mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
187 lines
6.0 KiB
JavaScript
187 lines
6.0 KiB
JavaScript
import { formatItemsPerSecond, generateMatrixRotations } from "../../core/utils";
|
|
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
|
|
import { SOUNDS } from "../../platform/sound";
|
|
import { T } from "../../translations";
|
|
import { BeltComponent } from "../components/belt";
|
|
import { Entity } from "../entity";
|
|
import { MetaBuilding } from "../meta_building";
|
|
import { GameRoot } from "../root";
|
|
|
|
export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
|
|
|
|
export const beltOverlayMatrices = {
|
|
[enumDirection.top]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
|
|
[enumDirection.left]: generateMatrixRotations([0, 0, 0, 1, 1, 0, 0, 1, 0]),
|
|
[enumDirection.right]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
|
|
};
|
|
|
|
export class MetaBeltBaseBuilding extends MetaBuilding {
|
|
getHasDirectionLockAvailable() {
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
* @param {GameRoot} root
|
|
* @param {string} variant
|
|
* @returns {Array<[string, string]>}
|
|
*/
|
|
getAdditionalStatistics(root, variant) {
|
|
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
|
|
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
|
|
}
|
|
|
|
getStayInPlacementMode() {
|
|
return true;
|
|
}
|
|
|
|
getRotateAutomaticallyWhilePlacing() {
|
|
return true;
|
|
}
|
|
|
|
getPlacementSound() {
|
|
return SOUNDS.placeBelt;
|
|
}
|
|
|
|
getSprite() {
|
|
return null;
|
|
}
|
|
|
|
getIsReplaceable() {
|
|
return true;
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {number} rotation
|
|
* @param {number} rotationVariant
|
|
* @param {string} variant
|
|
* @param {Entity} entity
|
|
*/
|
|
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
|
|
return beltOverlayMatrices[entity.components.Belt.direction][rotation];
|
|
}
|
|
|
|
/**
|
|
* Creates the entity at the given location
|
|
* @param {Entity} entity
|
|
*/
|
|
setupEntityComponents(entity) {
|
|
entity.addComponent(
|
|
new BeltComponent({
|
|
direction: enumDirection.top, // updated later
|
|
})
|
|
);
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {Entity} entity
|
|
* @param {number} rotationVariant
|
|
*/
|
|
updateVariants(entity, rotationVariant) {
|
|
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
|
|
}
|
|
|
|
/**
|
|
* Should compute the optimal rotation variant on the given tile
|
|
* @param {object} param0
|
|
* @param {GameRoot} param0.root
|
|
* @param {Vector} param0.tile
|
|
* @param {number} param0.rotation
|
|
* @param {string} param0.variant
|
|
* @param {string} param0.layer
|
|
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
|
|
*/
|
|
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
|
|
const topDirection = enumAngleToDirection[rotation];
|
|
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
|
|
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
|
|
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
|
|
|
|
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
|
|
|
|
let hasBottomEjector = false;
|
|
let hasRightEjector = false;
|
|
let hasLeftEjector = false;
|
|
|
|
let hasTopAcceptor = false;
|
|
let hasLeftAcceptor = false;
|
|
let hasRightAcceptor = false;
|
|
|
|
// Check all ejectors
|
|
for (let i = 0; i < ejectors.length; ++i) {
|
|
const ejector = ejectors[i];
|
|
|
|
if (ejector.toDirection === topDirection) {
|
|
hasBottomEjector = true;
|
|
} else if (ejector.toDirection === leftDirection) {
|
|
hasRightEjector = true;
|
|
} else if (ejector.toDirection === rightDirection) {
|
|
hasLeftEjector = true;
|
|
}
|
|
}
|
|
|
|
// Check all acceptors
|
|
for (let i = 0; i < acceptors.length; ++i) {
|
|
const acceptor = acceptors[i];
|
|
if (acceptor.fromDirection === bottomDirection) {
|
|
hasTopAcceptor = true;
|
|
} else if (acceptor.fromDirection === rightDirection) {
|
|
hasLeftAcceptor = true;
|
|
} else if (acceptor.fromDirection === leftDirection) {
|
|
hasRightAcceptor = true;
|
|
}
|
|
}
|
|
|
|
// Soo .. if there is any ejector below us we always prioritize
|
|
// this ejector
|
|
if (!hasBottomEjector) {
|
|
// When something ejects to us from the left and nothing from the right,
|
|
// do a curve from the left to the top
|
|
|
|
if (hasRightEjector && !hasLeftEjector) {
|
|
return {
|
|
rotation: (rotation + 270) % 360,
|
|
rotationVariant: 2,
|
|
};
|
|
}
|
|
|
|
// When something ejects to us from the right and nothing from the left,
|
|
// do a curve from the right to the top
|
|
if (hasLeftEjector && !hasRightEjector) {
|
|
return {
|
|
rotation: (rotation + 90) % 360,
|
|
rotationVariant: 1,
|
|
};
|
|
}
|
|
}
|
|
|
|
// When there is a top acceptor, ignore sides
|
|
// NOTICE: This makes the belt prefer side turns *way* too much!
|
|
if (!hasTopAcceptor) {
|
|
// When there is an acceptor to the right but no acceptor to the left,
|
|
// do a turn to the right
|
|
if (hasRightAcceptor && !hasLeftAcceptor) {
|
|
return {
|
|
rotation,
|
|
rotationVariant: 2,
|
|
};
|
|
}
|
|
|
|
// When there is an acceptor to the left but no acceptor to the right,
|
|
// do a turn to the left
|
|
if (hasLeftAcceptor && !hasRightAcceptor) {
|
|
return {
|
|
rotation,
|
|
rotationVariant: 1,
|
|
};
|
|
}
|
|
}
|
|
|
|
return {
|
|
rotation,
|
|
rotationVariant: 0,
|
|
};
|
|
}
|
|
}
|