lexys-labyrinth/js/game.js
Eevee (Evelyn Woods) b75253a249 Rearrange actor loop to put movement advancement at the end
I don't know why I ever thought this was a separate pass; I think it was
just the easiest way to make smooth scrolling work when I first
implemented it on like day 2.  Turns out it wasn't ever correct and has
all manner of subtle implications I'll be sorting out for ages.

This does make the turn-based stuff //way// simpler, though.
2020-12-10 18:51:40 -07:00

1735 lines
64 KiB
JavaScript

import { DIRECTIONS, TICS_PER_SECOND } from './defs.js';
import TILE_TYPES from './tiletypes.js';
export class Tile {
constructor(type, direction = 'south') {
this.type = type;
if (type.is_actor) {
this.direction = direction;
}
this.cell = null;
if (type.is_actor) {
this.slide_mode = null;
this.movement_cooldown = 0;
}
if (type.has_inventory) {
this.keyring = {};
this.toolbelt = [];
}
}
static from_template(tile_template) {
let type = tile_template.type;
if (! type) console.error(tile_template);
let tile = new this(type, tile_template.direction);
// Copy any extra properties in verbatim
return Object.assign(tile, tile_template);
}
// Gives the effective position of an actor in motion, given smooth scrolling
visual_position(tic_offset = 0) {
let x = this.cell.x;
let y = this.cell.y;
if (! this.previous_cell || ! this.animation_speed) {
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,
];
}
}
// TODO don't love that the arg order is different here vs tile type, but also don't love that
// the name is the same?
blocks(other, direction, level) {
// Extremely awkward special case: items don't block monsters if the cell also contains an
// item modifier (i.e. "no" sign) or a real player
// TODO would love to get this outta here
if (this.type.is_item &&
this.cell.some(tile => tile.type.item_modifier || tile.type.is_real_player))
return false;
if (this.type.blocks_collision & other.type.collision_mask)
return true;
if (this.type.thin_walls &&
this.type.thin_walls.has(DIRECTIONS[direction].opposite))
return true;
if (this.type.blocks)
return this.type.blocks(this, level, other, direction);
return false;
}
ignores(name) {
if (this.type.ignores && this.type.ignores.has(name))
return true;
if (this.toolbelt) {
for (let item of this.toolbelt) {
let item_type = TILE_TYPES[item];
if (item_type.item_ignores && item_type.item_ignores.has(name))
return true;
}
}
return false;
}
can_push(tile, direction) {
if (! (this.type.pushes && this.type.pushes[tile.type.name] &&
(! tile.type.allows_push || tile.type.allows_push(tile, direction))))
{
return false;
}
// Obey railroad curvature
direction = tile.cell.redirect_exit(tile, direction);
// Need to explicitly check this here, otherwise you could /attempt/ to push a block,
// which would fail, but it would still change the block's direction
return ! tile.cell.blocks_leaving(tile, direction);
}
// Inventory stuff
has_item(name) {
if (TILE_TYPES[name].is_key) {
return this.keyring && (this.keyring[name] ?? 0) > 0;
}
else {
return this.toolbelt && this.toolbelt.some(item => item === name);
}
}
}
Tile.prototype.emitting_edges = 0;
export class Cell extends Array {
constructor(x, y) {
super();
this.x = x;
this.y = y;
}
_add(tile, index = null) {
if (index === null) {
this.push(tile);
}
else {
this.splice(index, 0, tile);
}
tile.cell = this;
}
// DO NOT use me to remove a tile permanently, only to move it!
// Should only be called from Level, which handles some bookkeeping!
_remove(tile) {
let index = this.indexOf(tile);
if (index < 0)
throw new Error("Asked to remove tile that doesn't seem to exist");
this.splice(index, 1);
tile.cell = null;
return index;
}
get_wired_tile() {
let ret = null;
for (let tile of this) {
if (tile.wire_directions || tile.wire_tunnel_directions) {
ret = tile;
// Don't break; we want the topmost tile!
}
}
return ret;
}
get_terrain() {
for (let tile of this) {
if (tile.type.draw_layer === 0)
return tile;
}
return null;
}
get_actor() {
for (let tile of this) {
if (tile.type.is_actor)
return tile;
}
return null;
}
get_item() {
for (let tile of this) {
if (tile.type.is_item)
return tile;
}
return null;
}
get_item_mod() {
for (let tile of this) {
if (tile.type.item_modifier)
return tile;
}
return null;
}
has(name) {
return this.some(tile => tile.name === name);
}
blocks_leaving(actor, direction) {
for (let tile of this) {
if (tile === actor)
continue;
if (tile.type.traps && tile.type.traps(tile, actor))
return true;
if (tile.type.blocks_leaving && tile.type.blocks_leaving(tile, actor, direction))
return true;
}
return false;
}
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, direction)))
{
return true;
}
}
return false;
}
// Special railroad ability: change the direction we attempt to leave
redirect_exit(actor, direction) {
for (let tile of this) {
if (tile.type.redirect_exit) {
return tile.type.redirect_exit(tile, actor, direction);
}
}
return direction;
}
}
Cell.prototype.prev_powered_edges = 0;
Cell.prototype.powered_edges = 0;
class GameEnded extends Error {}
// The undo stack is implemented with a ring buffer, and this is its size. One entry per tic.
// Based on Chrome measurements made against the pathological level CCLP4 #40 (Periodic Lasers) and
// sitting completely idle, undo consumes about 2 MB every five seconds, so this shouldn't go beyond
// 12 MB for any remotely reasonable level.
const UNDO_BUFFER_SIZE = TICS_PER_SECOND * 30;
export class Level {
constructor(stored_level, compat = {}) {
this.stored_level = stored_level;
this.restart(compat);
}
restart(compat) {
this.compat = compat;
// playing: normal play
// success: has been won
// failure: died
// note that pausing is NOT handled here, but by whatever's driving our
// event loop!
this.state = 'playing';
this.width = this.stored_level.size_x;
this.height = this.stored_level.size_y;
this.size_x = this.stored_level.size_x;
this.size_y = this.stored_level.size_y;
this.cells = [];
this.player = null;
this.actors = [];
this.chips_remaining = this.stored_level.chips_required;
this.bonus_points = 0;
this.aid = 0;
// Time
if (this.stored_level.time_limit === 0) {
this.time_remaining = null;
}
else {
this.time_remaining = this.stored_level.time_limit * 20;
}
this.timer_paused = false;
// Note that this clock counts *up*, even on untimed levels, and is unaffected by CC2's
// clock alteration shenanigans
this.tic_counter = 0;
// 0 to 7, indicating the first tic that teeth can move on.
// 0 is equivalent to even step; 4 is equivalent to odd step.
// 5 is the default in CC2. Lynx can use any of the 8. MSCC uses
// either 0 or 4, and defaults to 0, but which you get depends on the
// global clock which doesn't get reset between levels (!).
this.step_parity = 5;
this.hint_shown = null;
// TODO in lynx/steam, this carries over between levels; in tile world, you can set it manually
this.force_floor_direction = 'north';
// PRNG is initialized to zero
this._rng1 = 0;
this._rng2 = 0;
if (this.stored_level.blob_behavior === 0) {
this._blob_modifier = 0x55;
}
else {
// The other two modes are initialized to a random seed
this._blob_modifier = Math.floor(Math.random() * 256);
}
this.undo_buffer = new Array(UNDO_BUFFER_SIZE);
for (let i = 0; i < UNDO_BUFFER_SIZE; i++) {
this.undo_buffer[i] = null;
}
this.undo_buffer_index = 0;
this.pending_undo = this.create_undo_entry();
let n = 0;
let connectables = [];
this.power_sources = [];
this.players = [];
// FIXME handle traps correctly:
// - if an actor is in the cell, set the trap to open and unstick everything in it
for (let y = 0; y < this.height; y++) {
let row = [];
this.cells.push(row);
for (let x = 0; x < this.width; x++) {
let cell = new Cell(x, y);
row.push(cell);
let stored_cell = this.stored_level.linear_cells[n];
n++;
for (let template_tile of stored_cell) {
let tile = Tile.from_template(template_tile);
if (tile.type.is_hint) {
// Copy over the tile-specific hint, if any
tile.hint_text = template_tile.hint_text ?? null;
}
if (tile.type.is_power_source) {
this.power_sources.push(tile);
}
if (tile.type.is_real_player) {
this.players.push(tile);
}
if (tile.type.is_actor) {
this.actors.push(tile);
}
cell._add(tile);
if (tile.type.connects_to) {
connectables.push(tile);
}
}
}
}
// TODO complain if no player
this.player = this.players[0];
this.player_index = 0;
// Used for doppelgangers
this.player1_move = null;
this.player2_move = null;
// Connect buttons and teleporters
let num_cells = this.width * this.height;
for (let connectable of connectables) {
let cell = connectable.cell;
let x = cell.x;
let y = cell.y;
// FIXME this is a single string for red/brown buttons (to match iter_tiles_in_RO) but a
// set for orange buttons (because flame jet states are separate tiles), which sucks ass
let goals = connectable.type.connects_to;
// Check for custom wiring, for MSCC .DAT levels
// TODO would be neat if this applied to orange buttons too
if (this.stored_level.has_custom_connections) {
let n = this.stored_level.coords_to_scalar(x, y);
let target_cell_n = null;
if (connectable.type.name === 'button_brown') {
target_cell_n = this.stored_level.custom_trap_wiring[n] ?? null;
}
else if (connectable.type.name === 'button_red') {
target_cell_n = this.stored_level.custom_cloner_wiring[n] ?? null;
}
if (target_cell_n && target_cell_n < this.width * this.height) {
let [tx, ty] = this.stored_level.scalar_to_coords(target_cell_n);
for (let tile of this.cells[ty][tx]) {
if (goals === tile.type.name) {
connectable.connection = tile;
break;
}
}
}
continue;
}
// Orange buttons do a really weird diamond search
if (connectable.type.connect_order === 'diamond') {
for (let cell of this.iter_cells_in_diamond(connectable.cell)) {
let target = null;
for (let tile of cell) {
if (goals.has(tile.type.name)) {
target = tile;
break;
}
}
if (target !== null) {
connectable.connection = target;
break;
}
}
continue;
}
// Otherwise, look in reading order
for (let tile of this.iter_tiles_in_reading_order(cell, goals)) {
// TODO ideally this should be a weak connection somehow, since dynamite can destroy
// empty cloners and probably traps too
connectable.connection = tile;
// Just grab the first
break;
}
}
// Finally, let all tiles do any custom init behavior
for (let row of this.cells) {
for (let cell of row) {
for (let tile of cell) {
if (tile.type.on_ready) {
tile.type.on_ready(tile, this);
}
if (cell === this.player.cell && tile.type.is_hint) {
this.hint_shown = tile.hint_text ?? this.stored_level.hint;
}
}
}
}
// Erase undo, in case any on_ready added to it (we don't want to undo initialization!)
this.pending_undo = this.create_undo_entry();
}
can_accept_input() {
// We can accept input anytime the player can move, i.e. when they're not already moving and
// not in an un-overrideable slide.
// Note that this only makes sense in the middle of a tic; at the beginning of one, the
// player's movement cooldown may very well be 1, but it'll be decremented before they
// attempt to move
return this.player.movement_cooldown === 0 && (this.player.slide_mode === null || (
this.player.slide_mode === 'force' && this.player.last_move_was_force));
}
// Lynx PRNG, used unchanged in CC2
prng() {
let n = (this._rng1 >> 2) - this._rng1;
if (!(this._rng1 & 0x02)) --n;
this._rng1 = (this._rng1 >> 1) | (this._rng2 & 0x80);
this._rng2 = (this._rng2 << 1) | (n & 0x01);
let ret = (this._rng1 ^ this._rng2) & 0xff;
return ret;
}
// Weird thing done by CC2 to make blobs... more... random
get_blob_modifier() {
let mod = this._blob_modifier;
if (this.stored_level.blob_behavior === 1) {
// "4 patterns" just increments by 1 every time (but /after/ returning)
//this._blob_modifier = (this._blob_modifier + 1) % 4;
mod = (mod + 1) % 4;
this._blob_modifier = mod;
}
else {
// Other modes do this curious operation
mod *= 2;
if (mod < 255) {
mod ^= 0x1d;
}
mod &= 0xff;
this._blob_modifier = mod;
}
return mod;
}
// Move the game state forwards by one tic.
advance_tic(p1_actions) {
if (this.state !== 'playing') {
console.warn(`Level.advance_tic() called when state is ${this.state}`);
return;
}
// TODO rip out this try/catch, it's not how the game actually works
try {
this.advance_tic_all(p1_actions);
}
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 (pass 2)
this.commit();
}
advance_tic_all(p1_actions) {
// 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];
}
// 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
if (p1_actions.secondary === this.player.direction) {
this._set_tile_prop(this.player, 'secondary_direction', p1_actions.primary);
}
else {
this._set_tile_prop(this.player, 'secondary_direction', p1_actions.secondary);
}
// Used for various tic-local effects; don't need to be undoable
// Used to check for a monster chomping the player's tail
this.player_leaving_cell = this.player.cell;
this.toggle_green_objects = false;
// 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 decide their upcoming movement simultaneously
// Note that we iterate in reverse order, DESPITE keeping dead actors around with null
// cells, to match the Lynx and CC2 behavior. This is actually important in some cases;
// check out the start of CCLP3 #54, where the gliders will eat the blue key immediately if
// they act in forward order! (More subtly, even this decision pass does things like
// advance the RNG, so for replay compatibility it needs to be in reverse order too.)
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Clear any old decisions ASAP. Note that this prop is only used internally within a
// single tic, so it doesn't need to be undoable
actor.decision = null;
if (! actor.cell)
continue;
if (actor.movement_cooldown > 0)
continue;
// Teeth can only move the first 4 of every 8 tics, and mimics only the first 4 of every
// 16, though "first" can be adjusted
if (actor.slide_mode === null && actor.type.movement_parity &&
(this.tic_counter + this.step_parity) % (actor.type.movement_parity * 4) >= 4)
{
continue;
}
if (this.compat.sliding_tanks_ignore_button &&
actor.slide_mode && actor.pending_reverse)
{
this._set_tile_prop(actor, 'pending_reverse', false);
}
if (actor.pending_push) {
// Blocks that were pushed while sliding will move in the push direction as soon as
// they stop sliding, regardless of what they landed on
actor.decision = actor.pending_push;
this._set_tile_prop(actor, 'pending_push', null);
continue;
}
let direction_preference;
if (actor.slide_mode === 'ice') {
// Actors can't make voluntary moves on ice; they just slide
actor.decision = actor.direction;
continue;
}
else if (actor === this.player) {
// Only the player can make voluntary moves on a force floor, and only if their
// previous move was an /involuntary/ move on a force floor. If they do, it
// overrides the forced move
// XXX this in particular has some subtleties in lynx (e.g. you can override
// forwards??) and DEFINITELY all kinds of stuff in ms
// XXX unclear what impact this has on doppelgangers
if (actor.slide_mode === 'force' && ! (
p1_actions.primary && actor.last_move_was_force))
{
// We're forced!
actor.decision = actor.direction;
this._set_tile_prop(actor, 'last_move_was_force', true);
continue;
}
// FIXME this isn't right; if primary is blocked, they move secondary, but they also
// ignore railroad redirection until next tic
this.remember_player_move(p1_actions.primary);
if (p1_actions.primary) {
// FIXME something is wrong with direction preferences! if you hold both keys
// in a corner, no matter which you pressed first, cc2 always tries vert first
// and horiz last (so you're pushing horizontally)!
direction_preference = [p1_actions.primary];
if (p1_actions.secondary) {
direction_preference.push(p1_actions.secondary);
}
this._set_tile_prop(actor, 'last_move_was_force', false);
}
else {
continue;
}
}
else if (actor.slide_mode === 'force') {
// Anything not an active player can't override force floors
actor.decision = actor.direction;
continue;
}
else if (actor.cell.some(tile => tile.type.traps && tile.type.traps(tile, actor))) {
// An actor in a cloner or a closed trap can't turn
// TODO because of this, if a tank is trapped when a blue button is pressed, then
// when released, it will make one move out of the trap and /then/ turn around and
// go back into the trap. this is consistent with CC2 but not ms/lynx
continue;
}
else if (actor.type.decide_movement) {
direction_preference = actor.type.decide_movement(actor, this);
}
// Check which of those directions we *can*, probably, move in
// TODO i think player on force floor will still have some issues here
if (direction_preference) {
for (let [i, direction] of direction_preference.entries()) {
if (typeof direction === 'function') {
// Lazy direction calculation (used for walkers)
direction = direction();
}
direction = actor.cell.redirect_exit(actor, direction);
// If every other preference be blocked, actors unconditionally try the last one
// (and might even be able to move that way by the time their turn comes!)
if (i === direction_preference.length - 1) {
actor.decision = direction;
break;
}
let dest_cell = this.get_neighboring_cell(actor.cell, direction);
if (! dest_cell)
continue;
if (! actor.cell.blocks_leaving(actor, direction) &&
! dest_cell.blocks_entering(actor, direction, this, true))
{
// We found a good direction! Stop here
actor.decision = direction;
break;
}
}
}
}
// SECOND PASS: everyone actually moves, or acts, or whatever; this includes ticking down
// their movement cooldown, even if they just started moving
let swap_player1 = false;
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
// Check for special player actions, which can only happen when not moving
if (actor === this.player && actor.movement_cooldown <= 0) {
if (p1_actions.cycle) {
this.cycle_inventory(this.player);
}
if (p1_actions.drop) {
this.drop_item(this.player);
}
if (p1_actions.swap) {
// This is delayed until the end of the tic to avoid screwing up anything
// checking this.player
// TODO is this correct? what draws at the end of the tic we do this?
swap_player1 = true;
}
}
this.take_actor_turn(actor, actor.decision);
/*
}
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
continue;
*/
}
if (this.toggle_green_objects) {
TILE_TYPES['button_green'].do_button(this);
this.toggle_green_objects = false;
}
// Now we handle wiring
this.update_wiring();
// In the event that the player is sliding (and thus not deliberately moving) or has
// stopped, remember their current movement direction here, too.
// This is hokey, and doing it here is even hokier, but it seems to match CC2 behavior.
if (this.player.movement_cooldown > 0) {
this.remember_player_move(this.player.direction);
}
// Only reset the player's is_pushing between movement, so it lasts for the whole push
if (this.player.movement_cooldown <= 0) {
this.player.is_pushing = false;
}
// Strip out any destroyed actors from the acting order
// FIXME this is O(n), where n is /usually/ small, but i still don't love it. not strictly
// necessary, either; maybe only do it every few tics?
let p = 0;
for (let i = 0, l = this.actors.length; i < l; i++) {
let actor = this.actors[i];
if (actor.cell) {
if (p !== i) {
this.actors[p] = actor;
}
p++;
}
else {
let local_p = p;
this.pending_undo.push(() => this.actors.splice(local_p, 0, actor));
}
}
this.actors.length = p;
// Possibly switch players
if (swap_player1) {
this.player_index += 1;
this.player_index %= this.players.length;
this.player = this.players[this.player_index];
}
// Advance the clock
let tic_counter = this.tic_counter;
this.tic_counter += 1;
if (this.time_remaining !== null && ! this.timer_paused) {
this.time_remaining -= 1;
if (this.time_remaining <= 0) {
this.fail('time');
}
else if (this.time_remaining % 20 === 0 && this.time_remaining < 30 * 20) {
this.sfx.play_once('tick');
}
}
}
take_actor_turn(actor, decision, forced = false) {
let moved = false;
if (! actor.cell)
return moved;
if (actor.movement_cooldown <= 0 && decision) {
// Actor is allowed to move, so do so
let old_cell = actor.cell;
moved = this.attempt_step(actor, decision);
// Track whether the player is blocked, for visual effect
if (actor === this.player && decision && ! moved) {
this.sfx.play_once('blocked');
actor.is_blocked = true;
console.log(this.tic_counter, 'bump!');
}
// Players can also bump the tiles in the cell next to the one they're leaving
let dir2 = actor.secondary_direction;
if (actor.type.is_real_player && dir2 &&
! old_cell.blocks_leaving(actor, dir2))
{
let neighbor = this.get_neighboring_cell(old_cell, dir2);
if (neighbor) {
let could_push = ! neighbor.blocks_entering(actor, dir2, this, true);
for (let tile of Array.from(neighbor)) {
if (tile.type.on_bump) {
tile.type.on_bump(tile, this, actor);
}
if (could_push && actor.can_push(tile, dir2)) {
// Block slapping: you can shove a block by walking past it sideways
// TODO i think cc2 uses the push pose and possibly even turns you here?
this.take_actor_turn(tile, dir2);
}
}
}
}
}
// Tick down cooldowns, unless we already had a forced move this tic
if (actor.forced_turn_tic === this.tic_counter) {
return moved;
}
else if (forced) {
this._set_tile_prop(actor, 'forced_turn_tic', this.tic_counter);
}
if (actor.movement_cooldown > 0) {
this._set_tile_prop(actor, 'movement_cooldown', actor.movement_cooldown - 1);
}
if (actor.animation_speed) {
// Deal with movement animation
// FIXME this is super hokey and was introduced because blocks didn't have a movement
// cooldown, but it turns out they do actually, so, delete me?
this._set_tile_prop(actor, 'animation_progress', actor.animation_progress + 1);
if (actor.animation_progress >= actor.animation_speed) {
if (actor.type.ttl) {
// This is purely an animation so it disappears once it's played
this.remove_tile(actor);
console.log(this.tic_counter, 'poof!');
return moved;
}
this._set_tile_prop(actor, 'animation_progress', null);
this._set_tile_prop(actor, 'animation_speed', null);
// Step on the cell before erasing the previous one, for behavior like blobs
// spreading slime
if (! this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
this._set_tile_prop(actor, 'previous_cell', null);
}
}
return moved;
}
// Try to move the given actor one tile in the given direction and update
// their cooldown. Return true if successful.
attempt_step(actor, direction) {
// In mid-movement, we can't even change direction!
if (actor.movement_cooldown > 0)
return false;
direction = actor.cell.redirect_exit(actor, direction);
this.set_actor_direction(actor, direction);
// Record our speed, and halve it below if we're stepping onto a sliding tile
let speed = actor.type.movement_speed;
let double_speed = false;
let move = DIRECTIONS[direction].movement;
let goal_cell = this.get_neighboring_cell(actor.cell, direction);
// TODO this could be a lot simpler if i could early-return! should ice bumping be
// somewhere else?
let blocked;
if (goal_cell) {
// Only bother touching the goal cell if we're not already trapped in this one
if (actor.cell.blocks_leaving(actor, direction)) {
blocked = true;
}
// (Note that here, and anywhere else that has any chance of
// altering the cell's contents, we iterate over a copy of the cell
// to insulate ourselves from tiles appearing or disappearing
// mid-iteration.)
// FIXME actually, this prevents flicking!
if (! blocked) {
// Try to move into the cell. This is usually a simple check of whether we can
// enter it (similar to Cell.blocks_entering), but if the only thing blocking us is
// a pushable object, we have to do two more passes: one to push anything pushable,
// then one to check whether we're blocked again.
let blocked_by_pushable = false;
for (let tile of goal_cell) {
if (tile.blocks(actor, direction, this)) {
if (actor.can_push(tile, direction)) {
blocked_by_pushable = true;
}
else {
blocked = true;
// Don't break here, because we might still want to bump other tiles
}
}
if (actor.ignores(tile.type.name))
continue;
if (tile.type.slide_mode) {
double_speed = true;
}
// Bump tiles that we're even attempting to move into; this mostly reveals
// invisible walls, blue floors, etc.
if (tile.type.on_bump) {
tile.type.on_bump(tile, this, actor);
}
}
// If the only thing blocking us can be pushed, give that a shot
if (! blocked && blocked_by_pushable) {
// This time make a copy, since we're modifying the contents of the cell
for (let tile of Array.from(goal_cell)) {
if (! actor.can_push(tile, direction))
continue;
if (! this.take_actor_turn(tile, direction, true) &&
tile.slide_mode !== null && tile.movement_cooldown !== 0)
{
// If the push failed and the obstacle is in the middle of a slide,
// remember this as the next move it'll make
this._set_tile_prop(tile, 'pending_push', direction);
}
if (actor === this.player) {
actor.is_pushing = true;
}
}
// Now check if we're still blocked
blocked = goal_cell.blocks_entering(actor, direction, this);
}
}
}
else {
// Hit the edge
blocked = true;
}
if (blocked) {
if (actor.slide_mode === 'ice') {
// Actors on ice turn around when they hit something
this.set_actor_direction(actor, DIRECTIONS[direction].opposite);
}
if (actor.slide_mode !== null) {
// Somewhat clumsy hack: if an actor is sliding and hits something, step on the
// relevant tile again. This fixes two problems: if it was on an ice corner then it
// needs to turn a second time even though it didn't move; and if it was a player
// overriding a force floor into a wall, then their direction needs to be set back
// to the force floor direction.
// (For random force floors, this does still match CC2 behavior: after an override,
// CC2 will try to force you in the /next/ RFF direction.)
// FIXME now overriding into a wall doesn't show you facing that way at all! lynx
// only changes your direction at decision time by examining the floor tile...
for (let tile of actor.cell) {
if (tile.type.slide_mode === actor.slide_mode && tile.type.on_arrive) {
tile.type.on_arrive(tile, this, actor);
}
}
}
return false;
}
// We're clear!
if (double_speed || actor.has_item('speed_boots')) {
speed /= 2;
}
this.move_to(actor, goal_cell, speed);
// Set movement cooldown since we just moved
this._set_tile_prop(actor, 'movement_cooldown', speed);
return true;
}
// Move the given actor to the given position and perform any appropriate
// tile interactions. Does NOT check for whether the move is actually
// legal; use attempt_step for that!
move_to(actor, goal_cell, speed) {
if (actor.cell === goal_cell)
return;
this._set_tile_prop(actor, 'previous_cell', actor.cell);
this._set_tile_prop(actor, 'animation_speed', speed);
this._set_tile_prop(actor, 'animation_progress', 0);
let original_cell = actor.cell;
this.remove_tile(actor);
this.make_slide(actor, null);
this.add_tile(actor, goal_cell);
// Announce we're leaving, for the handful of tiles that care about it
for (let tile of Array.from(original_cell)) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.on_depart) {
tile.type.on_depart(tile, this, actor);
}
}
// Check for a couple effects that always apply immediately
if (actor === this.player) {
this.hint_shown = null;
}
for (let tile of goal_cell) {
if (actor.type.is_real_player && tile.type.is_monster) {
this.fail(tile.type.name);
}
else if (actor.type.is_monster && tile.type.is_real_player) {
this.fail(actor.type.name);
}
else if (actor.type.is_block && tile.type.is_real_player) {
this.fail('squished');
}
if (tile.type.slide_mode && ! actor.ignores(tile.type.name)) {
this.make_slide(actor, tile.type.slide_mode);
}
if (actor === this.player && tile.type.is_hint) {
this.hint_shown = tile.hint_text ?? this.stored_level.hint;
}
}
// If we're stepping directly on the player, that kills them too
// TODO this only works because i have the player move first; in lynx the check is the other
// way around
if (actor.type.is_monster && goal_cell === this.player_leaving_cell) {
this.fail(actor.type.name);
}
if (actor === this.player && goal_cell[0].type.name === 'floor') {
this.sfx.play_once('step-floor');
}
if (this.compat.tiles_react_instantly) {
this.step_on_cell(actor, actor.cell);
}
}
// Step on every tile in a cell we just arrived in
step_on_cell(actor, cell) {
let teleporter;
// Step on topmost things first -- notably, it's safe to step on water with flippers on top
for (let tile of Array.from(cell).reverse()) {
if (tile === actor)
continue;
if (actor.ignores(tile.type.name))
continue;
if (tile.type.is_item &&
(actor.type.has_inventory ||
cell.some(t => t.type.item_modifier === 'pickup')) &&
this.attempt_take(actor, tile))
{
if (tile.type.is_key) {
this.sfx.play_once('get-key', cell);
}
else {
this.sfx.play_once('get-tool', cell);
}
}
else if (tile.type.teleport_dest_order) {
teleporter = tile;
}
else if (tile.type.on_arrive) {
tile.type.on_arrive(tile, this, actor);
}
}
// Handle teleporting, now that the dust has cleared
// FIXME something funny happening here, your input isn't ignored while walking out of it?
if (teleporter) {
let original_direction = actor.direction;
let success = false;
for (let dest of teleporter.type.teleport_dest_order(teleporter, this, actor)) {
// Teleporters already containing an actor are blocked and unusable
if (dest.cell.some(tile => tile.type.is_actor && tile !== actor))
continue;
// Physically move the actor to the new teleporter
// XXX lynx treats this as a slide and does it in a pass in the main loop
// XXX not especially undo-efficient
this.remove_tile(actor);
this.add_tile(actor, dest.cell);
// Red and green teleporters attempt to spit you out in every direction before
// giving up on a destination (but not if you return to the original).
// Note that we use actor.direction here (rather than original_direction) because
// green teleporters modify it in teleport_dest_order, to randomize the exit
// direction
let direction = actor.direction;
let num_directions = 1;
if (teleporter.type.teleport_try_all_directions && dest !== teleporter) {
num_directions = 4;
}
// FIXME bleugh hardcode
if (dest === teleporter && teleporter.type.name === 'teleport_yellow') {
break;
}
for (let i = 0; i < num_directions; i++) {
if (this.attempt_step(actor, direction)) {
success = true;
// Sound plays from the origin cell simply because that's where the sfx player
// thinks the player is currently; position isn't updated til next turn
this.sfx.play_once('teleport', teleporter.cell);
break;
}
else {
direction = DIRECTIONS[direction].right;
}
}
if (success) {
break;
}
else if (num_directions === 4) {
// Restore our original facing before continuing
// (For red teleports, we try every possible destination in our original
// movement direction, so this is correct. For green teleports, we only try one
// destination and then fall back to walking through the source in our original
// movement direction, so this is still correct.)
this.set_actor_direction(actor, original_direction);
}
}
if (! success && actor.type.has_inventory && teleporter.type.name === 'teleport_yellow') {
// Super duper special yellow teleporter behavior: you pick it the fuck up
// FIXME not if there's only one in the level?
this.attempt_take(actor, teleporter);
if (actor === this.player) {
this.sfx.play_once('get-tool', teleporter.cell);
}
}
}
}
remember_player_move(direction) {
if (this.player.type.name === 'player') {
this.player1_move = direction;
}
else {
this.player2_move = direction;
}
}
cycle_inventory(actor) {
if (this.stored_level.use_cc1_boots)
return;
if (actor.movement_cooldown > 0)
return;
// Cycle leftwards, i.e., the oldest item moves to the end of the list
if (actor.toolbelt && actor.toolbelt.length > 1) {
actor.toolbelt.push(actor.toolbelt.shift());
this.pending_undo.push(() => actor.toolbelt.unshift(actor.toolbelt.pop()));
}
}
drop_item(actor, force = false) {
if (this.stored_level.use_cc1_boots)
return;
if (actor.movement_cooldown > 0)
return;
// Drop the oldest item, i.e. the first one
if (actor.toolbelt && actor.toolbelt.length > 0 && (force || ! actor.cell.get_item())) {
let name = actor.toolbelt[0];
if (name === 'teleport_yellow') {
// We can only be dropped on regular floor
let terrain = actor.cell.get_terrain();
if (terrain.type.name !== 'floor')
return;
this.transmute_tile(terrain, 'teleport_yellow');
}
else {
this.add_tile(new Tile(TILE_TYPES[name]), actor.cell);
}
actor.toolbelt.shift();
this.pending_undo.push(() => actor.toolbelt.unshift(name));
}
}
// Update the state of all wired tiles in the game.
// XXX need to be clear on the order of events here. say everything starts out unpowered.
// then:
// 1. you step on a pink button, which flags itself as going to be powered next frame
// 2. this pass happens. every unpowered-but-wired cell is inspected. if a powered one is
// found, floodfill from there
// FIXME can probably skip this if we know there are no wires at all, like in a CCL, or just an
// unwired map
// FIXME this feels inefficient. most of the time none of the inputs have changed so none of
// this needs to happen at all
// FIXME none of this is currently undoable
update_wiring() {
// Gather every tile that's emitting power. Along the way, check whether any of them have
// changed since last tic, so we can skip this work entirely if none did
let neighbors = [];
let any_changed = false;
for (let tile of this.power_sources) {
if (! tile.cell)
continue;
let emitting = tile.type.get_emitting_edges(tile, this);
if (emitting) {
neighbors.push([tile.cell, emitting]);
}
if (emitting !== tile.emitting_edges) {
any_changed = true;
tile.emitting_edges = emitting;
}
}
// Also check actors, since any of them might be holding a lightning bolt (argh)
for (let actor of this.actors) {
if (! actor.cell)
continue;
// Only count when they're on a floor tile AND not in transit!
let emitting = 0;
if (actor.movement_cooldown === 0 && actor.has_item('lightning_bolt')) {
let wired_tile = actor.cell.get_wired_tile();
if (wired_tile && wired_tile.type.name === 'floor') {
emitting = true;
neighbors.push([actor.cell, wired_tile.wire_directions]);
}
}
if (emitting !== actor.emitting_edges) {
any_changed = true;
actor.emitting_edges = emitting;
}
}
// If none changed, we're done
if (! any_changed)
return;
// Turn off power to every cell
// TODO wonder if i need a linear cell list, or even a flat list of all tiles (that sounds
// like hell to keep updated though)
for (let row of this.cells) {
for (let cell of row) {
cell.prev_powered_edges = cell.powered_edges;
cell.powered_edges = 0;
}
}
// Iterate over emitters and flood-fill outwards one edge at a time
// propagated it via flood-fill through neighboring wires
while (neighbors.length > 0) {
let [cell, source_direction] = neighbors.shift();
let wire = cell.get_wired_tile();
// Power this cell
if (typeof(source_direction) === 'number') {
// This cell is emitting power itself, and the source direction is actually a
// bitmask of directions
cell.powered_edges = source_direction;
}
else {
let bit = DIRECTIONS[source_direction].bit;
if (wire === null || (wire.wire_directions & bit) === 0) {
// No wire on this side, so the power doesn't actually propagate, but it DOES
// stay on this edge (so if this is e.g. a purple tile, it'll be powered)
cell.powered_edges |= bit;
continue;
}
// Common case: power entering a wired edge and propagating outwards. The only
// special case is that four-way wiring is two separate wires, N/S and E/W
if (wire.wire_directions === 0x0f) {
cell.powered_edges |= bit;
cell.powered_edges |= DIRECTIONS[DIRECTIONS[source_direction].opposite].bit;
}
else {
cell.powered_edges = wire.wire_directions;
}
}
// Propagate current to neighbors
for (let [direction, dirinfo] of Object.entries(DIRECTIONS)) {
if (direction === source_direction)
continue;
if ((cell.powered_edges & dirinfo.bit) === 0)
continue;
let neighbor, neighbor_wire;
let opposite_bit = DIRECTIONS[dirinfo.opposite].bit;
if (wire && (wire.wire_tunnel_directions & dirinfo.bit)) {
// Search in the given direction until we find a matching tunnel
// FIXME these act like nested parens!
let x = cell.x;
let y = cell.y;
let nesting = 0;
while (true) {
x += dirinfo.movement[0];
y += dirinfo.movement[1];
if (! this.is_point_within_bounds(x, y))
break;
let candidate = this.cells[y][x];
neighbor_wire = candidate.get_wired_tile();
if (neighbor_wire && ((neighbor_wire.wire_tunnel_directions ?? 0) & opposite_bit)) {
neighbor = candidate;
break;
}
}
}
else {
// No tunnel; this is easy
neighbor = this.get_neighboring_cell(cell, direction);
if (neighbor) {
neighbor_wire = neighbor.get_wired_tile();
}
}
if (neighbor && (neighbor.powered_edges & opposite_bit) === 0 &&
// Unwired tiles are OK; they might be something activated by power.
// Wired tiles that do NOT connect to us are ignored.
(! neighbor_wire || neighbor_wire.wire_directions & opposite_bit))
{
neighbors.push([neighbor, dirinfo.opposite]);
}
}
}
// Inform any affected cells of power changes
for (let row of this.cells) {
for (let cell of row) {
if ((cell.prev_powered_edges === 0) !== (cell.powered_edges === 0)) {
let method = cell.powered_edges ? 'on_power' : 'on_depower';
for (let tile of cell) {
if (tile.type[method]) {
tile.type[method](tile, this);
}
}
}
}
}
}
// Performs a depth-first search for connected wires and wire objects, extending out from the
// given starting cell
*follow_circuit(cell) {
}
// -------------------------------------------------------------------------
// Board inspection
is_point_within_bounds(x, y) {
return (x >= 0 && x < this.width && y >= 0 && y < this.height);
}
get_neighboring_cell(cell, direction) {
let move = DIRECTIONS[direction].movement;
let goal_x = cell.x + move[0];
let goal_y = cell.y + move[1];
if (this.is_point_within_bounds(goal_x, goal_y)) {
return this.cells[goal_y][goal_x];
}
else {
return null;
}
}
// Iterates over the grid in (reverse?) reading order and yields all tiles with the given name.
// The starting cell is iterated last.
*iter_tiles_in_reading_order(start_cell, name, reverse = false) {
let x = start_cell.x;
let y = start_cell.y;
while (true) {
if (reverse) {
x -= 1;
if (x < 0) {
x = this.width - 1;
y = (y - 1 + this.height) % this.height;
}
}
else {
x += 1;
if (x >= this.width) {
x = 0;
y = (y + 1) % this.height;
}
}
let cell = this.cells[y][x];
for (let tile of cell) {
if (tile.type.name === name) {
yield tile;
}
}
if (cell === start_cell)
return;
}
}
// Iterates over the grid in a diamond pattern, spreading out from the given start cell (but not
// including it). Only used for connecting orange buttons.
*iter_cells_in_diamond(start_cell) {
let max_search_radius = Math.max(this.size_x, this.size_y);
for (let dist = 1; dist <= max_search_radius; dist++) {
// Start east and move counterclockwise
let sx = start_cell.x + dist;
let sy = start_cell.y;
for (let direction of [[-1, -1], [-1, 1], [1, 1], [1, -1]]) {
for (let i = 0; i < dist; i++) {
if (this.is_point_within_bounds(sx, sy)) {
yield this.cells[sy][sx];
}
sx += direction[0];
sy += direction[1];
}
}
}
}
is_cell_wired(cell) {
for (let direction of Object.keys(DIRECTIONS)) {
let neighbor = this.get_neighboring_cell(cell, direction);
if (! neighbor)
continue;
let wired = neighbor.get_wired_tile();
if (! wired)
continue;
if (wired.wire_directions & DIRECTIONS[DIRECTIONS[direction].opposite].bit)
return true;
}
return false;
}
// -------------------------------------------------------------------------
// Undo handling
create_undo_entry() {
let entry = [];
entry.tile_changes = new Map;
entry.level_props = {};
return entry;
}
has_undo() {
let prev_index = this.undo_buffer_index - 1;
if (prev_index < 0) {
prev_index += UNDO_BUFFER_SIZE;
}
return this.undo_buffer[prev_index] !== null;
}
commit() {
this.undo_buffer[this.undo_buffer_index] = this.pending_undo;
this.pending_undo = this.create_undo_entry();
this.undo_buffer_index += 1;
this.undo_buffer_index %= UNDO_BUFFER_SIZE;
}
undo() {
this.aid = Math.max(1, this.aid);
// In turn-based mode, we might still be in mid-tic with a partial undo stack; do that first
this._undo_entry(this.pending_undo);
this.pending_undo = this.create_undo_entry();
this.undo_buffer_index -= 1;
if (this.undo_buffer_index < 0) {
this.undo_buffer_index += UNDO_BUFFER_SIZE;
}
this._undo_entry(this.undo_buffer[this.undo_buffer_index]);
this.undo_buffer[this.undo_buffer_index] = null;
}
// Reverse a single undo entry
_undo_entry(entry) {
if (! entry) {
return;
}
// Undo in reverse order! There's no redo, so it's okay to destroy this
entry.reverse();
for (let undo of entry) {
undo();
}
for (let [tile, changes] of entry.tile_changes) {
for (let [key, value] of changes) {
tile[key] = value;
}
}
for (let [key, value] of Object.entries(entry.level_props)) {
this[key] = value;
}
}
// -------------------------------------------------------------------------
// Level alteration methods. EVERYTHING that changes the state of a level,
// including the state of a single tile, should do it through one of these
// for undo/rewind purposes
_set_tile_prop(tile, key, val) {
if (tile[key] === val)
return;
let changes = this.pending_undo.tile_changes.get(tile);
if (! changes) {
changes = new Map;
this.pending_undo.tile_changes.set(tile, changes);
}
// If we haven't yet done so, log the original value
if (! changes.has(key)) {
changes.set(key, tile[key]);
}
// If there's an original value already logged, and it's the value we're about to change
// back to, then delete the change
else if (changes.get(key) === val) {
changes.delete(key);
}
tile[key] = val;
}
collect_chip() {
if (this.chips_remaining > 0) {
this.sfx.play_once('get-chip');
this.chips_remaining--;
}
}
adjust_bonus(add, mult = 1) {
this.bonus_points = Math.ceil(this.bonus_points * mult) + add;
}
pause_timer() {
if (this.time_remaining === null)
return;
this.timer_paused = ! this.timer_paused;
}
adjust_timer(dt) {
// Untimed levels become timed levels with 0 seconds remaining
this.time_remaining = Math.max(0, (this.time_remaining ?? 0) + dt * 20);
if (this.time_remaining <= 0) {
if (this.timer_paused) {
this.time_remaining = 1;
}
else {
this.fail('time');
}
}
}
fail(reason) {
if (reason === 'time') {
this.sfx.play_once('timeup');
}
else {
this.sfx.play_once('lose');
}
this.pending_undo.push(() => {
this.fail_reason = null;
this.player.fail_reason = null;
});
this.state = 'failure';
this.fail_reason = reason;
this.player.fail_reason = reason;
throw new GameEnded;
}
win() {
this.sfx.play_once('win');
this.state = 'success';
this._set_tile_prop(this.player, 'exited', true);
throw new GameEnded;
}
get_scorecard() {
if (this.state !== 'success') {
return null;
}
let time = Math.ceil((this.time_remaining ?? 0) / 20);
return {
time: time,
abstime: this.tic_counter,
bonus: this.bonus_points,
score: this.stored_level.number * 500 + time * 10 + this.bonus_points,
aid: this.aid,
};
}
// Get the next direction a random force floor will use. They share global
// state and cycle clockwise.
get_force_floor_direction() {
let d = this.force_floor_direction;
this.force_floor_direction = DIRECTIONS[d].right;
return d;
}
// Tile stuff in particular
// TODO should add in the right layer? maybe? hard to say what that is when mscc levels might
// have things stacked in a weird order though
// TODO would be nice to make these not be closures but order matters much more here
remove_tile(tile) {
let cell = tile.cell;
let index = cell._remove(tile);
this.pending_undo.push(() => cell._add(tile, index));
}
add_tile(tile, cell, index = null) {
cell._add(tile, index);
this.pending_undo.push(() => cell._remove(tile));
}
add_actor(actor) {
this.actors.push(actor);
this.pending_undo.push(() => this.actors.pop());
}
spawn_animation(cell, name) {
let type = TILE_TYPES[name];
let tile = new Tile(type);
this._set_tile_prop(tile, 'animation_speed', tile.type.ttl);
this._set_tile_prop(tile, 'animation_progress', 0);
cell._add(tile);
this.actors.push(tile);
this.pending_undo.push(() => {
this.actors.pop();
cell._remove(tile);
});
}
transmute_tile(tile, name) {
let current = tile.type.name;
this.pending_undo.push(() => tile.type = TILE_TYPES[current]);
tile.type = TILE_TYPES[name];
// For transmuting into an animation, set up the timer immediately
if (tile.type.ttl) {
if (! TILE_TYPES[current].is_actor) {
console.warn("Transmuting a non-actor into an animation!");
}
this._set_tile_prop(tile, 'animation_speed', tile.type.ttl);
this._set_tile_prop(tile, 'animation_progress', 0);
}
}
// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
// tile is removed if successful
attempt_take(actor, tile) {
let mod = tile.cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore')
return false;
if (this.give_actor(actor, tile.type.name)) {
if (tile.type.draw_layer === 0) {
// This should only happen for the yellow teleporter
this.transmute_tile(tile, 'floor');
}
else {
this.remove_tile(tile);
}
if (mod && mod.type.item_modifier === 'pickup') {
this.remove_tile(mod);
}
return true;
}
return false;
}
// Give an item to an actor, even if it's not supposed to have an inventory
give_actor(actor, name) {
// TODO support use_cc1_boots here -- silently consume dupes, only do cc1 items
if (! actor.type.is_actor)
return false;
let type = TILE_TYPES[name];
if (type.is_key) {
if (! actor.keyring) {
actor.keyring = {};
}
actor.keyring[name] = (actor.keyring[name] ?? 0) + 1;
this.pending_undo.push(() => actor.keyring[name] -= 1);
}
else {
// tool, presumably
if (! actor.toolbelt) {
actor.toolbelt = [];
}
actor.toolbelt.push(name);
this.pending_undo.push(() => actor.toolbelt.pop());
// Nothing can hold more than four items
if (actor.toolbelt.length > 4) {
this.drop_item(actor, true);
}
}
return true;
}
take_key_from_actor(actor, name) {
if (actor.keyring && (actor.keyring[name] ?? 0) > 0) {
if (actor.type.infinite_items && actor.type.infinite_items[name]) {
// Some items can't be taken away normally, by which I mean, green or yellow keys
return true;
}
this.pending_undo.push(() => actor.keyring[name] += 1);
actor.keyring[name] -= 1;
return true;
}
return false;
}
take_tool_from_actor(actor, name) {
if (actor.toolbelt) {
let index = actor.toolbelt.indexOf(name);
if (index >= 0) {
actor.toolbelt.splice(index, 1);
this.pending_undo.push(() => actor.toolbelt.splice(index, 0, name));
return true;
}
}
return false;
}
take_all_keys_from_actor(actor) {
if (actor.keyring && Object.values(actor.keyring).some(n => n > 0)) {
let keyring = actor.keyring;
this.pending_undo.push(() => actor.keyring = keyring);
actor.keyring = {};
return true;
}
}
take_all_tools_from_actor(actor) {
if (actor.toolbelt && actor.toolbelt.length > 0) {
let toolbelt = actor.toolbelt;
this.pending_undo.push(() => actor.toolbelt = toolbelt);
actor.toolbelt = [];
return true;
}
}
// Mark an actor as sliding
make_slide(actor, mode) {
this._set_tile_prop(actor, 'slide_mode', mode);
}
// Change an actor's direction
set_actor_direction(actor, direction) {
this._set_tile_prop(actor, 'direction', direction);
}
}