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233 lines
6.9 KiB
233 lines
6.9 KiB
/* typehints:start */
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import { GameSystem } from "./game_system";
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import { GameRoot } from "./root";
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/* typehints:end */
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import { createLogger } from "../core/logging";
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import { BeltSystem } from "./systems/belt";
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import { ItemEjectorSystem } from "./systems/item_ejector";
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import { MapResourcesSystem } from "./systems/map_resources";
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import { MinerSystem } from "./systems/miner";
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import { ItemProcessorSystem } from "./systems/item_processor";
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import { UndergroundBeltSystem } from "./systems/underground_belt";
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import { HubSystem } from "./systems/hub";
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import { StaticMapEntitySystem } from "./systems/static_map_entity";
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import { ItemAcceptorSystem } from "./systems/item_acceptor";
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import { StorageSystem } from "./systems/storage";
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import { WiredPinsSystem } from "./systems/wired_pins";
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import { BeltUnderlaysSystem } from "./systems/belt_underlays";
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import { WireSystem } from "./systems/wire";
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import { ConstantSignalSystem } from "./systems/constant_signal";
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import { LogicGateSystem } from "./systems/logic_gate";
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import { LeverSystem } from "./systems/lever";
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import { DisplaySystem } from "./systems/display";
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import { ItemProcessorOverlaysSystem } from "./systems/item_processor_overlays";
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import { BeltReaderSystem } from "./systems/belt_reader";
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import { FilterSystem } from "./systems/filter";
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import { ItemProducerSystem } from "./systems/item_producer";
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import { ConstantProducerSystem } from "./systems/constant_producer";
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import { GoalAcceptorSystem } from "./systems/goal_acceptor";
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import { ZoneSystem } from "./systems/zone";
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const logger = createLogger("game_system_manager");
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/**
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* @type {Object<string, Array<{ id: string; systemClass: new (any) => GameSystem}>>}
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*/
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export const MODS_ADDITIONAL_SYSTEMS = {};
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export class GameSystemManager {
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/**
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*
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* @param {GameRoot} root
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*/
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constructor(root) {
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this.root = root;
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this.systems = {
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/* typehints:start */
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/** @type {BeltSystem} */
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belt: null,
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/** @type {ItemEjectorSystem} */
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itemEjector: null,
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/** @type {MapResourcesSystem} */
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mapResources: null,
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/** @type {MinerSystem} */
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miner: null,
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/** @type {ItemProcessorSystem} */
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itemProcessor: null,
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/** @type {UndergroundBeltSystem} */
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undergroundBelt: null,
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/** @type {HubSystem} */
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hub: null,
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/** @type {StaticMapEntitySystem} */
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staticMapEntities: null,
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/** @type {ItemAcceptorSystem} */
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itemAcceptor: null,
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/** @type {StorageSystem} */
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storage: null,
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/** @type {WiredPinsSystem} */
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wiredPins: null,
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/** @type {BeltUnderlaysSystem} */
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beltUnderlays: null,
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/** @type {WireSystem} */
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wire: null,
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/** @type {ConstantSignalSystem} */
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constantSignal: null,
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/** @type {LogicGateSystem} */
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logicGate: null,
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/** @type {LeverSystem} */
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lever: null,
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/** @type {DisplaySystem} */
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display: null,
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/** @type {ItemProcessorOverlaysSystem} */
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itemProcessorOverlays: null,
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/** @type {BeltReaderSystem} */
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beltReader: null,
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/** @type {FilterSystem} */
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filter: null,
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/** @type {ItemProducerSystem} */
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itemProducer: null,
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/** @type {ConstantProducerSystem} */
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ConstantProducer: null,
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/** @type {GoalAcceptorSystem} */
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GoalAcceptor: null,
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/** @type {ZoneSystem} */
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zone: null,
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/* typehints:end */
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};
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this.systemUpdateOrder = [];
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this.internalInitSystems();
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}
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/**
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* Initializes all systems
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*/
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internalInitSystems() {
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const addBefore = id => {
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const systems = MODS_ADDITIONAL_SYSTEMS[id];
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if (systems) {
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systems.forEach(({ id, systemClass }) => add(id, systemClass));
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}
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};
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const add = (id, systemClass) => {
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addBefore(id);
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this.systems[id] = new systemClass(this.root);
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this.systemUpdateOrder.push(id);
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};
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// Order is important!
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// IMPORTANT: Item acceptor must be before the belt, because it may not tick after the belt
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// has put in the item into the acceptor animation, otherwise its off
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add("itemAcceptor", ItemAcceptorSystem);
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add("belt", BeltSystem);
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add("undergroundBelt", UndergroundBeltSystem);
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add("miner", MinerSystem);
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add("storage", StorageSystem);
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add("itemProcessor", ItemProcessorSystem);
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add("filter", FilterSystem);
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add("itemProducer", ItemProducerSystem);
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add("itemEjector", ItemEjectorSystem);
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if (this.root.gameMode.hasResources()) {
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add("mapResources", MapResourcesSystem);
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}
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add("hub", HubSystem);
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add("staticMapEntities", StaticMapEntitySystem);
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add("wiredPins", WiredPinsSystem);
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add("beltUnderlays", BeltUnderlaysSystem);
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add("constantSignal", ConstantSignalSystem);
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// WIRES section
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add("lever", LeverSystem);
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// Wires must be before all gate, signal etc logic!
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add("wire", WireSystem);
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// IMPORTANT: We have 2 phases: In phase 1 we compute the output values of all gates,
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// processors etc. In phase 2 we propagate it through the wires network
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add("logicGate", LogicGateSystem);
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add("beltReader", BeltReaderSystem);
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add("display", DisplaySystem);
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add("itemProcessorOverlays", ItemProcessorOverlaysSystem);
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add("constantProducer", ConstantProducerSystem);
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add("goalAcceptor", GoalAcceptorSystem);
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if (this.root.gameMode.getBuildableZones()) {
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add("zone", ZoneSystem);
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}
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addBefore("end");
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for (const key in MODS_ADDITIONAL_SYSTEMS) {
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if (!this.systems[key] && key !== "end") {
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logger.error("Mod system not attached due to invalid 'before': ", key);
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}
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}
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logger.log("📦 There are", this.systemUpdateOrder.length, "game systems");
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}
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/**
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* Updates all systems
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*/
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update() {
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for (let i = 0; i < this.systemUpdateOrder.length; ++i) {
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const system = this.systems[this.systemUpdateOrder[i]];
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system.update();
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}
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}
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refreshCaches() {
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for (let i = 0; i < this.systemUpdateOrder.length; ++i) {
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const system = this.systems[this.systemUpdateOrder[i]];
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system.refreshCaches();
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}
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}
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}
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