import { Math_sqrt, Math_max } from "../../core/builtins"; import { globalConfig } from "../../core/config"; import { DrawParameters } from "../../core/draw_parameters"; import { gMetaBuildingRegistry } from "../../core/global_registries"; import { Loader } from "../../core/loader"; import { createLogger } from "../../core/logging"; import { Rectangle } from "../../core/rectangle"; import { AtlasSprite } from "../../core/sprites"; import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector"; import { MetaBeltBaseBuilding } from "../buildings/belt_base"; import { BeltComponent } from "../components/belt"; import { Entity } from "../entity"; import { GameSystemWithFilter } from "../game_system_with_filter"; import { MapChunkView } from "../map_chunk_view"; import { defaultBuildingVariant } from "../meta_building"; export const BELT_ANIM_COUNT = 28; const SQRT_2 = Math_sqrt(2); const logger = createLogger("belt"); export class BeltSystem extends GameSystemWithFilter { constructor(root) { super(root, [BeltComponent]); /** * @type {Object.>} */ this.beltSprites = { [enumDirection.top]: Loader.getSprite("sprites/belt/forward_0.png"), [enumDirection.left]: Loader.getSprite("sprites/belt/left_0.png"), [enumDirection.right]: Loader.getSprite("sprites/belt/right_0.png"), }; /** * @type {Object.>} */ this.beltAnimations = { [enumDirection.top]: [], [enumDirection.left]: [], [enumDirection.right]: [], }; for (let i = 0; i < BELT_ANIM_COUNT; ++i) { this.beltAnimations[enumDirection.top].push( Loader.getSprite("sprites/belt/forward_" + i + ".png") ); this.beltAnimations[enumDirection.left].push(Loader.getSprite("sprites/belt/left_" + i + ".png")); this.beltAnimations[enumDirection.right].push( Loader.getSprite("sprites/belt/right_" + i + ".png") ); } this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this); this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this); this.root.signals.postLoadHook.add(this.computeBeltCache, this); /** @type {Rectangle} */ this.areaToRecompute = null; } /** * Updates the belt placement after an entity has been added / deleted * @param {Entity} entity */ updateSurroundingBeltPlacement(entity) { if (!this.root.gameInitialized) { return; } const staticComp = entity.components.StaticMapEntity; if (!staticComp) { return; } if (entity.components.Belt) { this.cacheNeedsUpdate = true; } const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBaseBuilding); // Compute affected area const originalRect = staticComp.getTileSpaceBounds(); const affectedArea = originalRect.expandedInAllDirections(1); // Store if anything got changed, if so we need to queue a recompute let anythingChanged = false; for (let x = affectedArea.x; x < affectedArea.right(); ++x) { for (let y = affectedArea.y; y < affectedArea.bottom(); ++y) { if (!originalRect.containsPoint(x, y)) { const targetEntity = this.root.map.getTileContentXY(x, y); if (targetEntity) { const targetBeltComp = targetEntity.components.Belt; if (targetBeltComp) { const targetStaticComp = targetEntity.components.StaticMapEntity; const { rotation, rotationVariant, } = metaBelt.computeOptimalDirectionAndRotationVariantAtTile( this.root, new Vector(x, y), targetStaticComp.originalRotation, defaultBuildingVariant ); targetStaticComp.rotation = rotation; metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant); anythingChanged = true; } } } } } if (anythingChanged) { if (this.areaToRecompute) { this.areaToRecompute = this.areaToRecompute.getUnion(affectedArea); } else { this.areaToRecompute = affectedArea.clone(); } if (G_IS_DEV) { logger.log("Queuing recompute:", this.areaToRecompute); } } } draw(parameters) { this.forEachMatchingEntityOnScreen(parameters, this.drawEntityItems.bind(this)); } /** * Finds the follow up entity for a given belt. Used for building the dependencies * @param {Entity} entity */ findFollowUpEntity(entity) { const staticComp = entity.components.StaticMapEntity; const beltComp = entity.components.Belt; const followUpDirection = staticComp.localDirectionToWorld(beltComp.direction); const followUpVector = enumDirectionToVector[followUpDirection]; const followUpTile = staticComp.origin.add(followUpVector); const followUpEntity = this.root.map.getTileContent(followUpTile); // Check if theres a belt at the tile we point to if (followUpEntity) { const followUpBeltComp = followUpEntity.components.Belt; if (followUpBeltComp) { const followUpStatic = followUpEntity.components.StaticMapEntity; const followUpAcceptor = followUpEntity.components.ItemAcceptor; // Check if the belt accepts items from our direction const acceptorSlots = followUpAcceptor.slots; for (let i = 0; i < acceptorSlots.length; ++i) { const slot = acceptorSlots[i]; for (let k = 0; k < slot.directions.length; ++k) { const localDirection = followUpStatic.localDirectionToWorld(slot.directions[k]); if (enumInvertedDirections[localDirection] === followUpDirection) { return followUpEntity; } } } } } return null; } /** * Recomputes the belt cache */ computeBeltCache() { if (this.areaToRecompute) { logger.log("Updating belt cache by updating area:", this.areaToRecompute); if (G_IS_DEV && globalConfig.debug.renderChanges) { this.root.hud.parts.changesDebugger.renderChange( "belt-area", this.areaToRecompute, "#00fff6" ); } for (let x = this.areaToRecompute.x; x < this.areaToRecompute.right(); ++x) { for (let y = this.areaToRecompute.y; y < this.areaToRecompute.bottom(); ++y) { const tile = this.root.map.getTileContentXY(x, y); if (tile && tile.components.Belt) { tile.components.Belt.followUpCache = this.findFollowUpEntity(tile); } } } // Reset stale areas afterwards this.areaToRecompute = null; } else { logger.log("Doing full belt recompute"); if (G_IS_DEV && globalConfig.debug.renderChanges) { this.root.hud.parts.changesDebugger.renderChange( "", new Rectangle(-1000, -1000, 2000, 2000), "#00fff6" ); } for (let i = 0; i < this.allEntities.length; ++i) { const entity = this.allEntities[i]; entity.components.Belt.followUpCache = this.findFollowUpEntity(entity); } } } update() { if (this.areaToRecompute) { this.computeBeltCache(); } // Divide by item spacing on belts since we use throughput and not speed let beltSpeed = this.root.hubGoals.getBeltBaseSpeed() * this.root.dynamicTickrate.deltaSeconds * globalConfig.itemSpacingOnBelts; if (G_IS_DEV && globalConfig.debug.instantBelts) { beltSpeed *= 100; } for (let i = 0; i < this.allEntities.length; ++i) { const entity = this.allEntities[i]; const beltComp = entity.components.Belt; const items = beltComp.sortedItems; if (items.length === 0) { // Fast out for performance continue; } const ejectorComp = entity.components.ItemEjector; let maxProgress = 1; /* PERFORMANCE OPTIMIZATION */ // Original: // const isCurrentlyEjecting = ejectorComp.isAnySlotEjecting(); // Replaced (Since belts always have just one slot): const ejectorSlot = ejectorComp.slots[0]; const isCurrentlyEjecting = ejectorSlot.item; // When ejecting, we can not go further than the item spacing since it // will be on the corner if (isCurrentlyEjecting) { maxProgress = 1 - globalConfig.itemSpacingOnBelts; } else { // Otherwise our progress depends on the follow up if (beltComp.followUpCache) { const spacingOnBelt = beltComp.followUpCache.components.Belt.getDistanceToFirstItemCenter(); maxProgress = Math.min(2, 1 - globalConfig.itemSpacingOnBelts + spacingOnBelt); // Useful check, but hurts performance // assert(maxProgress >= 0.0, "max progress < 0 (I)"); } } let speedMultiplier = 1; if (beltComp.direction !== enumDirection.top) { // Curved belts are shorter, thus being quicker (Looks weird otherwise) speedMultiplier = SQRT_2; } // How much offset we add when transferring to a new belt // This substracts one tick because the belt will be updated directly // afterwards anyways const takeoverOffset = 1.0 + beltSpeed * speedMultiplier; // Not really nice. haven't found the reason for this yet. if (items.length > 2 / globalConfig.itemSpacingOnBelts) { beltComp.sortedItems = []; } for (let itemIndex = items.length - 1; itemIndex >= 0; --itemIndex) { const progressAndItem = items[itemIndex]; progressAndItem[0] = Math.min(maxProgress, progressAndItem[0] + speedMultiplier * beltSpeed); if (progressAndItem[0] >= 1.0) { if (beltComp.followUpCache) { const followUpBelt = beltComp.followUpCache.components.Belt; if (followUpBelt.canAcceptItem()) { followUpBelt.takeItem(progressAndItem[1], progressAndItem[0] - takeoverOffset); items.splice(itemIndex, 1); } else { // Well, we couldn't really take it to a follow up belt, keep it at // max progress progressAndItem[0] = 1.0; maxProgress = 1 - globalConfig.itemSpacingOnBelts; } } else { // Try to give this item to a new belt /* PERFORMANCE OPTIMIZATION */ // Original: // const freeSlot = ejectorComp.getFirstFreeSlot(); // Replaced if (ejectorSlot.item) { // So, we don't have a free slot - damned! progressAndItem[0] = 1.0; maxProgress = 1 - globalConfig.itemSpacingOnBelts; } else { // We got a free slot, remove this item and keep it on the ejector slot if (!ejectorComp.tryEject(0, progressAndItem[1])) { assert(false, "Ejection failed"); } items.splice(itemIndex, 1); // NOTICE: Do not override max progress here at all, this leads to issues } } } else { // We just moved this item forward, so determine the maximum progress of other items maxProgress = Math.max(0, progressAndItem[0] - globalConfig.itemSpacingOnBelts); } } } } /** * * @param {DrawParameters} parameters * @param {MapChunkView} chunk */ drawChunk(parameters, chunk) { if (parameters.zoomLevel < globalConfig.mapChunkOverviewMinZoom) { return; } const speedMultiplier = this.root.hubGoals.getBeltBaseSpeed(); // SYNC with systems/item_acceptor.js:drawEntityUnderlays! // 126 / 42 is the exact animation speed of the png animation const animationIndex = Math.floor( ((this.root.time.now() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) * globalConfig.itemSpacingOnBelts ); const contents = chunk.contents; for (let y = 0; y < globalConfig.mapChunkSize; ++y) { for (let x = 0; x < globalConfig.mapChunkSize; ++x) { const entity = contents[x][y]; if (entity && entity.components.Belt) { const direction = entity.components.Belt.direction; const sprite = this.beltAnimations[direction][animationIndex % BELT_ANIM_COUNT]; entity.components.StaticMapEntity.drawSpriteOnFullEntityBounds( parameters, sprite, 0, false ); } } } 1; } /** * @param {DrawParameters} parameters * @param {Entity} entity */ drawEntityItems(parameters, entity) { const beltComp = entity.components.Belt; const staticComp = entity.components.StaticMapEntity; const items = beltComp.sortedItems; if (items.length === 0) { // Fast out for performance return; } if (!staticComp.shouldBeDrawn(parameters)) { return; } for (let i = 0; i < items.length; ++i) { const itemAndProgress = items[i]; // Nice would be const [pos, item] = itemAndPos; but that gets polyfilled and is super slow then const progress = itemAndProgress[0]; const item = itemAndProgress[1]; const position = staticComp.applyRotationToVector(beltComp.transformBeltToLocalSpace(progress)); item.draw( (staticComp.origin.x + position.x + 0.5) * globalConfig.tileSize, (staticComp.origin.y + position.y + 0.5) * globalConfig.tileSize, parameters ); } } }