Files
systemic-game-design-course/course/08-push-chains/reference/rust/src/content/movement.rs
T
Lucas WintherandClaude Opus 5.5 bd80cefbef feat: module 08 push chains
Movement planned in full, then committed: a Planner builds a plan
(moving and destroyed ids) by running content's movement responses
(OPEN/SHUT, PUSH, STOP) for every step, rolling back failed branches.
Edge of level blocks; YOU objects move furthest-ahead first; rules are
reparsed once after movement. Harness: move/move_dir(Dir), posOf,
kindsAt. Expansion Drop: PULL as one word plus one content response.

Co-Authored-By: Claude Opus 5.5 <[email protected]>
2026-10-29 04:05:42 +01:00

45 lines
1.5 KiB
Rust

//! Part II: what each property does when an object moves. The engine plans a move
//! one step at a time and runs these responses for every step, in this order (the
//! order of the wiki's movement checks: OPEN/SHUT, then PUSH, then STOP). A new
//! movement property is one more response here.
use crate::engine::puzzle::{Planner, Response, Step};
/// The movement responses, in the order the engine runs them.
pub fn responses() -> Vec<Response> {
vec![open_shut, push, stop]
}
/// An OPEN object stepping onto a SHUT one (or a SHUT one onto an OPEN one)
/// destroys both, and that object doesn't block the step. One partner per step:
/// the oldest.
fn open_shut(p: &mut Planner, s: Step) -> bool {
for (mine, theirs) in [("OPEN", "SHUT"), ("SHUT", "OPEN")] {
if !p.has(s.mover, mine) {
continue;
}
let partner = p.staying_at(s.to).into_iter().find(|&o| p.has(o, theirs));
if let Some(partner) = partner {
p.destroy(partner);
p.destroy(s.mover);
return true;
}
}
true
}
/// Every PUSH object on the tile ahead must step the same way, or the step fails.
fn push(p: &mut Planner, s: Step) -> bool {
for o in p.staying_at(s.to) {
if p.has(o, "PUSH") && !p.try_move(o) {
return false;
}
}
true
}
/// A STOP object still on the tile ahead blocks the step.
fn stop(p: &mut Planner, s: Step) -> bool {
!p.staying_at(s.to).into_iter().any(|o| p.has(o, "STOP"))
}