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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>
124 lines
3.7 KiB
JavaScript
124 lines
3.7 KiB
JavaScript
import { enumDirection, Vector } from "../../core/vector";
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import { types } from "../../savegame/serialization";
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import { BeltPath } from "../belt_path";
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import { Component } from "../component";
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export const curvedBeltLength = /* Math.PI / 4 */ 0.78;
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/** @type {import("./item_acceptor").ItemAcceptorSlot} */
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export const FAKE_BELT_ACCEPTOR_SLOT = {
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pos: new Vector(0, 0),
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directions: [enumDirection.bottom],
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};
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/** @type {Object<enumDirection, import("./item_ejector").ItemEjectorSlot>} */
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export const FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION = {
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[enumDirection.top]: {
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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item: null,
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progress: 0,
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},
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[enumDirection.right]: {
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pos: new Vector(0, 0),
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direction: enumDirection.right,
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item: null,
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progress: 0,
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},
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[enumDirection.left]: {
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pos: new Vector(0, 0),
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direction: enumDirection.left,
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item: null,
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progress: 0,
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},
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};
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export class BeltComponent extends Component {
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static getId() {
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return "Belt";
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}
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/**
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*
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* @param {object} param0
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* @param {enumDirection=} param0.direction The direction of the belt
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*/
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constructor({ direction = enumDirection.top }) {
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super();
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this.direction = direction;
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/**
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* The path this belt is contained in, not serialized
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* @type {BeltPath}
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*/
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this.assignedPath = null;
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}
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clear() {
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if (this.assignedPath) {
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this.assignedPath.clearAllItems();
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}
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}
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/**
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* Returns the effective length of this belt in tile space
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* @returns {number}
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*/
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getEffectiveLengthTiles() {
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return this.direction === enumDirection.top ? 1.0 : curvedBeltLength;
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}
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/**
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* Returns fake acceptor slot used for matching
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* @returns {import("./item_acceptor").ItemAcceptorSlot}
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*/
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getFakeAcceptorSlot() {
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return FAKE_BELT_ACCEPTOR_SLOT;
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}
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/**
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* Returns fake acceptor slot used for matching
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* @returns {import("./item_ejector").ItemEjectorSlot}
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*/
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getFakeEjectorSlot() {
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assert(
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FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION[this.direction],
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"Invalid belt direction: ",
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this.direction
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);
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return FAKE_BELT_EJECTOR_SLOT_BY_DIRECTION[this.direction];
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}
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/**
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* Converts from belt space (0 = start of belt ... 1 = end of belt) to the local
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* belt coordinates (-0.5|-0.5 to 0.5|0.5)
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* @param {number} progress
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* @returns {Vector}
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*/
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transformBeltToLocalSpace(progress) {
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assert(progress >= 0.0, "Invalid progress ( < 0): " + progress);
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switch (this.direction) {
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case enumDirection.top:
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assert(progress <= 1.02, "Invalid progress: " + progress);
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return new Vector(0, 0.5 - progress);
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case enumDirection.right: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 2: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(0.5 - 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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case enumDirection.left: {
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assert(progress <= curvedBeltLength + 0.02, "Invalid progress 3: " + progress);
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const arcProgress = (progress / curvedBeltLength) * 0.5 * Math.PI;
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return new Vector(-0.5 + 0.5 * Math.cos(arcProgress), 0.5 - 0.5 * Math.sin(arcProgress));
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}
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default:
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assertAlways(false, "Invalid belt direction: " + this.direction);
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return new Vector(0, 0);
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}
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}
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}
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