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kiln/kiln-core/src/scripts/transporter.rhai
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2026-07-08 10:06:25 -05:00
// Built-in script for the `transporter_*` archetypes (see archetype.rs).
//
// A transporter is a solid, see-through, unpushable machine that teleports
// whatever bumps into it from its facing side. It animates through a 4-frame
// loop (500 ms/frame) and, on a front bump, moves the bumper either to the cell
// just past it or — if that's blocked — out of the nearest opposite-facing
// transporter further along its axis (skipping any whose entrance is blocked).
//
// The direction is not baked into this source: every transporter shares one
// compiled copy and reads its `BUILTIN_transporter_<dir>` tag. The world is
// reached through the global `Board`/`Player` constants; `teleport(id, x, y)`
// moves an arbitrary entity (`-1` is the player).
// This transporter's facing unit vector, from its direction tag.
fn facing(me) {
if me.has_tag("BUILTIN_transporter_north") { [0, -1] }
else if me.has_tag("BUILTIN_transporter_south") { [0, 1] }
else if me.has_tag("BUILTIN_transporter_east") { [1, 0] }
else { [-1, 0] }
}
// The tag of the opposite-facing transporter this one pairs with.
fn opposite_tag(me) {
if me.has_tag("BUILTIN_transporter_north") { "BUILTIN_transporter_south" }
else if me.has_tag("BUILTIN_transporter_south") { "BUILTIN_transporter_north" }
else if me.has_tag("BUILTIN_transporter_east") { "BUILTIN_transporter_west" }
else { "BUILTIN_transporter_east" }
}
// The 4-frame animation loop for this direction (CP437 tile codes).
fn frames(me) {
if me.has_tag("BUILTIN_transporter_north") { [94, 45, 94, 126] } // ^ - ^ ~
else if me.has_tag("BUILTIN_transporter_south") { [118, 95, 118, 45] } // v _ v -
else if me.has_tag("BUILTIN_transporter_east") { [41, 124, 41, 62] } // ) | ) >
else { [40, 124, 40, 60] } // ( | ( <
}
fn tick(me, dt) {
// Advance one animation frame every 0.5s, like the spinner: frame state lives
// in the board Registry (script scope resets each tick), keyed per instance.
if me.waiting { return; }
let fs = frames(me);
let fkey = `xport_${me.id}`;
let f = Board.registry.get_or(fkey, 0);
set_tile(fs[f % 4]);
Board.registry.set(fkey, (f + 1) % 4);
me.delay(0.15);
}
fn bump(me, id) {
let d = facing(me);
let dx = d[0];
let dy = d[1];
// Only transport things that hit us from the front — the entrance cell at
// (me - d). A bump from any other side does nothing.
let bx;
let by;
if id == -1 {
bx = Player.x;
by = Player.y;
} else {
let o = Board.get(id);
if o == () { return; }
bx = o.x;
by = o.y;
}
if bx != me.x - dx || by != me.y - dy { return; }
// 1. The cell just past us (the opposite side): if nothing solid is there,
// drop the bumper onto it.
let fx = me.x + dx;
let fy = me.y + dy;
if Board.passable(fx, fy) {
teleport(id, fx, fy); now();
return;
}
// 2. Otherwise scan along our axis for the nearest opposite-facing transporter
// whose entrance (the cell just before it) is free, and drop the bumper
// there. A blocked pair is skipped; give up at the board edge.
let opp = Board.tagged(opposite_tag(me));
let cx = fx;
let cy = fy;
loop {
cx += dx;
cy += dy;
if cx < 0 || cy < 0 || cx >= Board.width || cy >= Board.height {
return;
}
// Is one of the opposite transporters sitting at (cx, cy)?
let here = false;
for o in opp {
if o.x == cx && o.y == cy { here = true; }
}
if here {
let ex = cx + dx;
let ey = cy + dy;
if Board.passable(ex, ey) {
teleport(id, ex, ey); now();
return;
}
}
}
}