/blueprint_placer";
|
||||
@import "ingame_hud/waypoints";
|
||||
@import "ingame_hud/interactive_tutorial";
|
||||
@import "ingame_hud/color_blind_helper";
|
||||
@import "ingame_hud/shape_viewer";
|
||||
@import "ingame_hud/sandbox_controller";
|
||||
|
||||
// prettier-ignore
|
||||
$elements:
|
||||
// Base
|
||||
ingame_Canvas,
|
||||
ingame_VignetteOverlay,
|
||||
|
||||
// Ingame overlays
|
||||
ingame_HUD_Waypoints,
|
||||
ingame_HUD_PlacementHints,
|
||||
ingame_HUD_PlacerVariants,
|
||||
|
||||
// Regular hud
|
||||
ingame_HUD_PinnedShapes,
|
||||
ingame_HUD_GameMenu,
|
||||
ingame_HUD_KeybindingOverlay,
|
||||
ingame_HUD_Notifications,
|
||||
ingame_HUD_DebugInfo,
|
||||
ingame_HUD_EntityDebugger,
|
||||
ingame_HUD_InteractiveTutorial,
|
||||
ingame_HUD_TutorialHints,
|
||||
ingame_HUD_buildings_toolbar,
|
||||
ingame_HUD_wires_toolbar,
|
||||
ingame_HUD_BlueprintPlacer,
|
||||
ingame_HUD_Waypoints_Hint,
|
||||
ingame_HUD_Watermark,
|
||||
ingame_HUD_ColorBlindBelowTileHelper,
|
||||
ingame_HUD_SandboxController,
|
||||
|
||||
// Overlays
|
||||
ingame_HUD_BetaOverlay,
|
||||
|
||||
// Dialogs
|
||||
ingame_HUD_Shop,
|
||||
ingame_HUD_Statistics,
|
||||
ingame_HUD_ShapeViewer,
|
||||
ingame_HUD_UnlockNotification,
|
||||
ingame_HUD_SettingsMenu,
|
||||
ingame_HUD_ModalDialogs;
|
||||
|
||||
$zindex: 100;
|
||||
|
||||
@each $elem in $elements {
|
||||
##{$elem} {
|
||||
z-index: $zindex;
|
||||
}
|
||||
|
||||
$zindex: $zindex + 10;
|
||||
}
|
||||
|
||||
body.uiHidden {
|
||||
#ingame_HUD_buildings_toolbar,
|
||||
#ingame_HUD_PlacementHints,
|
||||
#ingame_HUD_GameMenu,
|
||||
#ingame_HUD_PinnedShapes,
|
||||
#ingame_HUD_Notifications,
|
||||
#ingame_HUD_TutorialHints,
|
||||
#ingame_HUD_Waypoints,
|
||||
#ingame_HUD_Waypoints_Hint {
|
||||
display: none !important;
|
||||
}
|
||||
}
|
||||
|
||||
body.modalDialogActive,
|
||||
body.externalAdOpen,
|
||||
body.ingameDialogOpen {
|
||||
> *:not(.ingameDialog):not(.modalDialogParent):not(.loadingDialog):not(.gameLoadingOverlay):not(#ingame_HUD_ModalDialogs):not(.noBlur) {
|
||||
// filter: blur(5px) !important;
|
||||
}
|
||||
}
|
||||
// Control here whether to inline all resources or instead load them
|
||||
@function uiResource($pth) {
|
||||
@if (str-index($string: $pth, $substring: ".noinline")) {
|
||||
@return resolve($pth);
|
||||
}
|
||||
@return inline($pth);
|
||||
}
|
||||
|
||||
@import "icons";
|
||||
@import "trigonometry";
|
||||
@import "material_colors";
|
||||
@import "dynamic_ui";
|
||||
@import "variables";
|
||||
|
||||
@import "mixins";
|
||||
@import "common";
|
||||
@import "animations";
|
||||
@import "game_state";
|
||||
@import "application_error";
|
||||
@import "textual_game_state";
|
||||
@import "adinplay";
|
||||
|
||||
@import "states/preload";
|
||||
@import "states/main_menu";
|
||||
@import "states/ingame";
|
||||
@import "states/keybindings";
|
||||
@import "states/settings";
|
||||
@import "states/about";
|
||||
@import "states/mobile_warning";
|
||||
@import "states/changelog";
|
||||
|
||||
@import "ingame_hud/buildings_toolbar";
|
||||
@import "ingame_hud/building_placer";
|
||||
@import "ingame_hud/beta_overlay";
|
||||
@import "ingame_hud/keybindings_overlay";
|
||||
@import "ingame_hud/unlock_notification";
|
||||
@import "ingame_hud/shop";
|
||||
@import "ingame_hud/game_menu";
|
||||
@import "ingame_hud/dialogs";
|
||||
@import "ingame_hud/vignette_overlay";
|
||||
@import "ingame_hud/statistics";
|
||||
@import "ingame_hud/pinned_shapes";
|
||||
@import "ingame_hud/notifications";
|
||||
@import "ingame_hud/settings_menu";
|
||||
@import "ingame_hud/debug_info";
|
||||
@import "ingame_hud/entity_debugger";
|
||||
@import "ingame_hud/tutorial_hints";
|
||||
@import "ingame_hud/watermark";
|
||||
@import "ingame_hud/blueprint_placer";
|
||||
@import "ingame_hud/waypoints";
|
||||
@import "ingame_hud/interactive_tutorial";
|
||||
@import "ingame_hud/color_blind_helper";
|
||||
@import "ingame_hud/shape_viewer";
|
||||
@import "ingame_hud/sandbox_controller";
|
||||
|
||||
// prettier-ignore
|
||||
$elements:
|
||||
// Base
|
||||
ingame_Canvas,
|
||||
ingame_VignetteOverlay,
|
||||
|
||||
// Ingame overlays
|
||||
ingame_HUD_Waypoints,
|
||||
ingame_HUD_PlacementHints,
|
||||
ingame_HUD_PlacerVariants,
|
||||
|
||||
// Regular hud
|
||||
ingame_HUD_PinnedShapes,
|
||||
ingame_HUD_GameMenu,
|
||||
ingame_HUD_KeybindingOverlay,
|
||||
ingame_HUD_Notifications,
|
||||
ingame_HUD_DebugInfo,
|
||||
ingame_HUD_EntityDebugger,
|
||||
ingame_HUD_InteractiveTutorial,
|
||||
ingame_HUD_TutorialHints,
|
||||
ingame_HUD_buildings_toolbar,
|
||||
ingame_HUD_wires_toolbar,
|
||||
ingame_HUD_BlueprintPlacer,
|
||||
ingame_HUD_Waypoints_Hint,
|
||||
ingame_HUD_Watermark,
|
||||
ingame_HUD_ColorBlindBelowTileHelper,
|
||||
ingame_HUD_SandboxController,
|
||||
|
||||
// Overlays
|
||||
ingame_HUD_BetaOverlay,
|
||||
|
||||
// Dialogs
|
||||
ingame_HUD_Shop,
|
||||
ingame_HUD_Statistics,
|
||||
ingame_HUD_ShapeViewer,
|
||||
ingame_HUD_UnlockNotification,
|
||||
ingame_HUD_SettingsMenu,
|
||||
ingame_HUD_ModalDialogs;
|
||||
|
||||
$zindex: 100;
|
||||
|
||||
@each $elem in $elements {
|
||||
##{$elem} {
|
||||
z-index: $zindex;
|
||||
}
|
||||
|
||||
$zindex: $zindex + 10;
|
||||
}
|
||||
|
||||
body.uiHidden {
|
||||
.ingame_buildingsToolbar,
|
||||
#ingame_HUD_PlacementHints,
|
||||
#ingame_HUD_GameMenu,
|
||||
#ingame_HUD_PinnedShapes,
|
||||
#ingame_HUD_Notifications,
|
||||
#ingame_HUD_TutorialHints,
|
||||
#ingame_HUD_Waypoints,
|
||||
#ingame_HUD_Waypoints_Hint {
|
||||
display: none !important;
|
||||
}
|
||||
}
|
||||
|
||||
body.modalDialogActive,
|
||||
body.externalAdOpen,
|
||||
body.ingameDialogOpen {
|
||||
> *:not(.ingameDialog):not(.modalDialogParent):not(.loadingDialog):not(.gameLoadingOverlay):not(#ingame_HUD_ModalDialogs):not(.noBlur) {
|
||||
// filter: blur(5px) !important;
|
||||
}
|
||||
}
|
||||
|
@ -1,300 +1,304 @@
|
||||
export const CHANGELOG = [
|
||||
{
|
||||
version: "1.2.0",
|
||||
date: "unreleased",
|
||||
entries: [
|
||||
"WIRES",
|
||||
"Reworked menu UI design (by dengr1605)",
|
||||
"Allow holding ALT in belt planner to reverse direction (by jakobhellermann)",
|
||||
"Clear cursor when trying to pipette the same building twice (by hexy)",
|
||||
"Fixed level 18 stacker bug: If you experienced it already, you know it, if not, I don't want to spoiler (by hexy)",
|
||||
"Added keybinding to close menus (by isaisstillalive / Sandwichs-del)",
|
||||
"Fix rare crash regarding the buildings toolbar (by isaisstillalive)",
|
||||
"Fixed some phrases (by EnderDoom77)",
|
||||
"Zoom towards mouse cursor (by Dimava)",
|
||||
"Added multiple settings to optimize the performance",
|
||||
"Updated the soundtrack again, it is now 40 minutes in total!",
|
||||
"Updated and added new translations (Thanks to all contributors!)",
|
||||
"Allow editing waypoints (by isaisstillalive)",
|
||||
"Show confirmation when cutting area which is too expensive to get pasted again (by isaisstillalive)",
|
||||
"Show mouse and camera tile on debug overlay (F4) (by dengr)",
|
||||
"Fix tunnels entrances connecting to exits sometimes when they shouldn't",
|
||||
"The initial belt planner direction is now based on the cursor movement (by MizardX)",
|
||||
"Fix preferred variant not getting saved when clicking on the hud (by Danacus)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.19",
|
||||
date: "02.07.2020",
|
||||
entries: [
|
||||
"There are now notifications every 15 minutes in the demo version to buy the full version (For further details and the reason, check the #surveys channel in the Discord)",
|
||||
"I'm still working on the wires update, I hope to release it mid july!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.18",
|
||||
date: "27.06.2020",
|
||||
entries: [
|
||||
"Huge performance improvements - up to double fps and tick-rate! This will wipe out all current items on belts.",
|
||||
"Reduce story shapes required until unlocking blueprints",
|
||||
"Allow clicking on variants to select them",
|
||||
"Add 'copy key' button to shape viewer",
|
||||
"Add more FPS to the belt animation and fix belt animation seeming to go 'backwards' on high belt speeds",
|
||||
"Fix deconstruct sound being played when right clicking hub",
|
||||
"Allow clicking 'Q' over a shape or color patch to automatically select the miner building (by Gerdon262)",
|
||||
"Update belt placement performance on huge factories (by Phlosioneer)",
|
||||
"Fix duplicate waypoints with a shape not rendering (by hexy)",
|
||||
"Fix smart tunnel placement deleting wrong tunnels (by mordof)",
|
||||
"Add setting (on by default) to store the last used rotation per building instead of globally storing it (by Magos)",
|
||||
"Added chinese (traditional) translation",
|
||||
"Updated translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.17",
|
||||
date: "22.06.2020",
|
||||
entries: [
|
||||
"Color blind mode! You can now activate it in the settings and it will show you which color is below your cursor (Either resource or on the belt)",
|
||||
"Add info buttons to all shapes so you can figure out how they are built! (And also, which colors they have)",
|
||||
"Allow configuring autosave interval and disabling it in the settings",
|
||||
"The smart-tunnel placement has been reworked to properly replace belts. Thus the setting has been turned on again by default",
|
||||
"The soundtrack now has a higher quality on the standalone version than the web version",
|
||||
"Add setting to disable cut/delete warnings (by hexy)",
|
||||
"Fix bug where belts in blueprints don't orient correctly (by hexy)",
|
||||
"Fix camera moving weird after dragging and holding (by hexy)",
|
||||
"Fix keybinding for pipette showing while pasting blueprints",
|
||||
"Improve visibility of shape background in dark mode",
|
||||
"Added sound when destroying a building",
|
||||
"Added swedish translation",
|
||||
"Update tutorial image for tier 2 tunnels to explain mix/match (by jimmyshadow1)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.16",
|
||||
date: "21.06.2020",
|
||||
entries: [
|
||||
"You can now pickup buildings below your cursor with 'Q'!",
|
||||
"The game soundtrack has been extended! There are now 4 songs with over 13 minutes of playtime from <a href='https://soundcloud.com/pettersumelius' target='blank'>Peppsen</a>!",
|
||||
"Refactor keybindings overlay to show more appropriate keybindings",
|
||||
"Show keybindings for area-select in the upper left instead",
|
||||
"Automatically deselect area when selecting a new building",
|
||||
"Raise markers limit from 14 characters to 71 (by Joker-vD)",
|
||||
"Optimize performance by caching extractor items (by Phlosioneer)",
|
||||
"Added setting to enable compact building infos, which only show ratios and hide the image / description",
|
||||
"Apply dark theme to menu as well (by dengr1065)",
|
||||
"Fix belt planner not placing the last belt",
|
||||
"Fix buildings getting deleted when right clicking while placing a blueprint",
|
||||
"Fix for exporting screenshots for huge bases (It was showing an empty file) (by xSparfuchs)",
|
||||
"Fix buttons not responding when using right click directly after left click (by davidburhans)",
|
||||
"Fix hub marker being hidden by building info panel",
|
||||
"Disable dialog background blur since it can cause performance issues",
|
||||
"Added simplified chinese translations",
|
||||
"Update translations (Thanks to all translators!)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.15",
|
||||
date: "17.06.2020",
|
||||
entries: [
|
||||
"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
|
||||
"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
|
||||
"Added setting to disable smart tunnel placement introduced with the last update",
|
||||
"Added setting to disable vignette",
|
||||
"Update translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.14",
|
||||
date: "16.06.2020",
|
||||
entries: [
|
||||
"There is now an indicator (compass) to the HUB for the HUB Marker!",
|
||||
"You can now include shape short keys in markers to render shape icons instead of text!",
|
||||
"Added mirrored variant of the painter",
|
||||
"When placing tunnels, unnecessary belts inbetween are now removed!",
|
||||
"You can now drag tunnels and they will automatically expand! (Just try it out, its intuitive)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.13",
|
||||
date: "15.06.2020",
|
||||
entries: [
|
||||
"Added shift modifier for faster pan (by jaysc)",
|
||||
"Added Japanese translations",
|
||||
"Added Portuguese (Portugal) translations",
|
||||
"Updated icon for Spanish (Latin America) - It was showing a Spanish flag before",
|
||||
"Updated existing translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.12",
|
||||
date: "14.06.2020",
|
||||
entries: [
|
||||
"Huge performance improvements! The game should now run up to 60% faster!",
|
||||
"Added norwegian translation",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.11",
|
||||
date: "13.06.2020",
|
||||
entries: [
|
||||
"Pinned shapes are now smart, they dynamically update their goal and also unpin when no longer required. Completed objectives are now rendered transparent.",
|
||||
"You can now cut areas, and also paste the last blueprint again! (by hexy)",
|
||||
"You can now export your whole base as an image by pressing F3!",
|
||||
"Improve upgrade number rounding, so there are no goals like '37.4k', instead it will now be '35k'",
|
||||
"You can now configure the camera movement speed when using WASD (by mini-bomba)",
|
||||
"Selecting an area now is relative to the world and thus does not move when moving the screen (by Dimava)",
|
||||
"Allow higher tick-rates up to 500hz (This will burn your PC!)",
|
||||
"Fix bug regarding number rounding",
|
||||
"Fix dialog text being hardly readable in dark theme",
|
||||
"Fix app not starting when the savegames were corrupted - there is now a better error message as well.",
|
||||
"Further translation updates - Big thanks to all contributors!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.10",
|
||||
date: "12.06.2020",
|
||||
entries: [
|
||||
"There are now linux builds on steam! Please report any issues in the Discord!",
|
||||
"Steam cloud saves are now available!",
|
||||
"Added and update more translations (Big thank you to all translators!)",
|
||||
"Prevent invalid connection if existing underground tunnel entrance exists (by jaysc)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.9",
|
||||
date: "11.06.2020",
|
||||
entries: [
|
||||
"Support for translations! Interested in helping out? Check out the <a target='_blank' href='https://github.com/tobspr/shapez.io/tree/master/translations'>translation guide</a>!",
|
||||
"Update stacker artwork to clarify how it works",
|
||||
"Update keybinding hints on the top left to be more accurate",
|
||||
"Make it more clear when blueprints are unlocked when trying to use them",
|
||||
"Fix pinned shape icons not being visible in dark mode",
|
||||
"Fix being able to select buildings via hotkeys in map overview mode",
|
||||
"Make shapes unpinnable in the upgrades tab (By hexy)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.8",
|
||||
date: "07.06.2020",
|
||||
entries: [
|
||||
"You can now purchase the standalone on steam! <a href='https://steam.shapez.io' target='blank'>View steam page</a>",
|
||||
"Added ability to create markers in the demo, but only two.",
|
||||
"Contest #01 has ended! I'll now work through the entries, select the 5 I like most and present them to the community to vote for!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.7",
|
||||
date: "04.06.2020",
|
||||
entries: ["HOTFIX: Fix savegames not showing up on the standalone version"],
|
||||
},
|
||||
{
|
||||
version: "1.1.6",
|
||||
date: "04.06.2020",
|
||||
entries: [
|
||||
"The steam release will happen on the <strong>7th of June</strong> - Be sure to add it to your wishlist! <a href='https://steam.shapez.io' target='blank'>View on steam</a>",
|
||||
"Fixed level complete dialog being blurred when the shop was opened before",
|
||||
"Standalone: Increased icon visibility for windows builds",
|
||||
"Web version: Fixed firefox not loading the game when browsing in private mode",
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
version: "1.1.5",
|
||||
date: "03.06.2020",
|
||||
entries: ["Added weekly contests!"],
|
||||
},
|
||||
{
|
||||
version: "1.1.4",
|
||||
date: "01.06.2020",
|
||||
entries: ["Add 'interactive' tutorial for the first level to improve onboarding experience"],
|
||||
},
|
||||
{
|
||||
version: "1.1.3",
|
||||
date: "01.06.2020",
|
||||
entries: [
|
||||
"Added setting to configure zoom / mouse wheel / touchpad sensitivity",
|
||||
"Fix belts being too slow when copied via blueprint (by Dimava)",
|
||||
"Allow binding mouse buttons to actions (by Dimava)",
|
||||
"Increase readability of certain HUD elements",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.2",
|
||||
date: "30.05.2020",
|
||||
entries: [
|
||||
"The official trailer is now ready! Check it out <a href='https://www.youtube.com/watch?v=KyorY1uIqiQ' target='_blank'>here</a>!",
|
||||
"The <a href='https://steam.shapez.io' target='_blank'>steam page</a> is now live!",
|
||||
"Experimental linux builds are now available! Please give me feedback on them in the Discord",
|
||||
"Allow hovering pinned shapes to enlarge them",
|
||||
"Allow deselecting blueprints with right click and 'Q'",
|
||||
"Move default key for deleting from 'X' to 'DEL'",
|
||||
"Show confirmation when deleting more than 100 buildings",
|
||||
"Reintroduce 'SPACE' keybinding to center on map",
|
||||
"Improved keybinding hints",
|
||||
"Fixed some keybindings showing as 'undefined'",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.1",
|
||||
date: "28.05.2020",
|
||||
entries: ["Fix crash when 'Show Hints' setting was turned off"],
|
||||
},
|
||||
{
|
||||
version: "1.1.0",
|
||||
date: "28.05.2020",
|
||||
entries: [
|
||||
"BLUEPRINTS! They are unlocked at level 12 and cost a special shape to build.",
|
||||
"MAP MARKERS! Press 'M' to create a waypoint and be able to jump to it",
|
||||
"Savegame levels are now shown in the main menu. For existing games, save them again to make the level show up.",
|
||||
"Allow holding SHIFT to rotate counter clockwise",
|
||||
"Added confirmation when deleting more than 500 buildings at a time",
|
||||
"Added background to toolbar to increase contrast",
|
||||
"Further decerase requirements of first levels",
|
||||
"Pinned shapes now are saved",
|
||||
"Allow placing extractors anywhere again, but they don't work at all if not placed on a resource",
|
||||
"Show dialog explaining some keybindings after completing level 4",
|
||||
"Fix keys being stuck when opening a dialog",
|
||||
"Swapped shape order for painting upgrades",
|
||||
"Allow changing all keybindings, including CTRL, ALT and SHIFT (by Dimava)",
|
||||
"Fix cycling through keybindings selecting locked buildings as well (by Dimava)",
|
||||
"There is now a github action, checking all pull requests with eslint. (by mrHedgehog)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.4",
|
||||
date: "26.05.2020",
|
||||
entries: [
|
||||
"Reduce cost of first painting upgrade, and change 'Shape Processing' to 'Cutting, Rotating & Stacking'",
|
||||
"Add dialog after completing level 2 to check out the upgrades tab.",
|
||||
"Allow changing the keybindings in the demo version",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.3",
|
||||
date: "24.05.2020",
|
||||
entries: [
|
||||
"Reduced the amount of shapes required for the first 5 levels to make it easier to get into the game.",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.2",
|
||||
date: "23.05.2020",
|
||||
entries: [
|
||||
"Introduced changelog",
|
||||
"Removed 'early access' label because the game isn't actually early access - its in a pretty good state already! (No worries, a lot more updates will follow!)",
|
||||
"Added a 'Show hint' button which shows a small video for almost all levels to help out",
|
||||
"Now showing proper descriptions when completing levels, with instructions on what the gained reward does.",
|
||||
"Show a landing page on mobile devices about the game not being ready to be played on mobile yet",
|
||||
"Fix painters and mixers being affected by the shape processors upgrade and not the painter one",
|
||||
"Added 'multiplace' setting which is equivalent to holding SHIFT all the time",
|
||||
"Added keybindings to zoom in / zoom out",
|
||||
"Tunnels now also show connection lines to tunnel exits, instead of just tunnel entries",
|
||||
"Lots of minor fixes and improvements",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.1",
|
||||
date: "21.05.2020",
|
||||
entries: ["Initial release!"],
|
||||
},
|
||||
];
|
||||
export const CHANGELOG = [
|
||||
{
|
||||
version: "1.2.0",
|
||||
date: "unreleased",
|
||||
entries: [
|
||||
"WIRES",
|
||||
"Reworked menu UI design (by dengr1605)",
|
||||
"Allow holding ALT in belt planner to reverse direction (by jakobhellermann)",
|
||||
"Clear cursor when trying to pipette the same building twice (by hexy)",
|
||||
"Fixed level 18 stacker bug: If you experienced it already, you know it, if not, I don't want to spoiler (by hexy)",
|
||||
"Added keybinding to close menus (by isaisstillalive / Sandwichs-del)",
|
||||
"Fix rare crash regarding the buildings toolbar (by isaisstillalive)",
|
||||
"Fixed some phrases (by EnderDoom77)",
|
||||
"Zoom towards mouse cursor (by Dimava)",
|
||||
"Added multiple settings to optimize the performance",
|
||||
"Updated the soundtrack again, it is now 40 minutes in total!",
|
||||
"Added a button to the statistics dialog to disable the sorting (by squeek502)",
|
||||
"Updated and added new translations (Thanks to all contributors!)",
|
||||
"Added setting to be able to delete buildings while placing (inspired by hexy)",
|
||||
"Mark pinned shapes in statistics dialog and show them first (inspired by davidburhans)",
|
||||
"There are now compact 1x1 splitters available to be unlocked!",
|
||||
"Allow editing waypoints (by isaisstillalive)",
|
||||
"Show confirmation when cutting area which is too expensive to get pasted again (by isaisstillalive)",
|
||||
"Show mouse and camera tile on debug overlay (F4) (by dengr)",
|
||||
"Fix tunnels entrances connecting to exits sometimes when they shouldn't",
|
||||
"The initial belt planner direction is now based on the cursor movement (by MizardX)",
|
||||
"Fix preferred variant not getting saved when clicking on the hud (by Danacus)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.19",
|
||||
date: "02.07.2020",
|
||||
entries: [
|
||||
"There are now notifications every 15 minutes in the demo version to buy the full version (For further details and the reason, check the #surveys channel in the Discord)",
|
||||
"I'm still working on the wires update, I hope to release it mid july!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.18",
|
||||
date: "27.06.2020",
|
||||
entries: [
|
||||
"Huge performance improvements - up to double fps and tick-rate! This will wipe out all current items on belts.",
|
||||
"Reduce story shapes required until unlocking blueprints",
|
||||
"Allow clicking on variants to select them",
|
||||
"Add 'copy key' button to shape viewer",
|
||||
"Add more FPS to the belt animation and fix belt animation seeming to go 'backwards' on high belt speeds",
|
||||
"Fix deconstruct sound being played when right clicking hub",
|
||||
"Allow clicking 'Q' over a shape or color patch to automatically select the miner building (by Gerdon262)",
|
||||
"Update belt placement performance on huge factories (by Phlosioneer)",
|
||||
"Fix duplicate waypoints with a shape not rendering (by hexy)",
|
||||
"Fix smart tunnel placement deleting wrong tunnels (by mordof)",
|
||||
"Add setting (on by default) to store the last used rotation per building instead of globally storing it (by Magos)",
|
||||
"Added chinese (traditional) translation",
|
||||
"Updated translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.17",
|
||||
date: "22.06.2020",
|
||||
entries: [
|
||||
"Color blind mode! You can now activate it in the settings and it will show you which color is below your cursor (Either resource or on the belt)",
|
||||
"Add info buttons to all shapes so you can figure out how they are built! (And also, which colors they have)",
|
||||
"Allow configuring autosave interval and disabling it in the settings",
|
||||
"The smart-tunnel placement has been reworked to properly replace belts. Thus the setting has been turned on again by default",
|
||||
"The soundtrack now has a higher quality on the standalone version than the web version",
|
||||
"Add setting to disable cut/delete warnings (by hexy)",
|
||||
"Fix bug where belts in blueprints don't orient correctly (by hexy)",
|
||||
"Fix camera moving weird after dragging and holding (by hexy)",
|
||||
"Fix keybinding for pipette showing while pasting blueprints",
|
||||
"Improve visibility of shape background in dark mode",
|
||||
"Added sound when destroying a building",
|
||||
"Added swedish translation",
|
||||
"Update tutorial image for tier 2 tunnels to explain mix/match (by jimmyshadow1)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.16",
|
||||
date: "21.06.2020",
|
||||
entries: [
|
||||
"You can now pickup buildings below your cursor with 'Q'!",
|
||||
"The game soundtrack has been extended! There are now 4 songs with over 13 minutes of playtime from <a href='https://soundcloud.com/pettersumelius' target='blank'>Peppsen</a>!",
|
||||
"Refactor keybindings overlay to show more appropriate keybindings",
|
||||
"Show keybindings for area-select in the upper left instead",
|
||||
"Automatically deselect area when selecting a new building",
|
||||
"Raise markers limit from 14 characters to 71 (by Joker-vD)",
|
||||
"Optimize performance by caching extractor items (by Phlosioneer)",
|
||||
"Added setting to enable compact building infos, which only show ratios and hide the image / description",
|
||||
"Apply dark theme to menu as well (by dengr1065)",
|
||||
"Fix belt planner not placing the last belt",
|
||||
"Fix buildings getting deleted when right clicking while placing a blueprint",
|
||||
"Fix for exporting screenshots for huge bases (It was showing an empty file) (by xSparfuchs)",
|
||||
"Fix buttons not responding when using right click directly after left click (by davidburhans)",
|
||||
"Fix hub marker being hidden by building info panel",
|
||||
"Disable dialog background blur since it can cause performance issues",
|
||||
"Added simplified chinese translations",
|
||||
"Update translations (Thanks to all translators!)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.15",
|
||||
date: "17.06.2020",
|
||||
entries: [
|
||||
"You can now place straight belts (and tunnels) by holding SHIFT! (For you, @giantwaffle ❤️)",
|
||||
"Added continue button to main menu and add seperate 'New game' button (by jaysc)",
|
||||
"Added setting to disable smart tunnel placement introduced with the last update",
|
||||
"Added setting to disable vignette",
|
||||
"Update translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.14",
|
||||
date: "16.06.2020",
|
||||
entries: [
|
||||
"There is now an indicator (compass) to the HUB for the HUB Marker!",
|
||||
"You can now include shape short keys in markers to render shape icons instead of text!",
|
||||
"Added mirrored variant of the painter",
|
||||
"When placing tunnels, unnecessary belts inbetween are now removed!",
|
||||
"You can now drag tunnels and they will automatically expand! (Just try it out, its intuitive)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.13",
|
||||
date: "15.06.2020",
|
||||
entries: [
|
||||
"Added shift modifier for faster pan (by jaysc)",
|
||||
"Added Japanese translations",
|
||||
"Added Portuguese (Portugal) translations",
|
||||
"Updated icon for Spanish (Latin America) - It was showing a Spanish flag before",
|
||||
"Updated existing translations",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.12",
|
||||
date: "14.06.2020",
|
||||
entries: [
|
||||
"Huge performance improvements! The game should now run up to 60% faster!",
|
||||
"Added norwegian translation",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.11",
|
||||
date: "13.06.2020",
|
||||
entries: [
|
||||
"Pinned shapes are now smart, they dynamically update their goal and also unpin when no longer required. Completed objectives are now rendered transparent.",
|
||||
"You can now cut areas, and also paste the last blueprint again! (by hexy)",
|
||||
"You can now export your whole base as an image by pressing F3!",
|
||||
"Improve upgrade number rounding, so there are no goals like '37.4k', instead it will now be '35k'",
|
||||
"You can now configure the camera movement speed when using WASD (by mini-bomba)",
|
||||
"Selecting an area now is relative to the world and thus does not move when moving the screen (by Dimava)",
|
||||
"Allow higher tick-rates up to 500hz (This will burn your PC!)",
|
||||
"Fix bug regarding number rounding",
|
||||
"Fix dialog text being hardly readable in dark theme",
|
||||
"Fix app not starting when the savegames were corrupted - there is now a better error message as well.",
|
||||
"Further translation updates - Big thanks to all contributors!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.10",
|
||||
date: "12.06.2020",
|
||||
entries: [
|
||||
"There are now linux builds on steam! Please report any issues in the Discord!",
|
||||
"Steam cloud saves are now available!",
|
||||
"Added and update more translations (Big thank you to all translators!)",
|
||||
"Prevent invalid connection if existing underground tunnel entrance exists (by jaysc)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.9",
|
||||
date: "11.06.2020",
|
||||
entries: [
|
||||
"Support for translations! Interested in helping out? Check out the <a target='_blank' href='https://github.com/tobspr/shapez.io/tree/master/translations'>translation guide</a>!",
|
||||
"Update stacker artwork to clarify how it works",
|
||||
"Update keybinding hints on the top left to be more accurate",
|
||||
"Make it more clear when blueprints are unlocked when trying to use them",
|
||||
"Fix pinned shape icons not being visible in dark mode",
|
||||
"Fix being able to select buildings via hotkeys in map overview mode",
|
||||
"Make shapes unpinnable in the upgrades tab (By hexy)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.8",
|
||||
date: "07.06.2020",
|
||||
entries: [
|
||||
"You can now purchase the standalone on steam! <a href='https://steam.shapez.io' target='blank'>View steam page</a>",
|
||||
"Added ability to create markers in the demo, but only two.",
|
||||
"Contest #01 has ended! I'll now work through the entries, select the 5 I like most and present them to the community to vote for!",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.7",
|
||||
date: "04.06.2020",
|
||||
entries: ["HOTFIX: Fix savegames not showing up on the standalone version"],
|
||||
},
|
||||
{
|
||||
version: "1.1.6",
|
||||
date: "04.06.2020",
|
||||
entries: [
|
||||
"The steam release will happen on the <strong>7th of June</strong> - Be sure to add it to your wishlist! <a href='https://steam.shapez.io' target='blank'>View on steam</a>",
|
||||
"Fixed level complete dialog being blurred when the shop was opened before",
|
||||
"Standalone: Increased icon visibility for windows builds",
|
||||
"Web version: Fixed firefox not loading the game when browsing in private mode",
|
||||
],
|
||||
},
|
||||
|
||||
{
|
||||
version: "1.1.5",
|
||||
date: "03.06.2020",
|
||||
entries: ["Added weekly contests!"],
|
||||
},
|
||||
{
|
||||
version: "1.1.4",
|
||||
date: "01.06.2020",
|
||||
entries: ["Add 'interactive' tutorial for the first level to improve onboarding experience"],
|
||||
},
|
||||
{
|
||||
version: "1.1.3",
|
||||
date: "01.06.2020",
|
||||
entries: [
|
||||
"Added setting to configure zoom / mouse wheel / touchpad sensitivity",
|
||||
"Fix belts being too slow when copied via blueprint (by Dimava)",
|
||||
"Allow binding mouse buttons to actions (by Dimava)",
|
||||
"Increase readability of certain HUD elements",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.2",
|
||||
date: "30.05.2020",
|
||||
entries: [
|
||||
"The official trailer is now ready! Check it out <a href='https://www.youtube.com/watch?v=KyorY1uIqiQ' target='_blank'>here</a>!",
|
||||
"The <a href='https://steam.shapez.io' target='_blank'>steam page</a> is now live!",
|
||||
"Experimental linux builds are now available! Please give me feedback on them in the Discord",
|
||||
"Allow hovering pinned shapes to enlarge them",
|
||||
"Allow deselecting blueprints with right click and 'Q'",
|
||||
"Move default key for deleting from 'X' to 'DEL'",
|
||||
"Show confirmation when deleting more than 100 buildings",
|
||||
"Reintroduce 'SPACE' keybinding to center on map",
|
||||
"Improved keybinding hints",
|
||||
"Fixed some keybindings showing as 'undefined'",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.1.1",
|
||||
date: "28.05.2020",
|
||||
entries: ["Fix crash when 'Show Hints' setting was turned off"],
|
||||
},
|
||||
{
|
||||
version: "1.1.0",
|
||||
date: "28.05.2020",
|
||||
entries: [
|
||||
"BLUEPRINTS! They are unlocked at level 12 and cost a special shape to build.",
|
||||
"MAP MARKERS! Press 'M' to create a waypoint and be able to jump to it",
|
||||
"Savegame levels are now shown in the main menu. For existing games, save them again to make the level show up.",
|
||||
"Allow holding SHIFT to rotate counter clockwise",
|
||||
"Added confirmation when deleting more than 500 buildings at a time",
|
||||
"Added background to toolbar to increase contrast",
|
||||
"Further decerase requirements of first levels",
|
||||
"Pinned shapes now are saved",
|
||||
"Allow placing extractors anywhere again, but they don't work at all if not placed on a resource",
|
||||
"Show dialog explaining some keybindings after completing level 4",
|
||||
"Fix keys being stuck when opening a dialog",
|
||||
"Swapped shape order for painting upgrades",
|
||||
"Allow changing all keybindings, including CTRL, ALT and SHIFT (by Dimava)",
|
||||
"Fix cycling through keybindings selecting locked buildings as well (by Dimava)",
|
||||
"There is now a github action, checking all pull requests with eslint. (by mrHedgehog)",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.4",
|
||||
date: "26.05.2020",
|
||||
entries: [
|
||||
"Reduce cost of first painting upgrade, and change 'Shape Processing' to 'Cutting, Rotating & Stacking'",
|
||||
"Add dialog after completing level 2 to check out the upgrades tab.",
|
||||
"Allow changing the keybindings in the demo version",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.3",
|
||||
date: "24.05.2020",
|
||||
entries: [
|
||||
"Reduced the amount of shapes required for the first 5 levels to make it easier to get into the game.",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.2",
|
||||
date: "23.05.2020",
|
||||
entries: [
|
||||
"Introduced changelog",
|
||||
"Removed 'early access' label because the game isn't actually early access - its in a pretty good state already! (No worries, a lot more updates will follow!)",
|
||||
"Added a 'Show hint' button which shows a small video for almost all levels to help out",
|
||||
"Now showing proper descriptions when completing levels, with instructions on what the gained reward does.",
|
||||
"Show a landing page on mobile devices about the game not being ready to be played on mobile yet",
|
||||
"Fix painters and mixers being affected by the shape processors upgrade and not the painter one",
|
||||
"Added 'multiplace' setting which is equivalent to holding SHIFT all the time",
|
||||
"Added keybindings to zoom in / zoom out",
|
||||
"Tunnels now also show connection lines to tunnel exits, instead of just tunnel entries",
|
||||
"Lots of minor fixes and improvements",
|
||||
],
|
||||
},
|
||||
{
|
||||
version: "1.0.1",
|
||||
date: "21.05.2020",
|
||||
entries: ["Initial release!"],
|
||||
},
|
||||
];
|
||||
|
@ -1,434 +1,443 @@
|
||||
/* typehints:start */
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
|
||||
import { Signal, STOP_PROPAGATION } from "./signal";
|
||||
import { arrayDeleteValue, waitNextFrame } from "./utils";
|
||||
import { ClickDetector } from "./click_detector";
|
||||
import { SOUNDS } from "../platform/sound";
|
||||
import { InputReceiver } from "./input_receiver";
|
||||
import { FormElement } from "./modal_dialog_forms";
|
||||
import { globalConfig } from "./config";
|
||||
import { getStringForKeyCode } from "../game/key_action_mapper";
|
||||
import { createLogger } from "./logging";
|
||||
import { T } from "../translations";
|
||||
|
||||
const kbEnter = 13;
|
||||
const kbCancel = 27;
|
||||
|
||||
const logger = createLogger("dialogs");
|
||||
|
||||
/**
|
||||
* Basic text based dialog
|
||||
*/
|
||||
export class Dialog {
|
||||
/**
|
||||
*
|
||||
* Constructs a new dialog with the given options
|
||||
* @param {object} param0
|
||||
* @param {Application} param0.app
|
||||
* @param {string} param0.title Title of the dialog
|
||||
* @param {string} param0.contentHTML Inner dialog html
|
||||
* @param {Array<string>} param0.buttons
|
||||
* Button list, each button contains of up to 3 parts seperated by ':'.
|
||||
* Part 0: The id, one of the one defined in dialog_buttons.yaml
|
||||
* Part 1: The style, either good, bad or misc
|
||||
* Part 2 (optional): Additional parameters seperated by '/', available are:
|
||||
* timeout: This button is only available after some waiting time
|
||||
* kb_enter: This button is triggered by the enter key
|
||||
* kb_escape This button is triggered by the escape key
|
||||
* @param {string=} param0.type The dialog type, either "info" or "warn"
|
||||
* @param {boolean=} param0.closeButton Whether this dialog has a close button
|
||||
*/
|
||||
constructor({ app, title, contentHTML, buttons, type = "info", closeButton = false }) {
|
||||
this.app = app;
|
||||
this.title = title;
|
||||
this.contentHTML = contentHTML;
|
||||
this.type = type;
|
||||
this.buttonIds = buttons;
|
||||
this.closeButton = closeButton;
|
||||
|
||||
this.closeRequested = new Signal();
|
||||
this.buttonSignals = {};
|
||||
|
||||
for (let i = 0; i < buttons.length; ++i) {
|
||||
if (G_IS_DEV && globalConfig.debug.disableTimedButtons) {
|
||||
this.buttonIds[i] = this.buttonIds[i].replace(":timeout", "");
|
||||
}
|
||||
|
||||
const buttonId = this.buttonIds[i].split(":")[0];
|
||||
this.buttonSignals[buttonId] = new Signal();
|
||||
}
|
||||
|
||||
this.timeouts = [];
|
||||
this.clickDetectors = [];
|
||||
|
||||
this.inputReciever = new InputReceiver("dialog-" + this.title);
|
||||
|
||||
this.inputReciever.keydown.add(this.handleKeydown, this);
|
||||
|
||||
this.enterHandler = null;
|
||||
this.escapeHandler = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keydown handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
*/
|
||||
handleKeydown({ keyCode, shift, alt }) {
|
||||
if (keyCode === kbEnter && this.enterHandler) {
|
||||
this.internalButtonHandler(this.enterHandler);
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
|
||||
if (keyCode === kbCancel && this.escapeHandler) {
|
||||
this.internalButtonHandler(this.escapeHandler);
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
internalButtonHandler(id, ...payload) {
|
||||
this.app.inputMgr.popReciever(this.inputReciever);
|
||||
|
||||
if (id !== "close-button") {
|
||||
this.buttonSignals[id].dispatch(...payload);
|
||||
}
|
||||
this.closeRequested.dispatch();
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const elem = document.createElement("div");
|
||||
elem.classList.add("ingameDialog");
|
||||
|
||||
this.dialogElem = document.createElement("div");
|
||||
this.dialogElem.classList.add("dialogInner");
|
||||
|
||||
if (this.type) {
|
||||
this.dialogElem.classList.add(this.type);
|
||||
}
|
||||
elem.appendChild(this.dialogElem);
|
||||
|
||||
const title = document.createElement("h1");
|
||||
title.innerText = this.title;
|
||||
title.classList.add("title");
|
||||
this.dialogElem.appendChild(title);
|
||||
|
||||
if (this.closeButton) {
|
||||
this.dialogElem.classList.add("hasCloseButton");
|
||||
|
||||
const closeBtn = document.createElement("button");
|
||||
closeBtn.classList.add("closeButton");
|
||||
|
||||
this.trackClicks(closeBtn, () => this.internalButtonHandler("close-button"), {
|
||||
applyCssClass: "pressedSmallElement",
|
||||
});
|
||||
|
||||
title.appendChild(closeBtn);
|
||||
this.inputReciever.backButton.add(() => this.internalButtonHandler("close-button"));
|
||||
}
|
||||
|
||||
const content = document.createElement("div");
|
||||
content.classList.add("content");
|
||||
content.innerHTML = this.contentHTML;
|
||||
this.dialogElem.appendChild(content);
|
||||
|
||||
if (this.buttonIds.length > 0) {
|
||||
const buttons = document.createElement("div");
|
||||
buttons.classList.add("buttons");
|
||||
|
||||
// Create buttons
|
||||
for (let i = 0; i < this.buttonIds.length; ++i) {
|
||||
const [buttonId, buttonStyle, rawParams] = this.buttonIds[i].split(":");
|
||||
|
||||
const button = document.createElement("button");
|
||||
button.classList.add("button");
|
||||
button.classList.add("styledButton");
|
||||
button.classList.add(buttonStyle);
|
||||
button.innerText = T.dialogs.buttons[buttonId];
|
||||
|
||||
const params = (rawParams || "").split("/");
|
||||
const useTimeout = params.indexOf("timeout") >= 0;
|
||||
|
||||
const isEnter = params.indexOf("enter") >= 0;
|
||||
const isEscape = params.indexOf("escape") >= 0;
|
||||
|
||||
if (isEscape && this.closeButton) {
|
||||
logger.warn("Showing dialog with close button, and additional cancel button");
|
||||
}
|
||||
|
||||
if (useTimeout) {
|
||||
button.classList.add("timedButton");
|
||||
const timeout = setTimeout(() => {
|
||||
button.classList.remove("timedButton");
|
||||
arrayDeleteValue(this.timeouts, timeout);
|
||||
}, 5000);
|
||||
this.timeouts.push(timeout);
|
||||
}
|
||||
if (isEnter || isEscape) {
|
||||
// if (this.app.settings.getShowKeyboardShortcuts()) {
|
||||
// Show keybinding
|
||||
const spacer = document.createElement("code");
|
||||
spacer.classList.add("keybinding");
|
||||
spacer.innerHTML = getStringForKeyCode(isEnter ? kbEnter : kbCancel);
|
||||
button.appendChild(spacer);
|
||||
// }
|
||||
|
||||
if (isEnter) {
|
||||
this.enterHandler = buttonId;
|
||||
}
|
||||
if (isEscape) {
|
||||
this.escapeHandler = buttonId;
|
||||
}
|
||||
}
|
||||
|
||||
this.trackClicks(button, () => this.internalButtonHandler(buttonId));
|
||||
buttons.appendChild(button);
|
||||
}
|
||||
|
||||
this.dialogElem.appendChild(buttons);
|
||||
} else {
|
||||
this.dialogElem.classList.add("buttonless");
|
||||
}
|
||||
|
||||
this.element = elem;
|
||||
this.app.inputMgr.pushReciever(this.inputReciever);
|
||||
|
||||
return this.element;
|
||||
}
|
||||
|
||||
setIndex(index) {
|
||||
this.element.style.zIndex = index;
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (!this.element) {
|
||||
assert(false, "Tried to destroy dialog twice");
|
||||
return;
|
||||
}
|
||||
// We need to do this here, because if the backbutton event gets
|
||||
// dispatched to the modal dialogs, it will not call the internalButtonHandler,
|
||||
// and thus our receiver stays attached the whole time
|
||||
this.app.inputMgr.destroyReceiver(this.inputReciever);
|
||||
|
||||
for (let i = 0; i < this.clickDetectors.length; ++i) {
|
||||
this.clickDetectors[i].cleanup();
|
||||
}
|
||||
this.clickDetectors = [];
|
||||
|
||||
this.element.remove();
|
||||
this.element = null;
|
||||
|
||||
for (let i = 0; i < this.timeouts.length; ++i) {
|
||||
clearTimeout(this.timeouts[i]);
|
||||
}
|
||||
this.timeouts = [];
|
||||
}
|
||||
|
||||
hide() {
|
||||
this.element.classList.remove("visible");
|
||||
}
|
||||
|
||||
show() {
|
||||
this.element.classList.add("visible");
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to track clicks on an element
|
||||
* @param {Element} elem
|
||||
* @param {function():void} handler
|
||||
* @param {import("./click_detector").ClickDetectorConstructorArgs=} args
|
||||
* @returns {ClickDetector}
|
||||
*/
|
||||
trackClicks(elem, handler, args = {}) {
|
||||
const detector = new ClickDetector(elem, args);
|
||||
detector.click.add(handler, this);
|
||||
this.clickDetectors.push(detector);
|
||||
return detector;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Dialog which simply shows a loading spinner
|
||||
*/
|
||||
export class DialogLoading extends Dialog {
|
||||
constructor(app) {
|
||||
super({
|
||||
app,
|
||||
title: "",
|
||||
contentHTML: "",
|
||||
buttons: [],
|
||||
type: "loading",
|
||||
});
|
||||
|
||||
// Loading dialog can not get closed with back button
|
||||
this.inputReciever.backButton.removeAll();
|
||||
this.inputReciever.context = "dialog-loading";
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const elem = document.createElement("div");
|
||||
elem.classList.add("ingameDialog");
|
||||
elem.classList.add("loadingDialog");
|
||||
this.element = elem;
|
||||
|
||||
const loader = document.createElement("div");
|
||||
loader.classList.add("prefab_LoadingTextWithAnim");
|
||||
loader.classList.add("loadingIndicator");
|
||||
loader.innerText = T.global.loading;
|
||||
elem.appendChild(loader);
|
||||
|
||||
this.app.inputMgr.pushReciever(this.inputReciever);
|
||||
|
||||
return elem;
|
||||
}
|
||||
}
|
||||
|
||||
export class DialogOptionChooser extends Dialog {
|
||||
constructor({ app, title, options }) {
|
||||
let html = "<div class='optionParent'>";
|
||||
|
||||
options.options.forEach(({ value, text, desc = null, iconPrefix = null }) => {
|
||||
const descHtml = desc ? `<span class="desc">${desc}</span>` : "";
|
||||
let iconHtml = iconPrefix ? `<span class="icon icon-${iconPrefix}-${value}"></span>` : "";
|
||||
html += `
|
||||
<div class='option ${value === options.active ? "active" : ""} ${
|
||||
iconPrefix ? "hasIcon" : ""
|
||||
}' data-optionvalue='${value}'>
|
||||
${iconHtml}
|
||||
<span class='title'>${text}</span>
|
||||
${descHtml}
|
||||
</div>
|
||||
`;
|
||||
});
|
||||
|
||||
html += "</div>";
|
||||
super({
|
||||
app,
|
||||
title,
|
||||
contentHTML: html,
|
||||
buttons: [],
|
||||
type: "info",
|
||||
closeButton: true,
|
||||
});
|
||||
|
||||
this.options = options;
|
||||
this.initialOption = options.active;
|
||||
|
||||
this.buttonSignals.optionSelected = new Signal();
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const div = super.createElement();
|
||||
this.dialogElem.classList.add("optionChooserDialog");
|
||||
|
||||
div.querySelectorAll("[data-optionvalue]").forEach(handle => {
|
||||
const value = handle.getAttribute("data-optionvalue");
|
||||
if (!handle) {
|
||||
logger.error("Failed to bind option value in dialog:", value);
|
||||
return;
|
||||
}
|
||||
// Need click detector here to forward elements, otherwise scrolling does not work
|
||||
const detector = new ClickDetector(handle, {
|
||||
consumeEvents: false,
|
||||
preventDefault: false,
|
||||
clickSound: null,
|
||||
applyCssClass: "pressedOption",
|
||||
targetOnly: true,
|
||||
});
|
||||
this.clickDetectors.push(detector);
|
||||
|
||||
if (value !== this.initialOption) {
|
||||
detector.click.add(() => {
|
||||
const selected = div.querySelector(".option.active");
|
||||
if (selected) {
|
||||
selected.classList.remove("active");
|
||||
} else {
|
||||
logger.warn("No selected option");
|
||||
}
|
||||
handle.classList.add("active");
|
||||
this.app.sound.playUiSound(SOUNDS.uiClick);
|
||||
this.internalButtonHandler("optionSelected", value);
|
||||
});
|
||||
}
|
||||
});
|
||||
return div;
|
||||
}
|
||||
}
|
||||
|
||||
export class DialogWithForm extends Dialog {
|
||||
/**
|
||||
*
|
||||
* @param {object} param0
|
||||
* @param {Application} param0.app
|
||||
* @param {string} param0.title
|
||||
* @param {string} param0.desc
|
||||
* @param {array=} param0.buttons
|
||||
* @param {string=} param0.confirmButtonId
|
||||
* @param {string=} param0.extraButton
|
||||
* @param {Array<FormElement>} param0.formElements
|
||||
*/
|
||||
constructor({ app, title, desc, formElements, buttons = ["cancel", "ok:good"], confirmButtonId = "ok" }) {
|
||||
let html = "";
|
||||
html += desc + "<br>";
|
||||
for (let i = 0; i < formElements.length; ++i) {
|
||||
html += formElements[i].getHtml();
|
||||
}
|
||||
|
||||
super({
|
||||
app,
|
||||
title: title,
|
||||
contentHTML: html,
|
||||
buttons: buttons,
|
||||
type: "info",
|
||||
closeButton: true,
|
||||
});
|
||||
this.confirmButtonId = confirmButtonId;
|
||||
this.formElements = formElements;
|
||||
|
||||
this.enterHandler = confirmButtonId;
|
||||
}
|
||||
|
||||
internalButtonHandler(id, ...payload) {
|
||||
if (id === this.confirmButtonId) {
|
||||
if (this.hasAnyInvalid()) {
|
||||
this.dialogElem.classList.remove("errorShake");
|
||||
waitNextFrame().then(() => {
|
||||
if (this.dialogElem) {
|
||||
this.dialogElem.classList.add("errorShake");
|
||||
}
|
||||
});
|
||||
this.app.sound.playUiSound(SOUNDS.uiError);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
super.internalButtonHandler(id, payload);
|
||||
}
|
||||
|
||||
hasAnyInvalid() {
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
if (!this.formElements[i].isValid()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const div = super.createElement();
|
||||
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
const elem = this.formElements[i];
|
||||
elem.bindEvents(div, this.clickDetectors);
|
||||
}
|
||||
|
||||
waitNextFrame().then(() => {
|
||||
this.formElements[0].focus();
|
||||
});
|
||||
|
||||
return div;
|
||||
}
|
||||
}
|
||||
/* typehints:start */
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
|
||||
import { Signal, STOP_PROPAGATION } from "./signal";
|
||||
import { arrayDeleteValue, waitNextFrame } from "./utils";
|
||||
import { ClickDetector } from "./click_detector";
|
||||
import { SOUNDS } from "../platform/sound";
|
||||
import { InputReceiver } from "./input_receiver";
|
||||
import { FormElement } from "./modal_dialog_forms";
|
||||
import { globalConfig } from "./config";
|
||||
import { getStringForKeyCode } from "../game/key_action_mapper";
|
||||
import { createLogger } from "./logging";
|
||||
import { T } from "../translations";
|
||||
|
||||
const kbEnter = 13;
|
||||
const kbCancel = 27;
|
||||
|
||||
const logger = createLogger("dialogs");
|
||||
|
||||
/**
|
||||
* Basic text based dialog
|
||||
*/
|
||||
export class Dialog {
|
||||
/**
|
||||
*
|
||||
* Constructs a new dialog with the given options
|
||||
* @param {object} param0
|
||||
* @param {Application} param0.app
|
||||
* @param {string} param0.title Title of the dialog
|
||||
* @param {string} param0.contentHTML Inner dialog html
|
||||
* @param {Array<string>} param0.buttons
|
||||
* Button list, each button contains of up to 3 parts seperated by ':'.
|
||||
* Part 0: The id, one of the one defined in dialog_buttons.yaml
|
||||
* Part 1: The style, either good, bad or misc
|
||||
* Part 2 (optional): Additional parameters seperated by '/', available are:
|
||||
* timeout: This button is only available after some waiting time
|
||||
* kb_enter: This button is triggered by the enter key
|
||||
* kb_escape This button is triggered by the escape key
|
||||
* @param {string=} param0.type The dialog type, either "info" or "warn"
|
||||
* @param {boolean=} param0.closeButton Whether this dialog has a close button
|
||||
*/
|
||||
constructor({ app, title, contentHTML, buttons, type = "info", closeButton = false }) {
|
||||
this.app = app;
|
||||
this.title = title;
|
||||
this.contentHTML = contentHTML;
|
||||
this.type = type;
|
||||
this.buttonIds = buttons;
|
||||
this.closeButton = closeButton;
|
||||
|
||||
this.closeRequested = new Signal();
|
||||
this.buttonSignals = {};
|
||||
|
||||
for (let i = 0; i < buttons.length; ++i) {
|
||||
if (G_IS_DEV && globalConfig.debug.disableTimedButtons) {
|
||||
this.buttonIds[i] = this.buttonIds[i].replace(":timeout", "");
|
||||
}
|
||||
|
||||
const buttonId = this.buttonIds[i].split(":")[0];
|
||||
this.buttonSignals[buttonId] = new Signal();
|
||||
}
|
||||
|
||||
this.timeouts = [];
|
||||
this.clickDetectors = [];
|
||||
|
||||
this.inputReciever = new InputReceiver("dialog-" + this.title);
|
||||
|
||||
this.inputReciever.keydown.add(this.handleKeydown, this);
|
||||
|
||||
this.enterHandler = null;
|
||||
this.escapeHandler = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keydown handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
*/
|
||||
handleKeydown({ keyCode, shift, alt }) {
|
||||
if (keyCode === kbEnter && this.enterHandler) {
|
||||
this.internalButtonHandler(this.enterHandler);
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
|
||||
if (keyCode === kbCancel && this.escapeHandler) {
|
||||
this.internalButtonHandler(this.escapeHandler);
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
internalButtonHandler(id, ...payload) {
|
||||
this.app.inputMgr.popReciever(this.inputReciever);
|
||||
|
||||
if (id !== "close-button") {
|
||||
this.buttonSignals[id].dispatch(...payload);
|
||||
}
|
||||
this.closeRequested.dispatch();
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const elem = document.createElement("div");
|
||||
elem.classList.add("ingameDialog");
|
||||
|
||||
this.dialogElem = document.createElement("div");
|
||||
this.dialogElem.classList.add("dialogInner");
|
||||
|
||||
if (this.type) {
|
||||
this.dialogElem.classList.add(this.type);
|
||||
}
|
||||
elem.appendChild(this.dialogElem);
|
||||
|
||||
const title = document.createElement("h1");
|
||||
title.innerText = this.title;
|
||||
title.classList.add("title");
|
||||
this.dialogElem.appendChild(title);
|
||||
|
||||
if (this.closeButton) {
|
||||
this.dialogElem.classList.add("hasCloseButton");
|
||||
|
||||
const closeBtn = document.createElement("button");
|
||||
closeBtn.classList.add("closeButton");
|
||||
|
||||
this.trackClicks(closeBtn, () => this.internalButtonHandler("close-button"), {
|
||||
applyCssClass: "pressedSmallElement",
|
||||
});
|
||||
|
||||
title.appendChild(closeBtn);
|
||||
this.inputReciever.backButton.add(() => this.internalButtonHandler("close-button"));
|
||||
}
|
||||
|
||||
const content = document.createElement("div");
|
||||
content.classList.add("content");
|
||||
content.innerHTML = this.contentHTML;
|
||||
this.dialogElem.appendChild(content);
|
||||
|
||||
if (this.buttonIds.length > 0) {
|
||||
const buttons = document.createElement("div");
|
||||
buttons.classList.add("buttons");
|
||||
|
||||
// Create buttons
|
||||
for (let i = 0; i < this.buttonIds.length; ++i) {
|
||||
const [buttonId, buttonStyle, rawParams] = this.buttonIds[i].split(":");
|
||||
|
||||
const button = document.createElement("button");
|
||||
button.classList.add("button");
|
||||
button.classList.add("styledButton");
|
||||
button.classList.add(buttonStyle);
|
||||
button.innerText = T.dialogs.buttons[buttonId];
|
||||
|
||||
const params = (rawParams || "").split("/");
|
||||
const useTimeout = params.indexOf("timeout") >= 0;
|
||||
|
||||
const isEnter = params.indexOf("enter") >= 0;
|
||||
const isEscape = params.indexOf("escape") >= 0;
|
||||
|
||||
if (isEscape && this.closeButton) {
|
||||
logger.warn("Showing dialog with close button, and additional cancel button");
|
||||
}
|
||||
|
||||
if (useTimeout) {
|
||||
button.classList.add("timedButton");
|
||||
const timeout = setTimeout(() => {
|
||||
button.classList.remove("timedButton");
|
||||
arrayDeleteValue(this.timeouts, timeout);
|
||||
}, 5000);
|
||||
this.timeouts.push(timeout);
|
||||
}
|
||||
if (isEnter || isEscape) {
|
||||
// if (this.app.settings.getShowKeyboardShortcuts()) {
|
||||
// Show keybinding
|
||||
const spacer = document.createElement("code");
|
||||
spacer.classList.add("keybinding");
|
||||
spacer.innerHTML = getStringForKeyCode(isEnter ? kbEnter : kbCancel);
|
||||
button.appendChild(spacer);
|
||||
// }
|
||||
|
||||
if (isEnter) {
|
||||
this.enterHandler = buttonId;
|
||||
}
|
||||
if (isEscape) {
|
||||
this.escapeHandler = buttonId;
|
||||
}
|
||||
}
|
||||
|
||||
this.trackClicks(button, () => this.internalButtonHandler(buttonId));
|
||||
buttons.appendChild(button);
|
||||
}
|
||||
|
||||
this.dialogElem.appendChild(buttons);
|
||||
} else {
|
||||
this.dialogElem.classList.add("buttonless");
|
||||
}
|
||||
|
||||
this.element = elem;
|
||||
this.app.inputMgr.pushReciever(this.inputReciever);
|
||||
|
||||
return this.element;
|
||||
}
|
||||
|
||||
setIndex(index) {
|
||||
this.element.style.zIndex = index;
|
||||
}
|
||||
|
||||
destroy() {
|
||||
if (!this.element) {
|
||||
assert(false, "Tried to destroy dialog twice");
|
||||
return;
|
||||
}
|
||||
// We need to do this here, because if the backbutton event gets
|
||||
// dispatched to the modal dialogs, it will not call the internalButtonHandler,
|
||||
// and thus our receiver stays attached the whole time
|
||||
this.app.inputMgr.destroyReceiver(this.inputReciever);
|
||||
|
||||
for (let i = 0; i < this.clickDetectors.length; ++i) {
|
||||
this.clickDetectors[i].cleanup();
|
||||
}
|
||||
this.clickDetectors = [];
|
||||
|
||||
this.element.remove();
|
||||
this.element = null;
|
||||
|
||||
for (let i = 0; i < this.timeouts.length; ++i) {
|
||||
clearTimeout(this.timeouts[i]);
|
||||
}
|
||||
this.timeouts = [];
|
||||
}
|
||||
|
||||
hide() {
|
||||
this.element.classList.remove("visible");
|
||||
}
|
||||
|
||||
show() {
|
||||
this.element.classList.add("visible");
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to track clicks on an element
|
||||
* @param {Element} elem
|
||||
* @param {function():void} handler
|
||||
* @param {import("./click_detector").ClickDetectorConstructorArgs=} args
|
||||
* @returns {ClickDetector}
|
||||
*/
|
||||
trackClicks(elem, handler, args = {}) {
|
||||
const detector = new ClickDetector(elem, args);
|
||||
detector.click.add(handler, this);
|
||||
this.clickDetectors.push(detector);
|
||||
return detector;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Dialog which simply shows a loading spinner
|
||||
*/
|
||||
export class DialogLoading extends Dialog {
|
||||
constructor(app) {
|
||||
super({
|
||||
app,
|
||||
title: "",
|
||||
contentHTML: "",
|
||||
buttons: [],
|
||||
type: "loading",
|
||||
});
|
||||
|
||||
// Loading dialog can not get closed with back button
|
||||
this.inputReciever.backButton.removeAll();
|
||||
this.inputReciever.context = "dialog-loading";
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const elem = document.createElement("div");
|
||||
elem.classList.add("ingameDialog");
|
||||
elem.classList.add("loadingDialog");
|
||||
this.element = elem;
|
||||
|
||||
const loader = document.createElement("div");
|
||||
loader.classList.add("prefab_LoadingTextWithAnim");
|
||||
loader.classList.add("loadingIndicator");
|
||||
loader.innerText = T.global.loading;
|
||||
elem.appendChild(loader);
|
||||
|
||||
this.app.inputMgr.pushReciever(this.inputReciever);
|
||||
|
||||
return elem;
|
||||
}
|
||||
}
|
||||
|
||||
export class DialogOptionChooser extends Dialog {
|
||||
constructor({ app, title, options }) {
|
||||
let html = "<div class='optionParent'>";
|
||||
|
||||
options.options.forEach(({ value, text, desc = null, iconPrefix = null }) => {
|
||||
const descHtml = desc ? `<span class="desc">${desc}</span>` : "";
|
||||
let iconHtml = iconPrefix ? `<span class="icon icon-${iconPrefix}-${value}"></span>` : "";
|
||||
html += `
|
||||
<div class='option ${value === options.active ? "active" : ""} ${
|
||||
iconPrefix ? "hasIcon" : ""
|
||||
}' data-optionvalue='${value}'>
|
||||
${iconHtml}
|
||||
<span class='title'>${text}</span>
|
||||
${descHtml}
|
||||
</div>
|
||||
`;
|
||||
});
|
||||
|
||||
html += "</div>";
|
||||
super({
|
||||
app,
|
||||
title,
|
||||
contentHTML: html,
|
||||
buttons: [],
|
||||
type: "info",
|
||||
closeButton: true,
|
||||
});
|
||||
|
||||
this.options = options;
|
||||
this.initialOption = options.active;
|
||||
|
||||
this.buttonSignals.optionSelected = new Signal();
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const div = super.createElement();
|
||||
this.dialogElem.classList.add("optionChooserDialog");
|
||||
|
||||
div.querySelectorAll("[data-optionvalue]").forEach(handle => {
|
||||
const value = handle.getAttribute("data-optionvalue");
|
||||
if (!handle) {
|
||||
logger.error("Failed to bind option value in dialog:", value);
|
||||
return;
|
||||
}
|
||||
// Need click detector here to forward elements, otherwise scrolling does not work
|
||||
const detector = new ClickDetector(handle, {
|
||||
consumeEvents: false,
|
||||
preventDefault: false,
|
||||
clickSound: null,
|
||||
applyCssClass: "pressedOption",
|
||||
targetOnly: true,
|
||||
});
|
||||
this.clickDetectors.push(detector);
|
||||
|
||||
if (value !== this.initialOption) {
|
||||
detector.click.add(() => {
|
||||
const selected = div.querySelector(".option.active");
|
||||
if (selected) {
|
||||
selected.classList.remove("active");
|
||||
} else {
|
||||
logger.warn("No selected option");
|
||||
}
|
||||
handle.classList.add("active");
|
||||
this.app.sound.playUiSound(SOUNDS.uiClick);
|
||||
this.internalButtonHandler("optionSelected", value);
|
||||
});
|
||||
}
|
||||
});
|
||||
return div;
|
||||
}
|
||||
}
|
||||
|
||||
export class DialogWithForm extends Dialog {
|
||||
/**
|
||||
*
|
||||
* @param {object} param0
|
||||
* @param {Application} param0.app
|
||||
* @param {string} param0.title
|
||||
* @param {string} param0.desc
|
||||
* @param {array=} param0.buttons
|
||||
* @param {string=} param0.confirmButtonId
|
||||
* @param {string=} param0.extraButton
|
||||
* @param {boolean=} param0.closeButton
|
||||
* @param {Array<FormElement>} param0.formElements
|
||||
*/
|
||||
constructor({
|
||||
app,
|
||||
title,
|
||||
desc,
|
||||
formElements,
|
||||
buttons = ["cancel", "ok:good"],
|
||||
confirmButtonId = "ok",
|
||||
closeButton = true,
|
||||
}) {
|
||||
let html = "";
|
||||
html += desc + "<br>";
|
||||
for (let i = 0; i < formElements.length; ++i) {
|
||||
html += formElements[i].getHtml();
|
||||
}
|
||||
|
||||
super({
|
||||
app,
|
||||
title: title,
|
||||
contentHTML: html,
|
||||
buttons: buttons,
|
||||
type: "info",
|
||||
closeButton,
|
||||
});
|
||||
this.confirmButtonId = confirmButtonId;
|
||||
this.formElements = formElements;
|
||||
|
||||
this.enterHandler = confirmButtonId;
|
||||
}
|
||||
|
||||
internalButtonHandler(id, ...payload) {
|
||||
if (id === this.confirmButtonId) {
|
||||
if (this.hasAnyInvalid()) {
|
||||
this.dialogElem.classList.remove("errorShake");
|
||||
waitNextFrame().then(() => {
|
||||
if (this.dialogElem) {
|
||||
this.dialogElem.classList.add("errorShake");
|
||||
}
|
||||
});
|
||||
this.app.sound.playUiSound(SOUNDS.uiError);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
super.internalButtonHandler(id, payload);
|
||||
}
|
||||
|
||||
hasAnyInvalid() {
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
if (!this.formElements[i].isValid()) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
createElement() {
|
||||
const div = super.createElement();
|
||||
|
||||
for (let i = 0; i < this.formElements.length; ++i) {
|
||||
const elem = this.formElements[i];
|
||||
elem.bindEvents(div, this.clickDetectors);
|
||||
}
|
||||
|
||||
waitNextFrame().then(() => {
|
||||
this.formElements[0].focus();
|
||||
});
|
||||
|
||||
return div;
|
||||
}
|
||||
}
|
||||
|
@ -53,27 +53,6 @@ export class Rectangle {
|
||||
return a.left <= b.right && b.left <= a.right && a.top <= b.bottom && b.top <= a.bottom;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a rectangle arround a rotated point
|
||||
* @param {Array<Vector>} points
|
||||
* @param {number} angle
|
||||
* @returns {Rectangle}
|
||||
*/
|
||||
static getAroundPointsRotated(points, angle) {
|
||||
let minX = 1e10;
|
||||
let minY = 1e10;
|
||||
let maxX = -1e10;
|
||||
let maxY = -1e10;
|
||||
for (let i = 0; i < points.length; ++i) {
|
||||
const rotated = points[i].rotated(angle);
|
||||
minX = Math.min(minX, rotated.x);
|
||||
minY = Math.min(minY, rotated.y);
|
||||
maxX = Math.max(maxX, rotated.x);
|
||||
maxY = Math.max(maxY, rotated.y);
|
||||
}
|
||||
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
|
||||
}
|
||||
|
||||
/**
|
||||
* Copies this instance
|
||||
* @returns {Rectangle}
|
||||
@ -82,28 +61,6 @@ export class Rectangle {
|
||||
return new Rectangle(this.x, this.y, this.w, this.h);
|
||||
}
|
||||
|
||||
/**
|
||||
* Ensures the rectangle contains the given square
|
||||
* @param {number} centerX
|
||||
* @param {number} centerY
|
||||
* @param {number} halfWidth
|
||||
* @param {number} halfHeight
|
||||
*/
|
||||
extendBySquare(centerX, centerY, halfWidth, halfHeight) {
|
||||
if (this.isEmpty()) {
|
||||
// Just assign values since this rectangle is empty
|
||||
this.x = centerX - halfWidth;
|
||||
this.y = centerY - halfHeight;
|
||||
this.w = halfWidth * 2;
|
||||
this.h = halfHeight * 2;
|
||||
} else {
|
||||
this.setLeft(Math.min(this.x, centerX - halfWidth));
|
||||
this.setRight(Math.max(this.right(), centerX + halfWidth));
|
||||
this.setTop(Math.min(this.y, centerY - halfHeight));
|
||||
this.setBottom(Math.max(this.bottom(), centerY + halfHeight));
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns if this rectangle is empty
|
||||
* @returns {boolean}
|
||||
@ -259,14 +216,6 @@ export class Rectangle {
|
||||
return new Rectangle(this.x - amount, this.y - amount, this.w + 2 * amount, this.h + 2 * amount);
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper for computing a culling area. Returns the top left tile
|
||||
* @returns {Vector}
|
||||
*/
|
||||
getMinStartTile() {
|
||||
return new Vector(this.x, this.y).snapWorldToTile();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns if the given rectangle is contained
|
||||
* @param {Rectangle} rect
|
||||
@ -394,7 +343,7 @@ export class Rectangle {
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a new recangle in tile space which includes all tiles which are visible in this rect
|
||||
* Returns a new rectangle in tile space which includes all tiles which are visible in this rect
|
||||
* @returns {Rectangle}
|
||||
*/
|
||||
toTileCullRectangle() {
|
||||
|
@ -1,122 +1,122 @@
|
||||
import { formatItemsPerSecond } from "../../core/utils";
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { T } from "../../translations";
|
||||
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
||||
import { ItemEjectorComponent } from "../components/item_ejector";
|
||||
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
|
||||
import { Entity } from "../entity";
|
||||
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { enumHubGoalRewards } from "../tutorial_goals";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumCutterVariants = { quad: "quad" };
|
||||
|
||||
export class MetaCutterBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("cutter");
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
return "#7dcda2";
|
||||
}
|
||||
|
||||
getDimensions(variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant:
|
||||
return new Vector(2, 1);
|
||||
case enumCutterVariants.quad:
|
||||
return new Vector(4, 1);
|
||||
default:
|
||||
assertAlways(false, "Unknown splitter variant: " + variant);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
* @param {string} variant
|
||||
* @returns {Array<[string, string]>}
|
||||
*/
|
||||
getAdditionalStatistics(root, variant) {
|
||||
const speed = root.hubGoals.getProcessorBaseSpeed(
|
||||
variant === enumCutterVariants.quad
|
||||
? enumItemProcessorTypes.cutterQuad
|
||||
: enumItemProcessorTypes.cutter
|
||||
);
|
||||
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getAvailableVariants(root) {
|
||||
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_cutter_quad)) {
|
||||
return [defaultBuildingVariant, enumCutterVariants.quad];
|
||||
}
|
||||
return super.getAvailableVariants(root);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_cutter_and_trash);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new ItemProcessorComponent({
|
||||
inputsPerCharge: 1,
|
||||
processorType: enumItemProcessorTypes.cutter,
|
||||
})
|
||||
);
|
||||
entity.addComponent(new ItemEjectorComponent({}));
|
||||
entity.addComponent(
|
||||
new ItemAcceptorComponent({
|
||||
slots: [
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
filter: "shape",
|
||||
},
|
||||
],
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
* @param {number} rotationVariant
|
||||
* @param {string} variant
|
||||
*/
|
||||
updateVariants(entity, rotationVariant, variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant: {
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
]);
|
||||
entity.components.ItemProcessor.type = enumItemProcessorTypes.cutter;
|
||||
break;
|
||||
}
|
||||
case enumCutterVariants.quad: {
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(2, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(3, 0), direction: enumDirection.top },
|
||||
]);
|
||||
entity.components.ItemProcessor.type = enumItemProcessorTypes.cutterQuad;
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
assertAlways(false, "Unknown painter variant: " + variant);
|
||||
}
|
||||
}
|
||||
}
|
||||
import { formatItemsPerSecond } from "../../core/utils";
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { T } from "../../translations";
|
||||
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
||||
import { ItemEjectorComponent } from "../components/item_ejector";
|
||||
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
|
||||
import { Entity } from "../entity";
|
||||
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { enumHubGoalRewards } from "../tutorial_goals";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumCutterVariants = { quad: "quad" };
|
||||
|
||||
export class MetaCutterBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("cutter");
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
return "#7dcda2";
|
||||
}
|
||||
|
||||
getDimensions(variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant:
|
||||
return new Vector(2, 1);
|
||||
case enumCutterVariants.quad:
|
||||
return new Vector(4, 1);
|
||||
default:
|
||||
assertAlways(false, "Unknown cutter variant: " + variant);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
* @param {string} variant
|
||||
* @returns {Array<[string, string]>}
|
||||
*/
|
||||
getAdditionalStatistics(root, variant) {
|
||||
const speed = root.hubGoals.getProcessorBaseSpeed(
|
||||
variant === enumCutterVariants.quad
|
||||
? enumItemProcessorTypes.cutterQuad
|
||||
: enumItemProcessorTypes.cutter
|
||||
);
|
||||
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getAvailableVariants(root) {
|
||||
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_cutter_quad)) {
|
||||
return [defaultBuildingVariant, enumCutterVariants.quad];
|
||||
}
|
||||
return super.getAvailableVariants(root);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_cutter_and_trash);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new ItemProcessorComponent({
|
||||
inputsPerCharge: 1,
|
||||
processorType: enumItemProcessorTypes.cutter,
|
||||
})
|
||||
);
|
||||
entity.addComponent(new ItemEjectorComponent({}));
|
||||
entity.addComponent(
|
||||
new ItemAcceptorComponent({
|
||||
slots: [
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
filter: "shape",
|
||||
},
|
||||
],
|
||||
})
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
* @param {number} rotationVariant
|
||||
* @param {string} variant
|
||||
*/
|
||||
updateVariants(entity, rotationVariant, variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant: {
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
]);
|
||||
entity.components.ItemProcessor.type = enumItemProcessorTypes.cutter;
|
||||
break;
|
||||
}
|
||||
case enumCutterVariants.quad: {
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(2, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(3, 0), direction: enumDirection.top },
|
||||
]);
|
||||
entity.components.ItemProcessor.type = enumItemProcessorTypes.cutterQuad;
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
assertAlways(false, "Unknown painter variant: " + variant);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,61 +1,57 @@
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
|
||||
import { Entity } from "../entity";
|
||||
import { MetaBuilding } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { LeverComponent } from "../components/lever";
|
||||
|
||||
export class MetaLeverBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("lever");
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
// @todo: Render differently based on if its activated or not
|
||||
return "#1a678b";
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
// @todo
|
||||
return true;
|
||||
}
|
||||
|
||||
getIsRotateable() {
|
||||
return false;
|
||||
}
|
||||
|
||||
getDimensions() {
|
||||
return new Vector(1, 1);
|
||||
}
|
||||
|
||||
getSprite() {
|
||||
return null;
|
||||
}
|
||||
|
||||
getShowWiresLayerPreview() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new WiredPinsComponent({
|
||||
slots: [
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.top,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
],
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(new LeverComponent({}));
|
||||
}
|
||||
}
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
|
||||
import { Entity } from "../entity";
|
||||
import { MetaBuilding } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { LeverComponent } from "../components/lever";
|
||||
|
||||
export class MetaLeverBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("lever");
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
// @todo: Render differently based on if its activated or not
|
||||
return "#1a678b";
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
// @todo
|
||||
return true;
|
||||
}
|
||||
|
||||
getDimensions() {
|
||||
return new Vector(1, 1);
|
||||
}
|
||||
|
||||
getSprite() {
|
||||
return null;
|
||||
}
|
||||
|
||||
getShowWiresLayerPreview() {
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new WiredPinsComponent({
|
||||
slots: [
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.top,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
],
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(new LeverComponent({}));
|
||||
}
|
||||
}
|
||||
|
@ -1,158 +1,197 @@
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
||||
import { ItemEjectorComponent } from "../components/item_ejector";
|
||||
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
|
||||
import { Entity } from "../entity";
|
||||
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { enumHubGoalRewards } from "../tutorial_goals";
|
||||
import { T } from "../../translations";
|
||||
import { formatItemsPerSecond } from "../../core/utils";
|
||||
import { BeltUnderlaysComponent } from "../components/belt_underlays";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumSplitterVariants = { compact: "compact", compactInverse: "compact-inverse" };
|
||||
|
||||
export class MetaSplitterBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("splitter");
|
||||
}
|
||||
|
||||
getDimensions(variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant:
|
||||
return new Vector(2, 1);
|
||||
case enumSplitterVariants.compact:
|
||||
case enumSplitterVariants.compactInverse:
|
||||
return new Vector(1, 1);
|
||||
default:
|
||||
assertAlways(false, "Unknown splitter variant: " + variant);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
* @param {string} variant
|
||||
* @returns {Array<[string, string]>}
|
||||
*/
|
||||
getAdditionalStatistics(root, variant) {
|
||||
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.splitter);
|
||||
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
return "#444";
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getAvailableVariants(root) {
|
||||
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter_compact)) {
|
||||
return [
|
||||
defaultBuildingVariant,
|
||||
enumSplitterVariants.compact,
|
||||
enumSplitterVariants.compactInverse,
|
||||
];
|
||||
}
|
||||
return super.getAvailableVariants(root);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new ItemAcceptorComponent({
|
||||
slots: [], // set later
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(
|
||||
new ItemProcessorComponent({
|
||||
inputsPerCharge: 1,
|
||||
processorType: enumItemProcessorTypes.splitter,
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(
|
||||
new ItemEjectorComponent({
|
||||
slots: [], // set later
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(new BeltUnderlaysComponent({ underlays: [] }));
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
* @param {number} rotationVariant
|
||||
* @param {string} variant
|
||||
*/
|
||||
updateVariants(entity, rotationVariant, variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant: {
|
||||
entity.components.ItemAcceptor.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
{
|
||||
pos: new Vector(1, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
]);
|
||||
|
||||
entity.components.BeltUnderlays.underlays = [
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
];
|
||||
|
||||
break;
|
||||
}
|
||||
case enumSplitterVariants.compact:
|
||||
case enumSplitterVariants.compactInverse: {
|
||||
entity.components.ItemAcceptor.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [
|
||||
variant === enumSplitterVariants.compactInverse
|
||||
? enumDirection.left
|
||||
: enumDirection.right,
|
||||
],
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
]);
|
||||
|
||||
entity.components.BeltUnderlays.underlays = [
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
];
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
assertAlways(false, "Unknown painter variant: " + variant);
|
||||
}
|
||||
}
|
||||
}
|
||||
import { enumDirection, Vector } from "../../core/vector";
|
||||
import { ItemAcceptorComponent } from "../components/item_acceptor";
|
||||
import { ItemEjectorComponent } from "../components/item_ejector";
|
||||
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
|
||||
import { Entity } from "../entity";
|
||||
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
import { enumHubGoalRewards } from "../tutorial_goals";
|
||||
import { T } from "../../translations";
|
||||
import { formatItemsPerSecond } from "../../core/utils";
|
||||
import { BeltUnderlaysComponent } from "../components/belt_underlays";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumSplitterVariants = {
|
||||
compact: "compact",
|
||||
compactInverse: "compact-inverse",
|
||||
compactMerge: "compact-merge",
|
||||
compactMergeInverse: "compact-merge-inverse",
|
||||
};
|
||||
|
||||
export class MetaSplitterBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("splitter");
|
||||
}
|
||||
|
||||
getDimensions(variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant:
|
||||
return new Vector(2, 1);
|
||||
case enumSplitterVariants.compact:
|
||||
case enumSplitterVariants.compactInverse:
|
||||
case enumSplitterVariants.compactMerge:
|
||||
case enumSplitterVariants.compactMergeInverse:
|
||||
return new Vector(1, 1);
|
||||
default:
|
||||
assertAlways(false, "Unknown splitter variant: " + variant);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
* @param {string} variant
|
||||
* @returns {Array<[string, string]>}
|
||||
*/
|
||||
getAdditionalStatistics(root, variant) {
|
||||
const speed = root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.splitter);
|
||||
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
return "#444";
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getAvailableVariants(root) {
|
||||
let available = [defaultBuildingVariant];
|
||||
|
||||
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter_compact)) {
|
||||
available.push(enumSplitterVariants.compact, enumSplitterVariants.compactInverse);
|
||||
}
|
||||
|
||||
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger_compact)) {
|
||||
available.push(enumSplitterVariants.compactMerge, enumSplitterVariants.compactMergeInverse);
|
||||
}
|
||||
|
||||
return available;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter);
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new ItemAcceptorComponent({
|
||||
slots: [], // set later
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(
|
||||
new ItemProcessorComponent({
|
||||
inputsPerCharge: 1,
|
||||
processorType: enumItemProcessorTypes.splitter,
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(
|
||||
new ItemEjectorComponent({
|
||||
slots: [], // set later
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(new BeltUnderlaysComponent({ underlays: [] }));
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
* @param {number} rotationVariant
|
||||
* @param {string} variant
|
||||
*/
|
||||
updateVariants(entity, rotationVariant, variant) {
|
||||
switch (variant) {
|
||||
case defaultBuildingVariant: {
|
||||
entity.components.ItemAcceptor.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
{
|
||||
pos: new Vector(1, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
]);
|
||||
|
||||
entity.components.BeltUnderlays.underlays = [
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
{ pos: new Vector(1, 0), direction: enumDirection.top },
|
||||
];
|
||||
|
||||
break;
|
||||
}
|
||||
case enumSplitterVariants.compact:
|
||||
case enumSplitterVariants.compactInverse: {
|
||||
entity.components.ItemAcceptor.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [
|
||||
variant === enumSplitterVariants.compactInverse
|
||||
? enumDirection.left
|
||||
: enumDirection.right,
|
||||
],
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
]);
|
||||
|
||||
entity.components.BeltUnderlays.underlays = [
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
];
|
||||
|
||||
break;
|
||||
}
|
||||
case enumSplitterVariants.compactMerge:
|
||||
case enumSplitterVariants.compactMergeInverse: {
|
||||
entity.components.ItemAcceptor.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
directions: [enumDirection.bottom],
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.ItemEjector.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.top,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction:
|
||||
variant === enumSplitterVariants.compactMergeInverse
|
||||
? enumDirection.left
|
||||
: enumDirection.right,
|
||||
},
|
||||
]);
|
||||
|
||||
entity.components.BeltUnderlays.underlays = [
|
||||
{ pos: new Vector(0, 0), direction: enumDirection.top },
|
||||
];
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
assertAlways(false, "Unknown splitter variant: " + variant);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
151
src/js/game/buildings/virtual_processor.js
Normal file
@ -0,0 +1,151 @@
|
||||
import { Vector, enumDirection } from "../../core/vector";
|
||||
import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
|
||||
import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
|
||||
import { Entity } from "../entity";
|
||||
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
|
||||
import { GameRoot } from "../root";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumVirtualProcessorVariants = {
|
||||
analyzer: "analyzer",
|
||||
rotater: "rotater",
|
||||
unstacker: "unstacker",
|
||||
shapecompare: "shapecompare",
|
||||
};
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumVariantToGate = {
|
||||
[defaultBuildingVariant]: enumLogicGateType.cutter,
|
||||
[enumVirtualProcessorVariants.analyzer]: enumLogicGateType.analyzer,
|
||||
[enumVirtualProcessorVariants.rotater]: enumLogicGateType.rotater,
|
||||
[enumVirtualProcessorVariants.unstacker]: enumLogicGateType.unstacker,
|
||||
[enumVirtualProcessorVariants.shapecompare]: enumLogicGateType.shapecompare,
|
||||
};
|
||||
|
||||
export class MetaVirtualProcessorBuilding extends MetaBuilding {
|
||||
constructor() {
|
||||
super("virtual_processor");
|
||||
}
|
||||
|
||||
getSilhouetteColor() {
|
||||
return "#823cab";
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {GameRoot} root
|
||||
*/
|
||||
getIsUnlocked(root) {
|
||||
// @todo
|
||||
return true;
|
||||
}
|
||||
|
||||
/** @returns {"wires"} **/
|
||||
getLayer() {
|
||||
return "wires";
|
||||
}
|
||||
|
||||
getDimensions() {
|
||||
return new Vector(1, 1);
|
||||
}
|
||||
|
||||
getAvailableVariants() {
|
||||
return [
|
||||
defaultBuildingVariant,
|
||||
enumVirtualProcessorVariants.rotater,
|
||||
enumVirtualProcessorVariants.unstacker,
|
||||
enumVirtualProcessorVariants.analyzer,
|
||||
enumVirtualProcessorVariants.shapecompare,
|
||||
];
|
||||
}
|
||||
|
||||
getRenderPins() {
|
||||
// We already have it included
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {Entity} entity
|
||||
* @param {number} rotationVariant
|
||||
*/
|
||||
updateVariants(entity, rotationVariant, variant) {
|
||||
const gateType = enumVariantToGate[variant];
|
||||
entity.components.LogicGate.type = gateType;
|
||||
const pinComp = entity.components.WiredPins;
|
||||
switch (gateType) {
|
||||
case enumLogicGateType.cutter:
|
||||
case enumLogicGateType.analyzer:
|
||||
case enumLogicGateType.unstacker: {
|
||||
pinComp.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.left,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.right,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.bottom,
|
||||
type: enumPinSlotType.logicalAcceptor,
|
||||
},
|
||||
]);
|
||||
break;
|
||||
}
|
||||
case enumLogicGateType.rotater: {
|
||||
pinComp.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.top,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.bottom,
|
||||
type: enumPinSlotType.logicalAcceptor,
|
||||
},
|
||||
]);
|
||||
break;
|
||||
}
|
||||
case enumLogicGateType.shapecompare: {
|
||||
pinComp.setSlots([
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.top,
|
||||
type: enumPinSlotType.logicalEjector,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.left,
|
||||
type: enumPinSlotType.logicalAcceptor,
|
||||
},
|
||||
{
|
||||
pos: new Vector(0, 0),
|
||||
direction: enumDirection.right,
|
||||
type: enumPinSlotType.logicalAcceptor,
|
||||
},
|
||||
]);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
assertAlways("unknown logic gate type: " + gateType);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the entity at the given location
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
setupEntityComponents(entity) {
|
||||
entity.addComponent(
|
||||
new WiredPinsComponent({
|
||||
slots: [],
|
||||
})
|
||||
);
|
||||
|
||||
entity.addComponent(new LogicGateComponent({}));
|
||||
}
|
||||
}
|
@ -1,30 +1,36 @@
|
||||
import { Component } from "../component";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumLogicGateType = {
|
||||
and: "and",
|
||||
not: "not",
|
||||
xor: "xor",
|
||||
or: "or",
|
||||
transistor: "transistor",
|
||||
};
|
||||
|
||||
export class LogicGateComponent extends Component {
|
||||
static getId() {
|
||||
return "LogicGate";
|
||||
}
|
||||
|
||||
duplicateWithoutContents() {
|
||||
return new LogicGateComponent({ type: this.type });
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {object} param0
|
||||
* @param {enumLogicGateType=} param0.type
|
||||
*/
|
||||
constructor({ type = enumLogicGateType.and }) {
|
||||
super();
|
||||
this.type = type;
|
||||
}
|
||||
}
|
||||
import { Component } from "../component";
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumLogicGateType = {
|
||||
and: "and",
|
||||
not: "not",
|
||||
xor: "xor",
|
||||
or: "or",
|
||||
transistor: "transistor",
|
||||
|
||||
analyzer: "analyzer",
|
||||
rotater: "rotater",
|
||||
unstacker: "unstacker",
|
||||
cutter: "cutter",
|
||||
shapecompare: "shapecompare",
|
||||
};
|
||||
|
||||
export class LogicGateComponent extends Component {
|
||||
static getId() {
|
||||
return "LogicGate";
|
||||
}
|
||||
|
||||
duplicateWithoutContents() {
|
||||
return new LogicGateComponent({ type: this.type });
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {object} param0
|
||||
* @param {enumLogicGateType=} param0.type
|
||||
*/
|
||||
constructor({ type = enumLogicGateType.and }) {
|
||||
super();
|
||||
this.type = type;
|
||||
}
|
||||
}
|
||||
|
@ -1,492 +1,492 @@
|
||||
/* typehints:start */
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
import { BufferMaintainer } from "../core/buffer_maintainer";
|
||||
import { disableImageSmoothing, enableImageSmoothing, registerCanvas } from "../core/buffer_utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { gMetaBuildingRegistry } from "../core/global_registries";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { Rectangle } from "../core/rectangle";
|
||||
import { randomInt, round2Digits, round3Digits } from "../core/utils";
|
||||
import { Vector } from "../core/vector";
|
||||
import { Savegame } from "../savegame/savegame";
|
||||
import { SavegameSerializer } from "../savegame/savegame_serializer";
|
||||
import { AutomaticSave } from "./automatic_save";
|
||||
import { MetaHubBuilding } from "./buildings/hub";
|
||||
import { Camera } from "./camera";
|
||||
import { DynamicTickrate } from "./dynamic_tickrate";
|
||||
import { EntityManager } from "./entity_manager";
|
||||
import { GameSystemManager } from "./game_system_manager";
|
||||
import { HubGoals } from "./hub_goals";
|
||||
import { GameHUD } from "./hud/hud";
|
||||
import { KeyActionMapper } from "./key_action_mapper";
|
||||
import { GameLogic } from "./logic";
|
||||
import { MapView } from "./map_view";
|
||||
import { defaultBuildingVariant } from "./meta_building";
|
||||
import { ProductionAnalytics } from "./production_analytics";
|
||||
import { GameRoot } from "./root";
|
||||
import { ShapeDefinitionManager } from "./shape_definition_manager";
|
||||
import { SoundProxy } from "./sound_proxy";
|
||||
import { GameTime } from "./time/game_time";
|
||||
import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
|
||||
|
||||
const logger = createLogger("ingame/core");
|
||||
|
||||
// Store the canvas so we can reuse it later
|
||||
/** @type {HTMLCanvasElement} */
|
||||
let lastCanvas = null;
|
||||
/** @type {CanvasRenderingContext2D} */
|
||||
let lastContext = null;
|
||||
|
||||
/**
|
||||
* The core manages the root and represents the whole game. It wraps the root, since
|
||||
* the root class is just a data holder.
|
||||
*/
|
||||
export class GameCore {
|
||||
/** @param {Application} app */
|
||||
constructor(app) {
|
||||
this.app = app;
|
||||
|
||||
/** @type {GameRoot} */
|
||||
this.root = null;
|
||||
|
||||
/**
|
||||
* Set to true at the beginning of a logic update and cleared when its finished.
|
||||
* This is to prevent doing a recursive logic update which can lead to unexpected
|
||||
* behaviour.
|
||||
*/
|
||||
this.duringLogicUpdate = false;
|
||||
|
||||
// Cached
|
||||
this.boundInternalTick = this.updateLogic.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the root object which stores all game related data. The state
|
||||
* is required as a back reference (used sometimes)
|
||||
* @param {import("../states/ingame").InGameState} parentState
|
||||
* @param {Savegame} savegame
|
||||
*/
|
||||
initializeRoot(parentState, savegame) {
|
||||
// Construct the root element, this is the data representation of the game
|
||||
this.root = new GameRoot(this.app);
|
||||
this.root.gameState = parentState;
|
||||
this.root.keyMapper = parentState.keyActionMapper;
|
||||
this.root.savegame = savegame;
|
||||
this.root.gameWidth = this.app.screenWidth;
|
||||
this.root.gameHeight = this.app.screenHeight;
|
||||
|
||||
// Initialize canvas element & context
|
||||
this.internalInitCanvas();
|
||||
|
||||
// Members
|
||||
const root = this.root;
|
||||
|
||||
// This isn't nice, but we need it right here
|
||||
root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
|
||||
|
||||
// Needs to come first
|
||||
root.dynamicTickrate = new DynamicTickrate(root);
|
||||
|
||||
// Init classes
|
||||
root.camera = new Camera(root);
|
||||
root.map = new MapView(root);
|
||||
root.logic = new GameLogic(root);
|
||||
root.hud = new GameHUD(root);
|
||||
root.time = new GameTime(root);
|
||||
root.automaticSave = new AutomaticSave(root);
|
||||
root.soundProxy = new SoundProxy(root);
|
||||
|
||||
// Init managers
|
||||
root.entityMgr = new EntityManager(root);
|
||||
root.systemMgr = new GameSystemManager(root);
|
||||
root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
|
||||
root.hubGoals = new HubGoals(root);
|
||||
root.productionAnalytics = new ProductionAnalytics(root);
|
||||
root.buffers = new BufferMaintainer(root);
|
||||
|
||||
// Initialize the hud once everything is loaded
|
||||
this.root.hud.initialize();
|
||||
|
||||
// Initial resize event, it might be possible that the screen
|
||||
// resized later during init tho, which is why will emit it later
|
||||
// again anyways
|
||||
this.resize(this.app.screenWidth, this.app.screenHeight);
|
||||
|
||||
if (G_IS_DEV) {
|
||||
// @ts-ignore
|
||||
window.globalRoot = root;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a new game, this means creating a new map and centering on the
|
||||
* playerbase
|
||||
* */
|
||||
initNewGame() {
|
||||
logger.log("Initializing new game");
|
||||
this.root.gameIsFresh = true;
|
||||
this.root.map.seed = randomInt(0, 100000);
|
||||
|
||||
// Place the hub
|
||||
const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
|
||||
root: this.root,
|
||||
origin: new Vector(-2, -2),
|
||||
rotation: 0,
|
||||
originalRotation: 0,
|
||||
rotationVariant: 0,
|
||||
variant: defaultBuildingVariant,
|
||||
});
|
||||
this.root.map.placeStaticEntity(hub);
|
||||
this.root.entityMgr.registerEntity(hub);
|
||||
}
|
||||
|
||||
/**
|
||||
* Inits an existing game by loading the raw savegame data and deserializing it.
|
||||
* Also runs basic validity checks.
|
||||
*/
|
||||
initExistingGame() {
|
||||
logger.log("Initializing existing game");
|
||||
const serializer = new SavegameSerializer();
|
||||
|
||||
try {
|
||||
const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
|
||||
if (!status.isGood()) {
|
||||
logger.error("savegame-deserialize-failed:" + status.reason);
|
||||
return false;
|
||||
}
|
||||
} catch (ex) {
|
||||
logger.error("Exception during deserialization:", ex);
|
||||
return false;
|
||||
}
|
||||
this.root.gameIsFresh = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the render canvas
|
||||
*/
|
||||
internalInitCanvas() {
|
||||
let canvas, context;
|
||||
if (!lastCanvas) {
|
||||
logger.log("Creating new canvas");
|
||||
canvas = document.createElement("canvas");
|
||||
canvas.id = "ingame_Canvas";
|
||||
canvas.setAttribute("opaque", "true");
|
||||
canvas.setAttribute("webkitOpaque", "true");
|
||||
canvas.setAttribute("mozOpaque", "true");
|
||||
this.root.gameState.getDivElement().appendChild(canvas);
|
||||
context = canvas.getContext("2d", { alpha: false });
|
||||
|
||||
lastCanvas = canvas;
|
||||
lastContext = context;
|
||||
} else {
|
||||
logger.log("Reusing canvas");
|
||||
if (lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
this.root.gameState.getDivElement().appendChild(lastCanvas);
|
||||
|
||||
canvas = lastCanvas;
|
||||
context = lastContext;
|
||||
|
||||
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
|
||||
}
|
||||
|
||||
// globalConfig.smoothing.smoothMainCanvas = getDeviceDPI() < 1.5;
|
||||
// globalConfig.smoothing.smoothMainCanvas = true;
|
||||
|
||||
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
// Oof, use :not() instead
|
||||
canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
if (globalConfig.smoothing.smoothMainCanvas) {
|
||||
enableImageSmoothing(context);
|
||||
} else {
|
||||
disableImageSmoothing(context);
|
||||
}
|
||||
|
||||
this.root.canvas = canvas;
|
||||
this.root.context = context;
|
||||
|
||||
registerCanvas(canvas, context);
|
||||
}
|
||||
|
||||
/**
|
||||
* Destructs the root, freeing all resources
|
||||
*/
|
||||
destruct() {
|
||||
if (lastCanvas && lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
|
||||
this.root.destruct();
|
||||
delete this.root;
|
||||
this.root = null;
|
||||
this.app = null;
|
||||
}
|
||||
|
||||
tick(deltaMs) {
|
||||
const root = this.root;
|
||||
|
||||
// Extract current real time
|
||||
root.time.updateRealtimeNow();
|
||||
|
||||
// Camera is always updated, no matter what
|
||||
root.camera.update(deltaMs);
|
||||
|
||||
// Perform logic ticks
|
||||
this.root.time.performTicks(deltaMs, this.boundInternalTick);
|
||||
|
||||
// Update analytics
|
||||
root.productionAnalytics.update();
|
||||
|
||||
// Update automatic save after everything finished
|
||||
root.automaticSave.update();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
shouldRender() {
|
||||
if (this.root.queue.requireRedraw) {
|
||||
return true;
|
||||
}
|
||||
if (this.root.hud.shouldPauseRendering()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do not render
|
||||
if (!this.app.isRenderable()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
updateLogic() {
|
||||
const root = this.root;
|
||||
|
||||
root.dynamicTickrate.beginTick();
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
this.duringLogicUpdate = true;
|
||||
|
||||
// Update entities, this removes destroyed entities
|
||||
root.entityMgr.update();
|
||||
|
||||
// IMPORTANT: At this point, the game might be game over. Stop if this is the case
|
||||
if (!this.root) {
|
||||
logger.log("Root destructed, returning false");
|
||||
root.dynamicTickrate.endTick();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
root.systemMgr.update();
|
||||
// root.particleMgr.update();
|
||||
|
||||
this.duringLogicUpdate = false;
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
resize(w, h) {
|
||||
this.root.gameWidth = w;
|
||||
this.root.gameHeight = h;
|
||||
resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
|
||||
this.root.signals.resized.dispatch(w, h);
|
||||
this.root.queue.requireRedraw = true;
|
||||
}
|
||||
|
||||
postLoadHook() {
|
||||
logger.log("Dispatching post load hook");
|
||||
this.root.signals.postLoadHook.dispatch();
|
||||
|
||||
if (!this.root.gameIsFresh) {
|
||||
// Also dispatch game restored hook on restored savegames
|
||||
this.root.signals.gameRestored.dispatch();
|
||||
}
|
||||
|
||||
this.root.gameInitialized = true;
|
||||
}
|
||||
|
||||
draw() {
|
||||
const root = this.root;
|
||||
const systems = root.systemMgr.systems;
|
||||
|
||||
this.root.dynamicTickrate.onFrameRendered();
|
||||
|
||||
if (!this.shouldRender()) {
|
||||
// Always update hud tho
|
||||
root.hud.update();
|
||||
return;
|
||||
}
|
||||
|
||||
this.root.signals.gameFrameStarted.dispatch();
|
||||
|
||||
root.queue.requireRedraw = false;
|
||||
|
||||
// Gather context and save all state
|
||||
const context = root.context;
|
||||
context.save();
|
||||
if (G_IS_DEV) {
|
||||
context.fillStyle = "#a10000";
|
||||
context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
|
||||
}
|
||||
|
||||
// Compute optimal zoom level and atlas scale
|
||||
const zoomLevel = root.camera.zoomLevel;
|
||||
const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
|
||||
const effectiveZoomLevel =
|
||||
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
|
||||
|
||||
let desiredAtlasScale = "0.25";
|
||||
if (effectiveZoomLevel > 0.8 && !lowQuality) {
|
||||
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
} else if (effectiveZoomLevel > 0.4 && !lowQuality) {
|
||||
desiredAtlasScale = "0.5";
|
||||
}
|
||||
|
||||
// Construct parameters required for drawing
|
||||
const params = new DrawParameters({
|
||||
context: context,
|
||||
visibleRect: root.camera.getVisibleRect(),
|
||||
desiredAtlasScale,
|
||||
zoomLevel,
|
||||
root: root,
|
||||
});
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testCulling) {
|
||||
context.clearRect(0, 0, root.gameWidth, root.gameHeight);
|
||||
}
|
||||
|
||||
// Transform to world space
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(
|
||||
-200 / this.root.camera.zoomLevel
|
||||
);
|
||||
}
|
||||
|
||||
root.camera.transform(context);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
|
||||
|
||||
// Update hud
|
||||
root.hud.update();
|
||||
|
||||
// Main rendering order
|
||||
// -----
|
||||
|
||||
if (this.root.camera.getIsMapOverlayActive()) {
|
||||
// Map overview
|
||||
root.map.drawOverlay(params);
|
||||
} else {
|
||||
// Background (grid, resources, etc)
|
||||
root.map.drawBackground(params);
|
||||
|
||||
// Belt items
|
||||
systems.belt.drawBeltItems(params);
|
||||
|
||||
// Miner & Static map entities etc.
|
||||
root.map.drawForeground(params);
|
||||
|
||||
// HUB Overlay
|
||||
systems.hub.draw(params);
|
||||
|
||||
// Green wires overlay
|
||||
root.hud.parts.wiresOverlay.draw(params);
|
||||
|
||||
if (this.root.currentLayer === "wires") {
|
||||
// Static map entities
|
||||
root.map.drawWiresForegroundLayer(params);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV) {
|
||||
root.map.drawStaticEntityDebugOverlays(params);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
|
||||
systems.belt.drawBeltPathDebug(params);
|
||||
}
|
||||
|
||||
// END OF GAME CONTENT
|
||||
// -----
|
||||
|
||||
// Finally, draw the hud. Nothing should come after that
|
||||
root.hud.draw(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
|
||||
|
||||
// Restore to screen space
|
||||
context.restore();
|
||||
|
||||
// Restore parameters
|
||||
params.zoomLevel = 1;
|
||||
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
|
||||
}
|
||||
|
||||
// Draw overlays, those are screen space
|
||||
root.hud.drawOverlays(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
||||
let sum = 0;
|
||||
for (let i = 0; i < 1e8; ++i) {
|
||||
sum += i;
|
||||
}
|
||||
if (Math.random() > 0.95) {
|
||||
console.log(sum);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
||||
context.font = "13px GameFont";
|
||||
context.fillStyle = "blue";
|
||||
context.fillText(
|
||||
"Atlas: " +
|
||||
desiredAtlasScale +
|
||||
" / Zoom: " +
|
||||
round2Digits(zoomLevel) +
|
||||
" / Effective Zoom: " +
|
||||
round2Digits(effectiveZoomLevel),
|
||||
20,
|
||||
600
|
||||
);
|
||||
|
||||
const stats = this.root.buffers.getStats();
|
||||
context.fillText(
|
||||
"Buffers: " +
|
||||
stats.rootKeys +
|
||||
" root keys, " +
|
||||
stats.subKeys +
|
||||
" sub keys / buffers / VRAM: " +
|
||||
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
||||
" MB",
|
||||
|
||||
20,
|
||||
620
|
||||
);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
context.beginPath();
|
||||
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
/* typehints:start */
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
import { BufferMaintainer } from "../core/buffer_maintainer";
|
||||
import { disableImageSmoothing, enableImageSmoothing, registerCanvas } from "../core/buffer_utils";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { gMetaBuildingRegistry } from "../core/global_registries";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { Rectangle } from "../core/rectangle";
|
||||
import { randomInt, round2Digits, round3Digits } from "../core/utils";
|
||||
import { Vector } from "../core/vector";
|
||||
import { Savegame } from "../savegame/savegame";
|
||||
import { SavegameSerializer } from "../savegame/savegame_serializer";
|
||||
import { AutomaticSave } from "./automatic_save";
|
||||
import { MetaHubBuilding } from "./buildings/hub";
|
||||
import { Camera } from "./camera";
|
||||
import { DynamicTickrate } from "./dynamic_tickrate";
|
||||
import { EntityManager } from "./entity_manager";
|
||||
import { GameSystemManager } from "./game_system_manager";
|
||||
import { HubGoals } from "./hub_goals";
|
||||
import { GameHUD } from "./hud/hud";
|
||||
import { KeyActionMapper } from "./key_action_mapper";
|
||||
import { GameLogic } from "./logic";
|
||||
import { MapView } from "./map_view";
|
||||
import { defaultBuildingVariant } from "./meta_building";
|
||||
import { ProductionAnalytics } from "./production_analytics";
|
||||
import { GameRoot } from "./root";
|
||||
import { ShapeDefinitionManager } from "./shape_definition_manager";
|
||||
import { SoundProxy } from "./sound_proxy";
|
||||
import { GameTime } from "./time/game_time";
|
||||
import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
|
||||
|
||||
const logger = createLogger("ingame/core");
|
||||
|
||||
// Store the canvas so we can reuse it later
|
||||
/** @type {HTMLCanvasElement} */
|
||||
let lastCanvas = null;
|
||||
/** @type {CanvasRenderingContext2D} */
|
||||
let lastContext = null;
|
||||
|
||||
/**
|
||||
* The core manages the root and represents the whole game. It wraps the root, since
|
||||
* the root class is just a data holder.
|
||||
*/
|
||||
export class GameCore {
|
||||
/** @param {Application} app */
|
||||
constructor(app) {
|
||||
this.app = app;
|
||||
|
||||
/** @type {GameRoot} */
|
||||
this.root = null;
|
||||
|
||||
/**
|
||||
* Set to true at the beginning of a logic update and cleared when its finished.
|
||||
* This is to prevent doing a recursive logic update which can lead to unexpected
|
||||
* behaviour.
|
||||
*/
|
||||
this.duringLogicUpdate = false;
|
||||
|
||||
// Cached
|
||||
this.boundInternalTick = this.updateLogic.bind(this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the root object which stores all game related data. The state
|
||||
* is required as a back reference (used sometimes)
|
||||
* @param {import("../states/ingame").InGameState} parentState
|
||||
* @param {Savegame} savegame
|
||||
*/
|
||||
initializeRoot(parentState, savegame) {
|
||||
// Construct the root element, this is the data representation of the game
|
||||
this.root = new GameRoot(this.app);
|
||||
this.root.gameState = parentState;
|
||||
this.root.keyMapper = parentState.keyActionMapper;
|
||||
this.root.savegame = savegame;
|
||||
this.root.gameWidth = this.app.screenWidth;
|
||||
this.root.gameHeight = this.app.screenHeight;
|
||||
|
||||
// Initialize canvas element & context
|
||||
this.internalInitCanvas();
|
||||
|
||||
// Members
|
||||
const root = this.root;
|
||||
|
||||
// This isn't nice, but we need it right here
|
||||
root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
|
||||
|
||||
// Needs to come first
|
||||
root.dynamicTickrate = new DynamicTickrate(root);
|
||||
|
||||
// Init classes
|
||||
root.camera = new Camera(root);
|
||||
root.map = new MapView(root);
|
||||
root.logic = new GameLogic(root);
|
||||
root.hud = new GameHUD(root);
|
||||
root.time = new GameTime(root);
|
||||
root.automaticSave = new AutomaticSave(root);
|
||||
root.soundProxy = new SoundProxy(root);
|
||||
|
||||
// Init managers
|
||||
root.entityMgr = new EntityManager(root);
|
||||
root.systemMgr = new GameSystemManager(root);
|
||||
root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
|
||||
root.hubGoals = new HubGoals(root);
|
||||
root.productionAnalytics = new ProductionAnalytics(root);
|
||||
root.buffers = new BufferMaintainer(root);
|
||||
|
||||
// Initialize the hud once everything is loaded
|
||||
this.root.hud.initialize();
|
||||
|
||||
// Initial resize event, it might be possible that the screen
|
||||
// resized later during init tho, which is why will emit it later
|
||||
// again anyways
|
||||
this.resize(this.app.screenWidth, this.app.screenHeight);
|
||||
|
||||
if (G_IS_DEV) {
|
||||
// @ts-ignore
|
||||
window.globalRoot = root;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes a new game, this means creating a new map and centering on the
|
||||
* playerbase
|
||||
* */
|
||||
initNewGame() {
|
||||
logger.log("Initializing new game");
|
||||
this.root.gameIsFresh = true;
|
||||
this.root.map.seed = randomInt(0, 100000);
|
||||
|
||||
// Place the hub
|
||||
const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
|
||||
root: this.root,
|
||||
origin: new Vector(-2, -2),
|
||||
rotation: 0,
|
||||
originalRotation: 0,
|
||||
rotationVariant: 0,
|
||||
variant: defaultBuildingVariant,
|
||||
});
|
||||
this.root.map.placeStaticEntity(hub);
|
||||
this.root.entityMgr.registerEntity(hub);
|
||||
}
|
||||
|
||||
/**
|
||||
* Inits an existing game by loading the raw savegame data and deserializing it.
|
||||
* Also runs basic validity checks.
|
||||
*/
|
||||
initExistingGame() {
|
||||
logger.log("Initializing existing game");
|
||||
const serializer = new SavegameSerializer();
|
||||
|
||||
try {
|
||||
const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
|
||||
if (!status.isGood()) {
|
||||
logger.error("savegame-deserialize-failed:" + status.reason);
|
||||
return false;
|
||||
}
|
||||
} catch (ex) {
|
||||
logger.error("Exception during deserialization:", ex);
|
||||
return false;
|
||||
}
|
||||
this.root.gameIsFresh = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes the render canvas
|
||||
*/
|
||||
internalInitCanvas() {
|
||||
let canvas, context;
|
||||
if (!lastCanvas) {
|
||||
logger.log("Creating new canvas");
|
||||
canvas = document.createElement("canvas");
|
||||
canvas.id = "ingame_Canvas";
|
||||
canvas.setAttribute("opaque", "true");
|
||||
canvas.setAttribute("webkitOpaque", "true");
|
||||
canvas.setAttribute("mozOpaque", "true");
|
||||
this.root.gameState.getDivElement().appendChild(canvas);
|
||||
context = canvas.getContext("2d", { alpha: false });
|
||||
|
||||
lastCanvas = canvas;
|
||||
lastContext = context;
|
||||
} else {
|
||||
logger.log("Reusing canvas");
|
||||
if (lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
this.root.gameState.getDivElement().appendChild(lastCanvas);
|
||||
|
||||
canvas = lastCanvas;
|
||||
context = lastContext;
|
||||
|
||||
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
|
||||
}
|
||||
|
||||
// globalConfig.smoothing.smoothMainCanvas = getDeviceDPI() < 1.5;
|
||||
// globalConfig.smoothing.smoothMainCanvas = true;
|
||||
|
||||
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
// Oof, use :not() instead
|
||||
canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
|
||||
|
||||
if (globalConfig.smoothing.smoothMainCanvas) {
|
||||
enableImageSmoothing(context);
|
||||
} else {
|
||||
disableImageSmoothing(context);
|
||||
}
|
||||
|
||||
this.root.canvas = canvas;
|
||||
this.root.context = context;
|
||||
|
||||
registerCanvas(canvas, context);
|
||||
}
|
||||
|
||||
/**
|
||||
* Destructs the root, freeing all resources
|
||||
*/
|
||||
destruct() {
|
||||
if (lastCanvas && lastCanvas.parentElement) {
|
||||
lastCanvas.parentElement.removeChild(lastCanvas);
|
||||
}
|
||||
|
||||
this.root.destruct();
|
||||
delete this.root;
|
||||
this.root = null;
|
||||
this.app = null;
|
||||
}
|
||||
|
||||
tick(deltaMs) {
|
||||
const root = this.root;
|
||||
|
||||
// Extract current real time
|
||||
root.time.updateRealtimeNow();
|
||||
|
||||
// Camera is always updated, no matter what
|
||||
root.camera.update(deltaMs);
|
||||
|
||||
// Perform logic ticks
|
||||
this.root.time.performTicks(deltaMs, this.boundInternalTick);
|
||||
|
||||
// Update analytics
|
||||
root.productionAnalytics.update();
|
||||
|
||||
// Update automatic save after everything finished
|
||||
root.automaticSave.update();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
shouldRender() {
|
||||
if (this.root.queue.requireRedraw) {
|
||||
return true;
|
||||
}
|
||||
if (this.root.hud.shouldPauseRendering()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Do not render
|
||||
if (!this.app.isRenderable()) {
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
updateLogic() {
|
||||
const root = this.root;
|
||||
|
||||
root.dynamicTickrate.beginTick();
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
this.duringLogicUpdate = true;
|
||||
|
||||
// Update entities, this removes destroyed entities
|
||||
root.entityMgr.update();
|
||||
|
||||
// IMPORTANT: At this point, the game might be game over. Stop if this is the case
|
||||
if (!this.root) {
|
||||
logger.log("Root destructed, returning false");
|
||||
root.dynamicTickrate.endTick();
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
root.systemMgr.update();
|
||||
// root.particleMgr.update();
|
||||
|
||||
this.duringLogicUpdate = false;
|
||||
root.dynamicTickrate.endTick();
|
||||
return true;
|
||||
}
|
||||
|
||||
resize(w, h) {
|
||||
this.root.gameWidth = w;
|
||||
this.root.gameHeight = h;
|
||||
resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
|
||||
this.root.signals.resized.dispatch(w, h);
|
||||
this.root.queue.requireRedraw = true;
|
||||
}
|
||||
|
||||
postLoadHook() {
|
||||
logger.log("Dispatching post load hook");
|
||||
this.root.signals.postLoadHook.dispatch();
|
||||
|
||||
if (!this.root.gameIsFresh) {
|
||||
// Also dispatch game restored hook on restored savegames
|
||||
this.root.signals.gameRestored.dispatch();
|
||||
}
|
||||
|
||||
this.root.gameInitialized = true;
|
||||
}
|
||||
|
||||
draw() {
|
||||
const root = this.root;
|
||||
const systems = root.systemMgr.systems;
|
||||
|
||||
this.root.dynamicTickrate.onFrameRendered();
|
||||
|
||||
if (!this.shouldRender()) {
|
||||
// Always update hud tho
|
||||
root.hud.update();
|
||||
return;
|
||||
}
|
||||
|
||||
this.root.signals.gameFrameStarted.dispatch();
|
||||
|
||||
root.queue.requireRedraw = false;
|
||||
|
||||
// Gather context and save all state
|
||||
const context = root.context;
|
||||
context.save();
|
||||
if (G_IS_DEV) {
|
||||
context.fillStyle = "#a10000";
|
||||
context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
|
||||
}
|
||||
|
||||
// Compute optimal zoom level and atlas scale
|
||||
const zoomLevel = root.camera.zoomLevel;
|
||||
const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
|
||||
const effectiveZoomLevel =
|
||||
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
|
||||
|
||||
let desiredAtlasScale = "0.25";
|
||||
if (effectiveZoomLevel > 0.8 && !lowQuality) {
|
||||
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
} else if (effectiveZoomLevel > 0.4 && !lowQuality) {
|
||||
desiredAtlasScale = "0.5";
|
||||
}
|
||||
|
||||
// Construct parameters required for drawing
|
||||
const params = new DrawParameters({
|
||||
context: context,
|
||||
visibleRect: root.camera.getVisibleRect(),
|
||||
desiredAtlasScale,
|
||||
zoomLevel,
|
||||
root: root,
|
||||
});
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testCulling) {
|
||||
context.clearRect(0, 0, root.gameWidth, root.gameHeight);
|
||||
}
|
||||
|
||||
// Transform to world space
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(
|
||||
-200 / this.root.camera.zoomLevel
|
||||
);
|
||||
}
|
||||
|
||||
root.camera.transform(context);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
|
||||
|
||||
// Update hud
|
||||
root.hud.update();
|
||||
|
||||
// Main rendering order
|
||||
// -----
|
||||
|
||||
if (this.root.camera.getIsMapOverlayActive()) {
|
||||
// Map overview
|
||||
root.map.drawOverlay(params);
|
||||
} else {
|
||||
// Background (grid, resources, etc)
|
||||
root.map.drawBackground(params);
|
||||
|
||||
// Belt items
|
||||
systems.belt.drawBeltItems(params);
|
||||
|
||||
// Miner & Static map entities etc.
|
||||
root.map.drawForeground(params);
|
||||
|
||||
// HUB Overlay
|
||||
systems.hub.draw(params);
|
||||
|
||||
// Green wires overlay
|
||||
root.hud.parts.wiresOverlay.draw(params);
|
||||
|
||||
if (this.root.currentLayer === "wires") {
|
||||
// Static map entities
|
||||
root.map.drawWiresForegroundLayer(params);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV) {
|
||||
root.map.drawStaticEntityDebugOverlays(params);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
|
||||
systems.belt.drawBeltPathDebug(params);
|
||||
}
|
||||
|
||||
// END OF GAME CONTENT
|
||||
// -----
|
||||
|
||||
// Finally, draw the hud. Nothing should come after that
|
||||
root.hud.draw(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
|
||||
|
||||
// Restore to screen space
|
||||
context.restore();
|
||||
|
||||
// Restore parameters
|
||||
params.zoomLevel = 1;
|
||||
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
||||
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
|
||||
}
|
||||
|
||||
// Draw overlays, those are screen space
|
||||
root.hud.drawOverlays(params);
|
||||
|
||||
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
||||
let sum = 0;
|
||||
for (let i = 0; i < 1e8; ++i) {
|
||||
sum += i;
|
||||
}
|
||||
if (Math.random() > 0.95) {
|
||||
console.log(sum);
|
||||
}
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
||||
context.font = "13px GameFont";
|
||||
context.fillStyle = "blue";
|
||||
context.fillText(
|
||||
"Atlas: " +
|
||||
desiredAtlasScale +
|
||||
" / Zoom: " +
|
||||
round2Digits(zoomLevel) +
|
||||
" / Effective Zoom: " +
|
||||
round2Digits(effectiveZoomLevel),
|
||||
20,
|
||||
600
|
||||
);
|
||||
|
||||
const stats = this.root.buffers.getStats();
|
||||
context.fillText(
|
||||
"Buffers: " +
|
||||
stats.rootKeys +
|
||||
" root keys, " +
|
||||
stats.subKeys +
|
||||
" sub keys / buffers / VRAM: " +
|
||||
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
||||
" MB",
|
||||
|
||||
20,
|
||||
620
|
||||
);
|
||||
}
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
||||
context.strokeStyle = "red";
|
||||
context.lineWidth = 1;
|
||||
context.beginPath();
|
||||
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
||||
context.stroke();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,308 +1,317 @@
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { Vector } from "../../../core/vector";
|
||||
import { STOP_PROPAGATION } from "../../../core/signal";
|
||||
import { DrawParameters } from "../../../core/draw_parameters";
|
||||
import { Entity } from "../../entity";
|
||||
import { Loader } from "../../../core/loader";
|
||||
import { globalConfig } from "../../../core/config";
|
||||
import { makeDiv, formatBigNumber, formatBigNumberFull } from "../../../core/utils";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
import { createLogger } from "../../../core/logging";
|
||||
import { enumMouseButton } from "../../camera";
|
||||
import { T } from "../../../translations";
|
||||
import { KEYMAPPINGS } from "../../key_action_mapper";
|
||||
import { THEME } from "../../theme";
|
||||
import { enumHubGoalRewards } from "../../tutorial_goals";
|
||||
import { Blueprint } from "../../blueprint";
|
||||
|
||||
const logger = createLogger("hud/mass_selector");
|
||||
|
||||
export class HUDMassSelector extends BaseHUDPart {
|
||||
createElements(parent) {}
|
||||
|
||||
initialize() {
|
||||
this.currentSelectionStartWorld = null;
|
||||
this.currentSelectionEnd = null;
|
||||
this.selectedUids = new Set();
|
||||
|
||||
this.root.signals.entityQueuedForDestroy.add(this.onEntityDestroyed, this);
|
||||
this.root.hud.signals.pasteBlueprintRequested.add(this.clearSelection, this);
|
||||
|
||||
this.root.camera.downPreHandler.add(this.onMouseDown, this);
|
||||
this.root.camera.movePreHandler.add(this.onMouseMove, this);
|
||||
this.root.camera.upPostHandler.add(this.onMouseUp, this);
|
||||
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.general.back).add(this.onBack, this);
|
||||
this.root.keyMapper
|
||||
.getBinding(KEYMAPPINGS.massSelect.confirmMassDelete)
|
||||
.add(this.confirmDelete, this);
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCut).add(this.confirmCut, this);
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCopy).add(this.startCopy, this);
|
||||
|
||||
this.root.hud.signals.selectedPlacementBuildingChanged.add(this.clearSelection, this);
|
||||
this.root.signals.editModeChanged.add(this.clearSelection, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the destroy callback and makes sure we clean our list
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
onEntityDestroyed(entity) {
|
||||
this.selectedUids.delete(entity.uid);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
onBack() {
|
||||
// Clear entities on escape
|
||||
if (this.selectedUids.size > 0) {
|
||||
this.selectedUids = new Set();
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears the entire selection
|
||||
*/
|
||||
clearSelection() {
|
||||
this.selectedUids = new Set();
|
||||
}
|
||||
|
||||
confirmDelete() {
|
||||
if (
|
||||
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
||||
this.selectedUids.size > 100
|
||||
) {
|
||||
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massDeleteConfirm.title,
|
||||
T.dialogs.massDeleteConfirm.desc.replace(
|
||||
"<count>",
|
||||
"" + formatBigNumberFull(this.selectedUids.size)
|
||||
),
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(() => this.doDelete());
|
||||
} else {
|
||||
this.doDelete();
|
||||
}
|
||||
}
|
||||
|
||||
doDelete() {
|
||||
const entityUids = Array.from(this.selectedUids);
|
||||
for (let i = 0; i < entityUids.length; ++i) {
|
||||
const uid = entityUids[i];
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
||||
logger.error("Error in mass delete, could not remove building");
|
||||
this.selectedUids.delete(uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
startCopy() {
|
||||
if (this.selectedUids.size > 0) {
|
||||
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
||||
this.root.hud.parts.dialogs.showInfo(
|
||||
T.dialogs.blueprintsNotUnlocked.title,
|
||||
T.dialogs.blueprintsNotUnlocked.desc
|
||||
);
|
||||
return;
|
||||
}
|
||||
this.root.hud.signals.buildingsSelectedForCopy.dispatch(Array.from(this.selectedUids));
|
||||
this.selectedUids = new Set();
|
||||
this.root.soundProxy.playUiClick();
|
||||
} else {
|
||||
this.root.soundProxy.playUiError();
|
||||
}
|
||||
}
|
||||
|
||||
confirmCut() {
|
||||
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
||||
this.root.hud.parts.dialogs.showInfo(
|
||||
T.dialogs.blueprintsNotUnlocked.title,
|
||||
T.dialogs.blueprintsNotUnlocked.desc
|
||||
);
|
||||
} else if (
|
||||
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
||||
this.selectedUids.size > 100
|
||||
) {
|
||||
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massCutConfirm.title,
|
||||
T.dialogs.massCutConfirm.desc.replace(
|
||||
"<count>",
|
||||
"" + formatBigNumberFull(this.selectedUids.size)
|
||||
),
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(() => this.doCut());
|
||||
} else {
|
||||
this.doCut();
|
||||
}
|
||||
}
|
||||
|
||||
doCut() {
|
||||
if (this.selectedUids.size > 0) {
|
||||
const entityUids = Array.from(this.selectedUids);
|
||||
|
||||
const cutAction = () => {
|
||||
// copy code relies on entities still existing, so must copy before deleting.
|
||||
this.root.hud.signals.buildingsSelectedForCopy.dispatch(entityUids);
|
||||
|
||||
for (let i = 0; i < entityUids.length; ++i) {
|
||||
const uid = entityUids[i];
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
||||
logger.error("Error in mass cut, could not remove building");
|
||||
this.selectedUids.delete(uid);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const blueprint = Blueprint.fromUids(this.root, entityUids);
|
||||
if (blueprint.canAfford(this.root)) {
|
||||
cutAction();
|
||||
} else {
|
||||
const { cancel, ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massCutInsufficientConfirm.title,
|
||||
T.dialogs.massCutInsufficientConfirm.desc,
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(cutAction);
|
||||
}
|
||||
|
||||
this.root.soundProxy.playUiClick();
|
||||
} else {
|
||||
this.root.soundProxy.playUiError();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* mouse down pre handler
|
||||
* @param {Vector} pos
|
||||
* @param {enumMouseButton} mouseButton
|
||||
*/
|
||||
onMouseDown(pos, mouseButton) {
|
||||
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectStart).pressed) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mouseButton !== enumMouseButton.left) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectSelectMultiple).pressed) {
|
||||
// Start new selection
|
||||
this.selectedUids = new Set();
|
||||
}
|
||||
|
||||
this.currentSelectionStartWorld = this.root.camera.screenToWorld(pos.copy());
|
||||
this.currentSelectionEnd = pos.copy();
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
|
||||
/**
|
||||
* mouse move pre handler
|
||||
* @param {Vector} pos
|
||||
*/
|
||||
onMouseMove(pos) {
|
||||
if (this.currentSelectionStartWorld) {
|
||||
this.currentSelectionEnd = pos.copy();
|
||||
}
|
||||
}
|
||||
|
||||
onMouseUp() {
|
||||
if (this.currentSelectionStartWorld) {
|
||||
const worldStart = this.currentSelectionStartWorld;
|
||||
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
||||
|
||||
const tileStart = worldStart.toTileSpace();
|
||||
const tileEnd = worldEnd.toTileSpace();
|
||||
|
||||
const realTileStart = tileStart.min(tileEnd);
|
||||
const realTileEnd = tileStart.max(tileEnd);
|
||||
|
||||
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
||||
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
||||
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
||||
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
||||
this.selectedUids.add(contents.uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.currentSelectionStartWorld = null;
|
||||
this.currentSelectionEnd = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
draw(parameters) {
|
||||
const boundsBorder = 2;
|
||||
|
||||
if (this.currentSelectionStartWorld) {
|
||||
const worldStart = this.currentSelectionStartWorld;
|
||||
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
||||
|
||||
const realWorldStart = worldStart.min(worldEnd);
|
||||
const realWorldEnd = worldStart.max(worldEnd);
|
||||
|
||||
const tileStart = worldStart.toTileSpace();
|
||||
const tileEnd = worldEnd.toTileSpace();
|
||||
|
||||
const realTileStart = tileStart.min(tileEnd);
|
||||
const realTileEnd = tileStart.max(tileEnd);
|
||||
|
||||
parameters.context.lineWidth = 1;
|
||||
parameters.context.fillStyle = THEME.map.selectionBackground;
|
||||
parameters.context.strokeStyle = THEME.map.selectionOutline;
|
||||
parameters.context.beginPath();
|
||||
parameters.context.rect(
|
||||
realWorldStart.x,
|
||||
realWorldStart.y,
|
||||
realWorldEnd.x - realWorldStart.x,
|
||||
realWorldEnd.y - realWorldStart.y
|
||||
);
|
||||
parameters.context.fill();
|
||||
parameters.context.stroke();
|
||||
|
||||
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
||||
|
||||
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
||||
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
||||
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
||||
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
||||
const staticComp = contents.components.StaticMapEntity;
|
||||
const bounds = staticComp.getTileSpaceBounds();
|
||||
parameters.context.beginRoundedRect(
|
||||
bounds.x * globalConfig.tileSize + boundsBorder,
|
||||
bounds.y * globalConfig.tileSize + boundsBorder,
|
||||
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
||||
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
||||
2
|
||||
);
|
||||
parameters.context.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
||||
this.selectedUids.forEach(uid => {
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
const bounds = staticComp.getTileSpaceBounds();
|
||||
parameters.context.beginRoundedRect(
|
||||
bounds.x * globalConfig.tileSize + boundsBorder,
|
||||
bounds.y * globalConfig.tileSize + boundsBorder,
|
||||
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
||||
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
||||
2
|
||||
);
|
||||
parameters.context.fill();
|
||||
});
|
||||
}
|
||||
}
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { Vector } from "../../../core/vector";
|
||||
import { STOP_PROPAGATION } from "../../../core/signal";
|
||||
import { DrawParameters } from "../../../core/draw_parameters";
|
||||
import { Entity } from "../../entity";
|
||||
import { Loader } from "../../../core/loader";
|
||||
import { globalConfig } from "../../../core/config";
|
||||
import { makeDiv, formatBigNumber, formatBigNumberFull } from "../../../core/utils";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
import { createLogger } from "../../../core/logging";
|
||||
import { enumMouseButton } from "../../camera";
|
||||
import { T } from "../../../translations";
|
||||
import { KEYMAPPINGS } from "../../key_action_mapper";
|
||||
import { THEME } from "../../theme";
|
||||
import { enumHubGoalRewards } from "../../tutorial_goals";
|
||||
import { Blueprint } from "../../blueprint";
|
||||
|
||||
const logger = createLogger("hud/mass_selector");
|
||||
|
||||
export class HUDMassSelector extends BaseHUDPart {
|
||||
createElements(parent) {}
|
||||
|
||||
initialize() {
|
||||
this.currentSelectionStartWorld = null;
|
||||
this.currentSelectionEnd = null;
|
||||
this.selectedUids = new Set();
|
||||
|
||||
this.root.signals.entityQueuedForDestroy.add(this.onEntityDestroyed, this);
|
||||
this.root.hud.signals.pasteBlueprintRequested.add(this.clearSelection, this);
|
||||
|
||||
this.root.camera.downPreHandler.add(this.onMouseDown, this);
|
||||
this.root.camera.movePreHandler.add(this.onMouseMove, this);
|
||||
this.root.camera.upPostHandler.add(this.onMouseUp, this);
|
||||
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.general.back).add(this.onBack, this);
|
||||
this.root.keyMapper
|
||||
.getBinding(KEYMAPPINGS.massSelect.confirmMassDelete)
|
||||
.add(this.confirmDelete, this);
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCut).add(this.confirmCut, this);
|
||||
this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectCopy).add(this.startCopy, this);
|
||||
|
||||
this.root.hud.signals.selectedPlacementBuildingChanged.add(this.clearSelection, this);
|
||||
this.root.signals.editModeChanged.add(this.clearSelection, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Handles the destroy callback and makes sure we clean our list
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
onEntityDestroyed(entity) {
|
||||
this.selectedUids.delete(entity.uid);
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
onBack() {
|
||||
// Clear entities on escape
|
||||
if (this.selectedUids.size > 0) {
|
||||
this.selectedUids = new Set();
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clears the entire selection
|
||||
*/
|
||||
clearSelection() {
|
||||
this.selectedUids = new Set();
|
||||
}
|
||||
|
||||
confirmDelete() {
|
||||
if (
|
||||
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
||||
this.selectedUids.size > 100
|
||||
) {
|
||||
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massDeleteConfirm.title,
|
||||
T.dialogs.massDeleteConfirm.desc.replace(
|
||||
"<count>",
|
||||
"" + formatBigNumberFull(this.selectedUids.size)
|
||||
),
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(() => this.doDelete());
|
||||
} else {
|
||||
this.doDelete();
|
||||
}
|
||||
}
|
||||
|
||||
doDelete() {
|
||||
const entityUids = Array.from(this.selectedUids);
|
||||
for (let i = 0; i < entityUids.length; ++i) {
|
||||
const uid = entityUids[i];
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
||||
logger.error("Error in mass delete, could not remove building");
|
||||
this.selectedUids.delete(uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
startCopy() {
|
||||
if (this.selectedUids.size > 0) {
|
||||
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
||||
this.root.hud.parts.dialogs.showInfo(
|
||||
T.dialogs.blueprintsNotUnlocked.title,
|
||||
T.dialogs.blueprintsNotUnlocked.desc
|
||||
);
|
||||
return;
|
||||
}
|
||||
this.root.hud.signals.buildingsSelectedForCopy.dispatch(Array.from(this.selectedUids));
|
||||
this.selectedUids = new Set();
|
||||
this.root.soundProxy.playUiClick();
|
||||
} else {
|
||||
this.root.soundProxy.playUiError();
|
||||
}
|
||||
}
|
||||
|
||||
confirmCut() {
|
||||
if (!this.root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_blueprints)) {
|
||||
this.root.hud.parts.dialogs.showInfo(
|
||||
T.dialogs.blueprintsNotUnlocked.title,
|
||||
T.dialogs.blueprintsNotUnlocked.desc
|
||||
);
|
||||
} else if (
|
||||
!this.root.app.settings.getAllSettings().disableCutDeleteWarnings &&
|
||||
this.selectedUids.size > 100
|
||||
) {
|
||||
const { ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massCutConfirm.title,
|
||||
T.dialogs.massCutConfirm.desc.replace(
|
||||
"<count>",
|
||||
"" + formatBigNumberFull(this.selectedUids.size)
|
||||
),
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(() => this.doCut());
|
||||
} else {
|
||||
this.doCut();
|
||||
}
|
||||
}
|
||||
|
||||
doCut() {
|
||||
if (this.selectedUids.size > 0) {
|
||||
const entityUids = Array.from(this.selectedUids);
|
||||
|
||||
const cutAction = () => {
|
||||
// copy code relies on entities still existing, so must copy before deleting.
|
||||
this.root.hud.signals.buildingsSelectedForCopy.dispatch(entityUids);
|
||||
|
||||
for (let i = 0; i < entityUids.length; ++i) {
|
||||
const uid = entityUids[i];
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
if (!this.root.logic.tryDeleteBuilding(entity)) {
|
||||
logger.error("Error in mass cut, could not remove building");
|
||||
this.selectedUids.delete(uid);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
const blueprint = Blueprint.fromUids(this.root, entityUids);
|
||||
if (blueprint.canAfford(this.root)) {
|
||||
cutAction();
|
||||
} else {
|
||||
const { cancel, ok } = this.root.hud.parts.dialogs.showWarning(
|
||||
T.dialogs.massCutInsufficientConfirm.title,
|
||||
T.dialogs.massCutInsufficientConfirm.desc,
|
||||
["cancel:good:escape", "ok:bad:enter"]
|
||||
);
|
||||
ok.add(cutAction);
|
||||
}
|
||||
|
||||
this.root.soundProxy.playUiClick();
|
||||
} else {
|
||||
this.root.soundProxy.playUiError();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* mouse down pre handler
|
||||
* @param {Vector} pos
|
||||
* @param {enumMouseButton} mouseButton
|
||||
*/
|
||||
onMouseDown(pos, mouseButton) {
|
||||
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectStart).pressed) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (mouseButton !== enumMouseButton.left) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!this.root.keyMapper.getBinding(KEYMAPPINGS.massSelect.massSelectSelectMultiple).pressed) {
|
||||
// Start new selection
|
||||
this.selectedUids = new Set();
|
||||
}
|
||||
|
||||
this.currentSelectionStartWorld = this.root.camera.screenToWorld(pos.copy());
|
||||
this.currentSelectionEnd = pos.copy();
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
|
||||
/**
|
||||
* mouse move pre handler
|
||||
* @param {Vector} pos
|
||||
*/
|
||||
onMouseMove(pos) {
|
||||
if (this.currentSelectionStartWorld) {
|
||||
this.currentSelectionEnd = pos.copy();
|
||||
}
|
||||
}
|
||||
|
||||
onMouseUp() {
|
||||
if (this.currentSelectionStartWorld) {
|
||||
const worldStart = this.currentSelectionStartWorld;
|
||||
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
||||
|
||||
const tileStart = worldStart.toTileSpace();
|
||||
const tileEnd = worldEnd.toTileSpace();
|
||||
|
||||
const realTileStart = tileStart.min(tileEnd);
|
||||
const realTileEnd = tileStart.max(tileEnd);
|
||||
|
||||
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
||||
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
||||
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
||||
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
||||
this.selectedUids.add(contents.uid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.currentSelectionStartWorld = null;
|
||||
this.currentSelectionEnd = null;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
draw(parameters) {
|
||||
const boundsBorder = 2;
|
||||
|
||||
if (this.currentSelectionStartWorld) {
|
||||
const worldStart = this.currentSelectionStartWorld;
|
||||
const worldEnd = this.root.camera.screenToWorld(this.currentSelectionEnd);
|
||||
|
||||
const realWorldStart = worldStart.min(worldEnd);
|
||||
const realWorldEnd = worldStart.max(worldEnd);
|
||||
|
||||
const tileStart = worldStart.toTileSpace();
|
||||
const tileEnd = worldEnd.toTileSpace();
|
||||
|
||||
const realTileStart = tileStart.min(tileEnd);
|
||||
const realTileEnd = tileStart.max(tileEnd);
|
||||
|
||||
parameters.context.lineWidth = 1;
|
||||
parameters.context.fillStyle = THEME.map.selectionBackground;
|
||||
parameters.context.strokeStyle = THEME.map.selectionOutline;
|
||||
parameters.context.beginPath();
|
||||
parameters.context.rect(
|
||||
realWorldStart.x,
|
||||
realWorldStart.y,
|
||||
realWorldEnd.x - realWorldStart.x,
|
||||
realWorldEnd.y - realWorldStart.y
|
||||
);
|
||||
parameters.context.fill();
|
||||
parameters.context.stroke();
|
||||
|
||||
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
||||
|
||||
const renderedUids = new Set();
|
||||
|
||||
for (let x = realTileStart.x; x <= realTileEnd.x; ++x) {
|
||||
for (let y = realTileStart.y; y <= realTileEnd.y; ++y) {
|
||||
const contents = this.root.map.getLayerContentXY(x, y, this.root.currentLayer);
|
||||
if (contents && this.root.logic.canDeleteBuilding(contents)) {
|
||||
// Prevent rendering the overlay twice
|
||||
const uid = contents.uid;
|
||||
if (renderedUids.has(uid)) {
|
||||
continue;
|
||||
}
|
||||
renderedUids.add(uid);
|
||||
|
||||
const staticComp = contents.components.StaticMapEntity;
|
||||
const bounds = staticComp.getTileSpaceBounds();
|
||||
parameters.context.beginRoundedRect(
|
||||
bounds.x * globalConfig.tileSize + boundsBorder,
|
||||
bounds.y * globalConfig.tileSize + boundsBorder,
|
||||
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
||||
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
||||
2
|
||||
);
|
||||
parameters.context.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parameters.context.fillStyle = THEME.map.selectionOverlay;
|
||||
this.selectedUids.forEach(uid => {
|
||||
const entity = this.root.entityMgr.findByUid(uid);
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
const bounds = staticComp.getTileSpaceBounds();
|
||||
parameters.context.beginRoundedRect(
|
||||
bounds.x * globalConfig.tileSize + boundsBorder,
|
||||
bounds.y * globalConfig.tileSize + boundsBorder,
|
||||
bounds.w * globalConfig.tileSize - 2 * boundsBorder,
|
||||
bounds.h * globalConfig.tileSize - 2 * boundsBorder,
|
||||
2
|
||||
);
|
||||
parameters.context.fill();
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,133 +1,133 @@
|
||||
import { InputReceiver } from "../../../core/input_receiver";
|
||||
import { makeDiv, removeAllChildren } from "../../../core/utils";
|
||||
import { T } from "../../../translations";
|
||||
import { KeyActionMapper, KEYMAPPINGS } from "../../key_action_mapper";
|
||||
import { ShapeDefinition } from "../../shape_definition";
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
|
||||
const copy = require("clipboard-copy");
|
||||
|
||||
export class HUDShapeViewer extends BaseHUDPart {
|
||||
createElements(parent) {
|
||||
this.background = makeDiv(parent, "ingame_HUD_ShapeViewer", ["ingameDialog"]);
|
||||
|
||||
// DIALOG Inner / Wrapper
|
||||
this.dialogInner = makeDiv(this.background, null, ["dialogInner"]);
|
||||
this.title = makeDiv(this.dialogInner, null, ["title"], T.ingame.shapeViewer.title);
|
||||
this.closeButton = makeDiv(this.title, null, ["closeButton"]);
|
||||
this.trackClicks(this.closeButton, this.close);
|
||||
this.contentDiv = makeDiv(this.dialogInner, null, ["content"]);
|
||||
|
||||
this.renderArea = makeDiv(this.contentDiv, null, ["renderArea"]);
|
||||
this.infoArea = makeDiv(this.contentDiv, null, ["infoArea"]);
|
||||
|
||||
// Create button to copy the shape area
|
||||
this.copyButton = document.createElement("button");
|
||||
this.copyButton.classList.add("styledButton", "copyKey");
|
||||
this.copyButton.innerText = T.ingame.shapeViewer.copyKey;
|
||||
this.infoArea.appendChild(this.copyButton);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
this.root.hud.signals.viewShapeDetailsRequested.add(this.renderForShape, this);
|
||||
|
||||
this.domAttach = new DynamicDomAttach(this.root, this.background, {
|
||||
attachClass: "visible",
|
||||
});
|
||||
|
||||
this.currentShapeKey = null;
|
||||
|
||||
this.inputReciever = new InputReceiver("shape_viewer");
|
||||
this.keyActionMapper = new KeyActionMapper(this.root, this.inputReciever);
|
||||
|
||||
this.keyActionMapper.getBinding(KEYMAPPINGS.general.back).add(this.close, this);
|
||||
|
||||
this.trackClicks(this.copyButton, this.onCopyKeyRequested);
|
||||
|
||||
this.close();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the copying of a key was requested
|
||||
*/
|
||||
onCopyKeyRequested() {
|
||||
if (this.currentShapeKey) {
|
||||
copy(this.currentShapeKey);
|
||||
this.close();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Closes the dialog
|
||||
*/
|
||||
close() {
|
||||
this.visible = false;
|
||||
document.body.classList.remove("ingameDialogOpen");
|
||||
this.root.app.inputMgr.makeSureDetached(this.inputReciever);
|
||||
this.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the viewer for a given definition
|
||||
* @param {ShapeDefinition} definition
|
||||
*/
|
||||
renderForShape(definition) {
|
||||
this.visible = true;
|
||||
document.body.classList.add("ingameDialogOpen");
|
||||
this.root.app.inputMgr.makeSureAttachedAndOnTop(this.inputReciever);
|
||||
|
||||
removeAllChildren(this.renderArea);
|
||||
|
||||
this.currentShapeKey = definition.getHash();
|
||||
|
||||
const layers = definition.layers;
|
||||
this.contentDiv.setAttribute("data-layers", layers.length);
|
||||
|
||||
for (let i = 0; i < layers.length; ++i) {
|
||||
const layerElem = makeDiv(this.renderArea, null, ["layer", "layer-" + i]);
|
||||
|
||||
let fakeLayers = [];
|
||||
for (let k = 0; k < i; ++k) {
|
||||
fakeLayers.push([null, null, null, null]);
|
||||
}
|
||||
fakeLayers.push(layers[i]);
|
||||
|
||||
const thisLayerOnly = new ShapeDefinition({ layers: fakeLayers });
|
||||
const thisLayerCanvas = thisLayerOnly.generateAsCanvas(160);
|
||||
layerElem.appendChild(thisLayerCanvas);
|
||||
|
||||
for (let quad = 0; quad < 4; ++quad) {
|
||||
const quadElem = makeDiv(layerElem, null, ["quad", "quad-" + quad]);
|
||||
|
||||
const contents = layers[i][quad];
|
||||
if (contents) {
|
||||
const colorLabelElem = makeDiv(
|
||||
quadElem,
|
||||
null,
|
||||
["colorLabel"],
|
||||
T.ingame.colors[contents.color]
|
||||
);
|
||||
} else {
|
||||
const emptyLabelElem = makeDiv(
|
||||
quadElem,
|
||||
null,
|
||||
["emptyLabel"],
|
||||
T.ingame.shapeViewer.empty
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleans up everything
|
||||
*/
|
||||
cleanup() {
|
||||
document.body.classList.remove("ingameDialogOpen");
|
||||
}
|
||||
|
||||
update() {
|
||||
this.domAttach.update(this.visible);
|
||||
}
|
||||
}
|
||||
import { InputReceiver } from "../../../core/input_receiver";
|
||||
import { makeDiv, removeAllChildren } from "../../../core/utils";
|
||||
import { T } from "../../../translations";
|
||||
import { KeyActionMapper, KEYMAPPINGS } from "../../key_action_mapper";
|
||||
import { ShapeDefinition } from "../../shape_definition";
|
||||
import { BaseHUDPart } from "../base_hud_part";
|
||||
import { DynamicDomAttach } from "../dynamic_dom_attach";
|
||||
|
||||
const copy = require("clipboard-copy");
|
||||
|
||||
export class HUDShapeViewer extends BaseHUDPart {
|
||||
createElements(parent) {
|
||||
this.background = makeDiv(parent, "ingame_HUD_ShapeViewer", ["ingameDialog"]);
|
||||
|
||||
// DIALOG Inner / Wrapper
|
||||
this.dialogInner = makeDiv(this.background, null, ["dialogInner"]);
|
||||
this.title = makeDiv(this.dialogInner, null, ["title"], T.ingame.shapeViewer.title);
|
||||
this.closeButton = makeDiv(this.title, null, ["closeButton"]);
|
||||
this.trackClicks(this.closeButton, this.close);
|
||||
this.contentDiv = makeDiv(this.dialogInner, null, ["content"]);
|
||||
|
||||
this.renderArea = makeDiv(this.contentDiv, null, ["renderArea"]);
|
||||
this.infoArea = makeDiv(this.contentDiv, null, ["infoArea"]);
|
||||
|
||||
// Create button to copy the shape area
|
||||
this.copyButton = document.createElement("button");
|
||||
this.copyButton.classList.add("styledButton", "copyKey");
|
||||
this.copyButton.innerText = T.ingame.shapeViewer.copyKey;
|
||||
this.infoArea.appendChild(this.copyButton);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
this.root.hud.signals.viewShapeDetailsRequested.add(this.renderForShape, this);
|
||||
|
||||
this.domAttach = new DynamicDomAttach(this.root, this.background, {
|
||||
attachClass: "visible",
|
||||
});
|
||||
|
||||
this.currentShapeKey = null;
|
||||
|
||||
this.inputReciever = new InputReceiver("shape_viewer");
|
||||
this.keyActionMapper = new KeyActionMapper(this.root, this.inputReciever);
|
||||
|
||||
this.keyActionMapper.getBinding(KEYMAPPINGS.general.back).add(this.close, this);
|
||||
|
||||
this.trackClicks(this.copyButton, this.onCopyKeyRequested);
|
||||
|
||||
this.close();
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when the copying of a key was requested
|
||||
*/
|
||||
onCopyKeyRequested() {
|
||||
if (this.currentShapeKey) {
|
||||
copy(this.currentShapeKey);
|
||||
this.close();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Closes the dialog
|
||||
*/
|
||||
close() {
|
||||
this.visible = false;
|
||||
document.body.classList.remove("ingameDialogOpen");
|
||||
this.root.app.inputMgr.makeSureDetached(this.inputReciever);
|
||||
this.update();
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows the viewer for a given definition
|
||||
* @param {ShapeDefinition} definition
|
||||
*/
|
||||
renderForShape(definition) {
|
||||
this.visible = true;
|
||||
document.body.classList.add("ingameDialogOpen");
|
||||
this.root.app.inputMgr.makeSureAttachedAndOnTop(this.inputReciever);
|
||||
|
||||
removeAllChildren(this.renderArea);
|
||||
|
||||
this.currentShapeKey = definition.getHash();
|
||||
|
||||
const layers = definition.layers;
|
||||
this.contentDiv.setAttribute("data-layers", layers.length);
|
||||
|
||||
for (let i = layers.length - 1; i >= 0; --i) {
|
||||
const layerElem = makeDiv(this.renderArea, null, ["layer", "layer-" + i]);
|
||||
|
||||
let fakeLayers = [];
|
||||
for (let k = 0; k < i; ++k) {
|
||||
fakeLayers.push([null, null, null, null]);
|
||||
}
|
||||
fakeLayers.push(layers[i]);
|
||||
|
||||
const thisLayerOnly = new ShapeDefinition({ layers: fakeLayers });
|
||||
const thisLayerCanvas = thisLayerOnly.generateAsCanvas(160);
|
||||
layerElem.appendChild(thisLayerCanvas);
|
||||
|
||||
for (let quad = 0; quad < 4; ++quad) {
|
||||
const quadElem = makeDiv(layerElem, null, ["quad", "quad-" + quad]);
|
||||
|
||||
const contents = layers[i][quad];
|
||||
if (contents) {
|
||||
const colorLabelElem = makeDiv(
|
||||
quadElem,
|
||||
null,
|
||||
["colorLabel"],
|
||||
T.ingame.colors[contents.color]
|
||||
);
|
||||
} else {
|
||||
const emptyLabelElem = makeDiv(
|
||||
quadElem,
|
||||
null,
|
||||
["emptyLabel"],
|
||||
T.ingame.shapeViewer.empty
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cleans up everything
|
||||
*/
|
||||
cleanup() {
|
||||
document.body.classList.remove("ingameDialogOpen");
|
||||
}
|
||||
|
||||
update() {
|
||||
this.domAttach.update(this.visible);
|
||||
}
|
||||
}
|
||||
|
@ -47,9 +47,11 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
this.trackClicks(button, () => this.setDataSource(dataSource));
|
||||
}
|
||||
|
||||
const buttonDisplaySorted = makeButton(this.filtersDisplayMode, ["displaySorted"]);
|
||||
const buttonDisplayDetailed = makeButton(this.filtersDisplayMode, ["displayDetailed"]);
|
||||
const buttonDisplayIcons = makeButton(this.filtersDisplayMode, ["displayIcons"]);
|
||||
|
||||
this.trackClicks(buttonDisplaySorted, () => this.toggleSorted());
|
||||
this.trackClicks(buttonDisplayIcons, () => this.setDisplayMode(enumDisplayMode.icons));
|
||||
this.trackClicks(buttonDisplayDetailed, () => this.setDisplayMode(enumDisplayMode.detailed));
|
||||
|
||||
@ -80,6 +82,21 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {boolean} sorted
|
||||
*/
|
||||
setSorted(sorted) {
|
||||
this.sorted = sorted;
|
||||
this.dialogInner.setAttribute("data-sorted", String(sorted));
|
||||
if (this.visible) {
|
||||
this.rerenderFull();
|
||||
}
|
||||
}
|
||||
|
||||
toggleSorted() {
|
||||
this.setSorted(!this.sorted);
|
||||
}
|
||||
|
||||
initialize() {
|
||||
this.domAttach = new DynamicDomAttach(this.root, this.background, {
|
||||
attachClass: "visible",
|
||||
@ -95,6 +112,7 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
/** @type {Object.<string, HUDShapeStatisticsHandle>} */
|
||||
this.activeHandles = {};
|
||||
|
||||
this.setSorted(true);
|
||||
this.setDataSource(enumAnalyticsDataSource.produced);
|
||||
this.setDisplayMode(enumDisplayMode.detailed);
|
||||
|
||||
@ -183,7 +201,22 @@ export class HUDStatistics extends BaseHUDPart {
|
||||
}
|
||||
}
|
||||
|
||||
entries.sort((a, b) => b[1] - a[1]);
|
||||
const pinnedShapes = this.root.hud.parts.pinnedShapes;
|
||||
|
||||
entries.sort((a, b) => {
|
||||
const aPinned = pinnedShapes.isShapePinned(a[0]);
|
||||
const bPinned = pinnedShapes.isShapePinned(b[0]);
|
||||
|
||||
if (aPinned !== bPinned) {
|
||||
return aPinned ? -1 : 1;
|
||||
}
|
||||
|
||||
// Sort by shape key for some consistency
|
||||
if (!this.sorted || b[1] == a[1]) {
|
||||
return b[0].localeCompare(a[0]);
|
||||
}
|
||||
return b[1] - a[1];
|
||||
});
|
||||
|
||||
let rendered = new Set();
|
||||
|
||||
|
@ -74,6 +74,11 @@ export class HUDShapeStatisticsHandle {
|
||||
return;
|
||||
}
|
||||
|
||||
this.element.classList.toggle(
|
||||
"pinned",
|
||||
this.root.hud.parts.pinnedShapes.isShapePinned(this.definition.getHash())
|
||||
);
|
||||
|
||||
switch (dataSource) {
|
||||
case enumAnalyticsDataSource.stored: {
|
||||
this.counter.innerText = formatBigNumber(
|
||||
@ -87,15 +92,10 @@ export class HUDShapeStatisticsHandle {
|
||||
(this.root.productionAnalytics.getCurrentShapeRate(dataSource, this.definition) /
|
||||
globalConfig.analyticsSliceDurationSeconds) *
|
||||
60;
|
||||
this.counter.innerText = T.ingame.statistics.shapesPerMinute.replace(
|
||||
this.counter.innerText = T.ingame.statistics.shapesPerSecond.replace(
|
||||
"<shapes>",
|
||||
formatBigNumber(rate)
|
||||
formatBigNumber(rate / 60)
|
||||
);
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.detailedStatistics) {
|
||||
this.counter.innerText = "" + round2Digits(rate / 60) + " /s";
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -1,25 +1,27 @@
|
||||
import { HUDBaseToolbar } from "./base_toolbar";
|
||||
import { MetaWireBuilding } from "../../buildings/wire";
|
||||
import { MetaConstantSignalBuilding } from "../../buildings/constant_signal";
|
||||
import { MetaLogicGateBuilding } from "../../buildings/logic_gate";
|
||||
import { MetaLeverBuilding } from "../../buildings/lever";
|
||||
import { MetaWireTunnelBuilding } from "../../buildings/wire_tunnel";
|
||||
|
||||
const supportedBuildings = [
|
||||
MetaWireBuilding,
|
||||
MetaWireTunnelBuilding,
|
||||
MetaConstantSignalBuilding,
|
||||
MetaLogicGateBuilding,
|
||||
MetaLeverBuilding,
|
||||
];
|
||||
|
||||
export class HUDWiresToolbar extends HUDBaseToolbar {
|
||||
constructor(root) {
|
||||
super(root, {
|
||||
supportedBuildings,
|
||||
visibilityCondition: () =>
|
||||
!this.root.camera.getIsMapOverlayActive() && this.root.currentLayer === "wires",
|
||||
htmlElementId: "ingame_HUD_wires_toolbar",
|
||||
});
|
||||
}
|
||||
}
|
||||
import { HUDBaseToolbar } from "./base_toolbar";
|
||||
import { MetaWireBuilding } from "../../buildings/wire";
|
||||
import { MetaConstantSignalBuilding } from "../../buildings/constant_signal";
|
||||
import { MetaLogicGateBuilding } from "../../buildings/logic_gate";
|
||||
import { MetaLeverBuilding } from "../../buildings/lever";
|
||||
import { MetaWireTunnelBuilding } from "../../buildings/wire_tunnel";
|
||||
import { MetaVirtualProcessorBuilding } from "../../buildings/virtual_processor";
|
||||
|
||||
const supportedBuildings = [
|
||||
MetaWireBuilding,
|
||||
MetaWireTunnelBuilding,
|
||||
MetaConstantSignalBuilding,
|
||||
MetaLogicGateBuilding,
|
||||
MetaLeverBuilding,
|
||||
MetaVirtualProcessorBuilding,
|
||||
];
|
||||
|
||||
export class HUDWiresToolbar extends HUDBaseToolbar {
|
||||
constructor(root) {
|
||||
super(root, {
|
||||
supportedBuildings,
|
||||
visibilityCondition: () =>
|
||||
!this.root.camera.getIsMapOverlayActive() && this.root.currentLayer === "wires",
|
||||
htmlElementId: "ingame_HUD_wires_toolbar",
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,456 +1,457 @@
|
||||
/* typehints:start */
|
||||
import { GameRoot } from "./root";
|
||||
import { InputReceiver } from "../core/input_receiver";
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
|
||||
import { Signal, STOP_PROPAGATION } from "../core/signal";
|
||||
import { IS_MOBILE } from "../core/config";
|
||||
import { T } from "../translations";
|
||||
function key(str) {
|
||||
return str.toUpperCase().charCodeAt(0);
|
||||
}
|
||||
|
||||
export const KEYMAPPINGS = {
|
||||
general: {
|
||||
confirm: { keyCode: 13 }, // enter
|
||||
back: { keyCode: 27, builtin: true }, // escape
|
||||
},
|
||||
|
||||
ingame: {
|
||||
menuOpenShop: { keyCode: key("F") },
|
||||
menuOpenStats: { keyCode: key("G") },
|
||||
menuClose: { keyCode: key("Q") },
|
||||
|
||||
toggleHud: { keyCode: 113 }, // F2
|
||||
exportScreenshot: { keyCode: 114 }, // F3PS
|
||||
toggleFPSInfo: { keyCode: 115 }, // F4
|
||||
|
||||
switchLayers: { keyCode: key("Y") },
|
||||
},
|
||||
|
||||
navigation: {
|
||||
mapMoveUp: { keyCode: key("W") },
|
||||
mapMoveRight: { keyCode: key("D") },
|
||||
mapMoveDown: { keyCode: key("S") },
|
||||
mapMoveLeft: { keyCode: key("A") },
|
||||
mapMoveFaster: { keyCode: 16 }, //shift
|
||||
|
||||
centerMap: { keyCode: 32 }, // SPACE
|
||||
mapZoomIn: { keyCode: 187, repeated: true }, // "+"
|
||||
mapZoomOut: { keyCode: 189, repeated: true }, // "-"
|
||||
|
||||
createMarker: { keyCode: key("M") },
|
||||
},
|
||||
|
||||
buildings: {
|
||||
belt: { keyCode: key("1") },
|
||||
splitter: { keyCode: key("2") },
|
||||
underground_belt: { keyCode: key("3") },
|
||||
miner: { keyCode: key("4") },
|
||||
cutter: { keyCode: key("5") },
|
||||
rotater: { keyCode: key("6") },
|
||||
stacker: { keyCode: key("7") },
|
||||
mixer: { keyCode: key("8") },
|
||||
painter: { keyCode: key("9") },
|
||||
trash: { keyCode: key("0") },
|
||||
|
||||
lever: { keyCode: key("L") },
|
||||
filter: { keyCode: key("B") },
|
||||
display: { keyCode: key("N") },
|
||||
|
||||
wire: { keyCode: key("1") },
|
||||
wire_tunnel: { keyCode: key("2") },
|
||||
constant_signal: { keyCode: key("3") },
|
||||
logic_gate: { keyCode: key("4") },
|
||||
},
|
||||
|
||||
placement: {
|
||||
pipette: { keyCode: key("Q") },
|
||||
rotateWhilePlacing: { keyCode: key("R") },
|
||||
rotateInverseModifier: { keyCode: 16 }, // SHIFT
|
||||
cycleBuildingVariants: { keyCode: key("T") },
|
||||
cycleBuildings: { keyCode: 9 }, // TAB
|
||||
switchDirectionLockSide: { keyCode: key("R") },
|
||||
},
|
||||
|
||||
massSelect: {
|
||||
massSelectStart: { keyCode: 17 }, // CTRL
|
||||
massSelectSelectMultiple: { keyCode: 16 }, // SHIFT
|
||||
massSelectCopy: { keyCode: key("C") },
|
||||
massSelectCut: { keyCode: key("X") },
|
||||
confirmMassDelete: { keyCode: 46 }, // DEL
|
||||
pasteLastBlueprint: { keyCode: key("V") },
|
||||
},
|
||||
|
||||
placementModifiers: {
|
||||
lockBeltDirection: { keyCode: 16 }, // SHIFT
|
||||
placementDisableAutoOrientation: { keyCode: 17 }, // CTRL
|
||||
placeMultiple: { keyCode: 16 }, // SHIFT
|
||||
placeInverse: { keyCode: 18 }, // ALT
|
||||
},
|
||||
};
|
||||
|
||||
// Assign ids
|
||||
for (const categoryId in KEYMAPPINGS) {
|
||||
for (const mappingId in KEYMAPPINGS[categoryId]) {
|
||||
KEYMAPPINGS[categoryId][mappingId].id = mappingId;
|
||||
}
|
||||
}
|
||||
|
||||
export const KEYCODE_LMB = 1;
|
||||
export const KEYCODE_MMB = 2;
|
||||
export const KEYCODE_RMB = 3;
|
||||
|
||||
/**
|
||||
* Returns a keycode -> string
|
||||
* @param {number} code
|
||||
* @returns {string}
|
||||
*/
|
||||
export function getStringForKeyCode(code) {
|
||||
switch (code) {
|
||||
case KEYCODE_LMB:
|
||||
return "LMB";
|
||||
case KEYCODE_MMB:
|
||||
return "MMB";
|
||||
case KEYCODE_RMB:
|
||||
return "RMB";
|
||||
case 4:
|
||||
return "MB4";
|
||||
case 5:
|
||||
return "MB5";
|
||||
case 8:
|
||||
return "⌫";
|
||||
case 9:
|
||||
return T.global.keys.tab;
|
||||
case 13:
|
||||
return "⏎";
|
||||
case 16:
|
||||
return "⇪";
|
||||
case 17:
|
||||
return T.global.keys.control;
|
||||
case 18:
|
||||
return T.global.keys.alt;
|
||||
case 19:
|
||||
return "PAUSE";
|
||||
case 20:
|
||||
return "CAPS";
|
||||
case 27:
|
||||
return T.global.keys.escape;
|
||||
case 32:
|
||||
return T.global.keys.space;
|
||||
case 33:
|
||||
return "PGUP";
|
||||
case 34:
|
||||
return "PGDOWN";
|
||||
case 35:
|
||||
return "END";
|
||||
case 36:
|
||||
return "HOME";
|
||||
case 37:
|
||||
return "⬅";
|
||||
case 38:
|
||||
return "⬆";
|
||||
case 39:
|
||||
return "➡";
|
||||
case 40:
|
||||
return "⬇";
|
||||
case 44:
|
||||
return "PRNT";
|
||||
case 45:
|
||||
return "INS";
|
||||
case 46:
|
||||
return "DEL";
|
||||
case 93:
|
||||
return "SEL";
|
||||
case 96:
|
||||
return "NUM 0";
|
||||
case 97:
|
||||
return "NUM 1";
|
||||
case 98:
|
||||
return "NUM 2";
|
||||
case 99:
|
||||
return "NUM 3";
|
||||
case 100:
|
||||
return "NUM 4";
|
||||
case 101:
|
||||
return "NUM 5";
|
||||
case 102:
|
||||
return "NUM 6";
|
||||
case 103:
|
||||
return "NUM 7";
|
||||
case 104:
|
||||
return "NUM 8";
|
||||
case 105:
|
||||
return "NUM 9";
|
||||
case 106:
|
||||
return "*";
|
||||
case 107:
|
||||
return "+";
|
||||
case 109:
|
||||
return "-";
|
||||
case 110:
|
||||
return ".";
|
||||
case 111:
|
||||
return "/";
|
||||
case 112:
|
||||
return "F1";
|
||||
case 113:
|
||||
return "F2";
|
||||
case 114:
|
||||
return "F3";
|
||||
case 115:
|
||||
return "F4";
|
||||
case 116:
|
||||
return "F4";
|
||||
case 117:
|
||||
return "F5";
|
||||
case 118:
|
||||
return "F6";
|
||||
case 119:
|
||||
return "F7";
|
||||
case 120:
|
||||
return "F8";
|
||||
case 121:
|
||||
return "F9";
|
||||
case 122:
|
||||
return "F10";
|
||||
case 123:
|
||||
return "F11";
|
||||
case 124:
|
||||
return "F12";
|
||||
|
||||
case 144:
|
||||
return "NUMLOCK";
|
||||
case 145:
|
||||
return "SCRLOCK";
|
||||
case 182:
|
||||
return "COMP";
|
||||
case 183:
|
||||
return "CALC";
|
||||
case 186:
|
||||
return ";";
|
||||
case 187:
|
||||
return "+";
|
||||
case 188:
|
||||
return ",";
|
||||
case 189:
|
||||
return "-";
|
||||
case 191:
|
||||
return "/";
|
||||
case 219:
|
||||
return "[";
|
||||
case 220:
|
||||
return "\\";
|
||||
case 221:
|
||||
return "]";
|
||||
case 222:
|
||||
return "'";
|
||||
}
|
||||
|
||||
return String.fromCharCode(code);
|
||||
}
|
||||
|
||||
export class Keybinding {
|
||||
/**
|
||||
*
|
||||
* @param {KeyActionMapper} keyMapper
|
||||
* @param {Application} app
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean=} param0.builtin
|
||||
* @param {boolean=} param0.repeated
|
||||
*/
|
||||
constructor(keyMapper, app, { keyCode, builtin = false, repeated = false }) {
|
||||
assert(keyCode && Number.isInteger(keyCode), "Invalid key code: " + keyCode);
|
||||
this.keyMapper = keyMapper;
|
||||
this.app = app;
|
||||
this.keyCode = keyCode;
|
||||
this.builtin = builtin;
|
||||
this.repeated = repeated;
|
||||
|
||||
this.signal = new Signal();
|
||||
this.toggled = new Signal();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether this binding is currently pressed
|
||||
* @returns {boolean}
|
||||
*/
|
||||
get pressed() {
|
||||
// Check if the key is down
|
||||
if (this.app.inputMgr.keysDown.has(this.keyCode)) {
|
||||
// Check if it is the top reciever
|
||||
const reciever = this.keyMapper.inputReceiver;
|
||||
return this.app.inputMgr.getTopReciever() === reciever;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds an event listener
|
||||
* @param {function() : void} receiver
|
||||
* @param {object=} scope
|
||||
*/
|
||||
add(receiver, scope = null) {
|
||||
this.signal.add(receiver, scope);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Element} elem
|
||||
* @returns {HTMLElement} the created element, or null if the keybindings are not shown
|
||||
* */
|
||||
appendLabelToElement(elem) {
|
||||
if (IS_MOBILE) {
|
||||
return null;
|
||||
}
|
||||
const spacer = document.createElement("code");
|
||||
spacer.classList.add("keybinding");
|
||||
spacer.innerHTML = getStringForKeyCode(this.keyCode);
|
||||
elem.appendChild(spacer);
|
||||
return spacer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the key code as a nice string
|
||||
*/
|
||||
getKeyCodeString() {
|
||||
return getStringForKeyCode(this.keyCode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Remvoes all signal receivers
|
||||
*/
|
||||
clearSignalReceivers() {
|
||||
this.signal.removeAll();
|
||||
}
|
||||
}
|
||||
|
||||
export class KeyActionMapper {
|
||||
/**
|
||||
*
|
||||
* @param {GameRoot} root
|
||||
* @param {InputReceiver} inputReciever
|
||||
*/
|
||||
constructor(root, inputReciever) {
|
||||
this.root = root;
|
||||
this.inputReceiver = inputReciever;
|
||||
|
||||
inputReciever.keydown.add(this.handleKeydown, this);
|
||||
inputReciever.keyup.add(this.handleKeyup, this);
|
||||
|
||||
/** @type {Object.<string, Keybinding>} */
|
||||
this.keybindings = {};
|
||||
|
||||
const overrides = root.app.settings.getKeybindingOverrides();
|
||||
|
||||
for (const category in KEYMAPPINGS) {
|
||||
for (const key in KEYMAPPINGS[category]) {
|
||||
let payload = Object.assign({}, KEYMAPPINGS[category][key]);
|
||||
if (overrides[key]) {
|
||||
payload.keyCode = overrides[key];
|
||||
}
|
||||
|
||||
this.keybindings[key] = new Keybinding(this, this.root.app, payload);
|
||||
}
|
||||
}
|
||||
|
||||
inputReciever.pageBlur.add(this.onPageBlur, this);
|
||||
inputReciever.destroyed.add(this.cleanup, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all keybindings starting with the given id
|
||||
* @param {string} pattern
|
||||
* @returns {Array<Keybinding>}
|
||||
*/
|
||||
getKeybindingsStartingWith(pattern) {
|
||||
let result = [];
|
||||
for (const key in this.keybindings) {
|
||||
if (key.startsWith(pattern)) {
|
||||
result.push(this.keybindings[key]);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forwards the given events to the other mapper (used in tooltips)
|
||||
* @param {KeyActionMapper} receiver
|
||||
* @param {Array<string>} bindings
|
||||
*/
|
||||
forward(receiver, bindings) {
|
||||
for (let i = 0; i < bindings.length; ++i) {
|
||||
const key = bindings[i];
|
||||
this.keybindings[key].signal.add((...args) => receiver.keybindings[key].signal.dispatch(...args));
|
||||
}
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
for (const key in this.keybindings) {
|
||||
this.keybindings[key].signal.removeAll();
|
||||
}
|
||||
}
|
||||
|
||||
onPageBlur() {
|
||||
// Reset all down states
|
||||
// Find mapping
|
||||
for (const key in this.keybindings) {
|
||||
/** @type {Keybinding} */
|
||||
const binding = this.keybindings[key];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keydown handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
* @param {boolean=} param0.initial
|
||||
*/
|
||||
handleKeydown({ keyCode, shift, alt, initial }) {
|
||||
let stop = false;
|
||||
|
||||
// Find mapping
|
||||
for (const key in this.keybindings) {
|
||||
/** @type {Keybinding} */
|
||||
const binding = this.keybindings[key];
|
||||
if (binding.keyCode === keyCode && (initial || binding.repeated)) {
|
||||
/** @type {Signal} */
|
||||
const signal = this.keybindings[key].signal;
|
||||
if (signal.dispatch() === STOP_PROPAGATION) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (stop) {
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keyup handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
*/
|
||||
handleKeyup({ keyCode, shift, alt }) {
|
||||
// Empty
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a given keybinding
|
||||
* @param {{ keyCode: number }} binding
|
||||
* @returns {Keybinding}
|
||||
*/
|
||||
getBinding(binding) {
|
||||
// @ts-ignore
|
||||
const id = binding.id;
|
||||
assert(id, "Not a valid keybinding: " + JSON.stringify(binding));
|
||||
assert(this.keybindings[id], "Keybinding " + id + " not known!");
|
||||
return this.keybindings[id];
|
||||
}
|
||||
}
|
||||
/* typehints:start */
|
||||
import { GameRoot } from "./root";
|
||||
import { InputReceiver } from "../core/input_receiver";
|
||||
import { Application } from "../application";
|
||||
/* typehints:end */
|
||||
|
||||
import { Signal, STOP_PROPAGATION } from "../core/signal";
|
||||
import { IS_MOBILE } from "../core/config";
|
||||
import { T } from "../translations";
|
||||
function key(str) {
|
||||
return str.toUpperCase().charCodeAt(0);
|
||||
}
|
||||
|
||||
export const KEYMAPPINGS = {
|
||||
general: {
|
||||
confirm: { keyCode: 13 }, // enter
|
||||
back: { keyCode: 27, builtin: true }, // escape
|
||||
},
|
||||
|
||||
ingame: {
|
||||
menuOpenShop: { keyCode: key("F") },
|
||||
menuOpenStats: { keyCode: key("G") },
|
||||
menuClose: { keyCode: key("Q") },
|
||||
|
||||
toggleHud: { keyCode: 113 }, // F2
|
||||
exportScreenshot: { keyCode: 114 }, // F3PS
|
||||
toggleFPSInfo: { keyCode: 115 }, // F4
|
||||
|
||||
switchLayers: { keyCode: key("Y") },
|
||||
},
|
||||
|
||||
navigation: {
|
||||
mapMoveUp: { keyCode: key("W") },
|
||||
mapMoveRight: { keyCode: key("D") },
|
||||
mapMoveDown: { keyCode: key("S") },
|
||||
mapMoveLeft: { keyCode: key("A") },
|
||||
mapMoveFaster: { keyCode: 16 }, //shift
|
||||
|
||||
centerMap: { keyCode: 32 }, // SPACE
|
||||
mapZoomIn: { keyCode: 187, repeated: true }, // "+"
|
||||
mapZoomOut: { keyCode: 189, repeated: true }, // "-"
|
||||
|
||||
createMarker: { keyCode: key("M") },
|
||||
},
|
||||
|
||||
buildings: {
|
||||
belt: { keyCode: key("1") },
|
||||
splitter: { keyCode: key("2") },
|
||||
underground_belt: { keyCode: key("3") },
|
||||
miner: { keyCode: key("4") },
|
||||
cutter: { keyCode: key("5") },
|
||||
rotater: { keyCode: key("6") },
|
||||
stacker: { keyCode: key("7") },
|
||||
mixer: { keyCode: key("8") },
|
||||
painter: { keyCode: key("9") },
|
||||
trash: { keyCode: key("0") },
|
||||
|
||||
lever: { keyCode: key("L") },
|
||||
filter: { keyCode: key("B") },
|
||||
display: { keyCode: key("N") },
|
||||
|
||||
wire: { keyCode: key("1") },
|
||||
wire_tunnel: { keyCode: key("2") },
|
||||
constant_signal: { keyCode: key("3") },
|
||||
logic_gate: { keyCode: key("4") },
|
||||
virtual_processor: { keyCode: key("5") },
|
||||
},
|
||||
|
||||
placement: {
|
||||
pipette: { keyCode: key("Q") },
|
||||
rotateWhilePlacing: { keyCode: key("R") },
|
||||
rotateInverseModifier: { keyCode: 16 }, // SHIFT
|
||||
cycleBuildingVariants: { keyCode: key("T") },
|
||||
cycleBuildings: { keyCode: 9 }, // TAB
|
||||
switchDirectionLockSide: { keyCode: key("R") },
|
||||
},
|
||||
|
||||
massSelect: {
|
||||
massSelectStart: { keyCode: 17 }, // CTRL
|
||||
massSelectSelectMultiple: { keyCode: 16 }, // SHIFT
|
||||
massSelectCopy: { keyCode: key("C") },
|
||||
massSelectCut: { keyCode: key("X") },
|
||||
confirmMassDelete: { keyCode: 46 }, // DEL
|
||||
pasteLastBlueprint: { keyCode: key("V") },
|
||||
},
|
||||
|
||||
placementModifiers: {
|
||||
lockBeltDirection: { keyCode: 16 }, // SHIFT
|
||||
placementDisableAutoOrientation: { keyCode: 17 }, // CTRL
|
||||
placeMultiple: { keyCode: 16 }, // SHIFT
|
||||
placeInverse: { keyCode: 18 }, // ALT
|
||||
},
|
||||
};
|
||||
|
||||
// Assign ids
|
||||
for (const categoryId in KEYMAPPINGS) {
|
||||
for (const mappingId in KEYMAPPINGS[categoryId]) {
|
||||
KEYMAPPINGS[categoryId][mappingId].id = mappingId;
|
||||
}
|
||||
}
|
||||
|
||||
export const KEYCODE_LMB = 1;
|
||||
export const KEYCODE_MMB = 2;
|
||||
export const KEYCODE_RMB = 3;
|
||||
|
||||
/**
|
||||
* Returns a keycode -> string
|
||||
* @param {number} code
|
||||
* @returns {string}
|
||||
*/
|
||||
export function getStringForKeyCode(code) {
|
||||
switch (code) {
|
||||
case KEYCODE_LMB:
|
||||
return "LMB";
|
||||
case KEYCODE_MMB:
|
||||
return "MMB";
|
||||
case KEYCODE_RMB:
|
||||
return "RMB";
|
||||
case 4:
|
||||
return "MB4";
|
||||
case 5:
|
||||
return "MB5";
|
||||
case 8:
|
||||
return "⌫";
|
||||
case 9:
|
||||
return T.global.keys.tab;
|
||||
case 13:
|
||||
return "⏎";
|
||||
case 16:
|
||||
return "⇪";
|
||||
case 17:
|
||||
return T.global.keys.control;
|
||||
case 18:
|
||||
return T.global.keys.alt;
|
||||
case 19:
|
||||
return "PAUSE";
|
||||
case 20:
|
||||
return "CAPS";
|
||||
case 27:
|
||||
return T.global.keys.escape;
|
||||
case 32:
|
||||
return T.global.keys.space;
|
||||
case 33:
|
||||
return "PGUP";
|
||||
case 34:
|
||||
return "PGDOWN";
|
||||
case 35:
|
||||
return "END";
|
||||
case 36:
|
||||
return "HOME";
|
||||
case 37:
|
||||
return "⬅";
|
||||
case 38:
|
||||
return "⬆";
|
||||
case 39:
|
||||
return "➡";
|
||||
case 40:
|
||||
return "⬇";
|
||||
case 44:
|
||||
return "PRNT";
|
||||
case 45:
|
||||
return "INS";
|
||||
case 46:
|
||||
return "DEL";
|
||||
case 93:
|
||||
return "SEL";
|
||||
case 96:
|
||||
return "NUM 0";
|
||||
case 97:
|
||||
return "NUM 1";
|
||||
case 98:
|
||||
return "NUM 2";
|
||||
case 99:
|
||||
return "NUM 3";
|
||||
case 100:
|
||||
return "NUM 4";
|
||||
case 101:
|
||||
return "NUM 5";
|
||||
case 102:
|
||||
return "NUM 6";
|
||||
case 103:
|
||||
return "NUM 7";
|
||||
case 104:
|
||||
return "NUM 8";
|
||||
case 105:
|
||||
return "NUM 9";
|
||||
case 106:
|
||||
return "*";
|
||||
case 107:
|
||||
return "+";
|
||||
case 109:
|
||||
return "-";
|
||||
case 110:
|
||||
return ".";
|
||||
case 111:
|
||||
return "/";
|
||||
case 112:
|
||||
return "F1";
|
||||
case 113:
|
||||
return "F2";
|
||||
case 114:
|
||||
return "F3";
|
||||
case 115:
|
||||
return "F4";
|
||||
case 116:
|
||||
return "F4";
|
||||
case 117:
|
||||
return "F5";
|
||||
case 118:
|
||||
return "F6";
|
||||
case 119:
|
||||
return "F7";
|
||||
case 120:
|
||||
return "F8";
|
||||
case 121:
|
||||
return "F9";
|
||||
case 122:
|
||||
return "F10";
|
||||
case 123:
|
||||
return "F11";
|
||||
case 124:
|
||||
return "F12";
|
||||
|
||||
case 144:
|
||||
return "NUMLOCK";
|
||||
case 145:
|
||||
return "SCRLOCK";
|
||||
case 182:
|
||||
return "COMP";
|
||||
case 183:
|
||||
return "CALC";
|
||||
case 186:
|
||||
return ";";
|
||||
case 187:
|
||||
return "+";
|
||||
case 188:
|
||||
return ",";
|
||||
case 189:
|
||||
return "-";
|
||||
case 191:
|
||||
return "/";
|
||||
case 219:
|
||||
return "[";
|
||||
case 220:
|
||||
return "\\";
|
||||
case 221:
|
||||
return "]";
|
||||
case 222:
|
||||
return "'";
|
||||
}
|
||||
|
||||
return String.fromCharCode(code);
|
||||
}
|
||||
|
||||
export class Keybinding {
|
||||
/**
|
||||
*
|
||||
* @param {KeyActionMapper} keyMapper
|
||||
* @param {Application} app
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean=} param0.builtin
|
||||
* @param {boolean=} param0.repeated
|
||||
*/
|
||||
constructor(keyMapper, app, { keyCode, builtin = false, repeated = false }) {
|
||||
assert(keyCode && Number.isInteger(keyCode), "Invalid key code: " + keyCode);
|
||||
this.keyMapper = keyMapper;
|
||||
this.app = app;
|
||||
this.keyCode = keyCode;
|
||||
this.builtin = builtin;
|
||||
this.repeated = repeated;
|
||||
|
||||
this.signal = new Signal();
|
||||
this.toggled = new Signal();
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether this binding is currently pressed
|
||||
* @returns {boolean}
|
||||
*/
|
||||
get pressed() {
|
||||
// Check if the key is down
|
||||
if (this.app.inputMgr.keysDown.has(this.keyCode)) {
|
||||
// Check if it is the top reciever
|
||||
const reciever = this.keyMapper.inputReceiver;
|
||||
return this.app.inputMgr.getTopReciever() === reciever;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Adds an event listener
|
||||
* @param {function() : void} receiver
|
||||
* @param {object=} scope
|
||||
*/
|
||||
add(receiver, scope = null) {
|
||||
this.signal.add(receiver, scope);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Element} elem
|
||||
* @returns {HTMLElement} the created element, or null if the keybindings are not shown
|
||||
* */
|
||||
appendLabelToElement(elem) {
|
||||
if (IS_MOBILE) {
|
||||
return null;
|
||||
}
|
||||
const spacer = document.createElement("code");
|
||||
spacer.classList.add("keybinding");
|
||||
spacer.innerHTML = getStringForKeyCode(this.keyCode);
|
||||
elem.appendChild(spacer);
|
||||
return spacer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the key code as a nice string
|
||||
*/
|
||||
getKeyCodeString() {
|
||||
return getStringForKeyCode(this.keyCode);
|
||||
}
|
||||
|
||||
/**
|
||||
* Remvoes all signal receivers
|
||||
*/
|
||||
clearSignalReceivers() {
|
||||
this.signal.removeAll();
|
||||
}
|
||||
}
|
||||
|
||||
export class KeyActionMapper {
|
||||
/**
|
||||
*
|
||||
* @param {GameRoot} root
|
||||
* @param {InputReceiver} inputReciever
|
||||
*/
|
||||
constructor(root, inputReciever) {
|
||||
this.root = root;
|
||||
this.inputReceiver = inputReciever;
|
||||
|
||||
inputReciever.keydown.add(this.handleKeydown, this);
|
||||
inputReciever.keyup.add(this.handleKeyup, this);
|
||||
|
||||
/** @type {Object.<string, Keybinding>} */
|
||||
this.keybindings = {};
|
||||
|
||||
const overrides = root.app.settings.getKeybindingOverrides();
|
||||
|
||||
for (const category in KEYMAPPINGS) {
|
||||
for (const key in KEYMAPPINGS[category]) {
|
||||
let payload = Object.assign({}, KEYMAPPINGS[category][key]);
|
||||
if (overrides[key]) {
|
||||
payload.keyCode = overrides[key];
|
||||
}
|
||||
|
||||
this.keybindings[key] = new Keybinding(this, this.root.app, payload);
|
||||
}
|
||||
}
|
||||
|
||||
inputReciever.pageBlur.add(this.onPageBlur, this);
|
||||
inputReciever.destroyed.add(this.cleanup, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns all keybindings starting with the given id
|
||||
* @param {string} pattern
|
||||
* @returns {Array<Keybinding>}
|
||||
*/
|
||||
getKeybindingsStartingWith(pattern) {
|
||||
let result = [];
|
||||
for (const key in this.keybindings) {
|
||||
if (key.startsWith(pattern)) {
|
||||
result.push(this.keybindings[key]);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Forwards the given events to the other mapper (used in tooltips)
|
||||
* @param {KeyActionMapper} receiver
|
||||
* @param {Array<string>} bindings
|
||||
*/
|
||||
forward(receiver, bindings) {
|
||||
for (let i = 0; i < bindings.length; ++i) {
|
||||
const key = bindings[i];
|
||||
this.keybindings[key].signal.add((...args) => receiver.keybindings[key].signal.dispatch(...args));
|
||||
}
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
for (const key in this.keybindings) {
|
||||
this.keybindings[key].signal.removeAll();
|
||||
}
|
||||
}
|
||||
|
||||
onPageBlur() {
|
||||
// Reset all down states
|
||||
// Find mapping
|
||||
for (const key in this.keybindings) {
|
||||
/** @type {Keybinding} */
|
||||
const binding = this.keybindings[key];
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keydown handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
* @param {boolean=} param0.initial
|
||||
*/
|
||||
handleKeydown({ keyCode, shift, alt, initial }) {
|
||||
let stop = false;
|
||||
|
||||
// Find mapping
|
||||
for (const key in this.keybindings) {
|
||||
/** @type {Keybinding} */
|
||||
const binding = this.keybindings[key];
|
||||
if (binding.keyCode === keyCode && (initial || binding.repeated)) {
|
||||
/** @type {Signal} */
|
||||
const signal = this.keybindings[key].signal;
|
||||
if (signal.dispatch() === STOP_PROPAGATION) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (stop) {
|
||||
return STOP_PROPAGATION;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Internal keyup handler
|
||||
* @param {object} param0
|
||||
* @param {number} param0.keyCode
|
||||
* @param {boolean} param0.shift
|
||||
* @param {boolean} param0.alt
|
||||
*/
|
||||
handleKeyup({ keyCode, shift, alt }) {
|
||||
// Empty
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a given keybinding
|
||||
* @param {{ keyCode: number }} binding
|
||||
* @returns {Keybinding}
|
||||
*/
|
||||
getBinding(binding) {
|
||||
// @ts-ignore
|
||||
const id = binding.id;
|
||||
assert(id, "Not a valid keybinding: " + JSON.stringify(binding));
|
||||
assert(this.keybindings[id], "Keybinding " + id + " not known!");
|
||||
return this.keybindings[id];
|
||||
}
|
||||
}
|
||||
|
@ -1,274 +1,281 @@
|
||||
import { globalConfig } from "../core/config";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { getBuildingDataFromCode } from "./building_codes";
|
||||
import { Entity } from "./entity";
|
||||
import { MapChunk } from "./map_chunk";
|
||||
import { GameRoot } from "./root";
|
||||
import { THEME } from "./theme";
|
||||
import { drawSpriteClipped } from "../core/draw_utils";
|
||||
|
||||
export const CHUNK_OVERLAY_RES = 3;
|
||||
|
||||
export class MapChunkView extends MapChunk {
|
||||
/**
|
||||
*
|
||||
* @param {GameRoot} root
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
*/
|
||||
constructor(root, x, y) {
|
||||
super(root, x, y);
|
||||
|
||||
/**
|
||||
* Whenever something changes, we increase this number - so we know we need to redraw
|
||||
*/
|
||||
this.renderIteration = 0;
|
||||
|
||||
this.markDirty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Marks this chunk as dirty, rerendering all caches
|
||||
*/
|
||||
markDirty() {
|
||||
++this.renderIteration;
|
||||
this.renderKey = this.x + "/" + this.y + "@" + this.renderIteration;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the background layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawBackgroundLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
systems.mapResources.drawChunk(parameters, this);
|
||||
systems.beltUnderlays.drawChunk(parameters, this);
|
||||
systems.belt.drawChunk(parameters, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the foreground layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawForegroundLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
|
||||
systems.itemEjector.drawChunk(parameters, this);
|
||||
systems.itemAcceptor.drawChunk(parameters, this);
|
||||
|
||||
systems.miner.drawChunk(parameters, this);
|
||||
|
||||
systems.staticMapEntities.drawChunk(parameters, this);
|
||||
systems.lever.drawChunk(parameters, this);
|
||||
systems.display.drawChunk(parameters, this);
|
||||
systems.storage.drawChunk(parameters, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Overlay
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawOverlay(parameters) {
|
||||
const overlaySize = globalConfig.mapChunkSize * CHUNK_OVERLAY_RES;
|
||||
const sprite = this.root.buffers.getForKey({
|
||||
key: "chunk@" + this.root.currentLayer,
|
||||
subKey: this.renderKey,
|
||||
w: overlaySize,
|
||||
h: overlaySize,
|
||||
dpi: 1,
|
||||
redrawMethod: this.generateOverlayBuffer.bind(this),
|
||||
});
|
||||
|
||||
const dims = globalConfig.mapChunkWorldSize;
|
||||
|
||||
// Draw chunk "pixel" art
|
||||
parameters.context.imageSmoothingEnabled = false;
|
||||
drawSpriteClipped({
|
||||
parameters,
|
||||
sprite,
|
||||
x: this.x * dims,
|
||||
y: this.y * dims,
|
||||
w: dims,
|
||||
h: dims,
|
||||
originalW: overlaySize,
|
||||
originalH: overlaySize,
|
||||
});
|
||||
|
||||
parameters.context.imageSmoothingEnabled = true;
|
||||
|
||||
// Draw patch items
|
||||
if (this.root.currentLayer === "regular") {
|
||||
for (let i = 0; i < this.patches.length; ++i) {
|
||||
const patch = this.patches[i];
|
||||
|
||||
const destX = this.x * dims + patch.pos.x * globalConfig.tileSize;
|
||||
const destY = this.y * dims + patch.pos.y * globalConfig.tileSize;
|
||||
const diameter = Math.min(80, 30 / parameters.zoomLevel);
|
||||
|
||||
patch.item.drawItemCenteredClipped(destX, destY, parameters, diameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas
|
||||
* @param {CanvasRenderingContext2D} context
|
||||
* @param {number} w
|
||||
* @param {number} h
|
||||
* @param {number} dpi
|
||||
*/
|
||||
generateOverlayBuffer(canvas, context, w, h, dpi) {
|
||||
context.fillStyle =
|
||||
this.containedEntities.length > 0
|
||||
? THEME.map.chunkOverview.filled
|
||||
: THEME.map.chunkOverview.empty;
|
||||
context.fillRect(0, 0, w, h);
|
||||
|
||||
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
|
||||
const lowerArray = this.lowerLayer[x];
|
||||
const upperArray = this.contents[x];
|
||||
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
|
||||
const upperContent = upperArray[y];
|
||||
if (upperContent) {
|
||||
const staticComp = upperContent.components.StaticMapEntity;
|
||||
const data = getBuildingDataFromCode(staticComp.code);
|
||||
const metaBuilding = data.metaInstance;
|
||||
|
||||
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
|
||||
staticComp.rotation,
|
||||
data.rotationVariant,
|
||||
data.variant,
|
||||
upperContent
|
||||
);
|
||||
|
||||
if (overlayMatrix) {
|
||||
// Draw lower content first since it "shines" through
|
||||
const lowerContent = lowerArray[y];
|
||||
if (lowerContent) {
|
||||
context.fillStyle = lowerContent.getBackgroundColorAsResource();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
|
||||
context.fillStyle = metaBuilding.getSilhouetteColor();
|
||||
for (let dx = 0; dx < 3; ++dx) {
|
||||
for (let dy = 0; dy < 3; ++dy) {
|
||||
const isFilled = overlayMatrix[dx + dy * 3];
|
||||
if (isFilled) {
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES + dx,
|
||||
y * CHUNK_OVERLAY_RES + dy,
|
||||
1,
|
||||
1
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
continue;
|
||||
} else {
|
||||
context.fillStyle = metaBuilding.getSilhouetteColor();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
const lowerContent = lowerArray[y];
|
||||
if (lowerContent) {
|
||||
context.fillStyle = lowerContent.getBackgroundColorAsResource();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.root.currentLayer === "wires") {
|
||||
// Draw wires overlay
|
||||
|
||||
context.fillStyle = THEME.map.wires.overlayColor;
|
||||
context.fillRect(0, 0, w, h);
|
||||
|
||||
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
|
||||
const wiresArray = this.wireContents[x];
|
||||
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
|
||||
const content = wiresArray[y];
|
||||
if (!content) {
|
||||
continue;
|
||||
}
|
||||
MapChunkView.drawSingleWiresOverviewTile({
|
||||
context,
|
||||
x: x * CHUNK_OVERLAY_RES,
|
||||
y: y * CHUNK_OVERLAY_RES,
|
||||
entity: content,
|
||||
tileSizePixels: CHUNK_OVERLAY_RES,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {object} param0
|
||||
* @param {CanvasRenderingContext2D} param0.context
|
||||
* @param {number} param0.x
|
||||
* @param {number} param0.y
|
||||
* @param {Entity} param0.entity
|
||||
* @param {number} param0.tileSizePixels
|
||||
* @param {string=} param0.overrideColor Optionally override the color to be rendered
|
||||
*/
|
||||
static drawSingleWiresOverviewTile({ context, x, y, entity, tileSizePixels, overrideColor = null }) {
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
const data = getBuildingDataFromCode(staticComp.code);
|
||||
const metaBuilding = data.metaInstance;
|
||||
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
|
||||
staticComp.rotation,
|
||||
data.rotationVariant,
|
||||
data.variant,
|
||||
entity
|
||||
);
|
||||
context.fillStyle = overrideColor || metaBuilding.getSilhouetteColor();
|
||||
if (overlayMatrix) {
|
||||
for (let dx = 0; dx < 3; ++dx) {
|
||||
for (let dy = 0; dy < 3; ++dy) {
|
||||
const isFilled = overlayMatrix[dx + dy * 3];
|
||||
if (isFilled) {
|
||||
context.fillRect(
|
||||
x + (dx * tileSizePixels) / CHUNK_OVERLAY_RES,
|
||||
y + (dy * tileSizePixels) / CHUNK_OVERLAY_RES,
|
||||
tileSizePixels / CHUNK_OVERLAY_RES,
|
||||
tileSizePixels / CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
context.fillRect(x, y, tileSizePixels, tileSizePixels);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the wires layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawWiresForegroundLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
systems.wire.drawChunk(parameters, this);
|
||||
systems.staticMapEntities.drawWiresChunk(parameters, this);
|
||||
systems.wiredPins.drawChunk(parameters, this);
|
||||
}
|
||||
}
|
||||
import { globalConfig } from "../core/config";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { getBuildingDataFromCode } from "./building_codes";
|
||||
import { Entity } from "./entity";
|
||||
import { MapChunk } from "./map_chunk";
|
||||
import { GameRoot } from "./root";
|
||||
import { THEME } from "./theme";
|
||||
import { drawSpriteClipped } from "../core/draw_utils";
|
||||
|
||||
export const CHUNK_OVERLAY_RES = 3;
|
||||
|
||||
export class MapChunkView extends MapChunk {
|
||||
/**
|
||||
*
|
||||
* @param {GameRoot} root
|
||||
* @param {number} x
|
||||
* @param {number} y
|
||||
*/
|
||||
constructor(root, x, y) {
|
||||
super(root, x, y);
|
||||
|
||||
/**
|
||||
* Whenever something changes, we increase this number - so we know we need to redraw
|
||||
*/
|
||||
this.renderIteration = 0;
|
||||
|
||||
this.markDirty();
|
||||
}
|
||||
|
||||
/**
|
||||
* Marks this chunk as dirty, rerendering all caches
|
||||
*/
|
||||
markDirty() {
|
||||
++this.renderIteration;
|
||||
this.renderKey = this.x + "/" + this.y + "@" + this.renderIteration;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the background layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawBackgroundLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
systems.mapResources.drawChunk(parameters, this);
|
||||
systems.beltUnderlays.drawChunk(parameters, this);
|
||||
systems.belt.drawChunk(parameters, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the dynamic foreground layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawForegroundDynamicLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
|
||||
systems.itemEjector.drawChunk(parameters, this);
|
||||
systems.itemAcceptor.drawChunk(parameters, this);
|
||||
systems.miner.drawChunk(parameters, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the static foreground layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawForegroundStaticLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
|
||||
systems.staticMapEntities.drawChunk(parameters, this);
|
||||
systems.lever.drawChunk(parameters, this);
|
||||
systems.display.drawChunk(parameters, this);
|
||||
systems.storage.drawChunk(parameters, this);
|
||||
}
|
||||
|
||||
/**
|
||||
* Overlay
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawOverlay(parameters) {
|
||||
const overlaySize = globalConfig.mapChunkSize * CHUNK_OVERLAY_RES;
|
||||
const sprite = this.root.buffers.getForKey({
|
||||
key: "chunk@" + this.root.currentLayer,
|
||||
subKey: this.renderKey,
|
||||
w: overlaySize,
|
||||
h: overlaySize,
|
||||
dpi: 1,
|
||||
redrawMethod: this.generateOverlayBuffer.bind(this),
|
||||
});
|
||||
|
||||
const dims = globalConfig.mapChunkWorldSize;
|
||||
|
||||
// Draw chunk "pixel" art
|
||||
parameters.context.imageSmoothingEnabled = false;
|
||||
drawSpriteClipped({
|
||||
parameters,
|
||||
sprite,
|
||||
x: this.x * dims,
|
||||
y: this.y * dims,
|
||||
w: dims,
|
||||
h: dims,
|
||||
originalW: overlaySize,
|
||||
originalH: overlaySize,
|
||||
});
|
||||
|
||||
parameters.context.imageSmoothingEnabled = true;
|
||||
|
||||
// Draw patch items
|
||||
if (this.root.currentLayer === "regular") {
|
||||
for (let i = 0; i < this.patches.length; ++i) {
|
||||
const patch = this.patches[i];
|
||||
|
||||
const destX = this.x * dims + patch.pos.x * globalConfig.tileSize;
|
||||
const destY = this.y * dims + patch.pos.y * globalConfig.tileSize;
|
||||
const diameter = Math.min(80, 30 / parameters.zoomLevel);
|
||||
|
||||
patch.item.drawItemCenteredClipped(destX, destY, parameters, diameter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {HTMLCanvasElement} canvas
|
||||
* @param {CanvasRenderingContext2D} context
|
||||
* @param {number} w
|
||||
* @param {number} h
|
||||
* @param {number} dpi
|
||||
*/
|
||||
generateOverlayBuffer(canvas, context, w, h, dpi) {
|
||||
context.fillStyle =
|
||||
this.containedEntities.length > 0
|
||||
? THEME.map.chunkOverview.filled
|
||||
: THEME.map.chunkOverview.empty;
|
||||
context.fillRect(0, 0, w, h);
|
||||
|
||||
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
|
||||
const lowerArray = this.lowerLayer[x];
|
||||
const upperArray = this.contents[x];
|
||||
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
|
||||
const upperContent = upperArray[y];
|
||||
if (upperContent) {
|
||||
const staticComp = upperContent.components.StaticMapEntity;
|
||||
const data = getBuildingDataFromCode(staticComp.code);
|
||||
const metaBuilding = data.metaInstance;
|
||||
|
||||
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
|
||||
staticComp.rotation,
|
||||
data.rotationVariant,
|
||||
data.variant,
|
||||
upperContent
|
||||
);
|
||||
|
||||
if (overlayMatrix) {
|
||||
// Draw lower content first since it "shines" through
|
||||
const lowerContent = lowerArray[y];
|
||||
if (lowerContent) {
|
||||
context.fillStyle = lowerContent.getBackgroundColorAsResource();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
|
||||
context.fillStyle = metaBuilding.getSilhouetteColor();
|
||||
for (let dx = 0; dx < 3; ++dx) {
|
||||
for (let dy = 0; dy < 3; ++dy) {
|
||||
const isFilled = overlayMatrix[dx + dy * 3];
|
||||
if (isFilled) {
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES + dx,
|
||||
y * CHUNK_OVERLAY_RES + dy,
|
||||
1,
|
||||
1
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
continue;
|
||||
} else {
|
||||
context.fillStyle = metaBuilding.getSilhouetteColor();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
const lowerContent = lowerArray[y];
|
||||
if (lowerContent) {
|
||||
context.fillStyle = lowerContent.getBackgroundColorAsResource();
|
||||
context.fillRect(
|
||||
x * CHUNK_OVERLAY_RES,
|
||||
y * CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES,
|
||||
CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (this.root.currentLayer === "wires") {
|
||||
// Draw wires overlay
|
||||
|
||||
context.fillStyle = THEME.map.wires.overlayColor;
|
||||
context.fillRect(0, 0, w, h);
|
||||
|
||||
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
|
||||
const wiresArray = this.wireContents[x];
|
||||
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
|
||||
const content = wiresArray[y];
|
||||
if (!content) {
|
||||
continue;
|
||||
}
|
||||
MapChunkView.drawSingleWiresOverviewTile({
|
||||
context,
|
||||
x: x * CHUNK_OVERLAY_RES,
|
||||
y: y * CHUNK_OVERLAY_RES,
|
||||
entity: content,
|
||||
tileSizePixels: CHUNK_OVERLAY_RES,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {object} param0
|
||||
* @param {CanvasRenderingContext2D} param0.context
|
||||
* @param {number} param0.x
|
||||
* @param {number} param0.y
|
||||
* @param {Entity} param0.entity
|
||||
* @param {number} param0.tileSizePixels
|
||||
* @param {string=} param0.overrideColor Optionally override the color to be rendered
|
||||
*/
|
||||
static drawSingleWiresOverviewTile({ context, x, y, entity, tileSizePixels, overrideColor = null }) {
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
const data = getBuildingDataFromCode(staticComp.code);
|
||||
const metaBuilding = data.metaInstance;
|
||||
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
|
||||
staticComp.rotation,
|
||||
data.rotationVariant,
|
||||
data.variant,
|
||||
entity
|
||||
);
|
||||
context.fillStyle = overrideColor || metaBuilding.getSilhouetteColor();
|
||||
if (overlayMatrix) {
|
||||
for (let dx = 0; dx < 3; ++dx) {
|
||||
for (let dy = 0; dy < 3; ++dy) {
|
||||
const isFilled = overlayMatrix[dx + dy * 3];
|
||||
if (isFilled) {
|
||||
context.fillRect(
|
||||
x + (dx * tileSizePixels) / CHUNK_OVERLAY_RES,
|
||||
y + (dy * tileSizePixels) / CHUNK_OVERLAY_RES,
|
||||
tileSizePixels / CHUNK_OVERLAY_RES,
|
||||
tileSizePixels / CHUNK_OVERLAY_RES
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
context.fillRect(x, y, tileSizePixels, tileSizePixels);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the wires layer
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawWiresForegroundLayer(parameters) {
|
||||
const systems = this.root.systemMgr.systems;
|
||||
systems.wire.drawChunk(parameters, this);
|
||||
systems.staticMapEntities.drawWiresChunk(parameters, this);
|
||||
systems.wiredPins.drawChunk(parameters, this);
|
||||
}
|
||||
}
|
||||
|
@ -1,252 +1,253 @@
|
||||
import { globalConfig } from "../core/config";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { BaseMap } from "./map";
|
||||
import { freeCanvas, makeOffscreenBuffer } from "../core/buffer_utils";
|
||||
import { Entity } from "./entity";
|
||||
import { THEME } from "./theme";
|
||||
import { MapChunkView } from "./map_chunk_view";
|
||||
|
||||
/**
|
||||
* This is the view of the map, it extends the map which is the raw model and allows
|
||||
* to draw it
|
||||
*/
|
||||
export class MapView extends BaseMap {
|
||||
constructor(root) {
|
||||
super(root);
|
||||
|
||||
/**
|
||||
* DPI of the background cache images, required in some places
|
||||
*/
|
||||
this.backgroundCacheDPI = 2;
|
||||
|
||||
/**
|
||||
* The cached background sprite, containing the flat background
|
||||
* @type {HTMLCanvasElement} */
|
||||
this.cachedBackgroundCanvas = null;
|
||||
|
||||
/** @type {CanvasRenderingContext2D} */
|
||||
this.cachedBackgroundContext = null;
|
||||
/**
|
||||
* Cached pattern of the stripes background
|
||||
* @type {CanvasPattern} */
|
||||
this.cachedBackgroundPattern = null;
|
||||
|
||||
this.internalInitializeCachedBackgroundCanvases();
|
||||
this.root.signals.aboutToDestruct.add(this.cleanup, this);
|
||||
|
||||
this.root.signals.entityAdded.add(this.onEntityChanged, this);
|
||||
this.root.signals.entityDestroyed.add(this.onEntityChanged, this);
|
||||
this.root.signals.entityChanged.add(this.onEntityChanged, this);
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
freeCanvas(this.cachedBackgroundCanvas);
|
||||
this.cachedBackgroundCanvas = null;
|
||||
this.cachedBackgroundPattern = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when an entity was added, removed or changed
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
onEntityChanged(entity) {
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
if (staticComp) {
|
||||
const rect = staticComp.getTileSpaceBounds();
|
||||
for (let x = rect.x; x <= rect.right(); ++x) {
|
||||
for (let y = rect.y; y <= rect.bottom(); ++y) {
|
||||
this.root.map.getOrCreateChunkAtTile(x, y).markDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws all static entities like buildings etc.
|
||||
* @param {DrawParameters} drawParameters
|
||||
*/
|
||||
drawStaticEntityDebugOverlays(drawParameters) {
|
||||
const cullRange = drawParameters.visibleRect.toTileCullRectangle();
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 1;
|
||||
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border - 1;
|
||||
|
||||
// Render y from top down for proper blending
|
||||
for (let y = minY; y <= maxY; ++y) {
|
||||
for (let x = minX; x <= maxX; ++x) {
|
||||
// const content = this.tiles[x][y];
|
||||
const chunk = this.getChunkAtTileOrNull(x, y);
|
||||
if (!chunk) {
|
||||
continue;
|
||||
}
|
||||
const content = chunk.getTileContentFromWorldCoords(x, y);
|
||||
if (content) {
|
||||
let isBorder = x <= left - 1 || x >= right + 1 || y <= top - 1 || y >= bottom + 1;
|
||||
if (!isBorder) {
|
||||
content.drawDebugOverlays(drawParameters);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes all canvases used for background rendering
|
||||
*/
|
||||
internalInitializeCachedBackgroundCanvases() {
|
||||
// Background canvas
|
||||
const dims = globalConfig.tileSize;
|
||||
const dpi = this.backgroundCacheDPI;
|
||||
const [canvas, context] = makeOffscreenBuffer(dims * dpi, dims * dpi, {
|
||||
smooth: false,
|
||||
label: "map-cached-bg",
|
||||
});
|
||||
context.scale(dpi, dpi);
|
||||
|
||||
context.fillStyle = THEME.map.background;
|
||||
context.fillRect(0, 0, dims, dims);
|
||||
|
||||
const borderWidth = THEME.map.gridLineWidth;
|
||||
context.fillStyle = THEME.map.grid;
|
||||
context.fillRect(0, 0, dims, borderWidth);
|
||||
context.fillRect(0, borderWidth, borderWidth, dims);
|
||||
|
||||
context.fillRect(dims - borderWidth, borderWidth, borderWidth, dims - 2 * borderWidth);
|
||||
context.fillRect(borderWidth, dims - borderWidth, dims, borderWidth);
|
||||
|
||||
this.cachedBackgroundCanvas = canvas;
|
||||
this.cachedBackgroundContext = context;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the maps foreground
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawForeground(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundLayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calls a given method on all given chunks
|
||||
* @param {DrawParameters} parameters
|
||||
* @param {function} method
|
||||
*/
|
||||
drawVisibleChunks(parameters, method) {
|
||||
const cullRange = parameters.visibleRect.allScaled(1 / globalConfig.tileSize);
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 0;
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border;
|
||||
|
||||
const chunkStartX = Math.floor(minX / globalConfig.mapChunkSize);
|
||||
const chunkStartY = Math.floor(minY / globalConfig.mapChunkSize);
|
||||
|
||||
const chunkEndX = Math.floor(maxX / globalConfig.mapChunkSize);
|
||||
const chunkEndY = Math.floor(maxY / globalConfig.mapChunkSize);
|
||||
|
||||
// Render y from top down for proper blending
|
||||
for (let chunkX = chunkStartX; chunkX <= chunkEndX; ++chunkX) {
|
||||
for (let chunkY = chunkStartY; chunkY <= chunkEndY; ++chunkY) {
|
||||
const chunk = this.root.map.getChunk(chunkX, chunkY, true);
|
||||
method.call(chunk, parameters);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the wires foreground
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawWiresForegroundLayer(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawWiresForegroundLayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the map overlay
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawOverlay(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawOverlay);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the map background
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawBackground(parameters) {
|
||||
if (!this.cachedBackgroundPattern) {
|
||||
this.cachedBackgroundPattern = parameters.context.createPattern(
|
||||
this.cachedBackgroundCanvas,
|
||||
"repeat"
|
||||
);
|
||||
}
|
||||
|
||||
if (!this.root.app.settings.getAllSettings().disableTileGrid) {
|
||||
const dpi = this.backgroundCacheDPI;
|
||||
parameters.context.scale(1 / dpi, 1 / dpi);
|
||||
|
||||
parameters.context.fillStyle = this.cachedBackgroundPattern;
|
||||
parameters.context.fillRect(
|
||||
parameters.visibleRect.x * dpi,
|
||||
parameters.visibleRect.y * dpi,
|
||||
parameters.visibleRect.w * dpi,
|
||||
parameters.visibleRect.h * dpi
|
||||
);
|
||||
parameters.context.scale(dpi, dpi);
|
||||
}
|
||||
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawBackgroundLayer);
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showChunkBorders) {
|
||||
const cullRange = parameters.visibleRect.toTileCullRectangle();
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 1;
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border - 1;
|
||||
|
||||
const chunkStartX = Math.floor(minX / globalConfig.mapChunkSize);
|
||||
const chunkStartY = Math.floor(minY / globalConfig.mapChunkSize);
|
||||
|
||||
const chunkEndX = Math.ceil(maxX / globalConfig.mapChunkSize);
|
||||
const chunkEndY = Math.ceil(maxY / globalConfig.mapChunkSize);
|
||||
|
||||
for (let chunkX = chunkStartX; chunkX <= chunkEndX; ++chunkX) {
|
||||
for (let chunkY = chunkStartY; chunkY <= chunkEndY; ++chunkY) {
|
||||
parameters.context.fillStyle = "#ffaaaa";
|
||||
parameters.context.fillRect(
|
||||
chunkX * globalConfig.mapChunkWorldSize,
|
||||
chunkY * globalConfig.mapChunkWorldSize,
|
||||
globalConfig.mapChunkWorldSize,
|
||||
3
|
||||
);
|
||||
parameters.context.fillRect(
|
||||
chunkX * globalConfig.mapChunkWorldSize,
|
||||
chunkY * globalConfig.mapChunkWorldSize,
|
||||
3,
|
||||
globalConfig.mapChunkWorldSize
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
import { globalConfig } from "../core/config";
|
||||
import { DrawParameters } from "../core/draw_parameters";
|
||||
import { BaseMap } from "./map";
|
||||
import { freeCanvas, makeOffscreenBuffer } from "../core/buffer_utils";
|
||||
import { Entity } from "./entity";
|
||||
import { THEME } from "./theme";
|
||||
import { MapChunkView } from "./map_chunk_view";
|
||||
|
||||
/**
|
||||
* This is the view of the map, it extends the map which is the raw model and allows
|
||||
* to draw it
|
||||
*/
|
||||
export class MapView extends BaseMap {
|
||||
constructor(root) {
|
||||
super(root);
|
||||
|
||||
/**
|
||||
* DPI of the background cache images, required in some places
|
||||
*/
|
||||
this.backgroundCacheDPI = 2;
|
||||
|
||||
/**
|
||||
* The cached background sprite, containing the flat background
|
||||
* @type {HTMLCanvasElement} */
|
||||
this.cachedBackgroundCanvas = null;
|
||||
|
||||
/** @type {CanvasRenderingContext2D} */
|
||||
this.cachedBackgroundContext = null;
|
||||
/**
|
||||
* Cached pattern of the stripes background
|
||||
* @type {CanvasPattern} */
|
||||
this.cachedBackgroundPattern = null;
|
||||
|
||||
this.internalInitializeCachedBackgroundCanvases();
|
||||
this.root.signals.aboutToDestruct.add(this.cleanup, this);
|
||||
|
||||
this.root.signals.entityAdded.add(this.onEntityChanged, this);
|
||||
this.root.signals.entityDestroyed.add(this.onEntityChanged, this);
|
||||
this.root.signals.entityChanged.add(this.onEntityChanged, this);
|
||||
}
|
||||
|
||||
cleanup() {
|
||||
freeCanvas(this.cachedBackgroundCanvas);
|
||||
this.cachedBackgroundCanvas = null;
|
||||
this.cachedBackgroundPattern = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when an entity was added, removed or changed
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
onEntityChanged(entity) {
|
||||
const staticComp = entity.components.StaticMapEntity;
|
||||
if (staticComp) {
|
||||
const rect = staticComp.getTileSpaceBounds();
|
||||
for (let x = rect.x; x <= rect.right(); ++x) {
|
||||
for (let y = rect.y; y <= rect.bottom(); ++y) {
|
||||
this.root.map.getOrCreateChunkAtTile(x, y).markDirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws all static entities like buildings etc.
|
||||
* @param {DrawParameters} drawParameters
|
||||
*/
|
||||
drawStaticEntityDebugOverlays(drawParameters) {
|
||||
const cullRange = drawParameters.visibleRect.toTileCullRectangle();
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 1;
|
||||
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border - 1;
|
||||
|
||||
// Render y from top down for proper blending
|
||||
for (let y = minY; y <= maxY; ++y) {
|
||||
for (let x = minX; x <= maxX; ++x) {
|
||||
// const content = this.tiles[x][y];
|
||||
const chunk = this.getChunkAtTileOrNull(x, y);
|
||||
if (!chunk) {
|
||||
continue;
|
||||
}
|
||||
const content = chunk.getTileContentFromWorldCoords(x, y);
|
||||
if (content) {
|
||||
let isBorder = x <= left - 1 || x >= right + 1 || y <= top - 1 || y >= bottom + 1;
|
||||
if (!isBorder) {
|
||||
content.drawDebugOverlays(drawParameters);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Initializes all canvases used for background rendering
|
||||
*/
|
||||
internalInitializeCachedBackgroundCanvases() {
|
||||
// Background canvas
|
||||
const dims = globalConfig.tileSize;
|
||||
const dpi = this.backgroundCacheDPI;
|
||||
const [canvas, context] = makeOffscreenBuffer(dims * dpi, dims * dpi, {
|
||||
smooth: false,
|
||||
label: "map-cached-bg",
|
||||
});
|
||||
context.scale(dpi, dpi);
|
||||
|
||||
context.fillStyle = THEME.map.background;
|
||||
context.fillRect(0, 0, dims, dims);
|
||||
|
||||
const borderWidth = THEME.map.gridLineWidth;
|
||||
context.fillStyle = THEME.map.grid;
|
||||
context.fillRect(0, 0, dims, borderWidth);
|
||||
context.fillRect(0, borderWidth, borderWidth, dims);
|
||||
|
||||
context.fillRect(dims - borderWidth, borderWidth, borderWidth, dims - 2 * borderWidth);
|
||||
context.fillRect(borderWidth, dims - borderWidth, dims, borderWidth);
|
||||
|
||||
this.cachedBackgroundCanvas = canvas;
|
||||
this.cachedBackgroundContext = context;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the maps foreground
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawForeground(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundDynamicLayer);
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawForegroundStaticLayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Calls a given method on all given chunks
|
||||
* @param {DrawParameters} parameters
|
||||
* @param {function} method
|
||||
*/
|
||||
drawVisibleChunks(parameters, method) {
|
||||
const cullRange = parameters.visibleRect.allScaled(1 / globalConfig.tileSize);
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 0;
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border;
|
||||
|
||||
const chunkStartX = Math.floor(minX / globalConfig.mapChunkSize);
|
||||
const chunkStartY = Math.floor(minY / globalConfig.mapChunkSize);
|
||||
|
||||
const chunkEndX = Math.floor(maxX / globalConfig.mapChunkSize);
|
||||
const chunkEndY = Math.floor(maxY / globalConfig.mapChunkSize);
|
||||
|
||||
// Render y from top down for proper blending
|
||||
for (let chunkX = chunkStartX; chunkX <= chunkEndX; ++chunkX) {
|
||||
for (let chunkY = chunkStartY; chunkY <= chunkEndY; ++chunkY) {
|
||||
const chunk = this.root.map.getChunk(chunkX, chunkY, true);
|
||||
method.call(chunk, parameters);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the wires foreground
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawWiresForegroundLayer(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawWiresForegroundLayer);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the map overlay
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawOverlay(parameters) {
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawOverlay);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws the map background
|
||||
* @param {DrawParameters} parameters
|
||||
*/
|
||||
drawBackground(parameters) {
|
||||
if (!this.cachedBackgroundPattern) {
|
||||
this.cachedBackgroundPattern = parameters.context.createPattern(
|
||||
this.cachedBackgroundCanvas,
|
||||
"repeat"
|
||||
);
|
||||
}
|
||||
|
||||
if (!this.root.app.settings.getAllSettings().disableTileGrid) {
|
||||
const dpi = this.backgroundCacheDPI;
|
||||
parameters.context.scale(1 / dpi, 1 / dpi);
|
||||
|
||||
parameters.context.fillStyle = this.cachedBackgroundPattern;
|
||||
parameters.context.fillRect(
|
||||
parameters.visibleRect.x * dpi,
|
||||
parameters.visibleRect.y * dpi,
|
||||
parameters.visibleRect.w * dpi,
|
||||
parameters.visibleRect.h * dpi
|
||||
);
|
||||
parameters.context.scale(dpi, dpi);
|
||||
}
|
||||
|
||||
this.drawVisibleChunks(parameters, MapChunkView.prototype.drawBackgroundLayer);
|
||||
|
||||
if (G_IS_DEV && globalConfig.debug.showChunkBorders) {
|
||||
const cullRange = parameters.visibleRect.toTileCullRectangle();
|
||||
const top = cullRange.top();
|
||||
const right = cullRange.right();
|
||||
const bottom = cullRange.bottom();
|
||||
const left = cullRange.left();
|
||||
|
||||
const border = 1;
|
||||
const minY = top - border;
|
||||
const maxY = bottom + border;
|
||||
const minX = left - border;
|
||||
const maxX = right + border - 1;
|
||||
|
||||
const chunkStartX = Math.floor(minX / globalConfig.mapChunkSize);
|
||||
const chunkStartY = Math.floor(minY / globalConfig.mapChunkSize);
|
||||
|
||||
const chunkEndX = Math.ceil(maxX / globalConfig.mapChunkSize);
|
||||
const chunkEndY = Math.ceil(maxY / globalConfig.mapChunkSize);
|
||||
|
||||
for (let chunkX = chunkStartX; chunkX <= chunkEndX; ++chunkX) {
|
||||
for (let chunkY = chunkStartY; chunkY <= chunkEndY; ++chunkY) {
|
||||
parameters.context.fillStyle = "#ffaaaa";
|
||||
parameters.context.fillRect(
|
||||
chunkX * globalConfig.mapChunkWorldSize,
|
||||
chunkY * globalConfig.mapChunkWorldSize,
|
||||
globalConfig.mapChunkWorldSize,
|
||||
3
|
||||
);
|
||||
parameters.context.fillRect(
|
||||
chunkX * globalConfig.mapChunkWorldSize,
|
||||
chunkY * globalConfig.mapChunkWorldSize,
|
||||
3,
|
||||
globalConfig.mapChunkWorldSize
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,162 +1,173 @@
|
||||
import { gMetaBuildingRegistry } from "../core/global_registries";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { MetaBeltBuilding } from "./buildings/belt";
|
||||
import { MetaBeltBaseBuilding } from "./buildings/belt_base";
|
||||
import { enumCutterVariants, MetaCutterBuilding } from "./buildings/cutter";
|
||||
import { MetaHubBuilding } from "./buildings/hub";
|
||||
import { enumMinerVariants, MetaMinerBuilding } from "./buildings/miner";
|
||||
import { MetaMixerBuilding } from "./buildings/mixer";
|
||||
import { enumPainterVariants, MetaPainterBuilding } from "./buildings/painter";
|
||||
import { enumRotaterVariants, MetaRotaterBuilding } from "./buildings/rotater";
|
||||
import { enumSplitterVariants, MetaSplitterBuilding } from "./buildings/splitter";
|
||||
import { MetaStackerBuilding } from "./buildings/stacker";
|
||||
import { enumTrashVariants, MetaTrashBuilding } from "./buildings/trash";
|
||||
import { enumUndergroundBeltVariants, MetaUndergroundBeltBuilding } from "./buildings/underground_belt";
|
||||
import { MetaWireBuilding } from "./buildings/wire";
|
||||
import { gBuildingVariants, registerBuildingVariant } from "./building_codes";
|
||||
import { defaultBuildingVariant } from "./meta_building";
|
||||
import { MetaConstantSignalBuilding } from "./buildings/constant_signal";
|
||||
import { MetaLogicGateBuilding, enumLogicGateVariants } from "./buildings/logic_gate";
|
||||
import { MetaLeverBuilding } from "./buildings/lever";
|
||||
import { MetaFilterBuilding } from "./buildings/filter";
|
||||
import { MetaWireTunnelBuilding, enumWireTunnelVariants } from "./buildings/wire_tunnel";
|
||||
import { MetaDisplayBuilding } from "./buildings/display";
|
||||
|
||||
const logger = createLogger("building_registry");
|
||||
|
||||
export function initMetaBuildingRegistry() {
|
||||
gMetaBuildingRegistry.register(MetaSplitterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaMinerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaCutterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaRotaterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaStackerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaMixerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaPainterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaTrashBuilding);
|
||||
gMetaBuildingRegistry.register(MetaBeltBuilding);
|
||||
gMetaBuildingRegistry.register(MetaUndergroundBeltBuilding);
|
||||
gMetaBuildingRegistry.register(MetaHubBuilding);
|
||||
gMetaBuildingRegistry.register(MetaWireBuilding);
|
||||
gMetaBuildingRegistry.register(MetaConstantSignalBuilding);
|
||||
gMetaBuildingRegistry.register(MetaLogicGateBuilding);
|
||||
gMetaBuildingRegistry.register(MetaLeverBuilding);
|
||||
gMetaBuildingRegistry.register(MetaFilterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaWireTunnelBuilding);
|
||||
gMetaBuildingRegistry.register(MetaDisplayBuilding);
|
||||
|
||||
// Belt
|
||||
registerBuildingVariant(1, MetaBeltBaseBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(2, MetaBeltBaseBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(3, MetaBeltBaseBuilding, defaultBuildingVariant, 2);
|
||||
|
||||
// Splitter
|
||||
registerBuildingVariant(4, MetaSplitterBuilding);
|
||||
registerBuildingVariant(5, MetaSplitterBuilding, enumSplitterVariants.compact);
|
||||
registerBuildingVariant(6, MetaSplitterBuilding, enumSplitterVariants.compactInverse);
|
||||
|
||||
// Miner
|
||||
registerBuildingVariant(7, MetaMinerBuilding);
|
||||
registerBuildingVariant(8, MetaMinerBuilding, enumMinerVariants.chainable);
|
||||
|
||||
// Cutter
|
||||
registerBuildingVariant(9, MetaCutterBuilding);
|
||||
registerBuildingVariant(10, MetaCutterBuilding, enumCutterVariants.quad);
|
||||
|
||||
// Rotater
|
||||
registerBuildingVariant(11, MetaRotaterBuilding);
|
||||
registerBuildingVariant(12, MetaRotaterBuilding, enumRotaterVariants.ccw);
|
||||
registerBuildingVariant(13, MetaRotaterBuilding, enumRotaterVariants.fl);
|
||||
|
||||
// Stacker
|
||||
registerBuildingVariant(14, MetaStackerBuilding);
|
||||
|
||||
// Mixer
|
||||
registerBuildingVariant(15, MetaMixerBuilding);
|
||||
|
||||
// Painter
|
||||
registerBuildingVariant(16, MetaPainterBuilding);
|
||||
registerBuildingVariant(17, MetaPainterBuilding, enumPainterVariants.mirrored);
|
||||
registerBuildingVariant(18, MetaPainterBuilding, enumPainterVariants.double);
|
||||
registerBuildingVariant(19, MetaPainterBuilding, enumPainterVariants.quad);
|
||||
|
||||
// Trash
|
||||
registerBuildingVariant(20, MetaTrashBuilding);
|
||||
registerBuildingVariant(21, MetaTrashBuilding, enumTrashVariants.storage);
|
||||
|
||||
// Underground belt
|
||||
registerBuildingVariant(22, MetaUndergroundBeltBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(23, MetaUndergroundBeltBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(24, MetaUndergroundBeltBuilding, enumUndergroundBeltVariants.tier2, 0);
|
||||
registerBuildingVariant(25, MetaUndergroundBeltBuilding, enumUndergroundBeltVariants.tier2, 1);
|
||||
|
||||
// Hub
|
||||
registerBuildingVariant(26, MetaHubBuilding);
|
||||
|
||||
// Wire
|
||||
registerBuildingVariant(27, MetaWireBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(28, MetaWireBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(29, MetaWireBuilding, defaultBuildingVariant, 2);
|
||||
registerBuildingVariant(30, MetaWireBuilding, defaultBuildingVariant, 3);
|
||||
|
||||
// Constant signal
|
||||
registerBuildingVariant(31, MetaConstantSignalBuilding);
|
||||
|
||||
// Logic gate
|
||||
registerBuildingVariant(32, MetaLogicGateBuilding);
|
||||
registerBuildingVariant(34, MetaLogicGateBuilding, enumLogicGateVariants.not);
|
||||
registerBuildingVariant(35, MetaLogicGateBuilding, enumLogicGateVariants.xor);
|
||||
registerBuildingVariant(36, MetaLogicGateBuilding, enumLogicGateVariants.or);
|
||||
registerBuildingVariant(38, MetaLogicGateBuilding, enumLogicGateVariants.transistor);
|
||||
|
||||
// Lever
|
||||
registerBuildingVariant(33, MetaLeverBuilding);
|
||||
|
||||
// Filter
|
||||
registerBuildingVariant(37, MetaFilterBuilding);
|
||||
|
||||
// Wire tunnel
|
||||
registerBuildingVariant(39, MetaWireTunnelBuilding);
|
||||
registerBuildingVariant(41, MetaWireTunnelBuilding, enumWireTunnelVariants.coating);
|
||||
|
||||
// Display
|
||||
registerBuildingVariant(40, MetaDisplayBuilding);
|
||||
|
||||
// Propagate instances
|
||||
for (const key in gBuildingVariants) {
|
||||
gBuildingVariants[key].metaInstance = gMetaBuildingRegistry.findByClass(
|
||||
gBuildingVariants[key].metaClass
|
||||
);
|
||||
}
|
||||
|
||||
for (const key in gBuildingVariants) {
|
||||
const variant = gBuildingVariants[key];
|
||||
assert(variant.metaClass, "Variant has no meta: " + key);
|
||||
|
||||
if (typeof variant.rotationVariant === "undefined") {
|
||||
variant.rotationVariant = 0;
|
||||
}
|
||||
if (typeof variant.variant === "undefined") {
|
||||
variant.variant = defaultBuildingVariant;
|
||||
}
|
||||
}
|
||||
|
||||
logger.log("Registered", gMetaBuildingRegistry.getNumEntries(), "buildings");
|
||||
logger.log("Registered", Object.keys(gBuildingVariants).length, "building codes");
|
||||
}
|
||||
|
||||
/**
|
||||
* Once all sprites are loaded, propagates the cache
|
||||
*/
|
||||
export function initBuildingCodesAfterResourcesLoaded() {
|
||||
logger.log("Propagating sprite cache");
|
||||
for (const key in gBuildingVariants) {
|
||||
const variant = gBuildingVariants[key];
|
||||
|
||||
variant.sprite = variant.metaInstance.getSprite(variant.rotationVariant, variant.variant);
|
||||
variant.blueprintSprite = variant.metaInstance.getBlueprintSprite(
|
||||
variant.rotationVariant,
|
||||
variant.variant
|
||||
);
|
||||
variant.silhouetteColor = variant.metaInstance.getSilhouetteColor();
|
||||
}
|
||||
}
|
||||
import { gMetaBuildingRegistry } from "../core/global_registries";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { MetaBeltBuilding } from "./buildings/belt";
|
||||
import { MetaBeltBaseBuilding } from "./buildings/belt_base";
|
||||
import { enumCutterVariants, MetaCutterBuilding } from "./buildings/cutter";
|
||||
import { MetaHubBuilding } from "./buildings/hub";
|
||||
import { enumMinerVariants, MetaMinerBuilding } from "./buildings/miner";
|
||||
import { MetaMixerBuilding } from "./buildings/mixer";
|
||||
import { enumPainterVariants, MetaPainterBuilding } from "./buildings/painter";
|
||||
import { enumRotaterVariants, MetaRotaterBuilding } from "./buildings/rotater";
|
||||
import { enumSplitterVariants, MetaSplitterBuilding } from "./buildings/splitter";
|
||||
import { MetaStackerBuilding } from "./buildings/stacker";
|
||||
import { enumTrashVariants, MetaTrashBuilding } from "./buildings/trash";
|
||||
import { enumUndergroundBeltVariants, MetaUndergroundBeltBuilding } from "./buildings/underground_belt";
|
||||
import { MetaWireBuilding } from "./buildings/wire";
|
||||
import { gBuildingVariants, registerBuildingVariant } from "./building_codes";
|
||||
import { defaultBuildingVariant } from "./meta_building";
|
||||
import { MetaConstantSignalBuilding } from "./buildings/constant_signal";
|
||||
import { MetaLogicGateBuilding, enumLogicGateVariants } from "./buildings/logic_gate";
|
||||
import { MetaLeverBuilding } from "./buildings/lever";
|
||||
import { MetaFilterBuilding } from "./buildings/filter";
|
||||
import { MetaWireTunnelBuilding, enumWireTunnelVariants } from "./buildings/wire_tunnel";
|
||||
import { MetaDisplayBuilding } from "./buildings/display";
|
||||
import { MetaVirtualProcessorBuilding, enumVirtualProcessorVariants } from "./buildings/virtual_processor";
|
||||
|
||||
const logger = createLogger("building_registry");
|
||||
|
||||
export function initMetaBuildingRegistry() {
|
||||
gMetaBuildingRegistry.register(MetaSplitterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaMinerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaCutterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaRotaterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaStackerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaMixerBuilding);
|
||||
gMetaBuildingRegistry.register(MetaPainterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaTrashBuilding);
|
||||
gMetaBuildingRegistry.register(MetaBeltBuilding);
|
||||
gMetaBuildingRegistry.register(MetaUndergroundBeltBuilding);
|
||||
gMetaBuildingRegistry.register(MetaHubBuilding);
|
||||
gMetaBuildingRegistry.register(MetaWireBuilding);
|
||||
gMetaBuildingRegistry.register(MetaConstantSignalBuilding);
|
||||
gMetaBuildingRegistry.register(MetaLogicGateBuilding);
|
||||
gMetaBuildingRegistry.register(MetaLeverBuilding);
|
||||
gMetaBuildingRegistry.register(MetaFilterBuilding);
|
||||
gMetaBuildingRegistry.register(MetaWireTunnelBuilding);
|
||||
gMetaBuildingRegistry.register(MetaDisplayBuilding);
|
||||
gMetaBuildingRegistry.register(MetaVirtualProcessorBuilding);
|
||||
|
||||
// Belt
|
||||
registerBuildingVariant(1, MetaBeltBaseBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(2, MetaBeltBaseBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(3, MetaBeltBaseBuilding, defaultBuildingVariant, 2);
|
||||
|
||||
// Splitter
|
||||
registerBuildingVariant(4, MetaSplitterBuilding);
|
||||
registerBuildingVariant(5, MetaSplitterBuilding, enumSplitterVariants.compact);
|
||||
registerBuildingVariant(6, MetaSplitterBuilding, enumSplitterVariants.compactInverse);
|
||||
registerBuildingVariant(47, MetaSplitterBuilding, enumSplitterVariants.compactMerge);
|
||||
registerBuildingVariant(48, MetaSplitterBuilding, enumSplitterVariants.compactMergeInverse);
|
||||
|
||||
// Miner
|
||||
registerBuildingVariant(7, MetaMinerBuilding);
|
||||
registerBuildingVariant(8, MetaMinerBuilding, enumMinerVariants.chainable);
|
||||
|
||||
// Cutter
|
||||
registerBuildingVariant(9, MetaCutterBuilding);
|
||||
registerBuildingVariant(10, MetaCutterBuilding, enumCutterVariants.quad);
|
||||
|
||||
// Rotater
|
||||
registerBuildingVariant(11, MetaRotaterBuilding);
|
||||
registerBuildingVariant(12, MetaRotaterBuilding, enumRotaterVariants.ccw);
|
||||
registerBuildingVariant(13, MetaRotaterBuilding, enumRotaterVariants.fl);
|
||||
|
||||
// Stacker
|
||||
registerBuildingVariant(14, MetaStackerBuilding);
|
||||
|
||||
// Mixer
|
||||
registerBuildingVariant(15, MetaMixerBuilding);
|
||||
|
||||
// Painter
|
||||
registerBuildingVariant(16, MetaPainterBuilding);
|
||||
registerBuildingVariant(17, MetaPainterBuilding, enumPainterVariants.mirrored);
|
||||
registerBuildingVariant(18, MetaPainterBuilding, enumPainterVariants.double);
|
||||
registerBuildingVariant(19, MetaPainterBuilding, enumPainterVariants.quad);
|
||||
|
||||
// Trash
|
||||
registerBuildingVariant(20, MetaTrashBuilding);
|
||||
registerBuildingVariant(21, MetaTrashBuilding, enumTrashVariants.storage);
|
||||
|
||||
// Underground belt
|
||||
registerBuildingVariant(22, MetaUndergroundBeltBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(23, MetaUndergroundBeltBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(24, MetaUndergroundBeltBuilding, enumUndergroundBeltVariants.tier2, 0);
|
||||
registerBuildingVariant(25, MetaUndergroundBeltBuilding, enumUndergroundBeltVariants.tier2, 1);
|
||||
|
||||
// Hub
|
||||
registerBuildingVariant(26, MetaHubBuilding);
|
||||
|
||||
// Wire
|
||||
registerBuildingVariant(27, MetaWireBuilding, defaultBuildingVariant, 0);
|
||||
registerBuildingVariant(28, MetaWireBuilding, defaultBuildingVariant, 1);
|
||||
registerBuildingVariant(29, MetaWireBuilding, defaultBuildingVariant, 2);
|
||||
registerBuildingVariant(30, MetaWireBuilding, defaultBuildingVariant, 3);
|
||||
|
||||
// Constant signal
|
||||
registerBuildingVariant(31, MetaConstantSignalBuilding);
|
||||
|
||||
// Logic gate
|
||||
registerBuildingVariant(32, MetaLogicGateBuilding);
|
||||
registerBuildingVariant(34, MetaLogicGateBuilding, enumLogicGateVariants.not);
|
||||
registerBuildingVariant(35, MetaLogicGateBuilding, enumLogicGateVariants.xor);
|
||||
registerBuildingVariant(36, MetaLogicGateBuilding, enumLogicGateVariants.or);
|
||||
registerBuildingVariant(38, MetaLogicGateBuilding, enumLogicGateVariants.transistor);
|
||||
|
||||
// Lever
|
||||
registerBuildingVariant(33, MetaLeverBuilding);
|
||||
|
||||
// Filter
|
||||
registerBuildingVariant(37, MetaFilterBuilding);
|
||||
|
||||
// Wire tunnel
|
||||
registerBuildingVariant(39, MetaWireTunnelBuilding);
|
||||
registerBuildingVariant(41, MetaWireTunnelBuilding, enumWireTunnelVariants.coating);
|
||||
|
||||
// Display
|
||||
registerBuildingVariant(40, MetaDisplayBuilding);
|
||||
|
||||
// Virtual Processor
|
||||
registerBuildingVariant(42, MetaVirtualProcessorBuilding);
|
||||
registerBuildingVariant(43, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.analyzer);
|
||||
registerBuildingVariant(44, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.rotater);
|
||||
registerBuildingVariant(45, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.unstacker);
|
||||
registerBuildingVariant(46, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.shapecompare);
|
||||
|
||||
// Propagate instances
|
||||
for (const key in gBuildingVariants) {
|
||||
gBuildingVariants[key].metaInstance = gMetaBuildingRegistry.findByClass(
|
||||
gBuildingVariants[key].metaClass
|
||||
);
|
||||
}
|
||||
|
||||
for (const key in gBuildingVariants) {
|
||||
const variant = gBuildingVariants[key];
|
||||
assert(variant.metaClass, "Variant has no meta: " + key);
|
||||
|
||||
if (typeof variant.rotationVariant === "undefined") {
|
||||
variant.rotationVariant = 0;
|
||||
}
|
||||
if (typeof variant.variant === "undefined") {
|
||||
variant.variant = defaultBuildingVariant;
|
||||
}
|
||||
}
|
||||
|
||||
logger.log("Registered", gMetaBuildingRegistry.getNumEntries(), "buildings");
|
||||
logger.log("Registered", Object.keys(gBuildingVariants).length, "building codes");
|
||||
}
|
||||
|
||||
/**
|
||||
* Once all sprites are loaded, propagates the cache
|
||||
*/
|
||||
export function initBuildingCodesAfterResourcesLoaded() {
|
||||
logger.log("Propagating sprite cache");
|
||||
for (const key in gBuildingVariants) {
|
||||
const variant = gBuildingVariants[key];
|
||||
|
||||
variant.sprite = variant.metaInstance.getSprite(variant.rotationVariant, variant.variant);
|
||||
variant.blueprintSprite = variant.metaInstance.getBlueprintSprite(
|
||||
variant.rotationVariant,
|
||||
variant.variant
|
||||
);
|
||||
variant.silhouetteColor = variant.metaInstance.getSilhouetteColor();
|
||||
}
|
||||
}
|
||||
|
@ -85,7 +85,7 @@ export class ShapeDefinition extends BasicSerializableObject {
|
||||
return errorCode;
|
||||
}
|
||||
const definition = ShapeDefinition.fromShortKey(data);
|
||||
this.layers = definition.layers;
|
||||
this.layers = /** @type {Array<ShapeLayer>} */ (definition.layers);
|
||||
}
|
||||
|
||||
serialize() {
|
||||
@ -102,7 +102,8 @@ export class ShapeDefinition extends BasicSerializableObject {
|
||||
|
||||
/**
|
||||
* The layers from bottom to top
|
||||
* @type {Array<ShapeLayer>} */
|
||||
* @type {Array<ShapeLayer>}
|
||||
*/
|
||||
this.layers = layers;
|
||||
|
||||
/** @type {string} */
|
||||
@ -600,7 +601,7 @@ export class ShapeDefinition extends BasicSerializableObject {
|
||||
for (let quadrantIndex = 0; quadrantIndex < 4; ++quadrantIndex) {
|
||||
const item = quadrants[quadrantIndex];
|
||||
if (item) {
|
||||
item.color = colors[quadrantIndex] || item.color;
|
||||
item.color = colors[quadrantIndex] || null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,129 +1,135 @@
|
||||
import trim from "trim";
|
||||
import { DialogWithForm } from "../../core/modal_dialog_elements";
|
||||
import { FormElementInput } from "../../core/modal_dialog_forms";
|
||||
import { BaseItem } from "../base_item";
|
||||
import { enumColors } from "../colors";
|
||||
import { ConstantSignalComponent } from "../components/constant_signal";
|
||||
import { Entity } from "../entity";
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON } from "../items/boolean_item";
|
||||
import { COLOR_ITEM_SINGLETONS } from "../items/color_item";
|
||||
import { ShapeDefinition } from "../shape_definition";
|
||||
|
||||
export class ConstantSignalSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [ConstantSignalComponent]);
|
||||
|
||||
this.root.signals.entityManuallyPlaced.add(this.querySigalValue, this);
|
||||
}
|
||||
|
||||
update() {
|
||||
// Set signals
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
const pinsComp = entity.components.WiredPins;
|
||||
const signalComp = entity.components.ConstantSignal;
|
||||
pinsComp.slots[0].value = signalComp.signal;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Asks the entity to enter a valid signal code
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
querySigalValue(entity) {
|
||||
if (!entity.components.ConstantSignal) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Ok, query, but also save the uid because it could get stale
|
||||
const uid = entity.uid;
|
||||
|
||||
const signalValueInput = new FormElementInput({
|
||||
id: "signalValue",
|
||||
label: null,
|
||||
placeholder: "",
|
||||
defaultValue: "",
|
||||
validator: val => this.parseSignalCode(val),
|
||||
});
|
||||
const dialog = new DialogWithForm({
|
||||
app: this.root.app,
|
||||
title: "Set Signal",
|
||||
desc: "Enter a shape code, color or '0' or '1'",
|
||||
formElements: [signalValueInput],
|
||||
buttons: ["cancel:bad:escape", "ok:good:enter"],
|
||||
});
|
||||
this.root.hud.parts.dialogs.internalShowDialog(dialog);
|
||||
|
||||
// When confirmed, set the signal
|
||||
dialog.buttonSignals.ok.add(() => {
|
||||
if (!this.root || !this.root.entityMgr) {
|
||||
// Game got stopped
|
||||
return;
|
||||
}
|
||||
|
||||
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
||||
if (!entityRef) {
|
||||
// outdated
|
||||
return;
|
||||
}
|
||||
|
||||
const constantComp = entityRef.components.ConstantSignal;
|
||||
if (!constantComp) {
|
||||
// no longer interesting
|
||||
return;
|
||||
}
|
||||
|
||||
constantComp.signal = this.parseSignalCode(signalValueInput.getValue());
|
||||
});
|
||||
|
||||
// When cancelled, destroy the entity again
|
||||
dialog.buttonSignals.cancel.add(() => {
|
||||
if (!this.root || !this.root.entityMgr) {
|
||||
// Game got stopped
|
||||
return;
|
||||
}
|
||||
|
||||
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
||||
if (!entityRef) {
|
||||
// outdated
|
||||
return;
|
||||
}
|
||||
|
||||
const constantComp = entityRef.components.ConstantSignal;
|
||||
if (!constantComp) {
|
||||
// no longer interesting
|
||||
return;
|
||||
}
|
||||
|
||||
this.root.logic.tryDeleteBuilding(entityRef);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to parse a signal code
|
||||
* @param {string} code
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
parseSignalCode(code) {
|
||||
code = trim(code);
|
||||
const codeLower = code.toLowerCase();
|
||||
|
||||
if (enumColors[codeLower]) {
|
||||
return COLOR_ITEM_SINGLETONS[codeLower];
|
||||
}
|
||||
if (code === "1" || codeLower === "true") {
|
||||
return BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
if (code === "0" || codeLower === "false") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (ShapeDefinition.isValidShortKey(code)) {
|
||||
return this.root.shapeDefinitionMgr.getShapeItemFromShortKey(code);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
import trim from "trim";
|
||||
import { DialogWithForm } from "../../core/modal_dialog_elements";
|
||||
import { FormElementInput } from "../../core/modal_dialog_forms";
|
||||
import { BaseItem } from "../base_item";
|
||||
import { enumColors } from "../colors";
|
||||
import { ConstantSignalComponent } from "../components/constant_signal";
|
||||
import { Entity } from "../entity";
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON } from "../items/boolean_item";
|
||||
import { COLOR_ITEM_SINGLETONS } from "../items/color_item";
|
||||
import { ShapeDefinition } from "../shape_definition";
|
||||
|
||||
export class ConstantSignalSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [ConstantSignalComponent]);
|
||||
|
||||
this.root.signals.entityManuallyPlaced.add(this.querySigalValue, this);
|
||||
}
|
||||
|
||||
update() {
|
||||
// Set signals
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
const pinsComp = entity.components.WiredPins;
|
||||
const signalComp = entity.components.ConstantSignal;
|
||||
pinsComp.slots[0].value = signalComp.signal;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Asks the entity to enter a valid signal code
|
||||
* @param {Entity} entity
|
||||
*/
|
||||
querySigalValue(entity) {
|
||||
if (!entity.components.ConstantSignal) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Ok, query, but also save the uid because it could get stale
|
||||
const uid = entity.uid;
|
||||
|
||||
const signalValueInput = new FormElementInput({
|
||||
id: "signalValue",
|
||||
label: null,
|
||||
placeholder: "",
|
||||
defaultValue: "",
|
||||
validator: val => this.parseSignalCode(val),
|
||||
});
|
||||
const dialog = new DialogWithForm({
|
||||
app: this.root.app,
|
||||
title: "Set Signal",
|
||||
desc: "Enter a shape code, color or '0' or '1'",
|
||||
formElements: [signalValueInput],
|
||||
buttons: ["cancel:bad:escape", "ok:good:enter"],
|
||||
closeButton: false,
|
||||
});
|
||||
this.root.hud.parts.dialogs.internalShowDialog(dialog);
|
||||
|
||||
// When confirmed, set the signal
|
||||
dialog.buttonSignals.ok.add(() => {
|
||||
if (!this.root || !this.root.entityMgr) {
|
||||
// Game got stopped
|
||||
return;
|
||||
}
|
||||
|
||||
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
||||
if (!entityRef) {
|
||||
// outdated
|
||||
return;
|
||||
}
|
||||
|
||||
const constantComp = entityRef.components.ConstantSignal;
|
||||
if (!constantComp) {
|
||||
// no longer interesting
|
||||
return;
|
||||
}
|
||||
|
||||
constantComp.signal = this.parseSignalCode(signalValueInput.getValue());
|
||||
});
|
||||
|
||||
// When cancelled, destroy the entity again
|
||||
dialog.buttonSignals.cancel.add(() => {
|
||||
if (!this.root || !this.root.entityMgr) {
|
||||
// Game got stopped
|
||||
return;
|
||||
}
|
||||
|
||||
const entityRef = this.root.entityMgr.findByUid(uid, false);
|
||||
if (!entityRef) {
|
||||
// outdated
|
||||
return;
|
||||
}
|
||||
|
||||
const constantComp = entityRef.components.ConstantSignal;
|
||||
if (!constantComp) {
|
||||
// no longer interesting
|
||||
return;
|
||||
}
|
||||
|
||||
this.root.logic.tryDeleteBuilding(entityRef);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Tries to parse a signal code
|
||||
* @param {string} code
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
parseSignalCode(code) {
|
||||
if (!this.root || !this.root.shapeDefinitionMgr) {
|
||||
// Stale reference
|
||||
return null;
|
||||
}
|
||||
|
||||
code = trim(code);
|
||||
const codeLower = code.toLowerCase();
|
||||
|
||||
if (enumColors[codeLower]) {
|
||||
return COLOR_ITEM_SINGLETONS[codeLower];
|
||||
}
|
||||
if (code === "1" || codeLower === "true") {
|
||||
return BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
if (code === "0" || codeLower === "false") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (ShapeDefinition.isValidShortKey(code)) {
|
||||
return this.root.shapeDefinitionMgr.getShapeItemFromShortKey(code);
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
@ -1,51 +1,44 @@
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { LeverComponent } from "../components/lever";
|
||||
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
|
||||
import { MapChunkView } from "../map_chunk_view";
|
||||
import { globalConfig } from "../../core/config";
|
||||
import { Loader } from "../../core/loader";
|
||||
|
||||
export class LeverSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [LeverComponent]);
|
||||
|
||||
this.spriteOn = Loader.getSprite("sprites/wires/lever_on.png");
|
||||
this.spriteOff = Loader.getSprite("sprites/buildings/lever.png");
|
||||
}
|
||||
|
||||
update() {
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
|
||||
const leverComp = entity.components.Lever;
|
||||
const pinsComp = entity.components.WiredPins;
|
||||
|
||||
// Simply sync the status to the first slot
|
||||
pinsComp.slots[0].value = leverComp.toggled ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a given chunk
|
||||
* @param {import("../../core/draw_utils").DrawParameters} parameters
|
||||
* @param {MapChunkView} chunk
|
||||
*/
|
||||
drawChunk(parameters, chunk) {
|
||||
const contents = chunk.containedEntitiesByLayer.regular;
|
||||
for (let i = 0; i < contents.length; ++i) {
|
||||
const entity = contents[i];
|
||||
const leverComp = entity.components.Lever;
|
||||
if (leverComp) {
|
||||
const sprite = leverComp.toggled ? this.spriteOn : this.spriteOff;
|
||||
const origin = entity.components.StaticMapEntity.origin;
|
||||
sprite.drawCached(
|
||||
parameters,
|
||||
origin.x * globalConfig.tileSize,
|
||||
origin.y * globalConfig.tileSize,
|
||||
globalConfig.tileSize,
|
||||
globalConfig.tileSize
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { LeverComponent } from "../components/lever";
|
||||
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
|
||||
import { MapChunkView } from "../map_chunk_view";
|
||||
import { globalConfig } from "../../core/config";
|
||||
import { Loader } from "../../core/loader";
|
||||
|
||||
export class LeverSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [LeverComponent]);
|
||||
|
||||
this.spriteOn = Loader.getSprite("sprites/wires/lever_on.png");
|
||||
this.spriteOff = Loader.getSprite("sprites/buildings/lever.png");
|
||||
}
|
||||
|
||||
update() {
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
|
||||
const leverComp = entity.components.Lever;
|
||||
const pinsComp = entity.components.WiredPins;
|
||||
|
||||
// Simply sync the status to the first slot
|
||||
pinsComp.slots[0].value = leverComp.toggled ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draws a given chunk
|
||||
* @param {import("../../core/draw_utils").DrawParameters} parameters
|
||||
* @param {MapChunkView} chunk
|
||||
*/
|
||||
drawChunk(parameters, chunk) {
|
||||
const contents = chunk.containedEntitiesByLayer.regular;
|
||||
for (let i = 0; i < contents.length; ++i) {
|
||||
const entity = contents[i];
|
||||
const leverComp = entity.components.Lever;
|
||||
if (leverComp) {
|
||||
const sprite = leverComp.toggled ? this.spriteOn : this.spriteOff;
|
||||
entity.components.StaticMapEntity.drawSpriteOnBoundsClipped(parameters, sprite);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,180 +1,326 @@
|
||||
import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { BaseItem } from "../base_item";
|
||||
import { enumPinSlotType } from "../components/wired_pins";
|
||||
import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON, BooleanItem } from "../items/boolean_item";
|
||||
import { enumItemProcessorTypes } from "../components/item_processor";
|
||||
|
||||
export class LogicGateSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [LogicGateComponent]);
|
||||
|
||||
this.boundOperations = {
|
||||
[enumLogicGateType.and]: this.compute_AND.bind(this),
|
||||
[enumLogicGateType.not]: this.compute_NOT.bind(this),
|
||||
[enumLogicGateType.xor]: this.compute_XOR.bind(this),
|
||||
[enumLogicGateType.or]: this.compute_OR.bind(this),
|
||||
[enumLogicGateType.transistor]: this.compute_IF.bind(this),
|
||||
};
|
||||
}
|
||||
|
||||
update() {
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
const logicComp = entity.components.LogicGate;
|
||||
const slotComp = entity.components.WiredPins;
|
||||
|
||||
const slotValues = [];
|
||||
|
||||
for (let i = 0; i < slotComp.slots.length; ++i) {
|
||||
const slot = slotComp.slots[i];
|
||||
if (slot.type !== enumPinSlotType.logicalAcceptor) {
|
||||
continue;
|
||||
}
|
||||
if (slot.linkedNetwork) {
|
||||
slotValues.push(slot.linkedNetwork.currentValue);
|
||||
} else {
|
||||
slotValues.push(null);
|
||||
}
|
||||
}
|
||||
|
||||
const result = this.boundOperations[logicComp.type](slotValues);
|
||||
|
||||
// @TODO: For now we hardcode the value to always be slot 0
|
||||
assert(
|
||||
slotValues.length === slotComp.slots.length - 1,
|
||||
"Bad slot config, should have N acceptor slots and 1 ejector"
|
||||
);
|
||||
assert(slotComp.slots[0].type === enumPinSlotType.logicalEjector, "Slot 0 should be ejector");
|
||||
|
||||
slotComp.slots[0].value = result;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_AND(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for AND");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 || !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const itemType = param1.getItemType();
|
||||
|
||||
if (itemType !== param2.getItemType()) {
|
||||
// Differing type
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (itemType === "boolean") {
|
||||
return /** @type {BooleanItem} */ (param1).value && /** @type {BooleanItem} */ (param2).value
|
||||
? BOOL_TRUE_SINGLETON
|
||||
: BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_NOT(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item) {
|
||||
return BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
if (item.getItemType() !== "boolean") {
|
||||
// Not a boolean actually
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const value = /** @type {BooleanItem} */ (item).value;
|
||||
return value ? BOOL_FALSE_SINGLETON : BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_XOR(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for XOR");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 && !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
// Check for the right types
|
||||
if (param1 && param1.getItemType() !== "boolean") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (param2 && param2.getItemType() !== "boolean") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const valueParam1 = param1 ? /** @type {BooleanItem} */ (param1).value : 0;
|
||||
const valueParam2 = param2 ? /** @type {BooleanItem} */ (param2).value : 0;
|
||||
|
||||
return valueParam1 ^ valueParam2 ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_OR(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for OR");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 && !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const valueParam1 =
|
||||
param1 && param1.getItemType() === "boolean" ? /** @type {BooleanItem} */ (param1).value : 0;
|
||||
const valueParam2 =
|
||||
param2 && param2.getItemType() === "boolean" ? /** @type {BooleanItem} */ (param2).value : 0;
|
||||
|
||||
return valueParam1 || valueParam2 ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_IF(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for IF");
|
||||
|
||||
const flag = parameters[0];
|
||||
const value = parameters[1];
|
||||
if (!flag || !value) {
|
||||
// Not enough params
|
||||
return null;
|
||||
}
|
||||
|
||||
if (flag.getItemType() !== "boolean") {
|
||||
// Flag is not a boolean
|
||||
return null;
|
||||
}
|
||||
|
||||
// pass through item
|
||||
if (/** @type {BooleanItem} */ (flag).value) {
|
||||
return value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
}
|
||||
import { BaseItem } from "../base_item";
|
||||
import { enumColors } from "../colors";
|
||||
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
|
||||
import { enumPinSlotType } from "../components/wired_pins";
|
||||
import { GameSystemWithFilter } from "../game_system_with_filter";
|
||||
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON, BooleanItem } from "../items/boolean_item";
|
||||
import { COLOR_ITEM_SINGLETONS } from "../items/color_item";
|
||||
import { ShapeDefinition } from "../shape_definition";
|
||||
import { ShapeItem } from "../items/shape_item";
|
||||
|
||||
export class LogicGateSystem extends GameSystemWithFilter {
|
||||
constructor(root) {
|
||||
super(root, [LogicGateComponent]);
|
||||
|
||||
this.boundOperations = {
|
||||
[enumLogicGateType.and]: this.compute_AND.bind(this),
|
||||
[enumLogicGateType.not]: this.compute_NOT.bind(this),
|
||||
[enumLogicGateType.xor]: this.compute_XOR.bind(this),
|
||||
[enumLogicGateType.or]: this.compute_OR.bind(this),
|
||||
[enumLogicGateType.transistor]: this.compute_IF.bind(this),
|
||||
|
||||
[enumLogicGateType.rotater]: this.compute_ROTATE.bind(this),
|
||||
[enumLogicGateType.analyzer]: this.compute_ANALYZE.bind(this),
|
||||
[enumLogicGateType.cutter]: this.compute_CUT.bind(this),
|
||||
[enumLogicGateType.unstacker]: this.compute_UNSTACK.bind(this),
|
||||
[enumLogicGateType.shapecompare]: this.compute_SHAPECOMPARE.bind(this),
|
||||
};
|
||||
}
|
||||
|
||||
update() {
|
||||
for (let i = 0; i < this.allEntities.length; ++i) {
|
||||
const entity = this.allEntities[i];
|
||||
const logicComp = entity.components.LogicGate;
|
||||
const slotComp = entity.components.WiredPins;
|
||||
|
||||
const slotValues = [];
|
||||
|
||||
for (let i = 0; i < slotComp.slots.length; ++i) {
|
||||
const slot = slotComp.slots[i];
|
||||
if (slot.type !== enumPinSlotType.logicalAcceptor) {
|
||||
continue;
|
||||
}
|
||||
if (slot.linkedNetwork) {
|
||||
slotValues.push(slot.linkedNetwork.currentValue);
|
||||
} else {
|
||||
slotValues.push(null);
|
||||
}
|
||||
}
|
||||
|
||||
const result = this.boundOperations[logicComp.type](slotValues);
|
||||
|
||||
if (Array.isArray(result)) {
|
||||
let resultIndex = 0;
|
||||
for (let i = 0; i < slotComp.slots.length; ++i) {
|
||||
const slot = slotComp.slots[i];
|
||||
if (slot.type !== enumPinSlotType.logicalEjector) {
|
||||
continue;
|
||||
}
|
||||
slot.value = result[resultIndex++];
|
||||
}
|
||||
} else {
|
||||
// @TODO: For now we hardcode the value to always be slot 0
|
||||
assert(
|
||||
slotValues.length === slotComp.slots.length - 1,
|
||||
"Bad slot config, should have N acceptor slots and 1 ejector"
|
||||
);
|
||||
assert(slotComp.slots[0].type === enumPinSlotType.logicalEjector, "Slot 0 should be ejector");
|
||||
slotComp.slots[0].value = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_AND(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for AND");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 || !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const itemType = param1.getItemType();
|
||||
|
||||
if (itemType !== param2.getItemType()) {
|
||||
// Differing type
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (itemType === "boolean") {
|
||||
return /** @type {BooleanItem} */ (param1).value && /** @type {BooleanItem} */ (param2).value
|
||||
? BOOL_TRUE_SINGLETON
|
||||
: BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_NOT(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item) {
|
||||
return BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
if (item.getItemType() !== "boolean") {
|
||||
// Not a boolean actually
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const value = /** @type {BooleanItem} */ (item).value;
|
||||
return value ? BOOL_FALSE_SINGLETON : BOOL_TRUE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_XOR(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for XOR");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 && !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
// Check for the right types
|
||||
if (param1 && param1.getItemType() !== "boolean") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
if (param2 && param2.getItemType() !== "boolean") {
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const valueParam1 = param1 ? /** @type {BooleanItem} */ (param1).value : 0;
|
||||
const valueParam2 = param2 ? /** @type {BooleanItem} */ (param2).value : 0;
|
||||
|
||||
return valueParam1 ^ valueParam2 ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_OR(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for OR");
|
||||
|
||||
const param1 = parameters[0];
|
||||
const param2 = parameters[1];
|
||||
if (!param1 && !param2) {
|
||||
// Not enough params
|
||||
return BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
const valueParam1 =
|
||||
param1 && param1.getItemType() === "boolean" ? /** @type {BooleanItem} */ (param1).value : 0;
|
||||
const valueParam2 =
|
||||
param2 && param2.getItemType() === "boolean" ? /** @type {BooleanItem} */ (param2).value : 0;
|
||||
|
||||
return valueParam1 || valueParam2 ? BOOL_TRUE_SINGLETON : BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_IF(parameters) {
|
||||
assert(parameters.length === 2, "bad parameter count for IF");
|
||||
|
||||
const flag = parameters[0];
|
||||
const value = parameters[1];
|
||||
if (!flag || !value) {
|
||||
// Not enough params
|
||||
return null;
|
||||
}
|
||||
|
||||
if (flag.getItemType() !== "boolean") {
|
||||
// Flag is not a boolean
|
||||
return null;
|
||||
}
|
||||
|
||||
// pass through item
|
||||
if (/** @type {BooleanItem} */ (flag).value) {
|
||||
return value;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_ROTATE(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item || item.getItemType() !== "shape") {
|
||||
// Not a shape
|
||||
return null;
|
||||
}
|
||||
|
||||
const definition = /** @type {ShapeItem} */ (item).definition;
|
||||
const rotatedDefinition = this.root.shapeDefinitionMgr.shapeActionRotateCW(definition);
|
||||
return this.root.shapeDefinitionMgr.getShapeItemFromDefinition(rotatedDefinition);
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {[BaseItem, BaseItem]}
|
||||
*/
|
||||
compute_ANALYZE(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item || item.getItemType() !== "shape") {
|
||||
// Not a shape
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
const definition = /** @type {ShapeItem} */ (item).definition;
|
||||
const lowerLayer = /** @type {import("../shape_definition").ShapeLayer} */ (definition.layers[0]);
|
||||
if (!lowerLayer) {
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
const topRightContent = lowerLayer[0];
|
||||
|
||||
if (!topRightContent || topRightContent.subShape === null) {
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
const newDefinition = new ShapeDefinition({
|
||||
layers: [
|
||||
[
|
||||
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
|
||||
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
|
||||
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
|
||||
{ subShape: topRightContent.subShape, color: enumColors.uncolored },
|
||||
],
|
||||
],
|
||||
});
|
||||
|
||||
return [
|
||||
COLOR_ITEM_SINGLETONS[topRightContent.color],
|
||||
this.root.shapeDefinitionMgr.getShapeItemFromDefinition(newDefinition),
|
||||
];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {[BaseItem, BaseItem]}
|
||||
*/
|
||||
compute_CUT(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item || item.getItemType() !== "shape") {
|
||||
// Not a shape
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
const definition = /** @type {ShapeItem} */ (item).definition;
|
||||
const result = this.root.shapeDefinitionMgr.shapeActionCutHalf(definition);
|
||||
return [
|
||||
result[0].isEntirelyEmpty()
|
||||
? null
|
||||
: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(result[0]),
|
||||
result[1].isEntirelyEmpty()
|
||||
? null
|
||||
: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(result[1]),
|
||||
];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {[BaseItem, BaseItem]}
|
||||
*/
|
||||
compute_UNSTACK(parameters) {
|
||||
const item = parameters[0];
|
||||
if (!item || item.getItemType() !== "shape") {
|
||||
// Not a shape
|
||||
return [null, null];
|
||||
}
|
||||
|
||||
const definition = /** @type {ShapeItem} */ (item).definition;
|
||||
const layers = /** @type {Array<import("../shape_definition").ShapeLayer>} */ (definition.layers);
|
||||
|
||||
const upperLayerDefinition = new ShapeDefinition({
|
||||
layers: [layers[layers.length - 1]],
|
||||
});
|
||||
|
||||
const lowerLayers = layers.slice(0, layers.length - 1);
|
||||
const lowerLayerDefinition =
|
||||
lowerLayers.length > 0 ? new ShapeDefinition({ layers: lowerLayers }) : null;
|
||||
|
||||
return [
|
||||
lowerLayerDefinition
|
||||
? this.root.shapeDefinitionMgr.getShapeItemFromDefinition(lowerLayerDefinition)
|
||||
: null,
|
||||
this.root.shapeDefinitionMgr.getShapeItemFromDefinition(upperLayerDefinition),
|
||||
];
|
||||
}
|
||||
|
||||
/**
|
||||
* @param {Array<BaseItem|null>} parameters
|
||||
* @returns {BaseItem}
|
||||
*/
|
||||
compute_SHAPECOMPARE(parameters) {
|
||||
const itemA = parameters[0];
|
||||
const itemB = parameters[1];
|
||||
|
||||
return itemA &&
|
||||
itemB &&
|
||||
itemA.getItemType() === "shape" &&
|
||||
itemB.getItemType() === "shape" &&
|
||||
/** @type {ShapeItem} */ (itemA).definition.getHash() ===
|
||||
/** @type {ShapeItem} */ (itemB).definition.getHash()
|
||||
? BOOL_TRUE_SINGLETON
|
||||
: BOOL_FALSE_SINGLETON;
|
||||
}
|
||||
}
|
||||
|
@ -1,179 +1,182 @@
|
||||
import { ShapeDefinition } from "./shape_definition";
|
||||
import { finalGameShape } from "./upgrades";
|
||||
|
||||
/**
|
||||
* Don't forget to also update tutorial_goals_mappings.js as well as the translations!
|
||||
* @enum {string}
|
||||
*/
|
||||
export const enumHubGoalRewards = {
|
||||
reward_cutter_and_trash: "reward_cutter_and_trash",
|
||||
reward_rotater: "reward_rotater",
|
||||
reward_painter: "reward_painter",
|
||||
reward_mixer: "reward_mixer",
|
||||
reward_stacker: "reward_stacker",
|
||||
reward_splitter: "reward_splitter",
|
||||
reward_tunnel: "reward_tunnel",
|
||||
|
||||
reward_rotater_ccw: "reward_rotater_ccw",
|
||||
reward_rotater_fl: "reward_rotater_fl",
|
||||
reward_miner_chainable: "reward_miner_chainable",
|
||||
reward_underground_belt_tier_2: "reward_underground_belt_tier_2",
|
||||
reward_splitter_compact: "reward_splitter_compact",
|
||||
reward_cutter_quad: "reward_cutter_quad",
|
||||
reward_painter_double: "reward_painter_double",
|
||||
reward_painter_quad: "reward_painter_quad",
|
||||
reward_storage: "reward_storage",
|
||||
|
||||
reward_blueprints: "reward_blueprints",
|
||||
reward_freeplay: "reward_freeplay",
|
||||
|
||||
no_reward: "no_reward",
|
||||
no_reward_freeplay: "no_reward_freeplay",
|
||||
};
|
||||
|
||||
export const tutorialGoals = [
|
||||
// 1
|
||||
// Circle
|
||||
{
|
||||
shape: "CuCuCuCu", // belts t1
|
||||
required: 40,
|
||||
reward: enumHubGoalRewards.reward_cutter_and_trash,
|
||||
},
|
||||
|
||||
// 2
|
||||
// Cutter
|
||||
{
|
||||
shape: "----CuCu", //
|
||||
required: 40,
|
||||
reward: enumHubGoalRewards.no_reward,
|
||||
},
|
||||
|
||||
// 3
|
||||
// Rectangle
|
||||
{
|
||||
shape: "RuRuRuRu", // miners t1
|
||||
required: 100,
|
||||
reward: enumHubGoalRewards.reward_splitter,
|
||||
},
|
||||
|
||||
// 4
|
||||
{
|
||||
shape: "RuRu----", // processors t2
|
||||
required: 120,
|
||||
reward: enumHubGoalRewards.reward_rotater,
|
||||
},
|
||||
|
||||
// 5
|
||||
// Rotater
|
||||
{
|
||||
shape: "Cu----Cu", // belts t2
|
||||
required: 200,
|
||||
reward: enumHubGoalRewards.reward_tunnel,
|
||||
},
|
||||
|
||||
// 6
|
||||
{
|
||||
shape: "Cu------", // miners t2
|
||||
required: 400,
|
||||
reward: enumHubGoalRewards.reward_painter,
|
||||
},
|
||||
|
||||
// 7
|
||||
// Painter
|
||||
{
|
||||
shape: "CrCrCrCr", // unused
|
||||
required: 800,
|
||||
reward: enumHubGoalRewards.reward_rotater_ccw,
|
||||
},
|
||||
|
||||
// 8
|
||||
{
|
||||
shape: "RbRb----", // painter t2
|
||||
required: 1000,
|
||||
reward: enumHubGoalRewards.reward_mixer,
|
||||
},
|
||||
|
||||
// 9
|
||||
// Mixing (purple)
|
||||
{
|
||||
shape: "CpCpCpCp", // belts t3
|
||||
required: 1400,
|
||||
reward: enumHubGoalRewards.reward_splitter_compact,
|
||||
},
|
||||
|
||||
// 10
|
||||
// Star shape + cyan
|
||||
{
|
||||
shape: "ScScScSc", // miners t3
|
||||
required: 1600,
|
||||
reward: enumHubGoalRewards.reward_stacker,
|
||||
},
|
||||
|
||||
// 11
|
||||
// Stacker
|
||||
{
|
||||
shape: "CgScScCg", // processors t3
|
||||
required: 1800,
|
||||
reward: enumHubGoalRewards.reward_miner_chainable,
|
||||
},
|
||||
|
||||
// 12
|
||||
// Blueprints
|
||||
{
|
||||
shape: "CbCbCbRb:CwCwCwCw",
|
||||
required: 2000,
|
||||
reward: enumHubGoalRewards.reward_blueprints,
|
||||
},
|
||||
|
||||
// 13
|
||||
{
|
||||
shape: "RpRpRpRp:CwCwCwCw", // painting t3
|
||||
required: 12000,
|
||||
reward: enumHubGoalRewards.reward_underground_belt_tier_2,
|
||||
},
|
||||
|
||||
// 14
|
||||
{
|
||||
shape: "SrSrSrSr:CyCyCyCy", // unused
|
||||
required: 16000,
|
||||
reward: enumHubGoalRewards.reward_storage,
|
||||
},
|
||||
|
||||
// 15
|
||||
{
|
||||
shape: "SrSrSrSr:CyCyCyCy:SwSwSwSw", // belts t4 (two variants)
|
||||
required: 25000,
|
||||
reward: enumHubGoalRewards.reward_cutter_quad,
|
||||
},
|
||||
|
||||
// 16
|
||||
{
|
||||
shape: "CbRbRbCb:CwCwCwCw:WbWbWbWb", // miner t4 (two variants)
|
||||
required: 50000,
|
||||
reward: enumHubGoalRewards.reward_painter_double,
|
||||
},
|
||||
|
||||
// 17
|
||||
{
|
||||
shape: "WrRgWrRg:CwCrCwCr:SgSgSgSg", // processors t4 (two variants)
|
||||
required: 120000,
|
||||
reward: enumHubGoalRewards.reward_painter_quad,
|
||||
},
|
||||
|
||||
// 18
|
||||
{
|
||||
shape: finalGameShape,
|
||||
required: 250000,
|
||||
reward: enumHubGoalRewards.reward_freeplay,
|
||||
},
|
||||
];
|
||||
|
||||
if (G_IS_DEV) {
|
||||
tutorialGoals.forEach(({ shape }) => {
|
||||
try {
|
||||
ShapeDefinition.fromShortKey(shape);
|
||||
} catch (ex) {
|
||||
throw new Error("Invalid tutorial goal: '" + ex + "' for shape" + shape);
|
||||
}
|
||||
});
|
||||
}
|
||||
import { ShapeDefinition } from "./shape_definition";
|
||||
import { finalGameShape } from "./upgrades";
|
||||
|
||||
/**
|
||||
* Don't forget to also update tutorial_goals_mappings.js as well as the translations!
|
||||
* @enum {string}
|
||||
*/
|
||||
export const enumHubGoalRewards = {
|
||||
reward_cutter_and_trash: "reward_cutter_and_trash",
|
||||
reward_rotater: "reward_rotater",
|
||||
reward_painter: "reward_painter",
|
||||
reward_mixer: "reward_mixer",
|
||||
reward_stacker: "reward_stacker",
|
||||
reward_splitter: "reward_splitter",
|
||||
reward_tunnel: "reward_tunnel",
|
||||
|
||||
reward_rotater_ccw: "reward_rotater_ccw",
|
||||
reward_rotater_fl: "reward_rotater_fl",
|
||||
reward_miner_chainable: "reward_miner_chainable",
|
||||
reward_underground_belt_tier_2: "reward_underground_belt_tier_2",
|
||||
reward_splitter_compact: "reward_splitter_compact",
|
||||
reward_cutter_quad: "reward_cutter_quad",
|
||||
reward_painter_double: "reward_painter_double",
|
||||
reward_painter_quad: "reward_painter_quad",
|
||||
reward_storage: "reward_storage",
|
||||
|
||||
// @todo: unlock
|
||||
reward_merger_compact: "reward_compact_merger",
|
||||
|
||||
reward_blueprints: "reward_blueprints",
|
||||
reward_freeplay: "reward_freeplay",
|
||||
|
||||
no_reward: "no_reward",
|
||||
no_reward_freeplay: "no_reward_freeplay",
|
||||
};
|
||||
|
||||
export const tutorialGoals = [
|
||||
// 1
|
||||
// Circle
|
||||
{
|
||||
shape: "CuCuCuCu", // belts t1
|
||||
required: 40,
|
||||
reward: enumHubGoalRewards.reward_cutter_and_trash,
|
||||
},
|
||||
|
||||
// 2
|
||||
// Cutter
|
||||
{
|
||||
shape: "----CuCu", //
|
||||
required: 40,
|
||||
reward: enumHubGoalRewards.no_reward,
|
||||
},
|
||||
|
||||
// 3
|
||||
// Rectangle
|
||||
{
|
||||
shape: "RuRuRuRu", // miners t1
|
||||
required: 100,
|
||||
reward: enumHubGoalRewards.reward_splitter,
|
||||
},
|
||||
|
||||
// 4
|
||||
{
|
||||
shape: "RuRu----", // processors t2
|
||||
required: 120,
|
||||
reward: enumHubGoalRewards.reward_rotater,
|
||||
},
|
||||
|
||||
// 5
|
||||
// Rotater
|
||||
{
|
||||
shape: "Cu----Cu", // belts t2
|
||||
required: 200,
|
||||
reward: enumHubGoalRewards.reward_tunnel,
|
||||
},
|
||||
|
||||
// 6
|
||||
{
|
||||
shape: "Cu------", // miners t2
|
||||
required: 400,
|
||||
reward: enumHubGoalRewards.reward_painter,
|
||||
},
|
||||
|
||||
// 7
|
||||
// Painter
|
||||
{
|
||||
shape: "CrCrCrCr", // unused
|
||||
required: 800,
|
||||
reward: enumHubGoalRewards.reward_rotater_ccw,
|
||||
},
|
||||
|
||||
// 8
|
||||
{
|
||||
shape: "RbRb----", // painter t2
|
||||
required: 1000,
|
||||
reward: enumHubGoalRewards.reward_mixer,
|
||||
},
|
||||
|
||||
// 9
|
||||
// Mixing (purple)
|
||||
{
|
||||
shape: "CpCpCpCp", // belts t3
|
||||
required: 1400,
|
||||
reward: enumHubGoalRewards.reward_splitter_compact,
|
||||
},
|
||||
|
||||
// 10
|
||||
// Star shape + cyan
|
||||
{
|
||||
shape: "ScScScSc", // miners t3
|
||||
required: 1600,
|
||||
reward: enumHubGoalRewards.reward_stacker,
|
||||
},
|
||||
|
||||
// 11
|
||||
// Stacker
|
||||
{
|
||||
shape: "CgScScCg", // processors t3
|
||||
required: 1800,
|
||||
reward: enumHubGoalRewards.reward_miner_chainable,
|
||||
},
|
||||
|
||||
// 12
|
||||
// Blueprints
|
||||
{
|
||||
shape: "CbCbCbRb:CwCwCwCw",
|
||||
required: 2000,
|
||||
reward: enumHubGoalRewards.reward_blueprints,
|
||||
},
|
||||
|
||||
// 13
|
||||
{
|
||||
shape: "RpRpRpRp:CwCwCwCw", // painting t3
|
||||
required: 12000,
|
||||
reward: enumHubGoalRewards.reward_underground_belt_tier_2,
|
||||
},
|
||||
|
||||
// 14
|
||||
{
|
||||
shape: "SrSrSrSr:CyCyCyCy", // unused
|
||||
required: 16000,
|
||||
reward: enumHubGoalRewards.reward_storage,
|
||||
},
|
||||
|
||||
// 15
|
||||
{
|
||||
shape: "SrSrSrSr:CyCyCyCy:SwSwSwSw", // belts t4 (two variants)
|
||||
required: 25000,
|
||||
reward: enumHubGoalRewards.reward_cutter_quad,
|
||||
},
|
||||
|
||||
// 16
|
||||
{
|
||||
shape: "CbRbRbCb:CwCwCwCw:WbWbWbWb", // miner t4 (two variants)
|
||||
required: 50000,
|
||||
reward: enumHubGoalRewards.reward_painter_double,
|
||||
},
|
||||
|
||||
// 17
|
||||
{
|
||||
shape: "WrRgWrRg:CwCrCwCr:SgSgSgSg", // processors t4 (two variants)
|
||||
required: 120000,
|
||||
reward: enumHubGoalRewards.reward_painter_quad,
|
||||
},
|
||||
|
||||
// 18
|
||||
{
|
||||
shape: finalGameShape,
|
||||
required: 250000,
|
||||
reward: enumHubGoalRewards.reward_freeplay,
|
||||
},
|
||||
];
|
||||
|
||||
if (G_IS_DEV) {
|
||||
tutorialGoals.forEach(({ shape }) => {
|
||||
try {
|
||||
ShapeDefinition.fromShortKey(shape);
|
||||
} catch (ex) {
|
||||
throw new Error("Invalid tutorial goal: '" + ex + "' for shape" + shape);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -1,218 +1,225 @@
|
||||
import { ExplainedResult } from "../core/explained_result";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { ReadWriteProxy } from "../core/read_write_proxy";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { Savegame } from "./savegame";
|
||||
const logger = createLogger("savegame_manager");
|
||||
|
||||
const Rusha = require("rusha");
|
||||
|
||||
/**
|
||||
* @typedef {import("./savegame_typedefs").SavegamesData} SavegamesData
|
||||
* @typedef {import("./savegame_typedefs").SavegameMetadata} SavegameMetadata
|
||||
*/
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumLocalSavegameStatus = {
|
||||
offline: "offline",
|
||||
synced: "synced",
|
||||
};
|
||||
|
||||
export class SavegameManager extends ReadWriteProxy {
|
||||
constructor(app) {
|
||||
super(app, "savegames.bin");
|
||||
|
||||
this.currentData = this.getDefaultData();
|
||||
}
|
||||
|
||||
// RW Proxy Impl
|
||||
/**
|
||||
* @returns {SavegamesData}
|
||||
*/
|
||||
getDefaultData() {
|
||||
return {
|
||||
version: this.getCurrentVersion(),
|
||||
savegames: [],
|
||||
};
|
||||
}
|
||||
|
||||
getCurrentVersion() {
|
||||
return 1001;
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns {SavegamesData}
|
||||
*/
|
||||
getCurrentData() {
|
||||
return super.getCurrentData();
|
||||
}
|
||||
|
||||
verify(data) {
|
||||
// TODO / FIXME!!!!
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {SavegamesData} data
|
||||
*/
|
||||
migrate(data) {
|
||||
if (data.version < 1001) {
|
||||
data.savegames.forEach(savegame => {
|
||||
savegame.level = 0;
|
||||
});
|
||||
data.version = 1001;
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
// End rw proxy
|
||||
|
||||
/**
|
||||
* @returns {Array<SavegameMetadata>}
|
||||
*/
|
||||
getSavegamesMetaData() {
|
||||
return this.currentData.savegames;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {string} internalId
|
||||
* @returns {Savegame}
|
||||
*/
|
||||
getSavegameById(internalId) {
|
||||
const metadata = this.getGameMetaDataByInternalId(internalId);
|
||||
if (!metadata) {
|
||||
return null;
|
||||
}
|
||||
return new Savegame(this.app, { internalId, metaDataRef: metadata });
|
||||
}
|
||||
|
||||
/**
|
||||
* Deletes a savegame
|
||||
* @param {SavegameMetadata} game
|
||||
*/
|
||||
deleteSavegame(game) {
|
||||
const handle = new Savegame(this.app, {
|
||||
internalId: game.internalId,
|
||||
metaDataRef: game,
|
||||
});
|
||||
|
||||
return handle.deleteAsync().then(() => {
|
||||
for (let i = 0; i < this.currentData.savegames.length; ++i) {
|
||||
const potentialGame = this.currentData.savegames[i];
|
||||
if (potentialGame.internalId === handle.internalId) {
|
||||
this.currentData.savegames.splice(i, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return this.writeAsync();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a given games metadata by id
|
||||
* @param {string} id
|
||||
* @returns {SavegameMetadata}
|
||||
*/
|
||||
getGameMetaDataByInternalId(id) {
|
||||
for (let i = 0; i < this.currentData.savegames.length; ++i) {
|
||||
const data = this.currentData.savegames[i];
|
||||
if (data.internalId === id) {
|
||||
return data;
|
||||
}
|
||||
}
|
||||
logger.error("Savegame internal id not found:", id);
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new savegame
|
||||
* @returns {Savegame}
|
||||
*/
|
||||
createNewSavegame() {
|
||||
const id = this.generateInternalId();
|
||||
|
||||
const metaData = /** @type {SavegameMetadata} */ ({
|
||||
lastUpdate: Date.now(),
|
||||
version: Savegame.getCurrentVersion(),
|
||||
internalId: id,
|
||||
});
|
||||
|
||||
this.currentData.savegames.push(metaData);
|
||||
this.sortSavegames();
|
||||
|
||||
return new Savegame(this.app, {
|
||||
internalId: id,
|
||||
metaDataRef: metaData,
|
||||
});
|
||||
}
|
||||
|
||||
importSavegame(data) {
|
||||
const savegame = this.createNewSavegame();
|
||||
const migrationResult = savegame.migrate(data);
|
||||
if (migrationResult.isBad()) {
|
||||
return Promise.reject("Failed to migrate: " + migrationResult.reason);
|
||||
}
|
||||
|
||||
savegame.currentData = data;
|
||||
const verification = savegame.verify(data);
|
||||
if (verification.isBad()) {
|
||||
return Promise.reject("Verification failed: " + verification.result);
|
||||
}
|
||||
|
||||
return savegame.writeSavegameAndMetadata().then(() => this.sortSavegames());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts all savegames by their creation time descending
|
||||
* @returns {Promise<any>}
|
||||
*/
|
||||
sortSavegames() {
|
||||
this.currentData.savegames.sort((a, b) => b.lastUpdate - a.lastUpdate);
|
||||
let promiseChain = Promise.resolve();
|
||||
while (this.currentData.savegames.length > 30) {
|
||||
const toRemove = this.currentData.savegames.pop();
|
||||
|
||||
// Try to remove the savegame since its no longer available
|
||||
const game = new Savegame(this.app, {
|
||||
internalId: toRemove.internalId,
|
||||
metaDataRef: toRemove,
|
||||
});
|
||||
promiseChain = promiseChain
|
||||
.then(() => game.deleteAsync())
|
||||
.then(
|
||||
() => {},
|
||||
err => {
|
||||
logger.error(this, "Failed to remove old savegame:", toRemove, ":", err);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
return promiseChain;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to generate a new internal savegame id
|
||||
*/
|
||||
generateInternalId() {
|
||||
return Rusha.createHash()
|
||||
.update(Date.now() + "/" + Math.random())
|
||||
.digest("hex");
|
||||
}
|
||||
|
||||
// End
|
||||
|
||||
initialize() {
|
||||
// First read, then directly write to ensure we have the latest data
|
||||
// @ts-ignore
|
||||
return this.readAsync().then(() => {
|
||||
if (G_IS_DEV && globalConfig.debug.disableSavegameWrite) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
return this.sortSavegames().then(() => this.writeAsync());
|
||||
});
|
||||
}
|
||||
}
|
||||
import { ExplainedResult } from "../core/explained_result";
|
||||
import { createLogger } from "../core/logging";
|
||||
import { ReadWriteProxy } from "../core/read_write_proxy";
|
||||
import { globalConfig } from "../core/config";
|
||||
import { Savegame } from "./savegame";
|
||||
const logger = createLogger("savegame_manager");
|
||||
|
||||
const Rusha = require("rusha");
|
||||
|
||||
/**
|
||||
* @typedef {import("./savegame_typedefs").SavegamesData} SavegamesData
|
||||
* @typedef {import("./savegame_typedefs").SavegameMetadata} SavegameMetadata
|
||||
*/
|
||||
|
||||
/** @enum {string} */
|
||||
export const enumLocalSavegameStatus = {
|
||||
offline: "offline",
|
||||
synced: "synced",
|
||||
};
|
||||
|
||||
export class SavegameManager extends ReadWriteProxy {
|
||||
constructor(app) {
|
||||
super(app, "savegames.bin");
|
||||
|
||||
this.currentData = this.getDefaultData();
|
||||
}
|
||||
|
||||
// RW Proxy Impl
|
||||
/**
|
||||
* @returns {SavegamesData}
|
||||
*/
|
||||
getDefaultData() {
|
||||
return {
|
||||
version: this.getCurrentVersion(),
|
||||
savegames: [],
|
||||
};
|
||||
}
|
||||
|
||||
getCurrentVersion() {
|
||||
return 1002;
|
||||
}
|
||||
|
||||
/**
|
||||
* @returns {SavegamesData}
|
||||
*/
|
||||
getCurrentData() {
|
||||
return super.getCurrentData();
|
||||
}
|
||||
|
||||
verify(data) {
|
||||
// TODO / FIXME!!!!
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {SavegamesData} data
|
||||
*/
|
||||
migrate(data) {
|
||||
if (data.version < 1001) {
|
||||
data.savegames.forEach(savegame => {
|
||||
savegame.level = 0;
|
||||
});
|
||||
data.version = 1001;
|
||||
}
|
||||
|
||||
if (data.version < 1002) {
|
||||
data.savegames.forEach(savegame => {
|
||||
savegame.name = null;
|
||||
});
|
||||
data.version = 1002;
|
||||
}
|
||||
|
||||
return ExplainedResult.good();
|
||||
}
|
||||
|
||||
// End rw proxy
|
||||
|
||||
/**
|
||||
* @returns {Array<SavegameMetadata>}
|
||||
*/
|
||||
getSavegamesMetaData() {
|
||||
return this.currentData.savegames;
|
||||
}
|
||||
|
||||
/**
|
||||
*
|
||||
* @param {string} internalId
|
||||
* @returns {Savegame}
|
||||
*/
|
||||
getSavegameById(internalId) {
|
||||
const metadata = this.getGameMetaDataByInternalId(internalId);
|
||||
if (!metadata) {
|
||||
return null;
|
||||
}
|
||||
return new Savegame(this.app, { internalId, metaDataRef: metadata });
|
||||
}
|
||||
|
||||
/**
|
||||
* Deletes a savegame
|
||||
* @param {SavegameMetadata} game
|
||||
*/
|
||||
deleteSavegame(game) {
|
||||
const handle = new Savegame(this.app, {
|
||||
internalId: game.internalId,
|
||||
metaDataRef: game,
|
||||
});
|
||||
|
||||
return handle.deleteAsync().then(() => {
|
||||
for (let i = 0; i < this.currentData.savegames.length; ++i) {
|
||||
const potentialGame = this.currentData.savegames[i];
|
||||
if (potentialGame.internalId === handle.internalId) {
|
||||
this.currentData.savegames.splice(i, 1);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return this.writeAsync();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns a given games metadata by id
|
||||
* @param {string} id
|
||||
* @returns {SavegameMetadata}
|
||||
*/
|
||||
getGameMetaDataByInternalId(id) {
|
||||
for (let i = 0; i < this.currentData.savegames.length; ++i) {
|
||||
const data = this.currentData.savegames[i];
|
||||
if (data.internalId === id) {
|
||||
return data;
|
||||
}
|
||||
}
|
||||
logger.error("Savegame internal id not found:", id);
|
||||
return null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new savegame
|
||||
* @returns {Savegame}
|
||||
*/
|
||||
createNewSavegame() {
|
||||
const id = this.generateInternalId();
|
||||
|
||||
const metaData = /** @type {SavegameMetadata} */ ({
|
||||
lastUpdate: Date.now(),
|
||||
version: Savegame.getCurrentVersion(),
|
||||
internalId: id,
|
||||
});
|
||||
|
||||
this.currentData.savegames.push(metaData);
|
||||
this.sortSavegames();
|
||||
|
||||
return new Savegame(this.app, {
|
||||
internalId: id,
|
||||
metaDataRef: metaData,
|
||||
});
|
||||
}
|
||||
|
||||
importSavegame(data) {
|
||||
const savegame = this.createNewSavegame();
|
||||
const migrationResult = savegame.migrate(data);
|
||||
if (migrationResult.isBad()) {
|
||||
return Promise.reject("Failed to migrate: " + migrationResult.reason);
|
||||
}
|
||||
|
||||
savegame.currentData = data;
|
||||
const verification = savegame.verify(data);
|
||||
if (verification.isBad()) {
|
||||
return Promise.reject("Verification failed: " + verification.result);
|
||||
}
|
||||
|
||||
return savegame.writeSavegameAndMetadata().then(() => this.sortSavegames());
|
||||
}
|
||||
|
||||
/**
|
||||
* Sorts all savegames by their creation time descending
|
||||
* @returns {Promise<any>}
|
||||
*/
|
||||
sortSavegames() {
|
||||
this.currentData.savegames.sort((a, b) => b.lastUpdate - a.lastUpdate);
|
||||
let promiseChain = Promise.resolve();
|
||||
while (this.currentData.savegames.length > 30) {
|
||||
const toRemove = this.currentData.savegames.pop();
|
||||
|
||||
// Try to remove the savegame since its no longer available
|
||||
const game = new Savegame(this.app, {
|
||||
internalId: toRemove.internalId,
|
||||
metaDataRef: toRemove,
|
||||
});
|
||||
promiseChain = promiseChain
|
||||
.then(() => game.deleteAsync())
|
||||
.then(
|
||||
() => {},
|
||||
err => {
|
||||
logger.error(this, "Failed to remove old savegame:", toRemove, ":", err);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
return promiseChain;
|
||||
}
|
||||
|
||||
/**
|
||||
* Helper method to generate a new internal savegame id
|
||||
*/
|
||||
generateInternalId() {
|
||||
return Rusha.createHash()
|
||||
.update(Date.now() + "/" + Math.random())
|
||||
.digest("hex");
|
||||
}
|
||||
|
||||
// End
|
||||
|
||||
initialize() {
|
||||
// First read, then directly write to ensure we have the latest data
|
||||
// @ts-ignore
|
||||
return this.readAsync().then(() => {
|
||||
if (G_IS_DEV && globalConfig.debug.disableSavegameWrite) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
return this.sortSavegames().then(() => this.writeAsync());
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,38 +1,39 @@
|
||||
/**
|
||||
* @typedef {import("../game/entity").Entity} Entity
|
||||
*
|
||||
* @typedef {{}} SavegameStats
|
||||
*
|
||||
* @typedef {{
|
||||
* camera: any,
|
||||
* time: any,
|
||||
* entityMgr: any,
|
||||
* map: any,
|
||||
* hubGoals: any,
|
||||
* pinnedShapes: any,
|
||||
* waypoints: any,
|
||||
* entities: Array<Entity>,
|
||||
* beltPaths: Array<any>
|
||||
* }} SerializedGame
|
||||
*
|
||||
* @typedef {{
|
||||
* version: number,
|
||||
* dump: SerializedGame,
|
||||
* stats: SavegameStats,
|
||||
* lastUpdate: number,
|
||||
* }} SavegameData
|
||||
*
|
||||
* @typedef {{
|
||||
* lastUpdate: number,
|
||||
* version: number,
|
||||
* internalId: string,
|
||||
* level: number
|
||||
* }} SavegameMetadata
|
||||
*
|
||||
* @typedef {{
|
||||
* version: number,
|
||||
* savegames: Array<SavegameMetadata>
|
||||
* }} SavegamesData
|
||||
*/
|
||||
|
||||
export default {};
|
||||
/**
|
||||
* @typedef {import("../game/entity").Entity} Entity
|
||||
*
|
||||
* @typedef {{}} SavegameStats
|
||||
*
|
||||
* @typedef {{
|
||||
* camera: any,
|
||||
* time: any,
|
||||
* entityMgr: any,
|
||||
* map: any,
|
||||
* hubGoals: any,
|
||||
* pinnedShapes: any,
|
||||
* waypoints: any,
|
||||
* entities: Array<Entity>,
|
||||
* beltPaths: Array<any>
|
||||
* }} SerializedGame
|
||||
*
|
||||
* @typedef {{
|
||||
* version: number,
|
||||
* dump: SerializedGame,
|
||||
* stats: SavegameStats,
|
||||
* lastUpdate: number,
|
||||
* }} SavegameData
|
||||
*
|
||||
* @typedef {{
|
||||
* lastUpdate: number,
|
||||
* version: number,
|
||||
* internalId: string,
|
||||
* level: number
|
||||
* name: string|null
|
||||
* }} SavegameMetadata
|
||||
*
|
||||
* @typedef {{
|
||||
* version: number,
|
||||
* savegames: Array<SavegameMetadata>
|
||||
* }} SavegamesData
|
||||
*/
|
||||
|
||||
export default {};
|
||||
|
@ -17,7 +17,7 @@ export class MobileWarningState extends GameState {
|
||||
There is also no estimate when this will change, but feel to make a contribution! It's
|
||||
<a href="https://github.com/tobspr/shapez.io" target="_blank">open source</a>!</p>
|
||||
|
||||
<p>If you want to play on your computer, you can also get the standalone on steam:</p>
|
||||
<p>If you want to play on your computer, you can also get the standalone on Steam:</p>
|
||||
|
||||
|
||||
<a href="${
|
||||
|
@ -25,7 +25,7 @@ steamPage:
|
||||
shortText: shapez.io és un joc que té com a objectiu construir i automatitzar fàbriques per tal de produir figures cada cop més complexes en un mapa infinit.
|
||||
|
||||
# This is the text shown above the Discord link
|
||||
discordLink: Official Discord - Chat with me!
|
||||
discordLink: Discord Oficial (en Anglès)
|
||||
|
||||
# This is the long description for the steam page - It is contained here so you can help to translate it, and I will regulary update the store page.
|
||||
# NOTICE:
|
||||
@ -34,50 +34,50 @@ steamPage:
|
||||
longText: >-
|
||||
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
|
||||
|
||||
shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
|
||||
shapez.io és un joc que té com a objectiu construir i automatitzar fàbriques per tal de produir figures cada cop més complexes en un mapa infinit.
|
||||
|
||||
Upon delivering the requested shapes you'll progress within the game and unlock upgrades to speed up your factory.
|
||||
Al lliurar les formes geomètriques sol·licitades, progressaràs i desbloquejaràs millores per accelerar la teva fàbrica.
|
||||
|
||||
As the demand for shapes increases, you'll have to scale up your factory to meet the demand - Don't forget about resources though, you'll have to expand across the [b]infinite map[/b]!
|
||||
Com que la demanda de figures va augmentant, hauràs de augmentar proporcionalment la teva fàbrica per satisfer la demanda. Però no t'oblidis dels recursos, ja que t'hauràs d'expandre a través del [b]mapa infinit[/b]!
|
||||
|
||||
Soon you'll have to mix colors and paint your shapes with them - Combine red, green and blue color resources to produce different colors and paint shapes with them to satisfy the demand.
|
||||
Sovint, hauràs de començar a mesclar color i pintar les figures amb aquests; combina roig, verd i blau per produïr diferents colors i pintar les figures amb aquests per satisfer la demanda.
|
||||
|
||||
This game features 18 progressive levels (Which should already keep you busy for hours!) but I'm constantly adding new content - There's a lot planned!
|
||||
Aquest joc presenta 18 nivells progressius (Els quals ja haurien de mantenir-te ocupat durant hores!) però estic constantment afegint nou contingut. Tenim moltes coses planejades!
|
||||
|
||||
Purchasing the game gives you access to the standalone version which has additional features, and you'll also receive access to newly developed features.
|
||||
La compra del joc et dona accés a versió independent amb característiques adicionals, i també rebràs accés a les noves característiques que es desenvolupin.
|
||||
|
||||
[b]Standalone Advantages[/b]
|
||||
[b]Ventatges de la Versió Independent[/b]
|
||||
|
||||
[list]
|
||||
[*] Dark Mode
|
||||
[*] Unlimited Waypoints
|
||||
[*] Unlimited Savegames
|
||||
[*] Additional settings
|
||||
[*] Coming soon: Wires & Energy! Aiming for (roughly) end of July 2020.
|
||||
[*] Coming soon: More Levels
|
||||
[*] Allows me to further develop shapez.io ❤️
|
||||
[*] Mode Oscur
|
||||
[*] Punts d'interès il·limitats
|
||||
[*] Guardar partides il·limitades
|
||||
[*] Configuracions Adicionals
|
||||
[*] Pròximament: Cables i Energia! Objectiu (aproximadament) per finals de Juliol del 2020.
|
||||
[*] Pròximament: Més Nivells
|
||||
[*] Em permet seguir desenvolupant shapez.io ❤️
|
||||
[/list]
|
||||
|
||||
[b]Future Updates[/b]
|
||||
[b]Futures Actualitzacions[/b]
|
||||
|
||||
I am updating the game often and trying to push an update at least once every week!
|
||||
Actualitzo el joc sovint i intent treure una actualització nova per setmana!
|
||||
|
||||
[list]
|
||||
[*] Different maps and challenges (e.g. maps with obstacles)
|
||||
[*] Puzzles (Deliver the requested shape with a restricted area / set of buildings)
|
||||
[*] A story mode where buildings have a cost
|
||||
[*] Configurable map generator (Configure resource/shape size/density, seed and more)
|
||||
[*] Additional types of shapes
|
||||
[*] Performance improvements (The game already runs pretty well!)
|
||||
[*] And much more!
|
||||
[*] Mapes i reptes diferents (p.e. mapes amb obstacles)
|
||||
[*] Trencaclosques (Entrega la figura amb una àrea/conjunt d'edificis delimitats)
|
||||
[*] Un "Mode Història" on els edificis tenen un cost
|
||||
[*] Generador de mapes configurable (Configura el tamany/densitat de les formes/recursos, llavors i més)
|
||||
[*] Formes geomètriques adicionals
|
||||
[*] Millores de rendiment (El joc ja funciona força bé!)
|
||||
[*] Moltes coses més!
|
||||
[/list]
|
||||
|
||||
[b]This game is open source![/b]
|
||||
[b]Aquest joc és de codi obert![/b]
|
||||
|
||||
Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
|
||||
Be sure to check out my trello board for the full roadmap!
|
||||
Qualsevol pot contribuir, estic involucrat activament en la comunitat i intento revisar tots els suggeriments i tenir en compte els comentaris sempre que sigui possible.
|
||||
Assegureu-vos de consultar el meu tauler de trello per obtenir el full de ruta complet!
|
||||
|
||||
[b]Links[/b]
|
||||
[b]Enllaços[/b]
|
||||
|
||||
[list]
|
||||
[*] [url=https://discord.com/invite/HN7EVzV]Official Discord[/url]
|
||||
@ -174,7 +174,7 @@ dialogs:
|
||||
importSavegameError:
|
||||
title: Error en importar
|
||||
text: >-
|
||||
Failed to import your savegame:
|
||||
Ha ocurrit un error intentant importar la teva partida:
|
||||
|
||||
importSavegameSuccess:
|
||||
title: Importar
|
||||
@ -184,7 +184,7 @@ dialogs:
|
||||
gameLoadFailure:
|
||||
title: No es pot carregar la partida guardada
|
||||
text: >-
|
||||
Failed to load your savegame:
|
||||
Ha ocurrit un error al intentar carregar la teva partida:
|
||||
|
||||
confirmSavegameDelete:
|
||||
title: Eliminar
|
||||
@ -194,7 +194,7 @@ dialogs:
|
||||
savegameDeletionError:
|
||||
title: Error en eliminar
|
||||
text: >-
|
||||
Failed to delete the savegame:
|
||||
Ha ocurrit un error al intentar eliminar la teva partida:
|
||||
|
||||
restartRequired:
|
||||
title: Reiniciar
|
||||
@ -240,12 +240,12 @@ dialogs:
|
||||
massCutConfirm:
|
||||
title: Tallar edificis
|
||||
desc: >-
|
||||
Estàs esborrant molts edificis de cop (<count> per ser exactes)! Estàs segur que vols seguir?
|
||||
Estàs tallant molts edificis de cop (<count> per ser exactes)! Estàs segur que vols seguir?
|
||||
|
||||
massCutInsufficientConfirm:
|
||||
title: Confirm cut
|
||||
title: Confirmar tallar
|
||||
desc: >-
|
||||
You can not afford to paste this area! Are you sure you want to cut it?
|
||||
No pots aferrar a aquesta zona! Estàs segur de que vols tallarla?
|
||||
|
||||
blueprintsNotUnlocked:
|
||||
title: Encara no s'ha desbloquejat
|
||||
@ -271,7 +271,7 @@ dialogs:
|
||||
desc: En la Demo només pots crear dos marcadors, aconsegueix la versió completa per gaudir de l'experiència completa!
|
||||
|
||||
exportScreenshotWarning:
|
||||
title: Export screenshot
|
||||
title: Exportar Captura de Pantalla
|
||||
desc: Has demanat exportar la teva/teua base com una captura de pantalla. Tin en conte que aquest procés pot ser molt lent i inclús crashear el teu joc!
|
||||
|
||||
ingame:
|
||||
@ -307,7 +307,7 @@ ingame:
|
||||
purple: Morat
|
||||
cyan: Cian
|
||||
white: Blanc
|
||||
black: Black
|
||||
black: Negre
|
||||
uncolored: Sense color
|
||||
|
||||
# Everything related to placing buildings (I.e. as soon as you selected a building
|
||||
@ -315,7 +315,7 @@ ingame:
|
||||
buildingPlacement:
|
||||
# Buildings can have different variants which are unlocked at later levels,
|
||||
# and this is the hint shown when there are multiple variants available.
|
||||
cycleBuildingVariants: Pulsa <key> per a ciclar entre variants.
|
||||
cycleBuildingVariants: Prem <key> per a ciclar entre variants.
|
||||
|
||||
# Shows the hotkey in the ui, e.g. "Hotkey: Q"
|
||||
hotkeyLabel: >-
|
||||
@ -687,139 +687,139 @@ settings:
|
||||
disabled: Desactivat
|
||||
|
||||
scrollWheelSensitivity:
|
||||
title: Zoom sensitivity
|
||||
title: Sensitivitat del Zoom
|
||||
description: >-
|
||||
Changes how sensitive the zoom is (Either mouse wheel or trackpad).
|
||||
Canvia la sensitivitat del zoom (Roda del ratolí o del trackpad).
|
||||
sensitivity:
|
||||
super_slow: Super slow
|
||||
slow: Slow
|
||||
super_slow: Molt lent
|
||||
slow: Lent
|
||||
regular: Regular
|
||||
fast: Fast
|
||||
super_fast: Super fast
|
||||
fast: Ràpid
|
||||
super_fast: Molt Ràpid
|
||||
|
||||
movementSpeed:
|
||||
title: Movement speed
|
||||
title: Velocitat de Moviment
|
||||
description: >-
|
||||
Changes how fast the view moves when using the keyboard.
|
||||
Canvia la rapidesa amb la que la vista es mou mentres empres el teclat.
|
||||
speeds:
|
||||
super_slow: Super slow
|
||||
slow: Slow
|
||||
super_slow: Molt lent
|
||||
slow: Lent
|
||||
regular: Regular
|
||||
fast: Fast
|
||||
super_fast: Super Fast
|
||||
extremely_fast: Extremely Fast
|
||||
fast: Rápid
|
||||
super_fast: Molt Ràpid
|
||||
extremely_fast: Extremadament Ràpid
|
||||
|
||||
language:
|
||||
title: Language
|
||||
title: Idioma
|
||||
description: >-
|
||||
Change the language. All translations are user-contributed and might be incomplete!
|
||||
Canvia l'idioma. Totes les traduccions són contribucions d'usuaris i poden estar incompletes!
|
||||
|
||||
enableColorBlindHelper:
|
||||
title: Color Blind Mode
|
||||
title: Mode per Daltònics
|
||||
description: >-
|
||||
Enables various tools which allow you to play the game if you are color blind.
|
||||
Habilita diverses eines que et permeten jugar si ets Daltònic.
|
||||
|
||||
fullscreen:
|
||||
title: Fullscreen
|
||||
title: Pantalla Completa
|
||||
description: >-
|
||||
It is recommended to play the game in fullscreen to get the best experience. Only available in the standalone.
|
||||
Es recomana jugar en Pantalla Completa per aconseguir la millor experiència. Només disponible a la versió completa del joc.
|
||||
|
||||
soundsMuted:
|
||||
title: Mute Sounds
|
||||
title: Silencia els sons
|
||||
description: >-
|
||||
If enabled, mutes all sound effects.
|
||||
Si està activat, silencia tots els sons.
|
||||
|
||||
musicMuted:
|
||||
title: Mute Music
|
||||
title: Silencia la música
|
||||
description: >-
|
||||
If enabled, mutes all music.
|
||||
Si està activat, silencia la música.
|
||||
|
||||
theme:
|
||||
title: Game theme
|
||||
title: Tema del joc (Visual)
|
||||
description: >-
|
||||
Choose the game theme (light / dark).
|
||||
Tria el tema visual (clar / oscur).
|
||||
themes:
|
||||
dark: Dark
|
||||
light: Light
|
||||
dark: Oscur
|
||||
light: Clar
|
||||
|
||||
refreshRate:
|
||||
title: Simulation Target
|
||||
title: Objectiu de Simulació
|
||||
description: >-
|
||||
If you have a 144hz monitor, change the refresh rate here so the game will properly simulate at higher refresh rates. This might actually decrease the FPS if your computer is too slow.
|
||||
Si tens un monitor de 144hz, canvia la tarifa de refresc aquí per que el joc es mostri de forma correcta a tarifes de refresc altes. Pot decrementar els FPS si el teu ordenador és massa lent.
|
||||
|
||||
alwaysMultiplace:
|
||||
title: Multiplace
|
||||
title: Col·locació Múltiple
|
||||
description: >-
|
||||
If enabled, all buildings will stay selected after placement until you cancel it. This is equivalent to holding SHIFT permanently.
|
||||
Si s'activa, tots els edificis es mantindràn seleccionats després de col·locarlos fins que ho cancel·lis. Això és equivalent a mantenir SHIFT permanentment.
|
||||
|
||||
offerHints:
|
||||
title: Hints & Tutorials
|
||||
title: Pistes i Tutorials
|
||||
description: >-
|
||||
Whether to offer hints and tutorials while playing. Also hides certain UI elements up to a given level to make it easier to get into the game.
|
||||
Si s'activa, es mostraràn pistes i tutorials mentres es juga. També amaga certs elements visuals fins a un nivell per que sigui més fàcil aprendre a jugar.
|
||||
|
||||
enableTunnelSmartplace:
|
||||
title: Smart Tunnels
|
||||
title: Túnels Intel·ligents
|
||||
description: >-
|
||||
When enabled, placing tunnels will automatically remove unnecessary belts. This also enables you to drag tunnels and excess tunnels will get removed.
|
||||
Si s'activa, al col·locar túnels s'eliminaràn les cintes transportadores innecessaris. També et permet arrastrar túnels i els túnels sobrants s'eliminaràn.
|
||||
|
||||
vignette:
|
||||
title: Vignette
|
||||
title: Vinyeta
|
||||
description: >-
|
||||
Enables the vignette, which darkens the screen corners and makes text easier to read.
|
||||
Activa la vinyeta, que obscureix els cantons de la pantalla i facilita la lectura de texte.
|
||||
|
||||
rotationByBuilding:
|
||||
title: Rotation by building type
|
||||
title: Rotació segons el tipus d'edifici.
|
||||
description: >-
|
||||
Each building type remembers the rotation you last set it to individually. This may be more comfortable if you frequently switch between placing different building types.
|
||||
Cada tipus d'edifici recorda la rotació que vau definir per última vegada de manera individual. Això pot ser més còmode si canvies freqüentment entre edificis.
|
||||
|
||||
compactBuildingInfo:
|
||||
title: Compact Building Infos
|
||||
title: Informació sobre Edificis Compactes
|
||||
description: >-
|
||||
Shortens info boxes for buildings by only showing their ratios. Otherwise a description and image is shown.
|
||||
Escurça els quadres d’informació dels edificis només mostrant les seves velocitats. En cas contrari, es mostra una descripció i una imatge.
|
||||
|
||||
disableCutDeleteWarnings:
|
||||
title: Disable Cut/Delete Warnings
|
||||
title: Desactiva els diàlegs de Talla/Borra
|
||||
description: >-
|
||||
Disables the warning dialogs brought up when cutting/deleting more than 100 entities.
|
||||
Desactiva els diàlegs d'advertència que es mostren en tallar / suprimir més de 100 entitats.
|
||||
|
||||
keybindings:
|
||||
title: Keybindings
|
||||
title: Combinacions de tecles
|
||||
hint: >-
|
||||
Tip: Be sure to make use of CTRL, SHIFT and ALT! They enable different placement options.
|
||||
Tip: Assegura't d'emprar CTRL, SHIFT i ALT! Et permeten col·locar objectes de formes diferents.
|
||||
|
||||
resetKeybindings: Reset Keybindings
|
||||
resetKeybindings: Resetejar les Combinacions de tecles
|
||||
|
||||
categoryLabels:
|
||||
general: Application
|
||||
ingame: Game
|
||||
navigation: Navigating
|
||||
placement: Placement
|
||||
massSelect: Mass Select
|
||||
buildings: Building Shortcuts
|
||||
placementModifiers: Placement Modifiers
|
||||
general: Aplicació
|
||||
ingame: Joc
|
||||
navigation: Navegació
|
||||
placement: Col·locació
|
||||
massSelect: Sel·lecció Massiva
|
||||
buildings: Dreceres d'Edificis
|
||||
placementModifiers: Modificadors de col·locació
|
||||
|
||||
mappings:
|
||||
confirm: Confirm
|
||||
back: Back
|
||||
mapMoveUp: Move Up
|
||||
mapMoveRight: Move Right
|
||||
mapMoveDown: Move Down
|
||||
mapMoveLeft: Move Left
|
||||
mapMoveFaster: Move Faster
|
||||
centerMap: Center Map
|
||||
confirm: Confirmar
|
||||
back: Enrere
|
||||
mapMoveUp: Moure Amunt
|
||||
mapMoveRight: Moure Dreta
|
||||
mapMoveDown: Moure Avall
|
||||
mapMoveLeft: Moure Esquerra
|
||||
mapMoveFaster: Moure més Ràpid
|
||||
centerMap: Centrar Mapa
|
||||
|
||||
mapZoomIn: Zoom in
|
||||
mapZoomOut: Zoom out
|
||||
createMarker: Create Marker
|
||||
mapZoomIn: Apropar
|
||||
mapZoomOut: Allunyar
|
||||
createMarker: Crea un Marcador
|
||||
|
||||
menuOpenShop: Upgrades
|
||||
menuOpenStats: Statistics
|
||||
menuClose: Close Menu
|
||||
menuOpenShop: Millores
|
||||
menuOpenStats: Estadístiques
|
||||
menuClose: Tancar Menú
|
||||
|
||||
toggleHud: Toggle HUD
|
||||
toggleFPSInfo: Toggle FPS and Debug Info
|
||||
switchLayers: Switch layers
|
||||
exportScreenshot: Export whole Base as Image
|
||||
toggleHud: Commutar HUD
|
||||
toggleFPSInfo: Commutar FPS i Informació de Depuració
|
||||
switchLayers: Canviar capes
|
||||
exportScreenshot: Exportar la Base com a Imatge
|
||||
belt: *belt
|
||||
splitter: *splitter
|
||||
underground_belt: *underground_belt
|
||||
@ -834,49 +834,49 @@ keybindings:
|
||||
trash: *trash
|
||||
wire: *wire
|
||||
|
||||
pipette: Pipette
|
||||
rotateWhilePlacing: Rotate
|
||||
pipette: Pipeta
|
||||
rotateWhilePlacing: Rotar
|
||||
rotateInverseModifier: >-
|
||||
Modifier: Rotate CCW instead
|
||||
cycleBuildingVariants: Cycle Variants
|
||||
confirmMassDelete: Delete area
|
||||
pasteLastBlueprint: Paste last blueprint
|
||||
cycleBuildings: Cycle Buildings
|
||||
lockBeltDirection: Enable belt planner
|
||||
Modifier: Rotar en sentit antihorari
|
||||
cycleBuildingVariants: Rotar les Variants
|
||||
confirmMassDelete: Eliminar àrea
|
||||
pasteLastBlueprint: Afferar el darrer pla
|
||||
cycleBuildings: Rotar els Buildings
|
||||
lockBeltDirection: Habilitar el planificador de cintes transportadores
|
||||
switchDirectionLockSide: >-
|
||||
Planner: Switch side
|
||||
Planner: Canviar costat
|
||||
|
||||
massSelectStart: Hold and drag to start
|
||||
massSelectSelectMultiple: Select multiple areas
|
||||
massSelectCopy: Copy area
|
||||
massSelectCut: Cut area
|
||||
massSelectStart: Manteniu premut i arrossegueu per començar
|
||||
massSelectSelectMultiple: Seleccionar múltiples àrees
|
||||
massSelectCopy: Copiar àrea
|
||||
massSelectCut: Tallar àrea
|
||||
|
||||
placementDisableAutoOrientation: Disable automatic orientation
|
||||
placeMultiple: Stay in placement mode
|
||||
placeInverse: Invert automatic belt orientation
|
||||
placementDisableAutoOrientation: Desactivar orientació automàtica
|
||||
placeMultiple: Mantenir-se en mode de col·locació
|
||||
placeInverse: Invertir orientació automàtica de les cintes transportadores
|
||||
|
||||
about:
|
||||
title: About this Game
|
||||
title: Sobre aquest Joc
|
||||
body: >-
|
||||
This game is open source and developed by <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (this is me).<br><br>
|
||||
Aquest joc és de codi obert i desenvolupat per <a href="https://github.com/tobspr" target="_blank">Tobias Springer</a> (sóc jo).<br><br>
|
||||
|
||||
If you want to contribute, check out <a href="<githublink>" target="_blank">shapez.io on GitHub</a>.<br><br>
|
||||
Si vols contribuir, visita <a href="<githublink>" target="_blank">shapez.io a GitHub</a>.<br><br>
|
||||
|
||||
This game wouldn't have been possible without the great Discord community around my games - You should really join the <a href="<discordlink>" target="_blank">Discord server</a>!<br><br>
|
||||
Aquest joc no hauria estat possible sense la gran comunitat de Discord al voltant dels meus jocs. Recoman unir-se al <a href="<discordlink>" target="_blank">servidor de Discord</a>!<br><br>
|
||||
|
||||
The soundtrack was made by <a href="https://soundcloud.com/pettersumelius" target="_blank">Peppsen</a> - He's awesome.<br><br>
|
||||
Banda sonora creada per<a href="https://soundcloud.com/pettersumelius" target="_blank">Peppsen</a> - És increïble.<br><br>
|
||||
|
||||
Finally, huge thanks to my best friend <a href="https://github.com/niklas-dahl" target="_blank">Niklas</a> - Without our Factorio sessions, this game would never have existed.
|
||||
Finalment, gràcies al meu millor amic <a href="https://github.com/niklas-dahl" target="_blank">Niklas</a>. Sense les nostres sessions de Factorio, aquest joc mai hauria existit.
|
||||
|
||||
changelog:
|
||||
title: Changelog
|
||||
title: Registre de Canvis
|
||||
|
||||
demo:
|
||||
features:
|
||||
restoringGames: Restoring savegames
|
||||
importingGames: Importing savegames
|
||||
oneGameLimit: Limited to one savegame
|
||||
customizeKeybindings: Customizing Keybindings
|
||||
exportingBase: Exporting whole Base as Image
|
||||
restoringGames: Restaurar partides guardats
|
||||
importingGames: Importar partides guardats
|
||||
oneGameLimit: Limitat a una partida guardada.
|
||||
customizeKeybindings: Personalitzar teclats
|
||||
exportingBase: Exportar la base com a Imatge
|
||||
|
||||
settingNotAvailable: Not available in the demo.
|
||||
settingNotAvailable: No disponible en la versió de demostració.
|
||||
|
@ -234,8 +234,8 @@ dialogs:
|
||||
|
||||
createMarker:
|
||||
title: Nová značka
|
||||
desc: Give it a meaningful name, you can also include a <strong>short key</strong> of a shape (Which you can generate <a href="https://viewer.shapez.io" target="_blank">here</a>)
|
||||
titleEdit: Edit Marker
|
||||
desc: Pojmenuj jí nějak výstižně, též ji můžeš doplnit <strong>zkratkou</strong> pro tvar (Kterou si můžete vytvořit <a href="https://viewer.shapez.io" target="_blank">zde</a>)
|
||||
titleEdit: Upravit značku
|
||||
|
||||
markerDemoLimit:
|
||||
desc: V ukázce můžete vytvořit pouze dvě značky. Získejte plnou verzi pro neomezený počet značek!
|
||||
@ -252,8 +252,8 @@ dialogs:
|
||||
může zejména u větších základen dlouho trvat, nebo dokonce shodit hru!
|
||||
|
||||
massCutInsufficientConfirm:
|
||||
title: Confirm cut
|
||||
desc: You can not afford to paste this area! Are you sure you want to cut it?
|
||||
title: Potvrdit vyjmutí
|
||||
desc: Nemůžeš si dovolit vložení této oblasti! Skutečně ji chceš vyjmout?
|
||||
|
||||
ingame:
|
||||
# This is shown in the top left corner and displays useful keybindings in
|
||||
@ -510,25 +510,25 @@ buildings:
|
||||
description: Skladuje věci navíc až do naplnění kapacity. Může být použit na skladování surovin navíc.
|
||||
wire:
|
||||
default:
|
||||
name: Energy Wire
|
||||
description: Allows you to transport energy.
|
||||
name: Kabel
|
||||
description: Dovoluje přenos energie.
|
||||
advanced_processor:
|
||||
default:
|
||||
name: Color Inverter
|
||||
description: Accepts a color or shape and inverts it.
|
||||
name: Invertor barev
|
||||
description: Přijme barvu či tvar a převrátí jej.
|
||||
energy_generator:
|
||||
deliver: Deliver
|
||||
toGenerateEnergy: For
|
||||
deliver: Dodej
|
||||
toGenerateEnergy: Pro
|
||||
default:
|
||||
name: Energy Generator
|
||||
description: Generates energy by consuming shapes.
|
||||
name: Generátor energie
|
||||
description: Vyrábí energii zpracováním tvarů.
|
||||
wire_crossings:
|
||||
default:
|
||||
name: Wire Splitter
|
||||
description: Splits a energy wire into two.
|
||||
name: Dělič kabelů
|
||||
description: Rozdělí kabel na dva.
|
||||
merger:
|
||||
name: Wire Merger
|
||||
description: Merges two energy wires into one.
|
||||
name: Slučovač kabelů
|
||||
description: Spojí dva kabely do jednoho.
|
||||
|
||||
storyRewards:
|
||||
# Those are the rewards gained from completing the store
|
||||
@ -543,7 +543,7 @@ storyRewards:
|
||||
reward_painter:
|
||||
title: Barvení
|
||||
desc: >-
|
||||
The <strong>painter</strong> has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!<br><br>PS: If you are colorblind, there is a <strong>color blind mode</strong> in the settings!
|
||||
<strong>Barvič</strong> byl právě odemčen - Vytěžte nějaká ložiska barev (podobně jako těžíte tvary) a spojte je s tvarem v barviči pro jeho obarvení!<br><br>PS: Pokud jste barvoslepý, v nastavení naleznete <strong>režim pro barvoslepé</strong>!
|
||||
|
||||
reward_mixer:
|
||||
title: Míchání barev
|
||||
@ -587,7 +587,7 @@ storyRewards:
|
||||
desc: Odemknuli jste variantu <strong>barviče</strong> - Funguje stejně jako normální, ale nabarví <strong>dva tvary naráz</strong> pomocí jedné barvy!
|
||||
|
||||
reward_painter_quad:
|
||||
title: Quad Painting
|
||||
title: Čtyřstranné barvení
|
||||
desc: Odemknuli jste variantu <strong>painter</strong> - Umožní vám nabarvit každou čtvrtinu tvaru jinou barvou!
|
||||
|
||||
reward_storage:
|
||||
@ -616,9 +616,9 @@ storyRewards:
|
||||
settings:
|
||||
title: Nastavení
|
||||
categories:
|
||||
general: General
|
||||
userInterface: User Interface
|
||||
advanced: Advanced
|
||||
general: Obecné
|
||||
userInterface: Uživatelské rozhraní
|
||||
advanced: Rozšířené
|
||||
|
||||
versionBadges:
|
||||
dev: Vývojová verze
|
||||
|
@ -44,37 +44,38 @@ steamPage:
|
||||
|
||||
Nutze dein gesammeltes Wissen über die Maschinen und lasse deine Fabriken die gewünschten Formen der 18 verschiedenen Level abliefern. Schalte mit jedem Level neue Arbeitsschritte oder Gebäude frei. Das sollte dich schon für Stunden beschäftigt halten! Danach werden im Freispielmodus zufällige Formen generiert, die du ebenfalls abliefern kannst. Ich füge regelmäßig neue Funktionen hinzu und davon sind eine ganze Menge geplant!
|
||||
|
||||
|
||||
Wenn du das Spiel erwirbst, erhälst du Zugriff auf die zusätzlichen Features der Standalone-Version. Das bedeutet, du kannst unter anderem die neuesten Updates zuerst spielen!
|
||||
|
||||
[b]Vorteile der Standalone[/b]
|
||||
|
||||
[list]
|
||||
[*] Dark-Mode
|
||||
[*] Unbegrenzte Wegpunkte
|
||||
[*] Unbegrenzte Anzahl von Spielständen
|
||||
[*] Weitere Einstellungen
|
||||
[*] Es kommen: Mehr Levels
|
||||
[*] Es kommen: Kabel & Energie! Voraussichtlich gegen Ende Juli 2020.
|
||||
[*] Unterstütze die Entwicklung von shapez.io ❤️
|
||||
[*] Dark Mode
|
||||
[*] unbegrenzte Anzahl an Wegpunkten
|
||||
[*] unbegrenzte Anzahl an Speicherständen
|
||||
[*] zusätzliche Einstellungen
|
||||
[*] Bald: Strom & Kabel! (Ungefähr) geplant für ende Juli 2020.
|
||||
[*] Bald: mehr Level
|
||||
[*] Erlaubt es mir shapez.io weiter zu entwickeln ❤️
|
||||
[/list]
|
||||
|
||||
[b]Geplante Funktionen[/b]
|
||||
[b]Zukünftige Updates:[/b]
|
||||
|
||||
Ich bin aktiv mit der Entwicklung beschäftigt und versuche jede Woche ein Update oder den aktuellen Stand der Entwicklung zu veröffentlichen.
|
||||
Ich update das Spiel sehr oft, und versuche wöchentlich ein Update zu veröffentlichen!
|
||||
|
||||
[list]
|
||||
[*] Verschiedene Karten und Herausforderungen (z.B. Karten mit Hindernissen)
|
||||
[*] Puzzle (Liefere die gewünschten Formen mit begrenztem Platz / limitierten Gebäuden)
|
||||
[*] Story-Modus mit Gebäudekosten
|
||||
[*] Einstellbare Kartengenerierung (Ändere die Grösse/Anzahl/Dichte der Ressourcenflecken, den Seed und mehr)
|
||||
[*] Mehr Formentypen
|
||||
[*] Performanceverbesserungen (Das Spiel läuft bereits ganz gut!)
|
||||
[*] Herausforderungen (liefere die geforderte Form mit einer beschränkten Karte / anzahl an Gebäuden ab)
|
||||
[*] Eine Kampange, in der die Gebäude einen Preis haben.
|
||||
[*] einen konfigurierbaren Kartengenerator (bestimme Ressourcen / Größe / Dichte, den Seed und viel mehr)
|
||||
[*] zusätzliche Formen
|
||||
[*] Performanceverbesserungen (Das Spiel läuft bereits sehr gut!)
|
||||
[*] Und vieles mehr!
|
||||
[/list]
|
||||
|
||||
[b] Dieses Spiel ist Open Source[/b]
|
||||
[b]Das Spiel ist open source![/b]
|
||||
|
||||
Jeder kann dazu beitragen! Ich bin aktiv in die Community involviert, versuche alle Vorschläge zu lesen und beziehe so viel Feedback wie möglich mit in die Entwicklung ein.
|
||||
Jeder kann dazu beitragen. Ich bin aktiv in der Communtiy involviert und versuche alle Vorschläge zu lesen und beziehe so viel Feedback wie möglich mit in die Entwicklung ein.
|
||||
Die komplette Roadmap gibt es auf dem Trello-Board zum Nachlesen!
|
||||
|
||||
[b]Links [/b]
|
||||
@ -83,6 +84,8 @@ steamPage:
|
||||
[*] [url=https://discord.com/invite/HN7EVzV]Offizieller Discord[/url]
|
||||
[*] [url=https://trello.com/b/ISQncpJP/shapezio]Roadmap[/url]
|
||||
[*] [url=https://www.reddit.com/r/shapezio]Subreddit[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io]Source code (GitHub)[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Hilf zu übersetzen[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io]Quelltext (GitHub)[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Hilf beim Übersetzen[/url]
|
||||
[/list]
|
||||
@ -105,7 +108,7 @@ global:
|
||||
trillions: T
|
||||
|
||||
# Shown for infinitely big numbers
|
||||
infinite: unend
|
||||
infinite: ∞
|
||||
|
||||
time:
|
||||
# Used for formatting past time dates
|
||||
@ -141,9 +144,9 @@ demoBanners:
|
||||
|
||||
mainMenu:
|
||||
play: Spielen
|
||||
changelog: Änderungsprotokoll
|
||||
continue: Fortsetzen
|
||||
newGame: Neues Spiel
|
||||
changelog: Änderungshistorie
|
||||
subreddit: Reddit
|
||||
importSavegame: Importieren
|
||||
openSourceHint: Dieses Spiel ist Open Source!
|
||||
@ -153,7 +156,7 @@ mainMenu:
|
||||
|
||||
# This is shown when using firefox and other browsers which are not supported.
|
||||
browserWarning: >-
|
||||
Sorry, aber das Spiel wird in deinem Browser langsam laufen! Erwerbe die Standalone-Version oder downloade Chrome für die beste Erfahrung!
|
||||
Sorry, aber das Spiel wird in deinem Browser langsam laufen! Kaufe die Standalone-Version oder downloade Chrome für die beste Erfahrung!
|
||||
|
||||
savegameLevel: Level <x>
|
||||
savegameLevelUnknown: Unbekanntes Level
|
||||
@ -167,7 +170,7 @@ dialogs:
|
||||
restart: Neustart
|
||||
reset: Zurücksetzen
|
||||
getStandalone: Standalone Ansehen
|
||||
deleteGame: Ich weiß, was ich tue
|
||||
deleteGame: Ich weiß, was ich tue!
|
||||
viewUpdate: Update anzeigen
|
||||
showUpgrades: Upgrades anzeigen
|
||||
showKeybindings: Kürzel anzeigen
|
||||
@ -200,15 +203,15 @@ dialogs:
|
||||
restartRequired:
|
||||
title: Neustart benötigt
|
||||
text: >-
|
||||
Du muss das Spiel neu starten, um die Einstellungen anzuwenden.
|
||||
Du musst das Spiel neu starten, um die Einstellungen anzuwenden.
|
||||
|
||||
editKeybinding:
|
||||
title: Tastenbelegung ändern
|
||||
desc: Drücke die (Maus-)Taste, die du vergeben willst, oder ESC um abzubrechen.
|
||||
desc: Drücke die (Maus-)Taste, die du belegen möchtest, oder ESC um abzubrechen.
|
||||
|
||||
resetKeybindingsConfirmation:
|
||||
title: Tastenbelegung zurücksetzen
|
||||
desc: Das wird alle deine Tastenbelegungen auf den Standard zurücksetzen. Bist du dir sicher?
|
||||
desc: Dies wird alle deine Tastenbelegungen auf den Standard zurücksetzen. Bist du dir sicher?
|
||||
|
||||
keybindingsResetOk:
|
||||
title: Tastenbelegung zurückgesetzt
|
||||
@ -225,13 +228,13 @@ dialogs:
|
||||
updateSummary:
|
||||
title: Neues Update!
|
||||
desc: >-
|
||||
Hier sind die Änderungen, seit dem du das letzte Mal gespielt hast:
|
||||
Hier sind die Änderungen, seitdem du das letzte Mal gespielt hast:
|
||||
|
||||
upgradesIntroduction:
|
||||
title: Upgrades Freischalten
|
||||
desc: >-
|
||||
Viele deiner Formen können noch benutzt werden, um Upgrades freizuschalten - <strong>Zerstöre deine alten Fabriken nicht!</strong>
|
||||
Den Upgrade-Tab kannst du oben rechts im Bildschirm finden.
|
||||
Den Upgrade-Tab findest du oben rechts im Bildschirm.
|
||||
|
||||
massDeleteConfirm:
|
||||
title: Löschen bestätigen
|
||||
@ -245,13 +248,12 @@ dialogs:
|
||||
|
||||
massCutInsufficientConfirm:
|
||||
title: Ausschneiden bestätigen
|
||||
desc: >-
|
||||
Du hast aktuell nicht genug Blaupausenformen, um die Auswahl einzufügen! Möchtest du sie trotzdem ausschneiden?
|
||||
desc: Du kannst dir das Einfügen nicht leisten! Bist du sicher, dass du trotzdem Ausschneiden möchtest?
|
||||
|
||||
blueprintsNotUnlocked:
|
||||
title: Noch nicht freigeschaltet
|
||||
desc: >-
|
||||
Blueprints werden erst in Level 12 freigeschaltet!
|
||||
Blaupausen werden erst in Level 12 freigeschaltet!
|
||||
|
||||
keybindingsIntroduction:
|
||||
title: Nützliche Hotkeys
|
||||
@ -264,15 +266,16 @@ dialogs:
|
||||
|
||||
createMarker:
|
||||
title: Neuer Marker
|
||||
titleEdit: Edit Marker
|
||||
desc: Gib ihm einen griffigen Namen. Du kannst sogar die <strong>Abkürzung</strong> einer Form eingeben (Diese kann <a href="https://viewer.shapez.io" target="_blank">hier</a> generiert werden).
|
||||
titleEdit: Marker bearbeiten
|
||||
|
||||
markerDemoLimit:
|
||||
desc: Du kannst nur 2 benutzerdefinierte Marker in der Demo benutzen. Hol dir die Standalone, um unendlich viele Marker zu erstellen!
|
||||
desc: Du kannst nur 2 Marker in der Demo benutzen. Hol dir die Standalone, um unendlich viele Marker zu erstellen!
|
||||
|
||||
exportScreenshotWarning:
|
||||
title: Bildschirmfoto exportieren
|
||||
desc: Hier kannst du ein Bildschirmfoto von deiner ganzen Fabrik erstellen. Für extrem große Fabriken kann das jedoch sehr lange dauern und ggf. zum Spielabsturz führen!
|
||||
desc: >-
|
||||
Hier kannst du ein Bildschirmfoto von deiner ganzen Fabrik erstellen. Für extrem große Fabriken kann das jedoch sehr lange dauern und ggf. zum Spielabsturz führen!
|
||||
|
||||
ingame:
|
||||
# This is shown in the top left corner and displays useful keybindings in
|
||||
@ -363,7 +366,7 @@ ingame:
|
||||
dataSources:
|
||||
stored:
|
||||
title: Gelagert
|
||||
description: Zeigt die Menge an Formen, die im zentralen Gebäude gelagert sind.
|
||||
description: Zeigt die Menge an Formen, die im Hub gelagert sind.
|
||||
produced:
|
||||
title: Produziert
|
||||
description: Zeigt die Menge an Formen, die deine gesamte Fabrik produziert (inkl. Zwischenprodukte).
|
||||
@ -400,7 +403,7 @@ ingame:
|
||||
# Map markers
|
||||
waypoints:
|
||||
waypoints: Markierungen
|
||||
hub: HUB
|
||||
hub: Hub
|
||||
description: Linksklick auf einen Marker, um dort hinzugelangen, Rechtsklick, um ihn zu löschen.<br><br>Drücke <keybinding> um einen Marker aus deinem Blickwinkel, oder <strong>rechtsklicke</strong>, um einen Marker auf der ausgewählten Position zu erschaffen.
|
||||
creationSuccessNotification: Marker wurde erstellt.
|
||||
|
||||
@ -416,7 +419,7 @@ ingame:
|
||||
hints:
|
||||
1_1_extractor: Platziere einen <strong>Extrahierer</strong> auf der <strong>Kreisform</strong> um sie zu extrahieren!
|
||||
1_2_conveyor: >-
|
||||
Verbinde den Extrahierer mit einem <strong>Förderband</strong> und schließe ihn am zentralen Gebäude an!<br><br>Tipp: <strong>Drück und ziehe</strong> das Förderband mit der Maus!
|
||||
Verbinde den Extrahierer mit einem <strong>Förderband</strong> und schließe ihn am Hub an!<br><br>Tipp: <strong>Drück und ziehe</strong> das Förderband mit der Maus!
|
||||
|
||||
1_3_expand: >-
|
||||
Dies ist <strong>KEIN</strong> Idle-Game! Baue mehr Extrahierer und Förderbänder, um das Ziel schneller zu erreichen.<br><br>Tipp: Halte <strong>UMSCH</strong>, um mehrere Gebäude zu platzieren und nutze <strong>R</strong> um sie zu rotieren.
|
||||
@ -493,14 +496,14 @@ buildings:
|
||||
|
||||
rotater:
|
||||
default:
|
||||
name: &rotater Rotierer
|
||||
name: &rotater Rotierer (-90°)
|
||||
description: Rotiert Formen im Uhrzeigersinn um 90 Grad.
|
||||
ccw:
|
||||
name: Rotierer (CCW)
|
||||
name: Rotierer (+90°)
|
||||
description: Rotiert Formen gegen den Uhrzeigersinn um 90 Grad.
|
||||
fl:
|
||||
name: Rotierer (180)
|
||||
description: Rotiert Formen um 180 Grad.
|
||||
name: Rotierer (+180°)
|
||||
description: Rotiert die Formen um 180 Grad.
|
||||
|
||||
stacker:
|
||||
default:
|
||||
@ -540,25 +543,25 @@ buildings:
|
||||
|
||||
wire:
|
||||
default:
|
||||
name: Energiekabel
|
||||
description: Transportiert Energie.
|
||||
name: Stromkabel
|
||||
description: Erlaubt dir Strom zu transportieren.
|
||||
advanced_processor:
|
||||
default:
|
||||
name: Farbinvertierer
|
||||
description: Akzeptiert Farben und Formen und invertiert sie.
|
||||
description: Invertiert die Farbe. Geht auch bei Formen.
|
||||
energy_generator:
|
||||
deliver: Liefere
|
||||
toGenerateEnergy: für
|
||||
default:
|
||||
name: Energiegenerator
|
||||
description: Generiert Energie, indem die Formen verbraucht werden.
|
||||
name: Stromgenerator
|
||||
description: Erzeugt Strom, indem er Formen verbraucht.
|
||||
wire_crossings:
|
||||
default:
|
||||
name: Kabelverteiler
|
||||
description: Teilt ein Energiekabel in zwei Ausgänge.
|
||||
description: Teilt ein Stromkabel in zwei auf.
|
||||
merger:
|
||||
name: Kabelverbinder
|
||||
description: Verbindet zwei Energiekabel zu einem.
|
||||
description: Verbindet zwei Stromkabel zu einem.
|
||||
|
||||
storyRewards:
|
||||
# Those are the rewards gained from completing the store
|
||||
@ -573,7 +576,7 @@ storyRewards:
|
||||
reward_painter:
|
||||
title: Färben
|
||||
desc: >-
|
||||
The <strong>painter</strong> has been unlocked - Extract some color veins (just as you do with shapes) and combine it with a shape in the painter to color them!<br><br>PS: If you are colorblind, there is a <strong>color blind mode</strong> in the settings!
|
||||
Der <strong>Färber</strong> wurde freigeschaltet. Extrahiere ein paar Farben (genauso wie bei Formen) und färbe damit eine Form im Färber!<br><br>PS: Falls du Farbenblind bist, es gibt einen <strong>Modus für Farbenblinde</strong> in den Einstellungen!
|
||||
|
||||
reward_mixer:
|
||||
title: Farben mischen
|
||||
@ -626,7 +629,7 @@ storyRewards:
|
||||
|
||||
reward_freeplay:
|
||||
title: Freies Spiel
|
||||
desc: Du hast es geschafft! Du hast den <strong>Freispielmodus</strong> freigeschaltet! Das heißt, dass abzuliefernde Formen jetzt zufällig generiert werden! (Keine Sorge, für die Standaloneversion ist noch mehr geplant!)
|
||||
desc: Du hast es geschafft! Du bist im <strong>freien Spiel</strong> angekommen! Das heißt, dass abzuliefernde Formen jetzt zufällig generiert werden! (Keine Sorge, für die Standaloneversion ist noch mehr geplant!)
|
||||
|
||||
reward_blueprints:
|
||||
title: Blaupause
|
||||
@ -636,7 +639,7 @@ storyRewards:
|
||||
no_reward:
|
||||
title: Nächstes Level
|
||||
desc: >-
|
||||
Dieses Level hat dir keine Belohnung gegeben, aber das nächste schon! <br><br> PS: Denk daran, deine alten Fabriken nicht zu zerstören - Du wirst sie später <strong>alle</strong> noch brauchen, um <strong>Upgrades freizuschalten</strong>!
|
||||
Dieses Level hat dir keine Belohnung gegeben, aber dafür das Nächste schon! <br><br> PS: Denk daran, deine alten Fabriken nicht zu zerstören - Du wirst sie später <strong>alle</strong> noch brauchen, um <strong>Upgrades freizuschalten</strong>!
|
||||
|
||||
no_reward_freeplay:
|
||||
title: Nächstes Level
|
||||
@ -684,7 +687,7 @@ settings:
|
||||
scrollWheelSensitivity:
|
||||
title: Zoomempfindlichkeit
|
||||
description: >-
|
||||
Ändert die Sensitivität des Zooms (Sowohl Mausrad, als auch Trackpad).
|
||||
Ändert die Empfindlichkeit des Zooms (Sowohl Mausrad, als auch Trackpad).
|
||||
sensitivity:
|
||||
super_slow: Sehr langsam
|
||||
slow: Langsam
|
||||
@ -722,30 +725,30 @@ settings:
|
||||
soundsMuted:
|
||||
title: Geräusche stummschalten
|
||||
description: >-
|
||||
Bei Aktivierung werden alle Geräusche stummgeschaltet.
|
||||
Bei der Aktivierung werden alle Geräusche stummgeschaltet.
|
||||
|
||||
musicMuted:
|
||||
title: Musik stummschalten
|
||||
description: >-
|
||||
Bei Aktivierung wird die Musik stummgeschaltet.
|
||||
Bei der Aktivierung wird die Musik stummgeschaltet.
|
||||
|
||||
theme:
|
||||
title: Farbmodus
|
||||
description: >-
|
||||
Wähle zwischen dunklem und hellem Farbmodus.
|
||||
Wähle zwischen dem dunklen und dem hellen Farbmodus.
|
||||
themes:
|
||||
dark: Dunkel
|
||||
light: Hell
|
||||
|
||||
refreshRate:
|
||||
title: Zielbildwiederholrate
|
||||
title: Tickrate
|
||||
description: >-
|
||||
Für z.B. einen 144-Hz-Monitor kann die Bildwiederholrate hier korrekt eingestellt werden. Bei einem zu langsamen Computer kann dies die Leistung beeinträchtigen.
|
||||
Das Spiel passt die Tickrate automatisch so an, dass sie immer zwischen diesem Wert und der hälfte bleibt. Zum Beispiel bei einer Tickrate von 60 Hz versucht das Spiel, diese zu halten. Falls dies zu viel ist, regelt der Computer diese runter bis zu einer Untergrenze von 30Hz.
|
||||
|
||||
alwaysMultiplace:
|
||||
title: Mehrfachplatzierung
|
||||
description: >-
|
||||
Bei Aktivierung wird das platzierte Gebäude nicht abgewählt. Das hat den gleichen Effekt wie beim Platzieren permanent UMSCH gedrückt zu halten.
|
||||
Bei Aktivierung wird das platzierte Gebäude nicht abgewählt. Das hat den gleichen Effekt wie beim Platzieren UMSCH gedrückt zu halten.
|
||||
|
||||
offerHints:
|
||||
title: Hinweise & Tutorials
|
||||
@ -762,11 +765,6 @@ settings:
|
||||
description: >-
|
||||
Aktiviert den Vignetteneffekt, der den Rand des Bildschirms zunehmend verdunkelt und das Lesen der Textfelder vereinfacht.
|
||||
|
||||
rotationByBuilding:
|
||||
title: Rotation pro Gebäudetyp
|
||||
description: >-
|
||||
Jeder Gebäudetyp merkt sich einzeln, welche Rotation ausgewählt ist. Das fühlt sich möglicherweise besser an, wenn du häufig zwischen verschiedenen Gebäudetypen wechselst.
|
||||
|
||||
compactBuildingInfo:
|
||||
title: Kompakte Gebäudeinformationen
|
||||
description: >-
|
||||
@ -777,6 +775,13 @@ settings:
|
||||
description: >-
|
||||
Deaktiviert die Warnung, die beim Löschen und Ausschneiden von mehr als 100 Feldern angezeigt wird.
|
||||
|
||||
rotationByBuilding:
|
||||
title: Rotation pro Gebäudetyp
|
||||
description: >-
|
||||
Jeder Gebäudetyp merkt sich einzeln, in welche Richtung er zeigt.
|
||||
Das fühlt sich möglicherweise besser an, wenn du häufig zwischen verschiedenen
|
||||
Gebäudetypen wechselst.
|
||||
|
||||
keybindings:
|
||||
title: Tastenbelegung
|
||||
hint: >-
|
||||
@ -785,7 +790,7 @@ keybindings:
|
||||
resetKeybindings: Tastenbelegung zurücksetzen.
|
||||
|
||||
categoryLabels:
|
||||
general: Applikation
|
||||
general: Anwendung
|
||||
ingame: Spiel
|
||||
navigation: Navigation
|
||||
placement: Platzierung
|
||||
@ -803,8 +808,8 @@ keybindings:
|
||||
mapMoveFaster: Schneller bewegen
|
||||
centerMap: Karte zentrieren
|
||||
|
||||
mapZoomIn: Hineinzoomen
|
||||
mapZoomOut: Herauszoomen
|
||||
mapZoomIn: Reinzoomen
|
||||
mapZoomOut: Rauszoomen
|
||||
createMarker: Markierung erstellen
|
||||
|
||||
menuOpenShop: Upgrades
|
||||
@ -832,7 +837,6 @@ keybindings:
|
||||
Modifikator: stattdessen gegen den UZS rotieren
|
||||
cycleBuildingVariants: Variante wählen
|
||||
confirmMassDelete: Massenlöschung bestätigen
|
||||
pasteLastBlueprint: Letzte Blaupause einfügen
|
||||
cycleBuildings: Gebäude rotieren
|
||||
lockBeltDirection: Bandplaner aktivieren
|
||||
switchDirectionLockSide: >-
|
||||
@ -846,8 +850,10 @@ keybindings:
|
||||
placementDisableAutoOrientation: Automatische Orientierung deaktivieren
|
||||
placeMultiple: Im Platziermodus bleiben
|
||||
placeInverse: Automatische Förderbandorientierung invertieren
|
||||
advanced_processor: Farbnivertierer
|
||||
energy_generator: Energiegenerator
|
||||
pasteLastBlueprint: Letzte Blaupause einfügen
|
||||
advanced_processor: Farbinvertierer
|
||||
energy_generator: Stromgenerator
|
||||
wire: Stromkabel
|
||||
|
||||
about:
|
||||
title: Über dieses Spiel
|
||||
|
@ -488,8 +488,8 @@ buildings:
|
||||
name: Pivoteur inversé
|
||||
description: Fait pivoter une forme de 90 degrés vers la gauche.
|
||||
fl:
|
||||
name: Pivoteur (180)
|
||||
description: Fait pivoter les formes de 90 degrés.
|
||||
name: Retourneur
|
||||
description: Tourne la forme de 180 degrés.
|
||||
|
||||
stacker:
|
||||
default:
|
||||
@ -635,9 +635,9 @@ storyRewards:
|
||||
settings:
|
||||
title: Options
|
||||
categories:
|
||||
general: General
|
||||
userInterface: User Interface
|
||||
advanced: Advanced
|
||||
general: Général
|
||||
userInterface: Interface Utilisateur
|
||||
advanced: Avancé
|
||||
|
||||
versionBadges:
|
||||
dev: Développement
|
||||
|
@ -22,7 +22,7 @@
|
||||
---
|
||||
steamPage:
|
||||
# This is the short text appearing on the steam page
|
||||
shortText: shapez.io is a game about building factories to automate the creation and combination of increasingly complex shapes within an infinite map.
|
||||
shortText: shapez.io giderek karmaşıklaşan şekillerin sonsuz bir harita üzerinde üretimi ve birleştirilmesi hakında bir oyundur.
|
||||
|
||||
# This is the long description for the steam page - It is contained here so you can help to translate it, and I will regulary update the store page.
|
||||
# NOTICE:
|
||||
@ -31,56 +31,57 @@ steamPage:
|
||||
longText: >-
|
||||
[img]{STEAM_APP_IMAGE}/extras/store_page_gif.gif[/img]
|
||||
|
||||
shapez.io is a game about building factories to automate the creation and processing of increasingly complex shapes across an infinitely expanding map.
|
||||
Upon delivering the requested shapes you will progress within the game and unlock upgrades to Hız up your factory.
|
||||
shapez.io giderek karmaşıklaşan şekillerin sonsuz bir harita üzerinde üretimi ve birleştirilmesi hakında bir oyundur.
|
||||
Talep edilen şekilleri verdikten sonra oyundaki geliştirmeleri açıp fabrikanızı hızlandırabilirsiniz.
|
||||
|
||||
As the demand for shapes increases, you will have to scale up your factory to meet the demand - Don't forget about resources though, you will have to expand across the [b]infinite map[/b]!
|
||||
Şekiller için talep artınca fabrikanı büyütüp talebi karşılamalısın - Kaynakları unutma! Sonsuz [b]sonsuz haritada[/b] genişlemen gerekecek!
|
||||
|
||||
Soon you will have to mix colors and paint your shapes with them - Combine red, green and blue color resources to produce different colors and paint shapes with it to satisfy the demand.
|
||||
Yakında renkleri karıştırman ve şekileri boyaman gerekecek - Talebi karşılamak için kırmızı, mavi ve yeşili karıştırıp şekilleri boyacaksın
|
||||
|
||||
This game features 18 progressive levels (Which should keep you busy for hours already!) but I'm constantly adding new content - There is a lot planned!
|
||||
Bu oyun 18 kademeli seviye içerir (Seni saatlerce meşgul tutumalı) ama sürekli yeni şeyler ekliyorum - Ekleyecek çok şey var!
|
||||
|
||||
Purchasing the game gives you access to the standalone version which has additional features and you'll also receive access to newly developed features.
|
||||
Bu oyunu satın almak indirilebilir versiyonuna (Ek özellikler var) ve yeni özeliklerine erişebileceksiniz.
|
||||
|
||||
[b]Standalone Advantages[/b]
|
||||
[b]İndirebilir versiyonun avantajları[/b]
|
||||
|
||||
[list]
|
||||
[*] Dark Mode
|
||||
[*] Unlimited Waypoints
|
||||
[*] Unlimited Savegames
|
||||
[*] Additional settings
|
||||
[*] Coming soon: Wires & Energy! Aiming for (roughly) end of July 2020.
|
||||
[*] Coming soon: More Levels
|
||||
[*] Allows me to further develop shapez.io ❤️
|
||||
[*] Karanlık mod
|
||||
[*] Sonsuz işaret
|
||||
[*] Sonsuz kayıt alanı
|
||||
[*] Ek ayarlar
|
||||
[*] Yakında geliyor: Kablo ve enerji! Temmuz sonunu hedefliyorum.
|
||||
[*] Yakında geliyor: Daha fazla seviyeler
|
||||
[*] Shapez.io'yu geliştirmeme izin veriyor ❤️
|
||||
[/list]
|
||||
|
||||
[b]Future Updates[/b]
|
||||
[b]Gelecek güncellemeler[/b]
|
||||
|
||||
I am updating the game very often and trying to push an update at least every week!
|
||||
Oyunu sık sık güncelliyorum ve en az haftada bir güncellemeye çalışıyorum!
|
||||
|
||||
[list]
|
||||
[*] Different maps and challenges (e.g. maps with obstacles)
|
||||
[*] Puzzles (Deliver the requested shape with a restricted area / set of buildings)
|
||||
[*] A story mode where buildings have a cost
|
||||
[*] Configurable map generator (Configure resource/shape size/density, seed and more)
|
||||
[*] Additional types of shapes
|
||||
[*] Performance improvements (The game already runs pretty well!)
|
||||
[*] And much more!
|
||||
[*] Farklı haritalar ve görevler (Örneğin engelli haritalar)
|
||||
[*] Yapbozlar (İstenen şekilleri kısıtlı bir alanda / belli yapılar ile)
|
||||
[*] Hikaye modu ile yapıların maliyeti olacak.
|
||||
[*] Ayarlanabilir harita yapımı(Ayarlanabilir kaynak/şekil boyut/sıklığı, seedler ve daha fazlası)
|
||||
[*] Ek şekiller
|
||||
[*] Performans optimizasyonları (oyun zaten iyi çalışıyor)
|
||||
[*] Ve daha fazlası
|
||||
[/list]
|
||||
|
||||
[b]This game is open source![/b]
|
||||
[b]Bu oyun açık kaynaklı![/b]
|
||||
|
||||
Anybody can contribute, I'm actively involved in the community and attempt to review all suggestions and take feedback into consideration where possible.
|
||||
Be sure to check out my trello board for the full roadmap!
|
||||
Bu oyuna herkes katkıda bulunabilir! Aktif olarak toplulukğa katkıda bulunuyorum ve bütün önerileri gözden geçirmeye çalışıyorum.
|
||||
Yol planıma Trello'dan bakmayı unutmayın!
|
||||
|
||||
|
||||
[b]Links[/b]
|
||||
|
||||
[list]
|
||||
[*] [url=https://discord.com/invite/HN7EVzV]Official Discord[/url]
|
||||
[*] [url=https://trello.com/b/ISQncpJP/shapezio]Roadmap[/url]
|
||||
[*] [url=https://discord.com/invite/HN7EVzV]Dİscord'umuz[/url]
|
||||
[*] [url=https://trello.com/b/ISQncpJP/shapezio]yol planı[/url]
|
||||
[*] [url=https://www.reddit.com/r/shapezio]Subreddit[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io]Source code (GitHub)[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Help translate[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io]KAynak kodu (GitHub)[/url]
|
||||
[*] [url=https://github.com/tobspr/shapez.io/blob/master/translations/README.md]Çevirmeye yardımcı olun[/url]
|
||||
[/list]
|
||||
|
||||
discordLink: Official Discord - Chat with me!
|
||||
|