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Add constant signal emitters
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98
src/js/game/systems/constant_signal.js
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98
src/js/game/systems/constant_signal.js
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@@ -0,0 +1,98 @@
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import { ConstantSignalComponent } from "../components/constant_signal";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { Entity } from "../entity";
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import { DialogWithForm } from "../../core/modal_dialog_elements";
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import { FormElementInput } from "../../core/modal_dialog_forms";
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import { enumColors } from "../colors";
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import { ColorItem } from "../items/color_item";
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import trim from "trim";
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import { BOOL_TRUE_SINGLETON, BOOL_FALSE_SINGLETON } from "../items/boolean_item";
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import { ShapeDefinition } from "../shape_definition";
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import { ShapeItem } from "../items/shape_item";
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export class ConstantSignalSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ConstantSignalComponent]);
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this.root.signals.entityManuallyPlaced.add(this.querySigalValue, this);
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}
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update() {
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// Set signals
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const pinsComp = entity.components.WiredPins;
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const signalComp = entity.components.ConstantSignal;
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pinsComp.slots[0].value = signalComp.signal;
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}
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}
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/**
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* Asks the entity to enter a valid signal code
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* @param {Entity} entity
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*/
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querySigalValue(entity) {
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if (!entity.components.ConstantSignal) {
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return;
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}
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// Ok, query, but also save the uid because it could get stale
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const uid = entity.uid;
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const signalValueInput = new FormElementInput({
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id: "markerName",
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label: null,
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placeholder: "",
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defaultValue: "",
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validator: val => this.parseSignalCode(val),
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});
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const dialog = new DialogWithForm({
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app: this.root.app,
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title: "Set Signal",
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desc: "Enter a shape code, color or '0' or '1'",
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formElements: [signalValueInput],
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buttons: ["cancel", "ok:good"],
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});
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this.root.hud.parts.dialogs.internalShowDialog(dialog);
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dialog.buttonSignals.ok.add(() => {
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if (!this.root || !this.root.entityMgr) {
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// Game got stopped
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return;
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}
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const entityRef = this.root.entityMgr.findByUid(uid, false);
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if (!entityRef) {
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// outdated
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return;
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}
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const constantComp = entityRef.components.ConstantSignal;
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if (!constantComp) {
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// no longer interesting
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return;
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}
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constantComp.signal = this.parseSignalCode(signalValueInput.getValue());
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});
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}
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parseSignalCode(code) {
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code = trim(code);
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if (enumColors[code]) {
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return new ColorItem(code);
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}
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if (code === "1" || code === "true") {
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return BOOL_TRUE_SINGLETON;
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}
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if (code === "0" || code === "false") {
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return BOOL_FALSE_SINGLETON;
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}
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if (ShapeDefinition.isValidShortKey(code)) {
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return new ShapeItem(this.root.shapeDefinitionMgr.getShapeFromShortKey(code));
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}
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return null;
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}
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}
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@@ -183,7 +183,7 @@ export class WiredPinsSystem extends GameSystemWithFilter {
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// Draw contained item to visualize whats emitted
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const value = slot.value;
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if (value) {
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value.draw(worldPos.x, worldPos.y, parameters, 12);
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value.draw(worldPos.x, worldPos.y, parameters, 10);
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}
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}
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}
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