This commit is contained in:
2026-07-09 00:18:40 -05:00
parent e545395ac6
commit 386967e936
3 changed files with 27 additions and 32 deletions
+17 -14
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@@ -269,21 +269,24 @@ impl Board {
let (dx, dy): (i64, i64) = dir.into(); let (dx, dy): (i64, i64) = dir.into();
let (mut cx, mut cy) = (x, y); let (mut cx, mut cy) = (x, y);
loop { loop {
match self.solid_at(cx, cy) { // Open space ends the walk with nothing bumped.
None => return None, // open space: nothing bumped let solid = self.solid_at(cx, cy)?;
Some(s) if s.object_id().is_some() => return s.object_id(), // hit an object // A solid object — directly, or at the end of a crate chain — is the target.
Some(s) if s.player() => return None, // the player is never "bumped" if let Some(id) = solid.object_id() {
// A terrain cell: a pushable crate is walked through; a wall stops us. return Some(id);
Some(_) if self.is_pushable(cx, cy, dir) => {
let next = (cx as i64 + dx, cy as i64 + dy);
if !self.in_bounds(next) {
return None; // crate chain runs off the board
}
cx = next.0 as usize;
cy = next.1 as usize;
}
Some(_) => return None, // non-pushable terrain (wall): no object behind it here
} }
// The player is never itself "bumped"; a wall (non-pushable terrain) stops
// the chain with no object behind it. Only a pushable crate is walked
// through — reuse the already-fetched `solid` rather than re-scanning.
if solid.player() || !solid.pushable().allows(dir) {
return None;
}
let next = (cx as i64 + dx, cy as i64 + dy);
if !self.in_bounds(next) {
return None; // crate chain runs off the board
}
cx = next.0 as usize;
cy = next.1 as usize;
} }
} }
+5 -4
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@@ -485,10 +485,11 @@ impl GameState {
// A solid object in the way is bumped by the player — possibly through a // A solid object in the way is bumped by the player — possibly through a
// chain of crates the player is shoving (see `bump_target`) — but a grab // chain of crates the player is shoving (see `bump_target`) — but a grab
// thing fires grab() instead of bump(), so don't also bump it. // thing fires grab() instead of bump(), so don't also bump it.
bumped = grabbed bumped = if grabbed.is_none() {
.is_none() board.bump_target(nx, ny, dir)
.then(|| board.bump_target(nx, ny, dir)) } else {
.flatten(); None
};
if grabbed.is_some() || board.is_passable(nx, ny) || board.can_push(nx, ny, dir) { if grabbed.is_some() || board.is_passable(nx, ny) || board.can_push(nx, ny, dir) {
// Don't push a grab thing aside — walk onto it. Otherwise shove any // Don't push a grab thing aside — walk onto it. Otherwise shove any
// pushable chain out of the way (no-op when there's nothing to push). // pushable chain out of the way (no-op when there's nothing to push).
+5 -14
View File
@@ -28,16 +28,6 @@ fn opposite_tag(me) {
else { "BUILTIN_transporter_east" } else { "BUILTIN_transporter_east" }
} }
// The direction a front bump arrives from — the side opposite our facing (a
// north-facing transporter is entered from the south, etc.). `bump` reacts only
// when the reported direction matches this.
fn entrance_dir(me) {
if me.has_tag("BUILTIN_transporter_north") { South }
else if me.has_tag("BUILTIN_transporter_south") { North }
else if me.has_tag("BUILTIN_transporter_east") { West }
else { East }
}
// The 4-frame animation loop for this direction (CP437 tile codes). // The 4-frame animation loop for this direction (CP437 tile codes).
fn frames(me) { fn frames(me) {
if me.has_tag("BUILTIN_transporter_north") { [94, 45, 94, 126] } // ^ - ^ ~ if me.has_tag("BUILTIN_transporter_north") { [94, 45, 94, 126] } // ^ - ^ ~
@@ -67,14 +57,15 @@ fn transport(sx, sy, tx, ty) {
} }
fn bump(me, dir) { fn bump(me, dir) {
// Only transport things that hit us from the front — the entrance side. `dir`
// is the direction the bump came from; a bump from any other side does nothing.
if dir != entrance_dir(me) { return; }
let d = facing(me); let d = facing(me);
let dx = d[0]; let dx = d[0];
let dy = d[1]; let dy = d[1];
// Only transport things that hit us from the front — the entrance side (-facing).
// `dir` is the side the bump came from, so its offset must be the opposite of our
// facing; a bump from any other side does nothing.
if dir.dx != -dx || dir.dy != -dy { return; }
// Whatever solid is pressed against our entrance cell (me - d) gets moved: // Whatever solid is pressed against our entrance cell (me - d) gets moved:
// the player, another object, or a pushed crate — all handled uniformly by // the player, another object, or a pushed crate — all handled uniformly by
// shifting the solid at that coordinate onto an empty destination. // shifting the solid at that coordinate onto an empty destination.