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https://github.com/tobspr/shapez.io.git
synced 2026-03-02 03:39:21 +00:00
Refactor item processor to use charges and thus be more correct, even at low tick rates
This commit is contained in:
@@ -1,144 +1,150 @@
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import { enumDirection, enumInvertedDirections, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* filter?: ItemType
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* }} ItemAcceptorSlot */
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/**
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* Contains information about a slot plus its location
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* @typedef {{
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* slot: ItemAcceptorSlot,
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* index: number,
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* acceptedDirection: enumDirection
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* }} ItemAcceptorLocatedSlot */
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* filter?: ItemType
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* }} ItemAcceptorSlotConfig */
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export class ItemAcceptorComponent extends Component {
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static getId() {
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return "ItemAcceptor";
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}
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duplicateWithoutContents() {
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const slotsCopy = [];
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for (let i = 0; i < this.slots.length; ++i) {
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const slot = this.slots[i];
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slotsCopy.push({
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pos: slot.pos.copy(),
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directions: slot.directions.slice(),
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filter: slot.filter,
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});
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}
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return new ItemAcceptorComponent({
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slots: slotsCopy,
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});
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}
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/**
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*
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* @param {object} param0
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* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
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*/
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constructor({ slots = [] }) {
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super();
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/**
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* Fixes belt animations
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* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: enumDirection }>}
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*/
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this.itemConsumptionAnimations = [];
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this.setSlots(slots);
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}
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/**
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*
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* @param {Array<ItemAcceptorSlotConfig>} slots
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*/
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setSlots(slots) {
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/** @type {Array<ItemAcceptorSlot>} */
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this.slots = [];
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for (let i = 0; i < slots.length; ++i) {
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const slot = slots[i];
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this.slots.push({
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pos: slot.pos,
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directions: slot.directions,
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// Which type of item to accept (shape | color | all) @see ItemType
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filter: slot.filter,
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});
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}
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}
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/**
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* Returns if this acceptor can accept a new item at slot N
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* @param {number} slotIndex
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* @param {BaseItem=} item
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*/
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canAcceptItem(slotIndex, item) {
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const slot = this.slots[slotIndex];
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return !slot.filter || slot.filter === item.getItemType();
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}
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/**
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* Called when an item has been accepted so that
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* @param {number} slotIndex
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* @param {enumDirection} direction
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* @param {BaseItem} item
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*/
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onItemAccepted(slotIndex, direction, item) {
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this.itemConsumptionAnimations.push({
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item,
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slotIndex,
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direction,
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animProgress: 0.0,
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});
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}
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/**
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* Tries to find a slot which accepts the current item
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* @param {Vector} targetLocalTile
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* @param {enumDirection} fromLocalDirection
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* @returns {ItemAcceptorLocatedSlot|null}
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*/
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findMatchingSlot(targetLocalTile, fromLocalDirection) {
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// We need to invert our direction since the acceptor specifies *from* which direction
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// it accepts items, but the ejector specifies *into* which direction it ejects items.
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// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
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const desiredDirection = enumInvertedDirections[fromLocalDirection];
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// Go over all slots and try to find a target slot
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for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
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const slot = this.slots[slotIndex];
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// Make sure the acceptor slot is on the right position
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if (!slot.pos.equals(targetLocalTile)) {
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continue;
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}
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// Check if the acceptor slot accepts items from our direction
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for (let i = 0; i < slot.directions.length; ++i) {
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// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
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if (desiredDirection === slot.directions[i]) {
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return {
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slot,
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index: slotIndex,
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acceptedDirection: desiredDirection,
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};
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}
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}
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}
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return null;
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}
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}
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import { enumDirection, enumInvertedDirections, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* filter?: ItemType
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* }} ItemAcceptorSlot */
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/**
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* Contains information about a slot plus its location
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* @typedef {{
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* slot: ItemAcceptorSlot,
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* index: number,
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* acceptedDirection: enumDirection
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* }} ItemAcceptorLocatedSlot */
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* filter?: ItemType
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* }} ItemAcceptorSlotConfig */
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export class ItemAcceptorComponent extends Component {
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static getId() {
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return "ItemAcceptor";
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}
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duplicateWithoutContents() {
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const slotsCopy = [];
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for (let i = 0; i < this.slots.length; ++i) {
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const slot = this.slots[i];
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slotsCopy.push({
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pos: slot.pos.copy(),
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directions: slot.directions.slice(),
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filter: slot.filter,
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});
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}
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return new ItemAcceptorComponent({
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slots: slotsCopy,
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});
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}
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/**
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*
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* @param {object} param0
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* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
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*/
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constructor({ slots = [] }) {
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super();
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/**
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* Fixes belt animations
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* @type {Array<{
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* item: BaseItem,
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* slotIndex: number,
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* animProgress: number,
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* direction: enumDirection
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* }>}
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*/
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this.itemConsumptionAnimations = [];
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this.setSlots(slots);
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}
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/**
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*
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* @param {Array<ItemAcceptorSlotConfig>} slots
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*/
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setSlots(slots) {
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/** @type {Array<ItemAcceptorSlot>} */
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this.slots = [];
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for (let i = 0; i < slots.length; ++i) {
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const slot = slots[i];
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this.slots.push({
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pos: slot.pos,
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directions: slot.directions,
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// Which type of item to accept (shape | color | all) @see ItemType
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filter: slot.filter,
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});
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}
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}
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/**
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* Returns if this acceptor can accept a new item at slot N
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* @param {number} slotIndex
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* @param {BaseItem=} item
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*/
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canAcceptItem(slotIndex, item) {
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const slot = this.slots[slotIndex];
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return !slot.filter || slot.filter === item.getItemType();
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}
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/**
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* Called when an item has been accepted so that
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* @param {number} slotIndex
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* @param {enumDirection} direction
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* @param {BaseItem} item
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* @param {number} remainingProgress World space remaining progress, can be set to set the start position of the item
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*/
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onItemAccepted(slotIndex, direction, item, remainingProgress = 0.0) {
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this.itemConsumptionAnimations.push({
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item,
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slotIndex,
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direction,
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animProgress: Math.min(1, remainingProgress * 2),
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});
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}
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/**
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* Tries to find a slot which accepts the current item
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* @param {Vector} targetLocalTile
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* @param {enumDirection} fromLocalDirection
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* @returns {ItemAcceptorLocatedSlot|null}
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*/
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findMatchingSlot(targetLocalTile, fromLocalDirection) {
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// We need to invert our direction since the acceptor specifies *from* which direction
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// it accepts items, but the ejector specifies *into* which direction it ejects items.
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// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
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const desiredDirection = enumInvertedDirections[fromLocalDirection];
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// Go over all slots and try to find a target slot
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for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
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const slot = this.slots[slotIndex];
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// Make sure the acceptor slot is on the right position
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if (!slot.pos.equals(targetLocalTile)) {
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continue;
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}
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// Check if the acceptor slot accepts items from our direction
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for (let i = 0; i < slot.directions.length; ++i) {
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// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
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if (desiredDirection === slot.directions[i]) {
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return {
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slot,
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index: slotIndex,
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acceptedDirection: desiredDirection,
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};
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}
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}
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}
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return null;
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}
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}
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@@ -29,6 +29,17 @@ export const enumItemProcessorRequirements = {
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filter: "filter",
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};
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/** @typedef {{
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* item: BaseItem,
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* requiredSlot?: number,
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* preferredSlot?: number
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* }} EjectorItemToEject */
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/** @typedef {{
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* remainingTime: number,
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* items: Array<EjectorItemToEject>,
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* }} EjectorCharge */
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export class ItemProcessorComponent extends Component {
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static getId() {
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return "ItemProcessor";
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@@ -37,20 +48,6 @@ export class ItemProcessorComponent extends Component {
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static getSchema() {
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return {
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nextOutputSlot: types.uint,
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inputSlots: types.array(
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types.structured({
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item: typeItemSingleton,
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sourceSlot: types.uint,
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})
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),
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itemsToEject: types.array(
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types.structured({
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item: typeItemSingleton,
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requiredSlot: types.nullable(types.uint),
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preferredSlot: types.nullable(types.uint),
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})
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),
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secondsUntilEject: types.float,
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};
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}
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@@ -101,21 +98,15 @@ export class ItemProcessorComponent extends Component {
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* What we are currently processing, empty if we don't produce anything rn
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* requiredSlot: Item *must* be ejected on this slot
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* preferredSlot: Item *can* be ejected on this slot, but others are fine too if the one is not usable
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* @type {Array<{item: BaseItem, requiredSlot?: number, preferredSlot?: number}>}
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* @type {Array<EjectorCharge>}
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*/
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this.itemsToEject = [];
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/**
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* How long it takes until we are done with the current items
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* @type {number}
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*/
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this.secondsUntilEject = 0;
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this.ongoingCharges = [];
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/**
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* How much processing time we have left from the last tick
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* @type {number}
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*/
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this.bonusFromLastTick = 0;
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this.bonusTime = 0;
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}
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/**
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