1904 lines
71 KiB
JavaScript
1904 lines
71 KiB
JavaScript
import { DIRECTIONS, DIRECTION_ORDER, INPUT_BITS, 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.movement_speed === null) {
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return [x, y];
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}
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else {
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// For a movement speed of N, the cooldown is set to N during the tic an actor starts
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// moving, and we interpolate it from there to N - 1 over the course of the duration
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let p = ((this.movement_speed - this.movement_cooldown) + tic_offset) / this.movement_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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// Check if this actor can move this direction into this cell. May have side effects, depending
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// on the value of push_mode:
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// - null: Default. Treat pushable objects as blocking.
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// - 'ignore': Treat pushable objects as nonblocking.
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// - 'trace': Don't try to move pushable objects, but do check whether they could be pushed,
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// recursively if necessary.
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// - 'move': Attempt to move pushable objects out of the way immediately.
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blocks_entering(actor, direction, level, push_mode = null) {
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let pushable_tiles = [];
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let blocked = false;
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for (let tile of this) {
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if (! tile.blocks(actor, direction, level))
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continue;
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if (push_mode === null)
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return true;
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if (! actor.can_push(tile, direction)) {
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if (push_mode === 'move') {
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// Track this instead of returning immediately, because 'move' mode also bumps
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// every tile in the cell
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blocked = true;
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}
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else {
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return true;
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}
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}
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if (push_mode === 'ignore')
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continue;
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if (push_mode === 'move' && tile.type.on_bump) {
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tile.type.on_bump(tile, level, actor);
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}
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// Collect pushables for later, so we don't inadvertently push through a wall
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pushable_tiles.push(tile);
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}
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if (blocked)
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return true;
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// If we got this far, all that's left is to deal with pushables
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if (pushable_tiles.length > 0) {
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let neighbor_cell = level.get_neighboring_cell(this, direction);
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if (! neighbor_cell)
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return true;
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for (let tile of pushable_tiles) {
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if (push_mode === 'trace') {
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if (neighbor_cell.blocks_entering(tile, direction, level, push_mode))
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return true;
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}
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else if (push_mode === 'move') {
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if (! level.attempt_step(tile, direction))
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return true;
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}
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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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// 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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// FIXME this is not how multiple players works
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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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// Input is a bit mask of INPUT_BITS.
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advance_tic(p1_input) {
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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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|
|
|
this.begin_tic(p1_input);
|
|
this.finish_tic(p1_input);
|
|
}
|
|
|
|
begin_tic(p1_input) {
|
|
// Store some current level state in the undo entry. (These will often not be modified, but
|
|
// they only take a few bytes each so that's fine.)
|
|
for (let key of [
|
|
'_rng1', '_rng2', '_blob_modifier', 'force_floor_direction',
|
|
'tic_counter', 'time_remaining', 'timer_paused',
|
|
'chips_remaining', 'bonus_points', 'hint_shown', 'state',
|
|
'player1_move', 'player2_move',
|
|
]) {
|
|
this.pending_undo.level_props[key] = this[key];
|
|
}
|
|
|
|
// Used for various tic-local effects; don't need to be undoable
|
|
// TODO maybe this should be undone anyway so rewind looks better?
|
|
this.player.is_blocked = false;
|
|
|
|
this.sfx.set_player_position(this.player.cell);
|
|
|
|
// FIRST PASS: actors tick their cooldowns, finish their movement, and possibly step on
|
|
// cells they were moving into. This has a few advantages: it makes rendering interpolation
|
|
// much easier, and doing it as a separate pass from /starting/ movement (unlike Lynx)
|
|
// improves the illusion that everything is happening simultaneously.
|
|
// Note that, as far as I can tell, CC2 actually runs this pass every /frame/. We do not!
|
|
// Also Note that we iterate in reverse order, DESPITE keeping dead actors around with null
|
|
// cells, to match the Lynx and CC2 behavior. This is actually important in some cases;
|
|
// check out the start of CCLP3 #54, where the gliders will eat the blue key immediately if
|
|
// they act in forward order! (More subtly, even the decision pass does things like
|
|
// advance the RNG, so for replay compatibility it needs to be in reverse order too.)
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
// Actors with no cell were destroyed
|
|
if (! actor.cell)
|
|
continue;
|
|
|
|
if (actor.movement_cooldown > 0) {
|
|
this._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1));
|
|
|
|
if (actor.movement_cooldown <= 0) {
|
|
if (actor.type.ttl) {
|
|
// This is an animation that just finished, so destroy it
|
|
this.remove_tile(actor);
|
|
continue;
|
|
}
|
|
|
|
if (! this.compat.tiles_react_instantly) {
|
|
this.step_on_cell(actor, actor.cell);
|
|
}
|
|
// Erase any trace of being in mid-movement, however:
|
|
// - This has to happen after stepping on cells, because some effects care about
|
|
// the cell we're arriving from
|
|
// - Don't do it if stepping on the cell caused us to move again
|
|
if (actor.movement_cooldown <= 0) {
|
|
this._set_tile_prop(actor, 'previous_cell', null);
|
|
this._set_tile_prop(actor, 'movement_speed', null);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Mini extra pass: deal with teleporting separately. Otherwise, actors may have been in
|
|
// the way of the teleporter but finished moving away during the above loop; this is
|
|
// particularly bad when it happens with a block you're pushing.
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
if (! actor.cell)
|
|
continue;
|
|
|
|
if (actor.just_stepped_on_teleporter) {
|
|
this.attempt_teleport(actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
finish_tic(p1_input) {
|
|
// SECOND PASS: actors decide their upcoming movement simultaneously
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
|
|
// Clear any old decisions ASAP. Note that this prop is only used internally within a
|
|
// single tic, so it doesn't need to be undoable
|
|
actor.decision = null;
|
|
|
|
if (! actor.cell)
|
|
continue;
|
|
|
|
if (actor.movement_cooldown > 0)
|
|
continue;
|
|
|
|
if (actor === this.player) {
|
|
this.make_player_decision(actor, p1_input);
|
|
}
|
|
else {
|
|
this.make_actor_decision(actor);
|
|
}
|
|
}
|
|
|
|
// THIRD PASS: everyone actually moves
|
|
let swap_player1 = false;
|
|
for (let i = this.actors.length - 1; i >= 0; i--) {
|
|
let actor = this.actors[i];
|
|
if (! actor.cell)
|
|
continue;
|
|
|
|
// Check this again, since an earlier pass may have caused us to start moving
|
|
if (actor.movement_cooldown > 0)
|
|
continue;
|
|
|
|
// Check for special player actions, which can only happen when not moving
|
|
if (actor === this.player) {
|
|
if (p1_input & INPUT_BITS.cycle) {
|
|
this.cycle_inventory(this.player);
|
|
}
|
|
if (p1_input & INPUT_BITS.drop) {
|
|
this.drop_item(this.player);
|
|
}
|
|
if (p1_input & INPUT_BITS.swap) {
|
|
// This is delayed until the end of the tic to avoid screwing up anything
|
|
// checking this.player
|
|
swap_player1 = true;
|
|
}
|
|
}
|
|
|
|
if (! actor.decision)
|
|
continue;
|
|
|
|
// Actor is allowed to move, so do so
|
|
let old_cell = actor.cell;
|
|
let success = this.attempt_step(actor, actor.decision);
|
|
|
|
// Track whether the player is blocked, for visual effect
|
|
if (actor === this.player && actor.decision && ! success) {
|
|
this.sfx.play_once('blocked');
|
|
actor.is_blocked = true;
|
|
}
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Handle wiring, now that a bunch of buttons may have been pressed. Do it three times,
|
|
// because CC2 runs it once per frame, not once per tic
|
|
// FIXME not sure this is close enough to emulate cc2; might need one after cooldown pass,
|
|
// then two more here??
|
|
this.update_wiring();
|
|
this.update_wiring();
|
|
this.update_wiring();
|
|
|
|
// Strip out any destroyed actors from the acting order
|
|
// FIXME this is O(n), where n is /usually/ small, but i still don't love it. not strictly
|
|
// necessary, either; maybe only do it every few tics?
|
|
let p = 0;
|
|
for (let i = 0, l = this.actors.length; i < l; i++) {
|
|
let actor = this.actors[i];
|
|
if (actor.cell) {
|
|
if (p !== i) {
|
|
this.actors[p] = actor;
|
|
}
|
|
p++;
|
|
}
|
|
else {
|
|
let local_p = p;
|
|
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
|
|
}
|
|
}
|
|
this.actors.length = p;
|
|
|
|
// Possibly switch players
|
|
// FIXME not correct
|
|
if (swap_player1) {
|
|
this.player_index += 1;
|
|
this.player_index %= this.players.length;
|
|
this.player = this.players[this.player_index];
|
|
}
|
|
|
|
// Advance the clock
|
|
// TODO i suspect cc2 does this at the beginning of the tic, but even if you've won? if you
|
|
// step on a penalty + exit you win, but you see the clock flicker 1 for a single frame
|
|
this.tic_counter += 1;
|
|
if (this.time_remaining !== null && ! this.timer_paused) {
|
|
this.time_remaining -= 1;
|
|
if (this.time_remaining <= 0) {
|
|
this.fail('time');
|
|
}
|
|
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
|
|
this.sfx.play_once('tick');
|
|
}
|
|
}
|
|
|
|
this.commit();
|
|
}
|
|
|
|
make_player_decision(actor, input) {
|
|
// Only reset the player's is_pushing between movement, so it lasts for the whole push
|
|
this._set_tile_prop(actor, 'is_pushing', false);
|
|
|
|
// TODO player in a cloner can't move (but player in a trap can still turn)
|
|
|
|
// Extract directions from the input mask
|
|
let dir1 = null, dir2 = null;
|
|
if (((input & INPUT_BITS['up']) && (input & INPUT_BITS['down'])) ||
|
|
((input & INPUT_BITS['left']) && (input & INPUT_BITS['right'])))
|
|
{
|
|
// If two opposing directions are held at the same time, all input is ignored, so we
|
|
// can't end up with more than 2 directions
|
|
}
|
|
else {
|
|
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
|
|
if (input & INPUT_BITS[dirinfo.action]) {
|
|
if (dir1 === null) {
|
|
dir1 = direction;
|
|
}
|
|
else {
|
|
dir2 = direction;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
let try_direction = (direction, push_mode) => {
|
|
direction = actor.cell.redirect_exit(actor, direction);
|
|
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
|
return (dest_cell &&
|
|
! actor.cell.blocks_leaving(actor, direction) &&
|
|
// FIXME if the player steps into a monster cell here, they die instantly! but only
|
|
// if the cell doesn't block them??
|
|
! dest_cell.blocks_entering(actor, direction, this, push_mode));
|
|
};
|
|
|
|
// The player is unusual in several ways.
|
|
// - Only the current player can override a force floor (and only if their last move was an
|
|
// involuntary force floor slide, perhaps before some number of ice slides).
|
|
// - The player "block slaps", a phenomenon where they physically attempt to make both of
|
|
// their desired movements, having an impact on the world if appropriate, before deciding
|
|
// which of them to use.
|
|
// - These two properties combine in a subtle way. If we're on a force floor sliding right
|
|
// under a row of blue walls, then if we hold up, we will bump every wall along the way.
|
|
// If we hold up /and right/, we will only bump every other wall. That is, if we're on a
|
|
// force floor and attempt to override but /fail/, it's not held against us -- but if we
|
|
// succeed, even if overriding in the same direction we're already moving, that does count
|
|
// as an override.
|
|
let xxx_overriding = false;
|
|
if (actor.slide_mode && ! (
|
|
actor.slide_mode === 'force' &&
|
|
dir1 !== null && actor.last_move_was_force))
|
|
{
|
|
// This is a forced move, in which case we don't even check it
|
|
actor.decision = actor.direction;
|
|
|
|
if (actor.slide_mode === 'force') {
|
|
this._set_tile_prop(actor, 'last_move_was_force', true);
|
|
}
|
|
else if (actor.slide_mode === 'ice') {
|
|
// A sliding player that bonks into a wall still needs to turn around, but in this
|
|
// case they do NOT start pushing blocks early
|
|
if (! try_direction(actor.direction, 'trace')) {
|
|
this._handle_slide_bonk(actor);
|
|
}
|
|
}
|
|
}
|
|
else if (dir1 === null) {
|
|
// Not attempting to move, so do nothing
|
|
}
|
|
else {
|
|
// At this point, we have exactly 1 or 2 directions, and deciding between them requires
|
|
// checking which ones are blocked. Note that we do this even if only one direction is
|
|
// requested, meaning that we get to push blocks before anything else has moved!
|
|
let open;
|
|
if (dir2 === null) {
|
|
// Only one direction is held, but for consistency, "check" it anyway
|
|
open = try_direction(dir1, 'move');
|
|
actor.decision = dir1;
|
|
}
|
|
else {
|
|
// We have two directions. If one of them is our current facing, we prefer that
|
|
// one, UNLESS it's blocked AND the other isn't
|
|
if (dir1 === actor.direction || dir2 === actor.direction) {
|
|
let other_direction = dir1 === actor.direction ? dir2 : dir1;
|
|
let curr_open = try_direction(actor.direction, 'move');
|
|
let other_open = try_direction(other_direction, 'move');
|
|
if (! curr_open && other_open) {
|
|
actor.decision = other_direction;
|
|
open = true;
|
|
}
|
|
else {
|
|
actor.decision = actor.direction;
|
|
open = curr_open;
|
|
}
|
|
}
|
|
else {
|
|
// Neither direction is the way we're moving, so try both and prefer horizontal
|
|
// FIXME i'm told cc2 prefers orthogonal actually, but need to check on that
|
|
// FIXME lynx only checks horizontal, what about cc2? it must check both
|
|
// because of the behavior where pushing into a corner always pushes horizontal
|
|
let open1 = try_direction(dir1, 'move');
|
|
let open2 = try_direction(dir2, 'move');
|
|
if (open1 && ! open2) {
|
|
actor.decision = dir1;
|
|
open = true;
|
|
}
|
|
else if (! open1 && open2) {
|
|
actor.decision = dir2;
|
|
open = true;
|
|
}
|
|
else if (dir1 === 'east' || dir1 === 'west') {
|
|
actor.decision = dir1;
|
|
open = open1;
|
|
}
|
|
else {
|
|
actor.decision = dir2;
|
|
open = open2;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're overriding a force floor but the direction we're moving in is blocked, the
|
|
// force floor takes priority (and we've already bumped the wall(s))
|
|
if (actor.slide_mode === 'force' && ! open) {
|
|
actor.decision = actor.direction;
|
|
this._set_tile_prop(actor, 'last_move_was_force', true);
|
|
}
|
|
else {
|
|
// Otherwise this is 100% a conscious move so we lose our override power next tic
|
|
this._set_tile_prop(actor, 'last_move_was_force', false);
|
|
}
|
|
}
|
|
|
|
// Remember our choice for the sake of doppelgangers
|
|
// FIXME still a bit unclear on how they handle secondary direction, but i'm not sure that's
|
|
// even a real concept in lynx, so maybe this is right??
|
|
this.remember_player_move(actor.decision);
|
|
}
|
|
|
|
make_actor_decision(actor) {
|
|
// 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)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Compat flag for blue tanks
|
|
if (this.compat.sliding_tanks_ignore_button &&
|
|
actor.slide_mode && actor.pending_reverse)
|
|
{
|
|
this._set_tile_prop(actor, 'pending_reverse', false);
|
|
}
|
|
|
|
if (actor.pending_push) {
|
|
// Blocks that were pushed while sliding will move in the push direction as soon as
|
|
// they stop sliding, regardless of what they landed on
|
|
actor.decision = actor.pending_push;
|
|
this._set_tile_prop(actor, 'pending_push', null);
|
|
return;
|
|
}
|
|
|
|
let direction_preference;
|
|
if (actor.slide_mode) {
|
|
// Actors can't make voluntary moves while sliding; they just, ah, slide.
|
|
direction_preference = [actor.direction];
|
|
}
|
|
else if (actor.cell.some(tile => tile.type.traps && tile.type.traps(tile, actor))) {
|
|
// An actor in a cloner or a closed trap can't turn
|
|
// TODO because of this, if a tank is trapped when a blue button is pressed, then
|
|
// when released, it will make one move out of the trap and /then/ turn around and
|
|
// go back into the trap. this is consistent with CC2 but not ms/lynx
|
|
return;
|
|
}
|
|
else if (actor.type.decide_movement) {
|
|
direction_preference = actor.type.decide_movement(actor, this);
|
|
}
|
|
|
|
// Check which of those directions we *can*, probably, move in
|
|
if (! direction_preference)
|
|
return;
|
|
let all_blocked = true;
|
|
for (let [i, direction] of direction_preference.entries()) {
|
|
if (typeof direction === 'function') {
|
|
// Lazy direction calculation (used for walkers)
|
|
direction = direction();
|
|
}
|
|
|
|
direction = actor.cell.redirect_exit(actor, direction);
|
|
|
|
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
|
|
if (dest_cell &&
|
|
! actor.cell.blocks_leaving(actor, direction) &&
|
|
! dest_cell.blocks_entering(actor, direction, this, actor === this.player ? 'move' : 'trace'))
|
|
{
|
|
// We found a good direction! Stop here
|
|
actor.decision = direction;
|
|
all_blocked = false;
|
|
break;
|
|
}
|
|
|
|
// If every other preference be blocked, actors unconditionally try the last one
|
|
// (and might even be able to move that way by the time their turn comes!)
|
|
if (i === direction_preference.length - 1) {
|
|
actor.decision = direction;
|
|
}
|
|
}
|
|
|
|
if (actor.slide_mode && all_blocked) {
|
|
this._handle_slide_bonk(actor);
|
|
}
|
|
}
|
|
|
|
_handle_slide_bonk(actor) {
|
|
if (actor.slide_mode === 'ice') {
|
|
// Actors on ice turn around when they hit something
|
|
actor.decision = DIRECTIONS[actor.direction].opposite;
|
|
this.set_actor_direction(actor, actor.decision);
|
|
}
|
|
if (actor.slide_mode !== null) {
|
|
// Somewhat clumsy hack: if an actor is sliding and hits something, step on the
|
|
// relevant tile again. This fixes two problems: if it was on an ice corner then it
|
|
// needs to turn a second time even though it didn't move; and if it was a player
|
|
// overriding a force floor into a wall, then their direction needs to be set back
|
|
// to the force floor direction.
|
|
// (For random force floors, this does still match CC2 behavior: after an override,
|
|
// CC2 will try to force you in the /next/ RFF direction.)
|
|
// FIXME now overriding into a wall doesn't show you facing that way at all! lynx
|
|
// only changes your direction at decision time by examining the floor tile...
|
|
for (let tile of actor.cell) {
|
|
if (tile.type.slide_mode === actor.slide_mode && tile.type.on_arrive) {
|
|
tile.type.on_arrive(tile, this, actor);
|
|
}
|
|
}
|
|
actor.decision = actor.direction;
|
|
}
|
|
}
|
|
|
|
// Try to move the given actor one tile in the given direction and update their cooldown.
|
|
// Return true if successful.
|
|
attempt_step(actor, direction) {
|
|
// In mid-movement, we can't even change direction!
|
|
if (actor.movement_cooldown > 0)
|
|
return false;
|
|
|
|
direction = actor.cell.redirect_exit(actor, direction);
|
|
this.set_actor_direction(actor, direction);
|
|
|
|
// Record our speed, and halve it below if we're stepping onto a sliding tile
|
|
let speed = actor.type.movement_speed;
|
|
let double_speed = false;
|
|
|
|
let move = DIRECTIONS[direction].movement;
|
|
let goal_cell = this.get_neighboring_cell(actor.cell, direction);
|
|
|
|
// TODO this could be a lot simpler if i could early-return! should ice bumping be
|
|
// somewhere else?
|
|
let blocked;
|
|
if (goal_cell) {
|
|
// Only bother touching the goal cell if we're not already trapped in this one
|
|
if (actor.cell.blocks_leaving(actor, direction)) {
|
|
blocked = true;
|
|
}
|
|
|
|
// (Note that here, and anywhere else that has any chance of
|
|
// altering the cell's contents, we iterate over a copy of the cell
|
|
// to insulate ourselves from tiles appearing or disappearing
|
|
// mid-iteration.)
|
|
// FIXME actually, this prevents flicking!
|
|
if (! blocked) {
|
|
// FIXME this can probably reuse blocks_entering now
|
|
// Try to move into the cell. This is usually a simple check of whether we can
|
|
// enter it (similar to Cell.blocks_entering), but if the only thing blocking us is
|
|
// a pushable object, we have to do two more passes: one to push anything pushable,
|
|
// then one to check whether we're blocked again.
|
|
let blocked_by_pushable = false;
|
|
for (let tile of goal_cell) {
|
|
if (tile.blocks(actor, direction, this)) {
|
|
if (actor.can_push(tile, direction)) {
|
|
blocked_by_pushable = true;
|
|
}
|
|
else {
|
|
blocked = true;
|
|
// Don't break here, because we might still want to bump other tiles
|
|
}
|
|
}
|
|
|
|
if (actor.ignores(tile.type.name))
|
|
continue;
|
|
|
|
if (tile.type.slide_mode) {
|
|
double_speed = true;
|
|
}
|
|
|
|
// Bump tiles that we're even attempting to move into; this mostly reveals
|
|
// invisible walls, blue floors, etc.
|
|
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.attempt_out_of_turn_step(tile, direction) &&
|
|
tile.slide_mode !== null && tile.movement_cooldown !== 0)
|
|
{
|
|
// If the push failed and the obstacle is in the middle of a slide,
|
|
// remember this as the next move it'll make
|
|
this._set_tile_prop(tile, 'pending_push', direction);
|
|
}
|
|
if (actor === this.player) {
|
|
this._set_tile_prop(actor, 'is_pushing', true);
|
|
}
|
|
}
|
|
|
|
// Now check if we're still blocked
|
|
blocked = goal_cell.blocks_entering(actor, direction, this);
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// Hit the edge
|
|
blocked = true;
|
|
}
|
|
|
|
if (blocked) {
|
|
return false;
|
|
}
|
|
|
|
// We're clear!
|
|
if (double_speed || actor.has_item('speed_boots')) {
|
|
speed /= 2;
|
|
}
|
|
|
|
this._set_tile_prop(actor, 'previous_cell', actor.cell);
|
|
this._set_tile_prop(actor, 'movement_cooldown', speed);
|
|
this._set_tile_prop(actor, 'movement_speed', speed);
|
|
this.move_to(actor, goal_cell, speed);
|
|
|
|
return true;
|
|
}
|
|
|
|
// FIXME delete this
|
|
attempt_out_of_turn_step(actor, direction) {
|
|
return this.attempt_step(actor, direction);
|
|
}
|
|
|
|
// Move the given actor to the given position and perform any appropriate
|
|
// tile interactions. Does NOT check for whether the move is actually
|
|
// legal; use attempt_step for that!
|
|
move_to(actor, goal_cell, speed) {
|
|
if (actor.cell === goal_cell)
|
|
return;
|
|
|
|
let original_cell = actor.cell;
|
|
this.remove_tile(actor);
|
|
this.make_slide(actor, null);
|
|
this.add_tile(actor, goal_cell);
|
|
|
|
// Announce we're leaving, for the handful of tiles that care about it
|
|
for (let tile of Array.from(original_cell)) {
|
|
if (tile === actor)
|
|
continue;
|
|
if (actor.ignores(tile.type.name))
|
|
continue;
|
|
|
|
if (tile.type.on_depart) {
|
|
tile.type.on_depart(tile, this, actor);
|
|
}
|
|
}
|
|
|
|
// Check for a couple effects that always apply immediately
|
|
if (actor === this.player) {
|
|
this.hint_shown = null;
|
|
}
|
|
for (let tile of goal_cell) {
|
|
if (actor.type.is_real_player && tile.type.is_monster) {
|
|
this.fail(tile.type.name);
|
|
}
|
|
else if (actor.type.is_monster && tile.type.is_real_player) {
|
|
this.fail(actor.type.name);
|
|
}
|
|
else if (actor.type.is_block && tile.type.is_real_player) {
|
|
this.fail('squished');
|
|
}
|
|
|
|
if (tile.type.slide_mode && ! actor.ignores(tile.type.name)) {
|
|
this.make_slide(actor, tile.type.slide_mode);
|
|
}
|
|
|
|
if (actor === this.player && tile.type.is_hint) {
|
|
this.hint_shown = tile.hint_text ?? this.stored_level.hint;
|
|
}
|
|
}
|
|
|
|
// If we're stepping directly on the player, that kills them too; the player and a monster
|
|
// must be at least 5 tics apart
|
|
// TODO the rules in lynx might be slightly different?
|
|
if (actor.type.is_monster && goal_cell === this.player.previous_cell &&
|
|
// Player has decided to leave their cell, but hasn't actually taken a step yet
|
|
this.player.movement_cooldown === this.player.movement_speed)
|
|
{
|
|
this.fail(actor.type.name);
|
|
}
|
|
|
|
if (actor === this.player && goal_cell[0].type.name === 'floor') {
|
|
this.sfx.play_once('step-floor');
|
|
}
|
|
|
|
// Announce we're approaching
|
|
for (let tile of Array.from(actor.cell)) {
|
|
if (tile === actor)
|
|
continue;
|
|
if (actor.ignores(tile.type.name))
|
|
continue;
|
|
|
|
if (tile.type.on_approach) {
|
|
tile.type.on_approach(tile, this, actor);
|
|
}
|
|
}
|
|
|
|
if (this.compat.tiles_react_instantly) {
|
|
this.step_on_cell(actor, actor.cell);
|
|
}
|
|
}
|
|
|
|
// Step on every tile in a cell we just arrived in
|
|
step_on_cell(actor, cell) {
|
|
// Step on topmost things first -- notably, it's safe to step on water with flippers on top
|
|
for (let tile of Array.from(cell).reverse()) {
|
|
if (tile === actor)
|
|
continue;
|
|
if (actor.ignores(tile.type.name))
|
|
continue;
|
|
|
|
if (tile.type.is_item &&
|
|
(actor.type.has_inventory ||
|
|
cell.some(t => t.type.item_modifier === 'pickup')) &&
|
|
this.attempt_take(actor, tile))
|
|
{
|
|
if (tile.type.is_key) {
|
|
this.sfx.play_once('get-key', cell);
|
|
}
|
|
else {
|
|
this.sfx.play_once('get-tool', cell);
|
|
}
|
|
}
|
|
else if (tile.type.teleport_dest_order) {
|
|
// This is used by an extra pass just after our caller, so it doesn't need to undo
|
|
actor.just_stepped_on_teleporter = tile;
|
|
}
|
|
else if (tile.type.on_arrive) {
|
|
tile.type.on_arrive(tile, this, actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
attempt_teleport(actor) {
|
|
let teleporter = actor.just_stepped_on_teleporter;
|
|
actor.just_stepped_on_teleporter = null;
|
|
|
|
// Handle teleporting, now that the dust has cleared
|
|
// FIXME something funny happening here, your input isn't ignored while walking out of it?
|
|
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_out_of_turn_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() {
|
|
// FIXME:
|
|
// - make this undoable :(
|
|
// - blue tele, red tele, and pink button have different connections
|
|
// - would like to reuse the walk for blue teles
|
|
// - currently doesn't notice when circuit block moves sometimes
|
|
|
|
// Gather every tile that's emitting power. Along the way, check whether any of them have
|
|
// changed since last tic, so we can skip this work entirely if none did
|
|
let neighbors = [];
|
|
let any_changed = false;
|
|
for (let tile of this.power_sources) {
|
|
if (! tile.cell)
|
|
continue;
|
|
let emitting = tile.type.get_emitting_edges(tile, this);
|
|
if (emitting) {
|
|
neighbors.push([tile.cell, emitting]);
|
|
}
|
|
if (emitting !== tile.emitting_edges) {
|
|
any_changed = true;
|
|
tile.emitting_edges = emitting;
|
|
}
|
|
}
|
|
// Also check actors, since any of them might be holding a lightning bolt (argh)
|
|
for (let actor of this.actors) {
|
|
if (! actor.cell)
|
|
continue;
|
|
// Only count when they're on a floor tile AND not in transit!
|
|
let emitting = 0;
|
|
if (actor.movement_cooldown === 0 && actor.has_item('lightning_bolt')) {
|
|
let wired_tile = actor.cell.get_wired_tile();
|
|
if (wired_tile && wired_tile.type.name === 'floor') {
|
|
emitting = true;
|
|
neighbors.push([actor.cell, wired_tile.wire_directions]);
|
|
}
|
|
}
|
|
if (emitting !== actor.emitting_edges) {
|
|
any_changed = true;
|
|
actor.emitting_edges = emitting;
|
|
}
|
|
}
|
|
// If none changed, we're done
|
|
if (! any_changed)
|
|
return;
|
|
|
|
// Turn off power to every cell
|
|
// TODO wonder if i need a linear cell list, or even a flat list of all tiles (that sounds
|
|
// like hell to keep updated though)
|
|
for (let row of this.cells) {
|
|
for (let cell of row) {
|
|
cell.prev_powered_edges = cell.powered_edges;
|
|
cell.powered_edges = 0;
|
|
}
|
|
}
|
|
|
|
// Iterate over emitters and flood-fill outwards one edge at a time
|
|
// propagated it via flood-fill through neighboring wires
|
|
while (neighbors.length > 0) {
|
|
let [cell, source_direction] = neighbors.shift();
|
|
let wire = cell.get_wired_tile();
|
|
|
|
// Power this cell
|
|
if (typeof(source_direction) === 'number') {
|
|
// This cell is emitting power itself, and the source direction is actually a
|
|
// bitmask of directions
|
|
cell.powered_edges = source_direction;
|
|
}
|
|
else {
|
|
let bit = DIRECTIONS[source_direction].bit;
|
|
if (wire === null || (wire.wire_directions & bit) === 0) {
|
|
// No wire on this side, so the power doesn't actually propagate, but it DOES
|
|
// stay on this edge (so if this is e.g. a purple tile, it'll be powered)
|
|
cell.powered_edges |= bit;
|
|
continue;
|
|
}
|
|
|
|
// Common case: power entering a wired edge and propagating outwards. There are a
|
|
// couple special cases:
|
|
if (wire.type.wire_propagation_mode === 'none') {
|
|
// This tile type has wires, but none of them connect to each other
|
|
cell.powered_edges |= bit;
|
|
continue;
|
|
}
|
|
else if (wire.wire_directions === 0x0f && wire.type.wire_propagation_mode !== 'all') {
|
|
// If all four wires are present, they don't actually make a four-way
|
|
// connection, but two straight wires that don't connect to each other (with the
|
|
// exception of blue teleporters)
|
|
cell.powered_edges |= bit;
|
|
cell.powered_edges |= DIRECTIONS[DIRECTIONS[source_direction].opposite].bit;
|
|
}
|
|
else {
|
|
cell.powered_edges = wire.wire_directions;
|
|
}
|
|
}
|
|
|
|
// Propagate current to neighbors
|
|
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
|
|
if (direction === source_direction)
|
|
continue;
|
|
if ((cell.powered_edges & dirinfo.bit) === 0)
|
|
continue;
|
|
|
|
let neighbor, neighbor_wire;
|
|
let opposite_bit = DIRECTIONS[dirinfo.opposite].bit;
|
|
if (wire && (wire.wire_tunnel_directions & dirinfo.bit)) {
|
|
// Search in the given direction until we find a matching tunnel
|
|
// FIXME these act like nested parens!
|
|
let x = cell.x;
|
|
let y = cell.y;
|
|
let nesting = 0;
|
|
while (true) {
|
|
x += dirinfo.movement[0];
|
|
y += dirinfo.movement[1];
|
|
if (! this.is_point_within_bounds(x, y))
|
|
break;
|
|
|
|
let candidate = this.cells[y][x];
|
|
neighbor_wire = candidate.get_wired_tile();
|
|
if (neighbor_wire && ((neighbor_wire.wire_tunnel_directions ?? 0) & opposite_bit)) {
|
|
neighbor = candidate;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
// No tunnel; this is easy
|
|
neighbor = this.get_neighboring_cell(cell, direction);
|
|
if (neighbor) {
|
|
neighbor_wire = neighbor.get_wired_tile();
|
|
}
|
|
}
|
|
|
|
if (neighbor && (neighbor.powered_edges & opposite_bit) === 0 &&
|
|
// Unwired tiles are OK; they might be something activated by power.
|
|
// Wired tiles that do NOT connect to us are ignored.
|
|
(! neighbor_wire || neighbor_wire.wire_directions & opposite_bit))
|
|
{
|
|
neighbors.push([neighbor, dirinfo.opposite]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inform any affected cells of power changes
|
|
for (let row of this.cells) {
|
|
for (let cell of row) {
|
|
if ((cell.prev_powered_edges === 0) !== (cell.powered_edges === 0)) {
|
|
let method = cell.powered_edges ? 'on_power' : 'on_depower';
|
|
for (let tile of cell) {
|
|
if (tile.type[method]) {
|
|
tile.type[method](tile, this);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Performs a depth-first search for connected wires and wire objects, extending out from the
|
|
// given starting cell
|
|
*follow_circuit(cell) {
|
|
}
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Board inspection
|
|
|
|
is_point_within_bounds(x, y) {
|
|
return (x >= 0 && x < this.width && y >= 0 && y < this.height);
|
|
}
|
|
|
|
get_neighboring_cell(cell, direction) {
|
|
let move = DIRECTIONS[direction].movement;
|
|
let goal_x = cell.x + move[0];
|
|
let goal_y = cell.y + move[1];
|
|
if (this.is_point_within_bounds(goal_x, goal_y)) {
|
|
return this.cells[goal_y][goal_x];
|
|
}
|
|
else {
|
|
return null;
|
|
}
|
|
}
|
|
|
|
// Iterates over the grid in (reverse?) reading order and yields all tiles with the given name.
|
|
// The starting cell is iterated last.
|
|
*iter_tiles_in_reading_order(start_cell, name, reverse = false) {
|
|
let x = start_cell.x;
|
|
let y = start_cell.y;
|
|
while (true) {
|
|
if (reverse) {
|
|
x -= 1;
|
|
if (x < 0) {
|
|
x = this.width - 1;
|
|
y = (y - 1 + this.height) % this.height;
|
|
}
|
|
}
|
|
else {
|
|
x += 1;
|
|
if (x >= this.width) {
|
|
x = 0;
|
|
y = (y + 1) % this.height;
|
|
}
|
|
}
|
|
|
|
let cell = this.cells[y][x];
|
|
for (let tile of cell) {
|
|
if (tile.type.name === name) {
|
|
yield tile;
|
|
}
|
|
}
|
|
|
|
if (cell === start_cell)
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Iterates over the grid in a diamond pattern, spreading out from the given start cell (but not
|
|
// including it). Only used for connecting orange buttons.
|
|
*iter_cells_in_diamond(start_cell) {
|
|
let max_search_radius = Math.max(this.size_x, this.size_y);
|
|
for (let dist = 1; dist <= max_search_radius; dist++) {
|
|
// Start east and move counterclockwise
|
|
let sx = start_cell.x + dist;
|
|
let sy = start_cell.y;
|
|
for (let direction of [[-1, -1], [-1, 1], [1, 1], [1, -1]]) {
|
|
for (let i = 0; i < dist; i++) {
|
|
if (this.is_point_within_bounds(sx, sy)) {
|
|
yield this.cells[sy][sx];
|
|
}
|
|
sx += direction[0];
|
|
sy += direction[1];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
is_cell_wired(cell) {
|
|
for (let direction of Object.keys(DIRECTIONS)) {
|
|
let neighbor = this.get_neighboring_cell(cell, direction);
|
|
if (! neighbor)
|
|
continue;
|
|
|
|
let wired = neighbor.get_wired_tile();
|
|
if (! wired)
|
|
continue;
|
|
|
|
if (wired.wire_directions & DIRECTIONS[DIRECTIONS[direction].opposite].bit)
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Undo handling
|
|
|
|
create_undo_entry() {
|
|
let entry = [];
|
|
entry.tile_changes = new Map;
|
|
entry.level_props = {};
|
|
return entry;
|
|
}
|
|
|
|
has_undo() {
|
|
let prev_index = this.undo_buffer_index - 1;
|
|
if (prev_index < 0) {
|
|
prev_index += UNDO_BUFFER_SIZE;
|
|
}
|
|
|
|
return this.undo_buffer[prev_index] !== null;
|
|
}
|
|
|
|
commit() {
|
|
this.undo_buffer[this.undo_buffer_index] = this.pending_undo;
|
|
this.pending_undo = this.create_undo_entry();
|
|
|
|
this.undo_buffer_index += 1;
|
|
this.undo_buffer_index %= UNDO_BUFFER_SIZE;
|
|
}
|
|
|
|
undo() {
|
|
this.aid = Math.max(1, this.aid);
|
|
|
|
// In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
|
|
this._undo_entry(this.pending_undo);
|
|
this.pending_undo = this.create_undo_entry();
|
|
|
|
this.undo_buffer_index -= 1;
|
|
if (this.undo_buffer_index < 0) {
|
|
this.undo_buffer_index += UNDO_BUFFER_SIZE;
|
|
}
|
|
this._undo_entry(this.undo_buffer[this.undo_buffer_index]);
|
|
this.undo_buffer[this.undo_buffer_index] = null;
|
|
}
|
|
|
|
// Reverse a single undo entry
|
|
_undo_entry(entry) {
|
|
if (! entry) {
|
|
return;
|
|
}
|
|
|
|
// Undo in reverse order! There's no redo, so it's okay to destroy this
|
|
entry.reverse();
|
|
for (let undo of entry) {
|
|
undo();
|
|
}
|
|
for (let [tile, changes] of entry.tile_changes) {
|
|
for (let [key, value] of changes) {
|
|
tile[key] = value;
|
|
}
|
|
}
|
|
for (let [key, value] of Object.entries(entry.level_props)) {
|
|
this[key] = value;
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------
|
|
// Level alteration methods. EVERYTHING that changes the state of a level,
|
|
// including the state of a single tile, should do it through one of these
|
|
// for undo/rewind purposes
|
|
|
|
_set_tile_prop(tile, key, val) {
|
|
if (tile[key] === val)
|
|
return;
|
|
|
|
let changes = this.pending_undo.tile_changes.get(tile);
|
|
if (! changes) {
|
|
changes = new Map;
|
|
this.pending_undo.tile_changes.set(tile, changes);
|
|
}
|
|
|
|
// If we haven't yet done so, log the original value
|
|
if (! changes.has(key)) {
|
|
changes.set(key, tile[key]);
|
|
}
|
|
// If there's an original value already logged, and it's the value we're about to change
|
|
// back to, then delete the change
|
|
else if (changes.get(key) === val) {
|
|
changes.delete(key);
|
|
}
|
|
|
|
tile[key] = val;
|
|
}
|
|
|
|
collect_chip() {
|
|
if (this.chips_remaining > 0) {
|
|
this.sfx.play_once('get-chip');
|
|
this.chips_remaining--;
|
|
}
|
|
}
|
|
|
|
adjust_bonus(add, mult = 1) {
|
|
this.bonus_points = Math.ceil(this.bonus_points * mult) + add;
|
|
}
|
|
|
|
pause_timer() {
|
|
if (this.time_remaining === null)
|
|
return;
|
|
|
|
this.timer_paused = ! this.timer_paused;
|
|
}
|
|
|
|
adjust_timer(dt) {
|
|
// Untimed levels become timed levels with 0 seconds remaining
|
|
this.time_remaining = Math.max(0, (this.time_remaining ?? 0) + dt * 20);
|
|
if (this.time_remaining <= 0) {
|
|
// If the timer isn't paused, this will kill the player at the end of the tic
|
|
this.time_remaining = 1;
|
|
}
|
|
}
|
|
|
|
fail(reason) {
|
|
if (this.state !== 'playing')
|
|
return;
|
|
|
|
if (reason === 'time') {
|
|
this.sfx.play_once('timeup');
|
|
}
|
|
else {
|
|
this.sfx.play_once('lose');
|
|
}
|
|
|
|
this.pending_undo.push(() => {
|
|
this.fail_reason = null;
|
|
this.player.fail_reason = null;
|
|
});
|
|
this.state = 'failure';
|
|
this.fail_reason = reason;
|
|
this.player.fail_reason = reason;
|
|
}
|
|
|
|
win() {
|
|
if (this.state !== 'playing')
|
|
return;
|
|
|
|
this.sfx.play_once('win');
|
|
this.state = 'success';
|
|
this._set_tile_prop(this.player, 'exited', true);
|
|
}
|
|
|
|
get_scorecard() {
|
|
if (this.state !== 'success') {
|
|
return null;
|
|
}
|
|
|
|
let time = Math.ceil((this.time_remaining ?? 0) / 20);
|
|
return {
|
|
time: time,
|
|
abstime: this.tic_counter,
|
|
bonus: this.bonus_points,
|
|
score: this.stored_level.number * 500 + time * 10 + this.bonus_points,
|
|
aid: this.aid,
|
|
};
|
|
}
|
|
|
|
// Get the next direction a random force floor will use. They share global
|
|
// state and cycle clockwise.
|
|
get_force_floor_direction() {
|
|
let d = this.force_floor_direction;
|
|
this.force_floor_direction = DIRECTIONS[d].right;
|
|
return d;
|
|
}
|
|
|
|
// Tile stuff in particular
|
|
// TODO should add in the right layer? maybe? hard to say what that is when mscc levels might
|
|
// have things stacked in a weird order though
|
|
// TODO would be nice to make these not be closures but order matters much more here
|
|
|
|
remove_tile(tile) {
|
|
let cell = tile.cell;
|
|
let index = cell._remove(tile);
|
|
this.pending_undo.push(() => cell._add(tile, index));
|
|
}
|
|
|
|
add_tile(tile, cell, index = null) {
|
|
cell._add(tile, index);
|
|
this.pending_undo.push(() => cell._remove(tile));
|
|
}
|
|
|
|
add_actor(actor) {
|
|
this.actors.push(actor);
|
|
this.pending_undo.push(() => this.actors.pop());
|
|
}
|
|
|
|
spawn_animation(cell, name) {
|
|
let type = TILE_TYPES[name];
|
|
let tile = new Tile(type);
|
|
// Co-opt movement_cooldown/speed for these despite that they aren't moving, since they're
|
|
// also used to animate everything else. Decrement the cooldown immediately, to match the
|
|
// normal actor behavior of decrementing one's own cooldown at the end of one's turn
|
|
this._set_tile_prop(tile, 'movement_speed', tile.type.ttl);
|
|
this._set_tile_prop(tile, 'movement_cooldown', tile.type.ttl - 1);
|
|
cell._add(tile);
|
|
this.actors.push(tile);
|
|
this.pending_undo.push(() => {
|
|
this.actors.pop();
|
|
cell._remove(tile);
|
|
});
|
|
}
|
|
|
|
transmute_tile(tile, name) {
|
|
let current = tile.type.name;
|
|
this.pending_undo.push(() => tile.type = TILE_TYPES[current]);
|
|
tile.type = TILE_TYPES[name];
|
|
|
|
// For transmuting into an animation, set up the timer immediately
|
|
if (tile.type.ttl) {
|
|
if (! TILE_TYPES[current].is_actor) {
|
|
console.warn("Transmuting a non-actor into an animation!");
|
|
}
|
|
this._set_tile_prop(tile, 'previous_cell', null);
|
|
this._set_tile_prop(tile, 'movement_speed', tile.type.ttl);
|
|
this._set_tile_prop(tile, 'movement_cooldown', tile.type.ttl - 1);
|
|
}
|
|
}
|
|
|
|
// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
|
|
// tile is removed if successful
|
|
attempt_take(actor, tile) {
|
|
let mod = tile.cell.get_item_mod();
|
|
if (mod && mod.type.item_modifier === 'ignore')
|
|
return false;
|
|
|
|
if (this.give_actor(actor, tile.type.name)) {
|
|
if (tile.type.draw_layer === 0) {
|
|
// This should only happen for the yellow teleporter
|
|
this.transmute_tile(tile, 'floor');
|
|
}
|
|
else {
|
|
this.remove_tile(tile);
|
|
}
|
|
if (mod && mod.type.item_modifier === 'pickup') {
|
|
this.remove_tile(mod);
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
// Give an item to an actor, even if it's not supposed to have an inventory
|
|
give_actor(actor, name) {
|
|
// TODO support use_cc1_boots here -- silently consume dupes, only do cc1 items
|
|
if (! actor.type.is_actor)
|
|
return false;
|
|
|
|
let type = TILE_TYPES[name];
|
|
if (type.is_key) {
|
|
if (! actor.keyring) {
|
|
actor.keyring = {};
|
|
}
|
|
actor.keyring[name] = (actor.keyring[name] ?? 0) + 1;
|
|
this.pending_undo.push(() => actor.keyring[name] -= 1);
|
|
}
|
|
else {
|
|
// tool, presumably
|
|
if (! actor.toolbelt) {
|
|
actor.toolbelt = [];
|
|
}
|
|
actor.toolbelt.push(name);
|
|
this.pending_undo.push(() => actor.toolbelt.pop());
|
|
|
|
// Nothing can hold more than four items
|
|
if (actor.toolbelt.length > 4) {
|
|
this.drop_item(actor, true);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
take_key_from_actor(actor, name) {
|
|
if (actor.keyring && (actor.keyring[name] ?? 0) > 0) {
|
|
if (actor.type.infinite_items && actor.type.infinite_items[name]) {
|
|
// Some items can't be taken away normally, by which I mean, green or yellow keys
|
|
return true;
|
|
}
|
|
|
|
this.pending_undo.push(() => actor.keyring[name] += 1);
|
|
actor.keyring[name] -= 1;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
take_tool_from_actor(actor, name) {
|
|
if (actor.toolbelt) {
|
|
let index = actor.toolbelt.indexOf(name);
|
|
if (index >= 0) {
|
|
actor.toolbelt.splice(index, 1);
|
|
this.pending_undo.push(() => actor.toolbelt.splice(index, 0, name));
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
take_all_keys_from_actor(actor) {
|
|
if (actor.keyring && Object.values(actor.keyring).some(n => n > 0)) {
|
|
let keyring = actor.keyring;
|
|
this.pending_undo.push(() => actor.keyring = keyring);
|
|
actor.keyring = {};
|
|
return true;
|
|
}
|
|
}
|
|
|
|
take_all_tools_from_actor(actor) {
|
|
if (actor.toolbelt && actor.toolbelt.length > 0) {
|
|
let toolbelt = actor.toolbelt;
|
|
this.pending_undo.push(() => actor.toolbelt = toolbelt);
|
|
actor.toolbelt = [];
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// Mark an actor as sliding
|
|
make_slide(actor, mode) {
|
|
this._set_tile_prop(actor, 'slide_mode', mode);
|
|
}
|
|
|
|
// Change an actor's direction
|
|
set_actor_direction(actor, direction) {
|
|
this._set_tile_prop(actor, 'direction', direction);
|
|
}
|
|
}
|