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* Puzzle mode (#1135) * Add mode button to main menu * [WIP] Add mode menu. Add factory-based gameMode creation * Add savefile migration, serialize, deserialize * Add hidden HUD elements, zone, and zoom, boundary constraints * Clean up lint issues * Add building, HUD exclusion, building exclusion, and refactor - [WIP] Add ConstantProducer building that combines ConstantSignal and ItemProducer functionality. Currently using temp assets. - Add pre-placement check to the zone - Use Rectangles for zone and boundary - Simplify zone drawing - Account for exclusion in savegame data - [WIP] Add puzzle play and edit buttons in puzzle mode menu * [WIP] Add building, component, and systems for producing and accepting user-specified items and checking goal criteria * Add ingame puzzle mode UI elements - Add minimal menus in puzzle mode for back, next navigation - Add lower menu for changing zone dimenensions Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> * Performance optimizations (#1154) * 1.3.1 preparations * Minor fixes, update translations * Fix achievements not working * Lots of belt optimizations, ~15% performance boost * Puzzle mode, part 1 * Puzzle mode, part 2 * Fix missing import * Puzzle mode, part 3 * Fix typo * Puzzle mode, part 4 * Puzzle Mode fixes: Correct zone restrictions and more (#1155) * Hide Puzzle Editor Controls in regular game mode, fix typo * Disallow shrinking zone if there are buildings * Fix multi-tile buildings for shrinking * Puzzle mode, Refactor hud * Puzzle mode * Fixed typo in latest puzzle commit (#1156) * Allow completing puzzles * Puzzle mode, almost done * Bump version to 1.4.0 * Fixes * [puzzle] Prevent pipette cheats (miners, emitters) (#1158) * Puzzle mode, almost done * Allow clearing belts with 'B' * Multiple users for the puzzle dlc * Bump api key * Minor adjustments * Update * Minor fixes * Fix throughput * Fix belts * Minor puzzle adjustments * New difficulty * Minor puzzle improvements * Fix belt path * Update translations * Added a button to return to the menu after a puzzle is completed (#1170) * added another button to return to the menu * improved menu return * fixed continue button to not go back to menu * [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164) * initial test * tried to get it to work * added icon * added test exclusion * reverted css * completed flow for building locking * added lock option * finalized look and changed locked building to same sprite * removed unused art * added clearing every goal acceptor on lock to prevent creating impossible puzzles * heavily improved validation and prevented autocompletion * validation only checks every 100 ticks to improve performance * validation only checks every 100 ticks to improve performance * removed clearing goal acceptors as it isn't needed because of validation * Add soundtrack, puzzle dlc fixes Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com> Co-authored-by: dengr1065 <dengr1065@gmail.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
133 lines
4.7 KiB
JavaScript
133 lines
4.7 KiB
JavaScript
import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { clamp, lerp } from "../../core/utils";
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import { Vector } from "../../core/vector";
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import { GoalAcceptorComponent } from "../components/goal_acceptor";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { MapChunk } from "../map_chunk";
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import { GameRoot } from "../root";
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export class GoalAcceptorSystem extends GameSystemWithFilter {
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/** @param {GameRoot} root */
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constructor(root) {
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super(root, [GoalAcceptorComponent]);
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this.puzzleCompleted = false;
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}
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update() {
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const now = this.root.time.now();
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let allAccepted = true;
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for (let i = 0; i < this.allEntities.length; ++i) {
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const entity = this.allEntities[i];
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const goalComp = entity.components.GoalAcceptor;
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// filter the ones which are no longer active, or which are not the same
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goalComp.deliveryHistory = goalComp.deliveryHistory.filter(
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d =>
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now - d.time < globalConfig.goalAcceptorMinimumDurationSeconds && d.item === goalComp.item
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);
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if (goalComp.deliveryHistory.length < goalComp.getRequiredDeliveryHistorySize()) {
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allAccepted = false;
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}
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}
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if (
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!this.puzzleCompleted &&
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this.root.gameInitialized &&
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allAccepted &&
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!this.root.gameMode.getIsEditor()
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) {
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this.root.signals.puzzleComplete.dispatch();
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this.puzzleCompleted = true;
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}
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}
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/**
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*
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* @param {DrawParameters} parameters
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* @param {MapChunk} chunk
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* @returns
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*/
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drawChunk(parameters, chunk) {
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const goalComp = contents[i].components.GoalAcceptor;
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if (!goalComp) {
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continue;
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}
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const staticComp = contents[i].components.StaticMapEntity;
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const item = goalComp.item;
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const requiredItemsForSuccess = goalComp.getRequiredDeliveryHistorySize();
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const percentage = clamp(goalComp.deliveryHistory.length / requiredItemsForSuccess, 0, 1);
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const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
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if (item) {
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const localOffset = new Vector(0, -1.8).rotateFastMultipleOf90(staticComp.rotation);
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item.drawItemCenteredClipped(
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center.x + localOffset.x,
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center.y + localOffset.y,
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parameters,
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globalConfig.tileSize * 0.65
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);
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}
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const isValid = item && goalComp.deliveryHistory.length >= requiredItemsForSuccess;
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parameters.context.translate(center.x, center.y);
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parameters.context.rotate((staticComp.rotation / 180) * Math.PI);
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parameters.context.lineWidth = 1;
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parameters.context.fillStyle = "#8de255";
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parameters.context.strokeStyle = "#64666e";
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parameters.context.lineCap = "round";
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// progress arc
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goalComp.displayPercentage = lerp(goalComp.displayPercentage, percentage, 0.3);
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const startAngle = Math.PI * 0.595;
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const maxAngle = Math.PI * 1.82;
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parameters.context.beginPath();
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parameters.context.arc(
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0.25,
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-1.5,
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11.6,
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startAngle,
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startAngle + goalComp.displayPercentage * maxAngle,
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false
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);
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parameters.context.arc(
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0.25,
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-1.5,
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15.5,
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startAngle + goalComp.displayPercentage * maxAngle,
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startAngle,
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true
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);
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parameters.context.closePath();
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parameters.context.fill();
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parameters.context.stroke();
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parameters.context.lineCap = "butt";
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// LED indicator
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parameters.context.lineWidth = 1;
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parameters.context.strokeStyle = "#64666e";
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parameters.context.fillStyle = isValid ? "#8de255" : "#ff666a";
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parameters.context.beginCircle(10, 11.8, 3);
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parameters.context.fill();
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parameters.context.stroke();
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parameters.context.rotate((-staticComp.rotation / 180) * Math.PI);
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parameters.context.translate(-center.x, -center.y);
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}
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}
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}
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