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tobspr_shapez.io/src/js/game/buildings/reader.js
tobspr fa25deb761
Puzzle mode (#1135)
* Add mode button to main menu

* [WIP] Add mode menu. Add factory-based gameMode creation

* Add savefile migration, serialize, deserialize

* Add hidden HUD elements, zone, and zoom, boundary constraints

* Clean up lint issues

* Add building, HUD exclusion, building exclusion, and refactor

- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu

* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria

* Add ingame puzzle mode UI elements

- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions

Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
2021-04-12 14:03:47 +02:00

116 lines
3.4 KiB
JavaScript

import { enumDirection, Vector } from "../../core/vector";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { enumItemProcessorTypes, ItemProcessorComponent } from "../components/item_processor";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { BeltUnderlaysComponent } from "../components/belt_underlays";
import { BeltReaderComponent } from "../components/belt_reader";
import { enumHubGoalRewards } from "../tutorial_goals";
import { generateMatrixRotations } from "../../core/utils";
const overlayMatrix = generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]);
export class MetaReaderBuilding extends MetaBuilding {
constructor() {
super("reader");
}
getSilhouetteColor() {
return "#25fff2";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_belt_reader);
}
getDimensions() {
return new Vector(1, 1);
}
getShowWiresLayerPreview() {
return true;
}
/**
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
* @returns {Array<number>|null}
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return overlayMatrix[rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalEjector,
},
],
})
);
entity.addComponent(
new ItemAcceptorComponent({
slots: [
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
],
})
);
entity.addComponent(
new ItemEjectorComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
],
})
);
entity.addComponent(
new ItemProcessorComponent({
processorType: enumItemProcessorTypes.reader,
inputsPerCharge: 1,
})
);
entity.addComponent(
new BeltUnderlaysComponent({
underlays: [
{
pos: new Vector(0, 0),
direction: enumDirection.top,
},
],
})
);
entity.addComponent(new BeltReaderComponent({}));
}
}