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151 lines
4.2 KiB
151 lines
4.2 KiB
import { enumDirection, enumDirectionToVector, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
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import { BeltPath } from "../belt_path";
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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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/**
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* @typedef {{
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* pos: Vector,
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* direction: enumDirection,
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* item: BaseItem,
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* progress: number?,
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* cachedDestSlot?: import("./item_acceptor").ItemAcceptorLocatedSlot,
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* cachedBeltPath?: BeltPath,
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* cachedTargetEntity?: Entity
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* }} ItemEjectorSlot
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*/
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export class ItemEjectorComponent extends Component {
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static getId() {
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return "ItemEjector";
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}
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static getSchema() {
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// The cachedDestSlot, cachedTargetEntity fields are not serialized.
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return {
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slots: types.fixedSizeArray(
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types.structured({
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item: types.nullable(typeItemSingleton),
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progress: types.float,
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})
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),
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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 {Array<{pos: Vector, direction: enumDirection }>=} param0.slots The slots to eject on
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* @param {boolean=} param0.renderFloatingItems Whether to render items even if they are not connected
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*/
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constructor({ slots = [], renderFloatingItems = true }) {
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super();
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this.setSlots(slots);
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this.renderFloatingItems = renderFloatingItems;
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}
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clear() {
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for (const slot of this.slots) {
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slot.item = null;
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slot.progress = 0;
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}
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}
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/**
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* @param {Array<{pos: Vector, direction: enumDirection }>} slots The slots to eject on
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*/
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setSlots(slots) {
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/** @type {Array<ItemEjectorSlot>} */
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this.slots = [];
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for (let i = 0; i < slots.length; ++i) {
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const slot = slots[i];
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this.slots.push({
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pos: slot.pos,
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direction: slot.direction,
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item: null,
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progress: 0,
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cachedDestSlot: null,
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cachedTargetEntity: null,
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});
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}
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}
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/**
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* Returns where this slot ejects to
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* @param {ItemEjectorSlot} slot
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* @returns {Vector}
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*/
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getSlotTargetLocalTile(slot) {
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const directionVector = enumDirectionToVector[slot.direction];
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return slot.pos.add(directionVector);
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}
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/**
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* Returns whether any slot ejects to the given local tile
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* @param {Vector} tile
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*/
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anySlotEjectsToLocalTile(tile) {
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for (let i = 0; i < this.slots.length; ++i) {
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if (this.getSlotTargetLocalTile(this.slots[i]).equals(tile)) {
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return true;
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}
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}
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return false;
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}
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/**
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* Returns if we can eject on a given slot
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* @param {number} slotIndex
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* @returns {boolean}
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*/
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canEjectOnSlot(slotIndex) {
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assert(slotIndex >= 0 && slotIndex < this.slots.length, "Invalid ejector slot: " + slotIndex);
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return !this.slots[slotIndex].item;
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}
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/**
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* Returns the first free slot on this ejector or null if there is none
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* @returns {number?}
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*/
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getFirstFreeSlot() {
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for (let i = 0; i < this.slots.length; ++i) {
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if (this.canEjectOnSlot(i)) {
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return i;
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}
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}
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return null;
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}
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/**
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* Tries to eject a given item
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* @param {number} slotIndex
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* @param {BaseItem} item
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* @returns {boolean}
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*/
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tryEject(slotIndex, item) {
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if (!this.canEjectOnSlot(slotIndex)) {
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return false;
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}
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this.slots[slotIndex].item = item;
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this.slots[slotIndex].progress = 0;
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return true;
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}
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/**
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* Clears the given slot and returns the item it had
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* @param {number} slotIndex
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* @returns {BaseItem|null}
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*/
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takeSlotItem(slotIndex) {
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const slot = this.slots[slotIndex];
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const item = slot.item;
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slot.item = null;
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slot.progress = 0.0;
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return item;
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}
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}
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