223 lines
No EOL
5.1 KiB
Lua
223 lines
No EOL
5.1 KiB
Lua
Room = class("Room")
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require "player"
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require "box"
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require "wall"
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require "artifact"
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require "npc"
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require "art"
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require "assorted"
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function Room:initialize(t)
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self.exits = t.exits
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self.name = t.name
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self.player = {}
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self.collideables = {
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red = {},
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green = {},
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blue = {}
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}
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self.activeColors = {
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red = false, green = false, blue = false
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}
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for color, coords in pairs(t.player) do
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self.player[color] = Player:new(coords.x, coords.y, color)
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self.activeColors[color] = true
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end
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for i=0, 5 do
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local c = randomColor()
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local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
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self.collideables[c]["b: " .. x .. ", " .. y] = Box:new(x, y, c)
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end
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for i=0, 5 do
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local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
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for color, active in pairs(self.activeColors) do
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self.collideables[color]["w: " .. x .. ", " .. y] = Wall:new(x, y, color)
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end
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end
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-- for color, active in pairs(self.activeColors) do
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-- local x, y = 6, 3
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "animals/processed/", "me_rach") end
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-- local x, y = 1, 1
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "mac_smaller") end
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-- local x, y = 7, 7
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-- if active then self.collideables[color]["n: " .. x .. ", " .. y] = Ass:new(x, y, color, "tech/processed/", "cd") end
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-- end
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-- self.collideables["green"]["fpp"] = Artifact:new(6, 6, "green")
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end
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function Room:update(dt)
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for color, player in pairs(self.player) do
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player:update(dt)
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end
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end
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function Room:draw()
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for color, player in pairs(self.player) do
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player:draw()
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end
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:draw()
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end
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end
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end
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function Room:movePlayer(key)
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local moveAxis
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local direction
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if key == "up" then
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moveAxis, direction = "y", -1
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elseif key == "down" then
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moveAxis, direction = "y", 1
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elseif key == "left" then
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moveAxis, direction = "x", -1
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elseif key == "right" then
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moveAxis, direction = "x", 1
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else
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error("wtf did u do")
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end
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for color, active in pairs(self.activeColors) do
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if active then
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local playerPos = self.player[color]:getGridPos()
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local entities = self:getAdjacentEntities(self.collideables[color], playerPos, moveAxis, direction)
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local canMove = self:tryPlayerMove(entities, playerPos, moveAxis, direction)
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if canMove then
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self:checkAndPull(self.collideables[color], playerPos, moveAxis, direction)
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self.player[color]:move(moveAxis, direction)
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self:tick()
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end
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end
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end
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end
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function Room:switchPlayer(colorToActivate)
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for color, active in pairs(self.activeColors) do
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if color == colorToActivate then
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self:setActiveColor(color, true)
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else
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self:setActiveColor(color, false)
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end
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end
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end
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function Room:setActiveColor(color, bool)
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self.activeColors[color] = bool
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end
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function Room:getAdjacentEntities(entities, pos, axis, direction)
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local t = {}
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--first we gather all entities in direction of movement
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for _, entity in pairs(entities) do
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if axis == "x" then
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if entity:isAlignedWithPlayerMovement("y", pos, direction) then
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if direction > 0 and entity:getGridPos()[axis] > pos[axis] then
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table.insert(t, entity)
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elseif direction < 0 and entity:getGridPos()[axis] < pos[axis] then
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table.insert(t, entity)
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end
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end
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elseif axis == "y" then
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if entity:isAlignedWithPlayerMovement("x", pos, direction) then
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if direction > 0 and entity:getGridPos()[axis] > pos[axis] then
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table.insert(t, entity)
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elseif direction < 0 and entity:getGridPos()[axis] < pos[axis] then
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table.insert(t, entity)
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end
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end
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end
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end
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--then we put them in order
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table.sort(t, function(a, b)
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if direction > 0 then
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return a:getGridPos()[axis] < b:getGridPos()[axis]
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else
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return a:getGridPos()[axis] > b:getGridPos()[axis]
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end
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end)
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shallowTablePrint(t)
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return t
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end
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function Room:checkAndPull(entities, pos, axis, direction)
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for _, entity in pairs(entities) do
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if axis == "x" and entity:atGridPos(pos.x - direction, pos.y) then
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if entity:canMove() then
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entity:move(axis, direction)
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return
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end
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elseif axis == "y" and entity:atGridPos(pos.x, pos.y - direction) then
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if entity:canMove() then
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entity:move(axis, direction)
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return
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end
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end
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end
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end
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function Room:tryPlayerMove(entities, pos, axis, direction)
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local counter = direction
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local entitiesToMove = {}
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local origPosAxis = pos[axis]
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for _, entity in ipairs(entities) do
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pos[axis] = pos[axis] + direction
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print(pos[axis])
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print(origPosAxis + counter)
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if entity:atGridPos(pos.x, pos.y) then
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if entity:canMove() then
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table.insert(entitiesToMove, entity)
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else
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print(entity)
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return false
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end
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else
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break
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end
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counter = counter + direction
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end
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for _, entity in ipairs(entitiesToMove) do
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entity:move(axis, direction)
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end
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print("wowe true")
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return true
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end
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function Room:tick()
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:tick()
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end
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end
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self:nextRoomCheck()
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end
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function Room:nextRoomCheck()
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end
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function nextRoom()
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end |