1
0
mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-09 11:04:03 +00:00
tobspr_shapez.io/src/js/game/logic.js
tobspr c41aaa1fc5
Mod Support - 1.5.0 Update (#1361)
* initial modloader draft

* modloader features

* Refactor mods to use signals

* Add support for modifying and registering new transltions

* Minor adjustments

* Support for string building ids for mods

* Initial support for adding new buildings

* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading

* Lazy Load mods to make sure all dependencies are loaded

* Expose all exported members automatically to mods

* Fix duplicate exports

* Allow loading mods from standalone

* update changelog

* Fix mods folder incorrect path

* Fix modloading in standalone

* Fix sprites not getting replaced, update demo mod

* Load dev mod via raw loader

* Improve mod developing so mods are directly ready to be deployed, load mods from local file server

* Proper mods ui

* Allow mods to register game systems and draw stuff

* Change mods path

* Fix sprites not loading

* Minor adjustments, closes #1333

* Add support for loading atlases via mods

* Add support for loading mods from external sources in DEV

* Add confirmation when loading mods

* Fix circular dependency

* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods

* Add some mod signals

* refactor game loading states

* Make shapez exports global

* Start to make mods safer

* Refactor file system electron event handling

* Properly isolate electron renderer process

* Update to latest electron

* Show errors when loading mods

* Update confirm dialgo

* Minor restructure, start to add mod examples

* Allow adding custom themesw

* Add more examples and allow defining custom item processor operations

* Add interface to register new buildings

* Fixed typescript type errors (#1335)

* Refactor building registry, make it easier for mods to add new buildings

* Allow overriding existing methods

* Add more examples and more features

* More mod examples

* Make mod loading simpler

* Add example how to add custom drawings

* Remove unused code

* Minor modloader adjustments

* Support for rotation variants in mods (was broken previously)

* Allow mods to replace builtin sub shapes

* Add helper methods to extend classes

* Fix menu bar on mac os

* Remember window state

* Add support for paste signals

* Add example how to add custom components and systems

* Support for mod settings

* Add example for adding a new item type

* Update class extensions

* Minor adjustments

* Fix typo

* Add notification blocks mod example

* Add small tutorial

* Update readme

* Add better instructions

* Update JSDoc for Replacing Methods (#1336)

* upgraded types for overriding methods

* updated comments

Co-authored-by: Edward Badel <you@example.com>

* Direction lock now indicates when there is a building inbetween

* Fix mod examples

* Fix linter error

* Game state register (#1341)

* Added a gamestate register helper

Added a gamestate register helper

* Update mod_interface.js

* export build options

* Fix runBeforeMethod and runAfterMethod

* Minor game system code cleanup

* Belt path drawing optimization

* Fix belt path optimization

* Belt drawing improvements, again

* Do not render belts in statics disabled view

* Allow external URL to load more than one mod (#1337)

* Allow external URL to load more than one mod

Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.

* Update modloader.js

* Prettier fixes

* Added link to create-shapezio-mod npm page (#1339)

Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod

* allow command line switch to load more than one mod (#1342)

* Fixed class handle type (#1345)

* Fixed class handle type

* Fixed import game state

* Minor adjustments

* Refactor item acceptor to allow only single direction slots

* Allow specifying minimumGameVersion

* Add sandbox example

* Replaced concatenated strings with template literals (#1347)

* Mod improvements

* Make wired pins component optional on the storage

* Fix mod examples

* Bind `this` for method overriding JSDoc (#1352)

* fix entity debugger reaching HTML elements (#1353)

* Store mods in savegame and show warning when it differs

* Closes #1357

* Fix All Shapez Exports Being Const (#1358)

* Allowed setting of variables inside webpack modules

* remove console log

* Fix stringification of things inside of eval

Co-authored-by: Edward Badel <you@example.com>

* Fix building placer intersection warning

* Add example for storing data in the savegame

* Fix double painter bug (#1349)

* Add example on how to extend builtin buildings

* update readme

* Disable steam achievements when playing with mods

* Update translations

Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00

475 lines
16 KiB
JavaScript

import { globalConfig } from "../core/config";
import { createLogger } from "../core/logging";
import { STOP_PROPAGATION } from "../core/signal";
import { round2Digits } from "../core/utils";
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../core/vector";
import { getBuildingDataFromCode } from "./building_codes";
import { Component } from "./component";
import { enumWireVariant } from "./components/wire";
import { Entity } from "./entity";
import { CHUNK_OVERLAY_RES } from "./map_chunk_view";
import { MetaBuilding } from "./meta_building";
import { GameRoot } from "./root";
import { WireNetwork } from "./systems/wire";
const logger = createLogger("ingame/logic");
/**
* Typing helper
* @typedef {Array<{
* entity: Entity,
* slot: import("./components/item_ejector").ItemEjectorSlot,
* fromTile: Vector,
* toDirection: enumDirection
* }>} EjectorsAffectingTile
*/
/**
* Typing helper
* @typedef {Array<{
* entity: Entity,
* slot: import("./components/item_acceptor").ItemAcceptorSlot,
* toTile: Vector,
* fromDirection: enumDirection
* }>} AcceptorsAffectingTile
*/
/**
* @typedef {{
* acceptors: AcceptorsAffectingTile,
* ejectors: EjectorsAffectingTile
* }} AcceptorsAndEjectorsAffectingTile
*/
export class GameLogic {
/**
*
* @param {GameRoot} root
*/
constructor(root) {
this.root = root;
}
/**
* Checks if the given entity can be placed
* @param {Entity} entity
* @param {Object} param0
* @param {boolean=} param0.allowReplaceBuildings
* @param {Vector=} param0.offset Optional, move the entity by the given offset first
* @returns {boolean} true if the entity could be placed there
*/
checkCanPlaceEntity(entity, { allowReplaceBuildings = true, offset = null }) {
// Compute area of the building
const rect = entity.components.StaticMapEntity.getTileSpaceBounds();
if (offset) {
rect.x += offset.x;
rect.y += offset.y;
}
// Check the whole area of the building
for (let x = rect.x; x < rect.x + rect.w; ++x) {
for (let y = rect.y; y < rect.y + rect.h; ++y) {
// Check if there is any direct collision
const otherEntity = this.root.map.getLayerContentXY(x, y, entity.layer);
if (otherEntity) {
const metaClass = otherEntity.components.StaticMapEntity.getMetaBuilding();
if (!allowReplaceBuildings || !metaClass.getIsReplaceable()) {
// This one is a direct blocker
return false;
}
}
}
}
// Perform additional placement checks
if (this.root.gameMode.getIsEditor()) {
const toolbar = this.root.hud.parts.buildingsToolbar;
const id = entity.components.StaticMapEntity.getMetaBuilding().getId();
if (toolbar.buildingHandles[id].puzzleLocked) {
return false;
}
}
if (this.root.signals.prePlacementCheck.dispatch(entity, offset) === STOP_PROPAGATION) {
return false;
}
return true;
}
/**
* Attempts to place the given building
* @param {object} param0
* @param {Vector} param0.origin
* @param {number} param0.rotation
* @param {number} param0.originalRotation
* @param {number} param0.rotationVariant
* @param {string} param0.variant
* @param {MetaBuilding} param0.building
* @returns {Entity}
*/
tryPlaceBuilding({ origin, rotation, rotationVariant, originalRotation, variant, building }) {
const entity = building.createEntity({
root: this.root,
origin,
rotation,
originalRotation,
rotationVariant,
variant,
});
if (this.checkCanPlaceEntity(entity, {})) {
this.freeEntityAreaBeforeBuild(entity);
this.root.map.placeStaticEntity(entity);
this.root.entityMgr.registerEntity(entity);
return entity;
}
return null;
}
/**
* Removes all entities with a RemovableMapEntityComponent which need to get
* removed before placing this entity
* @param {Entity} entity
*/
freeEntityAreaBeforeBuild(entity) {
const staticComp = entity.components.StaticMapEntity;
const rect = staticComp.getTileSpaceBounds();
// Remove any removeable colliding entities on the same layer
for (let x = rect.x; x < rect.x + rect.w; ++x) {
for (let y = rect.y; y < rect.y + rect.h; ++y) {
const contents = this.root.map.getLayerContentXY(x, y, entity.layer);
if (contents) {
assertAlways(
contents.components.StaticMapEntity.getMetaBuilding().getIsReplaceable(),
"Tried to replace non-repleaceable entity"
);
if (!this.tryDeleteBuilding(contents)) {
assertAlways(false, "Tried to replace non-repleaceable entity #2");
}
}
}
}
// Perform other callbacks
this.root.signals.freeEntityAreaBeforeBuild.dispatch(entity);
}
/**
* Performs a bulk operation, not updating caches in the meantime
* @param {function} operation
*/
performBulkOperation(operation) {
logger.warn("Running bulk operation ...");
assert(!this.root.bulkOperationRunning, "Can not run two bulk operations twice");
this.root.bulkOperationRunning = true;
const now = performance.now();
const returnValue = operation();
const duration = performance.now() - now;
logger.log("Done in", round2Digits(duration), "ms");
assert(this.root.bulkOperationRunning, "Bulk operation = false while bulk operation was running");
this.root.bulkOperationRunning = false;
this.root.signals.bulkOperationFinished.dispatch();
return returnValue;
}
/**
* Performs a immutable operation, causing no recalculations
* @param {function} operation
*/
performImmutableOperation(operation) {
logger.warn("Running immutable operation ...");
assert(!this.root.immutableOperationRunning, "Can not run two immutalbe operations twice");
this.root.immutableOperationRunning = true;
const now = performance.now();
const returnValue = operation();
const duration = performance.now() - now;
logger.log("Done in", round2Digits(duration), "ms");
assert(
this.root.immutableOperationRunning,
"Immutable operation = false while immutable operation was running"
);
this.root.immutableOperationRunning = false;
this.root.signals.immutableOperationFinished.dispatch();
return returnValue;
}
/**
* Returns whether the given building can get removed
* @param {Entity} building
*/
canDeleteBuilding(building) {
const staticComp = building.components.StaticMapEntity;
return staticComp.getMetaBuilding().getIsRemovable(this.root);
}
/**
* Tries to delete the given building
* @param {Entity} building
*/
tryDeleteBuilding(building) {
if (!this.canDeleteBuilding(building)) {
return false;
}
this.root.map.removeStaticEntity(building);
this.root.entityMgr.destroyEntity(building);
this.root.entityMgr.processDestroyList();
return true;
}
/**
*
* Computes the flag for a given tile
* @param {object} param0
* @param {enumWireVariant} param0.wireVariant
* @param {Vector} param0.tile The tile to check at
* @param {enumDirection} param0.edge The edge to check for
*/
computeWireEdgeStatus({ wireVariant, tile, edge }) {
const offset = enumDirectionToVector[edge];
const targetTile = tile.add(offset);
// Search for relevant pins
const pinEntities = this.root.map.getLayersContentsMultipleXY(targetTile.x, targetTile.y);
// Go over all entities which could have a pin
for (let i = 0; i < pinEntities.length; ++i) {
const pinEntity = pinEntities[i];
const pinComp = pinEntity.components.WiredPins;
const staticComp = pinEntity.components.StaticMapEntity;
// Skip those who don't have pins
if (!pinComp) {
continue;
}
// Go over all pins
const pins = pinComp.slots;
for (let k = 0; k < pinComp.slots.length; ++k) {
const pinSlot = pins[k];
const pinLocation = staticComp.localTileToWorld(pinSlot.pos);
const pinDirection = staticComp.localDirectionToWorld(pinSlot.direction);
// Check if the pin has the right location
if (!pinLocation.equals(targetTile)) {
continue;
}
// Check if the pin has the right direction
if (pinDirection !== enumInvertedDirections[edge]) {
continue;
}
// Found a pin!
return true;
}
}
// Now check if there's a connectable entity on the wires layer
const targetEntity = this.root.map.getTileContent(targetTile, "wires");
if (!targetEntity) {
return false;
}
const targetStaticComp = targetEntity.components.StaticMapEntity;
// Check if its a crossing
const wireTunnelComp = targetEntity.components.WireTunnel;
if (wireTunnelComp) {
return true;
}
// Check if its a wire
const wiresComp = targetEntity.components.Wire;
if (!wiresComp) {
return false;
}
// It's connected if its the same variant
return wiresComp.variant === wireVariant;
}
/**
* Returns all wire networks this entity participates in on the given tile
* @param {Entity} entity
* @param {Vector} tile
* @returns {Array<WireNetwork>|null} Null if the entity is never able to be connected at the given tile
*/
getEntityWireNetworks(entity, tile) {
let canConnectAtAll = false;
/** @type {Set<WireNetwork>} */
const networks = new Set();
const staticComp = entity.components.StaticMapEntity;
const wireComp = entity.components.Wire;
if (wireComp) {
canConnectAtAll = true;
if (wireComp.linkedNetwork) {
networks.add(wireComp.linkedNetwork);
}
}
const tunnelComp = entity.components.WireTunnel;
if (tunnelComp) {
canConnectAtAll = true;
for (let i = 0; i < tunnelComp.linkedNetworks.length; ++i) {
networks.add(tunnelComp.linkedNetworks[i]);
}
}
const pinsComp = entity.components.WiredPins;
if (pinsComp) {
const slots = pinsComp.slots;
for (let i = 0; i < slots.length; ++i) {
const slot = slots[i];
const slotLocalPos = staticComp.localTileToWorld(slot.pos);
if (slotLocalPos.equals(tile)) {
canConnectAtAll = true;
if (slot.linkedNetwork) {
networks.add(slot.linkedNetwork);
}
}
}
}
if (!canConnectAtAll) {
return null;
}
return Array.from(networks);
}
/**
* Returns if the entities tile *and* his overlay matrix is intersected
* @param {Entity} entity
* @param {Vector} worldPos
*/
getIsEntityIntersectedWithMatrix(entity, worldPos) {
const staticComp = entity.components.StaticMapEntity;
const tile = worldPos.toTileSpace();
if (!staticComp.getTileSpaceBounds().containsPoint(tile.x, tile.y)) {
// No intersection at all
return;
}
const data = getBuildingDataFromCode(staticComp.code);
const overlayMatrix = data.metaInstance.getSpecialOverlayRenderMatrix(
staticComp.rotation,
data.rotationVariant,
data.variant,
entity
);
// Always the same
if (!overlayMatrix) {
return true;
}
const localPosition = worldPos
.divideScalar(globalConfig.tileSize)
.modScalar(1)
.multiplyScalar(CHUNK_OVERLAY_RES)
.floor();
return !!overlayMatrix[localPosition.x + localPosition.y * 3];
}
/**
* Returns the acceptors and ejectors which affect the current tile
* @param {Vector} tile
* @returns {AcceptorsAndEjectorsAffectingTile}
*/
getEjectorsAndAcceptorsAtTile(tile) {
/** @type {EjectorsAffectingTile} */
let ejectors = [];
/** @type {AcceptorsAffectingTile} */
let acceptors = [];
// Well .. please ignore this code! :D
for (let dx = -1; dx <= 1; ++dx) {
for (let dy = -1; dy <= 1; ++dy) {
if (Math.abs(dx) + Math.abs(dy) !== 1) {
continue;
}
const entity = this.root.map.getLayerContentXY(tile.x + dx, tile.y + dy, "regular");
if (entity) {
/**
* @type {Array<import("./components/item_ejector").ItemEjectorSlot>}
*/
let ejectorSlots = [];
/**
* @type {Array<import("./components/item_acceptor").ItemAcceptorSlot>}
*/
let acceptorSlots = [];
const staticComp = entity.components.StaticMapEntity;
const itemEjector = entity.components.ItemEjector;
const itemAcceptor = entity.components.ItemAcceptor;
const beltComp = entity.components.Belt;
if (itemEjector) {
ejectorSlots = itemEjector.slots.slice();
}
if (itemAcceptor) {
acceptorSlots = itemAcceptor.slots.slice();
}
if (beltComp) {
const fakeEjectorSlot = beltComp.getFakeEjectorSlot();
const fakeAcceptorSlot = beltComp.getFakeAcceptorSlot();
ejectorSlots.push(fakeEjectorSlot);
acceptorSlots.push(fakeAcceptorSlot);
}
for (let ejectorSlot = 0; ejectorSlot < ejectorSlots.length; ++ejectorSlot) {
const slot = ejectorSlots[ejectorSlot];
const wsTile = staticComp.localTileToWorld(slot.pos);
const wsDirection = staticComp.localDirectionToWorld(slot.direction);
const targetTile = wsTile.add(enumDirectionToVector[wsDirection]);
if (targetTile.equals(tile)) {
ejectors.push({
entity,
slot,
fromTile: wsTile,
toDirection: wsDirection,
});
}
}
for (let acceptorSlot = 0; acceptorSlot < acceptorSlots.length; ++acceptorSlot) {
const slot = acceptorSlots[acceptorSlot];
const wsTile = staticComp.localTileToWorld(slot.pos);
const direction = slot.direction;
const wsDirection = staticComp.localDirectionToWorld(direction);
const sourceTile = wsTile.add(enumDirectionToVector[wsDirection]);
if (sourceTile.equals(tile)) {
acceptors.push({
entity,
slot,
toTile: wsTile,
fromDirection: wsDirection,
});
}
}
}
}
}
return { ejectors, acceptors };
}
/**
* Clears all belts and items
*/
clearAllBeltsAndItems() {
for (const entity of this.root.entityMgr.entities) {
for (const component of Object.values(entity.components)) {
/** @type {Component} */ (component).clear();
}
}
}
}