mirror of
https://github.com/tobspr/shapez.io.git
synced 2024-10-27 20:34:29 +00:00
1215 lines
41 KiB
JavaScript
1215 lines
41 KiB
JavaScript
import { globalConfig } from "../core/config";
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import { DrawParameters } from "../core/draw_parameters";
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import { gItemRegistry } from "../core/global_registries";
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import { createLogger } from "../core/logging";
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import { Rectangle } from "../core/rectangle";
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import { epsilonCompare, round4Digits } from "../core/utils";
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import { enumDirection, enumDirectionToVector, Vector, enumInvertedDirections } from "../core/vector";
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import { BasicSerializableObject, types } from "../savegame/serialization";
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import { BaseItem } from "./base_item";
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import { Entity } from "./entity";
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import { GameRoot, enumLayer } from "./root";
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const logger = createLogger("belt_path");
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// Helpers for more semantic access into interleaved arrays
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const _nextDistance = 0;
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const _item = 1;
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const DEBUG = G_IS_DEV && false;
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/**
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* Stores a path of belts, used for optimizing performance
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*/
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export class BeltPath extends BasicSerializableObject {
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static getId() {
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return "BeltPath";
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}
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static getSchema() {
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return {
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entityPath: types.array(types.entity),
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items: types.array(types.pair(types.ufloat, types.obj(gItemRegistry))),
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spacingToFirstItem: types.ufloat,
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};
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}
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/**
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* Creates a path from a serialized object
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* @param {GameRoot} root
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* @param {Object} data
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* @returns {BeltPath|string}
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*/
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static fromSerialized(root, data) {
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// Create fake object which looks like a belt path but skips the constructor
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const fakeObject = /** @type {BeltPath} */ (Object.create(BeltPath.prototype));
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fakeObject.root = root;
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// Deserialize the data
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const errorCodeDeserialize = fakeObject.deserialize(data);
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if (errorCodeDeserialize) {
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return errorCodeDeserialize;
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}
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// Compute other properties
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fakeObject.init(false);
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return fakeObject;
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}
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/**
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* @param {GameRoot} root
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* @param {Array<Entity>} entityPath
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*/
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constructor(root, entityPath) {
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super();
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this.root = root;
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assert(entityPath.length > 0, "invalid entity path");
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this.entityPath = entityPath;
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/**
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* Stores the items sorted, and their distance to the previous item (or start)
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* Layout: [distanceToNext, item]
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* @type {Array<[number, BaseItem]>}
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*/
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this.items = [];
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/**
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* Stores the spacing to the first item
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*/
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this.init();
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if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
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this.debug_checkIntegrity("constructor");
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}
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}
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/**
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* Initializes the path by computing the properties which are not saved
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* @param {boolean} computeSpacing Whether to also compute the spacing
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*/
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init(computeSpacing = true) {
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this.onPathChanged();
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this.totalLength = this.computeTotalLength();
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if (computeSpacing) {
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this.spacingToFirstItem = this.totalLength;
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}
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/**
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* Current bounds of this path
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* @type {Rectangle}
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*/
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this.worldBounds = this.computeBounds();
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// Connect the belts
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for (let i = 0; i < this.entityPath.length; ++i) {
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this.entityPath[i].components.Belt.assignedPath = this;
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}
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}
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/**
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* Returns whether this path can accept a new item
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* @returns {boolean}
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*/
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canAcceptItem() {
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return this.spacingToFirstItem >= globalConfig.itemSpacingOnBelts;
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}
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/**
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* Tries to accept the item
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* @param {BaseItem} item
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*/
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tryAcceptItem(item) {
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if (this.spacingToFirstItem >= globalConfig.itemSpacingOnBelts) {
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// So, since we already need one tick to accept this item we will add this directly.
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const beltProgressPerTick =
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this.root.hubGoals.getBeltBaseSpeed() *
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this.root.dynamicTickrate.deltaSeconds *
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globalConfig.itemSpacingOnBelts;
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// First, compute how much progress we can make *at max*
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const maxProgress = Math.max(0, this.spacingToFirstItem - globalConfig.itemSpacingOnBelts);
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const initialProgress = Math.min(maxProgress, beltProgressPerTick);
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this.items.unshift([this.spacingToFirstItem - initialProgress, item]);
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this.spacingToFirstItem = initialProgress;
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if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
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this.debug_checkIntegrity("accept-item");
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}
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return true;
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}
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return false;
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}
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/**
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* SLOW / Tries to find the item closest to the given tile
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* @param {Vector} tile
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* @returns {BaseItem|null}
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*/
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findItemAtTile(tile) {
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// @TODO: This breaks color blind mode otherwise
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return null;
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}
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/**
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* Computes the tile bounds of the path
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* @returns {Rectangle}
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*/
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computeBounds() {
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let bounds = this.entityPath[0].components.StaticMapEntity.getTileSpaceBounds();
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for (let i = 1; i < this.entityPath.length; ++i) {
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const staticComp = this.entityPath[i].components.StaticMapEntity;
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const otherBounds = staticComp.getTileSpaceBounds();
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bounds = bounds.getUnion(otherBounds);
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}
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return bounds.allScaled(globalConfig.tileSize);
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}
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/**
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* Recomputes cache variables once the path was changed
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*/
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onPathChanged() {
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this.acceptorTarget = this.computeAcceptingEntityAndSlot();
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}
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/**
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* Called by the belt system when the surroundings changed
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*/
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onSurroundingsChanged() {
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this.onPathChanged();
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}
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/**
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* Finds the entity which accepts our items
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* @return {{ entity: Entity, slot: number, direction?: enumDirection }}
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*/
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computeAcceptingEntityAndSlot() {
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const lastEntity = this.entityPath[this.entityPath.length - 1];
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const lastStatic = lastEntity.components.StaticMapEntity;
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const lastBeltComp = lastEntity.components.Belt;
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// Figure out where and into which direction we eject items
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const ejectSlotWsTile = lastStatic.localTileToWorld(new Vector(0, 0));
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const ejectSlotWsDirection = lastStatic.localDirectionToWorld(lastBeltComp.direction);
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const ejectSlotWsDirectionVector = enumDirectionToVector[ejectSlotWsDirection];
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const ejectSlotTargetWsTile = ejectSlotWsTile.add(ejectSlotWsDirectionVector);
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// Try to find the given acceptor component to take the item
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const targetEntity = this.root.map.getLayerContentXY(
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ejectSlotTargetWsTile.x,
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ejectSlotTargetWsTile.y,
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enumLayer.regular
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);
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if (targetEntity) {
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const targetStaticComp = targetEntity.components.StaticMapEntity;
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const targetBeltComp = targetEntity.components.Belt;
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// Check for belts (special case)
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if (targetBeltComp) {
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const beltAcceptingDirection = targetStaticComp.localDirectionToWorld(enumDirection.top);
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if (ejectSlotWsDirection === beltAcceptingDirection) {
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return {
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entity: targetEntity,
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direction: null,
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slot: 0,
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};
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}
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}
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// Check for item acceptors
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const targetAcceptorComp = targetEntity.components.ItemAcceptor;
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if (!targetAcceptorComp) {
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// Entity doesn't accept items
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return;
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}
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const ejectingDirection = targetStaticComp.worldDirectionToLocal(ejectSlotWsDirection);
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const matchingSlot = targetAcceptorComp.findMatchingSlot(
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targetStaticComp.worldToLocalTile(ejectSlotTargetWsTile),
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ejectingDirection
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);
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if (!matchingSlot) {
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// No matching slot found
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return;
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}
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return {
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entity: targetEntity,
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slot: matchingSlot.index,
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direction: enumInvertedDirections[ejectingDirection],
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};
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}
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}
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// Following code will be compiled out outside of dev versions
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/* dev:start */
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/**
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* Helper to throw an error on mismatch
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* @param {string} change
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* @param {Array<any>} reason
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*/
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debug_failIntegrity(change, ...reason) {
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throw new Error("belt path invalid (" + change + "): " + reason.map(i => "" + i).join(" "));
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}
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/**
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* Checks if this path is valid
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*/
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debug_checkIntegrity(currentChange = "change") {
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const fail = (...args) => this.debug_failIntegrity(currentChange, ...args);
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// Check for empty path
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if (this.entityPath.length === 0) {
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return fail("Belt path is empty");
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}
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// Check for mismatching length
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const totalLength = this.computeTotalLength();
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if (!epsilonCompare(this.totalLength, totalLength, 0.01)) {
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return this.debug_failIntegrity(
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currentChange,
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"Total length mismatch, stored =",
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this.totalLength,
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"but correct is",
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totalLength
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);
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}
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// Check for misconnected entities
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for (let i = 0; i < this.entityPath.length - 1; ++i) {
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const entity = this.entityPath[i];
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if (entity.destroyed) {
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return fail("Reference to destroyed entity " + entity.uid);
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}
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const followUp = this.root.systemMgr.systems.belt.findFollowUpEntity(entity);
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if (!followUp) {
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return fail(
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"Follow up entity for the",
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i,
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"-th entity (total length",
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this.entityPath.length,
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") was null!"
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);
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}
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if (followUp !== this.entityPath[i + 1]) {
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return fail(
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"Follow up entity mismatch, stored is",
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this.entityPath[i + 1].uid,
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"but real one is",
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followUp.uid
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);
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}
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if (entity.components.Belt.assignedPath !== this) {
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return fail(
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"Entity with uid",
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entity.uid,
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"doesn't have this path assigned, but this path contains the entity."
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);
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}
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}
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// Check spacing
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if (this.spacingToFirstItem > this.totalLength + 0.005) {
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return fail(
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currentChange,
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"spacing to first item (",
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this.spacingToFirstItem,
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") is greater than total length (",
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this.totalLength,
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")"
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);
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}
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// Check distance if empty
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if (this.items.length === 0 && !epsilonCompare(this.spacingToFirstItem, this.totalLength, 0.01)) {
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return fail(
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currentChange,
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"Path is empty but spacing to first item (",
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this.spacingToFirstItem,
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") does not equal total length (",
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this.totalLength,
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")"
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);
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}
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// Check items etc
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let currentPos = this.spacingToFirstItem;
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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if (item[_nextDistance] < 0 || item[_nextDistance] > this.totalLength + 0.02) {
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return fail(
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"Item has invalid offset to next item: ",
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item[_nextDistance],
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"(total length:",
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this.totalLength,
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")"
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);
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}
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currentPos += item[_nextDistance];
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}
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// Check the total sum matches
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if (!epsilonCompare(currentPos, this.totalLength, 0.01)) {
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return fail(
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"total sum (",
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currentPos,
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") of first item spacing (",
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this.spacingToFirstItem,
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") and items does not match total length (",
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this.totalLength,
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") -> items: " + this.items.map(i => i[_nextDistance]).join("|")
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);
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}
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// Check bounds
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const actualBounds = this.computeBounds();
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if (!actualBounds.equalsEpsilon(this.worldBounds, 0.01)) {
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return fail("Bounds are stale");
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}
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}
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/* dev:end */
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/**
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* Extends the belt path by the given belt
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* @param {Entity} entity
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*/
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extendOnEnd(entity) {
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DEBUG && logger.log("Extending belt path by entity at", entity.components.StaticMapEntity.origin);
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const beltComp = entity.components.Belt;
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// Append the entity
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this.entityPath.push(entity);
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this.onPathChanged();
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// Extend the path length
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const additionalLength = beltComp.getEffectiveLengthTiles();
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this.totalLength += additionalLength;
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DEBUG && logger.log(" Extended total length by", additionalLength, "to", this.totalLength);
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// If we have no item, just update the distance to the first item
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if (this.items.length === 0) {
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this.spacingToFirstItem = this.totalLength;
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DEBUG && logger.log(" Extended spacing to first to", this.totalLength, "(= total length)");
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} else {
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// Otherwise, update the next-distance of the last item
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const lastItem = this.items[this.items.length - 1];
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DEBUG &&
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logger.log(
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" Extended spacing of last item from",
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lastItem[_nextDistance],
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"to",
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lastItem[_nextDistance] + additionalLength
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);
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lastItem[_nextDistance] += additionalLength;
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}
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// Assign reference
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beltComp.assignedPath = this;
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// Update bounds
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this.worldBounds = this.computeBounds();
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if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
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this.debug_checkIntegrity("extend-on-end");
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}
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}
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/**
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* Extends the path with the given entity on the beginning
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* @param {Entity} entity
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*/
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extendOnBeginning(entity) {
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const beltComp = entity.components.Belt;
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DEBUG && logger.log("Extending the path on the beginning");
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// All items on that belt are simply lost (for now)
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const length = beltComp.getEffectiveLengthTiles();
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// Extend the length of this path
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this.totalLength += length;
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// Simply adjust the first item spacing cuz we have no items contained
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this.spacingToFirstItem += length;
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// Set handles and append entity
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beltComp.assignedPath = this;
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this.entityPath.unshift(entity);
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this.onPathChanged();
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// Update bounds
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this.worldBounds = this.computeBounds();
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if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
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this.debug_checkIntegrity("extend-on-begin");
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}
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}
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/**
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* Returns if the given entity is the end entity of the path
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* @param {Entity} entity
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* @returns {boolean}
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*/
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isEndEntity(entity) {
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return this.entityPath[this.entityPath.length - 1] === entity;
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}
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/**
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* Returns if the given entity is the start entity of the path
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* @param {Entity} entity
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* @returns {boolean}
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*/
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isStartEntity(entity) {
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return this.entityPath[0] === entity;
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}
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/**
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* Splits this path at the given entity by removing it, and
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* returning the new secondary paht
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* @param {Entity} entity
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* @returns {BeltPath}
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*/
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deleteEntityOnPathSplitIntoTwo(entity) {
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DEBUG && logger.log("Splitting path at entity", entity.components.StaticMapEntity.origin);
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// First, find where the current path ends
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const beltComp = entity.components.Belt;
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beltComp.assignedPath = null;
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const entityLength = beltComp.getEffectiveLengthTiles();
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assert(this.entityPath.indexOf(entity) >= 0, "Entity not contained for split");
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assert(this.entityPath.indexOf(entity) !== 0, "Entity is first");
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assert(this.entityPath.indexOf(entity) !== this.entityPath.length - 1, "Entity is last");
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let firstPathEntityCount = 0;
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let firstPathLength = 0;
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let firstPathEndEntity = null;
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for (let i = 0; i < this.entityPath.length; ++i) {
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const otherEntity = this.entityPath[i];
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if (otherEntity === entity) {
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DEBUG && logger.log("Found entity at", i, "of length", firstPathLength);
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break;
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}
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++firstPathEntityCount;
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firstPathEndEntity = otherEntity;
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firstPathLength += otherEntity.components.Belt.getEffectiveLengthTiles();
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}
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DEBUG &&
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logger.log(
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"First path ends at",
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firstPathLength,
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"and entity",
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firstPathEndEntity.components.StaticMapEntity.origin,
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"and has",
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firstPathEntityCount,
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"entities"
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);
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// Compute length of second path
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const secondPathLength = this.totalLength - firstPathLength - entityLength;
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const secondPathStart = firstPathLength + entityLength;
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const secondEntities = this.entityPath.splice(firstPathEntityCount + 1);
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DEBUG &&
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logger.log(
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"Second path starts at",
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secondPathStart,
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"and has a length of ",
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secondPathLength,
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"with",
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secondEntities.length,
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"entities"
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);
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// Remove the last item
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this.entityPath.pop();
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DEBUG && logger.log("Splitting", this.items.length, "items");
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DEBUG &&
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logger.log(
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"Old items are",
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this.items.map(i => i[_nextDistance])
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);
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// Create second path
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const secondPath = new BeltPath(this.root, secondEntities);
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// Remove all items which are no longer relevant and transfer them to the second path
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let itemPos = this.spacingToFirstItem;
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for (let i = 0; i < this.items.length; ++i) {
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const item = this.items[i];
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const distanceToNext = item[_nextDistance];
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DEBUG && logger.log(" Checking item at", itemPos, "with distance of", distanceToNext, "to next");
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// Check if this item is past the first path
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if (itemPos >= firstPathLength) {
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// Remove it from the first path
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|
this.items.splice(i, 1);
|
|
i -= 1;
|
|
DEBUG &&
|
|
logger.log(" Removed item from first path since its no longer contained @", itemPos);
|
|
|
|
// Check if its on the second path (otherwise its on the removed belt and simply lost)
|
|
if (itemPos >= secondPathStart) {
|
|
// Put item on second path
|
|
secondPath.items.push([distanceToNext, item[_item]]);
|
|
DEBUG &&
|
|
logger.log(
|
|
" Put item to second path @",
|
|
itemPos,
|
|
"with distance to next =",
|
|
distanceToNext
|
|
);
|
|
|
|
// If it was the first item, adjust the distance to the first item
|
|
if (secondPath.items.length === 1) {
|
|
DEBUG && logger.log(" Sinc it was the first, set sapcing of first to", itemPos);
|
|
secondPath.spacingToFirstItem = itemPos - secondPathStart;
|
|
}
|
|
} else {
|
|
DEBUG && logger.log(" Item was on the removed belt, so its gone - forever!");
|
|
}
|
|
} else {
|
|
// Seems this item is on the first path (so all good), so just make sure it doesn't
|
|
// have a nextDistance which is bigger than the total path length
|
|
const clampedDistanceToNext = Math.min(itemPos + distanceToNext, firstPathLength) - itemPos;
|
|
if (clampedDistanceToNext < distanceToNext) {
|
|
DEBUG &&
|
|
logger.log(
|
|
"Correcting next distance (first path) from",
|
|
distanceToNext,
|
|
"to",
|
|
clampedDistanceToNext
|
|
);
|
|
item[_nextDistance] = clampedDistanceToNext;
|
|
}
|
|
}
|
|
|
|
// Advance items
|
|
itemPos += distanceToNext;
|
|
}
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
"New items are",
|
|
this.items.map(i => i[_nextDistance])
|
|
);
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
"And second path items are",
|
|
secondPath.items.map(i => 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 && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("split-two-first");
|
|
secondPath.debug_checkIntegrity("split-two-second");
|
|
}
|
|
|
|
return secondPath;
|
|
}
|
|
|
|
/**
|
|
* Deletes the last entity
|
|
* @param {Entity} entity
|
|
*/
|
|
deleteEntityOnEnd(entity) {
|
|
assert(
|
|
this.entityPath[this.entityPath.length - 1] === entity,
|
|
"Not actually the last entity (instead " + this.entityPath.indexOf(entity) + ")"
|
|
);
|
|
|
|
// Ok, first remove the entity
|
|
const beltComp = entity.components.Belt;
|
|
const beltLength = beltComp.getEffectiveLengthTiles();
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
"Deleting last entity on path with length",
|
|
this.entityPath.length,
|
|
"(reducing",
|
|
this.totalLength,
|
|
" by",
|
|
beltLength,
|
|
")"
|
|
);
|
|
this.totalLength -= beltLength;
|
|
this.entityPath.pop();
|
|
this.onPathChanged();
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
" New path has length of",
|
|
this.totalLength,
|
|
"with",
|
|
this.entityPath.length,
|
|
"entities"
|
|
);
|
|
|
|
// 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 && logger.log(" Adjusting", this.items.length, "items");
|
|
|
|
for (let i = 0; i < this.items.length; ++i) {
|
|
const item = this.items[i];
|
|
|
|
// Get rid of items past this path
|
|
if (itemOffset >= this.totalLength) {
|
|
DEBUG && logger.log("Dropping item (current index=", i, ")");
|
|
this.items.splice(i, 1);
|
|
i -= 1;
|
|
continue;
|
|
}
|
|
|
|
DEBUG && logger.log("Item", i, "is at", itemOffset, "with next offset", item[_nextDistance]);
|
|
lastItemOffset = itemOffset;
|
|
itemOffset += item[_nextDistance];
|
|
}
|
|
|
|
// If we still have an item, make sure the last item matches
|
|
if (this.items.length > 0) {
|
|
// We can easily compute the next distance since we know where the last item is now
|
|
const lastDistance = this.totalLength - lastItemOffset;
|
|
assert(
|
|
lastDistance >= 0.0,
|
|
"Last item distance mismatch: " +
|
|
lastDistance +
|
|
" -> Total length was " +
|
|
this.totalLength +
|
|
" and lastItemOffset was " +
|
|
lastItemOffset
|
|
);
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
"Adjusted distance of last item: it is at",
|
|
lastItemOffset,
|
|
"so it has a distance of",
|
|
lastDistance,
|
|
"to the end (",
|
|
this.totalLength,
|
|
")"
|
|
);
|
|
this.items[this.items.length - 1][_nextDistance] = lastDistance;
|
|
} else {
|
|
DEBUG && logger.log(" Removed all items so we'll update spacing to total length");
|
|
|
|
// We removed all items so update our spacing
|
|
this.spacingToFirstItem = this.totalLength;
|
|
}
|
|
}
|
|
|
|
// Update bounds
|
|
this.worldBounds = this.computeBounds();
|
|
|
|
if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("delete-on-end");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Deletes the entity of the start of the path
|
|
* @see deleteEntityOnEnd
|
|
* @param {Entity} entity
|
|
*/
|
|
deleteEntityOnStart(entity) {
|
|
assert(
|
|
entity === this.entityPath[0],
|
|
"Not actually the start entity (instead " + this.entityPath.indexOf(entity) + ")"
|
|
);
|
|
|
|
// Ok, first remove the entity
|
|
const beltComp = entity.components.Belt;
|
|
const beltLength = beltComp.getEffectiveLengthTiles();
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
"Deleting first entity on path with length",
|
|
this.entityPath.length,
|
|
"(reducing",
|
|
this.totalLength,
|
|
" by",
|
|
beltLength,
|
|
")"
|
|
);
|
|
this.totalLength -= beltLength;
|
|
this.entityPath.shift();
|
|
this.onPathChanged();
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
" New path has length of",
|
|
this.totalLength,
|
|
"with",
|
|
this.entityPath.length,
|
|
"entities"
|
|
);
|
|
|
|
// 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 -> all good
|
|
if (this.spacingToFirstItem >= beltLength) {
|
|
DEBUG &&
|
|
logger.log(
|
|
" No item on the first place, so we can just adjust the spacing (spacing=",
|
|
this.spacingToFirstItem,
|
|
") removed =",
|
|
beltLength
|
|
);
|
|
this.spacingToFirstItem -= beltLength;
|
|
} else {
|
|
// Welp, okay we need to drop all items which are < beltLength and adjust
|
|
// the other item offsets as well
|
|
|
|
DEBUG &&
|
|
logger.log(
|
|
" We have at least one item in the beginning, drop those and adjust spacing (first item @",
|
|
this.spacingToFirstItem,
|
|
") since we removed",
|
|
beltLength,
|
|
"length from path"
|
|
);
|
|
DEBUG &&
|
|
logger.log(
|
|
" Items:",
|
|
this.items.map(i => i[_nextDistance])
|
|
);
|
|
|
|
// Find offset to first item
|
|
let itemOffset = this.spacingToFirstItem;
|
|
for (let i = 0; i < this.items.length; ++i) {
|
|
const item = this.items[i];
|
|
if (itemOffset <= beltLength) {
|
|
DEBUG &&
|
|
logger.log(
|
|
" -> Dropping item with index",
|
|
i,
|
|
"at",
|
|
itemOffset,
|
|
"since it was on the removed belt"
|
|
);
|
|
// 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 > 0) {
|
|
DEBUG &&
|
|
logger.log(
|
|
" Offset of first non-dropped item was at:",
|
|
itemOffset,
|
|
"-> setting spacing to it (total length=",
|
|
this.totalLength,
|
|
")"
|
|
);
|
|
|
|
this.spacingToFirstItem = itemOffset - beltLength;
|
|
assert(
|
|
this.spacingToFirstItem >= 0.0,
|
|
"Invalid spacing after delete on start: " + this.spacingToFirstItem
|
|
);
|
|
} else {
|
|
DEBUG && logger.log(" We dropped all items, simply set spacing to total length");
|
|
// We dropped all items, simple one
|
|
this.spacingToFirstItem = this.totalLength;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Update bounds
|
|
this.worldBounds = this.computeBounds();
|
|
|
|
if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("delete-on-start");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Extends the path by the given other path
|
|
* @param {BeltPath} otherPath
|
|
*/
|
|
extendByPath(otherPath) {
|
|
assert(otherPath !== this, "Circular path dependency");
|
|
|
|
const entities = otherPath.entityPath;
|
|
DEBUG && logger.log("Extending path by other path, starting to add entities");
|
|
|
|
const oldLength = this.totalLength;
|
|
|
|
DEBUG && logger.log(" Adding", entities.length, "new entities, current length =", this.totalLength);
|
|
|
|
// First, append entities
|
|
for (let i = 0; i < 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 &&
|
|
logger.log(
|
|
" Path is now",
|
|
this.entityPath.length,
|
|
"entities and has a length of",
|
|
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 &&
|
|
logger.log(" Add distance to last item, effectively being", lastItem[_nextDistance], "now");
|
|
} else {
|
|
// Seems we have no items, update our first item distance
|
|
this.spacingToFirstItem = oldLength + otherPath.spacingToFirstItem;
|
|
DEBUG &&
|
|
logger.log(
|
|
" We had no items, so our new spacing to first is old length (",
|
|
oldLength,
|
|
") plus others spacing to first (",
|
|
otherPath.spacingToFirstItem,
|
|
") =",
|
|
this.spacingToFirstItem
|
|
);
|
|
}
|
|
|
|
DEBUG && logger.log(" Pushing", otherPath.items.length, "items from other path");
|
|
|
|
// Aaand push the other paths items
|
|
for (let i = 0; i < 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 && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("extend-by-path");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Computes the total length of the path
|
|
* @returns {number}
|
|
*/
|
|
computeTotalLength() {
|
|
let length = 0;
|
|
for (let i = 0; i < this.entityPath.length; ++i) {
|
|
const entity = this.entityPath[i];
|
|
length += entity.components.Belt.getEffectiveLengthTiles();
|
|
}
|
|
return length;
|
|
}
|
|
|
|
/**
|
|
* Performs one tick
|
|
*/
|
|
update() {
|
|
if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("pre-update");
|
|
}
|
|
|
|
// 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 && globalConfig.debug.instantBelts) {
|
|
beltSpeed *= 100;
|
|
}
|
|
|
|
let minimumDistance = 0;
|
|
|
|
// Try to reduce spacing
|
|
let remainingAmount = beltSpeed;
|
|
for (let i = this.items.length - 1; i >= 0; --i) {
|
|
const nextDistanceAndItem = this.items[i];
|
|
const minimumSpacing = minimumDistance;
|
|
|
|
const takeAway = Math.max(
|
|
0,
|
|
Math.min(remainingAmount, nextDistanceAndItem[_nextDistance] - minimumSpacing)
|
|
);
|
|
|
|
remainingAmount -= takeAway;
|
|
nextDistanceAndItem[_nextDistance] -= takeAway;
|
|
|
|
this.spacingToFirstItem += takeAway;
|
|
if (remainingAmount < 0.01) {
|
|
break;
|
|
}
|
|
|
|
minimumDistance = globalConfig.itemSpacingOnBelts;
|
|
}
|
|
|
|
// Check if we have an item which is ready to be emitted
|
|
const lastItem = this.items[this.items.length - 1];
|
|
if (lastItem && lastItem[_nextDistance] === 0 && this.acceptorTarget) {
|
|
if (this.tryHandOverItem(lastItem[_item])) {
|
|
this.items.pop();
|
|
}
|
|
}
|
|
|
|
if (G_IS_DEV && globalConfig.debug.checkBeltPaths) {
|
|
this.debug_checkIntegrity("post-update");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Tries to hand over the item to the end entity
|
|
* @param {BaseItem} item
|
|
*/
|
|
tryHandOverItem(item) {
|
|
if (!this.acceptorTarget) {
|
|
return;
|
|
}
|
|
|
|
const targetAcceptorComp = this.acceptorTarget.entity.components.ItemAcceptor;
|
|
|
|
// Check if the acceptor has a filter for example
|
|
if (targetAcceptorComp && !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) {
|
|
targetAcceptorComp.onItemAccepted(
|
|
this.acceptorTarget.slot,
|
|
this.acceptorTarget.direction,
|
|
item
|
|
);
|
|
}
|
|
|
|
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 issuses ..
|
|
assert(progress <= this.totalLength + 0.02, "Progress too big: " + progress);
|
|
|
|
for (let i = 0; i < this.entityPath.length; ++i) {
|
|
const beltComp = this.entityPath[i].components.Belt;
|
|
const localLength = beltComp.getEffectiveLengthTiles();
|
|
|
|
if (currentLength + localLength >= progress || i === this.entityPath.length - 1) {
|
|
// Min required here due to floating point issues
|
|
const localProgress = Math.min(1.0, progress - currentLength);
|
|
|
|
assert(localProgress >= 0.0, "Invalid local progress: " + localProgress);
|
|
const localSpace = beltComp.transformBeltToLocalSpace(localProgress);
|
|
return this.entityPath[i].components.StaticMapEntity.localTileToWorld(localSpace);
|
|
}
|
|
currentLength += localLength;
|
|
}
|
|
|
|
assert(false, "invalid progress: " + progress + " (max: " + this.totalLength + ")");
|
|
}
|
|
|
|
/**
|
|
*
|
|
* @param {DrawParameters} parameters
|
|
*/
|
|
drawDebug(parameters) {
|
|
if (!parameters.visibleRect.containsRect(this.worldBounds)) {
|
|
return;
|
|
}
|
|
|
|
parameters.context.fillStyle = "#d79a25";
|
|
parameters.context.strokeStyle = "#d79a25";
|
|
parameters.context.beginPath();
|
|
|
|
for (let i = 0; i < 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 < this.items.length; ++i) {
|
|
const nextDistanceAndItem = this.items[i];
|
|
const worldPos = this.computePositionFromProgress(progress).toWorldSpaceCenterOfTile();
|
|
parameters.context.fillStyle = "#268e4d";
|
|
parameters.context.beginRoundedRect(worldPos.x - 5, worldPos.y - 5, 10, 10, 3);
|
|
parameters.context.fill();
|
|
parameters.context.font = "6px GameFont";
|
|
parameters.context.fillStyle = "#111";
|
|
parameters.context.fillText(
|
|
"" + round4Digits(nextDistanceAndItem[_nextDistance]),
|
|
worldPos.x + 5,
|
|
worldPos.y + 2
|
|
);
|
|
progress += nextDistanceAndItem[_nextDistance];
|
|
}
|
|
|
|
for (let i = 0; i < this.entityPath.length; ++i) {
|
|
const entity = this.entityPath[i];
|
|
parameters.context.fillStyle = "#d79a25";
|
|
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 <= this.totalLength + 0.01; progress += 0.2) {
|
|
const worldPos = this.computePositionFromProgress(progress).toWorldSpaceCenterOfTile();
|
|
parameters.context.fillStyle = "red";
|
|
parameters.context.beginCircle(worldPos.x, worldPos.y, 1);
|
|
parameters.context.fill();
|
|
}
|
|
|
|
const firstItemIndicator = this.computePositionFromProgress(
|
|
this.spacingToFirstItem
|
|
).toWorldSpaceCenterOfTile();
|
|
parameters.context.fillStyle = "purple";
|
|
parameters.context.fillRect(firstItemIndicator.x - 3, firstItemIndicator.y - 1, 6, 2);
|
|
}
|
|
|
|
/**
|
|
* Draws the path
|
|
* @param {DrawParameters} parameters
|
|
*/
|
|
draw(parameters) {
|
|
if (!parameters.visibleRect.containsRect(this.worldBounds)) {
|
|
return;
|
|
}
|
|
|
|
if (this.items.length === 0) {
|
|
// Early out
|
|
return;
|
|
}
|
|
|
|
let currentItemPos = this.spacingToFirstItem;
|
|
let currentItemIndex = 0;
|
|
|
|
let trackPos = 0.0;
|
|
|
|
// Iterate whole track and check items
|
|
for (let i = 0; i < 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 >= currentItemPos - 1e-51) {
|
|
// Its on the belt, render it now
|
|
const staticComp = entity.components.StaticMapEntity;
|
|
assert(
|
|
currentItemPos - trackPos >= 0,
|
|
"invalid track pos: " + currentItemPos + " vs " + trackPos + " (l =" + beltLength + ")"
|
|
);
|
|
|
|
const localPos = beltComp.transformBeltToLocalSpace(currentItemPos - trackPos);
|
|
const worldPos = staticComp.localTileToWorld(localPos).toWorldSpaceCenterOfTile();
|
|
|
|
const distanceAndItem = this.items[currentItemIndex];
|
|
if (parameters.visibleRect.containsCircle(worldPos.x, worldPos.y, 10)) {
|
|
distanceAndItem[_item].draw(worldPos.x, worldPos.y, parameters);
|
|
}
|
|
|
|
// Check for the next item
|
|
currentItemPos += distanceAndItem[_nextDistance];
|
|
++currentItemIndex;
|
|
|
|
if (currentItemIndex >= this.items.length) {
|
|
// We rendered all items
|
|
return;
|
|
}
|
|
}
|
|
|
|
trackPos += beltLength;
|
|
}
|
|
}
|
|
}
|