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