From b08750696ea397a0d6a30350f97e2abb734417fd Mon Sep 17 00:00:00 2001 From: "Eevee (Evelyn Woods)" Date: Sat, 2 Jan 2021 19:50:03 -0700 Subject: [PATCH] Implement replay-compatible blob transmogrifying --- js/tiletypes.js | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/js/tiletypes.js b/js/tiletypes.js index 9972b5a..51a8ca9 100644 --- a/js/tiletypes.js +++ b/js/tiletypes.js @@ -1190,7 +1190,7 @@ const TILE_TYPES = { teeth: 'teeth_timid', teeth_timid: 'teeth', }, - _blob_mogrifications: ['ball', 'walker', 'fireball', 'glider', 'paramecium', 'bug', 'tank_blue', 'teeth', 'teeth_timid'], + _blob_mogrifications: ['glider', 'paramecium', 'fireball', 'bug', 'walker', 'ball', 'teeth', 'tank_blue', 'teeth_timid'], on_arrive(me, level, other) { // Note: Transmogrifiers technically contain wires the way teleports do, and CC2 uses // the presence and poweredness of those wires to determine whether the transmogrifier @@ -1203,7 +1203,6 @@ const TILE_TYPES = { level.transmute_tile(other, me.type._mogrifications[name]); } else if (name === 'blob') { - // TODO how is this randomness determined? important for replays! let options = me.type._blob_mogrifications; level.transmute_tile(other, options[level.prng() % options.length]); }