Briefly reveal invisible walls, as in CC2
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@ -72,6 +72,8 @@ export const CC2_TILESET_LAYOUT = {
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hidden: [0, 2],
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hidden: [0, 2],
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revealed: [9, 31],
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revealed: [9, 31],
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},
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},
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// FIXME this shouldn't be visible with seeing eye (or should it not spawn at all?)
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wall_invisible_revealed: [1, 2],
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wall_appearing: {
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wall_appearing: {
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special: 'perception',
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special: 'perception',
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threshold: 2,
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threshold: 2,
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@ -627,6 +629,7 @@ export const TILE_WORLD_TILESET_LAYOUT = {
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water: [0, 3],
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water: [0, 3],
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fire: [0, 4],
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fire: [0, 4],
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wall_invisible: [0, 5],
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wall_invisible: [0, 5],
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wall_invisible_revealed: [0, 1],
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thinwall_n: [0, 6],
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thinwall_n: [0, 6],
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thinwall_w: [0, 7],
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thinwall_w: [0, 7],
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thinwall_s: [0, 8],
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thinwall_s: [0, 8],
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@ -175,8 +175,12 @@ const TILE_TYPES = {
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},
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},
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wall_invisible: {
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wall_invisible: {
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draw_layer: DRAW_LAYERS.terrain,
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draw_layer: DRAW_LAYERS.terrain,
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// FIXME cc2 seems to make these flicker briefly
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blocks_collision: COLLISION.all_but_ghost,
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blocks_collision: COLLISION.all_but_ghost,
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on_bump(me, level, other) {
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if (other.type.can_reveal_walls) {
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level.spawn_animation(me.cell, 'wall_invisible_revealed');
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}
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},
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},
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},
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wall_appearing: {
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wall_appearing: {
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draw_layer: DRAW_LAYERS.terrain,
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draw_layer: DRAW_LAYERS.terrain,
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@ -2155,6 +2159,15 @@ const TILE_TYPES = {
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blocks_collision: COLLISION.player,
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blocks_collision: COLLISION.player,
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ttl: 6,
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ttl: 6,
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},
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},
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// Used as an easy way to show an invisible wall when bumped
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wall_invisible_revealed: {
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draw_layer: DRAW_LAYERS.terrain,
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is_actor: true,
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collision_mask: 0,
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blocks_collision: 0,
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// determined experimentally
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ttl: 12,
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},
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// Custom VFX (identical function, but different aesthetic)
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// Custom VFX (identical function, but different aesthetic)
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splash_slime: {
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splash_slime: {
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draw_layer: DRAW_LAYERS.overlay,
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draw_layer: DRAW_LAYERS.overlay,
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