I don't know why I ever thought this was a separate pass; I think it was just the easiest way to make smooth scrolling work when I first implemented it on like day 2. Turns out it wasn't ever correct and has all manner of subtle implications I'll be sorting out for ages. This does make the turn-based stuff //way// simpler, though.
1735 lines
64 KiB
JavaScript
1735 lines
64 KiB
JavaScript
import { DIRECTIONS, TICS_PER_SECOND } from './defs.js';
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import TILE_TYPES from './tiletypes.js';
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export class Tile {
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constructor(type, direction = 'south') {
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this.type = type;
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if (type.is_actor) {
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this.direction = direction;
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}
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this.cell = null;
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if (type.is_actor) {
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this.slide_mode = null;
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this.movement_cooldown = 0;
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}
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if (type.has_inventory) {
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this.keyring = {};
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this.toolbelt = [];
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}
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}
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static from_template(tile_template) {
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let type = tile_template.type;
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if (! type) console.error(tile_template);
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let tile = new this(type, tile_template.direction);
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// Copy any extra properties in verbatim
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return Object.assign(tile, tile_template);
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}
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// Gives the effective position of an actor in motion, given smooth scrolling
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visual_position(tic_offset = 0) {
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let x = this.cell.x;
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let y = this.cell.y;
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if (! this.previous_cell || ! this.animation_speed) {
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return [x, y];
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}
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else {
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let p = (this.animation_progress + tic_offset) / this.animation_speed;
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return [
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(1 - p) * this.previous_cell.x + p * x,
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(1 - p) * this.previous_cell.y + p * y,
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];
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}
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}
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// TODO don't love that the arg order is different here vs tile type, but also don't love that
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// the name is the same?
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blocks(other, direction, level) {
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// Extremely awkward special case: items don't block monsters if the cell also contains an
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// item modifier (i.e. "no" sign) or a real player
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// TODO would love to get this outta here
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if (this.type.is_item &&
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this.cell.some(tile => tile.type.item_modifier || tile.type.is_real_player))
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return false;
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if (this.type.blocks_collision & other.type.collision_mask)
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return true;
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if (this.type.thin_walls &&
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this.type.thin_walls.has(DIRECTIONS[direction].opposite))
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return true;
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if (this.type.blocks)
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return this.type.blocks(this, level, other, direction);
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return false;
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}
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ignores(name) {
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if (this.type.ignores && this.type.ignores.has(name))
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return true;
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if (this.toolbelt) {
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for (let item of this.toolbelt) {
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let item_type = TILE_TYPES[item];
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if (item_type.item_ignores && item_type.item_ignores.has(name))
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return true;
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}
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}
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return false;
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}
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can_push(tile, direction) {
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if (! (this.type.pushes && this.type.pushes[tile.type.name] &&
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(! tile.type.allows_push || tile.type.allows_push(tile, direction))))
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{
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return false;
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}
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// Obey railroad curvature
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direction = tile.cell.redirect_exit(tile, direction);
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// Need to explicitly check this here, otherwise you could /attempt/ to push a block,
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// which would fail, but it would still change the block's direction
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return ! tile.cell.blocks_leaving(tile, direction);
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}
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// Inventory stuff
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has_item(name) {
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if (TILE_TYPES[name].is_key) {
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return this.keyring && (this.keyring[name] ?? 0) > 0;
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}
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else {
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return this.toolbelt && this.toolbelt.some(item => item === name);
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}
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}
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}
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Tile.prototype.emitting_edges = 0;
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export class Cell extends Array {
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constructor(x, y) {
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super();
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this.x = x;
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this.y = y;
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}
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_add(tile, index = null) {
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if (index === null) {
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this.push(tile);
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}
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else {
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this.splice(index, 0, tile);
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}
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tile.cell = this;
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}
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// DO NOT use me to remove a tile permanently, only to move it!
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// Should only be called from Level, which handles some bookkeeping!
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_remove(tile) {
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let index = this.indexOf(tile);
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if (index < 0)
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throw new Error("Asked to remove tile that doesn't seem to exist");
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this.splice(index, 1);
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tile.cell = null;
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return index;
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}
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get_wired_tile() {
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let ret = null;
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for (let tile of this) {
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if (tile.wire_directions || tile.wire_tunnel_directions) {
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ret = tile;
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// Don't break; we want the topmost tile!
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}
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}
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return ret;
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}
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get_terrain() {
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for (let tile of this) {
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if (tile.type.draw_layer === 0)
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return tile;
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}
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return null;
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}
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get_actor() {
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for (let tile of this) {
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if (tile.type.is_actor)
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return tile;
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}
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return null;
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}
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get_item() {
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for (let tile of this) {
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if (tile.type.is_item)
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return tile;
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}
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return null;
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}
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get_item_mod() {
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for (let tile of this) {
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if (tile.type.item_modifier)
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return tile;
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}
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return null;
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}
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has(name) {
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return this.some(tile => tile.name === name);
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}
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blocks_leaving(actor, direction) {
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for (let tile of this) {
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if (tile === actor)
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continue;
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if (tile.type.traps && tile.type.traps(tile, actor))
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return true;
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if (tile.type.blocks_leaving && tile.type.blocks_leaving(tile, actor, direction))
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return true;
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}
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return false;
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}
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blocks_entering(actor, direction, level, ignore_pushables = false) {
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for (let tile of this) {
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if (tile.blocks(actor, direction, level) &&
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! (ignore_pushables && actor.can_push(tile, direction)))
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{
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return true;
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}
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}
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return false;
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}
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// Special railroad ability: change the direction we attempt to leave
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redirect_exit(actor, direction) {
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for (let tile of this) {
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if (tile.type.redirect_exit) {
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return tile.type.redirect_exit(tile, actor, direction);
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}
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}
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return direction;
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}
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}
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Cell.prototype.prev_powered_edges = 0;
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Cell.prototype.powered_edges = 0;
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class GameEnded extends Error {}
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// The undo stack is implemented with a ring buffer, and this is its size. One entry per tic.
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// Based on Chrome measurements made against the pathological level CCLP4 #40 (Periodic Lasers) and
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// sitting completely idle, undo consumes about 2 MB every five seconds, so this shouldn't go beyond
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// 12 MB for any remotely reasonable level.
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const UNDO_BUFFER_SIZE = TICS_PER_SECOND * 30;
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export class Level {
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constructor(stored_level, compat = {}) {
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this.stored_level = stored_level;
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this.restart(compat);
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}
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restart(compat) {
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this.compat = compat;
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// playing: normal play
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// success: has been won
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// failure: died
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// note that pausing is NOT handled here, but by whatever's driving our
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// event loop!
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this.state = 'playing';
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this.width = this.stored_level.size_x;
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this.height = this.stored_level.size_y;
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this.size_x = this.stored_level.size_x;
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this.size_y = this.stored_level.size_y;
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this.cells = [];
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this.player = null;
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this.actors = [];
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this.chips_remaining = this.stored_level.chips_required;
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this.bonus_points = 0;
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this.aid = 0;
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// Time
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if (this.stored_level.time_limit === 0) {
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this.time_remaining = null;
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}
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else {
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this.time_remaining = this.stored_level.time_limit * 20;
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}
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this.timer_paused = false;
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// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
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// clock alteration shenanigans
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this.tic_counter = 0;
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// 0 to 7, indicating the first tic that teeth can move on.
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// 0 is equivalent to even step; 4 is equivalent to odd step.
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// 5 is the default in CC2. Lynx can use any of the 8. MSCC uses
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// either 0 or 4, and defaults to 0, but which you get depends on the
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// global clock which doesn't get reset between levels (!).
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this.step_parity = 5;
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this.hint_shown = null;
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// TODO in lynx/steam, this carries over between levels; in tile world, you can set it manually
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this.force_floor_direction = 'north';
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// PRNG is initialized to zero
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this._rng1 = 0;
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this._rng2 = 0;
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if (this.stored_level.blob_behavior === 0) {
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this._blob_modifier = 0x55;
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}
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else {
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// The other two modes are initialized to a random seed
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this._blob_modifier = Math.floor(Math.random() * 256);
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}
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this.undo_buffer = new Array(UNDO_BUFFER_SIZE);
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for (let i = 0; i < UNDO_BUFFER_SIZE; i++) {
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this.undo_buffer[i] = null;
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}
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this.undo_buffer_index = 0;
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this.pending_undo = this.create_undo_entry();
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let n = 0;
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let connectables = [];
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this.power_sources = [];
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this.players = [];
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// FIXME handle traps correctly:
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// - if an actor is in the cell, set the trap to open and unstick everything in it
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for (let y = 0; y < this.height; y++) {
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let row = [];
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this.cells.push(row);
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for (let x = 0; x < this.width; x++) {
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let cell = new Cell(x, y);
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row.push(cell);
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let stored_cell = this.stored_level.linear_cells[n];
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n++;
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for (let template_tile of stored_cell) {
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let tile = Tile.from_template(template_tile);
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if (tile.type.is_hint) {
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// Copy over the tile-specific hint, if any
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tile.hint_text = template_tile.hint_text ?? null;
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}
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if (tile.type.is_power_source) {
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this.power_sources.push(tile);
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}
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if (tile.type.is_real_player) {
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this.players.push(tile);
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}
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if (tile.type.is_actor) {
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this.actors.push(tile);
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}
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cell._add(tile);
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if (tile.type.connects_to) {
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connectables.push(tile);
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}
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}
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}
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}
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// TODO complain if no player
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this.player = this.players[0];
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this.player_index = 0;
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// Used for doppelgangers
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this.player1_move = null;
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this.player2_move = null;
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// Connect buttons and teleporters
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let num_cells = this.width * this.height;
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for (let connectable of connectables) {
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let cell = connectable.cell;
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let x = cell.x;
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let y = cell.y;
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// FIXME this is a single string for red/brown buttons (to match iter_tiles_in_RO) but a
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// set for orange buttons (because flame jet states are separate tiles), which sucks ass
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let goals = connectable.type.connects_to;
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// Check for custom wiring, for MSCC .DAT levels
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// TODO would be neat if this applied to orange buttons too
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if (this.stored_level.has_custom_connections) {
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let n = this.stored_level.coords_to_scalar(x, y);
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let target_cell_n = null;
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if (connectable.type.name === 'button_brown') {
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target_cell_n = this.stored_level.custom_trap_wiring[n] ?? null;
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}
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else if (connectable.type.name === 'button_red') {
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target_cell_n = this.stored_level.custom_cloner_wiring[n] ?? null;
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}
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if (target_cell_n && target_cell_n < this.width * this.height) {
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let [tx, ty] = this.stored_level.scalar_to_coords(target_cell_n);
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for (let tile of this.cells[ty][tx]) {
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if (goals === tile.type.name) {
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connectable.connection = tile;
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break;
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}
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}
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}
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continue;
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}
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// Orange buttons do a really weird diamond search
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if (connectable.type.connect_order === 'diamond') {
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for (let cell of this.iter_cells_in_diamond(connectable.cell)) {
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let target = null;
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for (let tile of cell) {
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if (goals.has(tile.type.name)) {
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target = tile;
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break;
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}
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}
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if (target !== null) {
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connectable.connection = target;
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break;
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}
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}
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continue;
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}
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// Otherwise, look in reading order
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for (let tile of this.iter_tiles_in_reading_order(cell, goals)) {
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// TODO ideally this should be a weak connection somehow, since dynamite can destroy
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// empty cloners and probably traps too
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connectable.connection = tile;
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// Just grab the first
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break;
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}
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}
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// Finally, let all tiles do any custom init behavior
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for (let row of this.cells) {
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for (let cell of row) {
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for (let tile of cell) {
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if (tile.type.on_ready) {
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tile.type.on_ready(tile, this);
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}
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if (cell === this.player.cell && tile.type.is_hint) {
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this.hint_shown = tile.hint_text ?? this.stored_level.hint;
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}
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}
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}
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}
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// Erase undo, in case any on_ready added to it (we don't want to undo initialization!)
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this.pending_undo = this.create_undo_entry();
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}
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can_accept_input() {
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// We can accept input anytime the player can move, i.e. when they're not already moving and
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// not in an un-overrideable slide.
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// Note that this only makes sense in the middle of a tic; at the beginning of one, the
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// player's movement cooldown may very well be 1, but it'll be decremented before they
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// attempt to move
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return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (
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this.player.slide_mode === 'force' && this.player.last_move_was_force));
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}
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// Lynx PRNG, used unchanged in CC2
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prng() {
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let n = (this._rng1 >> 2) - this._rng1;
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if (!(this._rng1 & 0x02)) --n;
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this._rng1 = (this._rng1 >> 1) | (this._rng2 & 0x80);
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this._rng2 = (this._rng2 << 1) | (n & 0x01);
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let ret = (this._rng1 ^ this._rng2) & 0xff;
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return ret;
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}
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// Weird thing done by CC2 to make blobs... more... random
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get_blob_modifier() {
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let mod = this._blob_modifier;
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if (this.stored_level.blob_behavior === 1) {
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// "4 patterns" just increments by 1 every time (but /after/ returning)
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//this._blob_modifier = (this._blob_modifier + 1) % 4;
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mod = (mod + 1) % 4;
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this._blob_modifier = mod;
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}
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else {
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// Other modes do this curious operation
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mod *= 2;
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if (mod < 255) {
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mod ^= 0x1d;
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}
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mod &= 0xff;
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this._blob_modifier = mod;
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}
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return mod;
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}
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// Move the game state forwards by one tic.
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advance_tic(p1_actions) {
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if (this.state !== 'playing') {
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console.warn(`Level.advance_tic() called when state is ${this.state}`);
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return;
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}
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// TODO rip out this try/catch, it's not how the game actually works
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try {
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this.advance_tic_all(p1_actions);
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}
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catch (e) {
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if (e instanceof GameEnded) {
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// Do nothing, the game ended and we just wanted to skip the rest
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}
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else {
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throw e;
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}
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}
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// Commit the undo state at the end of each tic (pass 2)
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|
this.commit();
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}
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advance_tic_all(p1_actions) {
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// Store some current level state in the undo entry. (These will often not be modified, but
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// they only take a few bytes each so that's fine.)
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for (let key of [
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'_rng1', '_rng2', '_blob_modifier', 'force_floor_direction',
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'tic_counter', 'time_remaining', 'timer_paused',
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'chips_remaining', 'bonus_points', 'hint_shown', 'state',
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'player1_move', 'player2_move',
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]) {
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this.pending_undo.level_props[key] = this[key];
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}
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// Player's secondary direction is set immediately; it applies on arrival to cells even if
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// it wasn't held the last time the player started moving
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if (p1_actions.secondary === this.player.direction) {
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this._set_tile_prop(this.player, 'secondary_direction', p1_actions.primary);
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}
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else {
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this._set_tile_prop(this.player, 'secondary_direction', p1_actions.secondary);
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}
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// Used for various tic-local effects; don't need to be undoable
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// Used to check for a monster chomping the player's tail
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this.player_leaving_cell = this.player.cell;
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this.toggle_green_objects = false;
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// TODO maybe this should be undone anyway so rewind looks better?
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|
this.player.is_blocked = false;
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this.sfx.set_player_position(this.player.cell);
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|
|
|
// FIRST PASS: actors decide their upcoming movement simultaneously
|
|
// 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 this 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];
|
|
|
|
// 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;
|
|
|
|
// Teeth can only move the first 4 of every 8 tics, and mimics only the first 4 of every
|
|
// 16, though "first" can be adjusted
|
|
if (actor.slide_mode === null && actor.type.movement_parity &&
|
|
(this.tic_counter + this.step_parity) % (actor.type.movement_parity * 4) >= 4)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
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);
|
|
continue;
|
|
}
|
|
|
|
let direction_preference;
|
|
if (actor.slide_mode === 'ice') {
|
|
// Actors can't make voluntary moves on ice; they just slide
|
|
actor.decision = actor.direction;
|
|
continue;
|
|
}
|
|
else if (actor === this.player) {
|
|
// Only the player can make voluntary moves on a force floor, and only if their
|
|
// previous move was an /involuntary/ move on a force floor. If they do, it
|
|
// overrides the forced move
|
|
// XXX this in particular has some subtleties in lynx (e.g. you can override
|
|
// forwards??) and DEFINITELY all kinds of stuff in ms
|
|
// XXX unclear what impact this has on doppelgangers
|
|
if (actor.slide_mode === 'force' && ! (
|
|
p1_actions.primary && actor.last_move_was_force))
|
|
{
|
|
// We're forced!
|
|
actor.decision = actor.direction;
|
|
this._set_tile_prop(actor, 'last_move_was_force', true);
|
|
continue;
|
|
}
|
|
|
|
// FIXME this isn't right; if primary is blocked, they move secondary, but they also
|
|
// ignore railroad redirection until next tic
|
|
this.remember_player_move(p1_actions.primary);
|
|
|
|
if (p1_actions.primary) {
|
|
// FIXME something is wrong with direction preferences! if you hold both keys
|
|
// in a corner, no matter which you pressed first, cc2 always tries vert first
|
|
// and horiz last (so you're pushing horizontally)!
|
|
direction_preference = [p1_actions.primary];
|
|
if (p1_actions.secondary) {
|
|
direction_preference.push(p1_actions.secondary);
|
|
}
|
|
this._set_tile_prop(actor, 'last_move_was_force', false);
|
|
}
|
|
else {
|
|
continue;
|
|
}
|
|
}
|
|
else if (actor.slide_mode === 'force') {
|
|
// Anything not an active player can't override force floors
|
|
actor.decision = actor.direction;
|
|
continue;
|
|
}
|
|
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
|
|
continue;
|
|
}
|
|
else if (actor.type.decide_movement) {
|
|
direction_preference = actor.type.decide_movement(actor, this);
|
|
}
|
|
|
|
// Check which of those directions we *can*, probably, move in
|
|
// TODO i think player on force floor will still have some issues here
|
|
if (direction_preference) {
|
|
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 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;
|
|
break;
|
|
}
|
|
|
|
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
|
if (! dest_cell)
|
|
continue;
|
|
|
|
if (! actor.cell.blocks_leaving(actor, direction) &&
|
|
! dest_cell.blocks_entering(actor, direction, this, true))
|
|
{
|
|
// We found a good direction! Stop here
|
|
actor.decision = direction;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// SECOND PASS: everyone actually moves, or acts, or whatever; this includes ticking down
|
|
// their movement cooldown, even if they just started moving
|
|
let swap_player1 = false;
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
|
|
// Check for special player actions, which can only happen when not moving
|
|
if (actor === this.player && actor.movement_cooldown <= 0) {
|
|
if (p1_actions.cycle) {
|
|
this.cycle_inventory(this.player);
|
|
}
|
|
if (p1_actions.drop) {
|
|
this.drop_item(this.player);
|
|
}
|
|
if (p1_actions.swap) {
|
|
// This is delayed until the end of the tic to avoid screwing up anything
|
|
// checking this.player
|
|
// TODO is this correct? what draws at the end of the tic we do this?
|
|
swap_player1 = true;
|
|
}
|
|
}
|
|
|
|
this.take_actor_turn(actor, actor.decision);
|
|
/*
|
|
}
|
|
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
if (! actor.cell)
|
|
continue;
|
|
*/
|
|
}
|
|
|
|
if (this.toggle_green_objects) {
|
|
TILE_TYPES['button_green'].do_button(this);
|
|
this.toggle_green_objects = false;
|
|
}
|
|
|
|
// Now we handle wiring
|
|
this.update_wiring();
|
|
|
|
// 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);
|
|
}
|
|
// Only reset the player's is_pushing between movement, so it lasts for the whole push
|
|
if (this.player.movement_cooldown <= 0) {
|
|
this.player.is_pushing = false;
|
|
}
|
|
|
|
// 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];
|
|
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
|
|
if (swap_player1) {
|
|
this.player_index += 1;
|
|
this.player_index %= this.players.length;
|
|
this.player = this.players[this.player_index];
|
|
}
|
|
|
|
// Advance the clock
|
|
let tic_counter = this.tic_counter;
|
|
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');
|
|
}
|
|
}
|
|
}
|
|
|
|
take_actor_turn(actor, decision, forced = false) {
|
|
let moved = false;
|
|
if (! actor.cell)
|
|
return moved;
|
|
|
|
if (actor.movement_cooldown <= 0 && decision) {
|
|
// Actor is allowed to move, so do so
|
|
let old_cell = actor.cell;
|
|
moved = this.attempt_step(actor, decision);
|
|
|
|
// Track whether the player is blocked, for visual effect
|
|
if (actor === this.player && decision && ! moved) {
|
|
this.sfx.play_once('blocked');
|
|
actor.is_blocked = true;
|
|
console.log(this.tic_counter, 'bump!');
|
|
}
|
|
|
|
// Players can also bump the tiles in the cell next to the one they're leaving
|
|
let dir2 = actor.secondary_direction;
|
|
if (actor.type.is_real_player && dir2 &&
|
|
! old_cell.blocks_leaving(actor, dir2))
|
|
{
|
|
let neighbor = this.get_neighboring_cell(old_cell, dir2);
|
|
if (neighbor) {
|
|
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
|
|
for (let tile of Array.from(neighbor)) {
|
|
if (tile.type.on_bump) {
|
|
tile.type.on_bump(tile, this, actor);
|
|
}
|
|
if (could_push && actor.can_push(tile, dir2)) {
|
|
// Block slapping: you can shove a block by walking past it sideways
|
|
// TODO i think cc2 uses the push pose and possibly even turns you here?
|
|
this.take_actor_turn(tile, dir2);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Tick down cooldowns, unless we already had a forced move this tic
|
|
if (actor.forced_turn_tic === this.tic_counter) {
|
|
return moved;
|
|
}
|
|
else if (forced) {
|
|
this._set_tile_prop(actor, 'forced_turn_tic', this.tic_counter);
|
|
}
|
|
|
|
if (actor.movement_cooldown > 0) {
|
|
this._set_tile_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
|
|
}
|
|
|
|
if (actor.animation_speed) {
|
|
// Deal with movement animation
|
|
// FIXME this is super hokey and was introduced because blocks didn't have a movement
|
|
// cooldown, but it turns out they do actually, so, delete me?
|
|
this._set_tile_prop(actor, 'animation_progress', actor.animation_progress + 1);
|
|
if (actor.animation_progress >= actor.animation_speed) {
|
|
if (actor.type.ttl) {
|
|
// This is purely an animation so it disappears once it's played
|
|
this.remove_tile(actor);
|
|
console.log(this.tic_counter, 'poof!');
|
|
return moved;
|
|
}
|
|
this._set_tile_prop(actor, 'animation_progress', null);
|
|
this._set_tile_prop(actor, 'animation_speed', null);
|
|
// Step on the cell before erasing the previous one, for behavior like blobs
|
|
// spreading slime
|
|
if (! this.compat.tiles_react_instantly) {
|
|
this.step_on_cell(actor, actor.cell);
|
|
}
|
|
this._set_tile_prop(actor, 'previous_cell', null);
|
|
}
|
|
}
|
|
|
|
return moved;
|
|
}
|
|
|
|
// 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) {
|
|
// 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.
|
|
if (tile.type.on_bump) {
|
|
tile.type.on_bump(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.take_actor_turn(tile, direction, true) &&
|
|
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) {
|
|
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) {
|
|
if (actor.slide_mode === 'ice') {
|
|
// Actors on ice turn around when they hit something
|
|
this.set_actor_direction(actor, DIRECTIONS[direction].opposite);
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// We're clear!
|
|
if (double_speed || actor.has_item('speed_boots')) {
|
|
speed /= 2;
|
|
}
|
|
this.move_to(actor, goal_cell, speed);
|
|
|
|
// Set movement cooldown since we just moved
|
|
this._set_tile_prop(actor, 'movement_cooldown', speed);
|
|
return true;
|
|
}
|
|
|
|
// 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;
|
|
|
|
this._set_tile_prop(actor, 'previous_cell', actor.cell);
|
|
this._set_tile_prop(actor, 'animation_speed', speed);
|
|
this._set_tile_prop(actor, 'animation_progress', 0);
|
|
|
|
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
|
|
// TODO this only works because i have the player move first; in lynx the check is the other
|
|
// way around
|
|
if (actor.type.is_monster && goal_cell === this.player_leaving_cell) {
|
|
this.fail(actor.type.name);
|
|
}
|
|
|
|
if (actor === this.player && goal_cell[0].type.name === 'floor') {
|
|
this.sfx.play_once('step-floor');
|
|
}
|
|
|
|
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) {
|
|
let teleporter;
|
|
// 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) {
|
|
teleporter = tile;
|
|
}
|
|
else if (tile.type.on_arrive) {
|
|
tile.type.on_arrive(tile, this, actor);
|
|
}
|
|
}
|
|
|
|
// Handle teleporting, now that the dust has cleared
|
|
// FIXME something funny happening here, your input isn't ignored while walking out of it?
|
|
if (teleporter) {
|
|
let original_direction = actor.direction;
|
|
let success = false;
|
|
for (let dest of teleporter.type.teleport_dest_order(teleporter, this, actor)) {
|
|
// Teleporters already containing an actor are blocked and unusable
|
|
if (dest.cell.some(tile => tile.type.is_actor && tile !== actor))
|
|
continue;
|
|
|
|
// Physically move the actor to the new teleporter
|
|
// XXX lynx treats this as a slide and does it in a pass in the main loop
|
|
// XXX not especially undo-efficient
|
|
this.remove_tile(actor);
|
|
this.add_tile(actor, dest.cell);
|
|
|
|
// Red and green teleporters attempt to spit you out in every direction before
|
|
// giving up on a destination (but not if you return to the original).
|
|
// Note that we use actor.direction here (rather than original_direction) because
|
|
// green teleporters modify it in teleport_dest_order, to randomize the exit
|
|
// direction
|
|
let direction = actor.direction;
|
|
let num_directions = 1;
|
|
if (teleporter.type.teleport_try_all_directions && dest !== teleporter) {
|
|
num_directions = 4;
|
|
}
|
|
// FIXME bleugh hardcode
|
|
if (dest === teleporter && teleporter.type.name === 'teleport_yellow') {
|
|
break;
|
|
}
|
|
for (let i = 0; i < num_directions; i++) {
|
|
if (this.attempt_step(actor, direction)) {
|
|
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;
|
|
}
|
|
else {
|
|
direction = DIRECTIONS[direction].right;
|
|
}
|
|
}
|
|
|
|
if (success) {
|
|
break;
|
|
}
|
|
else if (num_directions === 4) {
|
|
// Restore our original facing before continuing
|
|
// (For red teleports, we try every possible destination in our original
|
|
// movement direction, so this is correct. For green teleports, we only try one
|
|
// destination and then fall back to walking through the source in our original
|
|
// movement direction, so this is still correct.)
|
|
this.set_actor_direction(actor, original_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 {
|
|
this.add_tile(new Tile(TILE_TYPES[name]), 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() {
|
|
// 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. The only
|
|
// special case is that four-way wiring is two separate wires, N/S and E/W
|
|
if (wire.wire_directions === 0x0f) {
|
|
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);
|
|
}
|
|
|
|
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 (this.timer_paused) {
|
|
this.time_remaining = 1;
|
|
}
|
|
else {
|
|
this.fail('time');
|
|
}
|
|
}
|
|
}
|
|
|
|
fail(reason) {
|
|
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;
|
|
throw new GameEnded;
|
|
}
|
|
|
|
win() {
|
|
this.sfx.play_once('win');
|
|
this.state = 'success';
|
|
this._set_tile_prop(this.player, 'exited', true);
|
|
throw new GameEnded;
|
|
}
|
|
|
|
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);
|
|
this._set_tile_prop(tile, 'animation_speed', tile.type.ttl);
|
|
this._set_tile_prop(tile, 'animation_progress', 0);
|
|
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, 'animation_speed', tile.type.ttl);
|
|
this._set_tile_prop(tile, 'animation_progress', 0);
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
}
|