remove some other terraformer remnants
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parent
c463b83ce1
commit
e30fd1e5fd
45
js/game.js
45
js/game.js
@ -2543,51 +2543,6 @@ export class Level extends LevelInterface {
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}
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}
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this._do_extra_cooldown(tile);
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this._do_extra_cooldown(tile);
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}
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}
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//update static_on_tic_tiles
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//TODO: if which on_tic happens first ever matters, this will introduce a time travel bug where the order is changed by changing tiles then undoing that. hmm
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//ignore actors (because e.g. lit_dynamite gets called every tic because it's an actor)
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if (!new_type.is_actor)
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{
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if (old_type.on_tic && !new_type.on_tic)
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{
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//search array and remove
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for (let i = 0; i < this.static_on_tic_tiles.length; ++i)
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{
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if (this.static_on_tic_tiles[i] == tile)
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{
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this.static_on_tic_tiles.splice(i, 1);
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break;
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}
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}
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}
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else if (!old_type.on_tic && new_type.on_tic)
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{
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//add to end of array
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this.static_on_tic_tiles.push(tile);
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}
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//if we made a button, update accordingly
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if (new_type.connects_to && (new_type.connects_to !== old_type.connects_to))
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{
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this.connect_button(tile);
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}
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//ready the tile
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if (new_type.on_begin)
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{
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new_type.on_begin(tile, this);
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}
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//recalculate circuitry
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if (
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((new_type.on_power !== undefined) !== (old_type.on_power !== undefined)) ||
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(new_type.is_power_source !== old_type.is_power_source) ||
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(new_type.wire_propagation_mode !== old_type.wire_propagation_mode))
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{
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this.recalculate_circuitry_next_wire_phase = true;
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}
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}
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}
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}
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// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
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// Have an actor try to pick up a particular tile; it's prevented if there's a no sign, and the
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