mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
249 lines
9.7 KiB
JavaScript
249 lines
9.7 KiB
JavaScript
import { makeDiv } from "../../../core/utils";
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import { BaseHUDPart } from "../base_hud_part";
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import { DynamicDomAttach } from "../dynamic_dom_attach";
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import { enumNotificationType } from "./notifications";
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import { ShapeDefinition } from "../../shape_definition";
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import { DialogWithForm } from "../../../core/modal_dialog_elements";
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import { FormElementInput, FormElementItemChooser } from "../../../core/modal_dialog_forms";
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import { HubGoals } from "../../hub_goals";
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export class HUDSandboxController extends BaseHUDPart {
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createElements(parent) {
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this.element = makeDiv(
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parent,
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"ingame_HUD_SandboxController",
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[],
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`
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<label>Sandbox Options</label>
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<span class="sandboxHint">Use F6 to toggle this overlay</span>
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<div class="buttons">
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<div class="levelToggle plusMinus">
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<label>Level</label>
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<button class="styledButton reset">⮂</button>
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<button class="styledButton minus">-</button>
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<button class="styledButton plus">+</button>
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</div>
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<div class="upgradesBelt plusMinus">
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<label>→ Belts</label>
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<button class="styledButton reset">⮂</button>
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<button class="styledButton minus">-</button>
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<button class="styledButton plus">+</button>
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</div>
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<div class="upgradesExtraction plusMinus">
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<label>→ Extraction</label>
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<button class="styledButton reset">⮂</button>
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<button class="styledButton minus">-</button>
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<button class="styledButton plus">+</button>
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</div>
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<div class="upgradesProcessing plusMinus">
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<label>→ Processing</label>
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<button class="styledButton reset">⮂</button>
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<button class="styledButton minus">-</button>
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<button class="styledButton plus">+</button>
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</div>
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<div class="upgradesPainting plusMinus">
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<label>→ Painting</label>
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<button class="styledButton reset">⮂</button>
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<button class="styledButton minus">-</button>
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<button class="styledButton plus">+</button>
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</div>
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<div class="additionalOptions">
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<div class="bigPlusMinus">
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<button class="styledButton levelOverride">Override</button>
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<button class="styledButton levelUp">Level up</button>
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</div>
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<div class="bigPlusMinus">
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<button class="styledButton bigMinus">-100 All</button>
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<button class="styledButton bigPlus">+100 All</button>
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</div>
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<button class="styledButton giveBlueprints">Fill blueprint shapes</button>
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</div>
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</div>
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`
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);
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const bind = (selector, handler) => this.trackClicks(this.element.querySelector(selector), handler);
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bind(".levelOverride", this.promptOverrideLevel);
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bind(".levelUp", this.tryLevelUp);
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bind(".bigMinus", () => this.modifyAll(-100));
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bind(".bigPlus", () => this.modifyAll(100));
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bind(".giveBlueprints", this.giveBlueprints);
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bind(".levelToggle .reset", this.resetLevel);
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bind(".levelToggle .minus", () => this.modifyLevel(-1));
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bind(".levelToggle .plus", () => this.modifyLevel(1));
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bind(".upgradesBelt .reset", () => this.resetUpgrade("belt"));
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bind(".upgradesBelt .minus", () => this.modifyUpgrade("belt", -1));
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bind(".upgradesBelt .plus", () => this.modifyUpgrade("belt", 1));
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bind(".upgradesExtraction .reset", () => this.resetUpgrade("miner"));
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bind(".upgradesExtraction .minus", () => this.modifyUpgrade("miner", -1));
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bind(".upgradesExtraction .plus", () => this.modifyUpgrade("miner", 1));
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bind(".upgradesProcessing .reset", () => this.resetUpgrade("processors"));
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bind(".upgradesProcessing .minus", () => this.modifyUpgrade("processors", -1));
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bind(".upgradesProcessing .plus", () => this.modifyUpgrade("processors", 1));
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bind(".upgradesPainting .reset", () => this.resetUpgrade("painting"));
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bind(".upgradesPainting .minus", () => this.modifyUpgrade("painting", -1));
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bind(".upgradesPainting .plus", () => this.modifyUpgrade("painting", 1));
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}
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giveBlueprints() {
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const shape = this.root.gameMode.getBlueprintShapeKey();
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if (!this.root.hubGoals.storedShapes[shape]) {
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this.root.hubGoals.storedShapes[shape] = 0;
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}
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this.root.hubGoals.storedShapes[shape] += 1e9;
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}
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modifyAll(amount) {
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this.modifyUpgrade("belt", amount);
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this.modifyUpgrade("miner", amount);
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this.modifyUpgrade("processors", amount);
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this.modifyUpgrade("painting", amount);
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}
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resetUpgrade(id) {
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const maxLevel = this.root.gameMode.getUpgrades()[id].length;
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if (this.root.hubGoals.upgradeLevels[id] === maxLevel) {
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this.modifyUpgrade(id, -this.root.hubGoals.upgradeLevels[id]);
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} else {
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this.modifyUpgrade(id, maxLevel - this.root.hubGoals.upgradeLevels[id]);
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}
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}
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modifyUpgrade(id, amount) {
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const upgradeTiers = this.root.gameMode.getUpgrades()[id];
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const maxLevel = upgradeTiers.length;
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this.root.hubGoals.upgradeLevels[id] = Math.max(
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0,
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Math.min(maxLevel, (this.root.hubGoals.upgradeLevels[id] || 0) + amount)
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);
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// Compute improvement
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let improvement = 1;
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for (let i = 0; i < this.root.hubGoals.upgradeLevels[id]; ++i) {
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improvement += upgradeTiers[i].improvement;
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}
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this.root.hubGoals.upgradeImprovements[id] = improvement;
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this.root.signals.upgradePurchased.dispatch(id);
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this.root.hud.signals.notification.dispatch(
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"Upgrade '" + id + "' is now at tier " + (this.root.hubGoals.upgradeLevels[id] + 1),
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enumNotificationType.upgrade
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);
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}
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resetLevel(a) {
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const level = this.root.hubGoals.level;
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const levelCount = this.root.gameMode.getLevelDefinitions().length;
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if (level === levelCount + 1) {
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this.modifyLevel(1 - level);
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} else {
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this.modifyLevel(levelCount + 1 - level);
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}
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}
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modifyLevel(amount) {
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const hubGoals = this.root.hubGoals;
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hubGoals.level = Math.max(1, hubGoals.level + amount);
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hubGoals.computeNextGoal();
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// Clear all shapes of this level
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hubGoals.storedShapes[hubGoals.currentGoal.definition.getHash()] = 0;
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// Compute gained rewards
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hubGoals.gainedRewards = {};
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const levels = this.root.gameMode.getLevelDefinitions();
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for (let i = 0; i < hubGoals.level - 1; ++i) {
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if (i < levels.length) {
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const reward = levels[i].reward;
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hubGoals.gainedRewards[reward] = (hubGoals.gainedRewards[reward] || 0) + 1;
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}
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}
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this.root.buffers.cache.get("hub").clear();
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this.root.hud.parts.pinnedShapes.rerenderFull();
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this.root.hud.signals.notification.dispatch(
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"Changed level to " + hubGoals.level,
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enumNotificationType.upgrade
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);
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}
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promptOverrideLevel() {
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const signalValueInput = new FormElementInput({
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id: "signalValue",
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label: null,
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placeholder: "",
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defaultValue: "",
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validator: val => ShapeDefinition.isValidShortKey(val),
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});
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const dialog = new DialogWithForm({
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app: this.root.app,
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title: "Override Level",
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desc: "Enter a shape to override with:",
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formElements: [signalValueInput],
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buttons: ["cancel:bad:escape", "ok:good:enter"],
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closeButton: false,
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});
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this.root.hud.parts.dialogs.internalShowDialog(dialog);
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dialog.buttonSignals.ok.add(() => this.overrideLevel(signalValueInput.getValue()));
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}
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overrideLevel(shape) {
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console.log(shape);
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const hubGoals = this.root.hubGoals;
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hubGoals.currentGoal.definition = this.root.shapeDefinitionMgr.getShapeFromShortKey(shape);
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hubGoals.storedShapes[hubGoals.currentGoal.definition.getHash()] = 0;
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this.root.buffers.cache.get("hub").clear();
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this.root.hud.parts.pinnedShapes.rerenderFull();
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this.root.hud.signals.notification.dispatch(
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"Overrode level to " + hubGoals.currentGoal.definition.getHash(),
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enumNotificationType.upgrade
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);
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}
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tryLevelUp() {
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if (!this.root.hubGoals.isEndOfDemoReached()) {
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this.root.hubGoals.onGoalCompleted();
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}
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}
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initialize() {
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// Allow toggling the controller overlay
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this.root.gameState.inputReciever.keydown.add(key => {
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if (key.keyCode === 117) {
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// F6
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this.toggle();
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}
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});
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this.visible = !G_IS_DEV;
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this.domAttach = new DynamicDomAttach(this.root, this.element);
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}
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toggle() {
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this.visible = !this.visible;
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}
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update() {
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this.domAttach.update(this.visible);
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}
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}
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