Outdent the messy push-handling block in can_actor_enter_cell
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139
js/game.js
139
js/game.js
@ -1630,89 +1630,92 @@ export class Level extends LevelInterface {
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}
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}
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// If we got this far, all that's left is to deal with pushables
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if (pushable_tiles.length > 0) {
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// This ends recursive push attempts, which can happen with a row of ice clogged by ice
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// blocks that are trying to slide
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actor._trying_to_push = true;
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try {
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for (let tile of pushable_tiles) {
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if (tile._trying_to_push)
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// If we got this far, all that's left is to deal with pushables, if any
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if (pushable_tiles.length === 0) {
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return ! still_blocked;
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}
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// This flag (and the try/finally to ensure it's immediately cleared) detects recursive push
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// attempts, which can happen with a row of ice clogged by stuck sliding ice blocks
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actor._trying_to_push = true;
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try {
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for (let tile of pushable_tiles) {
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if (tile._trying_to_push)
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return false;
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if (push_mode === 'bump' || push_mode === 'slap') {
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if (tile.movement_cooldown > 0)
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return false;
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if (push_mode === 'bump' || push_mode === 'slap') {
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if (tile.movement_cooldown > 0)
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return false;
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let redirected_direction = tile.cell.redirect_exit(tile, direction);
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if (! this.check_movement(tile, tile.cell, redirected_direction, push_mode))
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return false;
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let redirected_direction = tile.cell.redirect_exit(tile, direction);
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if (! this.check_movement(tile, tile.cell, redirected_direction, push_mode))
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return false;
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if (push_mode === 'slap') {
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if (actor === this.player) {
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this._set_tile_prop(actor, 'is_pushing', true);
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this.sfx.play_once('push');
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}
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// FIXME we get here for monsters in lynx mode! check this is actually
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// possible
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tile.decision = direction;
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}
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}
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else if (push_mode === 'push') {
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if (push_mode === 'slap') {
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if (actor === this.player) {
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this._set_tile_prop(actor, 'is_pushing', true);
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this.sfx.play_once('push');
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}
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// FIXME we get here for monsters in lynx mode! check this is actually
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// possible
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tile.decision = direction;
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}
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}
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else if (push_mode === 'push') {
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if (actor === this.player) {
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this._set_tile_prop(actor, 'is_pushing', true);
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}
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let tile_is_stuck_sliding = (tile.is_sliding && ! tile.is_pulled && (
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tile.movement_cooldown > 0 || tile.cell.get_terrain().type.slide_mode === 'force'));
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let tile_is_stuck_sliding = (tile.is_sliding && ! tile.is_pulled && (
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tile.movement_cooldown > 0 || tile.cell.get_terrain().type.slide_mode === 'force'));
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if (this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
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// CC2: Can't directly push a sliding block, even one on a force floor
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// that's stuck on a wall (and thus not moving). Such a push ALWAYS
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// becomes a pending push, so it won't happen until next tic, and we
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// remain blocked
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if (this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
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// CC2: Can't directly push a sliding block, even one on a force floor
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// that's stuck on a wall (and thus not moving). Such a push ALWAYS becomes
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// a pending push, so it won't happen until next tic, and we remain blocked
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this._set_tile_prop(tile, 'pending_push', direction);
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// If the block already had its decision phase this turn, override it
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tile.decision = direction;
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return false;
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}
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// Lexy/Lynx(?) behavior: try to push the block first, then resort to pending if
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// the push fails
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if (this.attempt_out_of_turn_step(tile, direction)) {
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if (actor === this.player) {
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this.sfx.play_once('push');
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}
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}
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else {
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if (! this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
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// If the push failed and the obstacle is in the middle of a slide,
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// remember this as the next move it'll make
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this._set_tile_prop(tile, 'pending_push', direction);
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// If the block already had its decision phase this turn, override it
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tile.decision = direction;
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return false;
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}
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// Lexy/Lynx(?) behavior: try to push the block first, then resort to
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// pending if the push fails
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if (this.attempt_out_of_turn_step(tile, direction)) {
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if (actor === this.player) {
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this.sfx.play_once('push');
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}
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}
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else {
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if (! this.compat.no_directly_pushing_sliding_blocks && tile_is_stuck_sliding) {
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// If the push failed and the obstacle is in the middle of a slide,
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// remember this as the next move it'll make
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this._set_tile_prop(tile, 'pending_push', direction);
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tile.decision = direction;
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}
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return false;
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}
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return false;
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}
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}
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}
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finally {
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delete actor._trying_to_push;
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}
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}
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finally {
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delete actor._trying_to_push;
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}
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// In push mode, check one last time for being blocked, in case we e.g. pushed a block
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// off of a recessed wall.
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// This is the check that prevents spring mining, the phenomenon where (a) actor pushes
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// a block off of a recessed wall or lilypad, (b) the wall/lilypad becomes blocking as a
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// result, (c) the actor moves into the cell anyway. In most cases this is prevented on
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// accident, because pushes happen at decision time during the collision check, and then
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// the actual movement happens later with a second collision check.
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// Note that there is one exception: CC2 does seem to have spring mining prevention when
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// pushing a row of ice blocks, so we keep the check if we're a block. See BLOX replay;
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// without this, ice blocks spring mine around 61.9s.
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if ((! this.compat.emulate_spring_mining || actor.type.is_block) &&
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push_mode === 'push' &&
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cell.some(tile => tile && tile.blocks(actor, direction, this)))
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return false;
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// In push mode, check one last time for being blocked, in case we e.g. pushed a block off
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// of a recessed wall.
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// This is the check that prevents spring mining, the phenomenon where (a) actor pushes a
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// block off of a recessed wall or lilypad, (b) the wall/lilypad becomes blocking as a
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// result, (c) the actor moves into the cell anyway. In most cases this is prevented on
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// accident, because pushes happen at decision time during the collision check, and then the
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// actual movement happens later with a second collision check.
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// Note that there is one exception: CC2 does seem to have spring mining prevention when
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// pushing a row of ice blocks, so we keep the check if we're a block ourselves. See BLOX
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// replay; without this, ice blocks spring mine around 61.9s.
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if ((! this.compat.emulate_spring_mining || actor.type.is_block) &&
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push_mode === 'push' &&
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cell.some(tile => tile && tile.blocks(actor, direction, this)))
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{
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return false;
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}
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return ! still_blocked;
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