Implement replay-compatible blob transmogrifying
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@ -1190,7 +1190,7 @@ const TILE_TYPES = {
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teeth: 'teeth_timid',
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teeth: 'teeth_timid',
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teeth_timid: 'teeth',
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teeth_timid: 'teeth',
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},
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},
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_blob_mogrifications: ['ball', 'walker', 'fireball', 'glider', 'paramecium', 'bug', 'tank_blue', 'teeth', 'teeth_timid'],
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_blob_mogrifications: ['glider', 'paramecium', 'fireball', 'bug', 'walker', 'ball', 'teeth', 'tank_blue', 'teeth_timid'],
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on_arrive(me, level, other) {
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on_arrive(me, level, other) {
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// Note: Transmogrifiers technically contain wires the way teleports do, and CC2 uses
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// Note: Transmogrifiers technically contain wires the way teleports do, and CC2 uses
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// the presence and poweredness of those wires to determine whether the transmogrifier
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// the presence and poweredness of those wires to determine whether the transmogrifier
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@ -1203,7 +1203,6 @@ const TILE_TYPES = {
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level.transmute_tile(other, me.type._mogrifications[name]);
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level.transmute_tile(other, me.type._mogrifications[name]);
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}
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}
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else if (name === 'blob') {
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else if (name === 'blob') {
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// TODO how is this randomness determined? important for replays!
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let options = me.type._blob_mogrifications;
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let options = me.type._blob_mogrifications;
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level.transmute_tile(other, options[level.prng() % options.length]);
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level.transmute_tile(other, options[level.prng() % options.length]);
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}
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}
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