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js/game/buildings/lever.js

import { enumDirection, Vector } from "../../core/vector";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { LeverComponent } from "../components/lever";
import { enumHubGoalRewards } from "../tutorial_goals";

export class MetaLeverBuilding extends MetaBuilding {
    constructor() {
        super("lever");
    }

    /**
     * @param {string} variant
     */
    getSilhouetteColor(variant) {
        return MetaLeverBuilding.silhouetteColors[variant]();
    }

    /**
     * @param {string} variant
     */
    getDimensions(variant) {
        return MetaLeverBuilding.dimensions[variant]();
    }

    /**
     * @param {GameRoot} root
     */
    getIsUnlocked(root) {
        return this.getAvailableVariants(root).length > 0;
    }

    /**
     * @param {string} variant
     */
    getIsRemovable(variant) {
        return MetaLeverBuilding.isRemovable[variant]();
    }

    /**
     * @param {string} variant
     */
    getIsRotateable(variant) {
        return MetaLeverBuilding.isRotateable[variant]();
    }

    /**
     * @param {GameRoot} root
     */
    getAvailableVariants(root) {
        const variants = MetaLeverBuilding.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 MetaLeverBuilding.layerByVariant[variant](root);
    }

    /**
     * @param {string} variant
     */
    getShowLayerPreview(variant) {
        return MetaLeverBuilding.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 = MetaLeverBuilding.overlayMatrices[variant](entity, rotationVariant);
        return matrices ? matrices[rotation] : null;
    }

    getSprite() {
        return null;
    }

    /**
     * @param {string} variant
     */
    getRenderPins(variant) {
        return MetaLeverBuilding.renderPins[variant]();
    }

    /**
     * Creates the entity at the given location
     * @param {Entity} entity
     */
    setupEntityComponents(entity) {
        MetaLeverBuilding.setupEntityComponents.forEach(func => func(entity));
    }

    /**
     * @param {Entity} entity
     * @param {number} rotationVariant
     * @param {string} variant
     */
    updateVariants(entity, rotationVariant, variant) {
        MetaLeverBuilding.componentVariations[variant](entity, rotationVariant);
    }
}

MetaLeverBuilding.setupEntityComponents = [
    entity =>
    entity.addComponent(
        new WiredPinsComponent({
            slots: [{
                pos: new Vector(0, 0),
                direction: enumDirection.top,
                type: enumPinSlotType.logicalEjector,
            }, ],
        })
    ),
    entity => entity.addComponent(new LeverComponent({})),
];

MetaLeverBuilding.overlayMatrices = {
    [defaultBuildingVariant]: (entity, rotationVariant) => null,
};

MetaLeverBuilding.dimensions = {
    [defaultBuildingVariant]: () => new Vector(1, 1),
};

MetaLeverBuilding.silhouetteColors = {
    [defaultBuildingVariant]: () => "#1a678b",
};

MetaLeverBuilding.isRemovable = {
    [defaultBuildingVariant]: () => true,
};

MetaLeverBuilding.isRotateable = {
    [defaultBuildingVariant]: () => true,
};

MetaLeverBuilding.avaibleVariants = {
    [defaultBuildingVariant]: root =>
        root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_painter_and_levers),
};

MetaLeverBuilding.layerByVariant = {
    [defaultBuildingVariant]: root => "regular",
};

MetaLeverBuilding.layerPreview = {
    [defaultBuildingVariant]: () => "wires",
};

MetaLeverBuilding.renderPins = {
    [defaultBuildingVariant]: () => true,
};

MetaLeverBuilding.componentVariations = {
    [defaultBuildingVariant]: (entity, rotationVariant) => {
        entity.components.WiredPins.setSlots([{
            pos: new Vector(0, 0),
            direction: enumDirection.top,
            type: enumPinSlotType.logicalEjector,
        }, ]);
    },
};