Teeth chase the player's apparent position
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@ -93,17 +93,12 @@ function player_visual_state(me) {
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// Logic for chasing after the player (or running away); shared by both teeth and mimics
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function pursue_player(me, level) {
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let player = level.player;
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let target_cell = player.cell;
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// CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if
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// they're still mostly in it
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if (player.previous_cell && player.movement_speed &&
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player.movement_cooldown >= player.movement_speed / 2)
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{
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target_cell = player.previous_cell;
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}
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// CC2 behavior (not Lynx (TODO compat?)): pursue the player's apparent position, not just the
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// cell they're in
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let [px, py] = player.visual_position();
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let dx = me.cell.x - target_cell.x;
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let dy = me.cell.y - target_cell.y;
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let dx = me.cell.x - px;
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let dy = me.cell.y - py;
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let preferred_horizontal, preferred_vertical;
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if (dx > 0) {
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preferred_horizontal = 'west';
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