lexys-labyrinth/js/game.js
Eevee (Evelyn Woods) 86764612d3 [WIP] Switch to a more accurate frame-based model
This seems to match how CC2 actually works, and it fixes the replays for
the CC1 levels BLOCK BUSTER, THE PRISONER, CATACOMBS, and GOLDKEY.

Unfortunately, it also regresses ON THE ROCKS, GRAIL, and ALPHABET SOUP,
and I do not know why.  I'm not even sure why it fixes CATACOMBS and
GOLDKEY.  It makes a mess of force floor handling with mixed results.
It's also some 40% slower, which is not ideal.

I doubt I'll revisit this particular branch, since it's the sort of mass
code rearrangement that breaks everything, but I'm keeping it for future
reference in case I try to revisit this idea.
2020-12-15 21:07:47 -07:00

2230 lines
85 KiB
JavaScript

import { DIRECTIONS, DIRECTION_ORDER, INPUT_BITS, TICS_PER_SECOND } from './defs.js';
import TILE_TYPES from './tiletypes.js';
export class Tile {
constructor(type, direction = 'south') {
this.type = type;
if (type.is_actor) {
this.direction = direction;
}
this.cell = null;
if (type.is_actor) {
this.slide_mode = null;
this.movement_cooldown = 0;
}
if (type.has_inventory) {
this.keyring = {};
this.toolbelt = [];
}
}
static from_template(tile_template) {
let type = tile_template.type;
if (! type) console.error(tile_template);
let tile = new this(type, tile_template.direction);
// Copy any extra properties in verbatim
return Object.assign(tile, tile_template);
}
// Gives the effective position of an actor in motion, given smooth scrolling
visual_position(tic_offset = 0) {
let x = this.cell.x;
let y = this.cell.y;
if (! this.previous_cell || this.movement_speed === null) {
return [x, y];
}
else {
// For a movement speed of N, the cooldown is set to N during the tic an actor starts
// moving, and we interpolate it from there to N - 1 over the course of the duration
let p = ((this.movement_speed - this.movement_cooldown) + tic_offset) / this.movement_speed;
return [
(1 - p) * this.previous_cell.x + p * x,
(1 - p) * this.previous_cell.y + p * y,
];
}
}
// TODO don't love that the arg order is different here vs tile type, but also don't love that
// the name is the same?
blocks(other, direction, level) {
// Extremely awkward special case: items don't block monsters if the cell also contains an
// item modifier (i.e. "no" sign) or a real player
// TODO would love to get this outta here
// FIXME i think this can be removed if monster/player interaction stops being a literal
// collision and starts being a result of even attempting to move
if (this.type.is_item &&
this.cell.some(tile => tile.type.item_modifier || tile.type.is_real_player))
return false;
if (this.type.blocks_collision & other.type.collision_mask)
return true;
// FIXME bowling ball isn't affected by helmet? also not sure bowling ball is stopped by
// helmet?
if (this.has_item('helmet') || (this.type.is_actor && other.has_item('helmet')))
return true;
// FIXME get this out of here
if (this.type.thin_walls &&
this.type.thin_walls.has(DIRECTIONS[direction].opposite) &&
other.type.name !== 'ghost')
return true;
if (this.type.blocks)
return this.type.blocks(this, level, other, direction);
return false;
}
ignores(name) {
if (this.type.ignores && this.type.ignores.has(name))
return true;
if (this.toolbelt) {
for (let item of this.toolbelt) {
let item_type = TILE_TYPES[item];
if (item_type.item_ignores && item_type.item_ignores.has(name))
return true;
}
}
return false;
}
can_push(tile, direction) {
if (! (this.type.pushes && this.type.pushes[tile.type.name] &&
(! tile.type.allows_push || tile.type.allows_push(tile, direction))))
{
return false;
}
// Obey railroad curvature
direction = tile.cell.redirect_exit(tile, direction);
// Need to explicitly check this here, otherwise you could /attempt/ to push a block,
// which would fail, but it would still change the block's direction
return ! tile.cell.blocks_leaving(tile, direction);
}
// Inventory stuff
has_item(name) {
if (TILE_TYPES[name].is_key) {
return this.keyring && (this.keyring[name] ?? 0) > 0;
}
else {
return this.toolbelt && this.toolbelt.some(item => item === name);
}
}
}
Tile.prototype.emitting_edges = 0;
export class Cell extends Array {
constructor(x, y) {
super();
this.x = x;
this.y = y;
}
_add(tile, index = null) {
if (index === null) {
this.push(tile);
}
else {
this.splice(index, 0, tile);
}
tile.cell = this;
}
// DO NOT use me to remove a tile permanently, only to move it!
// Should only be called from Level, which handles some bookkeeping!
_remove(tile) {
let index = this.indexOf(tile);
if (index < 0)
throw new Error("Asked to remove tile that doesn't seem to exist");
this.splice(index, 1);
tile.cell = null;
return index;
}
get_wired_tile() {
let ret = null;
for (let tile of this) {
if (tile.wire_directions || tile.wire_tunnel_directions) {
ret = tile;
// Don't break; we want the topmost tile!
}
}
return ret;
}
get_terrain() {
for (let tile of this) {
if (tile.type.draw_layer === 0)
return tile;
}
return null;
}
get_actor() {
for (let tile of this) {
if (tile.type.is_actor)
return tile;
}
return null;
}
get_item() {
for (let tile of this) {
if (tile.type.is_item)
return tile;
}
return null;
}
get_item_mod() {
for (let tile of this) {
if (tile.type.item_modifier)
return tile;
}
return null;
}
has(name) {
return this.some(tile => tile.name === name);
}
blocks_leaving(actor, direction) {
for (let tile of this) {
if (tile === actor)
continue;
if (tile.type.traps && tile.type.traps(tile, actor))
return true;
if (tile.type.blocks_leaving && tile.type.blocks_leaving(tile, actor, direction))
return true;
}
return false;
}
// Check if this actor can move this direction into this cell. May have side effects, depending
// on the value of push_mode:
// - null: Default. Treat pushable objects as blocking.
// - 'ignore': Treat pushable objects as nonblocking.
// - 'trace': Don't try to move pushable objects, but do check whether they could be pushed,
// recursively if necessary.
// - 'move': Attempt to move pushable objects out of the way immediately.
blocks_entering(actor, direction, level, push_mode = null) {
let pushable_tiles = [];
let blocked = false;
for (let tile of this) {
if (! tile.blocks(actor, direction, level))
continue;
if (push_mode === null)
return true;
if (! actor.can_push(tile, direction)) {
if (push_mode === 'move') {
// Track this instead of returning immediately, because 'move' mode also bumps
// every tile in the cell
blocked = true;
}
else {
return true;
}
}
if (push_mode === 'ignore')
continue;
if (push_mode === 'move') {
if (actor.type.on_bump) {
actor.type.on_bump(actor, level, tile);
}
if (tile.type.on_bumped) {
tile.type.on_bumped(tile, level, actor);
}
}
// Collect pushables for later, so we don't inadvertently push through a wall
pushable_tiles.push(tile);
}
if (blocked)
return true;
// If we got this far, all that's left is to deal with pushables
if (pushable_tiles.length > 0) {
let neighbor_cell = level.get_neighboring_cell(this, direction);
if (! neighbor_cell)
return true;
for (let tile of pushable_tiles) {
if (push_mode === 'trace') {
if (neighbor_cell.blocks_entering(tile, direction, level, push_mode))
return true;
}
else if (push_mode === 'move') {
if (! level.attempt_step(tile, direction))
return true;
}
}
}
return false;
}
// Special railroad ability: change the direction we attempt to leave
redirect_exit(actor, direction) {
for (let tile of this) {
if (tile.type.redirect_exit) {
return tile.type.redirect_exit(tile, actor, direction);
}
}
return direction;
}
}
Cell.prototype.prev_powered_edges = 0;
Cell.prototype.powered_edges = 0;
// The undo stack is implemented with a ring buffer, and this is its size. One entry per tic.
// Based on Chrome measurements made against the pathological level CCLP4 #40 (Periodic Lasers) and
// sitting completely idle, undo consumes about 2 MB every five seconds, so this shouldn't go beyond
// 12 MB for any remotely reasonable level.
const UNDO_BUFFER_SIZE = TICS_PER_SECOND * 30;
export class Level {
constructor(stored_level, compat = {}) {
this.stored_level = stored_level;
this.restart(compat);
}
restart(compat) {
this.compat = compat;
// playing: normal play
// success: has been won
// failure: died
// note that pausing is NOT handled here, but by whatever's driving our
// event loop!
this.state = 'playing';
this.width = this.stored_level.size_x;
this.height = this.stored_level.size_y;
this.size_x = this.stored_level.size_x;
this.size_y = this.stored_level.size_y;
this.cells = [];
this.player = null;
this.previous_input = 0;
this.actors = [];
this.chips_remaining = this.stored_level.chips_required;
this.bonus_points = 0;
this.aid = 0;
// Time
if (this.stored_level.time_limit === 0) {
this.time_remaining = null;
}
else {
this.time_remaining = this.stored_level.time_limit * 20;
}
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;
// 0 to 7, indicating the first tic that teeth can move on.
// 0 is equivalent to even step; 4 is equivalent to odd step.
// 5 is the default in CC2. Lynx can use any of the 8. MSCC uses
// either 0 or 4, and defaults to 0, but which you get depends on the
// global clock which doesn't get reset between levels (!).
this.step_parity = 5;
this.hint_shown = null;
// TODO in lynx/steam, this carries over between levels; in tile world, you can set it manually
this.force_floor_direction = 'north';
// PRNG is initialized to zero
this._rng1 = 0;
this._rng2 = 0;
if (this.stored_level.blob_behavior === 0) {
this._blob_modifier = 0x55;
}
else {
// The other two modes are initialized to a random seed
this._blob_modifier = Math.floor(Math.random() * 256);
}
this.undo_buffer = new Array(UNDO_BUFFER_SIZE);
for (let i = 0; i < UNDO_BUFFER_SIZE; i++) {
this.undo_buffer[i] = null;
}
this.undo_buffer_index = 0;
this.pending_undo = this.create_undo_entry();
let n = 0;
let connectables = [];
this.power_sources = [];
this.players = [];
// FIXME handle traps correctly:
// - if an actor is in the cell, set the trap to open and unstick everything in it
for (let y = 0; y < this.height; y++) {
let row = [];
this.cells.push(row);
for (let x = 0; x < this.width; x++) {
let cell = new Cell(x, y);
row.push(cell);
let stored_cell = this.stored_level.linear_cells[n];
n++;
for (let template_tile of stored_cell) {
let tile = Tile.from_template(template_tile);
if (tile.type.is_hint) {
// Copy over the tile-specific hint, if any
tile.hint_text = template_tile.hint_text ?? null;
}
if (tile.type.is_power_source) {
this.power_sources.push(tile);
}
if (tile.type.is_real_player) {
this.players.push(tile);
}
if (tile.type.is_actor) {
this.actors.push(tile);
}
cell._add(tile);
if (tile.type.connects_to) {
connectables.push(tile);
}
}
}
}
// TODO complain if no player
// FIXME this is not how multiple players works
this.player = this.players[0];
this.player_index = 0;
// Used for doppelgangers
this.player1_move = null;
this.player2_move = null;
// Connect buttons and teleporters
let num_cells = this.width * this.height;
for (let connectable of connectables) {
let cell = connectable.cell;
let x = cell.x;
let y = cell.y;
// FIXME this is a single string for red/brown buttons (to match iter_tiles_in_RO) but a
// set for orange buttons (because flame jet states are separate tiles), which sucks ass
let goals = connectable.type.connects_to;
// Check for custom wiring, for MSCC .DAT levels
// TODO would be neat if this applied to orange buttons too
if (this.stored_level.has_custom_connections) {
let n = this.stored_level.coords_to_scalar(x, y);
let target_cell_n = null;
if (connectable.type.name === 'button_brown') {
target_cell_n = this.stored_level.custom_trap_wiring[n] ?? null;
}
else if (connectable.type.name === 'button_red') {
target_cell_n = this.stored_level.custom_cloner_wiring[n] ?? null;
}
if (target_cell_n && target_cell_n < this.width * this.height) {
let [tx, ty] = this.stored_level.scalar_to_coords(target_cell_n);
for (let tile of this.cells[ty][tx]) {
if (goals === tile.type.name) {
connectable.connection = tile;
break;
}
}
}
continue;
}
// Orange buttons do a really weird diamond search
if (connectable.type.connect_order === 'diamond') {
for (let cell of this.iter_cells_in_diamond(connectable.cell)) {
let target = null;
for (let tile of cell) {
if (goals.has(tile.type.name)) {
target = tile;
break;
}
}
if (target !== null) {
connectable.connection = target;
break;
}
}
continue;
}
// Otherwise, look in reading order
for (let tile of this.iter_tiles_in_reading_order(cell, goals)) {
// TODO ideally this should be a weak connection somehow, since dynamite can destroy
// empty cloners and probably traps too
connectable.connection = tile;
// Just grab the first
break;
}
}
// Finally, let all tiles do any custom init behavior
for (let row of this.cells) {
for (let cell of row) {
for (let tile of cell) {
if (tile.type.on_ready) {
tile.type.on_ready(tile, this);
}
if (cell === this.player.cell && tile.type.is_hint) {
this.hint_shown = tile.hint_text ?? this.stored_level.hint;
}
}
}
}
// Erase undo, in case any on_ready added to it (we don't want to undo initialization!)
this.pending_undo = this.create_undo_entry();
}
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
prng() {
let n = (this._rng1 >> 2) - this._rng1;
if (!(this._rng1 & 0x02)) --n;
this._rng1 = (this._rng1 >> 1) | (this._rng2 & 0x80);
this._rng2 = (this._rng2 << 1) | (n & 0x01);
let ret = (this._rng1 ^ this._rng2) & 0xff;
return ret;
}
// Weird thing done by CC2 to make blobs... more... random
get_blob_modifier() {
let mod = this._blob_modifier;
if (this.stored_level.blob_behavior === 1) {
// "4 patterns" just increments by 1 every time (but /after/ returning)
//this._blob_modifier = (this._blob_modifier + 1) % 4;
mod = (mod + 1) % 4;
this._blob_modifier = mod;
}
else {
// Other modes do this curious operation
mod *= 2;
if (mod < 255) {
mod ^= 0x1d;
}
mod &= 0xff;
this._blob_modifier = mod;
}
return mod;
}
// Move the game state forwards by one tic.
// Input is a bit mask of INPUT_BITS.
advance_tic(p1_input) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
this.begin_tic(p1_input);
this.finish_tic(p1_input);
}
begin_tic(p1_input) {
// Store some current level state in the undo entry. (These will often not be modified, but
// they only take a few bytes each so that's fine.)
for (let key of [
'_rng1', '_rng2', '_blob_modifier', 'force_floor_direction',
'tic_counter', 'time_remaining', 'timer_paused',
'chips_remaining', 'bonus_points', 'hint_shown', 'state',
'player1_move', 'player2_move',
]) {
this.pending_undo.level_props[key] = this[key];
}
this.p1_input = p1_input;
// Used for various tic-local effects; don't need to be undoable
// TODO maybe this should be undone anyway so rewind looks better?
this.player.is_blocked = false;
this.sfx.set_player_position(this.player.cell);
this._do_decision_pass(false);
this._do_action_pass();
this._do_cooldown_pass();
this.update_wiring();
this._do_decision_pass(false);
this._do_action_pass();
this._do_cooldown_pass();
this.update_wiring();
}
finish_tic(p1_input) {
this.p1_input = p1_input;
this._do_decision_pass(true);
// In the event that the player is sliding (and thus not deliberately moving) or has
// stopped, remember their current movement direction here, too.
// This is hokey, and doing it here is even hokier, but it seems to match CC2 behavior.
if (this.player.movement_cooldown > 0) {
this.remember_player_move(this.player.direction);
}
this._do_action_pass();
this._do_cooldown_pass();
this.update_wiring();
// 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. not strictly
// necessary, either; maybe only do it every few tics?
let p = 0;
for (let i = 0, l = this.actors.length; i < l; i++) {
let actor = this.actors[i];
// While we're here, delete this guy
delete actor.cooldown_delay_hack;
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;
// Possibly switch players
// FIXME not correct
/*
if (swap_player1) {
this.player_index += 1;
this.player_index %= this.players.length;
this.player = this.players[this.player_index];
}
*/
this.previous_input = this.p1_input;
// Advance the clock
// TODO i suspect cc2 does this at the beginning of the tic, but even if you've won? if you
// step on a penalty + exit you win, but you see the clock flicker 1 for a single frame
this.tic_counter += 1;
if (this.time_remaining !== null && ! this.timer_paused) {
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');
}
}
this.commit();
}
_do_cooldown_pass() {
// FIRST PASS: actors tick their cooldowns, finish their movement, and possibly step on
// cells they were moving into. This has a few advantages: it makes rendering interpolation
// much easier, and doing it as a separate pass from /starting/ movement (unlike Lynx)
// improves the illusion that everything is happening simultaneously.
// Note that, as far as I can tell, CC2 actually runs this pass every /frame/. We do not!
// Also Note that we iterate in reverse order, DESPITE keeping dead actors around with null
// cells, to match the Lynx and CC2 behavior. This is actually important in some cases;
// check out the start of CCLP3 #54, where the gliders will eat the blue key immediately if
// they act in forward order! (More subtly, even the decision pass does things like
// advance the RNG, so for replay compatibility it needs to be in reverse order too.)
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Actors with no cell were destroyed
if (! actor.cell)
continue;
if (actor.movement_cooldown <= 0)
continue;
if (actor.cooldown_delay_hack) {
// See the extensive comment in attempt_out_of_turn_step
actor.cooldown_delay_hack += 1;
continue;
}
this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
if (actor.movement_cooldown <= 0) {
if (actor.type.ttl) {
// This is an animation that just finished, so destroy it
this.remove_tile(actor);
continue;
}
if (! this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
// Erase any trace of being in mid-movement, however:
// - This has to happen after stepping on cells, because some effects care about
// the cell we're arriving from
// - Don't do it if stepping on the cell caused us to move again
if (actor.movement_cooldown <= 0) {
this._set_tile_prop(actor, 'previous_cell', null);
this._set_tile_prop(actor, 'movement_speed', null);
}
}
}
// Mini extra pass: deal with teleporting separately. Otherwise, actors may have been in
// the way of the teleporter but finished moving away during the above loop; this is
// particularly bad when it happens with a block you're pushing.
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
if (actor.just_stepped_on_teleporter) {
this.attempt_teleport(actor, actor === this.player ? this.p1_input : null);
}
}
}
_extract_player_directions(input) {
// Extract directions from an input mask
let dir1 = null, dir2 = null;
if (((input & INPUT_BITS['up']) && (input & INPUT_BITS['down'])) ||
((input & INPUT_BITS['left']) && (input & INPUT_BITS['right'])))
{
// If two opposing directions are held at the same time, all input is ignored, so we
// can't end up with more than 2 directions
}
else {
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (input & INPUT_BITS[dirinfo.action]) {
if (dir1 === null) {
dir1 = direction;
}
else {
dir2 = direction;
break;
}
}
}
}
return [dir1, dir2];
}
make_player_decision(actor, input) {
// Only reset the player's is_pushing between movement, so it lasts for the whole push
this._set_tile_prop(actor, 'is_pushing', false);
// 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
// if the cell doesn't block them??
return this.check_movement(actor, actor.cell, direction, push_mode);
};
// The player is unusual in several ways.
// - Only the current player can override a force floor (and only if their last move was an
// involuntary force floor slide, perhaps before some number of ice slides).
// - The player "block slaps", a phenomenon where they physically attempt to make both of
// their desired movements, having an impact on the world if appropriate, before deciding
// which of them to use.
// - These two properties combine in a subtle way. If we're on a force floor sliding right
// under a row of blue walls, then if we hold up, we will bump every wall along the way.
// If we hold up /and right/, we will only bump every other wall. That is, if we're on a
// 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 xxx_overriding = false;
if (actor.slide_mode && ! (
actor.slide_mode === 'force' &&
dir1 !== null && actor.last_move_was_force))
{
// This is a forced move, in which case we don't even check it
actor.decision = actor.direction;
if (actor.slide_mode === 'force') {
this._set_tile_prop(actor, 'last_move_was_force', true);
if (! try_direction(actor.direction, 'move') && actor.cell.get_terrain().type.name === 'force_floor_all') {
for (let i = 0; i < 3; i++) {
let direction = this.get_force_floor_direction();
if (try_direction(direction, 'move') || i === 2) {
actor.decision = direction;
break;
}
}
}
}
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, 'trace')) {
this._handle_slide_bonk(actor);
}
}
}
else if (dir1 === null) {
// Not attempting to move, so do nothing
}
else {
// At this point, we have exactly 1 or 2 directions, and deciding between them requires
// checking which ones are blocked. Note that we do this even if only one direction is
// requested, meaning that we get to push blocks before anything else has moved!
let open;
if (dir2 === null) {
// Only one direction is held, but for consistency, "check" it anyway
open = try_direction(dir1, 'move');
actor.decision = dir1;
}
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, 'move');
let other_open = try_direction(other_direction, 'move');
if (! curr_open && other_open) {
actor.decision = other_direction;
open = true;
}
else {
actor.decision = actor.direction;
open = curr_open;
}
}
else {
// Neither direction is the way we're moving, so try both and prefer horizontal
// FIXME i'm told cc2 prefers orthogonal actually, but need to check on that
// FIXME lynx only checks horizontal, what about cc2? it must check both
// because of the behavior where pushing into a corner always pushes horizontal
let open1 = try_direction(dir1, 'move');
let open2 = try_direction(dir2, 'move');
if (open1 && ! open2) {
actor.decision = dir1;
open = true;
}
else if (! open1 && open2) {
actor.decision = dir2;
open = true;
}
else if (dir1 === 'east' || dir1 === 'west') {
actor.decision = dir1;
open = open1;
}
else {
actor.decision = dir2;
open = open2;
}
}
}
// 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) {
this._set_tile_prop(actor, 'last_move_was_force', true);
// Be sure to invoke this hack if we're standing on an RFF
if (actor.cell.get_terrain().type.name === 'force_floor_all') {
for (let i = 0; i < 3; i++) {
let direction = this.get_force_floor_direction();
if (try_direction(direction, 'move') || i === 2) {
actor.decision = direction;
break;
}
}
}
else {
actor.decision = actor.direction;
this._handle_slide_bonk(actor);
}
}
else {
// Otherwise this is 100% a conscious move so we lose our override power next tic
this._set_tile_prop(actor, 'last_move_was_force', false);
}
}
// Remember our choice for the sake of doppelgangers
// FIXME still a bit unclear on how they handle secondary direction, but i'm not sure that's
// even a real concept in lynx, so maybe this is right??
this.remember_player_move(actor.decision);
}
make_actor_decision(actor) {
// Compat flag for blue tanks
if (this.compat.sliding_tanks_ignore_button &&
actor.slide_mode && actor.pending_reverse)
{
this._set_tile_prop(actor, 'pending_reverse', false);
}
if (actor.pending_push) {
// Blocks that were pushed while sliding will move in the push direction as soon as
// they stop sliding, regardless of what they landed on
actor.decision = actor.pending_push;
this._set_tile_prop(actor, 'pending_push', null);
return;
}
let direction_preference;
if (actor.slide_mode) {
// Actors can't make voluntary moves while sliding; they just, ah, slide.
actor.decision = actor.direction;
return;
}
else 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) {
direction_preference = actor.type.decide_movement(actor, this);
}
// Check which of those directions we *can*, probably, move in
if (! direction_preference)
return;
let all_blocked = true;
for (let [i, direction] of direction_preference.entries()) {
if (typeof direction === 'function') {
// Lazy direction calculation (used for walkers)
direction = direction();
}
direction = actor.cell.redirect_exit(actor, direction);
if (this.check_movement(actor, actor.cell, direction, 'trace')) {
// We found a good direction! Stop here
actor.decision = direction;
all_blocked = false;
break;
}
// If every other preference be blocked, actors unconditionally try the last one
// (and might even be able to move that way by the time their turn comes!)
if (i === direction_preference.length - 1) {
actor.decision = direction;
}
}
}
_do_decision_pass(tic_aligned) {
// SECOND PASS: actors decide their upcoming movement simultaneously
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Clear any old decisions ASAP. Note that this prop is only used internally within a
// single tic, so it doesn't need to be undoable
actor.decision = null;
if (! actor.cell)
continue;
if (actor.movement_cooldown > 0)
continue;
if (! tic_aligned && ! actor.slide_mode)
continue;
if (actor.slide_mode && actor.cell.get_terrain().type.name === 'force_floor_all') {
this.set_actor_direction(actor, this.get_force_floor_direction());
}
if (actor === this.player) {
this.make_player_decision(actor, this.p1_input);
}
else {
this.make_actor_decision(actor);
}
}
}
_do_action_pass() {
// THIRD PASS: everyone actually moves
let swap_player1 = false;
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
if (actor.type.on_tic) {
actor.type.on_tic(actor, this);
}
// Check this again, since an earlier pass may have caused us to start moving
if (actor.movement_cooldown > 0)
continue;
// Check for special player actions, which can only happen when not moving
// FIXME if you press a key while moving it should happen as soon as you stop (assuming
// the key is still held down)
// FIXME cc2 seems to rely on key repeat for this; the above is true, but also, if you
// have four bowling balls and hold Q, you'll throw the first, wait a second or so, then
// release the rest rapid-fire. absurd
if (actor === this.player) {
let new_input = this.p1_input & ~this.previous_input;
if (new_input & INPUT_BITS.cycle) {
this.cycle_inventory(this.player);
}
if (new_input & INPUT_BITS.drop) {
this.drop_item(this.player);
}
if (new_input & INPUT_BITS.swap) {
// This is delayed until the end of the tic to avoid screwing up anything
// checking this.player
swap_player1 = true;
}
}
if (! actor.decision)
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);
}
// Track whether the player is blocked, for visual effect
if (actor === this.player && actor.decision && ! success) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
}
}
}
_do_cooldown_pass() {
// FIRST PASS: actors tick their cooldowns, finish their movement, and possibly step on
// cells they were moving into. This has a few advantages: it makes rendering interpolation
// much easier, and doing it as a separate pass from /starting/ movement (unlike Lynx)
// improves the illusion that everything is happening simultaneously.
// Note that, as far as I can tell, CC2 actually runs this pass every /frame/. We do not!
// Also Note that we iterate in reverse order, DESPITE keeping dead actors around with null
// cells, to match the Lynx and CC2 behavior. This is actually important in some cases;
// check out the start of CCLP3 #54, where the gliders will eat the blue key immediately if
// they act in forward order! (More subtly, even the decision pass does things like
// advance the RNG, so for replay compatibility it needs to be in reverse order too.)
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Actors with no cell were destroyed
if (! actor.cell)
continue;
if (actor.movement_cooldown <= 0)
continue;
if (actor.cooldown_delay_hack) {
// See the extensive comment in attempt_out_of_turn_step
actor.cooldown_delay_hack += 1;
continue;
}
this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
if (actor.movement_cooldown <= 0) {
if (actor.type.ttl) {
// This is an animation that just finished, so destroy it
this.remove_tile(actor);
continue;
}
if (! this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
// Erase any trace of being in mid-movement, however:
// - This has to happen after stepping on cells, because some effects care about
// the cell we're arriving from
// - Don't do it if stepping on the cell caused us to move again
if (actor.movement_cooldown <= 0) {
this._set_tile_prop(actor, 'previous_cell', null);
this._set_tile_prop(actor, 'movement_speed', null);
}
}
}
// Mini extra pass: deal with teleporting separately. Otherwise, actors may have been in
// the way of the teleporter but finished moving away during the above loop; this is
// particularly bad when it happens with a block you're pushing.
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
if (actor.just_stepped_on_teleporter) {
this.attempt_teleport(actor, actor === this.player ? this.p1_input : null);
}
}
}
_do_turn_phase(allow_decision) {
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Clear any old decisions ASAP. Note that this prop is only used internally within a
// single tic, so it doesn't need to be undoable
actor.decision = null;
if (! actor.cell)
continue;
if (actor.movement_cooldown <= 0 && (allow_decision || actor.slide_mode)) {
if (actor === this.player) {
this.make_player_decision(actor, this.p1_input);
}
else {
this.make_actor_decision(actor);
}
}
this.take_actor_turn(actor);
}
}
take_actor_turn(actor) {
let success = false;
if (! actor.cell)
return;
// FIXME obviously this becomes on_frame
if (actor.type.on_tic) {
actor.type.on_tic(actor, this);
}
// Check this again, since an earlier pass may have caused us to start moving
if (actor.movement_cooldown <= 0) {
// Check for special player actions, which can only happen when not moving
// FIXME if you press a key while moving it should happen as soon as you stop (assuming
// the key is still held down)
// FIXME cc2 seems to rely on key repeat for this; the above is true, but also, if you
// have four bowling balls and hold Q, you'll throw the first, wait a second or so, then
// release the rest rapid-fire. absurd
if (actor === this.player) {
let new_input = this.p1_input & ~this.previous_input;
if (new_input & INPUT_BITS.cycle) {
this.cycle_inventory(this.player);
}
if (new_input & INPUT_BITS.drop) {
this.drop_item(this.player);
}
if (new_input & INPUT_BITS.swap) {
// This is delayed until the end of the tic to avoid screwing up anything
// checking this.player
swap_player1 = true;
}
}
if (actor.decision) {
// Actor is allowed to move, so do so
let old_cell = actor.cell;
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);
}
// Track whether the player is blocked, for visual effect
if (actor === this.player && actor.decision && ! success) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
}
}
}
if (actor.movement_cooldown > 0) {
this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
if (actor.movement_cooldown <= 0) {
if (actor.type.ttl) {
// This is an animation that just finished, so destroy it
this.remove_tile(actor);
return;
}
if (! this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
// Erase any trace of being in mid-movement, however:
// - This has to happen after stepping on cells, because some effects care about
// the cell we're arriving from
// - Don't do it if stepping on the cell caused us to move again
if (actor.movement_cooldown <= 0) {
this._set_tile_prop(actor, 'previous_cell', null);
this._set_tile_prop(actor, 'movement_speed', null);
}
}
}
return success;
}
// 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;
}
}
// FIXME make this interact with railroads correctly and use it for players and in attempt_step
check_movement(actor, orig_cell, direction, push_mode) {
let dest_cell = this.get_neighboring_cell(orig_cell, direction);
return (dest_cell &&
! orig_cell.blocks_leaving(actor, direction) &&
! dest_cell.blocks_entering(actor, direction, this, push_mode));
}
// Try to move the given actor one tile in the given direction and update their cooldown.
// Return true if successful.
attempt_step(actor, direction) {
// In mid-movement, we can't even change direction!
if (actor.movement_cooldown > 0)
return false;
direction = actor.cell.redirect_exit(actor, direction);
this.set_actor_direction(actor, direction);
// Record our speed, and halve it below if we're stepping onto a sliding tile
let speed = actor.type.movement_speed;
let double_speed = false;
let move = DIRECTIONS[direction].movement;
let goal_cell = this.get_neighboring_cell(actor.cell, direction);
// TODO this could be a lot simpler if i could early-return! should ice bumping be
// somewhere else?
let blocked;
if (goal_cell) {
// Only bother touching the goal cell if we're not already trapped in this one
if (actor.cell.blocks_leaving(actor, direction)) {
blocked = true;
}
// (Note that here, and anywhere else that has any chance of
// altering the cell's contents, we iterate over a copy of the cell
// to insulate ourselves from tiles appearing or disappearing
// mid-iteration.)
// FIXME actually, this prevents flicking!
if (! blocked) {
// FIXME this can probably reuse blocks_entering now
// Try to move into the cell. This is usually a simple check of whether we can
// enter it (similar to Cell.blocks_entering), but if the only thing blocking us is
// a pushable object, we have to do two more passes: one to push anything pushable,
// then one to check whether we're blocked again.
let blocked_by_pushable = false;
for (let tile of goal_cell) {
if (tile.blocks(actor, direction, this)) {
if (actor.can_push(tile, direction)) {
blocked_by_pushable = true;
}
else {
blocked = true;
// Don't break here, because we might still want to bump other tiles
}
}
if (actor.ignores(tile.type.name))
continue;
if (tile.type.slide_mode) {
double_speed = true;
}
// Bump tiles that we're even attempting to move into; this mostly reveals
// invisible walls, blue floors, etc.
// XXX how to guarantee this only happens once...
if (actor.type.on_bump) {
if (actor.type.on_bump(actor, this, tile) === false)
return;
}
if (tile.type.on_bumped) {
tile.type.on_bumped(tile, this, actor);
}
}
// If the only thing blocking us can be pushed, give that a shot
if (! blocked && blocked_by_pushable) {
// This time make a copy, since we're modifying the contents of the cell
for (let tile of Array.from(goal_cell)) {
if (! actor.can_push(tile, direction))
continue;
if (! this.attempt_out_of_turn_step(tile, direction) &&
tile.slide_mode !== null && tile.movement_cooldown !== 0)
{
// If the push failed and the obstacle is in the middle of a slide,
// remember this as the next move it'll make
this._set_tile_prop(tile, 'pending_push', direction);
}
if (actor === this.player) {
this._set_tile_prop(actor, 'is_pushing', true);
}
}
// Now check if we're still blocked
blocked = goal_cell.blocks_entering(actor, direction, this);
}
}
}
else {
// Hit the edge
blocked = true;
}
if (blocked) {
return false;
}
// We're clear!
if (double_speed || actor.has_item('speed_boots')) {
speed /= 2;
}
this._set_tile_prop(actor, 'previous_cell', actor.cell);
this._set_tile_prop(actor, 'movement_cooldown', speed * 3);
this._set_tile_prop(actor, 'movement_speed', speed * 3);
this.move_to(actor, goal_cell, speed);
return true;
}
attempt_out_of_turn_step(actor, direction) {
actor.decision = direction;
return this.take_actor_turn(actor);
if (this.attempt_step(actor, direction)) {
// Here's the problem.
// In CC2, cooldown is measured in frames, not tics, and it decrements every frame, not
// every tic. You usually don't notice because actors can only initiate moves every
// three frames (= 1 tic), so the vast majority of the game is tic-aligned.
// This is where it leaks. If actor X's cooldown causes them to press a button which
// then initiates an out-of-turn move (i.e. the forced move from a clone or trap
// ejection) for actor Y, and actor Y comes later in the actor order, then actor Y will
// decrement its cooldown during that same cooldown phase, putting it /between/ tics.
// If I copy this behavior and decrement by an entire tic, then actor Y will stay a full
// tic ahead indefinitely, whereas in CC2 it would only be a frame ahead and would
// eventually have to wait a frame before it could move again. If I ignore this
// behavior wholesale and don't let actor Y decrement at all, then a player being
// ejected from a trap could still have her tail bitten. So here's the compromise: I
// set this turn-local flag on actor Y; then if they do have a cooldown later, it's
// ignored BUT the flag is incremented; and then if the flag is 2, the actor is exempt
// from tail-biting. (I am reasonably confident that tail-biting is the only possible
// side effect here, since actor Y has left the cell even if they haven't visibly moved
// yet, and tail-biting is the sole effect that looks "back in time".)
// XXX that's still not perfect; if actor X is tic-misaligned, like if there's a chain
// of 3 or more actors cloning directly onto red buttons for other cloners, then this
// cannot possibly work
//actor.cooldown_delay_hack = 1;
return true;
}
else {
return false;
}
}
// Move the given actor to the given position and perform any appropriate
// tile interactions. Does NOT check for whether the move is actually
// legal; use attempt_step for that!
move_to(actor, goal_cell, speed) {
if (actor.cell === goal_cell)
return;
let original_cell = actor.cell;
this.remove_tile(actor);
this.make_slide(actor, null);
this.add_tile(actor, goal_cell);
// Announce we're leaving, for the handful of tiles that care about it
for (let tile of Array.from(original_cell)) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.on_depart) {
tile.type.on_depart(tile, this, actor);
}
}
// Check for a couple effects that always apply immediately
if (actor === this.player) {
this.hint_shown = null;
}
for (let tile of goal_cell) {
if (actor.type.is_real_player && tile.type.is_monster) {
this.fail(tile.type.name);
}
else if (actor.type.is_monster && tile.type.is_real_player) {
this.fail(actor.type.name);
}
else if (actor.type.is_block && tile.type.is_real_player) {
this.fail('squished');
}
if (tile.type.slide_mode && ! actor.ignores(tile.type.name)) {
this.make_slide(actor, tile.type.slide_mode);
}
if (actor === this.player && tile.type.is_hint) {
this.hint_shown = tile.hint_text ?? this.stored_level.hint;
}
}
// If we're stepping directly on the player, that kills them too; the player and a monster
// must be at least 5 tics apart
// TODO the rules in lynx might be slightly different?
if (actor.type.is_monster && goal_cell === this.player.previous_cell &&
// Player has decided to leave their cell, but hasn't actually taken a step yet
this.player.movement_cooldown === this.player.movement_speed &&
// See the extensive comment in attempt_out_of_turn_step
this.player.cooldown_delay_hack !== 2)
{
this.fail(actor.type.name);
}
if (actor === this.player && goal_cell[0].type.name === 'floor') {
this.sfx.play_once('step-floor');
}
// Announce we're approaching
for (let tile of Array.from(actor.cell)) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.on_approach) {
tile.type.on_approach(tile, this, actor);
}
}
if (this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
}
// Step on every tile in a cell we just arrived in
step_on_cell(actor, cell) {
// Step on topmost things first -- notably, it's safe to step on water with flippers on top
for (let tile of Array.from(cell).reverse()) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.is_item &&
(actor.type.has_inventory ||
cell.some(t => t.type.item_modifier === 'pickup')) &&
this.attempt_take(actor, tile))
{
if (tile.type.is_key) {
this.sfx.play_once('get-key', cell);
}
else {
this.sfx.play_once('get-tool', cell);
}
}
else if (tile.type.teleport_dest_order) {
// This is used by an extra pass just after our caller, so it doesn't need to undo
actor.just_stepped_on_teleporter = tile;
}
else if (tile.type.on_arrive) {
tile.type.on_arrive(tile, this, actor);
}
}
}
attempt_teleport(actor, input) {
let teleporter = actor.just_stepped_on_teleporter;
actor.just_stepped_on_teleporter = null;
let push_mode = actor === this.player ? 'move' : 'trace';
let original_direction = actor.direction;
let success = false;
let dest, direction;
for ([dest, direction] of teleporter.type.teleport_dest_order(teleporter, this, actor)) {
// Teleporters already containing an actor are blocked and unusable
// FIXME should check collision?
if (dest.cell.some(tile => tile.type.is_actor && tile !== actor))
continue;
// XXX lynx treats this as a slide and does it in a pass in the main loop
// FIXME bleugh hardcode
if (dest === teleporter && teleporter.type.name === 'teleport_yellow') {
break;
}
if (this.check_movement(actor, dest.cell, direction, push_mode)) {
success = true;
// Sound plays from the origin cell simply because that's where the sfx player
// thinks the player is currently; position isn't updated til next turn
this.sfx.play_once('teleport', teleporter.cell);
break;
}
}
if (success) {
if (teleporter.type.teleport_allow_override && actor === this.player) {
// Red and yellow teleporters allow players to override the exit direction. This
// can only happen after we've found a suitable destination. As with normal player
// decisions, we aggressively check each direction first (meaning we might bump the
// same cell twice here!), and then figure out what to do afterwards.
// Note that it's possible to bump a direction multiple times during this process,
// and also possible to perform a three-way block slap: the direction she leaves,
// the other direction she was holding, and the original exit direction we found.
let [dir1, dir2] = this._extract_player_directions(input);
let open1 = false, open2 = false;
if (dir1) {
open1 = this.check_movement(actor, dest.cell, dir1, push_mode);
}
if (dir2) {
open2 = this.check_movement(actor, dest.cell, dir2, push_mode);
}
// If the player didn't even try to override, do nothing
if (! dir1 && ! dir2) {
}
// If only one direction is available, whether because she only held one direction
// or because one of them was blocked, use that one
else if ((open1 && ! open2) || (dir1 && ! dir2)) {
direction = dir1;
}
else if (! open1 && open2) {
direction = dir2;
}
// Otherwise, we have a tie. If either direction is the exit we found (which
// can only happen if both are open), prefer that one...
else if (dir1 === direction || dir2 === direction) {
}
// ...otherwise, prefer the horizontal one.
else if (dir1 === 'west' || dir1 === 'east') {
direction = dir1;
}
else {
direction = dir2;
}
}
// Now physically move the actor and have them take a turn
this.remove_tile(actor);
this.add_tile(actor, dest.cell);
this.attempt_out_of_turn_step(actor, direction);
}
if (! success && actor.type.has_inventory && teleporter.type.name === 'teleport_yellow') {
// Super duper special yellow teleporter behavior: you pick it the fuck up
// FIXME not if there's only one in the level?
this.attempt_take(actor, teleporter);
if (actor === this.player) {
this.sfx.play_once('get-tool', teleporter.cell);
}
}
}
remember_player_move(direction) {
if (this.player.type.name === 'player') {
this.player1_move = direction;
}
else {
this.player2_move = direction;
}
}
cycle_inventory(actor) {
if (this.stored_level.use_cc1_boots)
return;
if (actor.movement_cooldown > 0)
return;
// Cycle leftwards, i.e., the oldest item moves to the end of the list
if (actor.toolbelt && actor.toolbelt.length > 1) {
actor.toolbelt.push(actor.toolbelt.shift());
this.pending_undo.push(() => actor.toolbelt.unshift(actor.toolbelt.pop()));
}
}
drop_item(actor, force = false) {
if (this.stored_level.use_cc1_boots)
return;
if (actor.movement_cooldown > 0)
return;
// Drop the oldest item, i.e. the first one
if (actor.toolbelt && actor.toolbelt.length > 0 && (force || ! actor.cell.get_item())) {
let name = actor.toolbelt[0];
if (name === 'teleport_yellow') {
// We can only be dropped on regular floor
let terrain = actor.cell.get_terrain();
if (terrain.type.name !== 'floor')
return;
this.transmute_tile(terrain, 'teleport_yellow');
}
else {
let type = TILE_TYPES[name];
if (type.on_drop) {
name = type.on_drop(this, actor);
if (name) {
type = TILE_TYPES[name];
}
}
let tile = new Tile(type);
if (type.is_actor) {
tile.direction = actor.direction;
this.add_actor(tile);
}
this.add_tile(tile, actor.cell);
}
actor.toolbelt.shift();
this.pending_undo.push(() => actor.toolbelt.unshift(name));
}
}
// Update the state of all wired tiles in the game.
// XXX need to be clear on the order of events here. say everything starts out unpowered.
// then:
// 1. you step on a pink button, which flags itself as going to be powered next frame
// 2. this pass happens. every unpowered-but-wired cell is inspected. if a powered one is
// found, floodfill from there
// FIXME can probably skip this if we know there are no wires at all, like in a CCL, or just an
// unwired map
// FIXME this feels inefficient. most of the time none of the inputs have changed so none of
// this needs to happen at all
// FIXME none of this is currently undoable
update_wiring() {
// FIXME:
// - make this undoable :(
// - blue tele, red tele, and pink button have different connections
// - would like to reuse the walk for blue teles
// - currently doesn't notice when circuit block moves sometimes
// Gather every tile that's emitting power. Along the way, check whether any of them have
// changed since last tic, so we can skip this work entirely if none did
let neighbors = [];
let any_changed = false;
for (let tile of this.power_sources) {
if (! tile.cell)
continue;
let emitting = tile.type.get_emitting_edges(tile, this);
if (emitting) {
neighbors.push([tile.cell, emitting]);
}
if (emitting !== tile.emitting_edges) {
any_changed = true;
tile.emitting_edges = emitting;
}
}
// Also check actors, since any of them might be holding a lightning bolt (argh)
for (let actor of this.actors) {
if (! actor.cell)
continue;
// Only count when they're on a floor tile AND not in transit!
let emitting = 0;
if (actor.movement_cooldown === 0 && actor.has_item('lightning_bolt')) {
let wired_tile = actor.cell.get_wired_tile();
if (wired_tile && wired_tile.type.name === 'floor') {
emitting = true;
neighbors.push([actor.cell, wired_tile.wire_directions]);
}
}
if (emitting !== actor.emitting_edges) {
any_changed = true;
actor.emitting_edges = emitting;
}
}
// If none changed, we're done
if (! any_changed)
return;
// Turn off power to every cell
// TODO wonder if i need a linear cell list, or even a flat list of all tiles (that sounds
// like hell to keep updated though)
for (let row of this.cells) {
for (let cell of row) {
cell.prev_powered_edges = cell.powered_edges;
cell.powered_edges = 0;
}
}
// Iterate over emitters and flood-fill outwards one edge at a time
// propagated it via flood-fill through neighboring wires
while (neighbors.length > 0) {
let [cell, source_direction] = neighbors.shift();
let wire = cell.get_wired_tile();
// Power this cell
if (typeof(source_direction) === 'number') {
// This cell is emitting power itself, and the source direction is actually a
// bitmask of directions
cell.powered_edges = source_direction;
}
else {
let bit = DIRECTIONS[source_direction].bit;
if (wire === null || (wire.wire_directions & bit) === 0) {
// No wire on this side, so the power doesn't actually propagate, but it DOES
// stay on this edge (so if this is e.g. a purple tile, it'll be powered)
cell.powered_edges |= bit;
continue;
}
// Common case: power entering a wired edge and propagating outwards. There are a
// couple special cases:
if (wire.type.wire_propagation_mode === 'none') {
// This tile type has wires, but none of them connect to each other
cell.powered_edges |= bit;
continue;
}
else if (wire.wire_directions === 0x0f && wire.type.wire_propagation_mode !== 'all') {
// If all four wires are present, they don't actually make a four-way
// connection, but two straight wires that don't connect to each other (with the
// exception of blue teleporters)
cell.powered_edges |= bit;
cell.powered_edges |= DIRECTIONS[DIRECTIONS[source_direction].opposite].bit;
}
else {
cell.powered_edges = wire.wire_directions;
}
}
// Propagate current to neighbors
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (direction === source_direction)
continue;
if ((cell.powered_edges & dirinfo.bit) === 0)
continue;
let neighbor, neighbor_wire;
let opposite_bit = DIRECTIONS[dirinfo.opposite].bit;
if (wire && (wire.wire_tunnel_directions & dirinfo.bit)) {
// Search in the given direction until we find a matching tunnel
// FIXME these act like nested parens!
let x = cell.x;
let y = cell.y;
let nesting = 0;
while (true) {
x += dirinfo.movement[0];
y += dirinfo.movement[1];
if (! this.is_point_within_bounds(x, y))
break;
let candidate = this.cells[y][x];
neighbor_wire = candidate.get_wired_tile();
if (neighbor_wire && ((neighbor_wire.wire_tunnel_directions ?? 0) & opposite_bit)) {
neighbor = candidate;
break;
}
}
}
else {
// No tunnel; this is easy
neighbor = this.get_neighboring_cell(cell, direction);
if (neighbor) {
neighbor_wire = neighbor.get_wired_tile();
}
}
if (neighbor && (neighbor.powered_edges & opposite_bit) === 0 &&
// Unwired tiles are OK; they might be something activated by power.
// Wired tiles that do NOT connect to us are ignored.
(! neighbor_wire || neighbor_wire.wire_directions & opposite_bit))
{
neighbors.push([neighbor, dirinfo.opposite]);
}
}
}
// Inform any affected cells of power changes
for (let row of this.cells) {
for (let cell of row) {
if ((cell.prev_powered_edges === 0) !== (cell.powered_edges === 0)) {
let method = cell.powered_edges ? 'on_power' : 'on_depower';
for (let tile of cell) {
if (tile.type[method]) {
tile.type[method](tile, this);
}
}
}
}
}
}
// Performs a depth-first search for connected wires and wire objects, extending out from the
// given starting cell
*follow_circuit(cell) {
}
// -------------------------------------------------------------------------
// Board inspection
is_point_within_bounds(x, y) {
return (x >= 0 && x < this.width && y >= 0 && y < this.height);
}
cell(x, y) {
if (this.is_point_within_bounds(x, y)) {
return this.cells[y][x];
}
else {
return null;
}
}
get_neighboring_cell(cell, direction) {
let move = DIRECTIONS[direction].movement;
let goal_x = cell.x + move[0];
let goal_y = cell.y + move[1];
if (this.is_point_within_bounds(goal_x, goal_y)) {
return this.cells[goal_y][goal_x];
}
else {
return null;
}
}
// Iterates over the grid in (reverse?) reading order and yields all tiles with the given name.
// The starting cell is iterated last.
*iter_tiles_in_reading_order(start_cell, name, reverse = false) {
let x = start_cell.x;
let y = start_cell.y;
while (true) {
if (reverse) {
x -= 1;
if (x < 0) {
x = this.width - 1;
y = (y - 1 + this.height) % this.height;
}
}
else {
x += 1;
if (x >= this.width) {
x = 0;
y = (y + 1) % this.height;
}
}
let cell = this.cells[y][x];
for (let tile of cell) {
if (tile.type.name === name) {
yield tile;
}
}
if (cell === start_cell)
return;
}
}
// Iterates over the grid in a diamond pattern, spreading out from the given start cell (but not
// including it). Only used for connecting orange buttons.
*iter_cells_in_diamond(start_cell) {
let max_search_radius = Math.max(this.size_x, this.size_y);
for (let dist = 1; dist <= max_search_radius; dist++) {
// Start east and move counterclockwise
let sx = start_cell.x + dist;
let sy = start_cell.y;
for (let direction of [[-1, -1], [-1, 1], [1, 1], [1, -1]]) {
for (let i = 0; i < dist; i++) {
if (this.is_point_within_bounds(sx, sy)) {
yield this.cells[sy][sx];
}
sx += direction[0];
sy += direction[1];
}
}
}
}
is_cell_wired(cell) {
for (let direction of Object.keys(DIRECTIONS)) {
let neighbor = this.get_neighboring_cell(cell, direction);
if (! neighbor)
continue;
let wired = neighbor.get_wired_tile();
if (! wired)
continue;
if (wired.wire_directions & DIRECTIONS[DIRECTIONS[direction].opposite].bit)
return true;
}
return false;
}
// -------------------------------------------------------------------------
// Undo handling
create_undo_entry() {
let entry = [];
entry.tile_changes = new Map;
entry.level_props = {};
return entry;
}
has_undo() {
let prev_index = this.undo_buffer_index - 1;
if (prev_index < 0) {
prev_index += UNDO_BUFFER_SIZE;
}
return this.undo_buffer[prev_index] !== null;
}
commit() {
this.undo_buffer[this.undo_buffer_index] = this.pending_undo;
this.pending_undo = this.create_undo_entry();
this.undo_buffer_index += 1;
this.undo_buffer_index %= UNDO_BUFFER_SIZE;
}
undo() {
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._undo_entry(this.pending_undo);
this.pending_undo = this.create_undo_entry();
this.undo_buffer_index -= 1;
if (this.undo_buffer_index < 0) {
this.undo_buffer_index += UNDO_BUFFER_SIZE;
}
this._undo_entry(this.undo_buffer[this.undo_buffer_index]);
this.undo_buffer[this.undo_buffer_index] = null;
}
// Reverse a single undo entry
_undo_entry(entry) {
if (! entry) {
return;
}
// Undo in reverse order! There's no redo, so it's okay to destroy this
entry.reverse();
for (let undo of entry) {
undo();
}
for (let [tile, changes] of entry.tile_changes) {
for (let [key, value] of changes) {
tile[key] = value;
}
}
for (let [key, value] of Object.entries(entry.level_props)) {
this[key] = value;
}
}
// -------------------------------------------------------------------------
// Level alteration methods. EVERYTHING that changes the state of a level,
// including the state of a single tile, should do it through one of these
// for undo/rewind purposes
_set_tile_prop(tile, key, val) {
if (tile[key] === val)
return;
let changes = this.pending_undo.tile_changes.get(tile);
if (! changes) {
changes = new Map;
this.pending_undo.tile_changes.set(tile, changes);
}
// If we haven't yet done so, log the original value
if (! changes.has(key)) {
changes.set(key, tile[key]);
}
// If there's an original value already logged, and it's the value we're about to change
// back to, then delete the change
else if (changes.get(key) === val) {
changes.delete(key);
}
tile[key] = val;
}
collect_chip() {
if (this.chips_remaining > 0) {
this.sfx.play_once('get-chip');
this.chips_remaining--;
}
}
adjust_bonus(add, mult = 1) {
this.bonus_points = Math.ceil(this.bonus_points * mult) + add;
}
pause_timer() {
if (this.time_remaining === null)
return;
this.timer_paused = ! this.timer_paused;
}
adjust_timer(dt) {
// Untimed levels become timed levels with 0 seconds remaining
this.time_remaining = Math.max(0, (this.time_remaining ?? 0) + dt * 20);
if (this.time_remaining <= 0) {
// If the timer isn't paused, this will kill the player at the end of the tic
this.time_remaining = 1;
}
}
fail(reason) {
if (this.state !== 'playing')
return;
if (reason === 'time') {
this.sfx.play_once('timeup');
}
else {
this.sfx.play_once('lose');
}
this.pending_undo.push(() => {
this.fail_reason = null;
this.player.fail_reason = null;
});
this.state = 'failure';
this.fail_reason = reason;
this.player.fail_reason = reason;
}
win() {
if (this.state !== 'playing')
return;
this.sfx.play_once('win');
this.state = 'success';
this._set_tile_prop(this.player, 'exited', true);
}
get_scorecard() {
if (this.state !== 'success') {
return null;
}
let time = Math.ceil((this.time_remaining ?? 0) / 20);
return {
time: time,
abstime: this.tic_counter,
bonus: this.bonus_points,
score: this.stored_level.number * 500 + time * 10 + this.bonus_points,
aid: this.aid,
};
}
// Get the next direction a random force floor will use. They share global
// state and cycle clockwise.
get_force_floor_direction() {
let d = this.force_floor_direction;
this.force_floor_direction = DIRECTIONS[d].right;
return d;
}
// Tile stuff in particular
// TODO should add in the right layer? maybe? hard to say what that is when mscc levels might
// have things stacked in a weird order though
// TODO would be nice to make these not be closures but order matters much more here
remove_tile(tile) {
let cell = tile.cell;
let index = cell._remove(tile);
this.pending_undo.push(() => cell._add(tile, index));
}
add_tile(tile, cell, index = null) {
cell._add(tile, index);
this.pending_undo.push(() => cell._remove(tile));
}
add_actor(actor) {
this.actors.push(actor);
this.pending_undo.push(() => this.actors.pop());
}
spawn_animation(cell, name) {
let type = TILE_TYPES[name];
let tile = new Tile(type);
// Co-opt movement_cooldown/speed for these despite that they aren't moving, since they're
// also used to animate everything else. Decrement the cooldown immediately, to match the
// normal actor behavior of decrementing one's own cooldown at the end of one's turn
this._set_tile_prop(tile, 'movement_speed', tile.type.ttl);
this._set_tile_prop(tile, 'movement_cooldown', tile.type.ttl - 1);
cell._add(tile);
this.actors.push(tile);
this.pending_undo.push(() => {
this.actors.pop();
cell._remove(tile);
});
}
transmute_tile(tile, name) {
let current = tile.type.name;
this.pending_undo.push(() => tile.type = TILE_TYPES[current]);
tile.type = TILE_TYPES[name];
// For transmuting into an animation, set up the timer immediately
if (tile.type.ttl) {
if (! TILE_TYPES[current].is_actor) {
console.warn("Transmuting a non-actor into an animation!");
}
this._set_tile_prop(tile, 'previous_cell', null);
this._set_tile_prop(tile, 'movement_speed', tile.type.ttl);
this._set_tile_prop(tile, 'movement_cooldown', tile.type.ttl - 1);
}
}
// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
// tile is removed if successful
attempt_take(actor, tile) {
let mod = tile.cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore')
return false;
if (this.give_actor(actor, tile.type.name)) {
if (tile.type.draw_layer === 0) {
// This should only happen for the yellow teleporter
this.transmute_tile(tile, 'floor');
}
else {
this.remove_tile(tile);
}
if (mod && mod.type.item_modifier === 'pickup') {
this.remove_tile(mod);
}
return true;
}
return false;
}
// Give an item to an actor, even if it's not supposed to have an inventory
give_actor(actor, name) {
// TODO support use_cc1_boots here -- silently consume dupes, only do cc1 items
if (! actor.type.is_actor)
return false;
let type = TILE_TYPES[name];
if (type.is_key) {
if (! actor.keyring) {
actor.keyring = {};
}
actor.keyring[name] = (actor.keyring[name] ?? 0) + 1;
this.pending_undo.push(() => actor.keyring[name] -= 1);
}
else {
// tool, presumably
if (! actor.toolbelt) {
actor.toolbelt = [];
}
actor.toolbelt.push(name);
this.pending_undo.push(() => actor.toolbelt.pop());
// Nothing can hold more than four items
if (actor.toolbelt.length > 4) {
this.drop_item(actor, true);
}
}
return true;
}
take_key_from_actor(actor, name) {
if (actor.keyring && (actor.keyring[name] ?? 0) > 0) {
if (actor.type.infinite_items && actor.type.infinite_items[name]) {
// Some items can't be taken away normally, by which I mean, green or yellow keys
return true;
}
this.pending_undo.push(() => actor.keyring[name] += 1);
actor.keyring[name] -= 1;
return true;
}
return false;
}
take_tool_from_actor(actor, name) {
if (actor.toolbelt) {
let index = actor.toolbelt.indexOf(name);
if (index >= 0) {
actor.toolbelt.splice(index, 1);
this.pending_undo.push(() => actor.toolbelt.splice(index, 0, name));
return true;
}
}
return false;
}
take_all_keys_from_actor(actor) {
if (actor.keyring && Object.values(actor.keyring).some(n => n > 0)) {
let keyring = actor.keyring;
this.pending_undo.push(() => actor.keyring = keyring);
actor.keyring = {};
return true;
}
}
take_all_tools_from_actor(actor) {
if (actor.toolbelt && actor.toolbelt.length > 0) {
let toolbelt = actor.toolbelt;
this.pending_undo.push(() => actor.toolbelt = toolbelt);
actor.toolbelt = [];
return true;
}
}
// Mark an actor as sliding
make_slide(actor, mode) {
this._set_tile_prop(actor, 'slide_mode', mode);
}
// Change an actor's direction
set_actor_direction(actor, direction) {
this._set_tile_prop(actor, 'direction', direction);
}
}