Fix undo failure after being killed by a cloner; ensure the failure reason is assigned to the right player
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16
js/game.js
16
js/game.js
@ -1560,15 +1560,15 @@ export class Level extends LevelInterface {
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// Helmet disables this, do nothing
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}
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else if (actor.type.is_real_player && tile.type.is_monster) {
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this.fail(tile.type.name);
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this.fail(tile.type.name, actor);
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}
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else if (actor.type.is_monster && tile.type.is_real_player) {
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this.fail(actor.type.name);
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this.fail(actor.type.name, tile);
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}
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else if (actor.type.is_block && tile.type.is_real_player && ! actor.is_pulled) {
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// Note that blocks squish players if they move for ANY reason, even if pushed by
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// another player! The only exception is being pulled
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this.fail('squished');
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this.fail('squished', tile);
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}
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if (tile.type.on_approach) {
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@ -2200,7 +2200,7 @@ export class Level extends LevelInterface {
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}
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}
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fail(reason) {
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fail(reason, player = null) {
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if (this.state !== 'playing')
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return;
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@ -2211,13 +2211,17 @@ export class Level extends LevelInterface {
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this.sfx.play_once('lose');
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}
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if (player === null) {
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player = this.player;
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}
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this._push_pending_undo(() => {
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this.fail_reason = null;
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this.player.fail_reason = null;
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player.fail_reason = null;
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});
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this.state = 'failure';
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this.fail_reason = reason;
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this.player.fail_reason = reason;
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player.fail_reason = reason;
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}
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win() {
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@ -641,7 +641,7 @@ const TILE_TYPES = {
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level.sfx.play_once('splash', me.cell);
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}
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else if (other.type.is_real_player) {
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level.fail('burned');
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level.fail('burned', other);
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}
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else {
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level.transmute_tile(other, 'explosion');
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@ -672,7 +672,7 @@ const TILE_TYPES = {
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level.transmute_tile(me, 'ice');
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}
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else if (other.type.is_real_player) {
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level.fail('drowned');
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level.fail('drowned', other);
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}
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else {
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level.transmute_tile(other, 'splash');
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@ -863,7 +863,7 @@ const TILE_TYPES = {
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level.transmute_tile(me, 'floor');
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}
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else if (other.type.is_real_player) {
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level.fail('slimed');
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level.fail('slimed', other);
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}
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else {
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level.transmute_tile(other, 'splash_slime');
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@ -885,7 +885,7 @@ const TILE_TYPES = {
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on_arrive(me, level, other) {
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level.remove_tile(me);
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if (other.type.is_real_player) {
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level.fail('exploded');
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level.fail('exploded', other);
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}
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else {
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level.sfx.play_once('bomb', me.cell);
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@ -1053,7 +1053,7 @@ const TILE_TYPES = {
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on_arrive(me, level, other) {
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level.remove_tile(me);
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if (other.type.is_real_player) {
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level.fail('exploded');
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level.fail('exploded', other);
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}
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else {
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level.sfx.play_once('bomb', me.cell);
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@ -1110,6 +1110,14 @@ const TILE_TYPES = {
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// Wire activation allows the cloner to try every direction, searching clockwise
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for (let i = 0; i < (aggressive ? 4 : 1); i++) {
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if (level.attempt_out_of_turn_step(actor, direction)) {
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// Surprising edge case: if the actor immediately killed the player, do NOT
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// spawn a new template, since the move was actually aborted
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// FIXME this is inconsistent. the move was aborted because of an emergency
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// failure handling case in move_to, but that doesn't make the step count as a
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// failure. would this be fixed by making the player block all other actors?
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if (level.state === 'failure')
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break;
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// FIXME add this underneath, just above the cloner, so the new actor is on top
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let new_template = new actor.constructor(type, direction);
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// TODO maybe make a type method for this
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@ -1437,7 +1445,7 @@ const TILE_TYPES = {
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// TODO would be neat if this understood "ignores anything with fire immunity" but that
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// might be a bit too high-level for this game
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if (actor.type.is_real_player) {
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level.fail('burned');
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level.fail('burned', actor);
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}
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else {
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// TODO should this play a sound?
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@ -2272,7 +2280,7 @@ const TILE_TYPES = {
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else if (tile.type.is_real_player) {
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// TODO it would be nice if i didn't have to special-case this every
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// time
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level.fail(me.type.name);
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level.fail(me.type.name, tile);
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}
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else {
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// Everything else is destroyed
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@ -2347,7 +2355,7 @@ const TILE_TYPES = {
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if (me.cell.has('cloner'))
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return;
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if (other.type.is_real_player) {
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level.fail(me.type.name);
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level.fail(me.type.name, other);
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}
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else {
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level.transmute_tile(other, 'explosion');
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@ -2359,7 +2367,7 @@ const TILE_TYPES = {
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// Blow up anything we run into
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if (obstacle && obstacle.type.is_actor) {
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if (obstacle.type.is_real_player) {
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level.fail(me.type.name);
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level.fail(me.type.name, obstacle);
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}
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else {
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level.transmute_tile(obstacle, 'explosion');
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