lexys-labyrinth/js/game.js
Timothy Stiles 5c6cd01b39 Implement turn based mode
Seems to work mechanically though I haven't extensively stress tested it yet. Force floors work the way you'd want them to though (you're given control whenever you can make an input and not otherwise).
There are some graphical bugs with rewinding, but there were some without turn based mode anyway...
2020-09-26 22:10:42 +10:00

1220 lines
44 KiB
JavaScript

import { DIRECTIONS } from './defs.js';
import TILE_TYPES from './tiletypes.js';
export class Tile {
constructor(type, direction = 'south') {
this.type = type;
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) {
return [x, y];
}
else {
let p = (this.animation_progress + tic_offset) / this.animation_speed;
return [
(1 - p) * this.previous_cell.x + p * x,
(1 - p) * this.previous_cell.y + p * y,
];
}
}
blocks(other, direction, level) {
if (this.type.blocks_all)
return true;
if (this.type.thin_walls &&
this.type.thin_walls.has(DIRECTIONS[direction].opposite))
return true;
if (other.type.is_player && this.type.blocks_players)
return true;
if (other.type.is_monster && this.type.blocks_monsters)
return true;
if (other.type.is_block && this.type.blocks_blocks)
return true;
if (this.type.blocks)
return this.type.blocks(this, level, other);
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) {
return (
this.type.pushes && this.type.pushes[tile.type.name] &&
tile.movement_cooldown === 0 &&
! tile.stuck);
}
// 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);
}
}
}
export class Cell extends Array {
constructor(x, y) {
super();
this.x = x;
this.y = y;
}
_add(tile, index = null) {
if (index === null) {
this.push(tile);
}
else {
this.splice(index, 0, tile);
}
tile.cell = this;
}
// DO NOT use me to remove a tile permanently, only to move it!
// Should only be called from Level, which handles some bookkeeping!
_remove(tile) {
let index = this.indexOf(tile);
if (index < 0)
throw new Error("Asked to remove tile that doesn't seem to exist");
this.splice(index, 1);
tile.cell = null;
return index;
}
blocks_leaving(actor, direction) {
for (let tile of this) {
if (tile !== actor &&
! tile.type.is_swivel && tile.type.thin_walls &&
tile.type.thin_walls.has(direction))
{
return true;
}
}
return false;
}
blocks_entering(actor, direction, level, ignore_pushables = false) {
for (let tile of this) {
if (tile.blocks(actor, direction, level) &&
! (ignore_pushables && actor.can_push(tile)))
{
return true;
}
}
return false;
}
}
class GameEnded extends Error {}
export class Level {
constructor(stored_level, compat = {}) {
this.stored_level = stored_level;
this.width = stored_level.size_x;
this.height = stored_level.size_y;
this.size_x = stored_level.size_x;
this.size_y = stored_level.size_y;
this.turn_based = false;
this.restart(compat);
}
restart(compat) {
this.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.cells = [];
this.player = null;
this.actors = [];
this.chips_remaining = this.stored_level.chips_required;
this.bonus_points = 0;
this.aid = 0;
// Time
if (this.stored_level.time_limit === 0) {
this.time_remaining = null;
}
else {
this.time_remaining = this.stored_level.time_limit * 20;
}
this.timer_paused = false
this.waiting_for_input = false
// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
// clock alteration shenanigans
this.tic_counter = 0;
// 0 to 7, indicating the first tic that teeth can move on.
// 0 is equivalent to even step; 4 is equivalent to odd step.
// 5 is the default in CC2. Lynx can use any of the 8. MSCC uses
// either 0 or 4, and defaults to 0, but which you get depends on the
// global clock which doesn't get reset between levels (!).
this.step_parity = 5;
this.hint_shown = null;
// TODO in lynx/steam, this carries over between levels; in tile world, you can set it manually
this.force_floor_direction = 'north';
this.undo_stack = [];
this.pending_undo = [];
let n = 0;
let connectables = [];
// FIXME handle traps correctly:
// - if an actor is in the cell, set the trap to open and unstick everything in it
for (let y = 0; y < this.height; y++) {
let row = [];
this.cells.push(row);
for (let x = 0; x < this.width; x++) {
let cell = new Cell(x, y);
row.push(cell);
let stored_cell = this.stored_level.linear_cells[n];
n++;
let has_cloner, has_trap, has_forbidden;
for (let template_tile of stored_cell) {
let tile = Tile.from_template(template_tile);
if (tile.type.is_hint) {
// Copy over the tile-specific hint, if any
tile.specific_hint = template_tile.specific_hint ?? null;
}
// TODO well this is pretty special-casey. maybe come up
// with a specific pass at the beginning of the level?
// TODO also assumes a specific order...
if (tile.type.name === 'cloner') {
has_cloner = true;
}
if (tile.type.name === 'trap') {
has_trap = true;
}
if (tile.type.is_player) {
// TODO handle multiple players, also chip and melinda both
// TODO complain if no chip
this.player = tile;
// Always put the player at the start of the actor list
// (accomplished traditionally with a swap)
this.actors.push(this.actors[0]);
this.actors[0] = tile;
}
else if (tile.type.is_actor) {
if (has_cloner) {
tile.stuck = true;
}
else {
if (has_trap) {
// FIXME wait, not if the trap is open! crap
tile.stuck = true;
}
this.actors.push(tile);
}
}
cell._add(tile);
if (tile.type.connects_to) {
connectables.push(tile);
}
}
}
}
// 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;
let goal = connectable.type.connects_to;
let found = false;
// Check for custom wiring, for MSCC .DAT levels
let n = x + y * this.width;
let target_cell_n = null;
if (goal === 'trap') {
target_cell_n = this.stored_level.custom_trap_wiring[n] ?? null;
}
else if (goal === 'cloner') {
target_cell_n = this.stored_level.custom_cloner_wiring[n] ?? null;
}
if (target_cell_n) {
// TODO this N could be outside the map bounds
let target_cell_x = target_cell_n % this.width;
let target_cell_y = Math.floor(target_cell_n / this.width);
for (let tile of this.cells[target_cell_y][target_cell_x]) {
if (tile.type.name === goal) {
connectable.connection = tile;
found = true;
break;
}
}
if (found)
continue;
}
// Otherwise, look in reading order
let direction = 1;
if (connectable.type.connect_order === 'backward') {
direction = -1;
}
for (let i = 0; i < num_cells - 1; i++) {
x += direction;
if (x >= this.width) {
x -= this.width;
y = (y + 1) % this.height;
}
else if (x < 0) {
x += this.width;
y = (y - 1 + this.height) % this.height;
}
for (let tile of this.cells[y][x]) {
if (tile.type.name === goal) {
// TODO should be weak, but you can't destroy cloners so in practice not a concern
connectable.connection = tile;
found = true;
break;
}
}
if (found)
break;
}
// TODO soft warn for e.g. a button with no cloner? (or a cloner with no button?)
}
}
// Move the game state forwards by one tic
advance_tic(p1_primary_direction, p1_secondary_direction) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
try {
this._advance_tic(p1_primary_direction, p1_secondary_direction);
}
catch (e) {
if (e instanceof GameEnded) {
// Do nothing, the game ended and we just wanted to skip the rest
}
else {
throw e;
}
}
// Commit the undo state at the end of each tic
if (!this.waiting_for_input) {
this.commit();
}
}
_advance_tic(p1_primary_direction, p1_secondary_direction) {
var skip_to_third_pass = false;
//if we're waiting for input, then we want to skip straight to phase 3 with a player decision filled out when they have one ready
if (this.waiting_for_input) {
this.actor_decision(this.player, p1_primary_direction);
if (this.player.decision != null) {
skip_to_third_pass = true;
}
else {
return;
}
}
// Player's secondary direction is set immediately; it applies on arrival to cells even if
// it wasn't held the last time the player started moving
this._set_prop(this.player, 'secondary_direction', p1_secondary_direction);
// Used to check for a monster chomping the player's tail
this.player_leaving_cell = this.player.cell;
// Used for visual effect and updated later; don't need to be undoable
// because they only apply while holding a key down anyway
// TODO but maybe they should be undone anyway so rewind looks better
this.player.is_blocked = false;
this.sfx.set_player_position(this.player.cell);
// First pass: tick cooldowns and animations; have actors arrive in their cells. We do the
// arrival as its own mini pass, for one reason: if the player dies (which will end the game
// immediately), we still want every time's animation to finish, or it'll look like some
// objects move backwards when the death screen appears!
if (!skip_to_third_pass) {
let cell_steppers = [];
for (let actor of this.actors) {
// Actors with no cell were destroyed
if (! actor.cell)
continue;
// 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;
// Decrement the cooldown here, but don't check it quite yet,
// because stepping on cells in the next block might reset it
if (actor.movement_cooldown > 0) {
this._set_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
}
if (actor.animation_speed) {
// Deal with movement animation
this._set_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);
continue;
}
this._set_prop(actor, 'previous_cell', null);
this._set_prop(actor, 'animation_progress', null);
this._set_prop(actor, 'animation_speed', null);
if (! this.compat.tiles_react_instantly) {
// We need to track the actor AND the cell explicitly, because it's possible
// that one actor's step will cause another actor to start another move, and
// then they'd end up stepping on the new cell they're moving to instead of
// the one they just landed on!
cell_steppers.push([actor, actor.cell]);
}
}
}
}
for (let [actor, cell] of cell_steppers) {
this.step_on_cell(actor, cell);
}
// 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;
}
// Second pass: actors decide their upcoming movement simultaneously
for (let actor of this.actors) {
this.actor_decision(actor, p1_primary_direction);
}
}
//in Turn-Based mode, wait for input if the player can voluntarily move on tic_counter % 4 == 0 and isn't
if (this.turn_based && this.player.movement_cooldown == 0 && this.player.decision == null && this.tic_counter % 4 == 0)
{
this.waiting_for_input = true;
return;
}
else
{
this.waiting_for_input = false;
}
// Third pass: everyone actually moves
for (let actor of this.actors) {
if (! actor.cell)
continue;
// Check this again, because one actor's movement might caused a later actor to move
// (e.g. by pressing a red or brown button)
if (actor.movement_cooldown > 0)
continue;
if (! actor.decision)
continue;
let old_cell = actor.cell;
let success = this.attempt_step(actor, actor.decision);
// Track whether the player is blocked, for visual effect
if (actor === this.player && p1_primary_direction && ! success) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
}
// Players can also bump the tiles in the cell next to the one they're leaving
let dir2 = actor.secondary_direction;
if (actor.type.is_player && dir2 &&
! old_cell.blocks_leaving(actor, dir2))
{
let neighbor = this.cell_with_offset(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)) {
// Block slapping: you can shove a block by walking past it sideways
// TODO i think cc2 uses the push pose and possibly even turns you here?
this.attempt_step(tile, dir2);
}
}
}
}
}
// Strip out any destroyed actors from the acting order
// FIXME this is O(n), where n is /usually/ small, but i still don't love it
let p = 0;
for (let i = 0, l = this.actors.length; i < l; i++) {
let actor = this.actors[i];
if (actor.cell) {
if (p !== i) {
this.actors[p] = actor;
}
p++;
}
else {
let local_p = p;
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
}
}
this.actors.length = p;
// Advance the clock
let tic_counter = this.tic_counter;
this.tic_counter += 1;
if (this.time_remaining !== null && ! this.timer_paused) {
let time_remaining = this.time_remaining;
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
this.time_remaining = time_remaining;
});
this.time_remaining -= 1;
if (this.time_remaining <= 0) {
this.fail('time');
}
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
this.sfx.play_once('tick');
}
}
else {
this.pending_undo.push(() => {
this.tic_counter = tic_counter;
});
}
}
actor_decision(actor, p1_primary_direction) {
if (! actor.cell)
return;
if (actor.movement_cooldown > 0)
return;
// XXX does the cooldown drop while in a trap? is this even right?
if (actor.stuck && ! actor.type.is_player)
return;
// Teeth can only move the first 4 of every 8 tics, though "first"
// can be adjusted
if (actor.slide_mode == null &&
actor.type.uses_teeth_hesitation &&
(this.tic_counter + this.step_parity) % 8 >= 4)
{
return;
}
let direction_preference;
// Actors can't make voluntary moves on ice, so they're stuck with
// whatever they've got
if (actor.slide_mode === 'ice') {
direction_preference = [actor.direction];
}
else if (actor.slide_mode === 'force') {
// 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
if (actor === this.player &&
(p1_primary_direction || this.turn_based) &&
actor.last_move_was_force)
{
if (p1_primary_direction != null)
{
direction_preference = [p1_primary_direction];
this._set_prop(actor, 'last_move_was_force', false);
}
}
else {
direction_preference = [actor.direction];
if (actor === this.player) {
this._set_prop(actor, 'last_move_was_force', true);
}
}
}
else if (actor === this.player) {
if (p1_primary_direction) {
direction_preference = [p1_primary_direction];
this._set_prop(actor, 'last_move_was_force', false);
}
}
else if (actor.type.movement_mode === 'forward') {
// blue tank behavior: keep moving forward
direction_preference = [actor.direction];
}
else if (actor.type.movement_mode === 'follow-left') {
// bug behavior: always try turning as left as possible, and
// fall back to less-left turns when that fails
let d = DIRECTIONS[actor.direction];
direction_preference = [d.left, actor.direction, d.right, d.opposite];
}
else if (actor.type.movement_mode === 'follow-right') {
// paramecium behavior: always try turning as right as
// possible, and fall back to less-right turns when that fails
let d = DIRECTIONS[actor.direction];
direction_preference = [d.right, actor.direction, d.left, d.opposite];
}
else if (actor.type.movement_mode === 'turn-left') {
// glider behavior: preserve current direction; if that doesn't
// work, turn left, then right, then back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.left, d.right, d.opposite];
}
else if (actor.type.movement_mode === 'turn-right') {
// fireball behavior: preserve current direction; if that doesn't
// work, turn right, then left, then back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.right, d.left, d.opposite];
}
else if (actor.type.movement_mode === 'bounce') {
// bouncy ball behavior: preserve current direction; if that
// doesn't work, bounce back the way we came
let d = DIRECTIONS[actor.direction];
direction_preference = [actor.direction, d.opposite];
}
else if (actor.type.movement_mode === 'bounce-random') {
// walker behavior: preserve current direction; if that
// doesn't work, pick a random direction, even the one we
// failed to move in
// TODO unclear if this is right in cc2 as well. definitely not in ms, which chooses a legal move
direction_preference = [actor.direction, ['north', 'south', 'east', 'west'][Math.floor(Math.random() * 4)]];
}
else if (actor.type.movement_mode === 'pursue') {
// teeth behavior: always move towards the player
let target_cell = this.player.cell;
// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
// they're still mostly in it
if (this.player.previous_cell && this.player.animation_speed &&
this.player.animation_progress <= this.player.animation_speed / 2)
{
target_cell = this.player.previous_cell;
}
let dx = actor.cell.x - target_cell.x;
let dy = actor.cell.y - target_cell.y;
let preferred_horizontal, preferred_vertical;
if (dx > 0) {
preferred_horizontal = 'west';
}
else if (dx < 0) {
preferred_horizontal = 'east';
}
if (dy > 0) {
preferred_vertical = 'north';
}
else if (dy < 0) {
preferred_vertical = 'south';
}
// Chooses the furthest direction, vertical wins ties
if (Math.abs(dx) > Math.abs(dy)) {
// Horizontal first
direction_preference = [preferred_horizontal, preferred_vertical].filter(x => x);
}
else {
// Vertical first
direction_preference = [preferred_vertical, preferred_horizontal].filter(x => x);
}
}
else if (actor.type.movement_mode === 'random') {
// blob behavior: move completely at random
// TODO cc2 has twiddles for how this works per-level, as well as the initial seed for demo playback
direction_preference = [['north', 'south', 'east', 'west'][Math.floor(Math.random() * 4)]];
}
// 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) {
// Players and sliding actors always move the way they want, even if blocked
if (actor.type.is_player || actor.slide_mode) {
actor.decision = direction_preference[0];
return;
}
for (let direction of direction_preference) {
let dest_cell = this.cell_with_offset(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;
}
}
}
}
// 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;
this.set_actor_direction(actor, direction);
if (actor.stuck)
return false;
// Record our speed, and halve it below if we're stepping onto a sliding tile
let speed = actor.type.movement_speed;
let move = DIRECTIONS[direction].movement;
if (!actor.cell) console.error(actor);
let goal_cell = this.cell_with_offset(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 has_slide_tile = false;
let blocked_by_pushable = false;
for (let tile of goal_cell) {
if (tile.blocks(actor, direction, this)) {
if (actor.can_push(tile)) {
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) {
has_slide_tile = 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 (has_slide_tile) {
speed /= 2;
}
// 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)) {
this.attempt_step(tile, 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!
this.move_to(actor, goal_cell, speed);
// Set movement cooldown since we just moved
this._set_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;
// TODO undo this stuff?
actor.previous_cell = actor.cell;
actor.animation_speed = speed;
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
// TODO do blocks smash monsters?
if (actor === this.player) {
this._set_prop(this, 'hint_shown', null);
}
for (let tile of goal_cell) {
if (actor.type.is_player && tile.type.is_monster) {
this.fail(tile.type.name);
}
else if (actor.type.is_monster && tile.type.is_player) {
this.fail(actor.type.name);
}
else if (actor.type.is_block && tile.type.is_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._set_prop(this, 'hint_shown', tile.specific_hint ?? 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;
for (let tile of Array.from(cell)) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
// TODO some actors can pick up some items...
if (actor.type.is_player && tile.type.is_item && this.give_actor(actor, tile.type.name)) {
if (tile.type.is_key) {
this.sfx.play_once('get-key', cell);
}
else {
this.sfx.play_once('get-tool', cell);
}
this.remove_tile(tile);
}
else if (tile.type.is_teleporter) {
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 ignore while walking out of it?
if (teleporter) {
let goal = teleporter;
// TODO in pathological cases this might infinite loop
while (true) {
goal = goal.connection;
// Teleporters already containing an actor are blocked and unusable
if (goal.cell.some(tile => tile.type.is_actor && tile !== actor))
continue;
// Physically move the actor to the new teleporter
// XXX is this right, compare with tile world? i overhear it's actually implemented as a slide?
// XXX not especially undo-efficient
this.remove_tile(actor);
this.add_tile(actor, goal.cell);
if (this.attempt_step(actor, actor.direction)) {
// Success, teleportation complete
// Sound plays from the origin cell simply because that's where the sfx player
// thinks the player is currently
this.sfx.play_once('teleport', cell);
break;
}
if (goal === teleporter)
// We've tried every teleporter, including the one they
// stepped on, so leave them on it
break;
// Otherwise, try the next one
}
}
}
cell_with_offset(cell, direction) {
let move = DIRECTIONS[direction].movement;
let goal_x = cell.x + move[0];
let goal_y = cell.y + move[1];
if (goal_x >= 0 && goal_x < this.width && goal_y >= 0 && goal_y < this.height) {
return this.cells[goal_y][goal_x];
}
else {
return null;
}
}
// -------------------------------------------------------------------------
// Undo handling
commit() {
this.undo_stack.push(this.pending_undo);
this.pending_undo = [];
// Limit the stack to, idk, 200 tics (10 seconds)
if (this.undo_stack.length > 200) {
this.undo_stack.splice(0, this.undo_stack.length - 200);
}
}
undo() {
this.waiting_for_input = false;
this.aid = Math.max(1, this.aid);
let entry = this.undo_stack.pop();
// Undo in reverse order! There's no redo, so it's okay to destroy this
entry.reverse();
for (let undo of entry) {
undo();
}
}
// -------------------------------------------------------------------------
// 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_prop(obj, key, val) {
let old_val = obj[key];
if (val === old_val)
return;
this.pending_undo.push(() => obj[key] = old_val);
obj[key] = val;
}
collect_chip() {
let current = this.chips_remaining;
if (current > 0) {
this.sfx.play_once('get-chip');
this.pending_undo.push(() => this.chips_remaining = current);
this.chips_remaining--;
}
}
adjust_bonus(add, mult = 1) {
let current = this.bonus_points;
this.pending_undo.push(() => this.bonus_points = current);
this.bonus_points = Math.ceil(this.bonus_points * mult) + add;
}
pause_timer() {
if (this.time_remaining === null)
return;
this.pending_undo.push(() => this.timer_paused = ! this.timer_paused);
this.timer_paused = ! this.timer_paused;
}
adjust_timer(dt) {
let current = this.time_remaining;
this.pending_undo.push(() => this.time_remaining = current);
// 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.state = 'playing';
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.pending_undo.push(() => this.state = 'playing');
this.state = 'success';
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?
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);
tile.animation_speed = type.ttl;
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_prop(tile, 'animation_speed', tile.type.ttl);
this._set_prop(tile, 'animation_progress', 0);
}
}
give_actor(actor, name) {
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());
}
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_all_keys_from_actor(actor) {
if (actor.keyring) {
let keyring = actor.keyring;
this.pending_undo.push(() => actor.keyring = keyring);
actor.keyring = {};
}
}
take_all_tools_from_actor(actor) {
if (actor.toolbelt) {
let toolbelt = actor.toolbelt;
this.pending_undo.push(() => actor.toolbelt = toolbelt);
actor.toolbelt = [];
}
}
// Mark an actor as sliding
make_slide(actor, mode) {
let current = actor.slide_mode;
this.pending_undo.push(() => actor.slide_mode = current);
actor.slide_mode = mode;
}
// Change an actor's direction
set_actor_direction(actor, direction) {
let current = actor.direction;
this.pending_undo.push(() => actor.direction = current);
actor.direction = direction;
}
set_actor_stuck(actor, is_stuck) {
let current = actor.stuck;
if (current === is_stuck)
return;
this.pending_undo.push(() => actor.stuck = current);
actor.stuck = is_stuck;
}
}