Add cheat code to send power to all actors

This commit is contained in:
Noah 2023-02-18 14:21:07 -08:00
parent 03cd1d4ca0
commit 856de848c9
8 changed files with 52 additions and 7 deletions

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@ -26,6 +26,9 @@ Other miscellaneous changes:
help with touchscreen devices, where it is difficult to touch the
properties button without accidentally dragging the actor elsewhere
on your level as might happen with the Actor Tool!
* New cheat code: `tesla` will send a power signal to ALL actors on the
current level in play mode - opening all electric doors and trapdoors.
May cause fun chaos during gameplay. Probably not very useful.
* Start distributing AppImage releases for GNU/Linux (64-bit and 32-bit)
Some technical changes:

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@ -293,7 +293,7 @@ func showChunker(c *cli.Context, ch *level.Chunker) {
fmt.Println("")
}
func chunkTypeToName(v int) string {
func chunkTypeToName(v uint64) string {
switch v {
case level.MapType:
return "map"

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@ -34,6 +34,7 @@ var (
CheatDebugWaitScreen = "test wait screen"
CheatUnlockLevels = "master key"
CheatSkipLevel = "warp whistle"
CheatFreeEnergy = "tesla"
)
// Global cheat boolean states.

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@ -7,9 +7,11 @@ import (
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting"
"git.kirsle.net/SketchyMaze/doodle/pkg/shmem"
"git.kirsle.net/SketchyMaze/doodle/pkg/windows"
"git.kirsle.net/go/ui"
"github.com/dop251/goja"
)
// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
@ -199,6 +201,31 @@ func (c Command) cheatCommand(d *Doodle) bool {
d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
}
case balance.CheatFreeEnergy:
if isPlay {
playScene.SetCheated()
d.Flash("Power toggle sent to all actors in the level.")
for _, a := range playScene.Canvas().Actors() {
// Hacky stuff here - just a fun cheat code anyway.
vm := playScene.ScriptSupervisor().To(a.ID())
value := vm.Get("__tesla")
if value == nil || !value.ToBoolean() {
vm.Set("__tesla", true)
value = vm.Get("__tesla")
} else if value.ToBoolean() {
vm.Set("__tesla", false)
value = vm.Get("__tesla")
}
vm.Inbound <- scripting.Message{
Name: "power",
SenderID: a.ID(),
Args: []goja.Value{value},
}
}
} else {
d.FlashError("Use this cheat in Play Mode to send power to all actors (chaotic!).")
}
case balance.CheatDebugLoadScreen:
loadscreen.ShowWithProgress()
loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")

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@ -9,6 +9,7 @@ import (
"sync"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
)
@ -281,13 +282,16 @@ func (a *MapAccessor) UnmarshalBinary(compressed []byte) error {
sw, err3 = binary.ReadUvarint(reader)
)
point := render.NewPoint(int(x), int(y))
a.grid[point] = NewSparseSwatch(int(sw))
// We expect all 3 errors to be EOF together if the binary is formed correctly.
if err1 != nil || err2 != nil || err3 != nil {
// log.Error("Break read loop: %s; %s; %s", err1, err2, err3)
if err1 == nil || err2 == nil || err3 == nil {
log.Error("MapAccessor.UnmarshalBinary: found odd number of varints!")
}
break
}
point := render.NewPoint(int(x), int(y))
a.grid[point] = NewSparseSwatch(int(sw))
}
return nil

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@ -218,7 +218,7 @@ func ChunkFromZipfile(zf *zip.Reader, layer int, coord render.Point) (*Chunk, er
// Read from the new binary format.
if file, err := zf.Open(binfile); err == nil {
log.Debug("Reading binary compressed chunk from %s", binfile)
// log.Debug("Reading binary compressed chunk from %s", binfile)
bin, err := ioutil.ReadAll(file)
if err != nil {
return nil, err
@ -229,7 +229,7 @@ func ChunkFromZipfile(zf *zip.Reader, layer int, coord render.Point) (*Chunk, er
return nil, err
}
} else if file, err := zf.Open(jsonfile); err == nil {
log.Debug("Reading JSON encoded chunk from %s", jsonfile)
// log.Debug("Reading JSON encoded chunk from %s", jsonfile)
bin, err := ioutil.ReadAll(file)
if err != nil {
return nil, err

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@ -353,6 +353,11 @@ func (s *PlayScene) Canvas() *uix.Canvas {
return s.drawing
}
// ScriptSupervisor returns the scripting supervisor for play mode.
func (s *PlayScene) ScriptSupervisor() *scripting.Supervisor {
return s.scripting
}
// SetPlayerCharacter changes the doodad used for the player, by destroying the
// current player character and making it from scratch.
func (s *PlayScene) SetPlayerCharacter(filename string) {

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@ -65,6 +65,11 @@ func (vm *VM) Set(name string, v interface{}) error {
return vm.vm.Set(name, v)
}
// Get a value from the VM.
func (vm *VM) Get(name string) goja.Value {
return vm.vm.Get(name)
}
// RegisterLevelHooks registers accessors to the level hooks
// and Doodad API for Play Mode.
func (vm *VM) RegisterLevelHooks() error {