import { globalConfig } from "../../core/config"; import { BaseItem } from "../base_item"; import { enumColorMixingResults, enumColors } from "../colors"; import { enumItemProcessorRequirements, enumItemProcessorTypes, ItemProcessorComponent, } from "../components/item_processor"; import { Entity } from "../entity"; import { GameSystemWithFilter } from "../game_system_with_filter"; import { BOOL_TRUE_SINGLETON, isTruthyItem } from "../items/boolean_item"; import { ColorItem, COLOR_ITEM_SINGLETONS } from "../items/color_item"; import { ShapeItem } from "../items/shape_item"; /** * We need to allow queuing charges, otherwise the throughput will stall */ const MAX_QUEUED_CHARGES = 2; /** * Whole data for a produced item * * @typedef {{ * item: BaseItem, * preferredSlot?: number, * requiredSlot?: number, * doNotTrack?: boolean * }} ProducedItem */ /** * Type of a processor implementation * @typedef {{ * entity: Entity, * items: Map, * inputCount: number, * outItems: Array * }} ProcessorImplementationPayload */ export class ItemProcessorSystem extends GameSystemWithFilter { constructor(root) { super(root, [ItemProcessorComponent]); /** * @type {Object} */ this.handlers = { [enumItemProcessorTypes.balancer]: this.process_BALANCER, [enumItemProcessorTypes.cutter]: this.process_CUTTER, [enumItemProcessorTypes.cutterQuad]: this.process_CUTTER_QUAD, [enumItemProcessorTypes.rotater]: this.process_ROTATER, [enumItemProcessorTypes.rotaterCCW]: this.process_ROTATER_CCW, [enumItemProcessorTypes.rotater180]: this.process_ROTATER_180, [enumItemProcessorTypes.stacker]: this.process_STACKER, [enumItemProcessorTypes.trash]: this.process_TRASH, [enumItemProcessorTypes.mixer]: this.process_MIXER, [enumItemProcessorTypes.painter]: this.process_PAINTER, [enumItemProcessorTypes.painterDouble]: this.process_PAINTER_DOUBLE, [enumItemProcessorTypes.painterQuad]: this.process_PAINTER_QUAD, [enumItemProcessorTypes.hub]: this.process_HUB, [enumItemProcessorTypes.reader]: this.process_READER, [enumItemProcessorTypes.goal]: this.process_GOAL, }; // Bind all handlers for (const key in this.handlers) { this.handlers[key] = this.handlers[key].bind(this); } } update() { for (let i = 0; i < this.allEntities.length; ++i) { const entity = this.allEntities[i]; const processorComp = entity.components.ItemProcessor; const ejectorComp = entity.components.ItemEjector; const currentCharge = processorComp.ongoingCharges[0]; if (currentCharge) { // Process next charge if (currentCharge.remainingTime > 0.0) { currentCharge.remainingTime -= this.root.dynamicTickrate.deltaSeconds; if (currentCharge.remainingTime < 0.0) { // Add bonus time, this is the time we spent too much processorComp.bonusTime += -currentCharge.remainingTime; } } // Check if it finished if (currentCharge.remainingTime <= 0.0) { const itemsToEject = currentCharge.items; // Go over all items and try to eject them for (let j = 0; j < itemsToEject.length; ++j) { const { item, requiredSlot, preferredSlot } = itemsToEject[j]; assert(ejectorComp, "To eject items, the building needs to have an ejector"); let slot = null; if (requiredSlot !== null && requiredSlot !== undefined) { // We have a slot override, check if that is free if (ejectorComp.canEjectOnSlot(requiredSlot)) { slot = requiredSlot; } } else if (preferredSlot !== null && preferredSlot !== undefined) { // We have a slot preference, try using it but otherwise use a free slot if (ejectorComp.canEjectOnSlot(preferredSlot)) { slot = preferredSlot; } else { slot = ejectorComp.getFirstFreeSlot(); } } else { // We can eject on any slot slot = ejectorComp.getFirstFreeSlot(); } if (slot !== null) { // Alright, we can actually eject if (!ejectorComp.tryEject(slot, item)) { assert(false, "Failed to eject"); } else { itemsToEject.splice(j, 1); j -= 1; } } } // If the charge was entirely emptied to the outputs, start the next charge if (itemsToEject.length === 0) { processorComp.ongoingCharges.shift(); } } } // Check if we have an empty queue and can start a new charge if (processorComp.ongoingCharges.length < MAX_QUEUED_CHARGES) { if (this.canProcess(entity)) { this.startNewCharge(entity); } } } } /** * Returns true if the entity should accept the given item on the given slot. * This should only be called with matching items! I.e. if a color item is expected * on the given slot, then only a color item must be passed. * @param {Entity} entity * @param {BaseItem} item The item to accept * @param {number} slotIndex The slot index * @returns {boolean} */ checkRequirements(entity, item, slotIndex) { const itemProcessorComp = entity.components.ItemProcessor; const pinsComp = entity.components.WiredPins; switch (itemProcessorComp.processingRequirement) { case enumItemProcessorRequirements.painterQuad: { if (slotIndex === 0) { // Always accept the shape return true; } // Check the network value at the given slot const network = pinsComp.slots[slotIndex - 1].linkedNetwork; const slotIsEnabled = network && network.hasValue() && isTruthyItem(network.currentValue); if (!slotIsEnabled) { return false; } return true; } // By default, everything is accepted default: return true; } } /** * Checks whether it's possible to process something * @param {Entity} entity */ canProcess(entity) { const processorComp = entity.components.ItemProcessor; switch (processorComp.processingRequirement) { // DEFAULT // By default, we can start processing once all inputs are there case null: { return processorComp.inputCount >= processorComp.inputsPerCharge; } // QUAD PAINTER // For the quad painter, it might be possible to start processing earlier case enumItemProcessorRequirements.painterQuad: { const pinsComp = entity.components.WiredPins; // First slot is the shape, so if it's not there we can't do anything const shapeItem = /** @type {ShapeItem} */ (processorComp.inputSlots.get(0)); if (!shapeItem) { return false; } const slotStatus = []; // Check which slots are enabled for (let i = 0; i < 4; ++i) { // Extract the network value on the Nth pin const network = pinsComp.slots[i].linkedNetwork; const networkValue = network && network.hasValue() ? network.currentValue : null; // If there is no "1" on that slot, don't paint there if (!isTruthyItem(networkValue)) { slotStatus.push(false); continue; } slotStatus.push(true); } // All slots are disabled if (!slotStatus.includes(true)) { return false; } // Check if all colors of the enabled slots are there for (let i = 0; i < slotStatus.length; ++i) { if (slotStatus[i] && !processorComp.inputSlots.get(1 + i)) { // A slot which is enabled wasn't enabled. Make sure if there is anything on the quadrant, // it is not possible to paint, but if there is nothing we can ignore it for (let j = 0; j < 4; ++j) { const layer = shapeItem.definition.layers[j]; if (layer && layer[i]) { return false; } } } } return true; } default: assertAlways(false, "Unknown requirement for " + processorComp.processingRequirement); } } /** * Starts a new charge for the entity * @param {Entity} entity */ startNewCharge(entity) { const processorComp = entity.components.ItemProcessor; // First, take items const items = processorComp.inputSlots; /** @type {Array} */ const outItems = []; /** @type {function(ProcessorImplementationPayload) : void} */ const handler = this.handlers[processorComp.type]; assert(handler, "No handler for processor type defined: " + processorComp.type); // Call implementation handler({ entity, items, outItems, inputCount: processorComp.inputCount, }); // Track produced items for (let i = 0; i < outItems.length; ++i) { if (!outItems[i].doNotTrack) { this.root.signals.itemProduced.dispatch(outItems[i].item); } } // Queue Charge const baseSpeed = this.root.hubGoals.getProcessorBaseSpeed(processorComp.type); const originalTime = 1 / baseSpeed; const bonusTimeToApply = Math.min(originalTime, processorComp.bonusTime); const timeToProcess = originalTime - bonusTimeToApply; processorComp.bonusTime -= bonusTimeToApply; processorComp.ongoingCharges.push({ items: outItems, remainingTime: timeToProcess, }); processorComp.inputSlots.clear(); processorComp.inputCount = 0; } /** * @param {ProcessorImplementationPayload} payload */ process_BALANCER(payload) { assert( payload.entity.components.ItemEjector, "To be a balancer, the building needs to have an ejector" ); const availableSlots = payload.entity.components.ItemEjector.slots.length; const processorComp = payload.entity.components.ItemProcessor; for (let i = 0; i < 2; ++i) { const item = payload.items.get(i); if (!item) { continue; } payload.outItems.push({ item, preferredSlot: processorComp.nextOutputSlot++ % availableSlots, doNotTrack: true, }); } return true; } /** * @param {ProcessorImplementationPayload} payload */ process_CUTTER(payload) { const inputItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(inputItem instanceof ShapeItem, "Input for cut is not a shape"); const inputDefinition = inputItem.definition; const cutDefinitions = this.root.shapeDefinitionMgr.shapeActionCutHalf(inputDefinition); const ejectorComp = payload.entity.components.ItemEjector; for (let i = 0; i < cutDefinitions.length; ++i) { const definition = cutDefinitions[i]; if (definition.isEntirelyEmpty()) { ejectorComp.slots[i].lastItem = null; continue; } payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(definition), requiredSlot: i, }); } } /** * @param {ProcessorImplementationPayload} payload */ process_CUTTER_QUAD(payload) { const inputItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(inputItem instanceof ShapeItem, "Input for cut is not a shape"); const inputDefinition = inputItem.definition; const cutDefinitions = this.root.shapeDefinitionMgr.shapeActionCutQuad(inputDefinition); const ejectorComp = payload.entity.components.ItemEjector; for (let i = 0; i < cutDefinitions.length; ++i) { const definition = cutDefinitions[i]; if (definition.isEntirelyEmpty()) { ejectorComp.slots[i].lastItem = null; continue; } payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(definition), requiredSlot: i, }); } } /** * @param {ProcessorImplementationPayload} payload */ process_ROTATER(payload) { const inputItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape"); const inputDefinition = inputItem.definition; const rotatedDefinition = this.root.shapeDefinitionMgr.shapeActionRotateCW(inputDefinition); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(rotatedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_ROTATER_CCW(payload) { const inputItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape"); const inputDefinition = inputItem.definition; const rotatedDefinition = this.root.shapeDefinitionMgr.shapeActionRotateCCW(inputDefinition); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(rotatedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_ROTATER_180(payload) { const inputItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(inputItem instanceof ShapeItem, "Input for rotation is not a shape"); const inputDefinition = inputItem.definition; const rotatedDefinition = this.root.shapeDefinitionMgr.shapeActionRotate180(inputDefinition); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(rotatedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_STACKER(payload) { const lowerItem = /** @type {ShapeItem} */ (payload.items.get(0)); const upperItem = /** @type {ShapeItem} */ (payload.items.get(1)); assert(lowerItem instanceof ShapeItem, "Input for lower stack is not a shape"); assert(upperItem instanceof ShapeItem, "Input for upper stack is not a shape"); const stackedDefinition = this.root.shapeDefinitionMgr.shapeActionStack( lowerItem.definition, upperItem.definition ); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(stackedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_TRASH(payload) { // Do nothing .. } /** * @param {ProcessorImplementationPayload} payload */ process_MIXER(payload) { // Find both colors and combine them const item1 = /** @type {ColorItem} */ (payload.items.get(0)); const item2 = /** @type {ColorItem} */ (payload.items.get(1)); assert(item1 instanceof ColorItem, "Input for color mixer is not a color"); assert(item2 instanceof ColorItem, "Input for color mixer is not a color"); const color1 = item1.color; const color2 = item2.color; // Try finding mixer color, and if we can't mix it we simply return the same color const mixedColor = enumColorMixingResults[color1][color2]; let resultColor = color1; if (mixedColor) { resultColor = mixedColor; } payload.outItems.push({ item: COLOR_ITEM_SINGLETONS[resultColor], }); } /** * @param {ProcessorImplementationPayload} payload */ process_PAINTER(payload) { const shapeItem = /** @type {ShapeItem} */ (payload.items.get(0)); const colorItem = /** @type {ColorItem} */ (payload.items.get(1)); const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith( shapeItem.definition, colorItem.color ); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(colorizedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_PAINTER_DOUBLE(payload) { const shapeItem1 = /** @type {ShapeItem} */ (payload.items.get(0)); const shapeItem2 = /** @type {ShapeItem} */ (payload.items.get(1)); const colorItem = /** @type {ColorItem} */ (payload.items.get(2)); assert(shapeItem1 instanceof ShapeItem, "Input for painter is not a shape"); assert(shapeItem2 instanceof ShapeItem, "Input for painter is not a shape"); assert(colorItem instanceof ColorItem, "Input for painter is not a color"); const colorizedDefinition1 = this.root.shapeDefinitionMgr.shapeActionPaintWith( shapeItem1.definition, colorItem.color ); const colorizedDefinition2 = this.root.shapeDefinitionMgr.shapeActionPaintWith( shapeItem2.definition, colorItem.color ); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(colorizedDefinition1), }); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(colorizedDefinition2), }); } /** * @param {ProcessorImplementationPayload} payload */ process_PAINTER_QUAD(payload) { const shapeItem = /** @type {ShapeItem} */ (payload.items.get(0)); assert(shapeItem instanceof ShapeItem, "Input for painter is not a shape"); /** @type {Array} */ const colors = [null, null, null, null]; for (let i = 0; i < 4; ++i) { const colorItem = /** @type {ColorItem} */ (payload.items.get(i + 1)); if (colorItem) { colors[i] = colorItem.color; } } const colorizedDefinition = this.root.shapeDefinitionMgr.shapeActionPaintWith4Colors( shapeItem.definition, /** @type {[string, string, string, string]} */ (colors) ); payload.outItems.push({ item: this.root.shapeDefinitionMgr.getShapeItemFromDefinition(colorizedDefinition), }); } /** * @param {ProcessorImplementationPayload} payload */ process_READER(payload) { // Pass through the item const item = payload.items.get(0); payload.outItems.push({ item, doNotTrack: true, }); // Track the item const readerComp = payload.entity.components.BeltReader; readerComp.lastItemTimes.push(this.root.time.now()); readerComp.lastItem = item; } /** * @param {ProcessorImplementationPayload} payload */ process_HUB(payload) { const hubComponent = payload.entity.components.Hub; assert(hubComponent, "Hub item processor has no hub component"); // Hardcoded for (let i = 0; i < payload.inputCount; ++i) { const item = /** @type {ShapeItem} */ (payload.items.get(i)); if (!item) { continue; } this.root.hubGoals.handleDefinitionDelivered(item.definition); } } /** * @param {ProcessorImplementationPayload} payload */ process_GOAL(payload) { const goalComp = payload.entity.components.GoalAcceptor; const item = payload.items.get(0); const now = this.root.time.now(); if (goalComp.item && !item.equals(goalComp.item)) { goalComp.clearItems(); } else { goalComp.currentDeliveredItems = Math.min( goalComp.currentDeliveredItems + 1, globalConfig.goalAcceptorItemsRequired ); } if (this.root.gameMode.getIsEditor()) { // while playing in editor, assign the item goalComp.item = item; } goalComp.lastDelivery = { item, time: now, }; } }