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* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
210 lines
6.2 KiB
JavaScript
210 lines
6.2 KiB
JavaScript
/* typehints:start */
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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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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 add = (id, systemClass) => {
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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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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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