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https://github.com/tobspr/shapez.io.git
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Minor PR adjustments
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e4f02abeb3
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@ -73,6 +73,12 @@ export class ItemProcessorComponent extends Component {
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// Type of processing requirement
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this.processingRequirement = processingRequirement;
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/**
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* Our current inputs
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* @type {Map<number, BaseItem>}
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*/
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this.inputSlots = new Map();
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this.clear();
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}
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@ -82,11 +88,7 @@ export class ItemProcessorComponent extends Component {
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// sure the outputs always match
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this.nextOutputSlot = 0;
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/**
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* Our current inputs
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* @type {Array<BaseItem?>}
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*/
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this.inputSlots = [];
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this.inputSlots.clear();
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/**
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* Current input count
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@ -121,15 +123,16 @@ export class ItemProcessorComponent extends Component {
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this.type === enumItemProcessorTypes.goal
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) {
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// Hub has special logic .. not really nice but efficient.
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this.inputSlots.push(item);
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this.inputSlots.set(this.inputCount, item);
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this.inputCount++;
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return true;
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}
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// Check that we only take one item per slot
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if (this.inputSlots[sourceSlot]) return false;
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this.inputSlots[sourceSlot] = item;
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if (this.inputSlots.has(sourceSlot)) {
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return false;
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}
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this.inputSlots.set(sourceSlot, item);
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this.inputCount++;
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return true;
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}
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@ -32,7 +32,8 @@ const MAX_QUEUED_CHARGES = 2;
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* Type of a processor implementation
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* @typedef {{
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* entity: Entity,
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* items: Array<BaseItem?>,
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* items: Map<number, BaseItem>,
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* inputCount: number,
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* outItems: Array<ProducedItem>
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* }} ProcessorImplementationPayload
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*/
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@ -197,11 +198,11 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const pinsComp = entity.components.WiredPins;
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// First slot is the shape, so if it's not there we can't do anything
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if (!processorComp.inputSlots[0]) {
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const shapeItem = /** @type {ShapeItem} */ (processorComp.inputSlots.get(0));
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if (!shapeItem) {
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return false;
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}
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const shapeItem = /** @type {ShapeItem} */ (processorComp.inputSlots[0]);
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const slotStatus = [];
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// Check which slots are enabled
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@ -226,7 +227,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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// Check if all colors of the enabled slots are there
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for (let i = 0; i < slotStatus.length; ++i) {
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if (slotStatus[i] && !processorComp.inputSlots[1 + i]) {
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if (slotStatus[i] && !processorComp.inputSlots.get(1 + i)) {
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// A slot which is enabled wasn't enabled. Make sure if there is anything on the quadrant,
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// it is not possible to paint, but if there is nothing we can ignore it
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for (let j = 0; j < 4; ++j) {
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@ -268,6 +269,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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entity,
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items,
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outItems,
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inputCount: processorComp.inputCount,
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});
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// Track produced items
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@ -290,7 +292,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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remainingTime: timeToProcess,
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});
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processorComp.inputSlots.length = 0;
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processorComp.inputSlots.clear();
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processorComp.inputCount = 0;
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}
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@ -307,10 +309,14 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const nextSlot = processorComp.nextOutputSlot++ % availableSlots;
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for (let i = 0; i < payload.items.length; ++i) {
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if (!payload.items[i]) continue;
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// Hardcoded to 2, to avoid accessing the length
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for (let i = 0; i < 2; ++i) {
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const item = payload.items.get(i);
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if (!item) {
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continue;
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}
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payload.outItems.push({
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item: payload.items[i],
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item,
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preferredSlot: (nextSlot + i) % availableSlots,
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doNotTrack: true,
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});
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@ -322,7 +328,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_CUTTER(payload) {
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const inputItem = /** @type {ShapeItem} */ (payload.items[0]);
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const inputItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(inputItem instanceof ShapeItem, "Input for cut is not a shape");
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const inputDefinition = inputItem.definition;
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@ -343,7 +349,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_CUTTER_QUAD(payload) {
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const inputItem = /** @type {ShapeItem} */ (payload.items[0]);
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const inputItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(inputItem instanceof ShapeItem, "Input for cut is not a shape");
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const inputDefinition = inputItem.definition;
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@ -364,7 +370,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_ROTATER(payload) {
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const inputItem = /** @type {ShapeItem} */ (payload.items[0]);
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const inputItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape");
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const inputDefinition = inputItem.definition;
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@ -378,7 +384,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_ROTATER_CCW(payload) {
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const inputItem = /** @type {ShapeItem} */ (payload.items[0]);
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const inputItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape");
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const inputDefinition = inputItem.definition;
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@ -392,7 +398,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_ROTATER_180(payload) {
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const inputItem = /** @type {ShapeItem} */ (payload.items[0]);
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const inputItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape");
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const inputDefinition = inputItem.definition;
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@ -406,8 +412,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_STACKER(payload) {
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const lowerItem = /** @type {ShapeItem} */ (payload.items[0]);
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const upperItem = /** @type {ShapeItem} */ (payload.items[1]);
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const lowerItem = /** @type {ShapeItem} */ (payload.items.get(0));
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const upperItem = /** @type {ShapeItem} */ (payload.items.get(1));
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assert(lowerItem instanceof ShapeItem, "Input for lower stack is not a shape");
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assert(upperItem instanceof ShapeItem, "Input for upper stack is not a shape");
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@ -433,8 +439,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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*/
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process_MIXER(payload) {
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// Find both colors and combine them
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const item1 = /** @type {ColorItem} */ (payload.items[0]);
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const item2 = /** @type {ColorItem} */ (payload.items[1]);
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const item1 = /** @type {ColorItem} */ (payload.items.get(0));
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const item2 = /** @type {ColorItem} */ (payload.items.get(1));
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assert(item1 instanceof ColorItem, "Input for color mixer is not a color");
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assert(item2 instanceof ColorItem, "Input for color mixer is not a color");
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@ -456,8 +462,8 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_PAINTER(payload) {
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const shapeItem = /** @type {ShapeItem} */ (payload.items[0]);
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const colorItem = /** @type {ColorItem} */ (payload.items[1]);
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const shapeItem = /** @type {ShapeItem} */ (payload.items.get(0));
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const colorItem = /** @type {ColorItem} */ (payload.items.get(1));
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const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith(
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shapeItem.definition,
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@ -473,9 +479,9 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_PAINTER_DOUBLE(payload) {
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const shapeItem1 = /** @type {ShapeItem} */ (payload.items[0]);
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const shapeItem2 = /** @type {ShapeItem} */ (payload.items[1]);
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const colorItem = /** @type {ColorItem} */ (payload.items[2]);
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const shapeItem1 = /** @type {ShapeItem} */ (payload.items.get(0));
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const shapeItem2 = /** @type {ShapeItem} */ (payload.items.get(1));
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const colorItem = /** @type {ColorItem} */ (payload.items.get(2));
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assert(shapeItem1 instanceof ShapeItem, "Input for painter is not a shape");
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assert(shapeItem2 instanceof ShapeItem, "Input for painter is not a shape");
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@ -503,14 +509,15 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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* @param {ProcessorImplementationPayload} payload
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*/
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process_PAINTER_QUAD(payload) {
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const shapeItem = /** @type {ShapeItem} */ (payload.items[0]);
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const shapeItem = /** @type {ShapeItem} */ (payload.items.get(0));
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assert(shapeItem instanceof ShapeItem, "Input for painter is not a shape");
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/** @type {Array<enumColors>} */
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const colors = [null, null, null, null];
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for (let i = 0; i < 4; ++i) {
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if (payload.items[i + 1]) {
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colors[i] = /** @type {ColorItem} */ (payload.items[i + 1]).color;
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const colorItem = /** @type {ColorItem} */ (payload.items.get(i + 1));
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if (colorItem) {
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colors[i] = colorItem.color;
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}
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}
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@ -529,7 +536,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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*/
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process_READER(payload) {
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// Pass through the item
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const item = payload.items[0];
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const item = payload.items.get(0);
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payload.outItems.push({
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item,
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doNotTrack: true,
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@ -548,9 +555,12 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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const hubComponent = payload.entity.components.Hub;
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assert(hubComponent, "Hub item processor has no hub component");
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for (let i = 0; i < payload.items.length; ++i) {
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if (!payload.items[i]) continue;
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const item = /** @type {ShapeItem} */ (payload.items[i]);
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// Hardcoded
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for (let i = 0; i < payload.inputCount; ++i) {
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const item = /** @type {ShapeItem} */ (payload.items.get(i));
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if (!item) {
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continue;
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}
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this.root.hubGoals.handleDefinitionDelivered(item.definition);
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}
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}
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@ -560,7 +570,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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*/
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process_GOAL(payload) {
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const goalComp = payload.entity.components.GoalAcceptor;
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const item = payload.items[0];
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const item = payload.items.get(0);
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const now = this.root.time.now();
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if (goalComp.item && !item.equals(goalComp.item)) {
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@ -574,7 +584,7 @@ export class ItemProcessorSystem extends GameSystemWithFilter {
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if (this.root.gameMode.getIsEditor()) {
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// while playing in editor, assign the item
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goalComp.item = payload.items[0];
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goalComp.item = item;
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}
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goalComp.lastDelivery = {
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