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* 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>
130 lines
3.7 KiB
JavaScript
130 lines
3.7 KiB
JavaScript
/* typehints:start*/
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import { Application } from "../application";
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/* typehints:end*/
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import { GameState } from "./game_state";
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import { createLogger } from "./logging";
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import { APPLICATION_ERROR_OCCURED } from "./error_handler";
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import { waitNextFrame, removeAllChildren } from "./utils";
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import { MOD_SIGNALS } from "../mods/mod_signals";
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const logger = createLogger("state_manager");
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/**
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* This is the main state machine which drives the game states.
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*/
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export class StateManager {
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/**
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* @param {Application} app
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*/
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constructor(app) {
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this.app = app;
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/** @type {GameState} */
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this.currentState = null;
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/** @type {Object.<string, new() => GameState>} */
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this.stateClasses = {};
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}
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/**
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* Registers a new state class, should be a GameState derived class
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* @param {object} stateClass
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*/
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register(stateClass) {
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// Create a dummy to retrieve the key
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const dummy = new stateClass();
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assert(dummy instanceof GameState, "Not a state!");
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const key = dummy.getKey();
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assert(!this.stateClasses[key], `State '${key}' is already registered!`);
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this.stateClasses[key] = stateClass;
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}
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/**
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* Constructs a new state or returns the instance from the cache
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* @param {string} key
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*/
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constructState(key) {
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if (this.stateClasses[key]) {
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return new this.stateClasses[key]();
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}
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assert(false, `State '${key}' is not known!`);
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}
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/**
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* Moves to a given state
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* @param {string} key State Key
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*/
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moveToState(key, payload = {}) {
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if (APPLICATION_ERROR_OCCURED) {
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console.warn("Skipping state transition because of application crash");
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return;
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}
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if (this.currentState) {
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if (key === this.currentState.getKey()) {
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logger.error(`State '${key}' is already active!`);
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return false;
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}
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this.currentState.internalLeaveCallback();
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// Remove all references
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for (const stateKey in this.currentState) {
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if (this.currentState.hasOwnProperty(stateKey)) {
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delete this.currentState[stateKey];
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}
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}
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this.currentState = null;
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}
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this.currentState = this.constructState(key);
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this.currentState.internalRegisterCallback(this, this.app);
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// Clean up old elements
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removeAllChildren(document.body);
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document.body.className = "gameState " + (this.currentState.getHasFadeIn() ? "" : "arrived");
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document.body.id = "state_" + key;
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document.body.innerHTML = this.currentState.internalGetFullHtml();
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const dialogParent = document.createElement("div");
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dialogParent.classList.add("modalDialogParent");
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document.body.appendChild(dialogParent);
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try {
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this.currentState.internalEnterCallback(payload);
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} catch (ex) {
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console.error(ex);
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throw ex;
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}
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this.app.sound.playThemeMusic(this.currentState.getThemeMusic());
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this.currentState.onResized(this.app.screenWidth, this.app.screenHeight);
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this.app.analytics.trackStateEnter(key);
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window.history.pushState(
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{
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key,
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},
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key
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);
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MOD_SIGNALS.stateEntered.dispatch(this.currentState);
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waitNextFrame().then(() => {
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document.body.classList.add("arrived");
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});
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return true;
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}
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/**
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* Returns the current state
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* @returns {GameState}
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*/
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getCurrentState() {
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return this.currentState;
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}
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}
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