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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/src/js/game/entity_components.js
tobspr 931c8a5821
Puzzle DLC (#1172)
* 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>
2021-05-23 16:32:05 +02:00

99 lines
3.1 KiB
JavaScript

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