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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-13 13:04:03 +00:00
tobspr_shapez.io/src/js/game/systems/zone.js
tobspr 931c8a5821
Puzzle DLC (#1172)
* 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>
2021-05-23 16:32:05 +02:00

106 lines
2.9 KiB
JavaScript

/* typehints:start */
import { DrawParameters } from "../../core/draw_parameters";
import { MapChunkView } from "../map_chunk_view";
import { GameRoot } from "../root";
/* typehints:end */
import { globalConfig } from "../../core/config";
import { STOP_PROPAGATION } from "../../core/signal";
import { GameSystem } from "../game_system";
import { THEME } from "../theme";
import { Entity } from "../entity";
import { Vector } from "../../core/vector";
export class ZoneSystem extends GameSystem {
/** @param {GameRoot} root */
constructor(root) {
super(root);
this.drawn = false;
this.root.signals.prePlacementCheck.add(this.prePlacementCheck, this);
this.root.signals.gameFrameStarted.add(() => {
this.drawn = false;
});
}
/**
*
* @param {Entity} entity
* @param {Vector | undefined} tile
* @returns
*/
prePlacementCheck(entity, tile = null) {
const staticComp = entity.components.StaticMapEntity;
if (!staticComp) {
return;
}
const mode = this.root.gameMode;
const zones = mode.getBuildableZones();
if (!zones) {
return;
}
const transformed = staticComp.getTileSpaceBounds();
if (tile) {
transformed.x += tile.x;
transformed.y += tile.y;
}
if (!zones.some(zone => zone.intersectsFully(transformed))) {
return STOP_PROPAGATION;
}
}
/**
* Draws the zone
* @param {DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
if (this.drawn) {
// oof
return;
}
this.drawn = true;
const mode = this.root.gameMode;
const zones = mode.getBuildableZones();
if (!zones) {
return;
}
const zone = zones[0].allScaled(globalConfig.tileSize);
const context = parameters.context;
context.lineWidth = 2;
context.strokeStyle = THEME.map.zone.borderSolid;
context.beginPath();
context.rect(zone.x - 1, zone.y - 1, zone.w + 2, zone.h + 2);
context.stroke();
const outer = zone;
const padding = 40 * globalConfig.tileSize;
context.fillStyle = THEME.map.zone.outerColor;
context.fillRect(outer.x + outer.w, outer.y, padding, outer.h);
context.fillRect(outer.x - padding, outer.y, padding, outer.h);
context.fillRect(
outer.x - padding - globalConfig.tileSize,
outer.y - padding,
2 * padding + zone.w + 2 * globalConfig.tileSize,
padding
);
context.fillRect(
outer.x - padding - globalConfig.tileSize,
outer.y + outer.h,
2 * padding + zone.w + 2 * globalConfig.tileSize,
padding
);
context.globalAlpha = 1;
}
}