Add directional sticky and skewer box variants

This commit is contained in:
Your Name 2026-08-11 15:07:11 -04:00
parent c3f5aafd77
commit f549eaf523
13 changed files with 723 additions and 101 deletions

83
movement.lua Normal file
View file

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-- Finds the complete set of blocks that must move together for one grid step.
-- A block joins the set when it is in another block's destination (ordinary
-- pushing), is behind a directional sticky puller, or touches a skewer block.
local Movement = {}
local adjacentDirections = {
{x = 1, y = 0},
{x = -1, y = 0},
{x = 0, y = 1},
{x = 0, y = -1},
}
local function isSticky(entity)
return entity.isSticky and entity:isSticky()
end
local function isPassable(entity)
return entity.canPassOver and entity:canPassOver()
end
local function isSkewer(entity)
return entity.isSkewer and entity:isSkewer()
end
function Movement.findMovableGroup(startCells, direction, entityAt, isInBounds)
local entities = {}
local pendingCells = {}
for _, cell in ipairs(startCells) do
table.insert(pendingCells, cell)
end
local nextCell = 1
while nextCell <= #pendingCells do
local cell = pendingCells[nextCell]
nextCell = nextCell + 1
if not isInBounds(cell) then
return false, entities
end
local entity = entityAt(cell)
if entity and not isPassable(entity) and not entities[entity] then
if not entity:canMove() then
return false, entities
end
entities[entity] = entity
-- Anything occupying this block's destination must be pushed too.
for _, projectedCell in ipairs(entity:getOccupiedCells(direction)) do
table.insert(pendingCells, projectedCell)
end
-- Sticky blocks pull only from the trailing face, like the player. A
-- lateral move therefore shears the contact. Skewers retain the older
-- all-edge behaviour and make everything they touch one rigid group.
for _, occupiedCell in ipairs(entity:getOccupiedCells()) do
for _, adjacentDirection in ipairs(adjacentDirections) do
local adjacentCell = {
x = occupiedCell.x + adjacentDirection.x,
y = occupiedCell.y + adjacentDirection.y,
}
if isInBounds(adjacentCell) then
local adjacentEntity = entityAt(adjacentCell)
local trailing = adjacentDirection.x == -direction.x and
adjacentDirection.y == -direction.y
local attached = adjacentEntity and (
isSkewer(entity) or isSkewer(adjacentEntity) or
(trailing and (isSticky(entity) or isSticky(adjacentEntity)))
)
if attached and adjacentEntity ~= entity and adjacentEntity:canMove() then
table.insert(pendingCells, adjacentCell)
end
end
end
end
end
end
return true, entities
end
return Movement