Merge pull request #64 from Patashu/master
fix some custom tiles issues
This commit is contained in:
commit
7dbaeec606
13
js/game.js
13
js/game.js
@ -92,8 +92,11 @@ export class Tile {
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other.type.name !== 'ghost')
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return true;
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if (this.type.blocks)
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return this.type.blocks(this, level, other, direction);
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if (this.type.blocks && this.type.blocks(this, level, other, direction))
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return true;
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if (other.type.blocked_by && other.type.blocked_by(other, level, this))
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return true;
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return false;
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}
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@ -2441,6 +2444,9 @@ export class Level extends LevelInterface {
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{
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if (killer.type.is_actor || killer.type.is_item)
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{
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if (killer.type.on_death) {
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killer.type.on_death(killer, this);
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}
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this.remove_tile(killer);
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}
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else //presumably terrain
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@ -2584,11 +2590,12 @@ export class Level extends LevelInterface {
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this._set_tile_prop(tile, 'last_extra_cooldown_tic', null);
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}
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this._do_extra_cooldown(tile);
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}
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if (old_type.on_death) {
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old_type.on_death(tile, this);
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}
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}
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}
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// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
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// tile is removed if successful
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@ -1185,6 +1185,10 @@ export class Tileset {
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// Lexy runs cooldown from S to 1; CC2 from S-1 to 0. 0 is bad, because p becomes 1
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// and will overflow the cel lookup
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// FIXME handle this better! it happens even to lexy
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// this new one happened because of turntable attempt_step, not sure why yet
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if (p < 0) {
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p = 0;
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}
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if (p >= 1) {
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p = 0.999;
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}
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@ -1599,7 +1603,7 @@ export class Tileset {
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_draw_encased_item(drawspec, name, tile, packet) {
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//draw the encased item
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if (tile !== null && tile.encased_item !== undefined && tile.encased_item !== null) {
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this._draw_standard(this.layout[tile.encased_item], tile.encased_item, TILE_TYPES[tile.encased_item], packet);
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this._draw_standard(this.layout[tile.encased_item], tile.encased_item, null, packet);
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}
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//then draw the glass block
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this._draw_standard(drawspec.base, name, tile, packet);
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@ -1079,6 +1079,8 @@ const TILE_TYPES = {
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if (other === level.player) {
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level.sfx.play_once('popwall', me.cell);
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}
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},
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on_death(me, level) {
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//update hole visual state
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me.type.on_begin(me, level);
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var one_south = level.cell(me.cell.x, me.cell.y + 1);
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@ -1324,29 +1326,19 @@ const TILE_TYPES = {
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can_reverse_on_railroad: true,
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movement_speed: 4,
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try_pickup_item(me, level) {
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//suck up any item that ever CAN be picked up off of the floor and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors)
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if (me.encased_item === null) {
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let item = me.cell.get_item();
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if (item && !item.type.is_chip) {
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level.attempt_take(me, item);
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//then if we picked it up, encase it (so we have max one item at a time and so we can't 'use' the item)
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if (me.keyring !== undefined && me.keyring !== null && Object.keys(me.keyring).length > 0) {
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level._set_tile_prop(me, 'encased_item', Object.keys(me.keyring)[0]);
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level.take_all_keys_from_actor(me);
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let mod = me.cell.get_item_mod();
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if (mod && mod.type.item_modifier === 'ignore') {
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return;
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}
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else if (me.toolbelt !== undefined && me.toolbelt !== null && me.toolbelt.length > 0)
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{
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level._set_tile_prop(me, 'encased_item', me.toolbelt[0]);
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level.take_all_tools_from_actor(me);
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//hmm, actually chips seem to work OK. Alright, why not then?
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if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) {
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level._set_tile_prop(me, 'encased_item', item.type.name);
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level.remove_tile(item);
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}
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}
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}
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/*if ((me.keyring === undefined || Object.keys(me.keyring).length == 0) &&
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(me.toolbelt === undefined || me.toolbelt.length == 0)) {
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let item = me.cell.get_item();
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if (item) {
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level.attempt_take(me, item);
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}
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}*/
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},
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on_ready(me, level) {
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level._set_tile_prop(me, 'encased_item', null);
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@ -1354,21 +1346,17 @@ const TILE_TYPES = {
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},
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on_clone(me, original) {
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me.encased_item = original.encased_item;
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/*if (original.keyring !== undefined) {
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me.keyring = {};
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Object.assign(me.keyring, original.keyring);
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}
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if (original.toolbelt !== undefined) {
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me.toolbelt = original.toolbelt.map((x) => x);
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}*/
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},
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on_finishing_move(me, level) {
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this.try_pickup_item(me, level);
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},
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blocked_by(me, level, other) {
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return other.cell.get_item() !== null && me.encased_item !== null;
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},
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on_death(me, level) {
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//needs to be called by transmute_tile to ttl and by lit_dynamite before remove_tile
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if (me.encased_item !== null) {
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level._place_dropped_item(me.encased_item, me.cell, me);
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level._place_dropped_item(me.encased_item, me.cell ?? me.previous_cell, me);
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level._set_tile_prop(me, 'encased_item', null);
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}
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}
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@ -1877,6 +1865,11 @@ const TILE_TYPES = {
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on_depower(me, level) {
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level._set_tile_prop(me, 'is_active', false);
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},
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on_death(me, level) {
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//need to remove our wires since they're an implementation detail
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level._set_tile_prop(me, 'wire_directions', 0);
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level.recalculate_circuitry_next_wire_phase = true;
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},
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visual_state(me) {
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return ! me || me.is_active ? 'active' : 'inactive';
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},
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@ -2655,6 +2648,7 @@ const TILE_TYPES = {
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let actor = cell.get_actor();
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let terrain = cell.get_terrain();
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let item = cell.get_item();
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let removed_anything;
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for (let layer = LAYERS.MAX - 1; layer >= 0; layer--) {
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let tile = cell[layer];
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@ -2670,6 +2664,10 @@ const TILE_TYPES = {
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level.fail(me.type.name, me, tile);
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}
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else {
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//newly appearing items (e.g. dropped by a glass block) are safe
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if (tile.type.layer === LAYERS.item && tile !== item) {
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continue;
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}
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// Everything else is destroyed
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if (tile.type.on_death) {
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tile.type.on_death(tile, level);
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@ -2699,7 +2697,14 @@ const TILE_TYPES = {
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}
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else if (terrain) {
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// Anything other than these babies gets blown up and turned into floor
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if (!(
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if (terrain.type.name === 'hole') {
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//do nothing
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}
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else if (terrain.type.name === 'cracked_floor') {
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level.transmute_tile(terrain, 'hole');
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removed_anything = true;
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}
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else if (!(
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terrain.type.name === 'steel' || terrain.type.name === 'socket' ||
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terrain.type.name === 'logic_gate' || terrain.type.name === 'floor'))
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{
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