oh add_press_ready can happen before OR after on_begin, that's annoying

I'll just have to make it so transmuting a trap to non-trap then back to trap might leave it in a weird amount-of-presses state if you do Shenanigans until I can think of a better solution
This commit is contained in:
Timothy Stiles 2021-02-16 12:31:52 +11:00
parent 64e51d6a62
commit e60423e8c0

View File

@ -1489,11 +1489,13 @@ const TILE_TYPES = {
trap: {
layer: LAYERS.terrain,
on_begin(me, level) {
level._set_tile_prop(me, 'presses', 0);
if (me.presses === undefined) {
level._set_tile_prop(me, 'presses', 0);
}
},
add_press_ready(me, level, other) {
// Same as below, but without ejection
level._set_tile_prop(me, 'presses', me.presses + 1);
level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1);
},
// Lynx (not cc2): open traps immediately eject their contents on arrival, if possible
add_press(me, level, is_wire = false) {