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Added Blueprint sprites and overhauled Wire logic. needs more work to get direction's Reliable

This commit is contained in:
Christopher-Robin 2020-10-14 20:41:49 +11:00
parent dc95afe3b4
commit ef3bccdaa8
No known key found for this signature in database
GPG Key ID: 39A83BF9D91CC108
13 changed files with 204 additions and 49 deletions

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@ -168,10 +168,10 @@ export class MetaWireBuilding extends MetaBuilding {
};
let flag = 0;
flag |= connections.top ? 0x1000 : 0;
flag |= connections.right ? 0x100 : 0;
flag |= connections.bottom ? 0x10 : 0;
flag |= connections.left ? 0x1 : 0;
flag |= connections.top ? 0b1000 : 0;
flag |= connections.right ? 0b100 : 0;
flag |= connections.bottom ? 0b10 : 0;
flag |= connections.left ? 0b1 : 0;
let targetType = enumWireType.forward;
@ -179,85 +179,85 @@ export class MetaWireBuilding extends MetaBuilding {
rotation = 0;
switch (flag) {
case 0x0000:
case 0b0000:
// Nothing
break;
case 0x0001:
case 0b0001:
// Left
rotation += 90;
break;
case 0x0010:
case 0b0010:
// Bottom
// END
break;
case 0x0011:
case 0b0011:
// Bottom | Left
targetType = enumWireType.turn;
rotation += 90;
break;
case 0x0100:
case 0b0100:
// Right
rotation += 90;
break;
case 0x0101:
case 0b0101:
// Right | Left
rotation += 90;
break;
case 0x0110:
case 0b0110:
// Right | Bottom
targetType = enumWireType.turn;
break;
case 0x0111:
case 0b0111:
// Right | Bottom | Left
targetType = enumWireType.split;
break;
case 0x1000:
case 0b1000:
// Top
break;
case 0x1001:
case 0b1001:
// Top | Left
targetType = enumWireType.turn;
rotation += 180;
break;
case 0x1010:
case 0b1010:
// Top | Bottom
break;
case 0x1011:
case 0b1011:
// Top | Bottom | Left
targetType = enumWireType.split;
rotation += 90;
break;
case 0x1100:
case 0b1100:
// Top | Right
targetType = enumWireType.turn;
rotation -= 90;
break;
case 0x1101:
case 0b1101:
// Top | Right | Left
targetType = enumWireType.split;
rotation += 180;
break;
case 0x1110:
case 0b1110:
// Top | Right | Bottom
targetType = enumWireType.split;
rotation -= 90;
break;
case 0x1111:
case 0b1111:
// Top | Right | Bottom | Left
targetType = enumWireType.cross;
break;

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@ -2,11 +2,33 @@ import { generateMatrixRotations } from "../../core/utils";
import { Vector } from "../../core/vector";
import { WireTunnelComponent } from "../components/wire_tunnel";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
const wireTunnelOverlayMatrix = generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]);
/** @enum {string} */
export const enumWireTunnelVariants = {
Elbow: "elbow",
Straight: "straight",
DoubleElbow: "double_elbow",
};
const wireTunnelsOverlayMatrix = {
[defaultBuildingVariant]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
[enumWireTunnelVariants.DoubleElbow]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
[enumWireTunnelVariants.Elbow]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 0, 0]),
[enumWireTunnelVariants.Straight]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
};
/**
* @enum {Array<Array<Vector>>}
*/
export const ConnectionDirections = {
[defaultBuildingVariant]: [[new Vector(0, 1), new Vector(0, -1)], [new Vector(-1, 0), new Vector(1, 0)]],
[enumWireTunnelVariants.DoubleElbow]: [[new Vector(0, 1), new Vector(1, 0)], [new Vector(0, -1), new Vector(-1, 0)]],
[enumWireTunnelVariants.Elbow]: [[new Vector(0, 1), new Vector(1, 0)]],
[enumWireTunnelVariants.Straight]: [[new Vector(0, 1), new Vector(0, -1)]],
};
export class MetaWireTunnelBuilding extends MetaBuilding {
constructor() {
@ -22,6 +44,18 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
*/
getIsUnlocked(root) {
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers);
}
/**
*
* @param {GameRoot} root
*/
getAvailableVariants(root) {
return [defaultBuildingVariant, enumWireTunnelVariants.Elbow, enumWireTunnelVariants.Straight, enumWireTunnelVariants.DoubleElbow];
// if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_miner_chainable)) {
// return [enumMinerVariants.chainable];
// }
// return super.getAvailableVariants(root);
}
/**
@ -32,13 +66,17 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return wireTunnelOverlayMatrix[rotation];
return wireTunnelsOverlayMatrix[variant][rotation];
}
getIsRotateable() {
return false;
return true;
}
getStayInPlacementMode() {
return true;
}
getDimensions() {
return new Vector(1, 1);
}
@ -53,6 +91,20 @@ export class MetaWireTunnelBuilding extends MetaBuilding {
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(new WireTunnelComponent());
}
entity.addComponent(new WireTunnelComponent({Variant: defaultBuildingVariant, Connections: ConnectionDirections[defaultBuildingVariant]}));
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
if(entity.components.WireTunnel){
let a = new Vector(1, 0);
//a.rotateInplaceFastMultipleOf90(rotationVariant);
entity.components.WireTunnel.UpdateConnections(variant, ConnectionDirections[variant])
}
}
}

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@ -1,17 +1,87 @@
import { Vector } from "../../core/vector";
import { Component } from "../component";
import { defaultBuildingVariant } from "../meta_building";
export class WireTunnelComponent extends Component {
static getId() {
return "WireTunnel";
}
static getId() {
return "WireTunnel";
constructor() {
super();
}
/**
* Linked network, only if its not multiple directions
* @type {Array<import("../systems/wire").WireNetwork>}
*/
this.linkedNetworks = [];
}
constructor({ Variant, Connections = [] }) {
super();
this.Variant = Variant;
// /**
// * All Connection Directions
// * @type {Object.<string, Array<Vector>>} Possibility for a T piece. Should be Irrelevant
// */
/**
* @type {Object.<string, Vector>}
*/
this.Connections = {};
this.RebuildConnections(Connections);
/**
* Linked network, only if its not multiple directions
* @type {Array<import("../systems/wire").WireNetwork>}
*/
this.linkedNetworks = [];
}
/**
* @param {import("../buildings/wire_tunnel").ConnectionDirections} Connections
*/
RebuildConnections(Connections) {
this.Connections = {};
for(let i = 0; i < Connections.length; ++i) {
assert(Connections[i].length == 2, "Connection Wasn't Continuos");
let [a, b] = Connections[i];
const ahash = a.toString();
if(!this.Connections[ahash]) {
this.Connections[ahash] = b;
}
const bhash = b.toString();
if(!this.Connections[bhash]) {
this.Connections[bhash] = a;
}
}
console.log(this.Connections);
}
/**
* @param {string} Variant
* @param {import("../buildings/wire_tunnel").ConnectionDirections} Connections
*/
UpdateConnections(Variant, Connections) {
if(this.Variant !== Variant){
this.Variant = Variant;
this.RebuildConnections(Connections)
}
}
/**
* Local Space Direction the connection is coming from
* @param {Vector} dir
*/
CanConnect(dir) {
return !!this.Connections[dir.toString()];
}
/**
* @param {import("./static_map_entity").StaticMapEntityComponent} staticComp
* @param {Vector} input
* LocalSpace Direction into the Tunnel
*/
GetOutputDirection(staticComp, input) {
const inputDir = staticComp.unapplyRotationToVector(input); //TODO: Fix the Wierd Shit
if(this.CanConnect(inputDir)){
return staticComp.applyRotationToVector(this.Connections[inputDir.toString()]);;
}
return null;
}
}

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@ -193,6 +193,9 @@ export class GameLogic {
* @param {enumDirection} param0.edge The edge to check for
*/
computeWireEdgeStatus({ wireVariant, tile, edge }) {
/**
* @type {Vector}
*/
const offset = enumDirectionToVector[edge];
const targetTile = tile.add(offset);
@ -243,7 +246,8 @@ export class GameLogic {
// Check if its a crossing
const wireTunnelComp = targetEntity.components.WireTunnel;
if (wireTunnelComp) {
return true;
const inputDir = targetStaticComp.unapplyRotationToVector(offset.rotateFastMultipleOf90(270));
return wireTunnelComp.CanConnect(inputDir);
}
// Check if its a wire

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@ -25,7 +25,7 @@ import { MetaTrashBuilding } from "./buildings/trash";
import { enumUndergroundBeltVariants, MetaUndergroundBeltBuilding } from "./buildings/underground_belt";
import { enumVirtualProcessorVariants, MetaVirtualProcessorBuilding } from "./buildings/virtual_processor";
import { MetaWireBuilding } from "./buildings/wire";
import { MetaWireTunnelBuilding } from "./buildings/wire_tunnel";
import { MetaWireTunnelBuilding, enumWireTunnelVariants } from "./buildings/wire_tunnel";
import { buildBuildingCodeCache, gBuildingVariants, registerBuildingVariant } from "./building_codes";
import { enumWireVariant } from "./components/wire";
import { KEYMAPPINGS } from "./key_action_mapper";
@ -150,6 +150,9 @@ export function initMetaBuildingRegistry() {
// Wire tunnel
registerBuildingVariant(39, MetaWireTunnelBuilding);
registerBuildingVariant(10000006, MetaWireTunnelBuilding, enumWireTunnelVariants.Elbow);
registerBuildingVariant(10000007, MetaWireTunnelBuilding, enumWireTunnelVariants.Straight);
registerBuildingVariant(10000008, MetaWireTunnelBuilding, enumWireTunnelVariants.DoubleElbow);
// Display
registerBuildingVariant(40, MetaDisplayBuilding);

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@ -314,7 +314,12 @@ export class WireSystem extends GameSystemWithFilter {
newSearchDirections = [staticComp.localDirectionToWorld(slot.direction)];
newSearchTile = staticComp.localTileToWorld(slot.pos);
}
}
}
const tunnelComp = nextEntity.components.WireTunnel;
if(tunnelComp){
//const outputDir = tunnelComp.GetOutputDirection(staticComp, offset);
}
if (newSearchTile) {
// Find new surrounding wire targets
@ -396,17 +401,18 @@ export class WireSystem extends GameSystemWithFilter {
);
// Link the initial tile to the initial entities, since it may change
/** @type {Array<{entity: Entity, tile: Vector}>} */
/** @type {Array<{entity: Entity, tile: Vector, dir: Vector}>} */
const contents = [];
for (let j = 0; j < initialContents.length; ++j) {
contents.push({
entity: initialContents[j],
tile: initialSearchTile,
tile: initialSearchTile,
dir: offset
});
}
for (let k = 0; k < contents.length; ++k) {
const { entity, tile } = contents[k];
const { entity, tile, dir } = contents[k];
const wireComp = entity.components.Wire;
// Check for wire
@ -458,14 +464,24 @@ export class WireSystem extends GameSystemWithFilter {
// Check if it's a tunnel, if so, go to the forwarded item
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
//TODO: Add Additional Tunnel Variants
if (visitedTunnels.has(entity.uid)) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
const staticComp = entity.components.StaticMapEntity;
//const localDir = staticComp.worldToLocalTile(tile.sub(offset));
//staticComp.localDirectionToWorld();
const outputDir = tunnelComp.GetOutputDirection(staticComp, dir);
if(!outputDir){
continue;
}
const forwardedTile = staticComp.origin.add(outputDir);
//TODO: Alter to Allow for different tunnel Types
// Compute where this tunnel connects to
const forwardedTile = staticComp.origin.add(offset);
//const forwardedTile = staticComp.origin.add(offset);
VERBOSE_WIRES &&
logger.log(
" Found tunnel",
@ -481,14 +497,15 @@ export class WireSystem extends GameSystemWithFilter {
forwardedTile.x,
forwardedTile.y
);
// Attach the entities and the tile we search at, because it may change
for (let h = 0; h < connectedContents.length; ++h) {
contents.push({
entity: connectedContents[h],
tile: forwardedTile,
tile: forwardedTile,
dir: outputDir
});
}
}
// Add the tunnel to the network
if (tunnelComp.linkedNetworks.indexOf(network) < 0) {

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@ -642,8 +642,17 @@ buildings:
wire_tunnel:
default:
name: &wire_tunnel Wire Crossing
name: &wire_tunnel Wire Tunnel
description: Allows two wires to cross without connecting to each other.
elbow:
name: Elbow Tunnel
description: Allows a wire to turn a corner without connecting to anything else
straight:
name: Straight tunnel
description: Allows a wire to go straight without connecting to anything else
double_elbow:
name: Double Elbow Tunnel
description: Allows two wires to turn corners without connecting to each other.
constant_signal:
default: