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mirror of https://github.com/tobspr/shapez.io.git synced 2024-10-27 20:34:29 +00:00
tobspr_shapez.io/src/js/game/blueprint.js
tobspr c41aaa1fc5
Mod Support - 1.5.0 Update (#1361)
* 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>
2022-02-01 16:35:49 +01:00

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;
});
});
}
}