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* 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>
154 lines
5.2 KiB
JavaScript
154 lines
5.2 KiB
JavaScript
import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { drawSpriteClipped } from "../core/draw_utils";
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import { safeModulo } from "../core/utils";
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import { CHUNK_OVERLAY_RES } from "./map_chunk_view";
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import { GameRoot } from "./root";
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export class MapChunkAggregate {
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/**
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*
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* @param {GameRoot} root
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* @param {number} x
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* @param {number} y
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*/
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constructor(root, x, y) {
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this.root = root;
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this.x = x;
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this.y = y;
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/**
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* Whenever something changes, we increase this number - so we know we need to redraw
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*/
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this.renderIteration = 0;
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this.dirty = false;
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/** @type {Array<boolean>} */
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this.dirtyList = new Array(globalConfig.chunkAggregateSize ** 2).fill(true);
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this.markDirty(0, 0);
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}
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/**
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* Marks this chunk as dirty, rerendering all caches
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* @param {number} chunkX
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* @param {number} chunkY
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*/
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markDirty(chunkX, chunkY) {
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const relX = safeModulo(chunkX, globalConfig.chunkAggregateSize);
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const relY = safeModulo(chunkY, globalConfig.chunkAggregateSize);
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this.dirtyList[relY * globalConfig.chunkAggregateSize + relX] = true;
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if (this.dirty) {
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return;
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}
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this.dirty = true;
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++this.renderIteration;
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this.renderKey = this.x + "/" + this.y + "@" + this.renderIteration;
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}
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/**
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*
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* @param {HTMLCanvasElement} canvas
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* @param {CanvasRenderingContext2D} context
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* @param {number} w
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* @param {number} h
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* @param {number} dpi
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*/
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generateOverlayBuffer(canvas, context, w, h, dpi) {
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const prevKey = this.x + "/" + this.y + "@" + (this.renderIteration - 1);
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const prevBuffer = this.root.buffers.getForKeyOrNullNoUpdate({
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key: "agg@" + this.root.currentLayer,
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subKey: prevKey,
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});
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const overlaySize = globalConfig.mapChunkSize * CHUNK_OVERLAY_RES;
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let onlyDirty = false;
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if (prevBuffer) {
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context.drawImage(prevBuffer, 0, 0);
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onlyDirty = true;
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}
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for (let x = 0; x < globalConfig.chunkAggregateSize; x++) {
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for (let y = 0; y < globalConfig.chunkAggregateSize; y++) {
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if (onlyDirty && !this.dirtyList[globalConfig.chunkAggregateSize * y + x]) continue;
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this.root.map
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.getChunk(
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this.x * globalConfig.chunkAggregateSize + x,
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this.y * globalConfig.chunkAggregateSize + y,
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true
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)
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.generateOverlayBuffer(
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context,
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overlaySize,
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overlaySize,
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x * overlaySize,
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y * overlaySize
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);
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}
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}
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this.dirty = false;
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this.dirtyList.fill(false);
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}
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/**
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* Overlay
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* @param {DrawParameters} parameters
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*/
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drawOverlay(parameters) {
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const aggregateOverlaySize =
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globalConfig.mapChunkSize * globalConfig.chunkAggregateSize * CHUNK_OVERLAY_RES;
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const sprite = this.root.buffers.getForKey({
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key: "agg@" + this.root.currentLayer,
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subKey: this.renderKey,
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w: aggregateOverlaySize,
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h: aggregateOverlaySize,
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dpi: 1,
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redrawMethod: this.generateOverlayBuffer.bind(this),
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});
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const dims = globalConfig.mapChunkWorldSize * globalConfig.chunkAggregateSize;
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const extrude = 0.05;
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// Draw chunk "pixel" art
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parameters.context.imageSmoothingEnabled = false;
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drawSpriteClipped({
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parameters,
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sprite,
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x: this.x * dims - extrude,
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y: this.y * dims - extrude,
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w: dims + 2 * extrude,
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h: dims + 2 * extrude,
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originalW: aggregateOverlaySize,
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originalH: aggregateOverlaySize,
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});
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parameters.context.imageSmoothingEnabled = true;
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const resourcesScale = this.root.app.settings.getAllSettings().mapResourcesScale;
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// Draw patch items
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if (
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this.root.currentLayer === "regular" &&
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resourcesScale > 0.05 &&
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this.root.camera.zoomLevel > 0.1
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) {
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const diameter = (70 / Math.pow(parameters.zoomLevel, 0.35)) * (0.2 + 2 * resourcesScale);
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for (let x = 0; x < globalConfig.chunkAggregateSize; x++) {
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for (let y = 0; y < globalConfig.chunkAggregateSize; y++) {
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this.root.map
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.getChunk(
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this.x * globalConfig.chunkAggregateSize + x,
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this.y * globalConfig.chunkAggregateSize + y,
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true
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)
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.drawOverlayPatches(
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parameters,
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this.x * dims + x * globalConfig.mapChunkWorldSize,
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this.y * dims + y * globalConfig.mapChunkWorldSize,
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diameter
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);
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}
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}
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}
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}
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}
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