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tobspr_shapez.io/src/js/game/components/item_processor.js

137 lines
4.2 KiB

import { types } from "../../savegame/serialization";
import { BaseItem } from "../base_item";
import { Component } from "../component";
import { typeItemSingleton } from "../item_resolver";
/** @enum {string} */
export const enumItemProcessorTypes = {
splitter: "splitter",
splitterWires: "splitterWires",
cutter: "cutter",
cutterQuad: "cutterQuad",
rotater: "rotater",
rotaterCCW: "rotaterCCW",
rotaterFL: "rotaterFL",
stacker: "stacker",
trash: "trash",
mixer: "mixer",
painter: "painter",
painterDouble: "painterDouble",
painterQuad: "painterQuad",
hub: "hub",
filter: "filter",
};
/** @enum {string} */
export const enumItemProcessorRequirements = {
painterQuad: "painterQuad",
filter: "filter",
};
export class ItemProcessorComponent extends Component {
static getId() {
return "ItemProcessor";
}
static getSchema() {
return {
nextOutputSlot: types.uint,
inputSlots: types.array(
types.structured({
item: typeItemSingleton,
sourceSlot: types.uint,
})
),
itemsToEject: types.array(
types.structured({
item: typeItemSingleton,
requiredSlot: types.nullable(types.uint),
preferredSlot: types.nullable(types.uint),
})
),
secondsUntilEject: types.float,
};
}
duplicateWithoutContents() {
return new ItemProcessorComponent({
processorType: this.type,
processingRequirement: this.processingRequirement,
inputsPerCharge: this.inputsPerCharge,
});
}
/**
*
* @param {object} param0
* @param {enumItemProcessorTypes=} param0.processorType Which type of processor this is
* @param {enumItemProcessorRequirements=} param0.processingRequirement Applied processing requirement
* @param {number=} param0.inputsPerCharge How many items this machine needs until it can start working
*
*/
constructor({
processorType = enumItemProcessorTypes.splitter,
processingRequirement = null,
inputsPerCharge = 1,
}) {
super();
// Which slot to emit next, this is only a preference and if it can't emit
// it will take the other one. Some machines ignore this (e.g. the splitter) to make
// sure the outputs always match
this.nextOutputSlot = 0;
// Type of the processor
this.type = processorType;
// Type of processing requirement
this.processingRequirement = processingRequirement;
// How many inputs we need for one charge
this.inputsPerCharge = inputsPerCharge;
/**
* Our current inputs
* @type {Array<{ item: BaseItem, sourceSlot: number }>}
*/
this.inputSlots = [];
/**
* What we are currently processing, empty if we don't produce anything rn
* requiredSlot: Item *must* be ejected on this slot
* preferredSlot: Item *can* be ejected on this slot, but others are fine too if the one is not usable
* @type {Array<{item: BaseItem, requiredSlot?: number, preferredSlot?: number}>}
*/
this.itemsToEject = [];
/**
* How long it takes until we are done with the current items
*/
this.secondsUntilEject = 0;
}
/**
* Tries to take the item
* @param {BaseItem} item
* @param {number} sourceSlot
*/
tryTakeItem(item, sourceSlot) {
if (this.type === enumItemProcessorTypes.hub || this.type === enumItemProcessorTypes.trash) {
// Hub has special logic .. not really nice but efficient.
this.inputSlots.push({ item, sourceSlot });
return true;
}
// Check that we only take one item per slot
for (let i = 0; i < this.inputSlots.length; ++i) {
const slot = this.inputSlots[i];
if (slot.sourceSlot === sourceSlot) {
return false;
}
}
this.inputSlots.push({ item, sourceSlot });
return true;
}
}