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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-09 02:54:01 +00:00
tobspr_shapez.io/src/js/game/game_system_manager.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

233 lines
6.9 KiB
JavaScript

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