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agents.andySloane.MarioState Maven / Gradle / Ivy

package agents.andySloane;

public final class MarioState extends SpriteState {
    // FIXME: try to minimize the sizes of these fields as much as possible; we
    // allocate a huge number of MarioState objects.
    public int jumpTime = 0, invulnerableTime = 0, hurt = 0;
    public boolean big = true, // mario is big
            dead = false, // yep
            hurtThisStep = false, // auch
            fire = true, // mario can throw fireballs
            wasOnGround = false, // previous frame (used for stomping logic)
            mayJump = true, // yep
            sliding = false; // sliding down the side of a wall
    public float xJumpSpeed = 0, yJumpSpeed = 0; // can we get rid of this somehow?

    public static int ACT_SPEED = 1;
    public static int ACT_RIGHT = 2;
    public static int ACT_LEFT = 4;
    public static int ACT_JUMP = 8;
    public static int[] jumpstep_table = {0, 1, 2, 4, 7};

    // fields used by the search stuff
    public float g, cost; // heuristic costs
    public int root_action;
    public WorldState ws;

    // these two are only needed for showing the paths taken
    public int action;
    public MarioState pred; // predecessor

    public MarioState(float _x, float _y, float _xa, float _ya) {
        x = _x;
        y = _y;
        xa = _xa;
        ya = _ya;
    }

    public float height() {
        return big ? 24 : 12;
    }

    public void print() {
        System.out.printf("g=%d a:%d x:(%f,%f) v:(%f,%f) %s%s%s cost=%f\n", (int) g, action, x, y, xa, ya,
                onGround ? "G" : "g", mayJump ? "J" : "j", sliding ? "S" : "s", cost);
    }

    public MarioState clone() {
        MarioState n = new MarioState(x, y, xa, ya);
        n.facing = facing;
        n.jumpTime = jumpTime;
        n.big = big;
        n.fire = fire;
        n.dead = dead;
        n.hurt = hurt;
        hurtThisStep = false;
        n.onGround = onGround;
        n.wasOnGround = onGround;
        n.mayJump = mayJump;
        n.sliding = sliding;
        n.xJumpSpeed = xJumpSpeed;
        n.yJumpSpeed = yJumpSpeed;
        n.root_action = root_action;
        n.invulnerableTime = invulnerableTime;
        n.ws = ws;
        return n;
    }

    public MarioState next(int action, WorldState ws) {
        MarioState n = clone();
        n.action = action;
        n.pred = this;

        n.g = g + Tunables.GIncrement;
        n.ws = ws;
        n.move(action);
        if (!hurtThisStep) {
            n.ws = n.ws.step();
            n.ws = n.ws.interact(n, false);
        }

        return n;
    }

    public void move(int action) {
        boolean ducking = false; // just... we aren't doing this
        float sideWaysSpeed = (action & ACT_SPEED) != 0 ? 1.2f : 0.6f;
        // System.out.println("move: sidewaysspeed = " + sideWaysSpeed);
        // System.out.println(String.format("move: xy=%5.1f,%5.1f", x, y));

        if (invulnerableTime > 0)
            invulnerableTime--;

        if (xa > 2)
            facing = 1;
        else if (xa < -2)
            facing = -1;

        // jumping logic
        // note: jumpTime ranges from 7 downto 0 during a standard upward jump
        // acceleration phase, after which the regular falling code takes over
        // jumpTime ranges from -6 upto 0 in the rare case of walljumps
        if ((action & ACT_JUMP) != 0 || (jumpTime < 0 && !onGround && !sliding)) {
            if (jumpTime < 0) { // post-walljump
                xa = xJumpSpeed;
                ya = -jumpTime * yJumpSpeed;
                jumpTime++;

            } else if (onGround && mayJump) { // initial jump phase
                xJumpSpeed = 0;
                yJumpSpeed = -1.9f;
                jumpTime = 7;
                ya = jumpTime * yJumpSpeed;
                onGround = false;
                sliding = false;

            } else if (sliding && mayJump) { // walljump?
                xJumpSpeed = -facing * 6.0f;
                yJumpSpeed = -2.0f;
                jumpTime = -6;
                xa = xJumpSpeed;
                ya = -jumpTime * yJumpSpeed;
                onGround = false;
                sliding = false;
                facing = -facing;

            } else if (jumpTime > 0) { // post-peak downward jump trajectory
                // apparently this acts different than falling?
                xa = xa + xJumpSpeed;
                ya = jumpTime * yJumpSpeed;
                jumpTime = jumpTime - 1;
            }
        } else {
            jumpTime = 0;
        }

        // ducking code elided

        if ((action & ACT_LEFT) != 0 && !ducking) {
            if (facing == 1)
                sliding = false;
            xa -= sideWaysSpeed;
            if (jumpTime >= 0)
                facing = -1;
        }

        if ((action & ACT_RIGHT) != 0 && !ducking) {
            if (facing == -1)
                sliding = false;
            xa += sideWaysSpeed;
            if (jumpTime >= 0)
                facing = 1;
        }

        if (((action & ACT_LEFT) == 0 && (action & ACT_RIGHT) == 0) || ducking || ya < 0 || onGround) {
            sliding = false;
        }

        // if ((action&ACT_SPEED) != 0 && canShoot && fire && world.fireballsOnScreen<2)
        // {
        // // in theory: add fireball to our state
        // }
        // canShoot = (action&ACT_SPEED) == 0;

        mayJump = (onGround || sliding) && (action & ACT_JUMP) == 0;

        if (Math.abs(xa) < 0.5f) {
            xa = 0;
        }

        // friction while sliding against a wall
        if (sliding)
            ya = ya * 0.5f;

        // System.out.println("move: (xa,ya)1 = " + xa + "," + ya);

        onGround = false;
        move(xa, 0);
        // System.out.println("move: (x,y,xa,ya)2 = " + x + "," + y + "," + xa + "," +
        // ya);
        move(0, ya);
        // System.out.println("move: (x,y,xa,ya)3 = " + x + "," + y + "," + xa + "," +
        // ya);

        // world.level.height hardcoded as 15
        if (y > 15 * 16 + 16) {
            dead = true;
        }

        if (x < 0) {
            x = 0;
            xa = 0;
        }

        // System.out.println("move: (x,y,xa,ya)4 = " + x + "," + y + "," + xa + "," +
        // ya);

        // maximum speed is DAMPING_X/(1-DAMPING_X) * impulse_per_step
        // impulse_per_step = 0.6 if walking, 1.2 if running
        // max speed = 4.85 walking, 9.7 running
        xa *= DAMPING_X;
        ya *= DAMPING_Y;

        // falling?
        if (!onGround)
            ya += 3;

        // System.out.println("move: (xa,ya)5 = " + xa + "," + ya);
    }

    private boolean move(float xa, float ya) {
        while (xa > 8) {
            if (!move(8, 0))
                return false;
            xa -= 8;
        }
        while (xa < -8) {
            if (!move(-8, 0))
                return false;
            xa += 8;
        }
        while (ya > 8) {
            if (!move(0, 8))
                return false;
            ya -= 8;
        }
        while (ya < -8) {
            if (!move(0, -8))
                return false;
            ya += 8;
        }

        boolean collide = false;
        int width = 4;
        int height = big ? 24 : 12;
        if (ya > 0) {
            if (isBlocking(x + xa - width, y + ya, xa, 0))
                collide = true;
            else if (isBlocking(x + xa + width, y + ya, xa, 0))
                collide = true;
            else if (isBlocking(x + xa - width, y + ya + 1, xa, ya))
                collide = true;
            else if (isBlocking(x + xa + width, y + ya + 1, xa, ya))
                collide = true;
        }
        if (ya < 0) {
            if (isBlocking(x + xa, y + ya - height, xa, ya))
                collide = true;
            else if (collide || isBlocking(x + xa - width, y + ya - height, xa, ya))
                collide = true;
            else if (collide || isBlocking(x + xa + width, y + ya - height, xa, ya))
                collide = true;
        }
        if (xa > 0) {
            sliding = true;
            if (isBlocking(x + xa + width, y + ya - height, xa, ya))
                collide = true;
            else
                sliding = false;
            if (isBlocking(x + xa + width, y + ya - height / 2, xa, ya))
                collide = true;
            else
                sliding = false;
            if (isBlocking(x + xa + width, y + ya, xa, ya))
                collide = true;
            else
                sliding = false;
        }
        if (xa < 0) {
            sliding = true;
            if (isBlocking(x + xa - width, y + ya - height, xa, ya))
                collide = true;
            else
                sliding = false;
            if (isBlocking(x + xa - width, y + ya - height / 2, xa, ya))
                collide = true;
            else
                sliding = false;
            if (isBlocking(x + xa - width, y + ya, xa, ya))
                collide = true;
            else
                sliding = false;
        }

        if (collide) {
            if (xa < 0) {
                x = (int) ((x - width) / 16) * 16 + width;
                this.xa = 0;
            } else if (xa > 0) {
                x = (int) ((x + width) / 16 + 1) * 16 - width - 1;
                this.xa = 0;
            }

            if (ya < 0) {
                y = (int) ((y - height) / 16) * 16 + height;
                jumpTime = 0;
                this.ya = 0;
            } else if (ya > 0) {
                y = (int) ((y - 1) / 16 + 1) * 16 - 1;
                onGround = true;
            }
            return false;
        } else {
            x += xa;
            y += ya;
            return true;
        }
    }

    private boolean isBlocking(float _x, float _y, float xa, float ya) {
        int x = (int) (_x / 16); // block's quantized pos
        int y = (int) (_y / 16);

        int Mx = (int) (this.x / 16); // mario's quantized pos
        int My = (int) (this.y / 16);
        if (x == Mx && y == My)
            return false;

        boolean blocking = ws.isBlocking(x, y, xa, ya);

        int block = ws.getBlock(x, y);

        if (block == 34) { // coin
            // yay for crazy side effects: pick up coin
            ws = ws.removeTile(x, y);
            return false;
        }

        if (blocking && ya < 0)
            ws = ws.bump(x, y, big);

        return blocking;
    }

    public void stomp(SpriteState enemy) {
        float targetY = enemy.y - enemy.height() / 2;
        move(0, targetY - y);

        xJumpSpeed = 0;
        yJumpSpeed = -1.9f;
        jumpTime = 8;
        ya = jumpTime * yJumpSpeed;
        onGround = false;
        sliding = false;
        invulnerableTime = 1;
    }

    public void getHurt() {
        if (invulnerableTime > 0)
            return;

        if (big) {
            if (fire) {
                fire = false;
            } else {
                big = false;
            }
            invulnerableTime = 32;
        } else {
            dead = true;
        }
        hurt++;
        hurtThisStep = true;
    }

    public int marioMode() {
        return ((big) ? 1 : 0) + ((fire) ? 1 : 0);
    }
}




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