explodorama / files / src / ui / padTarget.ts
padTarget.ts
| 1 | import { cellAt, eq } from '../sim/state' |
| 2 | import type { GameState } from '../sim/types' |
| 3 | import { tileInfo } from './info' |
| 4 | import { nextFocus, type Step } from './spatial' |
| 5 | |
| 6 | /** |
| 7 | * The controller's current target among the tiles a picked action can use (the blue ones). Pure: |
| 8 | * main.ts hands in the tiles and the player's tile. |
| 9 | */ |
| 10 | interface Tile { |
| 11 | x: number |
| 12 | y: number |
| 13 | } |
| 14 | |
| 15 | /** The tile nearest the player (straight-line distance; a tie goes to the smaller y, then x), or null for none. */ |
| 16 | export function firstTarget(tiles: readonly Tile[], player: Tile): Tile | null { |
| 17 | let best: Tile | null = null |
| 18 | let bestKey: [number, number, number] = [Infinity, 0, 0] |
| 19 | for (const t of tiles) { |
| 20 | const key: [number, number, number] = [Math.hypot(t.x - player.x, t.y - player.y), t.y, t.x] |
| 21 | if (key[0] < bestKey[0] || (key[0] === bestKey[0] && (key[1] < bestKey[1] || (key[1] === bestKey[1] && key[2] < bestKey[2])))) { |
| 22 | best = t |
| 23 | bestKey = key |
| 24 | } |
| 25 | } |
| 26 | return best |
| 27 | } |
| 28 | |
| 29 | /** |
| 30 | * The target a direction jumps to from `current`: the best tile that way (spatial.ts `nextFocus`, |
| 31 | * board coordinates, y growing down as the screen's does), or `current` if none lies that way. |
| 32 | * Nothing wraps round. |
| 33 | */ |
| 34 | export function jumpTarget(tiles: readonly Tile[], current: Tile, dx: Step, dy: Step): Tile { |
| 35 | const at = tiles.findIndex((t) => t.x === current.x && t.y === current.y) |
| 36 | if (at < 0) return firstTarget(tiles, current) ?? current |
| 37 | const rects = tiles.map((t) => ({ x: t.x, y: t.y, w: 1, h: 1 })) |
| 38 | return tiles[nextFocus(rects, at, dx, dy)] ?? current |
| 39 | } |
| 40 | |
| 41 | /** A pillar or outer wall that is nothing else (not cracked, not about to fall). */ |
| 42 | export function isPlainWall(s: GameState, p: Tile): boolean { |
| 43 | const i = p.y * s.width + p.x |
| 44 | return cellAt(s, p) === 'wall' && !s.cracked.includes(i) && !s.collapsing.some((c) => c.cells.includes(i)) |
| 45 | } |
| 46 | |
| 47 | /** Where the aim starts: the nearest tile with something to say besides a plain wall (those are all around), else the nearest of all. */ |
| 48 | export function aimStart(s: GameState, tiles: readonly Tile[]): Tile | null { |
| 49 | const others = tiles.filter((t) => !eq(t, s.player)) |
| 50 | return firstTarget(others.filter((t) => !isPlainWall(s, t)), s.player) ?? firstTarget(others, s.player) ?? null |
| 51 | } |
| 52 | |
| 53 | /** |
| 54 | * Every tile "What is that?" has something to say about, for the controller's inspect aim: what |
| 55 | * `tileInfo` explains (enemies, bombs, crates, metal, rubble, barrels, hazards, bushes, oil, gems, |
| 56 | * the exit, drops, a decoy, flame, a falling ceiling, a cracked pillar), nearest the player first. |
| 57 | * Plain pillars and the outer wall are left out: there are dozens, and the nearest would always be |
| 58 | * one of them (a tap or click still explains them). The player's own tile is left out too, unless `plain` is on (Q86). |
| 59 | * `plain`: those are in too (Q82: the aim must be able to ask about a pillar or a wall). |
| 60 | */ |
| 61 | export function explainableTiles(s: GameState, plain = false): Tile[] { |
| 62 | const tiles: Tile[] = [] |
| 63 | for (let y = 0; y < s.height; y++) { |
| 64 | for (let x = 0; x < s.width; x++) { |
| 65 | const p = { x, y } |
| 66 | if (!plain && isPlainWall(s, p)) continue |
| 67 | // Yourself is only in the aim's own list (`plain`; the demo's keeps the old one). |
| 68 | if (!plain && eq(p, s.player)) continue |
| 69 | if (tileInfo(s, p)) tiles.push(p) |
| 70 | } |
| 71 | } |
| 72 | return tiles.sort((a, b) => Math.hypot(a.x - s.player.x, a.y - s.player.y) - Math.hypot(b.x - s.player.x, b.y - s.player.y) || a.y - b.y || a.x - b.x) |
| 73 | } |