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1d0a7f7bef
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498554be29
| Author | SHA1 | Date | |
|---|---|---|---|
| 498554be29 | |||
| 3653f2a18d |
9 changed files with 155 additions and 149 deletions
72
board.gd
Normal file
72
board.gd
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@ -0,0 +1,72 @@
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class_name Board
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extends Node3D
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@export var dims: Vector2i
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# idea: board has very little logic, delegates to something else
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# l8r tho
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# literally just linearly search to find pieces at a position
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# children
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# todo: Array[Piece]
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func pieces() -> Array:
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return get_children()
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func pieces_at(pos: Vector2i) -> Array[Piece]:
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var out: Array[Piece] = []
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for piece in get_children():
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if piece.lpos == pos:
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out.push_back(piece)
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return out
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func find_piece_at(pos: Vector2i, filter: Callable) -> Piece:
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var at := pieces_at(pos)
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var idx := at.find_custom(filter)
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if idx < 0: return
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return at[idx]
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func any_at(pos: Vector2i, filter: Callable) -> bool:
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return pieces_at(pos).any(filter)
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func solid_at(pos: Vector2i) -> bool:
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return any_at(pos, func(p): return p.type == Piece.Type.Wall or p.type == Piece.Type.Box)
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func passable_at(pos: Vector2i) -> bool:
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return not solid_at(pos)
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func remove_piece(piece: Piece):
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remove_child(piece)
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func add_piece(piece: Piece):
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add_child(piece)
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func add_pieces(piece: Array[Piece]):
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for p in piece:
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add_piece(p)
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static func from_string(src: String) -> Board:
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var lines := src.lstrip("\n").rstrip("\n").split("\n")
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var width := 0
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for line in lines:
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width = max(width, line.length())
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var dims := Vector2i(width, lines.size())
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var board := Board.new()
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board.dims = dims
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for y in range(lines.size()):
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var line := lines[y]
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for x in range(line.length()):
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var c := line[x]
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var pos := Vector2i(x, y)
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match c:
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".": board.add_piece(Piece.goal(pos))
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"*": board.add_pieces([Piece.goal(pos), Piece.box(pos)])
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"+": board.add_pieces([Piece.goal(pos), Piece.player(pos)])
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"$": board.add_piece(Piece.box(pos))
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"@": board.add_piece(Piece.player(pos))
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"#": board.add_piece(Piece.wall(pos))
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return board
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1
board.gd.uid
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1
board.gd.uid
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@ -0,0 +1 @@
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uid://c8ywa33v3jq7t
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74
main.gd
74
main.gd
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@ -10,37 +10,17 @@ var microban_1 := "
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####
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"
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var states: Array[State] = [State.from_string(microban_1)]
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var hist := UndoRedo.new()
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const WALL = preload("res://wall.tres")
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const GOAL = preload("res://goal.tres")
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const BOX = preload("res://box.tres")
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const PLAYER = preload("res://player.tres")
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@onready var board: Node3D = $Board
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@onready var board := Board.from_string(microban_1)
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var player: Piece
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func _ready() -> void:
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render()
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func add_mesh(pos: Vector2i, mesh: Mesh):
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var offset := -current_state().dims/2.0
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var meshinst := MeshInstance3D.new()
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meshinst.position = Vector3(pos.x + offset.x, 0, pos.y + offset.y)
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meshinst.mesh = mesh
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board.add_child(meshinst)
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func render() -> void:
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var state := current_state()
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for child in board.get_children():
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child.free()
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for y in state.dims.y:
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for x in state.dims.x:
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var pos := Vector2i(x, y)
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if state.goal_at(pos): add_mesh(pos, GOAL)
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if state.box_at(pos): add_mesh(pos, BOX)
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if state.wall_at(pos): add_mesh(pos, WALL)
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if pos == state.player_pos: add_mesh(pos, PLAYER)
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add_child(board)
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for piece in board.pieces():
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if piece.type == Piece.Type.Player:
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player = piece
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break
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func _input(event: InputEvent) -> void:
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if event.is_action_pressed("u"):
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@ -52,29 +32,29 @@ func _input(event: InputEvent) -> void:
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elif event.is_action_pressed("r"):
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step(Vector2i.RIGHT)
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elif event.is_action_pressed("undo"):
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undo()
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hist.undo()
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elif event.is_action_pressed("redo"):
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pass
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hist.redo()
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elif event.is_action_pressed("restart"):
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restart()
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func current_state() -> State:
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return states[-1]
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func push_state(state: State):
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states.push_back(state)
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render()
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func undo():
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if states.size() == 1:
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return
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states.pop_back()
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render()
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# todo: don't restart multiple times
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# TODO:
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func restart():
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push_state(states[0])
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pass
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func step(move: Vector2i):
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push_state(current_state().step(move))
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var pos := player.lpos
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var box := board.find_piece_at(pos + move, func(p): return p.type == Piece.Type.Box)
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if board.passable_at(pos + move):
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hist.create_action("move")
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hist.add_do_method(player.do_move(move))
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hist.add_undo_method(player.undo_move())
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hist.commit_action()
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elif box != null and board.passable_at(pos + move * 2):
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hist.create_action("push")
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hist.add_do_method(player.do_move(move))
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hist.add_do_method(box.do_move(move))
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hist.add_undo_method(player.undo_move())
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hist.add_undo_method(box.undo_move())
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hist.commit_action()
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@ -16,10 +16,8 @@ sky = SubResource("Sky_0xm2m")
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script = ExtResource("1_ig7tw")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 0.258819, 0.965926, 0, -0.965926, 0.258819, 0, 3.48438, 1.16423)
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transform = Transform3D(1, 0, 0, 0, 0.258819, 0.965926, 0, -0.965926, 0.258819, 0.035, 3.615, 3)
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fov = 90.0
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("Environment_ig7tw")
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[node name="Board" type="Node3D" parent="."]
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52
piece.gd
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52
piece.gd
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@ -0,0 +1,52 @@
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class_name Piece
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extends MeshInstance3D
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const WALL = preload("res://wall.tres")
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const GOAL = preload("res://goal.tres")
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const BOX = preload("res://box.tres")
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const PLAYER = preload("res://player.tres")
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enum Type {
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Wall,
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Goal,
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Box,
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Player,
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}
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# logical position
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@export var lpos: Vector2i:
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get:
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return lpos
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set(val):
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lpos = val
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position = Vector3(val.x, 0, val.y)
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@export var type: Piece.Type
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func do_move(move: Vector2i) -> Callable:
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return func():
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lpos += move
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func undo_move() -> Callable:
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var old_pos := lpos
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return func():
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lpos = old_pos
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static func make(lpos: Vector2i, type: Piece.Type, mesh: Mesh) -> Piece:
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var piece := Piece.new()
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piece.lpos = lpos
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piece.mesh = mesh
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piece.type = type
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return piece
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static func wall(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Wall, WALL)
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static func goal(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Goal, GOAL)
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static func box(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Box, BOX)
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static func player(lpos: Vector2i) -> Piece:
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return make(lpos, Piece.Type.Player, PLAYER)
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1
piece.gd.uid
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1
piece.gd.uid
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@ -0,0 +1 @@
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uid://bq3a5hhccxndn
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@ -74,6 +74,7 @@ redo={
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":true,"pressed":false,"keycode":0,"physical_keycode":89,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":85,"key_label":0,"unicode":85,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":true,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":90,"key_label":0,"unicode":90,"location":0,"echo":false,"script":null)
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, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":80,"key_label":0,"unicode":112,"location":0,"echo":false,"script":null)
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]
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}
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98
state.gd
98
state.gd
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@ -1,98 +0,0 @@
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class_name State
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extends Resource
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@export var dims: Vector2i
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@export var player_pos: Vector2i
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@export var walls := BitMap.new()
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@export var goals := BitMap.new()
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@export var boxes := BitMap.new()
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static func from_string(src: String) -> State:
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var lines := src.lstrip("\n").rstrip("\n").split("\n")
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var width := 0
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for line in lines:
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width = max(width, line.length())
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var dims := Vector2i(width, lines.size())
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var state := State.new()
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state.dims = dims
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state.walls.create(dims)
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state.goals.create(dims)
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state.boxes.create(dims)
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for y in range(lines.size()):
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var line := lines[y]
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for x in range(line.length()):
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var pos := Vector2i(x, y)
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match line[x]:
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"#": state.walls.set_bitv(pos, true)
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".": state.goals.set_bitv(pos, true)
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"@":
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assert(not state.player_pos)
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state.player_pos = pos
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"+":
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assert(not state.player_pos)
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state.goals.set_bitv(pos, true)
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state.player_pos = pos
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"$": state.boxes.set_bitv(pos, true)
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"*":
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state.goals.set_bitv(pos, true)
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state.boxes.set_bitv(pos, true)
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assert(state.player_pos)
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return state
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func solid_at(pos: Vector2i) -> bool:
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return wall_at(pos) or box_at(pos)
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func wall_at(pos: Vector2i) -> bool:
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return walls.get_bitv(pos)
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func goal_at(pos: Vector2i) -> bool:
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return goals.get_bitv(pos)
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func box_at(pos: Vector2i) -> bool:
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return boxes.get_bitv(pos)
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func passable_at(pos: Vector2i) -> bool:
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return not solid_at(pos)
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# todo: keep shared structure (e.g. walls are always the same)
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func step(move: Vector2i) -> State:
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var new: State = duplicate(true)
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var p0 := new.player_pos
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var p1 := p0 + move
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var p2 := p1 + move
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if passable_at(p1):
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new.player_pos = p1
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elif box_at(p1) and passable_at(p2):
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new.boxes.set_bitv(p1, false)
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new.boxes.set_bitv(p2, true)
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new.player_pos = p1
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return new
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func _to_string() -> String:
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var out := "#<<state:{0}>, {1}@{2}\n".format([get_instance_id(), dims, player_pos])
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for y in range(dims.y):
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out += " "
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for x in range(dims.x):
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if player_pos == Vector2i(x, y):
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out += "+" if goals.get_bit(x, y) else "@"
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continue
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if walls.get_bit(x, y):
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out += "#"
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continue
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match [goals.get_bit(x, y), boxes.get_bit(x, y)]:
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[true, true ]: out += "*"
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[true, false]: out += "."
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[false, true ]: out += "$"
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[false, false]: out += " "
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out += "\n"
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out += ">"
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return out
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@ -1 +0,0 @@
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uid://bav3tjhu6anx
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