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tobspr_shapez.io/src/js/game/core.js

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/* typehints:start */
import { Application } from "../application";
/* typehints:end */
import { BufferMaintainer } from "../core/buffer_maintainer";
import {
disableImageSmoothing,
enableImageSmoothing,
getBufferStats,
registerCanvas,
} from "../core/buffer_utils";
import { globalConfig } from "../core/config";
import { getDeviceDPI, resizeHighDPICanvas } from "../core/dpi_manager";
import { DrawParameters } from "../core/draw_parameters";
import { gMetaBuildingRegistry } from "../core/global_registries";
import { createLogger } from "../core/logging";
import { Rectangle } from "../core/rectangle";
import { ORIGINAL_SPRITE_SCALE } from "../core/sprites";
import { lerp, randomInt, round2Digits } from "../core/utils";
import { Vector } from "../core/vector";
import { Savegame } from "../savegame/savegame";
import { SavegameSerializer } from "../savegame/savegame_serializer";
import { AutomaticSave } from "./automatic_save";
import { MetaHubBuilding } from "./buildings/hub";
import { Camera } from "./camera";
import { DynamicTickrate } from "./dynamic_tickrate";
import { EntityManager } from "./entity_manager";
import { GameSystemManager } from "./game_system_manager";
import { HubGoals } from "./hub_goals";
import { GameHUD } from "./hud/hud";
import { KeyActionMapper } from "./key_action_mapper";
import { GameLogic } from "./logic";
import { MapView } from "./map_view";
import { defaultBuildingVariant } from "./meta_building";
import { GameMode } from "./game_mode";
import { ProductionAnalytics } from "./production_analytics";
import { GameRoot } from "./root";
import { ShapeDefinitionManager } from "./shape_definition_manager";
import { AchievementProxy } from "./achievement_proxy";
import { SoundProxy } from "./sound_proxy";
import { GameTime } from "./time/game_time";
const logger = createLogger("ingame/core");
// Store the canvas so we can reuse it later
/** @type {HTMLCanvasElement} */
let lastCanvas = null;
/** @type {CanvasRenderingContext2D} */
let lastContext = null;
/**
* The core manages the root and represents the whole game. It wraps the root, since
* the root class is just a data holder.
*/
export class GameCore {
/** @param {Application} app */
constructor(app) {
this.app = app;
/** @type {GameRoot} */
this.root = null;
/**
* Set to true at the beginning of a logic update and cleared when its finished.
* This is to prevent doing a recursive logic update which can lead to unexpected
* behaviour.
*/
this.duringLogicUpdate = false;
// Cached
this.boundInternalTick = this.updateLogic.bind(this);
/**
* Opacity of the overview alpha
* @TODO Doesn't belong here
*/
this.overlayAlpha = 0;
}
/**
* Initializes the root object which stores all game related data. The state
* is required as a back reference (used sometimes)
* @param {import("../states/ingame").InGameState} parentState
* @param {Savegame} savegame
*/
initializeRoot(parentState, savegame, gameModeId) {
logger.log("initializing root");
// Construct the root element, this is the data representation of the game
this.root = new GameRoot(this.app);
this.root.gameState = parentState;
this.root.keyMapper = parentState.keyActionMapper;
this.root.savegame = savegame;
this.root.gameWidth = this.app.screenWidth;
this.root.gameHeight = this.app.screenHeight;
// Initialize canvas element & context
this.internalInitCanvas();
// Members
const root = this.root;
// This isn't nice, but we need it right here
root.keyMapper = new KeyActionMapper(root, this.root.gameState.inputReciever);
// Init game mode
root.gameMode = GameMode.create(root, gameModeId, parentState.creationPayload.gameModeParameters);
// Needs to come first
root.dynamicTickrate = new DynamicTickrate(root);
// Init classes
root.camera = new Camera(root);
root.map = new MapView(root);
root.logic = new GameLogic(root);
root.hud = new GameHUD(root);
root.time = new GameTime(root);
root.achievementProxy = new AchievementProxy(root);
root.automaticSave = new AutomaticSave(root);
root.soundProxy = new SoundProxy(root);
// Init managers
root.entityMgr = new EntityManager(root);
root.systemMgr = new GameSystemManager(root);
root.shapeDefinitionMgr = new ShapeDefinitionManager(root);
root.hubGoals = new HubGoals(root);
root.productionAnalytics = new ProductionAnalytics(root);
root.buffers = new BufferMaintainer(root);
// Initialize the hud once everything is loaded
this.root.hud.initialize();
// Initial resize event, it might be possible that the screen
// resized later during init tho, which is why will emit it later
// again anyways
this.resize(this.app.screenWidth, this.app.screenHeight);
if (G_IS_DEV) {
// @ts-ignore
window.globalRoot = root;
}
// @todo Find better place
if (G_IS_DEV && globalConfig.debug.manualTickOnly) {
this.root.gameState.inputReciever.keydown.add(key => {
if (key.keyCode === 84) {
// 'T'
// Extract current real time
this.root.time.updateRealtimeNow();
// Perform logic ticks
this.root.time.performTicks(this.root.dynamicTickrate.deltaMs, this.boundInternalTick);
// Update analytics
root.productionAnalytics.update();
// Check achievements
root.achievementProxy.update();
}
});
}
logger.log("root initialized");
}
/**
* Initializes a new game, this means creating a new map and centering on the
* playerbase
* */
initNewGame() {
logger.log("Initializing new game");
this.root.gameIsFresh = true;
this.root.map.seed = randomInt(0, 100000);
if (!this.root.gameMode.hasHub()) {
return;
}
// Place the hub
const hub = gMetaBuildingRegistry.findByClass(MetaHubBuilding).createEntity({
root: this.root,
origin: new Vector(-2, -2),
rotation: 0,
originalRotation: 0,
rotationVariant: 0,
variant: defaultBuildingVariant,
});
this.root.map.placeStaticEntity(hub);
this.root.entityMgr.registerEntity(hub);
}
/**
* Inits an existing game by loading the raw savegame data and deserializing it.
* Also runs basic validity checks.
*/
initExistingGame() {
logger.log("Initializing existing game");
const serializer = new SavegameSerializer();
try {
const status = serializer.deserialize(this.root.savegame.getCurrentDump(), this.root);
if (!status.isGood()) {
logger.error("savegame-deserialize-failed:" + status.reason);
return false;
}
} catch (ex) {
logger.error("Exception during deserialization:", ex);
return false;
}
this.root.gameIsFresh = false;
return true;
}
/**
* Initializes the render canvas
*/
internalInitCanvas() {
let canvas, context;
if (!lastCanvas) {
logger.log("Creating new canvas");
canvas = document.createElement("canvas");
canvas.id = "ingame_Canvas";
canvas.setAttribute("opaque", "true");
canvas.setAttribute("webkitOpaque", "true");
canvas.setAttribute("mozOpaque", "true");
this.root.gameState.getDivElement().appendChild(canvas);
context = canvas.getContext("2d", { alpha: false });
lastCanvas = canvas;
lastContext = context;
} else {
logger.log("Reusing canvas");
if (lastCanvas.parentElement) {
lastCanvas.parentElement.removeChild(lastCanvas);
}
this.root.gameState.getDivElement().appendChild(lastCanvas);
canvas = lastCanvas;
context = lastContext;
lastContext.clearRect(0, 0, lastCanvas.width, lastCanvas.height);
}
canvas.classList.toggle("smoothed", globalConfig.smoothing.smoothMainCanvas);
// Oof, use :not() instead
canvas.classList.toggle("unsmoothed", !globalConfig.smoothing.smoothMainCanvas);
if (globalConfig.smoothing.smoothMainCanvas) {
enableImageSmoothing(context);
} else {
disableImageSmoothing(context);
}
this.root.canvas = canvas;
this.root.context = context;
registerCanvas(canvas, context);
}
/**
* Destructs the root, freeing all resources
*/
destruct() {
if (lastCanvas && lastCanvas.parentElement) {
lastCanvas.parentElement.removeChild(lastCanvas);
}
this.root.destruct();
delete this.root;
this.root = null;
this.app = null;
}
tick(deltaMs) {
const root = this.root;
// Extract current real time
root.time.updateRealtimeNow();
// Camera is always updated, no matter what
root.camera.update(deltaMs);
if (!(G_IS_DEV && globalConfig.debug.manualTickOnly)) {
// Perform logic ticks
this.root.time.performTicks(deltaMs, this.boundInternalTick);
// Update analytics
root.productionAnalytics.update();
// Check achievements
root.achievementProxy.update();
}
// Update automatic save after everything finished
root.automaticSave.update();
return true;
}
shouldRender() {
if (this.root.queue.requireRedraw) {
return true;
}
if (this.root.hud.shouldPauseRendering()) {
return false;
}
// Do not render
if (!this.app.isRenderable()) {
return false;
}
return true;
}
updateLogic() {
const root = this.root;
root.dynamicTickrate.beginTick();
if (G_IS_DEV && globalConfig.debug.disableLogicTicks) {
root.dynamicTickrate.endTick();
return true;
}
this.duringLogicUpdate = true;
// Update entities, this removes destroyed entities
root.entityMgr.update();
// IMPORTANT: At this point, the game might be game over. Stop if this is the case
if (!this.root) {
logger.log("Root destructed, returning false");
root.dynamicTickrate.endTick();
return false;
}
root.systemMgr.update();
// root.particleMgr.update();
this.duringLogicUpdate = false;
root.dynamicTickrate.endTick();
return true;
}
resize(w, h) {
this.root.gameWidth = w;
this.root.gameHeight = h;
resizeHighDPICanvas(this.root.canvas, w, h, globalConfig.smoothing.smoothMainCanvas);
this.root.signals.resized.dispatch(w, h);
this.root.queue.requireRedraw = true;
}
postLoadHook() {
logger.log("Dispatching post load hook");
this.root.signals.postLoadHook.dispatch();
if (!this.root.gameIsFresh) {
// Also dispatch game restored hook on restored savegames
this.root.signals.gameRestored.dispatch();
}
this.root.gameInitialized = true;
}
draw() {
const root = this.root;
const systems = root.systemMgr.systems;
this.root.dynamicTickrate.onFrameRendered();
if (!this.shouldRender()) {
// Always update hud tho
root.hud.update();
return;
}
this.root.signals.gameFrameStarted.dispatch();
root.queue.requireRedraw = false;
// Gather context and save all state
const context = root.context;
context.save();
if (G_IS_DEV) {
context.fillStyle = "#a10000";
context.fillRect(0, 0, window.innerWidth * 3, window.innerHeight * 3);
}
// Compute optimal zoom level and atlas scale
const zoomLevel = root.camera.zoomLevel;
const lowQuality = root.app.settings.getAllSettings().lowQualityTextures;
const effectiveZoomLevel =
(zoomLevel / globalConfig.assetsDpi) * getDeviceDPI() * globalConfig.assetsSharpness;
let desiredAtlasScale = "0.25";
if (effectiveZoomLevel > 0.5 && !lowQuality) {
desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
} else if (effectiveZoomLevel > 0.35 && !lowQuality) {
desiredAtlasScale = "0.5";
}
// Construct parameters required for drawing
const params = new DrawParameters({
context: context,
visibleRect: root.camera.getVisibleRect(),
desiredAtlasScale,
zoomLevel,
root: root,
});
if (G_IS_DEV && globalConfig.debug.testCulling) {
context.clearRect(0, 0, root.gameWidth, root.gameHeight);
}
// Transform to world space
if (G_IS_DEV && globalConfig.debug.testClipping) {
params.visibleRect = params.visibleRect.expandedInAllDirections(
-200 / this.root.camera.zoomLevel
);
}
root.camera.transform(context);
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame start");
// Update hud
root.hud.update();
// Main rendering order
// -----
const desiredOverlayAlpha = this.root.camera.getIsMapOverlayActive() ? 1 : 0;
this.overlayAlpha = lerp(this.overlayAlpha, desiredOverlayAlpha, 0.25);
// On low performance, skip the fade
if (this.root.entityMgr.entities.length > 5000 || this.root.dynamicTickrate.averageFps < 50) {
this.overlayAlpha = desiredOverlayAlpha;
}
if (this.overlayAlpha < 0.99) {
// Background (grid, resources, etc)
root.map.drawBackground(params);
// Belt items
systems.belt.drawBeltItems(params);
// Miner & Static map entities etc.
root.map.drawForeground(params);
// HUB Overlay
systems.hub.draw(params);
// Green wires overlay
if (root.hud.parts.wiresOverlay) {
root.hud.parts.wiresOverlay.draw(params);
}
if (this.root.currentLayer === "wires") {
// Static map entities
root.map.drawWiresForegroundLayer(params);
}
}
if (this.overlayAlpha > 0.01) {
// Map overview
context.globalAlpha = this.overlayAlpha;
root.map.drawOverlay(params);
context.globalAlpha = 1;
}
if (G_IS_DEV) {
root.map.drawStaticEntityDebugOverlays(params);
}
if (G_IS_DEV && globalConfig.debug.renderBeltPaths) {
systems.belt.drawBeltPathDebug(params);
}
// END OF GAME CONTENT
// -----
// Finally, draw the hud. Nothing should come after that
root.hud.draw(params);
assert(context.globalAlpha === 1.0, "Global alpha not 1 on frame end before restore");
// Restore to screen space
context.restore();
// Restore parameters
params.zoomLevel = 1;
params.desiredAtlasScale = ORIGINAL_SPRITE_SCALE;
params.visibleRect = new Rectangle(0, 0, this.root.gameWidth, this.root.gameHeight);
if (G_IS_DEV && globalConfig.debug.testClipping) {
params.visibleRect = params.visibleRect.expandedInAllDirections(-200);
}
// Draw overlays, those are screen space
root.hud.drawOverlays(params);
assert(context.globalAlpha === 1.0, "context.globalAlpha not 1 on frame end");
if (G_IS_DEV && globalConfig.debug.simulateSlowRendering) {
let sum = 0;
for (let i = 0; i < 1e8; ++i) {
sum += i;
}
if (Math.random() > 0.95) {
console.log(sum);
}
}
if (G_IS_DEV && globalConfig.debug.showAtlasInfo) {
context.font = "13px GameFont";
context.fillStyle = "blue";
context.fillText(
"Atlas: " +
desiredAtlasScale +
" / Zoom: " +
round2Digits(zoomLevel) +
" / Effective Zoom: " +
round2Digits(effectiveZoomLevel),
20,
600
);
const stats = this.root.buffers.getStats();
context.fillText(
"Maintained Buffers: " +
stats.rootKeys +
" root keys / " +
stats.subKeys +
" buffers / VRAM: " +
round2Digits(stats.vramBytes / (1024 * 1024)) +
" MB",
20,
620
);
const internalStats = getBufferStats();
context.fillText(
"Total Buffers: " +
internalStats.bufferCount +
" buffers / " +
internalStats.backlogSize +
" backlog / " +
internalStats.backlogKeys +
" keys in backlog / VRAM " +
round2Digits(internalStats.vramUsage / (1024 * 1024)) +
" MB / Backlog " +
round2Digits(internalStats.backlogVramUsage / (1024 * 1024)) +
" MB / Created " +
internalStats.numCreated +
" / Reused " +
internalStats.numReused,
20,
640
);
}
if (G_IS_DEV && globalConfig.debug.testClipping) {
context.strokeStyle = "red";
context.lineWidth = 1;
context.beginPath();
context.rect(200, 200, this.root.gameWidth - 400, this.root.gameHeight - 400);
context.stroke();
}
}
}