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tobspr_shapez.io/src/js/game/logic.js

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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 staticComp = otherEntity.components.StaticMapEntity;
if (
!allowReplaceBuildings ||
!staticComp
.getMetaBuilding()
.getIsReplaceable(staticComp.getVariant(), staticComp.getRotationVariant())
) {
// 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) {
const staticComp = contents.components.StaticMapEntity;
assertAlways(
staticComp
.getMetaBuilding()
.getIsReplaceable(staticComp.getVariant(), staticComp.getRotationVariant()),
"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();
}
}
}
}