Outdent the messy push-handling block in can_actor_enter_cell

This commit is contained in:
Eevee (Evelyn Woods) 2024-04-11 01:22:53 -06:00
parent f422b4b395
commit 25cb6f2f05

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@ -1630,89 +1630,92 @@ export class Level extends LevelInterface {
}
}
// If we got this far, all that's left is to deal with pushables
if (pushable_tiles.length > 0) {
// This ends recursive push attempts, which can happen with a row of ice clogged by ice
// blocks that are trying to slide
actor._trying_to_push = true;
try {
for (let tile of pushable_tiles) {
if (tile._trying_to_push)
// If we got this far, all that's left is to deal with pushables, if any
if (pushable_tiles.length === 0) {
return ! still_blocked;
}
// This flag (and the try/finally to ensure it's immediately cleared) detects recursive push
// attempts, which can happen with a row of ice clogged by stuck sliding ice blocks
actor._trying_to_push = true;
try {
for (let tile of pushable_tiles) {
if (tile._trying_to_push)
return false;
if (push_mode === 'bump' || push_mode === 'slap') {
if (tile.movement_cooldown > 0)
return false;
if (push_mode === 'bump' || push_mode === 'slap') {
if (tile.movement_cooldown > 0)
return false;
let redirected_direction = tile.cell.redirect_exit(tile, direction);
if (! this.check_movement(tile, tile.cell, redirected_direction, push_mode))
return false;
let redirected_direction = tile.cell.redirect_exit(tile, direction);
if (! this.check_movement(tile, tile.cell, redirected_direction, push_mode))
return false;
if (push_mode === 'slap') {
if (actor === this.player) {
this._set_tile_prop(actor, 'is_pushing', true);
this.sfx.play_once('push');
}
// FIXME we get here for monsters in lynx mode! check this is actually
// possible
tile.decision = direction;
}
}
else if (push_mode === 'push') {
if (push_mode === 'slap') {
if (actor === this.player) {
this._set_tile_prop(actor, 'is_pushing', true);
this.sfx.play_once('push');
}
// FIXME we get here for monsters in lynx mode! check this is actually
// possible
tile.decision = direction;
}
}
else if (push_mode === 'push') {
if (actor === this.player) {
this._set_tile_prop(actor, 'is_pushing', true);
}
let tile_is_stuck_sliding = (tile.is_sliding && ! tile.is_pulled && (
tile.movement_cooldown > 0 || tile.cell.get_terrain().type.slide_mode === 'force'));
let tile_is_stuck_sliding = (tile.is_sliding && ! tile.is_pulled && (
tile.movement_cooldown > 0 || tile.cell.get_terrain().type.slide_mode === 'force'));
if (this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
// CC2: Can't directly push a sliding block, even one on a force floor
// that's stuck on a wall (and thus not moving). Such a push ALWAYS
// becomes a pending push, so it won't happen until next tic, and we
// remain blocked
if (this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
// CC2: Can't directly push a sliding block, even one on a force floor
// that's stuck on a wall (and thus not moving). Such a push ALWAYS becomes
// a pending push, so it won't happen until next tic, and we remain blocked
this._set_tile_prop(tile, 'pending_push', direction);
// If the block already had its decision phase this turn, override it
tile.decision = direction;
return false;
}
// Lexy/Lynx(?) behavior: try to push the block first, then resort to pending if
// the push fails
if (this.attempt_out_of_turn_step(tile, direction)) {
if (actor === this.player) {
this.sfx.play_once('push');
}
}
else {
if (! this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
// If the push failed and the obstacle is in the middle of a slide,
// remember this as the next move it'll make
this._set_tile_prop(tile, 'pending_push', direction);
// If the block already had its decision phase this turn, override it
tile.decision = direction;
return false;
}
// Lexy/Lynx(?) behavior: try to push the block first, then resort to
// pending if the push fails
if (this.attempt_out_of_turn_step(tile, direction)) {
if (actor === this.player) {
this.sfx.play_once('push');
}
}
else {
if (! this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
// If the push failed and the obstacle is in the middle of a slide,
// remember this as the next move it'll make
this._set_tile_prop(tile, 'pending_push', direction);
tile.decision = direction;
}
return false;
}
return false;
}
}
}
finally {
delete actor._trying_to_push;
}
}
finally {
delete actor._trying_to_push;
}
// In push mode, check one last time for being blocked, in case we e.g. pushed a block
// off of a recessed wall.
// This is the check that prevents spring mining, the phenomenon where (a) actor pushes
// a block off of a recessed wall or lilypad, (b) the wall/lilypad becomes blocking as a
// result, (c) the actor moves into the cell anyway. In most cases this is prevented on
// accident, because pushes happen at decision time during the collision check, and then
// the actual movement happens later with a second collision check.
// Note that there is one exception: CC2 does seem to have spring mining prevention when
// pushing a row of ice blocks, so we keep the check if we're a block. See BLOX replay;
// without this, ice blocks spring mine around 61.9s.
if ((! this.compat.emulate_spring_mining || actor.type.is_block) &&
push_mode === 'push' &&
cell.some(tile => tile && tile.blocks(actor, direction, this)))
return false;
// In push mode, check one last time for being blocked, in case we e.g. pushed a block off
// of a recessed wall.
// This is the check that prevents spring mining, the phenomenon where (a) actor pushes a
// block off of a recessed wall or lilypad, (b) the wall/lilypad becomes blocking as a
// result, (c) the actor moves into the cell anyway. In most cases this is prevented on
// accident, because pushes happen at decision time during the collision check, and then the
// actual movement happens later with a second collision check.
// Note that there is one exception: CC2 does seem to have spring mining prevention when
// pushing a row of ice blocks, so we keep the check if we're a block ourselves. See BLOX
// replay; without this, ice blocks spring mine around 61.9s.
if ((! this.compat.emulate_spring_mining || actor.type.is_block) &&
push_mode === 'push' &&
cell.some(tile => tile && tile.blocks(actor, direction, this)))
{
return false;
}
return ! still_blocked;