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Made return this.getAvailableVariants(root).length > 0; Removed in other buildings as it is default for all
319 lines
11 KiB
JavaScript
319 lines
11 KiB
JavaScript
import { Vector, enumDirection } from "../../core/vector";
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import { LogicGateComponent, enumLogicGateType } from "../components/logic_gate";
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import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
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import { Entity } from "../entity";
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import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
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import { GameRoot } from "../root";
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import { enumHubGoalRewards } from "../tutorial_goals";
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import { MetaCutterBuilding } from "./cutter";
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import { MetaPainterBuilding } from "./painter";
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import { MetaRotaterBuilding } from "./rotater";
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import { MetaStackerBuilding } from "./stacker";
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export class MetaVirtualProcessorBuilding extends MetaBuilding {
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constructor() {
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super("virtual_processor");
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}
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/**
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* @param {string} variant
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*/
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getSilhouetteColor(variant) {
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return MetaVirtualProcessorBuilding.silhouetteColors[variant]();
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}
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/**
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* @param {string} variant
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*/
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getIsRemovable(variant) {
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return MetaVirtualProcessorBuilding.isRemovable[variant]();
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}
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/**
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* @param {string} variant
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*/
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getIsRotateable(variant) {
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return MetaVirtualProcessorBuilding.isRotateable[variant]();
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}
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/**
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* @param {GameRoot} root
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*/
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getAvailableVariants(root) {
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const variants = MetaVirtualProcessorBuilding.avaibleVariants;
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let available = [];
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for (const variant in variants) {
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if (variants[variant](root)) available.push(variant);
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}
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return available;
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}
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/**
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* Returns the edit layer of the building
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* @param {GameRoot} root
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* @param {string} variant
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* @returns {Layer}
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*/
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getLayer(root, variant) {
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// @ts-ignore
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return MetaVirtualProcessorBuilding.layerByVariant[variant](root);
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}
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/**
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* @param {string} variant
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*/
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getDimensions(variant) {
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return MetaVirtualProcessorBuilding.dimensions[variant]();
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}
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/**
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* @param {string} variant
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*/
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getShowLayerPreview(variant) {
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return MetaVirtualProcessorBuilding.layerPreview[variant]();
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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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let matrices = MetaVirtualProcessorBuilding.overlayMatrices[variant](entity, rotationVariant);
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return matrices ? matrices[rotation] : null;
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}
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/**
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* @param {string} variant
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*/
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getRenderPins(variant) {
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return MetaVirtualProcessorBuilding.renderPins[variant]();
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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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MetaVirtualProcessorBuilding.setupEntityComponents.forEach(func => func(entity));
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}
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/**
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* @param {Entity} entity
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* @param {number} rotationVariant
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* @param {string} variant
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*/
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updateVariants(entity, rotationVariant, variant) {
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MetaVirtualProcessorBuilding.componentVariations[variant](entity, rotationVariant);
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}
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}
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MetaVirtualProcessorBuilding.setupEntityComponents = [
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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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),
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entity => entity.addComponent(new LogicGateComponent({})),
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];
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MetaVirtualProcessorBuilding.variants = {
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rotater: "rotater",
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unstacker: "unstacker",
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stacker: "stacker",
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painter: "painter",
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};
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MetaVirtualProcessorBuilding.overlayMatrices = {
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[defaultBuildingVariant]: (entity, rotationVariant) => null,
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[MetaVirtualProcessorBuilding.variants.rotater]: (entity, rotationVariant) => null,
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[MetaVirtualProcessorBuilding.variants.unstacker]: (entity, rotationVariant) => null,
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[MetaVirtualProcessorBuilding.variants.stacker]: (entity, rotationVariant) => null,
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[MetaVirtualProcessorBuilding.variants.painter]: (entity, rotationVariant) => null,
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};
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MetaVirtualProcessorBuilding.avaibleVariants = {
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[defaultBuildingVariant]: root =>
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root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
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[MetaVirtualProcessorBuilding.variants.rotater]: root =>
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root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
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[MetaVirtualProcessorBuilding.variants.unstacker]: root =>
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root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
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[MetaVirtualProcessorBuilding.variants.stacker]: root =>
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root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
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[MetaVirtualProcessorBuilding.variants.painter]: root =>
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root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_virtual_processing),
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};
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MetaVirtualProcessorBuilding.dimensions = {
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[defaultBuildingVariant]: () => new Vector(1, 1),
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[MetaVirtualProcessorBuilding.variants.rotater]: () => new Vector(1, 1),
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[MetaVirtualProcessorBuilding.variants.unstacker]: () => new Vector(1, 1),
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[MetaVirtualProcessorBuilding.variants.stacker]: () => new Vector(1, 1),
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[MetaVirtualProcessorBuilding.variants.painter]: () => new Vector(1, 1),
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};
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MetaVirtualProcessorBuilding.isRemovable = {
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[defaultBuildingVariant]: () => true,
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[MetaVirtualProcessorBuilding.variants.rotater]: () => true,
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[MetaVirtualProcessorBuilding.variants.unstacker]: () => true,
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[MetaVirtualProcessorBuilding.variants.stacker]: () => true,
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[MetaVirtualProcessorBuilding.variants.painter]: () => true,
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};
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MetaVirtualProcessorBuilding.isRotateable = {
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[defaultBuildingVariant]: () => true,
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[MetaVirtualProcessorBuilding.variants.rotater]: () => true,
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[MetaVirtualProcessorBuilding.variants.unstacker]: () => true,
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[MetaVirtualProcessorBuilding.variants.stacker]: () => true,
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[MetaVirtualProcessorBuilding.variants.painter]: () => true,
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};
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MetaVirtualProcessorBuilding.renderPins = {
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[defaultBuildingVariant]: () => false,
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[MetaVirtualProcessorBuilding.variants.rotater]: () => false,
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[MetaVirtualProcessorBuilding.variants.unstacker]: () => false,
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[MetaVirtualProcessorBuilding.variants.stacker]: () => false,
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[MetaVirtualProcessorBuilding.variants.painter]: () => false,
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};
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MetaVirtualProcessorBuilding.layerPreview = {
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[defaultBuildingVariant]: () => "wires",
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[MetaVirtualProcessorBuilding.variants.rotater]: () => "wires",
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[MetaVirtualProcessorBuilding.variants.unstacker]: () => "wires",
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[MetaVirtualProcessorBuilding.variants.stacker]: () => "wires",
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[MetaVirtualProcessorBuilding.variants.painter]: () => "wires",
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};
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MetaVirtualProcessorBuilding.layerByVariant = {
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[defaultBuildingVariant]: root => "wires",
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[MetaVirtualProcessorBuilding.variants.rotater]: root => "wires",
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[MetaVirtualProcessorBuilding.variants.unstacker]: root => "wires",
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[MetaVirtualProcessorBuilding.variants.stacker]: root => "wires",
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[MetaVirtualProcessorBuilding.variants.painter]: root => "wires",
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};
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MetaVirtualProcessorBuilding.silhouetteColors = {
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[defaultBuildingVariant]: () => MetaCutterBuilding.silhouetteColors[defaultBuildingVariant],
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[MetaVirtualProcessorBuilding.variants.rotater]: () =>
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MetaRotaterBuilding.silhouetteColors[defaultBuildingVariant],
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[MetaVirtualProcessorBuilding.variants.unstacker]: () =>
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MetaStackerBuilding.silhouetteColors[defaultBuildingVariant],
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[MetaVirtualProcessorBuilding.variants.stacker]: () =>
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MetaStackerBuilding.silhouetteColors[defaultBuildingVariant],
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[MetaVirtualProcessorBuilding.variants.painter]: () =>
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MetaPainterBuilding.silhouetteColors[defaultBuildingVariant],
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};
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MetaVirtualProcessorBuilding.componentVariations = {
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[defaultBuildingVariant]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
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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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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.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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entity.components.LogicGate.type = enumLogicGateType.cutter;
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},
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[MetaVirtualProcessorBuilding.variants.rotater]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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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.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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entity.components.LogicGate.type = enumLogicGateType.rotater;
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},
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[MetaVirtualProcessorBuilding.variants.unstacker]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
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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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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.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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]);
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entity.components.LogicGate.type = enumLogicGateType.unstacker;
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},
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[MetaVirtualProcessorBuilding.variants.stacker]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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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.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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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.logicalAcceptor,
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},
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]);
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entity.components.LogicGate.type = enumLogicGateType.stacker;
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},
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[MetaVirtualProcessorBuilding.variants.painter]: (entity, rotationVariant) => {
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entity.components.WiredPins.setSlots([
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{
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pos: new Vector(0, 0),
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direction: enumDirection.top,
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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.bottom,
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type: enumPinSlotType.logicalAcceptor,
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},
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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.logicalAcceptor,
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},
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]);
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entity.components.LogicGate.type = enumLogicGateType.painter;
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},
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};
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