doodle/pkg/cheats.go

221 lines
6.3 KiB
Go

package doodle
import (
"strings"
"time"
"git.kirsle.net/SketchyMaze/doodle/pkg/balance"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal"
"git.kirsle.net/SketchyMaze/doodle/pkg/modal/loadscreen"
)
// IsDefaultPlayerCharacter checks whether the DefaultPlayerCharacter doodad has
// been modified
// SetPlayerCharacter -- this is designed to be called in-game with the developer
// console. Sets your player character to whatever doodad you want, not just the
// few that have cheat codes. If you set an invalid filename, you become the
// dummy default doodad sprite (a red "X").
func (d *Doodle) SetPlayerCharacter(filename string) {
balance.PlayerCharacterDoodad = filename
if playScene, isPlay := d.Scene.(*PlayScene); isPlay {
playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
}
}
// cheatCommand is a subroutine of the Command.Run() method of the Doodle
// developer shell (commands.go). It looks for special cheat codes entered
// into the command shell and executes them.
//
// Returns true if a cheat was intercepted, false if the command is not a cheat.
func (c Command) cheatCommand(d *Doodle) bool {
// Some cheats only work in Play Mode.
playScene, isPlay := d.Scene.(*PlayScene)
// If a character cheat is used during Play Mode, replace the player NOW.
var setPlayerCharacter bool
// Cheat codes
switch c.Raw {
case balance.CheatUncapFPS:
if fpsDoNotCap {
d.Flash("Reset frame rate throttle to factory default FPS")
} else {
d.Flash("Unleashing as many frames as we can render!")
}
fpsDoNotCap = !fpsDoNotCap
case balance.CheatEditDuringPlay:
if isPlay {
playScene.drawing.Editable = true
playScene.SetCheated()
d.Flash("Level canvas is now editable. Don't edit and drive!")
} else {
d.FlashError("Use this cheat in Play Mode to make the level canvas editable.")
}
case balance.CheatScrollDuringPlay:
if isPlay {
playScene.drawing.Scrollable = true
playScene.SetCheated()
d.Flash("Level canvas is now scrollable with the arrow keys.")
} else {
d.FlashError("Use this cheat in Play Mode to make the level scrollable.")
}
case balance.CheatAntigravity:
if isPlay {
playScene.SetCheated()
playScene.antigravity = !playScene.antigravity
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.antigravity {
d.Flash("Gravity disabled for player character.")
} else {
d.Flash("Gravity restored for player character.")
}
} else {
d.FlashError("Use this cheat in Play Mode to disable gravity for the player character.")
}
case balance.CheatNoclip:
if isPlay {
playScene.SetCheated()
playScene.noclip = !playScene.noclip
playScene.Player.SetNoclip(playScene.noclip)
playScene.antigravity = playScene.noclip
playScene.Player.SetGravity(!playScene.antigravity)
if playScene.noclip {
d.Flash("Clipping disabled for player character.")
} else {
d.Flash("Clipping and gravity restored for player character.")
}
} else {
d.FlashError("Use this cheat in Play Mode to disable clipping for the player character.")
}
case balance.CheatShowAllActors:
if isPlay {
playScene.SetCheated()
for _, actor := range playScene.drawing.Actors() {
actor.Show()
}
d.Flash("All invisible actors made visible.")
} else {
d.FlashError("Use this cheat in Play Mode to show hidden actors, such as technical doodads.")
}
case balance.CheatGiveKeys:
if isPlay {
playScene.SetCheated()
playScene.Player.AddItem("key-red.doodad", 0)
playScene.Player.AddItem("key-blue.doodad", 0)
playScene.Player.AddItem("key-green.doodad", 0)
playScene.Player.AddItem("key-yellow.doodad", 0)
playScene.Player.AddItem("small-key.doodad", 99)
d.Flash("Given all keys to the player character.")
} else {
d.FlashError("Use this cheat in Play Mode to get all colored keys.")
}
case balance.CheatGiveGems:
if isPlay {
playScene.SetCheated()
playScene.Player.AddItem("gem-red.doodad", 1)
playScene.Player.AddItem("gem-green.doodad", 1)
playScene.Player.AddItem("gem-blue.doodad", 1)
playScene.Player.AddItem("gem-yellow.doodad", 1)
d.Flash("Given all gemstones to the player character.")
} else {
d.FlashError("Use this cheat in Play Mode to get all gemstones.")
}
case balance.CheatDropItems:
if isPlay {
playScene.SetCheated()
playScene.Player.ClearInventory()
d.Flash("Cleared inventory of player character.")
} else {
d.FlashError("Use this cheat in Play Mode to clear your inventory.")
}
case balance.CheatGodMode:
if isPlay {
d.Flash("God mode toggled")
playScene.SetCheated()
playScene.godMode = !playScene.godMode
if playScene.godMode {
d.FlashError("God mode enabled.")
} else {
d.Flash("God mode disabled.")
}
} else {
d.FlashError("Use this cheat in Play Mode to toggle invincibility.")
}
case balance.CheatDebugLoadScreen:
loadscreen.ShowWithProgress()
loadscreen.SetSubtitle("Loading: /dev/null", "Loadscreen testing.")
go func() {
var i float64
for i = 0; i < 100; i++ {
time.Sleep(100 * time.Millisecond)
loadscreen.SetProgress(i / 100)
}
loadscreen.Hide()
}()
case balance.CheatDebugWaitScreen:
m := modal.Wait("Crunching some numbers...").WithTitle("Please hold").Then(func() {
d.Flash("Wait modal dismissed.")
})
go func() {
time.Sleep(10 * time.Second)
m.Dismiss(true)
}()
case balance.CheatUnlockLevels:
balance.CheatEnabledUnlockLevels = !balance.CheatEnabledUnlockLevels
if balance.CheatEnabledUnlockLevels {
d.Flash("All locked Story Mode levels can now be played.")
} else {
d.Flash("All locked Story Mode levels are again locked.")
}
case balance.CheatSkipLevel:
if isPlay {
playScene.SetCheated()
playScene.ShowEndLevelModal(
true,
"Level Completed",
"Great job, you cheated and 'won' the level!",
)
} else {
d.Flash("Use this cheat in Play Mode to instantly win the level.")
}
default:
// See if it was an endorsed actor cheat.
if filename, ok := balance.CheatActors[strings.ToLower(c.Raw)]; ok {
d.Flash("Set default player character to %s.", filename)
balance.PlayerCharacterDoodad = filename
setPlayerCharacter = true
} else {
// Not a cheat code.
return false
}
}
// If we're setting the player character and in Play Mode, do it.
if setPlayerCharacter && isPlay {
playScene.SetCheated()
playScene.SetPlayerCharacter(balance.PlayerCharacterDoodad)
}
return true
}