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tobspr_shapez.io/src/js/game/components/item_ejector.js

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4.2 KiB

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