lexys-labyrinth/js/tiletypes.js

3154 lines
112 KiB
JavaScript

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);
}
//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);
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);
},
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 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 {
// 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 === '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;