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tobspr_shapez.io/src/js/game/meta_building.js

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import { Vector, enumDirection, enumAngleToDirection } from "../core/vector";
import { Loader } from "../core/loader";
import { GameRoot } from "./root";
import { AtlasSprite } from "../core/sprites";
import { Entity } from "./entity";
import { StaticMapEntityComponent } from "./components/static_map_entity";
export class MetaBuilding {
/**
*
* @param {string} id Building id
*/
constructor(id) {
this.id = id;
}
/**
* Returns the id of this building
*/
getId() {
return this.id;
}
/**
* Should return the dimensions of the building
*/
getDimensions() {
return new Vector(1, 1);
}
/**
* Should return the name of this building
*/
getName() {
return this.id;
}
/**
* Should return the description of this building
*/
getDescription() {
return "No Description";
}
/**
* Whether to stay in placement mode after having placed a building
*/
getStayInPlacementMode() {
return false;
}
/**
* Whether to flip the orientation after a building has been placed - useful
* for tunnels.
*/
getFlipOrientationAfterPlacement() {
return false;
}
/**
* Whether to rotate automatically in the dragging direction while placing
*/
getRotateAutomaticallyWhilePlacing() {
return false;
}
/**
* Returns a preview sprite
* @returns {AtlasSprite}
*/
getPreviewSprite(rotationVariant = 0) {
return Loader.getSprite("sprites/buildings/" + this.id + ".png");
}
/**
* Returns a sprite for blueprints
* @returns {AtlasSprite}
*/
getBlueprintSprite(rotationVariant = 0) {
return Loader.getSprite("sprites/blueprints/" + this.id + ".png");
}
/**
* Returns whether this building is rotateable
* @returns {boolean}
*/
isRotateable() {
return true;
}
/**
* Returns whether this building is unlocked for the given game
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return true;
}
/**
* Should return a silhouette color for the map overview or null if not set
*/
getSilhouetteColor() {
return null;
}
/**
* Creates the entity at the given location
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.origin Origin tile
* @param {number=} param0.rotation Rotation
* @param {number=} param0.originalRotation Original Rotation
* @param {number=} param0.rotationVariant Rotation variant
*/
createAndPlaceEntity({ root, origin, rotation = 0, originalRotation = 0, rotationVariant = 0 }) {
const entity = new Entity(root);
entity.addComponent(
new StaticMapEntityComponent({
spriteKey: "sprites/buildings/" + this.id + ".png",
origin: new Vector(origin.x, origin.y),
rotation,
originalRotation,
tileSize: this.getDimensions().copy(),
silhouetteColor: this.getSilhouetteColor(),
})
);
this.setupEntityComponents(entity, root);
this.updateRotationVariant(entity, rotationVariant);
root.map.placeStaticEntity(entity);
root.entityMgr.registerEntity(entity);
return entity;
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {GameRoot} root
* @param {Vector} tile
* @param {number} rotation
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile(root, tile, rotation) {
if (!this.isRotateable()) {
return {
rotation: 0,
rotationVariant: 0,
};
}
return {
rotation,
rotationVariant: 0,
};
}
/**
* Should update the entity to match the given rotation variant
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateRotationVariant(entity, rotationVariant) {}
// PRIVATE INTERFACE
/**
* Should setup the entity components
* @param {Entity} entity
* @param {GameRoot} root
*/
setupEntityComponents(entity, root) {
abstract;
}
}