Generally only lose if the real player dies, not a doppelganger
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bf3c501353
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@ -604,7 +604,7 @@ const TILE_TYPES = {
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level.remove_tile(other);
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level.transmute_tile(me, 'water');
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}
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else if (other.type.is_player) {
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else if (other.type.is_real_player) {
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level.fail('burned');
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}
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else {
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@ -630,7 +630,7 @@ const TILE_TYPES = {
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level.transmute_tile(other, 'splash');
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level.transmute_tile(me, 'ice');
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}
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else if (other.type.is_player) {
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else if (other.type.is_real_player) {
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level.fail('drowned');
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}
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else {
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@ -780,7 +780,7 @@ const TILE_TYPES = {
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else if (other.type.name === 'ghost' || other.type.name === 'blob') {
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// No effect
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}
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else if (other.type.is_player) {
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else if (other.type.is_real_player) {
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level.fail('slimed');
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}
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else {
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@ -799,7 +799,7 @@ const TILE_TYPES = {
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},
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on_arrive(me, level, other) {
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level.remove_tile(me);
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if (other.type.is_player) {
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if (other.type.is_real_player) {
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level.fail('exploded');
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}
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else {
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@ -818,7 +818,7 @@ const TILE_TYPES = {
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}
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let lost = level.take_all_tools_from_actor(other);
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if (other.type.is_player) {
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if (other.type.is_real_player) {
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if (level.bonus_points > 0) {
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lost = true;
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}
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@ -839,7 +839,7 @@ const TILE_TYPES = {
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}
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let lost = level.take_all_keys_from_actor(other);
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if (other.type.is_player) {
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if (other.type.is_real_player) {
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if (level.bonus_points > 0) {
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lost = true;
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}
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@ -964,7 +964,7 @@ const TILE_TYPES = {
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is_required_chip: true,
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on_arrive(me, level, other) {
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level.remove_tile(me);
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if (other.type.is_player) {
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if (other.type.is_real_player) {
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level.fail('exploded');
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}
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else {
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@ -1305,7 +1305,7 @@ const TILE_TYPES = {
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// Note that blocks, fireballs, and anything with fire boots are immune
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// TODO would be neat if this understood "ignores anything with fire immunity" but that
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// might be a bit too high-level for this game
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if (other.type.is_player) {
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if (other.type.is_real_player) {
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level.fail('burned');
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}
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else {
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