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types.ts
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import { Store } from "./store";
export interface RootState {
ui: UIState;
resources: ResourcesState;
simulation: SimulationState;
}
export interface Unlocked {
[key: string]: boolean;
}
export interface ResourcesState {
freq: number;
codeSize: number;
money: number;
unlocked: Unlocked;
}
export interface CellSelection {
start: number;
size: number;
}
export interface Track {
url: string;
title: string;
artist: string;
}
export interface UIState {
cellSelection: CellSelection;
floaties: Floaties;
showCode: boolean;
clipboard: Clipboard;
pickingMap: boolean;
showAchievements: boolean;
showHelp: boolean;
tracks: Track[];
activeTrack?: Track;
playlist: number[];
playlistIndex: number;
}
export interface Clipboard {
ops: OpCode[];
}
export interface Floaties {
[key: string]: Floaty;
}
export interface Floaty {
clientX: number;
clientY: number;
text: string;
}
export type Code = OpCode[];
export interface SimulationState {
params: SimulationParams;
paused: boolean;
stepping: boolean;
results: Results | null;
code: Code;
dirty: boolean;
machineState: MachineState;
savedMachinedState: MachineState | null;
undoStack: OpCode[][];
}
export interface MachineState {
freq: number;
pc: number;
ticks: number;
lastUpdateTicks: number;
course: Course;
// whether "left" flippers are active
flipperL: boolean;
// whether "right" flippers are active
flipperR: boolean;
}
export interface Results {
groups: Groups;
// in seconds
time: number;
score: number;
timeScorePenalty: number;
dirty: boolean;
}
export type GameMode = "score" | "time" | "gold";
export interface SimulationParams {
freq: number;
codeSize: number;
mapName: MapName;
gameMode: GameMode;
}
export const gameModeDefs = {
score: {
name: "High score",
description: "Make the game last as long as you can and get a high score.",
},
time: {
name: "Speedrun",
description: "Finish as soon as you can while still hitting all targets.",
},
golf: {
name: "Code golf",
description:
"Use the fewest instructions possible while still hitting all target",
},
};
export interface Activity {
// e.g. "Play dice"
label: string;
// in $
reward: number;
// also in $
badReward?: number;
// can be 0/undefined, in [0,1]
badRewardChance?: number;
// milliseconds, can be 0
delay?: number;
action?: () => Action<any>;
}
import { expenses } from "./expenses";
import { MapName } from "./map-defs";
import { UnlockName } from "./unlocks";
import { World } from "clonable-planck-js";
import { Groups, Course } from "./course";
interface Choice {
label: string;
value: string;
}
export interface OpCodeDef {
label: string;
icon: string;
relevantFields: {
name?: {
label: string;
choices?: Choice[];
};
boolValue?: string;
numberValue?: {
label: string;
unit: string;
defaultValue: number;
};
};
}
const op = (def: OpCodeDef) => def;
export const OpCodeTypes = {
nop: op({
label: "Nop",
icon: "chevron-right",
relevantFields: {},
}),
motor: op({
label: "Motor control",
icon: "settings",
relevantFields: {
name: {
label: "Which flipper to activate",
choices: [
{ label: "Left", value: "left" },
{ label: "Right", value: "right" },
],
},
boolValue: `Enable/disable flipper motor`,
},
}),
goto: op({
label: "Goto",
icon: "corner-right-down",
relevantFields: {
name: { label: "Which label to jump to" },
},
}),
freq: op({
label: "Set frequency",
icon: "activity",
relevantFields: {
numberValue: {
label: "CPU frequency",
unit: "Hz",
defaultValue: 4,
},
},
}),
};
export type OpCodeType = keyof typeof OpCodeTypes;
export interface OpCode {
type: OpCodeType;
name?: string;
boolValue?: boolean;
numberValue?: number;
label?: string;
}
export interface Action<T> {
type: string;
payload: T;
}
export interface ActionCreator<T> {
(t: T): Action<T>;
payload: T;
}
export type Dispatch = (a: Action<any>) => void;