import { COLLISION, DIRECTIONS, DRAW_LAYERS } from './defs.js'; import { random_choice } from './util.js'; function activate_me(me, level) { me.type.activate(me, level); } function on_ready_force_floor(me, level) { // At the start of the level, if there's an actor on a force floor: // - use on_arrive to set the actor's direction // - set the slide_mode (normally done by the main game loop) // - item bestowal: if they're being pushed into a wall and standing on an item, pick up the // item, even if they couldn't normally pick items up let actor = me.cell.get_actor(); if (! actor) return; me.type.on_arrive(me, level, actor); if (me.type.slide_mode) { actor.slide_mode = me.type.slide_mode; } // Item bestowal // TODO seemingly lynx/cc2 only pick RFF direction at decision time, but that's in conflict with // doing this here; decision time hasn't happened yet, but we need to know what direction we're // moving to know whether bestowal happens? so what IS the cause of item bestowal? let neighbor = level.get_neighboring_cell(me.cell, actor.direction); if (! neighbor) return; if (! neighbor.blocks_entering(actor, actor.direction, level, true)) return; let item = me.cell.get_item(); if (! item) return; if (level.attempt_take(actor, item) && actor.ignores(me.type.name)) { // If they just picked up suction boots, they're no longer sliding // TODO this feels hacky, shouldn't the slide mode be erased some other way? actor.slide_mode = null; } } function blocks_leaving_thin_walls(me, actor, direction) { return me.type.thin_walls.has(direction); } function player_visual_state(me) { if (! me) { return 'normal'; } if (me.fail_reason === 'drowned') { return 'drowned'; } else if (me.fail_reason === 'burned') { return 'burned'; } else if (me.fail_reason === 'exploded') { return 'exploded'; } else if (me.fail_reason === 'slimed') { return 'slimed'; } else if (me.fail_reason) { return 'failed'; } else if (me.exited) { return 'exited'; } else if (me.cell && (me.previous_cell || me.cell).some(t => t.type.name === 'water')) { // CC2 shows a swimming pose while still in water, or moving away from water return 'swimming'; } else if (me.slide_mode === 'ice') { return 'skating'; } else if (me.slide_mode === 'force') { return 'forced'; } else if (me.is_blocked) { return 'blocked'; } else if (me.is_pushing) { return 'pushing'; } else if (me.animation_speed) { return 'moving'; } else { return 'normal'; } } // Logic for chasing after the player (or running away); shared by both teeth and mimics function pursue_player(me, level) { let player = level.player; let target_cell = player.cell; // CC2 behavior (not Lynx (TODO compat?)): pursue the cell the player is leaving, if // they're still mostly in it if (player.previous_cell && player.animation_speed && player.animation_progress <= player.animation_speed / 2) { target_cell = player.previous_cell; } let dx = me.cell.x - target_cell.x; let dy = me.cell.y - target_cell.y; let preferred_horizontal, preferred_vertical; if (dx > 0) { preferred_horizontal = 'west'; } else if (dx < 0) { preferred_horizontal = 'east'; } if (dy > 0) { preferred_vertical = 'north'; } else if (dy < 0) { preferred_vertical = 'south'; } // Chooses the furthest direction, vertical wins ties if (Math.abs(dx) > Math.abs(dy)) { // Horizontal first return [preferred_horizontal, preferred_vertical].filter(x => x); } else { // Vertical first return [preferred_vertical, preferred_horizontal].filter(x => x); } } const TILE_TYPES = { // Floors and walls floor: { draw_layer: DRAW_LAYERS.terrain, }, floor_letter: { draw_layer: DRAW_LAYERS.terrain, populate_defaults(me) { me.overlaid_glyph = "?"; }, }, // TODO possibly this should be a single tile floor_custom_green: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_pink: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_yellow: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_blue: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost, }, wall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, }, wall_custom_green: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_pink: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_yellow: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_blue: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_invisible: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_bump(me, level, other) { if (other.type.can_reveal_walls) { level.spawn_animation(me.cell, 'wall_invisible_revealed'); } }, }, wall_appearing: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_bump(me, level, other) { if (other.type.can_reveal_walls) { level.transmute_tile(me, 'wall'); } }, }, popwall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_ready(me, level) { if (level.compat.auto_convert_ccl_popwalls && me.cell.some(tile => tile.type.is_actor)) { // Fix blocks and other actors on top of popwalls by turning them into double // popwalls, which preserves CC2 popwall behavior me.type = TILE_TYPES['popwall2']; } }, on_depart(me, level, other) { level.transmute_tile(me, 'wall'); }, }, // LL specific tile that can only be stepped on /twice/, originally used to repair differences // with popwall behavior between Lynx and Steam popwall2: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_depart(me, level, other) { level.transmute_tile(me, 'popwall'); }, }, // FIXME in a cc1 tileset, these tiles are opaque >:S thinwall_n: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['north']), blocks_leaving: blocks_leaving_thin_walls, }, thinwall_s: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['south']), blocks_leaving: blocks_leaving_thin_walls, }, thinwall_e: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['east']), blocks_leaving: blocks_leaving_thin_walls, }, thinwall_w: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['west']), blocks_leaving: blocks_leaving_thin_walls, }, thinwall_se: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['south', 'east']), blocks_leaving: blocks_leaving_thin_walls, }, fake_wall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_ready(me, level) { if (level.compat.auto_convert_ccl_blue_walls && me.cell.some(tile => tile.type.is_actor)) { // Blocks can be pushed off of blue walls in TW Lynx, which only works due to a tiny // quirk of the engine that I don't want to replicate, so replace them with popwalls me.type = TILE_TYPES['popwall']; } }, on_bump(me, level, other) { if (other.type.can_reveal_walls) { level.transmute_tile(me, 'wall'); } }, }, fake_floor: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_bump(me, level, other) { if (other.type.can_reveal_walls) { level.transmute_tile(me, 'floor'); } }, }, popdown_wall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, }, popdown_floor: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2, // FIXME should be on_approach on_arrive(me, level, other) { // FIXME could probably do this with state? or, eh level.transmute_tile(me, 'popdown_floor_visible'); }, }, popdown_floor_visible: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2, on_depart(me, level, other) { // FIXME possibly changes back too fast, not even visible for a tic for me (much like stepping on a button oops) level.transmute_tile(me, 'popdown_floor'); }, }, // TODO these also block the corresponding mirror actors no_player1_sign: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.player1, }, no_player2_sign: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.player2, }, steel: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, canopy: { draw_layer: DRAW_LAYERS.overlay, // TODO augh, blobs will specifically not move from one canopy to another blocks_collision: COLLISION.bug | COLLISION.rover, }, // Swivel doors swivel_floor: { draw_layer: DRAW_LAYERS.terrain, }, swivel_ne: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['north', 'east']), on_depart(me, level, other) { if (other.direction === 'north') { level.transmute_tile(me, 'swivel_se'); } else if (other.direction === 'east') { level.transmute_tile(me, 'swivel_nw'); } }, activate(me, level) { level.transmute_tile(me, 'swivel_se'); }, on_gray_button: activate_me, on_power: activate_me, }, swivel_se: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['south', 'east']), on_depart(me, level, other) { if (other.direction === 'south') { level.transmute_tile(me, 'swivel_ne'); } else if (other.direction === 'east') { level.transmute_tile(me, 'swivel_sw'); } }, activate(me, level) { level.transmute_tile(me, 'swivel_sw'); }, on_gray_button: activate_me, on_power: activate_me, }, swivel_sw: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['south', 'west']), on_depart(me, level, other) { if (other.direction === 'south') { level.transmute_tile(me, 'swivel_nw'); } else if (other.direction === 'west') { level.transmute_tile(me, 'swivel_se'); } }, activate(me, level) { level.transmute_tile(me, 'swivel_nw'); }, on_gray_button: activate_me, on_power: activate_me, }, swivel_nw: { draw_layer: DRAW_LAYERS.overlay, thin_walls: new Set(['north', 'west']), on_depart(me, level, other) { if (other.direction === 'north') { level.transmute_tile(me, 'swivel_sw'); } else if (other.direction === 'west') { level.transmute_tile(me, 'swivel_ne'); } }, activate(me, level) { level.transmute_tile(me, 'swivel_ne'); }, on_gray_button: activate_me, on_power: activate_me, }, // Railroad railroad: { draw_layer: DRAW_LAYERS.terrain, track_order: [ ['north', 'east'], ['south', 'east'], ['south', 'west'], ['north', 'west'], ['east', 'west'], ['north', 'south'], ], populate_defaults(me) { me.tracks = 0; // bitmask of bits 0-5, corresponding to track order above // FIXME it's possible to have a switch but no tracks... me.track_switch = null; // null, or 0-5 indicating the active switched track // If there's already an actor on us, it's treated as though it entered the tile moving // in this direction, which is given in the save file and defaults to zero i.e. north me.entered_direction = 'north'; }, // TODO feel like "ignores" was the wrong idea and there should just be some magic flags for // particular objects that can be immune to. or maybe those objects should have their own // implementations of immunity _is_affected(me, other) { if (other.type.name === 'ghost') return false; if (other.has_item('railroad_sign')) return false; return true; }, *_iter_tracks(me) { let order = me.type.track_order; if (me.track_switch !== null) { // FIXME what happens if the "top" track is not actually a valid track??? yield order[me.track_switch]; } else { for (let [i, track] of order.entries()) { if (me.tracks & (1 << i)) { yield track; } } } }, _switch_track(me, level) { if (me.track_switch !== null) { let current = me.track_switch; for (let i = 0, l = me.type.track_order.length; i < l; i++) { current = (current + 1) % l; if (me.tracks & (1 << current)) break; } level._set_tile_prop(me, 'track_switch', current); } }, has_opening(me, direction) { for (let track of me.type._iter_tracks(me)) { if (track.indexOf(direction) >= 0) { return true; } } return false; }, blocks(me, level, other, direction) { return me.type._is_affected(me, other) && ! me.type.has_opening(me, DIRECTIONS[direction].opposite); }, blocks_leaving(me, other, direction) { // FIXME needs the same logic as redirect_exit, so that an illegal entrance can't leave // at all return me.type._is_affected(me, other) && ! me.type.has_opening(me, direction); }, on_arrive(me, level, other) { // FIXME actually this happens even if you have the sign so it shouldn't ignore!! level._set_tile_prop(me, 'entered_direction', other.direction); }, on_depart(me, level, other) { if (other.type.name === 'directional_block') { // Directional blocks are rotated when they leave // FIXME this isn't right, they rotate by the difference between their attempted // move and their redirected move if (other.direction === DIRECTIONS[me.entered_direction].right) { let new_arrows = new Set; for (let arrow of other.arrows) { new_arrows.add(DIRECTIONS[arrow].right); } level._set_tile_prop(other, 'arrows', new_arrows); } else if (other.direction === DIRECTIONS[me.entered_direction].left) { let new_arrows = new Set; for (let arrow of other.arrows) { new_arrows.add(DIRECTIONS[arrow].left); } level._set_tile_prop(other, 'arrows', new_arrows); } } if (! level.is_cell_wired(me.cell)) { me.type._switch_track(me, level); } }, on_power(me, level) { me.type._switch_track(me, level); }, on_gray_button(me, level) { me.type._switch_track(me, level); }, redirect_exit(me, other, direction) { if (! me.type._is_affected(me, other)) return direction; let legal_exits = new Set; let entered_from = DIRECTIONS[me.entered_direction].opposite; if (other.type.can_reverse_on_railroad) { legal_exits.add(entered_from); } for (let track of me.type._iter_tracks(me)) { if (track[0] === entered_from) { legal_exits.add(track[1]); } else if (track[1] === entered_from) { legal_exits.add(track[0]); } } if (legal_exits.has(direction)) { return direction; } if (legal_exits.has(DIRECTIONS[direction].right)) { return DIRECTIONS[direction].right; } if (legal_exits.has(DIRECTIONS[direction].left)) { return DIRECTIONS[direction].left; } if (legal_exits.has(DIRECTIONS[direction].opposite)) { return DIRECTIONS[direction].opposite; } // FIXME i think in this case the actor gets stuck, but, facing which way? return direction; }, }, // Locked doors door_red: { draw_layer: DRAW_LAYERS.terrain, blocks(me, level, other) { // TODO not quite sure if this one is right; there are complex interactions with monsters, e.g. most monsters can eat blue keys but can't actually use them return ! (other.type.has_inventory && other.has_item('key_red')); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, 'key_red')) { level.sfx.play_once('door', me.cell); level.transmute_tile(me, 'floor'); } }, }, door_blue: { draw_layer: DRAW_LAYERS.terrain, blocks(me, level, other) { return ! (other.type.has_inventory && other.has_item('key_blue')); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, 'key_blue')) { level.sfx.play_once('door', me.cell); level.transmute_tile(me, 'floor'); } }, }, door_yellow: { draw_layer: DRAW_LAYERS.terrain, blocks(me, level, other) { return ! (other.type.has_inventory && other.has_item('key_yellow')); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, 'key_yellow')) { level.sfx.play_once('door', me.cell); level.transmute_tile(me, 'floor'); } }, }, door_green: { draw_layer: DRAW_LAYERS.terrain, blocks(me, level, other) { return ! (other.type.has_inventory && other.has_item('key_green')); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, 'key_green')) { level.sfx.play_once('door', me.cell); level.transmute_tile(me, 'floor'); } }, }, // Terrain dirt: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, blocks(me, level, other) { return (other.type.name === 'player2' && ! other.has_item('hiking_boots')); }, on_arrive(me, level, other) { level.transmute_tile(me, 'floor'); }, }, gravel: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.monster_solid, blocks(me, level, other) { return (other.type.name === 'player2' && ! other.has_item('hiking_boots')); }, }, // Hazards fire: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.monster_solid & ~COLLISION.fireball, on_arrive(me, level, other) { if (other.type.name === 'ice_block') { level.remove_tile(other); level.transmute_tile(me, 'water'); } else if (other.type.is_player) { level.fail('burned'); } else { level.remove_tile(other); } }, }, water: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost, on_arrive(me, level, other) { // TODO cc1 allows items under water, i think; water was on the upper layer level.sfx.play_once('splash', me.cell); if (other.type.name === 'dirt_block') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'dirt'); } else if (other.type.name === 'directional_block') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'floor'); } else if (other.type.name === 'ice_block') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'ice'); } else if (other.type.is_player) { level.fail('drowned'); } else { level.transmute_tile(other, 'splash'); } }, }, turtle: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.ghost | COLLISION.fireball, on_depart(me, level, other) { level.transmute_tile(me, 'water'); // TODO feels like we should spawn water underneath us, then transmute ourselves into the splash? level.spawn_animation(me.cell, 'splash'); }, }, ice: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'ice', }, ice_sw: { draw_layer: DRAW_LAYERS.terrain, thin_walls: new Set(['south', 'west']), slide_mode: 'ice', blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'east'); } else { level.set_actor_direction(other, 'north'); } }, }, ice_nw: { draw_layer: DRAW_LAYERS.terrain, thin_walls: new Set(['north', 'west']), slide_mode: 'ice', blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'east'); } else { level.set_actor_direction(other, 'south'); } }, }, ice_ne: { draw_layer: DRAW_LAYERS.terrain, thin_walls: new Set(['north', 'east']), slide_mode: 'ice', blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'west'); } else { level.set_actor_direction(other, 'south'); } }, }, ice_se: { draw_layer: DRAW_LAYERS.terrain, thin_walls: new Set(['south', 'east']), slide_mode: 'ice', blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'west'); } else { level.set_actor_direction(other, 'north'); } }, }, force_floor_n: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'force', on_ready: on_ready_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'north'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_s'); }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_e: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'force', on_ready: on_ready_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'east'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_w'); }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_s: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'force', on_ready: on_ready_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'south'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_n'); }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_w: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'force', on_ready: on_ready_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'west'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_e'); }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_all: { draw_layer: DRAW_LAYERS.terrain, slide_mode: 'force', on_ready: on_ready_force_floor, // TODO ms: this is random, and an acting wall to monsters (!) // TODO lynx/cc2 check this at decision time, which may affect ordering on_arrive(me, level, other) { level.set_actor_direction(other, level.get_force_floor_direction()); }, }, slime: { draw_layer: DRAW_LAYERS.terrain, // FIXME kills everything except ghosts, blobs, blocks // FIXME blobs spread slime onto floor tiles, even destroying wiring on_arrive(me, level, other) { if (other.type.name === 'dirt_block' || other.type.name === 'ice_block') { level.transmute_tile(me, 'floor'); } else if (other.type.name === 'ghost' || other.type.name === 'blob') { // No effect } else if (other.type.is_player) { level.fail('slimed'); } else { // FIXME needs a sound effect level.sfx.play_once('splash', me.cell); level.transmute_tile(other, 'splash_slime'); } }, }, bomb: { draw_layer: DRAW_LAYERS.item, on_ready(me, level) { // FIXME in cc2 only, actors on a bomb immediately explode, but that's tricky for the // player since we can't kill them before the game even starts. cc2 just murders them // instantly. maybe we could do that then }, on_arrive(me, level, other) { level.remove_tile(me); if (other.type.is_player) { level.fail('exploded'); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, }, thief_tools: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (level.take_tool_from_actor(other, 'bribe')) { // TODO bribe sound return; } let lost = level.take_all_tools_from_actor(other); if (other.type.is_player) { if (level.bonus_points > 0) { lost = true; } level.adjust_bonus(0, 0.5); } if (lost && other === level.player) { level.sfx.play_once('thief', me.cell); } }, }, thief_keys: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (level.take_tool_from_actor(other, 'bribe')) { // TODO bribe sound return; } let lost = level.take_all_keys_from_actor(other); if (other.type.is_player) { if (level.bonus_points > 0) { lost = true; } level.adjust_bonus(0, 0.5); } if (lost && other === level.player) { level.sfx.play_once('thief', me.cell); } }, }, no_sign: { draw_layer: DRAW_LAYERS.item_mod, item_modifier: 'ignore', collision_allow: COLLISION.monster_solid, blocks(me, level, other) { for (let tile of me.cell) { if (tile.type.is_item && other.has_item(tile.type.name)) { return true; } } return false; }, }, bestowal_bow: { draw_layer: DRAW_LAYERS.item_mod, item_modifier: 'pickup', }, // Mechanisms dirt_block: { draw_layer: DRAW_LAYERS.actor, collision_mask: COLLISION.block_cc1, blocks_collision: COLLISION.all, is_actor: true, is_block: true, ignores: new Set(['fire', 'flame_jet_on']), can_reverse_on_railroad: true, movement_speed: 4, }, ice_block: { draw_layer: DRAW_LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, is_actor: true, is_block: true, can_reveal_walls: true, can_reverse_on_railroad: true, movement_speed: 4, pushes: { ice_block: true, directional_block: true, }, }, directional_block: { // TODO directional, obviously // TODO floor in water // TODO destroyed in slime // TODO rotate on train tracks draw_layer: DRAW_LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, is_actor: true, is_block: true, can_reveal_walls: true, can_reverse_on_railroad: true, movement_speed: 4, allows_push(me, direction) { return me.arrows && me.arrows.has(direction); }, pushes: { dirt_block: true, ice_block: true, directional_block: true, }, }, green_floor: { draw_layer: DRAW_LAYERS.terrain, on_gray_button(me, level) { level.transmute_tile(me, 'green_wall'); }, on_power(me, level) { me.type.on_gray_button(me, level); }, }, green_wall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_gray_button(me, level) { level.transmute_tile(me, 'green_floor'); }, on_power(me, level) { me.type.on_gray_button(me, level); }, }, green_chip: { draw_layer: DRAW_LAYERS.item, is_chip: true, is_required_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.collect_chip(); level.remove_tile(me); } }, // Not affected by gray buttons }, green_bomb: { draw_layer: DRAW_LAYERS.item, is_required_chip: true, on_arrive(me, level, other) { level.remove_tile(me); if (other.type.is_player) { level.fail('exploded'); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, // Not affected by gray buttons }, purple_floor: { draw_layer: DRAW_LAYERS.terrain, on_gray_button(me, level) { level.transmute_tile(me, 'purple_wall'); }, on_power(me, level) { me.type.on_gray_button(me, level); }, on_depower(me, level) { me.type.on_gray_button(me, level); }, }, purple_wall: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_gray_button(me, level) { level.transmute_tile(me, 'purple_floor'); }, on_power(me, level) { me.type.on_gray_button(me, level); }, on_depower(me, level) { me.type.on_gray_button(me, level); }, }, cloner: { draw_layer: DRAW_LAYERS.terrain, // FIXME can also catch bowling balls blocks_collision: COLLISION.player | COLLISION.block_cc1 | COLLISION.monster_solid, traps(me, actor) { return ! actor._clone_release; }, activate(me, level) { let actor = me.cell.get_actor(); if (! actor) return; // Copy this stuff in case the movement changes it // TODO should anything else be preserved? let type = actor.type; let direction = actor.direction; // Unstick and try to move the actor; if it's blocked, abort the clone. // This temporary flag tells us to let it leave; it doesn't need to be undoable, since // it doesn't persist for more than a tic actor._clone_release = true; if (level.attempt_step(actor, direction)) { // CC2 quirk: nudge the new actor out by exactly one tic // TODO it appears that cc2 actually nudges the new actor out by ⅔ of a tic, or two // frames, which is of course absolutely bonkers. also, that offset is preserved as // it moves around! level._set_tile_prop(actor, 'movement_cooldown', Math.max(0, actor.movement_cooldown - 1)); // TODO this is annoying and took me a minute to figure out; maybe a Tile method // then. but are these ever out of sync except for animation tiles? can i nuke // one? level._set_tile_prop(actor, 'animation_progress', Math.min(actor.animation_speed, actor.animation_progress + 1)); // FIXME add this underneath, just above the cloner, so the new actor is on top let new_template = new actor.constructor(type, direction); // TODO maybe make a type method for this if (type.name === 'directional_block') { new_template.arrows = new Set(actor.arrows); } level.add_tile(new_template, me.cell); level.add_actor(new_template); } delete actor._clone_release; }, // Also clones on rising pulse or gray button on_power(me, level) { me.type.activate(me, level); }, on_gray_button(me, level) { me.type.activate(me, level); }, }, trap: { draw_layer: DRAW_LAYERS.terrain, add_press_ready(me, level, other) { // Same as below, but without ejection me.presses = (me.presses ?? 0) + 1; }, // Lynx (not cc2): open traps immediately eject their contents on arrival, if possible add_press(me, level) { level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1); if (me.presses === 1) { // Free everything on us, if we went from 0 to 1 presses (i.e. closed to open) for (let tile of Array.from(me.cell)) { if (tile.type.is_actor) { // Forcibly move anything released from a trap, to keep it in sync with // whatever pushed the button level.attempt_step(tile, tile.direction); } } } }, remove_press(me, level) { level._set_tile_prop(me, 'presses', me.presses - 1); }, // FIXME also doesn't trap ghosts, is that a special case??? traps(me, actor) { return ! me.presses; }, on_power(me, level) { // Treat being powered or not as an extra kind of brown button press me.type.add_press(me, level); }, on_depower(me, level) { me.type.remove_press(me, level); }, visual_state(me) { if (me && me.presses) { return 'open'; } else { return 'closed'; } }, }, transmogrifier: { draw_layer: DRAW_LAYERS.terrain, _mogrifications: { player: 'player2', player2: 'player', doppelganger1: 'doppelganger2', doppelganger2: 'doppelganger1', dirt_block: 'ice_block', ice_block: 'dirt_block', ball: 'walker', walker: 'ball', fireball: 'bug', bug: 'glider', glider: 'paramecium', paramecium: 'fireball', tank_blue: 'tank_yellow', tank_yellow: 'tank_blue', teeth: 'teeth_timid', teeth_timid: 'teeth', }, _blob_mogrifications: ['ball', 'walker', 'fireball', 'glider', 'paramecium', 'bug', 'tank_blue', 'teeth', 'teeth_timid'], // TODO can be wired, in which case only works when powered; other minor concerns, see wiki on_arrive(me, level, other) { let name = other.type.name; if (me.type._mogrifications[name]) { level.transmute_tile(other, me.type._mogrifications[name]); } else if (name === 'blob') { // TODO how is this randomness determined? important for replays! let options = me.type._blob_mogrifications; level.transmute_tile(other, options[Math.floor(Math.random() * options.length)]); } }, }, // FIXME blue teleporters transmit current 4 ways. red don't transmit it at all teleport_blue: { draw_layer: DRAW_LAYERS.terrain, teleport_dest_order(me, level, other) { if (! me.wire_directions) { // TODO cc2 has a bug where, once it wraps around to the bottom right, it seems to // forget that it was ever looking for an unwired teleport and will just grab the // first one it sees return level.iter_tiles_in_reading_order(me.cell, 'teleport_blue', true); } // Wired blue teleports form a network, which means we have to walk all wires from this // point, collect a list of all possible blue teleports, and then sort them so we can // try them in the right order. // Complicating this somewhat, logic gates act as diodes: we can walk through a logic // gate if we're connected to one of its inputs AND its output is enabled, but we can't // walk "backwards" through it. // (In CC2, this is even worse; if the game searches the circuit and ONLY finds a logic // gate, it seems to recurse from there, breaking the expected order. Worse, if it then // can't find a destination teleporter, it teleports the actor "INTO" the logic gate // itself; if a destination later presents itself, the actor will immediately appear, // but if not, it might linger THROUGH A RESTART OR EVEN EDIT OF THE LEVEL, possibly // appearing on a later playthrough or possibly crashing the game. Suffice to say, this // behavior is not and will never be emulated. No level in CC2 or even CC2LP1 uses blue // teleporters wired into logic gates, so even the ordering is not interesting imo.) // Anyway, let's do a breadth-first search for teleporters. let seeds = [me.cell]; let found = []; let seen = new Set; while (seeds.length > 0) { console.log(seeds); let next_seeds = []; for (let cell of seeds) { if (seen.has(cell)) continue; seen.add(cell); let wired = cell.get_wired_tile(); if (! wired || wired.wire_directions === 0) continue; // Check for a blue teleporter let dest; for (let tile of cell) { if (tile.type.name === 'teleport_blue') { found.push(tile); break; } } // Search our neighbors for (let direction of Object.keys(DIRECTIONS)) { if (! (wired.wire_directions & DIRECTIONS[direction].bit)) continue; let neighbor = level.get_neighboring_cell(cell, direction); if (! neighbor || seen.has(neighbor)) continue; let neighbor_wired = neighbor.get_wired_tile(); if (! neighbor_wired) continue; if (! (neighbor_wired.wire_directions & DIRECTIONS[DIRECTIONS[direction].opposite].bit)) continue; // TODO check for logic gate // TODO need to know the direction we came in so we can get the right ones // going out! // FIXME this needs to understand crossings, and both this and basic wiring // need to understand how blue/red teleports convey current next_seeds.push(neighbor); } } seeds = next_seeds; } // Now that we have a list of candidate exits, sort it in reverse reading order, // starting from ourselves. Easiest way to do this is to make a map of cell indices, // shifted so that we're at zero, then sort in reverse let dest_indices = new Map; let our_index = me.cell.x + me.cell.y * level.size_x; let level_size = level.size_x * level.size_y; for (let dest of found) { dest_indices.set(dest, ( (dest.cell.x + dest.cell.y * level.size_x) - our_index + level_size ) % level_size); } found.sort((a, b) => dest_indices.get(b) - dest_indices.get(a)); return found; }, }, teleport_red: { draw_layer: DRAW_LAYERS.terrain, teleport_try_all_directions: true, teleport_allow_override: true, _is_active(me) { return ! (me.wire_directions && (me.cell.powered_edges & me.wire_directions) === 0); }, *teleport_dest_order(me, level, other) { // Wired red teleporters can be turned off, which disconnects them from every other red // teleporter (but they still teleport to themselves). // A red teleporter is considered wired only if it has wires itself. However, CC2 also // has the bizarre behavior of NOT considering a red teleporter wired if none of its // wires are directly connected to another neighboring wire. // FIXME implement that, merge current code with is_cell_wired if (! this._is_active(me)) { yield me; return; } for (let tile of level.iter_tiles_in_reading_order(me.cell, 'teleport_red')) { if (tile === me || this._is_active(tile)) { yield tile; } } }, // TODO inactive ones don't animate /* visual_state(me) { return this._is_active(me) ? 'active' : 'inactive'; }, */ }, teleport_green: { draw_layer: DRAW_LAYERS.terrain, teleport_try_all_directions: true, teleport_dest_order(me, level, other) { let all = Array.from(level.iter_tiles_in_reading_order(me.cell, 'teleport_green')); if (all.length <= 1) { // If this is the only teleporter, just walk out the other side — and, crucially, do // NOT advance the PRNG return [me]; } // Note the iterator starts on the /next/ teleporter, so there's an implicit +1 here. // The -1 is to avoid spitting us back out of the same teleporter, which will be last in // the list let target = all[level.prng() % (all.length - 1)]; // Also set the actor's (initial) exit direction level.set_actor_direction(other, ['north', 'east', 'south', 'west'][level.prng() % 4]); return [target, me]; }, }, teleport_yellow: { draw_layer: DRAW_LAYERS.terrain, teleport_allow_override: true, teleport_dest_order(me, level, other) { return level.iter_tiles_in_reading_order(me.cell, 'teleport_yellow', true); }, }, // Flame jet rules: // - State toggles /while/ an orange button is held or wire current is received // - Multiple such inputs cancel each other out // - Gray button toggles it permanently flame_jet_off: { draw_layer: DRAW_LAYERS.terrain, activate(me, level) { level.transmute_tile(me, 'flame_jet_on'); }, on_gray_button(me, level) { me.type.activate(me, level); }, on_power(me, level) { me.type.activate(me, level); }, }, flame_jet_on: { draw_layer: DRAW_LAYERS.terrain, activate(me, level) { level.transmute_tile(me, 'flame_jet_off'); }, on_gray_button(me, level) { me.type.activate(me, level); }, on_power(me, level) { me.type.activate(me, level); }, // Kill anything that shows up // FIXME every tic, also kills every actor in the cell (mostly matters if you step on with // fire boots and then drop them) on_arrive(me, level, other) { // Note that blocks, fireballs, and anything with fire boots are immune // TODO would be neat if this understood "ignores anything with fire immunity" but that // might be a bit too high-level for this game if (other.type.is_player) { level.fail('burned'); } else { // TODO should this play a sound? level.transmute_tile(other, 'explosion'); } }, }, // Buttons button_blue: { draw_layer: DRAW_LAYERS.terrain, do_button(level) { // Flip direction of all blue tanks for (let actor of level.actors) { // TODO generify somehow?? if (actor.type.name === 'tank_blue') { level._set_tile_prop(actor, 'pending_reverse', ! actor.pending_reverse); } } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); me.type.do_button(level); }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_yellow: { draw_layer: DRAW_LAYERS.terrain, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); // Move all yellow tanks one tile in the direction of the pressing actor for (let i = level.actors.length - 1; i >= 0; i--) { let actor = level.actors[i]; // TODO generify somehow?? if (actor.type.name === 'tank_yellow') { level.attempt_step(actor, other.direction); } } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_green: { draw_layer: DRAW_LAYERS.terrain, do_button(level) { // Swap green floors and walls // TODO could probably make this more compact for undo purposes for (let row of level.cells) { for (let cell of row) { for (let tile of cell) { if (tile.type.name === 'green_floor') { level.transmute_tile(tile, 'green_wall'); } else if (tile.type.name === 'green_wall') { level.transmute_tile(tile, 'green_floor'); } else if (tile.type.name === 'green_chip') { level.transmute_tile(tile, 'green_bomb'); } else if (tile.type.name === 'green_bomb') { level.transmute_tile(tile, 'green_chip'); } } } } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); me.type.do_button(level); }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_brown: { draw_layer: DRAW_LAYERS.terrain, connects_to: 'trap', connect_order: 'forward', on_ready(me, level) { // Inform the trap of any actors that start out holding us down let trap = me.connection; if (! (trap && trap.cell)) return; for (let tile of me.cell) { if (tile.type.is_actor) { trap.type.add_press_ready(trap, level); } } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); let trap = me.connection; if (trap && trap.cell) { trap.type.add_press(trap, level); } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); let trap = me.connection; if (trap && trap.cell) { trap.type.remove_press(trap, level); } }, }, button_red: { draw_layer: DRAW_LAYERS.terrain, connects_to: 'cloner', connect_order: 'forward', on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); let cloner = me.connection; if (cloner && cloner.cell) { cloner.type.activate(cloner, level); } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_orange: { draw_layer: DRAW_LAYERS.terrain, connects_to: new Set(['flame_jet_off', 'flame_jet_on']), connect_order: 'diamond', // Both stepping on and leaving the button have the same effect: toggle the state of the // connected flame jet _toggle_flame_jet(me, level, other) { let jet = me.connection; if (jet && jet.cell) { jet.type.activate(jet, level); } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); me.type._toggle_flame_jet(me, level, other); }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); me.type._toggle_flame_jet(me, level, other); }, }, button_pink: { draw_layer: DRAW_LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { // We emit current as long as there's an actor fully on us if (me.cell.some(tile => tile.type.is_actor && tile.movement_cooldown === 0)) { return me.wire_directions; } else { return 0; } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_black: { // TODO not implemented draw_layer: DRAW_LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { // We emit current as long as there's NOT an actor fully on us if (! me.cell.some(tile => tile.type.is_actor && tile.movement_cooldown === 0)) { return me.wire_directions; } else { return 0; } }, }, button_gray: { // TODO only partially implemented draw_layer: DRAW_LAYERS.terrain, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); for (let x = Math.max(0, me.cell.x - 2); x <= Math.min(level.width - 1, me.cell.x + 2); x++) { for (let y = Math.max(0, me.cell.y - 2); y <= Math.min(level.height - 1, me.cell.y + 2); y++) { let cell = level.cells[y][x]; // TODO wait is this right if (cell === me.cell) continue; for (let tile of cell) { if (tile.type.on_gray_button) { tile.type.on_gray_button(tile, level); } } } } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, // Logic gates, all consolidated into a single tile type logic_gate: { // gate_type: not, and, or, xor, nand, latch-cw, latch-ccw, counter, bogus _gate_types: { not: ['out0', null, 'in0', null], and: ['out0', 'in0', null, 'in1'], or: ['out0', 'in0', null, 'in1'], xor: ['out0', 'in0', null, 'in1'], nand: ['out0', 'in0', null, 'in1'], // in0 is the trigger, in1 is the input 'latch-cw': ['out0', 'in0', null, 'in1'], // in0 is the input, in1 is the trigger 'latch-ccw': ['out0', 'in0', null, 'in1'], // inputs: inc, dec; outputs: overflow, underflow counter: ['out1', 'in0', 'in1', 'out0'], }, draw_layer: DRAW_LAYERS.terrain, is_power_source: true, on_ready(me, level) { me.gate_def = me.type._gate_types[me.gate_type]; if (me.gate_type === 'latch-cw' || me.gate_type === 'latch-ccw') { me.memory = false; } else if (me.gate_type === 'counter') { me.memory = me.memory ?? 0; me.incrementing = false; me.decrementing = false; me.underflowing = false; me.direction = 'north'; } }, get_emitting_edges(me, level) { // Collect which of our edges are powered, in clockwise order starting from our // direction, matching _gate_types let input0 = false, input1 = false; let output0 = false, output1 = false; let outbit0 = 0, outbit1 = 0; let dir = me.direction; for (let i = 0; i < 4; i++) { let cxn = me.gate_def[i]; let dirinfo = DIRECTIONS[dir]; if (cxn === 'in0') { input0 = (me.cell.powered_edges & dirinfo.bit) !== 0; } else if (cxn === 'in1') { input1 = (me.cell.powered_edges & dirinfo.bit) !== 0; } else if (cxn === 'out0') { outbit0 = dirinfo.bit; } else if (cxn === 'out1') { outbit1 = dirinfo.bit; } dir = dirinfo.right; } if (me.gate_type === 'not') { output0 = ! input0; } else if (me.gate_type === 'and') { output0 = input0 && input1; } else if (me.gate_type === 'or') { output0 = input0 || input1; } else if (me.gate_type === 'xor') { output0 = input0 !== input1; } else if (me.gate_type === 'nand') { output0 = ! (input0 && input1); } else if (me.gate_type === 'latch-cw') { if (input0) { level._set_tile_prop(me, 'memory', input1); } output0 = me.memory; } else if (me.gate_type === 'latch-ccw') { if (input1) { level._set_tile_prop(me, 'memory', input0); } output0 = me.memory; } else if (me.gate_type === 'counter') { let inc = input0 && ! me.incrementing; let dec = input1 && ! me.decrementing; let mem = me.memory; if (inc || dec) { level._set_tile_prop(me, 'underflowing', false); } if (inc && ! dec) { mem++; if (mem > 9) { mem = 0; output0 = true; } } else if (dec && ! inc) { mem--; if (mem < 0) { mem = 9; // Underflow is persistent until the next pulse level._set_tile_prop(me, 'underflowing', true); } } output1 = me.underflowing; level._set_tile_prop(me, 'memory', mem); level._set_tile_prop(me, 'incrementing', input0); level._set_tile_prop(me, 'decrementing', input1); } return (output0 ? outbit0 : 0) | (output1 ? outbit1 : 0); }, visual_state(me) { return me.gate_type; }, }, // Light switches, kinda like the pink/black buttons but persistent light_switch_off: { draw_layer: DRAW_LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { return 0; }, on_arrive(me, level, other) { // TODO distinct sfx? more clicky? level.sfx.play_once('button-press', me.cell); level.transmute_tile(me, 'light_switch_on'); }, }, light_switch_on: { draw_layer: DRAW_LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { return me.wire_directions; }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); level.transmute_tile(me, 'light_switch_off'); }, }, // LL tile: circuit block, overrides the wiring on the floor below (if any) circuit_block: { draw_layer: DRAW_LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, is_actor: true, is_block: true, can_reverse_on_railroad: true, movement_speed: 4, }, // Time alteration stopwatch_bonus: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.remove_tile(me); level.adjust_timer(+10); } }, }, stopwatch_penalty: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.remove_tile(me); level.adjust_timer(-10); } }, }, stopwatch_toggle: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.pause_timer(); } }, }, // Critters bug: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.bug, blocks_collision: COLLISION.all_but_player, movement_speed: 4, decide_movement(me, level) { // always try turning as left as possible, and fall back to less-left turns let d = DIRECTIONS[me.direction]; return [d.left, me.direction, d.right, d.opposite]; }, }, paramecium: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, decide_movement(me, level) { // always try turning as right as possible, and fall back to less-right turns let d = DIRECTIONS[me.direction]; return [d.right, me.direction, d.left, d.opposite]; }, }, ball: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, decide_movement(me, level) { // preserve current direction; if that doesn't work, bounce back the way we came let d = DIRECTIONS[me.direction]; return [me.direction, d.opposite]; }, }, walker: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, decide_movement(me, level) { // preserve current direction; if that doesn't work, pick a random direction, even the // one we failed to move in (but ONLY then; important for RNG sync) return [ me.direction, () => { let direction = me.direction; let num_turns = level.prng() % 4; for (let i = 0; i < num_turns; i++) { direction = DIRECTIONS[direction].right; } return direction; }, ]; }, }, tank_blue: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, decide_movement(me, level) { // always keep moving forward, but reverse if the flag is set let direction = me.direction; if (me.pending_reverse) { direction = DIRECTIONS[me.direction].opposite; level._set_tile_prop(me, 'pending_reverse', false); } if (me.cell.has('cloner')) { // Tanks on cloners should definitely ignore the flag, but we clear it first // TODO feels clumsy return null; } return [direction]; } }, tank_yellow: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, pushes: { dirt_block: true, ice_block: true, directional_block: true, circuit_block: true, }, movement_speed: 4, }, blob: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 8, decide_movement(me, level) { // move completely at random let modifier = level.get_blob_modifier(); return [['north', 'east', 'south', 'west'][(level.prng() + modifier) % 4]]; }, }, teeth: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, movement_parity: 2, decide_movement(me, level) { let preference = pursue_player(me, level); if (level.player.type.name === 'player2') { // Run away from Cerise for (let [i, direction] of preference.entries()) { preference[i] = DIRECTIONS[direction].opposite; } } return preference; }, }, teeth_timid: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, movement_parity: 2, decide_movement(me, level) { let preference = pursue_player(me, level); if (level.player.type.name === 'player') { // Run away from Lexy for (let [i, direction] of preference.entries()) { preference[i] = DIRECTIONS[direction].opposite; } } return preference; }, }, fireball: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.fireball, blocks_collision: COLLISION.all_but_player, movement_speed: 4, ignores: new Set(['fire', 'flame_jet_on']), decide_movement(me, level) { // turn right: preserve current direction; if that doesn't work, turn right, then left, // then back the way we came let d = DIRECTIONS[me.direction]; return [me.direction, d.right, d.left, d.opposite]; }, }, glider: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, ignores: new Set(['water', 'turtle']), // doesn't cause turtles to disappear decide_movement(me, level) { // turn left: preserve current direction; if that doesn't work, turn left, then right, // then back the way we came let d = DIRECTIONS[me.direction]; return [me.direction, d.left, d.right, d.opposite]; }, }, ghost: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.ghost, blocks_collision: COLLISION.all_but_player, has_inventory: true, movement_speed: 4, // TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief decide_movement(me, level) { // turn right: preserve current direction; if that doesn't work, turn right, then left, // then back the way we came // (same as fireball) let d = DIRECTIONS[me.direction]; return [me.direction, d.right, d.left, d.opposite]; }, }, floor_mimic: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_player, movement_speed: 4, movement_parity: 4, decide_movement: pursue_player, }, rover: { // TODO this guy is a nightmare // TODO pushes blocks apparently?? draw_layer: DRAW_LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.rover, blocks_collision: COLLISION.all_but_player, can_reveal_walls: true, movement_speed: 4, on_ready(me, level) { me.current_emulatee = 0; me.attempted_moves = 0; }, _emulatees: ['teeth', 'glider', 'bug', 'ball', 'teeth_timid', 'fireball', 'paramecium', 'walker'], decide_movement(me, level) { if (me.attempted_moves >= 32) { level._set_tile_prop(me, 'attempted_moves', me.attempted_moves - 32); level._set_tile_prop(me, 'current_emulatee', (me.current_emulatee + 1) % me.type._emulatees.length); } me.attempted_moves += 1; let emulatee = me.type._emulatees[me.current_emulatee]; let preference = TILE_TYPES[emulatee].decide_movement(me, level); // TODO need to rig this so a failure counts as two moves // TODO obeys step while emulating teeth (gah, i guess move that in here too) return preference; }, visual_state(me) { if (me && me.current_emulatee !== undefined) { return me.type._emulatees[me.current_emulatee]; } else { return 'inert'; } }, }, // Keys, whose behavior varies key_red: { // TODO Red key can ONLY be picked up by players (and doppelgangers), no other actor that // has an inventory draw_layer: DRAW_LAYERS.item, is_item: true, is_key: true, }, key_blue: { // Blue key is picked up by dirt blocks and all monsters, including those that don't have an // inventory normally draw_layer: DRAW_LAYERS.item, is_item: true, is_key: true, on_arrive(me, level, other) { // Call it... everything except ice and directional blocks? These rules are weird. // Note that the game itself normally handles picking items up, so we only get here for // actors who aren't supposed to have an inventory // TODO make this a... flag? i don't know? // TODO major difference from lynx... if (other.type.name !== 'ice_block' && other.type.name !== 'directional_block') { level.attempt_take(other, me); } }, }, key_yellow: { draw_layer: DRAW_LAYERS.item, is_item: true, is_key: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, key_green: { draw_layer: DRAW_LAYERS.item, is_item: true, is_key: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, // Boots // TODO note: ms allows blocks to pass over tools cleats: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']), }, suction_boots: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_ignores: new Set([ 'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all', ]), }, fire_boots: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_ignores: new Set(['fire', 'flame_jet_on']), }, flippers: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_ignores: new Set(['water']), }, hiking_boots: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, // FIXME uhh these "ignore" that dirt and gravel block us, but they don't ignore the on_arrive, so, uhhhh }, // Other tools dynamite: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, // FIXME does a thing when dropped, but that isn't implemented at all yet }, bowling_ball: { // TODO not implemented, rolls when dropped, has an inventory, yadda yadda draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, xray_eye: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, helmet: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, railroad_sign: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, foil: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, lightning_bolt: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, speed_boots: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, bribe: { // TODO not implemented draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, hook: { draw_layer: DRAW_LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, }, // Progression player: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_player: true, is_real_player: true, collision_mask: COLLISION.player1, // FIXME does this make us block the doppelgangers?? blocks_collision: COLLISION.player, has_inventory: true, can_reveal_walls: true, movement_speed: 4, pushes: { dirt_block: true, ice_block: true, directional_block: true, circuit_block: true, }, infinite_items: { key_green: true, }, visual_state: player_visual_state, }, player2: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_player: true, is_real_player: true, collision_mask: COLLISION.player2, blocks_collision: COLLISION.players, has_inventory: true, can_reveal_walls: true, movement_speed: 4, ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']), pushes: { dirt_block: true, ice_block: true, directional_block: true, circuit_block: true, }, infinite_items: { key_yellow: true, }, visual_state: player_visual_state, }, doppelganger1: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_player: true, is_monster: true, collision_mask: COLLISION.player1, blocks_collision: COLLISION.all_but_player, has_inventory: true, can_reveal_walls: true, // XXX i think? movement_speed: 4, pushes: { dirt_block: true, ice_block: true, directional_block: true, circuit_block: true, }, infinite_items: { key_green: true, }, decide_movement(me, level) { if (level.player1_move) { return [level.player1_move]; } else { return null; } }, //visual_state: doppelganger_visual_state, }, doppelganger2: { draw_layer: DRAW_LAYERS.actor, is_actor: true, is_player: true, is_monster: true, collision_mask: COLLISION.player2, blocks_collision: COLLISION.all_but_player, has_inventory: true, can_reveal_walls: true, // XXX i think? movement_speed: 4, ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']), pushes: { dirt_block: true, ice_block: true, directional_block: true, circuit_block: true, }, infinite_items: { key_yellow: true, }, decide_movement(me, level) { if (level.player2_move) { return [level.player2_move]; } else { return null; } }, //visual_state: doppelganger_visual_state, }, chip: { draw_layer: DRAW_LAYERS.item, is_chip: true, is_required_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.collect_chip(); level.remove_tile(me); } }, }, chip_extra: { draw_layer: DRAW_LAYERS.item, is_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.collect_chip(); level.remove_tile(me); } }, }, score_10: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.adjust_bonus(10); } // TODO turn this into a flag on those types?? idk if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') { level.remove_tile(me); } }, }, score_100: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.adjust_bonus(100); } if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') { level.remove_tile(me); } }, }, score_1000: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.adjust_bonus(1000); } if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') { level.remove_tile(me); } }, }, score_2x: { draw_layer: DRAW_LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (other.type.is_real_player) { level.adjust_bonus(0, 2); } if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') { level.remove_tile(me); } }, }, hint: { draw_layer: DRAW_LAYERS.terrain, is_hint: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, populate_defaults(me) { me.hint_text = null; // optional, may use level's hint instead }, }, socket: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover), blocks(me, level, other) { return (level.chips_remaining > 0); }, on_arrive(me, level, other) { if (level.chips_remaining === 0) { level.sfx.play_once('socket', me.cell); level.transmute_tile(me, 'floor'); } }, }, exit: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.monster_solid & ~COLLISION.rover, on_arrive(me, level, other) { if (other.type.is_player) { level.win(); } }, }, // VFX splash: { draw_layer: DRAW_LAYERS.overlay, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.player, ttl: 6, }, explosion: { draw_layer: DRAW_LAYERS.overlay, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.player, ttl: 6, }, // Used as an easy way to show an invisible wall when bumped wall_invisible_revealed: { draw_layer: DRAW_LAYERS.terrain, is_actor: true, collision_mask: 0, blocks_collision: 0, // determined experimentally ttl: 12, }, // Custom VFX (identical function, but different aesthetic) splash_slime: { draw_layer: DRAW_LAYERS.overlay, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.player, ttl: 6, }, // Invalid tiles that appear in some CCL levels because community level // designers love to make nonsense bogus_player_win: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_swimming: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_drowned: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_burned_fire: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_burned: { draw_layer: DRAW_LAYERS.terrain, blocks_collision: COLLISION.all, }, }; // Tell them all their own names for (let [name, type] of Object.entries(TILE_TYPES)) { type.name = name; if (type.draw_layer === undefined || type.draw_layer !== Math.floor(type.draw_layer) || type.draw_layer >= DRAW_LAYERS.MAX) { console.error(`Tile type ${name} has a bad draw layer`); } if (type.is_actor && type.collision_mask === undefined) { console.error(`Tile type ${name} is an actor but has no collision mask`); } } export default TILE_TYPES;