Define clone blocks and teeth in the CC2 tile layout
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@ -133,7 +133,14 @@ export const CC2_TILESET_LAYOUT = {
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ball: [[10, 10], [11, 10], [12, 10], [13, 10], [14, 10]],
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steel: [15, 10],
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// TODO teeth, seem to be missing north???
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teeth: {
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// NOTE: CC2 inexplicably dropped north teeth and just uses the south
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// sprites instead
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north: [[0, 11], [1, 11], [2, 11]],
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east: [[3, 11], [4, 11], [5, 11]],
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south: [[0, 11], [1, 11], [2, 11]],
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west: [[6, 11], [7, 11], [8, 11]],
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},
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swivel_sw: [9, 11],
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swivel_nw: [10, 11],
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swivel_ne: [11, 11],
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@ -132,7 +132,7 @@ const TILE_TYPES = {
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water: {
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on_arrive(me, level, other) {
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// TODO cc1 allows items under water, i think; water was on the upper layer
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if (other.type.name == 'dirt_block') {
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if (other.type.name == 'dirt_block' || other.type.name == 'clone_block') {
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other.destroy();
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me.become('dirt');
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}
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@ -266,6 +266,13 @@ const TILE_TYPES = {
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is_block: true,
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ignores: new Set(['fire']),
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},
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clone_block: {
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// TODO is this in any way distinct from dirt block
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blocks: true,
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is_object: true,
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is_block: true,
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ignores: new Set(['fire']),
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},
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green_floor: {},
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green_wall: {
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blocks: true,
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@ -457,6 +464,7 @@ const TILE_TYPES = {
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movement_speed: 4,
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pushes: {
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dirt_block: true,
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clone_block: true,
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},
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// FIXME this prevents thief from taking green key
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infinite_items: {
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