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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/mod_examples/usage_statistics.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

149 lines
5.0 KiB
JavaScript

// @ts-nocheck
const METADATA = {
website: "https://tobspr.io",
author: "tobspr",
name: "Mod Example: Usage Statistics",
version: "1",
id: "usage-statistics",
description:
"Shows how to add a new component to the game, how to save additional data and how to add custom logic and drawings",
minimumGameVersion: ">=1.5.0",
};
/**
* Quick info on how this mod works:
*
* It tracks how many ticks a building was idle within X seconds to compute
* the usage percentage.
*
* Every tick the logic checks if the building is idle, if so, it increases aggregatedIdleTime.
* Once X seconds are over, the aggregatedIdleTime is copied to computedUsage which
* is displayed on screen via the UsageStatisticsSystem
*/
const MEASURE_INTERVAL_SECONDS = 5;
class UsageStatisticsComponent extends shapez.Component {
static getId() {
return "UsageStatistics";
}
static getSchema() {
// Here you define which properties should be saved to the savegame
// and get automatically restored
return {
lastTimestamp: shapez.types.float,
computedUsage: shapez.types.float,
aggregatedIdleTime: shapez.types.float,
};
}
constructor() {
super();
this.lastTimestamp = 0;
this.computedUsage = 0;
this.aggregatedIdleTime = 0;
}
}
class UsageStatisticsSystem extends shapez.GameSystemWithFilter {
constructor(root) {
// By specifying the list of components, `this.allEntities` will only
// contain entities which have *all* of the specified components
super(root, [UsageStatisticsComponent, shapez.ItemProcessorComponent]);
}
update() {
const now = this.root.time.now();
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
const processorComp = entity.components.ItemProcessor;
const usageComp = entity.components.UsageStatistics;
if (now - usageComp.lastTimestamp > MEASURE_INTERVAL_SECONDS) {
usageComp.computedUsage = shapez.clamp(
1 - usageComp.aggregatedIdleTime / MEASURE_INTERVAL_SECONDS
);
usageComp.aggregatedIdleTime = 0;
usageComp.lastTimestamp = now;
}
if (processorComp.ongoingCharges.length === 0) {
usageComp.aggregatedIdleTime += this.root.dynamicTickrate.deltaSeconds;
}
}
}
drawChunk(parameters, chunk) {
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const usageComp = entity.components.UsageStatistics;
if (!usageComp) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
const context = parameters.context;
const center = staticComp.getTileSpaceBounds().getCenter().toWorldSpace();
// Culling for better performance
if (parameters.visibleRect.containsCircle(center.x, center.y, 40)) {
// Background badge
context.fillStyle = "rgba(250, 250, 250, 0.8)";
context.beginRoundedRect(center.x - 10, center.y + 3, 20, 8, 2);
context.fill();
// Text
const usage = usageComp.computedUsage * 100.0;
if (usage > 99.99) {
context.fillStyle = "green";
} else if (usage > 70) {
context.fillStyle = "orange";
} else {
context.fillStyle = "red";
}
context.textAlign = "center";
context.font = "7px GameFont";
context.fillText(Math.round(usage) + "%", center.x, center.y + 10);
}
}
}
}
class Mod extends shapez.Mod {
init() {
// Register the component
this.modInterface.registerComponent(UsageStatisticsComponent);
// Add our new component to all item processor buildings so we can see how many items it processed.
// You can also inspect the entity with F8
const buildings = [
shapez.MetaBalancerBuilding,
shapez.MetaCutterBuilding,
shapez.MetaRotaterBuilding,
shapez.MetaStackerBuilding,
shapez.MetaMixerBuilding,
shapez.MetaPainterBuilding,
];
buildings.forEach(metaClass => {
this.modInterface.runAfterMethod(metaClass, "setupEntityComponents", function (entity) {
entity.addComponent(new UsageStatisticsComponent());
});
});
// Register our game system so we can update and draw stuff
this.modInterface.registerGameSystem({
id: "demo_mod",
systemClass: UsageStatisticsSystem,
before: "belt",
drawHooks: ["staticAfter"],
});
}
}