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https://github.com/tobspr/shapez.io.git
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Refactor belt underlay feature into seperate component
This commit is contained in:
75
src/js/game/systems/belt_underlays.js
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75
src/js/game/systems/belt_underlays.js
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@@ -0,0 +1,75 @@
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { BeltUnderlaysComponent } from "../components/belt_underlays";
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import { BELT_ANIM_COUNT } from "./belt";
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import { Loader } from "../../core/loader";
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import { enumLayer } from "../root";
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import { Entity } from "../entity";
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import { enumDirectionToAngle } from "../../core/vector";
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import { globalConfig } from "../../core/config";
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import { drawRotatedSprite } from "../../core/draw_utils";
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export class BeltUnderlaysSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [BeltUnderlaysComponent]);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png"));
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}
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}
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/**
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* Draws the acceptor underlays
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* @param {import("../../core/draw_utils").DrawParameters} parameters
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* @param {enumLayer} layer
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*/
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drawUnderlays(parameters, layer) {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this, layer));
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}
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/**
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* @param {enumLayer} layer
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* @param {import("../../core/draw_utils").DrawParameters} parameters
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* @param {Entity} entity
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*/
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drawEntityUnderlays(layer, parameters, entity) {
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const staticComp = entity.components.StaticMapEntity;
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const underlayComp = entity.components.BeltUnderlays;
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if (entity.layer !== layer) {
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// Not our layer
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return;
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}
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if (!staticComp.shouldBeDrawn(parameters)) {
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return;
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}
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// Limit speed to avoid belts going backwards
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(layer), 10);
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const underlays = underlayComp.underlays;
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for (let i = 0; i < underlays.length; ++i) {
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const { pos, direction } = underlays[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
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// SYNC with systems/belt.js:drawSingleEntity!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.beltItemSpacingByLayer[layer]
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);
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drawRotatedSprite({
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parameters,
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sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
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x: (transformedPos.x + 0.5) * globalConfig.tileSize,
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y: (transformedPos.y + 0.5) * globalConfig.tileSize,
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angle: Math.radians(angle),
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size: globalConfig.tileSize,
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});
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}
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}
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}
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@@ -13,12 +13,6 @@ import { enumLayer } from "../root";
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export class ItemAcceptorSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemAcceptorComponent]);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/forward_" + i + ".png"));
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}
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}
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update() {
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@@ -59,15 +53,6 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntityRegularLayer.bind(this, layer));
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}
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/**
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* Draws the acceptor underlays
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* @param {DrawParameters} parameters
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* @param {enumLayer} layer
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*/
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drawUnderlays(parameters, layer) {
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this.forEachMatchingEntityOnScreen(parameters, this.drawEntityUnderlays.bind(this, layer));
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}
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/**
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* @param {enumLayer} layer
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* @param {DrawParameters} parameters
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@@ -105,48 +90,4 @@ export class ItemAcceptorSystem extends GameSystemWithFilter {
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);
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}
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}
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/**
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* @param {enumLayer} layer
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* @param {DrawParameters} parameters
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* @param {Entity} entity
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*/
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drawEntityUnderlays(layer, parameters, entity) {
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const staticComp = entity.components.StaticMapEntity;
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const acceptorComp = entity.components.ItemAcceptor;
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if (!staticComp.shouldBeDrawn(parameters)) {
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return;
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}
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// Limit speed to avoid belts going backwards
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(layer), 10);
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const underlays = acceptorComp.beltUnderlays;
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for (let i = 0; i < underlays.length; ++i) {
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const { pos, direction, layer: underlayLayer } = underlays[i];
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if (underlayLayer !== layer) {
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// Not our layer
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continue;
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}
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const transformedPos = staticComp.localTileToWorld(pos);
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const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
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// SYNC with systems/belt.js:drawSingleEntity!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.beltItemSpacingByLayer[layer]
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);
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drawRotatedSprite({
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parameters,
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sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
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x: (transformedPos.x + 0.5) * globalConfig.tileSize,
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y: (transformedPos.y + 0.5) * globalConfig.tileSize,
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angle: Math.radians(angle),
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size: globalConfig.tileSize,
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});
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}
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}
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}
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