Fix black buttons to /always/ separate horizontal and vertical wires
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@ -30,9 +30,13 @@ export function trace_floor_circuit(level, start_cell, start_edge, on_wire, on_d
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else if (terrain.type.wire_propagation_mode === 'none') {
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else if (terrain.type.wire_propagation_mode === 'none') {
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// The wires in this tile never connect to each other
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// The wires in this tile never connect to each other
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}
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}
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else if (terrain.wire_directions === 0x0f && terrain.type.wire_propagation_mode !== 'all') {
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else if (terrain.type.wire_propagation_mode === 'cross' ||
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(terrain.wire_directions === 0x0f && terrain.type.wire_propagation_mode !== 'all'))
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{
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// This is a cross pattern, so only opposite edges connect
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// This is a cross pattern, so only opposite edges connect
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connections |= edgeinfo.opposite_bit;
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if (terrain.wire_directions & edgeinfo.opposite_bit) {
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connections |= edgeinfo.opposite_bit;
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}
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}
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}
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else {
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else {
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// Everything connects
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// Everything connects
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@ -1585,6 +1585,7 @@ const TILE_TYPES = {
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button_black: {
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button_black: {
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draw_layer: DRAW_LAYERS.terrain,
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draw_layer: DRAW_LAYERS.terrain,
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is_power_source: true,
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is_power_source: true,
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wire_propagation_mode: 'cross',
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get_emitting_edges(me, level) {
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get_emitting_edges(me, level) {
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// We emit current as long as there's NOT an actor fully on us
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// We emit current as long as there's NOT an actor fully on us
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if (! me.cell.some(tile => tile.type.is_actor && tile.movement_cooldown === 0)) {
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if (! me.cell.some(tile => tile.type.is_actor && tile.movement_cooldown === 0)) {
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