Restructure buildings

This commit is contained in:
tobspr 2020-09-24 12:53:40 +02:00
parent 0202387739
commit c54ec9fd2a
99 changed files with 2374 additions and 2449 deletions

View File

@ -1,148 +1,141 @@
// @ts-ignore
const path = require("path");
// Globs for non-ui resources
const nonImageResourcesGlobs = ["../res/**/*.woff2", "../res/*.ico", "../res/**/*.webm"];
// Globs for ui resources
const imageResourcesGlobs = ["../res/**/*.png", "../res/**/*.svg", "../res/**/*.jpg", "../res/**/*.gif"];
function gulptasksImageResources($, gulp, buildFolder) {
// Lossless options
const minifyImagesOptsLossless = () => [
$.imageminJpegtran({
progressive: true,
}),
$.imagemin.svgo({}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Lossy options
const minifyImagesOpts = () => [
$.imagemin.mozjpeg({
quality: 80,
maxMemory: 1024 * 1024 * 8,
}),
$.imagemin.svgo({}),
$.imageminPngquant({
speed: 1,
strip: true,
quality: [0.65, 0.9],
dithering: false,
verbose: false,
}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Where the resources folder are
const resourcesDestFolder = path.join(buildFolder, "res");
/**
* Determines if an atlas must use lossless compression
* @param {string} fname
*/
function fileMustBeLossless(fname) {
return fname.indexOf("lossless") >= 0;
}
/////////////// ATLAS /////////////////////
// Copies the atlas to the final destination
gulp.task("imgres.atlas", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe($.cached("imgres.atlas"))
.pipe(gulp.dest(resourcesDestFolder));
});
// Copies the atlas to the final destination after optimizing it (lossy compression)
gulp.task("imgres.atlasOptimized", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe($.cached("imgres.atlasOptimized"))
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(resourcesDestFolder));
});
//////////////////// RESOURCES //////////////////////
// Copies all resources which are no ui resources
gulp.task("imgres.copyNonImageResources", () => {
return gulp
.src(nonImageResourcesGlobs)
.pipe($.cached("imgres.copyNonImageResources"))
.pipe(gulp.dest(resourcesDestFolder));
});
// Copies all ui resources
gulp.task("imgres.copyImageResources", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("copyImageResources"))
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all ui resources and optimizes them
gulp.task("imgres.copyImageResourcesOptimized", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("imgres.copyImageResourcesOptimized"))
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all resources and optimizes them
gulp.task(
"imgres.allOptimized",
gulp.parallel(
"imgres.atlasOptimized",
"imgres.copyNonImageResources",
"imgres.copyImageResourcesOptimized"
)
);
// Cleans up unused images which are instead inline into the css
gulp.task("imgres.cleanupUnusedCssInlineImages", () => {
return gulp
.src(
[
path.join(buildFolder, "res", "ui", "**", "*.png"),
path.join(buildFolder, "res", "ui", "**", "*.jpg"),
path.join(buildFolder, "res", "ui", "**", "*.svg"),
path.join(buildFolder, "res", "ui", "**", "*.gif"),
],
{ read: false }
)
.pipe($.if(fname => fname.history[0].indexOf("noinline") < 0, $.clean({ force: true })));
});
}
module.exports = {
nonImageResourcesGlobs,
imageResourcesGlobs,
gulptasksImageResources,
};
// @ts-ignore
const path = require("path");
// Globs for non-ui resources
const nonImageResourcesGlobs = ["../res/**/*.woff2", "../res/*.ico", "../res/**/*.webm"];
// Globs for ui resources
const imageResourcesGlobs = ["../res/**/*.png", "../res/**/*.svg", "../res/**/*.jpg", "../res/**/*.gif"];
function gulptasksImageResources($, gulp, buildFolder) {
// Lossless options
const minifyImagesOptsLossless = () => [
$.imageminJpegtran({
progressive: true,
}),
$.imagemin.svgo({}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Lossy options
const minifyImagesOpts = () => [
$.imagemin.mozjpeg({
quality: 80,
maxMemory: 1024 * 1024 * 8,
}),
$.imagemin.svgo({}),
$.imageminPngquant({
speed: 1,
strip: true,
quality: [0.65, 0.9],
dithering: false,
verbose: false,
}),
$.imagemin.optipng({
optimizationLevel: 3,
}),
$.imageminGifsicle({
optimizationLevel: 3,
colors: 128,
}),
];
// Where the resources folder are
const resourcesDestFolder = path.join(buildFolder, "res");
/**
* Determines if an atlas must use lossless compression
* @param {string} fname
*/
function fileMustBeLossless(fname) {
return fname.indexOf("lossless") >= 0;
}
/////////////// ATLAS /////////////////////
// Copies the atlas to the final destination
gulp.task("imgres.atlas", () => {
return gulp.src(["../res_built/atlas/*.png"]).pipe(gulp.dest(resourcesDestFolder));
});
// Copies the atlas to the final destination after optimizing it (lossy compression)
gulp.task("imgres.atlasOptimized", () => {
return gulp
.src(["../res_built/atlas/*.png"])
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(resourcesDestFolder));
});
//////////////////// RESOURCES //////////////////////
// Copies all resources which are no ui resources
gulp.task("imgres.copyNonImageResources", () => {
return gulp.src(nonImageResourcesGlobs).pipe(gulp.dest(resourcesDestFolder));
});
// Copies all ui resources
gulp.task("imgres.copyImageResources", () => {
return gulp
.src(imageResourcesGlobs)
.pipe($.cached("imgres.copyImageResources"))
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all ui resources and optimizes them
gulp.task("imgres.copyImageResourcesOptimized", () => {
return gulp
.src(imageResourcesGlobs)
.pipe(
$.if(
fname => fileMustBeLossless(fname.history[0]),
$.imagemin(minifyImagesOptsLossless()),
$.imagemin(minifyImagesOpts())
)
)
.pipe(gulp.dest(path.join(resourcesDestFolder)));
});
// Copies all resources and optimizes them
gulp.task(
"imgres.allOptimized",
gulp.parallel(
"imgres.atlasOptimized",
"imgres.copyNonImageResources",
"imgres.copyImageResourcesOptimized"
)
);
// Cleans up unused images which are instead inline into the css
gulp.task("imgres.cleanupUnusedCssInlineImages", () => {
return gulp
.src(
[
path.join(buildFolder, "res", "ui", "**", "*.png"),
path.join(buildFolder, "res", "ui", "**", "*.jpg"),
path.join(buildFolder, "res", "ui", "**", "*.svg"),
path.join(buildFolder, "res", "ui", "**", "*.gif"),
],
{ read: false }
)
.pipe($.if(fname => fname.history[0].indexOf("noinline") < 0, $.clean({ force: true })));
});
}
module.exports = {
nonImageResourcesGlobs,
imageResourcesGlobs,
gulptasksImageResources,
};

View File

@ -18,7 +18,7 @@ function gulptasksSounds($, gulp, buildFolder) {
function getFileCacheValue(file) {
const { _isVinyl, base, cwd, contents, history, stat, path } = file;
const encodedContents = Buffer.from(contents).toString('base64');
const encodedContents = Buffer.from(contents).toString("base64");
return { _isVinyl, base, cwd, contents: encodedContents, history, stat, path };
}
@ -118,7 +118,6 @@ function gulptasksSounds($, gulp, buildFolder) {
return gulp
.src(path.join(builtSoundsDir, "**", "*.mp3"))
.pipe($.plumber())
.pipe($.cached("sounds.copy"))
.pipe(gulp.dest(path.join(buildFolder, "res", "sounds")));
});

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 8.0 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.0 KiB

After

Width:  |  Height:  |  Size: 7.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.9 KiB

After

Width:  |  Height:  |  Size: 4.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 6.2 KiB

After

Width:  |  Height:  |  Size: 5.9 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.1 KiB

After

Width:  |  Height:  |  Size: 6.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.2 KiB

After

Width:  |  Height:  |  Size: 5.8 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 233 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 281 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 287 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 283 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 286 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 260 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 116 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 106 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 121 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 121 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 107 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 138 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 91 KiB

File diff suppressed because it is too large Load Diff

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 MiB

After

Width:  |  Height:  |  Size: 1.3 MiB

File diff suppressed because it is too large Load Diff

Binary file not shown.

Before

Width:  |  Height:  |  Size: 278 KiB

After

Width:  |  Height:  |  Size: 279 KiB

File diff suppressed because it is too large Load Diff

Binary file not shown.

Before

Width:  |  Height:  |  Size: 701 KiB

After

Width:  |  Height:  |  Size: 703 KiB

View File

@ -104,7 +104,7 @@
</struct>
</struct>
<key>shapePadding</key>
<uint>0</uint>
<uint>2</uint>
<key>jpgQuality</key>
<uint>80</uint>
<key>pngOptimizationLevel</key>
@ -118,7 +118,7 @@
<key>textureFormat</key>
<enum type="SettingsBase::TextureFormat">png</enum>
<key>borderPadding</key>
<uint>1</uint>
<uint>3</uint>
<key>maxTextureSize</key>
<QSize>
<key>width</key>
@ -197,7 +197,7 @@
<key>scaleMode</key>
<enum type="ScaleMode">Smooth</enum>
<key>extrude</key>
<uint>3</uint>
<uint>2</uint>
<key>trimThreshold</key>
<uint>2</uint>
<key>trimMargin</key>
@ -260,35 +260,6 @@
<key type="filename">sprites/blueprints/balancer-merger-inverse.png</key>
<key type="filename">sprites/blueprints/balancer-merger.png</key>
<key type="filename">sprites/blueprints/balancer-splitter-inverse.png</key>
<key type="filename">sprites/blueprints/balancer-splitter.png</key>
<key type="filename">sprites/blueprints/constant_signal.png</key>
<key type="filename">sprites/blueprints/display.png</key>
<key type="filename">sprites/blueprints/lever.png</key>
<key type="filename">sprites/blueprints/logic_gate-not.png</key>
<key type="filename">sprites/blueprints/logic_gate-or.png</key>
<key type="filename">sprites/blueprints/logic_gate-transistor.png</key>
<key type="filename">sprites/blueprints/logic_gate-xor.png</key>
<key type="filename">sprites/blueprints/logic_gate.png</key>
<key type="filename">sprites/blueprints/miner-chainable.png</key>
<key type="filename">sprites/blueprints/miner.png</key>
<key type="filename">sprites/blueprints/reader.png</key>
<key type="filename">sprites/blueprints/rotater-ccw.png</key>
<key type="filename">sprites/blueprints/rotater-rotate180.png</key>
<key type="filename">sprites/blueprints/rotater.png</key>
<key type="filename">sprites/blueprints/trash.png</key>
<key type="filename">sprites/blueprints/underground_belt_entry-tier2.png</key>
<key type="filename">sprites/blueprints/underground_belt_entry.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit-tier2.png</key>
<key type="filename">sprites/blueprints/underground_belt_exit.png</key>
<key type="filename">sprites/blueprints/virtual_processor-analyzer.png</key>
<key type="filename">sprites/blueprints/virtual_processor-painter.png</key>
<key type="filename">sprites/blueprints/virtual_processor-rotater.png</key>
<key type="filename">sprites/blueprints/virtual_processor-shapecompare.png</key>
<key type="filename">sprites/blueprints/virtual_processor-stacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor-unstacker.png</key>
<key type="filename">sprites/blueprints/virtual_processor.png</key>
<key type="filename">sprites/blueprints/wire_tunnel-coating.png</key>
<key type="filename">sprites/blueprints/wire_tunnel.png</key>
<key type="filename">sprites/buildings/balancer-merger-inverse.png</key>
<key type="filename">sprites/buildings/balancer-merger.png</key>
<key type="filename">sprites/buildings/balancer-splitter-inverse.png</key>
@ -298,13 +269,14 @@
<key type="filename">sprites/buildings/lever.png</key>
<key type="filename">sprites/buildings/logic_gate-not.png</key>
<key type="filename">sprites/buildings/logic_gate-or.png</key>
<key type="filename">sprites/buildings/logic_gate-transistor.png</key>
<key type="filename">sprites/buildings/logic_gate-xor.png</key>
<key type="filename">sprites/buildings/logic_gate.png</key>
<key type="filename">sprites/buildings/miner-chainable.png</key>
<key type="filename">sprites/buildings/reader.png</key>
<key type="filename">sprites/buildings/rotater-ccw.png</key>
<key type="filename">sprites/buildings/rotater-rotate180.png</key>
<key type="filename">sprites/buildings/transistor-mirrored.png</key>
<key type="filename">sprites/buildings/transistor.png</key>
<key type="filename">sprites/buildings/underground_belt_entry-tier2.png</key>
<key type="filename">sprites/buildings/underground_belt_entry.png</key>
<key type="filename">sprites/buildings/underground_belt_exit-tier2.png</key>
@ -316,26 +288,25 @@
<key type="filename">sprites/buildings/virtual_processor-stacker.png</key>
<key type="filename">sprites/buildings/virtual_processor-unstacker.png</key>
<key type="filename">sprites/buildings/virtual_processor.png</key>
<key type="filename">sprites/buildings/wire_tunnel-coating.png</key>
<key type="filename">sprites/buildings/wire_tunnel.png</key>
<key type="filename">sprites/misc/reader_overlay.png</key>
<key type="filename">sprites/wires/lever_on.png</key>
<key type="filename">sprites/wires/sets/color_cross.png</key>
<key type="filename">sprites/wires/sets/color_forward.png</key>
<key type="filename">sprites/wires/sets/color_split.png</key>
<key type="filename">sprites/wires/sets/color_turn.png</key>
<key type="filename">sprites/wires/sets/conflict_cross.png</key>
<key type="filename">sprites/wires/sets/conflict_forward.png</key>
<key type="filename">sprites/wires/sets/conflict_split.png</key>
<key type="filename">sprites/wires/sets/conflict_turn.png</key>
<key type="filename">sprites/wires/sets/regular_cross.png</key>
<key type="filename">sprites/wires/sets/regular_forward.png</key>
<key type="filename">sprites/wires/sets/regular_split.png</key>
<key type="filename">sprites/wires/sets/regular_turn.png</key>
<key type="filename">sprites/wires/sets/shape_cross.png</key>
<key type="filename">sprites/wires/sets/shape_forward.png</key>
<key type="filename">sprites/wires/sets/shape_split.png</key>
<key type="filename">sprites/wires/sets/shape_turn.png</key>
<key type="filename">sprites/wires/sets/first_cross.png</key>
<key type="filename">sprites/wires/sets/first_forward.png</key>
<key type="filename">sprites/wires/sets/first_split.png</key>
<key type="filename">sprites/wires/sets/first_turn.png</key>
<key type="filename">sprites/wires/sets/second_cross.png</key>
<key type="filename">sprites/wires/sets/second_forward.png</key>
<key type="filename">sprites/wires/sets/second_split.png</key>
<key type="filename">sprites/wires/sets/second_turn.png</key>
<key type="filename">sprites/wires/sets/third_cross.png</key>
<key type="filename">sprites/wires/sets/third_forward.png</key>
<key type="filename">sprites/wires/sets/third_split.png</key>
<key type="filename">sprites/wires/sets/third_turn.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
@ -350,13 +321,6 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/balancer.png</key>
<key type="filename">sprites/blueprints/cutter.png</key>
<key type="filename">sprites/blueprints/filter.png</key>
<key type="filename">sprites/blueprints/mixer.png</key>
<key type="filename">sprites/blueprints/painter-mirrored.png</key>
<key type="filename">sprites/blueprints/painter.png</key>
<key type="filename">sprites/blueprints/stacker.png</key>
<key type="filename">sprites/buildings/balancer.png</key>
<key type="filename">sprites/buildings/filter.png</key>
<key type="filename">sprites/buildings/painter-mirrored.png</key>
@ -374,20 +338,9 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/belt_left.png</key>
<key type="filename">sprites/blueprints/belt_right.png</key>
<key type="filename">sprites/blueprints/belt_top.png</key>
<key type="filename">sprites/blueprints/wire-cross.png</key>
<key type="filename">sprites/blueprints/wire-split.png</key>
<key type="filename">sprites/blueprints/wire-turn.png</key>
<key type="filename">sprites/blueprints/wire.png</key>
<key type="filename">sprites/buildings/belt_left.png</key>
<key type="filename">sprites/buildings/belt_right.png</key>
<key type="filename">sprites/buildings/belt_top.png</key>
<key type="filename">sprites/buildings/wire-cross.png</key>
<key type="filename">sprites/buildings/wire-split.png</key>
<key type="filename">sprites/buildings/wire-turn.png</key>
<key type="filename">sprites/buildings/wire.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
@ -402,8 +355,6 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/cutter-quad.png</key>
<key type="filename">sprites/blueprints/painter-quad.png</key>
<key type="filename">sprites/buildings/cutter-quad.png</key>
<key type="filename">sprites/buildings/painter-quad.png</key>
<struct type="IndividualSpriteSettings">
@ -420,24 +371,6 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/blueprints/painter-double.png</key>
<key type="filename">sprites/blueprints/storage.png</key>
<key type="filename">sprites/buildings/painter-double.png</key>
<key type="filename">sprites/buildings/storage.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
<key>spriteScale</key>
<double>1</double>
<key>scale9Enabled</key>
<false/>
<key>scale9Borders</key>
<rect>96,96,192,192</rect>
<key>scale9Paddings</key>
<rect>96,96,192,192</rect>
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/buildings/cutter.png</key>
<key type="filename">sprites/buildings/mixer.png</key>
<key type="filename">sprites/buildings/painter.png</key>
@ -493,6 +426,22 @@
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/buildings/painter-double.png</key>
<key type="filename">sprites/buildings/storage.png</key>
<struct type="IndividualSpriteSettings">
<key>pivotPoint</key>
<point_f>0.5,0.5</point_f>
<key>spriteScale</key>
<double>1</double>
<key>scale9Enabled</key>
<false/>
<key>scale9Borders</key>
<rect>96,96,192,192</rect>
<key>scale9Paddings</key>
<rect>96,96,192,192</rect>
<key>scale9FromFile</key>
<false/>
</struct>
<key type="filename">sprites/colors/blue.png</key>
<key type="filename">sprites/colors/cyan.png</key>
<key type="filename">sprites/colors/green.png</key>

View File

@ -1,226 +1,213 @@
/**
*
* Run `yarn global add canvas` first
*/
const { createCanvas } = require("canvas");
const fs = require("fs");
const path = require("path");
const outputFolder = path.join(__dirname, "..", "wires", "sets");
const dimensions = 192;
const lineSize = 12;
const lowerLineSize = 20;
function hexToRGB(h) {
let r = 0,
g = 0,
b = 0;
// 3 digits
if (h.length == 4) {
r = "0x" + h[1] + h[1];
g = "0x" + h[2] + h[2];
b = "0x" + h[3] + h[3];
// 6 digits
} else if (h.length == 7) {
r = "0x" + h[1] + h[2];
g = "0x" + h[3] + h[4];
b = "0x" + h[5] + h[6];
}
return [+r, +g, +b];
}
function RGBToHSL(r, g, b) {
// Make r, g, and b fractions of 1
r /= 255;
g /= 255;
b /= 255;
// Find greatest and smallest channel values
let cmin = Math.min(r, g, b),
cmax = Math.max(r, g, b),
delta = cmax - cmin,
h = 0,
s = 0,
l = 0;
// Calculate hue
// No difference
if (delta == 0) h = 0;
// Red is max
else if (cmax == r) h = ((g - b) / delta) % 6;
// Green is max
else if (cmax == g) h = (b - r) / delta + 2;
// Blue is max
else h = (r - g) / delta + 4;
h = Math.round(h * 60);
// Make negative hues positive behind 360°
if (h < 0) h += 360;
// Calculate lightness
l = (cmax + cmin) / 2;
// Calculate saturation
s = delta == 0 ? 0 : delta / (1 - Math.abs(2 * l - 1));
// Multiply l and s by 100
s = +(s * 100).toFixed(1);
l = +(l * 100).toFixed(1);
return [h, s, l];
}
function HSLToRGB(h, s, l) {
// Must be fractions of 1
s /= 100;
l /= 100;
let c = (1 - Math.abs(2 * l - 1)) * s,
x = c * (1 - Math.abs(((h / 60) % 2) - 1)),
m = l - c / 2,
r = 0,
g = 0,
b = 0;
if (0 <= h && h < 60) {
r = c;
g = x;
b = 0;
} else if (60 <= h && h < 120) {
r = x;
g = c;
b = 0;
} else if (120 <= h && h < 180) {
r = 0;
g = c;
b = x;
} else if (180 <= h && h < 240) {
r = 0;
g = x;
b = c;
} else if (240 <= h && h < 300) {
r = x;
g = 0;
b = c;
} else if (300 <= h && h < 360) {
r = c;
g = 0;
b = x;
}
r = Math.round((r + m) * 255);
g = Math.round((g + m) * 255);
b = Math.round((b + m) * 255);
return [r, g, b];
}
async function run() {
console.log("Running");
const variants = {
regular: "#25fff2",
color: "#eba458",
shape: "#8858eb",
conflict: "#ff3e3e",
};
const promises = [];
for (const variantId in variants) {
const variantColor = variants[variantId];
const variantHSL = RGBToHSL(...hexToRGB(variantColor));
const darkenedColor = HSLToRGB(variantHSL[0], variantHSL[1] - 15, variantHSL[2] - 20);
const hexDarkenedColor = "rgb(" + darkenedColor.join(",") + ")";
console.log(variantColor, "->", hexToRGB(variantColor), variantHSL, "->", darkenedColor);
const parts = {
forward: [[0.5, 0, 0.5, 1]],
turn: [
[0.5, 0.5, 0.5, 1],
[0.5, 0.5, 1, 0.5],
],
split: [
[0.5, 0.5, 0.5, 1],
[0, 0.5, 1, 0.5],
],
cross: [
[0, 0.5, 1, 0.5],
[0.5, 0, 0.5, 1],
],
};
for (const partId in parts) {
const partLines = parts[partId];
const canvas = createCanvas(dimensions, dimensions);
const context = canvas.getContext("2d");
context.quality = "best";
context.clearRect(0, 0, dimensions, dimensions);
context.strokeStyle = hexDarkenedColor;
context.lineWidth = lowerLineSize;
context.lineCap = "square";
context.imageSmoothingEnabled = false;
// Draw lower lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
context.strokeStyle = variantColor;
context.lineWidth = lineSize;
// Draw upper lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
const out = fs.createWriteStream(path.join(outputFolder, variantId + "_" + partId + ".png"));
const stream = canvas.createPNGStream();
stream.pipe(out);
promises.push(new Promise(resolve => stream.on("end", resolve)));
}
}
console.log("Waiting for completion");
await Promise.all(promises);
// Also wait a bit more
await new Promise(resolve => setTimeout(resolve, 1000));
console.log("Copying files to all locations");
// // Copy other files
fs.copyFileSync(
path.join(outputFolder, "regular_forward.png"),
path.join(__dirname, "..", "buildings", "wire.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_turn.png"),
path.join(__dirname, "..", "buildings", "wire-turn.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_split.png"),
path.join(__dirname, "..", "buildings", "wire-split.png")
);
fs.copyFileSync(
path.join(outputFolder, "regular_cross.png"),
path.join(__dirname, "..", "buildings", "wire-cross.png")
);
console.log("Done!");
}
run();
/**
*
* Run `yarn global add canvas` first
*/
const { createCanvas } = require("canvas");
const fs = require("fs");
const path = require("path");
const outputFolder = path.join(__dirname, "..", "wires", "sets");
const dimensions = 192;
const lineSize = 14;
const lowerLineSize = 32;
const variants = {
first: "#61ef6f",
second: "#f0bd65",
third: "#5fb2f1",
conflict: "#f74c4c",
};
function hexToRGB(h) {
let r = 0,
g = 0,
b = 0;
// 3 digits
if (h.length == 4) {
r = "0x" + h[1] + h[1];
g = "0x" + h[2] + h[2];
b = "0x" + h[3] + h[3];
// 6 digits
} else if (h.length == 7) {
r = "0x" + h[1] + h[2];
g = "0x" + h[3] + h[4];
b = "0x" + h[5] + h[6];
}
return [+r, +g, +b];
}
function RGBToHSL(r, g, b) {
// Make r, g, and b fractions of 1
r /= 255;
g /= 255;
b /= 255;
// Find greatest and smallest channel values
let cmin = Math.min(r, g, b),
cmax = Math.max(r, g, b),
delta = cmax - cmin,
h = 0,
s = 0,
l = 0;
// Calculate hue
// No difference
if (delta == 0) h = 0;
// Red is max
else if (cmax == r) h = ((g - b) / delta) % 6;
// Green is max
else if (cmax == g) h = (b - r) / delta + 2;
// Blue is max
else h = (r - g) / delta + 4;
h = Math.round(h * 60);
// Make negative hues positive behind 360°
if (h < 0) h += 360;
// Calculate lightness
l = (cmax + cmin) / 2;
// Calculate saturation
s = delta == 0 ? 0 : delta / (1 - Math.abs(2 * l - 1));
// Multiply l and s by 100
s = +(s * 100).toFixed(1);
l = +(l * 100).toFixed(1);
return [h, s, l];
}
function HSLToRGB(h, s, l) {
// Must be fractions of 1
s /= 100;
l /= 100;
let c = (1 - Math.abs(2 * l - 1)) * s,
x = c * (1 - Math.abs(((h / 60) % 2) - 1)),
m = l - c / 2,
r = 0,
g = 0,
b = 0;
if (0 <= h && h < 60) {
r = c;
g = x;
b = 0;
} else if (60 <= h && h < 120) {
r = x;
g = c;
b = 0;
} else if (120 <= h && h < 180) {
r = 0;
g = c;
b = x;
} else if (180 <= h && h < 240) {
r = 0;
g = x;
b = c;
} else if (240 <= h && h < 300) {
r = x;
g = 0;
b = c;
} else if (300 <= h && h < 360) {
r = c;
g = 0;
b = x;
}
r = Math.round((r + m) * 255);
g = Math.round((g + m) * 255);
b = Math.round((b + m) * 255);
return [r, g, b];
}
async function run() {
console.log("Running");
const promises = [];
for (const variantId in variants) {
const variantColor = variants[variantId];
const variantHSL = RGBToHSL(...hexToRGB(variantColor));
const darkenedColor = HSLToRGB(variantHSL[0], variantHSL[1] - 15, variantHSL[2] - 20);
const hexDarkenedColor = "rgb(" + darkenedColor.join(",") + ")";
console.log(variantColor, "->", hexToRGB(variantColor), variantHSL, "->", darkenedColor);
const parts = {
forward: [[0.5, 0, 0.5, 1]],
turn: [
[0.5, 0.5, 0.5, 1],
[0.5, 0.5, 1, 0.5],
],
split: [
[0.5, 0.5, 0.5, 1],
[0, 0.5, 1, 0.5],
],
cross: [
[0, 0.5, 1, 0.5],
[0.5, 0, 0.5, 1],
],
};
for (const partId in parts) {
const partLines = parts[partId];
const canvas = createCanvas(dimensions, dimensions);
const context = canvas.getContext("2d");
context.quality = "best";
context.clearRect(0, 0, dimensions, dimensions);
const lineCanvas = createCanvas(dimensions, dimensions);
const lineContext = lineCanvas.getContext("2d");
lineContext.quality = "best";
lineContext.clearRect(0, 0, dimensions, dimensions);
lineContext.strokeStyle = hexDarkenedColor;
lineContext.lineWidth = lowerLineSize;
lineContext.lineCap = "square";
lineContext.imageSmoothingEnabled = false;
// Draw lower lines
partLines.forEach(([x1, y1, x2, y2]) => {
lineContext.beginPath();
lineContext.moveTo(x1 * dimensions, y1 * dimensions);
lineContext.lineTo(x2 * dimensions, y2 * dimensions);
lineContext.stroke();
});
context.globalAlpha = 0.4;
context.drawImage(lineCanvas, 0, 0, dimensions, dimensions);
context.globalAlpha = 1;
context.imageSmoothingEnabled = false;
context.lineCap = "square";
context.strokeStyle = variantColor;
context.lineWidth = lineSize;
// Draw upper lines
partLines.forEach(([x1, y1, x2, y2]) => {
context.beginPath();
context.moveTo(x1 * dimensions, y1 * dimensions);
context.lineTo(x2 * dimensions, y2 * dimensions);
context.stroke();
});
const out = fs.createWriteStream(path.join(outputFolder, variantId + "_" + partId + ".png"));
const stream = canvas.createPNGStream();
stream.pipe(out);
promises.push(new Promise(resolve => stream.on("end", resolve)));
}
}
console.log("Waiting for completion");
await Promise.all(promises);
console.log("Done!");
}
run();

View File

Before

Width:  |  Height:  |  Size: 12 KiB

After

Width:  |  Height:  |  Size: 12 KiB

View File

Before

Width:  |  Height:  |  Size: 8.3 KiB

After

Width:  |  Height:  |  Size: 8.3 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 7.3 KiB

View File

Before

Width:  |  Height:  |  Size: 7.4 KiB

After

Width:  |  Height:  |  Size: 7.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 957 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 854 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 676 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.7 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.7 KiB

After

Width:  |  Height:  |  Size: 3.7 KiB

View File

Before

Width:  |  Height:  |  Size: 9.5 KiB

After

Width:  |  Height:  |  Size: 9.5 KiB

View File

Before

Width:  |  Height:  |  Size: 7.6 KiB

After

Width:  |  Height:  |  Size: 7.6 KiB

Binary file not shown.

After

Width:  |  Height:  |  Size: 6.8 KiB

View File

Before

Width:  |  Height:  |  Size: 7.1 KiB

After

Width:  |  Height:  |  Size: 7.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 695 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 503 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 498 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 646 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 4.5 KiB

View File

@ -1,110 +1,92 @@
# Requirements: numpy, scipy, Pillow,
from __future__ import print_function
import sys
import numpy as np
from scipy import ndimage
from PIL import Image, ImageFilter, ImageChops
import math
from os import listdir
from os.path import isdir, isfile
roberts_cross_v = np.array([[0, 0, 0],
[0, 1, 0],
[0, 0, -1]])
roberts_cross_h = np.array([[0, 0, 0],
[0, 0, 1],
[0, -1, 0]])
def rgb2gray(rgb):
return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
def save_image(data, outfilename, src_image):
img = Image.fromarray(np.asarray(
np.clip(data, 0, 255), dtype="uint8"), "L")
dest = Image.new("RGBA", (img.width, img.height))
src = img.load()
dst = dest.load()
realSrc = src_image.load()
mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
orig = src_image.load()
isWire = "wire" in outfilename
targetR = 104
targetG = 200
targetB = 255
if isWire:
targetR = 255
targetG = 104
targetB = 232
for x in range(img.width):
for y in range(img.height):
realpixl = realSrc[x, y]
greyval = float(src[x, y])
greyval = min(255.0, greyval)
greyval = math.pow(
min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
greyval = max(0, greyval)
alpha = mask[x, y][3] / 255.0 * 1
edgeFactor = src[x, y] / 255.0
noEdge = 1 - edgeFactor
shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
noShadow = 1 - shadow
dst[x, y] = (
min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
dest.save(outfilename)
def roberts_cross(infilename, outfilename):
print("Processing", infilename)
img = Image.open(infilename)
img.load()
img = img.filter(ImageFilter.GaussianBlur(0.5))
image = rgb2gray(np.asarray(img, dtype="int32"))
vertical = ndimage.convolve(image, roberts_cross_v)
horizontal = ndimage.convolve(image, roberts_cross_h)
output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
save_image(output_image, outfilename, img)
def generateUiPreview(srcPath, buildingId):
print(srcPath, buildingId)
img = Image.open(srcPath)
img.load()
img.thumbnail((110, 110), Image.ANTIALIAS)
img.save("../res/ui/hud/building_previews/" + buildingId + ".png")
img = img.convert("LA")
data = img.load()
for x in range(img.width):
for y in range(img.height):
data[x, y] = (data[x, y][0], int(data[x, y][1] * 0.5))
img.save("../res/ui/hud/building_previews/" + buildingId + "_disabled.png")
buildings = listdir("buildings")
for buildingId in buildings:
if "hub" in buildingId:
continue
roberts_cross("buildings/" + buildingId + "", "blueprints/" + buildingId + "")
# Requirements: numpy, scipy, Pillow,
from __future__ import print_function
import sys
import numpy as np
from scipy import ndimage
from PIL import Image, ImageFilter, ImageChops
import math
from os import listdir
from os.path import isdir, isfile
generate_blueprint_sprite_v = np.array([[0, 0, 0],
[0, 1, 0],
[0, 0, -1]])
generate_blueprint_sprite_h = np.array([[0, 0, 0],
[0, 0, 1],
[0, -1, 0]])
def rgb2gray(rgb):
return np.dot(rgb[..., :3], [0.2989, 0.5870, 0.1140])
def process_image(data, outfilename, src_image):
img = Image.fromarray(np.asarray(
np.clip(data, 0, 255), dtype="uint8"), "L")
dest = Image.new("RGBA", (img.width, img.height))
src = img.load()
dst = dest.load()
realSrc = src_image.load()
mask = src_image.filter(ImageFilter.GaussianBlur(10)).load()
orig = src_image.load()
# isWire = "wire" in outfilename
isWire = False
targetR = 104
targetG = 200
targetB = 255
if isWire:
targetR = 255
targetG = 104
targetB = 232
for x in range(img.width):
for y in range(img.height):
realpixl = realSrc[x, y]
greyval = float(src[x, y])
greyval = min(255.0, greyval)
greyval = math.pow(
min(1, float(greyval / 255.0 * 1)), 1.5) * 255.0 * 1
greyval = max(0, greyval)
alpha = mask[x, y][3] / 255.0 * 1
edgeFactor = src[x, y] / 255.0
noEdge = 1 - edgeFactor
shadow = min(1, 1 - realpixl[3] / 255.0 - edgeFactor)
noShadow = 1 - shadow
dst[x, y] = (
min(255, int((realpixl[0] / 255.0 * 0.4 + 0.6) * targetR * 1.1)),
min(255, int((realpixl[1] / 255.0 * 0.4 + 0.6) * targetG * 1.1)),
min(255, int((realpixl[2] / 255.0 * 0.4 + 0.6) * targetB * 1.1)),
min(255, int(float(realpixl[3]) * (0.6 + 5 * edgeFactor))))
dest.save(outfilename)
def generate_blueprint_sprite(infilename, outfilename):
print("Processing", infilename)
img = Image.open(infilename)
img.load()
img = img.filter(ImageFilter.GaussianBlur(0.5))
image = rgb2gray(np.asarray(img, dtype="int32"))
vertical = ndimage.convolve(image, generate_blueprint_sprite_v)
horizontal = ndimage.convolve(image, generate_blueprint_sprite_h)
output_image = np.sqrt(np.square(horizontal) + np.square(vertical))
process_image(output_image, outfilename, img)
buildings = listdir("buildings")
for buildingId in buildings:
if "hub" in buildingId:
continue
if "wire-" in buildingId:
continue
generate_blueprint_sprite("buildings/" + buildingId + "", "blueprints/" + buildingId + "")

Binary file not shown.

Before

Width:  |  Height:  |  Size: 701 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 649 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 502 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 501 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 690 B

After

Width:  |  Height:  |  Size: 703 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 642 B

After

Width:  |  Height:  |  Size: 647 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 501 B

After

Width:  |  Height:  |  Size: 520 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 496 B

After

Width:  |  Height:  |  Size: 513 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 707 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 649 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 526 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 513 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 695 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 646 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 503 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 498 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 705 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 648 B

After

Width:  |  Height:  |  Size: 651 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 525 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 516 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 699 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 501 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 500 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 706 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 651 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 527 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 515 B

View File

@ -1,5 +1,6 @@
$buildings: belt, cutter, miner, mixer, painter, rotater, balancer, stacker, trash, underground_belt, wire,
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor, reader, storage;
constant_signal, logic_gate, lever, filter, wire_tunnel, display, virtual_processor, reader, storage,
transistor, analyzer, comparator;
@each $building in $buildings {
[data-icon="building_icons/#{$building}.png"] {
@ -8,10 +9,11 @@ $buildings: belt, cutter, miner, mixer, painter, rotater, balancer, stacker, tra
}
}
$buildingsAndVariants: belt, balancer, balancer-merger, balancer-splitter, underground_belt,
underground_belt-tier2, miner, miner-chainable, cutter, cutter-quad, rotater, rotater-ccw, stacker, mixer,
painter, painter-double, painter-quad, trash, storage, reader, rotater-rotate180, lever, display,
constant_signal;
$buildingsAndVariants: belt, balancer, underground_belt, underground_belt-tier2, miner, miner-chainable,
cutter, cutter-quad, rotater, rotater-ccw, stacker, mixer, painter-double, painter-quad, trash, storage,
reader, rotater-rotate180, display, constant_signal, wire, wire_tunnel, logic_gate-or, logic_gate-not,
logic_gate-xor, analyzer, virtual_processor-rotater, virtual_processor-unstacker,
virtual_processor-stacker, virtual_processor-painter;
@each $building in $buildingsAndVariants {
[data-icon="building_tutorials/#{$building}.png"] {
/* @load-async */
@ -19,26 +21,57 @@ $buildingsAndVariants: belt, balancer, balancer-merger, balancer-splitter, under
}
}
// @TODO: New buildings (balancer, wires, etc)
// Special cases for mirrored vairants
[data-icon="building_tutorials/painter.png"],
[data-icon="building_tutorials/painter-mirrored.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/painter.png") !important;
}
[data-icon="building_tutorials/balancer-merger.png"],
[data-icon="building_tutorials/balancer-merger-inverse.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/balancer-merger.png") !important;
}
[data-icon="building_tutorials/balancer-splitter.png"],
[data-icon="building_tutorials/balancer-splitter-inverse.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/balancer-splitter.png") !important;
}
[data-icon="building_tutorials/filter.png"] {
[data-icon="building_tutorials/transistor.png"],
[data-icon="building_tutorials/transistor-mirrored.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/transistor.png") !important;
}
// Filter and lever share tutorials
[data-icon="building_tutorials/filter.png"],
[data-icon="building_tutorials/lever.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/lever.png") !important;
}
// Wire types share tutorials
[data-icon="building_tutorials/wire-second.png"],
[data-icon="building_tutorials/wire-third.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/wire-second.png") !important;
}
// Logic gate
[data-icon="building_tutorials/logic_gate.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/logic_gate-and.png") !important;
}
// Virtual processor
[data-icon="building_tutorials/virtual_processor.png"] {
/* @load-async */
background-image: uiResource("res/ui/building_tutorials/virtual_processor-cutter.png") !important;
}
$icons: notification_saved, notification_success, notification_upgrade;
@each $icon in $icons {
[data-icon="icons/#{$icon}.png"] {

View File

@ -0,0 +1,79 @@
import { generateMatrixRotations } from "../../core/utils";
import { enumDirection, Vector } from "../../core/vector";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
const overlayMatrix = generateMatrixRotations([1, 1, 0, 1, 1, 1, 0, 1, 0]);
export class MetaAnalyzerBuilding extends MetaBuilding {
constructor() {
super("analyzer");
}
getSilhouetteColor() {
return "#3a52bc";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getRenderPins() {
// We already have it included
return false;
}
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant) {
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.left,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
],
})
);
entity.addComponent(
new LogicGateComponent({
type: enumLogicGateType.analyzer,
})
);
}
}

View File

@ -0,0 +1,72 @@
import { enumDirection, Vector } from "../../core/vector";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export class MetaComparatorBuilding extends MetaBuilding {
constructor() {
super("comparator");
}
getSilhouetteColor() {
return "#823cab";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getRenderPins() {
// We already have it included
return false;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
],
})
);
entity.addComponent(
new LogicGateComponent({
type: enumLogicGateType.compare,
})
);
}
}

View File

@ -4,6 +4,9 @@ import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { ConstantSignalComponent } from "../components/constant_signal";
import { generateMatrixRotations } from "../../core/utils";
const overlayMatrix = generateMatrixRotations([0, 1, 0, 1, 1, 1, 1, 1, 1]);
export class MetaConstantSignalBuilding extends MetaBuilding {
constructor() {
@ -11,7 +14,7 @@ export class MetaConstantSignalBuilding extends MetaBuilding {
}
getSilhouetteColor() {
return "#2bafda";
return "#2b84fd";
}
/**
@ -35,6 +38,10 @@ export class MetaConstantSignalBuilding extends MetaBuilding {
return false;
}
getSpecialOverlayRenderMatrix(rotation) {
return overlayMatrix[rotation];
}
/**
* Creates the entity at the given location
* @param {Entity} entity

View File

@ -1,155 +1,151 @@
import { enumDirection, Vector } from "../../core/vector";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
/** @enum {string} */
export const enumLogicGateVariants = {
not: "not",
xor: "xor",
or: "or",
transistor: "transistor",
};
/** @enum {string} */
export const enumVariantToGate = {
[defaultBuildingVariant]: enumLogicGateType.and,
[enumLogicGateVariants.not]: enumLogicGateType.not,
[enumLogicGateVariants.xor]: enumLogicGateType.xor,
[enumLogicGateVariants.or]: enumLogicGateType.or,
[enumLogicGateVariants.transistor]: enumLogicGateType.transistor,
};
export class MetaLogicGateBuilding extends MetaBuilding {
constructor() {
super("logic_gate");
}
getSilhouetteColor() {
return "#89dc60";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getAvailableVariants() {
return [
defaultBuildingVariant,
enumLogicGateVariants.not,
enumLogicGateVariants.xor,
enumLogicGateVariants.or,
enumLogicGateVariants.transistor,
];
}
getRenderPins() {
// We already have it included
return false;
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant, variant) {
const gateType = enumVariantToGate[variant];
entity.components.LogicGate.type = gateType;
const pinComp = entity.components.WiredPins;
switch (gateType) {
case enumLogicGateType.and:
case enumLogicGateType.xor:
case enumLogicGateType.or: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.transistor: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.not: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
default:
assertAlways("unknown logic gate type: " + gateType);
}
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [],
})
);
entity.addComponent(new LogicGateComponent({}));
}
}
import { enumDirection, Vector } from "../../core/vector";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { generateMatrixRotations } from "../../core/utils";
/** @enum {string} */
export const enumLogicGateVariants = {
not: "not",
xor: "xor",
or: "or",
};
/** @enum {string} */
export const enumVariantToGate = {
[defaultBuildingVariant]: enumLogicGateType.and,
[enumLogicGateVariants.not]: enumLogicGateType.not,
[enumLogicGateVariants.xor]: enumLogicGateType.xor,
[enumLogicGateVariants.or]: enumLogicGateType.or,
};
const overlayMatrices = {
[defaultBuildingVariant]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[enumLogicGateVariants.xor]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[enumLogicGateVariants.or]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 1]),
[enumLogicGateVariants.not]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
};
const colors = {
[defaultBuildingVariant]: "#f48d41",
[enumLogicGateVariants.xor]: "#f4a241",
[enumLogicGateVariants.or]: "#f4d041",
[enumLogicGateVariants.not]: "#f44184",
};
export class MetaLogicGateBuilding extends MetaBuilding {
constructor() {
super("logic_gate");
}
getSilhouetteColor(variant) {
return colors[variant];
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant) {
return overlayMatrices[variant][rotation];
}
getAvailableVariants() {
return [
defaultBuildingVariant,
enumLogicGateVariants.or,
enumLogicGateVariants.not,
enumLogicGateVariants.xor,
];
}
getRenderPins() {
// We already have it included
return false;
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant, variant) {
const gateType = enumVariantToGate[variant];
entity.components.LogicGate.type = gateType;
const pinComp = entity.components.WiredPins;
switch (gateType) {
case enumLogicGateType.and:
case enumLogicGateType.xor:
case enumLogicGateType.or: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.not: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
default:
assertAlways("unknown logic gate type: " + gateType);
}
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [],
})
);
entity.addComponent(new LogicGateComponent({}));
}
}

View File

@ -0,0 +1,101 @@
import { generateMatrixRotations } from "../../core/utils";
import { enumDirection, Vector } from "../../core/vector";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
/** @enum {string} */
export const enumTransistorVariants = {
mirrored: "mirrored",
};
const overlayMatrices = {
[defaultBuildingVariant]: generateMatrixRotations([0, 1, 0, 1, 1, 0, 0, 1, 0]),
[enumTransistorVariants.mirrored]: generateMatrixRotations([0, 1, 0, 0, 1, 1, 0, 1, 0]),
};
export class MetaTransistorBuilding extends MetaBuilding {
constructor() {
super("transistor");
}
getSilhouetteColor() {
return "#bc3a61";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getDimensions() {
return new Vector(1, 1);
}
getAvailableVariants() {
return [defaultBuildingVariant, enumTransistorVariants.mirrored];
}
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant) {
return overlayMatrices[variant][rotation];
}
getRenderPins() {
// We already have it included
return false;
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant, variant) {
entity.components.WiredPins.slots[1].direction =
variant === enumTransistorVariants.mirrored ? enumDirection.right : enumDirection.left;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(
new WiredPinsComponent({
slots: [
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.bottom,
type: enumPinSlotType.logicalAcceptor,
},
],
})
);
entity.addComponent(
new LogicGateComponent({
type: enumLogicGateType.transistor,
})
);
}
}

View File

@ -4,13 +4,15 @@ import { WiredPinsComponent, enumPinSlotType } from "../components/wired_pins";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { MetaCutterBuilding } from "./cutter";
import { MetaPainterBuilding } from "./painter";
import { MetaRotaterBuilding } from "./rotater";
import { MetaStackerBuilding } from "./stacker";
/** @enum {string} */
export const enumVirtualProcessorVariants = {
analyzer: "analyzer",
rotater: "rotater",
unstacker: "unstacker",
shapecompare: "shapecompare",
stacker: "stacker",
painter: "painter",
};
@ -18,21 +20,27 @@ export const enumVirtualProcessorVariants = {
/** @enum {string} */
export const enumVariantToGate = {
[defaultBuildingVariant]: enumLogicGateType.cutter,
[enumVirtualProcessorVariants.analyzer]: enumLogicGateType.analyzer,
[enumVirtualProcessorVariants.rotater]: enumLogicGateType.rotater,
[enumVirtualProcessorVariants.unstacker]: enumLogicGateType.unstacker,
[enumVirtualProcessorVariants.shapecompare]: enumLogicGateType.shapecompare,
[enumVirtualProcessorVariants.stacker]: enumLogicGateType.stacker,
[enumVirtualProcessorVariants.painter]: enumLogicGateType.painter,
};
const colors = {
[defaultBuildingVariant]: new MetaCutterBuilding().getSilhouetteColor(),
[enumVirtualProcessorVariants.rotater]: new MetaRotaterBuilding().getSilhouetteColor(),
[enumVirtualProcessorVariants.unstacker]: new MetaStackerBuilding().getSilhouetteColor(),
[enumVirtualProcessorVariants.stacker]: new MetaStackerBuilding().getSilhouetteColor(),
[enumVirtualProcessorVariants.painter]: new MetaPainterBuilding().getSilhouetteColor(),
};
export class MetaVirtualProcessorBuilding extends MetaBuilding {
constructor() {
super("virtual_processor");
}
getSilhouetteColor() {
return "#823cab";
getSilhouetteColor(variant) {
return colors[variant];
}
/**
@ -56,11 +64,9 @@ export class MetaVirtualProcessorBuilding extends MetaBuilding {
return [
defaultBuildingVariant,
enumVirtualProcessorVariants.rotater,
enumVirtualProcessorVariants.unstacker,
enumVirtualProcessorVariants.analyzer,
enumVirtualProcessorVariants.stacker,
enumVirtualProcessorVariants.painter,
enumVirtualProcessorVariants.shapecompare,
enumVirtualProcessorVariants.unstacker,
];
}
@ -80,7 +86,6 @@ export class MetaVirtualProcessorBuilding extends MetaBuilding {
const pinComp = entity.components.WiredPins;
switch (gateType) {
case enumLogicGateType.cutter:
case enumLogicGateType.analyzer:
case enumLogicGateType.unstacker: {
pinComp.setSlots([
{
@ -116,26 +121,6 @@ export class MetaVirtualProcessorBuilding extends MetaBuilding {
]);
break;
}
case enumLogicGateType.shapecompare: {
pinComp.setSlots([
{
pos: new Vector(0, 0),
direction: enumDirection.top,
type: enumPinSlotType.logicalEjector,
},
{
pos: new Vector(0, 0),
direction: enumDirection.left,
type: enumPinSlotType.logicalAcceptor,
},
{
pos: new Vector(0, 0),
direction: enumDirection.right,
type: enumPinSlotType.logicalAcceptor,
},
]);
break;
}
case enumLogicGateType.stacker:
case enumLogicGateType.painter: {
pinComp.setSlots([

View File

@ -1,263 +1,272 @@
import { Loader } from "../../core/loader";
import { generateMatrixRotations } from "../../core/utils";
import { enumDirection, enumDirectionToAngle, enumDirectionToVector, Vector } from "../../core/vector";
import { SOUNDS } from "../../platform/sound";
import { enumWireType, WireComponent } from "../components/wire";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export const arrayWireRotationVariantToType = [
enumWireType.regular,
enumWireType.turn,
enumWireType.split,
enumWireType.cross,
];
export const wireOverlayMatrices = {
[enumWireType.regular]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumWireType.split]: generateMatrixRotations([0, 0, 0, 1, 1, 1, 0, 1, 0]),
[enumWireType.turn]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
[enumWireType.cross]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
};
export class MetaWireBuilding extends MetaBuilding {
constructor() {
super("wire");
}
getHasDirectionLockAvailable() {
return true;
}
getSilhouetteColor() {
return "#25fff2";
}
getDimensions() {
return new Vector(1, 1);
}
getStayInPlacementMode() {
return true;
}
getPlacementSound() {
return SOUNDS.placeBelt;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
// @todo
entity.addComponent(new WireComponent({}));
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
*/
updateVariants(entity, rotationVariant) {
entity.components.Wire.type = arrayWireRotationVariantToType[rotationVariant];
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return wireOverlayMatrices[entity.components.Wire.type][rotation];
}
getPreviewSprite(rotationVariant) {
switch (arrayWireRotationVariantToType[rotationVariant]) {
case enumWireType.regular: {
return Loader.getSprite("sprites/buildings/wire.png");
}
case enumWireType.turn: {
return Loader.getSprite("sprites/buildings/wire-turn.png");
}
case enumWireType.split: {
return Loader.getSprite("sprites/buildings/wire-split.png");
}
case enumWireType.cross: {
return Loader.getSprite("sprites/buildings/wire-cross.png");
}
default: {
assertAlways(false, "Invalid wire rotation variant");
}
}
}
getBlueprintSprite(rotationVariant) {
switch (arrayWireRotationVariantToType[rotationVariant]) {
case enumWireType.regular: {
return Loader.getSprite("sprites/blueprints/wire.png");
}
case enumWireType.turn: {
return Loader.getSprite("sprites/blueprints/wire-turn.png");
}
case enumWireType.split: {
return Loader.getSprite("sprites/blueprints/wire-split.png");
}
case enumWireType.cross: {
return Loader.getSprite("sprites/blueprints/wire-cross.png");
}
default: {
assertAlways(false, "Invalid wire rotation variant");
}
}
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {string} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
const connections = {
top: root.logic.computeWireEdgeStatus({ tile, rotation, edge: enumDirection.top }),
right: root.logic.computeWireEdgeStatus({ tile, rotation, edge: enumDirection.right }),
bottom: root.logic.computeWireEdgeStatus({ tile, rotation, edge: enumDirection.bottom }),
left: root.logic.computeWireEdgeStatus({ tile, rotation, edge: enumDirection.left }),
};
let flag = 0;
flag |= connections.top ? 0x1000 : 0;
flag |= connections.right ? 0x100 : 0;
flag |= connections.bottom ? 0x10 : 0;
flag |= connections.left ? 0x1 : 0;
let targetType = enumWireType.regular;
// First, reset rotation
rotation = 0;
switch (flag) {
case 0x0000:
// Nothing
break;
case 0x0001:
// Left
rotation += 90;
break;
case 0x0010:
// Bottom
// END
break;
case 0x0011:
// Bottom | Left
targetType = enumWireType.turn;
rotation += 90;
break;
case 0x0100:
// Right
rotation += 90;
break;
case 0x0101:
// Right | Left
rotation += 90;
break;
case 0x0110:
// Right | Bottom
targetType = enumWireType.turn;
break;
case 0x0111:
// Right | Bottom | Left
targetType = enumWireType.split;
break;
case 0x1000:
// Top
break;
case 0x1001:
// Top | Left
targetType = enumWireType.turn;
rotation += 180;
break;
case 0x1010:
// Top | Bottom
break;
case 0x1011:
// Top | Bottom | Left
targetType = enumWireType.split;
rotation += 90;
break;
case 0x1100:
// Top | Right
targetType = enumWireType.turn;
rotation -= 90;
break;
case 0x1101:
// Top | Right | Left
targetType = enumWireType.split;
rotation += 180;
break;
case 0x1110:
// Top | Right | Bottom
targetType = enumWireType.split;
rotation -= 90;
break;
case 0x1111:
// Top | Right | Bottom | Left
targetType = enumWireType.cross;
break;
}
return {
// Clamp rotation
rotation: (rotation + 360 * 10) % 360,
rotationVariant: arrayWireRotationVariantToType.indexOf(targetType),
};
}
}
import { Loader } from "../../core/loader";
import { generateMatrixRotations } from "../../core/utils";
import { enumDirection, Vector } from "../../core/vector";
import { SOUNDS } from "../../platform/sound";
import { enumWireType, enumWireVariant, WireComponent } from "../components/wire";
import { Entity } from "../entity";
import { defaultBuildingVariant, MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
export const arrayWireRotationVariantToType = [
enumWireType.forward,
enumWireType.turn,
enumWireType.split,
enumWireType.cross,
];
export const wireOverlayMatrices = {
[enumWireType.forward]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
[enumWireType.split]: generateMatrixRotations([0, 0, 0, 1, 1, 1, 0, 1, 0]),
[enumWireType.turn]: generateMatrixRotations([0, 0, 0, 0, 1, 1, 0, 1, 0]),
[enumWireType.cross]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
};
/** @enum {string} */
export const wireVariants = {
second: "second",
third: "third",
};
const enumWireVariantToVariant = {
[defaultBuildingVariant]: enumWireVariant.first,
[wireVariants.second]: enumWireVariant.second,
[wireVariants.third]: enumWireVariant.third,
};
export class MetaWireBuilding extends MetaBuilding {
constructor() {
super("wire");
}
getHasDirectionLockAvailable() {
return true;
}
getSilhouetteColor() {
return "#61ef6f";
}
getAvailableVariants() {
return [defaultBuildingVariant, wireVariants.second, wireVariants.third];
}
getDimensions() {
return new Vector(1, 1);
}
getStayInPlacementMode() {
return true;
}
getPlacementSound() {
return SOUNDS.placeBelt;
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getSprite() {
return null;
}
getIsReplaceable() {
return true;
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(new WireComponent({}));
}
/**
*
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
entity.components.Wire.type = arrayWireRotationVariantToType[rotationVariant];
entity.components.Wire.variant = enumWireVariantToVariant[variant];
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return wireOverlayMatrices[entity.components.Wire.type][rotation];
}
/**
*
* @param {number} rotationVariant
* @param {string} variant
* @returns {import("../../core/draw_utils").AtlasSprite}
*/
getPreviewSprite(rotationVariant, variant) {
const wireVariant = enumWireVariantToVariant[variant];
switch (arrayWireRotationVariantToType[rotationVariant]) {
case enumWireType.forward: {
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_forward.png");
}
case enumWireType.turn: {
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_turn.png");
}
case enumWireType.split: {
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_split.png");
}
case enumWireType.cross: {
return Loader.getSprite("sprites/wires/sets/" + wireVariant + "_cross.png");
}
default: {
assertAlways(false, "Invalid wire rotation variant");
}
}
}
getBlueprintSprite(rotationVariant, variant) {
return this.getPreviewSprite(rotationVariant, variant);
}
/**
* Should compute the optimal rotation variant on the given tile
* @param {object} param0
* @param {GameRoot} param0.root
* @param {Vector} param0.tile
* @param {number} param0.rotation
* @param {string} param0.variant
* @param {string} param0.layer
* @return {{ rotation: number, rotationVariant: number, connectedEntities?: Array<Entity> }}
*/
computeOptimalDirectionAndRotationVariantAtTile({ root, tile, rotation, variant, layer }) {
const wireVariant = enumWireVariantToVariant[variant];
const connections = {
top: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.top }),
right: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.right }),
bottom: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.bottom }),
left: root.logic.computeWireEdgeStatus({ tile, wireVariant, edge: enumDirection.left }),
};
let flag = 0;
flag |= connections.top ? 0x1000 : 0;
flag |= connections.right ? 0x100 : 0;
flag |= connections.bottom ? 0x10 : 0;
flag |= connections.left ? 0x1 : 0;
let targetType = enumWireType.forward;
// First, reset rotation
rotation = 0;
switch (flag) {
case 0x0000:
// Nothing
break;
case 0x0001:
// Left
rotation += 90;
break;
case 0x0010:
// Bottom
// END
break;
case 0x0011:
// Bottom | Left
targetType = enumWireType.turn;
rotation += 90;
break;
case 0x0100:
// Right
rotation += 90;
break;
case 0x0101:
// Right | Left
rotation += 90;
break;
case 0x0110:
// Right | Bottom
targetType = enumWireType.turn;
break;
case 0x0111:
// Right | Bottom | Left
targetType = enumWireType.split;
break;
case 0x1000:
// Top
break;
case 0x1001:
// Top | Left
targetType = enumWireType.turn;
rotation += 180;
break;
case 0x1010:
// Top | Bottom
break;
case 0x1011:
// Top | Bottom | Left
targetType = enumWireType.split;
rotation += 90;
break;
case 0x1100:
// Top | Right
targetType = enumWireType.turn;
rotation -= 90;
break;
case 0x1101:
// Top | Right | Left
targetType = enumWireType.split;
rotation += 180;
break;
case 0x1110:
// Top | Right | Bottom
targetType = enumWireType.split;
rotation -= 90;
break;
case 0x1111:
// Top | Right | Bottom | Left
targetType = enumWireType.cross;
break;
}
return {
// Clamp rotation
rotation: (rotation + 360 * 10) % 360,
rotationVariant: arrayWireRotationVariantToType.indexOf(targetType),
};
}
}

View File

@ -1,87 +1,58 @@
import { Vector } from "../../core/vector";
import { Entity } from "../entity";
import { MetaBuilding, defaultBuildingVariant } from "../meta_building";
import { GameRoot } from "../root";
import { WireTunnelComponent } from "../components/wire_tunnel";
import { generateMatrixRotations } from "../../core/utils";
/** @enum {string} */
export const enumWireTunnelVariants = {
coating: "coating",
};
const wireTunnelOverlayMatrices = {
[defaultBuildingVariant]: generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]),
[enumWireTunnelVariants.coating]: generateMatrixRotations([0, 1, 0, 0, 1, 0, 0, 1, 0]),
};
export class MetaWireTunnelBuilding extends MetaBuilding {
constructor() {
super("wire_tunnel");
}
getSilhouetteColor() {
return "#777a86";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
// @todo
return true;
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return wireTunnelOverlayMatrices[variant][rotation];
}
getIsRotateable(variant) {
return variant !== defaultBuildingVariant;
}
getDimensions() {
return new Vector(1, 1);
}
getAvailableVariants() {
return [defaultBuildingVariant, enumWireTunnelVariants.coating];
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
getRotateAutomaticallyWhilePlacing() {
return true;
}
getStayInPlacementMode() {
return true;
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(new WireTunnelComponent({}));
}
/**
* @param {Entity} entity
* @param {number} rotationVariant
* @param {string} variant
*/
updateVariants(entity, rotationVariant, variant) {
entity.components.WireTunnel.multipleDirections = variant === defaultBuildingVariant;
}
}
import { generateMatrixRotations } from "../../core/utils";
import { Vector } from "../../core/vector";
import { WireTunnelComponent } from "../components/wire_tunnel";
import { Entity } from "../entity";
import { MetaBuilding } from "../meta_building";
import { GameRoot } from "../root";
import { enumHubGoalRewards } from "../tutorial_goals";
const wireTunnelOverlayMatrix = generateMatrixRotations([0, 1, 0, 1, 1, 1, 0, 1, 0]);
export class MetaWireTunnelBuilding extends MetaBuilding {
constructor() {
super("wire_tunnel");
}
getSilhouetteColor() {
return "#777a86";
}
/**
* @param {GameRoot} root
*/
getIsUnlocked(root) {
return root.hubGoals.isRewardUnlocked(enumHubGoalRewards.reward_wires_filters_and_levers);
}
/**
*
* @param {number} rotation
* @param {number} rotationVariant
* @param {string} variant
* @param {Entity} entity
*/
getSpecialOverlayRenderMatrix(rotation, rotationVariant, variant, entity) {
return wireTunnelOverlayMatrix[rotation];
}
getIsRotateable() {
return false;
}
getDimensions() {
return new Vector(1, 1);
}
/** @returns {"wires"} **/
getLayer() {
return "wires";
}
/**
* Creates the entity at the given location
* @param {Entity} entity
*/
setupEntityComponents(entity) {
entity.addComponent(new WireTunnelComponent({}));
}
}

View File

@ -12,7 +12,7 @@ export const enumLogicGateType = {
rotater: "rotater",
unstacker: "unstacker",
cutter: "cutter",
shapecompare: "shapecompare",
compare: "compare",
stacker: "stacker",
painter: "painter",
};

View File

@ -63,6 +63,14 @@ export class StaticMapEntityComponent extends Component {
return getBuildingDataFromCode(this.code).metaInstance;
}
/**
* Returns the buildings variant
* @returns {string}
*/
getVariant() {
return getBuildingDataFromCode(this.code).variant;
}
/**
* Copy the current state to another component
* @param {Component} otherComponent

View File

@ -2,12 +2,19 @@ import { Component } from "../component";
/** @enum {string} */
export const enumWireType = {
regular: "regular",
forward: "forward",
turn: "turn",
split: "split",
cross: "cross",
};
/** @enum {string} */
export const enumWireVariant = {
first: "first",
second: "second",
third: "third",
};
export class WireComponent extends Component {
static getId() {
return "Wire";
@ -16,54 +23,21 @@ export class WireComponent extends Component {
/**
* @param {object} param0
* @param {enumWireType=} param0.type
* @param {enumWireVariant=} param0.variant
*/
constructor({ type = enumWireType.regular }) {
constructor({ type = enumWireType.forward, variant = enumWireVariant.first }) {
super();
this.type = type;
/**
* The variant of the wire, different variants do not connect
* @type {enumWireVariant}
*/
this.variant = variant;
/**
* @type {import("../systems/wire").WireNetwork}
*/
this.linkedNetwork = null;
}
/**
* Returns the local connections
* @returns {import("../../core/utils").DirectionalObject}
*/
getLocalConnections() {
return {
top: true,
right: false,
bottom: true,
left: false,
};
// switch (this.type) {
// case enumWireType.regular:
// return {
// top: true,
// right: false,
// bottom: true,
// left: false,
// };
// case enumWireType.turn:
// return {
// top: false,
// right: true,
// bottom: true,
// left: false,
// };
// case enumWireType.split:
// return {
// top: false,
// right: true,
// bottom: true,
// left: true,
// };
// default:
// assertAlways(false, "Invalid wire type: " + this.type);
// }
}
}

View File

@ -5,13 +5,8 @@ export class WireTunnelComponent extends Component {
return "WireTunnel";
}
/**
* @param {object} param0
* @param {boolean=} param0.multipleDirections
*/
constructor({ multipleDirections = true }) {
constructor() {
super();
this.multipleDirections = multipleDirections;
/**
* Linked network, only if its not multiple directions

View File

@ -5,6 +5,9 @@ import { MetaLogicGateBuilding } from "../../buildings/logic_gate";
import { MetaLeverBuilding } from "../../buildings/lever";
import { MetaWireTunnelBuilding } from "../../buildings/wire_tunnel";
import { MetaVirtualProcessorBuilding } from "../../buildings/virtual_processor";
import { MetaTransistorBuilding } from "../../buildings/transistor";
import { MetaAnalyzerBuilding } from "../../buildings/analyzer";
import { MetaComparatorBuilding } from "../../buildings/comparator";
export class HUDWiresToolbar extends HUDBaseToolbar {
constructor(root) {
@ -13,9 +16,12 @@ export class HUDWiresToolbar extends HUDBaseToolbar {
MetaWireBuilding,
MetaWireTunnelBuilding,
MetaConstantSignalBuilding,
MetaTransistorBuilding,
MetaLogicGateBuilding,
MetaAnalyzerBuilding,
MetaLeverBuilding,
MetaVirtualProcessorBuilding,
MetaComparatorBuilding,
],
visibilityCondition: () =>
!this.root.camera.getIsMapOverlayActive() && this.root.currentLayer === "wires",

View File

@ -64,8 +64,11 @@ export const KEYMAPPINGS = {
wire: { keyCode: key("1") },
wire_tunnel: { keyCode: key("2") },
constant_signal: { keyCode: key("3") },
transistor: { keyCode: key("6") },
logic_gate: { keyCode: key("4") },
virtual_processor: { keyCode: key("5") },
analyzer: { keyCode: key("7") },
comparator: { keyCode: key("8") },
},
placement: {

View File

@ -1,23 +1,18 @@
import { globalConfig } from "../core/config";
import { createLogger } from "../core/logging";
import { STOP_PROPAGATION } from "../core/signal";
import { round2Digits } from "../core/utils";
import { enumDirection, enumDirectionToVector, enumInvertedDirections, Vector } from "../core/vector";
import { getBuildingDataFromCode } from "./building_codes";
import { enumWireVariant } from "./components/wire";
import { Entity } from "./entity";
import { CHUNK_OVERLAY_RES } from "./map_chunk_view";
import { MetaBuilding } from "./meta_building";
import { GameRoot } from "./root";
import { WireNetwork } from "./systems/wire";
import { globalConfig } from "../core/config";
import { CHUNK_OVERLAY_RES } from "./map_chunk_view";
const logger = createLogger("ingame/logic");
/** @enum {number} */
export const enumWireEdgeFlag = {
empty: 0,
connected: 2,
};
/**
* Typing helper
* @typedef {Array<{
@ -193,28 +188,72 @@ export class GameLogic {
*
* Computes the flag for a given tile
* @param {object} param0
* @param {enumWireVariant} param0.wireVariant
* @param {Vector} param0.tile The tile to check at
* @param {enumDirection} param0.edge The edge to check for
* @param {number} param0.rotation The local tiles base rotation
*/
computeWireEdgeStatus({ tile, edge, rotation }) {
computeWireEdgeStatus({ wireVariant, tile, edge }) {
const offset = enumDirectionToVector[edge];
const refTile = tile.add(offset);
// const angle = enumDirectionToAngle[edge];
const targetTile = tile.add(offset);
// // First, check if this edge can be connected from locally
// const canConnectLocally = rotation === angle || (rotation + 180) % 360 === angle;
// Search for relevant pins
const pinEntities = this.root.map.getLayersContentsMultipleXY(targetTile.x, targetTile.y);
const neighbourStatus = this.getWireEdgeFlag(refTile, edge);
// Go over all entities which could have a pin
for (let i = 0; i < pinEntities.length; ++i) {
const pinEntity = pinEntities[i];
const pinComp = pinEntity.components.WiredPins;
const staticComp = pinEntity.components.StaticMapEntity;
if (neighbourStatus === enumWireEdgeFlag.empty) {
// It's empty, no point in connecting
// Skip those who don't have pins
if (!pinComp) {
continue;
}
// Go over all pins
const pins = pinComp.slots;
for (let k = 0; k < pinComp.slots.length; ++k) {
const pinSlot = pins[k];
const pinLocation = staticComp.localTileToWorld(pinSlot.pos);
const pinDirection = staticComp.localDirectionToWorld(pinSlot.direction);
// Check if the pin has the right location
if (!pinLocation.equals(targetTile)) {
continue;
}
// Check if the pin has the right direction
if (pinDirection !== enumInvertedDirections[edge]) {
continue;
}
// Found a pin!
return true;
}
}
// Now check if there's a connectable entity on the wires layer
const targetEntity = this.root.map.getTileContent(targetTile, "wires");
if (!targetEntity) {
return false;
}
if (neighbourStatus === enumWireEdgeFlag.connected) {
const targetStaticComp = targetEntity.components.StaticMapEntity;
// Check if its a crossing
const wireTunnelComp = targetEntity.components.WireTunnel;
if (wireTunnelComp) {
return true;
}
// Check if its a wire
const wiresComp = targetEntity.components.Wire;
if (!wiresComp) {
return false;
}
// It's connected if its the same variant
return wiresComp.variant === wireVariant;
}
/**
@ -303,85 +342,7 @@ export class GameLogic {
return !!overlayMatrix[localPosition.x + localPosition.y * 3];
}
/**
* Gets the flag at the given tile
* @param {Vector} tile
* @param {enumDirection} edge
* @returns {enumWireEdgeFlag}
*/
getWireEdgeFlag(tile, edge) {
// Search for relevant pins
const pinEntities = this.root.map.getLayersContentsMultipleXY(tile.x, tile.y);
// Go over all entities which could have a pin
for (let i = 0; i < pinEntities.length; ++i) {
const pinEntity = pinEntities[i];
const pinComp = pinEntity.components.WiredPins;
const staticComp = pinEntity.components.StaticMapEntity;
// Skip those who don't have pins
if (!pinComp) {
continue;
}
// Go over all pins
const pins = pinComp.slots;
for (let k = 0; k < pinComp.slots.length; ++k) {
const pinSlot = pins[k];
const pinLocation = staticComp.localTileToWorld(pinSlot.pos);
const pinDirection = staticComp.localDirectionToWorld(pinSlot.direction);
// Check if the pin has the right location
if (!pinLocation.equals(tile)) {
continue;
}
// Check if the pin has the right direction
if (pinDirection !== enumInvertedDirections[edge]) {
continue;
}
// Found a pin!
return enumWireEdgeFlag.connected;
}
}
// Now check if there's a connectable wire
const targetEntity = this.root.map.getTileContent(tile, "wires");
if (!targetEntity) {
return enumWireEdgeFlag.empty;
}
const targetStaticComp = targetEntity.components.StaticMapEntity;
// Check if its a crossing
const wireTunnelComp = targetEntity.components.WireTunnel;
if (wireTunnelComp) {
// Check if the crossing is connected
if (wireTunnelComp.multipleDirections) {
return enumWireEdgeFlag.connected;
} else {
// Its a coating, check if it matches the direction
const referenceDirection = targetStaticComp.localDirectionToWorld(enumDirection.top);
return referenceDirection === edge || enumInvertedDirections[referenceDirection] === edge
? enumWireEdgeFlag.connected
: enumWireEdgeFlag.empty;
}
}
// Check if its a wire
const wiresComp = targetEntity.components.Wire;
if (!wiresComp) {
return enumWireEdgeFlag.empty;
}
// const refAngle = enumDirectionToAngle[edge];
// const refRotation = targetEntity.components.StaticMapEntity.originalRotation;
// const canConnectRemotely = refRotation === refAngle || (refRotation + 180) % 360 === refAngle;
// Actually connected
return enumWireEdgeFlag.connected;
}
g(tile, edge) {}
/**
* Returns the acceptors and ejectors which affect the current tile

View File

@ -1,30 +1,34 @@
import { gMetaBuildingRegistry } from "../core/global_registries";
import { createLogger } from "../core/logging";
import { T } from "../translations";
import { MetaAnalyzerBuilding } from "./buildings/analyzer";
import { enumBalancerVariants, MetaBalancerBuilding } from "./buildings/balancer";
import { MetaBeltBuilding } from "./buildings/belt";
import { MetaComparatorBuilding } from "./buildings/comparator";
import { MetaConstantSignalBuilding } from "./buildings/constant_signal";
import { enumCutterVariants, MetaCutterBuilding } from "./buildings/cutter";
import { MetaDisplayBuilding } from "./buildings/display";
import { MetaFilterBuilding } from "./buildings/filter";
import { MetaHubBuilding } from "./buildings/hub";
import { MetaLeverBuilding } from "./buildings/lever";
import { enumLogicGateVariants, MetaLogicGateBuilding } from "./buildings/logic_gate";
import { enumMinerVariants, MetaMinerBuilding } from "./buildings/miner";
import { MetaMixerBuilding } from "./buildings/mixer";
import { enumPainterVariants, MetaPainterBuilding } from "./buildings/painter";
import { MetaReaderBuilding } from "./buildings/reader";
import { enumRotaterVariants, MetaRotaterBuilding } from "./buildings/rotater";
import { enumBalancerVariants, MetaBalancerBuilding } from "./buildings/balancer";
import { MetaStackerBuilding } from "./buildings/stacker";
import { MetaStorageBuilding } from "./buildings/storage";
import { MetaTransistorBuilding, enumTransistorVariants } from "./buildings/transistor";
import { MetaTrashBuilding } from "./buildings/trash";
import { enumUndergroundBeltVariants, MetaUndergroundBeltBuilding } from "./buildings/underground_belt";
import { enumVirtualProcessorVariants, MetaVirtualProcessorBuilding } from "./buildings/virtual_processor";
import { MetaWireBuilding } from "./buildings/wire";
import { MetaWireTunnelBuilding } from "./buildings/wire_tunnel";
import { buildBuildingCodeCache, gBuildingVariants, registerBuildingVariant } from "./building_codes";
import { defaultBuildingVariant } from "./meta_building";
import { MetaConstantSignalBuilding } from "./buildings/constant_signal";
import { MetaLogicGateBuilding, enumLogicGateVariants } from "./buildings/logic_gate";
import { MetaLeverBuilding } from "./buildings/lever";
import { MetaFilterBuilding } from "./buildings/filter";
import { MetaWireTunnelBuilding, enumWireTunnelVariants } from "./buildings/wire_tunnel";
import { MetaDisplayBuilding } from "./buildings/display";
import { MetaVirtualProcessorBuilding, enumVirtualProcessorVariants } from "./buildings/virtual_processor";
import { MetaReaderBuilding } from "./buildings/reader";
import { MetaStorageBuilding } from "./buildings/storage";
import { enumWireVariant } from "./components/wire";
import { KEYMAPPINGS } from "./key_action_mapper";
import { T } from "../translations";
import { defaultBuildingVariant } from "./meta_building";
const logger = createLogger("building_registry");
@ -50,6 +54,9 @@ export function initMetaBuildingRegistry() {
gMetaBuildingRegistry.register(MetaDisplayBuilding);
gMetaBuildingRegistry.register(MetaVirtualProcessorBuilding);
gMetaBuildingRegistry.register(MetaReaderBuilding);
gMetaBuildingRegistry.register(MetaTransistorBuilding);
gMetaBuildingRegistry.register(MetaAnalyzerBuilding);
gMetaBuildingRegistry.register(MetaComparatorBuilding);
// Belt
registerBuildingVariant(1, MetaBeltBuilding, defaultBuildingVariant, 0);
@ -109,6 +116,16 @@ export function initMetaBuildingRegistry() {
registerBuildingVariant(29, MetaWireBuilding, defaultBuildingVariant, 2);
registerBuildingVariant(30, MetaWireBuilding, defaultBuildingVariant, 3);
registerBuildingVariant(52, MetaWireBuilding, enumWireVariant.second, 0);
registerBuildingVariant(53, MetaWireBuilding, enumWireVariant.second, 1);
registerBuildingVariant(54, MetaWireBuilding, enumWireVariant.second, 2);
registerBuildingVariant(55, MetaWireBuilding, enumWireVariant.second, 3);
registerBuildingVariant(56, MetaWireBuilding, enumWireVariant.third, 0);
registerBuildingVariant(57, MetaWireBuilding, enumWireVariant.third, 1);
registerBuildingVariant(58, MetaWireBuilding, enumWireVariant.third, 2);
registerBuildingVariant(59, MetaWireBuilding, enumWireVariant.third, 3);
// Constant signal
registerBuildingVariant(31, MetaConstantSignalBuilding);
@ -117,7 +134,10 @@ export function initMetaBuildingRegistry() {
registerBuildingVariant(34, MetaLogicGateBuilding, enumLogicGateVariants.not);
registerBuildingVariant(35, MetaLogicGateBuilding, enumLogicGateVariants.xor);
registerBuildingVariant(36, MetaLogicGateBuilding, enumLogicGateVariants.or);
registerBuildingVariant(38, MetaLogicGateBuilding, enumLogicGateVariants.transistor);
// Transistor
registerBuildingVariant(38, MetaTransistorBuilding, defaultBuildingVariant);
registerBuildingVariant(60, MetaTransistorBuilding, enumTransistorVariants.mirrored);
// Lever
registerBuildingVariant(33, MetaLeverBuilding);
@ -127,20 +147,21 @@ export function initMetaBuildingRegistry() {
// Wire tunnel
registerBuildingVariant(39, MetaWireTunnelBuilding);
registerBuildingVariant(41, MetaWireTunnelBuilding, enumWireTunnelVariants.coating);
// Display
registerBuildingVariant(40, MetaDisplayBuilding);
// Virtual Processor
registerBuildingVariant(42, MetaVirtualProcessorBuilding);
registerBuildingVariant(43, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.analyzer);
registerBuildingVariant(44, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.rotater);
registerBuildingVariant(45, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.unstacker);
registerBuildingVariant(46, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.shapecompare);
registerBuildingVariant(50, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.stacker);
registerBuildingVariant(51, MetaVirtualProcessorBuilding, enumVirtualProcessorVariants.painter);
// Analyzer
registerBuildingVariant(46, MetaComparatorBuilding);
registerBuildingVariant(43, MetaAnalyzerBuilding);
// Reader
registerBuildingVariant(49, MetaReaderBuilding);

View File

@ -3,11 +3,9 @@ import { enumColors } from "../colors";
import { enumLogicGateType, LogicGateComponent } from "../components/logic_gate";
import { enumPinSlotType } from "../components/wired_pins";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON, isTruthyItem, BooleanItem } from "../items/boolean_item";
import { COLOR_ITEM_SINGLETONS, ColorItem } from "../items/color_item";
import { BOOL_FALSE_SINGLETON, BOOL_TRUE_SINGLETON, isTruthyItem } from "../items/boolean_item";
import { COLOR_ITEM_SINGLETONS } from "../items/color_item";
import { ShapeDefinition } from "../shape_definition";
import { ShapeItem } from "../items/shape_item";
import { enumInvertedDirections } from "../../core/vector";
export class LogicGateSystem extends GameSystemWithFilter {
constructor(root) {
@ -24,7 +22,7 @@ export class LogicGateSystem extends GameSystemWithFilter {
[enumLogicGateType.analyzer]: this.compute_ANALYZE.bind(this),
[enumLogicGateType.cutter]: this.compute_CUT.bind(this),
[enumLogicGateType.unstacker]: this.compute_UNSTACK.bind(this),
[enumLogicGateType.shapecompare]: this.compute_SHAPECOMPARE.bind(this),
[enumLogicGateType.compare]: this.compute_COMPARE.bind(this),
[enumLogicGateType.stacker]: this.compute_STACKER.bind(this),
[enumLogicGateType.painter]: this.compute_PAINTER.bind(this),
};
@ -318,7 +316,7 @@ export class LogicGateSystem extends GameSystemWithFilter {
* @param {Array<BaseItem|null>} parameters
* @returns {BaseItem}
*/
compute_SHAPECOMPARE(parameters) {
compute_COMPARE(parameters) {
const itemA = parameters[0];
const itemB = parameters[1];

View File

@ -3,6 +3,7 @@ import { gMetaBuildingRegistry } from "../../core/global_registries";
import { Loader } from "../../core/loader";
import { createLogger } from "../../core/logging";
import { Rectangle } from "../../core/rectangle";
import { AtlasSprite } from "../../core/sprites";
import { StaleAreaDetector } from "../../core/stale_area_detector";
import { fastArrayDeleteValueIfContained } from "../../core/utils";
import {
@ -13,16 +14,15 @@ import {
Vector,
} from "../../core/vector";
import { BaseItem } from "../base_item";
import { isTrueItem } from "../items/boolean_item";
import { arrayWireRotationVariantToType, MetaWireBuilding } from "../buildings/wire";
import { getCodeFromBuildingData } from "../building_codes";
import { enumWireType, WireComponent } from "../components/wire";
import { enumWireType, enumWireVariant, WireComponent } from "../components/wire";
import { enumPinSlotType, WiredPinsComponent } from "../components/wired_pins";
import { WireTunnelComponent } from "../components/wire_tunnel";
import { Entity } from "../entity";
import { GameSystemWithFilter } from "../game_system_with_filter";
import { isTruthyItem } from "../items/boolean_item";
import { MapChunkView } from "../map_chunk_view";
import { defaultBuildingVariant } from "../meta_building";
const logger = createLogger("wires");
@ -93,32 +93,22 @@ export class WireSystem extends GameSystemWithFilter {
constructor(root) {
super(root, [WireComponent]);
this.wireSprites = {
regular: {
[enumWireType.regular]: Loader.getSprite("sprites/wires/sets/regular_forward.png"),
[enumWireType.turn]: Loader.getSprite("sprites/wires/sets/regular_turn.png"),
[enumWireType.split]: Loader.getSprite("sprites/wires/sets/regular_split.png"),
[enumWireType.cross]: Loader.getSprite("sprites/wires/sets/regular_cross.png"),
},
conflict: {
[enumWireType.regular]: Loader.getSprite("sprites/wires/sets/conflict_forward.png"),
[enumWireType.turn]: Loader.getSprite("sprites/wires/sets/conflict_turn.png"),
[enumWireType.split]: Loader.getSprite("sprites/wires/sets/conflict_split.png"),
[enumWireType.cross]: Loader.getSprite("sprites/wires/sets/conflict_cross.png"),
},
shape: {
[enumWireType.regular]: Loader.getSprite("sprites/wires/sets/shape_forward.png"),
[enumWireType.turn]: Loader.getSprite("sprites/wires/sets/shape_turn.png"),
[enumWireType.split]: Loader.getSprite("sprites/wires/sets/shape_split.png"),
[enumWireType.cross]: Loader.getSprite("sprites/wires/sets/shape_cross.png"),
},
color: {
[enumWireType.regular]: Loader.getSprite("sprites/wires/sets/color_forward.png"),
[enumWireType.turn]: Loader.getSprite("sprites/wires/sets/color_turn.png"),
[enumWireType.split]: Loader.getSprite("sprites/wires/sets/color_split.png"),
[enumWireType.cross]: Loader.getSprite("sprites/wires/sets/color_cross.png"),
},
};
/**
* @type {Object<enumWireVariant, Object<enumWireType, AtlasSprite>>}
*/
this.wireSprites = {};
const variants = ["conflict", ...Object.keys(enumWireVariant)];
for (let i = 0; i < variants.length; ++i) {
const wireVariant = variants[i];
const sprites = {};
for (const wireType in enumWireType) {
sprites[wireType] = Loader.getSprite(
"sprites/wires/sets/" + wireVariant + "_" + wireType + ".png"
);
}
this.wireSprites[wireVariant] = sprites;
}
this.root.signals.entityDestroyed.add(this.queuePlacementUpdate, this);
this.root.signals.entityAdded.add(this.queuePlacementUpdate, this);
@ -230,6 +220,13 @@ export class WireSystem extends GameSystemWithFilter {
},
];
/**
* Once we occur a wire, we store its variant so we don't connect to
* mismatching ones
* @type {enumWireVariant}
*/
let variantMask = null;
while (entitiesToVisit.length > 0) {
const nextData = entitiesToVisit.pop();
const nextEntity = nextData.entity;
@ -257,13 +254,18 @@ export class WireSystem extends GameSystemWithFilter {
);
if (!wireComp.linkedNetwork) {
// This one is new! :D
VERBOSE_WIRES && logger.log(" Visited new wire:", staticComp.origin.toString());
wireComp.linkedNetwork = currentNetwork;
currentNetwork.wires.push(nextEntity);
if (variantMask && wireComp.variant !== variantMask) {
// Mismatching variant
} else {
// This one is new! :D
VERBOSE_WIRES && logger.log(" Visited new wire:", staticComp.origin.toString());
wireComp.linkedNetwork = currentNetwork;
currentNetwork.wires.push(nextEntity);
newSearchDirections = arrayAllDirections;
newSearchTile = nextEntity.components.StaticMapEntity.origin;
newSearchDirections = arrayAllDirections;
newSearchTile = nextEntity.components.StaticMapEntity.origin;
variantMask = wireComp.variant;
}
}
}
@ -319,7 +321,8 @@ export class WireSystem extends GameSystemWithFilter {
const newTargets = this.findSurroundingWireTargets(
newSearchTile,
newSearchDirections,
currentNetwork
currentNetwork,
variantMask
);
VERBOSE_WIRES && logger.log(" Found", newTargets, "new targets to visit!");
@ -361,13 +364,21 @@ export class WireSystem extends GameSystemWithFilter {
* @param {Vector} initialTile
* @param {Array<enumDirection>} directions
* @param {WireNetwork} network
* @param {enumWireVariant=} variantMask Only accept connections to this mask
* @returns {Array<any>}
*/
findSurroundingWireTargets(initialTile, directions, network) {
findSurroundingWireTargets(initialTile, directions, network, variantMask = null) {
let result = [];
VERBOSE_WIRES &&
logger.log(" Searching for new targets at", initialTile.toString(), "and d=", directions);
logger.log(
" Searching for new targets at",
initialTile.toString(),
"and d=",
directions,
"with mask=",
variantMask
);
// Go over all directions we should search for
for (let i = 0; i < directions.length; ++i) {
@ -399,7 +410,11 @@ export class WireSystem extends GameSystemWithFilter {
const wireComp = entity.components.Wire;
// Check for wire
if (wireComp && !wireComp.linkedNetwork) {
if (
wireComp &&
!wireComp.linkedNetwork &&
(!variantMask || wireComp.variant === variantMask)
) {
// Wires accept connections from everywhere
result.push({
entity,
@ -449,17 +464,6 @@ export class WireSystem extends GameSystemWithFilter {
const staticComp = entity.components.StaticMapEntity;
if (
!tunnelComp.multipleDirections &&
!(
direction === staticComp.localDirectionToWorld(enumDirection.top) ||
direction === staticComp.localDirectionToWorld(enumDirection.bottom)
)
) {
// It's a coating, and it doesn't connect here
continue;
}
// Compute where this tunnel connects to
const forwardedTile = staticComp.origin.add(offset);
VERBOSE_WIRES &&
@ -570,8 +574,8 @@ export class WireSystem extends GameSystemWithFilter {
if (!wireComp.linkedNetwork) {
// There is no network, it's empty
return {
spriteSet: this.wireSprites.regular,
opacity: 0.3,
spriteSet: this.wireSprites[wireComp.variant],
opacity: 0.5,
};
}
@ -584,38 +588,9 @@ export class WireSystem extends GameSystemWithFilter {
};
}
const value = network.currentValue;
if (!value) {
// There is no value stored
return {
spriteSet: this.wireSprites.regular,
opacity: 0.3,
};
}
const valueType = value.getItemType();
if (valueType === "shape") {
return {
spriteSet: this.wireSprites.shape,
opacity: 1,
};
} else if (valueType === "color") {
return {
spriteSet: this.wireSprites.color,
opacity: 1,
};
} else if (valueType === "boolean") {
return {
spriteSet: this.wireSprites.regular,
opacity: isTrueItem(value) ? 1 : 0.5,
};
} else {
assertAlways(false, "Unknown item type: " + valueType);
}
return {
spriteSet: this.wireSprites.regular,
opacity: 1,
spriteSet: this.wireSprites[wireComp.variant],
opacity: isTruthyItem(network.currentValue) ? 1 : 0.5,
};
}
@ -641,9 +616,10 @@ export class WireSystem extends GameSystemWithFilter {
const staticComp = entity.components.StaticMapEntity;
parameters.context.globalAlpha = opacity;
staticComp.drawSpriteOnBoundsClipped(parameters, sprite, 0);
parameters.context.globalAlpha = 1;
// DEBUG Rendering
if (G_IS_DEV && globalConfig.debug.renderWireRotations) {
parameters.context.globalAlpha = 1;
parameters.context.fillStyle = "red";
parameters.context.font = "5px Tahoma";
parameters.context.fillText(
@ -691,6 +667,8 @@ export class WireSystem extends GameSystemWithFilter {
}
}
}
parameters.context.globalAlpha = 1;
}
/**
@ -746,6 +724,8 @@ export class WireSystem extends GameSystemWithFilter {
continue;
}
const variant = targetStaticComp.getVariant();
const {
rotation,
rotationVariant,
@ -753,7 +733,7 @@ export class WireSystem extends GameSystemWithFilter {
root: this.root,
tile: new Vector(x, y),
rotation: targetStaticComp.originalRotation,
variant: defaultBuildingVariant,
variant,
layer: targetEntity.layer,
});
@ -763,14 +743,10 @@ export class WireSystem extends GameSystemWithFilter {
if (targetStaticComp.rotation !== rotation || newType !== targetWireComp.type) {
// Change stuff
targetStaticComp.rotation = rotation;
metaWire.updateVariants(targetEntity, rotationVariant, defaultBuildingVariant);
metaWire.updateVariants(targetEntity, rotationVariant, variant);
// Update code as well
targetStaticComp.code = getCodeFromBuildingData(
metaWire,
defaultBuildingVariant,
rotationVariant
);
targetStaticComp.code = getCodeFromBuildingData(metaWire, variant, rotationVariant);
// Make sure the chunks know about the update
this.root.signals.entityChanged.dispatch(targetEntity);

View File

@ -566,16 +566,18 @@ buildings:
default:
name: &wire Wire
description: &wire_desc Allows to connect logical components and can transfer items, colors or boolean signals.
second:
name: Wire (Type 2)
description: &wire_desc_second Allows to connect logical components and can transfer items, colors or boolean signals. Different colored wires do not connect.
third:
name: Wire (Type 3)
description: *wire_desc_second
wire_tunnel:
default:
name: &wire_tunnel Wire Tunnel
description: Allows to cross two wires without connecting them.
coating:
name: Wire Insulation
description: Allows to pass through signals without connecting to other wires on the sides.
constant_signal:
default:
name: &constant_signal Constant Signal
@ -589,20 +591,25 @@ buildings:
logic_gate:
default:
name: &logic_gate AND Gate
description: Emits a truthy boolean signal if both inputs are truthy.
description: Emits a boolean "1" if both inputs are truthy.
not:
name: NOT
description: Inverts the given signal.
name: NOT Gate
description: Emits a boolean "1" if the input is not truthy.
xor:
name: XOR
description: Emits a truthy signal if one of the inputs is truthy, but not both.
name: XOR Gate
description: Emits a boolean "1" if one of the inputs is truthy, but not both.
or:
name: OR
description: Emits a truthy signal if one of the inputs is truthy.
name: OR Gate
description: Emits a boolean "1" if one of the inputs is truthy.
transistor:
name: Gate
description: Only forwards the bottom input if the left input is true.
transistor:
default:
name: &transistor Gate
description: &transistor_desc Forwards the bottom input if the side input is truthy (a shape, color or "1").
mirrored:
name: *transistor
description: *transistor_desc
filter:
default:
@ -619,14 +626,20 @@ buildings:
name: &reader Belt Reader
description: Allows to measure belt throughput. Outputs the last read item on the wires layer (once unlocked).
analyzer:
default:
name: &analyzer Shape Analyzer
description: Analyzes the top right quadrant of the lowest layer of the shape and returns its shape and color.
comparator:
default:
name: &comparator Compare
description: Returns boolean "1" if both items are exactly equal. Can compare shapes, items and booleans.
virtual_processor:
default:
name: &virtual_processor Virtual Cutter
description: Virtually cuts the shape input from top to bottom and returns both halfs.
analyzer:
name: Shape Analyzer
description: Analyzes the top right quadrant of the lowest layer of the shape and returns its shape and color
description: Computes
rotater:
name: Virtual Rotater
@ -636,10 +649,6 @@ buildings:
name: Virtual Unstacker
description: Returns the topmost layer to the right, and the remaining ones on the left.
shapecompare:
name: Compare
description: Returns true if both items are exactly equal. Can compare shapes, items and booleans.
stacker:
name: Virtual Stacker
description: Virtually stacks the right shape onto the left.
@ -1040,6 +1049,9 @@ keybindings:
display: *display
reader: *reader
virtual_processor: *virtual_processor
transistor: *transistor
analyzer: *analyzer
comparator: *comparator
# ---
pipette: Pipette