828 lines
24 KiB
Lua
828 lines
24 KiB
Lua
Room = class("Room")
|
|
|
|
require "libs/TSerial"
|
|
require "player"
|
|
require "artifact"
|
|
require "npc"
|
|
require "art"
|
|
require "assorted"
|
|
require "switch"
|
|
require "door"
|
|
require "dialogue_manager"
|
|
require "generic_moveable"
|
|
require "generic_unmoveable"
|
|
|
|
function Room:initialize(t)
|
|
self.player = {}
|
|
self.switches = { red = {}, green = {}, blue = {} }
|
|
self.doors = {}
|
|
self.collideables = { red = {}, green = {}, blue = {} }
|
|
self.npcs = {}
|
|
self.activeColors = {red = false, green = false, blue = false}
|
|
self.colorsPlayerHas = {}
|
|
|
|
if t.name then
|
|
print("loaded!!")
|
|
self:load(t.name, t.runtime) -- registers objects (and any saved players) from the .sav
|
|
print(t.name)
|
|
|
|
if t.player then
|
|
-- The carried colors are the sole source of truth for what's active.
|
|
-- Copies that live in this room (loaded from the sav) start INACTIVE —
|
|
-- you must walk onto one to merge it; it never joins you automatically.
|
|
self.activeColors = {red = false, green = false, blue = false}
|
|
-- entering from another room: place the carried colors at the entry point
|
|
for _, color in ipairs(t.player.activeColors) do
|
|
if self.player[color] then
|
|
self.player[color].x, self.player[color].y = t.player.x, t.player.y
|
|
else
|
|
self:registerPlayer(Player:new(t.player.x, t.player.y, color), color)
|
|
end
|
|
self:setActiveColor(color, true)
|
|
end
|
|
end
|
|
|
|
self.name = t.name
|
|
else
|
|
self.colorsPlayerHas = {"red", "green", "blue"}
|
|
|
|
|
|
for _, color in ipairs(t.player.activeColors) do
|
|
self.player[color] = Player:new(t.player.x, t.player.y, color)
|
|
end
|
|
|
|
self.activeColors = {}
|
|
for _, color in ipairs(t.player.activeColors) do self.activeColors[color] = true end
|
|
|
|
-- for color, coords in pairs(t.player) do
|
|
-- self.player[color] = Player:new(coords.x, coords.y, color)
|
|
-- self.activeColors[color] = true
|
|
-- end
|
|
|
|
-- for i=1, 1 do
|
|
-- local x, y = randomPosition()
|
|
-- -- local door = Door:new(x, y, self.colorsPlayerHas)
|
|
-- -- table.insert(self.doors, door)
|
|
|
|
-- for color, active in pairs(self.activeColors) do
|
|
-- table.insert(self.collideables[color], Wall:new(x, y, color))
|
|
-- end
|
|
-- end
|
|
|
|
-- for i=0, 5 do
|
|
-- local x, y = randomPosition()
|
|
-- for color, active in pairs(self.activeColors) do
|
|
-- table.insert(self.collideables[color], Box:new(x, y, color))
|
|
-- end
|
|
-- end
|
|
|
|
for i = 0, 5 do
|
|
local x, y = randomPosition()
|
|
print(x, y)
|
|
local c = randomColor()
|
|
table.insert(self.switches[c], Switch:new(x, y, c))
|
|
end
|
|
|
|
for color, active in pairs(self.activeColors) do
|
|
local x, y = 6, 3
|
|
-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end
|
|
|
|
local x, y = 1, 1
|
|
-- if active then table.insert(self.collideables[color], Ass:new(x, y, color, "nature/", "palm_scaled_reduced")) end
|
|
|
|
-- local x, y = 7, 7
|
|
-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "food/processed/", "beer_mug") end
|
|
|
|
-- self.collideables[color]["fpp"] = Artifact:new(6, 6, color)
|
|
end
|
|
end
|
|
|
|
self.switchMatrices = {}
|
|
self.collidableMatrices = {} --{red = {{...}{...}{...}}, ...
|
|
self:createSwitchMatrix()
|
|
self:createCollideablesMatrix()
|
|
|
|
-- Resolve switches/doors up front so the very first frame renders correct
|
|
-- lock state: a block already sitting on a switch presses it before anything
|
|
-- is drawn, instead of waiting for the first move's tick.
|
|
self:resolveSwitchesAndDoors()
|
|
end
|
|
|
|
|
|
function Room:update(dt)
|
|
for color, player in pairs(self.player) do
|
|
player:update(dt)
|
|
end
|
|
end
|
|
|
|
function Room:draw()
|
|
|
|
-- draw only the channels the player has. Each object just exposes sprites per
|
|
-- channel via Entity:draw(channel); a door registered on all three channels
|
|
-- naturally draws its red sprite on the red pass, etc. No per-object logic.
|
|
for _, channel in ipairs(self.colorsPlayerHas) do
|
|
if self.player[channel] then self.player[channel]:draw(channel) end
|
|
for _, entity in pairs(self.collideables[channel]) do entity:draw(channel) end
|
|
for _, switch in pairs(self.switches[channel]) do switch:draw(channel) end
|
|
for _, npc in ipairs(self.npcs) do npc:draw(channel) end
|
|
end
|
|
end
|
|
|
|
function Room:createCollideablesMatrix()
|
|
for color, entities in pairs(self.collideables) do
|
|
self.collidableMatrices[color] = self:createEntityMatrix(entities)
|
|
end
|
|
-- Dialogables (npcs) block every channel, so stamp them into each matrix.
|
|
for _, npc in ipairs(self.npcs) do
|
|
for _, cell in ipairs(npc:getOccupiedCells()) do
|
|
for color in pairs(self.collidableMatrices) do
|
|
self.collidableMatrices[color][cell.y][cell.x] = npc
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function Room:createSwitchMatrix()
|
|
for color, switches in pairs(self.switches) do
|
|
self.switchMatrices[color] = self:createEntityMatrix(switches)
|
|
end
|
|
end
|
|
|
|
function Room:createEntityMatrix(entities)
|
|
local matrix = {}
|
|
|
|
--lets populate it w/ empty stuff first
|
|
for i = 1, gridWidth do
|
|
local row = {}
|
|
for i = 1, gridHeight do
|
|
table.insert(row, false)
|
|
end
|
|
table.insert(matrix, row)
|
|
end
|
|
|
|
|
|
--assumes that entities table is set up li_e {index = ent1, anotherIndex = ent2, ...}
|
|
for _, entity in pairs(entities) do
|
|
for _, occupiedCells in pairs(entity:getOccupiedCells()) do
|
|
--we store a table reference so we can call a method on it during a chec_
|
|
matrix[occupiedCells.y][occupiedCells.x] = entity
|
|
end
|
|
end
|
|
-- printMatrix(matrix)
|
|
|
|
return matrix
|
|
end
|
|
|
|
function Room:getCellInMatrix(matrix, cell)
|
|
return matrix[cell.y][cell.x]
|
|
end
|
|
|
|
function Room:movePlayer(key)
|
|
|
|
local moved = false
|
|
local previousPositions = {} --these are so we can perform the overlap chec_
|
|
local newPositions = {}
|
|
|
|
for _, color in pairs(self:getActiveColors()) do
|
|
local entitiesToPush, entitiesToPull = {}, {}
|
|
local pos = self.player[color]:getGridPos()
|
|
previousPositions[color] = pos
|
|
local x, y = pos.x, pos.y
|
|
local dir = {x = 0, y = 0}
|
|
local axis
|
|
|
|
if key == "up" then
|
|
dir.y, axis = -1, "y"
|
|
elseif key == "down" then
|
|
dir.y, axis = 1, "y"
|
|
elseif key == "left" then
|
|
dir.x, axis = -1, "x"
|
|
elseif key == "right" then
|
|
dir.x, axis = 1, "x"
|
|
end
|
|
|
|
local move = true
|
|
-- PUSHHHHHHHHHHHHHHHHHHHHHH---------------------
|
|
|
|
local initialTargetCell = {
|
|
x = pos.x + dir.x, y = pos.y + dir.y
|
|
} -- this is for reference for each color as we change the targetCells table
|
|
|
|
local initialTargetEntity
|
|
|
|
if self:isInBounds(initialTargetCell) then
|
|
initialTargetEntity = self:getCellInMatrix(self.collidableMatrices[color], initialTargetCell)
|
|
end
|
|
|
|
if initialTargetEntity then initialTargetEntity:bump() end
|
|
|
|
if not self:isInBounds(initialTargetCell) then
|
|
-- let's us move out of bounds to Change Rooms without pulling a bloc_
|
|
move = true
|
|
elseif initialTargetEntity and initialTargetEntity:canPassOver() then
|
|
--we should put this in the else statement actually
|
|
move = true
|
|
else
|
|
local targetCells
|
|
|
|
targetCells = {initialTargetCell} -- ...we start with our attempted movement...
|
|
local doneSearching
|
|
while not doneSearching do
|
|
nextTargetCells = {} -- ...then we create this array to save our next group of cells
|
|
local emptyCells = {}
|
|
for _, cell in pairs(targetCells) do
|
|
if self:isInBounds(cell) then
|
|
local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
|
|
if entity then
|
|
--something is here!!
|
|
if not entitiesToPush[entity] then --if the entity hasnt been found already
|
|
if entity:canMove() then
|
|
local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
|
|
entitiesToPush[entity] = entity
|
|
for _, projectedCell in ipairs(projectedCells) do
|
|
table.insert(nextTargetCells, projectedCell)
|
|
end
|
|
else
|
|
move = false
|
|
doneSearching = true
|
|
end
|
|
end
|
|
else
|
|
--there's nothin there!!
|
|
table.insert(emptyCells, cell)
|
|
end
|
|
else
|
|
--we are out of bounds now
|
|
move = false
|
|
doneSearching = true
|
|
end
|
|
end
|
|
|
|
--if every projected cell is empty then we can do the move
|
|
if #emptyCells == #targetCells then
|
|
move = true
|
|
doneSearching = true
|
|
end
|
|
|
|
targetCells = nextTargetCells
|
|
end
|
|
--let's get out of this loop b/c if we can't move one color we can't move at all
|
|
end
|
|
|
|
|
|
---PULL CHEC
|
|
|
|
local initialTargetCell = {x = pos.x - dir.x, y = pos.y - dir.y}
|
|
|
|
local targetCells
|
|
|
|
local pull
|
|
--for each color...
|
|
targetCells = {initialTargetCell} -- ...we start with our attempted movement...
|
|
local doneSearching
|
|
while not doneSearching do
|
|
nextTargetCells = {} -- ...then we create this array to save our next group of cells
|
|
local emptyCells = {}
|
|
for _, cell in pairs(targetCells) do
|
|
if self:isInBounds(cell) then
|
|
local entity = self:getCellInMatrix(self.collidableMatrices[color], cell)
|
|
if entity then
|
|
--something is here!!
|
|
if not entitiesToPull[entity] then --if the entity hasnt been found already
|
|
if entity:canMove() then
|
|
local projectedCells = entity:getOccupiedCells(dir) -- we project the movement here
|
|
entitiesToPull[entity] = entity
|
|
for _, projectedCell in ipairs(projectedCells) do
|
|
table.insert(nextTargetCells, projectedCell)
|
|
end
|
|
else
|
|
pull = false
|
|
doneSearching = true
|
|
end
|
|
end
|
|
else
|
|
--there's nothin there!!
|
|
table.insert(emptyCells, cell)
|
|
end
|
|
else
|
|
--we are out of bounds now
|
|
doneSearching = true
|
|
end
|
|
end
|
|
|
|
--if every projected cell is empty then we can do the move
|
|
if #emptyCells == #targetCells then
|
|
pull = true
|
|
doneSearching = true
|
|
end
|
|
|
|
targetCells = nextTargetCells
|
|
end
|
|
|
|
if move then
|
|
for _, entity in pairs(entitiesToPush) do
|
|
entity:move(axis, dir[axis])
|
|
end
|
|
if pull == true then
|
|
for _, entity in pairs(entitiesToPull) do
|
|
entity:move(axis, dir[axis])
|
|
end
|
|
end
|
|
self.player[color]:move(axis, dir[axis])
|
|
moved = true
|
|
end
|
|
newPositions[color] = self.player[color]:getGridPos()
|
|
end
|
|
|
|
if moved then
|
|
self:playerJoinCheck(previousPositions, newPositions)
|
|
self:tick()
|
|
end
|
|
end
|
|
|
|
function Room:switchPlayerColor(color)
|
|
local canSwitch
|
|
|
|
if self:onlyColorIsActive(color) then
|
|
canSwitch = false
|
|
else
|
|
for _, c in pairs(self:getPossibleColors()) do
|
|
if c == color then
|
|
self:setActiveColor(c, true)
|
|
else
|
|
self:setActiveColor(c, false)
|
|
end
|
|
end
|
|
end
|
|
|
|
self.player[color]:playSwitchSound(canSwitch)
|
|
end
|
|
|
|
function Room:setActiveColor(color, bool)
|
|
self.activeColors[color] = bool
|
|
end
|
|
|
|
function Room:getActiveColors()
|
|
local colors = {}
|
|
|
|
for color, active in pairs(self.activeColors) do
|
|
if active then
|
|
table.insert(colors, color)
|
|
end
|
|
end
|
|
|
|
return colors
|
|
end
|
|
|
|
function Room:colorIsActive(color)
|
|
if self.activeColors[color] then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
function Room:getInactiveColors()
|
|
-- only colors the player actually has a copy of but that aren't active right
|
|
-- now (a left-behind copy). Colors the player hasn't acquired have no copy to
|
|
-- merge with, so they must not appear here.
|
|
local colors = {}
|
|
|
|
for _, color in ipairs(self.colorsPlayerHas) do
|
|
if not self.activeColors[color] then
|
|
table.insert(colors, color)
|
|
end
|
|
end
|
|
|
|
return colors
|
|
end
|
|
|
|
function Room:getPossibleColors()
|
|
local colors = {}
|
|
|
|
for _, color in ipairs(self.colorsPlayerHas) do
|
|
table.insert(colors, color)
|
|
end
|
|
|
|
return colors
|
|
end
|
|
|
|
function Room:onlyColorIsActive(color)
|
|
local activeColors = self:getActiveColors()
|
|
if #activeColors == 1 and activeColors[1] == color then
|
|
return true
|
|
else
|
|
return false
|
|
end
|
|
end
|
|
|
|
function Room:tick()
|
|
for color, entityArray in pairs(self.collideables) do
|
|
for _, entity in pairs(entityArray) do
|
|
entity:tick()
|
|
end
|
|
end
|
|
self:createCollideablesMatrix()
|
|
self:createSwitchMatrix()
|
|
self:resolveSwitchesAndDoors()
|
|
self:nextRoomCheck()
|
|
end
|
|
|
|
-- Run the switch press check and push the result to every door. Assumes the
|
|
-- collidable/switch matrices are already current.
|
|
function Room:resolveSwitchesAndDoors()
|
|
local setDoorColors = self:switchCheck()
|
|
for _, door in pairs(self.doors) do
|
|
door:setColors(setDoorColors)
|
|
end
|
|
end
|
|
|
|
function Room:playerJoinCheck(previousPositions, newPositions)
|
|
local activate = {}
|
|
local deactivate = {}
|
|
local activeColors = self:getActiveColors()
|
|
|
|
for _, color in ipairs(activeColors) do
|
|
if #activeColors > 1 then
|
|
if Entity.positionsAreEqual(previousPositions[color], newPositions[color]) then
|
|
table.insert(deactivate, color)
|
|
end
|
|
end
|
|
end
|
|
|
|
for _, inactiveColor in ipairs(self:getInactiveColors()) do
|
|
local overlapping = 0
|
|
local activeColors = self:getActiveColors()
|
|
local inactivePos = self:getPlayerPos(inactiveColor)
|
|
for _, activeColor in ipairs(activeColors) do
|
|
local activePos = self:getPlayerPos(activeColor)
|
|
if activePos.x == inactivePos.x and activePos.y == inactivePos.y then
|
|
overlapping = overlapping + 1
|
|
end
|
|
end
|
|
if overlapping == #activeColors then
|
|
table.insert(activate, inactiveColor)
|
|
end
|
|
end
|
|
|
|
for _, color in ipairs(activate) do
|
|
self:setActiveColor(color, true)
|
|
end
|
|
|
|
for _, color in ipairs(deactivate) do
|
|
self:setActiveColor(color, false)
|
|
end
|
|
end
|
|
|
|
function Room:getPlayerPos(color)
|
|
return self.player[color]:getGridPos()
|
|
end
|
|
|
|
function Room:getPlayerObject(color)
|
|
return self.player[color]
|
|
end
|
|
|
|
function Room:getDoors()
|
|
return self.doors
|
|
end
|
|
|
|
function Room:getCollideables()
|
|
return self.collideables
|
|
end
|
|
|
|
function Room:getSwitches()
|
|
return self.switches
|
|
end
|
|
|
|
function Room:switchCheck()
|
|
local doorsToUnlock = {}
|
|
for color, switchArray in pairs(self.switches) do
|
|
local onSwitches = {}
|
|
for _, switch in pairs(switchArray) do
|
|
local targetCell = self:getCellInMatrix(self.collidableMatrices[color], switch:getGridPos())
|
|
local player = self.player[color]
|
|
-- Players are not stored in collidableMatrices, but a colour copy
|
|
-- standing on its matching switch presses it just like a block does.
|
|
if targetCell or (player and player:occupiesCell(switch:getGridPos())) then
|
|
--switch is on
|
|
switch:activate()
|
|
table.insert(onSwitches, switch) --doesn't rly matter what we put here as long as it's true-y
|
|
else
|
|
switch:deactivate()
|
|
end
|
|
end
|
|
if #onSwitches == #switchArray then doorsToUnlock[color] = true else doorsToUnlock[color] = false end
|
|
end
|
|
|
|
return doorsToUnlock
|
|
end
|
|
|
|
function Room:isInBounds(cell)
|
|
if cell.x > 0 and cell.x <= gridWidth and
|
|
cell.y > 0 and cell.y <= gridHeight then
|
|
return true
|
|
end
|
|
return false
|
|
end
|
|
|
|
function Room:nextRoomCheck()
|
|
for _, color in ipairs(self:getActiveColors()) do
|
|
local player = self.player[color]
|
|
if player and not self:isInBounds(player:getGridPos()) then
|
|
nextRoom(player:getGridPos())
|
|
return
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- Instantiate one object from the flat {class,color,x,y} schema. `class` names an
|
|
-- art asset, and its .meta declares the behaviour ("door"/"switch"/"player"/
|
|
-- "moveable"); anything without a .meta defaults to immoveable. npc is the one
|
|
-- keyword handled directly since it has no art.
|
|
function Room:createEntity(class, color, x, y)
|
|
if class == "npc" then
|
|
local entity = Sign:new(x, y)
|
|
self:registerNpc(entity)
|
|
return entity
|
|
end
|
|
|
|
local props = globalAssetProperties and globalAssetProperties[class]
|
|
local behavior = props and props.class or "immoveable"
|
|
local entity
|
|
|
|
if behavior == "door" then
|
|
-- Old migrated rooms stored a colourless shared door. Expand that legacy
|
|
-- record into ordinary colour-layer door objects on load.
|
|
if not color then
|
|
for _, doorColor in ipairs({"red", "green", "blue"}) do
|
|
if props.sprites[doorColor] then self:createEntity(class, doorColor, x, y) end
|
|
end
|
|
return
|
|
end
|
|
entity = Door:new(x, y, color)
|
|
self:registerDoor(entity, color)
|
|
elseif behavior == "switch" then
|
|
entity = Switch:new(x, y, color)
|
|
self:registerSwitch(entity, color)
|
|
elseif behavior == "player" then
|
|
entity = Player:new(x, y, color)
|
|
self:registerPlayer(entity, color)
|
|
self:setActiveColor(color, true)
|
|
elseif props and props.sprites and props.sprites[color] then
|
|
local sprite = loadSprite(props.sprites[color])
|
|
if behavior == "moveable" then
|
|
entity = GenericMoveable:new(x, y, color, sprite, class)
|
|
else
|
|
entity = GenericUnmoveable:new(x, y, color, sprite)
|
|
end
|
|
self:registerCollidable(entity, {color})
|
|
end
|
|
|
|
if entity then entity.saveClass = class end
|
|
return entity
|
|
end
|
|
|
|
function Room:registerCollidable(entityPointer, colorArray)
|
|
if type(colorArray) ~= "table" then colorArray = {colorArray} end
|
|
for _, color in ipairs(colorArray) do
|
|
table.insert(self.collideables[color], entityPointer)
|
|
end
|
|
end
|
|
|
|
function Room:registerDoor(entityPointer, color)
|
|
table.insert(self.doors, entityPointer)
|
|
self:registerCollidable(entityPointer, color)
|
|
end
|
|
|
|
function Room:registerSwitch(entityPointer, color)
|
|
table.insert(self.switches[color], entityPointer)
|
|
end
|
|
|
|
function Room:registerPlayer(entityPointer, color)
|
|
table.insert(self.colorsPlayerHas, color)
|
|
self.player[color] = entityPointer
|
|
end
|
|
|
|
function Room:registerNpc(entity)
|
|
-- npcs are dialogable entities: they carry .x/.y like any Entity, so
|
|
-- serialize's npc loop still round-trips them, and they get stamped into the
|
|
-- collision matrix (see createCollideablesMatrix) so a bump is a rejected move.
|
|
table.insert(self.npcs, entity)
|
|
end
|
|
|
|
function Room:getCellFromMousePos(mouseX, mouseY)
|
|
local cell = {}
|
|
cell.x = math.ceil(mouseX * gridWidth / width)
|
|
cell.y = math.ceil(mouseY * gridHeight / height)
|
|
return cell
|
|
end
|
|
|
|
function Room:attemptDelete(mouseX, mouseY, color)
|
|
local cell = self:getCellFromMousePos(mouseX, mouseY)
|
|
|
|
-- "white" (or nil) deletes every channel; otherwise just the picked one
|
|
local colors
|
|
if not color or color == "white" then
|
|
colors = {"red", "green", "blue"}
|
|
else
|
|
colors = {color}
|
|
end
|
|
|
|
local removedEntities = {}
|
|
for _, c in ipairs(colors) do
|
|
-- player
|
|
if self.player[c] and self.player[c]:occupiesCell(cell) then
|
|
self.player[c] = nil
|
|
self:setActiveColor(c, false)
|
|
for i = #self.colorsPlayerHas, 1, -1 do
|
|
if self.colorsPlayerHas[i] == c then table.remove(self.colorsPlayerHas, i) end
|
|
end
|
|
end
|
|
-- collidables (iterate backwards so table.remove is safe)
|
|
local entityArray = self.collideables[c]
|
|
for index = #entityArray, 1, -1 do
|
|
if entityArray[index]:occupiesCell(cell) then
|
|
removedEntities[entityArray[index]] = true
|
|
table.remove(entityArray, index)
|
|
end
|
|
end
|
|
-- switches
|
|
local switchArray = self.switches[c]
|
|
for index = #switchArray, 1, -1 do
|
|
if switchArray[index]:occupiesCell(cell) then
|
|
table.remove(switchArray, index)
|
|
end
|
|
end
|
|
end
|
|
-- Behaviour registries hold references to the same objects as the colour
|
|
-- layers. Clean references by identity; no class gets bespoke delete rules.
|
|
for index = #self.doors, 1, -1 do
|
|
if removedEntities[self.doors[index]] then table.remove(self.doors, index) end
|
|
end
|
|
self:tick()
|
|
end
|
|
|
|
function Room:attemptPlace(name, props, mouseX, mouseY, color)
|
|
if not props or not props.sprites then return end
|
|
local cell = self:getCellFromMousePos(mouseX, mouseY)
|
|
|
|
-- "white" (or nil) means every channel; otherwise just the picked channel
|
|
local colors
|
|
if not color or color == "white" then
|
|
colors = {"red", "green", "blue"}
|
|
else
|
|
colors = {color}
|
|
end
|
|
|
|
-- one entity per placed channel, via the same path level-loading uses; the
|
|
-- additive blend combines the channels into full color
|
|
for _, c in ipairs(colors) do
|
|
if props.sprites[c] then
|
|
self:createEntity(name, c, cell.x, cell.y)
|
|
end
|
|
end
|
|
self:tick()
|
|
end
|
|
|
|
function Room:load(name, preferRuntime)
|
|
-- Editor/startup loads must use the project source level. Runtime saves are
|
|
-- only consulted for an in-progress room-to-room game transition, otherwise
|
|
-- an old runtime autosave can hide an editor Save after restart.
|
|
local room
|
|
if preferRuntime then room = love.filesystem.read("rooms/" .. name .. ".sav") end
|
|
if not room then room = readFromSource("rooms/" .. name .. ".sav") end
|
|
if not room then
|
|
-- no save yet: start with a blank room to build in the editor
|
|
print("no save for '" .. name .. "', starting blank")
|
|
return
|
|
end
|
|
self:deserialize(TSerial.unpack(room))
|
|
end
|
|
|
|
function Room:deserialize(saveTable)
|
|
for _, obj in ipairs(saveTable.objects or {}) do
|
|
self:createEntity(obj.class, obj.color, obj.x, obj.y)
|
|
-- createEntity turns every loaded player on; honour a saved active flag so
|
|
-- copies that were off at save time stay off (older savs lack the field and
|
|
-- keep the old all-on behaviour).
|
|
if obj.class == "player" and obj.active ~= nil then
|
|
self:setActiveColor(obj.color, obj.active)
|
|
end
|
|
end
|
|
end
|
|
|
|
function Room:save()
|
|
local name = self.name or "test"
|
|
local room = TSerial.pack(self:serialize(), nil, true)
|
|
|
|
local success = love.filesystem.write("rooms/" .. name .. ".sav", room)
|
|
if not success then error "great job u fool" end
|
|
end
|
|
|
|
-- This is intentionally separate from Room:save. It is the editor's explicit
|
|
-- "write this level into the project" action; gameplay autosaves must never
|
|
-- call it.
|
|
function Room:saveToSource(name, savePlayerPositions, playerSourceName)
|
|
name = name or self.name or "test"
|
|
local saveTable = self:serialize(savePlayerPositions ~= false)
|
|
if savePlayerPositions == false then
|
|
-- A normal editor save keeps the authored spawn positions from the
|
|
-- existing source level. During a rename that source is still oldName.
|
|
local sourceName = playerSourceName or name
|
|
local existing = readFromSource("rooms/" .. sourceName .. ".sav")
|
|
local keptPlayer = false
|
|
if existing then
|
|
local previous = TSerial.unpack(existing)
|
|
for _, object in ipairs(previous.objects or {}) do
|
|
if object.class == "player" then
|
|
table.insert(saveTable.objects, object)
|
|
keptPlayer = true
|
|
end
|
|
end
|
|
end
|
|
-- A newly named blank level has no prior source spawn to retain.
|
|
if not keptPlayer then
|
|
for color, player in pairs(self.player) do
|
|
local pos = player:getGridPos()
|
|
table.insert(saveTable.objects, { class = "player", color = color, x = pos.x, y = pos.y })
|
|
end
|
|
end
|
|
end
|
|
local room = TSerial.pack(saveTable, nil, true)
|
|
return writeToSource("rooms/" .. name .. ".sav", room)
|
|
end
|
|
|
|
function Room:serialize(includePlayers)
|
|
local objects = {}
|
|
|
|
local function emit(class, color, entity)
|
|
local pos = entity:getGridPos()
|
|
table.insert(objects, { class = class, color = color, x = pos.x, y = pos.y })
|
|
end
|
|
|
|
if includePlayers ~= false then
|
|
for color, player in pairs(self.player) do
|
|
local pos = player:getGridPos()
|
|
-- Persist which copies were active so a resume restores exactly the
|
|
-- channels that were on at save time. A colour deactivated during play
|
|
-- (see playerJoinCheck) must come back as an inactive copy, not turn on.
|
|
table.insert(objects, {
|
|
class = "player", color = color, x = pos.x, y = pos.y,
|
|
active = self.activeColors[color] and true or false,
|
|
})
|
|
end
|
|
end
|
|
|
|
for color, collideableArray in pairs(self.collideables) do
|
|
for _, collideable in pairs(collideableArray) do
|
|
emit(collideable.saveClass or "unmoveable", color, collideable)
|
|
end
|
|
end
|
|
|
|
for color, switchArray in pairs(self.switches) do
|
|
for _, switch in ipairs(switchArray) do
|
|
emit("switch", color, switch)
|
|
end
|
|
end
|
|
|
|
for _, npc in ipairs(self.npcs) do
|
|
table.insert(objects, { class = "npc", x = npc.x, y = npc.y })
|
|
end
|
|
|
|
return { objects = objects }
|
|
end
|
|
|
|
function nextRoom(pos)
|
|
local exit
|
|
local newPos = {x = pos.x, y = pos.y}
|
|
if pos.x > gridWidth then
|
|
exit = "right"
|
|
newPos.x = 1
|
|
elseif pos.x < 1 then
|
|
exit = "left"
|
|
newPos.x = gridWidth
|
|
elseif pos.y > gridHeight then
|
|
exit = "bottom"
|
|
newPos.y = 1
|
|
elseif pos.y < 1 then
|
|
exit = "top"
|
|
newPos.y = gridHeight
|
|
end
|
|
|
|
local currentName = currentRoom.name
|
|
local nextName = gameWorld and currentName and gameWorld:getNeighbor(currentName, exit)
|
|
currentRoom:save()
|
|
|
|
-- Missing map neighbours intentionally wrap back into the room just exited.
|
|
-- A placed neighbour gets the same carried player state at its opposite edge.
|
|
currentRoom = Room:new{
|
|
name = nextName or currentName,
|
|
runtime = true,
|
|
player = {
|
|
x = newPos.x, y = newPos.y, activeColors = currentRoom:getActiveColors()
|
|
}
|
|
}
|
|
if gameWorld then gameWorld:setLastRoom(currentRoom.name) end
|
|
if currentRoom.name then setEditorRoomName(currentRoom.name) end
|
|
|
|
end
|