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tobspr_shapez.io/src/js/game/hub_goals.js

578 lines
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import { globalConfig } from "../core/config";
import { RandomNumberGenerator } from "../core/rng";
import { clamp } from "../core/utils";
import { BasicSerializableObject, types } from "../savegame/serialization";
import { enumColors } from "./colors";
import { enumItemProcessorTypes } from "./components/item_processor";
import { enumAnalyticsDataSource } from "./production_analytics";
import { GameRoot } from "./root";
import { enumSubShape, ShapeDefinition } from "./shape_definition";
import { enumHubGoalRewards } from "./tutorial_goals";
export const MOD_ITEM_PROCESSOR_SPEEDS = {};
export class HubGoals extends BasicSerializableObject {
static getId() {
return "HubGoals";
}
static getSchema() {
return {
level: types.uint,
storedShapes: types.keyValueMap(types.uint),
upgradeLevels: types.keyValueMap(types.uint),
};
}
/**
*
* @param {*} data
* @param {GameRoot} root
*/
deserialize(data, root) {
const errorCode = super.deserialize(data);
if (errorCode) {
return errorCode;
}
const levels = root.gameMode.getLevelDefinitions();
// If freeplay is not available, clamp the level
if (!root.gameMode.getIsFreeplayAvailable()) {
this.level = Math.min(this.level, levels.length);
}
// Compute gained rewards
for (let i = 0; i < this.level - 1; ++i) {
if (i < levels.length) {
const reward = levels[i].reward;
this.gainedRewards[reward] = (this.gainedRewards[reward] || 0) + 1;
}
}
// Compute upgrade improvements
const upgrades = this.root.gameMode.getUpgrades();
for (const upgradeId in upgrades) {
const tiers = upgrades[upgradeId];
const level = this.upgradeLevels[upgradeId] || 0;
let totalImprovement = 1;
for (let i = 0; i < level; ++i) {
totalImprovement += tiers[i].improvement;
}
this.upgradeImprovements[upgradeId] = totalImprovement;
}
// Compute current goal
this.computeNextGoal();
}
/**
* @param {GameRoot} root
*/
constructor(root) {
super();
this.root = root;
this.level = 1;
/**
* Which story rewards we already gained
* @type {Object.<string, number>}
*/
this.gainedRewards = {};
/**
* Mapping from shape hash -> amount
* @type {Object<string, number>}
*/
this.storedShapes = {};
/**
* Stores the levels for all upgrades
* @type {Object<string, number>}
*/
this.upgradeLevels = {};
/**
* Stores the improvements for all upgrades
* @type {Object<string, number>}
*/
this.upgradeImprovements = {};
// Reset levels first
const upgrades = this.root.gameMode.getUpgrades();
for (const key in upgrades) {
this.upgradeLevels[key] = 0;
this.upgradeImprovements[key] = 1;
}
this.computeNextGoal();
// Allow quickly switching goals in dev mode
if (G_IS_DEV) {
window.addEventListener("keydown", ev => {
if (ev.key === "p") {
// root is not guaranteed to exist within ~0.5s after loading in
if (this.root && this.root.app && this.root.app.gameAnalytics) {
if (!this.isEndOfDemoReached()) {
this.onGoalCompleted();
}
}
}
});
}
}
/**
* Returns whether the end of the demo is reached
* @returns {boolean}
*/
isEndOfDemoReached() {
return (
!this.root.gameMode.getIsFreeplayAvailable() &&
this.level >= this.root.gameMode.getLevelDefinitions().length
);
}
/**
* Returns how much of the current shape is stored
* @param {ShapeDefinition} definition
* @returns {number}
*/
getShapesStored(definition) {
return this.storedShapes[definition.getHash()] || 0;
}
/**
* @param {string} key
* @param {number} amount
*/
takeShapeByKey(key, amount) {
assert(this.getShapesStoredByKey(key) >= amount, "Can not afford: " + key + " x " + amount);
assert(amount >= 0, "Amount < 0 for " + key);
assert(Number.isInteger(amount), "Invalid amount: " + amount);
this.storedShapes[key] = (this.storedShapes[key] || 0) - amount;
return;
}
/**
* Returns how much of the current shape is stored
* @param {string} key
* @returns {number}
*/
getShapesStoredByKey(key) {
return this.storedShapes[key] || 0;
}
/**
* Returns how much of the current goal was already delivered
*/
getCurrentGoalDelivered() {
if (this.currentGoal.throughputOnly) {
return (
this.root.productionAnalytics.getCurrentShapeRateRaw(
enumAnalyticsDataSource.delivered,
this.currentGoal.definition
) / globalConfig.analyticsSliceDurationSeconds
);
}
return this.getShapesStored(this.currentGoal.definition);
}
/**
* Returns the current level of a given upgrade
* @param {string} upgradeId
*/
getUpgradeLevel(upgradeId) {
return this.upgradeLevels[upgradeId] || 0;
}
/**
* Returns whether the given reward is already unlocked
* @param {enumHubGoalRewards} reward
*/
isRewardUnlocked(reward) {
if (G_IS_DEV && globalConfig.debug.allBuildingsUnlocked) {
return true;
}
if (
reward === enumHubGoalRewards.reward_blueprints &&
this.root.app.restrictionMgr.isLimitedVersion()
) {
return false;
}
if (this.root.gameMode.getLevelDefinitions().length < 1) {
// no story, so always unlocked
return true;
}
return !!this.gainedRewards[reward];
}
/**
* Handles the given definition, by either accounting it towards the
* goal or otherwise granting some points
* @param {ShapeDefinition} definition
*/
handleDefinitionDelivered(definition) {
const hash = definition.getHash();
this.storedShapes[hash] = (this.storedShapes[hash] || 0) + 1;
this.root.signals.shapeDelivered.dispatch(definition);
// Check if we have enough for the next level
if (
this.getCurrentGoalDelivered() >= this.currentGoal.required ||
(G_IS_DEV && globalConfig.debug.rewardsInstant)
) {
if (!this.isEndOfDemoReached()) {
this.onGoalCompleted();
}
}
}
/**
* Creates the next goal
*/
computeNextGoal() {
const storyIndex = this.level - 1;
const levels = this.root.gameMode.getLevelDefinitions();
if (storyIndex < levels.length) {
const { shape, required, reward, throughputOnly } = levels[storyIndex];
this.currentGoal = {
/** @type {ShapeDefinition} */
definition: this.root.shapeDefinitionMgr.getShapeFromShortKey(shape),
required,
reward,
throughputOnly,
};
return;
}
//Floor Required amount to remove confusion
const required = Math.min(200, Math.floor(4 + (this.level - 27) * 0.25));
this.currentGoal = {
definition: this.computeFreeplayShape(this.level),
required,
reward: enumHubGoalRewards.no_reward_freeplay,
throughputOnly: true,
};
}
/**
* Called when the level was completed
*/
onGoalCompleted() {
const reward = this.currentGoal.reward;
this.gainedRewards[reward] = (this.gainedRewards[reward] || 0) + 1;
this.root.app.gameAnalytics.handleLevelCompleted(this.level);
++this.level;
this.computeNextGoal();
this.root.signals.storyGoalCompleted.dispatch(this.level - 1, reward);
}
/**
* Returns whether we are playing in free-play
*/
isFreePlay() {
return this.level >= this.root.gameMode.getLevelDefinitions().length;
}
/**
* Returns whether a given upgrade can be unlocked
* @param {string} upgradeId
*/
canUnlockUpgrade(upgradeId) {
return true;
const tiers = this.root.gameMode.getUpgrades()[upgradeId];
const currentLevel = this.getUpgradeLevel(upgradeId);
if (currentLevel >= tiers.length) {
// Max level
return false;
}
if (G_IS_DEV && globalConfig.debug.upgradesNoCost) {
return true;
}
const tierData = tiers[currentLevel];
for (let i = 0; i < tierData.required.length; ++i) {
const requirement = tierData.required[i];
if ((this.storedShapes[requirement.shape] || 0) < requirement.amount) {
return false;
}
}
return true;
}
/**
* Returns the number of available upgrades
* @returns {number}
*/
getAvailableUpgradeCount() {
let count = 0;
for (const upgradeId in this.root.gameMode.getUpgrades()) {
if (this.canUnlockUpgrade(upgradeId)) {
++count;
}
}
return count;
}
/**
* Tries to unlock the given upgrade
* @param {string} upgradeId
* @returns {boolean}
*/
tryUnlockUpgrade(upgradeId) {
if (!this.canUnlockUpgrade(upgradeId)) {
return false;
}
const upgradeTiers = this.root.gameMode.getUpgrades()[upgradeId];
const currentLevel = this.getUpgradeLevel(upgradeId);
const tierData = upgradeTiers[currentLevel];
if (!tierData) {
return false;
}
if (G_IS_DEV && globalConfig.debug.upgradesNoCost) {
// Dont take resources
} else {
for (let i = 0; i < tierData.required.length; ++i) {
const requirement = tierData.required[i];
// Notice: Don't have to check for hash here
this.storedShapes[requirement.shape] -= requirement.amount;
}
}
this.upgradeLevels[upgradeId] = (this.upgradeLevels[upgradeId] || 0) + 1;
this.upgradeImprovements[upgradeId] += tierData.improvement;
this.root.signals.upgradePurchased.dispatch(upgradeId);
this.root.app.gameAnalytics.handleUpgradeUnlocked(upgradeId, currentLevel);
return true;
}
/**
* Picks random colors which are close to each other
* @param {RandomNumberGenerator} rng
*/
generateRandomColorSet(rng, allowUncolored = false) {
const colorWheel = [
enumColors.red,
enumColors.yellow,
enumColors.green,
enumColors.cyan,
enumColors.blue,
enumColors.purple,
enumColors.red,
enumColors.yellow,
];
const universalColors = [enumColors.white];
if (allowUncolored) {
universalColors.push(enumColors.uncolored);
}
const index = rng.nextIntRange(0, colorWheel.length - 2);
const pickedColors = colorWheel.slice(index, index + 3);
pickedColors.push(rng.choice(universalColors));
return pickedColors;
}
/**
* Creates a (seeded) random shape
* @param {number} level
* @returns {ShapeDefinition}
*/
computeFreeplayShape(level) {
const layerCount = clamp(this.level / 25, 2, 4);
/** @type {Array<import("./shape_definition").ShapeLayer>} */
let layers = [];
const rng = new RandomNumberGenerator(this.root.map.seed + "/" + level);
const colors = this.generateRandomColorSet(rng, level > 35);
let pickedSymmetry = null; // pairs of quadrants that must be the same
let availableShapes = [enumSubShape.rect, enumSubShape.circle, enumSubShape.star];
if (rng.next() < 0.5) {
pickedSymmetry = [
// radial symmetry
[0, 2],
[1, 3],
];
availableShapes.push(enumSubShape.windmill); // windmill looks good only in radial symmetry
} else {
const symmetries = [
[
// horizontal axis
[0, 3],
[1, 2],
],
[
// vertical axis
[0, 1],
[2, 3],
],
[
// diagonal axis
[0, 2],
[1],
[3],
],
[
// other diagonal axis
[1, 3],
[0],
[2],
],
];
pickedSymmetry = rng.choice(symmetries);
}
const randomColor = () => rng.choice(colors);
const randomShape = () => rng.choice(availableShapes);
let anyIsMissingTwo = false;
for (let i = 0; i < layerCount; ++i) {
/** @type {import("./shape_definition").ShapeLayer} */
const layer = [null, null, null, null];
for (let j = 0; j < pickedSymmetry.length; ++j) {
const group = pickedSymmetry[j];
const shape = randomShape();
const color = randomColor();
for (let k = 0; k < group.length; ++k) {
const quad = group[k];
layer[quad] = {
subShape: shape,
color,
};
}
}
// Sometimes they actually are missing *two* ones!
// Make sure at max only one layer is missing it though, otherwise we could
// create an uncreateable shape
if (level > 75 && rng.next() > 0.95 && !anyIsMissingTwo) {
layer[rng.nextIntRange(0, 4)] = null;
anyIsMissingTwo = true;
}
layers.push(layer);
}
const definition = new ShapeDefinition({ layers });
return this.root.shapeDefinitionMgr.registerOrReturnHandle(definition);
}
////////////// HELPERS
/**
* Belt speed
* @returns {number} items / sec
*/
getBeltBaseSpeed() {
if (this.root.gameMode.throughputDoesNotMatter()) {
return globalConfig.beltSpeedItemsPerSecond * globalConfig.puzzleModeSpeed;
}
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt;
}
/**
* Underground belt speed
* @returns {number} items / sec
*/
getUndergroundBeltBaseSpeed() {
if (this.root.gameMode.throughputDoesNotMatter()) {
return globalConfig.beltSpeedItemsPerSecond * globalConfig.puzzleModeSpeed;
}
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt;
}
/**
* Miner speed
* @returns {number} items / sec
*/
getMinerBaseSpeed() {
if (this.root.gameMode.throughputDoesNotMatter()) {
return globalConfig.minerSpeedItemsPerSecond * globalConfig.puzzleModeSpeed;
}
return globalConfig.minerSpeedItemsPerSecond * this.upgradeImprovements.miner;
}
/**
* Processor speed
* @param {enumItemProcessorTypes} processorType
* @returns {number} items / sec
*/
getProcessorBaseSpeed(processorType) {
if (this.root.gameMode.throughputDoesNotMatter()) {
return globalConfig.beltSpeedItemsPerSecond * globalConfig.puzzleModeSpeed * 10;
}
switch (processorType) {
case enumItemProcessorTypes.trash:
case enumItemProcessorTypes.hub:
case enumItemProcessorTypes.goal:
return 1e30;
case enumItemProcessorTypes.balancer:
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt * 2;
case enumItemProcessorTypes.reader:
return globalConfig.beltSpeedItemsPerSecond * this.upgradeImprovements.belt;
case enumItemProcessorTypes.mixer:
case enumItemProcessorTypes.painter:
case enumItemProcessorTypes.painterDouble:
case enumItemProcessorTypes.painterQuad: {
assert(
globalConfig.buildingSpeeds[processorType],
"Processor type has no speed set in globalConfig.buildingSpeeds: " + processorType
);
return (
globalConfig.beltSpeedItemsPerSecond *
this.upgradeImprovements.painting *
globalConfig.buildingSpeeds[processorType]
);
}
case enumItemProcessorTypes.cutter:
case enumItemProcessorTypes.cutterQuad:
case enumItemProcessorTypes.rotater:
case enumItemProcessorTypes.rotaterCCW:
case enumItemProcessorTypes.rotater180:
case enumItemProcessorTypes.stacker: {
assert(
globalConfig.buildingSpeeds[processorType],
"Processor type has no speed set in globalConfig.buildingSpeeds: " + processorType
);
return (
globalConfig.beltSpeedItemsPerSecond *
this.upgradeImprovements.processors *
globalConfig.buildingSpeeds[processorType]
);
}
default:
if (MOD_ITEM_PROCESSOR_SPEEDS[processorType]) {
return MOD_ITEM_PROCESSOR_SPEEDS[processorType](this.root);
}
assertAlways(false, "invalid processor type: " + processorType);
}
return 1 / globalConfig.beltSpeedItemsPerSecond;
}
}