Proper belt underlays for splitters

pull/670/head
tobspr 4 years ago
parent 16902bed8d
commit b8f27aec44

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@ -1471,6 +1471,6 @@
"format": "RGBA8888",
"size": {"w":512,"h":1024},
"scale": "0.25",
"smartupdate": "$TexturePacker:SmartUpdate:d21082eda6f288e04b0739186004794d:0912211652d1c400e2846013f9de057b:908b89f5ca8ff73e331a35a3b14d0604$"
"smartupdate": "$TexturePacker:SmartUpdate:64d35c8d649d4bb41c7539e7e89c0865:2a9399f9a7c16dc686a4fb0941b02e6b:908b89f5ca8ff73e331a35a3b14d0604$"
}
}

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@ -2,9 +2,8 @@ import { DrawParameters } from "./draw_parameters";
import { Rectangle } from "./rectangle";
import { round3Digits } from "./utils";
const floorSpriteCoordinates = false;
export const ORIGINAL_SPRITE_SCALE = "0.75";
export const FULL_CLIP_RECT = new Rectangle(0, 0, 1, 1);
export class BaseSprite {
/**
@ -200,27 +199,62 @@ export class AtlasSprite extends BaseSprite {
destH = intersection.h;
}
if (floorSpriteCoordinates) {
parameters.context.drawImage(
link.atlas,
// atlas src pos
Math.floor(srcX),
Math.floor(srcY),
// atlas src size
Math.floor(srcW),
Math.floor(srcH),
srcX,
srcY,
// dest pos
Math.floor(destX),
Math.floor(destY),
// atlas src siize
srcW,
srcH,
// dest size
Math.floor(destW),
Math.floor(destH)
// dest pos and size
destX,
destY,
destW,
destH
);
} else {
}
/**
* Draws a subset of the sprite. Does NO culling
* @param {DrawParameters} parameters
* @param {number} x
* @param {number} y
* @param {number} w
* @param {number} h
* @param {Rectangle=} clipRect The rectangle in local space (0 ... 1) to draw of the image
*/
drawCachedWithClipRect(parameters, x, y, w = null, h = null, clipRect = FULL_CLIP_RECT) {
if (G_IS_DEV) {
assert(parameters instanceof DrawParameters, "Not a valid context");
assert(!!w && w > 0, "Not a valid width:" + w);
assert(!!h && h > 0, "Not a valid height:" + h);
assert(clipRect, "No clip rect given!");
}
const scale = parameters.desiredAtlasScale;
const link = this.linksByResolution[scale];
if (!link) {
assert(false, `Link not known: ${scale} (having ${Object.keys(this.linksByResolution)})`);
}
const scaleW = w / link.w;
const scaleH = h / link.h;
let destX = x + link.packOffsetX * scaleW + clipRect.x * w;
let destY = y + link.packOffsetY * scaleH + clipRect.y * h;
let destW = link.packedW * scaleW * clipRect.w;
let destH = link.packedH * scaleH * clipRect.h;
let srcX = link.packedX + clipRect.x * link.packedW;
let srcY = link.packedY + clipRect.y * link.packedH;
let srcW = link.packedW * clipRect.w;
let srcH = link.packedH * clipRect.h;
parameters.context.drawImage(
link.atlas,
@ -239,7 +273,6 @@ export class AtlasSprite extends BaseSprite {
destH
);
}
}
/**
* Renders into an html element

@ -1,6 +1,8 @@
import { Component } from "../game/component";
import { Entity } from "../game/entity";
import { globalConfig } from "./config";
import { createLogger } from "./logging";
import { Rectangle } from "./rectangle";
import { globalConfig } from "./config";
const logger = createLogger("stale_areas");
@ -34,6 +36,40 @@ export class StaleAreaDetector {
}
}
/**
* Makes this detector recompute the area of an entity whenever
* it changes in any way
* @param {Array<typeof Component>} components
* @param {number} tilesAround
*/
recomputeOnComponentsChanged(components, tilesAround = 1) {
const componentIds = components.map(component => component.getId());
/**
* Internal checker method
* @param {Entity} entity
*/
const checker = entity => {
// Check for all components
for (let i = 0; i < componentIds.length; ++i) {
if (entity.components[componentIds[i]]) {
// Entity is relevant, compute affected area
const area = entity.components.StaticMapEntity.getTileSpaceBounds().expandedInAllDirections(
tilesAround
);
this.invalidate(area);
return;
}
}
};
this.root.signals.entityAdded.add(checker);
this.root.signals.entityChanged.add(checker);
this.root.signals.entityComponentRemoved.add(checker);
this.root.signals.entityGotNewComponent.add(checker);
this.root.signals.entityDestroyed.add(checker);
}
/**
* Updates the stale area
*/

@ -96,6 +96,7 @@ export class MetaSplitterBuilding extends MetaBuilding {
entity.addComponent(
new ItemEjectorComponent({
slots: [], // set later
renderFloatingItems: false,
})
);

@ -1,6 +1,29 @@
import { Component } from "../component";
import { types } from "../../savegame/serialization";
import { enumDirection, Vector } from "../../core/vector";
import { Component } from "../component";
/**
* Store which type an underlay is, this is cached so we can easily
* render it.
*
* Full: Render underlay at top and bottom of tile
* Bottom Only: Only render underlay at the bottom half
* Top Only:
* @enum {string}
*/
export const enumClippedBeltUnderlayType = {
full: "full",
bottomOnly: "bottomOnly",
topOnly: "topOnly",
none: "none",
};
/**
* @typedef {{
* pos: Vector,
* direction: enumDirection,
* cachedType?: enumClippedBeltUnderlayType
* }} BeltUnderlayTile
*/
export class BeltUnderlaysComponent extends Component {
static getId() {
@ -24,9 +47,9 @@ export class BeltUnderlaysComponent extends Component {
/**
* @param {object} param0
* @param {Array<{pos: Vector, direction: enumDirection}>=} param0.underlays Where to render belt underlays
* @param {Array<BeltUnderlayTile>=} param0.underlays Where to render belt underlays
*/
constructor({ underlays }) {
constructor({ underlays = [] }) {
super();
this.underlays = underlays;
}

@ -47,6 +47,7 @@ export class ItemEjectorComponent extends Component {
return new ItemEjectorComponent({
slots: slotsCopy,
renderFloatingItems: this.renderFloatingItems,
});
}
@ -54,16 +55,13 @@ export class ItemEjectorComponent extends Component {
*
* @param {object} param0
* @param {Array<{pos: Vector, direction: enumDirection }>=} param0.slots The slots to eject on
* @param {boolean=} param0.renderFloatingItems Whether to render items even if they are not connected
*/
constructor({ slots = [] }) {
constructor({ slots = [], renderFloatingItems = true }) {
super();
this.setSlots(slots);
/**
* Whether this ejector slot is enabled
*/
this.enabled = true;
this.renderFloatingItems = renderFloatingItems;
}
/**

@ -1,12 +1,35 @@
import { globalConfig } from "../../core/config";
import { drawRotatedSprite } from "../../core/draw_utils";
import { DrawParameters } from "../../core/draw_parameters";
import { Loader } from "../../core/loader";
import { enumDirectionToAngle } from "../../core/vector";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
import { Rectangle } from "../../core/rectangle";
import { FULL_CLIP_RECT } from "../../core/sprites";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import {
enumDirection,
enumDirectionToAngle,
enumDirectionToVector,
enumInvertedDirections,
Vector,
} from "../../core/vector";
import { BeltComponent } from "../components/belt";
import { BeltUnderlaysComponent, enumClippedBeltUnderlayType } from "../components/belt_underlays";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { BELT_ANIM_COUNT } from "./belt";
import { MapChunkView } from "../map_chunk_view";
import { DrawParameters } from "../../core/draw_parameters";
import { BELT_ANIM_COUNT } from "./belt";
/**
* Mapping from underlay type to clip rect
* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
*/
const enumUnderlayTypeToClipRect = {
[enumClippedBeltUnderlayType.none]: null,
[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
};
export class BeltUnderlaysSystem extends GameSystemWithFilter {
constructor(root) {
@ -17,6 +40,180 @@ export class BeltUnderlaysSystem extends GameSystemWithFilter {
for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
}
// Automatically recompute areas
this.staleArea = new StaleAreaDetector({
root,
name: "belt-underlay",
recomputeMethod: this.recomputeStaleArea.bind(this),
});
this.staleArea.recomputeOnComponentsChanged(
[BeltUnderlaysComponent, BeltComponent, ItemAcceptorComponent, ItemEjectorComponent],
1
);
}
update() {
this.staleArea.update();
}
/**
* Called when an area changed - Resets all caches in the given area
* @param {Rectangle} area
*/
recomputeStaleArea(area) {
for (let x = 0; x < area.w; ++x) {
for (let y = 0; y < area.h; ++y) {
const tileX = area.x + x;
const tileY = area.y + y;
const entity = this.root.map.getLayerContentXY(tileX, tileY, "regular");
if (entity) {
const underlayComp = entity.components.BeltUnderlays;
if (underlayComp) {
for (let i = 0; i < underlayComp.underlays.length; ++i) {
underlayComp.underlays[i].cachedType = null;
}
}
}
}
}
}
/**
* Checks if a given tile is connected and has an acceptor
* @param {Vector} tile
* @param {enumDirection} fromDirection
* @returns {boolean}
*/
checkIsAcceptorConnected(tile, fromDirection) {
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (!contents) {
return false;
}
const staticComp = contents.components.StaticMapEntity;
// Check if its a belt, since then its simple
const beltComp = contents.components.Belt;
if (beltComp) {
return staticComp.localDirectionToWorld(enumDirection.bottom) === fromDirection;
}
// Check if there's an item acceptor
const acceptorComp = contents.components.ItemAcceptor;
if (acceptorComp) {
// Check each slot to see if its connected
for (let i = 0; i < acceptorComp.slots.length; ++i) {
const slot = acceptorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
// Step 1: Check if the tile matches
if (!slotTile.equals(tile)) {
continue;
}
// Step 2: Check if any of the directions matches
for (let j = 0; j < slot.directions.length; ++j) {
const slotDirection = staticComp.localDirectionToWorld(slot.directions[j]);
if (slotDirection === fromDirection) {
return true;
}
}
}
}
return false;
}
/**
* Checks if a given tile is connected and has an ejector
* @param {Vector} tile
* @param {enumDirection} toDirection
* @returns {boolean}
*/
checkIsEjectorConnected(tile, toDirection) {
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
if (!contents) {
return false;
}
const staticComp = contents.components.StaticMapEntity;
// Check if its a belt, since then its simple
const beltComp = contents.components.Belt;
if (beltComp) {
return staticComp.localDirectionToWorld(beltComp.direction) === toDirection;
}
// Check for an ejector
const ejectorComp = contents.components.ItemEjector;
if (ejectorComp) {
// Check each slot to see if its connected
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const slotTile = staticComp.localTileToWorld(slot.pos);
// Step 1: Check if the tile matches
if (!slotTile.equals(tile)) {
continue;
}
// Step 2: Check if the direction matches
const slotDirection = staticComp.localDirectionToWorld(slot.direction);
if (slotDirection === toDirection) {
return true;
}
}
}
return false;
}
/**
* Computes the flag for a given tile
* @param {Entity} entity
* @param {import("../components/belt_underlays").BeltUnderlayTile} underlayTile
* @returns {enumClippedBeltUnderlayType} The type of the underlay
*/
computeBeltUnderlayType(entity, underlayTile) {
if (underlayTile.cachedType) {
return underlayTile.cachedType;
}
const staticComp = entity.components.StaticMapEntity;
const transformedPos = staticComp.localTileToWorld(underlayTile.pos);
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize;
// Extract direction and angle
const worldDirection = staticComp.localDirectionToWorld(underlayTile.direction);
const worldDirectionVector = enumDirectionToVector[worldDirection];
// Figure out if there is anything connected at the top
const connectedTop = this.checkIsAcceptorConnected(
transformedPos.add(worldDirectionVector),
enumInvertedDirections[worldDirection]
);
// Figure out if there is anything connected at the bottom
const connectedBottom = this.checkIsEjectorConnected(
transformedPos.sub(worldDirectionVector),
worldDirection
);
let flag = enumClippedBeltUnderlayType.none;
if (connectedTop && connectedBottom) {
flag = enumClippedBeltUnderlayType.full;
} else if (connectedTop) {
flag = enumClippedBeltUnderlayType.topOnly;
} else if (connectedBottom) {
flag = enumClippedBeltUnderlayType.bottomOnly;
}
return (underlayTile.cachedType = flag);
}
/**
@ -39,18 +236,18 @@ export class BeltUnderlaysSystem extends GameSystemWithFilter {
const staticComp = entity.components.StaticMapEntity;
const underlays = underlayComp.underlays;
for (let i = 0; i < underlays.length; ++i) {
// Extract underlay parameters
const { pos, direction } = underlays[i];
const transformedPos = staticComp.localTileToWorld(pos);
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize;
// Culling
// Culling, Part 1: Check if the chunk contains the tile
if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
continue;
}
const destX = transformedPos.x * globalConfig.tileSize;
const destY = transformedPos.y * globalConfig.tileSize;
// Culling, #2
// Culling, Part 2: Check if the overlay is visible
if (
!parameters.visibleRect.containsRect4Params(
destX,
@ -62,22 +259,41 @@ export class BeltUnderlaysSystem extends GameSystemWithFilter {
continue;
}
const angle = enumDirectionToAngle[staticComp.localDirectionToWorld(direction)];
// Extract direction and angle
const worldDirection = staticComp.localDirectionToWorld(direction);
const angle = enumDirectionToAngle[worldDirection];
const underlayType = this.computeBeltUnderlayType(entity, underlays[i]);
const clipRect = enumUnderlayTypeToClipRect[underlayType];
if (!clipRect) {
// Empty
return;
}
// Actually draw the sprite
const x = destX + globalConfig.halfTileSize;
const y = destY + globalConfig.halfTileSize;
const angleRadians = Math.radians(angle);
// SYNC with systems/belt.js:drawSingleEntity!
const animationIndex = Math.floor(
((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
globalConfig.itemSpacingOnBelts
);
drawRotatedSprite({
parameters.context.translate(x, y);
parameters.context.rotate(angleRadians);
this.underlayBeltSprites[
animationIndex % this.underlayBeltSprites.length
].drawCachedWithClipRect(
parameters,
sprite: this.underlayBeltSprites[animationIndex % this.underlayBeltSprites.length],
x: destX + globalConfig.halfTileSize,
y: destY + globalConfig.halfTileSize,
angle: Math.radians(angle),
size: globalConfig.tileSize,
});
-globalConfig.halfTileSize,
-globalConfig.halfTileSize,
globalConfig.tileSize,
globalConfig.tileSize,
clipRect
);
parameters.context.rotate(-angleRadians);
parameters.context.translate(-x, -y);
}
}
}

@ -198,9 +198,6 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
for (let i = 0; i < this.allEntities.length; ++i) {
const sourceEntity = this.allEntities[i];
const sourceEjectorComp = sourceEntity.components.ItemEjector;
if (!sourceEjectorComp.enabled) {
continue;
}
const slots = sourceEjectorComp.slots;
for (let j = 0; j < slots.length; ++j) {
@ -211,8 +208,6 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
continue;
}
const targetEntity = sourceSlot.cachedTargetEntity;
// Advance items on the slot
sourceSlot.progress = Math.min(
1,
@ -245,15 +240,16 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
}
// Check if the target acceptor can actually accept this item
const destEntity = sourceSlot.cachedTargetEntity;
const destSlot = sourceSlot.cachedDestSlot;
if (destSlot) {
const targetAcceptorComp = targetEntity.components.ItemAcceptor;
const targetAcceptorComp = destEntity.components.ItemAcceptor;
if (!targetAcceptorComp.canAcceptItem(destSlot.index, item)) {
continue;
}
// Try to hand over the item
if (this.tryPassOverItem(item, targetEntity, destSlot.index)) {
if (this.tryPassOverItem(item, destEntity, destSlot.index)) {
// Handover successful, clear slot
targetAcceptorComp.onItemAccepted(destSlot.index, destSlot.acceptedDirection, item);
sourceSlot.item = null;
@ -357,6 +353,11 @@ export class ItemEjectorSystem extends GameSystemWithFilter {
continue;
}
if (!ejectorComp.renderFloatingItems && !slot.cachedTargetEntity) {
// Not connected to any building
continue;
}
const realPosition = staticComp.localTileToWorld(slot.pos);
if (!chunk.tileSpaceRectangle.containsPoint(realPosition.x, realPosition.y)) {
// Not within this chunk

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