lexys-labyrinth/js/game.js
2021-01-05 21:04:09 -07:00

2474 lines
99 KiB
JavaScript

import * as algorithms from './algorithms.js';
import { DIRECTIONS, DIRECTION_ORDER, LAYERS, INPUT_BITS, TICS_PER_SECOND } from './defs.js';
import { LevelInterface } from './format-base.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 * 3) / 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
if (this.type.is_item) {
let item_mod = this.cell.get_item_mod();
if (item_mod && item_mod.type.item_modifier)
return false;
let actor = this.cell.get_actor();
if (actor && actor.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 && ! this.type.ttl && other.has_item('helmet')))
return true;
// Blocks being pulled are blocked by their pullers (which are, presumably, the only things
// they can be moving towards)
// FIXME something about this broke pulling blocks through teleporters; see #99 Delirium
if (this.type.is_actor && other.type.is_block && other.is_pulled)
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) {
// This tile already has a push queued, sorry
if (tile.pending_push)
return false;
if (! (this.type.pushes && this.type.pushes[tile.type.name] &&
(! tile.type.allows_push || tile.type.allows_push(tile, direction))))
{
return false;
}
// CC2 strikes again: blocks cannot push sliding blocks, except that frame blocks can push
// sliding dirt blocks!
if (this.type.is_block && tile.slide_mode && ! (
this.type.name === 'frame_block' && tile.type.name === 'dirt_block'))
{
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
// XXX this expects to take a level but it only matters with push_mode === 'push'
return tile.cell.try_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;
Tile.prototype.powered_edges = 0;
Tile.prototype.wire_directions = 0;
Tile.prototype.wire_tunnel_directions = 0;
export class Cell extends Array {
constructor(x, y) {
super(LAYERS.MAX);
this.x = x;
this.y = y;
}
_add(tile) {
let index = tile.type.layer;
if (this[index]) {
if (index !== LAYERS.vfx) {
console.error("ATTEMPTING TO ADD", tile, "TO CELL", this, "WHICH ERASES EXISTING TILE", this[index]);
}
this[index].cell = null;
}
this[index] = 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 = tile.type.layer;
if (this[index] !== tile)
throw new Error("Asked to remove tile that doesn't seem to exist");
this[index] = null;
tile.cell = null;
}
get_wired_tile() {
let ret = null;
for (let tile of this) {
if (tile && (tile.wire_directions || tile.wire_tunnel_directions) && ! tile.movement_cooldown) {
ret = tile;
// Don't break; we want the topmost tile!
}
}
return ret;
}
get_terrain() {
return this[LAYERS.terrain] ?? null;
}
get_actor() {
return this[LAYERS.actor] ?? null;
}
get_item() {
return this[LAYERS.item] ?? null;
}
get_item_mod() {
return this[LAYERS.item_mod] ?? null;
}
has(name) {
let current = this[TILE_TYPES[name].layer];
return current && current.type.name === name;
}
// FIXME honestly no longer sure why these two are on Cell, or even separate really
try_leaving(actor, direction, level, push_mode) {
// The only tiles that can trap us are thin walls and terrain, so for perf (this is very hot
// code), only bother checking those)
let terrain = this[LAYERS.terrain];
let thin_walls = this[LAYERS.thin_wall];
let blocker;
if (thin_walls && thin_walls.type.blocks_leaving && thin_walls.type.blocks_leaving(thin_walls, actor, direction)) {
blocker = thin_walls;
}
else if (terrain.type.traps && terrain.type.traps(terrain, actor)) {
blocker = terrain;
}
else if (terrain.type.blocks_leaving && terrain.type.blocks_leaving(terrain, actor, direction)) {
blocker = terrain;
}
if (blocker) {
if (push_mode === 'push') {
if (actor.type.on_blocked) {
actor.type.on_blocked(actor, level, direction, blocker);
}
}
return false;
}
return true;
}
// Check if this actor can move this direction into this cell. Returns true on success. May
// have side effects, depending on the value of push_mode:
// - null: Default. Do not impact game state. Treat pushable objects as blocking.
// - 'bump': Fire bump triggers. Don't move pushable objects, but do check whether they /could/
// be pushed, recursively if necessary.
// - 'push': Fire bump triggers. Attempt to move pushable objects out of the way immediately.
try_entering(actor, direction, level, push_mode = null) {
let pushable_tiles = [];
// Subtleties ahoy! This is **EXTREMELY** sensitive to ordering. Consider:
// - An actor with foil MUST NOT bump a wall on the other side of a thin wall.
// - A ghost with foil MUST bump a wall (even on the other side of a thin wall) and be
// deflected by the resulting steel.
// - A bowling ball MUST NOT destroy an actor on the other side of a thin wall, or on top of
// a regular wall.
// - A fireball MUST melt an ice block AND ALSO still be deflected by it, even if the ice
// block is on top of an item (which blocks the fireball), but NOT one on the other side
// of a thin wall.
// - A rover MUST NOT bump walls underneath a canopy (which blocks it).
// It seems the order is thus: canopy + thin wall; terrain; actor; item. Which is the usual
// ordering from the top down, except that terrain is checked before actors. Really, the
// ordering is from "outermost" to "innermost", which makes physical sense.
for (let layer of [
LAYERS.canopy, LAYERS.thin_wall, LAYERS.terrain, LAYERS.swivel,
LAYERS.actor, LAYERS.item_mod, LAYERS.item])
{
let tile = this[layer];
if (! tile)
continue;
// TODO check ignores here?
if (tile.type.on_bumped) {
tile.type.on_bumped(tile, level, actor);
}
if (! tile.blocks(actor, direction, level))
continue;
if (push_mode === null)
return false;
if (! actor.can_push(tile, direction)) {
// It's in our way and we can't push it, so we're done here
if (push_mode === 'push') {
if (actor.type.on_blocked) {
actor.type.on_blocked(actor, level, direction, tile);
}
}
return false;
}
// Collect pushables for later, so we don't inadvertently push through a wall
pushable_tiles.push(tile);
}
// If we got this far, all that's left is to deal with pushables
if (pushable_tiles.length > 0) {
// This ends recursive push attempts, which can happen with a row of ice clogged by ice
// blocks that are trying to slide
actor._trying_to_push = true;
try {
for (let tile of pushable_tiles) {
if (tile._trying_to_push)
return false;
if (push_mode === 'bump') {
// FIXME this doesn't take railroad curves into account, e.g. it thinks a
// rover can't push a block through a curve
if (tile.movement_cooldown > 0 ||
! level.check_movement(tile, tile.cell, direction, push_mode))
{
return false;
}
}
else if (push_mode === 'push') {
if (actor === level.player) {
level._set_tile_prop(actor, 'is_pushing', true);
}
if (level.attempt_out_of_turn_step(tile, direction)) {
if (actor === level.player) {
level.sfx.play_once('push');
}
}
else {
// If the push failed and the obstacle is in the middle of a slide,
// remember this as the next move it'll make.
if (tile.slide_mode !== null && tile.movement_cooldown > 0) {
level._set_tile_prop(tile, 'pending_push', direction);
}
return false;
}
}
}
}
finally {
delete actor._trying_to_push;
}
// In push mode, check one last time for being blocked, in case we e.g. pushed a block
// off of a recessed wall
// TODO unclear if this is the right way to emulate spring mining, but without the check
// for a player, it happens /too/ often; try allowing for ann actors and running the 163
// BLOX replay, and right at the end ice blocks spring mine each other. also, the wiki
// suggests something about another actor moving away at the same time?
if (! (level.compat.emulate_spring_mining && actor.type.is_real_player) &&
push_mode === 'push' && this.some(tile => tile && tile.blocks(actor, direction, level)))
return false;
}
return true;
}
// Special railroad ability: change the direction we attempt to leave
redirect_exit(actor, direction) {
let terrain = this.get_terrain();
if (terrain && terrain.type.redirect_exit) {
return terrain.type.redirect_exit(terrain, actor, direction);
}
return direction;
}
}
// 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 extends LevelInterface {
constructor(stored_level, compat = {}) {
super();
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.linear_cells = [];
this.player = null;
this.p1_input = 0;
this.p1_released = 0xff;
this.actors = [];
this.chips_remaining = this.stored_level.chips_required;
this.bonus_points = 0;
this.aid = 0;
// Time
this.done_on_begin = false;
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;
// 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();
// If undo_enabled is false, we won't create any undo entries.
// Undo is only disabled during bulk testing, where a) there's no
// possibility of needing to undo and b) the overhead is noticable.
this.undo_enabled = true;
let n = 0;
let connectables = [];
this.remaining_players = 0;
// Speedup for flame jets, which aren't actors but do a thing every tic
// TODO this won't notice if a new tile with an on_tic is created, but that's impossible
// atm... or, at least, it's hacked to still work with flame_jet_off
this.static_on_tic_tiles = [];
for (let y = 0; y < this.height; y++) {
let row = [];
for (let x = 0; x < this.width; x++) {
let cell = new Cell(x, y);
row.push(cell);
this.linear_cells.push(cell);
let stored_cell = this.stored_level.linear_cells[n];
n++;
for (let template_tile of stored_cell) {
if (! template_tile)
continue;
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_real_player) {
this.remaining_players += 1;
if (this.player === null) {
this.player = tile;
}
}
if (tile.type.is_actor) {
this.actors.push(tile);
}
else if (tile.type.on_tic) {
this.static_on_tic_tiles.push(tile);
}
cell._add(tile);
if (tile.type.connects_to) {
connectables.push(tile);
}
}
}
}
// TODO complain if no player
// 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.cell(tx, ty)) {
if (tile && 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 (tile && 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;
}
}
// Build circuits out of connected wires
// TODO document this idea
this.circuits = [];
this.power_sources = [];
let wired_outputs = new Set;
this.wired_outputs = [];
let add_to_edge_map = (map, item, edges) => {
map.set(item, (map.get(item) ?? 0) | edges);
};
for (let cell of this.linear_cells) {
// We're interested in static circuitry, which means terrain
let terrain = cell.get_terrain();
if (! terrain) // ?!
continue;
if (terrain.type.is_power_source) {
this.power_sources.push(terrain);
}
let wire_directions = terrain.wire_directions;
if (! wire_directions && ! terrain.wire_tunnel_directions) {
// No wires, not interesting... unless it's a logic gate, which defines its own
// wires! We only care about outgoing ones here, on the off chance that they point
// directly into a non-wired tile, in which case a wire scan won't find them
if (terrain.type.name === 'logic_gate') {
let dir = terrain.direction;
let cxns = terrain.type._gate_types[terrain.gate_type];
if (! cxns) {
// Voodoo tile
continue;
}
for (let i = 0; i < 4; i++) {
let cxn = cxns[i];
if (cxn && cxn.match(/^out/)) {
wire_directions |= DIRECTIONS[dir].bit;
}
dir = DIRECTIONS[dir].right;
}
}
else {
continue;
}
}
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (! ((wire_directions | terrain.wire_tunnel_directions) & dirinfo.bit))
continue;
if (terrain.circuits && terrain.circuits[dirinfo.index])
continue;
let circuit = {
is_powered: false,
tiles: new Map,
inputs: new Map,
};
this.circuits.push(circuit);
// At last, a wired cell edge we have not yet handled. Floodfill from here
algorithms.trace_floor_circuit(
this, terrain.cell, direction,
// Wire handling
(tile, edges) => {
if (! tile.circuits) {
tile.circuits = [null, null, null, null];
}
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (edges & dirinfo.bit) {
tile.circuits[dirinfo.index] = circuit;
}
}
add_to_edge_map(circuit.tiles, tile, edges);
if (tile.type.is_power_source) {
// TODO could just do this in a pass afterwards
add_to_edge_map(circuit.inputs, tile, edges);
}
},
// Dead end handling (potentially logic gates, etc.)
(cell, edge) => {
for (let tile of cell) {
if (! tile) {
continue;
}
else if (tile.type.name === 'logic_gate') {
// Logic gates are the one non-wired tile that get attached to circuits,
// mostly so blue teleporters can follow them
if (! tile.circuits) {
tile.circuits = [null, null, null, null];
}
tile.circuits[DIRECTIONS[edge].index] = circuit;
let wire = tile.type._gate_types[tile.gate_type][
(DIRECTIONS[edge].index - DIRECTIONS[tile.direction].index + 4) % 4];
if (! wire)
return;
add_to_edge_map(circuit.tiles, tile, DIRECTIONS[edge].bit);
if (wire.match(/^out/)) {
add_to_edge_map(circuit.inputs, tile, DIRECTIONS[edge].bit);
}
}
else if (tile.type.on_power) {
// FIXME this isn't quite right since there's seemingly a 1-frame delay
add_to_edge_map(circuit.tiles, tile, DIRECTIONS[edge].bit);
wired_outputs.add(tile);
}
}
},
);
}
}
this.wired_outputs = Array.from(wired_outputs);
this.wired_outputs.sort((a, b) => this.coords_to_scalar(a.cell.x, a.cell.y) - this.coords_to_scalar(b.cell.x, b.cell.y));
// Finally, let all tiles do custom init behavior... but backwards, to match actor order
for (let i = this.linear_cells.length - 1; i >= 0; i--) {
let cell = this.linear_cells[i];
for (let tile of cell) {
if (! tile)
continue;
if (tile.type.on_ready) {
tile.type.on_ready(tile, this);
}
}
}
// 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);
}
// FIXME a whole bunch of these comments are gonna be wrong or confusing now
begin_tic(p1_input) {
// At the beginning of the very first tic, some tiles want to do initialization that's not
// appropriate to do before the game begins. (For example, bombs blow up anything that
// starts on them in CC2, but we don't want to do that before the game has run at all. We
// DEFINITELY don't want to blow the PLAYER up before the game starts!)
if (! this.done_on_begin) {
// Run backwards, to match actor order
for (let i = this.linear_cells.length - 1; i >= 0; i--) {
let cell = this.linear_cells[i];
for (let tile of cell) {
if (tile && tile.type.on_begin) {
tile.type.on_begin(tile, this);
}
}
}
// It's not possible to rewind to before this happened, so clear undo and permanently
// set a flag
this.pending_undo = this.create_undo_entry();
this.done_on_begin = true;
}
if (this.undo_enabled) {
// 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', 'state',
'remaining_players', 'player',
]) {
this.pending_undo.level_props[key] = this[key];
}
}
this.p1_input = p1_input;
this.p1_released |= ~p1_input; // Action keys released since we last checked them
this.swap_player1 = false;
this.sfx.set_player_position(this.player.cell);
if (this.compat.use_lynx_loop) {
if (this.compat.emulate_60fps) {
this._begin_tic_lynx60();
}
else {
this._begin_tic_lynx();
}
}
else {
this._begin_tic_lexy();
}
}
// Only the Lexy-style loop has a notion of "finishing" a tic, since (unlike the Lynx loop) the
// decision phase happens in the /middle/
finish_tic(p1_input) {
this.p1_input = p1_input;
this.p1_released |= ~p1_input; // Action keys released since we last checked them
if (this.compat.use_lynx_loop) {
if (this.compat.emulate_60fps) {
this._finish_tic_lynx60();
}
return;
}
this._do_decision_phase();
// Lexy's separate movement loop
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
this._do_actor_movement(actor, actor.decision);
}
this._do_cleanup_phase();
}
// Lexy-style loop, the one I stumbled upon accidentally. Here, cooldowns happen /first/ as
// their own phase, then decisions are made, then movement happens. This approach has several
// advantages: there's no cooldown on the same tic that movement begins, which lets the renderer
// interpolate between tics more easily; there's no jitter when pushing a block, as is seen in
// CC2; and generally more things happen in parallel, which improves the illusion that all the
// game objects are acting simultaneously.
_begin_tic_lexy() {
// CC2 wiring runs every frame, not every tic, so we need to do it three times, but dealing
// with it is delicate. We want the result of a button press to draw, but not last longer
// than intended, so we only want one update between the end of the cooldown pass and the
// end of the tic. That means the other two have to go here. When a level starts, there
// are only two wiring updates before everything gets its first chance to move, so we skip
// the very first one here.
if (this.tic_counter !== 0) {
this._do_wire_phase();
}
this._do_wire_phase();
// Advance everyone's cooldowns
// 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;
this._do_actor_cooldown(actor, 3);
}
// 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. (CC2 doesn't need to do
// this because blocks you're pushing are always a frame ahead of you anyway.)
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);
}
}
this._do_wire_phase();
// TODO should this also happen three times?
this._do_static_phase();
}
// Lynx-style loop: everyone decides, then everyone moves/cools.
_begin_tic_lynx() {
// FIXME this should have three wire passes too, chief
this._do_decision_phase();
this._do_combined_action_phase(3);
this._do_wire_phase();
this._do_static_phase();
this._do_cleanup_phase();
}
// Same as above, but split up to run at 60fps, where only every third frame allows for
// decisions. This is how CC2 works.
_begin_tic_lynx60() {
this._do_decision_phase(true);
this._do_combined_action_phase(1, true);
this._do_wire_phase();
this._do_static_phase();
this._do_decision_phase(true);
this._do_combined_action_phase(1, true);
this._do_wire_phase();
this._do_static_phase();
}
// This is in the "finish" part to preserve the property turn-based mode expects, where "finish"
// picks up right when the player could provide input
_finish_tic_lynx60() {
this._do_decision_phase();
this._do_combined_action_phase(1);
this._do_wire_phase();
this._do_static_phase();
this._do_cleanup_phase();
}
// Decision phase: all actors decide on their movement "simultaneously"
_do_decision_phase(forced_only = false) {
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 (! forced_only && actor.type.on_tic) {
actor.type.on_tic(actor, this);
if (! actor.cell)
continue;
}
if (actor === this.player) {
this.make_player_decision(actor, this.p1_input, forced_only);
}
else {
this.make_actor_decision(actor, forced_only);
}
}
}
// Lynx's combined action phase: each actor attempts to move, then cools down, in order
_do_combined_action_phase(cooldown, forced_only = false) {
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
this._do_actor_movement(actor, actor.decision);
this._do_actor_cooldown(actor, cooldown);
if (actor.just_stepped_on_teleporter) {
this.attempt_teleport(actor);
}
}
}
// Have an actor attempt to move
_do_actor_movement(actor, direction) {
// Check this again, since an earlier pass may have caused us to start moving
if (actor.movement_cooldown > 0)
return;
if (! direction)
return true;
// Clear this here since we use it to prevent pushing a block that's already been pushed.
// Also avoids a perverse CC2 ordering issue: a player with a hook sets this on a block at
// decision time; the block makes its decision (based on this); but then the player acts and
// sets this /again/ so it carries over and the block tries to move an extra time next turn.
if (actor.pending_push) {
this._set_tile_prop(actor, 'pending_push', null);
}
// Actor is allowed to move, so do so
let success = this.attempt_step(actor, direction);
// CC2 handles bonking for all kinds of sliding here -- bonking on ice causes an immediate
// turnaround, and bonking on an RFF rolls a new direction and tries again
// TODO this assumes the slide comes from the terrain, which is always the case atm
if (! success) {
let terrain = actor.cell.get_terrain();
if (terrain && (
// Actors bonk on ice even if they're not already sliding (whether because they
// started on ice or dropped boots on ice)
// 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 (?!)
(terrain.type.slide_mode === 'ice' && (
! actor.ignores(terrain.type.name) || actor.type.name === 'ghost')) ||
// But they only bonk on a force floor if it affects them
(terrain.type.name === 'force_floor_all' &&
actor.slide_mode && ! actor.ignores(terrain.type.name))))
{
// Turn the actor around (so ice corners bonk correctly), pretend they stepped on
// the tile again (so RFFs roll again), and try moving again
this.set_actor_direction(actor, DIRECTIONS[direction].opposite);
// Note that ghosts bonk even on ice corners, which they can otherwise pass through,
// argh!
if (terrain.type.on_arrive && actor.type.name !== 'ghost') {
terrain.type.on_arrive(terrain, this, actor);
}
success = this.attempt_step(actor, actor.direction);
}
else if (actor.slide_mode === 'teleport') {
// Failed teleport slides only last for a single attempt. (Successful teleports
// continue the slide until landing on a new tile, as normal; otherwise you couldn't
// push a block coming out of a teleporter.)
this.make_slide(actor, null);
}
}
// Track whether the player is blocked, both for visual effect and for doppelgangers
if (actor === this.player && ! success) {
this.sfx.play_once('blocked');
this._set_tile_prop(actor, 'is_blocked', true);
}
return success;
}
_do_actor_cooldown(actor, cooldown = 3) {
if (actor.movement_cooldown <= 0)
return;
if (actor.cooldown_delay_hack) {
// See the extensive comment in attempt_out_of_turn_step
actor.cooldown_delay_hack += 1;
return;
}
this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - cooldown));
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);
if (actor.is_pulled) {
this._set_tile_prop(actor, 'is_pulled', false);
}
}
}
}
_do_cleanup_phase() {
// 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._push_pending_undo(() => this.actors.splice(local_p, 0, actor));
}
}
this.actors.length = p;
// Possibly switch players
// FIXME cc2 has very poor interactions between this feature and cloners; come up with some
// better rules as a default
if (this.swap_player1) {
// Reset the set of keys released since last tic (but not the swap key, or holding it
// will swap us endlessly)
// FIXME this doesn't even quite work, it just swaps less aggressively? wtf
this.p1_released = 0xff & ~INPUT_BITS.swap;
// Iterate backwards over the actor list looking for a viable next player to control
let i0 = this.actors.indexOf(this.player);
if (i0 < 0) {
i0 = 0;
}
let i = i0;
while (true) {
i -= 1;
if (i < 0) {
i += this.actors.length;
}
if (i === i0)
break;
let actor = this.actors[i];
if (! actor.cell)
continue;
if (actor.type.is_real_player) {
this.player = actor;
break;
}
}
}
if (this.remaining_players <= 0) {
this.win();
}
// 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.
// maybe the win check happens at the start of the frame too?
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();
}
// TODO this only has one caller
_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, forced_only = false) {
// Only reset the player's is_pushing between movement, so it lasts for the whole push
this._set_tile_prop(actor, 'is_pushing', false);
// This effect only lasts one tic, after which we can move again. Note that this one has
// gameplay impact -- doppelgangers use it to know if they should copy your facing direction
// even if you're not moving
if (! forced_only) {
this._set_tile_prop(actor, 'is_blocked', false);
}
// If the game has already been won (or lost), don't bother with a move; it'll misalign the
// player from their actual position and not accomplish anything gameplay-wise.
// (Note this is only necessary because our update order is inverted from CC2, and because
// we don't erase the last player when they exit.)
// TODO might not be good enough if something else tries to step on us later this tic!
if (this.state !== 'playing' || this.remaining_players <= 0)
return null;
// TODO player in a cloner can't move (but player in a trap can still turn)
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 terrain = actor.cell.get_terrain();
let may_move = ! forced_only && (
! actor.slide_mode ||
(actor.slide_mode === 'force' && actor.last_move_was_force) ||
((actor.slide_mode === 'teleport' || actor.slide_mode === 'teleport-forever') &&
actor.cell.get_terrain().type.teleport_allow_override));
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
// can be done freely while sliding.
// FIXME cc2 seems to rely on key repeat for this; 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 (! forced_only) {
let new_input = input & this.p1_released;
if (new_input & INPUT_BITS.cycle) {
this.cycle_inventory(this.player);
this.p1_released &= ~INPUT_BITS.cycle;
}
if ((new_input & INPUT_BITS.drop) && may_move) {
if (this.drop_item(this.player)) {
this.sfx.play_once('drop');
}
this.p1_released &= ~INPUT_BITS.drop;
}
if ((new_input & INPUT_BITS.swap) && this.remaining_players > 1) {
// This is delayed until the end of the tic to avoid screwing up anything
// checking this.player
this.swap_player1 = true;
this.p1_released &= ~INPUT_BITS.swap;
}
}
if (actor.slide_mode && ! (may_move && dir1)) {
// This is a forced move and we're not overriding it, so we're done
actor.decision = actor.direction;
if (actor.slide_mode === 'force') {
this._set_tile_prop(actor, 'last_move_was_force', true);
}
}
else if (dir1 === null || forced_only) {
// 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, 'push');
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.
// Note that if this is an override, then the forced direction is still used to
// interpret our input!
if (dir1 === actor.direction || dir2 === actor.direction) {
let other_direction = dir1 === actor.direction ? dir2 : dir1;
let curr_open = try_direction(actor.direction, '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;
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, 'push');
let open2 = try_direction(dir2, 'push');
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);
actor.decision = actor.direction;
}
else {
// Otherwise this is 100% a conscious move so we lose our override power next tic
// TODO how does this interact with teleports
this._set_tile_prop(actor, 'last_move_was_force', false);
}
}
}
make_actor_decision(actor, forced_only = false) {
// 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. Also used for hooking.
// This isn't cleared until the block makes another move; see _do_actor_movement.
actor.decision = actor.pending_push;
return;
}
let direction_preference;
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;
return;
}
if (forced_only)
return;
if (terrain.type.traps && terrain.type.traps(terrain, 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;
}
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;
for (let [i, direction] of direction_preference.entries()) {
if (! direction) {
// This actor is giving up! Alas.
actor.decision = null;
break;
}
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, 'bump')) {
// We found a good direction! Stop here
actor.decision = direction;
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;
}
}
}
check_movement(actor, orig_cell, direction, push_mode) {
let dest_cell = this.get_neighboring_cell(orig_cell, direction);
if (! dest_cell) {
if (push_mode === 'push') {
if (actor.type.on_blocked) {
actor.type.on_blocked(actor, this, direction, null);
}
}
return false;
}
let success = (
orig_cell.try_leaving(actor, direction, this, push_mode) &&
dest_cell.try_entering(actor, direction, this, push_mode));
// If we have the hook, pull anything behind us, now that we're out of the way.
// This has to happen here to make hook-slapping work and allow hooking a moving block to
// stop us, and it has to use pending decisions rather than an immediate move because we're
// still in the way (so the block can't move) and also to prevent a block from being able to
// follow us through a swivel (which we haven't actually swiveled at decision time).
// FIXME so, we shouldn't be able to pull a block through a swivel, but the swivel doesn't
// turn until on_depart, which is after this because we have to know we can actually move
// first. but also, hooking can stop us from moving, but it /does/ still allow us to push.
// also this all seems to apply exactly the same to monsters, except of course they can't
// hook slap. so where the hell does this actually go?
if (success && actor.has_item('hook')) {
let behind_cell = this.get_neighboring_cell(orig_cell, DIRECTIONS[direction].opposite);
if (behind_cell) {
let behind_actor = behind_cell.get_actor();
// FIXME starting to think fx should not count as actors
if (behind_actor && ! behind_actor.type.ttl &&
// FIXME i don't actually know the precise rules here. dirt blocks and ghosts
// can pull other blocks even though they can't usually push them. given the
// existence of monster hooking, i suspect /anything/ can be hooked but on
// monsters it has a weird effect? figure this out?
(! behind_actor.type.allows_push || behind_actor.type.allows_push(behind_actor, direction)))
{
if (behind_actor.movement_cooldown) {
// FIXME this sucks actually, make it not default behavior
return false;
}
else if (behind_actor.type.is_block && push_mode === 'push') {
this._set_tile_prop(behind_actor, 'is_pulled', true);
// FIXME i am pretty sure lexy benefits immensely from doing an immediate
// move, which also makes it match pushing, but that only works if this
// happens at movement time, which prevents hook slapping, which is nonsense
// anyway
//this.attempt_out_of_turn_step(behind_actor, direction);
this._set_tile_prop(behind_actor, 'pending_push', direction);
behind_actor.decision = direction;
}
}
}
}
return success;
}
// 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;
let redirected_direction = actor.cell.redirect_exit(actor, direction);
if (direction !== redirected_direction) {
// Some tiles (ahem, frame blocks) rotate when their attempted direction is redirected
if (actor.type.on_rotate) {
let turn = ['right', 'left', 'opposite'].filter(t => {
return DIRECTIONS[direction][t] === redirected_direction;
})[0];
actor.type.on_rotate(actor, this, turn);
}
direction = redirected_direction;
}
this.set_actor_direction(actor, direction);
// Grab speed /first/, in case the movement or on_blocked turns us into an animation
// immediately (and then we won't have a speed!)
// FIXME that's a weird case actually since the explosion ends up still moving
let speed = actor.type.movement_speed;
let move = DIRECTIONS[direction].movement;
if (! this.check_movement(actor, actor.cell, direction, 'push'))
return false;
// We're clear! Compute our speed and move us
// FIXME this feels clunky
let goal_cell = this.get_neighboring_cell(actor.cell, direction);
let terrain = goal_cell.get_terrain();
if (actor.has_item('speed_boots')) {
speed /= 2;
}
else if (terrain && terrain.type.speed_factor && ! actor.ignores(terrain.type.name)) {
speed /= terrain.type.speed_factor;
}
let orig_cell = actor.cell;
this._set_tile_prop(actor, 'previous_cell', orig_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) {
if (this.compat.use_lynx_loop) {
let success = this._do_actor_movement(actor, direction);
if (success) {
this._do_actor_cooldown(actor, this.compat.emulate_60fps ? 1 : 3);
}
return success;
}
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
// TODO now that i have steam-strict mode this is largely pointless, just do what seems
// correct
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;
// Physically remove the actor first, so that it won't get in the way of e.g. a splash
// spawned from stepping off of a lilypad
this.remove_tile(actor);
// Announce we're leaving, for the handful of tiles that care about it
for (let tile of original_cell) {
if (! tile)
continue;
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
// FIXME ah, stepping off a lilypad will add a splash but we're still here? but then
// why did the warning not catch it
if (tile.type.on_depart) {
tile.type.on_depart(tile, this, actor);
}
}
// Announce we're approaching. Slide mode is set here, since it's about the tile we're
// moving towards and needs to last through our next decision
this.make_slide(actor, null);
for (let tile of goal_cell) {
if (! tile)
continue;
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
// Possibly kill a player
if (actor.has_item('helmet') || tile.has_item('helmet')) {
// Helmet disables this, do nothing
}
else 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 && ! actor.is_pulled) {
// Note that blocks squish players if they move for ANY reason, even if pushed by
// another player! The only exception is being pulled
this.fail('squished');
}
if (tile.type.on_approach) {
tile.type.on_approach(tile, this, actor);
}
if (tile.type.slide_mode) {
this.make_slide(actor, tile.type.slide_mode);
}
}
// Now add the actor back; we have to wait this long because e.g. monsters erase splashes
if (goal_cell.get_actor()) {
// FIXME a monster or block killing the player will still move into her cell!!! i don't
// know what to do about this, i feel like i tried making monster/player block each
// other before and it did not go well. maybe it was an ordering issue though?
this.add_tile(actor, original_cell);
return;
}
else {
this.add_tile(actor, goal_cell);
}
// If we're a monster stepping on the player's tail, that also kills her immediately; the
// player and a monster must be strictly more than 4 tics apart
// FIXME this only works for the /current/ player but presumably applies to all of them,
// though i'm having trouble coming up with a test
// 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 &&
! actor.has_item('helmet') && ! this.player.has_item('helmet') &&
// See the extensive comment in attempt_out_of_turn_step
this.player.cooldown_delay_hack !== 2)
{
this.fail(actor.type.name);
}
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
// TODO is there a custom order here similar to collision checking?
for (let layer = LAYERS.MAX - 1; layer >= 0; layer--) {
let tile = cell[layer];
if (! tile)
continue;
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.is_item &&
// FIXME implement item priority i'm begging you
((actor.type.has_inventory && ! (tile.type.name === 'key_red' && ! actor.type.is_player)) ||
(cell.get_item_mod() && cell.get_item_mod().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);
}
}
// Play step sound
if (actor === this.player) {
let terrain = cell.get_terrain();
if (actor.slide_mode === 'ice') {
this.sfx.play_once('slide-ice');
}
else if (actor.slide_mode === 'force') {
this.sfx.play_once('slide-force');
}
else if (terrain.type.name === 'floor') {
this.sfx.play_once('step-floor');
}
else if (terrain.type.name === 'gravel' || terrain.type.name === 'railroad') {
this.sfx.play_once('step-gravel');
}
else if (terrain.type.name === 'water') {
if (actor.ignores(terrain.type.name)) {
this.sfx.play_once('step-water');
}
}
else if (terrain.type.name === 'fire') {
if (actor.has_item('fire_boots')) {
this.sfx.play_once('step-fire');
}
}
else if (terrain.type.slide_mode === 'force') {
this.sfx.play_once('step-force');
}
else if (terrain.type.slide_mode === 'ice') {
this.sfx.play_once('step-ice');
}
}
}
attempt_teleport(actor) {
let teleporter = actor.just_stepped_on_teleporter;
delete actor.just_stepped_on_teleporter;
if (teleporter.type.name === 'teleport_red' && ! teleporter.type._is_active(teleporter, this)) {
// Curious special-case red teleporter behavior: if you pass through a wired but
// inactive one, you keep sliding indefinitely. Players can override out of it, but
// other actors cannot. (Normally, a teleport slide ends after one decision phase.)
this.make_slide(actor, 'teleport-forever');
// Also, there's no sound and whatnot, so everything else is skipped outright.
return;
}
// Explicitly set us as teleport sliding, since in some very obscure cases (auto-dropping a
// yellow teleporter because you picked up an item with a full inventory and immediately
// teleporting through it) it may not have been applied
this.make_slide(actor, 'teleport');
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? otherwise this catches non-blocking vfx...
if (dest.cell.some(tile => tile && tile.type.is_actor && tile !== actor && ! tile.type.ttl))
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;
}
// Note that this uses 'bump' even for players; it would be very bad if we could
// initiate movement in this pass (in Lexy rules, anyway), because we might try to push
// something that's still waiting to teleport itself!
// XXX is this correct? it does mean you won't try to teleport to a teleporter that's
// "blocked" by a block that won't be there anyway by the time you try to move, but that
// seems very obscure and i haven't run into a case with it yet. offhand i don't think
// it can even come up under cc2 rules, since teleporting is done after an actor cools
// down and before the next actor even gets a chance to act
if (this.check_movement(actor, dest.cell, direction, 'bump')) {
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 (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.make_slide(actor, null);
this.attempt_take(actor, teleporter);
if (actor === this.player) {
this.sfx.play_once('get-tool', teleporter.cell);
}
return;
}
}
this.set_actor_direction(actor, direction);
this.spawn_animation(actor.cell, 'teleport_flash');
if (dest.cell !== actor.cell) {
this.spawn_animation(dest.cell, 'teleport_flash');
}
// Now physically move the actor, but their movement waits until next decision phase
this.remove_tile(actor);
this.add_tile(actor, dest.cell);
}
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._push_pending_undo(() => actor.toolbelt.unshift(actor.toolbelt.pop()));
}
}
drop_item(actor) {
if (this.stored_level.use_cc1_boots)
return false;
if (actor.movement_cooldown > 0)
return false;
if (! actor.toolbelt || actor.toolbelt.length === 0)
return false;
// Drop the oldest item, i.e. the first one
let name = actor.toolbelt[0];
if (this._place_dropped_item(name, actor.cell, actor)) {
actor.toolbelt.shift();
this._push_pending_undo(() => actor.toolbelt.unshift(name));
return true;
}
return false;
}
// Attempt to place an item in the world, as though dropped by an actor
_place_dropped_item(name, cell, dropping_actor) {
let type = TILE_TYPES[name];
if (type.layer === LAYERS.terrain) {
// Terrain items (i.e., yellow teleports) can only be dropped on regular floor
let terrain = cell.get_terrain();
if (terrain.type.name !== 'floor')
return false;
this.transmute_tile(terrain, name);
}
else {
// Note that we can't drop a bowling ball if there's already an item, even though a
// dropped bowling ball is really an actor
if (cell.get_item())
return false;
if (type.on_drop) {
// FIXME quirky things happen if a dropped bowling ball can't enter the facing cell
// (mostly it disappears) (also arguably a bug)
// FIXME does this even need to be a function lol
name = type.on_drop(this);
if (name) {
type = TILE_TYPES[name];
}
}
let tile = new Tile(type);
if (type.is_actor) {
// This is tricky -- the item has become an actor, but whatever dropped it is
// already in this cell's actor layer. But we also know for sure that there's no
// item in this cell, so we'll cheat a little: remove the dropping actor, set the
// item moving, then put the dropping actor back before anyone notices.
this.remove_tile(dropping_actor);
this.add_tile(tile, cell);
if (! this.attempt_out_of_turn_step(tile, dropping_actor.direction)) {
// It was unable to move, so there's nothing we can do but destroy it
// TODO maybe blow it up with a nonblocking vfx? in cc2 it just vanishes
this.remove_tile(tile);
}
else {
this.add_actor(tile);
}
this.add_tile(dropping_actor, cell);
}
else {
this.add_tile(tile, cell);
}
}
return true;
}
_do_wire_phase() {
if (this.circuits.length === 0)
return;
// Prepare a big slab of undo. The only thing we directly change here (aside from
// emitting_edges, a normal tile property) is Tile.powered_edges, which tends to change for
// large numbers of tiles at a time, so store it all in one map and undo it in one shot.
let powered_edges_changes = new Map;
let _set_edges = (tile, new_edges) => {
if (this.undo_enabled) {
if (powered_edges_changes.has(tile)) {
if (powered_edges_changes.get(tile) === new_edges) {
powered_edges_changes.delete(tile);
}
}
else {
powered_edges_changes.set(tile, tile.powered_edges);
}
}
tile.powered_edges = new_edges;
};
let power_edges = (tile, edges) => {
let new_edges = tile.powered_edges | edges;
_set_edges(tile, new_edges);
};
let depower_edges = (tile, edges) => {
let new_edges = tile.powered_edges & ~edges;
_set_edges(tile, new_edges);
};
// Update the state of any tiles that can generate power. If none of them changed since
// last wiring update, stop here. First, static power sources.
let any_changed = false;
for (let tile of this.power_sources) {
if (! tile.cell)
continue;
let emitting = 0;
if (tile.type.get_emitting_edges) {
// This method may not exist any more, if the tile was destroyed by e.g. dynamite
emitting = tile.type.get_emitting_edges(tile, this);
}
if (emitting !== tile.emitting_edges) {
any_changed = true;
this._set_tile_prop(tile, 'emitting_edges', emitting);
}
}
// Next, actors who are standing still, on floor, and holding a lightning bolt
let externally_powered_circuits = new Set;
for (let actor of this.actors) {
if (! actor.cell)
continue;
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 === actor || wired_tile.type.name === 'floor')) {
emitting = wired_tile.wire_directions;
for (let circuit of wired_tile.circuits) {
if (circuit) {
externally_powered_circuits.add(circuit);
}
}
}
}
if (emitting !== actor.emitting_edges) {
any_changed = true;
this._set_tile_prop(actor, 'emitting_edges', emitting);
}
}
if (! any_changed)
return;
for (let tile of this.wired_outputs) {
// This is only used within this function, no need to undo
// TODO if this can overlap with power_sources then this is too late?
tile._prev_powered_edges = tile.powered_edges;
}
// Now go through every circuit, compute whether it's powered, and if that changed, inform
// its outputs
let circuit_changes = new Map;
for (let circuit of this.circuits) {
let is_powered = false;
if (externally_powered_circuits.has(circuit)) {
is_powered = true;
}
else {
for (let [input_tile, edges] of circuit.inputs.entries()) {
if (input_tile.emitting_edges & edges) {
is_powered = true;
break;
}
}
}
let was_powered = circuit.is_powered;
if (is_powered === was_powered)
continue;
circuit.is_powered = is_powered;
if (this.undo_enabled) {
circuit_changes.set(circuit, was_powered);
}
for (let [tile, edges] of circuit.tiles.entries()) {
if (is_powered) {
power_edges(tile, edges);
}
else {
depower_edges(tile, edges);
}
}
}
for (let tile of this.wired_outputs) {
if (tile.powered_edges && ! tile._prev_powered_edges && tile.type.on_power) {
tile.type.on_power(tile, this);
}
else if (! tile.powered_edges && tile._prev_powered_edges && tile.type.on_depower) {
tile.type.on_depower(tile, this);
}
}
this._push_pending_undo(() => {
for (let [tile, edges] of powered_edges_changes.entries()) {
tile.powered_edges = edges;
}
for (let [circuit, is_powered] of circuit_changes.entries()) {
circuit.is_powered = is_powered;
}
});
}
// Some non-actor tiles still want to act every tic. Note that this should happen AFTER wiring.
_do_static_phase() {
for (let tile of this.static_on_tic_tiles) {
if (tile.type.on_tic) {
tile.type.on_tic(tile, this);
}
}
}
// -------------------------------------------------------------------------
// Board inspection
get_neighboring_cell(cell, direction) {
let move = DIRECTIONS[direction].movement;
let goal_x = cell.x + move[0];
let goal_y = cell.y + move[1];
return this.cell(cell.x + move[0], cell.y + move[1]);
}
// 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 i = this.coords_to_scalar(start_cell.x, start_cell.y);
let index = TILE_TYPES[name].layer;
while (true) {
if (reverse) {
i -= 1;
if (i < 0) {
i += this.size_x * this.size_y;
}
}
else {
i += 1;
i %= this.size_x * this.size_y;
}
let cell = this.linear_cells[i];
let tile = cell[index];
if (tile && 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) + 1;
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++) {
let cell = this.cell(sx, sy);
if (cell) {
yield cell;
}
sx += direction[0];
sy += direction[1];
}
}
}
}
// FIXME require_stub should really just care whether we ourselves /can/ contain wire, and also
// we should check that on our neighbor
is_tile_wired(tile, require_stub = true) {
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (require_stub && (tile.wire_directions & dirinfo.bit) === 0)
continue;
let neighbor = this.get_neighboring_cell(tile.cell, direction);
if (! neighbor)
continue;
let wired = neighbor.get_wired_tile();
if (! wired)
continue;
if (wired.type.wire_propagation_mode === 'none' && ! wired.type.is_power_source)
// Being next to e.g. a red teleporter doesn't count (but pink button is ok)
continue;
if ((wired.wire_directions & dirinfo.opposite_bit) &&
! (wired.wire_tunnel_directions & dirinfo.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() {
if (! this.undo_enabled) {
return;
}
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;
}
}
_push_pending_undo(thunk) {
if (this.undo_enabled) {
this.pending_undo.push(thunk)
}
}
// -------------------------------------------------------------------------
// 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 (Number.isNaN(val)) throw new Error(`got a NaN for ${key} on ${tile.type.name} at ${tile.cell.x}, ${tile.cell.y}`);
if (! this.undo_enabled) {
tile[key] = val;
return;
}
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.floor(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._push_pending_undo(() => {
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;
cell._remove(tile);
this._push_pending_undo(() => cell._add(tile));
}
add_tile(tile, cell) {
cell._add(tile);
this._push_pending_undo(() => cell._remove(tile));
}
add_actor(actor) {
this.actors.push(actor);
this._push_pending_undo(() => 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 those
// properties are also used to animate everything else anyway. Decrement the cooldown
// immediately, as Lynx does; note that Lynx also ticks /and destroys/ animations early in
// the decision phase, but this seems to work out just as well
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._push_pending_undo(() => {
this.actors.pop();
cell._remove(tile);
});
}
transmute_tile(tile, name) {
let old_type = tile.type;
let new_type = TILE_TYPES[name];
if (old_type.layer !== new_type.layer) {
// Move it to the right layer!
let cell = tile.cell;
cell._remove(tile);
tile.type = new_type;
cell._add(tile);
this._push_pending_undo(() => {
cell._remove(tile);
tile.type = old_type;
cell._add(tile);
});
}
else {
tile.type = new_type;
this._push_pending_undo(() => tile.type = old_type);
}
// For transmuting into an animation, set up the timer immediately
if (tile.type.ttl) {
if (! old_type.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
// FIXME do not allow overflow dropping before picking up the new item
attempt_take(actor, tile) {
let cell = tile.cell;
let mod = cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore')
return false;
// Handling a full inventory is a teeny bit complicated. We want the following:
// - At no point are two items in the same cell
// - A yellow teleporter cannot be dropped in exchange for another yellow teleporter
// - If the oldest item can't be dropped, the pickup fails
// Thus we have to check whether dropping is possible FIRST, but only place the dropped item
// AFTER the pickup.
let dropped_item;
if (! tile.type.is_key && actor.toolbelt && actor.toolbelt.length >= 4) {
let oldest_item_type = TILE_TYPES[actor.toolbelt[0]];
if (oldest_item_type.layer === LAYERS.terrain && cell.get_terrain().type.name !== 'floor') {
// This is a yellow teleporter, and we are not standing on floor; abort!
return false;
}
// Otherwise, it's either an item or a yellow teleporter we're allowed to drop, so steal
// it out of their inventory to be dropped later
dropped_item = actor.toolbelt.shift();
this._push_pending_undo(() => actor.toolbelt.unshift(dropped_item));
}
if (this.give_actor(actor, tile.type.name)) {
if (tile.type.layer === LAYERS.terrain) {
// 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);
}
// Drop any overflowed item
if (dropped_item) {
// TODO what if this fails??
this._place_dropped_item(dropped_item, cell, actor);
}
return true;
}
// TODO what happens to the dropped item if the give fails somehow?
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._push_pending_undo(() => actor.keyring[name] -= 1);
}
else {
// tool, presumably
if (! actor.toolbelt) {
actor.toolbelt = [];
}
// Nothing can hold more than four items, so try to drop one first. Note that normally,
// this should already have happened in attempt_take, so this should only come up when
// forcibly given an item via debug tools
if (actor.toolbelt.length >= 4) {
if (! this.drop_item(actor))
return false;
}
actor.toolbelt.push(name);
this._push_pending_undo(() => actor.toolbelt.pop());
// FIXME hardcodey, but, this doesn't seem to fit anywhere else
if (name === 'cleats' && actor.slide_mode === 'ice') {
this.make_slide(actor, null);
}
else if (name === 'suction_boots' && actor.slide_mode === 'force') {
this.make_slide(actor, null);
}
}
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._push_pending_undo(() => 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._push_pending_undo(() => 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._push_pending_undo(() => 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._push_pending_undo(() => 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);
}
}