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 { AtlasSprite } from "../../core/sprites"; import { fastArrayDeleteValue } from "../../core/utils"; import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../../core/vector"; import { BeltPath } from "../belt_path"; import { arrayBeltVariantToRotation, 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"; import { enumLayer } from "../root"; import { MetaWireBaseBuilding } from "../buildings/wire_base"; import { enumItemType } from "../base_item"; export const BELT_ANIM_COUNT = 28; const logger = createLogger("belt"); /** * Manages all belts */ 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.wireSprites = { [enumDirection.top]: Loader.getSprite("sprites/buildings/wire_top.png"), [enumDirection.left]: Loader.getSprite("sprites/buildings/wire_left.png"), [enumDirection.right]: Loader.getSprite("sprites/buildings/wire_right.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.entityDestroyed.add(this.onEntityDestroyed, this); this.root.signals.entityDestroyed.add(this.updateSurroundingBeltPlacement, this); // Notice: These must come *after* the entity destroyed signals this.root.signals.entityAdded.add(this.onEntityAdded, this); this.root.signals.entityAdded.add(this.updateSurroundingBeltPlacement, this); /** @type {Array} */ this.beltPaths = []; } /** * Serializes all belt paths * @returns {Array} */ serializePaths() { let data = []; for (let i = 0; i < this.beltPaths.length; ++i) { data.push(this.beltPaths[i].serialize()); } return data; } /** * Deserializes all belt paths * @param {Array} data */ deserializePaths(data) { if (!Array.isArray(data)) { return "Belt paths are not an array: " + typeof data; } for (let i = 0; i < data.length; ++i) { const path = BeltPath.fromSerialized(this.root, data[i]); // If path is a string, that means its an error if (!(path instanceof BeltPath)) { return "Failed to create path from belt data: " + path; } this.beltPaths.push(path); } if (this.beltPaths.length === 0) { // Old savegames might not have paths yet logger.warn("Recomputing belt paths (most likely the savegame is old or empty)"); this.recomputeAllBeltPaths(); } else { logger.warn("Restored", this.beltPaths.length, "belt paths"); } if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } /** * 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; } const metaBelt = gMetaBuildingRegistry.findByClass(MetaBeltBaseBuilding); // Compute affected area const originalRect = staticComp.getTileSpaceBounds(); const affectedArea = originalRect.expandedInAllDirections(1); for (let x = affectedArea.x; x < affectedArea.right(); ++x) { for (let y = affectedArea.y; y < affectedArea.bottom(); ++y) { if (originalRect.containsPoint(x, y)) { // Make sure we don't update the original entity continue; } const targetEntities = this.root.map.getLayersContentsMultipleXY(x, y); for (let i = 0; i < targetEntities.length; ++i) { const targetEntity = targetEntities[i]; const targetBeltComp = targetEntity.components.Belt; const targetStaticComp = targetEntity.components.StaticMapEntity; if (!targetBeltComp) { // Not a belt continue; } const { rotation, rotationVariant, } = metaBelt.computeOptimalDirectionAndRotationVariantAtTile({ root: this.root, tile: new Vector(x, y), rotation: targetStaticComp.originalRotation, variant: defaultBuildingVariant, layer: targetEntity.layer, }); // Compute delta to see if anything changed const newDirection = arrayBeltVariantToRotation[rotationVariant]; if (targetStaticComp.rotation !== rotation || newDirection !== targetBeltComp.direction) { // Ok, first remove it from its current path this.deleteEntityFromPath(targetBeltComp.assignedPath, targetEntity); // Change stuff targetStaticComp.rotation = rotation; metaBelt.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant); // Now add it again this.addEntityToPaths(targetEntity); // Sanity if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } } } } if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } /** * Called when an entity got destroyed * @param {Entity} entity */ onEntityDestroyed(entity) { if (!this.root.gameInitialized) { return; } if (!entity.components.Belt) { return; } const assignedPath = entity.components.Belt.assignedPath; assert(assignedPath, "Entity has no belt path assigned"); this.deleteEntityFromPath(assignedPath, entity); if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } /** * Attempts to delete the belt from its current path * @param {BeltPath} path * @param {Entity} entity */ deleteEntityFromPath(path, entity) { if (path.entityPath.length === 1) { // This is a single entity path, easy to do, simply erase whole path fastArrayDeleteValue(this.beltPaths, path); return; } // Notice: Since there might be circular references, it is important to check // which role the entity has if (path.isStartEntity(entity)) { // We tried to delete the start path.deleteEntityOnStart(entity); } else if (path.isEndEntity(entity)) { // We tried to delete the end path.deleteEntityOnEnd(entity); } else { // We tried to delete something inbetween const newPath = path.deleteEntityOnPathSplitIntoTwo(entity); this.beltPaths.push(newPath); } // Sanity entity.components.Belt.assignedPath = null; } /** * Adds the given entity to the appropriate paths * @param {Entity} entity */ addEntityToPaths(entity) { const fromEntity = this.findSupplyingEntity(entity); const toEntity = this.findFollowUpEntity(entity); // Check if we can add the entity to the previous path if (fromEntity) { const fromPath = fromEntity.components.Belt.assignedPath; fromPath.extendOnEnd(entity); // Check if we now can extend the current path by the next path if (toEntity) { const toPath = toEntity.components.Belt.assignedPath; if (fromPath === toPath) { // This is a circular dependency -> Ignore } else { fromPath.extendByPath(toPath); // Delete now obsolete path fastArrayDeleteValue(this.beltPaths, toPath); } } } else { if (toEntity) { // Prepend it to the other path const toPath = toEntity.components.Belt.assignedPath; toPath.extendOnBeginning(entity); } else { // This is an empty belt path const path = new BeltPath(this.root, [entity]); this.beltPaths.push(path); } } } /** * Called when an entity got added * @param {Entity} entity */ onEntityAdded(entity) { if (!this.root.gameInitialized) { return; } if (!entity.components.Belt) { return; } this.addEntityToPaths(entity); if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } /** * Draws all belt paths * @param {DrawParameters} parameters * @param {enumLayer} layer */ drawLayer(parameters, layer) { for (let i = 0; i < this.beltPaths.length; ++i) { const path = this.beltPaths[i]; if (path.getLayer() === layer) { path.draw(parameters); } } } /** * Verifies all belt paths */ debug_verifyBeltPaths() { for (let i = 0; i < this.beltPaths.length; ++i) { this.beltPaths[i].debug_checkIntegrity("general-verify"); } const belts = this.root.entityMgr.getAllWithComponent(BeltComponent); for (let i = 0; i < belts.length; ++i) { const path = belts[i].components.Belt.assignedPath; if (!path) { throw new Error("Belt has no path: " + belts[i].uid); } if (this.beltPaths.indexOf(path) < 0) { throw new Error("Path of entity not contained: " + belts[i].uid); } } } /** * Finds the follow up entity for a given belt. Used for building the dependencies * @param {Entity} entity * @returns {Entity|null} */ 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.getLayerContentXY(followUpTile.x, followUpTile.y, entity.layer); // 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]; // Make sure the acceptor slot is on the same layer if (slot.layer !== entity.layer) { continue; } for (let k = 0; k < slot.directions.length; ++k) { const localDirection = followUpStatic.localDirectionToWorld(slot.directions[k]); if (enumInvertedDirections[localDirection] === followUpDirection) { return followUpEntity; } } } } } return null; } /** * Finds the supplying belt for a given belt. Used for building the dependencies * @param {Entity} entity * @returns {Entity|null} */ findSupplyingEntity(entity) { const staticComp = entity.components.StaticMapEntity; const supplyDirection = staticComp.localDirectionToWorld(enumDirection.bottom); const supplyVector = enumDirectionToVector[supplyDirection]; const supplyTile = staticComp.origin.add(supplyVector); const supplyEntity = this.root.map.getLayerContentXY(supplyTile.x, supplyTile.y, entity.layer); // Check if theres a belt at the tile we point to if (supplyEntity) { const supplyBeltComp = supplyEntity.components.Belt; if (supplyBeltComp) { const supplyStatic = supplyEntity.components.StaticMapEntity; const supplyEjector = supplyEntity.components.ItemEjector; // Check if the belt accepts items from our direction const ejectorSlots = supplyEjector.slots; for (let i = 0; i < ejectorSlots.length; ++i) { const slot = ejectorSlots[i]; // Make sure the ejector slot is on the same layer if (slot.layer !== entity.layer) { continue; } const localDirection = supplyStatic.localDirectionToWorld(slot.direction); if (enumInvertedDirections[localDirection] === supplyDirection) { return supplyEntity; } } } } return null; } /** * Recomputes the belt path network. Only required for old savegames */ recomputeAllBeltPaths() { logger.warn("Recomputing all belt paths"); const visitedUids = new Set(); const result = []; for (let i = 0; i < this.allEntities.length; ++i) { const entity = this.allEntities[i]; if (visitedUids.has(entity.uid)) { continue; } // Mark entity as visited visitedUids.add(entity.uid); // Compute path, start with entity and find precedors / successors const path = [entity]; // Prevent infinite loops let maxIter = 99999; // Find precedors let prevEntity = this.findSupplyingEntity(entity); while (prevEntity && --maxIter > 0) { if (visitedUids.has(prevEntity.uid)) { break; } path.unshift(prevEntity); visitedUids.add(prevEntity.uid); prevEntity = this.findSupplyingEntity(prevEntity); } // Find succedors let nextEntity = this.findFollowUpEntity(entity); while (nextEntity && --maxIter > 0) { if (visitedUids.has(nextEntity.uid)) { break; } path.push(nextEntity); visitedUids.add(nextEntity.uid); nextEntity = this.findFollowUpEntity(nextEntity); } assert(maxIter > 1, "Ran out of iterations"); result.push(new BeltPath(this.root, path)); } logger.log("Found", this.beltPaths.length, "belt paths"); this.beltPaths = result; } /** * Updates all belts */ update() { if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } for (let i = 0; i < this.beltPaths.length; ++i) { this.beltPaths[i].update(); } if (G_IS_DEV && globalConfig.debug.checkBeltPaths) { this.debug_verifyBeltPaths(); } } /** * Draws a given chunk * @param {DrawParameters} parameters * @param {MapChunkView} chunk */ drawChunk(parameters, chunk) { if (parameters.zoomLevel < globalConfig.mapChunkOverviewMinZoom) { return; } // Limit speed to avoid belts going backwards const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10); // 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.realtimeNow() * 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; } /** * Draws a given chunk * @param {DrawParameters} parameters * @param {MapChunkView} chunk */ drawWiresChunk(parameters, chunk) { if (parameters.zoomLevel < globalConfig.mapChunkOverviewMinZoom) { return; } // Limit speed to avoid belts going backwards const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10); // 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.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) * globalConfig.itemSpacingOnBelts ); const contents = chunk.wireContents; 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.wireSprites[direction]; entity.components.StaticMapEntity.drawSpriteOnFullEntityBounds( parameters, sprite, 0, false ); } } } 1; } /** * Draws the belt path debug overlays * @param {DrawParameters} parameters */ drawBeltPathDebug(parameters) { for (let i = 0; i < this.beltPaths.length; ++i) { this.beltPaths[i].drawDebug(parameters); } } }