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js/game/components/item_acceptor.js

import { enumDirection, enumInvertedDirections, Vector } from "../../core/vector";
import { types } from "../../savegame/serialization";
import { BaseItem } from "../base_item";
import { Component } from "../component";

/** @typedef {{
 * pos: Vector,
 * directions: enumDirection[],
 * filter?: ItemType
 * }} ItemAcceptorSlot */

/**
 * Contains information about a slot plus its location
 * @typedef {{
 *  slot: ItemAcceptorSlot,
 *  index: number,
 *  acceptedDirection: enumDirection
 * }} ItemAcceptorLocatedSlot */

/** @typedef {{
 * pos: Vector,
 * directions: enumDirection[],
 * filter?: ItemType
 * }} ItemAcceptorSlotConfig */

export class ItemAcceptorComponent extends Component {
    static getId() {
        return "ItemAcceptor";
    }

    /**
     *
     * @param {object} param0
     * @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
     */
    constructor({ slots = [] }) {
        super();

        /**
         * Fixes belt animations
         * @type {Array<{
         *  item: BaseItem,
         * slotIndex: number,
         * animProgress: number,
         * direction: enumDirection
         * }>}
         */
        this.itemConsumptionAnimations = [];

        this.setSlots(slots);
    }

    /**
     *
     * @param {Array<ItemAcceptorSlotConfig>} slots
     */
    setSlots(slots) {
        /** @type {Array<ItemAcceptorSlot>} */
        this.slots = [];
        for (let i = 0; i < slots.length; ++i) {
            const slot = slots[i];
            this.slots.push({
                pos: slot.pos,
                directions: slot.directions,

                // Which type of item to accept (shape | color | all) @see ItemType
                filter: slot.filter,
            });
        }
    }

    /**
     * Returns if this acceptor can accept a new item at slot N
     * @param {number} slotIndex
     * @param {BaseItem=} item
     */
    canAcceptItem(slotIndex, item) {
        const slot = this.slots[slotIndex];
        return !slot.filter || slot.filter === item.getItemType();
    }

    /**
     * Called when an item has been accepted so that
     * @param {number} slotIndex
     * @param {enumDirection} direction
     * @param {BaseItem} item
     * @param {number} remainingProgress World space remaining progress, can be set to set the start position of the item
     */
    onItemAccepted(slotIndex, direction, item, remainingProgress = 0.0) {
        this.itemConsumptionAnimations.push({
            item,
            slotIndex,
            direction,
            animProgress: Math.min(1, remainingProgress * 2),
        });
    }

    /**
     * Tries to find a slot which accepts the current item
     * @param {Vector} targetLocalTile
     * @param {enumDirection} fromLocalDirection
     * @returns {ItemAcceptorLocatedSlot|null}
     */
    findMatchingSlot(targetLocalTile, fromLocalDirection) {
        // We need to invert our direction since the acceptor specifies *from* which direction
        // it accepts items, but the ejector specifies *into* which direction it ejects items.
        // E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
        const desiredDirection = enumInvertedDirections[fromLocalDirection];

        // Go over all slots and try to find a target slot
        for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
            const slot = this.slots[slotIndex];

            // Make sure the acceptor slot is on the right position
            if (!slot.pos.equals(targetLocalTile)) {
                continue;
            }

            // Check if the acceptor slot accepts items from our direction
            for (let i = 0; i < slot.directions.length; ++i) {
                // const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
                if (desiredDirection === slot.directions[i]) {
                    return {
                        slot,
                        index: slotIndex,
                        acceptedDirection: desiredDirection,
                    };
                }
            }
        }

        return null;
    }
}