Fix Lynx force floor compat switch; ensure monsters can't turn in traps

This commit is contained in:
Eevee (Evelyn Woods) 2021-05-11 16:31:28 -06:00
parent 9369b2b167
commit fc1f85dac9
3 changed files with 25 additions and 15 deletions

View File

@ -181,8 +181,8 @@ export const COMPAT_FLAGS = [
label: "Player can't override backwards on a force floor",
rulesets: new Set(['lynx']),
}, {
key: 'force_floor_only_on_arrive',
label: "Force floors only affect actors when stepped on",
key: 'force_floors_inert_on_first_tic',
label: "Force floors don't trigger on the first tic",
rulesets: new Set(['lynx', 'ms']),
}, {
key: 'traps_like_lynx',

View File

@ -837,13 +837,13 @@ export class Level extends LevelInterface {
// only be made every third frame
_advance_tic_lynx60() {
this._do_decision_phase(true);
this._do_combined_action_phase(1, true);
this._do_combined_action_phase(1);
this._do_post_actor_phase();
this._do_wire_phase();
this.frame_offset = 1;
this._do_decision_phase(true);
this._do_combined_action_phase(1, true);
this._do_combined_action_phase(1);
this._do_post_actor_phase();
this._do_wire_phase();
@ -869,7 +869,7 @@ export class Level extends LevelInterface {
let is_decision_frame = this.frame_offset === 2;
this._do_decision_phase(! is_decision_frame);
this._do_combined_action_phase(1, ! is_decision_frame);
this._do_combined_action_phase(1);
this._do_post_actor_phase();
this._do_wire_phase();
@ -996,7 +996,7 @@ export class Level extends LevelInterface {
}
// Lynx's combined action phase: each actor attempts to move, then cools down, in order
_do_combined_action_phase(cooldown, forced_only = false) {
_do_combined_action_phase(cooldown) {
for (let i = this.actors.length - 1; i >= 0; i--) {
let actor = this.actors[i];
if (! actor.cell)
@ -1332,7 +1332,7 @@ export class Level extends LevelInterface {
return null;
if (! terrain.type.get_slide_direction)
return null;
if (! actor.is_pending_slide && ! (terrain.type.slide_automatically && ! this.compat.force_floor_only_on_arrive))
if (! (actor.is_pending_slide || terrain.type.slide_automatically))
return null;
if (actor.ignores(terrain.type.name))
return null;
@ -1525,6 +1525,11 @@ export class Level extends LevelInterface {
// go back into the trap. this is consistent with CC2 but not ms/lynx
return;
}
if (this.compat.traps_like_lynx && terrain.type.name === 'trap') {
// Lynx traps don't allow actors to turn even while open; instead they get ejected
// during their idle step
return;
}
if (actor.type.decide_movement) {
direction_preference = actor.type.decide_movement(actor, this);
}

View File

@ -60,13 +60,13 @@ function _define_force_floor(direction, opposite_type) {
slide_automatically: true,
allow_player_override: true,
get_slide_direction(me, level, other) {
if (level.compat.force_floors_inert_on_first_tic && level.tic_counter === 0) {
// Lynx: Force floors don't push on the first tic
return null;
}
return direction;
},
force_floor_direction: direction,
on_arrive(me, level, other) {
// Necessary for compat.force_floor_only_on_arrive, which disables slide_automatically
level._set_tile_prop(other, 'is_pending_slide', true);
},
activate(me, level) {
level.transmute_tile(me, opposite_type);
},
@ -983,16 +983,16 @@ const TILE_TYPES = {
speed_factor: 2,
allow_player_override: true,
get_slide_direction(me, level, _other) {
if (level.compat.force_floors_inert_on_first_tic && level.tic_counter === 0) {
// Lynx: Force floors don't push on the first tic
return null;
}
return level.get_force_floor_direction();
},
blocks(me, level, other) {
return (level.compat.rff_blocks_monsters &&
(other.type.collision_mask & COLLISION.monster_typical));
},
on_arrive(me, level, other) {
// Necessary for compat.force_floor_only_on_arrive, which disables slide_automatically
level._set_tile_prop(other, 'is_pending_slide', true);
},
},
slime: {
layer: LAYERS.terrain,
@ -1528,6 +1528,11 @@ const TILE_TYPES = {
level.attempt_out_of_turn_step(other, other.direction);
}
},
on_stand(me, level, other) {
if (level.compat.traps_like_lynx) {
level.attempt_out_of_turn_step(other, other.direction);
}
},
add_press_ready(me, level, other) {
// Same as below, but without ejection
level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1);