Fix Lynx force floor compat switch; ensure monsters can't turn in traps
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9369b2b167
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@ -181,8 +181,8 @@ export const COMPAT_FLAGS = [
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label: "Player 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_floor_only_on_arrive',
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label: "Force floors only affect actors when stepped on",
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key: 'force_floors_inert_on_first_tic',
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label: "Force floors don't trigger on the first tic",
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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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15
js/game.js
15
js/game.js
@ -837,13 +837,13 @@ export class Level extends LevelInterface {
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// only be made every third frame
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_advance_tic_lynx60() {
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this._do_decision_phase(true);
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this._do_combined_action_phase(1, true);
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this._do_combined_action_phase(1);
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this._do_post_actor_phase();
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this._do_wire_phase();
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this.frame_offset = 1;
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this._do_decision_phase(true);
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this._do_combined_action_phase(1, true);
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this._do_combined_action_phase(1);
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this._do_post_actor_phase();
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this._do_wire_phase();
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@ -869,7 +869,7 @@ export class Level extends LevelInterface {
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let is_decision_frame = this.frame_offset === 2;
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this._do_decision_phase(! is_decision_frame);
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this._do_combined_action_phase(1, ! is_decision_frame);
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this._do_combined_action_phase(1);
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this._do_post_actor_phase();
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this._do_wire_phase();
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@ -996,7 +996,7 @@ export class Level extends LevelInterface {
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}
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// Lynx's combined action phase: each actor attempts to move, then cools down, in order
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_do_combined_action_phase(cooldown, forced_only = false) {
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_do_combined_action_phase(cooldown) {
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for (let i = this.actors.length - 1; i >= 0; i--) {
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let actor = this.actors[i];
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if (! actor.cell)
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@ -1332,7 +1332,7 @@ export class Level extends LevelInterface {
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return null;
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if (! terrain.type.get_slide_direction)
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return null;
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if (! actor.is_pending_slide && ! (terrain.type.slide_automatically && ! this.compat.force_floor_only_on_arrive))
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if (! (actor.is_pending_slide || terrain.type.slide_automatically))
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return null;
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if (actor.ignores(terrain.type.name))
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return null;
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@ -1525,6 +1525,11 @@ export class Level extends LevelInterface {
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// go back into the trap. this is consistent with CC2 but not ms/lynx
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return;
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}
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if (this.compat.traps_like_lynx && terrain.type.name === 'trap') {
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// Lynx traps don't allow actors to turn even while open; instead they get ejected
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// during their idle step
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return;
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}
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if (actor.type.decide_movement) {
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direction_preference = actor.type.decide_movement(actor, this);
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}
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@ -60,13 +60,13 @@ function _define_force_floor(direction, opposite_type) {
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slide_automatically: true,
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allow_player_override: true,
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get_slide_direction(me, level, other) {
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if (level.compat.force_floors_inert_on_first_tic && level.tic_counter === 0) {
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// Lynx: Force floors don't push on the first tic
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return null;
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}
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return direction;
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},
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force_floor_direction: direction,
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on_arrive(me, level, other) {
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// Necessary for compat.force_floor_only_on_arrive, which disables slide_automatically
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level._set_tile_prop(other, 'is_pending_slide', true);
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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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},
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@ -983,16 +983,16 @@ const TILE_TYPES = {
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speed_factor: 2,
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allow_player_override: true,
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get_slide_direction(me, level, _other) {
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if (level.compat.force_floors_inert_on_first_tic && level.tic_counter === 0) {
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// Lynx: Force floors don't push on the first tic
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return null;
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}
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return level.get_force_floor_direction();
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},
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blocks(me, level, other) {
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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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// Necessary for compat.force_floor_only_on_arrive, which disables slide_automatically
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level._set_tile_prop(other, 'is_pending_slide', true);
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},
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},
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slime: {
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layer: LAYERS.terrain,
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@ -1528,6 +1528,11 @@ const TILE_TYPES = {
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level.attempt_out_of_turn_step(other, other.direction);
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}
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},
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on_stand(me, level, other) {
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if (level.compat.traps_like_lynx) {
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level.attempt_out_of_turn_step(other, other.direction);
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}
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},
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add_press_ready(me, level, other) {
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// Same as below, but without ejection
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level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1);
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