Moved level state to soko package.
Renamed entity type character and egg to player and target respectively.
This commit is contained in:
parent
b2342235b3
commit
7634e632fb
@ -14,9 +14,8 @@ type moveAnimation struct {
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pos geom.PointF32
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}
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func newMoveAnimation(e *entity, to geom.Point) *moveAnimation {
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ani := &moveAnimation{e: e, from: e.pos, to: to, pos: e.pos.ToF32()}
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ani.e.pos = to
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func newMoveAnimation(e *entity, from, to geom.Point) *moveAnimation {
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ani := &moveAnimation{e: e, from: from, to: to, pos: from.ToF32()}
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return ani
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}
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@ -6,8 +6,8 @@ import (
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)
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type entity struct {
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id int
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typ soko.EntityType
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pos geom.Point
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scr entityLoc
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}
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@ -16,6 +16,6 @@ type entityLoc struct {
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z float32
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}
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func newEntity(typ soko.EntityType, pos geom.Point) *entity {
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return &entity{typ, pos, entityLoc{pos.ToF32(), 0}}
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func newEntity(e soko.Entity) *entity {
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return &entity{e.ID, e.Typ, entityLoc{e.Pos.ToF32(), 0}}
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}
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@ -1,35 +0,0 @@
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package main
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import "opslag.de/schobers/geom"
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type entityList []*entity
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func (l entityList) Add(e *entity) entityList {
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return append(l, e)
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}
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func (l entityList) AddList(list entityList) entityList {
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return append(l, list...)
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}
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func (l entityList) Find(pos geom.Point) int {
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for i, e := range l {
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if e.pos == pos {
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return i
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}
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}
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return -1
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}
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func (l entityList) FindEntity(pos geom.Point) *entity {
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idx := l.Find(pos)
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if idx == -1 {
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return nil
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}
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return l[idx]
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}
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func (l entityList) Remove(pos geom.Point) entityList {
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idx := l.Find(pos)
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return append(l[:idx], l[idx+1:]...)
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}
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25
cmd/krampus19/entitymap.go
Normal file
25
cmd/krampus19/entitymap.go
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@ -0,0 +1,25 @@
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package main
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import "sort"
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type entityMap map[int]*entity
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func (m entityMap) RenderOrder() []*entity {
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entities := make([]*entity, 0, len(m))
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for _, e := range m {
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entities = append(entities, e)
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}
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sort.Slice(entities, func(i, j int) bool {
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var posI, posJ = entities[i].scr.pos, entities[j].scr.pos
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if posI.Y == posJ.Y {
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if posI.X == posJ.X {
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return entities[i].id < entities[j].id
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}
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return posI.X < posJ.X
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}
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return posI.Y < posJ.Y
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})
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return entities
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}
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@ -3,7 +3,6 @@ package main
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import (
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"fmt"
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"log"
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"sort"
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"opslag.de/schobers/allg5"
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"opslag.de/schobers/geom"
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@ -204,7 +203,7 @@ func (l *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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}
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case soko.TileTypeMagma:
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l.drawSprite("magma", "magma", scr)
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brick := l.state.FindSunkenBrick(pos)
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brick := l.state.FindSunkenBrickEntity(pos)
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if brick != nil {
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behind, front := splitParticles(scr.pos.Y, l.state.Particles(pos))
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drawParticles(behind)
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@ -215,21 +214,14 @@ func (l *playLevel) Render(ctx *alui.Context, bounds geom.RectangleF32) {
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}
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}
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entities := l.state.Entities()
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sort.Slice(entities, func(i, j int) bool {
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if entities[i].scr.pos.Y == entities[j].scr.pos.Y {
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return entities[i].scr.pos.X < entities[j].scr.pos.X
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}
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return entities[i].scr.pos.Y < entities[j].scr.pos.Y
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})
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entities := l.state.Entities().RenderOrder()
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for _, e := range entities {
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switch e.typ {
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case soko.EntityTypeBrick:
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l.drawSprite("brick", "brick", e.scr)
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case soko.EntityTypeCharacter:
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case soko.EntityTypePlayer:
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l.drawSprite("dragon", "dragon", e.scr)
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case soko.EntityTypeEgg:
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case soko.EntityTypeTarget:
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l.drawSprite("egg", "egg", e.scr)
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}
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}
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@ -15,10 +15,11 @@ type playLevelState struct {
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pack levelPack
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level soko.Level
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state soko.State
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player *entity
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egg *entity
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bricks entityList
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sunken entityList
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bricks entityMap
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sunken entityMap
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splash map[geom.Point]*splashAnimation
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steps int
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@ -30,9 +31,14 @@ type playLevelState struct {
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keysDown keyPressedState
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}
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func (s *playLevelState) Entities() entityList {
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var entities entityList
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return entities.Add(s.player).Add(s.egg).AddList(s.bricks)
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func (s *playLevelState) Entities() entityMap {
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entities := entityMap{}
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entities[s.player.id] = s.player
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entities[s.egg.id] = s.egg
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for id, e := range s.bricks {
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entities[id] = e
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}
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return entities
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}
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func (s *playLevelState) Particles(at geom.Point) []particle {
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@ -49,34 +55,34 @@ func (s *playLevelState) Particles(at geom.Point) []particle {
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return particles
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}
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func (s *playLevelState) FindSunkenBrick(pos geom.Point) *entity {
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return s.sunken.FindEntity(pos)
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func (s *playLevelState) FindSunkenBrickEntity(pos geom.Point) *entity {
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id, ok := s.state.SunkenBricks[pos]
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if ok {
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return s.sunken[id]
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}
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return nil
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}
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func (s *playLevelState) IsNextToMagma(pos geom.Point) bool {
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return s.checkTile(pos.Add2D(1, 0), s.isMagma) ||
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s.checkTile(pos.Add2D(-1, 0), s.isMagma) ||
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s.checkTile(pos.Add2D(0, -1), s.isMagma) ||
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s.checkTile(pos.Add2D(0, 1), s.isMagma)
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return s.state.Any(soko.IsMagma, soko.Neighbours(pos)...)
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}
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func (s *playLevelState) Init(ctx *Context, pack, level string, onComplete func()) {
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s.ctx = ctx
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s.pack = ctx.Levels.ByID(pack)
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s.level = s.pack.levels[level]
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s.state = s.level.State()
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s.bricks = nil
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s.sunken = nil
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s.splash = map[geom.Point]*splashAnimation{}
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for i, e := range s.level.Entities {
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switch e {
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case soko.EntityTypeBrick:
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s.bricks = append(s.bricks, newEntity(e, s.level.IdxToPos(i)))
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case soko.EntityTypeCharacter:
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s.player = newEntity(e, s.level.IdxToPos(i))
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case soko.EntityTypeEgg:
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s.egg = newEntity(e, s.level.IdxToPos(i))
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}
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s.player = newEntity(s.state.Player)
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s.egg = newEntity(s.state.Target)
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s.bricks = entityMap{}
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for pos, id := range s.state.Bricks {
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s.bricks[id] = newEntity(soko.Entity{ID: id, Pos: pos, Typ: soko.EntityTypeBrick})
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}
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s.sunken = entityMap{}
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s.keysDown = keyPressedState{}
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s.onComplete = onComplete
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}
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@ -98,42 +104,45 @@ func (s *playLevelState) Tick(now time.Duration) {
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}
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func (s *playLevelState) TryPlayerMove(key allg5.Key) {
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var dir geom.Point
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var dir soko.Direction
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switch key {
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case s.ctx.Settings.Controls.MoveUp:
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dir = geom.Pt(0, -1)
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dir = soko.DirectionUp
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case s.ctx.Settings.Controls.MoveRight:
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dir = geom.Pt(1, 0)
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dir = soko.DirectionRight
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case s.ctx.Settings.Controls.MoveDown:
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dir = geom.Pt(0, 1)
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dir = soko.DirectionDown
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case s.ctx.Settings.Controls.MoveLeft:
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dir = geom.Pt(-1, 0)
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dir = soko.DirectionLeft
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default:
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return
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}
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s.tryPlayerMove(dir, key)
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s.tryPlayerMove(dir)
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}
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func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
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if s.player.scr.pos != s.player.pos.ToF32() {
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func (s *playLevelState) tryPlayerMove(dir soko.Direction) {
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if s.player.scr.pos != s.state.Player.Pos.ToF32() {
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return
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}
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to := s.player.pos.Add(dir)
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if !s.canMove(s.player.pos, dir) {
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log.Printf("Move is not allowed (tried out move to %s after key '%s' was pressed)", to, gut.KeyToString(key))
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state, ok := s.state.MovePlayer(dir)
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if !ok {
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log.Printf("Move is not allowed (tried out move %s)", dir.String())
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return
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}
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if brick := s.bricks.FindEntity(to); brick != nil {
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log.Printf("Pushing brick at %s", to)
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brickTo := to.Add(dir)
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s.ani.StartFn(s.ctx.Tick, newMoveAnimation(brick, brickTo), func() {
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to := state.Player.Pos
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if brickID, ok := s.state.Bricks[to]; ok {
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log.Printf("Brick %d moved", brickID)
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brick := s.bricks[brickID]
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brickTo := state.Entities[brickID].Pos
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s.ani.StartFn(s.ctx.Tick, newMoveAnimation(brick, to, brickTo), func() {
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log.Printf("Brick movement finished")
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if s.checkTile(brickTo, s.wouldBrickSink) {
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log.Printf("Sinking brick at %s", brickTo)
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s.bricks = s.bricks.Remove(brickTo)
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s.sunken = s.sunken.Add(brick)
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if sunkenBrickID, ok := state.SunkenBricks[brickTo]; ok && sunkenBrickID == brickID {
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log.Printf("Sinking brick %d", brickID)
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delete(s.bricks, brickID)
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s.sunken[brickID] = brick
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s.ani.Start(s.ctx.Tick, newSinkAnimation(brick))
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splash := newSplashAnimation(brickTo)
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@ -147,9 +156,9 @@ func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
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s.steps++
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log.Printf("Moving player to %s", to)
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s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, to), func() {
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s.ani.StartFn(s.ctx.Tick, newMoveAnimation(s.player, s.state.Player.Pos, to), func() {
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log.Printf("Player movement finished")
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if s.player.pos == s.egg.pos {
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if to == state.Target.Pos {
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s.complete = true
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if onComplete := s.onComplete; onComplete != nil {
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onComplete()
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@ -157,76 +166,11 @@ func (s *playLevelState) tryPlayerMove(dir geom.Point, key allg5.Key) {
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} else {
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pressed := s.keysDown.ArePressed(s.ctx.Settings.Controls.MovementKeys()...)
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if len(pressed) == 1 {
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key := pressed[0]
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log.Printf("Movement key %s is down, moving further", gut.KeyToString(key))
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s.TryPlayerMove(pressed[0])
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s.TryPlayerMove(key)
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}
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}
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})
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}
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func (s *playLevelState) canMove(from, dir geom.Point) bool {
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to := from.Add(dir)
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if !s.checkTile(to, s.isSolidTile) {
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return false
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}
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brick := s.bricks.FindEntity(to)
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if brick != nil {
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brickTo := to.Add(dir)
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return !s.checkTileNotFound(brickTo, s.isObstructed, true)
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}
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return true
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}
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func (s *playLevelState) checkTile(pos geom.Point, check func(pos geom.Point, idx int, t soko.TileType) bool) bool {
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return s.checkTileNotFound(pos, check, false)
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}
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func (s *playLevelState) checkTileNotFound(pos geom.Point, check func(pos geom.Point, idx int, t soko.TileType) bool, notFound bool) bool {
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idx := s.level.PosToIdx(pos)
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if idx == -1 {
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return notFound
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}
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return check(pos, idx, s.level.Tiles[idx])
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}
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func (s *playLevelState) findEntityAt(pos geom.Point) *entity {
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if s.player.pos == pos {
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return s.player
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}
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brick := s.bricks.FindEntity(pos)
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if brick != nil {
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return brick
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}
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return s.sunken.FindEntity(pos)
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}
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func (s *playLevelState) isObstructed(pos geom.Point, idx int, t soko.TileType) bool {
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if s.bricks.FindEntity(pos) != nil {
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return true // brick
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}
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switch s.level.Tiles[idx] {
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case soko.TileTypeMagma:
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return false
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case soko.TileTypeBasic:
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return false
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}
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return true
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}
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func (s *playLevelState) isMagma(pos geom.Point, idx int, t soko.TileType) bool {
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return t == soko.TileTypeMagma
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}
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func (s *playLevelState) isSolidTile(pos geom.Point, idx int, t soko.TileType) bool {
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switch t {
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case soko.TileTypeBasic:
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return true
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case soko.TileTypeMagma:
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return s.sunken.FindEntity(pos) != nil
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}
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return false
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}
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func (s *playLevelState) wouldBrickSink(pos geom.Point, idx int, t soko.TileType) bool {
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return t == soko.TileTypeMagma && s.sunken.FindEntity(pos) == nil
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s.state = state
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}
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50
soko/direction.go
Normal file
50
soko/direction.go
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@ -0,0 +1,50 @@
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package soko
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import "opslag.de/schobers/geom"
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type Direction int
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const (
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DirectionUp Direction = iota
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DirectionRight
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DirectionDown
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DirectionLeft
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)
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var Directions = [4]Direction{DirectionUp, DirectionRight, DirectionDown, DirectionLeft}
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func (d Direction) String() string {
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switch d {
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case DirectionUp:
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return "up"
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case DirectionRight:
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return "right"
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case DirectionDown:
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return "down"
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case DirectionLeft:
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return "left"
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}
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return "invalid"
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}
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func (d Direction) ToPoint() geom.Point {
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switch d {
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case DirectionUp:
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return geom.Pt(0, -1)
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case DirectionRight:
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return geom.Pt(1, 0)
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case DirectionDown:
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return geom.Pt(0, 1)
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case DirectionLeft:
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return geom.Pt(-1, 0)
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}
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return geom.Point{}
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}
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func Neighbours(p geom.Point) []geom.Point {
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neighbours := make([]geom.Point, 4)
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for i, dir := range Directions {
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neighbours[i] = p.Add(dir.ToPoint())
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}
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return neighbours
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}
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19
soko/entity.go
Normal file
19
soko/entity.go
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@ -0,0 +1,19 @@
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package soko
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import "opslag.de/schobers/geom"
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type Entity struct {
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ID int
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Pos geom.Point
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Typ EntityType
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}
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type Entities map[int]Entity
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func (e Entities) Clone() Entities {
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clone := Entities{}
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for id, e := range e {
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clone[id] = e
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}
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return clone
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}
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31
soko/entitylocations.go
Normal file
31
soko/entitylocations.go
Normal file
@ -0,0 +1,31 @@
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package soko
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import "opslag.de/schobers/geom"
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type EntityLocations map[geom.Point]int
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func (l EntityLocations) Add(p geom.Point, id int) { l[p] = id }
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func (l EntityLocations) Clone() EntityLocations {
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clone := EntityLocations{}
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for p, id := range l {
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clone[p] = id
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}
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return clone
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}
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func (l EntityLocations) Has(p geom.Point) bool {
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_, ok := l[p]
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return ok
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}
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func (l EntityLocations) Move(from, to geom.Point) {
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id, ok := l[from]
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if !ok {
|
||||
panic("no entitiy at position")
|
||||
}
|
||||
l.Remove(from)
|
||||
l.Add(to, id)
|
||||
}
|
||||
|
||||
func (l EntityLocations) Remove(p geom.Point) { delete(l, p) }
|
@ -3,18 +3,18 @@ package soko
|
||||
type EntityType byte
|
||||
|
||||
const (
|
||||
EntityTypeInvalid EntityType = EntityType(0)
|
||||
EntityTypeNone = '_'
|
||||
EntityTypeCharacter = '@'
|
||||
EntityTypeEgg = 'X'
|
||||
EntityTypeBrick = 'B'
|
||||
EntityTypeInvalid EntityType = EntityType(0)
|
||||
EntityTypeNone = '_'
|
||||
EntityTypePlayer = '@'
|
||||
EntityTypeTarget = 'X'
|
||||
EntityTypeBrick = 'B'
|
||||
)
|
||||
|
||||
func (e EntityType) IsValid() bool {
|
||||
switch e {
|
||||
case EntityTypeNone:
|
||||
case EntityTypeCharacter:
|
||||
case EntityTypeEgg:
|
||||
case EntityTypePlayer:
|
||||
case EntityTypeTarget:
|
||||
case EntityTypeBrick:
|
||||
default:
|
||||
return false
|
||||
|
@ -19,3 +19,29 @@ func (l Level) PosToIdx(p geom.Point) int {
|
||||
}
|
||||
return p.Y*l.Width + p.X
|
||||
}
|
||||
|
||||
func (l Level) State() State {
|
||||
s := NewState()
|
||||
for i, t := range l.Tiles {
|
||||
pos := l.IdxToPos(i)
|
||||
switch t {
|
||||
case TileTypeBasic:
|
||||
s.BasicTiles.Add(pos)
|
||||
case TileTypeMagma:
|
||||
s.MagmaTiles.Add(pos)
|
||||
}
|
||||
}
|
||||
|
||||
for i, e := range l.Entities {
|
||||
pos := l.IdxToPos(i)
|
||||
switch e {
|
||||
case EntityTypeBrick:
|
||||
s.AddBrick(pos)
|
||||
case EntityTypePlayer:
|
||||
s.SetPlayer(pos)
|
||||
case EntityTypeTarget:
|
||||
s.SetTarget(pos)
|
||||
}
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
17
soko/locations.go
Normal file
17
soko/locations.go
Normal file
@ -0,0 +1,17 @@
|
||||
package soko
|
||||
|
||||
import "opslag.de/schobers/geom"
|
||||
|
||||
type Locations map[geom.Point]bool
|
||||
|
||||
func (l Locations) Add(p geom.Point) { l[p] = true }
|
||||
|
||||
func (l Locations) Clone() Locations {
|
||||
clone := Locations{}
|
||||
for p := range l {
|
||||
clone[p] = true
|
||||
}
|
||||
return clone
|
||||
}
|
||||
|
||||
func (l Locations) Remove(p geom.Point) { delete(l, p) }
|
144
soko/state.go
Normal file
144
soko/state.go
Normal file
@ -0,0 +1,144 @@
|
||||
package soko
|
||||
|
||||
import "opslag.de/schobers/geom"
|
||||
|
||||
type State struct {
|
||||
Player Entity
|
||||
Target Entity
|
||||
|
||||
BasicTiles Locations
|
||||
MagmaTiles Locations
|
||||
|
||||
Bricks EntityLocations
|
||||
SunkenBricks EntityLocations
|
||||
|
||||
Entities Entities
|
||||
|
||||
nextEntityID int
|
||||
}
|
||||
|
||||
func NewState() State {
|
||||
return State{
|
||||
BasicTiles: Locations{},
|
||||
MagmaTiles: Locations{},
|
||||
Bricks: EntityLocations{},
|
||||
SunkenBricks: EntityLocations{},
|
||||
Entities: Entities{},
|
||||
}
|
||||
}
|
||||
|
||||
// Clone creates and returns a clone of the state.
|
||||
func (s State) Clone() State {
|
||||
return State{
|
||||
Player: s.Player,
|
||||
Target: s.Target,
|
||||
BasicTiles: s.BasicTiles.Clone(),
|
||||
MagmaTiles: s.MagmaTiles.Clone(),
|
||||
Bricks: s.Bricks.Clone(),
|
||||
SunkenBricks: s.SunkenBricks.Clone(),
|
||||
Entities: s.Entities.Clone(),
|
||||
nextEntityID: s.nextEntityID,
|
||||
}
|
||||
}
|
||||
|
||||
func (s *State) addEntity(pos geom.Point, typ EntityType, add func(Entity)) {
|
||||
id := s.nextEntityID
|
||||
e := Entity{id, pos, typ}
|
||||
add(e)
|
||||
s.Entities[id] = e
|
||||
s.nextEntityID++
|
||||
}
|
||||
|
||||
func (s *State) AddBrick(pos geom.Point) {
|
||||
s.addEntity(pos, EntityTypeBrick, func(e Entity) {
|
||||
s.Bricks.Add(pos, e.ID)
|
||||
})
|
||||
}
|
||||
|
||||
func (s State) All(pred func(State, geom.Point) bool, p ...geom.Point) bool {
|
||||
for _, p := range p {
|
||||
if !pred(s, p) {
|
||||
return false
|
||||
}
|
||||
}
|
||||
return true
|
||||
}
|
||||
|
||||
func (s State) Any(pred func(State, geom.Point) bool, p ...geom.Point) bool {
|
||||
for _, p := range p {
|
||||
if pred(s, p) {
|
||||
return true
|
||||
}
|
||||
}
|
||||
return false
|
||||
}
|
||||
|
||||
func (s State) IsOpenForBrick(p geom.Point) bool {
|
||||
if s.IsWalkable(p) {
|
||||
return !s.Bricks.Has(p)
|
||||
}
|
||||
return s.MagmaTiles[p]
|
||||
}
|
||||
|
||||
// IsWalkable indicates that a player could walk over this tile regardless of any bricks that might be there.
|
||||
func (s State) IsWalkable(p geom.Point) bool {
|
||||
return s.BasicTiles[p] || (s.MagmaTiles[p] && s.SunkenBricks.Has(p))
|
||||
}
|
||||
|
||||
// MovePlayer tries to move the player in the specified direction. Returns the new state and true if the move is valid. Returns the current state and false is the move was invalid.
|
||||
func (s State) MovePlayer(dir Direction) (State, bool) {
|
||||
to := s.Player.Pos.Add(dir.ToPoint())
|
||||
|
||||
if !s.IsWalkable(to) {
|
||||
return s, false
|
||||
}
|
||||
|
||||
if !s.Bricks.Has(to) {
|
||||
return s.Mutate(func(s *State) {
|
||||
s.movePlayer(to)
|
||||
}), true
|
||||
}
|
||||
|
||||
brickTo := to.Add(dir.ToPoint())
|
||||
if !s.IsOpenForBrick(brickTo) {
|
||||
return s, false
|
||||
}
|
||||
brickID := s.Bricks[to]
|
||||
return s.Mutate(func(s *State) {
|
||||
s.movePlayer(to)
|
||||
|
||||
if s.MagmaTiles[brickTo] && !s.SunkenBricks.Has(brickTo) {
|
||||
s.Bricks.Remove(to)
|
||||
s.SunkenBricks.Add(brickTo, brickID)
|
||||
} else {
|
||||
s.Bricks.Move(to, brickTo)
|
||||
}
|
||||
s.Entities[brickID] = Entity{brickID, brickTo, EntityTypeBrick}
|
||||
}), true
|
||||
}
|
||||
|
||||
// Mutate clones the state, applies the mutation on the clone and returns the clone.
|
||||
func (s State) Mutate(fn func(s *State)) State {
|
||||
clone := s.Clone()
|
||||
fn(&clone)
|
||||
return clone
|
||||
}
|
||||
|
||||
func (s *State) movePlayer(to geom.Point) {
|
||||
s.Player.Pos = to
|
||||
s.Entities[s.Player.ID] = Entity{s.Player.ID, to, EntityTypePlayer}
|
||||
}
|
||||
|
||||
func (s *State) SetPlayer(pos geom.Point) {
|
||||
s.addEntity(pos, EntityTypePlayer, func(e Entity) {
|
||||
s.Player = e
|
||||
})
|
||||
}
|
||||
|
||||
func (s *State) SetTarget(pos geom.Point) {
|
||||
s.addEntity(pos, EntityTypeTarget, func(e Entity) {
|
||||
s.Target = e
|
||||
})
|
||||
}
|
||||
|
||||
func IsMagma(s State, p geom.Point) bool { return s.MagmaTiles[p] }
|
Loading…
Reference in New Issue
Block a user