global cycler no longer wraps
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@ -1659,17 +1659,17 @@ const TILE_TYPES = {
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//learn about surrounding tiles
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//some logic: we ignore tiles with a 'no sign' on them. for items, we ignore itemless tiles. if the same terrain/item is twice in a row, it stays the same. tiles next to global cycles aren't touched.
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let cells = [level.cell(
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(me.cell.x + 0 + level.width) % level.width,
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(me.cell.y - 1 + level.height) % level.height),
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me.cell.x + 0,
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me.cell.y - 1),
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level.cell(
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(me.cell.x + 1 + level.width) % level.width,
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(me.cell.y + 0 + level.height) % level.height),
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me.cell.x + 1,
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me.cell.y + 0),
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level.cell(
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(me.cell.x + 0 + level.width) % level.width,
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(me.cell.y + 1 + level.height) % level.height),
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me.cell.x + 0 ,
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me.cell.y + 1),
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level.cell(
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(me.cell.x - 1 + level.width) % level.width,
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(me.cell.y + 0 + level.height) % level.height)].filter(x => x.get_item_mod()?.type.name != 'no_sign');
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me.cell.x - 1,
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me.cell.y + 0)].filter(x => x != null && x.get_item_mod()?.type.name != 'no_sign');
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let terrains = cells.map(x => x.get_terrain().type.name);
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let items = cells.map(x => x.get_item()?.type.name ?? null).filter(x => x != null);
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@ -1684,17 +1684,17 @@ const TILE_TYPES = {
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for (var j = 0; j < level.height; ++j)
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{
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let target_safe = [level.cell(
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(i + 0 + level.width) % level.width,
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(j - 1 + level.height) % level.height),
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i + 0,
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j - 1),
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level.cell(
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(i + 1 + level.width) % level.width,
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(j + 0 + level.height) % level.height),
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i + 1,
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j + 0),
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level.cell(
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(i + 0 + level.width) % level.width,
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(j + 1 + level.height) % level.height),
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i + 0,
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j + 1),
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level.cell(
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(i- 1 + level.width) % level.width,
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(j + 0 + level.height) % level.height)].filter(x => x.get_terrain().type.name == 'global_cycler');
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i - 1,
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j + 0)].filter(x => x != null && x.get_terrain().type.name == 'global_cycler');
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if (target_safe.length > 0)
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{
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continue;
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