mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
* initial modloader draft * modloader features * Refactor mods to use signals * Add support for modifying and registering new transltions * Minor adjustments * Support for string building ids for mods * Initial support for adding new buildings * Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading * Lazy Load mods to make sure all dependencies are loaded * Expose all exported members automatically to mods * Fix duplicate exports * Allow loading mods from standalone * update changelog * Fix mods folder incorrect path * Fix modloading in standalone * Fix sprites not getting replaced, update demo mod * Load dev mod via raw loader * Improve mod developing so mods are directly ready to be deployed, load mods from local file server * Proper mods ui * Allow mods to register game systems and draw stuff * Change mods path * Fix sprites not loading * Minor adjustments, closes #1333 * Add support for loading atlases via mods * Add support for loading mods from external sources in DEV * Add confirmation when loading mods * Fix circular dependency * Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods * Add some mod signals * refactor game loading states * Make shapez exports global * Start to make mods safer * Refactor file system electron event handling * Properly isolate electron renderer process * Update to latest electron * Show errors when loading mods * Update confirm dialgo * Minor restructure, start to add mod examples * Allow adding custom themesw * Add more examples and allow defining custom item processor operations * Add interface to register new buildings * Fixed typescript type errors (#1335) * Refactor building registry, make it easier for mods to add new buildings * Allow overriding existing methods * Add more examples and more features * More mod examples * Make mod loading simpler * Add example how to add custom drawings * Remove unused code * Minor modloader adjustments * Support for rotation variants in mods (was broken previously) * Allow mods to replace builtin sub shapes * Add helper methods to extend classes * Fix menu bar on mac os * Remember window state * Add support for paste signals * Add example how to add custom components and systems * Support for mod settings * Add example for adding a new item type * Update class extensions * Minor adjustments * Fix typo * Add notification blocks mod example * Add small tutorial * Update readme * Add better instructions * Update JSDoc for Replacing Methods (#1336) * upgraded types for overriding methods * updated comments Co-authored-by: Edward Badel <you@example.com> * Direction lock now indicates when there is a building inbetween * Fix mod examples * Fix linter error * Game state register (#1341) * Added a gamestate register helper Added a gamestate register helper * Update mod_interface.js * export build options * Fix runBeforeMethod and runAfterMethod * Minor game system code cleanup * Belt path drawing optimization * Fix belt path optimization * Belt drawing improvements, again * Do not render belts in statics disabled view * Allow external URL to load more than one mod (#1337) * Allow external URL to load more than one mod Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though. * Update modloader.js * Prettier fixes * Added link to create-shapezio-mod npm page (#1339) Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod * allow command line switch to load more than one mod (#1342) * Fixed class handle type (#1345) * Fixed class handle type * Fixed import game state * Minor adjustments * Refactor item acceptor to allow only single direction slots * Allow specifying minimumGameVersion * Add sandbox example * Replaced concatenated strings with template literals (#1347) * Mod improvements * Make wired pins component optional on the storage * Fix mod examples * Bind `this` for method overriding JSDoc (#1352) * fix entity debugger reaching HTML elements (#1353) * Store mods in savegame and show warning when it differs * Closes #1357 * Fix All Shapez Exports Being Const (#1358) * Allowed setting of variables inside webpack modules * remove console log * Fix stringification of things inside of eval Co-authored-by: Edward Badel <you@example.com> * Fix building placer intersection warning * Add example for storing data in the savegame * Fix double painter bug (#1349) * Add example on how to extend builtin buildings * update readme * Disable steam achievements when playing with mods * Update translations Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com> Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com> Co-authored-by: Edward Badel <you@example.com> Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com> Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com> Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
187 lines
5.6 KiB
JavaScript
187 lines
5.6 KiB
JavaScript
import { globalConfig } from "../core/config";
|
|
import { DrawParameters } from "../core/draw_parameters";
|
|
import { findNiceIntegerValue } from "../core/utils";
|
|
import { Vector } from "../core/vector";
|
|
import { Entity } from "./entity";
|
|
import { ACHIEVEMENTS } from "../platform/achievement_provider";
|
|
import { GameRoot } from "./root";
|
|
|
|
export class Blueprint {
|
|
/**
|
|
* @param {Array<Entity>} entities
|
|
*/
|
|
constructor(entities) {
|
|
this.entities = entities;
|
|
}
|
|
|
|
/**
|
|
* Returns the layer of this blueprint
|
|
* @returns {Layer}
|
|
*/
|
|
get layer() {
|
|
if (this.entities.length === 0) {
|
|
return "regular";
|
|
}
|
|
return this.entities[0].layer;
|
|
}
|
|
|
|
/**
|
|
* Creates a new blueprint from the given entity uids
|
|
* @param {GameRoot} root
|
|
* @param {Array<number>} uids
|
|
*/
|
|
static fromUids(root, uids) {
|
|
const newEntities = [];
|
|
|
|
let averagePosition = new Vector();
|
|
|
|
// First, create a copy
|
|
for (let i = 0; i < uids.length; ++i) {
|
|
const entity = root.entityMgr.findByUid(uids[i]);
|
|
assert(entity, "Entity for blueprint not found:" + uids[i]);
|
|
|
|
const clone = entity.clone();
|
|
newEntities.push(clone);
|
|
|
|
const pos = entity.components.StaticMapEntity.getTileSpaceBounds().getCenter();
|
|
averagePosition.addInplace(pos);
|
|
}
|
|
|
|
averagePosition.divideScalarInplace(uids.length);
|
|
const blueprintOrigin = averagePosition.subScalars(0.5, 0.5).floor();
|
|
|
|
for (let i = 0; i < uids.length; ++i) {
|
|
newEntities[i].components.StaticMapEntity.origin.subInplace(blueprintOrigin);
|
|
}
|
|
|
|
// Now, make sure the origin is 0,0
|
|
return new Blueprint(newEntities);
|
|
}
|
|
|
|
/**
|
|
* Returns the cost of this blueprint in shapes
|
|
*/
|
|
getCost() {
|
|
if (G_IS_DEV && globalConfig.debug.blueprintsNoCost) {
|
|
return 0;
|
|
}
|
|
return findNiceIntegerValue(4 * Math.pow(this.entities.length, 1.1));
|
|
}
|
|
|
|
/**
|
|
* Draws the blueprint at the given origin
|
|
* @param {DrawParameters} parameters
|
|
*/
|
|
draw(parameters, tile) {
|
|
parameters.context.globalAlpha = 0.8;
|
|
for (let i = 0; i < this.entities.length; ++i) {
|
|
const entity = this.entities[i];
|
|
const staticComp = entity.components.StaticMapEntity;
|
|
const newPos = staticComp.origin.add(tile);
|
|
|
|
const rect = staticComp.getTileSpaceBounds();
|
|
rect.moveBy(tile.x, tile.y);
|
|
|
|
if (!parameters.root.logic.checkCanPlaceEntity(entity, { offset: tile })) {
|
|
parameters.context.globalAlpha = 0.3;
|
|
} else {
|
|
parameters.context.globalAlpha = 1;
|
|
}
|
|
|
|
staticComp.drawSpriteOnBoundsClipped(parameters, staticComp.getBlueprintSprite(), 0, newPos);
|
|
}
|
|
parameters.context.globalAlpha = 1;
|
|
}
|
|
|
|
/**
|
|
* Rotates the blueprint clockwise
|
|
*/
|
|
rotateCw() {
|
|
for (let i = 0; i < this.entities.length; ++i) {
|
|
const entity = this.entities[i];
|
|
const staticComp = entity.components.StaticMapEntity;
|
|
|
|
// Actually keeping this in as an easter egg to rotate the trash can
|
|
// if (staticComp.getMetaBuilding().getIsRotateable()) {
|
|
staticComp.rotation = (staticComp.rotation + 90) % 360;
|
|
staticComp.originalRotation = (staticComp.originalRotation + 90) % 360;
|
|
// }
|
|
|
|
staticComp.origin = staticComp.origin.rotateFastMultipleOf90(90);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Rotates the blueprint counter clock wise
|
|
*/
|
|
rotateCcw() {
|
|
// Well ...
|
|
for (let i = 0; i < 3; ++i) {
|
|
this.rotateCw();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Checks if the blueprint can be placed at the given tile
|
|
* @param {GameRoot} root
|
|
* @param {Vector} tile
|
|
*/
|
|
canPlace(root, tile) {
|
|
let anyPlaceable = false;
|
|
|
|
for (let i = 0; i < this.entities.length; ++i) {
|
|
const entity = this.entities[i];
|
|
if (root.logic.checkCanPlaceEntity(entity, { offset: tile })) {
|
|
anyPlaceable = true;
|
|
}
|
|
}
|
|
|
|
return anyPlaceable;
|
|
}
|
|
|
|
/**
|
|
* @param {GameRoot} root
|
|
*/
|
|
canAfford(root) {
|
|
if (root.gameMode.getHasFreeCopyPaste()) {
|
|
return true;
|
|
}
|
|
return root.hubGoals.getShapesStoredByKey(root.gameMode.getBlueprintShapeKey()) >= this.getCost();
|
|
}
|
|
|
|
/**
|
|
* Attempts to place the blueprint at the given tile
|
|
* @param {GameRoot} root
|
|
* @param {Vector} tile
|
|
*/
|
|
tryPlace(root, tile) {
|
|
return root.logic.performBulkOperation(() => {
|
|
return root.logic.performImmutableOperation(() => {
|
|
let count = 0;
|
|
for (let i = 0; i < this.entities.length; ++i) {
|
|
const entity = this.entities[i];
|
|
if (!root.logic.checkCanPlaceEntity(entity, { offset: tile })) {
|
|
continue;
|
|
}
|
|
|
|
const clone = entity.clone();
|
|
clone.components.StaticMapEntity.origin.addInplace(tile);
|
|
root.logic.freeEntityAreaBeforeBuild(clone);
|
|
root.map.placeStaticEntity(clone);
|
|
root.entityMgr.registerEntity(clone);
|
|
count++;
|
|
}
|
|
|
|
root.signals.bulkAchievementCheck.dispatch(
|
|
ACHIEVEMENTS.placeBlueprint,
|
|
count,
|
|
ACHIEVEMENTS.placeBp1000,
|
|
count
|
|
);
|
|
|
|
return count !== 0;
|
|
});
|
|
});
|
|
}
|
|
}
|