Move sliding effects to decision time
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parent
bf743caee5
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1aa406fc7b
95
js/game.js
95
js/game.js
@ -815,20 +815,25 @@ export class Level extends LevelInterface {
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continue;
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// Actor is allowed to move, so do so
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let old_cell = actor.cell;
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let success = this.attempt_step(actor, actor.decision);
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if (! success && actor.slide_mode === 'ice') {
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this._handle_slide_bonk(actor);
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success = this.attempt_step(actor, actor.decision);
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}
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// FIXME not convinced that ice bonking should actually go here. in cc2 it appears to
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// happen every frame, fwiw, but i'm not sure if that includes frames with forced moves
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// (though i guess that's impossible)
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if (! success) {
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let terrain = actor.cell.get_terrain();
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if (terrain.type.slide_mode === 'ice' && (! actor.ignores(terrain.type.name) ||
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// TODO weird cc2 quirk/bug: ghosts bonk on ice even though they don't slide on it
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// FIXME and if they have cleats, they get stuck instead (?!)
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else if (actor.type.name === 'ghost' && actor.cell.get_terrain().type.slide_mode === 'ice')
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(actor.type.name === 'ghost' && actor.cell.get_terrain().type.slide_mode === 'ice')))
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{
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actor.decision = DIRECTIONS[actor.decision].opposite;
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// Bonk on ice: turn the actor around, consult the tile in case it's an ice
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// corner, and try again
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actor.direction = DIRECTIONS[actor.decision].opposite;
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actor.decision = terrain.type.get_slide_direction(terrain, this, actor);
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success = this.attempt_step(actor, actor.decision);
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}
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}
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// Track whether the player is blocked, for visual effect
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if (actor === this.player && actor.decision && ! success) {
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@ -949,7 +954,6 @@ export class Level extends LevelInterface {
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// TODO player in a cloner can't move (but player in a trap can still turn)
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let [dir1, dir2] = this._extract_player_directions(input);
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let try_direction = (direction, push_mode) => {
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direction = actor.cell.redirect_exit(actor, direction);
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// FIXME if the player steps into a monster cell here, they die instantly! but only
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@ -969,7 +973,13 @@ export class Level extends LevelInterface {
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// force floor and attempt to override but /fail/, it's not held against us -- but if we
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// succeed, even if overriding in the same direction we're already moving, that does count
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// as an override.
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let terrain = actor.cell.get_terrain();
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let forced_decision;
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if (actor.slide_mode) {
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forced_decision = terrain.type.get_slide_direction(terrain, this, actor);
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}
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let may_move = (! actor.slide_mode || (actor.slide_mode === 'force' && actor.last_move_was_force));
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let [dir1, dir2] = this._extract_player_directions(input);
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// Check for special player actions, which can only happen at decision time. Dropping can
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// only be done when the player is allowed to make a move (i.e. override), but the other two
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@ -994,19 +1004,12 @@ export class Level extends LevelInterface {
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}
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if (actor.slide_mode && ! (may_move && dir1)) {
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// This is a forced move, in which case we don't even check it
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actor.decision = actor.direction;
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// This is a forced move and we're not overriding it, so we're done
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actor.decision = forced_decision;
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if (actor.slide_mode === 'force') {
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this._set_tile_prop(actor, 'last_move_was_force', true);
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}
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else if (actor.slide_mode === 'ice') {
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// A sliding player that bonks into a wall still needs to turn around, but in this
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// case they do NOT start pushing blocks early
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if (! try_direction(actor.direction, 'bump')) {
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this._handle_slide_bonk(actor);
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}
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}
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}
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else if (dir1 === null) {
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// Not attempting to move, so do nothing
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@ -1023,17 +1026,20 @@ export class Level extends LevelInterface {
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}
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else {
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// We have two directions. If one of them is our current facing, we prefer that
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// one, UNLESS it's blocked AND the other isn't
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if (dir1 === actor.direction || dir2 === actor.direction) {
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let other_direction = dir1 === actor.direction ? dir2 : dir1;
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let curr_open = try_direction(actor.direction, 'push');
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// one, UNLESS it's blocked AND the other isn't.
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// Note that if this is an override, then the forced direction is still used to
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// interpret our input!
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let facing = forced_decision ?? actor.direction;
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if (dir1 === facing || dir2 === facing) {
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let other_direction = dir1 === facing ? dir2 : dir1;
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let curr_open = try_direction(facing, 'push');
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let other_open = try_direction(other_direction, 'push');
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if (! curr_open && other_open) {
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actor.decision = other_direction;
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open = true;
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}
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else {
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actor.decision = actor.direction;
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actor.decision = facing;
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open = curr_open;
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}
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}
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@ -1065,11 +1071,9 @@ export class Level extends LevelInterface {
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// If we're overriding a force floor but the direction we're moving in is blocked, the
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// force floor takes priority (and we've already bumped the wall(s))
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if (actor.slide_mode === 'force' && ! open) {
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actor.decision = actor.direction;
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if (actor.slide_mode && ! open) {
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this._set_tile_prop(actor, 'last_move_was_force', true);
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// Be sure to invoke this hack if we're standing on an RFF
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this._handle_slide_bonk(actor);
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actor.decision = forced_decision;
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}
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else {
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// Otherwise this is 100% a conscious move so we lose our override power next tic
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@ -1100,19 +1104,24 @@ export class Level extends LevelInterface {
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}
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let direction_preference;
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if (actor.slide_mode) {
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let terrain = actor.cell.get_terrain();
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if (actor.slide_mode ||
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// TODO weird cc2 quirk/bug: ghosts bonk on ice even though they don't slide on it
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// FIXME and if they have cleats, they get stuck instead (?!)
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(actor.type.name === 'ghost' && terrain.type.slide_mode === 'ice'))
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{
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// Actors can't make voluntary moves while sliding; they just, ah, slide.
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actor.decision = actor.direction;
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actor.decision = terrain.type.get_slide_direction(terrain, this, actor);
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return;
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}
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else if (actor.cell.some(tile => tile.type.traps && tile.type.traps(tile, actor))) {
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if (actor.cell.some(tile => tile.type.traps && tile.type.traps(tile, actor))) {
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// An actor in a cloner or a closed trap can't turn
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// TODO because of this, if a tank is trapped when a blue button is pressed, then
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// when released, it will make one move out of the trap and /then/ turn around and
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// go back into the trap. this is consistent with CC2 but not ms/lynx
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return;
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}
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else if (actor.type.decide_movement) {
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if (actor.type.decide_movement) {
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direction_preference = actor.type.decide_movement(actor, this);
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}
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@ -1148,32 +1157,6 @@ export class Level extends LevelInterface {
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}
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}
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// FIXME can probably clean this up a decent bit now
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_handle_slide_bonk(actor) {
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if (actor.slide_mode === 'ice') {
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// Actors on ice turn around when they hit something
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actor.decision = DIRECTIONS[actor.direction].opposite;
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this.set_actor_direction(actor, actor.decision);
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}
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if (actor.slide_mode !== null) {
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// Somewhat clumsy hack: if an actor is sliding and hits something, step on the
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// relevant tile again. This fixes two problems: if it was on an ice corner then it
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// needs to turn a second time even though it didn't move; and if it was a player
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// overriding a force floor into a wall, then their direction needs to be set back
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// to the force floor direction.
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// (For random force floors, this does still match CC2 behavior: after an override,
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// CC2 will try to force you in the /next/ RFF direction.)
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// FIXME now overriding into a wall doesn't show you facing that way at all! lynx
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// only changes your direction at decision time by examining the floor tile...
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for (let tile of actor.cell) {
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if (tile.type.slide_mode === actor.slide_mode && tile.type.on_arrive) {
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tile.type.on_arrive(tile, this, actor);
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}
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}
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actor.decision = actor.direction;
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}
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}
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check_movement(actor, orig_cell, direction, push_mode) {
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let dest_cell = this.get_neighboring_cell(orig_cell, direction);
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let success = (dest_cell &&
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@ -7,15 +7,14 @@ function activate_me(me, level) {
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function on_ready_force_floor(me, level) {
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// At the start of the level, if there's an actor on a force floor:
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// - use on_arrive to set the actor's direction
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// - set the slide_mode (normally done by the main game loop)
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// - item bestowal: if they're being pushed into a wall and standing on an item, pick up the
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// item, even if they couldn't normally pick items up
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// FIXME get rid of this
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let actor = me.cell.get_actor();
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if (! actor)
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return;
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me.type.on_arrive(me, level, actor);
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if (me.type.slide_mode) {
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actor.slide_mode = me.type.slide_mode;
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}
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@ -657,19 +656,21 @@ const TILE_TYPES = {
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ice: {
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draw_layer: DRAW_LAYERS.terrain,
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slide_mode: 'ice',
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get_slide_direction(me, level, other) {
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return other.direction;
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},
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},
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ice_sw: {
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draw_layer: DRAW_LAYERS.terrain,
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thin_walls: new Set(['south', 'west']),
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slide_mode: 'ice',
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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if (other.direction === 'south') {
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level.set_actor_direction(other, 'east');
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}
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else {
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level.set_actor_direction(other, 'north');
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}
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get_slide_direction(me, level, other) {
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if (other.direction === 'south')
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return 'east';
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if (other.direction === 'west')
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return 'north';
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return other.direction;
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},
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},
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ice_nw: {
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@ -677,13 +678,12 @@ const TILE_TYPES = {
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thin_walls: new Set(['north', 'west']),
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slide_mode: 'ice',
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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if (other.direction === 'north') {
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level.set_actor_direction(other, 'east');
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}
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else {
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level.set_actor_direction(other, 'south');
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}
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get_slide_direction(me, level, other) {
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if (other.direction === 'north')
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return 'east';
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if (other.direction === 'west')
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return 'south';
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return other.direction;
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},
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},
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ice_ne: {
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@ -691,13 +691,12 @@ const TILE_TYPES = {
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thin_walls: new Set(['north', 'east']),
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slide_mode: 'ice',
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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if (other.direction === 'north') {
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level.set_actor_direction(other, 'west');
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}
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else {
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level.set_actor_direction(other, 'south');
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}
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get_slide_direction(me, level, other) {
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if (other.direction === 'north')
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return 'west';
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if (other.direction === 'east')
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return 'south';
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return other.direction;
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},
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},
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ice_se: {
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@ -705,21 +704,20 @@ const TILE_TYPES = {
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thin_walls: new Set(['south', 'east']),
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slide_mode: 'ice',
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blocks_leaving: blocks_leaving_thin_walls,
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on_arrive(me, level, other) {
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if (other.direction === 'south') {
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level.set_actor_direction(other, 'west');
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}
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else {
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level.set_actor_direction(other, 'north');
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}
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get_slide_direction(me, level, other) {
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if (other.direction === 'south')
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return 'west';
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if (other.direction === 'east')
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return 'north';
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return other.direction;
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},
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},
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force_floor_n: {
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draw_layer: DRAW_LAYERS.terrain,
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slide_mode: 'force',
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on_ready: on_ready_force_floor,
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on_arrive(me, level, other) {
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level.set_actor_direction(other, 'north');
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get_slide_direction(me, level, other) {
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return 'north';
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},
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activate(me, level) {
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level.transmute_tile(me, 'force_floor_s');
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@ -731,8 +729,8 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.terrain,
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slide_mode: 'force',
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on_ready: on_ready_force_floor,
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on_arrive(me, level, other) {
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level.set_actor_direction(other, 'east');
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get_slide_direction(me, level, other) {
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return 'east';
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},
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activate(me, level) {
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level.transmute_tile(me, 'force_floor_w');
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@ -744,8 +742,8 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.terrain,
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slide_mode: 'force',
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on_ready: on_ready_force_floor,
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on_arrive(me, level, other) {
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level.set_actor_direction(other, 'south');
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get_slide_direction(me, level, other) {
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return 'south';
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},
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activate(me, level) {
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level.transmute_tile(me, 'force_floor_n');
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@ -757,8 +755,8 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.terrain,
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slide_mode: 'force',
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on_ready: on_ready_force_floor,
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on_arrive(me, level, other) {
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level.set_actor_direction(other, 'west');
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get_slide_direction(me, level, other) {
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return 'west';
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},
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activate(me, level) {
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level.transmute_tile(me, 'force_floor_e');
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@ -771,9 +769,8 @@ const TILE_TYPES = {
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slide_mode: 'force',
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on_ready: on_ready_force_floor,
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// TODO ms: this is random, and an acting wall to monsters (!)
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// TODO lynx/cc2 check this at decision time, which may affect ordering
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on_arrive(me, level, other) {
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level.set_actor_direction(other, level.get_force_floor_direction());
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get_slide_direction(me, level, other) {
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return level.get_force_floor_direction();
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},
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},
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slime: {
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