js/game/buildings/balancer.js
import { enumDirection, Vector } from "../../core/vector";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
import { T } from "../../translations";
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
export class MetaBalancerBuilding extends MetaBuilding {
constructor() {
super("balancer");
}
/**
* @param {string} variant
*/
getSilhouetteColor(variant) {
return MetaBalancerBuilding.silhouetteColors[variant]();
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return this.getAvailableVariants(root).length > 0;
}
/**
* @param {string} variant
*/
getIsRemovable(variant) {
return MetaBalancerBuilding.isRemovable[variant]();
}
/**
* @param {string} variant
*/
getIsRotateable(variant) {
return MetaBalancerBuilding.isRotateable[variant]();
}
/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
const variants = MetaBalancerBuilding.avaibleVariants;
let available = [];
for (const variant in variants) {
if (variants[variant](root)) available.push(variant);
}
return available;
}
/**
* Returns the edit layer of the building
* @param {GameRoot} root
* @param {string} variant
* @returns {Layer}
*/
getLayer(root, variant) {
// @ts-ignore
return MetaBalancerBuilding.layerByVariant[variant](root);
}
/**
* @param {string} variant
*/
getDimensions(variant) {
return MetaBalancerBuilding.dimensions[variant]();
}
/**
* @param {string} variant
*/
getShowLayerPreview(variant) {
return MetaBalancerBuilding.layerPreview[variant]();
}
/**
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
let matrices = MetaBalancerBuilding.overlayMatrices[variant](entity, rotationVariant);
return matrices ? matrices[rotation] : null;
}
/**
* @param {string} variant
*/
getRenderPins(variant) {
return MetaBalancerBuilding.renderPins[variant]();
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
return MetaBalancerBuilding.additionalStatistics[variant](root);
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
MetaBalancerBuilding.setupEntityComponents.forEach(func => func(entity));
}
/**
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
MetaBalancerBuilding.componentVariations[variant](entity, rotationVariant);
}
}
MetaBalancerBuilding.setupEntityComponents = [
entity =>
entity.addComponent(
new ItemAcceptorComponent({
slots: [], // set later
})
),
entity =>
entity.addComponent(
new ItemProcessorComponent({
inputsPerCharge: 1,
processorType: enumItemProcessorTypes.balancer,
})
),
entity =>
entity.addComponent(
new ItemEjectorComponent({
slots: [], // set later
renderFloatingItems: false,
})
),
entity => entity.addComponent(new BeltUnderlaysComponent({ underlays: [] })),
];
MetaBalancerBuilding.variants = {
merger: "merger",
mergerInverse: "merger-inverse",
splitter: "splitter",
splitterInverse: "splitter-inverse",
};
MetaBalancerBuilding.overlayMatrices = {
[defaultBuildingVariant]: (entity, rotationVariant) => null,
[MetaBalancerBuilding.variants.merger]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
[MetaBalancerBuilding.variants.mergerInverse]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
[MetaBalancerBuilding.variants.splitter]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
[MetaBalancerBuilding.variants.splitterInverse]: (entity, rotationVariant) =>
generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
};
MetaBalancerBuilding.avaibleVariants = {
[defaultBuildingVariant]: root => root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_balancer),
[MetaBalancerBuilding.variants.merger]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger),
[MetaBalancerBuilding.variants.mergerInverse]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger),
[MetaBalancerBuilding.variants.splitter]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter),
[MetaBalancerBuilding.variants.splitterInverse]: root =>
root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter),
};
MetaBalancerBuilding.dimensions = {
[defaultBuildingVariant]: () => new Vector(2, 1),
[MetaBalancerBuilding.variants.merger]: () => new Vector(1, 1),
[MetaBalancerBuilding.variants.mergerInverse]: () => new Vector(1, 1),
[MetaBalancerBuilding.variants.splitter]: () => new Vector(1, 1),
[MetaBalancerBuilding.variants.splitterInverse]: () => new Vector(1, 1),
};
MetaBalancerBuilding.isRemovable = {
[defaultBuildingVariant]: () => true,
[MetaBalancerBuilding.variants.merger]: () => true,
[MetaBalancerBuilding.variants.mergerInverse]: () => true,
[MetaBalancerBuilding.variants.splitter]: () => true,
[MetaBalancerBuilding.variants.splitterInverse]: () => true,
};
MetaBalancerBuilding.isRotateable = {
[defaultBuildingVariant]: () => true,
[MetaBalancerBuilding.variants.merger]: () => true,
[MetaBalancerBuilding.variants.mergerInverse]: () => true,
[MetaBalancerBuilding.variants.splitter]: () => true,
[MetaBalancerBuilding.variants.splitterInverse]: () => true,
};
MetaBalancerBuilding.renderPins = {
[defaultBuildingVariant]: () => null,
[MetaBalancerBuilding.variants.merger]: () => null,
[MetaBalancerBuilding.variants.mergerInverse]: () => null,
[MetaBalancerBuilding.variants.splitter]: () => null,
[MetaBalancerBuilding.variants.splitterInverse]: () => null,
};
MetaBalancerBuilding.layerPreview = {
[defaultBuildingVariant]: () => null,
[MetaBalancerBuilding.variants.merger]: () => null,
[MetaBalancerBuilding.variants.mergerInverse]: () => null,
[MetaBalancerBuilding.variants.splitter]: () => null,
[MetaBalancerBuilding.variants.splitterInverse]: () => null,
};
MetaBalancerBuilding.layerByVariant = {
[defaultBuildingVariant]: root => "regular",
[MetaBalancerBuilding.variants.merger]: root => "regular",
[MetaBalancerBuilding.variants.mergerInverse]: root => "regular",
[MetaBalancerBuilding.variants.splitter]: root => "regular",
[MetaBalancerBuilding.variants.splitterInverse]: root => "regular",
};
MetaBalancerBuilding.additionalStatistics = {
/**
* @param {*} root
* @returns {Array<[string, string]>}
*/
[defaultBuildingVariant]: root => [
[
T.ingame.buildingPlacement.infoTexts.speed,
formatItemsPerSecond(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer)),
],
],
/**
* @param {*} root
* @returns {Array<[string, string]>}
*/
[MetaBalancerBuilding.variants.merger]: root => [
[
T.ingame.buildingPlacement.infoTexts.speed,
formatItemsPerSecond(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2),
],
],
/**
* @param {*} root
* @returns {Array<[string, string]>}
*/
[MetaBalancerBuilding.variants.mergerInverse]: root => [
[
T.ingame.buildingPlacement.infoTexts.speed,
formatItemsPerSecond(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2),
],
],
/**
* @param {*} root
* @returns {Array<[string, string]>}
*/
[MetaBalancerBuilding.variants.splitter]: root => [
[
T.ingame.buildingPlacement.infoTexts.speed,
formatItemsPerSecond(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2),
],
],
/**
* @param {*} root
* @returns {Array<[string, string]>}
*/
[MetaBalancerBuilding.variants.splitterInverse]: root => [
[
T.ingame.buildingPlacement.infoTexts.speed,
formatItemsPerSecond(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2),
],
],
};
MetaBalancerBuilding.silhouetteColors = {
[defaultBuildingVariant]: () => "#555759",
[MetaBalancerBuilding.variants.merger]: () => "#555759",
[MetaBalancerBuilding.variants.mergerInverse]: () => "#555759",
[MetaBalancerBuilding.variants.splitter]: () => "#555759",
[MetaBalancerBuilding.variants.splitterInverse]: () => "#555759",
};
MetaBalancerBuilding.componentVariations = {
[defaultBuildingVariant]: (entity, rotationVariant) => {
entity.components.ItemAcceptor.setSlots([{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
{
pos: new Vector(1, 0),
directions: [enumDirection.bottom],
},
]);
entity.components.ItemEjector.setSlots([
{ pos: new Vector(0, 0), direction: enumDirection.top },
{ pos: new Vector(1, 0), direction: enumDirection.top },
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
{ pos: new Vector(1, 0), direction: enumDirection.top },
];
},
[MetaBalancerBuilding.variants.merger]: (entity, rotationVariant) => {
entity.components.ItemAcceptor.setSlots([{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
{
pos: new Vector(0, 0),
directions: [enumDirection.right],
},
]);
entity.components.ItemEjector.setSlots([{ pos: new Vector(0, 0), direction: enumDirection.top }]);
entity.components.BeltUnderlays.underlays = [{ pos: new Vector(0, 0), direction: enumDirection.top }];
},
[MetaBalancerBuilding.variants.mergerInverse]: (entity, rotationVariant) => {
entity.components.ItemAcceptor.setSlots([{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
{
pos: new Vector(0, 0),
directions: [enumDirection.left],
},
]);
entity.components.ItemEjector.setSlots([{ pos: new Vector(0, 0), direction: enumDirection.top }]);
entity.components.BeltUnderlays.underlays = [{ pos: new Vector(0, 0), direction: enumDirection.top }];
},
[MetaBalancerBuilding.variants.splitter]: (entity, rotationVariant) => {
{
entity.components.ItemAcceptor.setSlots([{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
}, ]);
entity.components.ItemEjector.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
},
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
];
}
},
[MetaBalancerBuilding.variants.splitterInverse]: (entity, rotationVariant) => {
{
entity.components.ItemAcceptor.setSlots([{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
}, ]);
entity.components.ItemEjector.setSlots([{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
},
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
];
}
},
};