This repository has been archived on 2021-02-20. You can view files and clone it, but cannot push or open issues or pull requests.
shapez.io/src/js/game/buildings/belt_base.js

232 lines
7.5 KiB
JavaScript
Raw Normal View History

2020-05-09 16:45:23 +02:00
import { Loader } from "../../core/loader";
2020-05-20 15:51:06 +02:00
import { formatItemsPerSecond } from "../../core/utils";
2020-05-09 16:45:23 +02:00
import { enumAngleToDirection, enumDirection, Vector } from "../../core/vector";
2020-05-20 15:51:06 +02:00
import { SOUNDS } from "../../platform/sound";
import { T } from "../../translations";
2020-05-09 16:45:23 +02:00
import { BeltComponent } from "../components/belt";
import { ItemAcceptorComponent } from "../components/item_acceptor";
import { ItemEjectorComponent } from "../components/item_ejector";
import { ReplaceableMapEntityComponent } from "../components/replaceable_map_entity";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export const arrayBeltVariantToRotation = [enumDirection.top, enumDirection.left, enumDirection.right];
export class MetaBeltBaseBuilding extends MetaBuilding {
constructor() {
super("belt");
}
getSilhouetteColor() {
return "#777";
}
/**
* @param {GameRoot} root
* @param {string} variant
* @returns {Array<[string, string]>}
*/
getAdditionalStatistics(root, variant) {
const beltSpeed = root.hubGoals.getBeltBaseSpeed();
return [[T.ingame.buildingPlacement.infoTexts.speed, formatItemsPerSecond(beltSpeed)]];
}
2020-05-10 17:00:02 +02:00
getPreviewSprite(rotationVariant) {
switch (arrayBeltVariantToRotation[rotationVariant]) {
case enumDirection.top: {
return Loader.getSprite("sprites/buildings/belt_top.png");
}
case enumDirection.left: {
return Loader.getSprite("sprites/buildings/belt_left.png");
}
case enumDirection.right: {
return Loader.getSprite("sprites/buildings/belt_right.png");
}
default: {
assertAlways(false, "Invalid belt rotation variant");
}
}
}
getBlueprintSprite(rotationVariant) {
switch (arrayBeltVariantToRotation[rotationVariant]) {
case enumDirection.top: {
return Loader.getSprite("sprites/blueprints/belt_top.png");
}
case enumDirection.left: {
return Loader.getSprite("sprites/blueprints/belt_left.png");
}
case enumDirection.right: {
return Loader.getSprite("sprites/blueprints/belt_right.png");
}
default: {
assertAlways(false, "Invalid belt rotation variant");
}
}
}
getStayInPlacementMode() {
return true;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
2020-05-14 19:12:58 +02:00
getPlacementSound() {
return SOUNDS.placeBelt;
}
2020-05-09 16:45:23 +02:00
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new BeltComponent({
direction: enumDirection.top, // updated later
})
);
entity.addComponent(
new ItemAcceptorComponent({
slots: [
{
pos: new Vector(0, 0),
directions: [enumDirection.bottom],
},
],
2020-05-17 10:07:20 +02:00
animated: false,
2020-05-09 16:45:23 +02:00
})
);
entity.addComponent(
new ItemEjectorComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.top, // updated later
},
],
instantEject: true,
})
);
// Make this entity replaceabel
entity.addComponent(new ReplaceableMapEntityComponent());
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
2020-05-16 23:48:56 +02:00
updateVariants(entity, rotationVariant) {
2020-05-09 16:45:23 +02:00
entity.components.Belt.direction = arrayBeltVariantToRotation[rotationVariant];
entity.components.ItemEjector.slots[0].direction = arrayBeltVariantToRotation[rotationVariant];
entity.components.StaticMapEntity.spriteKey = null;
}
/**
* Computes optimal belt rotation variant
* @param {GameRoot} root
* @param {Vector} tile
* @param {number} rotation
2020-05-16 23:48:56 +02:00
* @param {string} variant
2020-05-09 16:45:23 +02:00
* @return {{ rotation: number, rotationVariant: number }}
*/
2020-05-16 23:48:56 +02:00
computeOptimalDirectionAndRotationVariantAtTile(root, tile, rotation, variant) {
2020-05-09 16:45:23 +02:00
const topDirection = enumAngleToDirection[rotation];
const rightDirection = enumAngleToDirection[(rotation + 90) % 360];
const bottomDirection = enumAngleToDirection[(rotation + 180) % 360];
const leftDirection = enumAngleToDirection[(rotation + 270) % 360];
const { ejectors, acceptors } = root.logic.getEjectorsAndAcceptorsAtTile(tile);
let hasBottomEjector = false;
let hasRightEjector = false;
let hasLeftEjector = false;
2020-05-09 16:45:23 +02:00
let hasTopAcceptor = false;
let hasLeftAcceptor = false;
let hasRightAcceptor = false;
// Check all ejectors
for (let i = 0; i < ejectors.length; ++i) {
const ejector = ejectors[i];
if (ejector.toDirection === topDirection) {
hasBottomEjector = true;
} else if (ejector.toDirection === leftDirection) {
hasRightEjector = true;
} else if (ejector.toDirection === rightDirection) {
hasLeftEjector = true;
2020-05-09 16:45:23 +02:00
}
}
// Check all acceptors
for (let i = 0; i < acceptors.length; ++i) {
const acceptor = acceptors[i];
if (acceptor.fromDirection === bottomDirection) {
hasTopAcceptor = true;
} else if (acceptor.fromDirection === rightDirection) {
hasLeftAcceptor = true;
} else if (acceptor.fromDirection === leftDirection) {
hasRightAcceptor = true;
}
}
// Soo .. if there is any ejector below us we always prioritize
// this ejector
if (!hasBottomEjector) {
// When something ejects to us from the left and nothing from the right,
// do a curve from the left to the top
if (hasRightEjector && !hasLeftEjector) {
2020-05-09 16:45:23 +02:00
return {
rotation: (rotation + 270) % 360,
rotationVariant: 2,
};
}
// When something ejects to us from the right and nothing from the left,
// do a curve from the right to the top
if (hasLeftEjector && !hasRightEjector) {
2020-05-09 16:45:23 +02:00
return {
rotation: (rotation + 90) % 360,
rotationVariant: 1,
};
}
}
// When there is a top acceptor, ignore sides
// NOTICE: This makes the belt prefer side turns *way* too much!
2020-05-10 17:00:02 +02:00
if (!hasTopAcceptor) {
// When there is an acceptor to the right but no acceptor to the left,
// do a turn to the right
if (hasRightAcceptor && !hasLeftAcceptor) {
return {
rotation,
rotationVariant: 2,
};
}
// When there is an acceptor to the left but no acceptor to the right,
// do a turn to the left
if (hasLeftAcceptor && !hasRightAcceptor) {
return {
rotation,
rotationVariant: 1,
};
}
}
2020-05-09 16:45:23 +02:00
return {
rotation,
rotationVariant: 0,
};
}
}