mirror of
https://github.com/tobspr/shapez.io.git
synced 2025-06-13 13:04:03 +00:00
226 lines
6.8 KiB
JavaScript
226 lines
6.8 KiB
JavaScript
import { directions, invertedDirectionMap } from "../../core/vector";
|
|
import { types } from "../../savegame/serialization";
|
|
import { BaseItem, itemTypes } from "../base_item";
|
|
import { Component } from "../component";
|
|
import { layers } from "../root";
|
|
|
|
/**
|
|
* @typedef {import("../../core/vector").Direction} Direction
|
|
* @typedef {import("../../core/vector").Vector} Vector
|
|
* @typedef {import("../root").Layer} Layer
|
|
* @typedef {import ("../base_item").ItemType} ItemType
|
|
*
|
|
* @typedef {{
|
|
* pos: Vector,
|
|
* directions: Direction[],
|
|
* layer: Layer,
|
|
* filter?: ItemType
|
|
* }} ItemAcceptorSlot
|
|
*
|
|
* Contains information about a slot plus its location
|
|
* @typedef {{
|
|
* slot: ItemAcceptorSlot,
|
|
* index: number,
|
|
* acceptedDirection: Direction
|
|
* }} ItemAcceptorLocatedSlot
|
|
*
|
|
* @typedef {{
|
|
* pos: Vector,
|
|
* directions: Direction[],
|
|
* layer?: Layer,
|
|
* filter?: ItemType
|
|
* }} ItemAcceptorSlotConfig
|
|
**/
|
|
|
|
export class ItemAcceptorComponent extends Component {
|
|
static getId() {
|
|
return "ItemAcceptor";
|
|
}
|
|
|
|
static getSchema() {
|
|
return {
|
|
slots: types.array(
|
|
types.structured({
|
|
pos: types.vector,
|
|
directions: types.array(types.enum(directions)),
|
|
filter: types.nullable(types.enum(itemTypes)),
|
|
|
|
// TODO: MIGRATE
|
|
layer: types.enum(layers),
|
|
})
|
|
),
|
|
animated: types.bool,
|
|
beltUnderlays: types.array(
|
|
types.structured({
|
|
pos: types.vector,
|
|
direction: types.enum(directions),
|
|
|
|
// TODO: MIGRATE
|
|
layer: types.enum(layers),
|
|
})
|
|
),
|
|
};
|
|
}
|
|
|
|
duplicateWithoutContents() {
|
|
const slotsCopy = [];
|
|
for (let i = 0; i < this.slots.length; ++i) {
|
|
const slot = this.slots[i];
|
|
slotsCopy.push({
|
|
pos: slot.pos.copy(),
|
|
directions: slot.directions.slice(),
|
|
filter: slot.filter,
|
|
layer: slot.layer,
|
|
});
|
|
}
|
|
|
|
const beltUnderlaysCopy = [];
|
|
for (let i = 0; i < this.beltUnderlays.length; ++i) {
|
|
const underlay = this.beltUnderlays[i];
|
|
beltUnderlaysCopy.push({
|
|
pos: underlay.pos.copy(),
|
|
direction: underlay.direction,
|
|
layer: underlay.layer,
|
|
});
|
|
}
|
|
|
|
return new ItemAcceptorComponent({
|
|
slots: slotsCopy,
|
|
beltUnderlays: beltUnderlaysCopy,
|
|
animated: this.animated,
|
|
});
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {object} param0
|
|
* @param {Array<ItemAcceptorSlotConfig>} param0.slots The slots from which we accept items
|
|
* @param {boolean=} param0.animated Whether to animate item consumption
|
|
* @param {Array<{pos: Vector, direction: Direction, layer: Layer}>=} param0.beltUnderlays Where to render belt underlays
|
|
*/
|
|
constructor({ slots = [], beltUnderlays = [], animated = true }) {
|
|
super();
|
|
|
|
this.animated = animated;
|
|
|
|
/**
|
|
* Fixes belt animations
|
|
* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: Direction }>}
|
|
*/
|
|
this.itemConsumptionAnimations = [];
|
|
|
|
/* Which belt underlays to render */
|
|
this.beltUnderlays = beltUnderlays;
|
|
|
|
this.setSlots(slots);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {Array<ItemAcceptorSlotConfig>} slots
|
|
*/
|
|
setSlots(slots) {
|
|
/** @type {Array<ItemAcceptorSlot>} */
|
|
this.slots = [];
|
|
for (let i = 0; i < slots.length; ++i) {
|
|
const slot = slots[i];
|
|
this.slots.push({
|
|
pos: slot.pos,
|
|
directions: slot.directions,
|
|
layer: slot.layer || "regular",
|
|
|
|
// Which type of item to accept (shape | color | all) @see ItemType
|
|
filter: slot.filter,
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Returns if this acceptor can accept a new item at slot N
|
|
* @param {number} slotIndex
|
|
* @param {BaseItem=} item
|
|
*/
|
|
canAcceptItem(slotIndex, item) {
|
|
const slot = this.slots[slotIndex];
|
|
return this.filterMatches(slot.filter, item);
|
|
}
|
|
|
|
/**
|
|
* Returns if the given filter matches
|
|
* @param {ItemType|null} filter
|
|
* @param {BaseItem} item
|
|
*/
|
|
filterMatches(filter, item) {
|
|
if (!filter) {
|
|
return true;
|
|
}
|
|
|
|
const itemType = item.getItemType();
|
|
if (filter === "genericEnergy") {
|
|
return itemType === "positiveEnergy" || itemType === "negativeEnergy";
|
|
}
|
|
|
|
return itemType === filter;
|
|
}
|
|
|
|
/**
|
|
* Called when an item has been accepted so that
|
|
* @param {number} slotIndex
|
|
* @param {Direction} direction
|
|
* @param {BaseItem} item
|
|
*/
|
|
onItemAccepted(slotIndex, direction, item) {
|
|
if (this.animated) {
|
|
this.itemConsumptionAnimations.push({
|
|
item,
|
|
slotIndex,
|
|
direction,
|
|
animProgress: 0.0,
|
|
});
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tries to find a slot which accepts the current item
|
|
* @param {Vector} targetLocalTile
|
|
* @param {Direction} fromLocalDirection
|
|
* @param {Layer} layer
|
|
* @returns {ItemAcceptorLocatedSlot|null}
|
|
*/
|
|
findMatchingSlot(targetLocalTile, fromLocalDirection, layer) {
|
|
// We need to invert our direction since the acceptor specifies *from* which direction
|
|
// it accepts items, but the ejector specifies *into* which direction it ejects items.
|
|
// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
|
|
const desiredDirection = invertedDirectionMap[fromLocalDirection];
|
|
|
|
// Go over all slots and try to find a target slot
|
|
for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
|
|
const slot = this.slots[slotIndex];
|
|
|
|
// Make sure the acceptor slot is on the right position
|
|
if (!slot.pos.equals(targetLocalTile)) {
|
|
continue;
|
|
}
|
|
|
|
// Make sure the layer matches
|
|
if (slot.layer !== layer) {
|
|
continue;
|
|
}
|
|
|
|
// Check if the acceptor slot accepts items from our direction
|
|
for (let i = 0; i < slot.directions.length; ++i) {
|
|
// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
|
|
if (desiredDirection === slot.directions[i]) {
|
|
return {
|
|
slot,
|
|
index: slotIndex,
|
|
acceptedDirection: desiredDirection,
|
|
};
|
|
}
|
|
}
|
|
}
|
|
|
|
return null;
|
|
}
|
|
}
|