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<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-rotateFlatMatrix3x3">rotateFlatMatrix3x3</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-round1Digit">round1Digit</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-round1DigitLocalized">round1DigitLocalized</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-round2Digits">round2Digits</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-round3Digits">round3Digits</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-round4Digits">round4Digits</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-safeModulo">safeModulo</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-smoothPulse">smoothPulse</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-startFileChoose">startFileChoose</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-waitNextFrame">waitNextFrame</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-mixVector">mixVector</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-asyncCompressor">asyncCompressor</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-compressionPrefix">compressionPrefix</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-atlasFiles">atlasFiles</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-MAX_MOVE_DISTANCE_PX">MAX_MOVE_DISTANCE_PX</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-clickDetectorGlobals">clickDetectorGlobals</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-A_B_TESTING_LINK_TYPE">A_B_TESTING_LINK_TYPE</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-IS_DEBUG">IS_DEBUG</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-IS_MAC">IS_MAC</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-IS_MOBILE">IS_MOBILE</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-SUPPORT_TOUCH">SUPPORT_TOUCH</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-THIRDPARTY_URLS">THIRDPARTY_URLS</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-globalConfig">globalConfig</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-APPLICATION_ERROR_OCCURED">APPLICATION_ERROR_OCCURED</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gBuildingsByCategory">gBuildingsByCategory</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gComponentRegistry">gComponentRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gGameModeRegistry">gGameModeRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gGameSpeedRegistry">gGameSpeedRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gItemRegistry">gItemRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gMetaBuildingRegistry">gMetaBuildingRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-GLOBAL_APP">GLOBAL_APP</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-Loader">Loader</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-queryParamOptions">queryParamOptions</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-PROMISE_ABORTED">PROMISE_ABORTED</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-CRC_PREFIX">CRC_PREFIX</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-STOP_PROPAGATION">STOP_PROPAGATION</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-FULL_CLIP_RECT">FULL_CLIP_RECT</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-ORIGINAL_SPRITE_SCALE">ORIGINAL_SPRITE_SCALE</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-arrayAllDirections">arrayAllDirections</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumAngleToDirection">enumAngleToDirection</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumDirection">enumDirection</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumDirectionToAngle">enumDirectionToAngle</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumDirectionToVector">enumDirectionToVector</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumInvertedDirections">enumInvertedDirections</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-JobEntry">JobEntry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-SourceData">SourceData</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-CacheEntry">CacheEntry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-ClickDetectorConstructorArgs">ClickDetectorConstructorArgs</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-DirectionalObject">DirectionalObject</a></span></span>
</li>
<li data-ice="doc">
<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#game">game</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/automatic_save.js~AutomaticSave.html">AutomaticSave</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/base_item.js~BaseItem.html">BaseItem</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/belt_path.js~BeltPath.html">BeltPath</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/blueprint.js~Blueprint.html">Blueprint</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/camera.js~Camera.html">Camera</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/component.js~Component.html">Component</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/core.js~GameCore.html">GameCore</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/dynamic_tickrate.js~DynamicTickrate.html">DynamicTickrate</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/entity.js~Entity.html">Entity</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/entity_components.js~EntityComponentStorage.html">EntityComponentStorage</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/entity_manager.js~EntityManager.html">EntityManager</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/game_loading_overlay.js~GameLoadingOverlay.html">GameLoadingOverlay</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/game_system.js~GameSystem.html">GameSystem</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/game_system_manager.js~GameSystemManager.html">GameSystemManager</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/game_system_with_filter.js~GameSystemWithFilter.html">GameSystemWithFilter</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hub_goals.js~HubGoals.html">HubGoals</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/key_action_mapper.js~KeyActionMapper.html">KeyActionMapper</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/key_action_mapper.js~Keybinding.html">Keybinding</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/map.js~BaseMap.html">BaseMap</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/map_chunk.js~MapChunk.html">MapChunk</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/map_chunk_view.js~MapChunkView.html">MapChunkView</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/map_view.js~MapView.html">MapView</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/meta_building.js~MetaBuilding.html">MetaBuilding</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/production_analytics.js~ProductionAnalytics.html">ProductionAnalytics</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/root.js~GameRoot.html">GameRoot</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/shape_definition.js~ShapeDefinition.html">ShapeDefinition</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/shape_definition_manager.js~ShapeDefinitionManager.html">ShapeDefinitionManager</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/sound_proxy.js~SoundProxy.html">SoundProxy</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getBuildingDataFromCode">getBuildingDataFromCode</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getCodeFromBuildingData">getCodeFromBuildingData</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-registerBuildingVariant">registerBuildingVariant</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaComponentsToAPI">addVanillaComponentsToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initComponentRegistry">initComponentRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaGameModesToAPI">addVanillaGameModesToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initGameModeRegistry">initGameModeRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaGameSpeedToAPI">addVanillaGameSpeedToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initGameSpeedRegistry">initGameSpeedRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaSystemsToAPI">addVanillaSystemsToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getRandomHint">getRandomHint</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaItemsToAPI">addVanillaItemsToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initItemRegistry">initItemRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-itemResolverSingleton">itemResolverSingleton</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getStringForKeyCode">getStringForKeyCode</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-addVanillaBuildingsToAPI">addVanillaBuildingsToAPI</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initBuildingCodesAfterResourcesLoaded">initBuildingCodesAfterResourcesLoaded</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-initMetaBuildingRegistry">initMetaBuildingRegistry</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-createSimpleShape">createSimpleShape</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-applyGameTheme">applyGameTheme</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumSavePriority">enumSavePriority</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-gBuildingVariants">gBuildingVariants</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-USER_INTERACT_MOVE">USER_INTERACT_MOVE</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-USER_INTERACT_TOUCHEND">USER_INTERACT_TOUCHEND</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-USER_INTERACT_ZOOM">USER_INTERACT_ZOOM</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumMouseButton">enumMouseButton</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumColorMixingResults">enumColorMixingResults</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumColorToShortcode">enumColorToShortcode</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumColors">enumColors</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumColorsToHexCode">enumColorsToHexCode</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumShortcodeToColor">enumShortcodeToColor</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-typeItemSingleton">typeItemSingleton</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-KEYCODE_LMB">KEYCODE_LMB</a></span></span>
</li>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/components/display.js~DisplayComponent.html">DisplayComponent</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/components/hub.js~HubComponent.html">HubComponent</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/miner_highlight.js~HUDMinerHighlight.html">HUDMinerHighlight</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/modal_dialogs.js~HUDModalDialogs.html">HUDModalDialogs</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/notifications.js~HUDNotifications.html">HUDNotifications</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/pinned_shapes.js~HUDPinnedShapes.html">HUDPinnedShapes</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/sandbox_controller.js~HUDSandboxController.html">HUDSandboxController</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/screenshot_exporter.js~HUDScreenshotExporter.html">HUDScreenshotExporter</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/settings_menu.js~HUDSettingsMenu.html">HUDSettingsMenu</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/shape_viewer.js~HUDShapeViewer.html">HUDShapeViewer</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/shop.js~HUDShop.html">HUDShop</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/standalone_advantages.js~HUDStandaloneAdvantages.html">HUDStandaloneAdvantages</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/statistics.js~HUDStatistics.html">HUDStatistics</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/statistics_handle.js~HUDShapeStatisticsHandle.html">HUDShapeStatisticsHandle</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/tutorial_hints.js~HUDPartTutorialHints.html">HUDPartTutorialHints</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/unlock_notification.js~HUDUnlockNotification.html">HUDUnlockNotification</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/watermark.js~HUDWatermark.html">HUDWatermark</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/waypoints.js~HUDWaypoints.html">HUDWaypoints</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/wire_info.js~HUDWireInfo.html">HUDWireInfo</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/wires_overlay.js~HUDWiresOverlay.html">HUDWiresOverlay</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/hud/parts/wires_toolbar.js~HUDWiresToolbar.html">HUDWiresToolbar</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-statisticsUnitsSeconds">statisticsUnitsSeconds</a></span></span>
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</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-KeyBinding">KeyBinding</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-KeyCode">KeyCode</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-Waypoint">Waypoint</a></span></span>
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<li data-ice="doc">
<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#game-items">game/items</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/items/boolean_item.js~BooleanItem.html">BooleanItem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/items/shape_item.js~ShapeItem.html">ShapeItem</a></span></span>
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<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-isTrueItem">isTrueItem</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#game-modes">game/modes</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/modes/regular.js~RegularGameMode.html">RegularGameMode</a></span></span>
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<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-generateLevelDefinitions">generateLevelDefinitions</a></span></span>
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<li data-ice="doc">
<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#game-systems">game/systems</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/belt.js~BeltSystem.html">BeltSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/belt_reader.js~BeltReaderSystem.html">BeltReaderSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/belt_underlays.js~BeltUnderlaysSystem.html">BeltUnderlaysSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/display.js~DisplaySystem.html">DisplaySystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/hub.js~HubSystem.html">HubSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/item_acceptor.js~ItemAcceptorSystem.html">ItemAcceptorSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/item_ejector.js~ItemEjectorSystem.html">ItemEjectorSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/item_processor_overlays.js~ItemProcessorOverlaysSystem.html">ItemProcessorOverlaysSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/item_producer.js~ItemProducerSystem.html">ItemProducerSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/lever.js~LeverSystem.html">LeverSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/logic_gate.js~LogicGateSystem.html">LogicGateSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/map_resources.js~MapResourcesSystem.html">MapResourcesSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/miner.js~MinerSystem.html">MinerSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/static_map_entity.js~StaticMapEntitySystem.html">StaticMapEntitySystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/storage.js~StorageSystem.html">StorageSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/underground_belt.js~UndergroundBeltSystem.html">UndergroundBeltSystem</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/wire.js~WireNetwork.html">WireNetwork</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/wire.js~WireSystem.html">WireSystem</a></span></span>
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<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/systems/wired_pins.js~WiredPinsSystem.html">WiredPinsSystem</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#game-time">game/time</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/game/time/base_game_speed.js~BaseGameSpeed.html">BaseGameSpeed</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#modloader">modloader</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/modloader/mod.js~ShapezAPI.html">ShapezAPI</a></span></span>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/platform/wrapper.js~PlatformWrapperInterface.html">PlatformWrapperInterface</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-MUSIC">MUSIC</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-SOUNDS">SOUNDS</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#platform-ad-providers">platform/ad_providers</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/platform/ad_providers/adinplay.js~AdinplayAdProvider.html">AdinplayAdProvider</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#platform-browser">platform/browser</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/platform/browser/game_analytics.js~ShapezGameAnalytics.html">ShapezGameAnalytics</a></span></span>
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<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#profile">profile</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/profile/application_settings.js~ApplicationSettings.html">ApplicationSettings</a></span></span>
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</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/profile/setting_types.js~RangeSetting.html">RangeSetting</a></span></span>
</li>
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<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-allApplicationSettings">allApplicationSettings</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getApplicationSettingById">getApplicationSettingById</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-autosaveIntervals">autosaveIntervals</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-scrollWheelSensitivities">scrollWheelSensitivities</a></span></span>
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<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-uiScales">uiScales</a></span></span>
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</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/savegame_interface.js~BaseSavegameInterface.html">BaseSavegameInterface</a></span></span>
</li>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/savegame_manager.js~SavegameManager.html">SavegameManager</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/savegame_serializer.js~SavegameSerializer.html">SavegameSerializer</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization.js~BasicSerializableObject.html">BasicSerializableObject</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~BaseDataType.html">BaseDataType</a></span></span>
</li>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeArray.html">TypeArray</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeBoolean.html">TypeBoolean</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeClass.html">TypeClass</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeClassData.html">TypeClassData</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeClassFromMetaclass.html">TypeClassFromMetaclass</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeClassId.html">TypeClassId</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeEntity.html">TypeEntity</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeEntityWeakref.html">TypeEntityWeakref</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeEnum.html">TypeEnum</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeFixedClass.html">TypeFixedClass</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeInteger.html">TypeInteger</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeKeyValueMap.html">TypeKeyValueMap</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeMetaClass.html">TypeMetaClass</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeNullable.html">TypeNullable</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeNumber.html">TypeNumber</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypePair.html">TypePair</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypePositiveInteger.html">TypePositiveInteger</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypePositiveNumber.html">TypePositiveNumber</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeString.html">TypeString</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeStructuredObject.html">TypeStructuredObject</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeTileVector.html">TypeTileVector</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serialization_data_types.js~TypeVector.html">TypeVector</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/serializer_internal.js~SerializerInternal.html">SerializerInternal</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-compressObject">compressObject</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-decompressObject">decompressObject</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-getSavegameInterface">getSavegameInterface</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-deserializeSchema">deserializeSchema</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-extendSchema">extendSchema</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-serializeSchema">serializeSchema</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-verifySchema">verifySchema</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-function">F</span><span data-ice="name"><span><a href="function/index.html#static-function-schemaToJsonSchema">schemaToJsonSchema</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-savegameInterfaces">savegameInterfaces</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-enumLocalSavegameStatus">enumLocalSavegameStatus</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-types">types</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-variable">V</span><span data-ice="name"><span><a href="variable/index.html#static-variable-globalJsonSchemaDefs">globalJsonSchemaDefs</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-SavegamesData">SavegamesData</a></span></span>
</li>
<li data-ice="doc">
<span data-ice="kind" class="kind-typedef">T</span><span data-ice="name"><span><a href="typedef/index.html#static-typedef-Schema">Schema</a></span></span>
</li>
<li data-ice="doc">
<a data-ice="dirPath" class="nav-dir-path" href="identifiers.html#savegame-schemas">savegame/schemas</a><span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/schemas/1000.js~SavegameInterface_V1000.html">SavegameInterface_V1000</a></span></span>
</li>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/schemas/1001.js~SavegameInterface_V1001.html">SavegameInterface_V1001</a></span></span>
</li>
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</li>
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<span data-ice="kind" class="kind-class">C</span><span data-ice="name"><span><a href="class/js/savegame/schemas/1003.js~SavegameInterface_V1003.html">SavegameInterface_V1003</a></span></span>
</li>
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</li>
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</li>
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</li>
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</div></nav>
<div class="content" data-ice="content"><h1 data-ice="title">js/game/belt_path.js</h1>
<pre class="source-code line-number raw-source-code"><code class="prettyprint linenums" data-ice="content">import { globalConfig } from &quot;../core/config&quot;;
import { DrawParameters } from &quot;../core/draw_parameters&quot;;
import { createLogger } from &quot;../core/logging&quot;;
import { Rectangle } from &quot;../core/rectangle&quot;;
import { clamp, epsilonCompare, round4Digits } from &quot;../core/utils&quot;;
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from &quot;../core/vector&quot;;
import { BasicSerializableObject, types } from &quot;../savegame/serialization&quot;;
import { BaseItem } from &quot;./base_item&quot;;
import { Entity } from &quot;./entity&quot;;
import { typeItemSingleton } from &quot;./item_resolver&quot;;
import { GameRoot } from &quot;./root&quot;;
const logger = createLogger(&quot;belt_path&quot;);
// Helpers for more semantic access into interleaved arrays
const _nextDistance = 0;
const _item = 1;
const DEBUG = G_IS_DEV &amp;&amp; false;
/**
* Stores a path of belts, used for optimizing performance
*/
export class BeltPath extends BasicSerializableObject {
static getId() {
return &quot;BeltPath&quot;;
}
static getSchema() {
return {
entityPath: types.array(types.entity),
items: types.array(types.pair(types.ufloat, typeItemSingleton)),
spacingToFirstItem: types.ufloat,
};
}
/**
* Creates a path from a serialized object
* @param {GameRoot} root
* @param {Object} data
* @returns {BeltPath|string}
*/
static fromSerialized(root, data) {
// Create fake object which looks like a belt path but skips the constructor
const fakeObject = /** @type {BeltPath} */ (Object.create(BeltPath.prototype));
fakeObject.root = root;
// Deserialize the data
const errorCodeDeserialize = fakeObject.deserialize(data);
if (errorCodeDeserialize) {
return errorCodeDeserialize;
}
// Compute other properties
fakeObject.init(false);
return fakeObject;
}
/**
* @param {GameRoot} root
* @param {Array&lt;Entity&gt;} entityPath
*/
constructor(root, entityPath) {
super();
this.root = root;
assert(entityPath.length &gt; 0, &quot;invalid entity path&quot;);
this.entityPath = entityPath;
/**
* Stores the items sorted, and their distance to the previous item (or start)
* Layout: [distanceToNext, item]
* @type {Array&lt;[number, BaseItem]&gt;}
*/
this.items = [];
/**
* Stores the spacing to the first item
*/
this.init();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;constructor&quot;);
}
}
/**
* Initializes the path by computing the properties which are not saved
* @param {boolean} computeSpacing Whether to also compute the spacing
*/
init(computeSpacing = true) {
this.onPathChanged();
this.totalLength = this.computeTotalLength();
if (computeSpacing) {
this.spacingToFirstItem = this.totalLength;
}
/**
* Current bounds of this path
* @type {Rectangle}
*/
this.worldBounds = this.computeBounds();
// Connect the belts
for (let i = 0; i &lt; this.entityPath.length; ++i) {
this.entityPath[i].components.Belt.assignedPath = this;
}
}
/**
* Returns whether this path can accept a new item
* @returns {boolean}
*/
canAcceptItem() {
return this.spacingToFirstItem &gt;= globalConfig.itemSpacingOnBelts;
}
/**
* Tries to accept the item
* @param {BaseItem} item
*/
tryAcceptItem(item) {
if (this.spacingToFirstItem &gt;= globalConfig.itemSpacingOnBelts) {
// So, since we already need one tick to accept this item we will add this directly.
const beltProgressPerTick =
this.root.hubGoals.getBeltBaseSpeed() *
this.root.dynamicTickrate.deltaSeconds *
globalConfig.itemSpacingOnBelts;
// First, compute how much progress we can make *at max*
const maxProgress = Math.max(0, this.spacingToFirstItem - globalConfig.itemSpacingOnBelts);
const initialProgress = Math.min(maxProgress, beltProgressPerTick);
this.items.unshift([this.spacingToFirstItem - initialProgress, item]);
this.spacingToFirstItem = initialProgress;
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;accept-item&quot;);
}
return true;
}
return false;
}
/**
* SLOW / Tries to find the item closest to the given tile
* @param {Vector} tile
* @returns {BaseItem|null}
*/
findItemAtTile(tile) {
// @TODO: This breaks color blind mode otherwise
return null;
}
/**
* Computes the tile bounds of the path
* @returns {Rectangle}
*/
computeBounds() {
let bounds = this.entityPath[0].components.StaticMapEntity.getTileSpaceBounds();
for (let i = 1; i &lt; this.entityPath.length; ++i) {
const staticComp = this.entityPath[i].components.StaticMapEntity;
const otherBounds = staticComp.getTileSpaceBounds();
bounds = bounds.getUnion(otherBounds);
}
return bounds.allScaled(globalConfig.tileSize);
}
/**
* Recomputes cache variables once the path was changed
*/
onPathChanged() {
this.acceptorTarget = this.computeAcceptingEntityAndSlot();
/**
* How many items past the first item are compressed
*/
this.numCompressedItemsAfterFirstItem = 0;
}
/**
* Called by the belt system when the surroundings changed
*/
onSurroundingsChanged() {
this.onPathChanged();
}
/**
* Finds the entity which accepts our items
* @param {boolean=} debug_Silent Whether debug output should be silent
* @return {{ entity: Entity, slot: number, direction?: enumDirection }}
*/
computeAcceptingEntityAndSlot(debug_Silent = false) {
DEBUG &amp;&amp; !debug_Silent &amp;&amp; logger.log(&quot;Recomputing acceptor target&quot;);
const lastEntity = this.entityPath[this.entityPath.length - 1];
const lastStatic = lastEntity.components.StaticMapEntity;
const lastBeltComp = lastEntity.components.Belt;
// Figure out where and into which direction we eject items
const ejectSlotWsTile = lastStatic.localTileToWorld(new Vector(0, 0));
const ejectSlotWsDirection = lastStatic.localDirectionToWorld(lastBeltComp.direction);
const ejectSlotWsDirectionVector = enumDirectionToVector[ejectSlotWsDirection];
const ejectSlotTargetWsTile = ejectSlotWsTile.add(ejectSlotWsDirectionVector);
// Try to find the given acceptor component to take the item
const targetEntity = this.root.map.getLayerContentXY(
ejectSlotTargetWsTile.x,
ejectSlotTargetWsTile.y,
&quot;regular&quot;
);
if (targetEntity) {
DEBUG &amp;&amp; !debug_Silent &amp;&amp; logger.log(&quot; Found target entity&quot;, targetEntity.uid);
const targetStaticComp = targetEntity.components.StaticMapEntity;
const targetBeltComp = targetEntity.components.Belt;
// Check for belts (special case)
if (targetBeltComp) {
const beltAcceptingDirection = targetStaticComp.localDirectionToWorld(enumDirection.top);
DEBUG &amp;&amp;
!debug_Silent &amp;&amp;
logger.log(
&quot; Entity is accepting items from&quot;,
ejectSlotWsDirection,
&quot;vs&quot;,
beltAcceptingDirection,
&quot;Rotation:&quot;,
targetStaticComp.rotation
);
if (ejectSlotWsDirection === beltAcceptingDirection) {
return {
entity: targetEntity,
direction: null,
slot: 0,
};
}
}
// Check for item acceptors
const targetAcceptorComp = targetEntity.components.ItemAcceptor;
if (!targetAcceptorComp) {
// Entity doesn&apos;t accept items
return;
}
const ejectingDirection = targetStaticComp.worldDirectionToLocal(ejectSlotWsDirection);
const matchingSlot = targetAcceptorComp.findMatchingSlot(
targetStaticComp.worldToLocalTile(ejectSlotTargetWsTile),
ejectingDirection
);
if (!matchingSlot) {
// No matching slot found
return;
}
return {
entity: targetEntity,
slot: matchingSlot.index,
direction: enumInvertedDirections[ejectingDirection],
};
}
}
// Following code will be compiled out outside of dev versions
/* dev:start */
/**
* Helper to throw an error on mismatch
* @param {string} change
* @param {Array&lt;any&gt;} reason
*/
debug_failIntegrity(change, ...reason) {
throw new Error(&quot;belt path invalid (&quot; + change + &quot;): &quot; + reason.map(i =&gt; &quot;&quot; + i).join(&quot; &quot;));
}
/**
* Checks if this path is valid
*/
debug_checkIntegrity(currentChange = &quot;change&quot;) {
const fail = (...args) =&gt; this.debug_failIntegrity(currentChange, ...args);
// Check for empty path
if (this.entityPath.length === 0) {
return fail(&quot;Belt path is empty&quot;);
}
// Check for mismatching length
const totalLength = this.computeTotalLength();
if (!epsilonCompare(this.totalLength, totalLength, 0.01)) {
return this.debug_failIntegrity(
currentChange,
&quot;Total length mismatch, stored =&quot;,
this.totalLength,
&quot;but correct is&quot;,
totalLength
);
}
// Check for misconnected entities
for (let i = 0; i &lt; this.entityPath.length - 1; ++i) {
const entity = this.entityPath[i];
if (entity.destroyed) {
return fail(&quot;Reference to destroyed entity &quot; + entity.uid);
}
const followUp = this.root.systemMgr.systems.belt.findFollowUpEntity(entity);
if (!followUp) {
return fail(
&quot;Follow up entity for the&quot;,
i,
&quot;-th entity (total length&quot;,
this.entityPath.length,
&quot;) was null!&quot;
);
}
if (followUp !== this.entityPath[i + 1]) {
return fail(
&quot;Follow up entity mismatch, stored is&quot;,
this.entityPath[i + 1].uid,
&quot;but real one is&quot;,
followUp.uid
);
}
if (entity.components.Belt.assignedPath !== this) {
return fail(
&quot;Entity with uid&quot;,
entity.uid,
&quot;doesn&apos;t have this path assigned, but this path contains the entity.&quot;
);
}
}
// Check spacing
if (this.spacingToFirstItem &gt; this.totalLength + 0.005) {
return fail(
currentChange,
&quot;spacing to first item (&quot;,
this.spacingToFirstItem,
&quot;) is greater than total length (&quot;,
this.totalLength,
&quot;)&quot;
);
}
// Check distance if empty
if (this.items.length === 0 &amp;&amp; !epsilonCompare(this.spacingToFirstItem, this.totalLength, 0.01)) {
return fail(
currentChange,
&quot;Path is empty but spacing to first item (&quot;,
this.spacingToFirstItem,
&quot;) does not equal total length (&quot;,
this.totalLength,
&quot;)&quot;
);
}
// Check items etc
let currentPos = this.spacingToFirstItem;
for (let i = 0; i &lt; this.items.length; ++i) {
const item = this.items[i];
if (item[_nextDistance] &lt; 0 || item[_nextDistance] &gt; this.totalLength + 0.02) {
return fail(
&quot;Item has invalid offset to next item: &quot;,
item[_nextDistance],
&quot;(total length:&quot;,
this.totalLength,
&quot;)&quot;
);
}
currentPos += item[_nextDistance];
}
// Check the total sum matches
if (!epsilonCompare(currentPos, this.totalLength, 0.01)) {
return fail(
&quot;total sum (&quot;,
currentPos,
&quot;) of first item spacing (&quot;,
this.spacingToFirstItem,
&quot;) and items does not match total length (&quot;,
this.totalLength,
&quot;) -&gt; items: &quot; + this.items.map(i =&gt; i[_nextDistance]).join(&quot;|&quot;)
);
}
// Check bounds
const actualBounds = this.computeBounds();
if (!actualBounds.equalsEpsilon(this.worldBounds, 0.01)) {
return fail(&quot;Bounds are stale&quot;);
}
// Check acceptor
const acceptor = this.computeAcceptingEntityAndSlot(true);
if (!!acceptor !== !!this.acceptorTarget) {
return fail(&quot;Acceptor target mismatch, acceptor&quot;, !!acceptor, &quot;vs stored&quot;, !!this.acceptorTarget);
}
if (acceptor) {
if (this.acceptorTarget.entity !== acceptor.entity) {
return fail(
&quot;Mismatching entity on acceptor target:&quot;,
acceptor.entity.uid,
&quot;vs&quot;,
this.acceptorTarget.entity.uid
);
}
if (this.acceptorTarget.slot !== acceptor.slot) {
return fail(
&quot;Mismatching entity on acceptor target:&quot;,
acceptor.slot,
&quot;vs stored&quot;,
this.acceptorTarget.slot
);
}
if (this.acceptorTarget.direction !== acceptor.direction) {
return fail(
&quot;Mismatching direction on acceptor target:&quot;,
acceptor.direction,
&quot;vs stored&quot;,
this.acceptorTarget.direction
);
}
}
// Check first nonzero offset
let firstNonzero = 0;
for (let i = this.items.length - 2; i &gt;= 0; --i) {
if (this.items[i][_nextDistance] &lt; globalConfig.itemSpacingOnBelts + 1e-5) {
++firstNonzero;
} else {
break;
}
}
// Should warn, but this check isn&apos;t actually accurate
// if (firstNonzero !== this.numCompressedItemsAfterFirstItem) {
// console.warn(
// &quot;First nonzero index is &quot; +
// firstNonzero +
// &quot; but stored is &quot; +
// this.numCompressedItemsAfterFirstItem
// );
// }
}
/* dev:end */
/**
* Extends the belt path by the given belt
* @param {Entity} entity
*/
extendOnEnd(entity) {
DEBUG &amp;&amp; logger.log(&quot;Extending belt path by entity at&quot;, entity.components.StaticMapEntity.origin);
const beltComp = entity.components.Belt;
// Append the entity
this.entityPath.push(entity);
this.onPathChanged();
// Extend the path length
const additionalLength = beltComp.getEffectiveLengthTiles();
this.totalLength += additionalLength;
DEBUG &amp;&amp; logger.log(&quot; Extended total length by&quot;, additionalLength, &quot;to&quot;, this.totalLength);
// If we have no item, just update the distance to the first item
if (this.items.length === 0) {
this.spacingToFirstItem = this.totalLength;
DEBUG &amp;&amp; logger.log(&quot; Extended spacing to first to&quot;, this.totalLength, &quot;(= total length)&quot;);
} else {
// Otherwise, update the next-distance of the last item
const lastItem = this.items[this.items.length - 1];
DEBUG &amp;&amp;
logger.log(
&quot; Extended spacing of last item from&quot;,
lastItem[_nextDistance],
&quot;to&quot;,
lastItem[_nextDistance] + additionalLength
);
lastItem[_nextDistance] += additionalLength;
}
// Assign reference
beltComp.assignedPath = this;
// Update bounds
this.worldBounds = this.computeBounds();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;extend-on-end&quot;);
}
}
/**
* Extends the path with the given entity on the beginning
* @param {Entity} entity
*/
extendOnBeginning(entity) {
const beltComp = entity.components.Belt;
DEBUG &amp;&amp; logger.log(&quot;Extending the path on the beginning&quot;);
// All items on that belt are simply lost (for now)
const length = beltComp.getEffectiveLengthTiles();
// Extend the length of this path
this.totalLength += length;
// Simply adjust the first item spacing cuz we have no items contained
this.spacingToFirstItem += length;
// Set handles and append entity
beltComp.assignedPath = this;
this.entityPath.unshift(entity);
this.onPathChanged();
// Update bounds
this.worldBounds = this.computeBounds();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;extend-on-begin&quot;);
}
}
/**
* Returns if the given entity is the end entity of the path
* @param {Entity} entity
* @returns {boolean}
*/
isEndEntity(entity) {
return this.entityPath[this.entityPath.length - 1] === entity;
}
/**
* Returns if the given entity is the start entity of the path
* @param {Entity} entity
* @returns {boolean}
*/
isStartEntity(entity) {
return this.entityPath[0] === entity;
}
/**
* Splits this path at the given entity by removing it, and
* returning the new secondary paht
* @param {Entity} entity
* @returns {BeltPath}
*/
deleteEntityOnPathSplitIntoTwo(entity) {
DEBUG &amp;&amp; logger.log(&quot;Splitting path at entity&quot;, entity.components.StaticMapEntity.origin);
// First, find where the current path ends
const beltComp = entity.components.Belt;
beltComp.assignedPath = null;
const entityLength = beltComp.getEffectiveLengthTiles();
assert(this.entityPath.indexOf(entity) &gt;= 0, &quot;Entity not contained for split&quot;);
assert(this.entityPath.indexOf(entity) !== 0, &quot;Entity is first&quot;);
assert(this.entityPath.indexOf(entity) !== this.entityPath.length - 1, &quot;Entity is last&quot;);
let firstPathEntityCount = 0;
let firstPathLength = 0;
let firstPathEndEntity = null;
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const otherEntity = this.entityPath[i];
if (otherEntity === entity) {
DEBUG &amp;&amp; logger.log(&quot;Found entity at&quot;, i, &quot;of length&quot;, firstPathLength);
break;
}
++firstPathEntityCount;
firstPathEndEntity = otherEntity;
firstPathLength += otherEntity.components.Belt.getEffectiveLengthTiles();
}
DEBUG &amp;&amp;
logger.log(
&quot;First path ends at&quot;,
firstPathLength,
&quot;and entity&quot;,
firstPathEndEntity.components.StaticMapEntity.origin,
&quot;and has&quot;,
firstPathEntityCount,
&quot;entities&quot;
);
// Compute length of second path
const secondPathLength = this.totalLength - firstPathLength - entityLength;
const secondPathStart = firstPathLength + entityLength;
const secondEntities = this.entityPath.splice(firstPathEntityCount + 1);
DEBUG &amp;&amp;
logger.log(
&quot;Second path starts at&quot;,
secondPathStart,
&quot;and has a length of &quot;,
secondPathLength,
&quot;with&quot;,
secondEntities.length,
&quot;entities&quot;
);
// Remove the last item
this.entityPath.pop();
DEBUG &amp;&amp; logger.log(&quot;Splitting&quot;, this.items.length, &quot;items&quot;);
DEBUG &amp;&amp;
logger.log(
&quot;Old items are&quot;,
this.items.map(i =&gt; i[_nextDistance])
);
// Create second path
const secondPath = new BeltPath(this.root, secondEntities);
// Remove all items which are no longer relevant and transfer them to the second path
let itemPos = this.spacingToFirstItem;
for (let i = 0; i &lt; this.items.length; ++i) {
const item = this.items[i];
const distanceToNext = item[_nextDistance];
DEBUG &amp;&amp; logger.log(&quot; Checking item at&quot;, itemPos, &quot;with distance of&quot;, distanceToNext, &quot;to next&quot;);
// Check if this item is past the first path
if (itemPos &gt;= firstPathLength) {
// Remove it from the first path
this.items.splice(i, 1);
i -= 1;
DEBUG &amp;&amp;
logger.log(&quot; Removed item from first path since its no longer contained @&quot;, itemPos);
// Check if its on the second path (otherwise its on the removed belt and simply lost)
if (itemPos &gt;= secondPathStart) {
// Put item on second path
secondPath.items.push([distanceToNext, item[_item]]);
DEBUG &amp;&amp;
logger.log(
&quot; Put item to second path @&quot;,
itemPos,
&quot;with distance to next =&quot;,
distanceToNext
);
// If it was the first item, adjust the distance to the first item
if (secondPath.items.length === 1) {
DEBUG &amp;&amp; logger.log(&quot; Sinc it was the first, set sapcing of first to&quot;, itemPos);
secondPath.spacingToFirstItem = itemPos - secondPathStart;
}
} else {
DEBUG &amp;&amp; logger.log(&quot; Item was on the removed belt, so its gone - forever!&quot;);
}
} else {
// Seems this item is on the first path (so all good), so just make sure it doesn&apos;t
// have a nextDistance which is bigger than the total path length
const clampedDistanceToNext = Math.min(itemPos + distanceToNext, firstPathLength) - itemPos;
if (clampedDistanceToNext &lt; distanceToNext) {
DEBUG &amp;&amp;
logger.log(
&quot;Correcting next distance (first path) from&quot;,
distanceToNext,
&quot;to&quot;,
clampedDistanceToNext
);
item[_nextDistance] = clampedDistanceToNext;
}
}
// Advance items
itemPos += distanceToNext;
}
DEBUG &amp;&amp;
logger.log(
&quot;New items are&quot;,
this.items.map(i =&gt; i[_nextDistance])
);
DEBUG &amp;&amp;
logger.log(
&quot;And second path items are&quot;,
secondPath.items.map(i =&gt; i[_nextDistance])
);
// Adjust our total length
this.totalLength = firstPathLength;
// Make sure that if we are empty, we set our first distance properly
if (this.items.length === 0) {
this.spacingToFirstItem = this.totalLength;
}
this.onPathChanged();
secondPath.onPathChanged();
// Update bounds
this.worldBounds = this.computeBounds();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;split-two-first&quot;);
secondPath.debug_checkIntegrity(&quot;split-two-second&quot;);
}
return secondPath;
}
/**
* Deletes the last entity
* @param {Entity} entity
*/
deleteEntityOnEnd(entity) {
assert(
this.entityPath[this.entityPath.length - 1] === entity,
&quot;Not actually the last entity (instead &quot; + this.entityPath.indexOf(entity) + &quot;)&quot;
);
// Ok, first remove the entity
const beltComp = entity.components.Belt;
const beltLength = beltComp.getEffectiveLengthTiles();
DEBUG &amp;&amp;
logger.log(
&quot;Deleting last entity on path with length&quot;,
this.entityPath.length,
&quot;(reducing&quot;,
this.totalLength,
&quot; by&quot;,
beltLength,
&quot;)&quot;
);
this.totalLength -= beltLength;
this.entityPath.pop();
this.onPathChanged();
DEBUG &amp;&amp;
logger.log(
&quot; New path has length of&quot;,
this.totalLength,
&quot;with&quot;,
this.entityPath.length,
&quot;entities&quot;
);
// This is just for sanity
beltComp.assignedPath = null;
// Clean up items
if (this.items.length === 0) {
// Simple case with no items, just update the first item spacing
this.spacingToFirstItem = this.totalLength;
} else {
// Ok, make sure we simply drop all items which are no longer contained
let itemOffset = this.spacingToFirstItem;
let lastItemOffset = itemOffset;
DEBUG &amp;&amp; logger.log(&quot; Adjusting&quot;, this.items.length, &quot;items&quot;);
for (let i = 0; i &lt; this.items.length; ++i) {
const item = this.items[i];
// Get rid of items past this path
if (itemOffset &gt;= this.totalLength) {
DEBUG &amp;&amp; logger.log(&quot;Dropping item (current index=&quot;, i, &quot;)&quot;);
this.items.splice(i, 1);
i -= 1;
continue;
}
DEBUG &amp;&amp; logger.log(&quot;Item&quot;, i, &quot;is at&quot;, itemOffset, &quot;with next offset&quot;, item[_nextDistance]);
lastItemOffset = itemOffset;
itemOffset += item[_nextDistance];
}
// If we still have an item, make sure the last item matches
if (this.items.length &gt; 0) {
// We can easily compute the next distance since we know where the last item is now
const lastDistance = this.totalLength - lastItemOffset;
assert(
lastDistance &gt;= 0.0,
&quot;Last item distance mismatch: &quot; +
lastDistance +
&quot; -&gt; Total length was &quot; +
this.totalLength +
&quot; and lastItemOffset was &quot; +
lastItemOffset
);
DEBUG &amp;&amp;
logger.log(
&quot;Adjusted distance of last item: it is at&quot;,
lastItemOffset,
&quot;so it has a distance of&quot;,
lastDistance,
&quot;to the end (&quot;,
this.totalLength,
&quot;)&quot;
);
this.items[this.items.length - 1][_nextDistance] = lastDistance;
} else {
DEBUG &amp;&amp; logger.log(&quot; Removed all items so we&apos;ll update spacing to total length&quot;);
// We removed all items so update our spacing
this.spacingToFirstItem = this.totalLength;
}
}
// Update bounds
this.worldBounds = this.computeBounds();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;delete-on-end&quot;);
}
}
/**
* Deletes the entity of the start of the path
* @see deleteEntityOnEnd
* @param {Entity} entity
*/
deleteEntityOnStart(entity) {
assert(
entity === this.entityPath[0],
&quot;Not actually the start entity (instead &quot; + this.entityPath.indexOf(entity) + &quot;)&quot;
);
// Ok, first remove the entity
const beltComp = entity.components.Belt;
const beltLength = beltComp.getEffectiveLengthTiles();
DEBUG &amp;&amp;
logger.log(
&quot;Deleting first entity on path with length&quot;,
this.entityPath.length,
&quot;(reducing&quot;,
this.totalLength,
&quot; by&quot;,
beltLength,
&quot;)&quot;
);
this.totalLength -= beltLength;
this.entityPath.shift();
this.onPathChanged();
DEBUG &amp;&amp;
logger.log(
&quot; New path has length of&quot;,
this.totalLength,
&quot;with&quot;,
this.entityPath.length,
&quot;entities&quot;
);
// This is just for sanity
beltComp.assignedPath = null;
// Clean up items
if (this.items.length === 0) {
// Simple case with no items, just update the first item spacing
this.spacingToFirstItem = this.totalLength;
} else {
// Simple case, we had no item on the beginning -&gt; all good
if (this.spacingToFirstItem &gt;= beltLength) {
DEBUG &amp;&amp;
logger.log(
&quot; No item on the first place, so we can just adjust the spacing (spacing=&quot;,
this.spacingToFirstItem,
&quot;) removed =&quot;,
beltLength
);
this.spacingToFirstItem -= beltLength;
} else {
// Welp, okay we need to drop all items which are &lt; beltLength and adjust
// the other item offsets as well
DEBUG &amp;&amp;
logger.log(
&quot; We have at least one item in the beginning, drop those and adjust spacing (first item @&quot;,
this.spacingToFirstItem,
&quot;) since we removed&quot;,
beltLength,
&quot;length from path&quot;
);
DEBUG &amp;&amp;
logger.log(
&quot; Items:&quot;,
this.items.map(i =&gt; i[_nextDistance])
);
// Find offset to first item
let itemOffset = this.spacingToFirstItem;
for (let i = 0; i &lt; this.items.length; ++i) {
const item = this.items[i];
if (itemOffset &lt;= beltLength) {
DEBUG &amp;&amp;
logger.log(
&quot; -&gt; Dropping item with index&quot;,
i,
&quot;at&quot;,
itemOffset,
&quot;since it was on the removed belt&quot;
);
// This item must be dropped
this.items.splice(i, 1);
i -= 1;
itemOffset += item[_nextDistance];
continue;
} else {
// This item can be kept, thus its the first we know
break;
}
}
if (this.items.length &gt; 0) {
DEBUG &amp;&amp;
logger.log(
&quot; Offset of first non-dropped item was at:&quot;,
itemOffset,
&quot;-&gt; setting spacing to it (total length=&quot;,
this.totalLength,
&quot;)&quot;
);
this.spacingToFirstItem = itemOffset - beltLength;
assert(
this.spacingToFirstItem &gt;= 0.0,
&quot;Invalid spacing after delete on start: &quot; + this.spacingToFirstItem
);
} else {
DEBUG &amp;&amp; logger.log(&quot; We dropped all items, simply set spacing to total length&quot;);
// We dropped all items, simple one
this.spacingToFirstItem = this.totalLength;
}
}
}
// Update bounds
this.worldBounds = this.computeBounds();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;delete-on-start&quot;);
}
}
/**
* Extends the path by the given other path
* @param {BeltPath} otherPath
*/
extendByPath(otherPath) {
assert(otherPath !== this, &quot;Circular path dependency&quot;);
const entities = otherPath.entityPath;
DEBUG &amp;&amp; logger.log(&quot;Extending path by other path, starting to add entities&quot;);
const oldLength = this.totalLength;
DEBUG &amp;&amp; logger.log(&quot; Adding&quot;, entities.length, &quot;new entities, current length =&quot;, this.totalLength);
// First, append entities
for (let i = 0; i &lt; entities.length; ++i) {
const entity = entities[i];
const beltComp = entity.components.Belt;
// Add to path and update references
this.entityPath.push(entity);
beltComp.assignedPath = this;
// Update our length
const additionalLength = beltComp.getEffectiveLengthTiles();
this.totalLength += additionalLength;
}
DEBUG &amp;&amp;
logger.log(
&quot; Path is now&quot;,
this.entityPath.length,
&quot;entities and has a length of&quot;,
this.totalLength
);
// Now, update the distance of our last item
if (this.items.length !== 0) {
const lastItem = this.items[this.items.length - 1];
lastItem[_nextDistance] += otherPath.spacingToFirstItem;
DEBUG &amp;&amp;
logger.log(&quot; Add distance to last item, effectively being&quot;, lastItem[_nextDistance], &quot;now&quot;);
} else {
// Seems we have no items, update our first item distance
this.spacingToFirstItem = oldLength + otherPath.spacingToFirstItem;
DEBUG &amp;&amp;
logger.log(
&quot; We had no items, so our new spacing to first is old length (&quot;,
oldLength,
&quot;) plus others spacing to first (&quot;,
otherPath.spacingToFirstItem,
&quot;) =&quot;,
this.spacingToFirstItem
);
}
DEBUG &amp;&amp; logger.log(&quot; Pushing&quot;, otherPath.items.length, &quot;items from other path&quot;);
// Aaand push the other paths items
for (let i = 0; i &lt; otherPath.items.length; ++i) {
const item = otherPath.items[i];
this.items.push([item[_nextDistance], item[_item]]);
}
// Update bounds
this.worldBounds = this.computeBounds();
this.onPathChanged();
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;extend-by-path&quot;);
}
}
/**
* Computes the total length of the path
* @returns {number}
*/
computeTotalLength() {
let length = 0;
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const entity = this.entityPath[i];
length += entity.components.Belt.getEffectiveLengthTiles();
}
return length;
}
/**
* Performs one tick
*/
update() {
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;pre-update&quot;);
}
// Divide by item spacing on belts since we use throughput and not speed
let beltSpeed =
this.root.hubGoals.getBeltBaseSpeed() *
this.root.dynamicTickrate.deltaSeconds *
globalConfig.itemSpacingOnBelts;
if (G_IS_DEV &amp;&amp; globalConfig.debug.instantBelts) {
beltSpeed *= 100;
}
// Store whether this is the first item we processed, so premature
// item ejection is available
let isFirstItemProcessed = true;
// Store how much velocity (strictly its distance, not velocity) we have to distribute over all items
let remainingVelocity = beltSpeed;
// Store the last item we processed, so we can skip clashed ones
let lastItemProcessed;
for (lastItemProcessed = this.items.length - 1; lastItemProcessed &gt;= 0; --lastItemProcessed) {
const nextDistanceAndItem = this.items[lastItemProcessed];
// Compute how much spacing we need at least
const minimumSpacing =
lastItemProcessed === this.items.length - 1 ? 0 : globalConfig.itemSpacingOnBelts;
// Compute how much we can advance
const clampedProgress = Math.max(
0,
Math.min(remainingVelocity, nextDistanceAndItem[_nextDistance] - minimumSpacing)
);
// Reduce our velocity by the amount we consumed
remainingVelocity -= clampedProgress;
// Reduce the spacing
nextDistanceAndItem[_nextDistance] -= clampedProgress;
// Advance all items behind by the progress we made
this.spacingToFirstItem += clampedProgress;
// If the last item can be ejected, eject it and reduce the spacing, because otherwise
// we lose velocity
if (isFirstItemProcessed &amp;&amp; nextDistanceAndItem[_nextDistance] &lt; 1e-7) {
// Store how much velocity we &quot;lost&quot; because we bumped the item to the end of the
// belt but couldn&apos;t move it any farther. We need this to tell the item acceptor
// animation to start a tad later, so everything matches up. Yes I&apos;m a perfectionist.
const excessVelocity = beltSpeed - clampedProgress;
// Try to directly get rid of the item
if (this.tryHandOverItem(nextDistanceAndItem[_item], excessVelocity)) {
this.items.pop();
const itemBehind = this.items[lastItemProcessed - 1];
if (itemBehind &amp;&amp; this.numCompressedItemsAfterFirstItem &gt; 0) {
// So, with the next tick we will skip this item, but it actually has the potential
// to process farther -&gt; If we don&apos;t advance here, we loose a tiny bit of progress
// every tick which causes the belt to be slower than it actually is.
// Also see #999
const fixupProgress = Math.max(
0,
Math.min(remainingVelocity, itemBehind[_nextDistance])
);
// See above
itemBehind[_nextDistance] -= fixupProgress;
remainingVelocity -= fixupProgress;
this.spacingToFirstItem += fixupProgress;
}
// Reduce the number of compressed items since the first item no longer exists
this.numCompressedItemsAfterFirstItem = Math.max(
0,
this.numCompressedItemsAfterFirstItem - 1
);
}
}
if (isFirstItemProcessed) {
// Skip N null items after first items
lastItemProcessed -= this.numCompressedItemsAfterFirstItem;
}
isFirstItemProcessed = false;
if (remainingVelocity &lt; 1e-7) {
break;
}
}
// Compute compressed item count
this.numCompressedItemsAfterFirstItem = Math.max(
0,
this.numCompressedItemsAfterFirstItem,
this.items.length - 2 - lastItemProcessed
);
// Check if we have an item which is ready to be emitted
const lastItem = this.items[this.items.length - 1];
if (lastItem &amp;&amp; lastItem[_nextDistance] === 0 &amp;&amp; this.acceptorTarget) {
if (this.tryHandOverItem(lastItem[_item])) {
this.items.pop();
this.numCompressedItemsAfterFirstItem = Math.max(
0,
this.numCompressedItemsAfterFirstItem - 1
);
}
}
if (G_IS_DEV &amp;&amp; globalConfig.debug.checkBeltPaths) {
this.debug_checkIntegrity(&quot;post-update&quot;);
}
}
/**
* Tries to hand over the item to the end entity
* @param {BaseItem} item
*/
tryHandOverItem(item, remainingProgress = 0.0) {
if (!this.acceptorTarget) {
return;
}
const targetAcceptorComp = this.acceptorTarget.entity.components.ItemAcceptor;
// Check if the acceptor has a filter for example
if (targetAcceptorComp &amp;&amp; !targetAcceptorComp.canAcceptItem(this.acceptorTarget.slot, item)) {
// Well, this item is not accepted
return false;
}
// Try to pass over
if (
this.root.systemMgr.systems.itemEjector.tryPassOverItem(
item,
this.acceptorTarget.entity,
this.acceptorTarget.slot
)
) {
// Trigger animation on the acceptor comp
const targetAcceptorComp = this.acceptorTarget.entity.components.ItemAcceptor;
if (targetAcceptorComp) {
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
targetAcceptorComp.onItemAccepted(
this.acceptorTarget.slot,
this.acceptorTarget.direction,
item,
remainingProgress
);
}
}
return true;
}
return false;
}
/**
* Computes a world space position from the given progress
* @param {number} progress
* @returns {Vector}
*/
computePositionFromProgress(progress) {
let currentLength = 0;
// floating point issues ..
assert(progress &lt;= this.totalLength + 0.02, &quot;Progress too big: &quot; + progress);
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const beltComp = this.entityPath[i].components.Belt;
const localLength = beltComp.getEffectiveLengthTiles();
if (currentLength + localLength &gt;= progress || i === this.entityPath.length - 1) {
// Min required here due to floating point issues
const localProgress = Math.min(1.0, progress - currentLength);
assert(localProgress &gt;= 0.0, &quot;Invalid local progress: &quot; + localProgress);
const localSpace = beltComp.transformBeltToLocalSpace(localProgress);
return this.entityPath[i].components.StaticMapEntity.localTileToWorld(localSpace);
}
currentLength += localLength;
}
assert(false, &quot;invalid progress: &quot; + progress + &quot; (max: &quot; + this.totalLength + &quot;)&quot;);
}
/**
*
* @param {DrawParameters} parameters
*/
drawDebug(parameters) {
if (!parameters.visibleRect.containsRect(this.worldBounds)) {
return;
}
parameters.context.fillStyle = &quot;#d79a25&quot;;
parameters.context.strokeStyle = &quot;#d79a25&quot;;
parameters.context.beginPath();
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const entity = this.entityPath[i];
const pos = entity.components.StaticMapEntity;
const worldPos = pos.origin.toWorldSpaceCenterOfTile();
if (i === 0) {
parameters.context.moveTo(worldPos.x, worldPos.y);
} else {
parameters.context.lineTo(worldPos.x, worldPos.y);
}
}
parameters.context.stroke();
// Items
let progress = this.spacingToFirstItem;
for (let i = 0; i &lt; this.items.length; ++i) {
const nextDistanceAndItem = this.items[i];
const worldPos = this.computePositionFromProgress(progress).toWorldSpaceCenterOfTile();
parameters.context.fillStyle = &quot;#268e4d&quot;;
parameters.context.beginRoundedRect(worldPos.x - 5, worldPos.y - 5, 10, 10, 3);
parameters.context.fill();
parameters.context.font = &quot;6px GameFont&quot;;
parameters.context.fillStyle = &quot;#111&quot;;
parameters.context.fillText(
&quot;&quot; + round4Digits(nextDistanceAndItem[_nextDistance]),
worldPos.x + 5,
worldPos.y + 2
);
progress += nextDistanceAndItem[_nextDistance];
if (this.items.length - 1 - this.numCompressedItemsAfterFirstItem === i) {
parameters.context.fillStyle = &quot;red&quot;;
parameters.context.fillRect(worldPos.x + 5, worldPos.y, 20, 3);
}
}
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const entity = this.entityPath[i];
parameters.context.fillStyle = &quot;#d79a25&quot;;
const pos = entity.components.StaticMapEntity;
const worldPos = pos.origin.toWorldSpaceCenterOfTile();
parameters.context.beginCircle(worldPos.x, worldPos.y, i === 0 ? 5 : 3);
parameters.context.fill();
}
for (let progress = 0; progress &lt;= this.totalLength + 0.01; progress += 0.2) {
const worldPos = this.computePositionFromProgress(progress).toWorldSpaceCenterOfTile();
parameters.context.fillStyle = &quot;red&quot;;
parameters.context.beginCircle(worldPos.x, worldPos.y, 1);
parameters.context.fill();
}
const firstItemIndicator = this.computePositionFromProgress(
this.spacingToFirstItem
).toWorldSpaceCenterOfTile();
parameters.context.fillStyle = &quot;purple&quot;;
parameters.context.fillRect(firstItemIndicator.x - 3, firstItemIndicator.y - 1, 6, 2);
}
/**
* Checks if this belt path should render simplified
*/
checkIsPotatoMode() {
// POTATO Mode: Only show items when belt is hovered
if (!this.root.app.settings.getAllSettings().simplifiedBelts) {
return false;
}
if (this.root.currentLayer !== &quot;regular&quot;) {
// Not in regular layer
return true;
}
const mousePos = this.root.app.mousePosition;
if (!mousePos) {
// Mouse not registered
return true;
}
const tile = this.root.camera.screenToWorld(mousePos).toTileSpace();
const contents = this.root.map.getLayerContentXY(tile.x, tile.y, &quot;regular&quot;);
if (!contents || !contents.components.Belt) {
// Nothing below
return true;
}
if (contents.components.Belt.assignedPath !== this) {
// Not this path
return true;
}
return false;
}
/**
* Draws the path
* @param {DrawParameters} parameters
*/
draw(parameters) {
if (!parameters.visibleRect.containsRect(this.worldBounds)) {
return;
}
if (this.items.length === 0) {
// Early out
return;
}
if (this.checkIsPotatoMode()) {
const firstItem = this.items[0];
if (this.entityPath.length &gt; 1 &amp;&amp; firstItem) {
const medianBeltIndex = clamp(
Math.round(this.entityPath.length / 2 - 1),
0,
this.entityPath.length - 1
);
const medianBelt = this.entityPath[medianBeltIndex];
const beltComp = medianBelt.components.Belt;
const staticComp = medianBelt.components.StaticMapEntity;
const centerPosLocal = beltComp.transformBeltToLocalSpace(
this.entityPath.length % 2 === 0 ? beltComp.getEffectiveLengthTiles() : 0.5
);
const centerPos = staticComp.localTileToWorld(centerPosLocal).toWorldSpaceCenterOfTile();
parameters.context.globalAlpha = 0.5;
firstItem[_item].drawItemCenteredClipped(centerPos.x, centerPos.y, parameters);
parameters.context.globalAlpha = 1;
}
return;
}
let currentItemPos = this.spacingToFirstItem;
let currentItemIndex = 0;
let trackPos = 0.0;
// Iterate whole track and check items
for (let i = 0; i &lt; this.entityPath.length; ++i) {
const entity = this.entityPath[i];
const beltComp = entity.components.Belt;
const beltLength = beltComp.getEffectiveLengthTiles();
// Check if the current items are on the belt
while (trackPos + beltLength &gt;= currentItemPos - 1e-5) {
// It&apos;s on the belt, render it now
const staticComp = entity.components.StaticMapEntity;
assert(
currentItemPos - trackPos &gt;= 0,
&quot;invalid track pos: &quot; + currentItemPos + &quot; vs &quot; + trackPos + &quot; (l =&quot; + beltLength + &quot;)&quot;
);
const localPos = beltComp.transformBeltToLocalSpace(currentItemPos - trackPos);
const worldPos = staticComp.localTileToWorld(localPos).toWorldSpaceCenterOfTile();
const distanceAndItem = this.items[currentItemIndex];
distanceAndItem[_item].drawItemCenteredClipped(
worldPos.x,
worldPos.y,
parameters,
globalConfig.defaultItemDiameter
);
// Check for the next item
currentItemPos += distanceAndItem[_nextDistance];
++currentItemIndex;
if (currentItemIndex &gt;= this.items.length) {
// We rendered all items
return;
}
}
trackPos += beltLength;
}
}
}
</code></pre>
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