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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>
117 lines
3.6 KiB
JavaScript
117 lines
3.6 KiB
JavaScript
import { globalConfig } from "../../core/config";
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import { types } from "../../savegame/serialization";
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import { BaseItem } from "../base_item";
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import { Component } from "../component";
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import { Entity } from "../entity";
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import { typeItemSingleton } from "../item_resolver";
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/** @enum {string} */
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export const enumUndergroundBeltMode = {
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sender: "sender",
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receiver: "receiver",
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};
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/**
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* @typedef {{
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* entity: Entity,
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* distance: number
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* }} LinkedUndergroundBelt
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*/
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export class UndergroundBeltComponent extends Component {
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static getId() {
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return "UndergroundBelt";
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}
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static getSchema() {
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return {
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pendingItems: types.array(types.pair(typeItemSingleton, types.float)),
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};
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}
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/**
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*
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* @param {object} param0
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* @param {enumUndergroundBeltMode=} param0.mode As which type of belt the entity acts
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* @param {number=} param0.tier
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*/
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constructor({ mode = enumUndergroundBeltMode.sender, tier = 0 }) {
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super();
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this.mode = mode;
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this.tier = tier;
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/**
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* The linked entity, used to speed up performance. This contains either
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* the entrance or exit depending on the tunnel type
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* @type {LinkedUndergroundBelt}
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*/
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this.cachedLinkedEntity = null;
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this.clear();
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}
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clear() {
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/** @type {Array<{ item: BaseItem, progress: number }>} */
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this.consumptionAnimations = [];
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/**
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* Used on both receiver and sender.
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* Reciever: Used to store the next item to transfer, and to block input while doing this
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* Sender: Used to store which items are currently "travelling"
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* @type {Array<[BaseItem, number]>} Format is [Item, ingame time to eject the item]
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*/
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this.pendingItems = [];
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}
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/**
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* Tries to accept an item from an external source like a regular belt or building
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* @param {BaseItem} item
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* @param {number} beltSpeed How fast this item travels
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*/
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tryAcceptExternalItem(item, beltSpeed) {
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if (this.mode !== enumUndergroundBeltMode.sender) {
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// Only senders accept external items
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return false;
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}
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if (this.pendingItems.length > 0) {
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// We currently have a pending item
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return false;
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}
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this.pendingItems.push([item, 0]);
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return true;
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}
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/**
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* Tries to accept a tunneled item
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* @param {BaseItem} item
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* @param {number} travelDistance How many tiles this item has to travel
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* @param {number} beltSpeed How fast this item travels
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* @param {number} now Current ingame time
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*/
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tryAcceptTunneledItem(item, travelDistance, beltSpeed, now) {
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if (this.mode !== enumUndergroundBeltMode.receiver) {
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// Only receivers can accept tunneled items
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return false;
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}
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// Notice: We assume that for all items the travel distance is the same
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const maxItemsInTunnel = (2 + travelDistance) / globalConfig.itemSpacingOnBelts;
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if (this.pendingItems.length >= maxItemsInTunnel) {
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// Simulate a real belt which gets full at some point
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return false;
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}
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// NOTICE:
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// This corresponds to the item ejector - it needs 0.5 additional tiles to eject the item.
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// So instead of adding 1 we add 0.5 only.
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// Additionally it takes 1 tile for the acceptor which we just add on top.
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const travelDuration = (travelDistance + 1.5) / beltSpeed / globalConfig.itemSpacingOnBelts;
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this.pendingItems.push([item, now + travelDuration]);
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return true;
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}
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}
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