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tobspr_shapez.io/mod_examples/usage_statistics.js

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// @ts-nocheck
const METADATA = {
website: "https://tobspr.io",
author: "tobspr",
name: "Mod Example: Usage Statistics",
version: "1",
id: "usage-statistics",
description:
"Shows how to add a new component to the game, how to save additional data and how to add custom logic and drawings",
minimumGameVersion: ">=1.5.0",
};
/**
* Quick info on how this mod works:
*
* It tracks how many ticks a building was idle within X seconds to compute
* the usage percentage.
*
* Every tick the logic checks if the building is idle, if so, it increases aggregatedIdleTime.
* Once X seconds are over, the aggregatedIdleTime is copied to computedUsage which
* is displayed on screen via the UsageStatisticsSystem
*/
const MEASURE_INTERVAL_SECONDS = 5;
class UsageStatisticsComponent extends shapez.Component {
static getId() {
return "UsageStatistics";
}
static getSchema() {
// Here you define which properties should be saved to the savegame
// and get automatically restored
return {
lastTimestamp: shapez.types.float,
computedUsage: shapez.types.float,
aggregatedIdleTime: shapez.types.float,
};
}
constructor() {
super();
this.lastTimestamp = 0;
this.computedUsage = 0;
this.aggregatedIdleTime = 0;
}
}
class UsageStatisticsSystem extends shapez.GameSystemWithFilter {
constructor(root) {
// By specifying the list of components, `this.allEntities` will only
// contain entities which have *all* of the specified components
super(root, [UsageStatisticsComponent, shapez.ItemProcessorComponent]);
}
update() {
const now = this.root.time.now();
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const processorComp = entity.components.ItemProcessor;
const usageComp = entity.components.UsageStatistics;
if (now - usageComp.lastTimestamp > MEASURE_INTERVAL_SECONDS) {
usageComp.computedUsage = shapez.clamp(
1 - usageComp.aggregatedIdleTime / MEASURE_INTERVAL_SECONDS
);
usageComp.aggregatedIdleTime = 0;
usageComp.lastTimestamp = now;
}
if (processorComp.ongoingCharges.length === 0) {
usageComp.aggregatedIdleTime += this.root.dynamicTickrate.deltaSeconds;
}
}
}
drawChunk(parameters, chunk) {
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const usageComp = entity.components.UsageStatistics;
if (!usageComp) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
const context = parameters.context;
const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
// Culling for better performance
if (parameters.visibleRect.containsCircle(center.x, center.y, 40)) {
// Background badge
context.fillStyle = "rgba(250, 250, 250, 0.8)";
context.beginRoundedRect(center.x - 10, center.y + 3, 20, 8, 2);
context.fill();
// Text
const usage = usageComp.computedUsage * 100.0;
if (usage > 99.99) {
context.fillStyle = "green";
} else if (usage > 70) {
context.fillStyle = "orange";
} else {
context.fillStyle = "red";
}
context.textAlign = "center";
context.font = "7px GameFont";
context.fillText(Math.round(usage) + "%", center.x, center.y + 10);
}
}
}
}
class Mod extends shapez.Mod {
init() {
// Register the component
this.modInterface.registerComponent(UsageStatisticsComponent);
// Add our new component to all item processor buildings so we can see how many items it processed.
// You can also inspect the entity with F8
const buildings = [
shapez.MetaBalancerBuilding,
shapez.MetaCutterBuilding,
shapez.MetaRotaterBuilding,
shapez.MetaStackerBuilding,
shapez.MetaMixerBuilding,
shapez.MetaPainterBuilding,
];
buildings.forEach(metaClass => {
this.modInterface.runAfterMethod(metaClass, "setupEntityComponents", function (entity) {
entity.addComponent(new UsageStatisticsComponent());
});
});
// Register our game system so we can update and draw stuff
this.modInterface.registerGameSystem({
id: "demo_mod",
systemClass: UsageStatisticsSystem,
before: "belt",
drawHooks: ["staticAfter"],
});
}
}