lexys-labyrinth/js/tiletypes.js
Timothy Stiles 4f0ff2b346 Terraformer alt behaviour when it has an item on top
When activated, if there's an item on its tile, copies the item to the tile in front of it. Otherwise, copies the item AND terrain BEHIND it to the tile in front of it.
2021-02-06 23:08:39 +11:00

3107 lines
112 KiB
JavaScript

import { COLLISION, DIRECTIONS, DIRECTION_ORDER, LAYERS, TICS_PER_SECOND } from './defs.js';
import { random_choice } from './util.js';
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) {
actor.slide_mode = me.type.slide_mode;
}
// Item bestowal
// TODO seemingly lynx/cc2 only pick RFF direction at decision time, but that's in conflict with
// doing this here; decision time hasn't happened yet, but we need to know what direction we're
// moving to know whether bestowal happens? so what IS the cause of item bestowal?
let neighbor = level.get_neighboring_cell(me.cell, actor.direction);
if (! neighbor)
return;
if (neighbor.try_entering(actor, actor.direction, level))
return;
let item = me.cell.get_item();
if (! item)
return;
if (item.type.name === 'key_red')
return;
if (level.attempt_take(actor, item) && actor.ignores(me.type.name)) {
// If they just picked up suction boots, they're no longer sliding
// TODO this feels hacky, shouldn't the slide mode be erased some other way?
actor.slide_mode = null;
}
}
function blocks_leaving_thin_walls(me, actor, direction) {
return me.type.thin_walls.has(direction) && 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_solid & ~COLLISION.rover),
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_solid & ~COLLISION.rover),
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 activate_terraformer(me, level, dx, dy) {
let did_something = false;
let item_only = false;
let old_cell = level.cell(me.cell.x, me.cell.y);
if (old_cell.get_item() != null)
{
item_only = true;
}
else
{
old_cell = level.cell(
(me.cell.x - dx + level.width) % level.width,
(me.cell.y - dy + level.height) % level.height);
}
let new_cell = level.cell(
(me.cell.x + dx + level.width) % level.width,
(me.cell.y + dy + level.height) % level.height);
if (!item_only)
{
let old_terrain = old_cell.get_terrain();
let new_terrain = new_cell.get_terrain();
if (old_terrain.type.name != new_terrain.type.name)
{
level.transmute_tile(new_cell.get_terrain(), old_terrain.type.name);
did_something = true;
}
}
let old_item = old_cell.get_item();
if (old_item != null)
{
let new_item = new_cell.get_item();
if (new_item != null)
{
if (old_item.type.name != new_item.type.name)
{
level.transmute_tile(new_item, old_item.type.name)
did_something = true;
}
}
else
{
let type = TILE_TYPES[old_item.type.name];
let tile = new old_item.constructor(type);
level.add_tile(tile, new_cell);
did_something = true;
}
}
let old_item_mod = old_cell.get_item_mod();
if (old_item_mod != null)
{
let new_item_mod = new_cell.get_item_mod();
if (new_item_mod != null)
{
if (old_item_mod.type.name != new_item_mod.type.name)
{
level.transmute_tile(new_item_mod, old_item_mod.type.name)
did_something = true;
}
}
else
{
let type = TILE_TYPES[old_item_mod.type.name];
let tile = new old_item_mod.constructor(type);
level.add_tile(tile, new_cell);
did_something = true;
}
}
if (did_something)
{
level.spawn_animation(new_cell, 'transmogrify_flash');
}
}
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) {
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);
}
}
const TILE_TYPES = {
// Floors and walls
floor: {
layer: LAYERS.terrain,
on_approach(me, level, other) {
if (other.type.name === 'blob') {
// 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_solid & ~COLLISION.rover),
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
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_solid & ~COLLISION.rover),
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_solid & ~COLLISION.rover),
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_solid & ~COLLISION.rover,
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,
},
fire_sticks: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover & ~COLLISION.fireball),
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;
if (other.type.name === 'fireball')
{
level.transmute_tile(me, 'fire');
}
else
{
level.transmute_tile(me, 'floor');
}
if (other === level.player) {
level.sfx.play_once('step-gravel', me.cell);
}
},
},
// Hazards
fire: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.monster_solid & ~COLLISION.fireball,
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 === 'ice_block') {
level.transmute_tile(other, 'splash');
level.transmute_tile(me, 'ice');
}
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);
},
},
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 (!)
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') {
// 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');
}
},
},
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);
}
},
},
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',
},
// Mechanisms
dirt_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc1,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
ignores: new Set(['fire', 'flame_jet_on']),
can_reverse_on_railroad: true,
movement_speed: 4,
},
ice_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
pushes: {
ice_block: true,
frame_block: true,
},
on_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,
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,
},
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);
},
},
glass_block: {
layer: LAYERS.actor,
collision_mask: COLLISION.block_cc2,
blocks_collision: COLLISION.all,
is_actor: true,
is_block: true,
can_reveal_walls: true,
can_reverse_on_railroad: true,
movement_speed: 4,
allows_push(me, direction) {
return me.arrows && me.arrows.has(direction);
},
pushes: {
dirt_block: true,
ice_block: true,
frame_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);
},
},
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_solid & ~COLLISION.rover),
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
// Not affected by gray buttons
},
green_bomb: {
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);
},
},
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,
add_press_ready(me, level, other) {
// Same as below, but without ejection
me.presses = (me.presses ?? 0) + 1;
},
// Lynx (not cc2): open traps immediately eject their contents on arrival, if possible
add_press(me, level, is_wire = false) {
level._set_tile_prop(me, 'presses', (me.presses ?? 0) + 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', 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) {
// TODO if wire destruction is ever allowed, this will need to update somehow
me.is_wired = level.is_tile_wired(me, false);
me.is_active = ! me.is_wired;
},
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(me.cell, 'teleport_blue', 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) {
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_red: {
layer: LAYERS.terrain,
slide_mode: 'teleport',
wire_propagation_mode: 'none',
teleport_allow_override: true,
on_begin(me, level) {
// TODO if wire destruction is ever allowed, this will need to update somehow
// 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!
me.is_wired = level.is_tile_wired(me);
me.is_active = ! me.is_wired;
},
*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
return [[me, other.direction]];
}
// Note the iterator starts on the /next/ teleporter, so there's an implicit +1 here.
// The -1 is to avoid spitting us back out of the same teleporter, which will be last in
// the list
let target = all[level.prng() % (all.length - 1)];
// Also pick the actor's exit direction
let exit_direction = DIRECTION_ORDER[level.prng() % 4];
return [
// Green teleporters allow exiting in any direction, similar to red, but only on the
// one they found; if that fails, you walk straight across the one you entered
[target, exit_direction],
[target, DIRECTIONS[exit_direction].right],
[target, DIRECTIONS[exit_direction].opposite],
[target, DIRECTIONS[exit_direction].left],
[me, other.direction],
];
},
},
teleport_yellow: {
layer: LAYERS.terrain,
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);
},
// This is a silly hack to get us flagged as a static tile, so when we're turned on, that
// tile's on_tic will still run
on_tic() {},
},
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_tic(me, level) {
let actor = me.cell.get_actor();
if (actor && actor.movement_cooldown <= 0 && ! actor.ignores(me.type.name)) {
// 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 (actor.type.is_real_player) {
level.fail('burned', me, actor);
}
else {
level.sfx.play_once('bomb', me.cell);
level.transmute_tile(actor, 'explosion');
}
}
},
},
terraformer_n: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid,
activate(me, level) {
activate_terraformer(me, level, 0, -1);
},
// Also terraforms on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
terraformer_e: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid,
activate(me, level) {
activate_terraformer(me, level, 1, 0);
},
// Also terraforms on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
terraformer_s: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid,
activate(me, level) {
activate_terraformer(me, level, 0, 1);
},
// Also terraforms on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
terraformer_w: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid,
activate(me, level) {
activate_terraformer(me, level, -1, 0);
},
// Also terraforms on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
global_cycler: {
layer: LAYERS.terrain,
blocks_collision: COLLISION.real_player | COLLISION.block_cc1 | COLLISION.monster_solid,
activate(me, level) {
//learn about surrounding tiles
//some logic: we ignore tiles with a 'no sign' on them. for items, we ignore itemless tiles. if the same terrain/item is twice in a row, it stays the same. tiles next to global cycles aren't touched.
let cells = [level.cell(
(me.cell.x + 0 + level.width) % level.width,
(me.cell.y - 1 + level.height) % level.height),
level.cell(
(me.cell.x + 1 + level.width) % level.width,
(me.cell.y + 0 + level.height) % level.height),
level.cell(
(me.cell.x + 0 + level.width) % level.width,
(me.cell.y + 1 + level.height) % level.height),
level.cell(
(me.cell.x - 1 + level.width) % level.width,
(me.cell.y + 0 + level.height) % level.height)].filter(x => x.get_item_mod()?.type.name != 'no_sign');
let terrains = cells.map(x => x.get_terrain().type.name);
let items = cells.map(x => x.get_item()?.type.name ?? null).filter(x => x != null);
//globally cycle terrain
if (terrains[0] != terrains[1]
|| terrains[1] != terrains[2]
|| terrains[2] != terrains[3]
|| terrains[3] != terrains[0])
{
for (var i = 0; i < level.width; ++i)
{
for (var j = 0; j < level.height; ++j)
{
let target_safe = [level.cell(
(i + 0 + level.width) % level.width,
(j - 1 + level.height) % level.height),
level.cell(
(i + 1 + level.width) % level.width,
(j + 0 + level.height) % level.height),
level.cell(
(i + 0 + level.width) % level.width,
(j + 1 + level.height) % level.height),
level.cell(
(i- 1 + level.width) % level.width,
(j + 0 + level.height) % level.height)].filter(x => x.get_terrain().type.name == 'global_cycler');
if (target_safe.length > 0)
{
continue;
}
let thing = level.cell(i, j).get_terrain();
let things = terrains;
for (var k = 0; k < things.length; ++k)
{
if (thing.type.name == things[k] && thing.type.name != things[(k - 1 + things.length) % things.length])
{
level.transmute_tile(thing, things[(k + 1) % things.length]);
break;
}
}
}
}
}
//globally cycle items
//some logic: we skip over itemless spots and if two items in the row are a same, then that item stays the same
if (new Set(items).size > 1)
{
for (var i = 0; i < level.width; ++i)
{
for (var j = 0; j < level.height; ++j)
{
let target_safe = [level.cell(
(i + 0 + level.width) % level.width,
(j - 1 + level.height) % level.height),
level.cell(
(i + 1 + level.width) % level.width,
(j + 0 + level.height) % level.height),
level.cell(
(i + 0 + level.width) % level.width,
(j + 1 + level.height) % level.height),
level.cell(
(i- 1 + level.width) % level.width,
(j + 0 + level.height) % level.height)].filter(x => x.get_terrain().type.name == 'global_cycler');
if (target_safe.length > 0)
{
continue;
}
let thing = level.cell(i, j).get_item();
let things = items;
if (thing == null)
{
continue;
}
for (var k = 0; k < things.length; ++k)
{
if (thing.type.name == things[k] && thing.type.name != things[(k - 1 + things.length) % things.length])
{
level.transmute_tile(thing, things[(k + 1) % things.length]);
break;
}
}
}
}
}
},
// Also activates on rising pulse or gray button
on_power(me, level) {
me.type.activate(me, level);
},
on_gray_button(me, level) {
me.type.activate(me, level);
},
},
// 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') {
if (level.compat.cloner_tanks_react_button || ! actor.cell.has('cloner')) {
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) {
// We emit current as long as there's NOT an actor fully on us
let actor = me.cell.get_actor();
if (actor && actor.movement_cooldown === 0) {
return 0;
}
else {
return me.wire_directions;
}
},
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_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],
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 === '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 this is inconsistent with the pink/black 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 this is inconsistent with the pink/black 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,
is_actor: true,
is_block: true,
can_reverse_on_railroad: true,
movement_speed: 4,
},
// Time alteration
stopwatch_bonus: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.remove_tile(me);
level.adjust_timer(+10);
}
},
},
stopwatch_penalty: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.remove_tile(me);
level.adjust_timer(-10);
}
},
},
stopwatch_toggle: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.pause_timer();
}
},
},
// Critters
bug: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.bug,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
decide_movement(me, level) {
// always try turning as left as possible, and fall back to less-left turns
let d = DIRECTIONS[me.direction];
return [d.left, me.direction, d.right, d.opposite];
},
},
paramecium: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
decide_movement(me, level) {
// always try turning as right as possible, and fall back to less-right turns
let d = DIRECTIONS[me.direction];
return [d.right, me.direction, d.left, d.opposite];
},
},
ball: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, bounce back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.opposite];
},
},
walker: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
decide_movement(me, level) {
// preserve current direction; if that doesn't work, pick a random direction, even the
// one we failed to move in (but ONLY then; important for RNG sync)
return [
me.direction,
() => {
let direction = me.direction;
let num_turns = level.prng() % 4;
for (let i = 0; i < num_turns; i++) {
direction = DIRECTIONS[direction].right;
}
return direction;
},
];
},
},
tank_blue: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
decide_movement(me, level) {
// always keep moving forward, but reverse if the flag is set
let direction = me.direction;
if (me.pending_reverse) {
direction = DIRECTIONS[me.direction].opposite;
level._set_tile_prop(me, 'pending_reverse', false);
}
if (me.cell.has('cloner')) {
// Tanks on cloners should definitely ignore the flag, but we clear it first
// TODO feels clumsy
return null;
}
return [direction];
}
},
tank_yellow: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_block: true,
},
movement_speed: 4,
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: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
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: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
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: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
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: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.fireball,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
ignores: new Set(['fire', 'flame_jet_on']),
decide_movement(me, level) {
// turn right: preserve current direction; if that doesn't work, turn right, then left,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.right, d.left, d.opposite];
},
},
glider: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
ignores: new Set(['water', 'turtle']), // doesn't cause turtles to disappear
decide_movement(me, level) {
// turn left: preserve current direction; if that doesn't work, turn left, then right,
// then back the way we came
let d = DIRECTIONS[me.direction];
return [me.direction, d.left, d.right, d.opposite];
},
},
ghost: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.ghost,
blocks_collision: COLLISION.all_but_real_player,
has_inventory: true,
ignores: new Set([
'bomb',
'water',
'ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se',
'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',
]),
movement_speed: 4,
// TODO ignores /most/ walls. collision is basically completely different. has a regular inventory, except red key. good grief
decide_movement(me, level) {
// turn 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: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.monster_generic,
blocks_collision: COLLISION.all_but_real_player,
movement_speed: 4,
movement_parity: 4,
decide_movement: pursue_player,
},
rover: {
// TODO pushes blocks apparently??
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
has_inventory: true,
collision_mask: COLLISION.rover,
blocks_collision: COLLISION.all_but_real_player,
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,
},
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: {
// TODO Red key can ONLY be picked up by players (and doppelgangers), no other actor that
// has an inventory
layer: LAYERS.item,
is_item: true,
is_key: true,
},
key_blue: {
// Blue key is picked up by dirt blocks and all monsters, including those that don't have an
// inventory normally
layer: LAYERS.item,
is_item: true,
is_key: true,
on_arrive(me, level, other) {
// Call it... everything except ice and directional blocks? These rules are weird.
// Note that the game itself normally handles picking items up, so we only get here for
// actors who aren't supposed to have an inventory
// TODO make this a... flag? i don't know?
// TODO major difference from lynx...
if (other.type.name !== 'ice_block' && other.type.name !== 'frame_block' && ! level.compat.blue_keys_not_edible) {
level.attempt_take(other, me);
}
},
},
key_yellow: {
layer: LAYERS.item,
is_item: true,
is_key: true,
// FIXME ok this is ghastly
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
key_green: {
layer: LAYERS.item,
is_item: true,
is_key: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
// Boots
// TODO note: ms allows blocks to pass over tools
cleats: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
item_ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
},
suction_boots: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
item_ignores: new Set([
'force_floor_n',
'force_floor_s',
'force_floor_e',
'force_floor_w',
'force_floor_all',
]),
},
fire_boots: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
// 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: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
item_ignores: new Set(['water']),
},
hiking_boots: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
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: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
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_lit: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
collision_mask: COLLISION.dropped_item,
blocks_collision: COLLISION.all_but_real_player,
// FIXME inherits a copy of player's inventory!
// FIXME holds down buttons, so needs an on_arrive
// FIXME speaking of buttons, destroyed actors should on_depart (behind compat flag)
// FIXME wait couldn't this just be a decide_movement?
on_tic(me, level) {
// FIXME When Chip or Melinda leaves a tile with a time bomb and no no sign on it, the
// time bomb will count down for about 4.3 seconds before exploding; it does not matter
// whether the player dropped the item (e.g. if the player teleported)????
if (me.slide_mode || me.movement_cooldown)
return;
level._set_tile_prop(me, 'timer', me.timer - 1);
if (me.timer > 0)
return;
// 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
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');
}
}
}
},
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: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
on_drop(level) {
return 'rolling_ball';
},
},
rolling_ball: {
layer: LAYERS.actor,
is_actor: true,
is_monster: true,
has_inventory: true,
can_reveal_walls: true,
collision_mask: COLLISION.dropped_item,
// 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: {
// TODO not implemented
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
helmet: {
// TODO not implemented
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
railroad_sign: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
foil: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
lightning_bolt: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
speed_boots: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
bribe: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
hook: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
skeleton_key: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
halo: {
layer: LAYERS.item,
is_item: true,
is_tool: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
},
// 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,
has_inventory: true,
can_reveal_walls: true,
movement_speed: 4,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_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,
has_inventory: true,
can_reveal_walls: true,
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_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,
has_inventory: true,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_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,
has_inventory: true,
can_reveal_walls: true, // XXX i think?
movement_speed: 4,
ignores: new Set(['ice', 'ice_nw', 'ice_ne', 'ice_sw', 'ice_se']),
pushes: {
dirt_block: true,
ice_block: true,
frame_block: true,
circuit_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_solid & ~COLLISION.rover),
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
},
chip_extra: {
layer: LAYERS.item,
is_chip: true,
blocks_collision: COLLISION.block_cc1 | (COLLISION.monster_solid & ~COLLISION.rover),
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.collect_chip();
level.remove_tile(me);
}
},
},
score_10: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(10);
level.sfx.play_once('get-bonus', me.cell);
}
// TODO turn this into a flag on those types?? idk
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_100: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(100);
level.sfx.play_once('get-bonus', me.cell);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_1000: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(1000);
level.sfx.play_once('get-bonus', me.cell);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
score_2x: {
layer: LAYERS.item,
blocks_collision: COLLISION.block_cc1 | COLLISION.monster_solid,
on_arrive(me, level, other) {
if (other.type.is_real_player) {
level.adjust_bonus(0, 2);
level.sfx.play_once('get-bonus2', me.cell);
}
if (other.type.is_player || other.type.name === 'rover' || other.type.name === 'bowling_ball') {
level.remove_tile(me);
}
},
},
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_solid & ~COLLISION.rover),
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_solid & ~COLLISION.rover,
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 && type.collision_mask === undefined) {
console.error(`Tile type ${name} is an actor but has no collision mask`);
}
}
export default TILE_TYPES;