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tobspr_shapez.io/src/js/game/components/item_ejector.js
2020-08-03 20:08:33 +09:00

184 lines
5.2 KiB
JavaScript

import { directions, directionVectorMap, Vector } from "../../core/vector";
import { BaseItem } from "../base_item";
import { Component } from "../component";
import { types } from "../../savegame/serialization";
import { gItemRegistry } from "../../core/global_registries";
import { Entity } from "../entity";
import { enumLayer } from "../root";
/**
* @typedef {import("../../core/vector").Direction} Direction
* @typedef {import("./item_acceptor").ItemAcceptorLocatedSlot} ItemAcceptorLocatedSlot
* @typedef {{
* pos: Vector,
* direction: Direction,
* item: BaseItem,
* layer: enumLayer,
* progress: number?,
* cachedDestSlot?: ItemAcceptorLocatedSlot,
* cachedTargetEntity?: Entity
* }} ItemEjectorSlot
*/
export class ItemEjectorComponent extends Component {
static getId() {
return "ItemEjector";
}
static getSchema() {
// The cachedDestSlot, cachedTargetEntity, and cachedConnectedSlots fields
// are not serialized.
return {
instantEject: types.bool,
slots: types.array(
types.structured({
pos: types.vector,
direction: types.enum(directions),
item: types.nullable(types.obj(gItemRegistry)),
progress: types.float,
// TODO: Migrate
layer: types.enum(enumLayer),
})
),
};
}
duplicateWithoutContents() {
const slotsCopy = [];
for (let i = 0; i < this.slots.length; ++i) {
const slot = this.slots[i];
slotsCopy.push({
pos: slot.pos.copy(),
direction: slot.direction,
layer: slot.layer,
});
}
return new ItemEjectorComponent({
slots: slotsCopy,
instantEject: this.instantEject,
});
}
/**
*
* @param {object} param0
* @param {Array<{pos: Vector, direction: Direction, layer?: enumLayer}>=} param0.slots The slots to eject on
* @param {boolean=} param0.instantEject If the ejection is instant
*/
constructor({ slots = [], instantEject = false }) {
super();
// How long items take to eject
this.instantEject = instantEject;
this.setSlots(slots);
/** @type {ItemEjectorSlot[]} */
this.cachedConnectedSlots = null;
/**
* Whether this ejector slot is enabled
*/
this.enabled = true;
}
/**
* @param {Array<{pos: Vector, direction: Direction, layer?: enumLayer}>} slots The slots to eject on
*/
setSlots(slots) {
/** @type {Array<ItemEjectorSlot>} */
this.slots = [];
for (let i = 0; i < slots.length; ++i) {
const slot = slots[i];
this.slots.push({
pos: slot.pos,
direction: slot.direction,
item: null,
progress: 0,
layer: slot.layer || enumLayer.regular,
cachedDestSlot: null,
cachedTargetEntity: null,
});
}
}
/**
* Returns where this slot ejects to
* @param {number} index
* @returns {Vector}
*/
getSlotTargetLocalTile(index) {
const slot = this.slots[index];
const directionVector = directionVectorMap[slot.direction];
return slot.pos.add(directionVector);
}
/**
* Returns whether any slot ejects to the given local tile
* @param {Vector} tile
* @param {enumLayer} layer
*/
anySlotEjectsToLocalTile(tile, layer) {
for (let i = 0; i < this.slots.length; ++i) {
if (this.getSlotTargetLocalTile(i).equals(tile) && this.slots[i].layer === layer) {
return true;
}
}
return false;
}
/**
* Returns if we can eject on a given slot
* @param {number} slotIndex
* @returns {boolean}
*/
canEjectOnSlot(slotIndex) {
assert(slotIndex >= 0 && slotIndex < this.slots.length, "Invalid ejector slot: " + slotIndex);
return !this.slots[slotIndex].item;
}
/**
* Returns the first free slot on this ejector or null if there is none
* @param {enumLayer} layer
* @returns {number?}
*/
getFirstFreeSlot(layer) {
for (let i = 0; i < this.slots.length; ++i) {
if (this.canEjectOnSlot(i) && this.slots[i].layer === layer) {
return i;
}
}
return null;
}
/**
* Tries to eject a given item
* @param {number} slotIndex
* @param {BaseItem} item
* @returns {boolean}
*/
tryEject(slotIndex, item) {
if (!this.canEjectOnSlot(slotIndex)) {
return false;
}
this.slots[slotIndex].item = item;
this.slots[slotIndex].progress = this.instantEject ? 1 : 0;
return true;
}
/**
* Clears the given slot and returns the item it had
* @param {number} slotIndex
* @returns {BaseItem|null}
*/
takeSlotItem(slotIndex) {
const slot = this.slots[slotIndex];
const item = slot.item;
slot.item = null;
slot.progress = 0.0;
return item;
}
}