mirror of
https://github.com/tobspr/shapez.io.git
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* 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>
262 lines
8.7 KiB
JavaScript
262 lines
8.7 KiB
JavaScript
import { enumDirection, Vector } from "../../core/vector";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
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import { Entity } from "../entity";
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import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
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import { GameRoot } from "../root";
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import { enumHubGoalRewards } from "../tutorial_goals";
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import { T } from "../../translations";
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import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
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import { BeltUnderlaysComponent } from "../components/belt_underlays";
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/** @enum {string} */
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export const enumBalancerVariants = {
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merger: "merger",
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mergerInverse: "merger-inverse",
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splitter: "splitter",
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splitterInverse: "splitter-inverse",
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};
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const overlayMatrices = {
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[defaultBuildingVariant]: null,
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[enumBalancerVariants.merger]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
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[enumBalancerVariants.mergerInverse]: generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
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[enumBalancerVariants.splitter]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
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[enumBalancerVariants.splitterInverse]: generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
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};
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export class MetaBalancerBuilding extends MetaBuilding {
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constructor() {
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super("balancer");
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}
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static getAllVariantCombinations() {
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return [
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{
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internalId: 4,
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variant: defaultBuildingVariant,
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},
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{
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internalId: 5,
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variant: enumBalancerVariants.merger,
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},
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{
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internalId: 6,
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variant: enumBalancerVariants.mergerInverse,
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},
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{
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internalId: 47,
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variant: enumBalancerVariants.splitter,
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},
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{
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internalId: 48,
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variant: enumBalancerVariants.splitterInverse,
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},
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];
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}
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getDimensions(variant) {
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switch (variant) {
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case defaultBuildingVariant:
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return new Vector(2, 1);
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case enumBalancerVariants.merger:
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case enumBalancerVariants.mergerInverse:
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case enumBalancerVariants.splitter:
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case enumBalancerVariants.splitterInverse:
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return new Vector(1, 1);
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default:
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assertAlways(false, "Unknown balancer variant: " + variant);
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}
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}
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/**
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* @param {number} rotation
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* @param {number} rotationVariant
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* @param {string} variant
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* @param {Entity} entity
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* @returns {Array<number>|null}
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*/
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getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
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const matrix = overlayMatrices[variant];
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if (matrix) {
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return matrix[rotation];
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}
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return null;
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}
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/**
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* @param {GameRoot} root
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* @param {string} variant
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* @returns {Array<[string, string]>}
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*/
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getAdditionalStatistics(root, variant) {
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if (root.gameMode.throughputDoesNotMatter()) {
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return [];
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}
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let speedMultiplier = 2;
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switch (variant) {
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case enumBalancerVariants.merger:
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case enumBalancerVariants.mergerInverse:
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case enumBalancerVariants.splitter:
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case enumBalancerVariants.splitterInverse:
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speedMultiplier = 1;
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}
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const speed =
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(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2) * speedMultiplier;
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return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
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}
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getSilhouetteColor() {
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return "#555759";
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}
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/**
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* @param {GameRoot} root
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*/
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getAvailableVariants(root) {
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const deterministic = root.gameMode.getIsDeterministic();
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let available = deterministic ? [] : [defaultBuildingVariant];
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if (!deterministic && root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger)) {
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available.push(enumBalancerVariants.merger, enumBalancerVariants.mergerInverse);
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}
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if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter)) {
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available.push(enumBalancerVariants.splitter, enumBalancerVariants.splitterInverse);
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}
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return available;
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}
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/**
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* @param {GameRoot} root
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*/
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getIsUnlocked(root) {
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return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_balancer);
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}
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/**
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* Creates the entity at the given location
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* @param {Entity} entity
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*/
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setupEntityComponents(entity) {
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entity.addComponent(
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new ItemAcceptorComponent({
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slots: [], // set later
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})
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);
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entity.addComponent(
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new ItemProcessorComponent({
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inputsPerCharge: 1,
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processorType: enumItemProcessorTypes.balancer,
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})
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);
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entity.addComponent(
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new ItemEjectorComponent({
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slots: [], // set later
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renderFloatingItems: false,
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})
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);
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entity.addComponent(new BeltUnderlaysComponent({ underlays: [] }));
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}
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/**
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*
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* @param {Entity} entity
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* @param {number} rotationVariant
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* @param {string} variant
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*/
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updateVariants(entity, rotationVariant, variant) {
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switch (variant) {
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case defaultBuildingVariant: {
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entity.components.ItemAcceptor.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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},
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{
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pos: new Vector(1, 0),
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direction: enumDirection.bottom,
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},
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]);
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entity.components.ItemEjector.setSlots([
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{ pos: new Vector(0, 0), direction: enumDirection.top },
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{ pos: new Vector(1, 0), direction: enumDirection.top },
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]);
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entity.components.BeltUnderlays.underlays = [
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{ pos: new Vector(0, 0), direction: enumDirection.top },
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{ pos: new Vector(1, 0), direction: enumDirection.top },
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];
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break;
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}
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case enumBalancerVariants.merger:
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case enumBalancerVariants.mergerInverse: {
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entity.components.ItemAcceptor.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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},
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{
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pos: new Vector(0, 0),
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direction:
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variant === enumBalancerVariants.mergerInverse
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? enumDirection.left
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: enumDirection.right,
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},
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]);
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entity.components.ItemEjector.setSlots([
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{ pos: new Vector(0, 0), direction: enumDirection.top },
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]);
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entity.components.BeltUnderlays.underlays = [
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{ pos: new Vector(0, 0), direction: enumDirection.top },
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];
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break;
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}
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case enumBalancerVariants.splitter:
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case enumBalancerVariants.splitterInverse: {
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entity.components.ItemAcceptor.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.bottom,
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},
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]);
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entity.components.ItemEjector.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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},
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{
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pos: new Vector(0, 0),
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direction:
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variant === enumBalancerVariants.splitterInverse
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? enumDirection.left
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: enumDirection.right,
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},
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]);
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entity.components.BeltUnderlays.underlays = [
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{ pos: new Vector(0, 0), direction: enumDirection.top },
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];
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break;
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}
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default:
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assertAlways(false, "Unknown balancer variant: " + variant);
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}
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}
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}
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