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tobspr_shapez.io/src/js/game/systems/wire.js

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import { globalConfig } from "../../core/config";
import { gMetaBuildingRegistry } from "../../core/global_registries";
import { Loader } from "../../core/loader";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { AtlasSprite } from "../../core/sprites";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { fastArrayDeleteValueIfContained } from "../../core/utils";
import {
arrayAllDirections,
enumDirection,
enumDirectionToVector,
enumInvertedDirections,
Vector,
} from "../../core/vector";
import { ACHIEVEMENTS } from "../../platform/achievement_provider";
import { BaseItem } from "../base_item";
import { arrayWireRotationVariantToType, MetaWireBuilding } from "../buildings/wire";
import { getCodeFromBuildingData } from "../building_codes";
import { enumWireType, enumWireVariant, WireComponent } from "../components/wire";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { WireTunnelComponent } from "../components/wire_tunnel";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { isTruthyItem } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
const logger = createLogger("wires");
let networkUidCounter = 0;
const VERBOSE_WIRES = G_IS_DEV && false;
export class WireNetwork {
constructor() {
/**
* Who contributes to this network
* @type {Array<{ entity: Entity, slot: import("../components/wired_pins").WirePinSlot }>} */
this.providers = [];
/**
* Who takes values from this network
* @type {Array<{ entity: Entity, slot: import("../components/wired_pins").WirePinSlot }>} */
this.receivers = [];
/**
* All connected slots
* @type {Array<{ entity: Entity, slot: import("../components/wired_pins").WirePinSlot }>}
*/
this.allSlots = [];
/**
* All connected tunnels
* @type {Array<Entity>}
*/
this.tunnels = [];
/**
* Which wires are in this network
* @type {Array<Entity>}
*/
this.wires = [];
/**
* The current value of this network
* @type {BaseItem}
*/
this.currentValue = null;
/**
* Whether this network has a value conflict, that is, more than one
* sender has sent a value
* @type {boolean}
*/
this.valueConflict = false;
/**
* Unique network identifier
* @type {number}
*/
this.uid = ++networkUidCounter;
}
/**
* Returns whether this network currently has a value
* @returns {boolean}
*/
hasValue() {
return !!this.currentValue && !this.valueConflict;
}
}
export class WireSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [WireComponent]);
/**
* @type {Object<enumWireVariant, Object<enumWireType, AtlasSprite>>}
*/
this.wireSprites = {};
const variants = ["conflict", ...Object.keys(enumWireVariant)];
for (let i = 0; i < variants.length; ++i) {
const wireVariant = variants[i];
const sprites = {};
for (const wireType in enumWireType) {
sprites[wireType] = Loader.getSprite(
"sprites/wires/sets/" + wireVariant + "_" + wireType + ".png"
);
}
this.wireSprites[wireVariant] = sprites;
}
this.root.signals.entityDestroyed.add(this.queuePlacementUpdate, this);
this.root.signals.entityAdded.add(this.queuePlacementUpdate, this);
this.root.signals.entityDestroyed.add(this.queueRecomputeIfWire, this);
this.root.signals.entityChanged.add(this.queueRecomputeIfWire, this);
this.root.signals.entityAdded.add(this.queueRecomputeIfWire, this);
this.needsRecompute = true;
this.isFirstRecompute = true;
this.staleArea = new StaleAreaDetector({
root: this.root,
name: "wires",
recomputeMethod: this.updateSurroundingWirePlacement.bind(this),
});
/**
* @type {Array<WireNetwork>}
*/
this.networks = [];
}
/**
* Invalidates the wires network if the given entity is relevant for it
* @param {Entity} entity
*/
queueRecomputeIfWire(entity) {
if (!this.root.gameInitialized) {
return;
}
if (this.isEntityRelevantForWires(entity)) {
this.needsRecompute = true;
this.networks = [];
}
}
/**
* Recomputes the whole wires network
*/
recomputeWiresNetwork() {
this.needsRecompute = false;
logger.log("Recomputing wires network");
this.networks = [];
const wireEntities = this.root.entityMgr.getAllWithComponent(WireComponent);
const tunnelEntities = this.root.entityMgr.getAllWithComponent(WireTunnelComponent);
const pinEntities = this.root.entityMgr.getAllWithComponent(WiredPinsComponent);
// Clear all network references, but not on the first update since that's the deserializing one
if (!this.isFirstRecompute) {
for (let i = 0; i < wireEntities.length; ++i) {
wireEntities[i].components.Wire.linkedNetwork = null;
}
for (let i = 0; i < tunnelEntities.length; ++i) {
tunnelEntities[i].components.WireTunnel.linkedNetworks = [];
}
for (let i = 0; i < pinEntities.length; ++i) {
const slots = pinEntities[i].components.WiredPins.slots;
for (let k = 0; k < slots.length; ++k) {
slots[k].linkedNetwork = null;
}
}
} else {
logger.log("Recomputing wires first time");
this.isFirstRecompute = false;
}
VERBOSE_WIRES && logger.log("Recomputing slots");
// Iterate over all ejector slots
for (let i = 0; i < pinEntities.length; ++i) {
const entity = pinEntities[i];
const slots = entity.components.WiredPins.slots;
for (let k = 0; k < slots.length; ++k) {
const slot = slots[k];
// Ejectors are computed directly, acceptors are just set
if (slot.type === enumPinSlotType.logicalEjector && !slot.linkedNetwork) {
this.findNetworkForEjector(entity, slot);
}
}
}
}
/**
* Finds the network for the given slot
* @param {Entity} initialEntity
* @param {import("../components/wired_pins").WirePinSlot} slot
*/
findNetworkForEjector(initialEntity, slot) {
let currentNetwork = new WireNetwork();
VERBOSE_WIRES &&
logger.log(
"Finding network for entity",
initialEntity.uid,
initialEntity.components.StaticMapEntity.origin.toString(),
"(nw-id:",
currentNetwork.uid,
")"
);
const entitiesToVisit = [
{
entity: initialEntity,
slot,
},
];
/**
* Once we occur a wire, we store its variant so we don't connect to
* mismatching ones
* @type {enumWireVariant}
*/
let variantMask = null;
while (entitiesToVisit.length > 0) {
const nextData = entitiesToVisit.pop();
const nextEntity = nextData.entity;
const wireComp = nextEntity.components.Wire;
const staticComp = nextEntity.components.StaticMapEntity;
VERBOSE_WIRES && logger.log("Visiting", staticComp.origin.toString(), "(", nextEntity.uid, ")");
// Where to search for neighbours
let newSearchDirections = [];
let newSearchTile = null;
//// WIRE
if (wireComp) {
// Sanity check
assert(
!wireComp.linkedNetwork || wireComp.linkedNetwork === currentNetwork,
"Mismatching wire network on wire entity " +
(wireComp.linkedNetwork ? wireComp.linkedNetwork.uid : "<empty>") +
" vs " +
currentNetwork.uid +
" @ " +
staticComp.origin.toString()
);
if (!wireComp.linkedNetwork) {
if (variantMask && wireComp.variant !== variantMask) {
// Mismatching variant
} else {
// This one is new! :D
VERBOSE_WIRES && logger.log(" Visited new wire:", staticComp.origin.toString());
wireComp.linkedNetwork = currentNetwork;
currentNetwork.wires.push(nextEntity);
newSearchDirections = arrayAllDirections;
newSearchTile = nextEntity.components.StaticMapEntity.origin;
variantMask = wireComp.variant;
}
}
}
//// PINS
const pinsComp = nextEntity.components.WiredPins;
if (pinsComp) {
const slot = nextData.slot;
assert(slot, "No slot set for next entity");
if (slot.type === enumPinSlotType.logicalEjector) {
VERBOSE_WIRES &&
logger.log(" Visiting ejector slot", staticComp.origin.toString(), "->", slot.type);
} else if (slot.type === enumPinSlotType.logicalAcceptor) {
VERBOSE_WIRES &&
logger.log(" Visiting acceptor slot", staticComp.origin.toString(), "->", slot.type);
} else {
assertAlways(false, "Bad slot type: " + slot.type);
}
// Sanity check
assert(
!slot.linkedNetwork || slot.linkedNetwork === currentNetwork,
"Mismatching wire network on pin slot entity " +
(slot.linkedNetwork ? slot.linkedNetwork.uid : "<empty>") +
" vs " +
currentNetwork.uid
);
if (!slot.linkedNetwork) {
// This one is new
VERBOSE_WIRES && logger.log(" Visited new slot:", staticComp.origin.toString());
// Add to the right list
if (slot.type === enumPinSlotType.logicalEjector) {
currentNetwork.providers.push({ entity: nextEntity, slot });
} else if (slot.type === enumPinSlotType.logicalAcceptor) {
currentNetwork.receivers.push({ entity: nextEntity, slot });
} else {
assertAlways(false, "unknown slot type:" + slot.type);
}
// Register on the network
currentNetwork.allSlots.push({ entity: nextEntity, slot });
slot.linkedNetwork = currentNetwork;
// Specify where to search next
newSearchDirections = [staticComp.localDirectionToWorld(slot.direction)];
newSearchTile = staticComp.localTileToWorld(slot.pos);
}
}
if (newSearchTile) {
// Find new surrounding wire targets
const newTargets = this.findSurroundingWireTargets(
newSearchTile,
newSearchDirections,
currentNetwork,
variantMask
);
VERBOSE_WIRES && logger.log(" Found", newTargets, "new targets to visit!");
for (let i = 0; i < newTargets.length; ++i) {
entitiesToVisit.push(newTargets[i]);
}
}
}
if (
currentNetwork.providers.length > 0 &&
(currentNetwork.wires.length > 0 ||
currentNetwork.receivers.length > 0 ||
currentNetwork.tunnels.length > 0)
) {
this.networks.push(currentNetwork);
VERBOSE_WIRES && logger.log("Attached new network with uid", currentNetwork);
} else {
// Unregister network again
for (let i = 0; i < currentNetwork.wires.length; ++i) {
currentNetwork.wires[i].components.Wire.linkedNetwork = null;
}
for (let i = 0; i < currentNetwork.tunnels.length; ++i) {
fastArrayDeleteValueIfContained(
currentNetwork.tunnels[i].components.WireTunnel.linkedNetworks,
currentNetwork
);
}
for (let i = 0; i < currentNetwork.allSlots.length; ++i) {
currentNetwork.allSlots[i].slot.linkedNetwork = null;
}
}
}
/**
* Finds surrounding entities which are not yet assigned to a network
* @param {Vector} initialTile
* @param {Array<enumDirection>} directions
* @param {WireNetwork} network
* @param {enumWireVariant=} variantMask Only accept connections to this mask
* @returns {Array<any>}
*/
findSurroundingWireTargets(initialTile, directions, network, variantMask = null) {
let result = [];
VERBOSE_WIRES &&
logger.log(
" Searching for new targets at",
initialTile.toString(),
"and d=",
directions,
"with mask=",
variantMask
);
// Go over all directions we should search for
for (let i = 0; i < directions.length; ++i) {
const direction = directions[i];
const offset = enumDirectionToVector[direction];
const initialSearchTile = initialTile.add(offset);
// Store which tunnels we already visited to avoid infinite loops
const visitedTunnels = new Set();
// First, find the initial connected entities
const initialContents = this.root.map.getLayersContentsMultipleXY(
initialSearchTile.x,
initialSearchTile.y
);
// Link the initial tile to the initial entities, since it may change
/** @type {Array<{entity: Entity, tile: Vector}>} */
const contents = [];
for (let j = 0; j < initialContents.length; ++j) {
contents.push({
entity: initialContents[j],
tile: initialSearchTile,
});
}
for (let k = 0; k < contents.length; ++k) {
const { entity, tile } = contents[k];
const wireComp = entity.components.Wire;
// Check for wire
if (
wireComp &&
!wireComp.linkedNetwork &&
(!variantMask || wireComp.variant === variantMask)
) {
// Wires accept connections from everywhere
result.push({
entity,
});
}
// Check for connected slots
const pinComp = entity.components.WiredPins;
if (pinComp) {
const staticComp = entity.components.StaticMapEntity;
// Go over all slots and see if they are connected
const pinSlots = pinComp.slots;
for (let j = 0; j < pinSlots.length; ++j) {
const slot = pinSlots[j];
// Check if the position matches
const pinPos = staticComp.localTileToWorld(slot.pos);
if (!pinPos.equals(tile)) {
continue;
}
// Check if the direction (inverted) matches
const pinDirection = staticComp.localDirectionToWorld(slot.direction);
if (pinDirection !== enumInvertedDirections[direction]) {
continue;
}
if (!slot.linkedNetwork) {
result.push({
entity,
slot,
});
}
}
// Pin slots mean it can be nothing else
continue;
}
// Check if it's a tunnel, if so, go to the forwarded item
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
if (visitedTunnels.has(entity.uid)) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
// Compute where this tunnel connects to
const forwardedTile = staticComp.origin.add(offset);
VERBOSE_WIRES &&
logger.log(
" Found tunnel",
entity.uid,
"at",
tile,
"-> forwarding to",
forwardedTile
);
// Figure out which entities are connected
const connectedContents = this.root.map.getLayersContentsMultipleXY(
forwardedTile.x,
forwardedTile.y
);
// Attach the entities and the tile we search at, because it may change
for (let h = 0; h < connectedContents.length; ++h) {
contents.push({
entity: connectedContents[h],
tile: forwardedTile,
});
}
// Add the tunnel to the network
if (tunnelComp.linkedNetworks.indexOf(network) < 0) {
tunnelComp.linkedNetworks.push(network);
}
if (network.tunnels.indexOf(entity) < 0) {
network.tunnels.push(entity);
}
// Remember this tunnel
visitedTunnels.add(entity.uid);
}
}
}
VERBOSE_WIRES && logger.log(" -> Found", result.length);
return result;
}
/**
* Updates the wires network
*/
update() {
this.staleArea.update();
if (this.needsRecompute) {
this.recomputeWiresNetwork();
}
// Re-compute values of all networks
for (let i = 0; i < this.networks.length; ++i) {
const network = this.networks[i];
// Reset conflicts
network.valueConflict = false;
// Aggregate values of all senders
const senders = network.providers;
let value = null;
for (let k = 0; k < senders.length; ++k) {
const senderSlot = senders[k];
const slotValue = senderSlot.slot.value;
// The first sender can just put in his value
if (!value) {
value = slotValue;
continue;
}
// If the slot is empty itself, just skip it
if (!slotValue) {
continue;
}
// If there is already an value, compare if it matches ->
// otherwise there is a conflict
if (value.equals(slotValue)) {
// All good
continue;
}
// There is a conflict, this means the value will be null anyways
network.valueConflict = true;
break;
}
// Assign value
if (network.valueConflict) {
network.currentValue = null;
} else {
network.currentValue = value;
}
}
}
/**
* Returns the given tileset and opacity
* @param {WireComponent} wireComp
* @returns {{ spriteSet: Object<enumWireType, import("../../core/draw_utils").AtlasSprite>, opacity: number}}
*/
getSpriteSetAndOpacityForWire(wireComp) {
if (!wireComp.linkedNetwork) {
// There is no network, it's empty
return {
spriteSet: this.wireSprites[wireComp.variant],
opacity: 0.5,
};
}
const network = wireComp.linkedNetwork;
if (network.valueConflict) {
// There is a conflict
return {
spriteSet: this.wireSprites.conflict,
opacity: 1,
};
}
return {
spriteSet: this.wireSprites[wireComp.variant],
opacity: isTruthyItem(network.currentValue) ? 1 : 0.5,
};
}
/**
* Draws a given chunk
* @param {import("../../core/draw_utils").DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
const contents = chunk.wireContents;
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
const entity = contents[x][y];
if (entity && entity.components.Wire) {
const wireComp = entity.components.Wire;
const wireType = wireComp.type;
const { opacity, spriteSet } = this.getSpriteSetAndOpacityForWire(wireComp);
const sprite = spriteSet[wireType];
assert(sprite, "Unknown wire type: " + wireType);
const staticComp = entity.components.StaticMapEntity;
parameters.context.globalAlpha = opacity;
staticComp.drawSpriteOnBoundsClipped(parameters, sprite, 0);
// DEBUG Rendering
if (G_IS_DEV && globalConfig.debug.renderWireRotations) {
parameters.context.globalAlpha = 1;
parameters.context.fillStyle = "red";
parameters.context.font = "5px Tahoma";
parameters.context.fillText(
"" + staticComp.originalRotation,
staticComp.origin.x * globalConfig.tileSize,
staticComp.origin.y * globalConfig.tileSize + 5
);
parameters.context.fillStyle = "rgba(255, 0, 0, 0.2)";
if (staticComp.originalRotation % 180 === 0) {
parameters.context.fillRect(
(staticComp.origin.x + 0.5) * globalConfig.tileSize,
staticComp.origin.y * globalConfig.tileSize,
3,
globalConfig.tileSize
);
} else {
parameters.context.fillRect(
staticComp.origin.x * globalConfig.tileSize,
(staticComp.origin.y + 0.5) * globalConfig.tileSize,
globalConfig.tileSize,
3
);
}
}
}
// DEBUG Rendering
if (G_IS_DEV && globalConfig.debug.renderWireNetworkInfos) {
if (entity) {
const staticComp = entity.components.StaticMapEntity;
const wireComp = entity.components.Wire;
// Draw network info for wires
if (wireComp && wireComp.linkedNetwork) {
parameters.context.fillStyle = "red";
parameters.context.font = "5px Tahoma";
parameters.context.fillText(
"W" + wireComp.linkedNetwork.uid,
(staticComp.origin.x + 0.5) * globalConfig.tileSize,
(staticComp.origin.y + 0.5) * globalConfig.tileSize
);
}
}
}
}
}
parameters.context.globalAlpha = 1;
}
/**
* Returns whether this entity is relevant for the wires network
* @param {Entity} entity
*/
isEntityRelevantForWires(entity) {
return entity.components.Wire || entity.components.WiredPins || entity.components.WireTunnel;
}
/**
*
* @param {Entity} entity
*/
queuePlacementUpdate(entity) {
if (!this.root.gameInitialized) {
return;
}
if (!this.isEntityRelevantForWires(entity)) {
return;
}
const staticComp = entity.components.StaticMapEntity;
if (!staticComp) {
return;
}
this.root.signals.achievementCheck.dispatch(ACHIEVEMENTS.place5000Wires, entity);
// Invalidate affected area
const originalRect = staticComp.getTileSpaceBounds();
const affectedArea = originalRect.expandedInAllDirections(1);
this.staleArea.invalidate(affectedArea);
}
/**
* Updates the wire placement after an entity has been added / deleted
* @param {Rectangle} affectedArea
*/
updateSurroundingWirePlacement(affectedArea) {
const metaWire = gMetaBuildingRegistry.findByClass(MetaWireBuilding);
for (let x = affectedArea.x; x < affectedArea.right(); ++x) {
for (let y = affectedArea.y; y < affectedArea.bottom(); ++y) {
const targetEntities = this.root.map.getLayersContentsMultipleXY(x, y);
for (let i = 0; i < targetEntities.length; ++i) {
const targetEntity = targetEntities[i];
const targetWireComp = targetEntity.components.Wire;
const targetStaticComp = targetEntity.components.StaticMapEntity;
if (!targetWireComp) {
// Not a wire
continue;
}
const variant = targetStaticComp.getVariant();
const {
rotation,
rotationVariant,
} = metaWire.computeOptimalDirectionAndRotationVariantAtTile({
root: this.root,
tile: new Vector(x, y),
rotation: targetStaticComp.originalRotation,
variant,
layer: targetEntity.layer,
});
// Compute delta to see if anything changed
const newType = arrayWireRotationVariantToType[rotationVariant];
if (targetStaticComp.rotation !== rotation || newType !== targetWireComp.type) {
// Change stuff
targetStaticComp.rotation = rotation;
metaWire.updateVariants(targetEntity, rotationVariant, variant);
// Update code as well
targetStaticComp.code = getCodeFromBuildingData(metaWire, variant, rotationVariant);
// Make sure the chunks know about the update
this.root.signals.entityChanged.dispatch(targetEntity);
}
}
}
}
}
}