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415 lines
16 KiB
415 lines
16 KiB
import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { createLogger } from "../../core/logging";
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import { Rectangle } from "../../core/rectangle";
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import { StaleAreaDetector } from "../../core/stale_area_detector";
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import { enumDirection, enumDirectionToVector } from "../../core/vector";
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import { ACHIEVEMENTS } from "../../platform/achievement_provider";
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import { BaseItem } from "../base_item";
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import { BeltComponent } from "../components/belt";
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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 { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunkView } from "../map_chunk_view";
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const logger = createLogger("systems/ejector");
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export class ItemEjectorSystem extends GameSystemWithFilter {
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constructor(root) {
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super(root, [ItemEjectorComponent]);
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this.staleAreaDetector = new StaleAreaDetector({
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root: this.root,
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name: "item-ejector",
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recomputeMethod: this.recomputeArea.bind(this),
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});
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this.staleAreaDetector.recomputeOnComponentsChanged(
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[ItemEjectorComponent, ItemAcceptorComponent, BeltComponent],
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1
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);
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this.root.signals.postLoadHook.add(this.recomputeCacheFull, this);
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}
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/**
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* Recomputes an area after it changed
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* @param {Rectangle} area
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*/
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recomputeArea(area) {
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/** @type {Set<number>} */
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const seenUids = new Set();
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for (let x = 0; x < area.w; ++x) {
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for (let y = 0; y < area.h; ++y) {
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const tileX = area.x + x;
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const tileY = area.y + y;
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// @NOTICE: Item ejector currently only supports regular layer
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const contents = this.root.map.getLayerContentXY(tileX, tileY, "regular");
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if (contents && contents.components.ItemEjector) {
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if (!seenUids.has(contents.uid)) {
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seenUids.add(contents.uid);
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this.recomputeSingleEntityCache(contents);
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}
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}
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}
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}
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}
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/**
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* Recomputes the whole cache after the game has loaded
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*/
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recomputeCacheFull() {
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logger.log("Full cache recompute in post load hook");
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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this.recomputeSingleEntityCache(entity);
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}
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}
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/**
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* @param {Entity} entity
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*/
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recomputeSingleEntityCache(entity) {
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const ejectorComp = entity.components.ItemEjector;
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const staticComp = entity.components.StaticMapEntity;
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for (let slotIndex = 0; slotIndex < ejectorComp.slots.length; ++slotIndex) {
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const ejectorSlot = ejectorComp.slots[slotIndex];
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// Clear the old cache.
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ejectorSlot.cachedDestSlot = null;
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ejectorSlot.cachedTargetEntity = null;
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ejectorSlot.cachedBeltPath = null;
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// Figure out where and into which direction we eject items
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const ejectSlotWsTile = staticComp.localTileToWorld(ejectorSlot.pos);
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const ejectSlotWsDirection = staticComp.localDirectionToWorld(ejectorSlot.direction);
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const ejectSlotWsDirectionVector = enumDirectionToVector[ejectSlotWsDirection];
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const ejectSlotTargetWsTile = ejectSlotWsTile.add(ejectSlotWsDirectionVector);
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// Try to find the given acceptor component to take the item
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// Since there can be cross layer dependencies, check on all layers
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const targetEntities = this.root.map.getLayersContentsMultipleXY(
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ejectSlotTargetWsTile.x,
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ejectSlotTargetWsTile.y
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);
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for (let i = 0; i < targetEntities.length; ++i) {
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const targetEntity = targetEntities[i];
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const targetStaticComp = targetEntity.components.StaticMapEntity;
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const targetBeltComp = targetEntity.components.Belt;
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// Check for belts (special case)
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if (targetBeltComp) {
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const beltAcceptingDirection = targetStaticComp.localDirectionToWorld(enumDirection.top);
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if (ejectSlotWsDirection === beltAcceptingDirection) {
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ejectorSlot.cachedTargetEntity = targetEntity;
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ejectorSlot.cachedBeltPath = targetBeltComp.assignedPath;
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break;
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}
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}
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// Check for item acceptors
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const targetAcceptorComp = targetEntity.components.ItemAcceptor;
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if (!targetAcceptorComp) {
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// Entity doesn't accept items
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continue;
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}
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const matchingSlot = targetAcceptorComp.findMatchingSlot(
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targetStaticComp.worldToLocalTile(ejectSlotTargetWsTile),
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targetStaticComp.worldDirectionToLocal(ejectSlotWsDirection)
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);
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if (!matchingSlot) {
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// No matching slot found
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continue;
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}
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// A slot can always be connected to one other slot only
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ejectorSlot.cachedTargetEntity = targetEntity;
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ejectorSlot.cachedDestSlot = matchingSlot;
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break;
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}
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}
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}
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update() {
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this.staleAreaDetector.update();
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// Precompute effective belt speed
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let progressGrowth = 2 * this.root.dynamicTickrate.deltaSeconds;
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if (G_IS_DEV && globalConfig.debug.instantBelts) {
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progressGrowth = 1;
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}
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// Go over all cache entries
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for (let i = 0; i < this.allEntities.length; ++i) {
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const sourceEntity = this.allEntities[i];
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const sourceEjectorComp = sourceEntity.components.ItemEjector;
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const slots = sourceEjectorComp.slots;
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for (let j = 0; j < slots.length; ++j) {
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const sourceSlot = slots[j];
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const item = sourceSlot.item;
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if (!item) {
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// No item available to be ejected
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continue;
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}
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// Advance items on the slot
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sourceSlot.progress = Math.min(
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1,
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sourceSlot.progress +
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progressGrowth *
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this.root.hubGoals.getBeltBaseSpeed() *
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globalConfig.itemSpacingOnBelts
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);
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if (G_IS_DEV && globalConfig.debug.disableEjectorProcessing) {
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sourceSlot.progress = 1.0;
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}
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// Check if we are still in the process of ejecting, can't proceed then
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if (sourceSlot.progress < 1.0) {
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continue;
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}
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// Check if we are ejecting to a belt path
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const destPath = sourceSlot.cachedBeltPath;
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if (destPath) {
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// Try passing the item over
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if (destPath.tryAcceptItem(item)) {
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sourceSlot.item = null;
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}
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// Always stop here, since there can *either* be a belt path *or*
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// a slot
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continue;
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}
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// Check if the target acceptor can actually accept this item
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const destEntity = sourceSlot.cachedTargetEntity;
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const destSlot = sourceSlot.cachedDestSlot;
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if (destSlot) {
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const targetAcceptorComp = destEntity.components.ItemAcceptor;
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if (!targetAcceptorComp.canAcceptItem(destSlot.index, item)) {
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continue;
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}
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// Try to hand over the item
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if (this.tryPassOverItem(item, destEntity, destSlot.index)) {
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// Handover successful, clear slot
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if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
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targetAcceptorComp.onItemAccepted(
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destSlot.index,
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destSlot.acceptedDirection,
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item
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);
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}
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sourceSlot.item = null;
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continue;
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}
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}
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}
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}
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}
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/**
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*
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* @param {BaseItem} item
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* @param {Entity} receiver
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* @param {number} slotIndex
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*/
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tryPassOverItem(item, receiver, slotIndex) {
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// Try figuring out how what to do with the item
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// @TODO: Kinda hacky. How to solve this properly? Don't want to go through inheritance hell.
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const beltComp = receiver.components.Belt;
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if (beltComp) {
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const path = beltComp.assignedPath;
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assert(path, "belt has no path");
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if (path.tryAcceptItem(item)) {
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return true;
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}
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// Belt can have nothing else
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return false;
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}
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const itemProcessorComp = receiver.components.ItemProcessor;
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if (itemProcessorComp) {
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// Check for potential filters
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if (!this.root.systemMgr.systems.itemProcessor.checkRequirements(receiver, item, slotIndex)) {
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return false;
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}
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// Its an item processor ..
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if (itemProcessorComp.tryTakeItem(item, slotIndex)) {
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return true;
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}
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// Item processor can have nothing else
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return false;
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}
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const undergroundBeltComp = receiver.components.UndergroundBelt;
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if (undergroundBeltComp) {
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// Its an underground belt. yay.
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if (
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undergroundBeltComp.tryAcceptExternalItem(
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item,
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this.root.hubGoals.getUndergroundBeltBaseSpeed()
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)
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) {
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return true;
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}
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// Underground belt can have nothing else
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return false;
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}
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const storageComp = receiver.components.Storage;
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if (storageComp) {
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// It's a storage
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if (storageComp.canAcceptItem(item)) {
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storageComp.takeItem(item);
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return true;
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}
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// Storage can't have anything else
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return false;
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}
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const filterComp = receiver.components.Filter;
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if (filterComp) {
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// It's a filter! Unfortunately the filter has to know a lot about it's
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// surrounding state and components, so it can't be within the component itself.
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if (this.root.systemMgr.systems.filter.tryAcceptItem(receiver, slotIndex, item)) {
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return true;
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}
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}
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return false;
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}
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/**
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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if (this.root.app.settings.getAllSettings().simplifiedBelts) {
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// Disabled in potato mode
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return;
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}
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const ejectorComp = entity.components.ItemEjector;
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if (!ejectorComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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const slot = ejectorComp.slots[i];
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const ejectedItem = slot.item;
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if (!ejectedItem) {
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// No item
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continue;
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}
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if (!ejectorComp.renderFloatingItems && !slot.cachedTargetEntity) {
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// Not connected to any building
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continue;
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}
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// Limit the progress to the maximum available space on the next belt (also see #1000)
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let progress = slot.progress;
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const nextBeltPath = slot.cachedBeltPath;
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if (nextBeltPath) {
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/*
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If you imagine the track between the center of the building and the center of the first belt as
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a range from 0 to 1:
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Building Belt
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| X | X |
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| 0...................1 |
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And for example the first item on belt has a distance of 0.4 to the beginning of the belt:
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Building Belt
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| X | X |
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| 0...................1 |
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^ item
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Then the space towards this first item is always 0.5 (the distance from the center of the building to the beginning of the belt)
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PLUS the spacing to the item, so in this case 0.5 + 0.4 = 0.9:
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Building Belt
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| X | X |
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| 0...................1 |
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^ item @ 0.9
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Since items must not get clashed, we need to substract some spacing (lets assume it is 0.6, exact value see globalConfig.itemSpacingOnBelts),
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So we do 0.9 - globalConfig.itemSpacingOnBelts = 0.3
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Building Belt
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| X | X |
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| 0...................1 |
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^ ^ item @ 0.9
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^ max progress = 0.3
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Because now our range actually only goes to the end of the building, and not towards the center of the building, we need to multiply
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all values by 2:
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Building Belt
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| X | X |
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| 0.........1.........2 |
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^ ^ item @ 1.8
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^ max progress = 0.6
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And that's it! If you summarize the calculations from above into a formula, you get the one below.
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*/
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const maxProgress =
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(0.5 + nextBeltPath.spacingToFirstItem - globalConfig.itemSpacingOnBelts) * 2;
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progress = Math.min(maxProgress, progress);
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}
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// Skip if the item would barely be visible
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if (progress < 0.05) {
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continue;
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}
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const realPosition = staticComp.localTileToWorld(slot.pos);
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if (!chunk.tileSpaceRectangle.containsPoint(realPosition.x, realPosition.y)) {
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// Not within this chunk
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continue;
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}
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const realDirection = staticComp.localDirectionToWorld(slot.direction);
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const realDirectionVector = enumDirectionToVector[realDirection];
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const tileX = realPosition.x + 0.5 + realDirectionVector.x * 0.5 * progress;
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const tileY = realPosition.y + 0.5 + realDirectionVector.y * 0.5 * progress;
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const worldX = tileX * globalConfig.tileSize;
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const worldY = tileY * globalConfig.tileSize;
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ejectedItem.drawItemCenteredClipped(
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worldX,
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worldY,
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parameters,
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globalConfig.defaultItemDiameter
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);
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}
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}
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}
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}
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