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tobspr_shapez.io/src/js/game/buildings/balancer.js

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import { enumDirection, Vector } from "../../core/vector";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
import { T } from "../../translations";
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
/** @enum {string} */
export const enumBalancerVariants = {
merger: "merger",
mergerInverse: "merger-inverse",
splitter: "splitter",
splitterInverse: "splitter-inverse",
};
const overlayMatrices = {
[defaultBuildingVariant]: null,
[enumBalancerVariants.merger]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
[enumBalancerVariants.mergerInverse]: generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
[enumBalancerVariants.splitter]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
[enumBalancerVariants.splitterInverse]: generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
};
export class MetaBalancerBuilding extends MetaBuilding {
constructor() {
super("balancer");
}
getDimensions(variant) {
switch (variant) {
case defaultBuildingVariant:
return new Vector(2, 1);
case enumBalancerVariants.merger:
case enumBalancerVariants.mergerInverse:
case enumBalancerVariants.splitter:
case enumBalancerVariants.splitterInverse:
return new Vector(1, 1);
default:
assertAlways(false, "Unknown balancer variant: " + variant);
}
}
/**
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
const matrix = overlayMatrices[variant];
if (matrix) {
return matrix[rotation];
}
return null;
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
if (root.gameMode.throughputDoesNotMatter()) {
return [];
}
let speedMultiplier = 2;
switch (variant) {
case enumBalancerVariants.merger:
case enumBalancerVariants.mergerInverse:
case enumBalancerVariants.splitter:
case enumBalancerVariants.splitterInverse:
speedMultiplier = 1;
}
const speed =
(root.hubGoals.getProcessorBaseSpeed(enumItemProcessorTypes.balancer) / 2) * speedMultiplier;
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(speed)]];
}
getSilhouetteColor() {
return "#555759";
}
/**
* @param {GameRoot} root
*/
getAvailableVariants(root) {
const deterministic = root.gameMode.getIsDeterministic();
let available = deterministic ? [] : [defaultBuildingVariant];
if (!deterministic && root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_merger)) {
available.push(enumBalancerVariants.merger, enumBalancerVariants.mergerInverse);
}
if (root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_splitter)) {
available.push(enumBalancerVariants.splitter, enumBalancerVariants.splitterInverse);
}
return available;
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_balancer);
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new ItemAcceptorComponent({
slots: [], // set later
})
);
entity.addComponent(
new ItemProcessorComponent({
inputsPerCharge: 1,
processorType: enumItemProcessorTypes.balancer,
})
);
entity.addComponent(
new ItemEjectorComponent({
slots: [], // set later
renderFloatingItems: false,
})
);
entity.addComponent(new BeltUnderlaysComponent({ underlays: [] }));
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
switch (variant) {
case defaultBuildingVariant: {
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
{
pos: new Vector(1, 0),
directions: [enumDirection.bottom],
},
]);
entity.components.ItemEjector.setSlots([
{ pos: new Vector(0, 0), direction: enumDirection.top },
{ pos: new Vector(1, 0), direction: enumDirection.top },
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
{ pos: new Vector(1, 0), direction: enumDirection.top },
];
break;
}
case enumBalancerVariants.merger:
case enumBalancerVariants.mergerInverse: {
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
{
pos: new Vector(0, 0),
directions: [
variant === enumBalancerVariants.mergerInverse
? enumDirection.left
: enumDirection.right,
],
},
]);
entity.components.ItemEjector.setSlots([
{ pos: new Vector(0, 0), direction: enumDirection.top },
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
];
break;
}
case enumBalancerVariants.splitter:
case enumBalancerVariants.splitterInverse: {
entity.components.ItemAcceptor.setSlots([
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
]);
entity.components.ItemEjector.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
{
pos: new Vector(0, 0),
direction:
variant === enumBalancerVariants.splitterInverse
? enumDirection.left
: enumDirection.right,
},
]);
entity.components.BeltUnderlays.underlays = [
{ pos: new Vector(0, 0), direction: enumDirection.top },
];
break;
}
default:
assertAlways(false, "Unknown balancer variant: " + variant);
}
}
}