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level.lua
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level.lua
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local args = {...}
local import_prefix = args[1]
if import_prefix then import_prefix = import_prefix:match("^(.-)[^%.]+$") end
if not import_prefix then import_prefix = "" end
local errormodule = require(import_prefix .. "error")
local contributionmodule = load_module(import_prefix .. "contribution", true)
local utilmodule = load_module(import_prefix .. "util", true)
local dictionarymodule = load_module(import_prefix .. "dictionary", true)
local consolemodule = load_module(import_prefix .. "console", true)
local configmodule = load_module(import_prefix .. "config", true)
local eventsmodule = load_module(import_prefix .. "events", true)
local classmodule = load_module(import_prefix .. "class", true)
local roommodule = load_module(import_prefix .. "room", true)
--[[ Level - the level class
Holds the level's room and logic functions
level_datas - the level datas
level_config - the default level configuration = the level config of the level manager config
obs3 - the 3rd level argument, used only for an obsolete way of instanciating the level.
]]
Level = class(function(self, level_datas, level_config, obs3)
if type(level_datas) == "number" then
self.__column_count = level_config
self.__starting_room = level_datas
self.__starting_rooms_datas = obs3
self.__lores = {"", ""}
self.__lore_begin = ""
self.__lore_end = {[false] = "", [true] = "You DIED..."}
self.__level_configuration = currentConfig:getLevelManagerConfig():getLevelConfig()
local init = self:initialize()
self.initialize_status = {success = init.success, obsolete = true, old = true, opt = init}
else
self.__array_version = level_datas["level_array_version"]
if self.__array_version == 1 then
self.__column_count = level_datas["column_count"]
self.__starting_room = level_datas["starting_room"]
self.__starting_rooms_datas = level_datas["rooms_datas"]
self.__lores = level_datas["lores"]
if self.__lores then
self.__lore_begin = self.__lores[1]
end
local generic_death = "You DIED..."
if self.__lores and (type(self.__lores[2]) == "string") then self.__lore_end = {[false] = self.__lores[2], [true] = generic_death}
elseif self.__lores and self.__lores[2][1] then
if self.__lores[2][2] then self.__lore_end = {[false] = self.__lores[2][1], [true] = self.__lores[2][2]} else self.__lore_end = {[false] = self.__lores[2][1], [true] = generic_death} end
elseif self.__lores and self.lores[2][false] then
if self.__lores[2][true] then self.__lore_end = {[false] = self.__lores[2][false], [true] = self.__lores[2][true]} else self.__lore_end = {[false] = self.__lores[2][false], [true] = generic_death} end
else self.__lore_end = {[false] = "", [true] = generic_death} end
self.__level_configuration = level_datas["level_conf"]
if self.__level_configuration then console:print("Using custom level configuration.\n", LogLevel.WARNING_DEV, "level.lua/Level:(init)")
else self.__level_configuration = level_config end
self.__map_reveal = level_datas["map_reveal"]
self.__win_level = level_datas["win_level"]
if not self.__map_reveal then self.__map_reveal = function(dead, objects) return not dead end end
if not self.__win_level then self.__win_level = function( objects) return true end end
local init = self:initialize()
self.initialize_status = {success = init.success, obsolete = false, old = true, opt = init}
elseif self.__array_version == 2 then
if not dictionary:addLevel(level_datas["__id"]) then
level_datas["__alternative_lore"] = level_datas["__alternative_lore"]
and (console:print(
"Warning: couldn't load any translation for the level\n",
LogLevel.WARNING_DEV,
"level.lua/Level:(init)"
) and false)
or function(dead, objects) return {remove = true} end
self.__disable_lore = true
end
self.__column_count = level_datas["column_count"]
self.__starting_room = level_datas["starting_room"]
self.__starting_rooms_datas = level_datas["rooms_datas"]
self.__level_id = level_datas["__id"]
self.__level_configuration = level_datas["level_conf"]
if self.__level_configuration then console:print("Using custom level configuration.\n", LogLevel.WARNING_DEV, "level.lua/Level:(init)")
else self.__level_configuration = level_config end
self.__map_reveal = level_datas["map_reveal"]
self.__win_level = level_datas["win_level"]
self.__alternative_lore = level_datas["alternative_lore"]
if not self.__map_reveal then self.__map_reveal = function(dead, objects) return not dead end end
if not self.__win_level then self.__win_level = function( objects) return true end end
if not self.__alternative_lore then self.__alternative_lore = function(dead, objects) if dead then return {state = "death", alt = "default"} else return {state = "victory", alt = "default"} end end end
local init = self:initialize()
self.initialize_status = {success = init.success, obsolete = false, old = false, opt = init}
else
console:print("Error: unknown level array version.", LogLevel.ERROR, "level.lua/Level:(init)")
self.initialize_status = {success = false, opt = "Bad level array version."}
end
end
local status = self.initialize_status
if status.obsolete then console:print("Warning: obsolete level instanciation used. Please use the newer version.\n", LogLevel.WARNING_DEV, "level.lua/Level:(init)")
elseif status.old then console:print("Old level instanciation used. A newer version is available.\n", LogLevel.LOG, "level.lua/Level:(init)")
end
if self.initialize_status.success then
self.__level_configuration:addListener(self, function(self, cfg)
end)
end
end)
function Level:getMapSize() return getArrayLength(self:getRooms()) - 2 * self:getColumnCount() end
function Level:getLevelConfiguration() return self.__level_configuration end
function Level:getActiveRoomAttribute(attributeName) return self:getRoomAttribute(self:getRoomNumber(), attributeName) end
function Level:setActiveRoomAttribute(attributeName, value) self:setRoomAttribute(self:getRoomNumber(), attributeName, value) end
function Level:getRoomAttribute(room, attributeName) return self:getRoom(room):getAttribute(attributeName) end
function Level:setRoomAttribute(room, attributeName, value) self:getRoom(room):setAttribute(attributeName, value) end
function Level:getRoomNumber() return self.__room_number end
function Level:setRoom(room) self.__old_room = self.__room_number; self.__room_number = room end
function Level:restoreRoom() self.__room_number = self.__old_room end
function Level:getRooms() return self.__rooms end
function Level:getActiveRoom() return self:getRooms()[self:getRoomNumber()] end
function Level:getRoom(room_no) return self:getRooms()[room_no] end
function Level:getRoomCoordinates(room_no) local x, y = room_no % self:getColumnCount(), floor(room_no / self:getColumnCount()) if room_no % self:getColumnCount() == 0 then x = self:getColumnCount() y = y - 1 end return x, y end
function Level:getRoomFromCoordinates(x, y) return self:getRoom(x + (y - 1) * self:getColumnCount()) end
function Level:getColumnCount() return self.__column_count end
function Level:setAllRoomsSeenStatusAs(seen)
for k, v in pairs(self:getRooms()) do
v:setAttribute("saw", seen)
end
end
function Level:resetRoomsDatas()
if not self.__rooms then self.__rooms = {} end
for i = 1 - self.__column_count, getArrayLength(self.__starting_rooms_datas) - self.__column_count do
local room_datas = {} for k, v in pairs(self.__starting_rooms_datas[i]) do room_datas[k] = v end
local saw = self.__rooms[i] and self.__rooms[i]:getAttribute("saw") and (self:getLevelConfiguration():getDifficulty() <= 1)
room_datas.saw = saw
self.__rooms[i] = Room(room_datas)
end
end
function Level:initialize()
local roomInit
self.__old_room = self.__starting_room
self.__room_number = self.__starting_room
self:resetRoomsDatas()
for k, v in pairs(self:getRooms()) do
roomInit = true
roomInit = roomInit and v:initialize() if not roomInit then console:print("Error during room initialization\n", LogLevel.ERROR, "level.lua/Level:initialize") return {success = false, details = "room:initialize"} end
roomInit = roomInit and v:setUnreachable() if not roomInit then console:print("Error during room 'unreachablization'\n", LogLevel.ERROR, "level.lua/Level:initialize") return {success = false, details = "room:setUnreachable"} end
if not roomInit then return {success = false} end
end
self:getActiveRoom():refreshRoomNearEvents(self:getRoomNumber() % self:getColumnCount(),
self:getRoom(self:getRoomNumber() - self:getColumnCount()), self:getRoom(self:getRoomNumber() + self:getColumnCount()),
self:getRoom(self:getRoomNumber() - 1), self:getRoom(self:getRoomNumber() + 1))
return {success = true}
end
function Level:__setupLevelState()
stateManager:pushMainState("ig")
stateManager:pushState("levels")
end
function Level:__setupLevelLoresState(loreState)
self:__setupLevelState()
stateManager:pushState("lores")
stateManager:pushState(loreState)
stateManager:pushState(self.__level_id)
end
function Level:printBeginningLore()
self:__setupLevelLoresState("start")
if self.__array_version == 2 then
if not self.__disable_lore then
console:printLore(
dictionary:translate(stateManager:getStatesStack(), "lore")
)
end
else
if self.__lore_begin and self.__lore_begin ~= "" then console:printLore(self.__lore_begin) console:printLore("\n") end
end
stateManager:popMainState()
end
function Level:printEndingLore(death, objects)
self:__setupLevelLoresState("end")
if self.__array_version == 2 then
local ret = self.__alternative_lore(death, objects)
local state, alt = ret.state, ret.alt
dictionary:setAlternative(stateManager:getStatesStack(), state, alt)
if not self.__disable_lore then
console:printLore(
dictionary:translate(stateManager:getStatesStack(), state)
)
end
else
if self.__lore_end[death] and self.__lore_end[death] ~= "" then console:printLore(self.__lore_end[death]) console:printLore("\n") end
end
stateManager:popMainState()
if self.__map_reveal(death, objects) then
self:setAllRoomsSeenStatusAs(true)
end
return not death and self.__win_level(objects)
end
-- reverseMap - moves the cursor up to revert the minimap display
function Level:reverseMap(objects)
if not self:getLevelConfiguration():doesDisplayMinimap() then return end
if objects and objects:hasAnyPhysical() then
if objects:getObject("key") then
console:printLore("\27[A")
end
if objects:getObject("redkey") then
console:printLore("\27[A")
end
if objects:getObject("sword") then
console:printLore("\27[A")
end
console:printLore("\27[A")
end
console:printLore("\27[" .. min(self:getLevelConfiguration():getCamHeight(), floor(self:getMapSize() / self:getColumnCount())) * (getRoomDisplayWidth() - 1) + self:getLevelConfiguration():getMapYoffset() .. "A\27[J")
end
function Level:printLevelMap(is_ended, objects, doesDisplayAllMap)
if not doesDisplayAllMap and not self:getLevelConfiguration():doesDisplayMinimap() then return LevelPrintingIgnored() end
if doesDisplayAllMap and not self:getLevelConfiguration():doesDisplayFullMap() then return LevelPrintingIgnored() end
stateManager:pushMainState("ig")
stateManager:pushState("map")
console:printLore(dictionary:translate(stateManager:getStatesStack(), "legend"))
if objects and objects:hasAnyPhysical() then
if objects:getObject("key") then
console:printLore(dictionary:translate(stateManager:getStatesStack(), "key"))
end
if objects:getObject("redkey") then
console:printLore(dictionary:translate(stateManager:getStatesStack(), "redkey"))
end
if objects:getObject("sword") then
console:printLore(dictionary:translate(stateManager:getStatesStack(), "sword"))
end
console:printLore("\n")
end
local xOffset
local yOffset
local maxXcoord
local maxYcoord
local curXcoord
local curYcoord
if not doesDisplayAllMap then
local camWidth = self:getLevelConfiguration():getCamWidth ()
local camHeight = self:getLevelConfiguration():getCamHeight()
local roomX, roomY = self:getRoomCoordinates(self:getRoomNumber())
xOffset = max(1, min(self:getColumnCount() - camWidth + 1, roomX - floor((camWidth - 1) / 2)))
yOffset = max(0, min(floor(self:getMapSize() / self:getColumnCount()) - camHeight, roomY - floor((camHeight - 1) / 2))) + 1
maxXcoord = min(camWidth , self:getColumnCount()) * (getRoomDisplayWidth() - 1) + 1
maxYcoord = min(camHeight, floor(self:getMapSize() / self:getColumnCount())) * (getRoomDisplayHeight() - 1) + 1
else
xOffset = 1
yOffset = 1
maxXcoord = self:getColumnCount() * (getRoomDisplayWidth() - 1) + 1
maxYcoord = floor(self:getMapSize() / self:getColumnCount()) * (getRoomDisplayHeight() - 1) + 1
end
for curXcoord = 1, maxXcoord do console:printLore("\27[01;30;47;07m \27[00m") end console:printLore("\27[00m\27[0G")
for curYcoord = 1, maxYcoord do console:printLore("\27[01;30;47;07m \27[00m\n") end console:printLore("\27[" .. maxYcoord .. "A")
for curYcoord = 1, maxYcoord - 1, getRoomDisplayHeight() - 1 do
for curXcoord = 1, maxXcoord - 1, getRoomDisplayWidth() - 1 do
local roomX, roomY = (curXcoord - 1) / (getRoomDisplayWidth() - 1), (curYcoord - 1) / (getRoomDisplayHeight() - 1)
local i = roomX + xOffset + (roomY + yOffset - 1) * self:getColumnCount()
local ret = self:getRoomFromCoordinates(roomX + xOffset, roomY + yOffset):printRoom(objects, (i == self:getRoomNumber()) and not is_ended)
if ret:iskind(RoomPrintingError) then
stateManager:popMainState()
return LevelPrintingErrored(ret)
end
end
console:printLore("\27[" .. getRoomDisplayHeight() - 1 .. "B\27[G")
end
console:printLore("\27[00m\n\n")
stateManager:popMainState()
return LevelPrintingDone()
end
function Level:checkLevelEvents(is_ended, objects)
local i = self:getRoomNumber()
ret = self:getRoom(i):checkRoomEvents(is_ended, objects, i % self:getColumnCount(),
self:getRoom(i - self:getColumnCount()), self:getRoom(i + self:getColumnCount()),
self:getRoom(i - 1), self:getRoom(i + 1), false, self:getLevelConfiguration():getDifficulty())
is_ended = ret.ended
objects = ret.objects
while ret:isinstance(EventParsingResultRoomChanging) do
if ret:isinstance(EventParsingResultRoomRestore) then
self:restoreRoom()
else
if type(ret.room) == "number" then
elseif ret.room == "up" then
ret.room = self:getRoomNumber() - self:getColumnCount()
elseif ret.room == "down" then
ret.room = self:getRoomNumber() + self:getColumnCount()
elseif ret.room == "left" then
ret.room = self:getRoomNumber() - 1
elseif ret.room == "right" then
ret.room = self:getRoomNumber() + 1
end
self:setRoom(ret.room)
end
i = self:getRoomNumber()
ret = self:getRoom(i):checkRoomEvents(is_ended, objects, i % self:getColumnCount(),
self:getRoom(i - self:getColumnCount()), self:getRoom(i + self:getColumnCount()),
self:getRoom(i - 1), self:getRoom(i + 1), true, self:getLevelConfiguration():getDifficulty())
is_ended = ret.ended
objects = ret.objects
end
return ret
end
--[[ LevelManager - the level manager class [singleton]
Holds a config and the levels
]]
local LevelManager = class(function(self, levelManagerConfig)
self.__config = levelManagerConfig
self:initialize("")
end)
function LevelManager:getLevels() return self.__levels end
function LevelManager:getLevel(level) return self:getLevels()[level] end
function LevelManager:getActiveLevel() return self:getLevel(self:getLevelNumber()) end
function LevelManager:getLevelNumber() return self.__level_number end
function LevelManager:setLevelNumber(value) self.__level_number = value end
function LevelManager:removeLevels() self.__levels = {} self.__level_count, self.__test_level_count = 0, 0 end
function LevelManager:getConfig() return self.__config end
function LevelManager:initialize(scenarioName)
self.__lastScenario = scenarioName
self:removeLevels()
self:_initializeLevels(scenarioName)
self.__debugLevels = self:getConfig():doLoadTestLevels()
if self.__debugLevels then
self.__level_number = -1
else
self.__level_number = 1
end
end
function LevelManager:addTestLevelInstance(level_instance)
if not level_instance or not level_instance.isinstance or not level_instance:isinstance(Level) then
console:print("Bad level_instance class", LogLevel.ERROR, "level.lua/LevelManager:addTestLevelInstance")
return {success = false, reasontype = "check", opt = "Not a valid instance"}
else
self.__levels[-self.__test_level_count - 1] = level_instance
if not self.__levels[-self.__test_level_count - 1].initialize_status.success then self.__levels[-self.__test_level_count - 1] = nil return {success = false, opt = self.__levels[self.__test_level_count - 1].initialize_status.opt}
else self.__test_level_count = self.__test_level_count + 1 return {success = true, id = -self.__test_level_count} end
end
end
function LevelManager:addLevelInstance(level_instance)
if not level_instance or not level_instance.isinstance or not level_instance:isinstance(Level) then
console:print("Bad level_instance class", LogLevel.ERROR, "level.lua/LevelManager:addLevelInstance")
return {success = false, reasontype = "check", opt = "Not a valid instance"}
else
self.__levels[self.__level_count + 1] = level_instance
if not self.__levels[self.__level_count + 1].initialize_status.success then self.__levels[self.__level_count] = nil return {success = false, opt = self.__levels[self.__level_count + 1].initialize_status.opt}
else self.__level_count = self.__level_count + 1 return {success = true, id = self.__level_count} end
end
end
function LevelManager:addTestLevel(level_id, level_datas)
if level_datas and level_datas["level_array_version"] == 2 then level_datas.__id = tostring(level_id)
elseif not level_datas then level_datas = level_id end
return self:addTestLevelInstance(Level(level_datas, self:getConfig():getLevelConfig()))
end
function LevelManager:addLevel(level_id, level_datas)
if level_datas and level_datas["level_array_version"] == 2 then level_datas.__id = tostring(level_id)
elseif not level_datas then level_datas = level_id end
return self:addLevelInstance(Level(level_datas, self:getConfig():getLevelConfig()))
end
function LevelManager:_initializeLevels(scenarioName)
if scenarioName == "" then
self:addLevel("starter", {["level_array_version"] = 2, ["starting_room"] = 28, ["column_count"] = 7,
["rooms_datas"] = {[-6] = {}, [-5] = {}, [-4] = {}, [-3] = {}, [-2] = {}, [-1] = {}, [0] = {},
{exit = true, exit_dir = "left", down = true, door = true, door_dir = "left"}, { right = true}, { down = true, left = true, right = true}, { left = true, right = true}, { left = true, right = true}, { left = true, right = true, sword = true}, { down = true, left = true},
{ up = true, right = true, monster = true}, { down = true, left = true, right = true}, {up = true, left = true, right = true}, { left = true}, { down = true}, { down = true, right = true}, {up = true, left = true},
{ down = true, right = true}, {up = true, left = true}, {}, { down = true, right = true}, {up = true, left = true}, {up = true, down = true, right = true}, { down = true, left = true},
{ up = true, right = true}, { left = true, right = true}, { left = true, right = true, key = true}, {up = true, left = true, right = true}, { left = true, right = true, trap = true}, {up = true, left = true, right = true}, {up = true, left = true},
{}, {}, {}, {}, {}, {}, {}},
["map_reveal"] = function(dead, objects) return not dead end,
["win_level"] = function( objects) return true end,
["alternative_lore"] = function(dead, objects) if dead then return {state = "death", alt = "default"} else return {state = "victory", alt = "default"} end end
})
self:addLevel("a_new_danger", {["level_array_version"] = 2, ["starting_room"] = 23, ["column_count"] = 7,
["rooms_datas"] = {[-6] = {}, [-5] = {}, [-4] = {}, [-3] = {}, [-2] = {}, [-1] = {}, [0] = {},
{right = true, door = true, door_dir = "down"}, { down = true, left = true}, { down = true, right = true}, {exit = true, exit_dir = "up", left = true, door = true, door_dir = "up"}, {}, { down = true, monster = true}, {},
{right = true, key = true, door = true, door_dir = "up"}, {up = true, down = true, left = true, right = true}, {up = true, left = true}, { right = true}, { down = true, left = true, right = true, sword = true}, {up = true, down = true, left = true, right = true}, {left = true, trap = true},
{}, {up = true, down = true, right = true}, { left = true, right = true}, { down = true, left = true, right = true, key = true}, {up = true, left = true, right = true}, {up = true, down = true, left = true}, {},
{}, {up = true, down = true, right = true}, { left = true}, { up = true, right = true}, { left = true, right = true}, {up = true, down = true, left = true}, {},
{right = true, monster = true}, {up = true, left = true, right = true}, { left = true, right = true, redkey = true}, { left = true, right = true}, { left = true, sword = true, reddoor = true, reddoor_dir = "up"}, {up = true, right = true}, {left = true, trap = true},
{}, {}, {}, {}, {}, {}, {},
}
})
end
add_contrib_nontest_levels(self, scenarioName)
if self:getConfig():doLoadTestLevels() then
if scenarioName == "" then
self:addTestLevel("test_doubletake", {["level_array_version"] = 2, ["starting_room"] = 1, ["column_count"] = 3,
["rooms_datas"] = {[-2] = {}, [-1] = {}, [0] = {},
{right = true, key = true, redkey = true, sword = true}, {right = true, key = true, redkey = true, sword = true}, {exit = true, exit_dir = "right"},
{}, {}, {}}
})
self:addTestLevel("test_basicgrave", {["level_array_version"] = 2, ["starting_room"] = 4, ["column_count"] = 2,
["rooms_datas"] = {[-1] = {}, [0] = {},
{exit = true, exit_dir = "left", reddoor = true, reddoor_dir = "left", right = true, grave = true, deadlygrave = true, keyneeded = "key", exitdir = "down"}, { down = true, graveyard = true},
{ redkey = true}, {up = true, key = true},
{}, {}
}
})
self:addTestLevel("test_doubleexitbasicgraveyard", {["level_array_version"] = 2, ["starting_room"] = 4, ["column_count"] = 2,
["rooms_datas"] = {[-1] = {}, [0] = {},
{exit = true, exit_dir = "left", reddoor = true, reddoor_dir = "left", door = true, door_dir = "left"}, {graveyard = true, down = true},
{}, {up = true, key = true, redkey = true},
{}, {}
}
})
self:addTestLevel("test_redout", {["level_array_version"] = 2, ["starting_room"] = 1, ["column_count"] = 2,
["rooms_datas"] = {[-1] = {}, [0] = {},
{ down = true, right = true, redkey = true}, {exit = true, exit_dir = "up", left = true, reddoor = true, reddoor_dir = "up"},
{up = true, door = true, door_dir = "right", reddoor = true, reddoor_dir = "right"}, {},
{}, {}
}
})
end
add_contrib_test_levels(self, scenarioName)
end
end
-- levelManager - the LevelManager main singleton
levelManager = LevelManager(currentConfig:getLevelManagerConfig())
currentConfig:getLevelManagerConfig():addListener(levelManager, function(self, cfg)
if self.__debugLevels ~= cfg:doLoadTestLevels() then
self:initialize(self.__lastScenario)
end
end)