1
0
mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-09 19:14:03 +00:00
tobspr_shapez.io/src/js/game/building_codes.js
tobspr c41aaa1fc5
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft

* modloader features

* Refactor mods to use signals

* Add support for modifying and registering new transltions

* Minor adjustments

* Support for string building ids for mods

* Initial support for adding new buildings

* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading

* Lazy Load mods to make sure all dependencies are loaded

* Expose all exported members automatically to mods

* Fix duplicate exports

* Allow loading mods from standalone

* update changelog

* Fix mods folder incorrect path

* Fix modloading in standalone

* Fix sprites not getting replaced, update demo mod

* Load dev mod via raw loader

* Improve mod developing so mods are directly ready to be deployed, load mods from local file server

* Proper mods ui

* Allow mods to register game systems and draw stuff

* Change mods path

* Fix sprites not loading

* Minor adjustments, closes #1333

* Add support for loading atlases via mods

* Add support for loading mods from external sources in DEV

* Add confirmation when loading mods

* Fix circular dependency

* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods

* Add some mod signals

* refactor game loading states

* Make shapez exports global

* Start to make mods safer

* Refactor file system electron event handling

* Properly isolate electron renderer process

* Update to latest electron

* Show errors when loading mods

* Update confirm dialgo

* Minor restructure, start to add mod examples

* Allow adding custom themesw

* Add more examples and allow defining custom item processor operations

* Add interface to register new buildings

* Fixed typescript type errors (#1335)

* Refactor building registry, make it easier for mods to add new buildings

* Allow overriding existing methods

* Add more examples and more features

* More mod examples

* Make mod loading simpler

* Add example how to add custom drawings

* Remove unused code

* Minor modloader adjustments

* Support for rotation variants in mods (was broken previously)

* Allow mods to replace builtin sub shapes

* Add helper methods to extend classes

* Fix menu bar on mac os

* Remember window state

* Add support for paste signals

* Add example how to add custom components and systems

* Support for mod settings

* Add example for adding a new item type

* Update class extensions

* Minor adjustments

* Fix typo

* Add notification blocks mod example

* Add small tutorial

* Update readme

* Add better instructions

* Update JSDoc for Replacing Methods (#1336)

* upgraded types for overriding methods

* updated comments

Co-authored-by: Edward Badel <you@example.com>

* Direction lock now indicates when there is a building inbetween

* Fix mod examples

* Fix linter error

* Game state register (#1341)

* Added a gamestate register helper

Added a gamestate register helper

* Update mod_interface.js

* export build options

* Fix runBeforeMethod and runAfterMethod

* Minor game system code cleanup

* Belt path drawing optimization

* Fix belt path optimization

* Belt drawing improvements, again

* Do not render belts in statics disabled view

* Allow external URL to load more than one mod (#1337)

* Allow external URL to load more than one mod

Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.

* Update modloader.js

* Prettier fixes

* Added link to create-shapezio-mod npm page (#1339)

Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod

* allow command line switch to load more than one mod (#1342)

* Fixed class handle type (#1345)

* Fixed class handle type

* Fixed import game state

* Minor adjustments

* Refactor item acceptor to allow only single direction slots

* Allow specifying minimumGameVersion

* Add sandbox example

* Replaced concatenated strings with template literals (#1347)

* Mod improvements

* Make wired pins component optional on the storage

* Fix mod examples

* Bind `this` for method overriding JSDoc (#1352)

* fix entity debugger reaching HTML elements (#1353)

* Store mods in savegame and show warning when it differs

* Closes #1357

* Fix All Shapez Exports Being Const (#1358)

* Allowed setting of variables inside webpack modules

* remove console log

* Fix stringification of things inside of eval

Co-authored-by: Edward Badel <you@example.com>

* Fix building placer intersection warning

* Add example for storing data in the savegame

* Fix double painter bug (#1349)

* Add example on how to extend builtin buildings

* update readme

* Disable steam achievements when playing with mods

* Update translations

Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00

110 lines
3.1 KiB
JavaScript

/* typehints:start */
import { MetaBuilding } from "./meta_building";
import { AtlasSprite } from "../core/sprites";
import { Vector } from "../core/vector";
/* typehints:end */
import { gMetaBuildingRegistry } from "../core/global_registries";
/**
* @typedef {{
* metaClass: typeof MetaBuilding,
* metaInstance?: MetaBuilding,
* variant?: string,
* rotationVariant?: number,
* tileSize?: Vector,
* sprite?: AtlasSprite,
* blueprintSprite?: AtlasSprite,
* silhouetteColor?: string
* }} BuildingVariantIdentifier
*/
/**
* Stores a lookup table for all building variants (for better performance)
* @type {Object<number|string, BuildingVariantIdentifier>}
*/
export const gBuildingVariants = {
// Set later
};
/**
* Mapping from 'metaBuildingId/variant/rotationVariant' to building code
* @type {Map<string, number|string>}
*/
const variantsCache = new Map();
/**
* Registers a new variant
* @param {number|string} code
* @param {typeof MetaBuilding} meta
* @param {string} variant
* @param {number} rotationVariant
*/
export function registerBuildingVariant(
code,
meta,
variant = "default" /* @TODO: Circular dependency, actually its defaultBuildingVariant */,
rotationVariant = 0
) {
assert(!gBuildingVariants[code], "Duplicate id: " + code);
gBuildingVariants[code] = {
metaClass: meta,
metaInstance: gMetaBuildingRegistry.findByClass(meta),
variant,
rotationVariant,
// @ts-ignore
tileSize: new meta().getDimensions(variant),
};
}
/**
* Hashes the combination of buildng, variant and rotation variant
* @param {string} buildingId
* @param {string} variant
* @param {number} rotationVariant
* @returns
*/
function generateBuildingHash(buildingId, variant, rotationVariant) {
return buildingId + "/" + variant + "/" + rotationVariant;
}
/**
*
* @param {string|number} code
* @returns {BuildingVariantIdentifier}
*/
export function getBuildingDataFromCode(code) {
assert(gBuildingVariants[code], "Invalid building code: " + code);
return gBuildingVariants[code];
}
/**
* Builds the cache for the codes
*/
export function buildBuildingCodeCache() {
for (const code in gBuildingVariants) {
const data = gBuildingVariants[code];
const hash = generateBuildingHash(data.metaInstance.getId(), data.variant, data.rotationVariant);
variantsCache.set(hash, isNaN(+code) ? code : +code);
}
}
/**
* Finds the code for a given variant
* @param {MetaBuilding} metaBuilding
* @param {string} variant
* @param {number} rotationVariant
* @returns {number|string}
*/
export function getCodeFromBuildingData(metaBuilding, variant, rotationVariant) {
const hash = generateBuildingHash(metaBuilding.getId(), variant, rotationVariant);
const result = variantsCache.get(hash);
if (G_IS_DEV) {
if (!result) {
console.warn("Known hashes:", Array.from(variantsCache.keys()));
assertAlways(false, "Building not found by data: " + hash);
}
}
return result;
}