mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
574 lines
19 KiB
JavaScript
574 lines
19 KiB
JavaScript
/* typehints:start */
|
|
import { Application } from "../application";
|
|
/* typehints:end */
|
|
import { BufferMaintainer } from "../core/buffer_maintainer";
|
|
import {
|
|
disableImageSmoothing,
|
|
enableImageSmoothing,
|
|
getBufferStats,
|
|
registerCanvas,
|
|
} from "../core/buffer_utils";
|
|
import { globalConfig } from "../core/config";
|
|
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
|
|
import { DrawParameters } from "../core/draw_parameters";
|
|
import { gMetaBuildingRegistry } from "../core/global_registries";
|
|
import { createLogger } from "../core/logging";
|
|
import { Rectangle } from "../core/rectangle";
|
|
import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
|
|
import { lerp, randomInt, round2Digits } from "../core/utils";
|
|
import { Vector } from "../core/vector";
|
|
import { Savegame } from "../savegame/savegame";
|
|
import { SavegameSerializer } from "../savegame/savegame_serializer";
|
|
import { AutomaticSave } from "./automatic_save";
|
|
import { MetaHubBuilding } from "./buildings/hub";
|
|
import { Camera } from "./camera";
|
|
import { DynamicTickrate } from "./dynamic_tickrate";
|
|
import { EntityManager } from "./entity_manager";
|
|
import { GameSystemManager } from "./game_system_manager";
|
|
import { HubGoals } from "./hub_goals";
|
|
import { GameHUD } from "./hud/hud";
|
|
import { KeyActionMapper } from "./key_action_mapper";
|
|
import { GameLogic } from "./logic";
|
|
import { MapView } from "./map_view";
|
|
import { defaultBuildingVariant } from "./meta_building";
|
|
import { GameMode } from "./game_mode";
|
|
import { ProductionAnalytics } from "./production_analytics";
|
|
import { GameRoot } from "./root";
|
|
import { ShapeDefinitionManager } from "./shape_definition_manager";
|
|
import { AchievementProxy } from "./achievement_proxy";
|
|
import { SoundProxy } from "./sound_proxy";
|
|
import { GameTime } from "./time/game_time";
|
|
|
|
const logger = createLogger("ingame/core");
|
|
|
|
// Store the canvas so we can reuse it later
|
|
/** @type {HTMLCanvasElement} */
|
|
let lastCanvas = null;
|
|
/** @type {CanvasRenderingContext2D} */
|
|
let lastContext = null;
|
|
|
|
/**
|
|
* The core manages the root and represents the whole game. It wraps the root, since
|
|
* the root class is just a data holder.
|
|
*/
|
|
export class GameCore {
|
|
/** @param {Application} app */
|
|
constructor(app) {
|
|
this.app = app;
|
|
|
|
/** @type {GameRoot} */
|
|
this.root = null;
|
|
|
|
/**
|
|
* Set to true at the beginning of a logic update and cleared when its finished.
|
|
* This is to prevent doing a recursive logic update which can lead to unexpected
|
|
* behaviour.
|
|
*/
|
|
this.duringLogicUpdate = false;
|
|
|
|
// Cached
|
|
this.boundInternalTick = this.updateLogic.bind(this);
|
|
|
|
/**
|
|
* Opacity of the overview alpha
|
|
* @TODO Doesn't belong here
|
|
*/
|
|
this.overlayAlpha = 0;
|
|
}
|
|
|
|
/**
|
|
* Initializes the root object which stores all game related data. The state
|
|
* is required as a back reference (used sometimes)
|
|
* @param {import("../states/ingame").InGameState} parentState
|
|
* @param {Savegame} savegame
|
|
*/
|
|
initializeRoot(parentState, savegame, gameModeId) {
|
|
logger.log("initializing root");
|
|
|
|
// Construct the root element, this is the data representation of the game
|
|
this.root = new GameRoot(this.app);
|
|
this.root.gameState = parentState;
|
|
this.root.keyMapper = parentState.keyActionMapper;
|
|
this.root.savegame = savegame;
|
|
this.root.gameWidth = this.app.screenWidth;
|
|
this.root.gameHeight = this.app.screenHeight;
|
|
|
|
// Initialize canvas element & context
|
|
this.internalInitCanvas();
|
|
|
|
// Members
|
|
const root = this.root;
|
|
|
|
// This isn't nice, but we need it right here
|
|
root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
|
|
|
|
// Init game mode
|
|
root.gameMode = GameMode.create(root, gameModeId, parentState.creationPayload.gameModeParameters);
|
|
|
|
// Needs to come first
|
|
root.dynamicTickrate = new DynamicTickrate(root);
|
|
|
|
// Init classes
|
|
root.camera = new Camera(root);
|
|
root.map = new MapView(root);
|
|
root.logic = new GameLogic(root);
|
|
root.hud = new GameHUD(root);
|
|
root.time = new GameTime(root);
|
|
root.achievementProxy = new AchievementProxy(root);
|
|
root.automaticSave = new AutomaticSave(root);
|
|
root.soundProxy = new SoundProxy(root);
|
|
|
|
// Init managers
|
|
root.entityMgr = new EntityManager(root);
|
|
root.systemMgr = new GameSystemManager(root);
|
|
root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
|
|
root.hubGoals = new HubGoals(root);
|
|
root.productionAnalytics = new ProductionAnalytics(root);
|
|
root.buffers = new BufferMaintainer(root);
|
|
|
|
// Initialize the hud once everything is loaded
|
|
this.root.hud.initialize();
|
|
|
|
// Initial resize event, it might be possible that the screen
|
|
// resized later during init tho, which is why will emit it later
|
|
// again anyways
|
|
this.resize(this.app.screenWidth, this.app.screenHeight);
|
|
|
|
if (G_IS_DEV) {
|
|
// @ts-ignore
|
|
window.globalRoot = root;
|
|
}
|
|
|
|
// @todo Find better place
|
|
if (G_IS_DEV && globalConfig.debug.manualTickOnly) {
|
|
this.root.gameState.inputReciever.keydown.add(key => {
|
|
if (key.keyCode === 84) {
|
|
// 'T'
|
|
|
|
// Extract current real time
|
|
this.root.time.updateRealtimeNow();
|
|
|
|
// Perform logic ticks
|
|
this.root.time.performTicks(this.root.dynamicTickrate.deltaMs, this.boundInternalTick);
|
|
|
|
// Update analytics
|
|
root.productionAnalytics.update();
|
|
|
|
// Check achievements
|
|
root.achievementProxy.update();
|
|
}
|
|
});
|
|
}
|
|
|
|
logger.log("root initialized");
|
|
}
|
|
|
|
/**
|
|
* Initializes a new game, this means creating a new map and centering on the
|
|
* playerbase
|
|
* */
|
|
initNewGame() {
|
|
logger.log("Initializing new game");
|
|
this.root.gameIsFresh = true;
|
|
this.root.map.seed = randomInt(0, 100000);
|
|
|
|
if (!this.root.gameMode.hasHub()) {
|
|
return;
|
|
}
|
|
|
|
// Place the hub
|
|
const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
|
|
root: this.root,
|
|
origin: new Vector(-2, -2),
|
|
rotation: 0,
|
|
originalRotation: 0,
|
|
rotationVariant: 0,
|
|
variant: defaultBuildingVariant,
|
|
});
|
|
this.root.map.placeStaticEntity(hub);
|
|
this.root.entityMgr.registerEntity(hub);
|
|
}
|
|
|
|
/**
|
|
* Inits an existing game by loading the raw savegame data and deserializing it.
|
|
* Also runs basic validity checks.
|
|
*/
|
|
initExistingGame() {
|
|
logger.log("Initializing existing game");
|
|
const serializer = new SavegameSerializer();
|
|
|
|
try {
|
|
const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
|
|
if (!status.isGood()) {
|
|
logger.error("savegame-deserialize-failed:" + status.reason);
|
|
return false;
|
|
}
|
|
} catch (ex) {
|
|
logger.error("Exception during deserialization:", ex);
|
|
return false;
|
|
}
|
|
this.root.gameIsFresh = false;
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* Initializes the render canvas
|
|
*/
|
|
internalInitCanvas() {
|
|
let canvas, context;
|
|
if (!lastCanvas) {
|
|
logger.log("Creating new canvas");
|
|
canvas = document.createElement("canvas");
|
|
canvas.id = "ingame_Canvas";
|
|
canvas.setAttribute("opaque", "true");
|
|
canvas.setAttribute("webkitOpaque", "true");
|
|
canvas.setAttribute("mozOpaque", "true");
|
|
this.root.gameState.getDivElement().appendChild(canvas);
|
|
context = canvas.getContext("2d", { alpha: false });
|
|
|
|
lastCanvas = canvas;
|
|
lastContext = context;
|
|
} else {
|
|
logger.log("Reusing canvas");
|
|
if (lastCanvas.parentElement) {
|
|
lastCanvas.parentElement.removeChild(lastCanvas);
|
|
}
|
|
this.root.gameState.getDivElement().appendChild(lastCanvas);
|
|
|
|
canvas = lastCanvas;
|
|
context = lastContext;
|
|
|
|
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
|
|
}
|
|
|
|
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
|
|
|
|
// Oof, use :not() instead
|
|
canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
|
|
|
|
if (globalConfig.smoothing.smoothMainCanvas) {
|
|
enableImageSmoothing(context);
|
|
} else {
|
|
disableImageSmoothing(context);
|
|
}
|
|
|
|
this.root.canvas = canvas;
|
|
this.root.context = context;
|
|
|
|
registerCanvas(canvas, context);
|
|
}
|
|
|
|
/**
|
|
* Destructs the root, freeing all resources
|
|
*/
|
|
destruct() {
|
|
if (lastCanvas && lastCanvas.parentElement) {
|
|
lastCanvas.parentElement.removeChild(lastCanvas);
|
|
}
|
|
|
|
this.root.destruct();
|
|
delete this.root;
|
|
this.root = null;
|
|
this.app = null;
|
|
}
|
|
|
|
tick(deltaMs) {
|
|
const root = this.root;
|
|
|
|
// Extract current real time
|
|
root.time.updateRealtimeNow();
|
|
|
|
// Camera is always updated, no matter what
|
|
root.camera.update(deltaMs);
|
|
|
|
if (!(G_IS_DEV && globalConfig.debug.manualTickOnly)) {
|
|
// Perform logic ticks
|
|
this.root.time.performTicks(deltaMs, this.boundInternalTick);
|
|
|
|
// Update analytics
|
|
root.productionAnalytics.update();
|
|
|
|
// Check achievements
|
|
root.achievementProxy.update();
|
|
}
|
|
|
|
// Update automatic save after everything finished
|
|
root.automaticSave.update();
|
|
|
|
return true;
|
|
}
|
|
|
|
shouldRender() {
|
|
if (this.root.queue.requireRedraw) {
|
|
return true;
|
|
}
|
|
if (this.root.hud.shouldPauseRendering()) {
|
|
return false;
|
|
}
|
|
|
|
// Do not render
|
|
if (!this.app.isRenderable()) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
updateLogic() {
|
|
const root = this.root;
|
|
|
|
root.dynamicTickrate.beginTick();
|
|
|
|
if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
|
|
root.dynamicTickrate.endTick();
|
|
return true;
|
|
}
|
|
|
|
this.duringLogicUpdate = true;
|
|
|
|
// Update entities, this removes destroyed entities
|
|
root.entityMgr.update();
|
|
|
|
// IMPORTANT: At this point, the game might be game over. Stop if this is the case
|
|
if (!this.root) {
|
|
logger.log("Root destructed, returning false");
|
|
root.dynamicTickrate.endTick();
|
|
|
|
return false;
|
|
}
|
|
|
|
root.systemMgr.update();
|
|
// root.particleMgr.update();
|
|
|
|
this.duringLogicUpdate = false;
|
|
root.dynamicTickrate.endTick();
|
|
return true;
|
|
}
|
|
|
|
resize(w, h) {
|
|
this.root.gameWidth = w;
|
|
this.root.gameHeight = h;
|
|
resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
|
|
this.root.signals.resized.dispatch(w, h);
|
|
this.root.queue.requireRedraw = true;
|
|
}
|
|
|
|
postLoadHook() {
|
|
logger.log("Dispatching post load hook");
|
|
this.root.signals.postLoadHook.dispatch();
|
|
|
|
if (!this.root.gameIsFresh) {
|
|
// Also dispatch game restored hook on restored savegames
|
|
this.root.signals.gameRestored.dispatch();
|
|
}
|
|
|
|
this.root.gameInitialized = true;
|
|
}
|
|
|
|
draw() {
|
|
const root = this.root;
|
|
const systems = root.systemMgr.systems;
|
|
|
|
this.root.dynamicTickrate.onFrameRendered();
|
|
|
|
if (!this.shouldRender()) {
|
|
// Always update hud tho
|
|
root.hud.update();
|
|
return;
|
|
}
|
|
|
|
this.root.signals.gameFrameStarted.dispatch();
|
|
|
|
root.queue.requireRedraw = false;
|
|
|
|
// Gather context and save all state
|
|
const context = root.context;
|
|
context.save();
|
|
if (G_IS_DEV) {
|
|
context.fillStyle = "#a10000";
|
|
context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
|
|
}
|
|
|
|
// Compute optimal zoom level and atlas scale
|
|
const zoomLevel = root.camera.zoomLevel;
|
|
const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
|
|
const effectiveZoomLevel =
|
|
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
|
|
|
|
let desiredAtlasScale = "0.25";
|
|
if (effectiveZoomLevel > 0.5 && !lowQuality) {
|
|
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
|
} else if (effectiveZoomLevel > 0.35 && !lowQuality) {
|
|
desiredAtlasScale = "0.5";
|
|
}
|
|
|
|
// Construct parameters required for drawing
|
|
const params = new DrawParameters({
|
|
context: context,
|
|
visibleRect: root.camera.getVisibleRect(),
|
|
desiredAtlasScale,
|
|
zoomLevel,
|
|
root: root,
|
|
});
|
|
|
|
if (G_IS_DEV && globalConfig.debug.testCulling) {
|
|
context.clearRect(0, 0, root.gameWidth, root.gameHeight);
|
|
}
|
|
|
|
// Transform to world space
|
|
|
|
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
|
params.visibleRect = params.visibleRect.expandedInAllDirections(
|
|
-200 / this.root.camera.zoomLevel
|
|
);
|
|
}
|
|
|
|
root.camera.transform(context);
|
|
|
|
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
|
|
|
|
// Update hud
|
|
root.hud.update();
|
|
|
|
// Main rendering order
|
|
// -----
|
|
|
|
const desiredOverlayAlpha = this.root.camera.getIsMapOverlayActive() ? 1 : 0;
|
|
this.overlayAlpha = lerp(this.overlayAlpha, desiredOverlayAlpha, 0.25);
|
|
|
|
// On low performance, skip the fade
|
|
if (this.root.entityMgr.entities.length > 5000 || this.root.dynamicTickrate.averageFps < 50) {
|
|
this.overlayAlpha = desiredOverlayAlpha;
|
|
}
|
|
|
|
if (this.overlayAlpha < 0.99) {
|
|
// Background (grid, resources, etc)
|
|
root.map.drawBackground(params);
|
|
|
|
// Belt items
|
|
systems.belt.drawBeltItems(params);
|
|
|
|
// Miner & Static map entities etc.
|
|
root.map.drawForeground(params);
|
|
|
|
// HUB Overlay
|
|
systems.hub.draw(params);
|
|
|
|
// Green wires overlay
|
|
if (root.hud.parts.wiresOverlay) {
|
|
root.hud.parts.wiresOverlay.draw(params);
|
|
}
|
|
|
|
if (this.root.currentLayer === "wires") {
|
|
// Static map entities
|
|
root.map.drawWiresForegroundLayer(params);
|
|
}
|
|
}
|
|
|
|
if (this.overlayAlpha > 0.01) {
|
|
// Map overview
|
|
context.globalAlpha = this.overlayAlpha;
|
|
root.map.drawOverlay(params);
|
|
context.globalAlpha = 1;
|
|
}
|
|
|
|
if (G_IS_DEV) {
|
|
root.map.drawStaticEntityDebugOverlays(params);
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
|
|
systems.belt.drawBeltPathDebug(params);
|
|
}
|
|
|
|
// END OF GAME CONTENT
|
|
// -----
|
|
|
|
// Finally, draw the hud. Nothing should come after that
|
|
root.hud.draw(params);
|
|
|
|
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
|
|
|
|
// Restore to screen space
|
|
context.restore();
|
|
|
|
// Restore parameters
|
|
params.zoomLevel = 1;
|
|
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
|
|
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
|
|
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
|
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
|
|
}
|
|
|
|
// Draw overlays, those are screen space
|
|
root.hud.drawOverlays(params);
|
|
|
|
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
|
|
|
|
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
|
|
let sum = 0;
|
|
for (let i = 0; i < 1e8; ++i) {
|
|
sum += i;
|
|
}
|
|
if (Math.random() > 0.95) {
|
|
console.log(sum);
|
|
}
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
|
|
context.font = "13px GameFont";
|
|
context.fillStyle = "blue";
|
|
context.fillText(
|
|
"Atlas: " +
|
|
desiredAtlasScale +
|
|
" / Zoom: " +
|
|
round2Digits(zoomLevel) +
|
|
" / Effective Zoom: " +
|
|
round2Digits(effectiveZoomLevel),
|
|
20,
|
|
600
|
|
);
|
|
|
|
const stats = this.root.buffers.getStats();
|
|
|
|
context.fillText(
|
|
"Maintained Buffers: " +
|
|
stats.rootKeys +
|
|
" root keys / " +
|
|
stats.subKeys +
|
|
" buffers / VRAM: " +
|
|
round2Digits(stats.vramBytes / (1024 * 1024)) +
|
|
" MB",
|
|
20,
|
|
620
|
|
);
|
|
const internalStats = getBufferStats();
|
|
context.fillText(
|
|
"Total Buffers: " +
|
|
internalStats.bufferCount +
|
|
" buffers / " +
|
|
internalStats.backlogSize +
|
|
" backlog / " +
|
|
internalStats.backlogKeys +
|
|
" keys in backlog / VRAM " +
|
|
round2Digits(internalStats.vramUsage / (1024 * 1024)) +
|
|
" MB / Backlog " +
|
|
round2Digits(internalStats.backlogVramUsage / (1024 * 1024)) +
|
|
" MB / Created " +
|
|
internalStats.numCreated +
|
|
" / Reused " +
|
|
internalStats.numReused,
|
|
20,
|
|
640
|
|
);
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.testClipping) {
|
|
context.strokeStyle = "red";
|
|
context.lineWidth = 1;
|
|
context.beginPath();
|
|
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
|
|
context.stroke();
|
|
}
|
|
}
|
|
}
|