for fun, let glass blocks pick up chips; let's see what happens?

This commit is contained in:
Timothy.Stiles 2021-03-03 13:33:13 +11:00
parent 7c35782079
commit 094e94a69c

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@ -1324,14 +1324,15 @@ const TILE_TYPES = {
can_reverse_on_railroad: true, can_reverse_on_railroad: true,
movement_speed: 4, movement_speed: 4,
try_pickup_item(me, level) { try_pickup_item(me, level) {
//suck up any item that ever CAN be picked up off of the floor (except hearts!) and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors) //suck up any item that ever CAN be picked up off of the floor and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors)
if (me.encased_item === null) { if (me.encased_item === null) {
let item = me.cell.get_item(); let item = me.cell.get_item();
let mod = me.cell.get_item_mod(); let mod = me.cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore') { if (mod && mod.type.item_modifier === 'ignore') {
return; return;
} }
if (item && !item.type.is_chip && item.type.item_priority !== undefined) { //hmm, actually chips seem to work OK. Alright, why not then?
if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) {
level._set_tile_prop(me, 'encased_item', item.type.name); level._set_tile_prop(me, 'encased_item', item.type.name);
level.remove_tile(item); level.remove_tile(item);
} }