Fix undo failure after being killed by a cloner; ensure the failure reason is assigned to the right player

This commit is contained in:
Eevee (Evelyn Woods) 2021-01-08 15:16:25 -07:00
parent 560fd93c8b
commit 30c17c0c8b
2 changed files with 27 additions and 15 deletions

View File

@ -1560,15 +1560,15 @@ export class Level extends LevelInterface {
// Helmet disables this, do nothing
}
else if (actor.type.is_real_player && tile.type.is_monster) {
this.fail(tile.type.name);
this.fail(tile.type.name, actor);
}
else if (actor.type.is_monster && tile.type.is_real_player) {
this.fail(actor.type.name);
this.fail(actor.type.name, tile);
}
else if (actor.type.is_block && tile.type.is_real_player && ! actor.is_pulled) {
// Note that blocks squish players if they move for ANY reason, even if pushed by
// another player! The only exception is being pulled
this.fail('squished');
this.fail('squished', tile);
}
if (tile.type.on_approach) {
@ -2200,7 +2200,7 @@ export class Level extends LevelInterface {
}
}
fail(reason) {
fail(reason, player = null) {
if (this.state !== 'playing')
return;
@ -2211,13 +2211,17 @@ export class Level extends LevelInterface {
this.sfx.play_once('lose');
}
if (player === null) {
player = this.player;
}
this._push_pending_undo(() => {
this.fail_reason = null;
this.player.fail_reason = null;
player.fail_reason = null;
});
this.state = 'failure';
this.fail_reason = reason;
this.player.fail_reason = reason;
player.fail_reason = reason;
}
win() {

View File

@ -641,7 +641,7 @@ const TILE_TYPES = {
level.sfx.play_once('splash', me.cell);
}
else if (other.type.is_real_player) {
level.fail('burned');
level.fail('burned', other);
}
else {
level.transmute_tile(other, 'explosion');
@ -672,7 +672,7 @@ const TILE_TYPES = {
level.transmute_tile(me, 'ice');
}
else if (other.type.is_real_player) {
level.fail('drowned');
level.fail('drowned', other);
}
else {
level.transmute_tile(other, 'splash');
@ -863,7 +863,7 @@ const TILE_TYPES = {
level.transmute_tile(me, 'floor');
}
else if (other.type.is_real_player) {
level.fail('slimed');
level.fail('slimed', other);
}
else {
level.transmute_tile(other, 'splash_slime');
@ -885,7 +885,7 @@ const TILE_TYPES = {
on_arrive(me, level, other) {
level.remove_tile(me);
if (other.type.is_real_player) {
level.fail('exploded');
level.fail('exploded', other);
}
else {
level.sfx.play_once('bomb', me.cell);
@ -1053,7 +1053,7 @@ const TILE_TYPES = {
on_arrive(me, level, other) {
level.remove_tile(me);
if (other.type.is_real_player) {
level.fail('exploded');
level.fail('exploded', other);
}
else {
level.sfx.play_once('bomb', me.cell);
@ -1110,6 +1110,14 @@ const TILE_TYPES = {
// Wire activation allows the cloner to try every direction, searching clockwise
for (let i = 0; i < (aggressive ? 4 : 1); i++) {
if (level.attempt_out_of_turn_step(actor, direction)) {
// Surprising edge case: if the actor immediately killed the player, do NOT
// spawn a new template, since the move was actually aborted
// FIXME this is inconsistent. the move was aborted because of an emergency
// failure handling case in move_to, but that doesn't make the step count as a
// failure. would this be fixed by making the player block all other actors?
if (level.state === 'failure')
break;
// FIXME add this underneath, just above the cloner, so the new actor is on top
let new_template = new actor.constructor(type, direction);
// TODO maybe make a type method for this
@ -1437,7 +1445,7 @@ const TILE_TYPES = {
// TODO would be neat if this understood "ignores anything with fire immunity" but that
// might be a bit too high-level for this game
if (actor.type.is_real_player) {
level.fail('burned');
level.fail('burned', actor);
}
else {
// TODO should this play a sound?
@ -2272,7 +2280,7 @@ const TILE_TYPES = {
else if (tile.type.is_real_player) {
// TODO it would be nice if i didn't have to special-case this every
// time
level.fail(me.type.name);
level.fail(me.type.name, tile);
}
else {
// Everything else is destroyed
@ -2347,7 +2355,7 @@ const TILE_TYPES = {
if (me.cell.has('cloner'))
return;
if (other.type.is_real_player) {
level.fail(me.type.name);
level.fail(me.type.name, other);
}
else {
level.transmute_tile(other, 'explosion');
@ -2359,7 +2367,7 @@ const TILE_TYPES = {
// Blow up anything we run into
if (obstacle && obstacle.type.is_actor) {
if (obstacle.type.is_real_player) {
level.fail(me.type.name);
level.fail(me.type.name, obstacle);
}
else {
level.transmute_tile(obstacle, 'explosion');