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220 lines
6.7 KiB
220 lines
6.7 KiB
import { enumDirection, enumInvertedDirections, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BaseItem, enumItemType } from "../base_item";
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import { Component } from "../component";
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import { enumLayer } from "../root";
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* layer: enumLayer,
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* filter?: enumItemType
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* }} ItemAcceptorSlot */
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/**
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* Contains information about a slot plus its location
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* @typedef {{
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* slot: ItemAcceptorSlot,
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* index: number,
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* acceptedDirection: enumDirection
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* }} ItemAcceptorLocatedSlot */
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/** @typedef {{
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* pos: Vector,
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* directions: enumDirection[],
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* layer?: enumLayer,
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* filter?: enumItemType
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* }} ItemAcceptorSlotConfig */
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export class ItemAcceptorComponent extends Component {
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static getId() {
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return "ItemAcceptor";
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}
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static getSchema() {
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return {
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slots: types.array(
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types.structured({
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pos: types.vector,
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directions: types.array(types.enum(enumDirection)),
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filter: types.nullable(types.enum(enumItemType)),
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// TODO: MIGRATE
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layer: types.enum(enumLayer),
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})
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),
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animated: types.bool,
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beltUnderlays: types.array(
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types.structured({
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pos: types.vector,
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direction: types.enum(enumDirection),
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// TODO: MIGRATE
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layer: types.enum(enumLayer),
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})
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),
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};
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}
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duplicateWithoutContents() {
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const slotsCopy = [];
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for (let i = 0; i < this.slots.length; ++i) {
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const slot = this.slots[i];
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slotsCopy.push({
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pos: slot.pos.copy(),
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directions: slot.directions.slice(),
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filter: slot.filter,
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layer: slot.layer,
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});
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}
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const beltUnderlaysCopy = [];
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for (let i = 0; i < this.beltUnderlays.length; ++i) {
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const underlay = this.beltUnderlays[i];
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beltUnderlaysCopy.push({
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pos: underlay.pos.copy(),
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direction: underlay.direction,
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layer: underlay.layer,
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});
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}
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return new ItemAcceptorComponent({
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slots: slotsCopy,
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beltUnderlays: beltUnderlaysCopy,
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animated: this.animated,
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});
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}
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/**
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*
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* @param {object} param0
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* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
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* @param {boolean=} param0.animated Whether to animate item consumption
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* @param {Array<{pos: Vector, direction: enumDirection, layer: enumLayer}>=} param0.beltUnderlays Where to render belt underlays
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*/
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constructor({ slots = [], beltUnderlays = [], animated = true }) {
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super();
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this.animated = animated;
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/**
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* Fixes belt animations
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* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: enumDirection }>}
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*/
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this.itemConsumptionAnimations = [];
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/* Which belt underlays to render */
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this.beltUnderlays = beltUnderlays;
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this.setSlots(slots);
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}
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/**
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*
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* @param {Array<ItemAcceptorSlotConfig>} slots
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*/
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setSlots(slots) {
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/** @type {Array<ItemAcceptorSlot>} */
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this.slots = [];
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for (let i = 0; i < slots.length; ++i) {
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const slot = slots[i];
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this.slots.push({
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pos: slot.pos,
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directions: slot.directions,
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layer: slot.layer || enumLayer.regular,
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// Which type of item to accept (shape | color | all) @see enumItemType
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filter: slot.filter,
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});
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}
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}
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/**
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* Returns if this acceptor can accept a new item at slot N
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* @param {number} slotIndex
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* @param {BaseItem=} item
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*/
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canAcceptItem(slotIndex, item) {
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const slot = this.slots[slotIndex];
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return this.filterMatches(slot.filter, item);
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}
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/**
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* Returns if the given filter matches
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* @param {enumItemType|null} filter
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* @param {BaseItem} item
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*/
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filterMatches(filter, item) {
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if (!filter) {
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return true;
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}
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const itemType = item.getItemType();
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if (filter === enumItemType.genericEnergy) {
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return itemType === enumItemType.positiveEnergy || itemType === enumItemType.negativeEnergy;
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}
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return itemType === filter;
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}
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/**
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* Called when an item has been accepted so that
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* @param {number} slotIndex
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* @param {enumDirection} direction
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* @param {BaseItem} item
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*/
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onItemAccepted(slotIndex, direction, item) {
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if (this.animated) {
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this.itemConsumptionAnimations.push({
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item,
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slotIndex,
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direction,
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animProgress: 0.0,
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});
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}
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}
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/**
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* Tries to find a slot which accepts the current item
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* @param {Vector} targetLocalTile
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* @param {enumDirection} fromLocalDirection
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* @param {enumLayer} layer
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* @returns {ItemAcceptorLocatedSlot|null}
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*/
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findMatchingSlot(targetLocalTile, fromLocalDirection, layer) {
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// We need to invert our direction since the acceptor specifies *from* which direction
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// it accepts items, but the ejector specifies *into* which direction it ejects items.
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// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
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const desiredDirection = enumInvertedDirections[fromLocalDirection];
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// Go over all slots and try to find a target slot
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for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
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const slot = this.slots[slotIndex];
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// Make sure the acceptor slot is on the right position
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if (!slot.pos.equals(targetLocalTile)) {
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continue;
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}
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// Make sure the layer matches
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if (slot.layer !== layer) {
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continue;
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}
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// Check if the acceptor slot accepts items from our direction
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for (let i = 0; i < slot.directions.length; ++i) {
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// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
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if (desiredDirection === slot.directions[i]) {
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return {
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slot,
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index: slotIndex,
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acceptedDirection: desiredDirection,
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};
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}
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}
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}
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return null;
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}
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}
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