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cctas.lua
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cctas.lua
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local tas = require("tas")
local cctas = tas:extend("cctas")
local vanilla_seeds = require("vanilla_seeds")
local api = require("api")
local console = require("console")
--TODO: probably call load_level directly
--or at least make sure rng seeds are set etc
function cctas:init()
self:perform_inject()
--this seems hacky, but is actually how updation order behaves in vanilla
pico8.cart.begin_game()
pico8.cart._draw()
if pico8.cart.__tas_load_level and pico8.cart.__tas_level_index then
self.cart_type = "tas"
elseif pico8.cart.lvl_id and pico8.cart.load_level then
self.cart_type = "evercore"
elseif pico8.cart.room and pico8.cart.load_room then
self.cart_type = "vanilla"
else
error("couldn't find functions for level index and loading levels")
end
self.cart_settings = pico8.cart.__tas_settings or {}
self.level_time=0
self.inputs_active = false
self.super.init(self)
rawset(console.ENV,"find_player", self.find_player)
self.prev_obj_count=0
self.modify_loading_jank=false
self.first_level=self:level_index()
self.loading_jank_offset=#pico8.cart.objects+1
self.max_djump_overload=-1
self.modify_rng_seeds=false
self.rng_seed_idx = -1
self:init_seed_objs()
self.full_game_playback = false
self:state_changed()
self:update_working_file()
end
function cctas:perform_inject()
for type, seed in pairs(vanilla_seeds) do
if pico8.cart[type] ~= nil then
seed.inject(pico8)
end
end
-- add tostring metamethod to objects, for use with the console
local init_object = pico8.cart.init_object
pico8.cart.init_object = function(...)
local o = init_object(...)
if type(o)~='table' then
return o
end
local mt = getmetatable(o) or {}
mt.__tostring = function(obj)
local type = "object"
for k,v in pairs(pico8.cart) do
if obj.type == v then
type = k
break
end
end
return ("[%s] x: %g, y: %g, rem: {%g, %g}, spd: {%g, %g}"):format(type, obj.x, obj.y, obj.rem.x, obj.rem.y, obj.spd.x, obj.spd.y)
end
setmetatable(o, mt)
return o
end
--disable screenshake
local _draw = pico8.cart._draw
pico8.cart._draw = function()
if pico8.cart.shake then
pico8.cart.shake=0
end
_draw()
end
end
function cctas:toggle_key(i ,frame)
-- don't allow changing the inputs while the player is dead
if not self.inputs_active then
return
end
self.super.toggle_key(self, i, frame)
end
function cctas:toggle_hold(i)
if not self.inputs_active then
return
end
self.super.toggle_hold(self, i)
end
function cctas:keypressed(key, isrepeat)
if self.full_game_playback then
self.full_game_playback = false
self.realtime_playback = false
--TODO: abstract this
elseif self.realtime_playback or self.seek or self.last_selected_frame ~= -1 then
self.super.keypressed(self,key,isrepeat)
elseif self.modify_loading_jank then
self:loading_jank_keypress(key,isrepeat)
elseif self.modify_rng_seeds then
self:rng_seed_keypress(key,isrepeat)
elseif ke.jank_offset and not isrepeat then
-- TODO: telegraph this better?
if not self.cart_settings.disable_loading_jank then
self:full_rewind()
self:push_undo_state()
self.modify_loading_jank = true
end
elseif ke.rng_seeding and not isrepeat then
self.rng_seed_idx = -1
-- don't enable rng mode if no seedable objects exist
if self:advance_seeded_obj(1) then
--TODO: telegraph undoing this better?
--don't push to the state stack if no seeds were changed?
self:push_undo_state()
self.modify_rng_seeds = true
end
elseif ke.next_level then
self:push_undo_state()
self:next_level()
elseif ke.prev_level then
self:push_undo_state()
self:prev_level()
elseif ke.rewind then
self:player_rewind()
elseif ke.level_gif then
self:start_gif_recording()
elseif ke.full_playback then
self:push_undo_state()
self:begin_full_game_playback()
elseif ke.clean_save then
self:push_undo_state()
self:begin_cleanup_save()
elseif ke.inc_djump then
if self.max_djump_overload ==-1 then
self.max_djump_overload = pico8.cart.max_djump + 1
else
self.max_djump_overload = self.max_djump_overload + 1
end
self:load_level(self:level_index(), false)
elseif ke.reset_djump then
self.max_djump_overload = -1
self:load_level(self:level_index(), false)
elseif ke.dec_djump then
if self.max_djump_overload ==-1 then
self.max_djump_overload = pico8.cart.max_djump - 1
else
self.max_djump_overload = self.max_djump_overload - 1
end
self.max_djump_overload = math.max(self.max_djump_overload, 0)
self:load_level(self:level_index(), false)
elseif ke.print_pos then
local p = self:find_player()
if p then
print(p)
end
elseif ke.copy then
--copy player position to clipboard
local p = self:find_player()
if p then
love.system.setClipboardText(tostring(p))
end
else
self.super.keypressed(self,key,isrepeat)
end
end
function cctas:loading_jank_keypress(key,isrepeat)
if ke.inc_jank then
self.loading_jank_offset = math.min(self.loading_jank_offset +1, math.max(#pico8.cart.objects-self.prev_obj_count + 1,0))
elseif ke.dec_jank then
self.loading_jank_offset = math.max(self.loading_jank_offset - 1, math.min(-self.prev_obj_count+1,0))
elseif ke.quit_jank and not isrepeat then
self.modify_loading_jank = false
self:load_level(self:level_index(),false)
end
end
function cctas:rng_seed_keypress(key,isrepeat)
-- TODO: make seed visually update in the current frame, and make rewinding not visually broken
if ke.inc_rng or ke.dec_rng then
local obj = pico8.cart.objects[self.rng_seed_idx]
local seed = self:get_seed_handler(obj)
if seed ~= nil then
if ke.inc_rng then
seed.increase_seed(obj)
else
seed.decrease_seed(obj)
end
for state in self:state_iter() do
for _, pobj in ipairs(state.cart.objects) do
if pobj.__tas_id == obj.__tas_id then
seed.set_seed(pobj, obj.__tas_seed)
end
end
end
-- self:rewind()
-- self:step()
end
elseif ke.next_object then
self:advance_seeded_obj(1)
elseif ke.prev_object then
self:advance_seeded_obj(-1)
elseif ke.quit_rng and not isrepeat then
self.modify_rng_seeds = false
end
end
-- cycle the rng seed index forward if dir is 1 and backward if it is -1
-- returns true if a seedable object exists
function cctas:advance_seeded_obj(dir)
local i = self.rng_seed_idx == -1 and #pico8.cart.objects or self.rng_seed_idx
local start = i
repeat
-- advance i by 1 cyclically (darn 1-indexed lua...)
i = (i + dir - 1) % #pico8.cart.objects + 1
local obj = pico8.cart.objects[i]
local seed = self:get_seed_handler(obj)
if seed ~= nil then
self.rng_seed_idx = i
return true
end
until i == start
return false
end
function cctas:begin_full_game_playback()
--TODO: fix reload speed
api.reload_cart()
api.run()
self:perform_inject()
pico8.cart.begin_game()
pico8.cart._draw()
self:init_seed_objs()
self:clearstates()
self:load_input_file()
self.realtime_playback = true
self.full_game_playback = true
end
function cctas:reset_editor_state()
self.hold=0
end
function cctas:load_room_wrap(idx)
if self.cart_type == "tas" then
pico8.cart.__tas_load_level(idx)
elseif self.cart_type == "evercore" then
pico8.cart.load_level(idx)
else
pico8.cart.load_room(idx%8, math.floor(idx/8))
end
end
--TODO: make the backups (in case of failure to load level) cleaner
-- if reset changes is false, loading jank and rng seeds will not be touched
-- otherwise, they will be reset
function cctas:load_level(idx, reset_changes)
-- load the room from the initial state of the level, to reset variables like berries
self:full_rewind()
--backup the current state, in case of a crash
local state_backup=self:clonestate()
if self.max_djump_overload ~= -1 then
pico8.cart.max_djump = self.max_djump_overload
elseif self.cart_type == "vanilla" then
if idx>=22 then
pico8.cart.new_bg = true
pico8.cart.max_djump = 2
else
pico8.cart.new_bg = nil
pico8.cart.max_djump = 1
end
end
local seeds = self:get_rng_seeds()
--apply loading jank
self.prev_obj_count=0
local status, err = pcall(self.load_room_wrap,self,idx-1)
if status then
for _,obj in ipairs(pico8.cart.objects) do
-- assume room title is destroyed before you exit the level
-- assume no other objects will be destroyed before you exit the level
-- (this is easy to tweak with the offset variable)
if obj.type ~= pico8.cart.room_title or pico8.cart.room_title==nil then
self.prev_obj_count = self.prev_obj_count + 1
end
end
else
if not self.first_level then
print("could not load previous level for loading jank")
end
--restore from state backup, and recreate the backup
pico8=state_backup
state_backup=self:clonestate()
love.graphics.setCanvas(pico8.screen)
end
status, err = pcall(self.load_room_wrap, self, idx)
if not status then
print("could not load level")
--restore from state backup
pico8=state_backup
love.graphics.setCanvas(pico8.screen)
return
end
if reset_changes then
-- for the first level, assume no objects get loading janked by default
-- also do not apply loading jank if it is disable
self.loading_jank_offset =
(self.cart_settings.disable_loading_jank or self:level_index() == self.first_level) and #pico8.cart.objects + 1 or 0
end
for i = self.prev_obj_count+ self.loading_jank_offset, #pico8.cart.objects do
local obj = pico8.cart.objects[i]
if obj ~= nil then
obj.move(obj.spd.x,obj.spd.y)
if obj.type.update~=nil then
obj.type.update(obj)
end
end
end
pico8.cart._draw()
self:init_seed_objs()
self:clearstates()
self:reset_editor_state()
if reset_changes then
self:full_reset()
else
self:load_rng_seeds(seeds)
end
end
function cctas:level_index()
if self.cart_type == "tas" then
return pico8.cart.__tas_level_index()
elseif self.cart_type == "evercore" then
return pico8.cart.lvl_id
else
--reimplement instead of using level_index() to support smalleste
return pico8.cart.room.x + 8*pico8.cart.room.y
end
end
function cctas:next_level()
self:load_level(self:level_index()+1,true)
self:update_working_file()
end
function cctas:prev_level()
self:load_level(self:level_index()-1,true)
self:update_working_file()
end
function cctas:find_player()
for _,v in ipairs(pico8.cart.objects) do
if v.type==pico8.cart.player then
return v
end
end
end
function cctas:pushstate()
if self.level_time>0 or self.inputs_active then
self.level_time = self.level_time + 1
end
self.super.pushstate(self)
end
function cctas:popstate()
if self.level_time>0 then
self.level_time = self.level_time-1
end
return self.super.popstate(self)
end
function cctas:step()
local lvl_idx=self:level_index()
self.super.step(self)
if lvl_idx~=self:level_index() then
if self.full_game_playback then
--for carts which use different timing variables, just don't print the time
if type(pico8.cart.minutes)=="number" and
type(pico8.cart.seconds)=="number" and
type(pico8.cart.frames) =="number" then
print(("%02d:%02d.%03d (%d)"):format(pico8.cart.minutes, pico8.cart.seconds, pico8.cart.frames/30*1000, self.level_time-1))
end
self:init_seed_objs()
self:clearstates()
if self:load_input_file() == nil then
self:full_reset()
end
-- seeking to a frame doesn't loop the level, so seeks can handle level end manually
--TODO: figure out if this is the right way to handle things
elseif not self.seek then
-- TODO: make it so clouds don't jump??
self:full_rewind()
end
return
end
self:state_changed()
end
function cctas:rewind()
self.super.rewind(self)
self:state_changed()
end
function cctas:full_rewind()
self.super.full_rewind(self)
self:state_changed()
self:reset_editor_state()
end
function cctas:full_reset()
self.super.full_reset(self)
self:reset_editor_state()
self:init_seed_objs()
self:state_changed()
end
function cctas:player_rewind()
self:reset_editor_state()
if self.level_time>0 or self.inputs_active then
-- only call rewind() on the last step to improve performance
for _ = 1, self.level_time-1 do
self:popstate()
end
if self.level_time>0 then
self:rewind()
end
else
self.seek = {
finish_condition = function()
return self.inputs_active
end,
on_finish = function() end,
fast_forward=true
}
end
end
function cctas:start_gif_recording()
if start_gif_recording() then
start_gif_recording()
self:full_rewind()
local lvl_id = self:level_index()
self.seek = {
finish_condition = function() return self:level_index() ~= lvl_id end,
on_finish = function()
stop_gif_recording()
self:rewind()
end,
finish_on_interrupt = true
}
end
end
function cctas:clearstates()
self.super.clearstates(self)
self.level_time = 0
self:state_changed()
end
function cctas:frame_count()
return self.level_time
end
function cctas:state_changed()
self.inputs_active=self:predict(self.find_player,1)
end
function cctas:get_editor_state()
local s = self.super.get_editor_state(self)
s.prev_obj_count = self.prev_obj_count
s.loading_jank_offset=self.loading_jank_offset
s.level_time = self.level_time
s.inputs_active = self.inputs_active
s.rng_seeds = self:get_rng_seeds()
return s
end
function cctas:load_editor_state(state)
self.super.load_editor_state(self,state)
self.prev_obj_count = state.prev_obj_count
self.loading_jank_offset=state.loading_jank_offset
self.level_time = state.level_time
self.inputs_active = state.inputs_active
self:load_rng_seeds(state.rng_seeds)
end
function cctas:get_seed_handler(obj, state)
state = state or pico8
for type, seed in pairs(vanilla_seeds) do
if state.cart[type] ~= nil and
state.cart[type] == obj.type then
return seed
end
end
end
--loads rng seeds for the current state
--must be called on the first frame
function cctas:init_seed_objs()
for _, obj in ipairs(pico8.cart.objects) do
obj.__tas_id = {}
local seed = self:get_seed_handler(obj)
if seed ~= nil then
seed.init(obj)
end
end
end
function cctas:get_rng_seeds()
local seeds = {}
local initial_state = self:state_iter()()
for _, obj in ipairs(initial_state.cart.objects) do
if obj.__tas_seed then
table.insert(seeds, obj.__tas_seed)
end
end
return seeds
end
-- loads the seed for all saved states
-- seeds not given will be left at the default value
--
function cctas:load_rng_seeds(t)
local i=1
local state_iter = self:state_iter()
local initial_state = state_iter()
--mapping of object id to seed
local seed_mapping = {}
for _, obj in ipairs(initial_state.cart.objects) do
if i > #t then
break
end
local seed = self:get_seed_handler(obj, initial_state)
if seed ~= nil then
seed.set_seed(obj,t[i])
seed_mapping[obj.__tas_id] = t[i]
i = i+1
end
end
for state in state_iter do
for _, obj in ipairs(state.cart.objects) do
local seed = self:get_seed_handler(obj, state)
if seed ~= nil and seed_mapping[obj.__tas_id] ~= nil then
seed.set_seed(obj, seed_mapping[obj.__tas_id])
end
end
end
end
function cctas:get_input_file_obj()
local stripped_cartname = cartname:match("[^.]+")
local dirname = stripped_cartname
if not love.filesystem.getInfo(dirname, "directory") then
if not love.filesystem.createDirectory(dirname) then
print("error creating save directory")
return nil
end
end
--evercore is 1 indexed and vanilla is 0 indexed
local file_id
if self.cart_type == "vanilla" then
file_id=self:level_index()+1
else
file_id=self:level_index()
end
local filename = ("%s/TAS%d.tas"):format(dirname, file_id)
return love.filesystem.newFile(filename)
end
function cctas:get_input_str(i,j, include_seeds)
--only include the seeds in the string for a full level input
if i ~= nil and not include_seeds then
return self.super.get_input_str(self,i,j)
end
return ("[%s]%s"):format(table.concat(self:get_rng_seeds(),","),self.super.get_input_str(self,i,j))
end
function cctas:load_input_str(str, i)
local seeds,inputs = str:match("%[([^%]]*)%](.*)")
if not seeds then -- try loading without rng seeds
return self.super.load_input_str(self, str, i)
elseif not inputs then
print("invalid input file")
return false
end
local seeds_tbl={}
for seed in seeds:gmatch("[^,]+") do
if tonumber(seed) == nil then
print("invalid input file")
return false
else
table.insert(seeds_tbl, tonumber(seed))
end
end
if not self.super.load_input_str(self, inputs, i) then
return false
end
self:load_rng_seeds(seeds_tbl)
return true
end
function cctas:save_cleaned_input_file(last_frame)
local f = self:get_input_file_obj()
if not f then
return
end
if f:open("w") then
-- +1 because the input array is 1 indexed
f:write(self:get_input_str(1, last_frame+1, true))
print(("saved %df cleaned file to %s"):format(last_frame, love.filesystem.getRealDirectory(f:getFilename()).."/"..f:getFilename()))
else
print("error saving cleaned input file")
end
end
function cctas:begin_cleanup_save()
local lvl_id=self:level_index()
self:save_input_file()
self.seek={
finish_condition = function() return self:level_index() ~= lvl_id end,
on_finish = function()
self:rewind()
self:save_cleaned_input_file(self:frame_count())
end
}
end
function cctas:draw_button(...)
if not self.inputs_active then
return
end
self.super.draw_button(self,...)
end
function cctas:hud()
local p=self:find_player()
if p == nil then
return ""
end
--TODO: make this more comprehensive and/or general?
return ("%6s%7s\npos:% -7g% g\nrem:% -7.3f% .3f\nspd:% -7.3f% .3f\n\ngrace: %s"):format("x","y",p.x,p.y,p.rem.x,p.rem.y, p.spd.x, p.spd.y, p.grace)
end
function cctas:offset_camera()
local offx, offy = pico8.cart.draw_x or 0, pico8.cart.draw_y or 0
love.graphics.translate(self.hud_w-offx,self.hud_h-offy)
love.graphics.setScissor(self.hud_w*self.scale,self.hud_h*self.scale,pico8.resolution[1]*self.scale, pico8.resolution[2]*self.scale)
end
function cctas:draw()
self.super.draw(self)
love.graphics.print(self:hud(),1,13,0,2/3,2/3)
if self.modify_loading_jank then
love.graphics.push()
self:offset_camera()
for i = self.prev_obj_count + self.loading_jank_offset, #pico8.cart.objects do
local obj = pico8.cart.objects[i]
if obj~=nil then
setPicoColor(6)
love.graphics.rectangle('line', obj.x-1, obj.y-1, 10,10)
end
end
love.graphics.pop()
love.graphics.setScissor()
love.graphics.setColor(1,1,1)
love.graphics.printf(('loading jank offset: %+d'):format(self.loading_jank_offset),1,100,48,"left",0,2/3,2/3)
elseif self.modify_rng_seeds then
love.graphics.push()
self:offset_camera()
local obj = pico8.cart.objects[self.rng_seed_idx]
local seed = self:get_seed_handler(obj)
if seed ~= nil then
seed.draw(obj)
end
love.graphics.pop()
love.graphics.setColor(1,1,1)
love.graphics.setScissor()
love.graphics.print("rng manip mode",1,100,0,2/3,2/3)
end
end
return cctas