Run on_ready in reverse order, mostly so initial RFF directions are correct
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@ -615,8 +615,12 @@ export class Level extends LevelInterface {
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this.wired_outputs = Array.from(wired_outputs);
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this.wired_outputs = Array.from(wired_outputs);
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this.wired_outputs.sort((a, b) => this.coords_to_scalar(a.cell.x, a.cell.y) - this.coords_to_scalar(b.cell.x, b.cell.y));
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this.wired_outputs.sort((a, b) => this.coords_to_scalar(a.cell.x, a.cell.y) - this.coords_to_scalar(b.cell.x, b.cell.y));
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// Finally, let all tiles do any custom init behavior
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// Finally, let all tiles do any custom init behavior... but backwards, to match actor
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for (let cell of this.linear_cells) {
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// order
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// FIXME very much need an on_begin that's run at the start of the first tic for stuff like
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// force floors and bombs
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for (let i = this.linear_cells.length - 1; i >= 0; i--) {
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let cell = this.linear_cells[i];
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for (let tile of cell) {
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for (let tile of cell) {
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if (tile.type.on_ready) {
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if (tile.type.on_ready) {
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tile.type.on_ready(tile, this);
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tile.type.on_ready(tile, this);
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