import { COLLISION, DIRECTIONS, DIRECTION_ORDER, LAYERS, TICS_PER_SECOND, PICKUP_PRIORITIES } from './defs.js'; import { random_choice } from './util.js'; // TODO factor out some repeated stuff: common monster bits, common item bits, repeated collision // masks function activate_me(me, level) { me.type.activate(me, level); } function on_begin_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 // FIXME get rid of this let actor = me.cell.get_actor(); if (! actor) return; me.type.on_arrive(me, level, actor); if (me.type.slide_mode) { level._set_tile_prop(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 && neighbor.try_entering(actor, actor.direction, level)) return; let item = me.cell.get_item(); if (! item) return; if (item.type.item_priority < actor.type.item_pickup_priority) return; if (! level.attempt_take(actor, item)) return; if (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? level._set_tile_prop(actor, 'slide_mode', null); } } function blocks_leaving_thin_walls(me, actor, direction) { return me.type.thin_walls.has(direction) && actor.type.name !== 'ghost'; } function _define_door(key) { return { layer: LAYERS.terrain, // Doors can be opened by ice blocks, but not dirt blocks or monsters blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, blocks(me, level, other) { if (other.type.name === 'ghost') return false; return ! ((other.has_item(key) || other.has_item('skeleton_key'))); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, key) || level.take_tool_from_actor(other, 'skeleton_key')) { level.sfx.play_once('door', me.cell); level.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'floor'); } }, }; } function _define_gate(key) { return { layer: LAYERS.item, // Doors can be opened by ice blocks, but not dirt blocks or monsters blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, blocks(me, level, other) { if (other.type.name === 'ghost') return false; return ! ((other.has_item(key) || other.has_item('skeleton_key'))); }, on_arrive(me, level, other) { if (level.take_key_from_actor(other, key) || level.take_tool_from_actor(other, 'skeleton_key')) { level.sfx.play_once('door', me.cell); level.spawn_animation(me.cell, 'puff'); level.remove_tile(me); } }, }; } function update_wireable(me, level) { if (me.is_wired === undefined) { //start of the level/first time, then me.is_wired = level.is_tile_wired(me, false); me.is_active = !me.is_wired; } else { let new_is_wired = level.is_tile_wired(me, false); if (new_is_wired && !me.is_wired) { //connected level._set_tile_prop(me, 'is_wired', true); //TODO: it'll always get on_power called later if it's wired to something already given power, right? level._set_tile_prop(me, 'is_active', false); } else if (!new_is_wired && me.is_wired) { //disconnected level._set_tile_prop(me, 'is_wired', false); level._set_tile_prop(me, 'is_active', true); } } } function player_visual_state(me) { if (! me) { return 'normal'; } // FIXME fail reason gets attached to the wrong player if there's a swap at the same time as a // player gets hit 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 === 'electrocuted') { return 'burned'; //same gfx for now } else if (me.fail_reason === 'fell') { return 'fell'; } else if (me.fail_reason) { return 'failed'; } else if (me.exited) { return 'exited'; } else if (me.cell && (me.previous_cell || me.cell).has('water')) { // CC2 shows a swimming pose while still in water, or moving away from water // FIXME this also shows in some cases when we don't have flippers, e.g. when starting in 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.movement_speed) { return 'moving'; } else { return 'normal'; } } function button_visual_state(me) { if (me && me.cell) { let actor = me.cell.get_actor(); if (actor && ! actor.movement_cooldown) { return 'pressed'; } } return 'released'; }; // Logic for chasing after the player (or running away); shared by both teeth and mimics function pursue_player(me, level) { // Teeth can only move the first 4 of every 8 tics, and mimics only the first 4 of every 16, // though "first" can be adjusted if ((level.tic_counter + level.step_parity) % (me.type.movement_parity * 4) >= 4) return null; let player = level.player; // CC2 behavior (not Lynx (TODO compat?)): pursue the player's apparent position, not just the // cell they're in let [px, py] = player.visual_position(); let dx = me.cell.x - px; let dy = me.cell.y - py; 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); } } // Chunks of properties that are shared among bunches of tiles const COMMON_MONSTER = { layer: LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.monster_generic, blocks_collision: COLLISION.all_but_real_player, // Despite the name, this means we only pick up items that are always picked up item_pickup_priority: PICKUP_PRIORITIES.always, movement_speed: 4, }; const COMMON_TOOL = { layer: LAYERS.item, is_item: true, is_tool: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, }; const TILE_TYPES = { // Floors and walls floor: { layer: LAYERS.terrain, on_approach(me, level, other) { if (other.type.name === 'blob' || other.type.name === 'boulder') { // Blobs spread slime onto floor if (other.previous_cell && other.previous_cell.has('slime')) { level.transmute_tile(me, 'slime'); level.sfx.play_once('splash-slime', me.cell); } } }, }, floor_letter: { layer: LAYERS.terrain, populate_defaults(me) { me.overlaid_glyph = "?"; }, }, // TODO possibly this should be a single tile floor_custom_green: { layer: LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_pink: { layer: LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_yellow: { layer: LAYERS.terrain, blocks_collision: COLLISION.ghost, }, floor_custom_blue: { layer: LAYERS.terrain, blocks_collision: COLLISION.ghost, }, wall: { layer: LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_bumped(me, level, other) { if (other.has_item('foil')) { level.transmute_tile(me, 'steel'); } }, }, wall_custom_green: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_pink: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_yellow: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_custom_blue: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, wall_invisible: { layer: LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_bumped(me, level, other) { if (other.type.can_reveal_walls) { level.spawn_animation(me.cell, 'wall_invisible_revealed'); } }, }, wall_appearing: { layer: LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_bumped(me, level, other) { if (other.type.can_reveal_walls) { level.transmute_tile(me, 'wall'); } }, }, popwall: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, on_ready(me, level) { if (! level.compat.no_auto_convert_ccl_popwalls && level.stored_level.format === 'ccl' && me.cell.get_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.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'wall'); if (other === level.player) { level.sfx.play_once('popwall', me.cell); } }, }, // LL specific tile that can only be stepped on /twice/, originally used to repair differences // with popwall behavior between Lynx and Steam popwall2: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_depart(me, level, other) { level.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'popwall'); }, }, // FIXME in a cc1 tileset, these tiles are opaque >:S thin_walls: { layer: LAYERS.thin_wall, blocks(me, level, actor, direction) { return ((me.edges & DIRECTIONS[direction].opposite_bit) !== 0) && actor.type.name !== 'ghost'; }, blocks_leaving(me, actor, direction) { return ((me.edges & DIRECTIONS[direction].bit) !== 0) && actor.type.name !== 'ghost'; }, populate_defaults(me) { me.edges = 0; // bitmask of directions }, }, fake_wall: { layer: LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, on_ready(me, level) { if (! level.compat.no_auto_convert_ccl_blue_walls && level.stored_level.format === 'ccl' && me.cell.get_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 // TODO this also works with invis walls apparently. maybe only for blocks? me.type = TILE_TYPES['popwall']; } }, on_bumped(me, level, other) { if (other.type.can_reveal_walls) { level.transmute_tile(me, 'wall'); } }, }, fake_floor: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, on_bumped(me, level, other) { if (other.type.can_reveal_walls) { level.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'floor'); if (other === level.player) { level.sfx.play_once('fake-floor', me.cell); } } }, }, popdown_wall: { layer: LAYERS.terrain, blocks_collision: COLLISION.all_but_ghost, }, popdown_floor: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2, visual_state(me) { if (me && me.cell && (me.cell.get_item() || me.cell.get_actor())) { return 'depressed'; } return 'normal'; }, }, no_player1_sign: { layer: LAYERS.terrain, blocks_collision: COLLISION.playerlike1, }, no_player2_sign: { layer: LAYERS.terrain, blocks_collision: COLLISION.playerlike2, }, steel: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, canopy: { layer: LAYERS.canopy, blocks_collision: COLLISION.bug | COLLISION.rover, blocks(me, level, other, direction) { // Blobs will specifically not move from one canopy to another if (other.type.name === 'blob' && other.cell.has('canopy')) return true; }, }, // Swivel doors swivel_floor: { layer: LAYERS.terrain, }, swivel_ne: { layer: LAYERS.swivel, 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: { layer: LAYERS.swivel, 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: { layer: LAYERS.swivel, 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: { layer: LAYERS.swivel, 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: { layer: 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) { level._set_tile_prop(me, 'entered_direction', other.direction); }, on_depart(me, level, other) { if (! level.is_tile_wired(me, false)) { // Only switch if both the entering and the leaving are CURRENTLY valid directions // (which has some quirky implications for the railroad sign) if (me.track_switch === null) return; let track = this.track_order[me.track_switch]; if (track.indexOf(DIRECTIONS[me.entered_direction].opposite) >= 0 && track.indexOf(other.direction) >= 0) { 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: _define_door('key_red'), door_blue: _define_door('key_blue'), door_yellow: _define_door('key_yellow'), door_green: _define_door('key_green'), gate_red: _define_gate('key_red'), gate_blue: _define_gate('key_blue'), gate_yellow: _define_gate('key_yellow'), gate_green: _define_gate('key_green'), // Terrain dirt: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, blocks(me, level, other) { return ((other.type.name === 'player2' || other.type.name === 'doppelganger2') && ! other.has_item('hiking_boots')); }, on_arrive(me, level, other) { // Bizarre interaction if (other.type.name === 'ghost' && ! other.has_item('hiking_boots')) return; level.transmute_tile(me, 'floor'); if (other === level.player) { level.sfx.play_once('step-gravel', me.cell); } }, }, gravel: { layer: LAYERS.terrain, blocks_collision: COLLISION.monster_general, blocks(me, level, other) { return ((other.type.name === 'player2' || other.type.name === 'doppelganger2') && ! other.has_item('hiking_boots')); }, }, sand: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.block_cc2, speed_factor: 0.5, }, dash_floor: { layer: LAYERS.terrain, speed_factor: 2, }, spikes: { layer: LAYERS.terrain, blocks(me, level, other) { return !(!other.type.is_player || other.has_item('hiking_boots')); }, }, turntable_cw: { layer: LAYERS.terrain, wire_propagation_mode: 'all', on_begin(me, level) { update_wireable(me, level); }, on_arrive(me, level, other) { if (! me.is_active) return; other.direction = DIRECTIONS[other.direction].right; if (other.type.on_rotate) { other.type.on_rotate(other, level, 'right'); } }, on_power(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', true); } }, on_depower(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', false); } }, visual_state(me) { return ! me || me.is_active ? 'active' : 'inactive'; }, }, turntable_ccw: { layer: LAYERS.terrain, wire_propagation_mode: 'all', on_begin(me, level) { update_wireable(me, level); }, on_arrive(me, level, other) { if (! me.is_active) return; other.direction = DIRECTIONS[other.direction].left; if (other.type.on_rotate) { other.type.on_rotate(other, level, 'left'); } }, on_power(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', true); } }, on_depower(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', false); } }, visual_state(me) { return ! me || me.is_active ? 'active' : 'inactive'; }, }, // Hazards fire: { layer: LAYERS.terrain, // Fire blocks most monsters, except in MS where they walk right in and get roasted blocks(me, level, other) { if (other.type.collision_mask & (COLLISION.fireball | COLLISION.ghost)) return false; if (other.type.collision_mask & COLLISION.monster_any) { return ! level.compat.fire_allows_monsters; } return false; }, on_arrive(me, level, other) { if (other.type.name === 'ghost') { // Ghosts with fire boots erase fire, otherwise are unaffected if (other.has_item('fire_boots')) { level.transmute_tile(me, 'floor'); } } else if (other.has_item('fire_boots')) { return; } else if (other.type.name === 'ice_block') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'water'); level.sfx.play_once('splash', me.cell); } else if (other.type.is_real_player) { level.fail('burned', me, other); } else { level.transmute_tile(other, 'explosion'); level.sfx.play_once('bomb', me.cell); } }, }, water: { layer: LAYERS.terrain, blocks(me, level, other) { // Water blocks ghosts... unless they have flippers if (other.type.name === 'ghost' && ! other.has_item('flippers')) return true; }, 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 === 'frame_block') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'floor'); } else if (other.type.name === 'glass_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.name === 'boulder') { level.transmute_tile(other, 'splash'); level.transmute_tile(me, 'gravel'); } else if (other.type.name === 'circuit_block') { level.transmute_tile(me, 'floor'); level._set_tile_prop(me, 'wire_directions', other.wire_directions); level.transmute_tile(other, 'splash'); level.recalculate_circuitry_next_wire_phase = true; } else if (other.type.is_real_player) { level.fail('drowned', me, other); } else { level.transmute_tile(other, 'splash'); } }, }, turtle: { layer: LAYERS.terrain, blocks_collision: COLLISION.ghost | COLLISION.fireball, on_depart(me, level, other) { level.transmute_tile(me, 'water'); level.spawn_animation(me.cell, 'splash'); level.sfx.play_once('splash', me.cell); }, }, cracked_ice: { layer: LAYERS.terrain, slide_mode: 'ice', speed_factor: 2, on_depart(me, level, other) { level.transmute_tile(me, 'water'); level.spawn_animation(me.cell, 'splash'); level.sfx.play_once('splash', me.cell); }, }, ice: { layer: LAYERS.terrain, slide_mode: 'ice', speed_factor: 2, }, ice_sw: { layer: LAYERS.terrain, thin_walls: new Set(['south', 'west']), slide_mode: 'ice', speed_factor: 2, blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'east'); } else if (other.direction === 'west') { level.set_actor_direction(other, 'north'); } }, }, ice_nw: { layer: LAYERS.terrain, thin_walls: new Set(['north', 'west']), slide_mode: 'ice', speed_factor: 2, blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'east'); } else if (other.direction === 'west') { level.set_actor_direction(other, 'south'); } }, }, ice_ne: { layer: LAYERS.terrain, thin_walls: new Set(['north', 'east']), slide_mode: 'ice', speed_factor: 2, blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'north') { level.set_actor_direction(other, 'west'); } else if (other.direction === 'east') { level.set_actor_direction(other, 'south'); } }, }, ice_se: { layer: LAYERS.terrain, thin_walls: new Set(['south', 'east']), slide_mode: 'ice', speed_factor: 2, blocks_leaving: blocks_leaving_thin_walls, on_arrive(me, level, other) { if (other.direction === 'south') { level.set_actor_direction(other, 'west'); } else if (other.direction === 'east') { level.set_actor_direction(other, 'north'); } }, }, force_floor_n: { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, on_begin: on_begin_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'north'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_s'); let actor = me.cell.get_actor(); if (actor && actor.movement_cooldown <= 0) { level.set_actor_direction(actor, 'south'); // If we're using the Lynx loop, then decisions have already happened, and the new // direction will be overwritten if this actor has yet to move if (actor.decision && ! actor.ignores(me.type.name)) { actor.decision = actor.direction; } } }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_e: { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, on_begin: on_begin_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'east'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_w'); let actor = me.cell.get_actor(); if (actor && actor.movement_cooldown <= 0) { level.set_actor_direction(actor, 'west'); if (actor.decision && ! actor.ignores(me.type.name)) { actor.decision = actor.direction; } } }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_s: { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, on_begin: on_begin_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'south'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_n'); let actor = me.cell.get_actor(); if (actor && actor.movement_cooldown <= 0) { level.set_actor_direction(actor, 'north'); if (actor.decision && ! actor.ignores(me.type.name)) { actor.decision = actor.direction; } } }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_w: { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, on_begin: on_begin_force_floor, on_arrive(me, level, other) { level.set_actor_direction(other, 'west'); }, activate(me, level) { level.transmute_tile(me, 'force_floor_e'); let actor = me.cell.get_actor(); if (actor && actor.movement_cooldown <= 0) { level.set_actor_direction(actor, 'east'); if (actor.decision && ! actor.ignores(me.type.name)) { actor.decision = actor.direction; } } }, on_gray_button: activate_me, on_power: activate_me, }, force_floor_all: { layer: LAYERS.terrain, slide_mode: 'force', speed_factor: 2, on_begin: on_begin_force_floor, // TODO ms: this is random, and an acting wall to monsters (!) blocks(me, level, other) { return (level.compat.rff_blocks_monsters && (other.type.collision_mask & COLLISION.monster_general)); }, on_arrive(me, level, other) { level.set_actor_direction(other, level.get_force_floor_direction()); }, }, slime: { layer: LAYERS.terrain, on_arrive(me, level, other) { if (other.type.name === 'ghost' || other.type.name === 'blob' || other.type.name === 'boulder') { // No effect return; } level.sfx.play_once('splash-slime', me.cell); if (other.type.name === 'dirt_block' || other.type.name === 'ice_block') { level.transmute_tile(me, 'floor'); } else if (other.type.is_real_player) { level.fail('slimed', me, other); } else { level.transmute_tile(other, 'splash_slime'); } }, }, bomb: { layer: LAYERS.item, on_begin(me, level) { if (level.compat.no_immediate_detonate_bombs) return; // In CC2, actors on a bomb (but not a green one) are immediately blown up let actor = me.cell.get_actor(); if (actor && ! actor.ignores(this.name)) { if (actor.type.is_real_player && ! level.compat.detonate_bombs_under_players) return; this.on_arrive(me, level, actor); } }, on_arrive(me, level, other) { level.remove_tile(me); if (other.type.is_real_player) { level.fail('exploded', me, other); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, }, hole: { layer: LAYERS.terrain, on_begin(me, level) { var one_north = level.cell(me.cell.x, me.cell.y - 1); if (one_north === null || one_north.get_terrain().type.name != 'hole') { level._set_tile_prop(me, 'visual_state', 'north'); } else { level._set_tile_prop(me, 'visual_state', 'open'); } }, on_arrive(me, level, other) { if (other.type.is_real_player) { level.fail('fell', me, other); } else { level.transmute_tile(other, 'puff'); } }, visual_state(me) { return (me && me.visual_state) ?? 'open'; }, }, cracked_floor: { layer: LAYERS.terrain, on_depart(me, level, other) { level.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'hole'); if (other === level.player) { level.sfx.play_once('popwall', me.cell); } }, on_death(me, level) { //update hole visual state me.type.on_begin(me, level); var one_south = level.cell(me.cell.x, me.cell.y + 1); if (one_south !== null && one_south.get_terrain().type.name == 'hole') { me.type.on_begin(one_south.get_terrain(), level); } }, }, thief_tools: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (level.take_tool_from_actor(other, 'bribe')) { if (other === level.player) { level.sfx.play_once('thief-bribe', me.cell); } return; } if (! other.type.is_real_player) return; let lost = level.take_all_tools_from_actor(other); 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: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, on_arrive(me, level, other) { if (level.take_tool_from_actor(other, 'bribe')) { if (other === level.player) { level.sfx.play_once('thief-bribe', me.cell); } return; } if (! other.type.is_real_player) return; let lost = level.take_all_keys_from_actor(other); 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); } }, }, // Item modifiers no_sign: { layer: LAYERS.item_mod, item_modifier: 'ignore', collision_allow: COLLISION.monster_solid, blocks(me, level, other) { let item = me.cell.get_item(); return item && other.has_item(item.type.name); }, }, gift_bow: { layer: LAYERS.item_mod, item_modifier: 'pickup', }, item_lock: { layer: LAYERS.item_mod, item_modifier: 'ignore', blocks(me, level, other) { let item = me.cell.get_item(); if (item === null) { return false; } if (item.type.name == 'score_10') { return !(other.type.is_real_player && level.bonus_points >= 10); } else if (item.type.name == 'score_100') { return !(other.type.is_real_player && level.bonus_points >= 100); } else if (item.type.name == 'score_1000') { return !(other.type.is_real_player && level.bonus_points >= 1000); } else if (item.type.name == 'score_2x') { return !(other.type.is_real_player && level.bonus_points >= 1); } else if (item.type.name == 'score_5x') { return !(other.type.is_real_player && level.bonus_points >= 1); } return !other.has_item(item.type.name); }, on_arrive(me, level, other) { let item = me.cell.get_item(); if (item === null) { return; } if (item.type.name == 'score_10') { level.adjust_bonus(-10); } else if (item.type.name == 'score_100') { level.adjust_bonus(-100); } else if (item.type.name == 'score_1000') { level.adjust_bonus(-1000); } else if (item.type.name == 'score_2x') { level.adjust_bonus(0, 1/2); } else if (item.type.name == 'score_5x') { level.adjust_bonus(0, 1/5); } else { level.take_key_from_actor(other, item.type.name, true) || level.take_tool_from_actor(other, item.type.name); } level.sfx.play_once('door', me.cell); level.spawn_animation(me.cell, 'puff'); level.remove_tile(me); level.remove_tile(item); }, }, // Mechanisms dirt_block: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc1, blocks_collision: COLLISION.all, item_pickup_priority: PICKUP_PRIORITIES.always, is_actor: true, is_block: true, ignores: new Set(['fire', 'flame_jet_on', 'electrified_floor']), can_reverse_on_railroad: true, movement_speed: 4, }, ice_block: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, item_pickup_priority: PICKUP_PRIORITIES.never, is_actor: true, is_block: true, can_reveal_walls: true, can_reverse_on_railroad: true, movement_speed: 4, pushes: { ice_block: true, frame_block: true, boulder: true, }, on_after_bumped(me, level, other) { // Fireballs melt ice blocks on regular floor FIXME and water! // XXX what if i'm in motion? if (other.type.name === 'fireball') { let terrain = me.cell.get_terrain(); if (terrain.type.name === 'floor') { level.transmute_tile(me, 'splash'); level.transmute_tile(terrain, 'water'); level.sfx.play_once('splash', me.cell); } } }, }, frame_block: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, item_pickup_priority: PICKUP_PRIORITIES.never, 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, frame_block: true, boulder: true, glass_block: true, }, on_clone(me, original) { me.arrows = new Set(original.arrows); }, on_rotate(me, level, turn) { // We rotate when turned on railroads let new_arrows = new Set; for (let arrow of me.arrows) { new_arrows.add(DIRECTIONS[arrow][turn]); } level._set_tile_prop(me, 'arrows', new_arrows); }, }, boulder: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, // XXX? item_pickup_priority: PICKUP_PRIORITIES.never, is_actor: true, is_block: true, can_reveal_walls: true, pushes: { ice_block: true, frame_block: true, //boulders don't push each other; instead on_bumped will chain through them }, ignores: new Set(['fire', 'flame_jet_on', 'electrified_floor']), can_reverse_on_railroad: true, movement_speed: 4, decide_movement(me, level) { if (me.rolling) { level._set_tile_prop(me, 'rolling', false); return [me.direction, null]; } else { return null; } }, on_bumped(me, level, other) { if (other.type.name === 'boulder') { level._set_tile_prop(me, 'rolling', true); level._set_tile_prop(me, 'direction', other.direction); level._set_tile_prop(other, 'rolling', false); } }, on_starting_move(me, level) { if (!me.rolling) { level._set_tile_prop(me, 'rolling', true); } }, }, glass_block: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, item_pickup_priority: PICKUP_PRIORITIES.never, is_actor: true, is_block: true, can_reveal_walls: true, can_reverse_on_railroad: true, movement_speed: 4, try_pickup_item(me, level) { //suck up any item that ever CAN be picked up off of the floor and put it in our encased_item slot (not an inventory since e.g. a glass block with red key can't unlock red doors) if (me.encased_item === null) { let item = me.cell.get_item(); let mod = me.cell.get_item_mod(); if (mod && mod.type.item_modifier === 'ignore') { return; } //hmm, actually chips seem to work OK. Alright, why not then? if (item /*&& !item.type.is_chip*/ && item.type.item_priority !== undefined) { level._set_tile_prop(me, 'encased_item', item.type.name); level.remove_tile(item); } } }, on_ready(me, level) { level._set_tile_prop(me, 'encased_item', null); this.try_pickup_item(me, level); }, on_clone(me, original) { me.encased_item = original.encased_item; }, on_finishing_move(me, level) { this.try_pickup_item(me, level); }, on_death(me, level) { //needs to be called by transmute_tile to ttl and by lit_dynamite before remove_tile if (me.encased_item !== null) { level._place_dropped_item(me.encased_item, me.cell ?? me.previous_cell, me); level._set_tile_prop(me, 'encased_item', null); } } }, green_floor: { layer: 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: { layer: 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: { layer: LAYERS.item, is_chip: true, is_required_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.real_player, on_pickup(me, level, other) { level.collect_chip(); return true; }, // Not affected by gray buttons }, green_bomb: { layer: LAYERS.item, is_required_chip: true, on_arrive(me, level, other) { level.remove_tile(me); if (other.type.is_real_player) { level.fail('exploded', me, other); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, // Not affected by gray buttons }, purple_floor: { layer: 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: { layer: 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); }, }, // ------------------------------------------------------------------------------------------------ // Floor mechanisms cloner: { layer: LAYERS.terrain, blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid, traps(me, actor) { return ! actor._clone_release; }, activate(me, level, aggressive = false) { 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; // Wire activation allows the cloner to try every direction, searching clockwise for (let i = 0; i < (aggressive ? 4 : 1); i++) { if (level.attempt_out_of_turn_step(actor, direction)) { // Surprising edge case: if the actor immediately killed the player, do NOT // spawn a new template, since the move was actually aborted // FIXME this is inconsistent. the move was aborted because of an emergency // failure handling case in move_to, but that doesn't make the step count as a // failure. would this be fixed by making the player block all other actors? if (level.state === 'failure') break; // 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.on_clone) { type.on_clone(new_template, actor); } level.add_tile(new_template, me.cell); level.add_actor(new_template); break; } direction = DIRECTIONS[direction].right; } delete actor._clone_release; }, // Also clones on rising pulse or gray button on_power(me, level) { me.type.activate(me, level, true); }, on_gray_button(me, level) { me.type.activate(me, level); }, }, trap: { layer: LAYERS.terrain, on_begin(me, level) { if (me.presses === undefined) { level._set_tile_prop(me, 'presses', 0); } }, add_press_ready(me, level, other) { // Same as below, but without ejection level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 1); }, // Lynx (not cc2): open traps immediately eject their contents on arrival, if possible add_press(me, level, is_wire = false) { level._set_tile_prop(me, 'presses', me.presses + 1); // TODO weird cc2 case that may or may not be a bug: actors aren't ejected if the trap // opened because of wiring if (me.presses === 1 && ! is_wire) { // Free any actor on us, if we went from 0 to 1 presses (i.e. closed to open) let actor = me.cell.get_actor(); if (actor) { // Forcibly move anything released from a trap, which keeps it in sync with // whatever pushed the button level.attempt_out_of_turn_step(actor, actor.direction); } } }, remove_press(me, level) { level._set_tile_prop(me, 'presses', Math.max(0, me.presses - 1)); if (me._initially_open) { level._set_tile_prop(me, '_initially_open', false); } }, // FIXME also doesn't trap ghosts, is that a special case??? traps(me, actor) { return ! me.presses && ! me._initially_open && actor.type.name !== 'ghost'; }, on_power(me, level) { // Treat being powered or not as an extra kind of brown button press me.type.add_press(me, level, true); }, on_depower(me, level) { me.type.remove_press(me, level); }, visual_state(me) { if (me && (me.presses || me._initially_open)) { return 'open'; } else { return 'closed'; } }, }, transmogrifier: { layer: LAYERS.terrain, // C2M technically supports wires in transmogrifiers, but they don't do anything wire_propagation_mode: 'none', _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: ['glider', 'paramecium', 'fireball', 'bug', 'walker', 'ball', 'teeth', 'tank_blue', 'teeth_timid'], on_begin(me, level) { update_wireable(me, level); }, on_arrive(me, level, other) { // Note: Transmogrifiers technically contain wires the way teleports do, and CC2 uses // the presence and poweredness of those wires to determine whether the transmogrifier // should appear to be on or off, but the /functionality/ is controlled entirely by // whether an adjoining cell carries current to our edge, like a railroad or cloner if (! me.is_active) return; let name = other.type.name; if (me.type._mogrifications[name]) { level.transmute_tile(other, me.type._mogrifications[name]); } else if (name === 'blob') { let options = me.type._blob_mogrifications; level.transmute_tile(other, options[level.prng() % options.length]); } else { return; } level.spawn_animation(me.cell, 'transmogrify_flash'); level.sfx.play_once('transmogrify', me.cell); }, on_power(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', true); } }, on_depower(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', false); } }, visual_state(me) { return ! me || me.is_active ? 'active' : 'inactive'; }, }, teleport_blue: { layer: LAYERS.terrain, slide_mode: 'teleport', wire_propagation_mode: 'all', *teleport_dest_order(me, level, other) { let exit_direction = other.direction; // Note that unlike other tiles that care about whether they're wired, a blue teleporter // considers itself part of a network if it contains any wires at all, regardless of // whether they connect to anything 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 for (let dest of level.iter_tiles_in_reading_order_multiple(me.cell, ['teleport_blue', 'teleport_blue_exit'], true)) { if (! dest.wire_directions) { yield [dest, exit_direction]; } } return; } // Wired blue teleports form an isolated network, so we have to walk the circuit we're // on, 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 walked_circuits = new Set; let candidate_teleporters = new Set; let circuits = me.circuits; for (let i = 0; i < circuits.length; i++) { let circuit = circuits[i]; if (! circuit || walked_circuits.has(circuit)) continue; walked_circuits.add(circuit); for (let [tile, edges] of circuit.tiles.entries()) { if (tile.type === me.type || tile.type.name === 'teleport_blue_exit') { candidate_teleporters.add(tile); } else if (tile.type.name === 'logic_gate' && ! circuit.inputs.get(tile)) { // This logic gate is functioning as an output, so walk through it and also // trace any circuits that treat it as an input (as long as those circuits // are currently powered) for (let subcircuit of tile.circuits) { if (subcircuit && subcircuit.is_powered && subcircuit.inputs.get(tile)) { circuits.push(subcircuit); } } } } } // Now that we have a set of candidate destinations, 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 candidate_teleporters) { dest_indices.set(dest, ( (dest.cell.x + dest.cell.y * level.size_x) - our_index + level_size ) % level_size); } let found = Array.from(candidate_teleporters); found.sort((a, b) => dest_indices.get(b) - dest_indices.get(a)); for (let dest of found) { yield [dest, exit_direction]; } }, }, teleport_blue_exit: { layer: LAYERS.terrain, wire_propagation_mode: 'all', }, teleport_red: { layer: LAYERS.terrain, slide_mode: 'teleport', wire_propagation_mode: 'none', teleport_allow_override: true, on_begin(me, level) { // FIXME must be connected to something that can convey current: a wire, a switch, a // blue teleporter, etc; NOT nothing, a wall, a transmogrifier, a force floor, etc. // this is also how blue teleporters, transmogrifiers, and railroads work! update_wireable(me, level); }, *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. let iterable; if (me.is_active) { iterable = level.iter_tiles_in_reading_order(me.cell, 'teleport_red'); } else { iterable = [me]; } let exit_direction = other.direction; for (let tile of iterable) { // Red teleporters allow exiting in any direction, searching clockwise, except for // the teleporter you entered if (tile === me) { yield [tile, exit_direction]; } else if (tile.is_active) { yield [tile, exit_direction]; yield [tile, DIRECTIONS[exit_direction].right]; yield [tile, DIRECTIONS[exit_direction].opposite]; yield [tile, DIRECTIONS[exit_direction].left]; } } }, on_power(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', true); } }, on_depower(me, level) { if (me.is_wired) { level._set_tile_prop(me, 'is_active', false); } }, visual_state(me) { return ! me || me.is_active ? 'active' : 'inactive'; }, }, teleport_green: { layer: LAYERS.terrain, slide_mode: 'teleport', *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 yield [me, other.direction]; return; } // The green teleporter scheme is: // 1. Use the PRNG to pick another green teleporter // 2. Use the PRNG to pick an exit direction // 3. Search the selected exit teleporter for a viable exit direction // 4. If that doesn't work, continue searching green teleporters in reading order // 5. When we reach the entry teleporter, stop and give up // This means that completely blocked green teleporters are skipped, BUT if the only // available teleporters are between the entry and chosen exit, they'll never be tried. // TODO that sucks actually; compat option? // The iterator starts on the /next/ teleporter, so there's an implicit +1 here. The -1 // avoids spitting us back out of the same teleporter, which will be last in the list let start_index = level.prng() % (all.length - 1); // Also pick the initial exit direction let exit_direction = DIRECTION_ORDER[level.prng() % 4]; for (let index = start_index; index < all.length - 1; index++) { let target = all[index]; // Green teleporters allow exiting in any direction, similar to red yield [target, exit_direction]; yield [target, DIRECTIONS[exit_direction].right]; yield [target, DIRECTIONS[exit_direction].opposite]; yield [target, DIRECTIONS[exit_direction].left]; } // We've circled back around to our entry teleporter; give up yield [me, other.direction]; return; }, }, teleport_yellow: { layer: LAYERS.terrain, item_priority: PICKUP_PRIORITIES.always, slide_mode: 'teleport', teleport_allow_override: true, *teleport_dest_order(me, level, other) { let exit_direction = other.direction; for (let dest of level.iter_tiles_in_reading_order(me.cell, 'teleport_yellow', true)) { yield [dest, exit_direction]; } }, }, // 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: { layer: LAYERS.terrain, activate(me, level) { level.transmute_tile(me, 'flame_jet_on'); // Do NOT immediately nuke anything on us, or it'd be impossible to push a block off an // adjacent orange button; this is probably why flame jets kill on tics }, on_gray_button(me, level) { me.type.activate(me, level); }, on_power(me, level) { me.type.activate(me, level); }, }, flame_jet_on: { layer: 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); }, on_stand(me, level, other) { // Note that (dirt?) 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_real_player) { level.fail('burned', me, other); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, }, electrified_floor: { layer: LAYERS.terrain, wire_propagation_mode: 'all', on_begin(me, level) { level._set_tile_prop(me, 'wire_directions', 15); level.recalculate_circuitry_next_wire_phase = true; }, on_stand(me, level, other) { if (! me.is_active) return; if (other.type.is_real_player) { level.fail('electrocuted', me, other); } else { level.sfx.play_once('bomb', me.cell); level.transmute_tile(other, 'explosion'); } }, on_power(me, level) { level._set_tile_prop(me, 'is_active', true); }, on_depower(me, level) { level._set_tile_prop(me, 'is_active', false); }, on_death(me, level) { //need to remove our wires since they're an implementation detail level._set_tile_prop(me, 'wire_directions', 0); level.recalculate_circuitry_next_wire_phase = true; }, visual_state(me) { return ! me || me.is_active ? 'active' : 'inactive'; }, }, // ------------------------------------------------------------------------------------------------ // Buttons button_blue: { layer: 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') continue; if (! level.compat.tanks_always_obey_button && (actor.slide_mode || actor.cell.has('cloner'))) { continue; } 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); }, visual_state: button_visual_state, }, button_yellow: { layer: LAYERS.terrain, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); for (let actor of level.actors) { if (actor.type.name === 'tank_yellow') { level._set_tile_prop(actor, 'pending_decision', other.direction); } } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, }, button_green: { layer: LAYERS.terrain, do_button(level) { // Swap green floors and walls // TODO could probably make this more compact for undo purposes for (let cell of level.linear_cells) { let terrain = cell.get_terrain(); if (terrain.type.name === 'green_floor') { level.transmute_tile(terrain, 'green_wall'); } else if (terrain.type.name === 'green_wall') { level.transmute_tile(terrain, 'green_floor'); } let item = cell.get_item(); if (item && item.type.name === 'green_chip') { level.transmute_tile(item, 'green_bomb'); } else if (item && item.type.name === 'green_bomb') { level.transmute_tile(item, 'green_chip'); } } }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); this.do_button(level); }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, visual_state: button_visual_state, }, button_brown: { layer: 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; if (me.cell.get_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.name === 'trap') { 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.name === 'trap') { trap.type.remove_press(trap, level); } }, visual_state: button_visual_state, }, button_red: { layer: 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.name === 'cloner') { cloner.type.activate(cloner, level); } }, on_depart(me, level, other) { level.sfx.play_once('button-release', me.cell); }, visual_state: button_visual_state, }, button_orange: { layer: 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.name === 'flame_jet_off' || jet.type.name === 'flame_jet_on')) { 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); }, visual_state: button_visual_state, }, button_pink: { layer: LAYERS.terrain, is_power_source: true, wire_propagation_mode: 'none', get_emitting_edges(me, level) { // We emit current as long as there's an actor fully on us let actor = me.cell.get_actor(); if (actor && actor.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); }, visual_state: button_visual_state, }, button_black: { layer: LAYERS.terrain, is_power_source: true, wire_propagation_mode: 'cross', get_emitting_edges(me, level) { // TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here! // We emit current as long as there's NOT an actor fully on us let actor = me.cell.get_actor(); let held = (actor && actor.movement_cooldown === 0); if (me.is_first_frame) { held = ! held; level._set_tile_prop(me, 'is_first_frame', false); } if (held) { return 0; } else { return me.wire_directions; } }, on_arrive(me, level, other) { level._set_tile_prop(me, 'is_first_frame', true); level.sfx.play_once('button-press', me.cell); }, on_depart(me, level, other) { level._set_tile_prop(me, 'is_first_frame', true); level.sfx.play_once('button-release', me.cell); }, visual_state: button_visual_state, }, button_gray: { layer: 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.cell(x, y); // TODO wait is this right if (cell === me.cell) continue; for (let tile of cell) { if (tile && 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); }, visual_state: button_visual_state, }, // 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], diode: ['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'], }, layer: 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.powered_edges & dirinfo.bit) !== 0; } else if (cxn === 'in1') { input1 = (me.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 === 'diode') { 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: { layer: LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { // TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here! if (me.is_first_frame) { level._set_tile_prop(me, 'is_first_frame', false); return me.wire_directions; } 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'); level._set_tile_prop(me, 'is_first_frame', true); }, }, light_switch_on: { layer: LAYERS.terrain, is_power_source: true, get_emitting_edges(me, level) { // TODO weird and inconsistent with pink buttons, but cc2 has a single-frame delay here! if (me.is_first_frame) { level._set_tile_prop(me, 'is_first_frame', false); return 0; } return me.wire_directions; }, on_arrive(me, level, other) { level.sfx.play_once('button-press', me.cell); level.transmute_tile(me, 'light_switch_off'); level._set_tile_prop(me, 'is_first_frame', true); }, }, // LL tile: circuit block, overrides the wiring on the floor below (if any) circuit_block: { layer: LAYERS.actor, collision_mask: COLLISION.block_cc2, blocks_collision: COLLISION.all, item_pickup_priority: PICKUP_PRIORITIES.never, is_actor: true, is_block: true, can_reverse_on_railroad: true, movement_speed: 4, on_clone(me, original) { me.wire_directions = original.wire_directions; }, on_starting_move(me, level) { level.recalculate_circuitry_next_wire_phase = true; }, on_finishing_move(me, level) { level.recalculate_circuitry_next_wire_phase = true; }, }, // Time alteration stopwatch_bonus: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_priority: PICKUP_PRIORITIES.real_player, on_pickup(me, level, other) { level.adjust_timer(+10); return true; }, }, stopwatch_penalty: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_priority: PICKUP_PRIORITIES.real_player, on_pickup(me, level, other) { level.adjust_timer(-10); return true; }, }, stopwatch_toggle: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid, item_priority: PICKUP_PRIORITIES.player, on_pickup(me, level, other) { level.pause_timer(); return false; }, }, // ------------------------------------------------------------------------------------------------ // Critters bug: { ...COMMON_MONSTER, collision_mask: COLLISION.bug, 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: { ...COMMON_MONSTER, 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: { ...COMMON_MONSTER, 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: { ...COMMON_MONSTER, 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: { ...COMMON_MONSTER, 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: { ...COMMON_MONSTER, pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, decide_movement(me, level) { if (me.pending_decision) { let decision = me.pending_decision; level._set_tile_prop(me, 'pending_decision', null); // Yellow tanks don't keep trying to move if blocked return [decision, null]; } else { return null; } } }, blob: { ...COMMON_MONSTER, movement_speed: 8, decide_movement(me, level) { // move completely at random let modifier = level.get_blob_modifier(); return [DIRECTION_ORDER[(level.prng() + modifier) % 4]]; }, }, teeth: { ...COMMON_MONSTER, movement_parity: 2, decide_movement(me, level) { let preference = pursue_player(me, level); if (preference && 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: { ...COMMON_MONSTER, movement_parity: 2, decide_movement(me, level) { let preference = pursue_player(me, level); if (preference && level.player.type.name === 'player') { // Run away from Lexy for (let [i, direction] of preference.entries()) { preference[i] = DIRECTIONS[direction].opposite; } } return preference; }, }, fireball: { ...COMMON_MONSTER, collision_mask: COLLISION.fireball, 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: { ...COMMON_MONSTER, 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: { ...COMMON_MONSTER, collision_mask: COLLISION.ghost, item_pickup_priority: PICKUP_PRIORITIES.normal, ignores: new Set([ 'bomb', 'green_bomb', 'water', 'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice', 'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all', // Ghosts don't activate swivels or popwalls 'popwall', 'swivel_nw', 'swivel_ne', 'swivel_se', 'swivel_sw', 'hole', 'cracked_floor', ]), // TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief decide_movement(me, level) { // turn left: preserve current direction; if that doesn't work, turn left, then right, // then back the way we came (same as glider) // TODO weird cc2 quirk: ghosts can't turn on ice, and FIXME they stop if they have cleats if (me.cell.get_terrain().type.slide_mode === 'ice') { return [me.direction]; } let d = DIRECTIONS[me.direction]; return [me.direction, d.left, d.right, d.opposite]; }, }, floor_mimic: { ...COMMON_MONSTER, movement_parity: 4, decide_movement: pursue_player, }, rover: { ...COMMON_MONSTER, collision_mask: COLLISION.rover, item_pickup_priority: PICKUP_PRIORITIES.normal, can_reveal_walls: true, movement_speed: 8, movement_parity: 2, // FIXME basically everyone has this same set of objects listed? pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, on_ready(me, level) { me.current_emulatee = 0; me.attempted_moves = 0; }, on_clone(me, original) { me.current_emulatee = 0; me.attempted_moves = 0; }, _emulatees: ['teeth', 'glider', 'bug', 'ball', 'teeth_timid', 'fireball', 'paramecium', 'walker'], decide_movement(me, level) { level._set_tile_prop(me, 'attempted_moves', me.attempted_moves + 1); if (me.attempted_moves >= 32) { level._set_tile_prop(me, 'attempted_moves', 0); level._set_tile_prop(me, 'current_emulatee', (me.current_emulatee + 1) % me.type._emulatees.length); } let emulatee = me.type._emulatees[me.current_emulatee]; return TILE_TYPES[emulatee].decide_movement(me, level); }, 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: { // Red key is only picked up by players and doppelgangers layer: LAYERS.item, item_priority: PICKUP_PRIORITIES.player, is_item: true, is_key: true, }, key_blue: { // Blue key is picked up by all actors except CC2 blocks layer: LAYERS.item, item_priority: PICKUP_PRIORITIES.always, is_item: true, is_key: true, }, key_yellow: { layer: LAYERS.item, is_item: true, is_key: true, // FIXME ok this is ghastly blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, }, key_green: { layer: LAYERS.item, is_item: true, is_key: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, }, // Boots // TODO note: ms allows blocks to pass over tools cleats: { ...COMMON_TOOL, item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', ]), item_slide_ignores: new Set(['cracked_ice']), }, suction_boots: { ...COMMON_TOOL, item_ignores: new Set([ 'force_floor_n', 'force_floor_s', 'force_floor_e', 'force_floor_w', 'force_floor_all', ]), }, fire_boots: { ...COMMON_TOOL, // Note that these do NOT ignore fire because of the ghost interaction // XXX starting to wonder if this is even useful really item_ignores: new Set(['flame_jet_on']), }, flippers: { ...COMMON_TOOL, item_ignores: new Set(['water']), }, hiking_boots: { ...COMMON_TOOL, item_ignores: new Set(['sand']), // FIXME uhh these "ignore" that dirt and gravel block us, but they don't ignore the on_arrive, so, uhhhh }, // Other tools dynamite: { ...COMMON_TOOL, on_depart(me, level, other) { if (other.type.is_real_player && ! me.cell.get_item_mod()) { level._set_tile_prop(me, 'timer', 85); // FIXME?? wiki just says about 4.3 seconds what level.transmute_tile(me, 'dynamite_lit'); // Actors are expected to have this, so populate it level._set_tile_prop(me, 'movement_cooldown', 0); level.add_actor(me); // Dynamite inherits a copy of the player's inventory, which largely doesn't matter // except for suction boots, helmet, or lightning bolt; keys can't matter because // dynamite is blocked by doors if (other.toolbelt) { level._set_tile_prop(me, 'toolbelt', [...other.toolbelt]); } // Dynamite that lands on a force floor is moved by it, and dynamite that lands on a // button holds it down // TODO is there anything this should NOT activate? let terrain = me.cell.get_terrain(); if (terrain && terrain.type.on_arrive && ! me.ignores(terrain.type.name)) { terrain.type.on_arrive(terrain, level, me); } // FIXME Ugh should this just be step_on or what? but it doesn't slide on ice if (terrain && terrain.type.slide_mode === 'force') { level.make_slide(me, terrain.type.slide_mode); } } }, }, dynamite_lit: { layer: LAYERS.actor, is_actor: true, is_monster: true, collision_mask: COLLISION.block_cc1, blocks_collision: COLLISION.all_but_real_player, item_pickup_priority: PICKUP_PRIORITIES.always, movement_speed: 4, // FIXME especially for buttons, destroyed actors should on_depart (behind compat flag) decide_movement(me, level) { level._set_tile_prop(me, 'timer', me.timer - 1); if (me.timer > 0) return null; // Kaboom! Blow up a 5x5 square level.sfx.play_once('bomb', me.cell); let x = me.cell.x, y = me.cell.y; for (let dx = -2; dx <= 2; dx++) { for (let dy = -2; dy <= 2; dy++) { // Exclude the far corners if (Math.abs(dx) + Math.abs(dy) >= 4) continue; let cell = level.cell(x + dx, y + dy); if (! cell) continue; let actor = cell.get_actor(); let terrain = cell.get_terrain(); let item = cell.get_item(); let removed_anything; for (let layer = LAYERS.MAX - 1; layer >= 0; layer--) { let tile = cell[layer]; if (! tile) continue; if (tile.type.layer === LAYERS.terrain) { // Terrain gets transmuted afterwards } else if (tile.type.is_real_player) { // TODO it would be nice if i didn't have to special-case this every // time level.fail(me.type.name, me, tile); } else { //newly appearing items (e.g. dropped by a glass block) are safe if (tile.type.layer === LAYERS.item && tile !== item) { continue; } // Everything else is destroyed if (tile.type.on_death) { tile.type.on_death(tile, level); } level.remove_tile(tile); removed_anything = true; } if (tile.type.name === 'canopy') { // Canopy protects everything else actor = null; terrain = null; break; } } if (actor) { // Actors protect terrain, but floor becomes fire if (terrain && terrain.type.name === 'floor') { if (actor.type.name === 'ice_block') { level.transmute_tile(terrain, 'water'); } else { level.transmute_tile(terrain, 'fire'); } } } else if (terrain) { // Anything other than these babies gets blown up and turned into floor if (terrain.type.name === 'hole') { //do nothing } else if (terrain.type.name === 'cracked_floor') { level.transmute_tile(terrain, 'hole'); removed_anything = true; } else if (!( terrain.type.name === 'steel' || terrain.type.name === 'socket' || terrain.type.name === 'logic_gate' || terrain.type.name === 'floor')) { level.transmute_tile(terrain, 'floor'); removed_anything = true; } } // TODO maybe add a vfx nonblocking explosion if (removed_anything && ! cell.get_actor()) { level.spawn_animation(cell, 'explosion'); } } } return null; }, visual_state(me) { // 0 1 2 3 4 return Math.min(4, Math.max(0, Math.floor((me.timer ?? 0) / TICS_PER_SECOND))); }, }, bowling_ball: { ...COMMON_TOOL, on_drop(level) { return 'rolling_ball'; }, }, rolling_ball: { layer: LAYERS.actor, is_actor: true, is_monster: true, can_reveal_walls: true, collision_mask: COLLISION.bowling_ball, item_pickup_priority: PICKUP_PRIORITIES.normal, // FIXME do i start moving immediately when dropped, or next turn? movement_speed: 4, decide_movement(me, level) { return [me.direction]; }, on_approach(me, level, other) { // Blow up anything that runs into us... unless we're on a cloner // FIXME there are other cases where this won't be right; this shouldn't happen if the // cell blocks the actor, but i don't have a callback for that? if (me.cell.has('cloner')) return; if (other.type.is_real_player) { level.fail(me.type.name, me, other); } else { level.transmute_tile(other, 'explosion'); } level.sfx.play_once('bomb', me.cell); level.transmute_tile(me, 'explosion'); }, on_blocked(me, level, direction, obstacle) { // Blow up anything we run into if (obstacle && obstacle.type.is_actor) { if (obstacle.type.is_real_player) { level.fail(me.type.name, me, obstacle); } else { level.transmute_tile(obstacle, 'explosion'); } } else if (me.slide_mode) { // Sliding bowling balls don't blow up if they hit a regular wall return; } level.sfx.play_once('bomb', me.cell); level.transmute_tile(me, 'explosion'); // Remove our slide mode so we don't attempt to bounce if on ice level.make_slide(me, null); }, }, xray_eye: { ...COMMON_TOOL, }, helmet: { ...COMMON_TOOL, }, railroad_sign: { ...COMMON_TOOL, }, foil: { ...COMMON_TOOL, }, lightning_bolt: { ...COMMON_TOOL, item_ignores: new Set(['electrified_floor']), }, speed_boots: { ...COMMON_TOOL, }, bribe: { ...COMMON_TOOL, }, hook: { ...COMMON_TOOL, }, skeleton_key: { ...COMMON_TOOL, }, halo: { ...COMMON_TOOL, }, // Progression player: { layer: LAYERS.actor, is_actor: true, is_player: true, is_real_player: true, collision_mask: COLLISION.real_player1, blocks_collision: COLLISION.real_player, item_pickup_priority: PICKUP_PRIORITIES.real_player, can_reveal_walls: true, movement_speed: 4, pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, infinite_items: { key_green: true, }, visual_state: player_visual_state, }, player2: { layer: LAYERS.actor, is_actor: true, is_player: true, is_real_player: true, collision_mask: COLLISION.real_player2, blocks_collision: COLLISION.real_player, item_pickup_priority: PICKUP_PRIORITIES.real_player, can_reveal_walls: true, movement_speed: 4, ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice']), pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, infinite_items: { key_yellow: true, }, visual_state: player_visual_state, }, doppelganger1: { layer: LAYERS.actor, is_actor: true, is_player: true, is_monster: true, collision_mask: COLLISION.doppel1, blocks_collision: COLLISION.all_but_real_player, item_pickup_priority: PICKUP_PRIORITIES.player, can_reveal_walls: true, // XXX i think? movement_speed: 4, pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, infinite_items: { key_green: true, }, decide_movement(me, level) { return level.player1_move ? [level.player1_move] : null; }, //visual_state: doppelganger_visual_state, }, doppelganger2: { layer: LAYERS.actor, is_actor: true, is_player: true, is_monster: true, collision_mask: COLLISION.doppel2, blocks_collision: COLLISION.all_but_real_player, item_pickup_priority: PICKUP_PRIORITIES.player, can_reveal_walls: true, // XXX i think? movement_speed: 4, ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se', 'cracked_ice']), pushes: { dirt_block: true, ice_block: true, frame_block: true, circuit_block: true, boulder: true, glass_block: true, }, infinite_items: { key_yellow: true, }, decide_movement(me, level) { return level.player2_move ? [level.player2_move] : null; }, //visual_state: doppelganger_visual_state, }, chip: { layer: LAYERS.item, is_chip: true, is_required_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.real_player, on_pickup(me, level, other) { level.collect_chip(); return true; }, }, chip_extra: { layer: LAYERS.item, is_chip: true, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.real_player, on_pickup(me, level, other) { level.collect_chip(); return true; }, }, // Score bonuses; they're picked up as normal EXCEPT by ghosts, but only a real player can // actually add to the player's bonus score_10: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, on_pickup(me, level, other) { if (other.type.name === 'ghost') return false; if (other.type.is_real_player) { level.adjust_bonus(10); level.sfx.play_once('get-bonus', me.cell); } return true; }, }, score_100: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, on_pickup(me, level, other) { if (other.type.name === 'ghost') return false; if (other.type.is_real_player) { level.adjust_bonus(100); level.sfx.play_once('get-bonus', me.cell); } return true; }, }, score_1000: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, on_pickup(me, level, other) { if (other.type.name === 'ghost') return false; if (other.type.is_real_player) { level.adjust_bonus(1000); level.sfx.play_once('get-bonus', me.cell); } return true; }, }, score_2x: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, on_pickup(me, level, other) { if (other.type.name === 'ghost') return false; if (other.type.is_real_player) { level.adjust_bonus(0, 2); level.sfx.play_once('get-bonus2', me.cell); } return true; }, }, score_5x: { layer: LAYERS.item, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, item_priority: PICKUP_PRIORITIES.normal, on_pickup(me, level, other) { if (other.type.name === 'ghost') return false; if (other.type.is_real_player) { level.adjust_bonus(0, 5); level.sfx.play_once('get-bonus2', me.cell); } return true; }, }, hint: { layer: 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: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, blocks(me, level, other) { return ! (other.type.name === 'ghost' || level.chips_remaining <= 0); }, on_arrive(me, level, other) { if (level.chips_remaining === 0) { level.sfx.play_once('socket', me.cell); level.spawn_animation(me.cell, 'puff'); level.transmute_tile(me, 'floor'); } }, }, exit: { layer: LAYERS.terrain, blocks_collision: COLLISION.block_cc1 | COLLISION.monster_general, on_arrive(me, level, other) { if (other.type.is_real_player) { level.remaining_players -= 1; if (level.remaining_players > 0) { if (other === level.player) { level.swap_player1 = true; } level.transmute_tile(other, other.type.name === 'player' ? 'player1_exit' : 'player2_exit'); } } }, }, // VFX splash: { layer: LAYERS.actor, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.real_player, ttl: 16, // If anything else even begins to step on an animation, it's erased // FIXME possibly erased too fast; cc2 shows it briefly? could i get away with on_arrive here? on_approach(me, level, other) { level.remove_tile(me); }, }, explosion: { layer: LAYERS.actor, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.real_player, ttl: 16, on_approach(me, level, other) { level.remove_tile(me); }, }, // Used as an easy way to show an invisible wall when bumped wall_invisible_revealed: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, blocks_collision: 0, // determined experimentally ttl: 36, }, // Custom VFX (identical function, but different aesthetic) splash_slime: { layer: LAYERS.actor, is_actor: true, collision_mask: 0, blocks_collision: COLLISION.real_player, ttl: 16, on_approach(me, level, other) { level.remove_tile(me); }, }, // New VFX (not in CC2, so they don't block to avoid altering gameplay) // Note that these need to NOT have a duration that's an even number of tics, or the last frame // will be skipped when playing at 20fps; the cooldown will be 3, then decremented to 0, and the // tile will immediately be removed! player1_exit: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, ttl: 8 * 3 + 1, }, player2_exit: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, ttl: 8 * 3 + 1, }, teleport_flash: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, ttl: 8 * 3 + 1, }, transmogrify_flash: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, ttl: 4 * 3 + 1, }, puff: { layer: LAYERS.vfx, is_actor: true, collision_mask: 0, ttl: 4 * 3 + 1, }, // Invalid tiles that appear in some CCL levels because community level // designers love to make nonsense bogus_player_win: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_swimming: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_drowned: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_burned_fire: { layer: LAYERS.terrain, blocks_collision: COLLISION.all, }, bogus_player_burned: { layer: 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.layer === undefined || type.layer !== Math.floor(type.layer) || type.layer >= LAYERS.MAX) { console.error(`Tile type ${name} has a bad layer`); } if (type.is_actor) { if (type.collision_mask === undefined) console.error(`Tile type ${name} is an actor but has no collision mask`); if (type.ttl === undefined && type.item_pickup_priority === undefined) console.error(`Tile type ${name} is an actor but has no item pickup priority`); } if (type.is_item) { if (type.item_priority === undefined) console.error(`Tile type ${name} is an item but has no item priority`); } } export default TILE_TYPES;