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* 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>
99 lines
3.1 KiB
JavaScript
99 lines
3.1 KiB
JavaScript
/* typehints:start */
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import { BeltComponent } from "./components/belt";
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import { BeltUnderlaysComponent } from "./components/belt_underlays";
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import { HubComponent } from "./components/hub";
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import { ItemAcceptorComponent } from "./components/item_acceptor";
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import { ItemEjectorComponent } from "./components/item_ejector";
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import { ItemProcessorComponent } from "./components/item_processor";
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import { MinerComponent } from "./components/miner";
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import { StaticMapEntityComponent } from "./components/static_map_entity";
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import { StorageComponent } from "./components/storage";
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import { UndergroundBeltComponent } from "./components/underground_belt";
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import { WiredPinsComponent } from "./components/wired_pins";
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import { WireComponent } from "./components/wire";
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import { ConstantSignalComponent } from "./components/constant_signal";
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import { LogicGateComponent } from "./components/logic_gate";
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import { LeverComponent } from "./components/lever";
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import { WireTunnelComponent } from "./components/wire_tunnel";
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import { DisplayComponent } from "./components/display";
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import { BeltReaderComponent } from "./components/belt_reader";
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import { FilterComponent } from "./components/filter";
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import { ItemProducerComponent } from "./components/item_producer";
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import { GoalAcceptorComponent } from "./components/goal_acceptor";
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/* typehints:end */
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/**
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* Typedefs for all entity components. These are not actually present on the entity,
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* thus they are undefined by default
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*/
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export class EntityComponentStorage {
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constructor() {
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/* typehints:start */
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/** @type {StaticMapEntityComponent} */
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this.StaticMapEntity;
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/** @type {BeltComponent} */
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this.Belt;
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/** @type {ItemEjectorComponent} */
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this.ItemEjector;
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/** @type {ItemAcceptorComponent} */
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this.ItemAcceptor;
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/** @type {MinerComponent} */
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this.Miner;
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/** @type {ItemProcessorComponent} */
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this.ItemProcessor;
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/** @type {UndergroundBeltComponent} */
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this.UndergroundBelt;
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/** @type {HubComponent} */
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this.Hub;
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/** @type {StorageComponent} */
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this.Storage;
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/** @type {WiredPinsComponent} */
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this.WiredPins;
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/** @type {BeltUnderlaysComponent} */
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this.BeltUnderlays;
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/** @type {WireComponent} */
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this.Wire;
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/** @type {ConstantSignalComponent} */
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this.ConstantSignal;
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/** @type {LogicGateComponent} */
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this.LogicGate;
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/** @type {LeverComponent} */
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this.Lever;
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/** @type {WireTunnelComponent} */
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this.WireTunnel;
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/** @type {DisplayComponent} */
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this.Display;
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/** @type {BeltReaderComponent} */
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this.BeltReader;
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/** @type {FilterComponent} */
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this.Filter;
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/** @type {ItemProducerComponent} */
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this.ItemProducer;
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/** @type {GoalAcceptorComponent} */
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this.GoalAcceptor;
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/* typehints:end */
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}
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}
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