import { DIRECTIONS } from './defs.js'; export function trace_floor_circuit(level, start_cell, start_edge, on_wire, on_dead_end) { let is_first = true; let pending = [[start_cell, start_edge]]; let seen_cells = new Map; while (pending.length > 0) { let next = []; for (let [cell, edge] of pending) { let terrain = cell.get_terrain(); if (! terrain) continue; let edgeinfo = DIRECTIONS[edge]; let seen_edges = seen_cells.get(cell) ?? 0; if (seen_edges & edgeinfo.bit) continue; let tile = terrain; let actor = cell.get_actor(); if (actor && actor.type.contains_wire && ( actor.movement_cooldown === 0 || level.compat.tiles_react_instantly)) { tile = actor; } // The wire comes in from this edge towards the center; see how it connects within this // cell, then check for any neighbors let connections = edgeinfo.bit; let mode = tile.wire_propagation_mode ?? tile.type.wire_propagation_mode; if (! is_first && ((tile.wire_directions ?? 0) & edgeinfo.bit) === 0) { // There's not actually a wire here (but not if this is our starting cell, in which // case we trust the caller) if (on_dead_end) { on_dead_end(cell, edge); } continue; } else if (mode === 'none') { // The wires in this tile never connect to each other } else if (mode === 'cross' || (mode === 'autocross' && tile.wire_directions === 0x0f)) { // This is a cross pattern, so only opposite edges connect if (tile.wire_directions & edgeinfo.opposite_bit) { connections |= edgeinfo.opposite_bit; } } else { // Everything connects connections |= tile.wire_directions; } seen_cells.set(cell, seen_edges | connections); if (on_wire) { on_wire(tile, connections); } for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) { // Obviously don't go backwards, but that doesn't apply if this is our first pass if (direction === edge && ! is_first) continue; if ((connections & dirinfo.bit) === 0) continue; let neighbor; if ((terrain.wire_tunnel_directions ?? 0) & dirinfo.bit) { // Search in this direction for a matching tunnel // Note that while actors (the fuckin circuit block) can be wired, tunnels ONLY // appear on terrain, and are NOT affected by actors on top neighbor = find_matching_wire_tunnel(level, cell.x, cell.y, direction); } else { neighbor = level.get_neighboring_cell(cell, direction); } /* if (! neighbor || (((neighbor.get_terrain().wire_directions ?? 0) & dirinfo.opposite_bit) === 0)) { console.log("bailing here", neighbor, direction); continue; } */ if (! neighbor) continue; next.push([neighbor, dirinfo.opposite]); } } pending = next; is_first = false; } } export function find_matching_wire_tunnel(level, x, y, direction) { let dirinfo = DIRECTIONS[direction]; let [dx, dy] = dirinfo.movement; let nesting = 0; while (true) { x += dx; y += dy; let candidate = level.cell(x, y); if (! candidate) return null; let neighbor = candidate.get_terrain(); if (! neighbor) continue; if ((neighbor.wire_tunnel_directions ?? 0) & dirinfo.opposite_bit) { if (nesting === 0) { return candidate; } else { nesting -= 1; } } if ((neighbor.wire_tunnel_directions ?? 0) & dirinfo.bit) { nesting += 1; } } } // TODO make this guy work generically for orange, red, brown buttons? others...? export function find_implicit_connection() { } // Iterates over a grid in a diamond pattern, spreading out from the given start cell (but not // including it). Only used for connecting orange buttons. export function* iter_cells_in_diamond(levelish, x0, y0) { let max_search_radius = Math.max(levelish.size_x, levelish.size_y) + 1; for (let dist = 1; dist <= max_search_radius; dist++) { // Start east and move counterclockwise let sx = x0 + dist; let sy = y0; for (let direction of [[-1, -1], [-1, 1], [1, 1], [1, -1]]) { for (let i = 0; i < dist; i++) { let cell = levelish.cell(sx, sy); if (cell) { yield cell; } sx += direction[0]; sy += direction[1]; } } } }