Doppelgangers block other doppelgangers, and cannot exit
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1273843f26
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@ -2357,8 +2357,14 @@ const TILE_TYPES = {
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is_player: true,
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is_player: true,
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is_monster: true,
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is_monster: true,
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collision_mask: COLLISION.player1,
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collision_mask: COLLISION.player1,
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// FIXME these fuckers should block each OTHER though
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blocks_collision: COLLISION.all_but_player,
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blocks_collision: COLLISION.all_but_player,
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// FIXME i think if i make monsters and players block each other than this is
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// unnecessary (but double check cc2 #144 the village)
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blocks(me, level, other) {
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if (other.type.is_player) {
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return true;
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}
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},
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has_inventory: true,
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has_inventory: true,
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can_reveal_walls: true, // XXX i think?
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can_reveal_walls: true, // XXX i think?
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movement_speed: 4,
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movement_speed: 4,
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@ -2388,6 +2394,11 @@ const TILE_TYPES = {
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is_monster: true,
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is_monster: true,
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collision_mask: COLLISION.player2,
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collision_mask: COLLISION.player2,
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blocks_collision: COLLISION.all_but_player,
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blocks_collision: COLLISION.all_but_player,
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blocks(me, level, other) {
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if (other.type.is_player) {
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return true;
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}
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},
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has_inventory: true,
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has_inventory: true,
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can_reveal_walls: true, // XXX i think?
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can_reveal_walls: true, // XXX i think?
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movement_speed: 4,
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movement_speed: 4,
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@ -2509,7 +2520,8 @@ const TILE_TYPES = {
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draw_layer: DRAW_LAYERS.terrain,
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draw_layer: DRAW_LAYERS.terrain,
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid & ~COLLISION.rover,
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blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid & ~COLLISION.rover,
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on_arrive(me, level, other) {
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on_arrive(me, level, other) {
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if (other.type.is_player) {
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// FIXME multiple players
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if (other.type.is_real_player) {
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level.win();
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level.win();
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}
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}
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},
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},
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