from __future__ import annotations from engine.character import Character from engine.map import MapEmbedding, rotated_size from engine.world import World def at_helm(character: Character, world: World) -> MapEmbedding | None: """Returns the embedding a character can steer, if they're standing on a helm tile of an embedded map (e.g. a ship's wheel) - None otherwise. """ if character.position is None: return None map_ = world.maps[character.position.map_id] embedding = map_.parent_embedding if embedding is None: return None tile = map_.get_tile(character.position.x, character.position.y, character.position.z) room_def = world.registry.get_tile_layer_def("room", tile.layer_id("room")) if room_def is None or not room_def.is_helm: return None return embedding def _footprint_is_clear(world: World, embedding: MapEmbedding, anchor: tuple[int, int, int], rotation: int) -> bool: parent = embedding.parent_map width, height = rotated_size(embedding.child_map.width, embedding.child_map.height, rotation) for ly in range(height): for lx in range(width): px, py, pz = anchor[0] + lx, anchor[1] + ly, anchor[2] if not parent.in_bounds(px, py, pz): return False if not parent.get_tile(px, py, pz).is_walkable(world.registry): return False return True def try_steer_ship(character: Character, world: World, dx: int, dy: int, dz: int = 0) -> bool: """Moves the embedded map the character is helming by one step, if the destination footprint is clear in the parent map. Entities aboard need no updates - only the anchor changes. """ embedding = at_helm(character, world) if embedding is None: return False new_anchor = (embedding.anchor[0] + dx, embedding.anchor[1] + dy, embedding.anchor[2] + dz) if not _footprint_is_clear(world, embedding, new_anchor, embedding.rotation): return False embedding.move_to(new_anchor) return True def try_turn_ship(character: Character, world: World, quarter_turns: int) -> bool: """Sets the helmed ship's desired heading, quarter_turns further from its current desired rotation (so two consecutive "turn right" commands queue up a full 180, same as if the player held the control down). The ship doesn't snap to the new heading - it turns toward it at its own max_rotation_speed, one quarter-turn at a time; see advance_ship_rotation, called once per game tick, for the actual stepping. Returns whether the eventual target orientation's footprint is clear right now - if the world changes before the ship gets there, advance_ship_rotation simply pauses rather than forcing through a collision. """ embedding = at_helm(character, world) if embedding is None: return False new_desired = (embedding.desired_rotation + quarter_turns) % 4 if not _footprint_is_clear(world, embedding, embedding.anchor, new_desired): return False embedding.desired_rotation = new_desired return True def advance_ship_rotation(embedding: MapEmbedding, world: World, now: float) -> bool: """Steps `embedding` one quarter-turn closer to its desired_rotation, if enough time has passed since the last step (per its own max_rotation_speed) and the intermediate footprint is clear. Turns the shorter way around (e.g. 0 -> 3 is one counter-clockwise step, not three clockwise ones). No-op (returns False) if already at the desired heading, still on cooldown, or the next step would collide - a blocked ship just waits, it doesn't give up on the desired heading. """ if embedding.rotation == embedding.desired_rotation: return False if now < embedding.rotation_ready_at: return False delta = (embedding.desired_rotation - embedding.rotation) % 4 step = -1 if delta == 3 else 1 # 3 quarter-turns one way == 1 the other way, take the short one next_rotation = (embedding.rotation + step) % 4 if not _footprint_is_clear(world, embedding, embedding.anchor, next_rotation): return False embedding.rotate_to(next_rotation) embedding.rotation_ready_at = now + 90.0 / embedding.max_rotation_speed return True def advance_all_ship_rotations(world: World, now: float) -> None: """Advances every embedding in every map in the world one step, if it's due - call once per game tick from the main loop (same spot as World.expire_time_warp_zones). """ for map_ in world.maps.values(): for embedding in map_.embeddings: advance_ship_rotation(embedding, world, now)