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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/electron/steam.js
tobspr 931c8a5821
Puzzle DLC (#1172)
* Puzzle mode (#1135)

* Add mode button to main menu

* [WIP] Add mode menu. Add factory-based gameMode creation

* Add savefile migration, serialize, deserialize

* Add hidden HUD elements, zone, and zoom, boundary constraints

* Clean up lint issues

* Add building, HUD exclusion, building exclusion, and refactor

- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu

* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria

* Add ingame puzzle mode UI elements

- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>

* Performance optimizations (#1154)

* 1.3.1 preparations

* Minor fixes, update translations

* Fix achievements not working

* Lots of belt optimizations, ~15% performance boost

* Puzzle mode, part 1

* Puzzle mode, part 2

* Fix missing import

* Puzzle mode, part 3

* Fix typo

* Puzzle mode, part 4

* Puzzle Mode fixes: Correct zone restrictions and more (#1155)

* Hide Puzzle Editor Controls in regular game mode, fix typo

* Disallow shrinking zone if there are buildings

* Fix multi-tile buildings for shrinking

* Puzzle mode, Refactor hud

* Puzzle mode

* Fixed typo in latest puzzle commit (#1156)

* Allow completing puzzles

* Puzzle mode, almost done

* Bump version to 1.4.0

* Fixes

* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)

* Puzzle mode, almost done

* Allow clearing belts with 'B'

* Multiple users for the puzzle dlc

* Bump api key

* Minor adjustments

* Update

* Minor fixes

* Fix throughput

* Fix belts

* Minor puzzle adjustments

* New difficulty

* Minor puzzle improvements

* Fix belt path

* Update translations

* Added a button to return to the menu after a puzzle is completed (#1170)

* added another button to return to the menu

* improved menu return

* fixed continue button to not go back to menu

* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)

* initial test

* tried to get it to work

* added icon

* added test exclusion

* reverted css

* completed flow for building locking

* added lock option

* finalized look and changed locked building to same sprite

* removed unused art

* added clearing every goal acceptor on lock to prevent creating impossible puzzles

* heavily improved validation and prevented autocompletion

* validation only checks every 100 ticks to improve performance

* validation only checks every 100 ticks to improve performance

* removed clearing goal acceptors as it isn't needed because of validation

* Add soundtrack, puzzle dlc fixes

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 16:32:05 +02:00

83 lines
1.8 KiB
JavaScript

const fs = require("fs");
const path = require("path");
const { ipcMain } = require("electron");
let greenworks = null;
let appId = null;
let initialized = false;
try {
greenworks = require("shapez.io-private-artifacts/steam/greenworks");
appId = parseInt(fs.readFileSync(path.join(__dirname, "steam_appid.txt"), "utf8"));
} catch (err) {
// greenworks is not installed
console.warn("Failed to load steam api:", err);
}
function init(isDev) {
if (!greenworks) {
return;
}
if (!isDev) {
if (greenworks.restartAppIfNecessary(appId)) {
console.log("Restarting ...");
process.exit(0);
}
}
if (!greenworks.init()) {
console.log("Failed to initialize greenworks");
process.exit(1);
}
initialized = true;
}
function listen() {
ipcMain.handle("steam:is-initialized", isInitialized);
if (!initialized) {
console.warn("Steam not initialized, won't be able to listen");
return;
}
if (!greenworks) {
console.warn("Greenworks not loaded, won't be able to listen");
return;
}
ipcMain.handle("steam:get-achievement-names", getAchievementNames);
ipcMain.handle("steam:activate-achievement", activateAchievement);
}
function isInitialized(event) {
return Promise.resolve(initialized);
}
function getAchievementNames(event) {
return new Promise((resolve, reject) => {
try {
const achievements = greenworks.getAchievementNames();
resolve(achievements);
} catch (err) {
reject(err);
}
});
}
function activateAchievement(event, id) {
return new Promise((resolve, reject) => {
greenworks.activateAchievement(
id,
() => resolve(),
err => reject(err)
);
});
}
module.exports = {
init,
listen,
};