mirror of
https://github.com/tobspr/shapez.io.git
synced 2026-01-23 00:59:19 +00:00
* 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>
299 lines
11 KiB
JavaScript
299 lines
11 KiB
JavaScript
import { globalConfig } from "../../core/config";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import { Rectangle } from "../../core/rectangle";
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import { FULL_CLIP_RECT } from "../../core/sprites";
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import { StaleAreaDetector } from "../../core/stale_area_detector";
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import {
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enumDirection,
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enumDirectionToAngle,
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enumDirectionToVector,
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enumInvertedDirections,
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Vector,
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} from "../../core/vector";
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import { BeltComponent } from "../components/belt";
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import { BeltUnderlaysComponent, enumClippedBeltUnderlayType } from "../components/belt_underlays";
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import { ItemAcceptorComponent } from "../components/item_acceptor";
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import { ItemEjectorComponent } from "../components/item_ejector";
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import { Entity } from "../entity";
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import { GameSystem } from "../game_system";
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import { MapChunkView } from "../map_chunk_view";
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import { BELT_ANIM_COUNT } from "./belt";
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/**
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* Mapping from underlay type to clip rect
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* @type {Object<enumClippedBeltUnderlayType, Rectangle>}
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*/
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const enumUnderlayTypeToClipRect = {
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[enumClippedBeltUnderlayType.none]: null,
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[enumClippedBeltUnderlayType.full]: FULL_CLIP_RECT,
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[enumClippedBeltUnderlayType.topOnly]: new Rectangle(0, 0, 1, 0.5),
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[enumClippedBeltUnderlayType.bottomOnly]: new Rectangle(0, 0.5, 1, 0.5),
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};
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export class BeltUnderlaysSystem extends GameSystem {
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constructor(root) {
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super(root);
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this.underlayBeltSprites = [];
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for (let i = 0; i < BELT_ANIM_COUNT; ++i) {
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this.underlayBeltSprites.push(Loader.getSprite("sprites/belt/built/forward_" + i + ".png"));
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}
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// Automatically recompute areas
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this.staleArea = new StaleAreaDetector({
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root,
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name: "belt-underlay",
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recomputeMethod: this.recomputeStaleArea.bind(this),
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});
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this.staleArea.recomputeOnComponentsChanged(
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[BeltUnderlaysComponent, BeltComponent, ItemAcceptorComponent, ItemEjectorComponent],
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1
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);
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}
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update() {
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this.staleArea.update();
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}
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/**
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* Called when an area changed - Resets all caches in the given area
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* @param {Rectangle} area
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*/
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recomputeStaleArea(area) {
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for (let x = 0; x < area.w; ++x) {
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for (let y = 0; y < area.h; ++y) {
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const tileX = area.x + x;
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const tileY = area.y + y;
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const entity = this.root.map.getLayerContentXY(tileX, tileY, "regular");
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if (entity) {
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const underlayComp = entity.components.BeltUnderlays;
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if (underlayComp) {
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for (let i = 0; i < underlayComp.underlays.length; ++i) {
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underlayComp.underlays[i].cachedType = null;
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}
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}
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}
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}
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}
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}
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/**
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* Checks if a given tile is connected and has an acceptor
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* @param {Vector} tile
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* @param {enumDirection} fromDirection
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* @returns {boolean}
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*/
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checkIsAcceptorConnected(tile, fromDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(enumDirection.bottom) === fromDirection;
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}
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// Check if there's an item acceptor
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const acceptorComp = contents.components.ItemAcceptor;
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if (acceptorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < acceptorComp.slots.length; ++i) {
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const slot = acceptorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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}
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// Step 2: Check if the direction matches
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const slotDirection = staticComp.localDirectionToWorld(slot.direction);
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if (slotDirection === fromDirection) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Checks if a given tile is connected and has an ejector
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* @param {Vector} tile
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* @param {enumDirection} toDirection
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* @returns {boolean}
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*/
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checkIsEjectorConnected(tile, toDirection) {
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const contents = this.root.map.getLayerContentXY(tile.x, tile.y, "regular");
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if (!contents) {
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return false;
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}
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const staticComp = contents.components.StaticMapEntity;
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// Check if its a belt, since then its simple
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const beltComp = contents.components.Belt;
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if (beltComp) {
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return staticComp.localDirectionToWorld(beltComp.direction) === toDirection;
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}
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// Check for an ejector
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const ejectorComp = contents.components.ItemEjector;
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if (ejectorComp) {
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// Check each slot to see if its connected
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for (let i = 0; i < ejectorComp.slots.length; ++i) {
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const slot = ejectorComp.slots[i];
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const slotTile = staticComp.localTileToWorld(slot.pos);
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// Step 1: Check if the tile matches
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if (!slotTile.equals(tile)) {
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continue;
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}
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// Step 2: Check if the direction matches
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const slotDirection = staticComp.localDirectionToWorld(slot.direction);
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if (slotDirection === toDirection) {
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return true;
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}
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}
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}
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return false;
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}
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/**
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* Computes the flag for a given tile
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* @param {Entity} entity
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* @param {import("../components/belt_underlays").BeltUnderlayTile} underlayTile
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* @returns {enumClippedBeltUnderlayType} The type of the underlay
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*/
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computeBeltUnderlayType(entity, underlayTile) {
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if (underlayTile.cachedType) {
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return underlayTile.cachedType;
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}
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const staticComp = entity.components.StaticMapEntity;
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const transformedPos = staticComp.localTileToWorld(underlayTile.pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(underlayTile.direction);
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const worldDirectionVector = enumDirectionToVector[worldDirection];
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// Figure out if there is anything connected at the top
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const connectedTop = this.checkIsAcceptorConnected(
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transformedPos.add(worldDirectionVector),
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enumInvertedDirections[worldDirection]
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);
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// Figure out if there is anything connected at the bottom
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const connectedBottom = this.checkIsEjectorConnected(
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transformedPos.sub(worldDirectionVector),
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worldDirection
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);
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let flag = enumClippedBeltUnderlayType.none;
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if (connectedTop && connectedBottom) {
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flag = enumClippedBeltUnderlayType.full;
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} else if (connectedTop) {
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flag = enumClippedBeltUnderlayType.topOnly;
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} else if (connectedBottom) {
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flag = enumClippedBeltUnderlayType.bottomOnly;
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}
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return (underlayTile.cachedType = flag);
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}
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/**
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* Draws a given chunk
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* @param {DrawParameters} parameters
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* @param {MapChunkView} chunk
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*/
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drawChunk(parameters, chunk) {
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// Limit speed to avoid belts going backwards
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const speedMultiplier = Math.min(this.root.hubGoals.getBeltBaseSpeed(), 10);
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const contents = chunk.containedEntitiesByLayer.regular;
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for (let i = 0; i < contents.length; ++i) {
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const entity = contents[i];
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const underlayComp = entity.components.BeltUnderlays;
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if (!underlayComp) {
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continue;
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}
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const staticComp = entity.components.StaticMapEntity;
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const underlays = underlayComp.underlays;
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for (let i = 0; i < underlays.length; ++i) {
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// Extract underlay parameters
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const { pos, direction } = underlays[i];
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const transformedPos = staticComp.localTileToWorld(pos);
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const destX = transformedPos.x * globalConfig.tileSize;
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const destY = transformedPos.y * globalConfig.tileSize;
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// Culling, Part 1: Check if the chunk contains the tile
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if (!chunk.tileSpaceRectangle.containsPoint(transformedPos.x, transformedPos.y)) {
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continue;
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}
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// Culling, Part 2: Check if the overlay is visible
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if (
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!parameters.visibleRect.containsRect4Params(
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destX,
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destY,
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globalConfig.tileSize,
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globalConfig.tileSize
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)
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) {
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continue;
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}
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// Extract direction and angle
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const worldDirection = staticComp.localDirectionToWorld(direction);
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const angle = enumDirectionToAngle[worldDirection];
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const underlayType = this.computeBeltUnderlayType(entity, underlays[i]);
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const clipRect = enumUnderlayTypeToClipRect[underlayType];
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if (!clipRect) {
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// Empty
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continue;
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}
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// Actually draw the sprite
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const x = destX + globalConfig.halfTileSize;
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const y = destY + globalConfig.halfTileSize;
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const angleRadians = Math.radians(angle);
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// SYNC with systems/belt.js:drawSingleEntity!
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const animationIndex = Math.floor(
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((this.root.time.realtimeNow() * speedMultiplier * BELT_ANIM_COUNT * 126) / 42) *
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globalConfig.itemSpacingOnBelts
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);
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parameters.context.translate(x, y);
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parameters.context.rotate(angleRadians);
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this.underlayBeltSprites[
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animationIndex % this.underlayBeltSprites.length
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].drawCachedWithClipRect(
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parameters,
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-globalConfig.halfTileSize,
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-globalConfig.halfTileSize,
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globalConfig.tileSize,
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globalConfig.tileSize,
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clipRect
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);
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parameters.context.rotate(-angleRadians);
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parameters.context.translate(-x, -y);
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}
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}
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}
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}
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