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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-09 02:54:01 +00:00
tobspr_shapez.io/src/js/game/map_chunk_view.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

308 lines
11 KiB
JavaScript

import { globalConfig } from "../core/config";
import { DrawParameters } from "../core/draw_parameters";
import { getBuildingDataFromCode } from "./building_codes";
import { Entity } from "./entity";
import { MapChunk } from "./map_chunk";
import { GameRoot } from "./root";
import { THEME } from "./theme";
export const CHUNK_OVERLAY_RES = 3;
export const MOD_CHUNK_DRAW_HOOKS = {
backgroundLayerBefore: [],
backgroundLayerAfter: [],
foregroundDynamicBefore: [],
foregroundDynamicAfter: [],
staticBefore: [],
staticAfter: [],
};
export class MapChunkView extends MapChunk {
/**
*
* @param {GameRoot} root
* @param {number} x
* @param {number} y
*/
constructor(root, x, y) {
super(root, x, y);
/**
* Whenever something changes, we increase this number - so we know we need to redraw
*/
this.renderIteration = 0;
this.markDirty();
}
/**
* Marks this chunk as dirty, rerendering all caches
*/
markDirty() {
++this.renderIteration;
this.renderKey = this.x + "/" + this.y + "@" + this.renderIteration;
this.root.map.getAggregateForChunk(this.x, this.y, true).markDirty(this.x, this.y);
}
/**
* Draws the background layer
* @param {DrawParameters} parameters
*/
drawBackgroundLayer(parameters) {
const systems = this.root.systemMgr.systems;
MOD_CHUNK_DRAW_HOOKS.backgroundLayerBefore.forEach(systemId =>
systems[systemId].drawChunk(parameters, this)
);
if (systems.zone) {
systems.zone.drawChunk(parameters, this);
}
if (this.root.gameMode.hasResources()) {
systems.mapResources.drawChunk(parameters, this);
}
systems.beltUnderlays.drawChunk(parameters, this);
systems.belt.drawChunk(parameters, this);
MOD_CHUNK_DRAW_HOOKS.backgroundLayerAfter.forEach(systemId =>
systems[systemId].drawChunk(parameters, this)
);
}
/**
* Draws the dynamic foreground layer
* @param {DrawParameters} parameters
*/
drawForegroundDynamicLayer(parameters) {
const systems = this.root.systemMgr.systems;
MOD_CHUNK_DRAW_HOOKS.foregroundDynamicBefore.forEach(systemId =>
systems[systemId].drawChunk(parameters, this)
);
systems.itemEjector.drawChunk(parameters, this);
systems.itemAcceptor.drawChunk(parameters, this);
systems.miner.drawChunk(parameters, this);
MOD_CHUNK_DRAW_HOOKS.foregroundDynamicAfter.forEach(systemId =>
systems[systemId].drawChunk(parameters, this)
);
}
/**
* Draws the static foreground layer
* @param {DrawParameters} parameters
*/
drawForegroundStaticLayer(parameters) {
const systems = this.root.systemMgr.systems;
MOD_CHUNK_DRAW_HOOKS.staticBefore.forEach(systemId => systems[systemId].drawChunk(parameters, this));
systems.staticMapEntities.drawChunk(parameters, this);
systems.lever.drawChunk(parameters, this);
systems.display.drawChunk(parameters, this);
systems.storage.drawChunk(parameters, this);
systems.constantProducer.drawChunk(parameters, this);
systems.goalAcceptor.drawChunk(parameters, this);
systems.itemProcessorOverlays.drawChunk(parameters, this);
MOD_CHUNK_DRAW_HOOKS.staticAfter.forEach(systemId => systems[systemId].drawChunk(parameters, this));
}
/**
* @param {DrawParameters} parameters
* @param {number} xoffs
* @param {number} yoffs
* @param {number} diameter
*/
drawOverlayPatches(parameters, xoffs, yoffs, diameter) {
for (let i = 0; i < this.patches.length; ++i) {
const patch = this.patches[i];
if (patch.item.getItemType() === "shape") {
const destX = xoffs + patch.pos.x * globalConfig.tileSize;
const destY = yoffs + patch.pos.y * globalConfig.tileSize;
patch.item.drawItemCenteredClipped(destX, destY, parameters, diameter);
}
}
}
/**
*
* @param {CanvasRenderingContext2D} context
* @param {number} w
* @param {number} h
* @param {number=} xoffs
* @param {number=} yoffs
*/
generateOverlayBuffer(context, w, h, xoffs, yoffs) {
context.fillStyle =
this.containedEntities.length > 0
? THEME.map.chunkOverview.filled
: THEME.map.chunkOverview.empty;
context.fillRect(xoffs, yoffs, w, h);
if (this.root.app.settings.getAllSettings().displayChunkBorders) {
context.fillStyle = THEME.map.chunkBorders;
context.fillRect(xoffs, yoffs, w, 1);
context.fillRect(xoffs, yoffs + 1, 1, h);
}
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
const lowerArray = this.lowerLayer[x];
const upperArray = this.contents[x];
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
const upperContent = upperArray[y];
if (upperContent) {
const staticComp = upperContent.components.StaticMapEntity;
const data = getBuildingDataFromCode(staticComp.code);
const metaBuilding = data.metaInstance;
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
staticComp.rotation,
data.rotationVariant,
data.variant,
upperContent
);
if (overlayMatrix) {
// Draw lower content first since it "shines" through
const lowerContent = lowerArray[y];
if (lowerContent) {
context.fillStyle = lowerContent.getBackgroundColorAsResource();
context.fillRect(
xoffs + x * CHUNK_OVERLAY_RES,
yoffs + y * CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES
);
}
context.fillStyle = metaBuilding.getSilhouetteColor(
data.variant,
data.rotationVariant
);
for (let dx = 0; dx < 3; ++dx) {
for (let dy = 0; dy < 3; ++dy) {
const isFilled = overlayMatrix[dx + dy * 3];
if (isFilled) {
context.fillRect(
xoffs + x * CHUNK_OVERLAY_RES + dx,
yoffs + y * CHUNK_OVERLAY_RES + dy,
1,
1
);
}
}
}
continue;
} else {
context.fillStyle = metaBuilding.getSilhouetteColor(
data.variant,
data.rotationVariant
);
context.fillRect(
xoffs + x * CHUNK_OVERLAY_RES,
yoffs + y * CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES
);
continue;
}
}
const lowerContent = lowerArray[y];
if (lowerContent) {
context.fillStyle = lowerContent.getBackgroundColorAsResource();
context.fillRect(
xoffs + x * CHUNK_OVERLAY_RES,
yoffs + y * CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES,
CHUNK_OVERLAY_RES
);
}
}
}
if (this.root.currentLayer === "wires") {
// Draw wires overlay
context.fillStyle = THEME.map.wires.overlayColor;
context.fillRect(xoffs, yoffs, w, h);
for (let x = 0; x < globalConfig.mapChunkSize; ++x) {
const wiresArray = this.wireContents[x];
for (let y = 0; y < globalConfig.mapChunkSize; ++y) {
const content = wiresArray[y];
if (!content) {
continue;
}
MapChunkView.drawSingleWiresOverviewTile({
context,
x: xoffs + x * CHUNK_OVERLAY_RES,
y: yoffs + y * CHUNK_OVERLAY_RES,
entity: content,
tileSizePixels: CHUNK_OVERLAY_RES,
});
}
}
}
}
/**
* @param {object} param0
* @param {CanvasRenderingContext2D} param0.context
* @param {number} param0.x
* @param {number} param0.y
* @param {Entity} param0.entity
* @param {number} param0.tileSizePixels
* @param {string=} param0.overrideColor Optionally override the color to be rendered
*/
static drawSingleWiresOverviewTile({ context, x, y, entity, tileSizePixels, overrideColor = null }) {
const staticComp = entity.components.StaticMapEntity;
const data = getBuildingDataFromCode(staticComp.code);
const metaBuilding = data.metaInstance;
const overlayMatrix = metaBuilding.getSpecialOverlayRenderMatrix(
staticComp.rotation,
data.rotationVariant,
data.variant,
entity
);
context.fillStyle =
overrideColor || metaBuilding.getSilhouetteColor(data.variant, data.rotationVariant);
if (overlayMatrix) {
for (let dx = 0; dx < 3; ++dx) {
for (let dy = 0; dy < 3; ++dy) {
const isFilled = overlayMatrix[dx + dy * 3];
if (isFilled) {
context.fillRect(
x + (dx * tileSizePixels) / CHUNK_OVERLAY_RES,
y + (dy * tileSizePixels) / CHUNK_OVERLAY_RES,
tileSizePixels / CHUNK_OVERLAY_RES,
tileSizePixels / CHUNK_OVERLAY_RES
);
}
}
}
} else {
context.fillRect(x, y, tileSizePixels, tileSizePixels);
}
}
/**
* Draws the wires layer
* @param {DrawParameters} parameters
*/
drawWiresForegroundLayer(parameters) {
const systems = this.root.systemMgr.systems;
systems.wire.drawChunk(parameters, this);
systems.staticMapEntities.drawWiresChunk(parameters, this);
systems.wiredPins.drawChunk(parameters, this);
}
}