Merge pull request #64 from Patashu/master

fix some custom tiles issues
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Eevee 2021-03-02 21:33:22 -07:00 committed by GitHub
commit 7dbaeec606
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3 changed files with 56 additions and 40 deletions

View File

@ -92,8 +92,11 @@ export class Tile {
other.type.name !== 'ghost')
return true;
if (this.type.blocks)
return this.type.blocks(this, level, other, direction);
if (this.type.blocks && this.type.blocks(this, level, other, direction))
return true;
if (other.type.blocked_by && other.type.blocked_by(other, level, this))
return true;
return false;
}
@ -2441,6 +2444,9 @@ export class Level extends LevelInterface {
{
if (killer.type.is_actor || killer.type.is_item)
{
if (killer.type.on_death) {
killer.type.on_death(killer, this);
}
this.remove_tile(killer);
}
else //presumably terrain
@ -2584,9 +2590,10 @@ export class Level extends LevelInterface {
this._set_tile_prop(tile, 'last_extra_cooldown_tic', null);
}
this._do_extra_cooldown(tile);
if (old_type.on_death) {
old_type.on_death(tile, this);
}
}
if (old_type.on_death) {
old_type.on_death(tile, this);
}
}

View File

@ -1185,6 +1185,10 @@ export class Tileset {
// Lexy runs cooldown from S to 1; CC2 from S-1 to 0. 0 is bad, because p becomes 1
// and will overflow the cel lookup
// FIXME handle this better! it happens even to lexy
// this new one happened because of turntable attempt_step, not sure why yet
if (p < 0) {
p = 0;
}
if (p >= 1) {
p = 0.999;
}
@ -1599,7 +1603,7 @@ export class Tileset {
_draw_encased_item(drawspec, name, tile, packet) {
//draw the encased item
if (tile !== null && tile.encased_item !== undefined && tile.encased_item !== null) {
this._draw_standard(this.layout[tile.encased_item], tile.encased_item, TILE_TYPES[tile.encased_item], packet);
this._draw_standard(this.layout[tile.encased_item], tile.encased_item, null, packet);
}
//then draw the glass block
this._draw_standard(drawspec.base, name, tile, packet);

View File

@ -1079,12 +1079,14 @@ const TILE_TYPES = {
if (other === level.player) {
level.sfx.play_once('popwall', me.cell);
}
//update hole visual state
me.type.on_begin(me, level);
var one_south = level.cell(me.cell.x, me.cell.y + 1);
if (one_south !== null && one_south.get_terrain().type.name == 'hole') {
me.type.on_begin(one_south.get_terrain(), level);
}
},
on_death(me, level) {
//update hole visual state
me.type.on_begin(me, level);
var one_south = level.cell(me.cell.x, me.cell.y + 1);
if (one_south !== null && one_south.get_terrain().type.name == 'hole') {
me.type.on_begin(one_south.get_terrain(), level);
}
},
},
thief_tools: {
@ -1324,29 +1326,19 @@ const TILE_TYPES = {
can_reverse_on_railroad: true,
movement_speed: 4,
try_pickup_item(me, level) {
//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)
if (me.encased_item === null) {
let item = me.cell.get_item();
if (item && !item.type.is_chip) {
level.attempt_take(me, item);
//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)
if (me.keyring !== undefined && me.keyring !== null && Object.keys(me.keyring).length > 0) {
level._set_tile_prop(me, 'encased_item', Object.keys(me.keyring)[0]);
level.take_all_keys_from_actor(me);
}
else if (me.toolbelt !== undefined && me.toolbelt !== null && me.toolbelt.length > 0)
{
level._set_tile_prop(me, 'encased_item', me.toolbelt[0]);
level.take_all_tools_from_actor(me);
}
let mod = me.cell.get_item_mod();
if (mod && mod.type.item_modifier === 'ignore') {
return;
}
//hmm, actually chips seem to work OK. Alright, why not then?
if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) {
level._set_tile_prop(me, 'encased_item', item.type.name);
level.remove_tile(item);
}
}
/*if ((me.keyring === undefined || Object.keys(me.keyring).length == 0) &&
(me.toolbelt === undefined || me.toolbelt.length == 0)) {
let item = me.cell.get_item();
if (item) {
level.attempt_take(me, item);
}
}*/
},
on_ready(me, level) {
level._set_tile_prop(me, 'encased_item', null);
@ -1354,21 +1346,17 @@ const TILE_TYPES = {
},
on_clone(me, original) {
me.encased_item = original.encased_item;
/*if (original.keyring !== undefined) {
me.keyring = {};
Object.assign(me.keyring, original.keyring);
}
if (original.toolbelt !== undefined) {
me.toolbelt = original.toolbelt.map((x) => x);
}*/
},
on_finishing_move(me, level) {
this.try_pickup_item(me, level);
},
blocked_by(me, level, other) {
return other.cell.get_item() !== null && me.encased_item !== null;
},
on_death(me, level) {
//needs to be called by transmute_tile to ttl and by lit_dynamite before remove_tile
if (me.encased_item !== null) {
level._place_dropped_item(me.encased_item, me.cell, me);
level._place_dropped_item(me.encased_item, me.cell ?? me.previous_cell, me);
level._set_tile_prop(me, 'encased_item', null);
}
}
@ -1877,6 +1865,11 @@ const TILE_TYPES = {
on_depower(me, level) {
level._set_tile_prop(me, 'is_active', false);
},
on_death(me, level) {
//need to remove our wires since they're an implementation detail
level._set_tile_prop(me, 'wire_directions', 0);
level.recalculate_circuitry_next_wire_phase = true;
},
visual_state(me) {
return ! me || me.is_active ? 'active' : 'inactive';
},
@ -2655,6 +2648,7 @@ const TILE_TYPES = {
let actor = cell.get_actor();
let terrain = cell.get_terrain();
let item = cell.get_item();
let removed_anything;
for (let layer = LAYERS.MAX - 1; layer >= 0; layer--) {
let tile = cell[layer];
@ -2670,6 +2664,10 @@ const TILE_TYPES = {
level.fail(me.type.name, me, tile);
}
else {
//newly appearing items (e.g. dropped by a glass block) are safe
if (tile.type.layer === LAYERS.item && tile !== item) {
continue;
}
// Everything else is destroyed
if (tile.type.on_death) {
tile.type.on_death(tile, level);
@ -2699,7 +2697,14 @@ const TILE_TYPES = {
}
else if (terrain) {
// Anything other than these babies gets blown up and turned into floor
if (!(
if (terrain.type.name === 'hole') {
//do nothing
}
else if (terrain.type.name === 'cracked_floor') {
level.transmute_tile(terrain, 'hole');
removed_anything = true;
}
else if (!(
terrain.type.name === 'steel' || terrain.type.name === 'socket' ||
terrain.type.name === 'logic_gate' || terrain.type.name === 'floor'))
{