Fix Lynx's no-backwards-overriding; remove the force-floor-on-arrive flag
Not sure the latter one is even correct at all; it completely breaks ICEHOUSE, for one. I guess it made more sense with the previous hacky implementation of force floors applying at the start of the game.
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@ -199,10 +199,6 @@ export const COMPAT_FLAGS = [
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key: 'no_backwards_override',
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label: "Players can't override backwards on a force floor",
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rulesets: new Set(['lynx']),
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}, {
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key: 'force_floors_on_arrive',
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label: "Force floors trigger on arrival",
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rulesets: new Set(['lynx', 'ms']),
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}, {
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key: 'traps_like_lynx',
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label: "Traps eject faster, and even when already open",
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@ -57,16 +57,10 @@ function _define_force_floor(direction, opposite_type) {
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slide_mode: 'force',
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speed_factor: 2,
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allow_player_override: true,
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on_arrive(me, level, other) {
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if (level.compat.force_floors_on_arrive) {
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// Lynx: Force floors activate when stepped on, not when stood on
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level.schedule_actor_slide(other, direction);
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}
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},
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// Used by Lynx to prevent backwards overriding
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force_floor_direction: direction,
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on_stand(me, level, other) {
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if (! level.compat.force_floors_on_arrive) {
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level.schedule_actor_slide(other, direction);
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}
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level.schedule_actor_slide(other, direction);
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},
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activate(me, level) {
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level.transmute_tile(me, opposite_type);
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@ -983,12 +977,6 @@ const TILE_TYPES = {
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return (level.compat.rff_blocks_monsters &&
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(other.type.collision_mask & COLLISION.monster_typical));
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},
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on_arrive(me, level, other) {
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if (level.compat.force_floors_on_arrive) {
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// Lynx: Force floors activate when stepped on, not when stood on
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level.schedule_actor_slide(other, level.get_force_floor_direction());
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}
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},
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on_stand(me, level, other) {
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if (! other.is_pending_slide && ! level.compat.force_floors_on_arrive) {
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level.schedule_actor_slide(other, level.get_force_floor_direction());
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