shapez/src/js/game/components/item_acceptor.js

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import { Component } from "../component";
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import { Vector, enumDirection, enumInvertedDirections } from "../../core/vector";
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import { BaseItem } from "../base_item";
import { ShapeItem } from "../items/shape_item";
import { ColorItem } from "../items/color_item";
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import { types } from "../../savegame/serialization";
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/**
* @enum {string?}
*/
export const enumItemAcceptorItemFilter = {
shape: "shape",
color: "color",
none: null,
};
/** @typedef {{
* pos: Vector,
* directions: enumDirection[],
* filter?: enumItemAcceptorItemFilter
* }} ItemAcceptorSlot */
export class ItemAcceptorComponent extends Component {
static getId() {
return "ItemAcceptor";
}
static getSchema() {
return {
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slots: types.array(
types.structured({
pos: types.vector,
directions: types.array(types.enum(enumDirection)),
filter: types.nullable(types.enum(enumItemAcceptorItemFilter)),
})
),
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animated: types.bool,
beltUnderlays: types.array(
types.structured({
pos: types.vector,
direction: types.enum(enumDirection),
})
),
// We don't actually need to store the animations
// itemConsumptionAnimations: types.array(
// types.structured({
// item: types.obj(gItemRegistry),
// slotIndex: types.uint,
// animProgress: types.float,
// direction: types.enum(enumDirection),
// })
// ),
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};
}
/**
*
* @param {object} param0
* @param {Array<{pos: Vector, directions: enumDirection[], filter?: enumItemAcceptorItemFilter}>} param0.slots The slots from which we accept items
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* @param {boolean=} param0.animated Whether to animate item consumption
* @param {Array<{pos: Vector, direction: enumDirection}>=} param0.beltUnderlays Where to render belt underlays
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*/
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constructor({ slots = [], beltUnderlays = [], animated = true }) {
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super();
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this.animated = animated;
/**
* Fixes belt animations
* @type {Array<{ item: BaseItem, slotIndex: number, animProgress: number, direction: enumDirection}>}
*/
this.itemConsumptionAnimations = [];
/* Which belt underlays to render */
this.beltUnderlays = beltUnderlays;
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this.setSlots(slots);
}
/**
*
* @param {Array<{pos: Vector, directions: enumDirection[], filter?: enumItemAcceptorItemFilter}>} slots
*/
setSlots(slots) {
/** @type {Array<{pos: Vector, directions: enumDirection[], filter?: enumItemAcceptorItemFilter}>} */
this.slots = [];
for (let i = 0; i < slots.length; ++i) {
const slot = slots[i];
this.slots.push({
pos: slot.pos,
directions: slot.directions,
// Which type of item to accept (shape | color | all) @see enumItemAcceptorItemFilter
filter: slot.filter,
});
}
}
/**
* Returns if this acceptor can accept a new item at slot N
* @param {number} slotIndex
* @param {BaseItem=} item
*/
canAcceptItem(slotIndex, item) {
const slot = this.slots[slotIndex];
switch (slot.filter) {
case enumItemAcceptorItemFilter.shape: {
return item instanceof ShapeItem;
}
case enumItemAcceptorItemFilter.color: {
return item instanceof ColorItem;
}
default:
return true;
}
}
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/**
* Called when an item has been accepted so that
* @param {number} slotIndex
* @param {enumDirection} direction
* @param {BaseItem} item
*/
onItemAccepted(slotIndex, direction, item) {
if (this.animated) {
this.itemConsumptionAnimations.push({
item,
slotIndex,
direction,
animProgress: 0.0,
});
}
}
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/**
* Tries to find a slot which accepts the current item
* @param {Vector} targetLocalTile
* @param {enumDirection} fromLocalDirection
* @returns {{
* slot: ItemAcceptorSlot,
* index: number,
* acceptedDirection: enumDirection
* }|null}
*/
findMatchingSlot(targetLocalTile, fromLocalDirection) {
// We need to invert our direction since the acceptor specifies *from* which direction
// it accepts items, but the ejector specifies *into* which direction it ejects items.
// E.g.: Ejector ejects into "right" direction but acceptor accepts from "left" direction.
const desiredDirection = enumInvertedDirections[fromLocalDirection];
// Go over all slots and try to find a target slot
for (let slotIndex = 0; slotIndex < this.slots.length; ++slotIndex) {
const slot = this.slots[slotIndex];
// Make sure the acceptor slot is on the right position
if (!slot.pos.equals(targetLocalTile)) {
continue;
}
// Check if the acceptor slot accepts items from our direction
for (let i = 0; i < slot.directions.length; ++i) {
// const localDirection = targetStaticComp.localDirectionToWorld(slot.directions[l]);
if (desiredDirection === slot.directions[i]) {
return {
slot,
index: slotIndex,
acceptedDirection: desiredDirection,
};
}
}
}
return null;
}
}