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refine path.tpt2
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refine path.tpt2
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:import adventure_lib
:name {package}:refine path
:global string leon.adventure.path
:local vector curPos
:local int stepCount
#curDirection sub(leon.adventure.path, stepCount, 1)
#insert(st,i,val) sub({st},0,{i}) . ({val}) . sub({st},{i},99999)
#escapeDirection if(\
adventure.entityType(curPos + vec(0., 1.)) == ""\
&& adventure.entityType(curPos + vec(0., 2.)) == ""\
&& false == adventure.isWall(curPos + vec(0., 1.))\
&& y(curPos) < 17.,\
"BUUWDD",\
if(\
adventure.entityType(curPos + vec(0., -1.)) == ""\
&& adventure.entityType(curPos + vec(0., -2.)) == ""\
&& false == adventure.isWall(curPos + vec(0., -1.))\
&& y(curPos) > 1.,\
"BDDWUU",\
if(\
adventure.entityType(curPos + vec(-1., 0.)) == ""\
&& adventure.entityType(curPos + vec(-2., 0.)) == ""\
&& false == adventure.isWall(curPos + vec(-1., 0.))\
&& x(curPos) > 1.,\
"BLLWRR",\
"BRRWLL"\
)\
)\
)
curPos = adventure.playerPos()
goto(start)
rock:
leon.adventure.path = {insert(\
leon.adventure.path,\
stepCount,\
if(adventure.hasItem("eodArmor"), "BWWW", {escapeDirection})\
)}
stepCount += if(adventure.hasItem("eodArmor"), 4, 6)
nextTile:
curPos += {nextDir({curDirection})}
stepCount += 1
start:
goto(if(\
stepCount >= len(leon.adventure.path),\
end,\
if(\
adventure.entityType(curPos + {nextDir({curDirection})}) != "Rock" || adventure.hasItem("hammer"),\
nextTile,\
rock\
)\
))
end:
wait(0.)