Move sliding effects to decision time

This commit is contained in:
Eevee (Evelyn Woods) 2020-12-21 03:50:03 -07:00
parent bf743caee5
commit 1aa406fc7b
2 changed files with 81 additions and 101 deletions

View File

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

View File

@ -7,15 +7,14 @@ function activate_me(me, level) {
function on_ready_force_floor(me, level) {
// At the start of the level, if there's an actor on a force floor:
// - use on_arrive to set the actor's direction
// - set the slide_mode (normally done by the main game loop)
// - item bestowal: if they're being pushed into a wall and standing on an item, pick up the
// item, even if they couldn't normally pick items up
// FIXME get rid of this
let actor = me.cell.get_actor();
if (! actor)
return;
me.type.on_arrive(me, level, actor);
if (me.type.slide_mode) {
actor.slide_mode = me.type.slide_mode;
}
@ -657,19 +656,21 @@ const TILE_TYPES = {
ice: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'ice',
get_slide_direction(me, level, other) {
return other.direction;
},
},
ice_sw: {
draw_layer: DRAW_LAYERS.terrain,
thin_walls: new Set(['south', 'west']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
on_arrive(me, level, other) {
if (other.direction === 'south') {
level.set_actor_direction(other, 'east');
}
else {
level.set_actor_direction(other, 'north');
}
get_slide_direction(me, level, other) {
if (other.direction === 'south')
return 'east';
if (other.direction === 'west')
return 'north';
return other.direction;
},
},
ice_nw: {
@ -677,13 +678,12 @@ const TILE_TYPES = {
thin_walls: new Set(['north', 'west']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
on_arrive(me, level, other) {
if (other.direction === 'north') {
level.set_actor_direction(other, 'east');
}
else {
level.set_actor_direction(other, 'south');
}
get_slide_direction(me, level, other) {
if (other.direction === 'north')
return 'east';
if (other.direction === 'west')
return 'south';
return other.direction;
},
},
ice_ne: {
@ -691,13 +691,12 @@ const TILE_TYPES = {
thin_walls: new Set(['north', 'east']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
on_arrive(me, level, other) {
if (other.direction === 'north') {
level.set_actor_direction(other, 'west');
}
else {
level.set_actor_direction(other, 'south');
}
get_slide_direction(me, level, other) {
if (other.direction === 'north')
return 'west';
if (other.direction === 'east')
return 'south';
return other.direction;
},
},
ice_se: {
@ -705,21 +704,20 @@ const TILE_TYPES = {
thin_walls: new Set(['south', 'east']),
slide_mode: 'ice',
blocks_leaving: blocks_leaving_thin_walls,
on_arrive(me, level, other) {
if (other.direction === 'south') {
level.set_actor_direction(other, 'west');
}
else {
level.set_actor_direction(other, 'north');
}
get_slide_direction(me, level, other) {
if (other.direction === 'south')
return 'west';
if (other.direction === 'east')
return 'north';
return other.direction;
},
},
force_floor_n: {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'north');
get_slide_direction(me, level, other) {
return 'north';
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_s');
@ -731,8 +729,8 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'east');
get_slide_direction(me, level, other) {
return 'east';
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_w');
@ -744,8 +742,8 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'south');
get_slide_direction(me, level, other) {
return 'south';
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_n');
@ -757,8 +755,8 @@ const TILE_TYPES = {
draw_layer: DRAW_LAYERS.terrain,
slide_mode: 'force',
on_ready: on_ready_force_floor,
on_arrive(me, level, other) {
level.set_actor_direction(other, 'west');
get_slide_direction(me, level, other) {
return 'west';
},
activate(me, level) {
level.transmute_tile(me, 'force_floor_e');
@ -771,9 +769,8 @@ const TILE_TYPES = {
slide_mode: 'force',
on_ready: on_ready_force_floor,
// TODO ms: this is random, and an acting wall to monsters (!)
// TODO lynx/cc2 check this at decision time, which may affect ordering
on_arrive(me, level, other) {
level.set_actor_direction(other, level.get_force_floor_direction());
get_slide_direction(me, level, other) {
return level.get_force_floor_direction();
},
},
slime: {