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123 lines
3.8 KiB
JavaScript
123 lines
3.8 KiB
JavaScript
import { globalConfig } from "../../core/config";
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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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import { Entity } from "../entity";
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import { typeItemSingleton } from "../item_resolver";
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/** @enum {string} */
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export const enumUndergroundBeltMode = {
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sender: "sender",
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receiver: "receiver",
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};
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/**
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* @typedef {{
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* entity: Entity,
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* distance: number
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* }} LinkedUndergroundBelt
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*/
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export class UndergroundBeltComponent extends Component {
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static getId() {
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return "UndergroundBelt";
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}
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static getSchema() {
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return {
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pendingItems: types.array(types.pair(typeItemSingleton, types.float)),
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};
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}
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duplicateWithoutContents() {
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return new UndergroundBeltComponent({
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mode: this.mode,
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tier: this.tier,
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});
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}
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/**
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*
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* @param {object} param0
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* @param {enumUndergroundBeltMode=} param0.mode As which type of belt the entity acts
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* @param {number=} param0.tier
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*/
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constructor({ mode = enumUndergroundBeltMode.sender, tier = 0 }) {
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super();
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this.mode = mode;
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this.tier = tier;
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/** @type {Array<{ item: BaseItem, progress: number }>} */
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this.consumptionAnimations = [];
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/**
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* Used on both receiver and sender.
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* Reciever: Used to store the next item to transfer, and to block input while doing this
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* Sender: Used to store which items are currently "travelling"
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* @type {Array<[BaseItem, number]>} Format is [Item, remaining seconds until transfer/ejection]
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*/
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this.pendingItems = [];
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/**
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* The linked entity, used to speed up performance. This contains either
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* the entrance or exit depending on the tunnel type
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* @type {LinkedUndergroundBelt}
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*/
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this.cachedLinkedEntity = null;
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}
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/**
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* Tries to accept an item from an external source like a regular belt or building
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* @param {BaseItem} item
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* @param {number} beltSpeed How fast this item travels
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*/
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tryAcceptExternalItem(item, beltSpeed) {
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if (this.mode !== enumUndergroundBeltMode.sender) {
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// Only senders accept external items
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return false;
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}
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if (this.pendingItems.length > 0) {
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// We currently have a pending item
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return false;
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}
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this.pendingItems.push([item, 0]);
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return true;
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}
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/**
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* Tries to accept a tunneled item
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* @param {BaseItem} item
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* @param {number} travelDistance How many tiles this item has to travel
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* @param {number} beltSpeed How fast this item travels
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*/
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tryAcceptTunneledItem(item, travelDistance, beltSpeed) {
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if (this.mode !== enumUndergroundBeltMode.receiver) {
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// Only receivers can accept tunneled items
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return false;
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}
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// Notice: We assume that for all items the travel distance is the same
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const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
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if (this.pendingItems.length >= maxItemsInTunnel) {
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// Simulate a real belt which gets full at some point
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return false;
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}
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// NOTICE:
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// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
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// So instead of adding 1 we add 0.5 only.
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// Additionally it takes 1 tile for the acceptor which we just add on top.
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const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
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this.pendingItems.push([item, travelDuration]);
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// Sort so we can only look at the first ones
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this.pendingItems.sort((a, b) => a[1] - b[1]);
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return true;
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}
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}
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