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>
233 lines
6.9 KiB
JavaScript
233 lines
6.9 KiB
JavaScript
/* 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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