Clean up turn-based code

Mostly style nits, but also:

- Renamed some stuff in anticipation of removing GameEnded.

- Actor decisions are independent, so there's no need to do most of them
  in the first part of a tic and the player in the second part; they can
  all happen together in the second part.

- waiting_for_input was merged into turn_based, which I think makes it
  easier to follow what's going on between tics.  Although I just
  realized it introduces a bug, so, better fix that next.

- The canvas didn't need to know if we were waiting or not if we just
  force the tic offset to 1 while waiting.  This also fixed some slight
  jitter with force floors.
This commit is contained in:
Eevee (Evelyn Woods) 2020-11-03 09:50:37 -07:00
parent 83a1dd23ff
commit e7e02281a2
4 changed files with 266 additions and 275 deletions

View File

@ -121,7 +121,7 @@
<button class="control-restart" type="button">Restart</button>
<button class="control-undo" type="button">Undo</button>
<button class="control-rewind" type="button">Rewind <span class="keyhint">(z)</span></button>
<input class="turn-based" type="checkbox">Turn-Based</input>
<label><input class="control-turn-based" type="checkbox"> Turn-based mode</label>
</div>
<div class="demo-controls">
<button class="demo-play" type="button">View replay</button>

View File

@ -199,7 +199,7 @@ export class Level {
else {
this.time_remaining = this.stored_level.time_limit * 20;
}
this.timer_paused = false
this.timer_paused = false;
// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
// clock alteration shenanigans
this.tic_counter = 0;
@ -364,9 +364,14 @@ export class Level {
}
}
player_awaiting_input() {
return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (this.player.slide_mode === 'force' && this.player.last_move_was_force))
can_accept_input() {
// We can accept input anytime the player can move, i.e. when they're not already moving and
// not in an un-overrideable slide.
// Note that this only makes sense in the middle of a tic; at the beginning of one, the
// player's movement cooldown may very well be 1, but it'll be decremented before they
// attempt to move
return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (
this.player.slide_mode === 'force' && this.player.last_move_was_force));
}
// Lynx PRNG, used unchanged in CC2
@ -412,25 +417,25 @@ export class Level {
return mod;
}
// Move the game state forwards by one tic
// split into two parts for turn-based mode: first part is the consequences of the previous tick, second part depends on the player's input
// Move the game state forwards by one tic.
// For turn-based mode, this is split into two parts: advance_tic_finish_movement completes any
// ongoing movement started in the previous tic, and advance_tic_act allows actors to make new
// decisions. The player makes decisions between these two parts.
advance_tic(p1_primary_direction, p1_secondary_direction, pass) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
// TODO rip out this try/catch, it's not how the game actually works
try {
if (pass == 1)
{
this._advance_tic_part1(p1_primary_direction, p1_secondary_direction);
if (pass == 1) {
this.advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction);
}
else if (pass == 2)
{
this._advance_tic_part2(p1_primary_direction, p1_secondary_direction);
else if (pass == 2) {
this.advance_tic_act(p1_primary_direction, p1_secondary_direction);
}
else
{
else {
console.warn(`What pass is this?`);
}
}
@ -449,7 +454,7 @@ export class Level {
}
}
_advance_tic_part1(p1_primary_direction, p1_secondary_direction) {
advance_tic_finish_movement(p1_primary_direction, p1_secondary_direction) {
// Player's secondary direction is set immediately; it applies on arrival to cells even if
// it wasn't held the last time the player started moving
this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
@ -522,125 +527,25 @@ export class Level {
if (this.player.movement_cooldown <= 0) {
this.player.is_pushing = false;
}
}
advance_tic_act(p1_primary_direction, p1_secondary_direction) {
// Second pass: actors decide their upcoming movement simultaneously
// (we'll do the player's decision in part 2!)
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (actor != this.player)
{
this.actor_decision(actor, p1_primary_direction);
}
}
}
_advance_tic_part2(p1_primary_direction, p1_secondary_direction) {
//player now makes a decision based on input
this.actor_decision(this.player, p1_primary_direction);
// Third pass: everyone actually moves
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
// Check this again, because one actor's movement might caused a later actor to move
// (e.g. by pressing a red or brown button)
if (actor.movement_cooldown > 0)
continue;
if (! actor.decision)
continue;
let old_cell = actor.cell;
let success = this.attempt_step(actor, actor.decision);
// Track whether the player is blocked, for visual effect
if (actor === this.player && p1_primary_direction && ! success) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
}
// Players can also bump the tiles in the cell next to the one they're leaving
let dir2 = actor.secondary_direction;
if (actor.type.is_player && dir2 &&
! old_cell.blocks_leaving(actor, dir2))
{
let neighbor = this.get_neighboring_cell(old_cell, dir2);
if (neighbor) {
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
for (let tile of Array.from(neighbor)) {
if (tile.type.on_bump) {
tile.type.on_bump(tile, this, actor);
}
if (could_push && actor.can_push(tile, dir2)) {
// Block slapping: you can shove a block by walking past it sideways
// TODO i think cc2 uses the push pose and possibly even turns you here?
this.attempt_step(tile, dir2);
}
}
}
}
}
// Strip out any destroyed actors from the acting order
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
let p = 0;
for (let i = 0, l = this.actors.length; i < l; i++) {
let actor = this.actors[i];
if (actor.cell) {
if (p !== i) {
this.actors[p] = actor;
}
p++;
}
else {
let local_p = p;
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
}
}
this.actors.length = p;
// Advance the clock
let tic_counter = this.tic_counter;
this.tic_counter += 1;
if (this.time_remaining !== null && ! this.timer_paused) {
let time_remaining = this.time_remaining;
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
this.time_remaining = time_remaining;
});
this.time_remaining -= 1;
if (this.time_remaining <= 0) {
this.fail('time');
}
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
this.sfx.play_once('tick');
}
}
else {
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
});
}
}
actor_decision(actor, p1_primary_direction) {
if (! actor.cell)
return;
if (actor.movement_cooldown > 0)
return;
// Teeth can only move the first 4 of every 8 tics, though "first"
// can be adjusted
if (actor.slide_mode === null &&
actor.type.uses_teeth_hesitation &&
(this.tic_counter + this.step_parity) % 8 >= 4)
{
return;
continue;
}
let direction_preference;
@ -654,12 +559,12 @@ export class Level {
if (actor.pending_push) {
actor.decision = actor.pending_push;
this._set_prop(actor, 'pending_push', null);
return;
continue;
}
if (actor.slide_mode === 'ice') {
// Actors can't make voluntary moves on ice; they just slide
actor.decision = actor.direction;
return;
continue;
}
else if (actor.slide_mode === 'force') {
// Only the player can make voluntary moves on a force floor,
@ -681,14 +586,14 @@ export class Level {
this._set_prop(actor, 'last_move_was_force', true);
}
}
return;
continue;
}
else if (actor === this.player) {
if (p1_primary_direction) {
actor.decision = p1_primary_direction;
this._set_prop(actor, 'last_move_was_force', false);
}
return;
continue;
}
else if (actor.type.movement_mode === 'forward') {
// blue tank behavior: keep moving forward, reverse if the flag is set
@ -703,7 +608,7 @@ export class Level {
if (! actor.cell.some(tile => tile.type.name === 'cloner')) {
actor.decision = direction;
}
return;
continue;
}
else if (actor.type.movement_mode === 'follow-left') {
// bug behavior: always try turning as left as possible, and
@ -819,6 +724,94 @@ export class Level {
}
}
// Third pass: everyone actually moves
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
// Check this again, because one actor's movement might caused a later actor to move
// (e.g. by pressing a red or brown button)
if (actor.movement_cooldown > 0)
continue;
if (! actor.decision)
continue;
let old_cell = actor.cell;
let success = this.attempt_step(actor, actor.decision);
// Track whether the player is blocked, for visual effect
if (actor === this.player && p1_primary_direction && ! success) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
}
// Players can also bump the tiles in the cell next to the one they're leaving
let dir2 = actor.secondary_direction;
if (actor.type.is_player && dir2 &&
! old_cell.blocks_leaving(actor, dir2))
{
let neighbor = this.get_neighboring_cell(old_cell, dir2);
if (neighbor) {
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
for (let tile of Array.from(neighbor)) {
if (tile.type.on_bump) {
tile.type.on_bump(tile, this, actor);
}
if (could_push && actor.can_push(tile, dir2)) {
// Block slapping: you can shove a block by walking past it sideways
// TODO i think cc2 uses the push pose and possibly even turns you here?
this.attempt_step(tile, dir2);
}
}
}
}
}
// Strip out any destroyed actors from the acting order
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
let p = 0;
for (let i = 0, l = this.actors.length; i < l; i++) {
let actor = this.actors[i];
if (actor.cell) {
if (p !== i) {
this.actors[p] = actor;
}
p++;
}
else {
let local_p = p;
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
}
}
this.actors.length = p;
// Advance the clock
let tic_counter = this.tic_counter;
this.tic_counter += 1;
if (this.time_remaining !== null && ! this.timer_paused) {
let time_remaining = this.time_remaining;
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
this.time_remaining = time_remaining;
});
this.time_remaining -= 1;
if (this.time_remaining <= 0) {
this.fail('time');
}
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
this.sfx.play_once('tick');
}
}
else {
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
});
}
}
// Try to move the given actor one tile in the given direction and update
// their cooldown. Return true if successful.
attempt_step(actor, direction) {
@ -1339,15 +1332,15 @@ export class Level {
}
undo() {
//reverse the pending_undo too
this.aid = Math.max(1, this.aid);
// In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
this.pending_undo.reverse();
for (let undo of this.pending_undo) {
undo();
}
this.pending_undo = [];
this.aid = Math.max(1, this.aid);
let entry = this.undo_stack.pop();
// Undo in reverse order! There's no redo, so it's okay to destroy this
entry.reverse();

View File

@ -307,10 +307,24 @@ class Player extends PrimaryView {
}
});
this.turn_based = false;
this.turn_based_checkbox = this.root.querySelector('.controls .turn-based');
// 0: normal realtime mode
// 1: turn-based mode, and the next tic starts at the beginning
// 2: turn-based mode, and we're in mid-tic waiting for input
this.turn_based = 0;
this.turn_based_checkbox = this.root.querySelector('.controls .control-turn-based');
this.turn_based_checkbox.checked = false;
this.turn_based_checkbox.addEventListener('change', ev => {
this.turn_based = !this.turn_based;
if (this.turn_based_checkbox.checked) {
// If we're leaving real-time mode then we're between tics
this.turn_based = 1;
}
else {
if (this.turn_based === 2) {
// Finish up the tic
this.advance_by(1);
}
this.turn_based = 0;
}
});
// Bind buttons
@ -329,8 +343,9 @@ class Player extends PrimaryView {
this.undo_button = this.root.querySelector('.controls .control-undo');
this.undo_button.addEventListener('click', ev => {
let player_cell = this.level.player.cell;
// Keep undoing until (a) we're on another cell and (b) we're not
// sliding, i.e. we're about to make a conscious move
// Keep undoing until (a) we're on another cell and (b) we're not sliding, i.e. we're
// about to make a conscious move. Note that this means undoing all the way through
// force floors, even if you could override them!
let moved = false;
while (this.level.undo_stack.length > 0 &&
! (moved && this.level.player.slide_mode === null))
@ -417,7 +432,7 @@ class Player extends PrimaryView {
this.previous_action = null; // last direction we were moving, if any
this.using_touch = false; // true if using touch controls
this.current_keys = new Set; // keys that are currently held
this.current_keys_new = new Set; //for keys that have only been held a frame
this.current_keys_new = new Set; // keys that were pressed since input was last read
// TODO this could all probably be more rigorous but it's fine for now
key_target.addEventListener('keydown', ev => {
if (ev.key === 'p' || ev.key === 'Pause') {
@ -659,7 +674,7 @@ class Player extends PrimaryView {
_clear_state() {
this.set_state('waiting');
this.waiting_for_input = false;
this.turn_based = this.turn_based_checkbox.checked ? 1 : 0;
this.tic_offset = 0;
this.last_advance = 0;
this.demo_faucet = null;
@ -709,7 +724,7 @@ class Player extends PrimaryView {
for (let key of this.current_keys_new) {
input.add(this.key_mapping[key]);
}
this.current_keys_new = new Set;
this.current_keys_new.clear();
for (let action of Object.values(this.current_touches)) {
input.add(action);
}
@ -717,8 +732,6 @@ class Player extends PrimaryView {
}
}
waiting_for_input = false;
advance_by(tics) {
for (let i = 0; i < tics; i++) {
let input = this.get_input();
@ -785,37 +798,26 @@ class Player extends PrimaryView {
var primary_dir = this.primary_action ? ACTION_DIRECTIONS[this.primary_action] : null;
var secondary_dir = this.secondary_action ? ACTION_DIRECTIONS[this.secondary_action] : null;
//turn based logic
//first, handle a part 2 we just got input for
if (this.waiting_for_input)
{
if (!this.turn_based || primary_dir != null || input.has('wait'))
{
this.waiting_for_input = false;
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
let has_input = primary_dir !== null || input.has('wait');
// Turn-based mode complicates this slightly
// TODO advance_by(1) no longer advances by 1 tic necessarily...
if (this.turn_based === 2) {
if (has_input) {
this.level.advance_tic(primary_dir, secondary_dir, 2);
// TODO what if we just do the next tic part now? but then we can never realign to a tic boundary.
this.turn_based = 1;
}
}
else
{
this.level.advance_tic(
primary_dir,
secondary_dir,
1);
//then if we should wait for input, the player needs input and we don't have input, we set waiting_for_input, else we run part 2
if (this.turn_based && this.level.player_awaiting_input() && !(primary_dir != null || input.has('wait')))
{
this.waiting_for_input = true;
else {
// Start from a tic boundary
this.level.advance_tic(primary_dir, secondary_dir, 1);
if (this.turn_based > 0 && this.level.can_accept_input() && ! has_input) {
// If we're in turn-based mode and could provide input here, but don't have any,
// then wait until we do
this.turn_based = 2;
}
else
{
this.level.advance_tic(
primary_dir,
secondary_dir,
2);
else {
this.level.advance_tic(primary_dir, secondary_dir, 2);
}
}
@ -856,11 +858,7 @@ class Player extends PrimaryView {
}
}
if (this.waiting_for_input)
{
//freeze tic_offset in time so we don't try to interpolate to the next frame too soon
this.tic_offset = 0;
}
// XXX tic_offset = 0 was here, what does that change
let dt = 1000 / TICS_PER_SECOND;
if (this.state === 'rewinding') {
@ -871,9 +869,11 @@ class Player extends PrimaryView {
}
undo() {
//if we were waiting for input and undo, well, now we're not
this.waiting_for_input = false;
this.level.undo();
// Undo always returns to the start of a tic
if (this.turn_based === 2) {
this.turn_based = 1;
}
}
// Redraws every frame, unless the game isn't running
@ -883,11 +883,12 @@ class Player extends PrimaryView {
// TODO this is not gonna be right while pausing lol
// TODO i'm not sure it'll be right when rewinding either
// TODO or if the game's speed changes. wow!
if (this.waiting_for_input) {
//freeze tic_offset in time
if (this.turn_based === 2) {
// We're frozen in mid-tic, so the clock hasn't advanced yet, but everything has already
// finished moving; pretend we're already on the next tic
this.tic_offset = 1;
}
else
{
else {
this.tic_offset = Math.min(0.9999, (performance.now() - this.last_advance) / 1000 / (1 / TICS_PER_SECOND));
if (this.state === 'rewinding') {
this.tic_offset = 1 - this.tic_offset;
@ -909,7 +910,6 @@ class Player extends PrimaryView {
// Actually redraw. Used to force drawing outside of normal play
_redraw() {
this.renderer.waiting_for_input = this.waiting_for_input;
this.renderer.draw(this.tic_offset);
}

View File

@ -61,15 +61,13 @@ export class CanvasRenderer {
dx * tw, dy * th, w * tw, h * th);
}
waiting_for_input = false;
draw(tic_offset = 0) {
if (! this.level) {
console.warn("CanvasRenderer.draw: No level to render");
return;
}
let tic = (this.level.tic_counter ?? 0) + tic_offset + (this.waiting_for_input ? 1 : 0);
let tic = (this.level.tic_counter ?? 0) + tic_offset;
let tw = this.tileset.size_x;
let th = this.tileset.size_y;
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);