Files
Crystal/tests/world-driver.ts
T
Sébastien QUEROLandClaude Opus 5.5 b13fd20be4
Checks / web (push) Canceled after 0s
Port the introduction's naming and clock screens
A new game now runs NewGame's InitGender and OakSpeech natively before
the bedroom: Boy or Girl, InitClock's hour and minute steppers with
their YES/NO confirmations, Oak's speech with Wooper, and NamePlayer's
preset names or naming field (a blank name takes CHRIS or KRIS). Texts,
menus and time strings come from a new INTRO profile table verified by
check:reference; Oak's and the player's pictures decode from
TrainerPicPointers, ChrisPic/KrisPic and TrainerPalettes.

The chosen time is kept as a minute offset from the device clock, which
time of day, the weekday, NPC hours and the daily reset now read. The
intro runs only when nothing is saved; a save made during it starts it
again. Saves gain intro and clock.minuteOffset, migrated by absence. The
shell's name and character fields are gone. Intentional change: the
steppers start at the device time rather than 10:00.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-30 09:53:52 +02:00

135 lines
4.3 KiB
TypeScript

import type { GameWorld } from "../src/game/world/world";
import type { Direction } from "../src/game/world/types";
/** Drive a world through scenes the way a player would: acknowledge pages,
* answer choices in order (default YES, the first weekday or menu item, or
* the clock's shown value) and wait out timed
* effects. Returns every page that was shown. */
export function settle(
world: GameWorld,
answers: (number | string)[] = [],
): string[] {
const shown: string[] = [];
let lastHeld = "";
for (let tick = 0; tick < 20_000; tick++) {
const dialogue = world.dialogue;
if (dialogue) {
const page = dialogue.pages[dialogue.index];
const last = dialogue.index === dialogue.pages.length - 1;
if (last && dialogue.choice) {
shown.push(page);
// The naming screen waits for the caller unless a name is queued.
if (dialogue.choice.kind === "name") {
if (typeof answers[0] !== "string") return shown;
world.choose(answers.shift()!);
continue;
}
const answer = answers.shift();
world.choose(
typeof answer === "number"
? answer
: dialogue.choice.kind === "yesno"
? 1
: dialogue.choice.kind === "clock"
? dialogue.choice.selected
: 0,
);
} else if (last && dialogue.holdTicks !== undefined) {
if (page !== lastHeld) shown.push(page);
lastHeld = page;
world.tick();
} else {
shown.push(page);
world.advanceDialogue();
}
continue;
}
lastHeld = "";
if (!world.busy) {
// Scene scripts start on an idle tick.
world.tick();
if (!world.busy) return shown;
continue;
}
world.tick();
}
throw new Error("The world did not settle.");
}
const DIRECTIONS = [
["up", 0, -1],
["down", 0, 1],
["left", -1, 0],
["right", 1, 0],
] as const;
/** Shortest walkable path on the current map, avoiding other warps. */
export function findPath(
world: GameWorld,
targetX: number,
targetY: number,
): Direction[] {
const queue = [{ x: world.x, y: world.y, path: [] as Direction[] }];
const visited = new Set<string>();
for (let i = 0; i < queue.length; i++) {
const node = queue[i],
key = `${node.x},${node.y}`;
if (visited.has(key)) continue;
visited.add(key);
if (node.x === targetX && node.y === targetY) return node.path;
for (const [direction, dx, dy] of DIRECTIONS) {
const x = node.x + dx,
y = node.y + dy;
if (x < 0 || y < 0 || x >= world.map.width || y >= world.map.height)
continue;
if (
world.assets.permission(world.assets.collision(world.map, x, y)) !== 0
)
continue;
if (world.objects().some((object) => object.x === x && object.y === y))
continue;
if (
world.map.warps.some((warp) => warp.x === x && warp.y === y) &&
(x !== targetX || y !== targetY)
)
continue;
queue.push({ x, y, path: [...node.path, direction] });
}
}
throw new Error(`No route to ${targetX},${targetY}`);
}
/** Walk to a tile, settling any scene that a step triggers. A roaming NPC
* that steps into the way is waited out, then the route is planned again. */
export function walkTo(
world: GameWorld,
targetX: number,
targetY: number,
answers: (number | string)[] = [],
): string[] {
// Finish anything in progress first, such as the tick after a warp.
const shown: string[] = settle(world, answers);
for (let attempt = 0; attempt < 20; attempt++) {
let blocked = false;
for (const direction of findPath(world, targetX, targetY)) {
if (!world.move(direction)) {
const [, dx, dy] = DIRECTIONS.find(([name]) => name === direction)!;
const blocker = world
.objects()
.some((object) => object.x === world.x + dx && object.y === world.y + dy);
if (!blocker)
throw new Error(
`Blocked moving ${direction} at ${world.x},${world.y}: ${world.notice}`,
);
for (let tick = 0; tick < 64; tick++) world.tick();
blocked = true;
break;
}
shown.push(...settle(world, answers));
}
// A warp target leaves the map, so a completed path is the success test.
if (!blocked) return shown;
}
throw new Error(`Could not reach ${targetX},${targetY}`);
}