Convert several uses of on_begin to on_ready
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65664bba7b
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@ -446,7 +446,6 @@ export class Level extends LevelInterface {
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this.player2_move = null;
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this.player2_move = null;
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// Connect buttons and teleporters
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// Connect buttons and teleporters
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let num_cells = this.width * this.height;
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for (let connectable of connectables) {
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for (let connectable of connectables) {
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this.connect_button(connectable);
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this.connect_button(connectable);
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}
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}
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@ -856,6 +855,8 @@ export class Level extends LevelInterface {
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_do_init_phase() {
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_do_init_phase() {
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// At the beginning of the very first tic, some tiles want to do initialization that's not
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// At the beginning of the very first tic, some tiles want to do initialization that's not
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// appropriate to do before the game begins
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// appropriate to do before the game begins
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// FIXME this was originally added for bomb, which no longer uses it, so, god i would like
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// to get rid of this
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if (! this.done_on_begin) {
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if (! this.done_on_begin) {
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// Run backwards, to match actor order
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// Run backwards, to match actor order
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for (let i = this.linear_cells.length - 1; i >= 0; i--) {
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for (let i = this.linear_cells.length - 1; i >= 0; i--) {
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@ -1025,9 +1025,9 @@ const TILE_TYPES = {
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},
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},
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hole: {
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hole: {
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layer: LAYERS.terrain,
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layer: LAYERS.terrain,
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on_begin(me, level) {
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on_ready(me, level) {
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var one_north = level.cell(me.cell.x, me.cell.y - 1);
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let one_north = level.cell(me.cell.x, me.cell.y - 1);
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if (one_north === null || one_north.get_terrain().type.name != 'hole') {
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if (one_north === null || one_north.get_terrain().type.name !== 'hole') {
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level._set_tile_prop(me, 'visual_state', 'north');
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level._set_tile_prop(me, 'visual_state', 'north');
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}
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}
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else {
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else {
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@ -1051,10 +1051,10 @@ const TILE_TYPES = {
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level.transmute_tile(me, 'hole');
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level.transmute_tile(me, 'hole');
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// Update hole visual state (note that me.type is hole now)
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// Update hole visual state (note that me.type is hole now)
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me.type.on_begin(me, level);
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me.type.on_ready(me, level);
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var one_south = level.cell(me.cell.x, me.cell.y + 1);
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let one_south = level.cell(me.cell.x, me.cell.y + 1);
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if (one_south && one_south.get_terrain().type.name === 'hole') {
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if (one_south && one_south.get_terrain().type.name === 'hole') {
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me.type.on_begin(one_south.get_terrain(), level);
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me.type.on_ready(one_south.get_terrain(), level);
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}
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}
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},
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},
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},
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},
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@ -1535,7 +1535,8 @@ const TILE_TYPES = {
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},
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},
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trap: {
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trap: {
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layer: LAYERS.terrain,
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layer: LAYERS.terrain,
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on_begin(me, level) {
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on_ready(me, level) {
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// This may run before or after any pressed buttons, but, that's fine
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if (me.presses === undefined) {
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if (me.presses === undefined) {
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level._set_tile_prop(me, 'presses', 0);
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level._set_tile_prop(me, 'presses', 0);
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}
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}
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