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mirror of https://github.com/tobspr/shapez.io.git synced 2025-06-08 18:44:00 +00:00
tobspr_shapez.io/src/js/game/map_chunk_aggregate.js
tobspr c41aaa1fc5
Mod Support - 1.5.0 Update (#1361)
* 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>
2022-02-01 16:35:49 +01:00

154 lines
5.2 KiB
JavaScript

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