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tobspr_shapez.io/src/js/game/systems/item_ejector.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

418 lines
16 KiB
JavaScript

import { globalConfig } from "../../core/config";
import { DrawParameters } from "../../core/draw_parameters";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { enumDirection, enumDirectionToVector } from "../../core/vector";
import { BaseItem } from "../base_item";
import { BeltComponent } from "../components/belt";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { MapChunkView } from "../map_chunk_view";
const logger = createLogger("systems/ejector");
export class ItemEjectorSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [ItemEjectorComponent]);
this.staleAreaDetector = new StaleAreaDetector({
root: this.root,
name: "item-ejector",
recomputeMethod: this.recomputeArea.bind(this),
});
this.staleAreaDetector.recomputeOnComponentsChanged(
[ItemEjectorComponent, ItemAcceptorComponent, BeltComponent],
1
);
this.root.signals.postLoadHook.add(this.recomputeCacheFull, this);
}
/**
* Recomputes an area after it changed
* @param {Rectangle} area
*/
recomputeArea(area) {
/** @type {Set<number>} */
const seenUids = new Set();
for (let x = 0; x < area.w; ++x) {
for (let y = 0; y < area.h; ++y) {
const tileX = area.x + x;
const tileY = area.y + y;
// @NOTICE: Item ejector currently only supports regular layer
const contents = this.root.map.getLayerContentXY(tileX, tileY, "regular");
if (contents && contents.components.ItemEjector) {
if (!seenUids.has(contents.uid)) {
seenUids.add(contents.uid);
this.recomputeSingleEntityCache(contents);
}
}
}
}
}
/**
* Recomputes the whole cache after the game has loaded
*/
recomputeCacheFull() {
logger.log("Full cache recompute in post load hook");
for (let i = 0; i < this.allEntities.length; ++i) {
const entity = this.allEntities[i];
this.recomputeSingleEntityCache(entity);
}
}
/**
* @param {Entity} entity
*/
recomputeSingleEntityCache(entity) {
const ejectorComp = entity.components.ItemEjector;
const staticComp = entity.components.StaticMapEntity;
for (let slotIndex = 0; slotIndex < ejectorComp.slots.length; ++slotIndex) {
const ejectorSlot = ejectorComp.slots[slotIndex];
// Clear the old cache.
ejectorSlot.cachedDestSlot = null;
ejectorSlot.cachedTargetEntity = null;
ejectorSlot.cachedBeltPath = null;
// Figure out where and into which direction we eject items
const ejectSlotWsTile = staticComp.localTileToWorld(ejectorSlot.pos);
const ejectSlotWsDirection = staticComp.localDirectionToWorld(ejectorSlot.direction);
const ejectSlotWsDirectionVector = enumDirectionToVector[ejectSlotWsDirection];
const ejectSlotTargetWsTile = ejectSlotWsTile.add(ejectSlotWsDirectionVector);
// Try to find the given acceptor component to take the item
// Since there can be cross layer dependencies, check on all layers
const targetEntities = this.root.map.getLayersContentsMultipleXY(
ejectSlotTargetWsTile.x,
ejectSlotTargetWsTile.y
);
for (let i = 0; i < targetEntities.length; ++i) {
const targetEntity = targetEntities[i];
const targetStaticComp = targetEntity.components.StaticMapEntity;
const targetBeltComp = targetEntity.components.Belt;
// Check for belts (special case)
if (targetBeltComp) {
const beltAcceptingDirection = targetStaticComp.localDirectionToWorld(enumDirection.top);
if (ejectSlotWsDirection === beltAcceptingDirection) {
ejectorSlot.cachedTargetEntity = targetEntity;
ejectorSlot.cachedBeltPath = targetBeltComp.assignedPath;
break;
}
}
// Check for item acceptors
const targetAcceptorComp = targetEntity.components.ItemAcceptor;
if (!targetAcceptorComp) {
// Entity doesn't accept items
continue;
}
const matchingSlot = targetAcceptorComp.findMatchingSlot(
targetStaticComp.worldToLocalTile(ejectSlotTargetWsTile),
targetStaticComp.worldDirectionToLocal(ejectSlotWsDirection)
);
if (!matchingSlot) {
// No matching slot found
continue;
}
// A slot can always be connected to one other slot only
ejectorSlot.cachedTargetEntity = targetEntity;
ejectorSlot.cachedDestSlot = matchingSlot;
break;
}
}
}
update() {
this.staleAreaDetector.update();
// Precompute effective belt speed
let progressGrowth = 2 * this.root.dynamicTickrate.deltaSeconds;
if (G_IS_DEV && globalConfig.debug.instantBelts) {
progressGrowth = 1;
}
// Go over all cache entries
for (let i = 0; i < this.allEntities.length; ++i) {
const sourceEntity = this.allEntities[i];
const sourceEjectorComp = sourceEntity.components.ItemEjector;
const slots = sourceEjectorComp.slots;
for (let j = 0; j < slots.length; ++j) {
const sourceSlot = slots[j];
const item = sourceSlot.item;
if (!item) {
// No item available to be ejected
continue;
}
// Advance items on the slot
sourceSlot.progress = Math.min(
1,
sourceSlot.progress +
progressGrowth *
this.root.hubGoals.getBeltBaseSpeed() *
globalConfig.itemSpacingOnBelts
);
if (G_IS_DEV && globalConfig.debug.disableEjectorProcessing) {
sourceSlot.progress = 1.0;
}
// Check if we are still in the process of ejecting, can't proceed then
if (sourceSlot.progress < 1.0) {
continue;
}
// Check if we are ejecting to a belt path
const destPath = sourceSlot.cachedBeltPath;
if (destPath) {
// Try passing the item over
if (destPath.tryAcceptItem(item)) {
sourceSlot.item = null;
}
// Always stop here, since there can *either* be a belt path *or*
// a slot
continue;
}
// Check if the target acceptor can actually accept this item
const destEntity = sourceSlot.cachedTargetEntity;
const destSlot = sourceSlot.cachedDestSlot;
if (destSlot) {
const targetAcceptorComp = destEntity.components.ItemAcceptor;
if (!targetAcceptorComp.canAcceptItem(destSlot.index, item)) {
continue;
}
// Try to hand over the item
if (this.tryPassOverItem(item, destEntity, destSlot.index)) {
// Handover successful, clear slot
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
targetAcceptorComp.onItemAccepted(destSlot.index, destSlot.slot.direction, item);
}
sourceSlot.item = null;
continue;
}
}
}
}
}
/**
*
* @param {BaseItem} item
* @param {Entity} receiver
* @param {number} slotIndex
*/
tryPassOverItem(item, receiver, slotIndex) {
// Try figuring out how what to do with the item
// @TODO: Kinda hacky. How to solve this properly? Don't want to go through inheritance hell.
const beltComp = receiver.components.Belt;
if (beltComp) {
const path = beltComp.assignedPath;
assert(path, "belt has no path");
if (path.tryAcceptItem(item)) {
return true;
}
// Belt can have nothing else
return false;
}
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
//
// NOTICE ! THIS CODE IS DUPLICATED IN THE BELT PATH FOR PERFORMANCE REASONS
//
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
const itemProcessorComp = receiver.components.ItemProcessor;
if (itemProcessorComp) {
// Check for potential filters
if (!this.root.systemMgr.systems.itemProcessor.checkRequirements(receiver, item, slotIndex)) {
return false;
}
// Its an item processor ..
if (itemProcessorComp.tryTakeItem(item, slotIndex)) {
return true;
}
// Item processor can have nothing else
return false;
}
const undergroundBeltComp = receiver.components.UndergroundBelt;
if (undergroundBeltComp) {
// Its an underground belt. yay.
if (
undergroundBeltComp.tryAcceptExternalItem(
item,
this.root.hubGoals.getUndergroundBeltBaseSpeed()
)
) {
return true;
}
// Underground belt can have nothing else
return false;
}
const storageComp = receiver.components.Storage;
if (storageComp) {
// It's a storage
if (storageComp.canAcceptItem(item)) {
storageComp.takeItem(item);
return true;
}
// Storage can't have anything else
return false;
}
const filterComp = receiver.components.Filter;
if (filterComp) {
// It's a filter! Unfortunately the filter has to know a lot about it's
// surrounding state and components, so it can't be within the component itself.
if (this.root.systemMgr.systems.filter.tryAcceptItem(receiver, slotIndex, item)) {
return true;
}
}
return false;
}
/**
* @param {DrawParameters} parameters
* @param {MapChunkView} chunk
*/
drawChunk(parameters, chunk) {
if (this.root.app.settings.getAllSettings().simplifiedBelts) {
// Disabled in potato mode
return;
}
const contents = chunk.containedEntitiesByLayer.regular;
for (let i = 0; i < contents.length; ++i) {
const entity = contents[i];
const ejectorComp = entity.components.ItemEjector;
if (!ejectorComp) {
continue;
}
const staticComp = entity.components.StaticMapEntity;
for (let i = 0; i < ejectorComp.slots.length; ++i) {
const slot = ejectorComp.slots[i];
const ejectedItem = slot.item;
if (!ejectedItem) {
// No item
continue;
}
if (!ejectorComp.renderFloatingItems && !slot.cachedTargetEntity) {
// Not connected to any building
continue;
}
// Limit the progress to the maximum available space on the next belt (also see #1000)
let progress = slot.progress;
const nextBeltPath = slot.cachedBeltPath;
if (nextBeltPath) {
/*
If you imagine the track between the center of the building and the center of the first belt as
a range from 0 to 1:
Building Belt
| X | X |
| 0...................1 |
And for example the first item on belt has a distance of 0.4 to the beginning of the belt:
Building Belt
| X | X |
| 0...................1 |
^ item
Then the space towards this first item is always 0.5 (the distance from the center of the building to the beginning of the belt)
PLUS the spacing to the item, so in this case 0.5 + 0.4 = 0.9:
Building Belt
| X | X |
| 0...................1 |
^ item @ 0.9
Since items must not get clashed, we need to substract some spacing (lets assume it is 0.6, exact value see globalConfig.itemSpacingOnBelts),
So we do 0.9 - globalConfig.itemSpacingOnBelts = 0.3
Building Belt
| X | X |
| 0...................1 |
^ ^ item @ 0.9
^ max progress = 0.3
Because now our range actually only goes to the end of the building, and not towards the center of the building, we need to multiply
all values by 2:
Building Belt
| X | X |
| 0.........1.........2 |
^ ^ item @ 1.8
^ max progress = 0.6
And that's it! If you summarize the calculations from above into a formula, you get the one below.
*/
const maxProgress =
(0.5 + nextBeltPath.spacingToFirstItem - globalConfig.itemSpacingOnBelts) * 2;
progress = Math.min(maxProgress, progress);
}
// Skip if the item would barely be visible
if (progress < 0.05) {
continue;
}
const realPosition = staticComp.localTileToWorld(slot.pos);
if (!chunk.tileSpaceRectangle.containsPoint(realPosition.x, realPosition.y)) {
// Not within this chunk
continue;
}
const realDirection = staticComp.localDirectionToWorld(slot.direction);
const realDirectionVector = enumDirectionToVector[realDirection];
const tileX = realPosition.x + 0.5 + realDirectionVector.x * 0.5 * progress;
const tileY = realPosition.y + 0.5 + realDirectionVector.y * 0.5 * progress;
const worldX = tileX * globalConfig.tileSize;
const worldY = tileY * globalConfig.tileSize;
ejectedItem.drawItemCenteredClipped(
worldX,
worldY,
parameters,
globalConfig.defaultItemDiameter
);
}
}
}
}