Placing underground belts now removes belts and other (unneeded) tunnels inbetween
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@ -6,6 +6,8 @@ export const CHANGELOG = [
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"There is now an indicator (compass) to the HUB for the HUB Marker!",
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"You can now include shape short keys in markers to render shape icons instead of text!",
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"Added mirrored variant of the painter",
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"When placing tunnels, unnecessary belts inbetween are now removed!",
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"You can now drag tunnels and they will automatically expand! (Just try it out, its intuitive)",
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],
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},
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{
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@ -483,6 +483,10 @@ export class HUDBuildingPlacer extends BaseHUDPart {
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) {
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// Succesfully placed
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const entity = this.root.map.getTileContent(tile);
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assert(entity, "Entity was not actually placed");
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this.root.signals.entityManuallyPlaced.dispatch(entity);
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if (
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metaBuilding.getFlipOrientationAfterPlacement() &&
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!this.root.keyMapper
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@ -130,6 +130,7 @@ export class GameRoot {
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this.signals = {
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// Entities
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entityManuallyPlaced: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
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entityAdded: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
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entityGotNewComponent: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
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entityComponentRemoved: /** @type {TypedSignal<[Entity]>} */ (new Signal()),
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@ -1,12 +1,17 @@
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import { GameSystemWithFilter } from "../game_system_with_filter";
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import { UndergroundBeltComponent, enumUndergroundBeltMode } from "../components/underground_belt";
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import { Entity } from "../entity";
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import { Loader } from "../../core/loader";
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import { Math_max } from "../../core/builtins";
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import { globalConfig } from "../../core/config";
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import { enumDirection, enumDirectionToVector, enumDirectionToAngle } from "../../core/vector";
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import { MapChunkView } from "../map_chunk_view";
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import { DrawParameters } from "../../core/draw_parameters";
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import { Loader } from "../../core/loader";
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import {
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enumDirection,
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enumDirectionToAngle,
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enumDirectionToVector,
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Vector,
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enumAngleToDirection,
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enumInvertedDirections,
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} from "../../core/vector";
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import { enumUndergroundBeltMode, UndergroundBeltComponent } from "../components/underground_belt";
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import { Entity } from "../entity";
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import { GameSystemWithFilter } from "../game_system_with_filter";
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export class UndergroundBeltSystem extends GameSystemWithFilter {
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constructor(root) {
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@ -20,6 +25,8 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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"sprites/buildings/underground_belt_exit.png"
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),
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};
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this.root.signals.entityManuallyPlaced.add(this.onEntityPlaced, this);
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}
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update() {
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@ -46,6 +53,135 @@ export class UndergroundBeltSystem extends GameSystemWithFilter {
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}
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}
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/**
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* Callback when an entity got placed, used to remove belts between underground belts
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* @param {Entity} entity
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*/
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onEntityPlaced(entity) {
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const undergroundComp = entity.components.UndergroundBelt;
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if (undergroundComp && undergroundComp.mode === enumUndergroundBeltMode.receiver) {
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const staticComp = entity.components.StaticMapEntity;
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const tile = staticComp.origin;
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const direction = enumAngleToDirection[staticComp.rotation];
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const inverseDirection = enumInvertedDirections[direction];
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const offset = enumDirectionToVector[inverseDirection];
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let currentPos = tile.copy();
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const tier = undergroundComp.tier;
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const range = globalConfig.undergroundBeltMaxTilesByTier[tier];
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// Search for the entrance which is furthes apart (this is why we can't reuse logic here)
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let matchingEntrance = null;
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for (let i = 0; i < range; ++i) {
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currentPos.addInplace(offset);
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const contents = this.root.map.getTileContent(currentPos);
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if (!contents) {
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continue;
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}
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const contentsUndergroundComp = contents.components.UndergroundBelt;
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if (
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contentsUndergroundComp &&
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contentsUndergroundComp.tier === undergroundComp.tier &&
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contentsUndergroundComp.mode === enumUndergroundBeltMode.sender
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) {
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matchingEntrance = {
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entity: contents,
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range: i,
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};
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}
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}
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if (!matchingEntrance) {
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// Nothing found
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return;
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}
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// Remove any belts between entrance and exit which have the same direction
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currentPos = tile.copy();
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for (let i = 0; i < matchingEntrance.range; ++i) {
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currentPos.addInplace(offset);
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const contents = this.root.map.getTileContent(currentPos);
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if (!contents) {
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continue;
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}
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const contentsStaticComp = contents.components.StaticMapEntity;
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const contentsBeltComp = contents.components.Belt;
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if (contentsBeltComp) {
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// It's a belt
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if (
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contentsBeltComp.direction === enumDirection.top &&
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enumAngleToDirection[contentsStaticComp.rotation] === direction
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) {
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// It's same rotation, drop it
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this.root.logic.tryDeleteBuilding(contents);
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}
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}
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}
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// Remove any double tunnels, by checking the tile plus the tile above
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currentPos = tile.copy().add(offset);
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for (let i = 0; i < matchingEntrance.range - 1; ++i) {
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const posBefore = currentPos.copy();
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currentPos.addInplace(offset);
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const entityBefore = this.root.map.getTileContent(posBefore);
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const entityAfter = this.root.map.getTileContent(currentPos);
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if (!entityBefore || !entityAfter) {
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continue;
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}
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const undergroundBefore = entityBefore.components.UndergroundBelt;
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const undergroundAfter = entityAfter.components.UndergroundBelt;
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if (!undergroundBefore || !undergroundAfter) {
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// Not an underground belt
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continue;
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}
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if (
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// Both same tier
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undergroundBefore.tier !== undergroundAfter.tier ||
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// And same tier as our original entity
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undergroundBefore.tier !== undergroundComp.tier
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) {
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// Mismatching tier
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continue;
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}
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if (
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undergroundBefore.mode !== enumUndergroundBeltMode.sender ||
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undergroundAfter.mode !== enumUndergroundBeltMode.receiver
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) {
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// Not the right mode
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continue;
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}
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// Check rotations
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const staticBefore = entityBefore.components.StaticMapEntity;
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const staticAfter = entityAfter.components.StaticMapEntity;
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if (
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enumAngleToDirection[staticBefore.rotation] !== direction ||
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enumAngleToDirection[staticAfter.rotation] !== direction
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) {
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// Wrong rotation
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continue;
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}
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// All good, can remove
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this.root.logic.tryDeleteBuilding(entityBefore);
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this.root.logic.tryDeleteBuilding(entityAfter);
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}
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}
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}
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/**
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*
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* @param {Entity} entity
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