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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/core/state_manager.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

130 lines
3.7 KiB
JavaScript

/* typehints:start*/
import { Application } from "../application";
/* typehints:end*/
import { GameState } from "./game_state";
import { createLogger } from "./logging";
import { APPLICATION_ERROR_OCCURED } from "./error_handler";
import { waitNextFrame, removeAllChildren } from "./utils";
import { MOD_SIGNALS } from "../mods/mod_signals";
const logger = createLogger("state_manager");
/**
* This is the main state machine which drives the game states.
*/
export class StateManager {
/**
* @param {Application} app
*/
constructor(app) {
this.app = app;
/** @type {GameState} */
this.currentState = null;
/** @type {Object.<string, new() => GameState>} */
this.stateClasses = {};
}
/**
* Registers a new state class, should be a GameState derived class
* @param {object} stateClass
*/
register(stateClass) {
// Create a dummy to retrieve the key
const dummy = new stateClass();
assert(dummy instanceof GameState, "Not a state!");
const key = dummy.getKey();
assert(!this.stateClasses[key], `State '${key}' is already registered!`);
this.stateClasses[key] = stateClass;
}
/**
* Constructs a new state or returns the instance from the cache
* @param {string} key
*/
constructState(key) {
if (this.stateClasses[key]) {
return new this.stateClasses[key]();
}
assert(false, `State '${key}' is not known!`);
}
/**
* Moves to a given state
* @param {string} key State Key
*/
moveToState(key, payload = {}) {
if (APPLICATION_ERROR_OCCURED) {
console.warn("Skipping state transition because of application crash");
return;
}
if (this.currentState) {
if (key === this.currentState.getKey()) {
logger.error(`State '${key}' is already active!`);
return false;
}
this.currentState.internalLeaveCallback();
// Remove all references
for (const stateKey in this.currentState) {
if (this.currentState.hasOwnProperty(stateKey)) {
delete this.currentState[stateKey];
}
}
this.currentState = null;
}
this.currentState = this.constructState(key);
this.currentState.internalRegisterCallback(this, this.app);
// Clean up old elements
removeAllChildren(document.body);
document.body.className = "gameState " + (this.currentState.getHasFadeIn() ? "" : "arrived");
document.body.id = "state_" + key;
document.body.innerHTML = this.currentState.internalGetFullHtml();
const dialogParent = document.createElement("div");
dialogParent.classList.add("modalDialogParent");
document.body.appendChild(dialogParent);
try {
this.currentState.internalEnterCallback(payload);
} catch (ex) {
console.error(ex);
throw ex;
}
this.app.sound.playThemeMusic(this.currentState.getThemeMusic());
this.currentState.onResized(this.app.screenWidth, this.app.screenHeight);
this.app.analytics.trackStateEnter(key);
window.history.pushState(
{
key,
},
key
);
MOD_SIGNALS.stateEntered.dispatch(this.currentState);
waitNextFrame().then(() => {
document.body.classList.add("arrived");
});
return true;
}
/**
* Returns the current state
* @returns {GameState}
*/
getCurrentState() {
return this.currentState;
}
}